#oneaday Day 450: Ooh, banana

I finished the main story of Donkey Kong Bananza last night, and I've been playing through the postgame today. I will do a proper full post about the game as a whole over on MoeGamer in the not-too-distant future, but suffice to say for now that I have had an absolutely lovely time with this game, and I'm very likely going to "100%" it. Or, at the very least, get all the collectible bananas; I haven't decided if I'm going to try and max out the skill tree (which requires a touch of grinding other collectibles to purchase even more bananas that aren't scattered throughout the game world) — probably not.

Donkey Kong Bananza is one of the best examples to date of how Nintendo still understands what makes video games a distinct medium all their own. It tells a story, sure, but that story is brief, to the point and never obtrusive. There is no point in Donkey Kong Bananza where more impatient types will find themselves mashing buttons to bypass dialogue; the emphasis is firmly on keeping you playing, exploring and having a good time.

And the very nature of Donkey Kong Bananza's mechanics means that it is more of a toybox than even the most recent Super Mario games. The fact that a significant portion of each level is completely destructible means there are a lot of challenges you can approach in very different, creative ways. There are obvious "intended" ways for you to solve things, but the game is open to you trying other things and experimenting. Even more so than Super Mario Odyssey, Donkey Kong Bananza rewards you for asking questions of it and going in search of answers. Almost everything you do will reward you somehow; curiosity and creativity are encouraged, and it's very difficult to get "stuck".

That's not to say it's easy. It strikes a good balance between accessibility and challenge factor. Blasting through the main story will probably be fairly breezy for most players, but each of the game's areas has numerous optional challenges that test all sorts of different skills. Donkey Kong is capable of quite a few different actions by the end of the game, but crucially, the game never overwhelms the player with options and obtuse button combinations. Instead, the control scheme is simple and straightforward, and new mechanics are introduced gradually, one at a time, with plenty of opportunity to practice them in a "safe" environment before having to contend with them under more challenging circumstances.

This is, of course, the same philosophy that modern Super Mario games are designed around, and there's a reason: it works. It gives the game a good sense of pace, means it never gets bogged down, but also keeps things constantly interesting. And, by the end of the game, having all these options available to you doesn't mean "pick the right one to succeed"; it instead, under most circumstances, means "pick the one you think will succeed, and you can probably make it happen".

It's a truly magnificent game, and absolutely a good reason to grab a Switch 2 — even if other reasons to have one are still a little thin on the ground right now. (That said, don't discount the Switch 2's improved performance on a significant number of Switch 1 games as a selling point; it really does make a difference, and is a worthwhile upgrade for that alone.)

I've got a week to finish the postgame before we go on holiday. Nothing bad will happen if I don't — and I will probably be taking the Switch 2 with me — but it would be nice to have it all wrapped up before then. I think I've done a lot of the hardest, most challenging/annoying (delete as applicable) postgame objectives already, so now it's just a case of working my way through and cleaning up the remaining objectives on my way to the grand finale. Easy, right…?


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#oneaday Day 449: Revisiting Teachers

Back in the dim, distant past before streaming video services were a thing, and in a wonderful time before the apparently collective decision that if you're not continually "consuming new content" you're Doing It Wrong, there were several DVD series I had on my shelf that were in almost continual rotation in my DVD player. Spaced, Black Books, Peep Show, Big Train, that sort of thing; a particular brand of British comedy, almost always originally broadcast on Channel 4, and in many cases involving the exact same cast members.

(Aside: a fair few of these have been sullied a little in recent years by their association with Graham "I Hate Trans People… Wait, Why Do You All Hate Me Now" Linehan, but I do try my best not to let that bother me too much, because these series — and the work of the actors therein, most of whom do not subscribe to Linehan's odious bigotry — will always be special to me.)

One of my absolute favourites was Teachers, which was a thoroughly interesting show. I've just re-acquired the DVDs of the complete season, and I watched the first episode last night for the first time in a very long while.

Teachers, if you're unfamiliar, is probably best described as a comedy-drama rather than an out-and-out comedy. It initially focuses on the life of a 27 year old English teacher named Simon, who works at a comprehensive school in Bristol. In later series, several of the original cast members (including Andrew Lincoln, who played Simon) depart to make way for a new ensemble cast, so as a complete run it's more of a snapshot of a moment in a group of people's lives rather than a particularly "personal" story as such. There are a few constants along the way, though.

One of the most interesting things about Teachers is its heavily stylised nature. A trademark of the show is how each episode looks at several days across a typical week, and the introduction to each week is done diegetically through the name of the day appearing on something in the world — on a billboard, on a sheet of paper being photocopies, on a computer display, that sort of thing. This is just the beginning of things, though.

There's an almost hallucinogenic quality to certain sequences in Teachers, which certainly in the initial series is intended to reflect the somewhat turbulent state of mind that our hero, Simon, is in. Simon, you see, is a bit stressed out and starting to have significant doubts over whether he actually wants to be a teacher, and his rather rocky relationship with his peer in the English department, a stern woman named Jenny (played with great enthusiasm by Nina Sia), certainly doesn't make things any easier.

Sometimes these stylised sections are very obvious, such as when Simon returns to school the night after a drunken night out, during which he and his friends broke into the school and let a sheep in, among other things, and starts hallucinating that a full-on forensics team is dusting down his classroom for prints. At others, they are subtle, such as peculiar things happening in the background of scenes — the aforementioned sheep continually shows up throughout the series, for example — or little sound effects, such as when Jenny aggressively touches Simon on the shoulders with her fingertips while admonishing him, and you can hear the sound of sizzling.

One of the best things about the show is the ensemble of Kurt and Brian, played by Navin Chowdhry and Adrian Bower respectively. This pair are, in many ways, the worst of the worst. They're male chauvinist pigs constantly obsessing over people's arses, they always do their best to avoid getting out of having to do anything, they're utterly irresponsible, and they're absolute pranksters.

And yet you can't help but love them. Their behaviour towards women, which might initially seem winceworthy in the somewhat more enlightened world we supposedly live in today, is endearingly, amusingly pathetic in light of the fact that the pair of them seemingly get no action whatsoever for the vast majority of the run (that and the female members of the cast are more than capable of standing up for themselves); their irresponsibility actually comes across as a relatively healthy method of coping with the potentially overwhelming stress of working as a teacher; and their pranks… well, they're always amusing.

Probably the absolute best thing about the show, though, is its use of music, which almost exclusively consists of late '90s/early '00s Britpop and indie rock. In some respects it dates the show enormously — as does the fact that a plot point of the first episode is that teachers are no longer allowed to smoke in the school building in the "smoking room" — but in others it forms an absolutely core part of the show's identity.

Teachers is great because it tells some believably human stories about a distinctly down-to-earth cast of characters and doesn't get hung up on high drama — which is something that subsequent school-based TV shows, like Waterloo Road, could be accused of — and focuses on just being entertaining. Watching Teachers is like being included in this little friendship group of characters; you get to see them at their best and, more frequently, their worst — but that "worst" is never anything particularly serious — and it's always a joy to be among them.

It's definitely a show that is very much "of its time", but after revisiting the first episode earlier, I'm looking forward to watching some more.


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#oneaday Day 448: Biting one's tongue

I'm angry. And sad. And I wish I was neither of those things, but I seem to be unable to escape the general shittiness of the world we live in. And to make matters worse, the things that I am angry and sad about, other people don't seem to think are a problem.

I'm not going to get into the specifics of those things, and that's part of the problem. I don't feel like I can, because it's not just that other people don't seem to think that these things are an issue. It's that they are actively hostile to anyone who does see them for what they are. And I really don't want to get into arguments with people on this stuff, because I already feel incredibly alienated, isolated and lonely for a number of different reasons, but at the same time it feels like holding in all these frustrations is completely counter-productive. But I don't want to post those frustrations anywhere that might get back to the people I am upset and annoyed with, however indirectly.

You can hopefully see why I'm feeling a bit mixed-up and muddled over the whole situation. It absolutely blows to be living in a world where, day after day, you feel more and more like you're not welcome, like you're worthless, like there's nothing you can do to make the situation better. It blows even more to not really be able to express those feelings to anyone, for the reasons outlined above.

I was always afraid my life would end up like this. For as long as I can remember, I have been someone who is comfortable in his own company, even welcoming of some solitude in which to reflect and perhaps be creative. But, at the same time, I've always welcomed the opportunity to share the things I love with others, or simply to enjoy simple moments of connection, amusement and joy with other people that I have learned to trust.

I am fortunate to have my wife, who has always been incredibly understanding and tolerant of my many shortcomings as a human being — and, likewise, I have always been there to support her, even during difficult times. I am also fortunate to have my cats, who love me unconditionally, and always know when I really need them to be near me.

But there are times when that doesn't feel like enough. There are times when I feel more alone than I've ever been in my life, and times when I'm terrified that these feelings will only get worse as time marches onwards. And no-one seems to care. And then I feel bad for wanting people to care, because I worry that will make people think I'm self-absorbed, selfish and not considerate of others' feelings. Like I don't deserve anyone's attention or regard. And then I start feeling, well, why should anyone care about someone so clearly filled with utter self-loathing?

I'll be all right. I usually am. It's just one of those bad days; one of those days that medical professionals euphemistically refer to as "low mood", which I feel somewhat undersells the feelings of utter hopelessness and desperation that tend to accompany such episodes.

But for now, I'll just continue to be angry and sad. And hope that tomorrow is a better day.


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#oneaday Day 447: School camp

A childhood memory that I have somewhat mixed feelings about is that of the time I went on "school camp". That is to say, when a reasonably sized group of us kids (in Year 6 at the time) were taken to a campsite on the edge of the Forest of Dean in Gloucestershire, and then proceeded to spend five days living under canvas.

On the whole, it's a mostly fond memory. I enjoyed camping both on this occasion and on the few weekend-long Cub Scout camps I attended while I was a member of that organisation. But there are a few things about it that I'm less than thrilled to have firmly lodged in my long-term memory. I thought today I'd talk a bit about both sides of the experience.

First, the good: we took part in a lot of really fun, interesting activities on the camp, and had the opportunity to mingle with a few other schools who were also in attendance at the time. Naturally, it didn't take long for talk to turn to who "fancied" who — as I recall, a girl named Taymar from one of these other schools was rather popular among the boys from our school and, childish and inexperienced in matters of the heart as we were, it was always enormously exciting for any of us who got to do anything vaguely "physical" (get your mind out of the gutter, we were 11… actually, considering what I'm about to admit, never mind) with her.

To my eternal shame, I all-too-vividly recall excitedly telling my friend Matthew that I had "bummed" Taymar. I didn't really know what "bumming" generally referred to in common vernacular, and instead assumed it meant that, through some circumstance or another, you had touched bums with another person. And, indeed, on a sort of "assault course" (for kids) style scenario, I had indeed touched bums with Taymar when we were passing one another on a rope bridge, moving in opposite directions. That was the extent of the encounter. I don't think I ever actually spoke to her during the entire trip.

But anyway, I digress. Other highlights that didn't involve underage quasi-sexual activity were the time we did a… I forget how it was described, but something like "rope walkway"? We were blindfolded, and had to navigate our way through the forest by following a rope path that had been laid out for us. I remember finding this quite enjoyable and exciting; trying to picture the environments through which we were manoeuvring as kind of thrilling.

We also went bird-watching. As I recall, there were some forms of rare birds (hawks, I think?) who made their homes near the campsite, so we spent some time looking out for them, but mostly just staring at a cliff face with a few holes in it. The possibility of seeing a Rare Thing was quite exciting for us as kids, though.

Strangely, one of my most vivid memories of school camp is one lunchtime, when we were being issued our packed lunch for a day-long excursion into the forest. Our headteacher had a very particular way of talking, and to this day part of my long-term memory is taken up with the specific way he offered us "Cheese… and salad… or… luncheon meat… and salad" as our sandwich choices. Naturally, as children, we were all horrified at the prospect of a salad sandwich, but most of us were quite pleasantly surprised that it turned out to be tasty. I guess when it's all you've got, you learn to appreciate it.

Night-time was a frustrating time, as I recall. The tent I was sleeping in with the other boys included, among others, my aforementioned best friend Matthew, and a young man named Christopher who could politely be termed the "class clown". When it was time for lights out, he would not shut up. On the first night, he started making up a stupid song about what I believe was "Doyget Sands", a fictional girl that he claimed to love. For every single night thereafter, there was at least an hour of him lamenting how he couldn't be together with "his Doyget", or singing that infernal song again. We learned to just stay awake and tolerate his bollocks until he got bored, which he eventually would, and then we could all get a decent night's sleep.

My least favourite memory about school camp is the fact I didn't poo for a week. At the time, I had an absolute phobia of taking a shit anywhere other than the toilet in my own house, and with the campsite facilities being… fairly run-down, to put it politely, I was terrified that getting my bum out anywhere in the vicinity of those toilets would result in being immediately struck down with dysentery.

So I didn't. I just didn't poo. I needed to, sure, but I didn't. And I didn't tell anyone. But I knew. And I was mortified one day when, full of unevacuated poo and struggling to keep up with the rest of the group as a result, the aforementioned headteacher, presumably in an attempt to encourage me, noted that there was "only about half an hour of waddling to go". I was immediately concerned that he knew I was full of poo, though he didn't mention anything else.

When I got home, I found that I had successfully made myself constipated. I wasn't aware that this was something you could do deliberately, but I had apparently cracked it over the course of that week. And when, if you'll pardon the expression and the mental image, the floodgates eventually opened, it felt real good. From thereon, I figured I should probably try and get over my fear of pooing in places that weren't my own house.

So anyway, that's my memories of school camp. You can hopefully see why I have somewhat mixed feelings about the whole thing. On the whole, it's a time in my life I think back fondly on, with my only regret being that I didn't poo more. I would have probably enjoyed everything about the trip a lot more if I had just gone for a poo each evening.

There's your lesson for life for the day. Now I'm off for a poo.


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#oneaday Day 446: A quick week?

This week, oddly, seems to have kind of flown by. I'm not complaining at all, I hasten to add, because the quicker this week and the next goes by, the sooner the wife and I get to go on holiday. And we're both really looking forward to some nice time away.

Things are… less stressful than they have been at various other points over the course of the last few months, but I'm still pretty burnt out and ready for a break. It will be great to completely disconnect from social media, work and most other modern annoyances and just relax. I am taking some form of computing device with me on holiday, though; my intention is to set aside a bit of time to do some creative writing each day, as a pleasant "forest retreat" seems like the ideal environment in which to do such a thing.

I haven't quite decided how I'm going to achieve this as yet, though. I think what I'm probably going to do is buy one of those little portable monitors you can get, then either hook that up to my phone and run that in its "DeX" desktop mode, or just take my mini PC with me. Then all I need is a keyboard and mouse — and I have plenty of those — and we're sorted.

I'm not promising anything that is going to gush forth from my brain during the holiday is going to be great or even coherent, but I am conscious of the fact that I made a big deal of setting up that "Scratch Pad" site for the distinct purpose of doing creative writing, and then haven't done any as yet. That needs fixing, and being in a suitable environment to write for enjoyment and pleasure, rather than for obligations, would seem like a suitable opportunity to do just that.

But anyway. There's a week and a half of work to get through first, but I feel like I can make it through that without too much trouble. I've got a to-do list of things I want to (or should) try to complete before I leave, and it's not at all excessive in its length, so I'm pretty confident I will be able to achieve everything by or before next Friday. Because if it ain't done by then, it ain't getting done… until I get back, anyway. And, as unforgiving as I might have been sounding about unplugging and going pretty much "off-grid" during the holiday (aside from this blog, which will still see daily updates) I don't really want to leave my colleagues in the lurch while I am absent.

So that's that. Now it's time to head to bed and read a bit of The Black Cauldron, I feel. Or perhaps a quick game of something on the MiSTer before that, maybe…?


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#oneaday Day 445: An evening with MiSTer

The many, many gigabytes of Stuff I'd been copying to my MiSTer Multisystem 2 finally finished during the workday today, so as soon as I was off the clock it was time to dive in and try some things!

I had a couple of unfortunate hiccups along the way, most notably with Starwing, which kept freezing up and crashing, seemingly at random. I tried several different ROM files and that didn't seem to fix it; other SNES games seemed to work fine, but other Super FX games (such as Yoshi's Island) also displayed the same lockup problems with the same or even greater frequency. A bit of digging around the Internet revealed that the SNES core is seemingly having a few woes with Super FX games right now, so I guess I'll just have to wait until that's sorted to get my Starwing on. Unfortunate, but it's not as if there's nothing else on there to play!

My second hiccup was with the Atari ST. I set it up to use Pera Putnik's excellent hard drive image of games that had been converted to run from hard drive and under pretty much any revision of the operating system (under normal circumstances, quite a few ST games can be very picky about this) and… starting any game up resulted in the dreaded "bombs" — the ST's error screen. Then I remembered that it's recommended you run the games from this hard drive image with more than a megabyte of RAM due to the extra features that have been bolted onto them, such as save states. On my real STE I was running them with 4MB and it worked great, so I bumped the MiSTer's virtual ST RAM up to 4MB and suddenly everything was working perfectly. Wonderful.

I had a bit of a tinker with the 60Hz games, too. The 60Hz squish that is my TV's trademark is a tad variable depending on what system you're using — presumably it relates to the specific resolution a console is outputting, which would account for why ColecoVision is super squished, while SNES, PS1, PC Engine and suchlike just have black borders no bigger than your typical unoptimised PAL conversion from back in the day — but the performance is absolutely lovely. I tried the NEOGEO core, and it's beautiful.

For me, I think the biggest thing that CRTs provide over and above modern displays is the sheer smoothness of movement, particularly with something like scrolling. I'd long suspected that this was the case, and while I was setting up the MiSTer I put it to the test, running a game through both the analogue and HDMI outputs simultaneously. On the CRT, the scrolling was silky smooth. On the HDMI monitor, it was pretty smooth, but nowhere near as slick. Granted, the HDMI monitor I'm using is not exactly one optimised for gaming (it's an office castoff from a friend) but the difference was… marked.

So what have I actually played this evening? A few things! I didn't want to be jumping around too much, so I tried to pick a few things that I could settle in with for a while. I was hoping to spend the whole evening revisiting Starwing, since I haven't played that properly for many years, but, well, see above for what happened there.

After a bit of fiddling around trying (and failing) to get that to work, I booted up a game I'd only ever played a demo of previously: Kula World (aka Roll Away to Americans) on PlayStation. This is a puzzle game in which you control a beach ball on some suspended platforms, and your aim is to gather the keys to open the exit, perhaps score some bonus points along the way, then get to the exit. The twist is that as well as rolling along the platforms and jumping, you can also roll around the "end" of platforms to move onto different faces, thereby opening up different angles of exploration. The game starts simple but becomes a bit of a brain-bender before long, particularly as you're against the clock on each stage!

Then I thought I'd have a poke around in the AmigaVision collection, which is a huge pile of Amiga games with a nice front-end launcher. I plumped for HeroQuest II: Legacy of Sorasil, a game I've always been curious about — and a tad bitter that it never came to ST, as I really enjoyed the original HeroQuest on ST. I reckon the ST could definitely handle HeroQuest II — though I suspect the fact it was a 1994 release was the main reason we never saw an ST version, rather than fears the platform wouldn't be able to handle it. By 1994, I'm pretty sure we'd converted to being an MS-DOS and Windows 3.1 household, though the STs still got some use by my Dad for MIDI purposes. The Amiga, meanwhile, was still clinging on for dear life at this point, bless it.

I'm really impressed with the home computer experience on MiSTer so far — though given the project's origin primarily as a means of emulating Amiga and ST in FPGA hardware, this probably shouldn't surprise me. The Atari 8-bit core is very pleasing indeed, happily runs both disk images and Atari executable .xex files, and makes the correct noises while loading. I haven't tinkered with the C64 and Spectrum cores as yet, but I suspect those will be just as enjoyable to play around with.

I made the right choice hooking up a keyboard and mouse to the MiSTer from the get-go. Having it ready to go as both a classic computer and a games console really showcases the flexibility of the device — and the many generously provided USB ports on the Multisystem 2 mean there's no real swapping things around needed. I'm definitely looking forward to getting back into some proper classic computing with the system — I might see if I can make more sense of the programming tutorials in magazines than I could as a kid, and actually see if I can learn something along the way. We'll see.

For now, I'm very happy indeed. It was a lengthy process to get everything setup — and it doesn't have to be quite as lengthy as what I did, but I wanted a fairly "future-proof" setup — but now I can just flip a switch and be in retro heaven without having to swap cables around or remember where I put fifteen different power adapters. Plug and play! It'll never catch on.


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#oneaday Day 444: The 60Hz Squish

The MiSTer is nearly completely set up! It's just copying over a shitload of PlayStation and Saturn games, and then it will be ready to go. I got a replacement SCART cable today, and I'm delighted to report I can now get an absolutely lovely picture on my beloved old CRT, which means the MiSTer can be used to enjoy a retro gaming experience as "authentic" as it's possible to get without using real hardware.

I've elected to load the system up with primarily PAL-format ROMs. I know some folks will get sniffy about this, but I have three reasons for doing so.

Firstly, I live in the UK. PAL gaming is what I grew up with, and part of getting the MiSTer set up and working is about recreating that classic experience of using computers and consoles on this Sony Trinitron TV — which is the same one we used to run the Atari ST through back at my parents' house, and which is the same one I took with me to university and played PlayStation games on, right up until I bought an absolute monster of a CRT from a local second-hand shop in my second year at university. That TV, sadly, died after probably one too many house moves (it moved to three different houses in Southampton, then another in Winchester before finally giving up) but the CRT I'm using now is still going almost as strong as it ever was.

Secondly, this TV has a peculiar idiosyncrasy where it is capable of displaying a 60Hz signal, but rather than switching "modes" to do so, it instead just takes the reduced number of lines from a 60Hz/NTSC signal (480 vs 576 for PAL) and plonks them in the middle of the screen as-is. This means that, in stark contrast to slightly later TVs with marginally better 60Hz compatibility, where switching to 60Hz ensures you get a screen-filling picture and slightly better frame rate with more prominent scanlines, running 60Hz systems and games on my particular TV results in varying degrees of picture squish, ranging from "a bit" to "I never knew the ColecoVision had a 16:9 mode". As such, since I'll be primarily using the MiSTer on this CRT, the optimal experience for me is actually to use 50Hz versions of games.

Thirdly, I feel like to a certain extent, PAL gaming history gets a bit forgotten about. It was quite a challenge to track down EU/PAL-specific ROMsets for each console that I want to run on the MiSTer, but I took the time to do so, and I think it will have been a worthwhile use of my time to do so. A lot of complete ROMsets archived online these days are US-centric, and, sure, the 60Hz NTSC versions of games may, in most cases, be the "best" way to experience these games, but that doesn't mean the PAL experience should be erased from history. In fact, there are several cases where PAL versions of games were substantially different from their North American counterparts, with a great example being the Gex games on PlayStation; the voice of the titular character was completely different between the US and Europe, giving each version a very different feel. Several Gran Turismo titles, too, also had markedly different soundtracks between regions.

So yeah. Outside of a few NTSC-specific things I'm loading on where there was no PAL equivalent (we missed out on a lot of RPGs until the PS2-3 era!) this MiSTer is primarily going to be a celebration of the PAL experience. And I'm really looking forward to this danged copy job being over and done with so I can actually sit down and play with the thing!

Still, this is what I signed up for. I knew it was going to take a while to get everything up and running. It's going to be well worth it when it's done.


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#oneaday Day 443: MiSTer whatchacallem whatcha doin' tonight

So! My MiSTer Multisystem from the lovely folks at Heber and the Retro Collective arrived yesterday, and… I've been spending a lot of time setting it up. This was entirely expected, so I'm not annoyed or anything — though I was a tad surprised that the update_all script took nearly 24 full hours to complete. It's my fault for running it on Wi-Fi in the room that has the weakest Wi-Fi signal in the whole house. I thought before I started, "I wonder if I should do this over Ethernet," and I knew on some level even then that the answer to that was an emphatic "yes", but still.

Anyway, it is done now, and now I have a working, functional MiSTer Multisystem up and running. There's one thing I haven't been able to test thus far, which is analogue connectivity to a CRT TV — it seems the cable I bought to use with the MiSTer isn't quite right, so I have some replacement options arriving tomorrow — but from a very brief play earlier, I'm very impressed so far. While there is plenty of scope for nerdy nerds to get deep into the weeds tinkering with things and trying to "optimise" their experience, after running update_all and installing some games, the whole thing is remarkably straightforward and easy to use, particularly if you're just connecting up to an HDMI display.

On the offchance you don't know what a MiSTer Multisystem is, it's… well, it's sort of complicated. MiSTer itself is an open-source project that uses FPGA hardware emulation to recreate the experience of using classic computer and gaming hardware. It is different from software emulation for reasons I don't entirely understand, but the gist of it is that an FPGA chip can be reconfigured by issuing it commands, and in doing so you can make an extremely accurate simulation of a physical piece of electronic hardware. The upshot of it is that FPGA emulation has the potential to be much smoother and more authentic to the original experience than software emulation is.

The MiSTer Multisystem — or, to be more accurate, the MiSTer Multisystem 2, which is what I've got — is an attempt to make MiSTer more accessible. For many MiSTer users, putting together a MiSTer system involved getting a DE-10 Nano little computer-on-a-board thing, plus some I/O boards, putting them altogether in a stack and then installing the software on an SD card. As hardware projects go, it's not especially complicated or super-expensive, but there was definitely a market for a more "consolised" experience. MiSTer Multisystem 2 takes all the pain out of the actual hardware side of things in that it's a ready-to-go console available in both digital (HDMI) only or digital-and-analogue (HDMI plus VGA and/or SCART) forms. The whole thing is pre-assembled, no need to build anything, and it's also not reliant on the DE-10 Nano, either, which can sometimes be tricky or expensive to track down.

You still have to set the software side of things up yourself, though this is made pretty straightforward through the aforementioned update_all script, which connects to the Internet and downloads pretty much everything you need apart from the actual games themselves — and even then, it will even download the arcade games that the MiSTer's various "cores" support, so once you've run it, you'll have things to play, ready to go, even if you don't add any of your own ROMs and disc images to the system.

MiSTer itself is modular and expandable, and so too is the Multisystem 2. A cartridge slot allows for the connection of "SNAC" (Serial Native Accessory Converter) cartridges, which allow you to plug in original control pads and accessories for a variety of systems, plus the system has 7 USB ports for connecting controllers, keyboards, mice, external storage devices, Wi-Fi dongles and any other gubbins that might be useful. There are also some slots inside the system itself, accessible by removing the special flaps at the side, though exactly what those are used for is not yet known.

But anyway! Once you're up and running, you pick something from the main menu to play, the "core" for the device the system is emulating will boot up, and then you're away. Some excellent video options allow for some quite convincing CRT emulation on HDMI displays, and if you have a model that supports analogue video output, you should be able to just plug in an RGB SCART cable and connect to a suitable display. I'm hoping to take advantage of that side of things when my new cables arrive tomorrow.

I have a lot of games still to transfer to the system, but I think I've earned a bit of a play for the rest of this evening. Hopefully by the end of tomorrow I'll have this thing up and running and ready for a whole heap of fun!


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#oneaday Day 442: Munchings and crunchings

After listening to Danny from Game Grumps play Sierra's The Black Cauldron game while falling asleep the other evening, I decided that it was high time to do something I've been meaning to do for… probably several decades at this point, which is to actually read Lloyd Alexander's The Chronicles of Prydain, the books The Black Cauldron is based on. (I've still never seen the Disney movie either, for that matter, but I did collect several of the plastic figures you got free in boxes of Corn Flakes back in the day! The Horned King made a great Chaos Sorcerer for Advanced Heroquest.)

Thus far I'm about 75% through The Book of Three, the first in the series, and I am really enjoying it. Really enjoying it. Like, "wish I'd read this much earlier in my life" enjoying it. I'm finding it kind of fascinating quite how differently it is unfolding from The Black Cauldron game — which I'm sure was partly out of technological limitations necessitating a simpler narrative, and partly out of the Disney movie almost certainly diverging from the source material somewhat — but yeah. Really enjoying it.

As someone with a major soft spot for spunky princess characters (see: Mandra from Blade of the Poisoner, Ce'Nedra from The Belgariad/The Malloreon) I am absolutely a thousand per cent in love with Eilonwy, who has some of the most formidable sass I think I've ever seen committed to paper. The fact that she consistently delivers some truly wonderful withering lines at the expense of our protagonist, Taran, while being incredibly well-spoken the whole time is just… ah, man. I live for it. Absolutely live for it.

But anyway, it's entirely possible that you, dear reader, are unfamiliar with either The Black Cauldron of The Chronicles of Prydain in general, so here's the gist.

We join the story in Caer Dallben, a peaceful little farm seemingly in the middle of nowhere, where nothing ever happens — but with a slight air of mystery around it due to the fact its master is a man of nearly four hundred years in age who is in possession of a magical tome known as The Book of Three.

Taran, an orphan boy on the cusp on manhood who helps out around Caer Dallben, is discontent with this simple life, and wishes to know more of the world. After successfully being granted the rank of Assistant Pig-Keeper to the oracular pig Hen Wen — and after having burnt his fingers attempting to consult the magical Book of Three against Dallben's wishes — finds himself forced to set out on a journey when the aforementioned Hen Wen escapes following some grim omens.

The Book of Three follows Taran's journey to track down Hen Wen, during which he encounters several thoroughly interesting companions — including the warrior-prince Gwydion, the subservient and obsequious man-beast Gurgi, the bard-king Fflewdur Fflam and the aforementioned Eilonwy — and learns a lot more of the peril facing the world. The setting's great evil is positioned as Arawn, lord of the lands of the dead, but the more immediate threat is the Horned King, a frightening figure who roams the land in search of conquest — and, it seems, Hen Wen.

For context, The Black Cauldron game has none of this — at least, not in the exact same form. The game opens with Taran feeding Hen Wen, then her having a vision of the Horned King, then Taran being tasked with taking her to a safe haven with the Fair Folk to keep her safe from harm. Along the way, he encounters several of the characters introduced in The Book of Three, but in somewhat different contexts. This doesn't make the game a bad adaptation — as I say, for all I know, it's entirely possible that the Disney movie also played this fast and loose with the narrative, since I haven't seen it — but it is interesting to have all this additional context.

So anyway, yes. I am really enjoying The Chronicles of Prydain so far, and I will be moving straigh on to the other four books in the series once I've finished The Book of Three. Which will be pretty soon at the rate I'm going!


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#oneaday Day 441: Is it actually impossible to recommend things to anyone any more?

I can't remember the last time I successfully recommended something to someone. Be it TV show, movie (not that I really watch movies any more), music or video game, it seems inordinately difficult to get anyone to give a shit about something you might feel quite passionately about — even if you're close with the person you're attempting to recommend something to.

I say this in the light of online Discourse™ right now being taken up almost entirely by breathless ejaculations in the direction of Hollow Knight: Silksong, which apparently now has a release date and everybody (except me) is enormously excited about to the exclusion of pretty much anything else in existence.

I've talked before, I think, about the phenomenon of "inverse hype", where the more something is talked up and talked up and talked up, the less I give a shit about it. It's happened with numerous things over the years for me: Star Wars, Mass Effect (I've still never even touched the third one despite quite enjoying the first two), Undertale (which I have since played and enjoyed) and now — and for the last seven years — Hollow Knight: Silksong.

It's the Internet's fault, of course. The seven-year long "joke" of responding to literally every video game announcement or livestream with "silksong when" quickly wore out its welcome and then proceeded to continue for nearly a decade. It's been so long now that I feel active antipathy towards Hollow Knight as a whole, despite it being a type of game I would typically rather enjoy. I don't want anything to do with Hollow Knight precisely because people will not shut the fuck up about it.

And part of that not shutting the fuck up also includes closing one's ears to any alternative possibilities. Already other developers are (perhaps wisely) moving their release dates so they don't "overlap" with Silksong when it eventually releases in early September.

The problem exemplified by Silksong, I think, is that apparently "The Community", whatever that actually means, is only capable of Giving A Shit about one Thing at a time. That Thing changes from moment to moment, but it's always something that has, for one reason or another, had both a lot of blanket coverage and a lot of speculation about it. And while that Thing is the Thing Of The Moment, no-one has any time whatsoever to even contemplate that other Things might exist, because if you're not "part of the conversation" while Thing is Thing Of The Moment, you might as well just kill yourself, you stupid, pointless, irrelevance, you.

It's probably a personal failing to be frustrated and resentful of this, but I've never really operated that way. There's the occasional thing that I enjoy jumping on board with to enjoy at the same time as everyone else — the last two were Mario Kart World and Donkey Kong Bananza — but other than that, I typically enjoy things at my own pace, sometimes a very long time after they were initially released. This often means that I "discover" something when it's outside of the mainstream public consciousness — if it was ever there in the first place, which in many cases for the things I personally enjoy, it wasn't.

Unfortunately, that lack of blanket coverage and generally mainstream "approval" is seemingly crucial for a lot of people, so if you recommend something that the person you're making the recommendation to hasn't heard of, typically, I find, you'll be dismissed or even ignored.

I suspect this ties in with the "well, why would I waste my time with a 65/100 game when I could be playing nothing but 95/100 games?" I'm sure many of you know my answer to this already — it's because the 65/100 games are, in many cases, more interesting and creative than the 95/100 games, and also because slapping numerical ratings on something unquantifiable is stupid. But too many times I've encountered the "well I read a review once that didn't like it" response to a personal recommendation — which I made because I knew the thing I was recommending would particularly appeal to the person I was recommending it to, if they'd give it a chance — and, at this point, it's just getting far too annoying to even attempt recommending anything any more.

The real problem at the heart of all this is doubtless that there are too many Things. The implication behind the "why should I waste my time with a 65/100 game" question is that an individual has a finite amount of time, and that time is somehow "wasted" if it is not spent "optimally", even if that time is being spent engaging with something that is entertaining, artistic, enriching. And "optimal" to a lot of people today means the mistaken assumption of the "objectively best" thing — a concept which doesn't actually exist.

Right now, while polishing off Donkey Kong Bananza, I'm also playing through Mystery Detective Archives: Rain Code, a game which came out in 2023. I'm willing to bet that I'm probably the only person playing that game right now, because two years ago might as well be the Dark Ages for some people.

Sigh. This really isn't worth getting worked up over, I know. It's just frustrating when you try and start a conversation and you feel like you're continually confronted with a blank wall with "silksong when" scrawled on it in crayon.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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