Video 1. The algorithmic trick that solves Rubik's Cubes and breaks ciphers by polylog (2022) Source. Talks about the Meet-in-the-middle algorithm.
Video 1. The algorithmic trick that solves Rubik's Cubes and breaks ciphers by polylog (2022) Source.
The definition is not very precise, as in many games with random elements there is a mixture of both skill and luck.
So we just use the precise Non-deterministic game term instead for any game that has any random element beyond the control of the players.
As of 2020's and earlier, humans were far far behind. As of 2020s and earlier, even an average personal computers without a GPU, the hallmark of deep learning beats every human.
Chess is just too easy!
Video 1. Will a computer defeat Garry Gasparov? by BBC (1993) Source.
The cool thing about this notation is that is showed to Ciro Santilli that there is more state to a chess game than just the board itself! Notably:
  • whose move it is next
  • castling availability
  • en passant availability
plus some other boring draw rules counters.
A Chess UI is a program that interfaces with a chess engine in order using a Computer chess interface to allow human players to interact conveniently with the engine.
The user friendly Chess UI! Exactly what you would expect from a GNOME Project package. But also packs some punch via the Universal Chess Interface, e.g. Stockfish just works.
Both chess engine and a CLI chess UI. As an engine it is likely irrelevant compared to Stockfish as of 2020. TODO: does the UI support Universal Chess Interface?
Cool project history though. Started before the GNU Project itself, and became one of the first packages.
Advanced. Not beginner friendly, very clunky.
Related to Leela Zero, a Go engine
Deep learning implementation, a bit analogous to AlphaZero, but for Chess only.
One of the most powerful chess engine as of 2023: computer chess competition.
Most of what follows is part of the Universal Chess Interface. Tested on Ubuntu 22.10, Stockfish 14.1.
After starting stockfish on the command line, d (presumably display) contains:
 +---+---+---+---+---+---+---+---+
 | r | n | b | q | k | b | n | r | 8
 +---+---+---+---+---+---+---+---+
 | p | p | p | p | p | p | p | p | 7
 +---+---+---+---+---+---+---+---+
 |   |   |   |   |   |   |   |   | 6
 +---+---+---+---+---+---+---+---+
 |   |   |   |   |   |   |   |   | 5
 +---+---+---+---+---+---+---+---+
 |   |   |   |   |   |   |   |   | 4
 +---+---+---+---+---+---+---+---+
 |   |   |   |   |   |   |   |   | 3
 +---+---+---+---+---+---+---+---+
 | P | P | P | P | P | P | P | P | 2
 +---+---+---+---+---+---+---+---+
 | R | N | B | Q | K | B | N | R | 1
 +---+---+---+---+---+---+---+---+
   a   b   c   d   e   f   g   h

Fen: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1
Key: 8F8F01D4562F59FB
Sweet ASCII art. where:
Move white king's pawn from e2 to e4:
position startpos moves e2e4
Then display again:
d
gives:
 +---+---+---+---+---+---+---+---+
 | r | n | b | q | k | b | n | r | 8
 +---+---+---+---+---+---+---+---+
 | p | p | p | p | p | p | p | p | 7
 +---+---+---+---+---+---+---+---+
 |   |   |   |   |   |   |   |   | 6
 +---+---+---+---+---+---+---+---+
 |   |   |   |   |   |   |   |   | 5
 +---+---+---+---+---+---+---+---+
 |   |   |   |   | P |   |   |   | 4
 +---+---+---+---+---+---+---+---+
 |   |   |   |   |   |   |   |   | 3
 +---+---+---+---+---+---+---+---+
 | P | P | P | P |   | P | P | P | 2
 +---+---+---+---+---+---+---+---+
 | R | N | B | Q | K | B | N | R | 1
 +---+---+---+---+---+---+---+---+
   a   b   c   d   e   f   g   h

Fen: rnbqkbnr/pppppppp/8/8/4P3/8/PPPP1PPP/RNBQKBNR b KQkq - 0 1
Key: B46022469E3DD31B
so we see that the pawn moved.
Now let's make Stockfish think for one second what is the next best move for black:
go movetime 1000
gives as the last line:
bestmove c7c5 ponder g1f3
TODO:
  • what is ponder? Something to do with thinking on the opponent's turn: permanent brain.
  • understand the previous lines
To make the move it as suggested for black, we have to either repeat the entire sequence of movements:
position startpos moves e2e4 c7c5
d:
 +---+---+---+---+---+---+---+---+
 | r | n | b | q | k | b | n | r | 8
 +---+---+---+---+---+---+---+---+
 | p | p |   | p | p | p | p | p | 7
 +---+---+---+---+---+---+---+---+
 |   |   |   |   |   |   |   |   | 6
 +---+---+---+---+---+---+---+---+
 |   |   | p |   |   |   |   |   | 5
 +---+---+---+---+---+---+---+---+
 |   |   |   |   | P |   |   |   | 4
 +---+---+---+---+---+---+---+---+
 |   |   |   |   |   |   |   |   | 3
 +---+---+---+---+---+---+---+---+
 | P | P | P | P |   | P | P | P | 2
 +---+---+---+---+---+---+---+---+
 | R | N | B | Q | K | B | N | R | 1
 +---+---+---+---+---+---+---+---+
   a   b   c   d   e   f   g   h

Fen: rnbqkbnr/pp1ppppp/8/2p5/4P3/8/PPPP1PPP/RNBQKBNR w KQkq - 0 2
Key: 4CA78BCE9C2980B0
or alternatively we could also use the previous FEN notation as a starting point;
position fen rnbqkbnr/pppppppp/8/8/4P3/8/PPPP1PPP/RNBQKBNR b KQkq - 0 1 moves c7c5
Note how the Universal Chess Interface interface is very simple: we just load a state and then decide what to do next for that one state. The engine holds only one and exactly one state at a time, and you can't even modify it differentially without loading new one from scratch.
Let's move white again with our brain with either:
position startpos moves e2e4 c7c5 d2d3
position fen rnbqkbnr/pp1ppppp/8/2p5/4P3/8/PPPP1PPP/RNBQKBNR w KQkq - 0 2 moves d2d3
Set a specific position from fen:
position fen rnbqkbnr/pppppppp/8/8/4P3/8/PPPP1PPP/RNBQKBNR b KQkq - 0 1
One cool thing about computer Go vs computer chess is that in go you can easily parametrize the game difficulty by board size!
On Ubuntu 22.10:
sudo apt install quarry
quary
just works with GNU go.
Figure 1. Source.
"Game" is a bit of a stretch as there are no player choices at all.
A more precise word would be simulation.
More precise, this "game" is exactly an absorbing Markov chain.
Since Snakes and Ladders is nothing but a Absorbing Markov chain, the results are exactly the same as for that general problem.
www.jstor.org/stable/3619261: How Long Is a Game of Snakes and Ladders? by Althoen, King and Schilling (1993), paywalled.
First major one: Magic: The Gathering.
Magic is the best card game of all time. Ciro Santilli agrees with this fact, and this has nothing to do with the nostalgia factor of having played it while being a teenager.
It is also the one with the most cumbersome name possible, containing even a bloody colon punctuation in it!
However, besides that, Magic has another major flaw: the cards of old formats (Legacy and Modern), which are the only really interesting ones, are fucking expensive: Section "Magic: The Gathering is too expensive".
Like in mathematics, the most beautiful decks are those that do crazy things:
  • infinite combos
  • semi-infinite combos that allow you to likely draw your entire deck or deal 20 damage
  • all-in decks that either win or lose on turn two
  • and lands
All of this comes to a certain extent from the deep asymmetry that permeates the game.
It is also really interesting to watch as new sets as spoiled and try to guess if certain cards will have any impact on the Modern or Legacy metagame.
Here are some cool decks:
If Ciro were to ever overcome his cheapness and play the legacy forma (which will never happen), he would likely play one of the following decks when trying to be able to win at all:Both of this decks focus on cheating a huge creature into play in one go, and both have combo protection methods (discard for turbo depths, and counterspells for sneak and show). Ciro believes that those decks reflect his personality well, notably Ciro Santilli's self perceived creative personality. Related decks that don't appeal as much to Ciro:
  • reanimator: you have to worry about graveyard hate all the time, worrying is bad
  • storm: you have to play too many spells, it's tiring. Ciro would rather put a fattie into play and swing once.
And above all, Ciro would never play a fair deck. Grinding victories is not for him. He'd rather quickly decide win/lose status and move on.
Competitive commander is also interesting, although matches tend to be much more random so the format is harder to digest, see for example this channel; Playing With Power MTG channel.
In Ciro's mind, Urza's block is the most epic of all, followed by the masques block. Those sets had a ridiculous power level and epic art, and they happened just before Ciro Santilli started playing during Invasion, which had an extremely low power level in comparison. So Ciro saw some cards from those slightly older formats floating around, but not many, and they felt so mystical and awesome.
Video 2. I Built a COMPUTER in Magic: The Gathering by Because Science (2019) Source. Shows an explicit Turing complete Magic The Gathering setup with real cards in a standard "extremely lucky" 2 player game.
ChannelFireball is one of the best Legacy resources out there, but they have too much crap filling in between legacy videos unfortunately.
The following creators share many of Ciro's interests and output large quantities of interesting content covering all memes/overpowered combos of new sets:
  • www.youtube.com/watch?v=1u5yzmta2oA BoshNRoll (Brian Coval) is basically Ciro Santilli's favorite MTG streamer of the early 2020's very good Legacy focused content, with occasional Modern and Pauper, good spicy deck selection. And he says nice and intelligent things the hole time, it's the type of person Ciro would be good friends with in real life. It sometimes makes Ciro said to see such a person wasting their lives with Magic. Twitter: twitter.com/BoshNRoll
  • Magic Aids
  • Squa Chief. He does a lot of cool decks.
  • Jeff Hoogland. Not Ciro's favorite personality though, too rambly/matter-of-fact. Also was going too much into MTGA.
  • www.youtube.com/channel/UC2hkmJr2x--IiMfozqj6VdQ Meryn MTG. She's too much on the jank side for Ciro's taste, but for that reason she covers some decks of interest that others don't. She's cute, and a Timmy at heart. Which makes you feel really sorry for her as she gets crushed by more competitive decks.
  • CalebD. Legacy and Modern. Too much drafting in the middle of actual videos. Sometimes decks slightly too janky/experimental. Amazing channel soundtrack.
  • Nikachu has some decent commentary. His endlessly rambly persona is a bit annoying, but the content of the commentary is still good.
Ciro was pleased when he learnt that Steve Wozniak plays magic the gathering.
Magic's competitive play became a mess in the late 2010's. They had a clear tournament structure, but they decided to start changing things every 6 months, and give tournaments meaningless names like "Mythic championship", and it just became impossible to follow what is what.
www.youtube.com/watch?v=5hk3IOQiisg Crazy MTG Scandals That Changed The Game by Nikachu (2021). Good list:
  • obviously wrong card named
  • Dryad arbour camouflaging as a land
  • go to combat
Ciro thinks this is idiotic, and that Wizards should sell all cards individually with unlimited supply and all with the same prices, especially online where there are no printing costs. But because Wizards made the silly promise never to reprint certain cards with the reserved list in 1994, they can't even correct this mistake legally! (TODO maybe, see further discussion at: www.mtggoldfish.com/articles/contract-from-below-promissory-estoppel-and-the-reserved-list). There is however one simple solution: create and promote a new no reserve list format, and let reserve list formats rot away:
One interesting outcome of this would be to have card cost limited formats. Penny Dreadful puts a super low limit, on individual cards, but it would be cool to have a max cost per deck version of it.
A cool thing is when they printed Garth One-Eye, which allows you to make imaginary copies of some of those restricted list cards during play. This is the type of "flirting with the rules", that Ciro Santilli admires. The introduction of online-only cards such as XXX has pushed that even further as of 2021.
This was especially insane when Ciro was young and the Internet was not very widely available in Brazil yet, and Ciro did not know how to check the values of cards on online markets, and would trade cards with older much more knowledgable teenagers, based solely on his appraisal of a card's strength! Can you imagine how many young Timmys got ripped off in this manner, trading useless one million mana spells for ultra expensive black lotuses?
There is however one good solution to Magic's insane cost: watch people who have nothing better to do in their lives play on YouTube.
And as Internet formats dominate more and more, if they have any brains at will they will migrate to a subscription model where you pay to play for a given period of time, and have immediate access to all cards. It could even be a tiered access, with older formats being more expensive (more bugs to fix on different cards), but you must get access to all cards of a format at once.
Video 1. The Tarmogoyf Scandal by Nikachu MTG (2021) Source.
Very good channel that gives some idea of the behind the scenes of working with card stores and secondary market trading.
Such lessons can have applicability in business and investment outside of the Magic The Gathering context as well. Yet another example that usefulness can come out of uselessness.
Video 1. The Process of Opening a MTG Store by Alpha Investments (2016) Source.
Video 2. Spending $500,000 per month on Pokemon & Magic by Alpha Investments (2021) Source.
His combination of politically incorrect dirt talk with amazing quirky decks captures Ciro's imagination.
Anonymous no face-reveal.
The videos are heavily edited with all pauses cut out, which makes them very quick to watch and saves viewer time.
Modern focused, with some occasional newer formats mixed in.
When Wizards publishes several useless sets in a row without a single modern playable card, he's just forced into Standard.
Video 1. Magic Aids vs. Magic Rainbows by Magic Aids (2018) Source. In this amazing video Magic Aids makes fun of Wizards for forcing him to change is Magic Online handle from Magic Aids to something else due to the AIDS part. He claims the Aids is not meant as a reference to the disease, but just as in "memory aid". Ciro doubts this wasn't intentional. But the video is still amazing, and happens to involve a sex doll dressed as Liliana Vess squirting glitter from her vagina. Wizards must love this guy. It is also a good criticism of political correctness in general. This is a work of art.
Paraprasing a friend of Ciro Santilli:
Magic: The Gathering is like cocaine in card form.
Luckily, early teens Ciro Santilli was partly protected from this by Ciro Santilli's cheapness.
But Ciro distinctly remembers one day in his early teens that he couldn't sleep very well, and he got up, and the was decided that he would become the greatest Magic: The Gathering player who ever lived. Can you imagine the incredible loss that this would have been to humankind? And talk about the incredible lack of development opportunity present in poor countries, related:
In 2019, a paper proved that MTG is Turing complete with a legacy legal deck. Live demo with some hand waving: Video "I Built a COMPUTER in Magic: The Gathering by Because Science (2019)". As Ciro Santilli comments at: github.com/cirosantilli/cirosantilli.github.io/issues/42 this was an interest addition to the previous "indefinite infinite loop" e.g. as found in a Four Horsemen combo deck
Ciro had initially Googled for the "4-card limit thought experiment" but he reached: www.channelfireball.com/articles/what-if-the-4-card-limit-was-abolished-in-modern/ "What if the 4-Card Limit Was Abolished in Modern?" by Frank Karsten (2018) and was much more pleased with the mathematical result. Like-minded people.
That links to www.channelfireball.com/articles/what-if-the-4-card-limit-was-abolished-in-modern/ the related article: "The Mythic Invitational's Duo Standard Format Game Theory Optimized" by Frank Karsten (2019) which explains well how Nash equilibrium is naturally reached: if there is any imbalance, someone can take advantage of it, and then it rebalances. Therefore once you've calculated the equilibrium, your best course of action is to pick a deck at random from a list of possible winners.
Of course, part of the beauty of Magic is that we can never really know the full matrix since deck choice is basically infinite. But at the very least it could give good archetype results.
Open source MtG engine implementation written in Java.
Seems to have an option to download art from internet as well.
Ciro Santilli wonders how legal it is. They very explicitly do not mention the words Magic: The Gathering anywhere.
Their UI does a good job at being self explanatory. Space is the shortcut to skip phases.
No online play.
TODO it appears to parse card functionality out of the human readable text! That's genius, as it helps automatically get new cards working, and squirt around legal issues.
The meta of a game is the currently dominating know strategy or set of strategies, see also Section "Nash equilibrium".
To break the meta means to find a new strategy that offers a significant advantage over the existing meta.
For the specific of video game glitch breaks see: Section "Meta breaking glitch".
Due to Ciro Santilli's self perceived creative personality, Ciro Santilli is very attracted to meta breaks.
Video 1. How One Man Changed the High Jump Forever by Olympics (2018) Source. Dick Fosbury created and implemented the Fosbury Flop jump style in 1968.
Video 2. Akiyo Noguchi asks the rules while climbing! | Beta Break Ep.1 by Albert Ok (2020) Source. Happened at the 2015 IFSC Climbing World Cup during the Haiyang, China, bouldering event. The author has a playlist of such climbing meta breaks. In climbing, the meta is called "the beta". Climbing competitions are perhaps the sport in which the meta is broken the most often, since each stage is unique.
Video 3. Lukas Hofer's Revolutionary Technique by IBU TV (2019) Source. Lukas created a new technique to pack up his rifle during biathlon competitions.
Ciro Santilli used to play video games when he was young. But after he reached 18 he got bored of them.
The problem is that no matter how you look at, the how to become famous in the real world game is just always more interesting and fulfilling.
Therefore adult Ciro enjoys only the following types of video game content in video form, so that other people waste their lives playing the games while you only see the highlights:
The aspect Ciro enjoys about non-PvP games is atmosphere. Not as conveyed by useless story telling, but as conveyed by music and graphics, and the context deep idea. Legend of Zelda and Metroid come to mind.
And too many games commit the sins of dependency of dexterity, no save states, how do I skip this boring part, or jump straight to the beautiful one?
It also doesn't help if you are already typing on a computer all day long on your job. Hands get tired. Eyes have an infinite capacity to consume useless YouTube videos however. Medically proved.
As a result, Ciro just watches videos about video games. Notably games he played when he was a teenager and already understand the rules for.
And things got even worse as after Ciro Santilli's Open Source Enlightenment, and he started to feel bad about playing any game that is not open source.
Figure 1. Five year old Ciro Santilli playing NES on a joystick. He would get really mad because he could not finish those insanely hard games. Desperate, his parents would have to call older kids from the neighbourhood to help out. Pro tip from the future: the classic controller would almost always have been a more efficient controller. Maybe this kind of crap shapes one's future?
Video 1. Supercut of Doug S02E13 "Doug's Lost Weekend" (1992) Source.
Ciro Santilli used to watch Doug as kid. Of all the episodes, only this one stuck to his mind as an adult. It really drove the point home. The pain and joy of being addicted to anything really. Thankfully wheneve Ciro got addicted to a video game, he also quickly got tired of it. His last temporary addiction episode as of 2022 was Cataclysm DDA!
It is also so awesome how the episode pictures Dougs imagination while playing the video game, which is much more realistic than the actual crude graphics. The Nintendo hard reference is also clear.
Another great point of the episode is how good it is to play a single player video game taking turns with a friend on your side. Both people have to be fully engaged, and the game has to be hard. Perhaps those days are over now that everyone has their own computer and can each play together... and that is a huge shame. When playing on the couch with a friend, the one who is not playing can act as a copilot and thing more broadly as the other focuses on more specific details of execution. One is also reminded of pair programming.
Another great point is, partially when you are addicted, to play the video game at night until late, or very early in the morning. Ciro has fantastic memories of playing Zelda on the Nintendo 64 on Sunday mornings, or his emulation experiences from late weekend evenings at university: Video "Samba e Amor by Caetano Veloso (1975)".
The followup lucky hat segment is also amazing: doug.fandom.com/wiki/Doug%27s_Lucky_Hat
Looking back, the series is still extremely charming. It is interesting how Doug's best friend Skeeter Valentine is green. Ciro thought he was indian, but doug.fandom.com/wiki/Skeeter_Valentine says he's black.
Ciro once commented that the best game is an infinitely hard one, where you can progress infinitely. To which his great friend J. replied:
Fine, so the perfect game for you is mathematics. Stage one: prove the Riemann hypothesis!
Or more broadly, one may argue that the perfect video game is life itself, or difficult life goals like making money, becoming famous or changing the world.
Thinking about it, "infinitely hard" is perhaps not a very precise term, as it could be interpreted as impossible. And if you have mathematical proof that something is impossible, it would be "pointless" to try, trying would be equivalent to pure meditation.
Maybe a better way to put it would be in terms of a difficulty curve. Real life also involves a lot of waiting, either for some experiment to finish running, of for you mental energy to restore a bit.
But so be it, you get the idea.
But this is basically what Ciro feels on every video game. It happens too often on PVE games that things are is either:
  • too slow and easy (Ciro would rather skip those with saves made by other)
  • or too fast hard, Ciro would rather tool-assisted speedrun those parts
Not to mention the incredible breach of suspension of disbelief of most PvE games where enemies are unbelievably stupid. E.g., why doesn't Bowser just build one fucking wall 15 tiles high to prevent Mario from coming through to his castle? And then put a gate and a hundred guards in front of it? TODO there was a YouTube video of this, I think it was Toad pointing it out to Mario that it is quite weird that Bowser is so stupid, it almost feels like he wants to be beaten.
TODO there was one which was relly good, can't find it anymore. One day.
Figure 1. Life difficulty level meme with West Europe, East Europe, Turkey and Middle east. Source.
This is true. The level of competition in university entry exams in Asia in insane in the early 21st century compared to the West.
This is a list of video games that are good to watch other people playing, even if you don't play yourself. And often they are better to watch than to play as you don't have to waste your time as much!
A meta breaking glitch of a video game is a glitch that when discovered significantly breaks the meta.
In non-video game-game, it does sometimes happen that a meta is broken as well, but these events tend to be rarer and less dramatic than meta-breaking due to computer program glitches.
In PvP games, those glitches are generally forbidden by existing rules, and quickly patched after discovered.
In speedrunning however, they are either incorporated in the existing strategy, or may lead to the creation of a new run category for particularly significant glitches.
Video 1. The Controversial Olofboost by theScore esports (2018) Source. Descries the boost used by CS:GO pro-team Fnatic during the DreamHack Winter 2014 quarterfinals.
Video 1. How To Teabag Properly by BADASS GAMING (2017) Source.
Ciro Santilli views humans as biological robots, and therefore RTA videos can be thought of as probabilistic TAS with human achievable reflex constraints.
This aspect is especially highlighted in "speed run record evolution videos", which can be quite fun, e.g. www.youtube.com/watch?v=pmS9e7kzgS4 Ocarina of Time - World Record History and Progression (Any% Speedrun, 1990s-2017) by retro (2017)
From a similar point of view, Ciro also sometimes watches/learns a bit about competitive PvP games from a "could a computer play this better than a human" point of view.
Ciro also likes to watch commented manual speedruns of games as a way of experiencing the game at a high level without spending too much time on it, often from Games Done Quick. Their format is good because it generally showcases one player focusing more on the gameplay, and three couch commentators to give context, that's a good setup.
It is a
To some extent, the ultimate achievement of a TAS is to achieve arbitrary code execution (ACE) on a game, although this has been becoming rarer and rarer in newer consoles. The Nintendo 64 is the current interesting ACE discovery frontier as of 2020.
Post ACE, you then get into more subtle categories which tend to be more geometric clipping through wall glitches, but those can still be fun.
The most beautiful TAS content ever made are:
Video 1. Super Mario 64 '120 Stars' in 1:20:41.52 Console Verified by Soul Umbreon (2012) Source.
Ciro Santilli's TODO there:
  • robotics simulation with control theory focus, and in particular with a model of uncertainty of measurements and commands. For example, imagine making a robot that plays golf, with the terrain fully known. And it is harder as you cannot control the arm with 100% precision.
Why would anyone ever waste time playing a closed source game, when this will inevitably lead to endless hours of decompilation down the line when you want to:
Those who devote their time to the useless development of open source video games, before we even have decent open source development tooling, will, without a doubt, have their place in Heaven.
YouTube review channels:
This is a really good project. So fun to play around with. Low level IO part only like drawing to screen and handling keyboard inputs.
This is a good project. Limited scope to 2D card-like games, but very good within that scope.
Ciro Santilli used it for the 2D version of his Ciro's 2D reinforcement learning games.
One of the main children cartoons Ciro Santilli liked to watch. Part of the Pokemon Mania of the 90s of course.
Ciro could not understand why Nintendo won't make a proper 3D MMORPG Pokemon with actually 3D Pokemon roaming the land, which is obviously what everyone wants. There are even fan games getting there!
until this explaiend it beautifully Video 1. "The Downfall Of Mainline Pokemon Games by GONZ media (2020)":
  • Pokemon became an industrialized yearly game spitting machine, and therefore any new feature is just extra risk
  • Pokemon was kept mostly as a handheld exclusive to sell handlhelds, with a few early exceptions such as Pokemon Snap
Figure 1. Instead of risking anything new, let's play it safe by continuing our slow decline into obsolecense cartoon by Tom Fishburne. Source.
Video 1. The Downfall Of Mainline Pokemon Games by GONZ media (2020) Source. Great video, explains things Ciro had never thought about, e.g. how the Nintendo Switch unified handheld and console for Nintento, this could open the doors for a more ambitious Pokemon release.
Video 1. Pokemania Comes to America by ABC News (1999) Source. Ciro Santilli was a part of it! Especially during Ciro Santilli's 10 month stay in Coventry, United Kingdom, in the year 2000!
.