Spoilers ahead: for the puzzle and the movies/games
This post assumes you've already solved the puzzle. It reveals all categories and their connections, and discusses plot details, endings, and spoilers for featured movies/games throughout.
Feel the Magic: XY/XX launched with the Nintendo DS in North America in November 2004. You are a young man who is in love with a woman getting stalked by another man with hundreds of flies swarming out of him. One minigame has you blowing on the DS microphone to extinguish candles. Another has you guiding a marble with the stylus. Another has you catching falling people in boats. I'm not making this up. It was a launch game. It sold. This was how Sega introduced themselves to the DS era.
Games: Spyro the Dragon · Ratchet & Clank · Sunset Overdrive · Marvel's Spider-Man
Insomniac was founded in 1994 by Ted Price, and they made their first game (Disruptor) in 1996, and they haven't been purchased, dissolved, or restructured in thirty years. That kind of continuity is unusual in gaming. The quality consistency is also unusual.
Spyro the Dragon (1998) gave them their identity: a character-driven 3D platformer with a warm visual personality and tight controls. Three Spyro games on the original PlayStation, all excellent. Ratchet & Clank (2002) was the expansion of that identity: a bolt-and-pixel robot buddy, a universe of inventive weaponry, a galaxy worth exploring. The franchise currently has seventeen entries. Sunset Overdrive (2014) was their Xbox One exclusive, open-world, grind-rail traversal, relentless movement, a neon-saturated city. It's underplayed because it was console-exclusive longer than it should have been.
Marvel's Spider-Man (2018) is the one that made Insomniac a household name outside of PlayStation circles. The web-swinging felt new despite thirty years of Spider-Man games; they'd solved the problem of making New York traversable at speed. The Miles Morales follow-up, the Spider-Man 2 sequel, the rumored Venom game, all of it flows from the foundation they built in 2018.
Games: Death Stranding · Cloudpunk · Lake · Paperboy
Paperboy (1984, Atari) is the one that started the conversation: you ride a bicycle and throw papers at subscriber houses while dodging obstacles. The job is the game. There is no fiction layered over it. Death Stranding (2019) is Hideo Kojima taking the same fundamental premise (carry things from place to place) and building a post-apocalyptic America where the delivery routes are the infrastructure of civilization. Each successful delivery connects nodes in a network. The community road-building is literal. The physics of the packages on Sam's back are simulated. The game believes logistics is epic.
Cloudpunk (2020) is a cyberpunk voxel game about a night courier on her first shift in a vertical city. The driving is simple; the city is the point. Every delivery connects to a person with a story. Lake (2021) is the most deliberately quiet: a software developer in 1986 who returns to her hometown and temporarily takes over her father's mail route. The lake is calm. The town knows her. The mail she delivers is not the point; the homecoming is.
Games: The Typing of the Dead · Epistory: Typing Chronicles · Nanotale: Typing Chronicles · The Textorcist: The Story of Ray Bibbia
The Typing of the Dead (1999) is a modification of House of the Dead 2 in which every enemy is defeated by typing the word floating above its head. The characters carry Sega Dreamcast consoles on their backs instead of guns. The game ran in arcades with custom keyboard-equipped cabinets. Teaching people to type by shooting zombies with words is one of the best educational game designs ever accidentally created.
Epistory: Typing Chronicles (2016) is gentler: an origami fox girl exploring a fractal world, combat conducted by typing words to destroy enemies. The world unfolds literally as you advance, paper folds open ahead of you. Nanotale: Typing Chronicles (2019) is a spiritual sequel by the same developer with a wider vocabulary and a more developed narrative about a young archivist in a disappearing world.
The Textorcist: The Story of Ray Bibbia (2019) is the hardest of the four: a bullet hell game where you also type exorcism verses, simultaneously dodging projectiles and completing words. The split-attention is deliberate and unforgiving. It's the most concentrated argument the genre makes for typing as skill rather than typing as novelty.
Games: Asphalt: Urban GT · Feel the Magic: XY/XX · Spider-Man 2 · Super Mario 64 DS
November 21, 2004. Six games available at launch in North America. Four of them are here.
Super Mario 64 DS is the recognizable one: a port of the N64 classic with a second screen, new playable characters (Yoshi, Luigi, Wario), and 30 additional stars. The control without an analog stick was imperfect. Spider-Man 2 was the movie tie-in, which makes its presence here feel accidental, it was there because a Spider-Man movie had come out six months earlier.
Asphalt: Urban GT was Gameloft licensing street racing into a handheld format, adequate for what it was. Feel the Magic: XY/XX was Sonic Team doing something genuinely bizarre: a minigame collection wrapped in a fever dream romance narrative with stylus mechanics that used nearly every DS feature simultaneously. It was reviewed with confusion and moderate fondness. It is the most interesting launch title in this group and also the most forgotten.
The delivery games category is the one built around a reframe: what if a video game's job was just the job? No combat, no leveling, no violence. Just the route. Cloudpunk and Lake both push that premise toward something meditative; Death Stranding makes it genuinely epic; Paperboy made it chaotic. The job is always the same. What the genre keeps finding is that the meaning is in who's at the door when you arrive.
Today's CineLinkr puzzle had Kubrick's cold control, John Williams' fifty-year record, black-and-white as a choice, and four films whose titles are also songs. Stand by Me the film and Stand by Me the song both reward the time.