#oneaday Day 873: Enjoying the whole thing

A while back, I wrote about how (relatively) few people finish games these days. And last night, I played through all of Mappy Kids on Evercade, a game that I've had a copy of for several years now, but which had somehow never played through to completion.

I had a really good time! And thinking about that has got me pondering how it would do us all good to just slow down a bit, pick and choose the things that we want to enjoy more carefully, and then actually enjoy those things to the fullest.

To be fair, this is something that I already do. A big change in my game-playing habits occurred… probably in the late '90s or so, but really in earnest from around 2010. I started finishing games. In my defence, earlier games from the 8-bit and 16-bit home computer eras were extremely difficult or even impossible to finish, but there came a point where it became practical, desirable and fun to play a complete game through from start to finish.

I don't know if it was the first game I ever completed, but one that really sticks in my mind was Super Mario World on the SNES. I got to the ending of that game and was blown away by how elaborate the credits sequence was. Of course, in modern terms, it's actually pretty simple — just a parade back through previous backgrounds, showing off all the sprites in the game — but back when I first reached it on my own, it was an incredible moment. Not all games have a satisfying ending like this, of course — particularly when you look at earlier titles — but there's always a special kind of thrill that comes with knowing you have beaten a game and seen everything it has to offer.

Since that time — and especially since Final Fantasy VII showed me how epic a finale sequence could truly be — I've really made an effort to try and beat the vast majority of the games I play. Except I've sort of fallen into a pattern of thinking that certain experiences are inherently more "worthwhile" in this regard; usually based primarily on how narrative-centric they are, and how long they are.

It's an easy mindset to fall into. Retro games in particular can feel rather "disposable" at times, given how easy it is these days to load up a handheld or emulation station with every game ever released for a variety of platforms, then promptly never settle on one thing to play, dipping into hundreds of things for a few minutes at a time and never really having a meaningful experience with any of them.

What you have to remember, though, is that every single entry in that massive ROMset you acquired via questionable means was once an individual release that cost anywhere up to £50 or £60. And back when that was the case, you made those games last. You made those games matter.

It's not hard to see how one can fall into a mindset where you inadvertently devalue short-form experiences or retro titles — particularly as most retro titles, when they do get an official rerelease these days, tend to come as big bundle deals with tens to hundreds of other titles alongside them for the price of one "big" game. I'm conscious of this with what I do for the day job: Evercade cartridges represent excellent value, particularly when compared to buying original media for platforms like the NEOGEO, but when you have 5, 10, 20 or more games on one cartridge, I don't blame anyone for treating the whole thing like a casual buffet when what some of these games really demand — or crave is perhaps a better word — is for someone to sit down with them for a protracted amount of time and take them seriously.

I wonder how many other people have had Namco Museum Collection 1 in their Evercade lineup since launch and have never played Mappy Kids all the way through from start to finish. Turns out it's quite easy, and pretty short! But I don't regret the time I spent playing it through last night; I ended up with a much better understanding of what the game is doing, and had an enjoyable, coherent experience as a result. Also the music in that game is brilliant.

And what about the more substantial games in that collection? I genuinely do wonder how many folks have got beyond the second mission in Metal Marines, because I know from firsthand experience how easy it is to sit down, play the straightforward but satisfying first mission and then think "oh, I better move on to something else".

Why? Why had you "better" move on to something else? I don't have a good answer as to why our brains work like that these days — other than to acknowledge that the modern media and particularly online landscape encourages this sort of attention-deficit behaviour, where everything is content, and all of the content you consume must be varied and engaging for a couple of minutes at a time, before something in your mind goes "NEXT!" and demands something new.

It takes work to resist that. But it's worthwhile to do so. If, in your travels through ROMsets, Evercade collections, retro compilations or anything similar, you have come across something that really looked cool or appealing in some way, but you only ended up spending 5-10 minutes with it, I encourage you to dedicate at least an evening to exploring it further. You might just be surprised at how much you can make one of these individual experiences really matter and feel worthwhile. Yep, even seemingly simple arcade or Atari 2600 games.

Plus, the bonus effect is that if you're one of those people who bemoans the fact that you "never have any time" to play video games any more, most retro games are pretty short! I beat Mappy Kids in a fraction of a single evening, and you can too!


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#oneaday Day 856: Flurry of activity

As so often happens after I have a day of feeling a bit maudlin, today I had a day where I got a lot done. Six videos, to be exact, including both Atari 8-bit and Atari ST videos. It's good to be getting back into the rhythm of these, and I really enjoyed the games I played for these vids — hopefully that comes across in the final products, which will be released over the course of the next few weeks!

I've definitely made the right decision to refocus my YouTube effort back on what I was having the most fun with in the first place. I am never going to "make it big" on YouTube and I have no intention of making it into a second job in an attempt to do so; I already keep more than busy enough for the day job, and I want YouTube to be fun. But I also want it to reflect the things that are important to me — hence the refocus on Atari stuff.

I think part of the reason I pressed pause on the A to Z series a while back was because I was worried I was going to start running out of things to cover. But going through the spreadsheet of reviews I put together a while back, it's clear that isn't going to happen for a long time, on either Atari 8-bit or Atari ST. There may be some individual letters that are a little short on things to cover — as I recall, I was running out of games that began with "Y" on ST, unless I wanted to cover various iterations on Yahtzee over and over again! — but I can just skip those if necessary. Or, indeed, I can play a multitude of Yahtzees, since I'm sure at least some of them do something vaguely interesting with the concept!

Anyway, as a preview of what's to come, I will be covering Desmond's Dungeon, Eastern Front (1941) and Firefleet on Atari 8-bit, and Archipelagos, Blasteroids and Cards on Atari ST. Most of these are new to me, which is exciting; I'd played Eastern Front and Blasteroids before, but I was a bit young to understand Eastern Front when I was a kid, so it's been interesting to return to that now I know what a wargame is. I'm not convinced I know how to play effectively, but it was fun giving it a go, regardless.

I think the biggest pleasant surprise of the day for me was Archipelagos. I remember seeing this back when it originally released and thinking it looked thoroughly interesting, and it really, really is. The version I was playing had a strange bug where every fifth level kills you instantly, but since you can just skip levels at will — and there are 9,999 of them — you shouldn't feel too bad about just skipping those ones that don't work. The version I was playing was the hard disk converted version by Pera Putnik, so it's entirely possible that the conversion process just made something go a bit skew-whiff somewhere; I haven't yet tried a disk-only version of it. Either way, it's a thoroughly interesting game, and you'll get to see exactly why quite soon!

So yeah. It's been a good day. Okay, I didn't get up until noon because I was having strange dreams and they put me in a bit of a funk at the start of the day, but I began my day with the intention of making some videos, and by jingo I've gone and done it: recorded, edited and exported, all in a day. Not bad, eh?

Now I think I've earned an hour or two of Ace Combat to celebrate. And maybe some ice cream.


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#oneaday Day 852: Rotting retro

You know, I have historically thought that out of all the subcommunities of computer and tech enthusiasts, the one which would have more respect for doing things "the hard way" than anyone else would be the retro fans. These are people who, in many cases, grew up seeing genius programmers making limited hardware do things far beyond its supposed capabilities, and, even if they never saw fit to take up programming themselves, could at least understand why it was impressive when, for example, someone made an Atari 8-bit display 256 colours on screen at the same time.

Sadly, it is increasingly looking as if the retro sphere, much like everyfuckingthing else, has been infiltrated, corrupted, poisoned and rotted by the scourge that is generative AI.

In just the last week, I have seen myriad vibe-coded "recompilation" projects, slop peddlers attempting to submit 50k lines of changes to an FPGA core that was already working just fine, the Oliver Twins making it abundantly clear what their odious stance is, web-based editors for the ZX Spectrum games Chaos and Target: Renegade slapped together using AI coding tools and someone making the bold claim that they have been "working on" (i.e. they prompted Claude to do it for them) multiplayer conversions of a variety of classic games for home computers and consoles, including Wizard of Wor, Pac-Man, Super Mario Bros. and Metroid. Oh, and someone who claimed to have decompiled Adobe's entire Creative Cloud suite of software and made a "clean room" version of it that doesn't work, like, at all, but that's not exactly retro. Still relevant, though.

The irritating thing is that a lot of these projects sound like they could be potentially interesting! 4-player Pac-Man on Atari 8-bit is a cool idea! Simultaneous co-op in Super Mario Bros. and Metroid are potentially intriguing twists on classic games! Tweaking retro games to play in different ways has been a proud tradition ever since everyone learned what the POKE command does!

And yet, I cannot, will not support any of these projects in good conscience. I just cannot. I cannot bring myself to give any sort of "reward" — and attention is a form of reward — to someone who thinks that throwing something into Claude Code and getting it to spit out something that looks convincing at first glance (but is probably deeply, deeply broken under the hood) is "working on something". I do not care that it looks impressive, at first glance, that you can click a button and some sort of functional-seeming, executable code pops out of the other end.

Because, really, what is the point? These projects are not put out into the wild with any attempt of aiding our collective understanding of things; they are put out in an attempt to accumulate clout, pure and simple. People want to be the first to do something, or the only person to do something, and the assumption, today, appears to be that the best way to do this is "just get AI to do it". Except then you haven't done anything yourself, have you? You have used a technology based on the stolen creativity and expertise of humanity, which consumes vast amounts of energy and water, which is unsustainably expensive to maintain beyond the next couple of years at most, which often gets things flat-out wrong, and which is responsible for making the Internet seven hundred thousand orders of magnitude worse than it has ever been, and you have got it to churn out something that, if you had to debug it yourself, you almost certainly wouldn't know where to start.

The standard counterargument to all this is "well, if this person hadn't done their little Claude Code project, it wouldn't have happened at all". And that, to me, is not a convincing case. It's a waste of time and money (but not effort) to produce something that, at first glance, appears to be "good enough" rather than something which has actually been crafted to work properly and perfectly — and in the meantime, it discourages people who are still doing this sort of thing properly to continue with their own projects, because that whole part of the scene has now been tainted with Claudeslop, and we've already seen with a variety of projects how disheartening that can be for some.

I think my biggest concern with all this is the long-term brain drain effect it will have. We're already seeing frightening numbers of people completely surrendering to the AI's "judgement" (which isn't a thing, but they believe it is) rather than thinking for themselves. And the end result, the longer all this goes on, is that actual skills and knowledge will atrophy. As the people who did this "the hard way" back in the day start to pass on — and many of them are passing on at this point, sadly — there will not be a generation of people who can take over. And when all this AI nonsense eventually collapses — which it will, as there is no way the world's economy can keep up this absolute insanity forever — it's going to leave a lot of people, projects and AI-corrupted enthusiast scenes in a real mess.

Now, you might think that doesn't matter for 40+ year old 8-bit home computers, but it absolutely does. Understanding how things work and how to recreate the conditions from back in the day is a crucial part of preserving the history of the medium, and the second you prompt Claude to just do it for you, you are wilfully saying that doesn't matter; you are wilfully disrespecting people who still know how to do all this stuff the old-fashioned way.

It matters. Your personal clout, on the other hand, does not, particularly if said clout has been accumulated by not really doing anything.

Maybe I should learn 6502 assembler just to spite these people.


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#oneaday Day 850: Fuck the Oliver Twins

I don't say this lightly, as I am that rare breed who legitimately, genuinely enjoyed the Dizzy games and believe a lot of their other prior output is excellent — particularly Firehawk on NES, which is an excellent tactical helicopter shoot 'em up that actually predates Desert Strike! But after seeing their recent output, and particularly reading these comments over on Time Extension, I say a full-throated, from-the-bottom-of-my-heart fuck off to Philip and Andrew Oliver.

The Oliver Twins are the textbook examples of "bedroom programmers" from the classic British home computer scene. They made games at home using their own skills and creativity, and achieved quite deserved success with many of them. Yes, I know a lot of people denigrate the Dizzy series in particular these days — particularly people from North America — but the fact is, these games had a place, and they achieved what they set out to do: provide a fun, distinctive mascot character, and a varied selection of games in which he appeared.

As such, I've always had respect for them and what they achieved. They helped define the British home computer scene of the 1980s, which, as you know, is a sector of gaming that is of enormous personal interest and relevance to me — even if I only had a chance to come to their stuff once we were into the Atari ST era, since they didn't make anything for the Atari 8-bit. I have genuinely fond memories of playing their stuff from back then, even if some of it doesn't hold up brilliantly (hello, Panic Dizzy on ST) and I had a lot of fun discovering a variety of their games I'd never played with The Oliver Twins Collection from the first year of Evercade, prior to me joining the company.

But with their current stance on AI, they have absolutely lost the fucking plot and seem to be wilfully ignorant of the overall mood in the room.

Let's go through some of the things they said in response to the questions from John Szczepaniak of Time Extension, shall we?

"We believe that, as creatives, it is another creative tool."

Literally the first answer is parroting the inevitable, probably LLM-generated in the first place, copypasta about it being "just a tool". Try harder.

"…in the right hands, we can create some awesome stuff that would have been impossible to create any other way."

Bollocks. Citation fucking needed. How, exactly, would it have been "impossible" to churn out things any other way than using generative AI?

"I'm sorry, but as an experiment, to create Emerald City, and all the art that went into this, it would have been an over-a-year project with a couple of artists, probably a hundred thousand pounds, all said and done when you're looking at all the costs."

Motherfucker, you literally ran a Kickstarter to fund your AI slop project. Ask for that £100,000 then pay some fucking artists with it! The reason your £5,000 Kickstarter failed is not because it was a fundamentally bad project, but because the project page, all the promotional material and literally everything about the project was drenched in generative AI imagery. This meant that people, on the whole, did not want to fund it. Because what is the point in paying for something the creators clearly have so little respect for themselves? Why would anyone want to fund your token habit?

If you had been honest and open about needing money, time and specialists to pull something off, I'm pretty sure a name as well-known and once-respected as the Oliver Twins would have been able to run a successful £100,000 Kickstarter without a problem. And whining and complaining that a project would take over a year, oh boo-fucking-hoo, creative projects require work over a significant period of time? Who would have fucking thought it?

"Now, as for scraping IP and all of that kind of stuff, I believe there should be regulations about what AI is trained on. I, unfortunately, do not run OpenAI or any of these other big gigs. As humble little guys just making Dizzy games, we can't control that. We could completely ignore a very powerful creative tool and then decide to produce nothing because it's too difficult to produce the quality that we want. And so we could go quietly into our retirement, or we can go, this is exciting! We love tech. We are sci-fi guys. This is an incredible time to be alive for a creator."

I can't believe they actually said the "humble little guys" thing out loud. We're just humble little guys who deserve some crumbs of stolen creative material. Have some fucking principles. You may not run OpenAI, Anthropic or any of the other shits destroying everything nice at the moment, but you can have the principles to not engage with the product that everyone hates and which is making everything worse. You can read the room and understand that people fucking hate this, and they hate shit that looks like your Emerald City garbage, but for the most part people are too polite to say that to your face or within potential earshot of you.

All it sounds like is that you wanted to be able to churn out something quickly, cheaply and with minimal effort, which does not sound like being a "creator". It sounds like two old men trying desperately to jump on a trend and cynically produce a product — worse, content — with no lasting value, and a morally bankrupt attitude towards the way it is produced.

Fuck the Oliver Twins, and fuck their stinking attitude. I once respected them as creators — and still do respect the work they both did when they were younger. But the men they are now, and the slop they are apparently desperate to produce as quickly and cheaply as possible? Completely and utterly dead to me.

Cunts.


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#oneaday Day 836: Torrent of slop

It feels like pretty much every day for the last few months we've seen a story that claims some game or other has been translated for the first time ever, or ported to PC for the first time ever… and I feel like a good nine times out of every ten of these projects that show up, the project ends up being vibecoded slop.

I'm afraid I don't give any credence to the theory that AI development tools "democratise" development of stuff like this. The biggest problem — besides the fact that AI models are all built on stolen data, of course… and the environmental impacts — is, without a doubt, the fact that people using them end up shitting out something that they have absolutely no understanding of. Thus, when a problem arises — and you can bet a problem will arise with something shat out by AI — they have no idea how to fix it.

"Well, just hand it over to someone who knows what they're doing!" you might say. And to that I say, any developer worth their salt will not accept such a project. No-one wants to debug the spaghetti code shat out by a plagiarism robot. Not only will that be a lot of work, much of which wouldn't have needed to happen if the project had been done properly in the first place, but the person fixing the job will end up with their reputation tarnished purely by virtue of having worked on an AI project.

Unfair? Perhaps. But at this point, people have to know that using generative AI is going to attract backlash. People fucking hate it! People would rather not have a thing than have a thing that was pumped out using generative AI tools! And any short-lived kudos you might attain for being the "first" person to do something (except you didn't actually do the thing yourself) will, in short order, absolutely torpedo your reputation. At this point, with all the high-profile cases there have been of backlash against projects that involve generative AI, you would have to be either wilfully ignorant or just outright sticking your fingers in your ears to be unaware of the resistance to all this.

And the thing that sucks is that, for me and numerous others like me, the torrent of vibecoded slop projects has completely destroyed any interest or excitement we might have had for things that should be interesting and exciting. The decomp/recomp scene should be fascinating, and the non-vibecoded examples of these games put out amazing results that can potentially breathe new life into all manner of different games. But I've seen so many announcements that conclude with "…and this was made with Claude" that I'm afraid I just don't give a shit any more. I just do not care. I do not have the time, energy or inclination to sort through everything just to find the few things that have been made with genuine human knowledge and craft. And so I just can't be arsed to keep up with any of this sort of project any more, be they fan translations or decomp/recomp efforts. It's enough of a pain having to resist generative AI bullshit in full-price commercial titles already.

I know pushback against generative AI is repetitive and tedious and annoying, but, frankly, the signs are very much apparent that we haven't been pushing back hard enough. We need to get to a point where even thinking about using generative AI for something like this makes these dorks flush their own heads down the toilet. I'm sick of it. And, if you're reading this, you probably are too.

Still, with any luck the bubble will burst soon, and all of this garbage will go the way of NFTs. I cannot wait. Cannot wait.

Advance notice to any AI boosters already composing an indignant comment: I think I have made my stance on this abundantly clear at this point. If you come in here with any of the usual garbage about "just a tool" and "what about the motor car" or "Amazon Web Services" or "Luddites", you will be banished to the pit of I Never Have To Hear From You Ever Again. You have been warned. Go cry to your precious Claude about it. And it will not care, because it can't. You are going to die alone. And you deserve it.


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#oneaday Day 808: Terranigma is coming back!

Now, I don't want to say that I caused this by finally getting around to playing it recently (and writing about it… and making a video about it) but it certainly is a pleasant coincidence that not long after I finished doing all these things, Clear River Games confirmed that an official modern rerelease of Quintet's hard-to-find and ludicrously expensive classic, Terranigma, is on the way.

This is excellent news, because it means I can buy a copy and not feel bad about playing it through on MiSTer. Not that I did anyway, but it will be very nice to own an actual legitimate copy and not have to pay through the nose for a cart-only SNES copy that almost certainly has a flat save battery and might not even work at all. I might even play it through again to see what improvements have been made.

For the most part, it looks as if the game is going to be kept true to its original incarnation. There's some modern-day UI fluff including bezels and an optional floating EXP window (that will be nice to have, actually) plus the promise of some new art and remastered music tracks, but we don't have many details about all that just yet. For most people, just the opportunity to own a copy of this excellent game will be enough — even if it's a modern rerelease and not the original original version.

Before anyone asks: no, I don't know if this means we'll be able to get it on Evercade. I will certainly be mentioning it to the people who make such decisions, but as I have said numerous times before, I have no control over that part of the business and thus it will simply be an emphatic suggestion. Square Enix is a company we haven't worked with as yet — although we have worked with TAITO, who are technically part of that whole conglomerate now, so I guess we sort of have. What I'd really love to see, personally, would be a cart that contains, at the very least, Soul Blazer, Illusion of Gaia and Terranigma, plus ideally Actraiser and The Granstream Saga also. Maybe one day I will be part of making that happen. We'll have to see.

But anyway! If you've never played Terranigma, you're in for a treat. If you want to know more, go check out my in-depth piece on it over on MoeGamer (linked above), but the short version is this: it's an excellent 16-bit action RPG that still looks, sounds and plays really well today. The English localisation is a little bit clunky — though nowhere near as broken as that seen in Illusion of Gaia — but it gets the incredibly ambitious storyline across, and the gameplay is absolutely wonderful.

It's nice to share some good news for once. I hope you all remember to pick up Terranigma this time, because I will not be having any mercy on you if you miss your chance this time around and then come crying to me about having to pay hundreds of quid for a copy. It's there. It's coming. You know what to do.


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#oneaday Day 803: Write about an obscure game

It is Michael "Virtual Moose" Klamerus' birthday today, and for their birthday they have set a blog challenge, because that is a thing you are allowed to do on your birthday. The challenge is simple: write a blog post about an obscure game. Challenge accepted!

Being someone who is "into" classic home computers — and particularly less popular classic home computers like the Atari 8-bit line — I have plenty of possible answers to this challenge, and even more that stem from my modern tastes of games that are a bit off the beaten track and often ignored by the mainstream press. So what to pick?

Well, I think it has to be a home computer game, as I saw yet another example of people who have probably never even seen an Amiga making jokes about European computer games earlier, and it annoyed me. It annoyed me enough to want to write about a home computer game that is genuinely good, but which doesn't get talked about that much.

I eventually settled on Jupiter's Masterdrive, a 1991 game for Atari ST and Amiga that was developed by "POF Corporation" (who, to my knowledge, never made anything else under that name) and published by a very early incarnation of Ubisoft, back when they spelled it "Ubi Soft". If you want to see it in action, I played it on my YouTube channel five years ago:

Although I have shelves filled to the brim with Atari ST games up in my study, Jupiter's Masterdrive is actually a game that I have never owned a full boxed copy of. My sole encounter with it Back In The Day was on a cover-mounted disk from ST Action, a magazine I used to enjoy, and this was, as you might expect, only a playable demo.

I remember finding it quite striking when I played that demo, though — even though it was obviously unfinished. (If I am remembering correctly, the demo had no sound whatsoever!) It was a top-down racer, but with an unusual sci-fi theme: not only were you racing on moons, other planets and satellites, you also had access to weaponry with which to upset your opponents. Races were as much about survival as they were about coming out in front.

The game moved smoothly, which was never a given on the ST, which lacked the hardware scrolling facilities of its great rival, the Amiga. The play area was deliberately constrained to a relatively small window on the screen, presumably to keep the frame rate up a bit — but it was also possible to play the whole thing in a split-screen two-player mode, and to my recollection, performance didn't really suffer when doing so. My experience with the game — particularly the full version I played in the video above — was almost exclusively with the single-player mode, but I suspect I would have at least tried the two-player mode with a school friend once or twice.

Demo disks of the era were great for this sort of thing. Despite the fact the demos in question had to be squeezed onto a single floppy disk — and often a single side of a floppy disk in order to cater to those who only had a single-sided drive, with bonus demos on offer for those lucky enough to have a double-sided setup — they were often quite generous in terms of how much they would let you play; certainly enough to give you a good idea of what to expect from the finished product, and often a lot of fun in their own right.

In the case of Jupiter's Masterdrive, that playable demo with no sound lodged itself firmly in some dust-covered recess in the corner of my mind for years — no, decades — after I originally played it, so when I was doing my Atari ST A to Z video series and got to "J" one time, the memory leapt out and bellowed "Jupiter's Masterdrive!" at me. "Oh yeah," I thought. "I liked that demo. I wonder what the full game is like?"

Really good, as it happens. The additional time that POF Corporation worked on the game between the release of the demo and the final game coming out over a year later was evidently well-spent, as the result was a well-crafted, polished, slick game that ran extremely well, even on the humble ST, and was a lot of fun to play.

It had some fun and interesting twists, too. From the demo, I had assumed the whole game would be circuit-based racing, but the full version also shakes things up with some arena-based events in which your aim is to collect a certain number of special objects before an opponent. The small play area isn't a hindrance in these events, either, thanks to a well-implemented radar display that allows you to see at a glance where you, your opponent and the target objects are.

Between races, you can spend the credits you earn and win on various upgrades for your car, including enhancements to your car's performance as well as weaponry and armour to help you survive a bit longer in the tougher events.

It's a game I don't think I have seen anyone else ever talk about online, but for one reason or another it's one that, as I say, got into my mind as a youngster and never really went away. I was really pleased to discover (when I finally tried it) that the full game ended up being as good as it is — and encourage you to give it a look, particularly if you've ever said anything disparaging about home computer games.

This is a quality title that holds up very well indeed, and is a great example of why there's a ton of value in exploring this area of gaming history rather than just laughing at those silly Europeans for "making do" with their stupid old STs and Amigas back in the '80s and '90s. We had a perfectly fulfilling, satisfying time, I think you'll find, as games up to the standard of Jupiter's Masterdrive were by no means an uncommon sight — and if you take the time to explore a bit, you'll find some wonderful games that deserve to be talked about a whole lot more.


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#oneaday Day 792: A goal, complete

Well, I've done it. I've finally gone and played through all three of Quintet's "Heaven and Earth" games on Super NES: Soul Blazer, Illusion of Time and Terranigma. (I've also played through The Granstream Saga twice in my life, as well as Actraiser once, as both of those games can be argued to be tangentially linked to the core "trilogy" as much as they're linked to one another directly.)

This is a small thing and some might argue "beating three video games" as not being something particularly worth crowing about, but I am seeing this as a victory for several reasons.

Firstly, it's something I've been "meaning to get around to" for literally years at this point, and have never just, y'know, made the time to do it. But with my lovely MiSTer Multisystem setup on my childhood CRT, it felt like the right time to give these games the time and attention they deserve. Because they're all really, really good! Even with Illusion of Time's absolutely dogshit English translation!

Secondly, one of the reasons I've been putting it off for so long is because I knew I wanted to write about each of these games as I played them, and I wanted to do each of them justice while I did so. Now I've written an article about each of them (with the exception of The Granstream Saga and Actraiser, which I will… contemplate doing in the near future) of about 3-4,000 words each, I am satisfied. I think I have done them justice. And I am glad I have finally taken the time to experience something that I was inadvertently keeping just out of arm's reach by myself. There was nothing stopping me playing these games at any time. I just didn't.

I suppose you can look on it as a sort of mental health issue. When you build something up in your brain to be somehow "important", it can start to seem further and further out of reach — particularly if, in your life generally, you are also pursuing far-off goals that will take a long time to accomplish. As such, you start thinking that you'll never get around to The Thing, because it has taken on such a scary amount of "importance" in your brain that you subconsciously start avoiding it so you don't have to face it directly.

I'm aware that this sounds stupid! We're talking about some video games that are commonly agreed to be very good, so why should I find myself not wanting to "face them"?

Well, that's the thing about mental health. It doesn't always make sense. It doesn't always make you behave rationally, or see things for what they really are. And that's why, at times like this, you need to celebrate the victories that you have achieved. Because if you can achieve victory over something that seemed like it was far off, but was actually relatively straightforward to accomplish when you get down to it, you can also achieve victory over those longer-term goals, as your brain has been treating them in almost the exact same way.

Since, as I've said, I have a bunch of my own long-term goals to accomplish — primarily with regard to my health, fitness and weight — thinking about things in these terms is immensely valuable. You wouldn't think that completing a 30 year old SNES game would provide motivation to better your life in general, would you? But that's what I'm feeling right now, and I'm not sure I've explained it 100% effectively. Regardless, that is what I'm feeling right now — and I'm going to do my best to ride that wave of motivation as far as I can.


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 788: Visco does what Nintencon't... or something

As a pleasant perk of my job, I get copies of all the Evercade cartridges ahead of when they actually release. Consequently, I have been enjoying the two upcoming Visco Arcade collections for a little while now, and, shush, come over here where no-one will overhear — I think they're my favourite carts this year.

Yes, I know we have some Big Names lined up for the rest of the year, one of which everyone already knows about (The Banjo-Kazooie Double Pack, which is releasing alongside Evercade Nexus in October) and another of which is pretty bloody obvious if you've been paying any sort of attention, even though it hasn't officially been announced as yet. And don't get me wrong, both of those carts are great. I am proud of the immense amount of work we put into them, and I think people are going to have some thoroughly pleasant surprises with them besides just rediscovering some old favourites. (There are also two more carts we haven't talked about at all yet, which are also going to be a fun time.)

But Visco Arcade 1 and 2? These carts reflect one of the main reasons I, personally, got into Evercade in the first place: the celebration and enjoyment of weird and wonderful stuff that I've never heard of before, and which has never seen official rereleases for one reason or another. (That's not quite true in the case of the Visco games, in that current rights holder PixelHeart sells NEOGEO cartridges, but the ability to enjoy those is dependent on you owning a working NEOGEO, which is… not something a lot of people have just lying around… although it will be interesting to see what effect, if any, the upcoming NEOGEO AES+ has on the market. But I digress.)

Anyway, yes. Visco Arcade 1 and 2 are both jam-packed full of games I'd mostly never heard of prior to working on the cartridges, and which are now titles I find myself playing and enjoying quite a lot. I'd previously come across the shoot 'em up Andro Dunos and the fighting game Breaker's (although we all learned recently about the apostrophe in the name, which is seemingly not common knowledge despite it being right there in the logo) and I also knew the Drift Out series by reputation (if only because everyone always mistakes Gaelco's excellent World Rally series, which is on Evercade too, for Neo Drift Out) but the others? Brand new to me.

Helicopter shoot 'em up action in Ashura Blaster! Time-travelling jet fighter shoot 'em up fun in Asuka & Asuka! Triple weapon space blasting in Galmedes! Driving a definitely-not-Volkswagen Beetle around mazes and hunting for treasure in Maze of Flott! Hacking and slashing Sengoku-style in Ganryu! Delightful, one and all.

Two of my favourite discoveries are Battle Flip Shot and Bang Bead, two games that are effectively evolutions of Pong, in which you control colourful anime-style characters and try to knock down targets behind your opponent. I partly like these because they're just simple, fun, well-presented arcade games — and I suspect they'd be great with a friend — but I mostly like them because they remind me of a Klik and Play project my friend Edd made once, which he dubbed Impact!

Impact! was a game in which two of the default, included sprites from Klik and Play — "Merlin" and "Street Puncher" — faced off against one another on a top-down representation of a tennis court. They then proceeded to knock an energy ball back and forth, each attempting to hit the item of fast food behind their rival in order to either score points or deplete the opponent's energy bar, I forget which. I believe Street Puncher guarded a hamburger, while Merlin guarded a pizza, though it may have been the other way around. There were lots of burping and farting noises, and it was an endearingly stupid, completely unbalanced but enormously fun way to while away an afternoon with a friend.

I couldn't stop myself from laughing when I booted up Battle Flip Shot for the first time and realised what the game was. "This is just Impact!" I said to myself, realising that there was absolutely no-one around who would have any idea whatsoever what I was talking about. That made me a bit sad, but mostly I smiled at the good memories, and consequently both Battle Flip Shot and its fairly similar (but notably different) successor Bang Bead suddenly became quite special to me, despite me only learning about them relatively recently.

In fact, if I think about the dates we were most likely fiddling with Klik and Play — between 1997 and 1999, during our time at sixth form, primarily — it's entirely possible that Impact! did, in fact, predate Battle Flip Shot, which came out in 1998. And certainly none of us were playing NEOGEO at that time; around then, the NEOGEO was a mythical beast, spoken of only in hushed tones in multiformat games magazines, and we didn't have any arcades anywhere near us to go play an MVS cabinet, either. So Edd's creation was all original do not steal.

I have idle thoughts of trying to get The Old Gang™ back together for some sort of Event that will likely involve drinking, cake and video games. I am also not entirely sure how to go about organising such a thing, as there are several members of said Old Gang I have not spoken to, let alone seen, for many years at this point. But that is, at least partly, why I think it would be fun to get everyone together and have a drunken Battle Flip Shot tournament. And see how long it takes Edd to notice that we're really just playing Impact! – Pro-Gear Spec Edition.

[Obligatory note, since I am talking about Work Stuff: the above is my opinion and my opinion alone, and does not reflect or represent the views of my employer and all that guff.]


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 786: Lunchtime games

I apparently completely forgot to write anything yesterday. To be fair, I was mildly hungover and thus didn't really want to do much other than play Terranigma, which I made some excellent progress on. I think I'm coming towards the end of that game, so I'll have more to write about it over on MoeGamer when that's done and dusted.

As I'm typing this, it's lunchtime, and this makes me think about what games are suitable for lunch break play. Really, you can play anything over your lunch — and indeed I have done in the past — but there are certain types of games that are eminently more suitable than others.

Long RPGs, for example, are probably not optimal for lunch break play — unless they're designed with a sort of "bite-sized" structure. Good examples of this that I've enjoyed in the past include the Neptunia series, which has small dungeons you can delve into, beat up some enemies, get some crafting materials and maybe complete some quests, and be done in less than an hour. The inverse of this is the grid-based dungeon crawler, where you really need to sit down and concentrate on what you're doing, lest you completely lose the thread of your explorations.

I found Splatoon Raiders to be an ideal lunch break game, because each of its stages are no more than about five minutes, tops. That means you can dip in and play a good few levels in just a short space of time, and feel like you've had a worthwhile experience. Recommended.

Driving games can also be good for this — in fact, after I'm done here, I might just boot up Forza Horizon and drive around a bit. Again, the bite-sized nature of most events in driving games make them eminently suitable for short sessions, such as playing over lunch.

Then, of course, there are arcade games, which are the very definition of this sort of thing. Arcade machines were designed for you to pass by, think "ooh, that looks fun, I'll have a quick go" and while away a few minutes. In most cases, the games are challenging enough, or designed with a built-in maximum play time, that you can enjoy one game multiple times during a short break — or you can sample multiple for a varied bit of fun.

This is why handhelds used to be brilliant to take to the office pre-COVID. Back in those Before Times, I had an office job that was about a 15 minute drive away, so in theory I could come back home and play something at home — indeed, on several occasions I even managed to get a full YouTube video recorded over lunch, which I'm not sure how I achieved in retrospect — but it was much more practical to pop the Vita or 3DS in my bag, stick on my headphones and just blot everything out while I sat on the sofa near the coffee machine, eating sandwiches and playing Neptunia.

I kind of miss that! I mean, I don't miss having to go out to work every day, but having a reason for handhelds to exist was fun. These days, of course, it would probably be the Switch 2 and/or the Evercade EXP-R coming out with me, and both of those are amply stocked with plenty of good "lunchtime games".

But now I work from home, I have a lot more choice. That can sometimes be overwhelming, but it's also nice. It means I can enjoy a wide variety of different things over my lunch break, and then easily get back to work at a suitable stopping point.

So that's what I'm going to go and do right now…


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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