001978 “Play 52 Card Pickup”. The only reason I’m even including this page is because its arguably the first to introduce the persistent theme of cards and card games. 001980 John leaves the house. So much for HOMESTUCK huh???????? 001981 John[…]↓ Read the rest of this entry…
Posts Tagged homestuck reread
001975 John obtains a new captchalogue card. Likely a remnant from when captchaloguing and the sylladex would have actually been a relevant mechanic through the whole comic. 001976 Of course he captchalogues the card because WACKY SHENANIGANS. 001977 is the[…]↓ Read the rest of this entry…
001966-70 are a lot of panels of mucking about that don’t amount to much. The only thing of note here is that John opens Colonel Sassacre’s monstrous manuscript, which is pretty much just a mishmash of vaguely amusing ‘old timey’ lingo[…]↓ Read the rest of this entry…
001965 is a fateful panel. Without it, so many things in the future of the comic just wouldn’t have happened, or would have happened very differently. I wonder if the person who made this command ever thinks about how much[…]↓ Read the rest of this entry…
001957 John captchalogues the ashes to clean them up. Its pretty messy but it gets the job done. Overall I think this sort of brings home how pointless and inefficient captchaloguing really is. 001961 John has gone to fetch his[…]↓ Read the rest of this entry…
(That’s right nook sniffers, I’m back, after a five month hiatus to brain some more Homestuck at you. I haven’t reread my notes so if I repeat stuff that’s TOO BAD.) 001955 contains another one of what will be one[…]↓ Read the rest of this entry…
001951 John burns the Gamebro. What could have, in another universe, been an enduring and annoying key item goes up in smoke. No one will miss it. Imagine if Nana had been prototyped with Gamebro instead? 001952 begins with the[…]↓ Read the rest of this entry…
001950 contains the awkward linguistic formation cata(ptcha)gorically, which is really fucking difficult to pronounce. It gives us a first glimpse at the face of someone who will shortly become an important, enduring character, Nana Egbert, aka Jane. Her picture, as[…]↓ Read the rest of this entry…
001948 Gives us our first mention of Betty Crocker, who is certainly the opposite of a dropped element. Even from the beginning John is on to her ‘plot’ and calls her his arch-nemesis. Frankly my personal opinion is this is[…]↓ Read the rest of this entry…
001939 Dave informs John he’s now stuck using hammers forever, which John shrugs off saying it ‘can’t be that relevant’. This is just the first of a number of fourth-wall groaning literary ironies that the comic will try to pass[…]↓ Read the rest of this entry…
001936 John sticks the fake arms into the cake. This doesn’t really have any earth shattering consequences, but maybe you could theorize it makes the arms stick better to the mannequin in a few pages. 001937 John allocates his strife[…]↓ Read the rest of this entry…
Homestuck may have the highest acknowledged bodycount of any singular work of fiction.
001935 Another John and Dave pesterlog. This one introduces, mysteriously, the character of Rose, here only called TT, and referred to as Her. We can infer from John’s offline chums that she is tentacleTherapist. Rose has apparently been hitting on[…]↓ Read the rest of this entry…
001932 contains our first obvious case of foreshadowing in the plot, in fact, I’d call it the first foreshadowing whatsoever. John goes to read Colonel Sassacre’s book and we’re told that “It could kill a cat if you dropped it.”[…]↓ Read the rest of this entry…
001930 Hussie teases us again with the possibility that this is an escape the room plot, and makes the obvious ‘stuck at home’ reference. “Stuck, if you will, in a sense which possibly borders on the titular.” This page also[…]↓ Read the rest of this entry…
001927 John looks out his window, and the MSPA fandom collectively wonders if this is going to be another ‘escape the room’ style plot, with the mailbox as its final goal. This, thankfully, is a notion that will be disabused[…]↓ Read the rest of this entry…
Someone pointed out I didn’t have the ask box open yet. Ask box is now open, and anon-friendly. If you have anything about homestuck you wanna point out or anything in any of my posts to discuss, feel free!
001926 has our first pesterlog. These multi colored walls of text are going to become very, very familiar. Ironically at one point people coming into reading the comic had to be directly told to read the pesterlogs and not skip[…]↓ Read the rest of this entry…
001923 has John rejecting the idea of eating more cake, but more importantly it introduces us to what will be a persistent element throughout most of the comic- computers. Specifically John’s computer. 001924 AHHHH, there are so many important elements[…]↓ Read the rest of this entry…
I’ve written 3000 words on Homestuck so far and I’m only on page 001923. I’m gonna stop for the night and pick up tomorrow.
001922 formally introduces John’s calendar, which has been hanging around in the background of panels until now, just begging to be looked at. There are two dates marked on the calendar, John’s birthday, and three days prior, the suposed launch[…]↓ Read the rest of this entry…
001917 Introduces yet another sylladex mechanic, in the form of merging sylladex cards. He merges the hammer card, and the nail card, to get hammer and nails (and a free card). Does this come back? Other than with punchcard alchemy?[…]↓ Read the rest of this entry…
001916: John: Squawk like an imbecile and shit on your desk.
001914 Captchalogue cards are full. Prepare for incoming SHENANIGANS, as John tries to captchalogue nails with which to hang the poster. 001915 John takes the nails into his already full sylladex and we are shown more of how it works[…]↓ Read the rest of this entry…
001911 gives us a nice self referential MSPA merchandise plug. As of 4/16, the link still works. 001912, besides being an obvious example of a reused page (page 001905), also sets up one of Homestuck’s early running gags that is[…]↓ Read the rest of this entry…
001909 gives us a taste of more knowledge of how John Egbert’s sylladex functions, and that’s about it. John captchalogues some smoke pellets for later use, and they shunt the fake arms back a ‘slot’ in his sylladex. In 001910[…]↓ Read the rest of this entry…
001908 The contents of John’s chest, when he investigates it are, to use a MSPAism “incredibly silly” which is a given at this point in the narrative as at the moment it hasn’t outgrown from mere referential and randomness humor.[…]↓ Read the rest of this entry…
HOOBOY. 001907 introduces us to two concepts, captchaloguing and sylladexes. Two funny words that would be the basis of a lot of the humor and antics of the early comic, and then fade out into obscurity and uselessness as the[…]↓ Read the rest of this entry…
001906 Introduces us to what one could consider the very first ‘dropped element/dropped plot point’ of Homestuck, and that’s ‘you’ and ‘your’ interaction with the comic. The text reads “>>Remove CAKE from MAGIC CHEST.”“Out of sympathy for John’s perceived lack[…]↓ Read the rest of this entry…
001905 ‘Retrieve arms’ is a recurring gag from earlier MSPAs that fans liked to call back to. I can’t really emphasize this enough that at this stage of the game, Hussie was very much in a literal dialogue with his[…]↓ Read the rest of this entry…