#oneaday Day 538: Coiled spring

You can tell the end of the year is rolling around. Everyone's getting ill, and everyone is getting stressed. I am, of course, no exception to either of these things — though I do appear to have mostly shaken off my last bout of Seasonal Cold, at least. That feeling of my mind being scrunched up into a tight little ball, ready to explode outwards in thoroughly stressed-out frustration, though? Present and correct.

It's been an exhausting period at work with the Black Friday sales and whatnot. What makes things doubly exhausting is the knowledge that I'm going to be escaping the one part of my job that I don't enjoy at some point (hopefully) early in the new year, so I just have to survive until that happens. In that "meantime" period, though, I just have to put my head down and plough ahead with the less enjoyable aspects of doing what I do. And that's all the detail I'm going to go into on that for the moment.

Having to "just put up with" things is, I'd wager, a common stressor, and there are quite a few things that I've resigned myself to "just having to put up with". Weight loss continues to be a challenge, of course, and that means that I "just have to put up with" having an often painful and always unsightly hernia making me feel even worse about my overall body image than I do at the best of times. One day, I hope, I will be in a position where I can finally get it sorted, and that day will be a good day. (Well, that day specifically probably won't be, given that I am terrified of surgery, and I believe getting a hernia repaired continues to smart for at least a few days after the procedure. But still.)

Existence is exhausting right now. After this, I'm strongly tempted to just go and curl up in bed for a bit. It's 7.35pm.

Still, I do have some things to look forward to, at least. The aforementioned change in my job role and responsibilities. Christmas with the family. The work Christmas Do. All these things are happening varying degrees of "Soon", so they are things I can aim for and use as milestones as I continue to muddle through the increasingly challenging act of surviving this modern world we live in.

I won't lie, there have been times in my life where it felt very much like I should just Give Up. It hopefully says something vaguely positive about me that, even when faced with such challenges — and I have faced significantly tougher challenges than the tepid mental health I'm experiencing right now, to be sure — I have not, to date, Given Up.

It is hard. I'm acknowledging that it is hard. But these things tend to go in peaks and troughs, don't they? So here's hoping the upcoming holiday period is a build-up to a nice peak from the trough I'm most definitely in the depths of right at this exact moment.


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#oneaday Day 537: Old dogs

Since I've exhausted both Death in Paradise and its spin-off series Beyond Paradise for the moment, I was looking for a new "detective" show to watch. I considered the other Death in Paradise spinoff, Return to Paradise, but thought I fancied something a bit different. And BBC iPlayer was certainly keen to provide suggestions.

I settled on a show called New Tricks, which I hadn't heard of before, but which apparently first aired all the way back in 2003, and concluded its complete run in 2015. I've watched two episodes so far, and while it's a very different sort of show to Death in Paradise and Return to Paradise, I've enjoyed what I've seen so far.

New Tricks (at least initially) follows the semi-disgraced Detective Superintendent Sandra Pullman (Amanda Redman) of the Metropolitan Police who, after a botched hostage rescue in which she shot a dog and the person she was supposed to be rescuing flung himself out of a window, paralysing himself when he landed on a car several storeys below, has been placed in charge of the fictional "Unsolved Crime and Open Case Squad", or UCOS. This is a branch of the Met specifically tasked with re-investigating unsolved "cold cases", with the officer in charge, initially Pullman, charged with wrangling a small group of retired former officers in the hope of their insights being able to put the various cases to bed once and for all.

Conceptually, it's a tad silly, particularly since the initial lineup of old men all initially appear to be somewhat comedic caricatures. There's Brian Lane (Alun Armstrong), who struggles with severe mental health issues and an obsession over the case that ended his career on the force; there's Jack Halford (James Bolam), who talks to his dead wife when no-one else is around, but is otherwise the most well-grounded of the bunch; and there's Gerry Standing (Dennis Waterman, the only constant member of the cast throughout the entire run of the show), who is a bit of a geezer and a "naughty boy", in his words, with a string of failed marriages behind him and a somewhat unorthodox approach to following the rules. The characters are all introduced as each having their own sort of "thing" that defines them, but just the initial two episodes shows that there's clearly potential for some interesting character work going on.

What I've found quite fun about New Tricks so far is that it blends quite a few disparate elements and comes out feeling quite coherent. There's the obvious conflict between Pullman being a modern police officer (by 2003 standards, anyway) — and a woman, at that — and these retired former officers, all of whom are set in their ways to varying degrees. And then there's the friction between the private lives of all the characters and their professional responsibilities. The show is, on the whole, somewhat on the "gritty" side, with the struggles the various characters encounter all being somewhat realistic and relatable rather than the easily resolved fluff or material for comic relief that the Paradise series tended to favour, but there's also plenty of comedy inherent in the whole situation — particularly when Pullman shows herself to be the sort of woman who takes absolutely no shit from anyone.

The fact that the show premiered in 2003 with a 90-minute pilot before going into full production in 2004 is an interesting consideration, too. In some respects, the way the show is presented makes it clear it's from a different time — and while I try not to think of 2004 as being too much "of a different time" to right now, the fact is, it was over 20 years ago — and it's quite pleasant to return to that world. I'm not talking thematically or in terms of societal norms displayed in the show, obviously, but rather literally the way it is presented. It has a theme song, for Heaven's sake, and one sung by one of the cast members (Waterman), at that! What was the last show you watched that had a full-on theme song — and, more to the point, one that had been specifically composed to include the show's title as part of its lyrics?

Anyway, that's about all I want to say about it for the moment. I'm looking forward to getting to know the series a bit better. I'd actually never heard of it before, somehow, but I guess if it ran for twelve seasons, it must have had something to it, no?

Or, to put it another way: it's all right. It's okay!


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#oneaday Day 536: Restlessness

I've been weirdly "restless" with regard to the games I feel like playing of late. I have a bunch of cool things on the go — Hyrule Warriors: Age of Imprisonment, The Legend of Zelda: Tears of the Kingdom, Death end re;Quest: Code Z, Final Fantasy Tactics: The Ivalice Chronicles and probably some others I've forgotten about — but I'm having real trouble feeling settled of an evening. For the last few evenings, I've been playing nothing but Evercade games (hence yesterday's post) specifically, a combination of Spectrum classic Atic Atac (which I finished for the first time last night!), Activision 2600 games and various NEOGEO games.

And I've been having a lovely time doing so! Part of me, of course, feels like I "should" play at least one of those "big games" I have on the go, but honestly, just recently I've been feeling a tad run down, and thus some straightforward, right-to-the-point retro gaming has been pretty much what the figurative doctor ordered. Nothing to "commit" to, but something enjoyable and satisfying to engage with — and helping to broaden my experience with and appreciation of some games I might not have had the opportunity to spend a ton of time with previously.

The NEOGEO stuff is probably top of the heap in this regard. When I was young, the NEOGEO was the great legendary white whale that we only ever saw from afar (and occasionally on GamesMaster) and that no-one ever actually got to touch. Given that arcades were only really found on the seafront during my childhood and adolescence, I don't think I ever saw a NEOGEO MVS in the wild back in the day, so my sole point of reference for the machine was the fact that people talked about its cartridges costing a frankly remarkable three-figure sum each.

I always struggled to understand quite why NEOGEO games were so expensive back in the day, but I suppose a lot was riding on the fact that you were literally getting arcade-perfect games, due to the console model, the AES, having fundamentally the same guts as the MVS arcade machine. These days it seems especially absurd, given that pretty much all NEOGEO games are, as you might expect, short-form arcade-style affairs, and thus rather on the short side if you're counting "press start to end credits" as a game's "length". Can you imagine an entitled Steam reviewer pitching a fit over a game that cost £120 and lasted twenty minutes? I certainly can.

But then that's not the whole story, is it? As arcade games, NEOGEO titles were — are — inherently replayable: for high scores, for greater mastery, for competition with friends. Granted, there's probably a cap to how good you can get at something like Metal Slug or Shock Troopers, but fighters like Garou: Mark of the Wolves and the The King of Fighters series can potentially keep you busy forever if you have at least one other person to play with. When you consider it in those terms, that three-figure sum for a single game doesn't seem quite so unreasonable — particularly when you bear in mind that the three-figure sum gets you the whole damn game with no updates or DLC.

Yes, I know it's a cliché for old men like me to rail against modern games with DLC roadmaps and other such nonsense, but when you look at something like, say, The King of Fighters 2000, which has a whopping thirty-six characters in it, it's hard not to feel a bit nickel-and-dimed at modern fighting games with multiple "season passes". At the other end of the spectrum, the relatively limited playable cast of Garou: Mark of the Wolves makes it much easier to pick a single character you might want to get to know how to play a bit better, rather than overwhelming you with a huge amount of choice right from the get-go.

And then, of course, NEOGEO games don't cost three-figure sums any more, unless you're going for those original cartridges — in which case they are, as you might depressingly expect, at least three or four times their original asking price today. The NEOGEO carts for Evercade are twenty quid and have six games each — and I don't think it's a spoiler to say there's more coming next year.

So yeah. There's definitely value in these games, as "short" as they might seem to be. And apparently they're just what my brain is craving right about now. So I will continue to enjoy them for as long as my brain desires them.


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#oneaday Day 535: Five of my favourite Evercade games

As you hopefully know, I do a lot of the blog posts on the Evercade website. I had a small flash of inspiration the other day for a recurring series of posts where I and the other chap who has started contributing to the site alternate between just doing a grab bag of our favourites from the library. No particular theme, just "here's five games I, personally, like, and think you should spend some time with".

We've already got this week's blog post covered, so I thought I would use today to shamelessly pinch my own formula — and I'm making no promises that I won't pick these exact five for the first time I do the new feature over on the Evercade site. If I do, I will probably talk about them marginally more professionally.

But for now, dear reader, with apologies to Rob of the excellent Beyond the Scanlines YouTube channel, here are Five Evercade Games I Just Think Are Neat. Note that these are not "the five best games on Evercade", they're just five arbitrarily chosen games that I particularly like. So if I missed your favourite, don't worry; I probably like it too.

Burnin' Rubber

Hailing from Data East Collection 1, one of the Evercade's launch lineup, Burnin' Rubber almost certainly holds the crown for the Evercade game I have, over the last five years since the system's launch, spent the most time in.

For the unfamiliar, Burnin' Rubber is a follow-up to Data East's arcade game Bump 'n' Jump. Indeed, in some locales this console version is just known as Bump 'n' Jump, but it's considerably enhanced and expanded over its arcade predecessor, making it more of a sequel — and a much better game. The concept is simple: drive your car up vertically scrolling stages, avoiding obstacles and smashing other cars out of the way either by ramming them into walls or leaping into the air and crashing down on them from above.

Burnin' Rubber is easy to learn but hard to master, and to date I haven't yet managed to beat it. But it's infectiously compelling thanks to its combination of straightforward controls, challenging but fair gameplay and inordinately catchy music. Ever since I first played it back on the original Evercade handheld, it's been a firm favourite of mine, and absolutely one of my top titles on the entire platform.

World Rally

Staying on the vehicular theme, World Rally from Gaelco Arcade 1 is next up. This high-speed isometric racer has absolutely sublime arcade-style handling, and is a real "in the zone" kind of game that probably makes you look like a superhuman to anyone watching over your shoulder.

Its genius lies in its brilliantly handled controls: rather than giving you complete freedom to turn your car in any direction, World Rally kind of "snaps" your car to the correct orientation as you exit a corner (assuming you remembered to actually steer around it) in a sort of "slot car" fashion. This prevents frustrating instances of oversteer and keeps the game pacy and accessible while still offering a gradually escalating challenge factor through increasingly complex courses.

Presentation is lovely, particularly with Gaelco's trademark low bit-rate digitised guitar noodling on the soundtrack. The sequel is lovely, too, and arguably looks nicer, but I think the original has the slight edge for me, personally.

Night Stalker

Possibly my favourite Intellivision game? It's definitely right up there with Tower of Doom and Cloudy Mountain. Anyway, Night Stalker is, for me, the best game on the Intellivision Collection 1 cartridge, and a game I come back to regularly.

The concept is straightforward: you're stuck in a maze, and robots are coming to get you. You must shoot the robots before they get you. The longer you survive, the more dangerous the robots get. You move slowly and have limited ammunition, so you need a certain amount of strategy to survive — and the ability to adapt as the situation changes.

Night Stalker is super-simple, atmospheric and enjoyable to play. We also mapped the Intellivision's somewhat idiosyncratic "disc and keypad" controls to the Evercade directional pad and buttons in an eminently sensible way, making it arguably more fun to play on Evercade than on original hardware. I'm sure there's some sicko out there who is all like "no, the Intellivision hand controller is the optimal way to play, actually", but for human beings with functional hands, you'll thank us for our control mappings on this one.

Tomb Raider

I enjoyed the original PC version of Tomb Raider back when it was current, and I remember not liking the PlayStation control scheme all that much — perhaps because I was so accustomed to the PC's keyboard controls. But returning to the series when we released Tomb Raider Collection 1 for Evercade gave me an all-new appreciation for this game's methodical puzzle-platforming.

Yes, the combat kind of sucks, but that's why I picked the first Tomb Raider: it's not a particular focus, whereas later games tried to play up the combat to varying degrees. You'll have the odd encounter with some nasties to deal with, but the majority of your time will be spent by yourself figuring out exactly how you're going to scale the enormous structure in front of you and probably breaking Lara's legs a few times in the process.

It's fashionable to bash the early Tomb Raider games today, but approach them with the appropriate mindset — i.e. that they're not Super Mario 64, nor are they trying to be — and there's a lot of fun to be had across the five games available on Evercade.

Shock Troopers

It's been a delight to get to know the NEOGEO a bit better with our NEOGEO cartridges for Evercade. Shock Troopers, which is on NEOGEO Arcade 1, is actually one of the games I did know reasonably well beforehand — in fact, it was one of the first NEOGEO games I ever played, with dotEmu's awful PC port from a few years back — but having it on Evercade is giving me a sense of rediscovered appreciation for it.

Shock Troopers isn't a remarkably original game — it's a top-down run-and-gun, Commando-style, albeit not scrolling exclusively vertically. Where it shines, though, is in how satisfying it is to play. Weapons have a real sense of oomph to them, ripping through enemies and blowing up vehicles and structures. The different characters all handle differently, catering to different play styles. And the game offers a stiff but fair challenge that allows you to make gradual progress if you stick with it and learn the enemy encounters. Plus multiple routes through it add replay value — along with a two-player mode.

It's one of the best-sounding NEOGEO games, too, with some excellent digital music and meaty sound effects. One day I might even be able to get beyond the second stage without having to credit-feed — but regardless of my own ineptitude at it, it's a game I always enjoy every time I fire it up.


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#oneaday Day 534: An evening of arcade

In gaming today, it's tempting to always want to be making progress on your "big game" of the moment: a lengthy epic that goes on into the tens or even hundreds of hours in length. But one thing I find it helpful to remind myself of on a regular basis is that short-form games very much have their place and their appeal, too. And it's in this area that retro gaming in particular tends to excel.

In recent weeks, I've been having a lot of fun getting to know the NEOGEO games we've released on Evercade this year. Most notably, I've been spending some time with the ever-delightful Metal Slug, which I hadn't spent a ton of time with prior to the Evercade release, and I've even been dipping my toes into the notoriously obtuse fighting game genre a little with Garou: Mark of the Wolves, which first impressions would seem to indicate is one of the more accessible SNK/NEOGEO fighting games in existence.

These games are immediately rewarding and fun. You probably won't be able to beat them on your first go — although in most cases, you can credit-feed — but there's a definite appeal element in the form of gradual mastery. With each attempt from the beginning of Metal Slug, I get to know the game a bit better, I learn more about how to play it effectively, and, assuming I'm paying attention to what I'm doing, I get a little bit further. At this point, I can occasionally make it up to the start of Mission 3 without losing a life; with each new attempt, that "occasionally" becomes "more frequently", and that's a really satisfying, rewarding feeling.

My concern is what I feel like is an increasing number of people getting to a point where they're writing off these short-form experiences as having no real inherent value. Perhaps it's because these games aren't telling a deep, thought-provoking or emotionally engaging story. Perhaps it's simply because they're short. Perhaps it's down to assumptions that short-form or arcade games are inherently "lesser" than 100+ hour epics on computers and consoles today.

I don't know. But I know that I definitely derive value from them, and I continue to feel proud that I'm involved in helping to preserve these games and educate new generations in their appeal elements thanks to my day job.

One day I still want to write a book. Or, at this point, probably several books, given the sheer number of games that are on Evercade by now. I should probably just stop thinking about doing that and actually do it, no?


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#oneaday Day 533: Enshittified parking

The wife and I made the silly error of deciding to go into town today. We thought we'd go get a Currywurst from the German market, plus she wanted to enquire at a music shop about some various bits and pieces.

We were having second thoughts when we got up, because it was dark, miserable and raining outside, but we thought "ah, no, we should go out, it'll do us good to get out of the house".

Reader, it was not good. Apart from the Currywurst, that was good. Although £9 for it was absolute daylight robbery, but I guess that is Just What Things Cost Now. And my wife did at least get the information she wanted from the music shop.

The rest of the trip was a miserable, rain-soaked experience, but probably the most irritating thing about the whole experience was what they've done to WestQuay parking. Instead of taking the tried-and-true approach of giving you a ticket, then you popping said ticket into a machine and paying for how long you spent in the car park, they have decided to make it all "technological", now requiring you to have your number plate scanned by ANPR when you enter, then before you leave, you have to remember to scan a QR code from a poster and pay on a website. Because that is somehow much better.

I will grant you that during busy periods, it could be frustrating to have to queue up for a ticket machine when you wanted to leave. It was frustrating when the ticket machine broke, too, or it ate your ticket, or any other shenanigans that might have occurred. But that's why they had the little man on the end of the "help" button to help you out.

The main issue with the "pay by phone" option they have chosen to go with is that there is no fucking phone signal inside the car park. Nor is there any Wi-Fi. So if you forget to scan one of the posters that is outside on the way back to the car park — or, indeed, if you took a route back to the car park that did not pass by one of these posters — it's an incredible pain in the arse to do something as simple as paying for parking, something which we have all been begrudgingly doing for many years at this point.

Of course, the whole thing has almost certainly been done in the name of collecting data on people who use the car park — they take your number plate when you enter and your name when you pay, so that's fun. They will probably try and spin this as somehow being "more convenient" when in fact it's several orders of magnitude more annoying than the old way of doing things.

But hey. We've made everything else worse with technology. Why should parking be left out of the party?


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#oneaday Day 532: Knackered

I'm absolutely exhausted, and I'm not entirely sure why. I guess this week has been a bit of a busy one with a trip to the office, and just before said trip I was ill, so I think I'm probably still feeling the lingering (after)effects of being ill. Or possibly just still being ill. Either way, it's 8pm and I just want to go to bed, so as soon as we've had some dinner, that's what I'm going to do.

Everything just feels so tiring these days — mentally, more than anything. I am beyond tired of the revolting end-stage capitalism hellscape we live in right now, and long for the AI bubble in particular to pop, if only so people can stop posting screenshots of Google's AI summaries and think that doing this, in any way, proves any sort of point. That and it would be super-cool if all the software everyone uses goes back to being functional and useful rather than having fucking chatbots everywhere.

It's frustrating. I was listening to Cory Doctorow and Ed Zitron talking about the whole "enshittification" thing earlier, and their conclusion is that as individual consumers, there unfortunately isn't a whole lot that we can do to stand up to this nonsense, because it's all happening at a corporate or even governmental level so far beyond the scale of one individual, it's impossible to do anything about. They do, however, note that that doesn't mean there's nothing you can do; they cite the example of attending Town Hall meetings and voicing your concerns about financially and environmentally ruinous data centres being constructed. Even so, though, this seems largely like an American thing — I don't even know if "Town Hall meetings" are a thing here — and, again, it's hard not to feel like a little ant about to be crushed by corporate authoritarianism.

I'd ignore all this shit completely if I could, but it's everywhere — and particularly getting its tendrils into things I actually care about, such as the creative sectors and particularly video games. The new Call of Duty is absolutely riddled with AI art, for example; Ubisoft's latest Anno game has "placeholder" AI art loading screens that definitely aren't just being called placeholders because they got caught; and it seems like every day, a new corporation decides that yes, the absolute best thing to do, despite the general public reacting universally negatively to it every time it happens, is to pivot to an "AI-first" approach, inevitably laying off swathes of the workforce in the process.

I thank my lucky stars I have a stable (I hope) job in the middle of all this, and that AI doesn't interfere with my job any more than having to ignore annoying sparkly buttons in social media management tools and occasionally telling people off for getting ChatGPT to "write" minor things when I'm right here and can do that for them in a matter of seconds without burning a fucking lake down.

God. The "future" sucks. It's a cliché to say at this point, but we really have taken the exact opposite lessons from "cyberpunk" and futuristic dystopia literature than were intended by their authors. We have all the negative aspects of a corporate-dominated end-stage capitalism hellscape, and none of the cool stuff like consumer-grade bionic arms and sex robots. (Well, okay. They're almost certainly working on the sex robot thing, though if it ends up being LLM-powered I'm not sure anyone is going to want to fuck ChatGPT.)

Is it any surprise I'm knackered when just existing through all this nonsense is draining the life force and will to live out of all of us? Probably not. So I'm going to enjoy my KFC and then go to bed.


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#oneaday Day 531: Riding the air

Kirby Air Riders is out today, and I've spent the evening playing it. Specifically, I've spent the evening playing the "Road Trip" mode that I didn't know anything about prior to starting the game. This is a single-player mode that is presumably intended to get you up to speed on everything you might be doing at any point in the other modes, but it also unlocks a bunch of stuff in a similar fashion to Smash Bros.' single-player modes from over the years.

The whole package is very Smash Bros., in fact, including the way you navigate the menus, the way you adjust your settings for a play session and the overall structure of the game. It's a very customisable game, from the look of things, so I'm looking forward to investigating the other aspects of it soon.

Road Trip, meanwhile, that I can talk about. In this mode, you pick a character and initial "machine" to ride on, and progress through a series of stages, each of which is split into a series of "encounters" on the road. Under most circumstances, you have a choice of three encounters to choose from at any point, with different rewards on offer for each. Successfully beating an encounter generally rewards you with some Road Trip-specific currency and a stat increase or two. Outside of the competitive events, you may also run into shops (where you can, of course, spend the aforementioned Road Trip-specific currency) and weird things that determine which of several branching paths you will take at the conclusion of the current stage.

The events you'll compete in on the Road Trip are generally pretty short in duration — races tend to be one or two laps at most, and the events which aren't races are all time-limited. It's enough to give you a look at the different things you can do in the game's other modes, but in a way that you never get particularly bogged down in anything. You rarely do the same type of event twice in a row, and the difficulty curve progresses nicely from "very easy" in the early stages to "genuinely quite challenging, but not annoyingly so" as you get closer to the conclusion.

As you progress through the Road Trip, you'll gain the opportunity to earn "memory shards", which tell the unfolding story. This is surprisingly dark, considering this is a Kirby game, involving a mechanical creature that has sat for aeons without being able to move because it requires someone's "strong will" to allow it to do anything, a terrifying orbital satellite that, among other things, constructs an army of robotic ants to rip this aforementioned creature to bits and rebuild it into a world-crushing weapon, and the implication that everyone's vehicles in the game are like Pokémon, if Pokémon were forms of sentient transporation rather than creatures that liked to fight. So maybe not all that much like Pokémon at all, other than the fact that they clearly have "personalities" of sorts, and partner up with the people of Kirby's world, Popstar, in a quasi-symbiotic relationship.

In the events, Kirby Air Riders is chaotic. For those concerned that it might be a bit too much like Mario Kart: it's nothing like Mario Kart. My wife saw me playing it briefly and said it looked like "Wipeout, but Kirby" and honestly she's not far from the truth there. There's a touch of F-Zero, a bit of Burnout, even a bit of Twisted Metal in there, depending on the type of event you're playing. I can see it easily being overwhelming for some players, but there is clearly method in the madness.

Probably the most clever thing it does is use an incredibly simple control scheme, much like Kirby platformers tend to. There are only two buttons to worry about: characters accelerate automatically, and the only time you need to press a button is when you want to slow down (which also charges up your boost) or use your character's "Special", which can only be used when a particular meter has charged.

The "Boost Charge" mechanic has a nicely tactile feel. You're effectively "pulling back" your character, winding them up and then letting them twang forward, though the exact implementation of this depends quite significantly on the machine you've chosen to ride. Some are built for drifting around corners; others stop dead when charging a boost and can thus immediately change direction when going around 90-degree bends; others still can't drift or boost at all, but make up for this with other strengths.

These differences between the machines, along with individual machines' special capabilities (such as the "Vampire Star" machine's ability to "bite" opponents, damaging and slowing them down and stealing their power-ups) and the stat growth throughout Road Trip mode mean that there's a surprising amount of depth considering how simple the game is to control. Different machines are eminently suitable to different types of event, so it pays to try and build up a collection — indeed, I believe to get the "true" ending for the game, you need to collect all of them prior to reaching the final encounter, though this is made more straightforward through a New Game+ option that lets you carry over the stuff you've already acquired.

There are some other interesting little things, too. A significant portion of the Road Trip mode involves the "Top Rider" mode, which is racing from a top-down perspective on simplified tracks. This is a lot of fun, though obviously less spectacular and chaotic than the 3D races — and it's nice that this is a whole mode you can play given equal weight to the "main" game mode. There are even different control options, depending on if you prefer "turn left and right" or "push the analogue stick in the direction you want to go" for these top-down sequences.

All in all, it seems like a really solid game given that distinctive Sora Ltd. polish. I'll be interested to see whether it has the juice to go for the long term on the multiplayer circuit; I can see this being a really solid multiplayer game, but, of course, it needs a community for that to work over the long term. I don't yet know if the broader community will take to it in the same way as something like Mario Kart — but then, Splatoon came out of nowhere on Wii U and managed to be a big enough hit (on the Wii U!) to spawn two sequels, so there's precedent for a Nintendo game not called Mario Kart or Smash Bros. to have a thriving online community.

More than anything, it's nice to see the Switch 2 finally picking up the pace with some solid releases — and on proper game cartridges, too. Now, if they'd just quit doing that dumbass Game Key Card thing completely I'd be very happy indeed…


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#oneaday Day 530: My way is always better

The review embargo for the "Analogue 3D" FPGA-based N64 clone system came up yesterday, and as is usually the case with such things, about a bazillion reviews all dropped at the same time. The machine looks like a nifty bit of kit — although calling your brand "Analogue" and then not actually having any analogue outputs on your device is a bit weird — and has been reviewing well. As an owner of a MiSTer Multisystem 2, I have no real need for one — just as well, since ordering Analogue stuff is an absolute fucking nightmare — but I'm glad this thing exists and, moreover, appears to be pretty cool.

What has been less cool are the inevitable arguments that have been breaking out in the comments of pretty much every single video and article I have seen on this thing. It's utterly ridiculous to see grown men (and I would place good money on it being all men) of a certain age all getting pissy over how different people choose to experience retro games.

Here's my feelings on the subject: I don't care. Really! I do not give the slightest shit, so long as you're having a good time and you aren't causing anyone else any trouble.

If you want to set yourself up with a MiSTer stack you built yourself, fab. If you want to buy a MiSTer Multisystem 2 to take the hard work out of building an FPGA device, great. If you want to buy a SuperStation One, I hope you love it. If you're running Batocera on a mini PC, more power to you. If you do all your retro gaming on an Anbernic handheld running its stock OS, have fun. If you've spent several weeks finding the perfect alternative operating system for an Anbernic handheld, I hope you've had a fulfilling time doing so. If you're an original hardware junkie with a massive physical collection, can I come and visit? If you have your childhood console and nothing but an Everdrive, amazing! And I'm probably contractually obliged to mention that if your experience with retro gaming begins and ends with an Evercade or Super Pocket handheld, that is 100% fine, too.

Y'see, the important thing with enjoying retro games, to me, is, funnily enough, the games themselves. So long as you're able to experience the games you want to play in the way you enjoy experiencing them, it absolutely does not matter how anyone else wants to do it.

And yet you just have to look through any of these comment threads to see the FPGA nuts arguing with passionate advocates for RetroArch; Windows vs Mac OS vs various flavours of Linux; "download for free!" types against "I prefer to buy official rereleases" people. Basically, if there are two opposing viewpoints possible in this area — and there are quite a few of those — you can count on representatives of those viewpoints all yelling at one another.

Why? Why does it matter to you that some people think the Analogue 3D is a cool device, and you don't? Why does it matter to you that you use software emulation on your Mac and some people prefer to use an FPGA solution?

It's just another example of the Internet being constantly, unnecessarily adversarial, and it's really rather tiresome. As I say, so far as I'm concerned, I have no personal pressing need for an Analogue 3D, as I already have a suitable solution for enjoying N64 games in place — but I absolutely, definitely do not begrudge anyone their desire to add one to their collection! So if you happen to be one of the people lucky enough to have one coming your way soon, I sincerely, absolutely hope you enjoy it. And that you play Beetle Adventure Racing if you haven't already.


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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#oneaday Day 529: A different hotel

It's time for my monthly visit to the office, though this time things have been a little bit different for various reasons — not least of which is the fact that I'm staying in an unfamiliar hotel, as my usual place was full. This new place seems nice, if charmingly dated, though it is twice the price of my usual place. It's all getting expensed though, so no problem.

I actually have tomorrow off, which will be nice, as it's Andie's birthday and I won't have to brave the M25 in the middle of rush hour.

Today I elected to listen to some "criminal records" on the journey, because I just felt like it for some reason. My cheese of choice was Louise (Redknapp, nee Nurding), a fairly disposable pop singer that I primarily bought two albums for because I fancied her. Also I ended up quite enjoying them both, particularly the second, Woman In Me.

I was interested to discover that Louise had done some more albums after the two I was familiar with — including one from around 2000, and another that is quite recent. I actually really like what I've heard of the 2000 album, Elbow Beach, so far, but I haven't yet listened to the latest. I think that will be the accompaniment to my drive home tomorrow.

I've always had a soft spot for cheesy, disposable pop music, particularly from the mid to late '90s, because it's tuneful, it's catchy, it's uncomplicated and it plays well as background music you don't have to concentrate on too hard. As a teen, I did the majority of my music listening while doing homework in my bedroom, so it's always been a good accompaniment for doing anything that might be a bit tedious or repetitive — hence why I'm enjoying it so much as a soundtrack for driving.

It's also nice to be of an age where you don't have to make any apologies for what you listen to. I'm sure some of you are silently judging me for having owned two Louise albums in the past (my CD collection went to Music Magpie a long time ago though) but I don't care. Silly fluff it may be, but there's a place for silly fluff, particularly in a world that feels increasingly devoid of joy in the current moment.

Anyway, I'm typing this on my phone and getting annoyed at autocorrect, so I'm going to leave that there. I am looking forward to a nice sleep in this comfy bed, and then a leisurely drive back with some cheesy pop blaring tomorrow.

Maybe they'll have released the Epstein files by tomorrow!