#oneaday Day 704: Vana'diel progress report

I am pleased to report that I have reached level 50 in Final Fantasy XI. This is not the level cap, but it is a significant milestone, as it was, I believe, the original level cap when the game first released. As time went on and various expansions released, players got the opportunity to increase their personal level cap in increments of 5 levels at a time, though each one of these milestones requires you to complete a tricky and/or time-consuming quest. I'm in the middle of one of those now, which will allow me to level up to 55 when I'm done.

I'm enjoying the game a lot, though my desire to attempt it without a guide was a foolhardy endeavour. Final Fantasy XI was always designed with "community" in mind, and built on the assumption that said community would share information with one another and help each other out, and as such there are a lot of things it just doesn't tell you. It's a lot better in this regard than it used to be, primarily thanks to the "Records of Eminence" feature, which gives you a series of objectives to accomplish that can guide your progression, but you'll still often be given a mission that tells you to go to a particular zone and find something in that zone, with absolutely no indication whatsoever of exactly whereabouts in that zone the thing is to be found. There is no minimap and no quest marker feature in Final Fantasy XI, so you're either off to find a needle in a haystack yourself, or consult the community (which now, of course, also includes comprehensive wikis) and be able to focus your efforts a bit more.

There are still one or two roadblocks that require actual interaction with a human being. One of the missions for Windurst requires that you get through a door called the "Sealed Portal", which is colloquially known by the community as "Three Mage Gate". The reason for this is that the originally intended method of opening this door was to gather a party containing a white mage, a black mage and a red mage and get them to stand on the appropriate marks on the floor, which would open the door. This was subsequently updated to only require someone with the "Portal Charm" key item — which, naturally, you get just after the mission in which you would first need it — to make things marginally easier and less dependent on wrangling an entire group.

These aspects aside, though, the game has been eminently soloable so far, thanks to the Trust system. You're given some decent Trusts right from the get-go, and more are unlockable quite easily. There are some borderline overpowered ones available without too much difficulty, too, but with the number you get to add to your arsenal very quickly, you can pretty much build a party however you like to play, and use the characters you find most appealing. My only slight beef with the system is a narrative one; many of the Trusts you get early on are characters that you probably won't have met yet, and this makes it tricky to feel a sense of attachment to them. Because, in the context of Final Fantasy XI's story, Trust magic is dependent on you having a strong bond with a particular person, this feels a bit dissonant, but you soon learn to deal with it — and after a while, you'll be able to get together a party that feels like it consists entirely of "story" characters anyway.

It's definitely a very different sort of game to Final Fantasy XIV. It's not actually turn-based, but with its pacing it might as well be. It's not a game where you attacking requires you to be constantly pressing buttons to unleash combos, unlike its follow-up; instead, it's more about equipping your character well, ensuring they have good training in the skills they need to succeed at the challenges ahead of them, and approaching combat encounters carefully and thoughtfully. Sure, you "do less" on a moment-to-moment basis, but it's a different kind of satisfying to successfully clearing difficult encounters in Final Fantasy XIV; it's less about skill with the buttons and more about traditional RPG-style number crunching. I'm not saying either way is "better" — both games are very good at what they do — but it is interesting to note quite how different they are from one another now I'm deeper into XI than I've ever been.

My next big milestones for Final Fantasy XI will be breaking a couple of level cap barriers, and then completing the base story from the original game, which culminates in a big fight against the dreaded Shadow Lord. There's still a lot to do after that, though, and most folks seem to agree that things start getting really good story-wise after you've got through the base game's material. I'm looking forward to it — and at the rate I'm going, I should be getting through it at a decent pace, too.

I'm glad I finally decided to do this. Final Fantasy XI has kind of been a "white whale" for me in terms of completion, so I knew I just had to make the time to play it and do it properly. Now that I'm doing that, I'm having a really good time. I doubt I'll get too hardcore into its "endgame" stuff — my main priority is to beat the story, and after that I will probably return to XIV — but there is plenty to do just on the journey from 1 to 99. And that's absolutely fine with me!


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#oneaday Day 699: Final Fantasy XI and the art of patience

As… promised? threatened? recently, I've started playing Final Fantasy XI again. And I am reminded, once again, for the umpteenth time, that I really like this game, particularly in its current form. I'm sure there are plenty out there who will bemoan how "dumbed down" its 2026 incarnation is compared to what it was like 20 years ago, but man, c'mon. You can play most stuff solo now; some might say that misses the point of an MMO, but there's still a markedly different vibe existing in a world knowing there are other players around. You see other people going about their business; you participate in the economy; you contribute to asynchronous team activities.

I am also reminded that Final Fantasy XI is not a game for everyone. Specifically, it is not a game for the impatient, because there is a lot to do, and it takes quite a long time to do pretty much anything… except level up, now, which goes at a significantly more brisk pace than it did the first time I played it all those years ago.

But we're talking about a game where the ability to run slightly faster than normal is dependent on someone completing a long and difficult quest, it rolling a random chance of the "Swift Shoes" effect coming up, and then you healing to full and having a nice sit down for a couple of minutes to "charge" the slightly-faster-than-normal movement speed — which, of course, immediately fades away the moment you either attack something or get attacked.

We're also talking about a game whose original implementation of "fast travel" required you to fight your way to a huge "crag" two zones away from your starting city and collect a crystal from it, all for the privilege of being able to teleport an inconveniently long distance away from any of the game's towns.

We're talking about a game where, when you want to cross the sea, you have to physically stand and wait for a ship, and when you're on the ship, you have to wait for the voyage to complete. (Sometimes monsters attack. A lot of the time you just have to enjoy the ride.)

If those descriptions make you smile, even a little bit, you are probably someone who will enjoy Final Fantasy XI.

The fact the game demands so much patience makes it feel very rewarding, though. When you achieve something, you feel like you've bloody well earned it. This is not a game where you are a super-special Warrior of Light pretty much from the get-go; this is a game where you are a relatively normal person — albeit one with, arguably, extraordinary combat abilities compared to your "peers" among the NPCs — just trying to make their way in the world. Make a bit of cash, get a bit of training in, visit some new places.

It's this rather open-ended feel that I really like about Final Fantasy XI. In many ways, it feels like a very pure reflection of what I call the old "world RPG" formula exemplified by titles like the early Ultima games. There is a long-term goal to go and complete, but the vast majority of your playtime will be spent doing rather freeform activities to build up your character in a way that you see fit.

Some of the best things that have been added to Final Fantasy XI since its original release are designed to make it more than just grinding monsters for hours at a time. The "Records of Eminence" quests do a great job of giving you things to do and acting as a sort of guide to what it is possible to do in the game, without having to spend half your playtime looking at a wiki. The "Field Guide" and "Grounds Tome" books at the entrances to field and dungeon areas respectively provide you with focused sets of monster targets to down in exchange for generous experience bonuses. And of course there's plenty of quests, the main storyline missions and, once you get later into the game, lots and lots of side activities. I don't yet know how "important" some of these things are — or indeed what 90% of them are at this point — but I'm intrigued to find out.

Thus far I'm up to level 25 on the job I started with — Warrior this time around — and I'm levelling Monk as a subjob for now. I'm on the "rank 2" missions for my home nation, and making good progress. I've also kicked off the Rhapsodies of Vana'diel storyline that was added much later than the other main stories, and acts as another kind of "guide" through what the game offers, with its own narrative to follow — and plenty of extremely helpful benefits as rewards along the way.

I'm enjoying myself a lot. I don't know how long it's going to take me to get through the various storylines, but levelling has been going at a brisk pace, and I'm feeling good about how things are going so far. I'm looking forward to finally doing things like taking down the Shadow Lord, which I've never done before, and particularly getting into the well-regarded Chains of Promathia expansion storyline, which longstanding FFXI players have been banging on about the quality of for years.

So yeah. It's a good time. You just need patience. And if there's one thing I have developed over the years, it is a very strong sense of patience.


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#oneaday Day 697: Another post!

How about another post? I've already fired off my Final Fantasy XI shot in the previous post, so what to write about now, I wonder?

Perhaps I can tell you a bit about the Evercade Game of the Month game which came out today. I made a video about it and everything, like, for my actual job:

The Game of the Month programme, if you're unfamiliar, is a thing we do every so often where we give folks the opportunity to download and play a game on a sort of "trial" basis for a month or so, then all the games we've featured in a particular year get bundled together onto an Indie Heroes cartridge the following year, along with some cartridge-exclusive games.

It's a fun way to give some attention and love to the "homebrew" scene, and it effectively means that we get one of the first cartridges of next year up and running well ahead of schedule, which helps take a bit of the pressure off. And with the ambitious projects we've been doing recently, any opportunity to take a bit of the pressure off is very welcome indeed!

Last month, we had a special "shareware" version of BioMenace Remastered, which I'm thrilled we're bringing to Evercade, as I used to love BioMenace when I was a kid. I only ever had the shareware version, as many of us did, so it will be very exciting to play through the full thing when we eventually have it. (I also bought a copy on PC to support the chap behind it, who is a thoroughly lovely person.)

This month, we have Inspector Waffles: Early Days, which is an adventure game built in GB Studio, the tool of choice for seemingly 95% of Game Boy homebrewers these days. It's a flexible little engine, clearly primarily designed for top-down role-playing game-type experiences, and Inspector Waffles: Early Days makes good use of it to create an adventure game featuring not only top-down exploration and examining things, but also first-person point-and-click sequences, dialogue puzzles and a bunch of secrets. You can probably blast through it pretty quickly if you know what you're doing, like most adventure games, but it's an enjoyable ride with the whole "everyone is cats" thing being a fun gimmick.

We're actually still assembling the list of Game of the Month titles for the coming months, so if you happen to be reading this and you have something that will work on Evercade — generally speaking, an game built on any of the platforms we've previously emulated games for is a solid bet — then be sure to drop developer@evercade.co.uk a line and we'll see what we can do.

An hour and a half left to go on the Final Fantasy XI patch. Maybe a bit of NEOGEO while I wait, then…


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#oneaday Day 696: The missing day

I apparently missed yesterday! Whoops. Oh well. It was a bank holiday. Let's just say I was having the day off. Better yet, let me point you in the direction of something I did write yesterday, which was a thorough write-up of Capcom's Pragmata.

And then indulge me while I write two things today, because I feel like I "should". I'm just like that. Also I have just reinstalled Final Fantasy XI and it has to go through its whole many-hours patching process, so I may as well do something to fill the time.

I've decided to give Final Fantasy XI another honest go because I've always enjoyed it when I've played it in the past, I have been wanting to play through its story for more than 20 years (and there's a lot more of it now than when I first wanted to play it!) and I'm sort of "between games" right now. This time around, I want to make a proper effort to get through the main scenario. I know there's a lot of other stuff in Final Fantasy XI, but we'll see if I feel the need to jump into any of that as I work my way through; my priority is just seeing what the main storylines are.

The reason I say this is because I've pretty much made a decision: I'm going to head back into Final Fantasy XIV at some point before the new expansion drops — likely when the new "Beastmaster" job is added in the next main "part" of the Dawntrail finale patch, which is looking like July. Before that happens, I'd like to have had a good crack at Final Fantasy XI, so I'm going to treat it as my "main" game for the immediate future. I think it's going to be interesting — particularly as, for several years now, the game has been in a state where much of it is eminently soloable thanks to the fact you can bring recruitable NPC "Trusts" along with you for pretty much everything in the game, not just instanced dungeons like in Final Fantasy XIV.

As I say, I don't know how much into the weeds I'm going to get, because my main priorities are 1) getting to the level cap of 99 and 2) getting through the main storylines of the base game and all the expansions. The two will likely intertwine somewhat, and gearing up, particularly once at level 99, will likely involve dipping into some of the activities outside of the main story, but we'll see. I'm going to try and minimise guide usage as much as possible, too, because I think that will be much more interesting. I'm also curious to see if it's even possible to play that way — and if it isn't, well, there are 20+ years worth of FAQs, wikis and all manner of other resources out there to follow along with.

I'm excited! I'm also aware that I've fallen off Final Fantasy XI multiple times in the past, not because I wasn't enjoying it, but because something else came along that occupied my attention. Hopefully that won't happen this time around — because I'm increasingly conscious that, because of the game's age, there is likely only so much more time I have to be able to actually do this quest.

So Vana'Diel awaits! In about two hours' time, according to the PlayOnline Viewer, anyway. So how should I occupy myself in the meantime… hmmm?


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#oneaday Day 688: Cave dweller

Today was our trip to The Cave and Arcade Archive, part of the Retro Collective organisation. As I've explained a few times previously, and for the benefit of those who might have missed those posts, The Cave is an interactive, hands-on computer and video game museum, while the Arcade Archive is a similarly interactive, hands-on free play arcade museum. The Retro Collective as a whole encompasses these two museums, the company Heber Electronics, who make the MiSTer Multisystem 2 console, and the Retro Collective YouTube channel, fronted by retro tech enthusiast and historian Neil Thomas.

I will be peppering today's post with photos from today's trip.

Demoscene veteran, ace retro coder and composer Ian "h0ffman" Ford getting to grips with a Sinclair C5.

The event today centred around a talk by Ian "h0ffman" Ford, a veteran of the Amiga demoscene who returned to coding and composing on classic computer hardware back in 2010, and has been spending much of his time since COVID fiddling around with disassembling and porting classic games from one platform to another. To date, he has ported the MSX2 version of Metal Gear to Amiga, the MSX game Knightmare (no relation to the TV show) to Amiga also, plus Shinobi and Golden Axe from Sega's System 16 arcade board to NEOGEO, plus the modern Unity game Cecconoid to Amiga. His talk explored how most of these projects came about because of repeatedly falling down rabbit holes while satisfying his own curiosity.

True to form, it didn't take long before the C5 broke.

Outside of h0ffman's talk, which happened after lunch, all of us in attendance were free to explore The Cave, the Arcade Archive, and the organisation's newly renovated workshop space, known as the Pump House. (The entire operation is in an old mill, and the Pump House used to be part of the site's earlier purpose; it's not just a funny name they gave it.)

Sharp X68000, my beloved

The Cave is up on the top floor of the mill, and is a large, open-plan room filled with old computers and consoles of various descriptions, including some fairly exotic machines from outside of the UK, Europe and North America, such as the beautiful Sharp X68000 from Japan. This is an absolutely gorgeous machine that, if money were no object, I would very much have in my collection. If you've never come across one, it's a 16-bit computer that has the audio-visual capabilities of its console contemporaries, meaning it plays host to a lot of excellent games, including some near-perfect arcade ports.

We barely knew ya.

There's also lots of interesting console obscurities, too, such as NEC's ill-fated PC Engine spinoff, the Supergrafx, a console noteworthy for, outside of backwards compatibility with the aforementioned PC Engine, only having five titles in its library. And you thought the Wii U was a flop. Despite this, it's an exceedingly cool little system worth having a play with in an environment like The Cave!

I didn't contribute to the Duck Hunt high scores.

Another nice thing about The Cave is that it acknowledges well-known, popular hardware in unusual configurations, such as this kiosk multi-game version of the NES that you would have found in electronics stores back in the '80s. All the stuff at the Cave is hooked up to great quality screens, too, with many of them being professional video or broadcast monitors, Sony Trinitrons and the like.

Yes, that is a Casio Loopy lurking in the background there.

Here's another one: Sega's Mega-Tech arcade system, which was basically a Mega Drive you bought time on back in the day. Here, as with all the other arcade machines in The Cave and the Arcade Archive, it's set to free play, so you can enjoy a selection of 16-bit classics in the arcade form factor.

Well, that's one way of proving your ports are "arcade perfect"

Nintendo had done something similar with the PlayChoice-10 machine, which provides you with a selection of NES games to play using arcade controls. It's a very strange feeling to play the original Super Mario Bros. with a stick and arcade buttons, but it works pretty well! Not surprising, really, since so many games from that era were at least inspired by arcade games if they weren't direct ports.

Here's a selection of obscure Japanese computers, including one from Sega. I don't know much about these, but they all look lovely, and it would be fun to have a fiddle around with them one day.

Here's some more obscure Japanese computers, just because. That Sharp X1 is a lovely looking thing. I actually didn't give the keys a clack, but it looks like they would feel nice to type on.

A little closer to home, here's a selection of lesser-known home computers, including the Oric-1, Tatung Einstein, Dragon 64 and Sam Coupé. A lot of these are lovely looking machines; they just failed to make the same impact as the bigger hitters of the era like the Spectrum and Commodore 64.

Here's a thing that I really wanted as a kid, but never managed to get hold of (i.e. convince my parents to get for me). It's an LCD game adaptation of Sega's After Burner, but with an elaborate control panel that makes the game feel a lot cooler than it actually is. The joystick is satisfying to grapple with the throttle control makes a pleasing "clunk" when you move it between speed settings, and a cool thing I've not seen before is that the LCD screen has an LED behind it so when you destroy enemy planes, there's a red "flash" where they're exploding. It's a pretty neat toy, but, given that we had computers at home that could play much more interesting and complex games, I'm not surprised that my parents never bought me one of these — and I'm not mad about that, I hasten to add!

There are lots of things to play at The Cave. This lovely setup has a selection of consoles hooked up and ready to play multiplayer just like we used to back in the day. The Gamecube and N64 were most readily accessible today, and they looked great on the Sony monitor.

One of my favourite parts of The Cave is the fake "software shop", set up to look like an old WHSmith upstairs. For any non-Brits reading, WHSmith was a shop that was mostly known as a newsagents where you'd buy magazines and newspapers, but also tended to carry stuff like stationery, art and craft supplies and, in the 1980s, computer and video games. There were a lot of shops like this in the '80s that performed what I would argue was their "primary function" downstairs, then they'd do computery stuff upstairs — one of my favourite examples in this regard is Boots, which is a pharmacy. Why would a pharmacy sell ZX Spectrum games on cassette? Same reason they'd process your photographs or sell you picture frames, presumably — to make a bit of extra cash from jumping in on popular hobbies and pastimes.

It's tricky to get good shots of them by the very nature of the environment, but on the ground floor of the mill is the Arcade Archive, a noisy room full of classic arcade machines, many of which have been lovingly restored to fully working condition by the Retro Collective folks, and some of which make use of modern solutions such as the MiSTer. These cabs — from left to right, Bubble Bobble, Galaga '88, BurgerTime and Double Dragon, all in the sort of generic cabinets you'd see in a fish and chip shop in a town centre circa 1989 — are, as far as I'm aware, restored originals.

Conversely, there's a NEOGEO MVS cabinet that I forgot to take a photo of that is running off the new MiSTer Multisystem 2's JAMMA arcade cabinet incarnation, which allows you to use plastic NFC cards to switch games as if you're swapping out cartridges. You get the enjoyment of playing with "four bright buttons and two joysticks" on a CRT, along with the modern conveniences of the MiSTer such as the ability to easily swap games, or play the console versions of games on the arcade cabinet.

Here's a lovely thing, showing up much better thanks to its position near the door to the outside: Atari's Star Wars arcade game. This is still a supremely playable 3D shoot 'em up with beautiful vector graphics and a wonderfully immersive, involving analogue yoke control system. Great fun to play — just a pity there's no sit-down version in the Archive, though I don't think there'd be room for one at the moment anyway!

Here's a few more machines in the Archive, including OutRun on the right, then Silkworm, Robotron 2084, Ghosts 'n' Goblins and, back in the corner, the original Space Invaders. I realised I'd never actually played Robotron in its original twin-stick arcade incarnation, so I took the opportunity to rectify this. It's a lot of fun!

More interesting and unusual things with this Tetris arcade machine. I'm not sure of the origin of this, but it was a nice looking machine, and Tetris' gameplay is, of course, a great fit for the arcade.


And that's pretty much that for now. It was a thoroughly lovely day that I enjoyed a lot. h0ffman's talk was interesting — even if some of the more techie stuff went over my head a bit! — and it was nice to see some people I haven't seen for a while. I even met someone who actually watches my YouTube videos! I guess I better make some more then, huh.

Right, on that note, I'm knackered, so I'm going to go and collapse into a puddle of goo for the remainder of the evening. Visit The Cave if you get the chance — it's a truly lovely day out that I can highly recommend.


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#oneaday Day 679: Hold on to the night, there will be no shame

I was randomly reminded of the existence of Robot Unicorn Attack this evening, and I am pleased to report that despite Flash being long-dead, you can actually still play the original (complete with Erasure soundtrack) over at CrazyGames. We are officially living in an age where Flash, as a platform, is old enough to have Web-based emulators. Not only that, this blog is old enough to have posts referring to the original incarnation of Robot Unicorn Attack, along with its excellent Facebook-based incarnation. Now there's something I don't say very often.

For the unfamiliar, Robot Unicorn Attack is a simple, "endless runner" game with just two buttons: one to jump (which can be used again in mid-air for a double-jump), and one for a rainbow attack dash move that can break through crystal stars. Your one and only goal in Robot Unicorn Attack is to survive as long as possible and score as many points as you can across three "wishes" (lives). As the game says when you start it, "you will fail". And indeed you will. But then you will try again, and again, and again.

It's a potent example at arcade-style game design at its absolute best: provide an experience that is extremely easy to understand, even for those who don't play a lot of games, and then balance it just well enough to make it inordinately compelling rather than frustrating, but still challenging. It is unironically one of the most well-crafted games of the 2010s, and I'm glad that people have found a means of preserving it — and in a fashion that is true to its original incarnation, no less. As a Flash game, originally published by Adult Swim, Robot Unicorn Attack's home is very much on the Web, and while I certainly wouldn't be averse to having an offline version I could play at any time I want, you can't get much more convenient than just going to a website and playing using nothing more than the Z and X keys on your keyboard.

Web games are in such a strange place right now. There's always been a certain amount of cloning and overly derivative stuff, but this seems to be particularly rife these days. There are about a billion variations on the "run down the path and go through gates with numbers on them" game. I don't know what the original and first one of those was; I just know there are now so many of them it is, at times, difficult to find anything else.

It doesn't help that a lot of today's Web games are adaptations of mobile games, with all the obnoxious predatory monetisation and infestation with adverts that entails. But, like I say, I'm pleased to see that some of the all-time classics are preserved through emulation — and best of all, no-one can bitch at you about not playing on "original hardware" if you play Robot Unicorn Attack on CrazyGames, or anywhere else it might be hosted, because it always was intended to just be played right there in your browser.

Now that I've rediscovered it, I think it might be time for a high score run or twenty before bed. Sing it with me, now… always, I want to be with you, and make believe with you, and live in harmony, harmony, oh love…


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#oneaday Day 663: Ten of my favourite Evercade cartridges

I've got a relatively ambitious Evercade-related project in my mental "to-do" pile, but I haven't yet found the time to kick that off. So in the meantime I thought I would spend some time talking a bit more about the thing I spend my days working on.

There's a weird sort of culture a lot of people have about not talking about where they work. I understand it to an extent — if people know where you work, that can open you up to harassment as a result of something your workplace did or announced, plus people can (incorrectly) assume that anything you post on a personal account or site is you somehow acting as a "spokesperson" for that brand. In less enlightened workplaces, too, management can spy on the things you do in your free time and inevitably make the least charitable interpretation of the things you say possible so that they have ammunition to treat you like shit at work.

Thankfully I have not suffered the latter for a good few years now, and I am using this paragraph to make abundantly clear that although I work for Blaze on the Evercade project and related products, this post is my opinion only and does not, in any way, reflect the opinions, values and anything else about my employer. I am writing this post 'cause I love Evercade, and have done since I took a chance and splashed the cash on that "All-In" bundle back in 2020.

Anyway, what I want to do today is pick 10 Evercade cartridges I particularly like and share them with you. There may be some cartridges in this list that are no longer available due to the expiration of licensing agreements between Blaze and the license holders, or all manner of other circumstances, and I make no apologies for this; something good doesn't stop being good just because you can't buy it as easily any more.

With all that in mind then, let us begin:

Namco Museum Collection 1

Although both Namco Museum Collection cartridges for Evercade have not been available for a while due to Namco deciding to be extremely weird about releasing their stuff on physical media these days, they remain highlights of the Evercade's launch lineup — and since they formed the part of several launch bundles, there are a fair few copies out there to be found relatively easily.

I have a tough time picking a favourite out of the two, but on balance I think it has to be the first one, which features some all-time classics and favourites, plus some interesting curiosities. On the classics front, you have good versions of Pac-Man, Dig-Dug, Xevious and Mappy, while on the lesser-known front you have the excellent (and surprisingly accessible) strategy game, Metal Marines, plus the awesome space sim Star Luster. And this is just my personal favourites from the cart; there's also Mappy Kids, Libble Rabble, Battle Cars and Quad Challenge, too, making it a well-rounded and fun collection.

Data East Collection 1

If there's one cartridge I feel like I plop in the Evercade more than any other, it has to be Data East Collection 1, for two main reasons: Burnin' Rubber and Midnight Resistance. Both are truly excellent games for very different reasons, but they do have one thing in common: great music.

That's not all that Data East Collection 1 offers, though. There's the beat 'em up action of Bad Dudes and its spiritual sequel Two Crude Dudes, a good version of BurgerTime, the excellent (if totally unrealistic) pool game Side Pocket, the manic puzzler Magical Drop 2, the colourful platformer Joe & Mac 2: Lost in the Tropics and the one-on-one fighters Karate Champ and Fighter's History. All of these games have something worthwhile to offer in 2026.

Jaleco Collection 1

Jaleco is one of those publishers I feel people often forget about, but when you look at their library of stuff you realise they've actually put out a lot of bangers over the years. Jaleco Collection 1 features some stars from their console lineup, including the beat 'em ups Brawl Brothers and Rival Turf!, the firefighting action-adventure The Ignition Factor, the sci-fi top-down run-and-gun Operation Logic Bomb and more.

I don't think I've ever loaded up Bases Loaded but I believe it's a relatively well-regarded baseball game from the 8-bit era, and likewise for soccer with Super Goal! 2. Super Earth Defense Force is a solid scrolling spaceship shooter, Astyanax and Totally Rad are decent 8-bit platformers, and City Connection is a really fun arcade-style game that only really suffers due to its excruciating music. There's not a bad game in this bunch, so I come back to this cart frequently.

Gaelco Arcade 1

The two Gaelco Arcade cartridges are some of my all-time favourites from the Evercade library, but I think the first one just about has the edge in terms of the number of games I keep coming back to. My personal standouts are the brilliant World Rally, which has possibly the best handling of any isometric racer of the era; the unusual gameplay of Glass; and the wonderfully silly run-and-gun action of Biomechanical Toy.

If you're unfamiliar with Gaelco — and I'd forgive you if you are, since I'd never heard of them prior to us putting this cart out — this is a great way to get to know them. Expect polished visuals, challenging gameplay and some truly excellent digitised guitar noodling.

Renovation Collection 1

This one won't come as a surprise to anyone, as it's an oft-cited favourite from many longstanding Evercade fans. Featuring an extremely cool range of 16-bit games, many of which have an awesome anime style about them, there's a ton of value on this cart. Highlights for most are Valis and Valis III, El Viento and Arcus Odyssey, but there's plenty more to enjoy here, too.

Gaiares and Sol-Deace are good (if very tough) shoot 'em ups. Granada and Final Zone are great multidirectional shooters. Dino Land is a fun and quirky take on pinball. Traysia is a solid RPG if you go into it with the appropriate expectations (it's channelling Ultima, hard). Beast Wrestler is the weak link for many, but I bet you can find some fun there if you try hard enough.

TheC64 Collection 1

In the absence of some good Atari 8-bit cartridges — we haven't yet got a commercially licensable Atari 8-bit emulator we're happy to work with just yet — I will have to satisfy myself with its great rival, the Commodore 64. Fortunately, the three C64 collections we've put out to date include some of my all-time favourite games, and while I will always prefer the Atari versions in most cases, the C64 versions are good, too.

My personal highlights in this collection are Lee (originally Bruce Lee but now not for hopefully obvious reasons), Jumpman and Gateway to Apshai. There's a really broad mix of games in here, including some real legends (Impossible Mission!) — plus the two "Games" games are great with friends. I know home computer games are a hard sell for some people who grew up with consoles, but honestly, the three C64 collections plus the Thalamus cartridge are a great in-road for the curious.

Duke Nukem Collection 1

It felt like we'd finally hit the big-time with this cartridge. Duke Nukem is a huge license to land, and the fact we got the excellent Duke Nukem 1+2 Remastered as an exclusive was, for me, the moment we had really got a proper "killer app" for Evercade.

Duke Nukem 1+2 Remastered is, of course, great, and probably the best way to play these shareware classics today. Duke Nukem 3D: Total Meltdown has its detractors, particularly as there are more recent ports of Duke3D that run more smoothly and control a bit more elegantly with a controller, but it's one of those things where if you take it on its own merits and consider that it was running on a platform that, despite having a 3D focus, was still just a little underpowered, is actually perfectly competent and enjoyable. The exclusive levels are a hoot, too — if extremely tough!

Sunsoft Collection 2

Sunsoft is one of those developers that, again, I suspect few people would count among their absolute favourites, but they have a really solid back catalogue of titles to draw upon. This second collection of their games is my personal favourite, primarily due to the presence of the excellent Ufouria: The Saga, which is a truly great exploration platformer.

I'm also a big fan of Pri Pri Primitive Princess!, which is an interesting puzzle game that very much feels like it may have been a home computer game at some point in the past. By this I mean that it's clunky but creative, and if you come at it with the right mindset you'll be well and truly hooked.

Toaplan Arcade 3

I knew I wanted — no, needed — to include a Toaplan Arcade cartridge in this list, and after much deliberation I settled on this third one, primarily for Batsugun and its variant, Batsugun Special Version. Out Zone and FixEight are a hoot, too, Truxton II is just as punishing as its predecessor (but fun once you get into its groove), Ghox is a weird but cool take on Breakout, and Vimana is probably the company's most accessible shoot 'em up.

Toaplan's arcade games are among some of my favourites in the Evercade library, and this is an excellent cartridge full of some of their best titles.

The Turrican Collection

Despite being a home computer gamer in the '80s and early '90s, Turrican is a series that completely passed me by. I always saw gushing praise for it in magazines of the era, but never actually got around to playing it myself. I don't think I ever even played a demo for it. This is a shame, because with The Turrican Collection I've discovered that I like Turrican a lot.

I've also discovered that, unsurprisingly, those who criticise it for having sprawling, meandering levels in which it's easy to get lost were exaggerating somewhat; there's always a clear path forwards, and whether or not you go exploring for goodies is up to you. Plus as the series goes on, it settles into a more "Japanese-style" linear formula, culminating in the technically gorgeous Super Turrican 2. Absolutely banging soundtrack, too.


And there we are. Ten of my favourite carts. Ten of my favourite carts. They might not be yours. But they are mine. And, honestly, if you asked me on another day, I could probably pick out ten more favourites, and repeat the process many times over. In fact, I can find something to love on every single Evercade cartridge — and I'm not just saying that 'cause I work on them. I really am thrilled to do what I do — and I hope that comes across in my contributions to the products in question!

Now after all that, I think I'll go boot one of these up and have a nice retro evening…


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 662: Nexus announcement day

I get to talk a bit about the day job today! I say "get to" like someone hasn't been allowing me to do so. What I mean is: we had a big announcement today, and I'd like to talk about it!

That announcement was for Evercade Nexus, a new Evercade handheld featuring a much bigger, brighter screen, significantly louder speakers, dual analogue sticks and a host of other cool features. You can see the trailer here:

Evercade has always been a platform that plays a wide variety of retro games — the library actually covers six different decades (from the 1970s up until today) — but Nexus has been designed with a bit of a '90s flavour, hence the somewhat different look and feel to the new trailer. The dual analogue sticks are designed to complement 3D games from the 32-bit era that we already have in the library (and have planned for the future), as well as our upcoming brand new native ports of 64-bit legends like Banjo-Kazooie and Banjo-Tooie, and these games all hail from the '90s, so it makes sense for the branding to reflect that.

You can still play classic Atari games on it as well, though, (plus, of course, all the other classic consoles the Evercade library covers!) and the bright colours found in your average old-school pixel art title will look lovely on that screen — plus with the all-new extra-loud speakers, you can subject everyone in the vicinity to the sound of Pitfall Harry and/or Lara Croft falling to their death for the umpteenth time.

I've said it before, but I'm super proud to work on Evercade. Ever since I first went for the "All-In" bundle of the original handheld back in 2020, which came with the first 10 cartridges released for the platform, I knew it was something special — and hoped that one day I would be able to be part of it. Well, now I am part of it — I have been for some time, and will hopefully continue to be for a long time yet — and it's a delight to be able to look at a product like the Nexus and think that I played a part in that, along with every cartridge release we do.

It's an interesting feeling to have lived long enough to remember these games from first time around vividly enough to still be excited about helping rerelease them on a new device. I never stopped loving games like (Bruce) Lee, MegaMania, Checkered Flag and myriad others — it's a genuine privilege to have been part of making official rereleases happen. Right now I'm working on the Banjo-Kazooie and Banjo-Tooie double pack that is bundled in with Nexus, and it's hard work, but also immensely rewarding when I think about how good this release is going to be when it's finished.

And there are many more exciting games coming down the road — including a bunch more of my all-time favourites. I can't wait to share them with you all, and if you're new to Evercade, I hope you'll consider jumping on board with Nexus or one of our other devices! Preorders for Nexus open tomorrow — you can find out more here.


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 628: Return to UFO 50

I played a lot of UFO 50 when it first released back in September of 2024, but I decided to hold fire on further exploration when I learned that there was a physical release of the Switch version on the way. Not only that, but it would have a rather cool limited edition that came with a bunch of extra "feelies" to help sell the fantasy that you were exploring a "lost" games console. You can read all about that special edition over on MoeGamer, and I'll be returning to commentary on each of the individual games shortly.

I just wanted to talk about the package generally this evening, and a little about Night Manor, the game that I've played through this evening. It's an adventure game in the mould of Icom Simulations' adventure games (Shadowgate, Uninvited, Deja Vu and the like) but, like most of UFO 50's other games, with a few subtle modernisations to make it a tad less frustrating — like not being able to die permanently.

The thing that impresses me about UFO 50 the most is not just the fact that it's a collection of 50 excellent games, it's that each and every one of these games, in its own way, pays absolutely perfect homage to a particular aspect of retro gaming. In the case of Night Manor, it's clear that the whole thing was an Icom Simulations homage from the moment the opening line began "The last thing you remember is…" — which is the opener for pretty much all of the old games it's paying tribute to.

The most astonishing thing about the package as a whole is that all the games feel fully fleshed out in their own right. Sure, some are fairly short, but so were real games from the '80s. I haven't played any of the RPGs from the collection as yet, so it will be interesting to see if those feel like they're "rushing" through, or if have a decent amount of substance to them. But definitely when it comes to things like arcade-style games and adventures, it absolutely was not at all unusual for a game to be over within a couple of hours — sometimes less.

Of course, real retro games — and, indeed, many of UFO 50's titles — are designed to be replayed and enjoyed over and over again, particularly where there is a skill-based element that rewards the player with score or something similar. Even Night Manor in UFO 50 has a certain amount of replay value — alternative endings for beating the game without suffering any unfortunate mishaps, an outright alternative solution, and even a secret mode accessible via a "terminal" command that presents you with "a more lighthearted version" of the game. And, indeed, there are several older retro games that I have played over and over again, simply because I enjoy them — see: various Sierra and LucasArts adventures, to name just a few.

UFO 50 really is an absolute masterclass in game design, because it demonstrates both an understanding of where video games were in the past, and how they've evolved over time. The result, a collection of fake retro-style games designed with subtle modern sensibilities baked into them, is a truly wonderful piece of interactive entertainment that I anticipate I'm going to be spending a lot of time with over the coming months.


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 625: It sucks to see someone defeated

I am, as I've mentioned a number of times in the past, a big fan of Mark Bussler's Classic Game Room video series. It's one of several things on YouTube that I found enormously inspirational in starting up my own channel, and his many, many videos on classic retro games are among my most-replayed YouTube videos.

I've known for a long time that Bussler was intensely dissatisfied with the way the online landscape had been going — and how it had meant that something he once clearly loved doing had become something that it felt like it was pointless to carry on with. After he stopped doing Classic Game Room as his main thing, he tried various other projects online, but has seemingly met with nothing but frustration with pretty much every one of them.

I still follow his Patreon for updates on what he's up to, and today he mentioned that people should have a look at his website, classicgameroom.com, to see what he's up to, since he doesn't really do social media any more. And his FAQs made me feel very sad indeed.

The question he gets more than anything else, I reckon, is "is Classic Game Room coming back?" and his answer is simple:

No. The Classic Game Room video game review series is permanently discontinued. There are no plans to bring the video series back in any way on any platform.

He expands on the reasons thus:

After the YouTube channel was largely demonetized, people stopped watching in favour of influencers and short-form videos. No other formats seemed to work. After a few different format changes, the show is now discontinued.

The cynics would say that this was just Bussler failing to adapt to the changing media landscape online, and that's not an incorrect statement to make, but the thing that makes me so sad about all this is that there is demand for stuff that isn't influencer-led short-form content. Just not enough to be commercially viable, unfortunately; not enough for one of the OG online video creators to want to continue with the thing that made him famous — and which, I suspect, is at this point completely unknown to a couple of generations of people.

Bussler worked hard on Classic Game Room and his other projects, and it must have been so frustrating for him to continually feel his efforts knocked back — particularly when he tried all manner of different things after it seemed that Classic Game Room had, for one reason or another, fallen out of favour.

So I'm sad for him. I'm sad that he has felt the need to, in his words, "permanently retire from filmmaking, game journalism and animation". At the same time, I completely understand why he has taken that decision. Again, in his own words:

Mark spends his free time reading and biking instead of using garbage social media apps. He has no patience for algorithms and prefers looking at old-fashioned paper.

I completely understand why one would want to retire from the Internet in this age of relentless, pointless, disposable short-form content. I often feel like I want to do so, too. I've spent many years carving out a little corner of the Internet that I can feel proud of with places like this blog, MoeGamer and my YouTube channel, but sometimes it all feels incredibly pointless.

I'm sad to see someone whose work I enjoyed, and that I respected immensely, be so completely and utterly defeated by what passes for "culture" online today. I'm sad because I know how he feels. I understand why he's so frustrated. And I don't know how we fix this — or if it's even possible at this point.

Perhaps it's all part of getting old. You pass beyond a point of relevance, and the world feels like it isn't "yours" any more. Perhaps we all reach this point. But that seems like a bit of an inefficient way for everyone to live their lives. Surely there's a way for different types of "stuff" to coexist, without everything having to be dominated by whatever the latest "viral" bullshit is?

Apparently not. But oh well. I'm not going anywhere just yet. Even if no-one's reading, watching or listening, I still enjoy the act of creating something. It gives me some satisfaction — and it's perhaps for the best that I've never got to a point where I'd be tempted to try and use online content creation (ugh) as my main source of income.


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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