#oneaday Day 222: No, Seriously, Onegai Muscle

Well, I watched How Heavy Are the Dumbbells You Lift? again. (Or, more accurately, its first two episodes again.) And today I found myself signing up for the gym. It helps that the day job provides a half-price corporate membership for the year (although that's still a fair bit) but if I make sure I go reasonably often for at least a few months, it'll be worthwhile.

And y'know what, I'm feeling pretty motivated right now, for once. Motivation to exercise is something that seems to come and go with me; when it comes, it really comes (and when it goes, it buggers off for years at a time), but I've never really managed to effectively combine it with weight loss. The last time I got "into" exercise I ended up running a 10k. I was still fat, and it took me a long time to finish, but I finished it; I have the medal to prove it.

This time around, I'm following a weight loss program with regard to food and feeling motivated to exercise. This, to me, sounds like a winning combination — though of course thanks to past experience I know all too well that things don't happen overnight.

I'm feeling pretty good about the prospect right now, anyway. We'll see how I feel if/when I manage to get myself out of bed in time for a morning workout tomorrow… and when I remember how achey your first gym session after umpteen months inevitably makes you!

But I'll do it for Hibiki. And Ayaka. And Akemi. And the other ones who haven't been in the anime yet.

SIDE CHEST

#oneaday Day 221: Onegai Muscle

I've not watched any anime for ages — not because I haven't wanted to, but simply because I haven't been making time for it.

I decided to be decisive and change that last night, and the anime I picked for my triumphant return to the medium was this season's currently airing How Heavy are the Dumbbells You Lift? — a show about a cute girl who, upset to be putting on weight (but oblivious to her lifestyle factors that were making this happen) decides to join a local gym with a certain sense of trepidation.

I'm in love. There are only two episodes released so far at the time of writing, but I'm already feeling a bit like I want to do something kind of unprecedented for me: I want to re-watch those two episodes I've already seen, I enjoyed them so much. It's a wonderful blend of comedy and fanservice, and it's utterly charmed me so far.

Not only that, but I found the educational content of the show to actually be rather inspirational — so much so that I've found myself looking up opening times and costs for my local gym, and am strongly considering joining up to complement my early-morning swimming sessions that I'm hoping to make more of a habit this coming week. It may help, of course, that the more educational sections of the show — most notably those that demonstrate the exercises and how they might be beneficial — are needlessly erotic in the best possible way.

Popular media is a wonderful means of inspiring people to do things — whether it's learning an instrument, making new friends, getting fit or simply being a better person. I'm already feeling that How Heavy are the Dumbbells You Lift? is going to be a favourite anime from this season — and people who watch a lot more than I do are always saying that this season is the strongest they've seen for a long time!

Will it top that glorious season we had Gabriel Dropout, Interviews with Monster Girls and Miss Kobayashi's Dragon Maid all in one go, though? That remains to be seen, but I think I've flipped the switch in my head that has made me excited to find out now…

#oneaday Day 220: Above and Below

One of my local friends had a rare occasion of actually being free at a weekend, so we managed a short-notice evening of board gaming. The game of choice tonight was Above and Below, a new acquisition by one of our number that I'd not heard of before.

Above and Below is a kind of hybrid game: it incorporates both Euro-style worker placement gameplay with the "storytelling" component of titles like SMERSH and Arabian Nights. Interestingly, it doesn't go super-hard on either of these things, making for an interesting game that isn't too heavy, but has a nice variety of things going on.

The concept of Above and Below is that you are attempting to rebuild your village after it was destroyed by barbarians. In order to do this, you have to gather resources, earn money, expand your population and build structures. On top of all that, though, there's also a network of caves beneath the village which you can go and explore; successful explorations open up underground areas to colonise, in which you can then build "outposts" to extend your village beneath the ground as well as on the surface.

Each round, you ultimately have the option to take up to as many actions as you have available villagers. Each player takes one action with one or more villagers, then play passes around the table until everyone has had a turn. The actions include harvesting materials from structures that produce them, constructing new buildings by paying the appropriate cost, recruiting new villagers, labouring for a small amount of additional income, and exploring the caves.

Most of that is fairly self-explanatory and typically Eurogamey; there's no real direct player interaction and you building your village is pretty much group solitaire, though there is the option to mess with other players a little bit by purchasing buildings from the communal pool that someone else might have wanted, or acquiring villagers with particularly potent skillsets.

Where things get interesting is in the exploration aspect. Upon taking two or more villagers into the caves, you draw a "cave card" and roll a die. The cave card tells you which passage you need to read from an encounter book according to your die roll. Each encounter consists of some flavour text — which presents a variety of weird and wonderful situations, and really rewards those willing to put a bit of "oomph" into their delivery — and generally provides two options on how to proceed.

These options will either take you to another passage in the encounter book or ask you to make an "explore check". This involves rolling one die per villager who is participating in the exploration, then consulting their token to see how many "lanterns" you score with them according to the die roll. For example, a low-skilled villager might only score one lantern if you roll a three or higher, while a more valuable villager might provide you with three lanterns if you roll four or more, and guarantee a single lantern by providing you one if you roll one or higher.

Passing an explore check is a simple matter of acquiring enough lanterns to meet the difficulty level requested — an "explore 3" check requires three lanterns, for example. Many of the options provide two possible outcomes: one for a small number of lanterns, one for a larger number. Generally speaking — though not always — the larger number of lanterns results in a bigger reward, and if it's impossible to acquire that many through just rolling, you can "exert" your villagers to earn additional lanterns, but they'll be injured in the process, putting them out of action for the following round unless you have a potion to give them.

At the end of the game, you earn points for a variety of things: a flat rate per building constructed, a gradually increasing range of points for the different types of resource you can harvest, and various bonus points from the specific buildings you constructed. Some buildings simply give you a flat amount of bonus points, others give you bonus points per something — per building, per villager, per specific resources.

It was an enjoyable game that plays quickly and has the potential to be quite different each time you give it a shot. I like it a lot more than other, similar games because there's not so much reliance on, say, knowing the deck of cards like in Agricola, and the variety of ways to score points at the end of the game means that there are multiple possible strategies you can employ along the way. You need to pick one pretty quick, though; there are only seven rounds in the game, and those pass by alarmingly quickly!

Unlike in other games where time is tight — such as the aforementioned Agricola — I didn't find this frustrating, however, because there wasn't an obvious "perfect play". Agricola pisses me off because there is a perfect play — fill up your farm board and have some good point-scoring cards to go with it — and there never seems to be enough time to achieve both of those things. Here, however, it's a simple case of "do as well as you can within the time available", and that makes things much more interesting. It also makes the final scoring a lot of fun, since you can never quite predict who is going to win — the people I thought were going to take the bottom spots (me and my friend Tim) actually ended up taking the top two!

It's a good time then. Hopefully it'll hit the table a few more times, because it's that delightfully rare thing: something we all seemed to enjoy.

#oneaday Day 219: A Handy Tip To Make Twitter More Bearable

I was thinking recently about what, exactly, made Twitter annoying to participate in, and I came to the conclusion that one of the biggest problems was the Retweet function.

The reason for this is that the Retweet function causes stuff to be thrown into your feed that you didn't ask for. More often than not, people will retweet deliberately contentious stuff so that they can get into an argument with someone and win Internet Points for saying "the right things" for whatever group they're trying to impress.

You can turn off retweets on Twitter, but you have to do so for each individual person you follow; there didn't seem to be a blanket means of simply turning off retweets altogether.

However, I refused to believe that no-one out there had ever thought it might be nice to cut down on this particular source of noise, so I did a bit of investigating. And I found the first helpful Lifehacker article I've ever seen — not only that, but the actual advice in this one is probably the first time a Lifehacker article can be vaguely accurately described as a "hack" in the programming sense.

Lifehacker is a Gawker publication, so I don't really want to give them any traffic. As such, I'll share the tip with you right here and you can enjoy it without supporting the Gawker machine.

You need to be using Chrome to do this… I think, anyway. In theory any browser with a developer console that can execute instructions in immediate mode should work, but Chrome definitely works.

Step 1: Go to your Twitter following page at https://twitter.com/following

Step 2: Wait for all the profiles to load. This can take a little while if you follow a lot of people. Scroll down the page to verify everything has loaded.

Step 3: Hit F12 to open the Developer Console. Down towards the bottom of this panel, click the "Console" option.

Step 4: Copy and paste this code into the console window and hit Return.

a=Array.prototype.slice.call(document.querySelectorAll("div.ProfileCard-content div.dropdown"));a.forEach(function(e) {e.querySelector("button").click(); e.querySelector("li.retweet-off-text button").click(); }) 

Like the loading of profiles, this will also take a moment. When it finishes, retweets will be turned off for everyone you follow, so you can then selectively re-enable if there are those you do want to see retweets from. Or just leave them turned off altogether and enjoy the novelty of a timeline that sometimes stays completely silent for five minutes or more at a time! Bliss.

While you're on, if you haven't already, also mute the words  suggest_recycled_tweet_inline and suggest_activity_tweet in your account settings to stop seeing other people's Likes on your timeline.

And with that, Twitter is (mostly) usable again! Enjoy!

#oneaday Day 218: Quantification

While I was in the pool this morning (yes, I made it again), I found myself thinking about quantification and gamification. My trigger for this thought was contemplating whether or not I should count how many lengths I swam in the half an hour I had available before I had to leave for work, and ultimately I decided that no, I didn't need to; that wasn't why I was here.

Today, we're encouraged to quantify and gamify almost everything in our lives. Step counters on our phones check to see if we've been active enough. Websites provide experience points and achievements for engaging with their content. And, of course, social media, for many, is spent in the never-ending pursuit of higher numbers of likes and shares.

Quantifying things can, at times, be valuable. It's helpful to know, for example, how many people a particular surgeon has killed (preferably zero), or how many civilian facilities a bomber pilot has destroyed (likewise). It's also helpful if you're trying to train for something specific; if you're hoping to run a marathon, for example, you'd want to see how long it takes you to run various distances so you can track your improvement in speed and endurance as time goes on.

But that doesn't mean we need to attach numbers to absolutely everything. I deliberately chose not to count my lengths in the swimming pool this morning because all I'm trying to do is simply something vaguely active. How "well" I do at that is irrelevant; I'm not trying to get better (at least not right now) — I'm just trying to do something.

It's easy to lose sight of that today in a world filled with jobs that constantly demand you meet "KPIs", likes and shares on social media corresponding to the amount of value people feel they should place on your opinion and a society that, in general, seems to think that you should never be satisfied and happy with who you are right now.

In some respects, it's good to constantly strive to improve. But sometimes you just need a break from the pressure, and to be able to do something just for the sake of it. At those times, you need to ignore all the numbers and just lose yourself in whatever you're doing. And enjoy it!

#oneaday Day 217: Success

I made it! I was in the pool by 7.25am this morning, got in a good half an hour or so of swimming, then made it to work on time. This is, it seems, a thing I will be able to do — even if the pool's timetable was slightly wrong and they actually open at 7.30am on three of the five weekdays. And if their lockers are non-refundable — albeit thankfully only 10p.

The pool itself was enjoyably nostalgic, and reminded me a bit of the community pool where I grew up, which was on my secondary school campus. It obviously hasn't been particularly "renovated" for a long time — though it's all in good condition — and has some gloriously retro signs on the wall emphasising the expectation that there will be no "bombing" or "petting" during your time in and around the pool. I haven't seen a sign saying "no petting" since I was still at school, I don't think.

I enjoyed the swim. I'm not an especially strong swimmer and I'm very slow, but I don't really mind; I'm not doing this to be especially "athletic", I'm simply doing it as a means of getting moving a bit more and having some early-morning relaxation ahead of the working day. And it works; when I'm swimming, I tend to find that my mind gradually empties and the whole sensation is pleasingly anxiety-free, which for someone as naturally anxious as myself is an absolute delight.

Swimming up and down is boring, but it's a good time to sort things out in your head. I found myself composing the opening to articles, practising Esperanto and all manner of other things while I tuned out of the situation and ran on autopilot. So by the time I was finished it felt as much like I'd had a mental workout as well as a (very mild) physical one.

I'm going to try and make this a habit… although finding a 10p every day is going to be a pain in the bum given how little I tend to use cash these days!

#oneaday Day 216: Partial Success

Well, I didn't quite make it to the pool this morning… but I did successfully manage to get up considerably earlier than I have been up until now, so I count that as a partial success. I nearly got up in time to go to the pool, but then that last snooze of my alarm apparently knocked me out for more than half an hour rather than ten minutes. Whoops. Oh well, I'll try again tomorrow; the mind was willing and the intentions were pure, but the body was just slightly unwilling.

I do actually feel a bit better for getting up a bit earlier. I wouldn't say I feel especially bright-eyed and alert or anything, but I do think I feel marginally better than I normally do at this time in the morning. Which is nice.

I'm feeling a little frustrated today, though; I'm feeling oddly conscious of the fact that I never seem to be able to get beyond 25 patrons on this 'ere site. I've been bouncing back and forth between about 20 and 25 for quite a long time now, with that initial 20 representing a wonderful "core" of people who have supported me for a long time now. If you're one of those people, an extra-special big thank you for what you do!

That last 5 seem to come and go at various points every month, though. I know from my own Patreon habits that people often shift their pledges around every so often so they have the opportunity to support more creators than they otherwise would — and thus it's nothing personal or anything I've done "wrong" when they go elsewhere — it's just a bit of a shame that the growth of this page seems to have stagnated a little bit, with people coming and going at seemingly roughly the same rate.

MoeGamer itself is doing great, mind you; the last three years have seen incredible growth in both views and visitors, with most visitors sticking around to read more than one thing, which is wonderful to see. I'm not sure if we're going to beat last year's record (which was the site's best year ever to date) but we're certainly on track for similar performance at the very least.

Those who have been following for a while will know that I'm not generally one to care about figures; I'd be doing this even if no-one was reading, because I simply love the act of writing, and putting together my pieces for MoeGamer lets me enjoy my favourite hobby on a much deeper level. But it would be nice to know I have a few newcomers to my work now and again, and perhaps some people who feel inclined to support independent, ad-free games writing. It would be super-cool to be able to afford some stuff like rarer games, more obscure consoles I don't own (coughTurbografxcough) or better video capture hardware, for example.

With that in mind, dear patron, a humble request: if you particularly enjoy something on MoeGamer, please do share it, whether it's a simple retweet on Twitter, a quote tweet with a comment or using one of the "Share" buttons that are at the bottom of each post. It really does make a world of difference; a simple tweet helps a lot, and a single link on Reddit or a specialist forum typically sees my views and visitors for the day absolutely explode. Plus it's always nice to see new faces in the comment section. (So long as they're not, y'know, dicks.)

There are now over a thousand articles on MoeGamer, most of which have been crafted to be "timeless", i.e. you can refer to them at any point in time rather than them being particularly tied to then-current happenings. (This is why I make a point of not being a news site, and keeping "topical" opinion pieces to a minimum!) If there's anything from the archives that you particularly enjoyed, or a writeup on a favourite game, do please share it with friends and family so we can continue to grow.

Thanks for your time and your continued support! I really do appreciate it, and I'm constantly humbled that there are so many people of you already who think my work is worth pledging to support. I hope you have a pleasant Tuesday, and with any luck tomorrow's post will start with some sort of enthusiasm about getting into the swimming pool 🙂

#oneaday Day 215: Noodle Time

I am yet to find a satisfying Asian-style pot noodle that purports to be low fat, low calorie and/or miscellaneously "healthy" that doesn't end up smelling and tasting like bile.

This is a real bummer, because I absolutely love good Asian noodles — we've just recently started to be able to get Nissin Cup Noodle over here, and those are delicious. Unfortunately, with how oily the particularly delicious noodles tend to be, they're not a brilliant fit when one is attempting to lose weight.

I continually get suckered in by the promise of such delicious bounty as chicken laksa, penang beef and Thai red curry, but every time they're distinctly… I can't really think of any word for it other than biley or vomity. I don't mean in terms of flavour; often the flavour is vaguely acceptable, although the smell is often pretty awful. Rather, I mean that on the way down, they kind of feel quite like I'd imagine them on the way back up again; a sort of burny sensation that isn't especially pleasant.

And when I say the flavour is "vaguely acceptable", I really mean that; not one of these noodle pots has come close to replicating the authentic experience of enjoying any of the aforementioned dishes, all of which I'm a big fan of in their super-unhealthy takeaway form. But I guess it was ever thus for "healthy" foods that attempt to replicate something else; to get rid of those calories and that fat, you're inevitably ditching the things that made it delicious in the first place.

But I say no more! No longer shall I fall for your noodly wiles, Naked Noodle and Kabuto Noodles! I know you're shit! Give me a good Pot Noodle (not authentic Asian) or Nissin Cup Noodle (more authentic Asian) any day and hang the consequences, I say!

#oneaday Day 214: Productivity

I've had a productive weekend! Over the last two days, I've managed to get seven full videos done (three episodes of Final Fantasy Marathon, two episodes of Warriors Wednesday and two episodes of Atari ST A to Z).

I'm feeling quite pleased with myself, especially because planning things like this means I'm ahead of schedule on all my video work, meaning I can devote the next weekend to a new episode of The MoeGamer Podcast. (We're likely going to be talking about the SNK Anniversary Collection in detail, so if there's anything you'd particularly like us to discuss about that, let us know!)

I've been experimenting with different camera and microphone setups — Andie bought a fancy webcam because she wanted to try streaming, so I gave it a go for recording facecam footage during gameplay. Unfortunately it didn't really offer any benefits over my current setup where I record facecam with my phone camera and audio using my podcasting mic, but I wanted to at least give it a shot.

I'm pleased with the upcoming episodes of Atari ST A to Z. Because my Atari ST packaged collection is the most substantial of all my Atari stuff, I have plenty of opportunities to examine the physical components that make up various ST releases. It's been a delight to rediscover things like glossy MicroProse manuals and the endearing bizarreness of ERE Informatique/Exxos' work — and I'm very happy to be able to show them off in these videos, as I believe this aspect helps set the Atari A to Z videos apart from being "just" Let's Plays.

I realised I released this week's Atari A to Z Flashback video out of order; it was supposed to be Sprint 2, but I apparently temporarily forgot my alphabet. I blame the Esperanto. Sprint 2 will now be next weekend, and hopefully I will find some time to record some two-player gameplay of Atari Soccer in the near future, too, as I've had to skip that one until a convenient time to make Andie play it with me 🙂

Anyway, it's been a good weekend. My intention was to get up early tomorrow and try to go swimming, but it's nearly 1am so I'm not sure that's going to happen tomorrow. I'd like to try and kick off that "new habit" this week, though, so I will at least attempt to get up early tomorrow. If not, Tuesday for sure!

Hope you've all had a good weekend. Take care!

#oneaday Day 213: Stylush

I bought a stylus for my Switch today. (Well, yesterday, but it arrived today.) The reason for this is that I discovered at work that Super Mario Maker 2 only works using touch controls when you play it in handheld mode.

This isn't a problem as such, since the interface is clearly designed for touch interfaces, but I haven't smeared my disgusting fingers over my Switch's screen yet and I was somewhat hesitant to start. So I ordered a stylus.

I've used a capacitive touchscreen stylus before and wasn't all that impressed. It was a reasonably nice pen-shaped thing, but the actual end that you touched the screen with was this horrible squishy rubber with far too much "give" in it — so much that you usually ended up tapping the plastic of the "pen" on the screen itself, which I'm sure would eventually lead to scratches and marks.

A bit of shopping around indicated that there are better options, however; the most well-regarded stylus products on Amazon had a microfibre tip, so I thought I'd give one of those a go.

The difference is immense. It's actually incredibly pleasurable to use. I found myself deliberately playing with Mario Maker's level editor in handheld mode just so I could use the stylus more, so pleasurable was the feeling. It honestly felt like I was holding a paintbrush in my hand and was smoothly sweeping it across a canvas; as someone who generally derives great pleasure from "tactile" activities like this, it pushed all my buttons, and actually motivated me on to finish building a level I'd started a few days ago; doing so felt good on a primal, sensory level while I was doing it, and, of course, actually finishing off the level and uploading it (after a good hour of trying to clear it and tweaking the difficulty accordingly!) was even more satisfying.

If you fancy giving it a shot for yourself, here's the details. 2WD-2XT-81H

Be warned: it's quite tough… but also note that I can clear it, and I am not especially good at Super Mario!

Given how much enjoyment I've had out of this new-found liking for using a stylus, you can probably count on some more Mario Maker levels in the near future. Watch this space!