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 checks the mail. Its empty. We already knew it was empty. Why are we even checking the mail? Reader input, that’s why. 001982 The Song that Desolation Plays. This page is fucking iconic of Homestuck.…

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 first instance of music in the comic. This is actually incredibly important. Music came to be one of the defining characteristics of Homestuck and honestly I have to say its one of the few elements…

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 with a dash of racism tucked in there as well. (For extra credit, google “octoroon”.) 001971 finally has John entering his father’s study, which is currently empty. 001972 alerts of of two important things. 1. John…

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 it shaped the narrative to come? What happens here is John attaches the fake arms to the previously armless Harlequin. A perfectly harmless and amusing jape, if not for the fact that this is what…

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 fake arms, and now we get an alternate view of John’s room. It doesn’t really reveal anything special but it does give us a nice view of some more of his terrible movie posters. 001963…

(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 of the increasingly familiar devices of the narrative, FATHERLY NOTES. They actually go somewhere, sort of, though their arc doesn’t last til the end of the narrative. John’s dad just loves and supports him SO…

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 command “Fondly regard cremation.” which is a callback to Problem Sleuth’s continual variations on the phrase ‘fondly regard creation’. We learn that Nana is dead, and her death may in fact be one of the…

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 well as her urn and ashes rest above the mantlepiece as John gazes at the fire. As he gazes he finds himself contemplating the quotation: “The moon’s an arrant thief, and her pale fire she…

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 a bit of retroactive foreshadowing. What started out as a mere hyperbolic description of John’s cake-hate turned into a long lasting antagonist. There is a link on this page to the Betty Crocker wikipedia article,…

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 off as ‘jokes’. Which isn’t to say that they aren’t funny. 001940 John finally captchalogues the book. 001941/001942 Gamebro magazine is an amusing little false document Hussie has created to satire both completely useless game…

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 specibus  to hammerkind. In non-Homestuck english that means he picks hammers as his weapon for the rest of the comic. Along the way he’ll have a lot of different hammers, because whats a world spanning…

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 Dave, and John jokingly flirts with him as well. All this is glossed over in the first few lines. And then they spend a wall of text talking about sylladexes. No mention is made of…

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.” If I recall correctly it kills more than just a cat. But it definitely kills a cat. We’re also introduced to another bizarre captchalogue mechanic, because the book is so heavy John will apparently have…

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 gives us Homestuck’s very first reference to horses. There will be many, many more. 001931 is the first flash page of the comic proper, but not the first sound panel. It’s a little interactive page…

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 in only a few pages. Getting out of the house isn’t John’s major dilemma. This of course raises the question, what does it mean to be Homestuck. There’s also a reference to gentlemen and monocles…

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 them, because the format was so unusual and off-putting. It is unfortunately where we get almost all of our plot from. The conversation between John (chumhandle ectoBiologist) (another ghostbusters reference, as well as a later…

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 on this page that WILL come up later. Let’s go in order of least important to most important. First, obviously there’s John’s Ghostbusters obsession. This is really more of a theme/character trait than a plot…

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 of Sburb beta, which is late arriving (much to john’s annoyance). Here the comic links to the actual beta, which I mentioned earlier, as in the beta of the comic Homestuck, its first few panels…

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? 001919 John nails his shitty poster up. Its for Little Monsters with Howie Mandel. I could be nitpicky here. Why the hell would you nail up a poster instead of taping it? But this is…

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 as a game mechanic. If he fills up all of his ‘sylladex cards’ whatever item is stored in the last card is expelled violently from it, in this case, the fake arms. This feature of…

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 original to itself, rather than being a larger MSPA joke. And that joke is FATHERLY NOTES.  I don’t know exactly how long these persist in the comic but my feeling is they get referenced and…

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 we get the lovely Hussieism: “You aren’t totally sure if “EQUIP” is a verb copasetic with the abstract behavioral medium in which you dwell, but you give it a try anyway.” To John that sort…

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. “Among the ARTIFACTS are: TWO (2) FAKE ARMS [CURRENTLY CAPTCHALOGUED IN YOUR SYLLADEX], ONE (1) PAIR OF TRICK HANDCUFFS, ONE (1) STUNT SWORD, ONE (1) MAGICIAN’S HAT, ONE (1) PAIR OF BEAGLE PUSS GLASSES, SEVERAL…

Paradoxes

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 comic went on. Did sylladexes come up even once in act 6? I really doubt it. They were a modus that the comic very much left behind as it evolved. MSPA always used video game…

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 of arms, you pick up the CAKE for him and put it on his BED.” The page depicts a computer style cursor appearing from nowhere, and moving the cake off of the chest, and on…

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 fans where each page was a response to their input. Callbacks and retread jokes come up again and again as much because the readers brought them up as Hussie did. The panel of course refers…