#oneaday Day 63: On the Turn

The weather's starting to warm up again a little bit. Not that we've been hit with cold weather to anything like the same degree as parts of the US, but it's still been chilly for this part of the world.

On my drive home tonight, the temperature was about 10 degrees C, which is a perfectly comfortable temperature so far as I'm concerned. I take the piss out of British weather and its tendency towards being "eehhhhh" rather than anything particularly dramatic, but honestly? I prefer it when it's grey, dull and unremarkable — not too hot, not too cold, not too wet. I don't even mind it being wet if I'm inside and can enjoy the soothing sound of raindrops without getting drenched.

It's still pretty damn cold in the mornings, though, and that's making getting up somewhat challenging. I've temporarily suspended my early morning Fitness Boxing sessions just because it's so fricking freezing in the morning that it's really unpleasant and uncomfortable to get up at that hour. Okay, I warm up pretty quickly once the workouts are underway, but I feel I'd be better and more motivated once there's a little more warmth first thing in the morning. Or at least not any icy chill, even if we put the heating on!

The only downside to grey, drab weather is that it tends to bring with it a bit of a grey, drab mood. Not necessarily depression or anything, just a general feeling of apathy, perhaps slight discontent. At least with the snow the other day that was something vaguely out of the ordinary — though as noted, it unfortunately wasn't enough to get any of us out of work… though on the flipside it also wasn't bad enough to mean any of us got stuck at work, either. Every cloud and all that.

The first "MoeGamer Music" article is now live on MoeGamer courtesy of my shiny new stereo, and it was a lot of fun (if quite time-consuming!) to write. Watch out for more of these in the near future. Don't forget to check out the latest episode of The MoeGamer Podcast, too, for in-depth, intelligent discussion about all things gaming. This week, we say "Death to Metroidvania!"

On that note, I better get to bed. Hope you had a pleasant evening. Good night1

#oneaday Day 62: Diabolical

Good evening! I hope you've had a good weekend. Most of mine consisted of recording and editing podcasts, but I enjoy that so that's all good. It's a shame we weren't able to sort out a new cat or two, but we'll just have to keep trying there.

This evening, my podcast co-host Chris and I had a thoroughly enjoyable time playing Diablo III on Switch. The more I play this console version, the more it just feels right on a console with an analogue controller. One of the things that always bugged me about Diablo on PC was how clunky and cumbersome it was to move out of the way of something like an area-effect marker or an incoming projectile, but when you're playing with a controller, that completely ceases to be an issue. Boss fights that were hard for all the wrong reasons when played with a mouse become much more enjoyable on console. Delightful.

Diablo III's core gameplay loop remains satisfying and fun. Kill things, make bar get bigger until other numbers get bigger and bar resets, pick up shinies, equip shinies, watch other numbers get bigger. At its core, it's getting into "Skinner box" territory, but the difference between Diablo and a shitty mobile game that showers you with experience points just for tapping on your florist five times a day is that Diablo expects a certain amount of skill and knowledge, and isn't just an "idle" or a "tapper" game. (Insert some pithy comment about Diablo Immortal here.)

Diablo is enjoyable because — particularly in its third incarnation — it combines the things people like about munchkin-centric RPGs (in which your primary concern above all else is making bigger numbers) with some honest to goodness arcade-style action: power-ups, combo bonuses, the whole "more fun with friends" angle. Although on the surface, Diablo appears to take itself very seriously, and indeed plays host to some quite detailed lore, the "Adventure" mode which makes up the meat of the game for most players these days understands that some people don't care about all that nonsense and just want to punch the intestines out of a variety of hideous monsters.

There are a few things I wish could be tweaked slightly about the experience — most notably, I wish the music was more interesting, as Russell Brower's rather ambient soundtrack doesn't do much to stand out. This is fine in the narrative-centric story mode, but in the distinctly more arcadey Adventure mode it would be awesome to have some music with a bit more "oomph" to it — something Castlevania-esque would be sweet. But oh well. You can't have everything.

I also particularly like the "seasonal play" concept, where, if you choose to engage with it, the game is relevant for a specific period of time, and there are clear objectives for you to pursue and be rewarded with cool stuff. Blizzard's use of Achievements has always been very good, particularly in its RPGs, and Diablo III makes great use of these and similar types of awards to motivate you and encourage you to try various different ways to play.

In our session today (and slightly beyond), I went from level 21 to level 50 and had a thoroughly good time. The delightful ridiculousness of the Paragon levels awaits. I shall enjoy grinding away for a bit while this season continues.

#oneaday Day 61: Audiophile

See, I told you I'd be back later! Even with Patreon being down for half of the day.

Anyway. Yes. In the previous post, I noted that I had acquired a new stereo. I wanted to talk about that a bit today.

I'm not sure exactly what triggered me wanting to have a standalone stereo again — likely a combination of Techmoan, nostalgia and frustration with the fact that when I "upgraded" my car a year or so back, I didn't realise that said "upgrade" would actually remove the CD player I'd become so accustomed to having. That and the knowledge that I have a whole bunch of cool soundtrack CDs from various limited edition games that I don't always remember to rip, and which if I do remember to rip, often get lost in the ever-growing morass of my Google Play Music library.

This, along with various discussions that have happened over the course of the last few years about how music has become a lot more "disposable" in this age of streaming and YouTube, made me have a sudden desire to have a setup in my house where I could just… enjoy music. Preferably not as background noise while I was doing something else, either — somewhere that I could enjoy music just for its own sake.

This is something I used to do when I was younger. I had a stereo in my room, and I used to enjoy playing my CDs and cassettes, much as any teenager at the time did. Sure, sometimes I'd blast something motivational or aggressive while I was swearing at my Maths homework, but at other times I'd simply stick some music on to relax to, to enjoy for its own sake — be it popular things, stuff I'd decided to "take a chance" on (some things never change) or classical music my parents thought that I "should" be listening to as an aspiring musician.

Active listening, as I tend to think of it, is not something I've done very much over the last few years, simply because the way our modern digital music libraries are set up doesn't really encourage that. Why would you listen to a whole album from start to finish when you can pick and choose your favourite tracks, set up playlists and instantly skip the songs you don't like so much?

Well… I decided I kind of missed that. And the result was this.

For those of you who haven't seen this room before, this is my "study" upstairs in my house. It's primarily intended as a room to look at and go "ooh, old shit" in, but everything that is set up there is fully functional, including the computers, the Philips G7000, and the NES. The old Pong clone machine isn't hooked up to anything, but I have no doubt that still works, too.

The latest addition is the big, black, ugly, '90s style boombox monstrosity in the middle. This is, I am told, an "LG LOUDR CM4360 230 W Home Audio System with Bluetooth, CD, Radio Boom Box – Black", and I bought it because it had good reviews and wasn't very expensive. It lacks a DAB tuner and a cassette deck, but I can get DAB radio (or Internet streaming equivalents) piped to it via Bluetooth, and I'm not sure any stereos come with cassette decks any more. I don't actually have any audio tapes here with me, but I do know there's a huge bag of them in the wardrobe of my parents' spare room (which used to be my room) — not coincidentally, this is also where I found the NES, to my great surprise, a few months back.

It's a relatively no-frills system in terms of functionality — no clock, sleep timer, alarm, anything like that, but for what I intend to use it for none of that was necessary. I just needed something that played music, and played it well. And ooh, dear me, does it ever play music well.

My Dad taught me from a young age to always be skeptical about the quoted wattage of audio systems, particularly all-in-one units like this, and as such I question whether this is really a 230W system, but it's most definitely pretty powerful, with a really good bass end on it. This additional power — whether or not it is actually what it says it is — is what convinced me to spend a few extra quid over a cheap Argos thing; those tended to be quoted around 10W, just to put the difference in context.

There's a selection of equaliser presets rather than a full-control equaliser, but I don't really know how to use one of those anyway, so I'm fine with that. Most reviews I read recommended just sticking it on the "Bass" setting and everything sounded great, so I tried that earlier and I can confirm the tracks I tested it with did indeed sound great.

One thing I'm going to be doing as a new challenge for myself in the coming weeks is writing a bit more specifically about soundtracks. I have all these CDs from various limited editions just begging to be listened to a bit more, so I'm keen to investigate them more than I already have done, and find some good ways to write about them, appreciate them and understand them more. Plus it's a good excuse to revisit some favourite tracks — and perhaps give a bit more of a chance to ones I typically skip.

If you're curious, from left to right there, we have the Corpse Party: Blood Drive soundtrack CD "Songs of the Dead"; the Cyberdimension Neptunia: 4 Goddesses Online soundtrack; the Dark Rose Valkyrie soundtrack (man, I really should actually play that sometime soon, I'm super-curious about it); the Drakengard 3 soundtrack (likewise); "Diggin' in the Carts", which is a disc of music from 8- and 16-bit Japanese systems; the GalGun 2 soundtrack (which reminds me, the GalGun: Double Peace soundtrack is lurking somewhere, I should find that); the Hyperdimension Neptunia U: Action Unleashed soundtrack; "Elements of The Last Story", which I actually don't think I've ever listened to, but man that was a good game; the Megadimension Neptunia V-II soundtrack; the Megatagmension Blanc + Neptune vs. Zombies soundtrack; the MeiQ: Labyrinth of Death soundtrack; "Nararock Festival", which is the soundtrack to Senran Kagura: Peach Beach Splash; "Songs of the Verse Maidens", which is the Omega Quintet soundtrack (hidden gem alert, both in game and music terms); then various Senran Kagura soundtrack sets including Shinovi Versus, Deep Crimson, Bon Appetit, Estival Versus and Burst Re:Newal; the impressive four-disc Song of Memories soundtrack set; the Superdimension Neptune vs Sega Hard Girls soundtrack (a Nep game I should really get around to sometime); the Trillion: God of Destruction soundtrack and, finally the Valkyrie Drive: Bhikkuni soundtrack.

Hey, what can I say, I know what I like.

I'm going to add to this collection over time, perhaps with seeking out some interesting or unusual CDs and building up a small but well-formed collection of favourite game soundtracks. If anyone has any good recommendations (preferably ones that won't break the bank!) I'll happily hear them.

So that's my new stereo. Exciting!

#oneaday Day 60: Oops

So in attempting to catch up from my "delayed" day I inadvertently forgot to do the "real" post for the day in the evening. Once again, 428: Shibuya Scramble is to blame.

I can say with some confidence that I need to follow habits and patterns as much as possible in order to be productive. As such, I'm going to do my very best to get these posts out at at least a similar time each day, if not the same time every day. Well, actually, not really anything that strict; I'm simply going to ensure that I don't leave them as the last thing I need to do in the whole day, because that way means that I will inevitably forget them, get into bed, perhaps think about them briefly before falling asleep, then wake up in the morning going "oh, shit".

Oh well. I'm here now. And I will be here again later today. Before I go to bed. Probably.

Today was going to be a fun day in which we went to look at new cats as potential companions for Meg, but sadly literally all of the cats at the shelter have been reserved, including the pair of lovely boys we'd had our eye on. This was extremely disappointing and a bit upsetting, but at least we know all of those cats have gone to a (hopefully) happy home. We'll just have to keep a close eye out for further possibilities, and take good care of Meg in the meantime.

The rest of the plan for today consists of podcasting, video games and, assuming it arrives, setting up my new stereo. But I'll talk a bit more about that later today after it's actually come. In the meantime, have a thoroughly pleasant weekend.

#oneaday Day 59: Delayed Again

Another slightly delayed post! Apologies. At least I remembered to do the monthly wallpaper before the end of the actual month!

Once again, it was a thoroughly compelling video game that distracted me from remembering to post last night — in this case, upcoming Cover Game subject, 428: Shibuya Scramble.

I don't want to give too much away that I'll be writing about in the Cover Game feature starting next week, but suffice to say for now that 428: Shibuya Scramble is one of the most interesting visual novels you'll ever play, from a variety of perspectives: its narrative composition, its mechanics and its presentation.

For the unfamiliar, 428: Shibuya Scramble is a multi-perspective visual novel in which you follow the events surrounding five very different characters over the course of 10 hours in a single day. Each character's storyline has its own distinct personality — and we're talking wildly divergent here, ranging from hard-boiled cop thriller to psychological horror via slapstick comedy — but they all intertwine in various ways over the course of the complete meta-narrative, and in fact taking advantage of the ways in which each of these characters have a direct or indirect impact on each other is key to progressing through the game.

Probably the most striking aspect of the game's presentation is that it's all done using photographs and a small amount of full-motion video. The photographs are heavily stylised, making heavy use of motion blur and depth-of-field effects, and there are also some clear anime influences at work along the way, too.

But we'll go into much more detail about all that starting next week! Suffice to say for now that if you've been pondering whether this is worth picking up, the answer is an emphatic yes.

#oneaday Day 58: Upcoming Features

Well, with the Atelier feature over and done with, it's time to start thinking about what's next!

Next up on the schedule is 428: Shibuya Scramble, which I was originally intending to cover first this year, but then Koei Tecmo were kind enough to provide some review copies of the Atelier DX games, so I thought I should get something written up about those sooner rather than later.

428 is a visual novel that makes use of photographs and full-motion video rather than hand-drawn art or computer graphics. Consequently, it's got a really interesting sense of style about it, not to mention some intriguing mechanics and structure. Certainly lots to talk about with that one.

After that, I've got a few new arrivals vying for my attention. Compile Heart's Death End Re;Quest is a game I'm very interested to explore for a variety of reasons, so that will definitely be covered sooner rather than later, and my limited edition of Song of Memories arrived today, too, and that's something I've been looking forward to for some time.

For older stuff I'm keen to explore, I'd like to do a Suda51 feature that has the recent Travis Strikes Again as a final focal point; this would likely involve his adventure games The Silver Case and its sequel I've forgotten the name of, Flower, Sun and Rain and the two No More Heroes games besides Travis Strikes Again itself. Suda's work is not something I'm massively familiar with so far, so this will be a good opportunity to explore some of it with a clear focus.

For even older stuff, I'm determined to check out Unlimited SaGa, a game I hated when I originally tried it when it was current, but whose concept has become thoroughly fascinating to me in more recent years. The idea of a console-based RPG taking significant ideas from pen and paper/tabletop RPGs is most intriguing — and the soundtrack's amazing, too.

There's heaps of other stuff too. I have two Senran Kagura games I'd like to cover — Burst Re:Newal and Peach Beach Splash — as well as a veritable plethora of games stretching right back to the PS1 era… possibly the SNES era.

One thing's for sure, I'm not going to be short of material for a long time yet.

#oneaday Day 57: Not the Good Kind of Day Off

I had today off from work. Not for fun reasons, unfortunately; I had it off (hehe) because of a relatively brief but unpleasant period of agonising pain, and subsequent exhaustion meaning I slept until about 2pm.

I'm not going to preach at anyone to take care of themselves because I sure as hell haven't, but… well, do try and take care of yourself. Because I can say from painful experience that having things happen to you that are more than likely entirely your own fault is a very frustrating feeling, particularly when you're writhing around in pain as the end result.

Oh well. At least it gave me the chance to get some apparently much-needed rest, gather my thoughts, watch some YouTube vids, play some Dynasty Warriors 8 Xtreme Legends Definitive Edition, finish Ace Combat 7, publish some YouTube videos and still have time to be a bit depressed. Winner. At least I guess the day was a net "productive" of sorts, even if I wasn't actually at my job earning money. I'm secretly quite glad, because Tuesday is the day we have about 3 hours of utterly pointless conference calls in the morning, so I wasn't really looking forward to that anyway. Still, the aforementioned agonising pain is not a price I would choose to pay in order to get out of said utterly pointless conference calls.

Back to work tomorrow, and onward through the week it is. Some interesting-looking cats have come up on the website of one of the local animal shelters, so we just need to try and figure out how we might be able to have a chance at them before they get snapped up by someone else. But that's something to worry about tomorrow.

For now, I think it's probably time to go back to bed. Or maybe a quick bit of hack and slash funtimes before that…

#oneaday Day 56: This Month in Gaming Magazines: ACE Issue 4

I thought this might be an interesting occasional feature to have on here. I love old gaming magazines, and I still love reading them today. The temptation to try and start collecting them is enormous, but 1) I don't really have anywhere to put them and 2) it's a surprisingly pricey hobby. So I'll stick with PDFs for now!

Today we're taking a look at the January 1988 issue of Advanced Computer Entertainment, or ACE for short. As per magazine publishing conventions of the time, this issue was most likely released in December (it even says Christmas on the cover) but for the purposes of this feature, I'm just going to take the cover date as "this month".

The cover promises a bunch of goodies, with a particular focus on Christmas stocking-fillers such as compilation disks and cassettes, and the "big releases" of the Christmas period, including Incentive's Driller, EA's Skate or Die and MicroProse's F-19 Stealth Fighter.

The "Editorial" column in magazines is a bit of a lost art these days, replaced by never-ending Opinion pieces. The Editorial section, meanwhile, felt like the staff of the magazine — usually the editor — welcoming you to the latest issue, drawing attention to the things they found particularly noteworthy and interesting, and what they were most proud of.

In the case of this issue, ACE introduced something that would become a fixture in the magazine for many years to come: The Pink Pages. This was an honest attempt to provide a full-on "consumer guide" to home computers, providing an overview of information on 12 different home computers, a selection of consoles and 50 games the team particularly recommended, complete with bite-size mini-reviews. The pages also played host to a free readers' classified ads section, which became quite popular over time for everything from people seeking penpals to those hoping to buy, sell and trade hardware and software.

This was quite an interesting time for computer and gaming hardware — as the cover notes, the magazine was multi-format, and covered both the 8- and 16-bit systems of the time, as well as a few console titles. Being a British magazine, the majority of the emphasis was given to the computer systems, since consoles didn't "catch on" quite as much over here until probably the PS1 era — but there were also often some interesting pieces looking at unconventional, lesser-known hardware from overseas such as the FM Towns, Sam Coupe and NEC's PC-XX range.

Here's an interesting nugget from the news pages: the arrival of Digital Audio Tape, positioned as a contender for CD-ROM's throne in terms of data storage. ACE tells us that a DAT can hold up to 1.2 gigabytes, which they rather charmingly describe as "the equivalent in memory terms of just under 75 million ZX81s (with the RAM pack)". Nice.

ACE considered DAT to be a particularly attractive prospect due to the difficulty of finding read-write CD-ROM drives at the time. Ultimately CD-ROM and its writeable/rewriteable versions would win the format war due to it being accepted as the "standard" for both computer software and audio, but DAT was an exciting prospect for many. One of many dead formats that failed to make a sufficient impact, though.

This is an interesting clipping on a subject that is still a hot topic today — a little too much so, some might say. In 1988, there was still something of a belief that women and girls "needed" their own specific games rather than them being able to enjoy the same stuff the boys lusted over. There were still a number of women in the industry at the time despite its perception as a boys' club, and the case study ACE cites here is Magnetic Scrolls head honcho Anita Sinclair, who was 25 at the time.

Sinclair believed about 25% of the audience for Magnetic Scrolls' games — which were primarily text adventures supported by beautiful graphics — were women. She believed that "women make better adventurers than men" and, contrary to what a lot of people would like to have you believe these days, did not believe that her sex had hampered her career in any way. She also did not have positive things to say about "games for girls" from the era, referring to Infocom's romantic interactive fiction title Plundered Hearts as "one of the worst games ever written".

Speculative features can be quite fun. This one looks forward from 1988 to 1992 (easy now, farseer) and ponders what the "games of the future" — and the systems of the future — might look like.

Writer Andy Wilton postulated that the 16-bit systems such as the ST and Amiga would really come into their own, citing the 68000 processor's ability to produce "unbelievable solid 3D graphics at high speed". Looking beyond the filled 3D polygons of 1988 and beyond, Wilton believed that the next steps were ray tracing — something which graphics cards now are only just starting to get into — and the use of fractals to produce realistic textures. In the long-term, it would be the latter that was experimented with first — particularly for the modelling of landscapes — but neither of these technologies really caught on to a significant degree.

Wilton also showed how far we'd already come by this point, demonstrating a variety of different ZX Spectrum games that went from a static, single-screen affair to a full, filled 3D polygonal title. Back then, the sky seemed like the limit — and the sort of stuff we take for granted today was the stuff of dreams.

The Supertest, as some magazines called it, was a staple part of late '80s/early '90s video game magazines in the UK — and in magazines such as ACE, which were kind of about computerised, nerdy lifestyle as much as they were about games themselves, you'd find features on stuff like keyboards. Several of the popular computers at the time — most notably the Atari ST — were equipped with MIDI interfaces, or at least had accessories available that would allow them to play host to MIDI controllers, and as such some sort of keyboard was quite a popular computer accessory, since we didn't have access to built-in MIDI synthesis like the PCs of today do.

An interesting trend of the era was the fact that a significant number of magazines played host to substantial columns devoted to the adventure game/interactive fiction genre. These writers, who typically wrote under a pseudonym such as Pilgrim (seen here), Brillig (Page 6) and Rouloc (Atari User), would focus on a single game or two at a time and provide in-depth coverage, perhaps in the form of a review, or perhaps in the form of some help with a particularly challenging game's most tricky puzzles.

It's a great example of something we've lost in the modern games press: true genre specialists. These adventure game columns may have only been a page or two in each issue, but they — and the people behind them — became a beloved part of magazine culture.

And here's how ACE's reviews worked. Unfolding over the course of anywhere between a quarter of a page and a double-page spread, they typically focused on a "lead" platform for the review, and, in the case of the larger, longer reviews, provided a bit of commentary on what the other platforms had to offer, too.

ACE's unique aspects to their reviews were their completely unnecessary 1,000 point rating scale, and perhaps more notably, their "Predicted Interest Curve", which aimed to quantify what the reviewer thought the longevity of the game might be — and whether it was something with a bit of a learning curve, or something that was immediately striking and enjoyable. In the case of Bubble Ghost here, we can see that reviewer Pete Connor believed the game started quite strong, but that people would come to enjoy it more over the course of their first hour with it. After that, interest would probably decline after the first day due to its relatively short length, but it remained reasonably fun to return to.

A flawed system, for sure, but an interesting twist on the usual Sound/Graphics/Playability scores other magazines tended to make use of.

And here's that cover feature on compilation packs, explicitly positioned as a "buyer's guide" — consumer advice, rather than artistic criticism. This was pretty much the default way that reviews and other coverage were handled in magazines of the time — the reviewers would make their judgements on things, and that, in turn, would help people to decide whether or not the games were worth buying.

Of course, you had to trust the reviewer's opinion for these "guides" to be truly useful, but even if you didn't, they could still be a helpful means of simply learning what was available at the time — we didn't have the Internet then, remember, so finding out what had come out recently was either a case of looking at magazines or paying your local software shop a visit.

At least you could be sure the reviewers of the era wouldn't be ramming criticisms of toxic masculinity and the like down your throat at every opportunity.

Ah, now here's a lost art form: the POKE. Only really a thing on the 8-bit machines, which all tended to come with a built-in BASIC interpreter, "POKEs" were short BASIC programs that you'd type in before starting a game in order to cheat. They worked by storing particular values in specific memory locations — memory locations that the game happened to call upon in order to, say, figure out how many lives you start with, how much damage you take and all that sort of thing.

The equivalent today would be downloading a piece of "trainer" software or perhaps using a hex editor on a save file. It's not quite the same, though… not to mention it's rather frowned upon, particularly if you're playing online!

And finally, we close off with the back page — which, again, was something of a tradition for most games magazines of the time, though the exact implementation varied from publication to publication. It often incorporated gossip that wouldn't really fit in the news section, or perhaps something comedic — many magazines actually created their own special characters purely to "host" the back page. You'd typically also find an advertisers' index, allowing you to quickly find an advert you wanted to see — not as unthinkable as that might sound today, since "adverts" in a magazine like this also included mail order companies that were good places to get affordable software and hardware — and a brief summary of what we could expect from the next issue, since by the time this one hit newsstands, the team would already be well into working on it.

This was a whistle-stop tour of a particular edition of ACE; there's plenty more besides what we looked at here. If you'd like to read the full issue, Atarimania has an excellent archive of PDF magazines (primarily focusing on Atari, but incorporating some multiplatform magazines like ACE) right here.

#oneaday Day 55: Productivity

One trait I have that I both appreciate and despise is the fact that when I get miserable, one of my possible responses is simply to throw myself into doing things that I enjoy in the hope that I can at least stave off the misery, if not banish it completely.

In other words, I am at my most productive when I am at my bleakest. I've produced the writing I'm most consistently proud of when I've been at my lowest ebb, and this weekend, after a week where I've felt more depressed and anxious than I have for a long time, I made approximately three weeks' worth of videos which are now happily churning away and filling up my hard drive, ready to be uploaded tomorrow morning and published over the course of… well, the next three weeks.

I occasionally have a slight crisis of confidence, wondering if I should bother keep doing what I'm doing. But then I look at how much I've managed to produce this weekend, and how much I enjoyed doing it, and I think that yes, yes, I probably should carry on doing what I'm doing — even if it's just for myself. Because, to paraphrase that Japanese lady on Netflix everyone is obsessed with right now, it brings me joy.

I'm not in this to get e-famous or anything like that. I'm happy to do what I do and have a few people genuinely appreciate it, and be able to chat with me as friends about it. And that's what I've got right now. It's good. I like it a lot. And I intend to keep at it for as long as it is practical!

One significant achievement this weekend is that I finally recorded the first "Z" video of Atari A to Z (to be published in a few weeks), which means in recording terms I've completed one whole cycle around the alphabet, finding a game for every letter on the Atari 8-bit! That's exciting and satisfying, and I'm looking forward to the next time around. I'll run out of "X" games eventually, as there really aren't very many of them, but most of the other letters have a pretty solid selection of games available for me to pull from. If you happen to have any particular requests, be sure to let me know!

Here's hoping the coming week is a bit more positive in outlook than this one has been. Although given the resulting productivity over the course of this weekend, perhaps I should be hoping for it to be as miserable as possible…

#oneaday Day 54: The Hunt Begins

We went looking for a new friend for Meg today, now that the "catio" out the back of the house is pretty much finished. (It still needs a bit of "furnishing", but the actual structure is complete.)

Unfortunately, we didn't meet with much success at either of the animal shelters we went to. The first place we tried was local RSPCA shelter The Stubbington Ark, which is where we originally got Meg and Ruby from. Their website had listed a few pairs of cats who were apparently good with other cats, and there was one pair in particular I was very much hoping would still be available. Sadly, I think we arrived literally just after someone who reserved them! Still, judging by the amount of goodies she was purchasing along with reserving them, I'd say they were most definitely going to a happy home where they would be spoiled rotten.

The second place we went to was not somewhere we'd visited before — it was the local Blue Cross Rehoming Centre. They didn't have very many cats in at the time of our visit — just three black ones, who had possibly come from the same place. They were all very nice cats, but it seemed as if they were looking for a home where they could be by themselves. There was also a very proud-looking cat called Toby in a room all to himself, but he was still being assessed, I believe, so he wasn't up for adoption at the time. We did, however, register our interest with the shelter so hopefully they will get in touch with us when a suitable cat (or pair of cats) comes in that we might be able to adopt.

It was a shame to have a mostly wasted trip, and it made both Andie and me a bit sad. Having to talk about Ruby's passing made us both upset all over again that we'd lost her, and the fact that we know Meg is clearly pining for company in the daytime makes it all the harder. Still, we want to do this properly, and we don't want to rush into anything. We want to make sure any friend we try to introduce to Meg is going to have as happy a life as I hope she has had so far — and as I'm sure Ruby had before we lost her.

It's going to take a bit of time, but we'll find her — and us — the perfect companion, I'm sure. We just have to keep looking.