retro games Archives - I'm Not Doctor Who https://imnotdoctorwho.moegamer.net/tag/retro-games/ Memoirs of a nobody Wed, 07 Oct 2026 21:27:51 +0000 en-US hourly 1 https://wordpress.org/?v=7.1.3 https://imnotdoctorwho.moegamer.net/wp-content/uploads/2024/11/cropped-pete-32x32.png retro games Archives - I'm Not Doctor Who https://imnotdoctorwho.moegamer.net/tag/retro-games/ 32 32 237362437 #oneaday Day 852: Rotting retro https://imnotdoctorwho.moegamer.net/2026/10/07/oneaday-day-852-rotting-retro/ https://imnotdoctorwho.moegamer.net/2026/10/07/oneaday-day-852-rotting-retro/#respond Wed, 07 Oct 2026 21:27:49 +0000 https://imnotdoctorwho.moegamer.net/?p=40923 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 … Continue reading #oneaday Day 852: Rotting retro →

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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 https://imnotdoctorwho.moegamer.net/2026/10/05/oneaday-day-850-fuck-the-oliver-twins/ https://imnotdoctorwho.moegamer.net/2026/10/05/oneaday-day-850-fuck-the-oliver-twins/#comments Mon, 05 Oct 2026 16:03:00 +0000 https://imnotdoctorwho.moegamer.net/?p=40903 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 … Continue reading #oneaday Day 850: Fuck the Oliver Twins →

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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 https://imnotdoctorwho.moegamer.net/2026/09/21/oneaday-day-836-torrent-of-slop/ https://imnotdoctorwho.moegamer.net/2026/09/21/oneaday-day-836-torrent-of-slop/#comments Mon, 21 Sep 2026 19:47:36 +0000 https://imnotdoctorwho.moegamer.net/?p=40847 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 … Continue reading #oneaday Day 836: Torrent of slop →

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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! https://imnotdoctorwho.moegamer.net/2026/08/24/oneaday-day-808-terranigma-is-coming-back/ https://imnotdoctorwho.moegamer.net/2026/08/24/oneaday-day-808-terranigma-is-coming-back/#comments Mon, 24 Aug 2026 19:20:28 +0000 https://imnotdoctorwho.moegamer.net/?p=40710 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 … Continue reading #oneaday Day 808: Terranigma is coming back! →

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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 https://imnotdoctorwho.moegamer.net/2026/08/19/oneaday-day-803-write-about-an-obscure-game/ https://imnotdoctorwho.moegamer.net/2026/08/19/oneaday-day-803-write-about-an-obscure-game/#comments Wed, 19 Aug 2026 19:36:05 +0000 https://imnotdoctorwho.moegamer.net/?p=40680 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 … Continue reading #oneaday Day 803: Write about an obscure game →

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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.


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 792: A goal, complete https://imnotdoctorwho.moegamer.net/2026/08/08/oneaday-day-792-a-goal-complete/ https://imnotdoctorwho.moegamer.net/2026/08/08/oneaday-day-792-a-goal-complete/#respond Sat, 08 Aug 2026 20:57:33 +0000 https://imnotdoctorwho.moegamer.net/?p=40636 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 … Continue reading #oneaday Day 792: A goal, complete →

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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.


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#oneaday Day 788: Visco does what Nintencon't... or something https://imnotdoctorwho.moegamer.net/2026/08/04/oneaday-day-788-visco-does-what-nintencont-or-something/ https://imnotdoctorwho.moegamer.net/2026/08/04/oneaday-day-788-visco-does-what-nintencont-or-something/#comments Tue, 04 Aug 2026 21:11:26 +0000 https://imnotdoctorwho.moegamer.net/?p=40624 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. … Continue reading #oneaday Day 788: Visco does what Nintencon't... or something →

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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.]


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#oneaday Day 786: Lunchtime games https://imnotdoctorwho.moegamer.net/2026/08/03/oneaday-day-786-lunchtime-games/ https://imnotdoctorwho.moegamer.net/2026/08/03/oneaday-day-786-lunchtime-games/#respond Mon, 03 Aug 2026 11:30:17 +0000 https://imnotdoctorwho.moegamer.net/?p=40617 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 … Continue reading #oneaday Day 786: Lunchtime games →

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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…


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#oneaday Day 784: Playing a dead game https://imnotdoctorwho.moegamer.net/2026/07/31/oneaday-day-784-playing-a-dead-game/ https://imnotdoctorwho.moegamer.net/2026/07/31/oneaday-day-784-playing-a-dead-game/#respond Fri, 31 Jul 2026 19:28:00 +0000 https://imnotdoctorwho.moegamer.net/?p=40610 People in Steam reviews like to declare a game "dead" when the author of said game hasn't updated it for more than about two weeks, but we all know that's just entitled little shits who don't understand that sometimes a creative work is actually finished. However, there absolutely are "dead" games out there, by varying … Continue reading #oneaday Day 784: Playing a dead game →

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People in Steam reviews like to declare a game "dead" when the author of said game hasn't updated it for more than about two weeks, but we all know that's just entitled little shits who don't understand that sometimes a creative work is actually finished. However, there absolutely are "dead" games out there, by varying definitions — some are impossible to play any more (I weep for Darkspore, which I bought on sale once, never got around to playing, and it was made completely unplayable before I even had a chance to try it at all) while some are just delisted from digital storefronts. It's the latter I want to talk about today — specifically, the first Forza Horizon.

My first — and, prior to last night, last — encounter with Forza Horizon was with Forza Horizon 4, which I had extremely mixed feelings about. Sure, it was cool to have an open-world driving game set somewhere that looked and felt a bit like the UK, but the way it was structured to have all the hard edges completely smoothed off, lest some player somewhere felt any "friction", made the whole thing feel utterly meaningless. We're talking about a game where you can come last in every event you enter and still make progress. Not what I'm looking for in a driving game, so after getting frustrated with that, I pretty much swore off the subsequent entries in the series.

However, I was aware that earlier entries in the series were very well-regarded, and in the absence of owning an Xbox One or Series Whateverthefuck, the only one accessible to me was the first one for Xbox 360. This has apparently been delisted from everywhere for some time now, but you can still get second-hand physical copies, and indeed, that's what I did on a trip to CEX some time ago.

I booted it up last night for the first time and found it quite enjoyable. However, one thing became increasingly apparent the longer I played: the fact it, plus all its DLC and microtransactions, had been delisted from sale made it well and truly "dead" — to such a degree that there are certain functions in the game you just flat-out can't access any more, despite the menu options still being there.

This is apparent right from the game's title screen, where you have the option to play "Horizon Rally"… except you don't, because you need the Horizon Rally DLC for that, and you can't get that any more, leaving you with a completely useless menu option, plus a number of loading screen tips informing you that you can buy it from the Xbox Marketplace… which, as previously noted, you cannot.

I thought I was going to have a real problem when I opened the map screen and there were button prompts for "Treasure Map" and "Fast Travel Anywhere". Now, you see a button prompt in a game, and it's reasonable to think that it's a built-in function of the game, right? You press the button indicated, and the thing happens. That's how it usually works, right? Not in Forza Horizon land. Pressing either of these buttons gives you a pop-up informing you that you can buy those two pieces of functionality — which, respectively, allow you to immediately teleport anywhere on the map, and reveal the location of hidden items on the map — using "Tokens", which you can, of course, get from the Xbox Marketplace. Except you can't do that because everything about Forza Horizon has been delisted.

I was concerned in the former case that this meant the entire fast travel feature would be unusable because you couldn't buy a fucking microtransaction any more, but thankfully progressing a little further revealed that there is still a built-in fast travel facility — it's just a bit more inconvenient, since you can only fast travel to specific landmarks that you've previously visited and not, like, the various race events that appear across the map. I wasn't so concerned about the treasure map, meanwhile, since all it is, basically, is a cheat code that you have to pay for.

Little remnants of Forza Horizon really, really wanting you to pay up for microtransactions that no longer exist are riddled throughout the entire game. At least one load screen tip for every loading break will have some sort of exhortation to buy something. Those broken Fast Travel Anywhere and Treasure Map buttons don't go away. If you want to buy a new car in the game, you can do so with the credits you earn through gameplay or "Tokens" that you can no longer purchase with real money.

I guess I should be thankful that Forza Horizon is, at least, still playable, even with all its online functionality and purchasable bullshit inaccessible. If anything, I prefer the fact that there's now no means of simply paying money to not play the game, which is what at least some of these options amounted to. You'd just think they'd, you know, turn all that shit off in a patch if they knew it was no longer going to be available. I mean, presumably they added in the "Horizon Rally" option at some point when it was actually available — why not just remove it again in a final update when the servers and DLC went offline?

We're going to start running into this more and more as time goes on, and it's not always going to be optional DLC and microtransactions that are affected. Thankfully, we have not yet reached a point where patch servers are no longer available for console games that require them, but at some point we are going to have to reckon with the fact that a lot of today's physical releases ship either broken or incomplete, and I'm not sure the work has been adequately done to prepare for that time when the "official" patch servers are no longer available.

This, of course, is a big part of what the whole "Stop Killing Games" movement is about — and I know that certain parts of the gaming history and preservation communities are at least starting to have a think about the best way of handling all this. I'm just concerned that it's going to be too late by the time we find a solution; how many more games out there are technically functional, like Forza Horizon, but have elements that are now completely inaccessible?


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#oneaday Day 782: Slow the rate https://imnotdoctorwho.moegamer.net/2026/07/29/oneaday-day-782-slow-the-rate/ https://imnotdoctorwho.moegamer.net/2026/07/29/oneaday-day-782-slow-the-rate/#respond Wed, 29 Jul 2026 21:02:11 +0000 https://imnotdoctorwho.moegamer.net/?p=40602 At lunchtime today, I thought I would actually go out for a bit and have a quick look in my local CEX. It's only about a five minute drive away, so I had plenty of time to grab a sandwich and then have a bit of a browse. And on past visits to CEX, I … Continue reading #oneaday Day 782: Slow the rate →

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At lunchtime today, I thought I would actually go out for a bit and have a quick look in my local CEX. It's only about a five minute drive away, so I had plenty of time to grab a sandwich and then have a bit of a browse. And on past visits to CEX, I have usually come away with an armful of goodies, which I have acquired for pretty good prices — even if some are missing the manuals. Today, however, I found myself browsing the selection and not really feeling drawn to anything in particular.

I've been feeling this a bit recently, particularly with regard to recent releases. There are exceptions, of course — I've picked up Star Fox, Rhythm Paradise Groove and Splatoon Raiders for Switch 2 over the course of the last month, and when I got home from CEX, I found myself ordering copies of the first four Saints Row games (original versions, not remasters, as I've heard mixed reports about the latter) as well as the newly announced EDITIONS from LostInCult for Sektori, Dread Delusion and Easy Delivery Co. So in actual fact I probably spent a lot more than I would have spent if I'd come out with an armful of 360, PS3 and PS4 games from that CEX.

But I don't know. I just wasn't feeling it in the store today. I had a couple of things in mind that I thought I might like to look out for (notably, the aforementioned Saints Row games, following a discussion with a pal earlier) and those did not appear to be in attendance, and there wasn't much else jumping out at me. I thought about trying to expand and/or complete my collection of Need for Speed games on Xbox 360, but the vaguely responsible part of my brain pointed out that I haven't played the parts of that collection I already own as yet, so it would probably be a little silly to get more. (Actually, it wouldn't have made much difference; they were like £1.50 each; I just couldn't be arsed.)

I don't want to say that I'm falling out of love with gaming, because that very obviously isn't true. But with all the recent, unwelcome moves in the current industry — Microsoft continually stepping on rakes, Sony putting an expiration date on physical media, Nintendo continuing to push Game Key Cards — it's hard not to feel a bit cynical about current things, and that my relationship with the hobby is changing. On top of that, stuff that is a few years old now is still good! Since I'm not someone who has ever got particularly sniffy about resolution and frame rate, I'm pretty sure I'll have just as good a time with those Xbox 360 versions of the Saints Row games as I would have done if I'd picked up the (pricier) PS4 or Switch versions.

I mean, hell, outside of Splatoon Raiders, the other "big game" I'm currently playing is on the SNES. And I'm glad that I have the ability to enjoy this broad range of stuff — ranging from late '70s/early '80s computer and console stuff right up to brand new releases. I know not everyone feels able to do that for one reason or another, and honestly I feel a bit sorry for those people who can't. Perhaps you just had to "be there" for it all to have those positive associations, and if I was 20-30 years younger I might feel differently about games that ran at sub-1080p resolutions and less than 60 frames per second.

But, as it happens, that is not the case, and thus I will continue to enjoy my Old Shit alongside very carefully selected and curated New Shit, and try not to spend too much time mourning an industry that, in its current state, seems determined to self-destruct.


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#oneaday Day 771: Anachronistic wonderment https://imnotdoctorwho.moegamer.net/2026/07/18/oneaday-day-771-anachronistic-wonderment/ https://imnotdoctorwho.moegamer.net/2026/07/18/oneaday-day-771-anachronistic-wonderment/#respond Sat, 18 Jul 2026 14:38:43 +0000 https://imnotdoctorwho.moegamer.net/?p=40562 A trait I have somehow been able to hold onto over the years — and which I have no intent of letting go of — is the ability to be impressed by things which, today, are not actually "impressive" as such, but which would have been impressive back when they were current. To give just … Continue reading #oneaday Day 771: Anachronistic wonderment →

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A trait I have somehow been able to hold onto over the years — and which I have no intent of letting go of — is the ability to be impressed by things which, today, are not actually "impressive" as such, but which would have been impressive back when they were current. To give just one example, my mind is still blown by the parallax scrolling in the backdrop of Sonic the Hedgehog's Green Hill Zone.

To give another example — and the one that prompted me to write this today — I am currently playing Quintet's Illusion of Time (aka Illusion of Gaia to North Americans) and I have been thoroughly impressed by its visual design overall, but one of my favourite things is the fact that its parallax backdrops, when it uses them (it's a top-down game) accurately reflect the things that you're supposed to be "above". To put it another way, when you're high above something, the things you can see down below are accurate to what you would see if you were actually down there.

Looking back over my Soul Blazer video, I'm pretty sure Soul Blazer did this in a few places as well, but Illusion of Time seems to do it fairly consistently. And I'm impressed! They didn't have to go to that much effort, but they did!

The reason this impresses me is that a lot of games like this would have used a fairly generic parallax backdrop, and no-one would have minded too much. The illusion of depth would be there — which is what parallax is used for — and the fact that it wasn't "accurate" wouldn't have mattered, because it has no real impact on the actual gameplay.

For example, The Legend of Zelda: A Link to the Past uses a very simple tiled parallax backdrop to show that there is something beneath you rather than it being a bottomless pit. You can use this information to recognise which pits it is safe to jump down — to get to otherwise inaccessible areas, for example — and which it is not. While an accurate reflection of the floor beneath's map might be helpful in this situation, Zelda has enough other features to allow you to calculate the place where you will end up without having to be able to see down the hole. And, indeed, with the limited area you can see through Zelda's holes (pardon me), it's probably more practical to just look at the map and recognise "this is a hole I can jump down" rather than try to figure out exactly where you'll land from the tiny bit of parallax background you can see through said hole.

In Illusion of Time, however, these parallax backgrounds are purely there to look cool. In one sequence where you're exploring a mine, for example, you initially see ropeways with hanging platforms "in front of" the screen, suggesting they're above where you currently are. Later in the stage, you get up to the level of the ropeways and ride one across a large gap. Since, so far as the game is concerned, you are in a different "room" while you're doing this, there probably didn't "need" to be a parallax background at all, but not only did Quintet include one, it was a full, accurate map of the floor beneath.

That, to me, is impressive! It is not impressive by today's standards, because today you would just build your entire level in 3D and be able to see through holes and chasms to the floor beneath naturally. I am impressed with this in Illusion of Gaia, however, because I know that it wouldn't have been that simple to do. Well, it might have been relatively simple — all it really needs to be is an image of the floor below's map used as the parallax background — but it's a level of effort I recognise as being outside of the norm for the time, and thus I appreciate it.

This is where having an understanding and an appreciation of a wide range of things within your hobby is helpful. Someone who had only ever played modern games would think nothing of this little feature. But having grown up with all these different "generations" of gaming hardware, developing a vague (if non-technical) understanding of their capabilities (and lack thereof) along the way, I can recognise when something is an impressive achievement for its original time of release.

I hope I never let go of this trait. It adds so much depth of enjoyment to my appreciation of older games — and I encourage you to try and develop it, too.


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#oneaday Day 764: Just games https://imnotdoctorwho.moegamer.net/2026/07/11/oneaday-day-764-just-games/ https://imnotdoctorwho.moegamer.net/2026/07/11/oneaday-day-764-just-games/#respond Sat, 11 Jul 2026 20:08:37 +0000 https://imnotdoctorwho.moegamer.net/?p=40515 There was yet another round of Tedious Discourse™ today over what the word "retro" really means, if anything, when it comes to video games. As always, there were lots of varying definitions, no agreement, and a bunch of people getting in a bit of a flap about it when their definitions of "retro" didn't line … Continue reading #oneaday Day 764: Just games →

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There was yet another round of Tedious Discourse™ today over what the word "retro" really means, if anything, when it comes to video games. As always, there were lots of varying definitions, no agreement, and a bunch of people getting in a bit of a flap about it when their definitions of "retro" didn't line up with other people's definition of "retro".

pexels-photo-14852168.jpeg
Photo by GODMODE INTRUST on Pexels.com

Several people, as part of this process, pointed out that the term "retro" is not really all that helpful any more, and I'm inclined to agree. And yes, I'm aware I say this as part of a company that specifically markets itself as "retro gaming"-focused — and someone who has a "Retro Video Games" category on his blog — but what I'm about to talk about applies to all that, also.

My feelings are pretty simple: drop the "retro". They're just games. Zork? Game. Adventure for 2600? Game. The Last of Us? Game. The Witcher 3? Game. Gone Home? Game. (There, that should have covered everything that might piss at least one person off.)

The reason I say this is that as soon as you introduce the word "retro" into the mix, you also introduce a perceived barrier to entry. "Retro gaming" is perceived as a markedly different hobby to "gaming", whereas this doesn't really happen with any other medium. You might have people who are into different genres of books, movies, music, TV shows and suchlike, but you don't get people going "yeah, I'm a retro reader". Even people who make the majority of their reading time involve pre-20th century literature just "enjoy reading" — because most of them don't confine themselves to that one, single niche all of the time. Why? Because that's daft. Just because you like Jane Eyre doesn't mean you can't enjoy The Da Vinci Code or whatever. And you're not any less of a "reader" if you do.

The net effect of this when it comes to gaming is that you get people who will only ever play the latest and greatest games, and if it came out more than three weeks ago it might as well not exist, and you get people who will happily play a triple-A cinematic blockbuster one evening, an 8-bit home computer game another and a PlayStation RPG the next. You also get people who fall somewhere between those two extremes, which is a perfectly reasonable and healthy way to approach things. No-one is saying you have to enjoy everything from throughout the entirety of gaming history, but to draw a completely imaginary "hard cutoff" line between what is "modern" and what is "retro" based on, let's face it, nothing other than vibes is kind of ridiculous.

Case in point: currently, I am playing through Soul Blazer. This is a game originally released for Super NES in 1992 (1994 if you're PAL like me). There is absolutely nothing about this game that someone who has only ever played games released in the last three weeks would not be able to grasp. There's a common misconception that "retro games are complicated, you need to read the manual", but Soul Blazer is literally "move in four directions, hit things with your sword", and everything else is introduced either organically through gameplay, or explicitly told to you. You could release Soul Blazer today, completely unchanged — gorgeous pixel art has never gone out of fashion, thankfully — and it would be regarded as a good game, because it is a good game. It's not a good retro game, it's just a good game.

I think some of this likely originally stems from the crossover between the Mega Drive and SNES era to the age of PlayStation, Saturn and N64. Rumours abounded at the time that developers were specifically being discouraged from making 2D pixel art games on PlayStation, because polygonal 3D — even the relatively janky polygonal 3D of the PlayStation — was regarded as the One True Future. But I'm not sure quite how true that ever was, because one of the absolute most beloved games of that particular period — Castlevania: Symphony of the Night — was resolutely 2D, with only very occasional polygons used for special effects or parallax backgrounds. And there are countless other beautiful, wonderful and well-loved 2D games from that era — particularly on Saturn. Marginally less so on N64, but that was operating in a bit of a world of its own anyway. (Also, play Mischief Makers.)

That doesn't really explain how this sort of thinking appears to have persisted for this long, though. Yes, over the last 20 years or so there very much has been a rise in the sort of gamer who only ever buys that year's Call of Duty, FIFA/Madden or equivalent and leaves it at that, who doesn't really consider the history of the medium. But there seems to be the perception that there are plenty of people who have been gaming since the '80s — even earlier in some cases — who, for whatever reason, will not play anything released before a certain date — or, at the very least, will corral those experiences into a distinct "retro gaming" category, distinct from the implied "proper" modern gaming sector where they spend the majority of their time. I don't doubt people like that exist, but I wonder how widespread they really are.

Some of this is down to access; we're all familiar with that Video Game History Foundation report, or at least I hope we are at this point. But "not commercially available" is by no means the same as "inaccessible" these days. You don't even need original hardware; emulation of pretty much everything up to the Xbox 360 and PlayStation 3 era is in a good place, and after that (some would argue during that period) the newer games consoles were basically just PCs anyway, so outside of a dwindling number of genuine exclusives, you can play all that stuff pretty easily, too. At this point, everyone, everywhere, so long as you have some combination of an Internet connection, a computer and a monitor or TV, can enjoy pretty much any game released within the last 50 years without very much in the way of effort.

And modern rereleases of stuff that first came out many years ago are happening, too, if you don't want to delve into the proverbial high seas! There's Hamster's Arcade and Console Archives series on the current consoles. There are numerous bespoke releases of classic console, computer and arcade games on various platforms. Evercade, the platform I work on, has a huge number of cartridges at this point, covering more that 700 games between them, all of them officially licensed rereleases!

Any perceived barrier to entry that "retro gaming" might have had in the past — be that the technical knowhow required to get old finicky hardware up and running; the possession of vintage CRT TV hardware; an understanding of what "RGB" is; the ability to recap an Xbox or replace the battery in a Dreamcast — has not been there for a good long while, unless you want to enjoy a specific type of experience. (Snobbery over whether you're "doing retro gaming right" is a whole other discussion, mind, and it's hopefully already clear where my opinions fall on that side of things.)

If you enjoy games, you (hopefully) just enjoy games. There is absolutely no rule written down anywhere that places down a hard boundary of what you are allowed to enjoy, based on whatever combination of "year of release" and "age of player" people are using to calculate their completely arbitrary definition of "retro". Sure, some older stuff might take a little adjusting to if you're unfamiliar with it — much as reading Jane Eyre takes a bit of adjustment after reading The Da Vinci Code — but it's still the same basic form of entertainment at heart: push buttons, fun (or at least interesting) stuff happens.

Go on. Spoil yourself. Play something from a system you've never explored before. Revisit a game you haven't played since childhood. Fire up a copy of that one game you always saw in magazines and lusted over, but which you never got for Christmas or birthdays. And, with an appropriately receptive and open mind, I pretty much guarantee that you'll have an experience just as interesting, compelling and worthwhile as if you played something that released last week.


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 762: Some nice things https://imnotdoctorwho.moegamer.net/2026/07/09/oneaday-day-762-some-nice-things/ https://imnotdoctorwho.moegamer.net/2026/07/09/oneaday-day-762-some-nice-things/#respond Thu, 09 Jul 2026 20:03:11 +0000 https://imnotdoctorwho.moegamer.net/?p=40507 I started typing out a post about how shit everything was. I got to about 600 words, and I even found a really good stock image of some horseshit. Then I looked at what I had written and thought, "no, I should not give in to despair, even if it does seem like it has … Continue reading #oneaday Day 762: Some nice things →

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I started typing out a post about how shit everything was. I got to about 600 words, and I even found a really good stock image of some horseshit.

Then I looked at what I had written and thought, "no, I should not give in to despair, even if it does seem like it has been a very long time since anything has happened which I can honestly say is to the betterment of humanity as a whole". So I deleted all of it, replaced the image of horseshit with a picture of Patti (above) and decided that a helpful thought exercise would be to ponder some Nice Things. Doesn't matter what they are, how big they are, how important they are — just that they are Nice Things that I thought were worth celebrating. So let's pick out… ooh, let's say, five, as that's a nice number to work with. And I'm going to focus on gaming because a lot of stuff in gaming sucks right now.

Mike Bithell's new game looks cool

Mike Bithell, of Thomas Was Alone fame, has been teasing his new game for a while, and yesterday he finally revealed it. It's called Vampirium: 1997 and is set in an alternate near-history where Dracula is the king of England, and you are one of his retainers, with dark powers all your own.

Bithell describes the game as an "immersive sim", but if you're thinking of a first-person adventure-style affair — which is what the term "immersive sim" usually gets applied to — you might be surprised to discover that this is a rather more abstract affair that, from what we've seen so far, looks to take a lot of cues from tabletop gaming. The "immersive sim" aspect comes from how you have a lot of freedom to tackle situations as you see fit — supposedly you can "click and combine game tiles to access verbs and craft your own diabolical resolutions". Sounds pretty interesting to me!

The game doesn't have a release date as yet, but will be launching into Early Access in the near future, and having a bunch of stuff added to it as the community gets to grips with it. It will then have a "1.0" release when all that is done, and we should have another great vampire game on our hands.

Wadjet Eye Games is 20 years old

If you (yes, you!) have ever uttered the fateful words "adventure games are dead" at any point in recent history, you have not been paying attention, because one of the absolute best developer-publishers to ever Do That Thing turned 20 years old today. Yes! Wadjet Eye Games has been releasing excellent adventure games since 2006, and their work has been going from strength to strength year after year — both in terms of the stuff they've made themselves, and the titles they've published from other developers.

I honestly, genuinely believe that the point-and-click adventure game is in a better place today than it ever was back in the LucasArts and Sierra heyday; don't get me wrong, I adore the "golden age" games and always will, since they were formative experiences for me. But you cannot look at incredible recent(ish) releases like The Excavation of Hob's Barrow (developed by Cloak & Dagger and published by Wadjet Eye) and Old Skies (developed in-house at Wadjet Eye) and think "nah, it was way better back then".

It fills my heart with gladness to know that amid all the chaos in the games industry right now, a company dedicated to releasing games of the kind it believes in — not what shareholders want, not what passing trends say you "should" be making, not what is supposedly the most profitable — is able to not only survive, but thrive. I sincerely hope Wadjet Eye Games continues to stick around for many years to come.

Scott Pilgrim EX is fun

My limited edition copy of Scott Pilgrim EX, which comes in a lovely oversized NeoGeo-esque clamshell case, arrived yesterday, and I spent most of the evening playing it through. It's a lot of fun! It successfully manages to feel true to the prior game — which is an all-time favourite — while shaking things up a bit and keeping things interesting.

I'll have more to say about this over on MoeGamer at some point in the near future, but suffice it to say for now that I had a lot of fun with my first playthrough — and with a full run through the game only being about 2.5 hours in total, I can see plenty more in my future, particularly with the possibility of online multiplayer in the mix.

Soul Blazer is great

I already knew this, but my recent starting-a-new-playthrough-and-I'll-probably-definitely-finish-it-this-time go at Quintet's awesome SNES action RPG Soul Blazer has reminded me how much I like that game. Again, I will write more about this on MoeGamer when I've actually beaten the damn thing — I'm a little shy of halfway through so far, I believe — but I am happy to say, right now, that if you have never played this delightful little game (and it is pretty little — I reckon it'll take less than 10 hours to beat, which begs the question why I've never gotten around to doing so) then you are very much missing out on one of the most charming 16-bit games there ever was.

I have finished "The Best Bit" of Final Fantasy XI

A lot of people seem to agree that Chains of Promathia is the best bit of Final Fantasy XI and now, outside of the epilogue quests and the optional Bahamut fight (which I might wait to do until I'm level 99 for the sake of simplicity) I have finally beaten it! This has been a kind of "gaming ambition" for me pretty much ever since I played Final Fantasy XI for the first time, and I have finally made it a reality.

This is another thing I would like to write about on MoeGamer in the very near future, so I will simply say that I enjoyed myself, and I'm glad I finally took this journey. I think I need at least a short break before heading off to seek the Treasures of Aht Urhgan though…!


Anyway, those are Five Good Things of Varying Relevance in gaming right now. I post these not to diminish the impact or importance of the Bad Stuff happening at the moment, but instead to hopefully provide a little reprieve. I sincerely wish that everyone who is going through tough times right now — and there are a lot of people going through tough times in the industry right now — is able to at least find some joy in the day-to-day, and doesn't give in to despair; I also hope that many of these people will tell their stories, frankly and honestly, because they need to be told. And they need to be told by the people who have been affected, not by some random idiot on the Internet.

One day, I hope these terrible times will be behind us, and we will be able to look back on them and go "fucking hell, never do that again". Until then, take care of yourselves. Don't give up. And play Soul Blazer.


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 760: My own feelings on old games https://imnotdoctorwho.moegamer.net/2026/07/07/oneaday-day-760-my-own-feelings-on-old-games/ https://imnotdoctorwho.moegamer.net/2026/07/07/oneaday-day-760-my-own-feelings-on-old-games/#respond Tue, 07 Jul 2026 19:26:22 +0000 https://imnotdoctorwho.moegamer.net/?p=40488 First up, here's a good piece that I read earlier today, and which my resharing a clip of on Bluesky did Numbers to such a degree that I had to mute the thread. I stand by my comment of "fucking preach" about it, however, particularly the paragraph about today's games having their roots in older … Continue reading #oneaday Day 760: My own feelings on old games →

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First up, here's a good piece that I read earlier today, and which my resharing a clip of on Bluesky did Numbers to such a degree that I had to mute the thread. I stand by my comment of "fucking preach" about it, however, particularly the paragraph about today's games having their roots in older titles — and how it pays to not be snobbish about stuff released some time ago.

vibrant retro arcade machine with joysticks and buttons
Photo by Dan Butler on Pexels.com

If you're reading this, you probably don't need me to tell you my feelings about old games, but I'm going to talk about them anyway — if only for the benefit of anyone who might be stumbling across this blog for the first time, or for anyone who, somehow, did not know the following about me.

I love old games! I always have done. For as long as I can remember, I have loved going back to earlier gaming systems and either rediscovering old favourites, or discovering brand new ones. I quite regularly boot up the MiSTer's Atari 8-bit, ST and Amiga cores to play the games of my childhood — and the games that I lusted after in my childhood. I also explore the libraries of consoles that I never had the opportunity to own, or which were prohibitively expensive, or which just passed me by for one reason or another. It's a constant delight, and I think, as the article linked states, it has done me a lot of good, too.

Probably the best thing that Being Into Old Games has taught me is not to give a rat's ass about performance, unless said performance is actively detrimental to the overall experience. I grew up gaming on systems that could barely manage simple flat-shaded 3D polygonal scenes at about 10 frames per second, and had a ton of fun on platforms like the original PlayStation and Nintendo 64, both of which have graphical capabilities it would be very easy to find laughable today if you're a snobbish dickhead.

There really are people out there who will declare games from this era (and earlier) "unplayable" because they run at an inconsistent frame rate, or a low resolution, or have blurry textures, or use a "weird" controller. (Fun fact: the Nintendo 64 controller is absolutely fine when playing games that were designed for it! That said, if you really don't get along with it, I recommend either this for modern USB devices, or this for original hardware.)

There are people out there who completely fail to grasp the absolute phenomenon that was GoldenEye and Perfect Dark split-screen multiplayer. None of us cared that the frame rate was, by today's standards, bobbins! The games were fun! That was literally all that mattered! And you can still live your life that way! I bet if I hooked up a MiSTer with four controllers and ran Perfect Dark on it at a party, people would be fighting over it by the end of the evening. (This makes the mistaken assumption that I would 1) throw a party and 2) have anyone to invite to a party, mind, but I am speaking purely hypothetically here.)

Don't get me wrong, it is undoubtedly nice to play a modern, high-resolution game that runs super smoothly and slickly. Certain genres particularly benefit from absolutely rock-solid performance — but that doesn't magically make games from years gone by that didn't run at a constant 60+ fps suddenly completely unplayable or not worth bothering with. Ridge Racer Type 4, one of the greatest video games ever created, only just about cracks 30 and runs at a resolution of 320×240 pixels (on NTSC displays, anyway) during races! And yet I go back to Ridge Racer Type 4 more than pretty much any other racing game released since then… except maybe the Project Gotham games.

One of the nicest things about older games that I'm coming to appreciate a whole lot more as I get older is that they just respect your time more. Even in RPGs, there's a lot less endless grinding, a lot less "content" designed for "player retention" — and I know some people like them, but the complete absence of Achievements and/or Trophies is absolute bliss, because it means you can play and enjoy each and every game exactly how you want to, without feeling obliged to tick things off a checklist — including boring, tedious things you don't actually want to do — lest you feel you haven't "Platinumed" it properly.

I am a strong, strong advocate for expanding your gaming horizons and exploring the incredibly vast, diverse and vibrant history of the medium. And I mean all of the history! There are Atari 2600 (River Raid! H.E.R.O.! Seaquest! Keystone Kapers!) and Intellivision (Night Stalker! Tower of Doom! Cloudy Mountain!) games that still play great today — and which I, personally, frequently return to, by choice, for a gaming session of an evening. There are myriad Super NES, PlayStation and Saturn RPGs just waiting for me to play them — and I'm looking forward to doing so. And even though I played a lot of N64 back in the day, there's still a lot of games from that relatively slim library that I've never tried — and really want to!

If you're concerned for the future of gaming — and given all the recent happenings, I absolutely do not blame you for that — then don't just give up and assume it's all over. Even if there were to be no more games released ever after tomorrow — and we all know that's not going to happen, regardless of whether or not we're actually in the process of seeing a new Crash happen — there are enough games that have already been released, across all platforms, to keep all of us busy for the rest of our lives.

Something doesn't stop being relevant, worthwhile or interesting because it's 20, 30, 40 years old or more. In many cases, these games are all the more remarkable for remaining relevant, worthwhile and interesting after so long — and it's not just nostalgia. There's something there; something of great value. And I implore you to spend some time exploring it, particularly if you've never done so.

Now I'm off to play Soul Blazer for the rest of the 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 755: The lost art of going to buy a game https://imnotdoctorwho.moegamer.net/2026/07/02/oneaday-day-755-the-lost-art-of-going-to-buy-a-game/ https://imnotdoctorwho.moegamer.net/2026/07/02/oneaday-day-755-the-lost-art-of-going-to-buy-a-game/#comments Thu, 02 Jul 2026 21:08:29 +0000 https://imnotdoctorwho.moegamer.net/?p=40472 Yesterday, I talked generally about the impact PlayStation had on me and my friendship group thanks to stone-cold classics like Ridge Racer, Tekken and Final Fantasy VII. Today I want to talk about another aspect of that time which I have fond memories of — but which hasn't been a thing for some years now, … Continue reading #oneaday Day 755: The lost art of going to buy a game →

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Yesterday, I talked generally about the impact PlayStation had on me and my friendship group thanks to stone-cold classics like Ridge Racer, Tekken and Final Fantasy VII. Today I want to talk about another aspect of that time which I have fond memories of — but which hasn't been a thing for some years now, and which will definitely no longer be a thing once Sony finally pulls the plug on production of physical PlayStation discs. (Incidentally, their announcement of this is now, at the time of writing, up to 135 pages of comments, with over 7,000 universally negative responses, and I suspect these numbers will continue to grow for some time as yet.)

The Cave museum, part of the Retro Collective, has an interactive recreation of what an old software shop would have looked like back in the day.

Anyway. Yes. What I wanted to talk about was the fact that once we got into sixth form, a lot of us started to enjoy our first real tastes of proper independence, despite, in most cases, still living with our parents. Learning to drive allowed us to go places without having to rely on getting our parents to give us a lift — and give them the full details of where we were going. We were trusted to take responsibility for our own education, meaning several of us went to one single General Studies lesson in two years and still managed to ace the exam. Taking part-time jobs of various descriptions allowed us to earn some money, giving us considerably more financial freedom than childish "pocket money" provided. (Although saying that, my grandparents were always very generous in that regard.)

That latter one is an important one, as it coincided with us being able to spend that money on things that we liked. For my friends and I, those things were video games. And it was an enormously exciting time to be interested in video games, with the PlayStation having hit the market a few years earlier, and the Nintendo 64 finally arriving in Europe as we were kicking off our period of post-compulsory education.

I have fond memories of sixth form not just because I enjoyed the academic side of things — that's something I've talked about elsewhere — but also because of what happened between those classes. For my friends and I, we spent the majority of our time hanging out in the Art department of the school rather than the main sixth form common room; the corner of the Art department had essentially been taken over as a semi-private secondary common room that was almost exclusively used by my friends and I. It was a comfortable place to hang out, and we had many pleasant free periods spent there enjoying a bacon and cheese baguette from the recreation centre on the school site, just chatting about all sorts of silly things.

Quite often, if we had several free periods in a row, or free time up to and including lunchtime, we would wander off the school site — as we were allowed to do now, because we were big, brave, responsible 16+ year olds — and walk into the town centre. This was a walk of about a mile in total — my 45 year old bones ache just thinking about that — but we did it on a pretty regular basis. When we got into town, we had a bit of a routine: we'd go to The Baker's Oven for a bacon and cheese puff and a Belgian bun (though not if we had recently consumed one of the aforementioned baguettes), then head to Barneys, the local record shop, and have a little look around. I would always feel mildly uneasy in there because it was still the age where one felt distinctly judged for one's taste in music, but after a while I learned to just own my self-described "eclectic" tastes in music.

Barneys wasn't the main attraction of our trips to town, though. We saved the best for last by heading to First Compute, a pokey little shop in the "Cross Keys" shopping mews that was initially little more than a cupboard with games for pretty much every platform you can think of festooning every wall (and a fair bit of the floor). By the time we were in sixth form, though, the owner, who we only knew as "Richie", had moved venue to a slightly larger establishment, but the distinct feeling that as much stuff as possible was being crammed in remained. There were big box PC games on some shelves on the left, and PlayStation and N64 games on the right.

At the time, I had had the good fortune to score a few freelance writing opportunities for outlets such as PC Zone and the Official Nintendo Magazine. These at least partly came about because I did my Year 10 work experience on PC Zone when my brother was the editor, but my brother's the sort of person who wouldn't have recommended me to his successors if he didn't think I could have done a good job. And I did do a good job — and, more to the point, in those days, you got paid a hell of a lot more for cranking out an article than you do for many of today's websites. We're talking about £300-£500 per piece here.

As you can probably imagine, being in a situation where I had very little in the way of living expenses thanks to still living at home, this cash very quickly burned a sizeable hole in my pocket, and my friends knew this. I would often get a little "gentle encouragement" to pick up a new game for either PlayStation or Nintendo 64, and honestly, as much as peer pressure very much was involved, I didn't need much convincing. I found both systems to be a ton of fun, and I loved being able to share my enjoyment of them with my closest friends.

On the Nintendo 64 front, we quite often picked up games with a multiplayer focus, as we spent a lot of time around one another's houses, crowded around the television enjoying split-screen fun. We even tried some types of game that, in prior years, we would have never considered, like EA's World Cup 98 when the eponymous tournament was on.

On the PlayStation front, my preference was, as you can probably imagine if you know me even a little bit, for role-playing games, and dear Lord do I ever wish I'd held on to the vast majority of those games I bought all those years ago, because little was I to know that role-playing games in particular would become enormously expensive on the second-hand market.

Of all those times I was mildly peer-pressured into buying a new game, I only remember one solitary occasion when I was disappointed and regretful enough in my purchase to actually return the game in question. That game was a title for PlayStation called Blaze & Blade: Eternal Quest, and it was a polygonal action RPG for up to four players. It looked like it might be cool from the box art, and there were some interesting ideas in it, but it was very much not what I was looking for from a game at the time. I'm actually quite curious to revisit this game through older, more mature eyes, as I suspect I may have treated it a bit harshly.

The pattern of go-to-town, buy-a-game continued once I got to university and fell in with friends who also enjoyed gaming. Since I was still getting some cash from freelancing, I still had a bit of disposable income, though living away from home meant I did actually have living expenses now. Still, I managed to pick up a bunch of interesting games, and reading the manuals while on the bus home was always a highlight of these times that I think back on fondly. It's a cliché to talk about reading the manual on the way home, but it really was a thing we did, and it really is something I have exceedingly happy memories of.

New games haven't come with manuals for a long time now, outside of a few special cases in limited-print editions, and situations like Evercade where the whole thing is built on the idea of "how it used to be" — and with the apparently impending death of physical releases, even the experience of going to a game shop, picking up a game and coming home with it will be lost. Of course, many people — including me — tend to order their games online these days anyway, so many of us haven't been doing that anyway — but it's still sad to think that there are generations of video game enthusiasts who will never be able to enjoy things in quite the same way we did around the end of the millennium and the turn of the century.

I'm mad at Sony for actively encouraging the death of that. They are deliberately trying to destroy what was once an important part of the overall culture surrounding video games. I suspect those who have never been deeply into them might not understand why this is a big deal — and I equally suspect the C-suite execs who mandated this are exactly the sort of people who have never actually given a shit about video games as a creative medium or form of expression — but it really was. Sony's announcement left a lot of people feeling like they really had lost something; feeling something akin to grief. It might sound silly to say that about something as simple as going into a shop and buying a box with a bit of plastic inside it, but it really is the case.

I sincerely hope the company does a hasty U-turn on this, but I very much doubt they will. If that's the case, that's the end of me and PlayStation. Once there's no more games to buy and proudly put on my shelf, that's it for me and new games. I've always said this. And in some respects, I don't mind, either — it'll mean I don't have to worry about running out of what little space I have left on my shelves, and that I will be able to focus on diving deep into my collection and discovering all the things I haven't gotten around to yet.

But still. I will be sad to have lived long enough to see a medium and a culture surrounding it grow, thrive and then wither. I am already sad that I have seen that happen, but every new week seems to bring a new horror in that regard.

We will always have the good times, though. That's the one thing they can never revoke the license for.


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#oneaday Day 753: Finding the Fun Factor https://imnotdoctorwho.moegamer.net/2026/06/30/oneaday-day-753-finding-the-fun-factor/ https://imnotdoctorwho.moegamer.net/2026/06/30/oneaday-day-753-finding-the-fun-factor/#comments Tue, 30 Jun 2026 21:33:23 +0000 https://imnotdoctorwho.moegamer.net/?p=40466 As I often do on my regular trips in to the office (when I'm driving, anyway), I listened to a bunch of the Fun Factor podcast over the last couple of days. If you're unfamiliar, this is an excellent show hosted by sports writer Ty Schalter and video game critic Aidan Moher where the pair … Continue reading #oneaday Day 753: Finding the Fun Factor →

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As I often do on my regular trips in to the office (when I'm driving, anyway), I listened to a bunch of the Fun Factor podcast over the last couple of days. If you're unfamiliar, this is an excellent show hosted by sports writer Ty Schalter and video game critic Aidan Moher where the pair (and sometimes guests) discuss old video games magazines, the reviews therein, and the games covered.

hands holding retro sony controller playing console
Here's a stock image that appears to be scientifically designed to upset anyone who knows anything about video games. Photo by Mahmoud Yahyaoui on Pexels.com

I am quite a few episodes behind, but the nice thing about the show is that its very nature means that it is somewhat timeless, and each episode can be enjoyed at any time. Thus, yesterday and today I enjoyed some discussion of Next Generation magazine's "Are You a Hardcore Gamer?" quiz (circa 1998) and the pair's collaboration with Coury and Try from My Life in Gaming to discuss a "draft" of games from the 1995-1997 period covered by Fun Factor's first season.

Obviously I will take this opportunity to recommend you go give Fun Factor a listen (or even better, watch: the podcast's YouTube channel lets you look at the magazines as they're talking about them!) but today's post isn't specifically about the podcast. Rather, it's about how the discussions on the episodes I listened to, particularly the "draft" episode, have inspired me to make some time to play through a bunch of games I keep telling myself I've "always meant to get around to". By this I am primarily referring to retro games, particularly of the RPG variety, of which I have about a bazillion loaded up and ready to go almost immediately thanks to my MiSTer Multisystem 2 setup upstairs. And I can even play them on a CRT!

I hesitate to start new RPGs because I have it in my head that they're all massively long. And to be sure, your average RPG does tend to be on the longer side. But listening to the chaps enthusing about various titles like Chrono Trigger (which, to my shame, I've never finished), Final Fantasy IV (which I have finished and know is pretty short) and various others makes me think… I should just sit down and play some of these things that I've been "always meaning to". Including some that I've started and never got around to finishing, like Soul Blazer.

Soul Blazer is definitely one I want to tick off my list because it is an excellent game, and I've always felt like it wouldn't be quite right to tackle Illusion of Gaia and Terranigma, both of which I want to play, before beating that one. They are considered an extremely loose "trilogy", after all, and I think it would be particularly interesting to play in succession.

Part of me says "no, don't start something new, you have Final Fantasy XI on the go". But Final Fantasy XI is very long indeed, and sometimes you just want a palate cleanser. Sometimes that's something really quick and breezy, like the new Star Fox, while at other times, it's another game with a bit more substance, but which is unlikely to end up with an hour count that is three or more digits in length.

So probably not tonight, because it's getting late and I still have a farty stomach full of regret from the pizza I had last night, but very soon, I'm going to set some time aside to enjoy some retro gaming. I have all the kit — I might as well make good use of it and enjoy myself, non?


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#oneaday Day 745: Cost-effective gaming in 2026 https://imnotdoctorwho.moegamer.net/2026/06/22/oneaday-day-745-cost-effective-gaming-in-2026/ https://imnotdoctorwho.moegamer.net/2026/06/22/oneaday-day-745-cost-effective-gaming-in-2026/#comments Mon, 22 Jun 2026 19:25:17 +0000 https://imnotdoctorwho.moegamer.net/?p=40413 Valve apparently announced the price of their long-awaited Steam Machines today and, unsurprisingly, given the general price of tech right now, they ain't cheap. They're "starting at £879" not cheap, and that only gets you 512GB of storage; they break the £1,000 mark if you want the 2TB model, though both are expandable with microSD … Continue reading #oneaday Day 745: Cost-effective gaming in 2026 →

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Valve apparently announced the price of their long-awaited Steam Machines today and, unsurprisingly, given the general price of tech right now, they ain't cheap. They're "starting at £879" not cheap, and that only gets you 512GB of storage; they break the £1,000 mark if you want the 2TB model, though both are expandable with microSD cards.

Steam Machine
Image: Valve

We have long since reached a point where it is not particularly cost-effective to start taking an interest in modern gaming if you are not already involved in the overall ecosystem and thus resigned to vast swathes of your monthly pay packet disappearing on your chosen hobby. Sure, you can get away with a somewhat lower-end mini PC if all you want to play is relatively small-scale indie games — but even those lower-end mini PCs are going up in price nowadays. Therefore, it is worthwhile looking at more cost-effective options for enjoying video games — even if the video games you will be enjoying are a few years old. Good games are still good years after they're released, you know! So here's my personal recommendations on that front.

Evercade

Of course I'm going to recommend Evercade because I work for them, but the reason I work for them is because I was all-in on the idea of the system from day one. A new, affordable system with a focus on retro gaming that provides officially licensed physical releases of classic games from home consoles, computers and arcade machines? Regardless of if I'd ever managed to secure employment with Blaze, makers of the Evercade, I would have been a "full setter" from day one — indeed, when the original handheld released, I immediately took advantage of the "All-In" bundle to get the first 10 cartridges included with the system.

Why recommend something like Evercade when emulation and other options exist — some of which we'll talk about in just a moment? Well, that "officially licensed" part is important. The current state of the games industry may appear to be teetering on the brink of unsustainability, but that doesn't mean people who enjoy video games want the whole thing to collapse. It would be rather nice if we could recover from this situation we're currently experiencing — and one way to help that come about is to support officially licensed rereleases of classic games, updated to play nice with modern audio-visual equipment, particularly televisions. On top of that, Evercade also plays host to physical releases of a lot of "modern retro" titles — games originally designed with vintage hardware in mind, but developed in recent years.

Image: Evercade

Many of the rights holders of these old games are also game companies that exist in the modern sector, and so throwing your support behind retro rereleases that don't require turbo nutter ninja bastard hardware to run is one way of helping ensure we still have a healthy video game economy whenever the AI bubble finally bursts and — hopefully — hardware prices start to settle back to what we have previously thought of as "normal".

Plus the physical nature of Evercade collecting allows you to rediscover the fun of having a shelf full of games to pick from, rather than a boring old list of downloads on your PC, many of which you scroll past without even noticing every single day.

MiSTer

Evercade is great, but there are some classic games that are never, ever going to get a rerelease for one reason or another — be it the rights holders being unwilling to put them out again, more complex licensing situations (such as video games based on movies, or which feature licensed music, vehicles or actors' likenesses) or some other reason entirely. For those situations, that's where what I would describe as more "community-focused" solutions come into play — as a general concept, this covers emulation, but I would specifically call out the MiSTer project as being a particularly worthwhile investment in these peculiar times.

For the unfamiliar, MiSTer is a platform based on "FPGA" (Field Programmable Gate Array), which is a technology I have absolutely no understanding of whatsoever, save for the fact that it effectively allows a device to recreate the way another piece of hardware would have worked in the past, not through simulation in software (which is how emulation works), but through a reconfigurable chip that basically "pretends" to be the old system. Some describe it as "hardware emulation"; all you really need to know is that, under most circumstances, it results in the most authentic recreation of a classic console, home computer or arcade cabinet possible, particularly if you happen to have an old CRT television hanging around that you can hook it up to. (Never fear if you don't, however; one of the core concepts of MiSTer from the outset was to provide a relatively straightforward means of enjoying classic "hardware" on modern displays, and the platform has a variety of built-in and fully customisable visual filters that allow you to recreate the CRT "look" if you so desire.)

Image: Heber Electronics

MiSTer is a project you can build yourself, but it's actually probably more cost-effective these days to go for a pre-built solution such as Heber's Multisystem 2 (pictured above, which I use) and Taki Udon's SuperStation One. You will also need to add some form of storage to whatever setup you go for, which is likely to be the expensive bit these days; however, it's a one-off expense, and you can look at it as a lump sum you are spending on your own entertainment, rather than buying a bunch of individual things piecemeal. Tot up how much you've spent on individual games in the last year or so, and an SSD probably won't seem quite so expensive.

MiSTer requires a bit of setting up, including installing the actual software on the device to make it work, and then loading up your storage medium of choice with games — which, of course, you will have to "procure" yourself. For everything from the earliest games consoles right up to PlayStation, Nintendo 64 and Saturn, however, a MiSTer is all you need for… honestly probably enough games to last you the rest of your life.

Why do I recommend this and not investing in some classic hardware? Several reasons. One, classic hardware is prone to failure. Two, the games for classic hardware are often ludicrously expensive these days thanks to all the arseholes who have bought them as "investments" rather than to enjoy them — and you paying £400 for a copy of Buggy Run on Sega Master System doesn't help anyone other than the person you're foolish enough to hand over those notes to; the original creators certainly don't see a penny of that money! And three, getting classic hardware working on modern displays can be a bit of a pain… or at least demand you invest further expenses in a decent scaler.

Sixth- and seventh-generation consoles

If you have the cash, I would recommend investing in, at the very least, an Xbox 360. This platform has a vast library of excellent games available, many of which can be bought for not very much money at all, and doesn't require any faffing around to get working on a modern TV. You may also wish to consider a PlayStation 3, as there are a number of exclusives on both platforms — plus a few cases where either the 360 or PS3 version is just plain better for one reason or another.

After that, a Nintendo Wii or Wii U is well worth considering. The Wii U, while mocked in its lifetime for its small library of games, has some absolute bangers, plus it is backwards compatible with the Wii, which has a vast library of excellent games, many of which can, again, be picked up for not very much money at all. Wii U is an HD console that can be connected to a modern TV, but the original Wii is a standard-definition console, though it can still be hooked up to a modern TV via component cables for a 480p "Enhanced Definition" picture. If you don't have component inputs on your TV, you will probably want to run an original Wii through a scaler, as composite or SCART inputs on modern HDTVs — if they even have them any more, which I'm sure some models don't — are complete cack.

pexels-photo-28978363.jpeg
Photo by Mahmoud Yahyaoui on Pexels.com

Speaking of standard definition, this brings us onto the other worthwhile investment: a PlayStation 2. Again, you can actually run one of these through component cables — and even get an actual high-definition signal with a few very specific games — but you will probably want to also grab yourself a scaler if you take your PS2 gaming seriously. And you should take your PS2 gaming seriously, as the system plays host to one of the richest, most diverse libraries of any system ever released, with titles ranging from bargain bin puzzlers to sprawling epic, cinematic affairs — and some of the best RPGs ever created. While the latter can command high prices these days, many PS2 games — and good ones! — can be picked up for not very much money, making it easy to build a library of stuff that will keep you busy for a good long while.

If you're feeling flush, an original Xbox and Nintendo Gamecube are worthwhile investments, as both have some nice exclusives and in the case of multiplatform games, Xbox and/or Gamecube versions are often superior to their PS2 counterparts. Do note, however, that original Xboxes sometimes need a bit of maintenance, and Gamecube games tend to be significantly more expensive than equivalent games on other platforms from the same period. Also be aware that the earlier models of Wii also play Gamecube games, so you may not even need to buy a separate Gamecube if you're lucky enough to track down one of those. (You can tell if you have one of those by if it has a removable panel with Gamecube controller ports underneath.)


Let's price a starter setup as outlined above from a hardware perspective:

£ 89.99 - Evercade VS-R
£264.00 - MiSTer Multisystem 2 (analogue-compatible model)
£ 47.99 - 512GB microSD card (price from Amazon 22/6/2026)
£110.00 - Xbox 360 250GB "E" model (unboxed from CEX 22/6/2026)
£ 65.00 - Nintendo Wii (unboxed from CEX 22/6/2026)
=======
£576.98

About half the price of the top-end Steam Machine, and between that lot, you should have access to more than enough games to keep you busy for a very long time indeed — and no need to spend half your life complaining about derivative triple-A trend-chasing, microtransactions, mandatory 50GB updates, lengthy install processes and shoehorned-in multiplayer modes.

Plus if you have friends over, they'll think your setup is super cool. And if they don't, question whether they really were your friends in the first place.


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 717: Putting down the Zilart https://imnotdoctorwho.moegamer.net/2026/05/25/oneaday-day-717-putting-down-the-zilart/ https://imnotdoctorwho.moegamer.net/2026/05/25/oneaday-day-717-putting-down-the-zilart/#respond Mon, 25 May 2026 21:00:07 +0000 https://imnotdoctorwho.moegamer.net/?p=37589 I have finally beaten both Final Fantasy XI's base story and its first expansion, Rise of the Zilart, which was released alongside the game when it first came west. This means that I have, at last, beaten the entirety of what most people seem to regard as "the original Final Fantasy XI story", since most … Continue reading #oneaday Day 717: Putting down the Zilart →

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I have finally beaten both Final Fantasy XI's base story and its first expansion, Rise of the Zilart, which was released alongside the game when it first came west. This means that I have, at last, beaten the entirety of what most people seem to regard as "the original Final Fantasy XI story", since most folks seem to consider Rise of the Zilart the actual conclusion to the story that begins when you start playing the game.

It's been a lot of fun thus far. I'm about 80 hours deep into the game, and I haven't really felt particularly "roadblocked" at any point. There have been two separate occasions where I have had help from higher-level players — once to open the "Three Mage Gate" I mentioned a few posts back, and once to help me with the fight against Siren as part of the Rhapsodies of Vana'diel series of missions that run parallel to all the main stories — but for the most part, I have successfully beaten and bashed my way through the game as a solo player using the computer-controlled "Trust" party members.

I thought I had reached a roadblock towards the end of the Rise of the Zilart storyline where you are presented with a chain of five difficult boss battles, and I was having real difficulty with a couple of them. As I'm playing a Warrior, I have been working on the assumption that I should be the main "tank", you see, and thus trying my best to ensure all enemies fixate their attention on my while my Trusts repeatedly punch them in the buttocks. This is, after all, the way things are in Final Fantasy XIV, even though mechanically the two games are otherwise quite different.

However, what I discovered in these difficult fights (the "Ark Angels" fights, to any FFXI veterans) is that being the sole human player and the main tank is not always desirable. Y'see, some high-level enemies have the ability to Charm you, and when that happens all your Trusts get unsummoned and the fight effectively resets. It's an instant "kill", in other words, and I really thought this was going to roadblock me.

Then I thought about things a bit, and wondered what might happen if I let one of the Trusts handle the tanking instead. Wouldn't you know it, those fights suddenly went much more smoothly. I could keep dealing damage — which, besides tanking, is the other thing FFXI Warrior is good at — while Trust-y Valaineral the Paladin took the brunt of everything the boss threw at a single target, including that pesky Charm. And, because I also had Kupipi the White Mage and King Of Hearts the Red Mage in my party, they cleansed that status off him pretty quickly. I only really came close to failing in one of the fights, where everyone got Silenced and Valaineral got knocked down because no-one could heal him. Thankfully, this happened late enough in the fight that the remaining party members, including me, were able to finish the job.

By contrast, the actual final boss of Rise of the Zilart was very easy indeed. Granted, I was probably a few levels higher than "intended" for this encounter — Final Fantasy XI isn't particularly rigorous about locking stuff to particular level restrictions, particularly in the main story sequences — but it was still pretty straightforward. Fun, though; it was satisfying to finally bring down a "big bad" who had been taunting me for some time.

Now I'm on to the Chains of Promathia expansion, which a lot of longtime players seem to think is one of the best bits. It makes the curious decision to base the early hours of its story around the level 30 mark, rather than assuming you would be at the level you're probably at around the conclusion of Rise of the Zilart — 75+ — but I assume that things ramp up pretty quickly, as the official "content guide" on the Final Fantasy XI website recommends the expansion as an activity for level 75+ players.

I'm really glad I've done this! I'm going to write a big, detailed article about my experiences over on MoeGamer when I'm finally done with everything I want to do in the game, but for now, my feelings are that, in terms of gameplay, progression and a general sense of adventure, this is actually one of the very best Final Fantasy games. Yes, it is the very epitome of a "guide dang-it" game, in which you will almost certainly not get very far without looking some stuff up, but the moment-to-moment gameplay, the overall sense of progression and the fact that it feels like a Final Fantasy game, arguably a lot more so than XIV, has really left me with a big grin on my face. I'm looking forward to seeing what the rest of the game has to offer.

I have played pretty much all day, though, so I should probably stop for now, though, right? Probably…


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 704: Vana'diel progress report https://imnotdoctorwho.moegamer.net/2026/05/12/oneaday-day-704-vanadiel-progress-report/ https://imnotdoctorwho.moegamer.net/2026/05/12/oneaday-day-704-vanadiel-progress-report/#respond Tue, 12 May 2026 22:41:34 +0000 https://imnotdoctorwho.moegamer.net/?p=37531 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 … Continue reading #oneaday Day 704: Vana'diel progress report →

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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!


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 699: Final Fantasy XI and the art of patience https://imnotdoctorwho.moegamer.net/2026/05/07/oneaday-day-699-final-fantasy-xi-and-the-art-of-patience/ https://imnotdoctorwho.moegamer.net/2026/05/07/oneaday-day-699-final-fantasy-xi-and-the-art-of-patience/#respond Thu, 07 May 2026 21:17:24 +0000 https://imnotdoctorwho.moegamer.net/?p=37518 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 … Continue reading #oneaday Day 699: Final Fantasy XI and the art of patience →

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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! https://imnotdoctorwho.moegamer.net/2026/05/05/oneaday-day-697-another-post/ https://imnotdoctorwho.moegamer.net/2026/05/05/oneaday-day-697-another-post/#respond Tue, 05 May 2026 19:07:59 +0000 https://imnotdoctorwho.moegamer.net/?p=37501 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 … Continue reading #oneaday Day 697: Another post! →

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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 https://imnotdoctorwho.moegamer.net/2026/05/05/oneaday-day-696-the-missing-day/ https://imnotdoctorwho.moegamer.net/2026/05/05/oneaday-day-696-the-missing-day/#respond Tue, 05 May 2026 18:56:04 +0000 https://imnotdoctorwho.moegamer.net/?p=37499 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 … Continue reading #oneaday Day 696: The missing day →

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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?


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 688: Cave dweller https://imnotdoctorwho.moegamer.net/2026/04/26/oneaday-day-688-cave-dweller/ https://imnotdoctorwho.moegamer.net/2026/04/26/oneaday-day-688-cave-dweller/#respond Sun, 26 Apr 2026 19:49:28 +0000 https://imnotdoctorwho.moegamer.net/?p=37452 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 … Continue reading #oneaday Day 688: Cave dweller →

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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.


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 679: Hold on to the night, there will be no shame https://imnotdoctorwho.moegamer.net/2026/04/17/oneaday-day-679-hold-on-to-the-night-there-will-be-no-shame/ https://imnotdoctorwho.moegamer.net/2026/04/17/oneaday-day-679-hold-on-to-the-night-there-will-be-no-shame/#respond Fri, 17 Apr 2026 22:56:22 +0000 https://imnotdoctorwho.moegamer.net/?p=37406 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 … Continue reading #oneaday Day 679: Hold on to the night, there will be no shame →

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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…


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 663: Ten of my favourite Evercade cartridges https://imnotdoctorwho.moegamer.net/2026/04/01/oneaday-day-663-ten-of-my-favourite-evercade-cartridges/ https://imnotdoctorwho.moegamer.net/2026/04/01/oneaday-day-663-ten-of-my-favourite-evercade-cartridges/#respond Wed, 01 Apr 2026 20:00:32 +0000 https://imnotdoctorwho.moegamer.net/?p=37325 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 … Continue reading #oneaday Day 663: Ten of my favourite Evercade cartridges →

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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…


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#oneaday Day 662: Nexus announcement day https://imnotdoctorwho.moegamer.net/2026/03/31/oneaday-day-662-nexus-announcement-day/ https://imnotdoctorwho.moegamer.net/2026/03/31/oneaday-day-662-nexus-announcement-day/#respond Tue, 31 Mar 2026 23:02:37 +0000 https://imnotdoctorwho.moegamer.net/?p=37319 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, … Continue reading #oneaday Day 662: Nexus announcement day →

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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.


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#oneaday Day 628: Return to UFO 50 https://imnotdoctorwho.moegamer.net/2026/02/25/oneaday-day-628-return-to-ufo-50/ https://imnotdoctorwho.moegamer.net/2026/02/25/oneaday-day-628-return-to-ufo-50/#respond Wed, 25 Feb 2026 23:31:09 +0000 https://imnotdoctorwho.moegamer.net/?p=37209 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 … Continue reading #oneaday Day 628: Return to UFO 50 →

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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.


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#oneaday Day 625: It sucks to see someone defeated https://imnotdoctorwho.moegamer.net/2026/02/22/oneaday-day-625-it-sucks-to-see-someone-defeated/ https://imnotdoctorwho.moegamer.net/2026/02/22/oneaday-day-625-it-sucks-to-see-someone-defeated/#respond Sun, 22 Feb 2026 23:25:34 +0000 https://imnotdoctorwho.moegamer.net/?p=37203 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 … Continue reading #oneaday Day 625: It sucks to see someone defeated →

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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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#oneaday Day 624: Revisionist gaming history https://imnotdoctorwho.moegamer.net/2026/02/21/oneaday-day-624-revisionist-gaming-history/ https://imnotdoctorwho.moegamer.net/2026/02/21/oneaday-day-624-revisionist-gaming-history/#respond Sat, 21 Feb 2026 21:48:33 +0000 https://imnotdoctorwho.moegamer.net/?p=37199 A few weeks back, someone started an argument with me about Final Fantasy VIII. They asserted that everyone had always hated Final Fantasy VIII, and that I was somehow wrong for remembering that my friends and I were super-hyped for it, enjoyed it immensely when it came out, and that reviews of the time were … Continue reading #oneaday Day 624: Revisionist gaming history →

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A few weeks back, someone started an argument with me about Final Fantasy VIII. They asserted that everyone had always hated Final Fantasy VIII, and that I was somehow wrong for remembering that my friends and I were super-hyped for it, enjoyed it immensely when it came out, and that reviews of the time were also very kind to it. Review scores aren't the be-all and end-all, of course, but they do act as a pretty good barometer of roughly how positive the critical reception for a given title was.

I bowed out of the conversation early on because it was pretty clear from the outset that the person attempting to start this argument was not going to listen to any viewpoint other than their own, even when it was coming from someone who lived through the experience of that game coming out, and they just wanted to hate on something that had, in recent years, become fashionable to bash.

Now, I'm not going to attempt to convince you one way or the other about Final Fantasy VIII at this point. It's one of those games that you either "get" or you don't, and I don't blame anyone who doesn't "get" it. But to extend "I don't get this" out to "everyone everywhere always hated this" is ridiculous. It's absolute revisionist history, and it's something that drives me absolutely bonkers about online discourse over video games these days.

It happens with more recent games, too. Take Mario Kart World, a game which does some really interesting things with the Mario Kart formula, and one which is designed with so much polish that I really can't take anyone who says it is a "bad" game seriously. And yet to some folks it is "the worst Mario Kart there has ever been" and, again, "everyone hated it". No, no they did not.

Or another example: I saw a post just this evening that implied that The Legend of Zelda: Echoes of Wisdom was a bad game, primarily due to the fact that none of the original team who worked on the first ever The Legend of Zelda game (which is celebrating an anniversary milestone right now) worked on it. I take two issues with this: one, that everyone who worked on the original The Legend of Zelda is probably either an old man or dead at this point, and thus should be left to get on with their life in peace, and two, Echoes of Wisdom wasn't a bad game! Not even a little bit!


EDIT: The account in question has since clarified that they meant it was "sad" that Echoes of Wisdom was the first game without any of the original team that was involved, not that they thought it was a "sad" game due to it not being any good. I have left the preceding paragraph as-is to take ownership of my own misunderstanding — and to acknowledge that I wasn't alone in it, hence the account's clarification of what they said.


And don't even get me started on Final Fantasy XIII.

There is one thing that all these examples have in common, though, and that is the fact that all of them do something different to what is expected as "the norm" in their respective series. For Final Fantasy VIII and XIII, this should be no surprise to anyone who has ever paid attention to the series and its core philosophy of "if it's not new, it's not Final Fantasy" (as I wrote about nearly ten years ago right here), but, to this day, people are confused by the fact that Final Fantasy VIII and XIII are very unconventional in a lot of ways. (Interestingly, very few people seem to have a problem with Final Fantasy XII these days, despite, in many ways, it being a way more significant disruption from the series "usual format" than many other entries.)

For Mario Kart World and Echoes of Wisdom, those two games were always in a bit of a no-win situation. Do something the same as previous games and they would be regarded as pointless and unambitious. Do something a bit different, as they both did, and people complain that they're not like all the other games in the series! Seriously daft.

The most annoying thing about this constant revisionist history is that it makes it impossible to have sensible discussions about these games. Pretty much as soon as it became clear someone was spoiling for a fight over having the "correct" opinion about Final Fantasy VIII (and what "everybody" thought of it, apparently), the entire thread derailed and became impossible to have a reasonable discussion in. Anyone who attempted to highlight the things that they, in fact, liked about it was shouted down, and it just became pointless to even try. I've seen enough threads like that in my time to know that it really wasn't worth trying in the first place, which is why I bowed out of it early.

When it comes to Final Fantasy VIII, I'll just leave you with one little story from my past. In the period between Final Fantasy VII and Final Fantasy VIII coming out, our friendship group had a perpetually running joke with the local computer shop owner, in which literally every time we went in there (and we went in there a lot), we would ask him if he knew when Final Fantasy VIII was coming out, to which he would reply by mumbling something mostly incoherent about "stocks". This became such a notorious exchange among our friendship group that during our obsession with the Klik and Play games-making software, one of our number immortalised the discussion in his project Resident Evil EX, by incorporating a fully-voiced scene in which the protagonist, Agent Wesley Wilson, would walk into a computer store in the in-game mall, ask if the shopkeeper knew when Final Fantasy VIII was coming out, to which he would reply "asfhgblaskbkljblkl stocks".

That's how excited we were for Final Fantasy VIII to come out. And when it eventually did come out, I had people in my university room almost every night to come watch and see what would happen next.

So don't fuckin' tell me that "everyone always hated" something. Because, inevitably, it isn't true. In pretty much every instance like this, what the person saying that "everyone always hated" something means is "I didn't really like this" and "I'm unwilling to entertain the possibility that anyone else did".


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 618: Triple threat https://imnotdoctorwho.moegamer.net/2026/02/15/oneaday-day-618-triple-threat/ https://imnotdoctorwho.moegamer.net/2026/02/15/oneaday-day-618-triple-threat/#respond Sun, 15 Feb 2026 20:56:20 +0000 https://imnotdoctorwho.moegamer.net/?p=37186 Had a productive weekend of making some videos. There are three new ones on the way soon, and I've got another Wolfenstein one with its voiceover recorded that just needs assembling into some sort of shape. For the upcoming videos, there's a couple of Master System games involved. The Sega Master System is a platform … Continue reading #oneaday Day 618: Triple threat →

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Had a productive weekend of making some videos. There are three new ones on the way soon, and I've got another Wolfenstein one with its voiceover recorded that just needs assembling into some sort of shape.

For the upcoming videos, there's a couple of Master System games involved. The Sega Master System is a platform that I'm very fond of that doesn't get nearly enough love — and which I haven't spent nearly enough time fiddling with, either. So these two games will likely be the first of many in total. I'm looking forward to exploring the library further, because as a Japanese console that was particularly popular in Europe and failed to make any sort of impact whatsoever in America, it's a thoroughly interesting platform.

It's one of those situations where I'm not entirely sure why it never broke America, either. In technical terms, it's quite a bit better than the NES, but as numerous generations of console hardware dominated by Nintendo have shown, it's not always the most powerful system that wins the race. You've gotta have the games, you've gotta have the cultural penetration, and you've gotta have a lot of luck.

I guess one could argue that the NES has more "iconic" games — there are three Super Mario Bros. games alone on it — but the Master System has some solid versions of Sega arcade classics, and some truly excellent Sonic the Hedgehog games. While not as fancy-looking and sounding as their 16-bit counterparts, many argue that the Master System Sonic games are, in fact, the better entries in the series. I haven't quite made my mind up in that regard — I do love a 16-bit Sonic — but I do know from covering a huge heap of Sonic games a few years back on MoeGamer that the 8-bit Sonic games are very good indeed. (Just avoid the Game Gear version of Sonic the Hedgehog 2.)

Anyway, the Master System games I covered today come from two extremes of the "spectrum", if you want to call it that. There's one game that I imagine is pretty readily available for not much money (although interestingly CEX doesn't appear to have it listed) and another that is notoriously rare and expensive. After beating it in half an hour today, I'm glad I haven't spent £400 on it. It was fun for that half an hour, at least.

So yeah. Those videos, along with an Atari 8-bit port of a true classic, are on the way for the coming week. Watch out for them and please enjoy them when they're live! Or don't, if you don't want to, particularly after what I said yesterday. But it'd be nice if you did. My channel's over here, if you've never paid it a visit.


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#oneaday Day 611: The sad loss of the Olympic video game https://imnotdoctorwho.moegamer.net/2026/02/08/oneaday-day-611-the-sad-loss-of-the-olympic-video-game/ https://imnotdoctorwho.moegamer.net/2026/02/08/oneaday-day-611-the-sad-loss-of-the-olympic-video-game/#respond Sun, 08 Feb 2026 20:27:06 +0000 https://imnotdoctorwho.moegamer.net/?p=37121 I've always been extremely fond of Olympics-themed video games, ever since I played titles like Epyx's Summer Games and Activision's Decathlon on the Atari 8-bit. I haven't always kept up with all of the Olympic releases over the years, but I have added a few to my collection in more recent years. And I'm a … Continue reading #oneaday Day 611: The sad loss of the Olympic video game →

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I've always been extremely fond of Olympics-themed video games, ever since I played titles like Epyx's Summer Games and Activision's Decathlon on the Atari 8-bit. I haven't always kept up with all of the Olympic releases over the years, but I have added a few to my collection in more recent years. And I'm a bit sad, as the Winter Olympics are unfolding at the time of writing, that the official Olympic video game is no more. At least, on consoles and PC; I believe for the last Olympics, there was some horrible mobile game that looked like absolute microtransaction-riddled garbage. So that's the end of that, I guess.

I'm not sure exactly what it is I like so much about these multi-disciplinary sports games. They are, in essence, just a collection of minigames, and some don't get more adventurous than asking you to tap a button or waggle a joystick very fast. But I have always enjoyed them a lot — at least in part because they tend to simulate sports that you don't otherwise get much of an opportunity to engage with in the video game space.

One of my favourite Olympics video games was Sega's official Tokyo 2020 game — released just before the COVID-19 pandemic hit and the "real" Tokyo Olympics were postponed. This was a huge amount of arcade-style fun, made all the better by the fact that you could create custom characters. Yes, multiple; while you spent most of the game playing as your one "main" athlete, you could also create a team of other athletes who would show up in events that required multiple participants, such a rugby sevens, soccer, judo and suchlike.

What made this even more fun is that Sega decided to err on the side of "silly" to a certain extent, so these characters were somewhat cartoonish in their proportions, and you could unlock and dress them up in all sorts of thoroughly silly outfits as well as vaguely plausible athletic gear. If you wanted someone to enter the swimming competitions dressed like a spaceman, you absolutely could do that.

These games were always great fun with friends, too. While it's been a very long time since I had the opportunity to play one of these games with other people, I have very fond memories of enjoying them together when I was younger.

One of my favourite memories in this regard was the first time I went up to the Edinburgh Festival with the university theatre group. On my first night there, I felt like I might have made a bit of a mistake coming along, because my social anxiety was making it enormously difficult to involve myself with the other members socialising. I actually ended up sitting up late, in tears, over the whole situation.

Yes, I know I said this was a "favourite" memory; I'm getting to that.

Two of the theatre group members found me in the corridor being thoroughly sorry for myself and took pity on me. They sat with me, helped reassure me that people did like me and appreciated my presence, and then they played some International Track and Field on PlayStation with me. I chose to play as Germany, and attempted to enter my name as "HELMUT" because I thought that was funny, but there were only enough letters to put "HELMU". My nickname within Theatre Group remained "Helmu" for several years, until it was replaced with "Beast Man". That's probably a story for another day.

Anyway, I will always be extremely grateful to those two lovely people from Theatre Group — known colloquially to everyone as Stiffy and Des — for taking the time to bring me under their wings. That night, I actually stayed in their room instead of the one I'd been assigned, and it was enormously comforting. It was definitely a turning point, and means that International Track and Field, as relatively a minor part as it had played in proceedings, will always be rather special to me.

That got well off the point, didn't it? But still. I like Olympics games, be they summer or winter-themed, and I think what we have there is definitive proof that they can bring people together — just like, in theory, the real Olympics.


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 597: The MiSTer as reference library https://imnotdoctorwho.moegamer.net/2026/01/25/oneaday-day-597-the-mister-as-reference-library/ https://imnotdoctorwho.moegamer.net/2026/01/25/oneaday-day-597-the-mister-as-reference-library/#respond Sun, 25 Jan 2026 22:05:34 +0000 https://imnotdoctorwho.moegamer.net/?p=35274 One of my favourite purchases in recent memory is the MiSTer Multisystem 2 from Heber, which is an all-in-one console designed around the open-source MiSTer framework. If you're unfamiliar, this is a specification for hardware-based emulation of classic computers and games consoles, using a technology called FPGA. The advantage of FPGA is that it produces … Continue reading #oneaday Day 597: The MiSTer as reference library →

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One of my favourite purchases in recent memory is the MiSTer Multisystem 2 from Heber, which is an all-in-one console designed around the open-source MiSTer framework. If you're unfamiliar, this is a specification for hardware-based emulation of classic computers and games consoles, using a technology called FPGA. The advantage of FPGA is that it produces much more accurate results than typical software emulation, and thus it is a good substitute for original hardware, particularly if you're going to go the whole hog and use analogue CRT displays.

I think the most valuable thing about the way I've set mine up is that it is now effectively an interactive reference library of video games from the Atari 2600 right up until the PS1, N64 and Saturn. I invested in a large amount of external storage early on precisely so I could load it up with absolutely everything I might ever want (and quite a lot of things I will probably never want) and thus never have to worry about tracking down ROMs and disc/disk images ever again. (Until I discover a New Favourite Console, of course. Which has been known to happen.)

This is a useful resource both for my own curiosity and for my day job. We're working on something thoroughly interesting in the latter regard right now — no, you won't get any hints here — and an important part of that is ensuring that the project is accurate to the original version. Having the MiSTer Multisystem 2 up and running right next to me in my study means that, at a moment's notice, I can flip it on, check something and capture video for my colleagues to compare to. This is a good thing.

Having a storage device full to bursting with ROMs and disc/disk images, of course, runs the risk of the dreaded "analysis paralysis". But at the same time, if someone says something like "oh, I used to really like Enduro Racer on the Master System", I can pull that up and check it out immediately, knowing that the experience I'm having is authentic to the original hardware, and all without having to swap around cables, power adapters and controllers.

I have a lot of original hardware, which I like owning. But pretty much all of it is now primarily on display on the shelves rather than being used directly — because with very few exceptions, the MiSTer Multisystem 2 works just as well as the "real thing", with little in the way of compromise. And some improvements in some cases; it's absolutely no contest between a modern 8bitdo controller and the dreadful original Sega Master System joypad.

The one thing that is a compromise is the tactile nature of using original computers. Different computers had their own different case designs and keyboards, and thus a distinctive feel to using them. I have the 8bitdo mechanical C64-style keyboard as a suitably "retro" input device for computers, and it's great — but it does mean I miss out on little things like the distinctive shape of the Atari ST's function keys or the unique keys on certain systems' keyboards. (And documentation on exactly what these unique keys are mapped to on a modern keyboard is remarkably lacking, it has to be said!)

You also, of course, miss the fun tactile aspect of working with physical media. There's still something undeniably lovely about putting a cartridge in a slot or loading up a disk and listening to the whirr-snark of a floppy drive, and it will be a sad day when no-one remembers doing that. But with original hardware — particularly floppy disks — becoming more unreliable and prices for second-hand copies of retro games going through the absolute roof, at this point attempting to collect games for old computers and consoles feels like a complete waste of money.

Meanwhile, I have not regretted a single pound I have spent on my MiSTer setup. And, with any luck, given the lack of moving mechanical parts in it, it will last for a good long while, too.


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 587: Why are you doing that? https://imnotdoctorwho.moegamer.net/2026/01/15/oneaday-day-587-why-are-you-doing-that/ https://imnotdoctorwho.moegamer.net/2026/01/15/oneaday-day-587-why-are-you-doing-that/#respond Thu, 15 Jan 2026 22:02:12 +0000 https://imnotdoctorwho.moegamer.net/?p=35233 One thing I find quite interesting when looking at games from over the years is contemplating how, as time has gone on, we have become a lot more preoccupied with the "why" of what we are doing in a game than in the past. And, as part of these contemplations, I've come to realise that … Continue reading #oneaday Day 587: Why are you doing that? →

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One thing I find quite interesting when looking at games from over the years is contemplating how, as time has gone on, we have become a lot more preoccupied with the "why" of what we are doing in a game than in the past. And, as part of these contemplations, I've come to realise that games which don't really give you much of a "why" beyond "this is what the game is" actually have their own very distinct appeal.

As a case in point, I've been playing some Nintendo 64 "collectathon" platformers recently. This is a type of game that very much fell out of favour at some point between the PlayStation/Saturn/Nintendo 64 era and the PlayStation 2/Xbox/Gamecube age. There are still some folks making games like that — most notably Nintendo — but they are by no means as common as they used to be. And a lot of it, I think, comes down to the apparent expectation that everything must have some sort of narrative context or justification.

Now, I'll hold my hands up here and say that, in the past, I have been guilty of thinking that pretty much every game would be better if it had some sort of narrative context. In the earliest days of this blog, back when the people behind WordPress gave a shit about their community rather than going all-in on AI or whatever shit they're up to at the minute, I even had a post featured for making this very argument specifically about racing games — blissfully unaware, as I was at that point, of Namco's PC Engine conversion of their arcade game Final Lap Twin and the fact they added a Pokémon-ass RPG to it. I do actually still think there's scope for racing games with stories, but I also don't think all racing games need stories — and those which do have stories had better have bloody good ones if they expect me to sit through them rather than skipping right to the racing.

Err, what was I saying? Oh, right. Games didn't always feel the need to justify the things you were doing in the game in terms of narrative. Collectathon platformers are, in many ways, the quintessential example of this: they have characters, a world and indeed a plot, but none of those get in the way of the core "point" of the game: solving puzzles and overcoming challenges to acquire shiny things that let you access more of the game. No-one ever gave a shit about why Mario was collecting Power Stars in Super Mario 64, they just knew that he had to collect Power Stars, and that was enough.

This is one of the things I found quite refreshing about Donkey Kong Bananza recently. That's a game that strikes a very good balance between having an unfolding story and just giving you a basic objective to complete before getting out of your way and letting you accomplish it. For the vast majority of your time in Donkey Kong Bananza, you are looking for Banandium Gems. It doesn't matter why. Donkey Kong wants them, and that means you want them. That's all that matters. That's all that needs to matter.

I'm not saying that games with plots have no place. Hell, you know me, I'll gladly bury my head in a 100+ hour RPG, particularly if it makes me cry at least once along the way. But sometimes it's nice to play a game that is less concerned with wanting to be taken seriously as a great work of art or a masterpiece of characterisation and worldbuilding, and more with being a fun toy that just feels good to fiddle with.

I could have probably phrased that better. But I'm leaving it like that now, deliberately. And I'm off to go and acquire some more shiny things.


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 572: Some stuff I've written this year - Evercade edition https://imnotdoctorwho.moegamer.net/2025/12/31/oneaday-day-572-some-stuff-ive-written-this-year-evercade-edition/ https://imnotdoctorwho.moegamer.net/2025/12/31/oneaday-day-572-some-stuff-ive-written-this-year-evercade-edition/#respond Wed, 31 Dec 2025 12:57:27 +0000 https://imnotdoctorwho.moegamer.net/?p=35170 As you may or may not know, I work for Blaze Entertainment on the Evercade retro gaming console. I write the manuals for the cartridges, and I also put out a variety of digital Stuff to support our releases, much of which ends up on the Evercade blog and YouTube channel. So today, the last … Continue reading #oneaday Day 572: Some stuff I've written this year - Evercade edition →

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As you may or may not know, I work for Blaze Entertainment on the Evercade retro gaming console. I write the manuals for the cartridges, and I also put out a variety of digital Stuff to support our releases, much of which ends up on the Evercade blog and YouTube channel. So today, the last day of 2025, I'm going to share the stuff I've written for the Evercade blog. 'Cause I bet you haven't read it, have you? Hmmmmm?

What's on the Cart? Indie Heroes Collection 4

The "What's on the Cart?" posts are intended as a preview of upcoming cartridges, but they also provide a nice summary of everything that's on a particular cartridge. We kicked off 2025 with Indie Heroes Collection 4, which included 11 games, many of which were released through our "Game of the Month" programme in 2024. That's where for a hefty chunk of the year, Evercade devices play host to a game that any owners can play for free, even if they don't own the cartridge it's usually on. We've used this system to showcase both new indie titles (which end up on the Indie Heroes cartridges) and games from the system's back catalogue.

Indie Heroes Collection 4 is a fun compilation. Some of the individual games had a bit of a "meh" response from the community when they came up as Game of the Month, but the cartridge as a whole has proven to be quite well-regarded thanks to a few particular standout titles — notably the arcade-style Dig Dug/Bomberman fusion that is Murtop, the point-and-click adventure Batty Zabella and the excellent platformer Flea!2.

Golden Oldies: Data East Collection 1

To go along with the "What's on the Cart?" previews, we also kicked off a similar retrospective series looking at cartridges from the back catalogue that are still available. One of the most popular from the Evercade launch lineup is Data East Collection 1, which includes some absolute bangers like Burnin' Rubber, Magical Drop 2, Side Pocket and Midnight Resistance. This is one of my personal favourite cartridges from the library, so I was more than happy to give it a bit of love.

Evercade features update: March 2025

Although Evercade is a plug-and-play system, we add new features to it through firmware updates throughout the year — typically after fan requests for such features, but also just because we think they'll be cool. In March of this year, we introduced DIP switch support for arcade games, which allows you to customise the difficulty of games on the purple arcade cartridges. This was, as you might expect, rather well-received!

Highlight of the Month: Midnight Resistance

This year, we switched the indie-centric Game of the Month for Highlight of the Month, a showcase of games from our back catalogue of cartridges that are still available. The opening salvo was Data East's excellent Midnight Resistance, a top-tier 16-bit run-and-gun title with a killer soundtrack.

Highlight of the Month: Zool

We followed this up with Gremlin's high-speed platformer Zool, who is not an ant. He is a ninja from the Nth dimension!

What's on the Cart? NEOGEO Arcade 1

We teased NEOGEO coming to Evercade at the end of last year, and this year we released our first three NEOGEO Arcade cartridges. The first of these, imaginatively titled NEOGEO Arcade 1, features Metal Slug, The King of Fighters 2000, Sengoku and more, and it proved to be immensely popular! Given that original format NEOGEO cartridges have always commanded a hefty sum ever since they were new, this cart is solid value for some truly excellent games.

The Evercade Easter Egg hunt

A bunch of classic games have hidden features, known as Easter eggs, because you're supposed to hunt for them, see? In this piece, we explore some of the best examples available on Evercade, including hidden games, sneaky programmer credits and more. Plus the Evercade system itself has a bunch of hidden Easter eggs, too!

What's on the Cart? Atari Arcade 2

With Atari's acquisition of the properties that originally belonged to Stern Electronics, they suddenly had a bunch more games available to license, including all-time classics like Berzerk, interesting rarities like Rescue and Maze Invaders, and the excellent Tazz-Mania, a game I'd never heard of before, but which is now one of my favourite arcade blasters. This post takes a quick look at the 10 games on this fun cartridge that will particularly appeal to those who appreciate early '80s arcade games.

Highlight of the Month: Old Towers

The next Highlight of the Month was Old Towers, an excellent "modern retro" indie game with a simple premise and execution, but a series of increasingly challenging puzzles for you to contend with. This game is a fine showcase of the sort of stuff publisher Mega Cat Studios puts out, and, while relatively short, puts up a stiff challenge while it lasts.

What's on the Cart? Windjammers, Karnov & Friends

We broke from our usual naming convention for this one because we figured that no-one would know who "PAON" were. These games were originally published by Data East, but we couldn't call it Data East Arcade 3 because the rights for the Data East name and mark are with a different company to that which holds these five games. Isn't licensing fun? Anyway, this cartridge sneakily marked our first NEOGEO game, releasing a little while before the first NEOGEO Arcade cartridge came out, and features some fan favourites. Although Windjammers and Karnov are the best-known games on this cart, don't sleep on the relatively little known Vapor Trail and Rohga: Armor Force, as both are spectacular shoot 'em ups.

Evercade Features Update: 5th anniversary edition

This year marked the fifth anniversary of Evercade, a console which successfully released in the middle of the COVID-19 pandemic and which has continued to thrive in its niche ever since. For the occasion, we put out a hefty firmware update including a variety of cool features, including a brand new hidden game!

Highlight of the Month: Alligator Hunt

Highlight of the Month continued with this exciting gallery shooter from Gaelco, in which two skateboarding kids blast into space to do battle with alligator-like aliens.

Evercade Game Spotlight: Roguecraft DX

One of my favourite releases of the year was Roguecraft DX, an enhanced and expanded version of a new Amiga game that first came out last year. We worked closely with the guys at Badger Punch Games to make the Evercade version the definitive way to enjoy this game, and we absolutely succeeded.

Highlight of the Month: Worms

We helped Team17 celebrate Worms Armageddon's anniversary with a showcase of the Mega Drive version of the original Worms. This version is a good, simple way in to a classic series that gets more complex with later installments.

What's on the Alpha? TAITO edition

We released the third of our Evercade Alpha bartop arcade units this year, this time themed around TAITO games. In this piece, I took a look at the included games that are built-in to the machine.

Evercade Game Spotlight: Alcon

As part of Toaplan's 40th anniversary celebrations, I put out a few Evercade Game Spotlight pieces on some favourite games from this developer's back catalogue. Alcon is a personal favourite, featuring deliberate pacing and a player-controlled power-up system.

Evercade Game Spotlight: FixEight

Toaplan's anniversary celebrations continue with a look at their second run-and-gun title, FixEight, the follow-up to Out Zone. This is one of Toaplan's most accessible games, and well worth a playthrough for its sheer ridiculousness.

Highlight of the Month: Truxton

Following on from the anniversary celebrations, the next Highlight of the Month was Toaplan's classic vertically scrolling shoot 'em up, Truxton. This is a hard game, but an immensely rewarding one once you get to grips with it. You'll need practice and memorisation, though!

Highlight of the Month: Flea!

Since Flea!2 appeared on Indie Heroes Collection 1 at the start of the year, we thought it would be nice to showcase the original. So we did!

What's on the Cart? The Llamasoft Collection

In our most packed cartridge to date, we brought you 27 Llamasoft classics in The Llamasoft Collection, including the first VIC-20 and Atari ST games on Evercade! Having grown up with Jeff Minter games, I love this cartridge, although it's a shame we weren't able to squeeze the Atari 8-bit version of Attack of the Mutant Camels in there.

Golden Oldies: Irem Arcade 1

Irem Arcade 1 is a fan favourite that unfortunately our license is expiring for next year, so we thought it would be a good time to celebrate the wonderful games in this collection, including classics like R-Type and Moon Patrol, plus lesser-known hits like In the Hunt and Lightning Swords.

Evercade Features Update: October 2025

A relatively small update for October 2025, but including a couple of highly requested features: the ability to reset saved high scores for arcade games, and a "suspend save" feature for Roguecraft DX, allowing you to leave a game half-finished and pick it up again later.

Batty Zabella: Full Walkthrough and Guide

I'm generally quite down on sites using "guide content" as SEO bait, but I must admit I do enjoy writing a good guide. So in time for Halloween, I thought I'd give people a helping hand with the excellent Batty Zabella from Indie Heroes Collection 4.

Highlight of the Month: Mr. Gimmick

Sunsoft's hard-as-nails platformer was the next Highlight of the Month, giving everyone the opportunity to enjoy the excellent music on the first level, at the very least. I managed to get a bit further in order to take some screenshots!

What's on the Cart? Activision Collection 1

For me, Activision Collection 1 is one of our most exciting releases, as these games haven't had a standalone rerelease since the PlayStation 2 era. I also love these games — particularly River Raid, MegaMania and Crackpots, plus I've discovered an appreciation for Demon Attack now, too.

What's on the Cart? Rare Collection 1

A surprise announcement for many was our partnership with Rare, bringing together a selection of the company's finest home computer, console and arcade titles. Yes, you can finally play Jetpac and Sabre Wulf on Evercade! Also Battletoads, R.C. Pro-Am and the Conker game from before he went all naughty.

Highlight of the Month: The Astyanax

The final Highlight of the Month for the year was Jaleco's The Astyanax, a platform action game in which you wield a powerful fire axe as you attempt to defeat an evil wizard. Capturing footage and screenshots for this game gave me a new appreciation for it, since it's one I hadn't spent a lot of time with up until now.

Activision Collection 1: Words from the Designers

We didn't have room to include all the "letters from the designers" in the Activision Collection 1 manual, so I reprinted them here.

Evercade Game Spotlight: Atic Atac

I'm always keen to help people understand more complex, tricky retro games — particularly those which I've only just learned how to play properly myself. In this article about Atic Atac by Rare's predecessor, Ultimate Play the Game, I outline exactly what it is you're supposed to do and even provide some maps!

Evercade Game Spotlight: Knight Lore

Then I went and did the same for pioneering isometric adventure Knight Lore. I may suck at the game, but at least I know what you're supposed to do now.


And that's your lot for this year! I hope you've enjoyed these digests of my posts from the year gone by, and if I don't hear from you before the time comes, a very happy new year to you all.


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 571: Some stuff I've written this year - MoeGamer edition (Part 2) https://imnotdoctorwho.moegamer.net/2025/12/30/oneaday-day-571-some-stuff-ive-written-this-year-moegamer-edition-part-2/ https://imnotdoctorwho.moegamer.net/2025/12/30/oneaday-day-571-some-stuff-ive-written-this-year-moegamer-edition-part-2/#respond Tue, 30 Dec 2025 14:35:58 +0000 https://imnotdoctorwho.moegamer.net/?p=35166 Continuing on from yesterday, let's continue recapping the stuff I posted over on MoeGamer this year, shall we? Yes, we shall. Cyclopean: The Great Abyss – Ultima meets Lovecraft In this piece, I explore a game that an independent developer sent me a copy of. Inspired heavily by both classic computer role-playing games such as … Continue reading #oneaday Day 571: Some stuff I've written this year - MoeGamer edition (Part 2) →

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Continuing on from yesterday, let's continue recapping the stuff I posted over on MoeGamer this year, shall we? Yes, we shall.

Cyclopean: The Great Abyss – Ultima meets Lovecraft

In this piece, I explore a game that an independent developer sent me a copy of. Inspired heavily by both classic computer role-playing games such as the Ultima series and the works of H.P. Lovecraft, this is a lovely, atmospheric retro-style RPG that is easy to pick up and play, but tricky to master. The developer is currently working on a sequel.

Payment processors' control over the arts has to stop

A story broke this year that Visa and Mastercard are seemingly trying to prevent consenting adults from choosing what they spend their money on. Specifically, both companies have been making it very hard for anyone with the slightest connection to sexually explicit (or, in some cases, provocative) entertainment to make a living. It's crazy to think that I posted this back in July, and the situation is still ongoing, with seemingly no resolution in sight.

Old Skies: Wadjet Eye in top form

This is one of the best games I played this year, and the game that caused me to think that, once and for all, the point-and-click adventure sector is in an even better space today than it was back in its supposed LucasArts and Sierra-led "golden age" of the late '90s.

No Sleep for Kaname Date: A meeting of the minds

I adore the first two AI: The Somnium Files games, so I was excited that a third one was coming. I ended up not loving this one quite as much as the first two, but it's still pretty solid, and the new mechanical elements in the escape room sequences are a great addition to the overall formula. It just didn't come together quite as well as the prior two — perhaps because series creator Uchikoshi was a little more hands-off with this one.

Arzette: The Jewel of Faramore – more than just a mockery

I was immediately intrigued by Arzette: The Jewel of Faramore and the fact it was paying homage to two notoriously not-very-good games. I was even more surprised that it was actually a very good game in its own right. Poking gentle fun at its source material while correcting all their annoyances, this was a real pleasure to play through.

Ara Fell: elves vs vampires

I've had a double-pack of this game and its spiritual successor Rise of the Third Power on my shelf for ages, so I decided while we were away on holiday, I was finally going to play them. And I had a really lovely time! Ara Fell adopts an interesting quasi-open world approach and is an immensely rewarding, engaging experience.

Rise of the Third Power: like FFVI never left

Rise of the Third Power, spiritual successor (but not "sequel") to Ara Fell, is one of the best story-centric RPGs I've played for a long time. Brilliant characterisation, stirring music — all the more remarkable considering it was drawn from royalty-free libraries rather than specifically composed — and a wonderfully engaging story make this a highly memorable game that I highly, highly recommend.

Master Detective Archives: Rain Code – what price justice?

Although it gets a little bogged down in itself over the course of its complete runtime, this murder mystery adventure from the Danganronpa creator was nonetheless a compelling, entertaining thrill ride, set in a thoroughly fascinating setting and, in true Danganronpa tradition, presenting some immensely stylish, abstracted takes on the "mechanics" of investigation and deduction.

Lumines Arise, the art of sincerity and creating meaning without explicit narrative

It's easy to assume that the only games with real "meaning" are those that tell an explicit story. But sit down with Lumines Arise, a new take on a classic puzzle game developed by the same folks who did the incredible Tetris Effect, and you will feel very differently. This is a game that is designed to make you feel things while you play. And it's enormously successful at doing that. A truly wonderful experience.

Zelda's organic adventures

I started playing Tears of the Kingdom a little while back, and I am reminded of one of the things I liked so much about Breath of the Wild: the fact that the whole game is a series of little mini-adventures that you stumble across pretty much at random as you explore the world. This is a markedly distinct approach from the "hoover all the icons up off the minimap" structure that many other open-world games take, and it makes for a much more enjoyable game.

HORSES: much ado about nothing?

Notoriously banned from release on Steam, HORSES from Italian developer Santa Ragione is really not worth all the fuss there's been over it. It was an interesting experience, for sure, but you'll see more upsetting material on late-night TV.

Return to Castle Wolfenstein and my history with Nazi-blastin'

As I've noted a few times recently, I love Wolfenstein 3-D and its follow-up Spear of Destiny, but I've never played any of the Wolfenstein games that followed. I am now in the process of correcting this, so I wrote this after beating Return to Castle Wolfenstein: Tides of War on original Xbox. I had fun, though the game shows its age in a few places — in both good and bad ways.


And that's your lot for now. Tomorrow I will review my Evercade blog posts for the year… and then it will be 2026! Hurrah. Possibly. Here's hoping the new year is better than the old one… but I'm not holding out much hope at the moment. At least I have plenty of things to distract me, apparently!


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 569: Returned to Castle Wolfenstein https://imnotdoctorwho.moegamer.net/2025/12/28/oneaday-day-569-returned-to-castle-wolfenstein/ https://imnotdoctorwho.moegamer.net/2025/12/28/oneaday-day-569-returned-to-castle-wolfenstein/#respond Sun, 28 Dec 2025 20:48:59 +0000 https://imnotdoctorwho.moegamer.net/?p=35158 I have crossed something off my gaming To-Do list! Yes, I have beaten Return to Castle Wolfenstein, kicking off my exploration of The Bits of the Wolfenstein Series That Aren't Wolfenstein 3-D and Spear of Destiny. I wrote about my experiences over on MoeGamer if you'd care to check it out. I appreciate that doing … Continue reading #oneaday Day 569: Returned to Castle Wolfenstein →

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I have crossed something off my gaming To-Do list! Yes, I have beaten Return to Castle Wolfenstein, kicking off my exploration of The Bits of the Wolfenstein Series That Aren't Wolfenstein 3-D and Spear of Destiny. I wrote about my experiences over on MoeGamer if you'd care to check it out. I appreciate that doing one whole click is challenging and exhausting, so I will be very grateful if you successfully accomplish that.

Anyway, to summarise, I had a mostly good time with Return to Castle Wolfenstein. You can tell it's over 20 years old in numerous ways — both good and bad — but I had a mostly good time with it. I'm looking forward to investigating the rest of the series; I know the Machine Games stuff from more recent years is very well regarded for the most part, but I'm perhaps most intrigued by the Xbox 360 entry in the series, which doesn't seem to get talked about all that much. There may well be a reason for that — or it may just be that it sort of fell by the wayside a bit.

As you can see, I'm still enjoying my drawing tablet and Clip Studio Paint. Clip Studio Paint, I have discovered, has a strange quirk where it won't start unless you tell it to run in Windows 8 compatibility mode, but aside from that it seems to work great with my tablet, and it's a lot of fun to use. I've barely scratched the surface of it thus far, but I'm looking forward to experimenting with it a bit over the coming days, weeks, months, years. I can't promise an overly elaborate drawing every day, but there will be, at the very least, a stickman doodle drawn by hand rather than by mouse.

I have bought a copy of the new HeroQuest base set, First Light, and hopefully we're going to be putting that through its paces sometime soon. I'm interested to try this, as although it lacks some of the fancier features of the "big" base set (which is still available, and which I still might pick up a copy of) it has some notable new features, such as a double-sided board for variety in map layout, plus a unique series of 10 quests that are different from the standard ones included in the regular base set. For the unfamiliar, modern HeroQuest is a recreation of the MB Games version from the late '80s, but with all the Warhammer references removed, and with the Evil Wizard player being named "Zargon" instead of "Morcar". I believe this latter change is to bring the game in line worldwide, as the North American version of the late '80s version used "Zargon" as the Evil Wizard's name. He'll always be Morcar to me.

Modern HeroQuest has a whole bunch of expansions available, too, which is exciting. I'm going to resist splurging all my money on them immediately, but I'm hoping our prospective players will enjoy the game sufficiently to want to take on a reasonably lengthy campaign of quests — at the very least, the 10 from the base game, and hopefully onwards into an expansion or two. We shall see, though. As anyone who has attempted to run an ongoing game of something will know, these projects often start with good intentions but run out of steam unless someone steps up and keeps things running. I will likely be the one to do that in this instance, as I have been wanting people to play HeroQuest with regularly since… well, since the late '80s.

All right, that's about everything for today. It's been a nice quiet one at home for us today. We're out of food in the house and we've both been resisting going out in the cold to get something to eat, but we're going to have to do that eventually. In fact, I might go and do that now, because I'm getting a bit hungry and Andie is busily playing Final Fantasy XIV with her friends.

Food!


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#oneaday Day 563: My top 10 Evercade games for 2025 https://imnotdoctorwho.moegamer.net/2025/12/22/oneaday-day-563-my-top-10-evercade-games-for-2025/ https://imnotdoctorwho.moegamer.net/2025/12/22/oneaday-day-563-my-top-10-evercade-games-for-2025/#respond Mon, 22 Dec 2025 23:37:36 +0000 https://imnotdoctorwho.moegamer.net/?p=35138 It is, of course, my job to love and appreciate everything we release for Evercade — and for sure, there is not one single game from the library that I have not been able to "find the fun" with to date. But of course there are some that I like more than others. So in … Continue reading #oneaday Day 563: My top 10 Evercade games for 2025 →

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It is, of course, my job to love and appreciate everything we release for Evercade — and for sure, there is not one single game from the library that I have not been able to "find the fun" with to date.

But of course there are some that I like more than others. So in the spirit of all the "top 10" lists that are going around right now, I thought I would go through my 10 favourite Evercade games that we've released this year, drawn from all the cartridges we released in 2025: Indie Heroes Collection 4; Broken Sword Collection; Atari Arcade 2; Tomb Raider Collection 2; Gremlin Collection 2; Windjammers, Karnov & Friends; Roguecraft DX; NEOGEO Arcade 1; TAITO Arcade 1; TAITO Arcade 2; NEOGEO Arcade 2; NEOGEO Arcade 3; Activision Collection 1; Rare Collection 1 and The Llamasoft Collection.

DISCLAIMER: You are an intelligent person and I should not have to say this, but I am going to anyway. The following list represents my personal opinion and does not reflect any sort of professional judgement or the collective opinion of my employer. It should not be taken as any particular games or cartridges having received any sort of preferential treatment, either personally or professionally, nor that I have received any sort of incentive (financial or otherwise) from any of the license holders to feature their games on this personal blog that no-one reads. Also any cartridges that do not end up featured in this list does not mean I think those carts are shit, it means I have 10 slots and a lot more than 10 games to choose from.

Got that? All right, let's Top 10 this thing.

10. Twinkle Star Sprites

I think Twinkle Star Sprites was one of the first NEOGEO games I was ever introduced to, back when DotEmu did those absolutely terrible ports for PC a while back. I was sold on it by the promise of it being a blend of shoot 'em up and puzzle game — two genres I adore — and that is exactly what it provides: the frantic action of a shoot 'em up, combined with the competitive piece-matching, combo-building and garbage-throwing that is the competitive puzzle game genre.

It's a super-fun game, which I only put relatively low in these rankings due to the inevitable "arcade bullshit difficulty" that it pulls on the solo player from partway through proceedings. If you have the opportunity to challenge a friend, take it — there really is nothing quite like it.

9. Rohga: Armor Force

I'd never heard of this side-scrolling mech 'em up until we started work on the Windjammers, Karnov & Friends cartridge, but it quickly became a favourite with its gorgeous anime-inspired pixel art, its rocking soundtrack and its excellent gameplay.

Taking a strongly cinematic approach despite the relatively limited tech it's running on, Rohga: Armor Force is a thrill ride of a shoot 'em up that offers something just a little bit different from the norm. If you enjoy making things explode in a hail of bullets from a side-on perspective, this is definitely one you need to spend some time with.

8. Atic Atac

Atic Atac is a game that I played back in the day — I think on a friend's BBC Micro — and while I never understood what you were supposed to do in it back then, I found it immensely striking for a number of reasons: its top-down perspective; its personality-packed sprites; and the unusual "chicken" health bar, where your proximity to death is depicted by how picked clean of meat a chicken carcass is.

Now I know what you're actually supposed to do in Atic Atac, I like it even more. It's a nice evolution of the formula established in games like Atari's Adventure and Haunted House, and its randomised elements and multiple playable characters make it eminently replayable.

7. Murtop

I absolutely adore the minor trend there's been of modern developers making brand new games that look and feel like classic arcade games. Last year we had the incredible Donut Dodo, and this year we had Murtop, a blend of elements from Dig Dug and Bomberman. Best of all, the version for Evercade was specially redesigned to look great on a horizontally oriented display — it looks especially good on the 4:3 screen of Evercade Alpha.

Murtop is one of those games that is very easy to learn, but tricky to master. It's also a game where you will feel a sense of absolute exhilaration when you have "the perfect run" that just sees your score continuing to escalate. Also it has a brilliantly energetic soundtrack that has been stuck in my head ever since we featured it as a "Game of the Month" title in 2024.

6. Super Gridrunner

The Llamasoft Collection is a massive pile of woolly goodness from the one and only Jeff Minter, and there are a lot of games I really like in this collection — including some that I've only played for the first time between this cartridge and Digital Eclipse's interactive Llamasoft documentary.

If pushed, though, I'd have to pick an old favourite: Super Gridrunner, originally released on Atari ST. This frantic blastathon has beautiful, distinctive presentation, challenging gameplay and a wicked (occasionally sadistic) sense of humour. It's been a favourite of mine ever since we had the original ST version on floppy disk (I still have it!) and it's a delight to be able to play it on Evercade.

5. Garou: Mark of the Wolves

I'm not a Fighting Game Guy. I played and enjoyed Street Fighter II back in the day, and I've had some fun with the Dead or Alive ladies over the years, but most fighting games released post-Street Fighter II overwhelm me with their complexity. As such, I've never really found a good in-road to the genre, despite appreciating 2D fighting games in particular from afar thanks to their beautiful character art and animation.

For some reason, Garou: Mark of the Wolves clicked with me almost immediately. I think it's because it's specifically not overwhelming in any way: there's a relatively small cast of playable characters, making it easy to pick a character you want to get to know better; its mechanics are straightforward to understand; its special moves are relatively easy to perform; and it has an excellent "make the game easier for me" button any time you have to continue, meaning if you're primarily in it to see all the beautiful stages and the various endings, you can do that without too much frustration.

4. Tazz-Mania

This is another game I'd never heard of prior to our work on Atari Arcade 2, but it became an immediate favourite thanks to its simple but compelling gameplay. It's one of those games that you can feel yourself getting better at — and see yourself improving by climbing up the score rankings.

As an arena shooter, there's not a lot here that you haven't seen before, but its solid mechanics and little twists, such as the player character's rapid-fire machine gun and the walls closing in on you as you attempt to clear each stage, help elevate this well above being a simple Robotron clone.

3. MegaMania

Do you have any idea how long I've been waiting for an official modern rerelease of Activision's Atari 2600 output? I absolutely adore these games, and it's always been a bit frustrating to me how dodgy the emulation of them is in their last official rerelease, Activision Anthology.

While our Activision Collection 1 cartridge may lack Tainted Love and its ilk on the soundtrack, it's a collection of 15 great games, all of which I absolutely love having easy access to again. I could have picked any number of these for my top 10, but going purely on the number of times I've played it since the Activision Collection 1 cartridge came in, I think MegaMania has to take the top spot.

2. Metal Slug

Metal Slug is a series that I've always meant to explore, but have somehow never gotten around to. Now I have no excuse — and as I could have predicted, I really like it. Now, I'm sure there are some of you out there with strong opinions as to which Metal Slug is best, but I'm going with the first one purely because, so far, it's the one I've played the most of and got the best at.

It's a brilliant example of why the NEOGEO is so beloved for its pixel-pushing capabilities — despite the series, collectively, being some of the worst-performing games on the platform in terms of slowdown — and just a great run-and-gun shooter that is easy to get into and incredibly satisfying to get better at, a little bit at a time.

1. Roguecraft DX

Finally, I have to put the wonderful Roguecraft DX at the top spot for a variety of reasons. Firstly, it's a really good game, taking the traditional roguelike formula and making it incredibly accessible while resisting the temptation to overwhelm players with mountains of persistent progression and unlocks. Secondly, it's a brilliant showcase of why the Amiga rocks. And thirdly, the folks at Badger Punch Games, whom we worked with closely to get this release out the door, are really lovely chaps.

Roguecraft DX is an endlessly replayable, delightfully fun game that is eminently suitable to both quick handheld sessions and longer session in front of the TV. It's my number one highlight from our releases of 2025, and I'm thrilled to have been part of making that release happen.


So there you go: my top picks for the year. It's been an incredible year to be part of the Evercade project, and next year promises to be even more exciting. But you'll just have to wait and see what we have planned for you, non?


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 560: The weapons-grade Game Boy https://imnotdoctorwho.moegamer.net/2025/12/19/oneaday-day-560-the-weapons-grade-game-boy/ https://imnotdoctorwho.moegamer.net/2025/12/19/oneaday-day-560-the-weapons-grade-game-boy/#respond Fri, 19 Dec 2025 20:49:06 +0000 https://imnotdoctorwho.moegamer.net/?p=35127 Earlier today, the company ModRetro announced that it would be producing a special edition version of its "Chromatic" FPGA-based Nintendo Game Boy clone. ModRetro is a company that is already on the shitlist of a lot of people thanks to its founder, Palmer Luckey, also being the cofounder of Anduril Industries, a company that makes … Continue reading #oneaday Day 560: The weapons-grade Game Boy →

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Earlier today, the company ModRetro announced that it would be producing a special edition version of its "Chromatic" FPGA-based Nintendo Game Boy clone.

ModRetro is a company that is already on the shitlist of a lot of people thanks to its founder, Palmer Luckey, also being the cofounder of Anduril Industries, a company that makes autonomous weaponry. Drones, in other words.

Up until now, a lot of people have sort of begrudgingly been able to separate the two — the Chromatic is supposedly a very good FPGA Game Boy, and the fact that the company has been releasing new Game Boy-compatible cartridges for it, showcasing a variety of modern indie developers' work on the platform, would initially appear to be quite laudable.

At the same time, the brand has had vociferous critics, keen to point out at every opportunity that Luckey is a dangerous bellend who profits from atrocities. Indeed, the man himself makes no attempt to hide this fact on a blog post on the ModRetro website.

The more… outspoken of these critics have, in the past, engaged in behaviour that I personally found a tad distasteful — by which I mean borderline harassment of people who had written about the Chromatic as simply being a very good FPGA Game Boy, without spending their entire article waxing poetic about how much of a warmongering shitbag Luckey is. On the one hand, I understood these criticisms, but the way in which they were expressed, on more than one occasion, was not, to my eyes, particularly acceptable or productive.

Today, though… I get it. Because the new special edition Chromatic that ModRetro announced is explicitly Anduril-branded, and advertises itself as being "finished by hand in America with Cerakote, the same ultra-durable ceramic-polymer formulation that protects Ghost — Anduril's flagship autonomous air vehicle". Later in the product page description, it spells things out even more explicitly by noting "the body of Chromatic is made from the same magnesium aluminium alloy as Anduril's attack drones".

This is… weird, right? Why would you explicitly sell an FPGA Game Boy that, in your own words, is made from the same materials as devices that cause death and suffering, if not to thumb your nose at the people who have previously criticised the brand for its association with an arms dealer? Granted, the thing looks classy and sounds like it can stand up to a lot more punishment than most other handheld gaming devices in the world — but if you're going to make a really durable handheld, why bring up "attack drones" and "autonomous air vehicles" at all, if not to specifically provoke certain people out there?

Not only that, but you can bet that there are certain types of people out there who are going to buy this thing specifically to spite people who have, in the past, spoken out against Luckey for one reason or another — even if it does mean paying over four hundred dollars for a Game Boy.

This whole thing leaves a particularly foul taste in the mouth. It's very clearly not about giving retro gaming enthusiasts the best possible experience, and all about whitewashing what "Anduril" means in the modern world. Let's not even get into how many modern companies doing terrible things (like Anduril) have adopted nomenclature from J. R. R. Tolkien without even the slightest trace of irony or understanding of what Tolkien was actually saying in his works.

It's going to be interesting to see who has the balls to actually call this out for being as odious as it is — and then standing their moral ground to back up their criticisms — and who treats it as just another silly little gaming story.

I certainly won't be touching anything ModRetro-branded any time soon.


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 558: Blast a Nazi today https://imnotdoctorwho.moegamer.net/2025/12/17/oneaday-day-558-blast-a-nazi-today/ https://imnotdoctorwho.moegamer.net/2025/12/17/oneaday-day-558-blast-a-nazi-today/#respond Wed, 17 Dec 2025 22:31:58 +0000 https://imnotdoctorwho.moegamer.net/?p=35121 I love Wolfenstein 3-D a great deal. In fact, I love it so much that ten levels that I made as a teenager are part of the official Wolfenstein 3-D Super Upgrades pack that was distributed by original publisher Apogee. I made $200 from that — who says random encounters with strange men on CompuServe … Continue reading #oneaday Day 558: Blast a Nazi today →

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I love Wolfenstein 3-D a great deal. In fact, I love it so much that ten levels that I made as a teenager are part of the official Wolfenstein 3-D Super Upgrades pack that was distributed by original publisher Apogee. I made $200 from that — who says random encounters with strange men on CompuServe forums never lead to anything good?

Anyway, despite the fact that I adore Wolfenstein 3-D and its quasi-sequel Spear of Destiny, I have never actually played any of the other Wolfenstein games. None of them! I have always meant to, over the years, but somehow never got around to it. I have decided to finally correct this oversight, prompted by some enthusing on the part of some friends who particularly enjoyed the recent Machine Games entries in the series.

From what I understand, the various Wolfenstein games over the years since Wolfenstein 3-D have rebooted the series continuity multiple times, but I still wanted to catch up on all the games I'd missed, so I decided to jump into Return to Castle Wolfenstein on Xbox first of all. I went for Xbox because the console versions of the game have an extra prologue chapter on top of what the PC version offers, plus there's no need to faff around with mods to make it run on modern machines. I have little to no patience for modding these days, so a plug-and-play console version is just what the doctor ordered.

Anyway, I didn't really know what to expect from Return to Castle Wolfenstein, other than what little I had read prior to playing it. I knew that it was the first of several "reimaginings" of the series, for starters, rather than an actual "sequel" (despite the implications of the name) and that it focused to a certain degree on the Nazis looking into black arts such as necromancy. For those unfamiliar with the Wolfenstein series, who had been labouring under the assumption that it was a Serious War Series, undead, monstrous enemies have been part of proceedings since Wolfenstein 3-D and Spear of Destiny. (They were not, to my knowledge, part of the original 8-bit home computer Castle Wolfenstein games, but those have little to do with the various different continuities of the rest of the series anyway.)

Return to Castle Wolfenstein casts you in the role of recurring series protagonist William "B.J." Blazkowicz, an American soldier who is a bit of a one-man army. While Wolfenstein 3-D began with Blazkowicz captured and imprisoned in Castle Wolfenstein, Return to Castle Wolfenstein's console versions open with a mission where our hero is investigating what the Nazis are up to in Egypt. It seems they're in the business of raiding tombs for something that they seem to think is important, so it's up to Blazkowicz to discourage them from doing so with a variety of World War II-era weaponry.

Following this, Blazkowicz and his contact, Agent One, get captured and taken to Castle Wolfenstein. Whether or not Agent One survives depends on if you are playing the two-player co-op mode or not. Either way, Blazkowicz has to bust out of Castle Wolfenstein, make his escape, throw some further spanners into the Nazi plans to dig up the mysterious "Death Knights" and mystical artifacts, and then proceed onwards to a series of Nazi-thwarting missions.

Thus far I think I'm about halfway through the game — I'm on the fifth mission out of eight — and I've mostly been having a good time. Return to Castle Wolfenstein is a first-person shooter from the early 2000s, and there are times where you really feel the 25 years between this game and now. This isn't necessarily a bad thing, though; it means that Return to Castle Wolfenstein is a game that focuses on making its gameplay solid and interesting rather than indulging in overly spectacular setpieces. It also means that its levels strike a good balance between providing a decent amount to explore and keeping you heading on a clear path forwards. More than anything, the further I go in the game, the more it reminds me of something like Rare's GoldenEye — levels have different routes you can take, and there are various objectives to accomplish, and the exact way things unfold will vary according to whether you decide to go all-guns blazing or at least make a cursory attempt at stealth.

Stealth isn't mandatory for the most part, thankfully. There's one level where you'll fail if the guards set the alarms off, but for quite a lot of that level the guards can spot you and aren't within reach of an alarm, so you don't have to spend too much time creeping around. In other levels, it sometimes pays to know what's coming up ahead of time so you can prepare a suitable "ambush" with an appropriate weapon — the game has some excellent rifle weapons (both with and without zoomable scopes) that make picking off enemies from a distance a pleasure, and when it comes time to switch to closer combat, there are plenty of options there, too.

The weapons perhaps lack some of the oomph of more recent takes on the genre, but there are plenty of them, and the further you go in the game, the more ridiculous they get. While the early stages will see you using fairly conventional pistols, rifles and machine guns, later stages will allow you to wield the chaingun-esque "Venom" weapon, the "Panzerfaust" rocket launcher and even a flame thrower. None of these are an "instant win" button, either; the game's levels and encounters are designed quite nicely to encourage picking the right weapon for the job.

The game features a beloved feature of early 2000s first-person shooters, which is enemy characters who have conversations while you approach them. Many of these are quite silly — though none quite match the classic No-One Lives Forever, trope codifier for this sort of thing — and although clearly a threat, the game also makes many of the Nazis appear cartoonishly incompetent.

There are a few minor annoyances, chief among which is the complete lack of subtitles for spoken audio. There's not a lot of critical in-mission speech, but it does sometimes get drowned out by everything else that is going on. The cutscenes are well-mixed, at least — and hearing Tony Jay in the role of the Director of the Office of Secret Actions, the organisation that Blazkowicz works for, is an absolute delight.

The game balance at times feels a little questionable, with enemies seemingly either spraying bullets everywhere but your location, or hitting you right in the middle of your head and knocking out most of your health bar with a single shot. There are a few enemies that have seemingly superhuman reflexes at times, which can lead to some frustrating sequences where you'll have to repeat things over and over and over until you master them, but there are usually some things you can try differently to tip the odds in your favour — and the ability to save at any time, as well as automatically at checkpoints, is very welcome indeed. I'm not sure how much of my difficulty with a few sequences stems from my playing on "Bring it On" difficulty, which I guess is technically "Hard" mode — but, well, I've come this far now, so I will continue as I have been doing!

I'm enjoying the game, then. I wish there were a few more homages to the original Wolfenstein 3-D — it would have been nice to hear some remixes of the classic music, for example — but I am led to believe that Wolfenstein 3-D itself unlocks as a bonus extra when you beat the main single-player campaign, so if that's the case then all will be forgiven. I suspect this is probably going to be the weakest of all the post-Wolfenstein 3-D entries in the series — or, at least, this is the most obviously aged of them all — so hopefully it'll only be improvements from hereon. I'm certainly looking forward to finally discovering how the series evolves.

Now I think I might go blast a few more Nazis before bedtime…


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 536: Restlessness https://imnotdoctorwho.moegamer.net/2025/11/25/oneaday-day-536-restlessness/ https://imnotdoctorwho.moegamer.net/2025/11/25/oneaday-day-536-restlessness/#respond Tue, 25 Nov 2025 20:55:01 +0000 https://imnotdoctorwho.moegamer.net/?p=35006 I've been weirdly "restless" with regard to the games I feel like playing of late. I have a bunch of cool things on the go — Hyrule Warriors: Age of Imprisonment, The Legend of Zelda: Tears of the Kingdom, Death end re;Quest: Code Z, Final Fantasy Tactics: The Ivalice Chronicles and probably some others I've … Continue reading #oneaday Day 536: Restlessness →

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

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

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

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

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

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

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

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


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#oneaday Day 535: Five of my favourite Evercade games https://imnotdoctorwho.moegamer.net/2025/11/24/oneaday-day-535-five-of-my-favourite-evercade-games/ https://imnotdoctorwho.moegamer.net/2025/11/24/oneaday-day-535-five-of-my-favourite-evercade-games/#respond Mon, 24 Nov 2025 21:13:10 +0000 https://imnotdoctorwho.moegamer.net/?p=35003 As you hopefully know, I do a lot of the blog posts on the Evercade website. I had a small flash of inspiration the other day for a recurring series of posts where I and the other chap who has started contributing to the site alternate between just doing a grab bag of our favourites … Continue reading #oneaday Day 535: Five of my favourite Evercade games →

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

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

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

Burnin' Rubber

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

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

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

World Rally

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

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

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

Night Stalker

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

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

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

Tomb Raider

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

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

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

Shock Troopers

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

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

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


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 534: An evening of arcade https://imnotdoctorwho.moegamer.net/2025/11/23/oneaday-day-534-an-evening-of-arcade/ https://imnotdoctorwho.moegamer.net/2025/11/23/oneaday-day-534-an-evening-of-arcade/#respond Sun, 23 Nov 2025 20:50:51 +0000 https://imnotdoctorwho.moegamer.net/?p=35000 In gaming today, it's tempting to always want to be making progress on your "big game" of the moment: a lengthy epic that goes on into the tens or even hundreds of hours in length. But one thing I find it helpful to remind myself of on a regular basis is that short-form games very … Continue reading #oneaday Day 534: An evening of arcade →

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

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

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

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

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

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


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#oneaday Day 520: Roguing it up https://imnotdoctorwho.moegamer.net/2025/11/10/oneaday-day-520-roguing-it-up/ https://imnotdoctorwho.moegamer.net/2025/11/10/oneaday-day-520-roguing-it-up/#respond Mon, 10 Nov 2025 00:49:05 +0000 https://imnotdoctorwho.moegamer.net/?p=34957 After spending yesterday primarily playing Hyrule Warriors: Age of Imprisonment, I thought I'd make some time to do some recordings today, so I kicked off recording for my Space Rogue series on Atari ST. I'm glad I did this. It was a lot of fun to record, as there's lots of nicely written text throughout, … Continue reading #oneaday Day 520: Roguing it up →

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After spending yesterday primarily playing Hyrule Warriors: Age of Imprisonment, I thought I'd make some time to do some recordings today, so I kicked off recording for my Space Rogue series on Atari ST.

I'm glad I did this. It was a lot of fun to record, as there's lots of nicely written text throughout, which makes for good things to say out loud, and I also maintain that this format, although long and cumbersome at times, is a great way of showing exactly why some games are worth sticking with in the long term.

One fun and/or slightly inconvenient thing that we've lost today is the fact that when you started playing a game like Space Rogue seriously back in the day, you had to make a commitment to it. And it was a physical commitment in the form of a save game disk — or, in the case of games like Space Rogue, which would save your position to the game disk itself, making a backup copy of said game disk to be the copy that you play from "just in case" something happens to the masters when saving.

These days, meanwhile, it's all too easy to pick up a game, play it for half an hour, then set it aside and never think about it ever again. This is all the more easy to do with services like Game Pass, which is one of several big reasons I find Game Pass in particular an absolutely odious development in the games industry. Once you'd made a save game disk, though, you were in. You'd set aside valuable magnetic media for the specific purpose of saving your progress through a video game. And you were damn well going to use it.

Of course, the version of Space Rogue I have installed on the MiSTer Multisystem 2 is installed to a virtual hard drive, so there's no worrying about disk swapping, and the load times are much faster, which is nice. This would have been an absolute luxury option back in the day — I've been reading some old Atari User magazines recently, and it's always funny to read about a 20 megabyte hard drive being "more storage space than you will ever need" and costing as much as the computer itself.

Anyway, I've been giving the Space Rogue videos a bit of "deluxe" treatment in terms of editing. Because the game is so quiet, I've added some background audio in the form of the CD soundtrack from the FM Towns version, and some gratuitous Star Trek ambience that fits in nicely with the setting. I think the end result videos are going to be a lot of fun, so I'm looking forward to publishing the first of these sometime this week.

Now, of course, my head is spinning with all the possibilities of old games from back in the day that I might want to give the long playthrough treatment. I'm definitely going to do at least some of the Ultima games, I'd like to do Times of Lore (though which version, I haven't decided, as the ST, Amiga and C64 versions are all significantly different from one another) and there are, of course, still plenty of adventure games I haven't covered.

But recording Space Rogue was a lot of fun today, and I'm looking forward to doing more. Maybe I might even finish it this time around. Or indeed actually get anywhere in it at all. We shall see, but the first two episodes bode well for what comes next!


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 518: '80s Activision had the juice https://imnotdoctorwho.moegamer.net/2025/11/07/oneaday-day-518-80s-activision-had-the-juice/ https://imnotdoctorwho.moegamer.net/2025/11/07/oneaday-day-518-80s-activision-had-the-juice/#respond Fri, 07 Nov 2025 22:52:20 +0000 https://imnotdoctorwho.moegamer.net/?p=34951 I frigging love '80s Activision games, particularly on the Atari 2600 and Atari 8-bit. I grew up with the ones on Atari 8-bit, of course, and since I never had a 2600 back in the day, those are a (relatively) more recent discovery. But I adore every one of them, and I'm beyond thrilled that … Continue reading #oneaday Day 518: '80s Activision had the juice →

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I frigging love '80s Activision games, particularly on the Atari 2600 and Atari 8-bit. I grew up with the ones on Atari 8-bit, of course, and since I never had a 2600 back in the day, those are a (relatively) more recent discovery. But I adore every one of them, and I'm beyond thrilled that I've been part of bringing them back to a new audience on Evercade.

The first of our Activision cartridges isn't out yet, but I, of course, have a copy. Perks of the job and all that. It's already becoming one of my most-played Evercade cartridges, and I don't see that changing any time soon.

We're actually doing three collections in total (this isn't Super Secret information, it was in our press release) and I've been largely responsible for the curation of said collections. All three of them are very strong indeed (you'll have to wait and see the lineup for the others, which are coming next year!) but this first collection comes out of the gate swinging with some of my absolute favourites.

My personal highlights are MegaMania, Enduro, Crackpots and River Raid, with honourable mentions to Beamrider and Demon Attack, games I've gotten to know a bit more recently.

MegaMania is one of the absolute best fixed shooters of the early '80s. Pitting you against waves of strange household objects, this "space nightmare" keeps things constantly interesting, as each wave has its own distinctive movement pattern — and then once you've cleared a complete loop of all of them, they go and change up their patterns a bit, just to keep you on your toes. It's a beautiful example of how utterly elegant some early games can be: it's simple to understand, has a brilliantly paced difficulty curve, a well-crafted scoring system and is endlessly replayable.

River Raid is, of course, a pioneering vertically scrolling shoot 'em up, whose noteworthy features include the ability to adjust your speed as you fly and the necessity to refuel your aircraft while negotiating obstacles and blasting enemies. The fact that this game was crammed into 4 kilobytes of ROM will never not be amazing to me. Carol Shaw was an actual wizard — not just for the game's technical accomplishments, but for the fact that, like MegaMania, it's an incredibly well-paced, considerately designed game that is likewise replayable until the end of time.

Enduro is the spiritual precursor to the home computer game The Great American Cross-Country Road Race, a game which I played as a child many years before I ever encountered Enduro for the first time. Enduro is, partly by necessity of the more primitive hardware it's running on, a simpler game, but I think its simplicity is also a core part of its appeal. All you have to do is overtake a set number of cars as a full day-night-and-weather cycle of a set duration proceeds: overtake 200 cars on the first day, then 300 each day thereafter. Your final score is how many "miles" you successfully drove before failing to qualify for the next day, and the score is presented using a lovely rolling analogue counter effect. I would have loved that as a kid — hell, I love it now.

Crackpots is a relatively recent discovery, and a game I feel I would have probably been terrified of as a kid. Again, the concept is simple: bugs are climbing your building, and you must drop flower pots on them. With each wave of bugs cleared, a new colour appears, and each colour of bug has a distinctive movement pattern. When you've cleared one loop of all the bug types (black, blue, red, green) the cycle repeats, but faster. The bugs chew through a layer of your building every time you let too many past you, and this affects the pace of the game from thereon. After too many layers of your building have been eaten, the game is over. It's pure high score fodder, and once again, beautifully paced and designed, with a dynamic difficulty level that raises and lowers according to how well you're doing.

Beamrider is, in essence, another fixed shoot 'em up, but it probably has more in common with Atari's Tempest than anything else, in that rather than moving freely, you switch between distinct "lanes" that the enemies proceed down. Thus there's a much stronger element of precision and even strategy to Beamrider than some other games, and the presentation, considering the host platform, is very good indeed. It's another game I got to know quite recently — there is an Atari 8-bit version, I believe, but I never encountered it back in the day.

Demon Attack is a game that I became familiar with after watching Classic Game Room's Atari 2600 reviews many, many times. It's a very simple fixed shooter, in which all you have to do is blast demons in the sky above you. Only three demons appear at once, and only one of them fires at you. It should be primitive and stupid and dumb, but it's incredibly compelling, particularly once the pace of the game increases and the demons start splitting into smaller bits. This one actually wasn't an Activision game back in the day; it was by Imagic, but Activision got the rights to all the Imagic stuff at some indeterminate point in the past. So yes, the Evercade Activision cartridges will have some of the Imagic stuff, too.

I'm quite fond of Activision Anthology on the PlayStation 2, but the last time I played it, I spotted quite how poor the emulation is in that version. It's not altogether surprising — there have been 23 years of advancements in emulation since — but, given how accessible good quality emulation of these games is about to become with the Evercade cartridges (and, hell, how easy it is to get 2600 up and running on systems like MiSTer and cheapo Chinese handhelds) it's a little hard to go back to. The built-in "badge" challenges, weirdo visual effects and '80s soundtrack are fun, though. I feel like we'll never see a compilation quite like that ever again.

But anyway. I am banging on about this because I spent today making a video about the upcoming cartridge. Watch out for it on the Evercade YouTube channel soon!


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 514: Up to the Atic https://imnotdoctorwho.moegamer.net/2025/11/03/oneaday-day-514-up-to-the-atic/ https://imnotdoctorwho.moegamer.net/2025/11/03/oneaday-day-514-up-to-the-atic/#respond Mon, 03 Nov 2025 23:37:05 +0000 https://imnotdoctorwho.moegamer.net/?p=34927 For the last few days, I have not been playing any of the new games I have. I have, instead, been mildly hyperfixating on Atic Atac for Spectrum, which is part of the upcoming Rare Collection 1 cartridge that we're releasing for Evercade. I have ostensibly been doing this so I can better inform the … Continue reading #oneaday Day 514: Up to the Atic →

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For the last few days, I have not been playing any of the new games I have. I have, instead, been mildly hyperfixating on Atic Atac for Spectrum, which is part of the upcoming Rare Collection 1 cartridge that we're releasing for Evercade. I have ostensibly been doing this so I can better inform the Evercade community about how to get the best out of this game, but honestly I've just been having a lovely time, too.

Atic Atac is a game I have fond memories of, though not because I had it as a child — none of Rare predecessor Ultimate Play the Game's titles were on Atari computers. I don't actually remember where I played it for the first time, and it was only once I ever played it. I believe it was the BBC Micro version I played rather than the Spectrum version, which means I probably played it at my friend Matthew's house, but the details are hazy and unimportant.

What I do remember about Atic Atac is that I thought it was a really cool game for a few reasons: firstly, its top-down perspective, presented with bold, colourful, almost vector-esque lines; and secondly, its unusual health display, which was presented as a roast chicken gradually being stripped down to the bone. When all the "meat" was gone, you lost a life.

For years, I never actually knew what the point of Atic Atac was, though. When I played it as a child, neither I nor whoever it was who was proudly showing it off to me knew what you were supposed to do, so we just had a lovely time wandering back and forth through rooms, throwing axes at monsters. And, indeed, it is possible to enjoy Atic Atac like that if you so desire; there's even a score function based entirely on the enemies you defeat, so you can challenge yourself to get as high a score as possible before succumbing to inevitable death.

Spending some proper, protracted time with it now, though, I'm finding it very much my sort of game, in that it's something of a blend between the Atari 2600 classics Haunted House and Adventure, with a dash of early-format text adventures in there. Not in terms of how you interact with it — Atic Atac is out-and-out an action game — but rather in terms of its core structure of wandering a map, searching for specific "treasures" and your end goal being to return all of said treasures (three pieces of a key, in this case) to a specific location: the starting room.

What I often find with home computer games from this period — particularly those that originated on the Spectrum, for some reason — is that it's easy to assume they're a lot more complicated and confusing than they actually are. And such was the case with Atic Atac; at its core, it's a game about getting to know a map, unlocking doors and hunting for treasure, nothing more. Sure, there's a couple of additional wrinkles — most notably, a few special items counteracting a few "special" monsters that appear at various points — but the basics are simply explore maze, unlock doors, get treasure, escape.

One thing I have really enjoyed doing with Atic Atac is manually making a map, adventure game style. This is mostly fairly straightforward to do, though there are a couple of instances in the game where it defies its own laws of physics to squeeze rooms in where there "shouldn't" be any, which makes mapping those particular portions a little challenging, but for the most part it's easy enough to map. The tricky thing, then, is systematically searching all those rooms to find the keys and treasures that you need!

I haven't quite managed to beat the game just yet, but I've been really enjoying the attempts. And I think I know it well enough to be able to offer some solid advice to newcomers now, too — so watch out for that around the time of Rare Collection 1's release!


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#oneaday Day 493: The breakneck pace of Final Fantasy IV https://imnotdoctorwho.moegamer.net/2025/10/13/oneaday-day-493-the-breakneck-pace-of-final-fantasy-iv/ https://imnotdoctorwho.moegamer.net/2025/10/13/oneaday-day-493-the-breakneck-pace-of-final-fantasy-iv/#respond Mon, 13 Oct 2025 20:58:27 +0000 https://imnotdoctorwho.moegamer.net/?p=34850 As one of several games I have on the go right now — for a bit of variety, like — I decided to start up Final Fantasy IV Pixel Remaster. I've played Final Fantasy IV I think twice before — and one of those was on PlayStation, so your sympathies are gratefully received, though that … Continue reading #oneaday Day 493: The breakneck pace of Final Fantasy IV →

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As one of several games I have on the go right now — for a bit of variety, like — I decided to start up Final Fantasy IV Pixel Remaster. I've played Final Fantasy IV I think twice before — and one of those was on PlayStation, so your sympathies are gratefully received, though that version at least isn't quite as bad as PS1 Final Fantasy VI — and remembered it being quite short, though I had forgotten quite how fast it moves.

I'm two hours in and already — apologies in advance if any of this is a spoiler, but the game came out in 1991 — the main character has committed a war crime, adopted an orphan child that he was directly responsible for orphaning, become separated from his best friend (who inevitably turns traitor), rescued his loved one from a deadly bout of Desert Fever by retrieving a valuable gem from a slobbering Antlion, rescued a prince from the ruins of his devastated castle and his broken heart, and attempted (mostly unsuccessfully) to fend off an assault on another kingdom.

It moves so fast. I had forgotten how fast. I have played so many modern (relatively speaking) games that feature epic-length story sequences between the core "gameplay" sections that it almost feels rushed. I mean, hell, after two hours in a Persona game from 3 onwards, you're barely through the initial character introductions and you almost certainly haven't set foot in a dungeon yet.

This is both a strength and a weakness of Final Fantasy IV, looking at it with a 2025 pair of eyes. It's a strength because it means that there's never particularly long to wait before you're doing stuff again — exploring the world, clearing dungeons, fighting monsters, levelling up, buying new equipment — and that is quite a refreshing change from today's narrative-centric games that, while undoubtedly considerably more ambitious in their storytelling, sometimes do feel like they're getting a little bogged down. Not only that, but Final Fantasy IV is done and dusted in less than 20 hours, which makes it a veritable light novel by RPG standards.

However, it's also a weakness, because there are some sequences that were clearly intended to be quite significant narrative moments, but the way the game just whizzes through them makes them feel almost laughable.

I'll give you an example. Rydia, the girl that the protagonist, Cecil, rescues from a war crime he inadvertently committed at the behest of his king, is a Summoner in Final Fantasy Job terms. This means that not only can she summon big things to deal heavy damage, but she can also cast both white and black magic spells. When you first get her, she's an inexperienced kid at level 1, so she barely knows any spells, but a bit of levelling in the field will net her a few initial, useful spells. Except you'll notice one black magic spell is prominently missing: Fire.

Think about it for a moment and it's obvious why: because she lost her entire village, including her mother, in a fiery explosion, she is, of course, going to be hesitant to call upon the power of fire. This little bit of characterisation is initially delivered without the game drawing any attention to it whatsoever, but you can notice it early from a simple browse of the menu. Very cool. Ambitious for the time, even!

What is less cool is when the party finds their path up a mountain blocked by a big chunk of ice, and the other members, eventually getting Rydia to admit that she "hates fire", pretty much tell her to stop snivelling and get over it because they jolly well have a quest to accomplish. It's almost certainly not intended to come across that way — the other members are all "yay, you did it, I always believed in you" after she does successfully cast her first Fire spell, presumably with tears streaming down her face and the knowledge that this is probably going to need years of therapy to truly deal with — but with at least a couple of decades' worth of games that handle sensitive topics rather more delicately behind us, it does feel rather… blunt.

But, again, you have to remember that this was 1991, just a year after the SNES had come on the market, and Final Fantasy IV was on a cartridge that contained less than a megabyte of data in total. In fact, during development, the script had to be cut considerably to fit on its cartridge; lengthy exposition was something that developers simply couldn't afford to do back in these days, because every byte mattered, and text can potentially take up a lot of space if there's enough of it. As such, it's not altogether surprising that some sequences feel like they move a tad fast by modern standards — short of shipping on a larger capacity cartridge, which was presumably a decision that needed to be made relatively early in development, there were very real constraints on what Final Fantasy IV would be able to do.

Of course, Final Fantasy IV has been expanded on quite a bit in later remakes such as the polygonal 3DS version, the Game Boy Advance version and the PSP version; each of these had their own additions to the basic Final Fantasy IV formula.

But the Pixel Remaster; that's based on Final Fantasy IV as it originally existed, graphics and music aside, and thus you have the plot that speeds off over the horizon as you just think you're getting caught up on proceedings.

All this is no shade on Final Fantasy IV, of course; it's a game I like very much (though it's far from my favourite Final Fantasy) — I just found it interesting to revisit this after so many years and be reminded that at one time, RPGs moved a lot more quickly than they do now!


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#oneaday Day 488: Home ports deserve remembering too https://imnotdoctorwho.moegamer.net/2025/10/08/oneaday-day-488-home-ports-deserve-remembering-too/ https://imnotdoctorwho.moegamer.net/2025/10/08/oneaday-day-488-home-ports-deserve-remembering-too/#respond Wed, 08 Oct 2025 19:07:39 +0000 https://imnotdoctorwho.moegamer.net/?p=34809 I feel like I've talked about this before, but whatever. I feel like talking about it today, so talk about it I will. In this age of being able to easily emulate the original arcade versions of games, I feel like one thing gets easily lost from the "preservation" aspect of retro rereleases on today's … Continue reading #oneaday Day 488: Home ports deserve remembering too →

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I feel like I've talked about this before, but whatever. I feel like talking about it today, so talk about it I will.

In this age of being able to easily emulate the original arcade versions of games, I feel like one thing gets easily lost from the "preservation" aspect of retro rereleases on today's systems: home ports that are notably different from simple attempts to recreate the original arcade games.

I was reminded of this when watching the YouTuber Classic Gaming Quarterly playing Gauntlet for NES earlier. I legitimately had no idea that Gauntlet for NES is not, in fact, a straight port of the arcade game and is, instead, a completely different game. I did know that Gauntlet IV for the Mega Drive also pulls this stunt, but I did not know that this extended back to the NES version. And for my money, pretty much all the home ports of Gauntlet are much more fun than the quarter-munching arcade version — particularly if you're playing on emulation and thus have infinite credits and therefore infinite health.

There are others, too. The Mega Drive port of Toaplan's Slap Fight features an entirely new game mode. The NES versions of the Double Dragon games are completely different to their arcade counterparts. And I'm sure there are countless others — to say nothing of the "home-exclusive sequels" we saw to numerous arcade games, often put together by western developers who didn't quite get what made the Japanese originals so good. (That said, I will happily go to bat for OutRun 2019.)

A few publishers are cottoning on to the fact that there is value in preserving multiple versions of classic games, including both the arcade originals and popular home ports, but it's by no means the norm. The reasons are likely due to licensing complications — in many cases, while the rights to the original arcade game remain with the original creators (or a company that has succeeded the original creators and/or bought the rights), home ports were developed by different teams, meaning that the rights would, I assume (IANAL), be split between the original creators of the arcade game and whoever made the port. This is not a problem when those are one and the same — like the Double Dragon games, for example — but there are plenty of situations where the home versions of a game were made by a completely different company, or even an individual at times.

The takeaway I have from all this is something that I've thought for a while: in many cases, I actually prefer playing the home conversions of games to the original arcade versions, even when the arcade version is obviously technologically superior. There are several reasons for this: firstly, those home conversions are often a good example of what their host platforms are (and are not) capable of. Secondly, since home ports are not obliged to keep people feeding coins into a machine, they are often balanced much better than their arcade counterparts. And this, in turn, makes them considerably more enjoyable to play.

Because there absolutely are arcade games out there that take "quarter-munching" way too far. I adore the beat 'em up genre, for example, but I'd much rather play Streets of Rage 2 than the arcade version of Final Fight, simply because Streets of Rage 2 is balanced much more fairly — and the beat 'em up genre appears particularly prone to this issue. The same is true for any sort of competitive game with a "1P vs COM" mode, be it a fighting game or a puzzle game. In their arcade incarnations, these tend to become absolutely impossible after just one or two levels, whereas in their home incarnations, they tend to save their biggest bullshit for their final challenges. Still annoying at times, yes — particularly in puzzle games, where final bosses tend to have superhuman capabilities as well as, more often than not, ways to "cheat" — but a little less galling than only being able to get through two or three stages before having to wipe your score and "Continue?"

Thankfully, while official licensors are seemingly hesitant to let those often flawed ports back out into the wild when one can just emulate the arcade version on a veritable toaster of a machine these days, one can make use of alternative means to enjoy them through software emulation or FPGA solutions. And I would encourage everyone to do so, because while everyone will inevitably have a preference as to which version of something is "best", it's worth exploring those versions rather than simply assuming the most technologically advanced version is automatically the most enjoyable.

Now, I think I might give Gauntlet on the NES a bit of a go for myself!


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 486: Investing in retro the right way https://imnotdoctorwho.moegamer.net/2025/10/06/oneaday-day-486-investing-in-retro-the-right-way/ https://imnotdoctorwho.moegamer.net/2025/10/06/oneaday-day-486-investing-in-retro-the-right-way/#respond Mon, 06 Oct 2025 21:28:03 +0000 https://imnotdoctorwho.moegamer.net/?p=34801 I've talked about this once or twice before, but it doesn't hurt to say it again. I firmly believe that we've reached a point in time where collecting retro games is impractical, undesirable and inconvenient. Don't get me wrong; there will always be an appeal to having original hardware and original media, and I don't … Continue reading #oneaday Day 486: Investing in retro the right way →

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I've talked about this once or twice before, but it doesn't hurt to say it again. I firmly believe that we've reached a point in time where collecting retro games is impractical, undesirable and inconvenient.

Don't get me wrong; there will always be an appeal to having original hardware and original media, and I don't begrudge anyone their choice to build up a substantial retro collection. I also think it's a bit sad that we've reached the stage we're at now. But with the absurd, exploitative prices that are being charged for both systems and media today — coupled with the fact that there's no real guarantee either of those things will actually work when you get them — I am very much a convert to the school of thought that says you're better off spending the money you would have spent on one copy of Rule of Rose for the PlayStation 2 on ways to get a "modern retro" setup up and running.

There are many ways you can do this. The absolute simplest way is to buy retro rereleases, either on modern platforms that you happen to own, or with specialist devices such as mini consoles or, of course, the Evercade. There are many benefits to these modern rereleases, such as bugfixes of games that shipped in a dodgy state back in the day, modern convenience features such as save states, rewind functions and in-game reference material, plus the fact they're generally a whole lot cheaper than buying the original releases and still fun to collect. If you were to buy all the games on the recently released NEOGEO Arcade 1 cartridge for Evercade in their original format, you'd be talking four figures. The cart is twenty quid. Do, as Atari once said, the math.

The only downside to officially licensed rereleases is that those licenses are sometimes hard to come by — or even completely impossible. Don't expect to see too many rereleases of racing games with licensed cars or licensed soundtracks, for example. Don't expect to see movie licenses making a return, either. But you might be surprised what licensors are still willing to play ball with, as the Evercade library to date shows.

Another relatively straightforward way is to devote a PC or similar device (like a Raspberry Pi, Steam Deck or Chinese gaming handheld) to it and install a suitable suite of emulators and organisation tools.

For Windows PCs that you also want to do other things, I would recommend Launchbox (even if they took to using odious AI images in their promotional emails of late), as this is not only a good means of organising all the games you might want to play, it also automatically retrieves additional information like box art, descriptions and even PDF copies of manuals where possible. The paid version also has a "Big Box" mode where the interface is designed to be used with a controller on a TV.

For other devices that are going to be dedicated to retro gaming, I highly recommend Batocera, which is a Linux distribution, but don't run away scared. It's all preconfigured to work in a similar fashion to something like Launchbox, and is pretty straightforward to get games up and running in. It's also highly customisable, so you can make the whole thing look and feel how you want it to.

The relative "luxury option", particularly if you still have a CRT knocking around that you want to use for the authentic look and feel, is MiSTer. As I've alluded to in a few posts recently, the absolute easiest way to get started with this is with a prebuilt device like the Multisystem 2 (my device of choice) or the upcoming SuperStation One. Alternatively, you can built your own — that's nowhere near as scary as it sounds, and it allows you a tad more customisability, though with the pricing of the Multisystem 2 and SuperStation One it's actually cheaper to buy one of those prebuilt options in a lot of cases — though note you will still need to provide accessories and storage.

If you're lucky enough to still have working classic hardware around, the first thing I recommend you do is investing in a modern power supply for them. My Mega Drive was prone to rolling noise on the screen with its original power supply, but replacing it gave a completely stable, flicker-free picture.

Once you've done that, invest in an EverDrive. Cheaper flashcart options exist, but EverDrives are premium products that support pretty much everything you might want to play on a piece of classic hardware. Not only that, in the case of systems that had add-ons, they can simulate the presence of the add-on, too — for example, the Mega EverDrive Pro can run Mega CD games.

For classic home computers, flashcarts are also available, or there are also plenty of media emulators you can use to "trick" the computer into believing it's using a real floppy drive or tape deck. For the Atari 8-bit, for example, I enjoyed using the SDrive-MAX device, which allows you to load executable files, disk images and tape images from an SD card. Similar devices are available for most classic computer platforms.

I won't lie; it's easy to spend a few hundred quid on this stuff — possibly even over a thousand. But once you're done, you have a great setup for what is, after all, the important bit of being interested in retro games: actually playing the games. And the kit you have will play pretty much anything without you having to pay some rando on eBay a three-figure sum just to play one game.


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 479: The PS1 retro revival https://imnotdoctorwho.moegamer.net/2025/09/29/oneaday-day-479-the-ps1-retro-revival/ https://imnotdoctorwho.moegamer.net/2025/09/29/oneaday-day-479-the-ps1-retro-revival/#respond Mon, 29 Sep 2025 18:57:41 +0000 https://imnotdoctorwho.moegamer.net/?p=34777 I saw a fun trailer last night for a game called, rather amusingly, Parasite Mutant. Those of you of a certain age are probably already thinking "I wonder if that's anything like Parasite Eve", to which the answer is yes, yes it is, very much so. The great thing is that this isn't even the … Continue reading #oneaday Day 479: The PS1 retro revival →

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I saw a fun trailer last night for a game called, rather amusingly, Parasite Mutant. Those of you of a certain age are probably already thinking "I wonder if that's anything like Parasite Eve", to which the answer is yes, yes it is, very much so.

The great thing is that this isn't even the only Parasite Eve-like that is on the way — the folks who made the excellent visual novel VA-11 HALL-A have also been working on one for quite some time. And it looks awesome — though when it comes out is anyone's guess at this point.

Yes, indeed, we are well and truly in an age where the original PlayStation is retro enough to have modern homages to it. In fact, we've been there for a while, with the indie horror scene latching on to the system's distinctive 3D aesthetic a few years back, and more and more developers deliberately adopting low-res, low-poly, unfiltered 3D as their game's distinctive look and feel.

So with all of the above in mind, here's a few PS1 games from back in the day that I think would be simply smashing to see some modern imitators of. In fact, some of these already have modern imitators on the way — I will do my best to link to those where I am aware of them. (If you are aware of any I missed, please do let me know.)

Ridge Racer

C'mon. Obviously. The 16-bit-style arcade racer has been present and correct in the modern scene for a while thanks to titles like Horizon Chase Turbo and Slipstream, and we've even seen a couple of homages to Virtua Racing, but we haven't seen that many Ridge Racer-likes. I'm not sure we've seen any, in fact — though I am aware of one that is currently early in development.

Yes, we're getting a new Screamer, but it's trying to be all modern and do the twin-stick drifting thing that Inertial Drift did. That's not a bad thing in itself, but it's not "PS1". Just make a new Ridge Racer or equivalent. Namco even released the original Ridge Racer on modern consoles, so there's a market for it!

Parasite Eve

On the off-chance some of you don't know what Parasite Eve is, the elevator pitch is that it's a cross between Resident Evil-style survival horror (fixed camera angles, limited resources) and an RPG. Combat unfolds using a variation on Final Fantasy's Active Time Battle mechanics, with a time bar that gradually fills up and allows you to act when it's full, but the twist of being able to move freely while it's charging. This adds an interesting blend of real-time and turn-based mechanics, whereby you can avoid enemy attacks, but you still have to wait your turn.

Parasite Eve was noteworthy for what was beautiful presentation at the time: pre-rendered backdrops with detailed (for the late '90s) polygonal characters atop them, punctuated by completely pre-rendered FMV sequences depicting major plot moments. It had two sequels, neither of which I've played (yet) but is currently in rights hell, making an official rerelease exceedingly unlikely — leaving the stage wide open for imitators (complimentary).

Brave Fencer Musashi

From the same era and publisher as Parasite Eve came something completely different. Brave Fencer Musashi was also a blend of things we'd seen before — in this case, the early 3D platformer (a la Crash Bandicoot) with the action RPG. It was a fully polygonal action game with a fair amount of platforming in it, and a delightfully silly script. I don't know how true the English script was to the Japanese original and kind of don't care, because the introductory "Princess! Sir Little Turd!" sequence is the stuff of legends.

Brave Fencer Musashi has a little in common with Konami's Mystical Ninja series, particularly its first N64 incarnation Mystical Ninja Starring Goemon. And we've had a Mystical Ninja-like in recent years in the form of Bakeru, so surely a Brave Fencer Musashi-like isn't too much to ask for, no?

Any form of puzzle game

The PS1 was a golden age for puzzle games. And not just the competitive "versus" kind that still have a certain following today — the PS1 also played host to a wide variety of puzzlers, most of which could be enjoyed by a solo player for hours at a time.

The rise of the free-to-play mobile game all but killed the standalone puzzle game genre, but releases like Tetris Effect and Puyo Puyo Tetris have showed that there's still something of a market there for them. It'd be lovely to see some developers have a crack at mechanics similar to those seen in lesser-known puzzlers like Starsweep and Landmaker as well as the predictable bubble shooters, match-three and line-clearing games we occasionally get today.

Vagrant Story

If someone wants to get really ambitious, they can pay homage to Vagrant Story, a thoroughly interesting Square Enix title that forms part of the loose "Ivalice" series that includes Final Fantasy Tactics and Final Fantasy XII. (Although apparently its connections may just be fanservice.)

Vagrant Story was interesting for its ambitious storytelling and its unusual combat system, which, a bit like Parasite Eve, blended real-time and turn-based elements together, this time placing an emphasis on "risk". You could attack as often as you liked, but doing so would build up Risk, which reduces your hit rate but increases your critical chance. It's a tad more complex than that, with things like damage to individual limbs being tracked, but I think it's high time we revisited some of its ideas.


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 452: Creepy, kooky, mysterious and spooky https://imnotdoctorwho.moegamer.net/2025/09/02/oneaday-day-452-creepy-kooky-mysterious-and-spooky/ https://imnotdoctorwho.moegamer.net/2025/09/02/oneaday-day-452-creepy-kooky-mysterious-and-spooky/#respond Tue, 02 Sep 2025 22:21:55 +0000 https://imnotdoctorwho.moegamer.net/?p=34565 Now I've got the MiSTer Multisystem 2 up and running to my satisfaction (not helped by some sort of accident corrupting the entire SD card's filesystem, necessitating a complete reinstall of everything — I'm running games from an external hard drive now, and have taken a complete backup of the system software!) I have been … Continue reading #oneaday Day 452: Creepy, kooky, mysterious and spooky →

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Now I've got the MiSTer Multisystem 2 up and running to my satisfaction (not helped by some sort of accident corrupting the entire SD card's filesystem, necessitating a complete reinstall of everything — I'm running games from an external hard drive now, and have taken a complete backup of the system software!) I have been enjoying the pleasurable experience of being able to sit down in front of my old faithful Sony Trinitron CRT and play… pretty much anything I want up to the Saturn, PS1 and N64 era.

As you will doubtless know if you've been following me for any length of time, I am a passionate advocate for physical releases of video games. My living room is effectively a games library, and I wouldn't have it any other way.

But I must say, there is an absolute, definite appeal to having a dedicated box that I can boot up, say "I feel like playing [insert game name here]" and be doing so within a matter of seconds. No fiddling around with SCART cables needed. No digging out the correct power adapter required. No blowing on cartridge pins or isopropyl alcohol on cotton buds required.

Not only that, but a significant portion of software that one can play on the MiSTer has been creeping into "unattainably expensive and/or hard-to-find" territory over the course of the last few years — particularly anything from the 16-bit or 32-bit platforms, and especially role-playing games. I could drop several hundred quid on a copy of Panzer Dragoon Saga, or I could just play it on MiSTer. The choice is pretty clear.

"Now hold on a minute, good sir," I hear you say. "Don't you work in official retro gaming rereleases?" And to that I say, yes, absolutely, I most certainly do. But unfortunately, however much many of us might want them, there are some games that are never, ever, ever going to get an official rerelease for all manner of different reasons. And in those cases in particular, there is zero shame to be felt in experiencing them via… let's just call them "unofficial" preservation methods.

But anyway. I want to talk a bit more specifically about one of those unofficially preserved games I have been playing and enjoying for the past few evenings. It's not a particularly rare or hard-to-find game to my knowledge (checks CEX — £12 loose, £38 complete in box at the time of writing) but it is one I have some fond memories of, and one that I doubt will ever get an official rerelease. It's Ocean's The Addams Family, a platformer based loosely (very loosely) on the 1991 movie, and which was available on numerous different platforms; I've been playing the SNES version.

I'm actually not entirely sure how I attained those memories, mind, because I never owned a copy of The Addams Family on any platform back in the day. I might have had a demo of the ST version (which is surprisingly competent) but I certainly never had the full game on anything. But I definitely played it.

What I suspect happened is that on one of my brother's trips home to visit us — by this point he had left home to go and work on Games-X magazine at Europress up in Macclesfield — he had brought a SNES with him, and one of the cartridges he had also brought along was The Addams Family. The only other possible alternative is that one of my friends from school had it — and I don't think they did. My main SNES-owning buddy at school played various versions of Street Fighter II almost to the exclusion of everything else (although I did borrow Super Star Wars multiple times from him), and my other main console-playing friend was a Mega Drive man.

Anyway, I guess that isn't really important. What is important is that The Addams Family for SNES left a solid impression on me, with probably the most potent part of that memory being the amusing farty noises that play whenever Gomez jumps on an enemy (fart-POP!) or if he takes damage (breathless clown car-horn HONK). Aside from those excellent sound effects (and they are excellent; it's been a delight to hear them again), I remember simply enjoying the game a great deal, too, and I'm pleased to report that It Holds Up.

Lest you've never played The Addams Family on SNES (or any of the other platforms it appeared on), you take on the role of Gomez, who is attempting to rescue the various members of his family from… some sort of unfortunate circumstance that was probably a flimsy reference to the movie's plot. I forget. It doesn't matter. What does matter is that your quest unfolds as an open-structure 2D platformer that eschews a linear level-based structure in favour of giving you a big, open map, the vast majority of which is open to you from the outset, and then inviting you to just get on with it.

I'm not sure I'd call The Addams Family a "Metroidvania", largely because that term can get in the bin, but also because I'm not sure its commonly agreed definition applies here. Sure, you have a big open map to explore, but areas are not gated by abilities that you gradually acquire as you progress. Instead, only the finale sequence is gated by you having completed the rest of the game, and you are otherwise left to tackle the game's various challenges in whatever order you see fit.

These challenges are upgrading your health bar three times, then finding Wednesday, Pugsley, Granny and Fester Addams in whatever order you please. (You can even find them before the health upgrades if you want to, but the extra hearts make it much easier.) After that, the door to the final challenge, where you can rescue Morticia and take on the game's final boss, opens up and you're on the way to beating the game.

Being developed by Ocean, one would expect The Addams Family to have a certain "Euro" feel to it, and this comes across in its structure, with each of the game's main areas being split into named rooms that give a hint as to what hazards the player can expect in there; there's definite shades of classic home computer games like the Dizzy series and Spellbound from the Magic Knight series here, but rather than being single screens, each room in The Addams Family is a scrolling mini-level in its own right.

Thankfully, the game resists the temptation to get a bit too Euro in its structure, as while it is non-linear and often presents the player with multiple possible routes, it's not really possible to get "lost", and any necessary backtracking is generally assisted by helpful shortcuts. There's no map to refer to, either; while it might have been helpful to have one, after spending a bit of time with the game you'll find it pretty intuitive to navigate. The real joy is in discovering the game's many, many, many secret areas.

The Addams Family drew some criticism on its original release for being "derivative" — and by that most reviewers meant that because you jump on enemies' heads, it's a Super Mario clone. And, to be sure, there were a lot of 16-bit platformers around at the time, many of which were based on popular movies.

But for me, something always stood out about The Addams Family, even with its many peers in the genre. It was slick, well-designed and enjoyable to play — and I'm pleased to report that it is still all of those things. It's been a genuine pleasure revisiting it over the course of the past few evenings, and I'm looking forward to creeping my way gradually towards beating it. I've already got all the heart upgrades and rescued Wednesday; next up is Granny, Pugsley or Uncle Fester. It'll be great to finally tick this off my list — and I suspect it won't be the last time I play it through once I've beaten it, either.


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#oneaday Day 445: An evening with MiSTer https://imnotdoctorwho.moegamer.net/2025/08/26/oneaday-day-445-an-evening-with-mister/ https://imnotdoctorwho.moegamer.net/2025/08/26/oneaday-day-445-an-evening-with-mister/#respond Tue, 26 Aug 2025 23:00:14 +0000 https://imnotdoctorwho.moegamer.net/?p=34540 The many, many gigabytes of Stuff I'd been copying to my MiSTer Multisystem 2 finally finished during the workday today, so as soon as I was off the clock it was time to dive in and try some things! I had a couple of unfortunate hiccups along the way, most notably with Starwing, which kept … Continue reading #oneaday Day 445: An evening with MiSTer →

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The many, many gigabytes of Stuff I'd been copying to my MiSTer Multisystem 2 finally finished during the workday today, so as soon as I was off the clock it was time to dive in and try some things!

I had a couple of unfortunate hiccups along the way, most notably with Starwing, which kept freezing up and crashing, seemingly at random. I tried several different ROM files and that didn't seem to fix it; other SNES games seemed to work fine, but other Super FX games (such as Yoshi's Island) also displayed the same lockup problems with the same or even greater frequency. A bit of digging around the Internet revealed that the SNES core is seemingly having a few woes with Super FX games right now, so I guess I'll just have to wait until that's sorted to get my Starwing on. Unfortunate, but it's not as if there's nothing else on there to play!

My second hiccup was with the Atari ST. I set it up to use Pera Putnik's excellent hard drive image of games that had been converted to run from hard drive and under pretty much any revision of the operating system (under normal circumstances, quite a few ST games can be very picky about this) and… starting any game up resulted in the dreaded "bombs" — the ST's error screen. Then I remembered that it's recommended you run the games from this hard drive image with more than a megabyte of RAM due to the extra features that have been bolted onto them, such as save states. On my real STE I was running them with 4MB and it worked great, so I bumped the MiSTer's virtual ST RAM up to 4MB and suddenly everything was working perfectly. Wonderful.

I had a bit of a tinker with the 60Hz games, too. The 60Hz squish that is my TV's trademark is a tad variable depending on what system you're using — presumably it relates to the specific resolution a console is outputting, which would account for why ColecoVision is super squished, while SNES, PS1, PC Engine and suchlike just have black borders no bigger than your typical unoptimised PAL conversion from back in the day — but the performance is absolutely lovely. I tried the NEOGEO core, and it's beautiful.

For me, I think the biggest thing that CRTs provide over and above modern displays is the sheer smoothness of movement, particularly with something like scrolling. I'd long suspected that this was the case, and while I was setting up the MiSTer I put it to the test, running a game through both the analogue and HDMI outputs simultaneously. On the CRT, the scrolling was silky smooth. On the HDMI monitor, it was pretty smooth, but nowhere near as slick. Granted, the HDMI monitor I'm using is not exactly one optimised for gaming (it's an office castoff from a friend) but the difference was… marked.

So what have I actually played this evening? A few things! I didn't want to be jumping around too much, so I tried to pick a few things that I could settle in with for a while. I was hoping to spend the whole evening revisiting Starwing, since I haven't played that properly for many years, but, well, see above for what happened there.

After a bit of fiddling around trying (and failing) to get that to work, I booted up a game I'd only ever played a demo of previously: Kula World (aka Roll Away to Americans) on PlayStation. This is a puzzle game in which you control a beach ball on some suspended platforms, and your aim is to gather the keys to open the exit, perhaps score some bonus points along the way, then get to the exit. The twist is that as well as rolling along the platforms and jumping, you can also roll around the "end" of platforms to move onto different faces, thereby opening up different angles of exploration. The game starts simple but becomes a bit of a brain-bender before long, particularly as you're against the clock on each stage!

Then I thought I'd have a poke around in the AmigaVision collection, which is a huge pile of Amiga games with a nice front-end launcher. I plumped for HeroQuest II: Legacy of Sorasil, a game I've always been curious about — and a tad bitter that it never came to ST, as I really enjoyed the original HeroQuest on ST. I reckon the ST could definitely handle HeroQuest II — though I suspect the fact it was a 1994 release was the main reason we never saw an ST version, rather than fears the platform wouldn't be able to handle it. By 1994, I'm pretty sure we'd converted to being an MS-DOS and Windows 3.1 household, though the STs still got some use by my Dad for MIDI purposes. The Amiga, meanwhile, was still clinging on for dear life at this point, bless it.

I'm really impressed with the home computer experience on MiSTer so far — though given the project's origin primarily as a means of emulating Amiga and ST in FPGA hardware, this probably shouldn't surprise me. The Atari 8-bit core is very pleasing indeed, happily runs both disk images and Atari executable .xex files, and makes the correct noises while loading. I haven't tinkered with the C64 and Spectrum cores as yet, but I suspect those will be just as enjoyable to play around with.

I made the right choice hooking up a keyboard and mouse to the MiSTer from the get-go. Having it ready to go as both a classic computer and a games console really showcases the flexibility of the device — and the many generously provided USB ports on the Multisystem 2 mean there's no real swapping things around needed. I'm definitely looking forward to getting back into some proper classic computing with the system — I might see if I can make more sense of the programming tutorials in magazines than I could as a kid, and actually see if I can learn something along the way. We'll see.

For now, I'm very happy indeed. It was a lengthy process to get everything setup — and it doesn't have to be quite as lengthy as what I did, but I wanted a fairly "future-proof" setup — but now I can just flip a switch and be in retro heaven without having to swap cables around or remember where I put fifteen different power adapters. Plug and play! It'll never catch on.


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#oneaday Day 444: The 60Hz Squish https://imnotdoctorwho.moegamer.net/2025/08/25/oneaday-day-444-the-60hz-squish/ https://imnotdoctorwho.moegamer.net/2025/08/25/oneaday-day-444-the-60hz-squish/#comments Mon, 25 Aug 2025 19:53:48 +0000 https://imnotdoctorwho.moegamer.net/?p=34537 The MiSTer is nearly completely set up! It's just copying over a shitload of PlayStation and Saturn games, and then it will be ready to go. I got a replacement SCART cable today, and I'm delighted to report I can now get an absolutely lovely picture on my beloved old CRT, which means the MiSTer … Continue reading #oneaday Day 444: The 60Hz Squish →

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The MiSTer is nearly completely set up! It's just copying over a shitload of PlayStation and Saturn games, and then it will be ready to go. I got a replacement SCART cable today, and I'm delighted to report I can now get an absolutely lovely picture on my beloved old CRT, which means the MiSTer can be used to enjoy a retro gaming experience as "authentic" as it's possible to get without using real hardware.

I've elected to load the system up with primarily PAL-format ROMs. I know some folks will get sniffy about this, but I have three reasons for doing so.

Firstly, I live in the UK. PAL gaming is what I grew up with, and part of getting the MiSTer set up and working is about recreating that classic experience of using computers and consoles on this Sony Trinitron TV — which is the same one we used to run the Atari ST through back at my parents' house, and which is the same one I took with me to university and played PlayStation games on, right up until I bought an absolute monster of a CRT from a local second-hand shop in my second year at university. That TV, sadly, died after probably one too many house moves (it moved to three different houses in Southampton, then another in Winchester before finally giving up) but the CRT I'm using now is still going almost as strong as it ever was.

Secondly, this TV has a peculiar idiosyncrasy where it is capable of displaying a 60Hz signal, but rather than switching "modes" to do so, it instead just takes the reduced number of lines from a 60Hz/NTSC signal (480 vs 576 for PAL) and plonks them in the middle of the screen as-is. This means that, in stark contrast to slightly later TVs with marginally better 60Hz compatibility, where switching to 60Hz ensures you get a screen-filling picture and slightly better frame rate with more prominent scanlines, running 60Hz systems and games on my particular TV results in varying degrees of picture squish, ranging from "a bit" to "I never knew the ColecoVision had a 16:9 mode". As such, since I'll be primarily using the MiSTer on this CRT, the optimal experience for me is actually to use 50Hz versions of games.

Thirdly, I feel like to a certain extent, PAL gaming history gets a bit forgotten about. It was quite a challenge to track down EU/PAL-specific ROMsets for each console that I want to run on the MiSTer, but I took the time to do so, and I think it will have been a worthwhile use of my time to do so. A lot of complete ROMsets archived online these days are US-centric, and, sure, the 60Hz NTSC versions of games may, in most cases, be the "best" way to experience these games, but that doesn't mean the PAL experience should be erased from history. In fact, there are several cases where PAL versions of games were substantially different from their North American counterparts, with a great example being the Gex games on PlayStation; the voice of the titular character was completely different between the US and Europe, giving each version a very different feel. Several Gran Turismo titles, too, also had markedly different soundtracks between regions.

So yeah. Outside of a few NTSC-specific things I'm loading on where there was no PAL equivalent (we missed out on a lot of RPGs until the PS2-3 era!) this MiSTer is primarily going to be a celebration of the PAL experience. And I'm really looking forward to this danged copy job being over and done with so I can actually sit down and play with the thing!

Still, this is what I signed up for. I knew it was going to take a while to get everything up and running. It's going to be well worth it when it's done.


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#oneaday Day 396: The purity of early gaming https://imnotdoctorwho.moegamer.net/2025/07/08/oneaday-day-396-the-purity-of-early-gaming/ https://imnotdoctorwho.moegamer.net/2025/07/08/oneaday-day-396-the-purity-of-early-gaming/#respond Tue, 08 Jul 2025 22:02:13 +0000 https://imnotdoctorwho.moegamer.net/2025/07/08/oneaday-day-396-the-purity-of-early-gaming/ I consider myself quite fortunate in that I'm able to enjoy a full spectrum of video gaming, ranging from the very earliest titles up to the most modern releases. The only part of gaming that really leaves me cold is multiplayer-centric titles — I just find they don't hold my interest in the long term. … Continue reading #oneaday Day 396: The purity of early gaming →

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I consider myself quite fortunate in that I'm able to enjoy a full spectrum of video gaming, ranging from the very earliest titles up to the most modern releases. The only part of gaming that really leaves me cold is multiplayer-centric titles — I just find they don't hold my interest in the long term.

I feel particularly blessed to be able to enjoy stuff from the early '80s, because I know the primitive presentation of stuff from this era can be a turnoff to some. But I absolutely love it; settle me down in front of a bunch of Atari 2600 or Intellivision games — or, indeed, home computer games from the era — and I can quite happily fill an evening just as well as I could playing a modern, complex title.

As I've grown older and spent a significant portion of my life writing about and making videos about games, particularly those from this early era, I feel like I have a solid appreciation for simple but solid design, and games that are inherently designed to be highly replayable. Sure, you can't "finish" a lot of these games in the same way as modern titles, and to some that's inherently less satisfying, but you have to look at them a bit differently.

Take one of my favourite games of all time, River Raid, for example. River Raid is a vertically scrolling shoot 'em up that, in theory, goes on forever. You can't "beat" River Raid. But you can develop a sense of satisfaction from attaining a high score, or reaching a particular level when starting from the beginning, or overcoming a specific challenge that has given you grief for a while.

But it's not even about making progress sometimes. Sometimes it's just about engaging with an inherently pleasing experience. The best early '80s games feel good to play. They achieve this through good handling, effective presentation, a feeling of fairness, and plenty of other elements besides. I enjoy playing Night Stalker on Intellivision not in pursuit of high scores, but simply because it feels nice to play it.

So with that in mind, for this trip down to the office and the accompanying overnight stay — this time at my parents' house because my usual hotel was fully booked — I've brought nothing but early '80s fun to occupy myself. And before I head off to sleep, I think I'll enjoy a round or two of some all-time favourites. Maybe some Cloudy Mountain to start off…?

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#oneaday Day 391: Step out of my Game Room https://imnotdoctorwho.moegamer.net/2025/07/03/oneaday-day-391-step-out-of-my-game-room/ https://imnotdoctorwho.moegamer.net/2025/07/03/oneaday-day-391-step-out-of-my-game-room/#respond Thu, 03 Jul 2025 17:54:03 +0000 https://imnotdoctorwho.moegamer.net/?p=34257 Every now and then, I like to hit the "Random Post" button on this site and see what I was writing about at some point in the past, be it a few weeks ago or, in some cases, years ago. Today, the Random Post button threw up this post from early in my first run … Continue reading #oneaday Day 391: Step out of my Game Room →

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Every now and then, I like to hit the "Random Post" button on this site and see what I was writing about at some point in the past, be it a few weeks ago or, in some cases, years ago.

Today, the Random Post button threw up this post from early in my first run around the #oneaday track. For those too lazy to click (I know you are, everyone is these days), it was a post about the then-imminent arrival of Game Room on the Xbox 360, and some feelings of positivity towards the whole thing.

For the unfamiliar, Game Room was a piece of software for the Xbox 360 that allowed you to kit out a virtual arcade and populate it with not only virtual tat, but also real games. The software was free, but in order to get any real use out of it, you had to buy either individual games or bundles of games. These games could then be placed into your arcade as "machines" that you could go and play, and, in an attempt to get people to care about Xbox Avatars, you could sometimes see virtual representations of people from your friends list wandering around and playing the games.

What was rather interesting about Game Room for me at the time was the fact that it included not only arcade games — which we already had a few of in downloadable form via Xbox Live Arcade — but also Atari 2600 and Intellivision console games. I had a passing familiarity with some 2600 hits at the time, but Intellivision was completely alien to me, so I was fascinated by the prospect of discovering some new favourites from the dawn of gaming.

There were a lot of objections to Game Room prior to its release, though. Indeed, that post was partially in response to a post on the official Xbox forums (RIP), where an Xbox player called "A Patch of Blue" described the upcoming programme as "a shameless attempt to siphon off Microsoft Points by dumping regurgitated content into our laps with a pretty bow on it". Their primary objections were that the games cost an equivalent of $3 each (a bit tight, I feel) and also that "guests" in your arcade could only play a game once before having to pay-per-play to the tune of 40 Microsoft Points (approximately 50 cents) unless they went away and bought it themselves.

Here's part of my response:

The biggest concern people have with digital distribution is that one day, your content will be switched off and, despite having paid for it, you’ll no longer be able to use it. This is a fair concern, as no-one likes splashing the cash on things that they won’t be able to use at some point in the future – but when you think about it, in the world of tech, this is nothing unusual. Products come and go, specifications increase, chipsets change – and at some point it’s necessary to leave the old behind. Did people complain that the Amiga wasn’t backwards-compatible with the Commodore 64? Do music enthusiasts complain that it’s getting harder and harder to find a cassette deck to play those old albums that you only bought on cassette because they were cheaper?

Well, yes, they probably do, but that’s beside the point. What I guess I’m trying to say is this: isn’t the “built-in obsolescence” of digital distribution the same thing? I have a stack of PC games in a box here, some of which it isn’t possible to run any more. Okay, maybe with some tweaking and playing with software like DOSBox it’s possible to get it going – but to a (for want of a better word) “casual” user, they’re defunct and obsolete. The only difference with potentially expiring digitally distributed products is that there’s no workaround like DOSBox. Once the content’s gone, it’s gone. And yes, that’s not a great thing, but it’s not something to be surprised about.

Oh, dear 2010 Pete. How silly you were. How foolish. How you should have probably listened to A Patch of Blue. Because you can't play anything you bought for Game Room any more, can you? No, you can't, because they switched the servers off, and that means, for some reason, you can't play any of the stuff you paid for.

Actually, I do maintain that Game Room was a lot of fun while it lasted. In particular, I adored the real-time leaderboards, because it was a genuine game-changer in stuff like River Raid for 2600 to see yourself climbing the rankings as you played. No-one has done anything quite like it since; even Hamster's otherwise excellent Arcade Archives releases on modern platforms only update the leaderboards after you've completed a run and specifically told it to update your score.

That sort of stuff, being server-driven, obviously couldn't last forever. But completely switching off the entire application, meaning you could no longer play anything, even single-player stuff with no leaderboard functionality, was kind of shitty, and I'm still a tad bitter about it.

Game Room was a great idea for numerous reasons. As I point out in that post from 2010, Game Room was the first real attempt to put out a fully legal, officially licensed, console-based multiplatform "emulator for the common man" system out there. There was no faffing around with configuration, no diving into dodgy ROM sites looking for the games you wanted. You just fired it up, bought the stuff you wanted, played, and enjoyed the features it offered. It's unfortunate that it's no longer accessible, as there was no "end of life" plan beyond "just turn it off".

These days, we have other options for officially licensed ways to play classic games, including my place of work, the aforementioned Arcade Archives series, compilations for modern platforms and numerous other products. Most of these have been designed in such a way that they will continue to function indefinitely — assuming you have them downloaded, in the case of digital products like the Arcade Archives games — which is an improvement over Game Room's completely closed, proprietary and online-dependent ecosystem.

I still miss Game Room, though. I'd love to see someone take its really good ideas — chief among them that real-time leaderboard thing — and run with them in a way that's a bit more considerate to players over the long term, and compliant with things like the Stop Killing Games initiative.

Hell, this sort of thing is the exact situation Stop Killing Games is seeking to prevent happening again: it's not saying that Microsoft would have needed to run things like the leaderboard servers indefinitely, because obviously that's not practical or cost-effective. But in an ideal world, I'd still be able to open up Game Room today and still play all the games I bought to use with it. As it stands, the money I spent on it — and I seem to remember I spent a fair bit on it — now has absolutely nothing to show for it.

So yeah, 2010 Pete. I admire your optimism, but I'm sorry to say that it was misplaced. Still, I know you enjoyed it while it lasted, so it's not a complete loss. But I hope you learned your lesson.

I did.


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 350: What I'm doing this weekend https://imnotdoctorwho.moegamer.net/2025/05/23/oneaday-day-350-what-im-doing-this-weekend/ https://imnotdoctorwho.moegamer.net/2025/05/23/oneaday-day-350-what-im-doing-this-weekend/#respond Fri, 23 May 2025 23:39:18 +0000 https://imnotdoctorwho.moegamer.net/?p=34067 I think I pinned down what I want to do for some videos. As I've noted a couple of times recently, I've been feeling a bit short on inspiration and motivation of late, and I've been wondering how I might shake things up a bit for myself. The answer is to do something a bit … Continue reading #oneaday Day 350: What I'm doing this weekend →

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I think I pinned down what I want to do for some videos. As I've noted a couple of times recently, I've been feeling a bit short on inspiration and motivation of late, and I've been wondering how I might shake things up a bit for myself.

The answer is to do something a bit different to usual! So I'm going to do just that. Specifically, I've set myself the goal of doing two main things this weekend: one, a pre-scripted video on the subject of PS3 racer MotorStorm, which I've only just played for the first time and really like, and secondly, an "Exploring Together" Let's Play-type video on one of the Game Boy games that has just been added to Nintendo Switch Online: a Kemco title called The Sword of Hope.

I'm really interested in the latter. I've never heard of it before — although I must confess that's not hard with me and Game Boy games, since I only had a limited library when I was younger — but I saw someone describe it earlier as a cross between a conventional RPG and the Icom Simulations adventure games. You know, Deja Vu, Uninvited and Shadowgate.

I really like those games! And I really like the NES and Game Boy ports of them, even if they lack a fair old chunk of the text found in the computer originals. So the idea of playing something that appears to be inspired by them, but which adds some additional mechanics over the top rather than just killing you every five seconds, sounds very appealing to me indeed.

I'm going in as blind as possible because I want to include my immediate reactions to the game in the video. And I think, long-term, I'd like to cover some more Game Boy stuff — not just the stuff on Nintendo Switch Online, but in general, too. The Game Boy, Game Boy Color and Game Boy Advance each have vast libraries, and there are some thoroughly interesting titles among them. Presumably because development for these platforms was so cheap — and because they didn't have nearly as much critical scrutiny on them as the TV-connected consoles — developers were, seemingly, quite keen to be very creative with their work on the system. So there's some wonderfully experimental Game Boy (Color/Advance) games out there, and I think there's plenty of scope to explore those through both Nintendo Switch Online and the MiSTer Multisystem 2.

So that's my plan for this weekend. Some of it, anyway. It's a long weekend here in the UK, so I can take my time and enjoy it, then it's back to the ol' grindstone from Tuesday. We've been enduring a particularly busy and stressful period at work for quite some time now, so it's nice to have an extra day off to decompress a bit. It'll all be worth it in the end, though.

Before that, though, bed. Sleep! Sleep is good.


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 349: PlayStation Library https://imnotdoctorwho.moegamer.net/2025/05/22/oneaday-day-349-playstation-library/ https://imnotdoctorwho.moegamer.net/2025/05/22/oneaday-day-349-playstation-library/#respond Thu, 22 May 2025 23:15:07 +0000 https://imnotdoctorwho.moegamer.net/?p=34064 As I'm eagerly anticipating the MiSTer Multisystem 2 in a few months, I find myself pondering how to handle the "loading games onto it" situation. The temptation with devices like this is always to just load it up with absolutely everything and then you have a magic retro gaming box that can play anything you … Continue reading #oneaday Day 349: PlayStation Library →

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As I'm eagerly anticipating the MiSTer Multisystem 2 in a few months, I find myself pondering how to handle the "loading games onto it" situation. The temptation with devices like this is always to just load it up with absolutely everything and then you have a magic retro gaming box that can play anything you want at any time. And, to be fair, doing so is pretty easy these days, with how many systems have complete ROMsets archived online. The legality is, of course, questionable, but the reality is that these sets exist.

With disc-based systems, though, it pays to be a bit more selective. I mean, I've got a 1.5TB SD card to load stuff onto, so I could just load the full PS1, Saturn, Mega CD and PC Engine CD libraries on there. But is it a good idea to? I'm increasingly thinking not. After all, the disc-based consoles are where we really started to see a lot of shovelware starting to appear, since discs were a lot cheaper to produce than cartridges, and thus there are big old chunks of the PS1 library in particular that I think no-one would miss.

I also have the consideration that the CRT screen I intend on using with the MiSTer Multisystem prefers 50Hz PAL games. It'll run NTSC stuff, but sometimes not entirely right, meaning I will probably want to load the European versions of games onto the system by default. And, unsurprisingly, with the US-centric nature of much of the Internet, it's a lot harder to find a full PAL set of PlayStation games than it is to download the entire NTSC-U/NTSC-J library.

So I feel like I might be selective. I may well change my mind on this depending on if I manage to find a suitable archive of PAL games, but at the moment I'm thinking I might just load things on there that I know I want to play or that I had in the day, and then if anything else happens to come up, I can always find it later.

There are games I've played before and I'd like to revisit, like The Adventures of Alundra and the original release of Castlevania: Symphony of the Night. But there are also games that I never played back in the day but want to, like Azure Dreams, Tecmo's Deception and Legend of Kartia. I still have a modest PS1 collection here in the house, so I will recreate that digitally as a starting point, then fill out with the games I remember owning and playing back in the day. It's a shame I didn't have a blog back then, because before I got bitten by the "collector" bug I did a lot of trading and exchanging games to afford new ones, as I'm sure a lot of us did. (I also did a fair bit of buying games at least twice if I decided that I really liked them, which I'm sure at least a few of us did, too.)

When it comes to Saturn, Mega CD and PC Engine CD, though, I'm in the dark. But those libraries are also quite a bit smaller than the PS1 lineup, so I can probably just bung the whole lot on the card and explore a bit at a time.

Regardless of what the contents of that SD card end up looking like, I'm still really looking forward to the MiSTer Multisystem 2. Count on there being much more anticipation in the coming weeks and months, and hopefully gushing praise for the thing when it's finally in my filthy hands. Oh, I should probably add; if you have no idea what I'm talking about, check here.


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#oneaday Day 291: If you like old games mags, here's a podcast you might like https://imnotdoctorwho.moegamer.net/2025/03/25/oneaday-day-291-if-you-like-old-games-mags-heres-a-podcast-you-might-like/ https://imnotdoctorwho.moegamer.net/2025/03/25/oneaday-day-291-if-you-like-old-games-mags-heres-a-podcast-you-might-like/#comments Tue, 25 Mar 2025 22:51:50 +0000 https://imnotdoctorwho.moegamer.net/?p=28403 The other day, I was contacted relatively out of the blue (no pun intended) on Bluesky by a chap called Ty Schalter, who wanted to let me know he and a fellow writer, journalist and author, Aidan Moher, were launching a new podcast, and would I mind giving it a bit of a nudge on … Continue reading #oneaday Day 291: If you like old games mags, here's a podcast you might like →

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The other day, I was contacted relatively out of the blue (no pun intended) on Bluesky by a chap called Ty Schalter, who wanted to let me know he and a fellow writer, journalist and author, Aidan Moher, were launching a new podcast, and would I mind giving it a bit of a nudge on socials.

Firstly, I was flattered that Ty thought I had anywhere near enough reach online to make a difference these days, but I indeed shared it anyway, and am, in fact, doing so again right now. Secondly, I was 100% on board with the concept for the podcast, which was to take a fond look back at classic games magazines. Here's the first episode for you to enjoy:

Now, as I stated in no uncertain terms just the other day, I am a big fan of old computer and video games magazines, and am always up for some discussion of them. These days, it's a bit tempting for everyone to look at the worst of their output, go "ugh, cringe" and leave it at that, but Schalter and Moher are doing the subject justice, judging by their first episode; they're acknowledging that while there are often faults we can pick from a 2025 perspective, these magazines were a vitally important part of gaming culture, particularly in the days before we had always-online Internet and, later, mobile phones.

What you've gotta remember is that in the '90s, if you had an Internet connection at all, it was a dial-up one that you had to ration your time with so as not to leave yourself with an astronomical phone and/or usage bill; earlier than that, the only online services out there were self-contained bulletin board systems. There was also a curious "in-betweeny" phase in the early '90s where services like AOL and CompuServe came to prominence; these offered global online services somewhat akin to the modern Internet, but in their own curated walled gardens. Later, both services provided access to the broader Web, but initially, they were their own little communities.

Why is this important? Because it meant that it was nowhere near as easy to talk about games with people as it is today. There was no magic black slab in your pocket that connected you to the rest of the world, and there was no guarantee that when you "logged on" with your computer that you'd find someone you wanted to talk to. There certainly wasn't the opportunity for carving out your own little space online as there is today, and absolutely no social media. (Maybe it wasn't all bad.)

This meant that magazines played a crucial role for video game enthusiasts: they were the main way that people who enjoyed games found out about new releases, the latest news and in-depth information about stuff that was already out. They were a point of common contact that, when we met up with our "real-life" friends (remember them?), we could use as the basis for a discussion. They were a connection to the outside world — and for many of us, a lifeline that made us feel much less alone in our passion for what is, most of the time, a fairly solitary pastime.

Schalter and Moher get this. They understand that for many of us, magazines were "the gaming community". We came to the mags not just for the games, but in many cases, for the personalities involved and the opinions we trusted. We'd obsess over a 250-word review of a 40-hour RPG, reading it repeatedly and drinking in the screenshots, wondering what it would be like to actually play the thing. We'd base our purchasing decisions on the arbitrary numbers the reviewers thought up, for better or worse. And we'd get to know the studios behind our favourite games through special features, interviews and preview reports.

Many of these things can be argued to still be present in today's games press, to be sure. But the daily churn of gaming news online makes it somehow less special than it was to get a monthly magazine. What game would be on the cover? What games would get in-depth features? What games were getting walkthroughs, tips and cheats? Would there be any cool cover-mounted gifts or bonus booklets included?

While it can be funny to look back and laugh (or cringe) at The People We Were 20-30+ Years Ago, it's important to take a look at the full picture for an understanding of why things were the way they were — and why so many people are still nostalgic for an era long past.

That's what the Fun Factor podcast seemingly aims to explore, and judging by the first episode — which features lengthy reminiscences about Final Fantasy VII that I'm sure will be familiar to anyone Of A Certain Age — it's going to be a good listen over the long term.

So go give that first episode a listen now, and if you're so inclined, support the podcast on its official website. You can also follow the pod, Ty and Aidan over on Bluesky.

I'm excited to see where the show goes from here, as it's a subject near and dear to my own heart. And if you have any fond nostalgia for that supposed "golden age" of magazines, I recommend checking it out, too. 'Cause heaven knows we could all do with some fun, happy stuff to enjoy right now, I'm sure.


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 275: The quantum shift in engagement with games https://imnotdoctorwho.moegamer.net/2025/03/09/oneaday-day-275-the-quantum-shift-in-engagement-with-games/ https://imnotdoctorwho.moegamer.net/2025/03/09/oneaday-day-275-the-quantum-shift-in-engagement-with-games/#respond Sun, 09 Mar 2025 23:19:13 +0000 https://imnotdoctorwho.moegamer.net/?p=28328 I have been rewatching a lot of some of my favourite YouTube videos recently: the back catalogue of Mark "Classic Game Room" Bussler, who was a big inspiration to me back when I started doing YouTube things. Throughout his various runs of his show Classic Game Room, Mark primarily focused on what we today describe … Continue reading #oneaday Day 275: The quantum shift in engagement with games →

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I have been rewatching a lot of some of my favourite YouTube videos recently: the back catalogue of Mark "Classic Game Room" Bussler, who was a big inspiration to me back when I started doing YouTube things. Throughout his various runs of his show Classic Game Room, Mark primarily focused on what we today describe as "retro games" — meaning, in his instance, pretty much anything from PS2 backwards, though primarily focusing on 8-bit and 16-bit consoles such as the NES, SNES and Mega Drive.

One thing that strikes me any time I either go back and explore games from this era either by myself or when I do it vicariously through a show like Classic Game Room is that the way we engage with video games has fundamentally changed at some point. I don't mean the way we interact with them — though control schemes have, of course, become more refined as time has gone on and "best practice" has become established — but rather what we consider to be a "worthwhile" experience.

For many years, the majority of my gaming has focused on long-form games like role-playing games and visual novels. This started back in the PlayStation era, where I discovered Final Fantasy VII for the first time and promptly started devouring pretty much every RPG I could get my hands on. But it wasn't always that way; when I think back to the time I spent playing games on the Atari 8-bit, Atari ST and Super NES, the games were (typically by necessity, as a result of their technology) more short-form, immediate experiences. And, back then, I derived just as much value from those as I did the longer-form stuff I started playing with the PlayStation.

Okay, I do recall my sessions on the Atari 8-bit often involving booting up one game, playing for a bit, then loading something else up, playing that for a bit and so on — like most early home computer owners, we had a big disk box full of pirated games, so I wasn't exactly short on choices — but I also feel like it was a lot easier to become engaged and invested in something simpler, shorter and less narrative-focused. I'd spend a lot of time playing Super Mario World, Starwing and SimCity on my SNES, for example; while one might argue both Super Mario World and SimCity are each in their way "long form" games of a sort, they're a different breed to your average RPG, and neither focus on an unfolding story; they use nothing but their mechanics to keep you engaged, and SimCity in particular flat-out just doesn't have an end.

These days, I feel like I'm easily falling into… I don't know if I want to call it a "trap" as such, so let's call it a "routine" instead… where I tend to focus on one "big" game at a time, and that "big" game is something with a lengthy storyline. Over the last couple of months, I spent 120 hours playing through Xenoblade Chronicles: Definitive Edition and its expansion Future Connected, for example. And that's the main thing I played during that period; I had the odd diversion for a few bits and bobs along the way, but for the most part, I was focused on that one game.

There's value in those shorter games, though, and finally fixing up my retro consoles with Everdrive units and equivalents (as well as all the stuff I work on for the day job with Evercade) is really helping me rediscover that, as there's a definite magic to playing on the classic hardware that emulation still just doesn't quite capture perfectly. (Mostly the scrolling. Real hardware scrolling is flawless; emulation still has just enough tiny hiccups, even on a powerful system, to remind you that it's not quite perfect.)

Beetle Adventure Racing on N64 was a real pleasure to finally explore, as previously discussed, and I've always had a very soft spot for Tetrisphere. I had a pretty limited library of SNES games back in the day — Super Mario World, Super Mario All-Stars, Super Mario Kart, Starwing, SimCity and Zelda — so there's a lot to discover on SNES. And when my Mega Everdrive Pro arrives for the Mega Drive hopefully later this week there's a whole other library of 16-bit goodness to play with, too.

The danger, of course, is giving yourself too much choice, which can lead to the dreaded Analysis Paralysis, which in turn leads to enjoying nothing at all. But I've got a nice expanse of time between having finished Xenoblade Chronicles: Definitive Edition and Xenoblade Chronicles X: Definitive Edition coming out later this month. So I intend to make good use of that time to explore some short-form fun.

And finish Soul Blazer. I'm already halfway through that, and that's sort of a Big Game, but also kind of not. I'm enjoying it a lot, either way, so I will probably try and bash that out before Xenoblade X day on the 20th. That and I finished Tokyo Dark: Remembrance today, too. I'm doing well!

Anyway, for now, bed. Perhaps with a little bit of 16-bit action before that…


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 272: A productive day! https://imnotdoctorwho.moegamer.net/2025/03/07/oneaday-day-272-a-productive-day/ https://imnotdoctorwho.moegamer.net/2025/03/07/oneaday-day-272-a-productive-day/#respond Fri, 07 Mar 2025 00:34:41 +0000 https://imnotdoctorwho.moegamer.net/?p=28317 One of the troubles I am sure anyone with any sort of "online presence" will be familiar with is the feeling that you "should" be doing something "productive" with any free time you happen to have. Such is the case with me; I've been on holiday all week, and I've had the lingering sensation that … Continue reading #oneaday Day 272: A productive day! →

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One of the troubles I am sure anyone with any sort of "online presence" will be familiar with is the feeling that you "should" be doing something "productive" with any free time you happen to have. Such is the case with me; I've been on holiday all week, and I've had the lingering sensation that I should make some videos for my YouTube channel, since it's something I enjoy doing, and having a bunch of free time available is, surely, the ideal time to do such a thing.

And yet. And yet. There's always a part of your brain at times like this that says "no, fuck that, you booked time off so you don't have to work, so just relax and enjoy yourself". Of course, making YouTube videos is a relaxing and enjoyable activity, but it also requires effort, so you can see the quandary.

Anyway, I made some time to get some stuff done today. I'd already scripted the intro sections for several vids yesterday, so all I had to do was set aside a few hours to record the intros and gameplay sections, and there we were.

I'd been meaning to do several of these videos for a while, but had put up a bit of a mental block towards a couple of them, because they involved games and a platform that are unfamiliar to me: specifically, two Spectrum games that had the potential to be rather challenging to cover.

And they were challenging to cover, but I found a solution. Mostly dogged determination, to be honest, though in the case of one of them, copious use of save states and rewind functions. And the result is, I hope, some videos where I demonstrate how a lot of Spectrum games can be something of a "slow burn", particularly if you didn't grow up with them, but if you are willing to put in the time and effort, there are potentially rewarding experiences that await you.

All in all, I got five videos done altogether today: three Spectrum vids and two Atari games as a palate-cleanser. Want specifics? Oh, all right then; on the Spectrum front, the two I was worried about were Ant Attack and Army Moves, the latter of which is where the majority of the save state/rewind "cheating" took place, because fuck that game's first four levels, plus Auf Wiedersehen Monty, which I knew probably wouldn't be an issue and, sure enough, wasn't. The two Atari games were Lode Runner's Rescue (which is a really interesting game I'd never heard of until very recently!) and Frogger II (which I just like).

That's pretty danged productive, so I should be pleased with myself. So I am! I'm looking forward to sharing these videos with you, as I think they're all a lot of fun. Watch out for them over the course of the next couple of weeks.


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 269: It was my bloody SNES https://imnotdoctorwho.moegamer.net/2025/03/03/oneaday-day-269-it-was-my-bloody-snes/ https://imnotdoctorwho.moegamer.net/2025/03/03/oneaday-day-269-it-was-my-bloody-snes/#respond Mon, 03 Mar 2025 22:14:54 +0000 https://imnotdoctorwho.moegamer.net/?p=28308 In retrospect, when I had two game cartridges fail in the exact same way as one another, I should have probably considered the possibility that it was, in fact, the game console itself that was at fault rather than the cartridges. But, well, I was going to get an FX Pak Pro anyway, so all … Continue reading #oneaday Day 269: It was my bloody SNES →

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In retrospect, when I had two game cartridges fail in the exact same way as one another, I should have probably considered the possibility that it was, in fact, the game console itself that was at fault rather than the cartridges. But, well, I was going to get an FX Pak Pro anyway, so all that's really happened is I spent £40 more than I thought I was going to, traded in the few loose N64 carts I had lying around (and which were now redundant thanks to the Everdrive 64 X7 I have) and now have two SNESes: one with (presumably) a fried chip that means anything involving "Mode 7" scaling and rotation (and adjacent graphical techniques) is borked, and my new acquisition which, so far, appears to work just fine.

I'm a little sad at the apparent death of my old SNES; that thing had followed me since childhood and has always been a treasured part of my collection, even at the times it wasn't getting much use. I suspect it probably is possible to fix somehow, but that would involve getting stuck into some electronics that I'm not confident enough to explore just yet, and my wife Andie, who is quite happy to get the soldering gun out, is in the middle of numerous other projects, so I don't want to bother her.

So anyway. Yes. CEX did not, in fact, sell me two consecutive faulty copies of Desert Strike, it was my bloody SNES after all. At least that's all resolved now, and with the FX Pak Pro safely in place, I can now just enjoy the thing without worrying about dead batteries, corroded connections and all that other good stuff that we never even thought would be a consideration back when these things were new.

I am looking forward to spending some quality time with the SNES library. As I've alluded to a few times in the past, despite owning that SNES since… probably '92 or so? I didn't have all that many games for it. I had Super Mario World, Super Mario Kart, Super Mario All-Stars, Starwing, SimCity and American copies of Street Fighter II and Chuck Rock. Plus two of those converter thingies that allowed you to play games from another region by plugging a "native" game into the back and the game you wanted to play into the top.

I played a few other SNES games through borrowing them from friends. I borrowed Super Star Wars from my friend Andrew on multiple occasions and liked that a lot; these days people seem to remember that as a ludicrously difficult game, but I don't remember it striking me as being unusually hard back in the day. Definitely one to revisit, and I was always curious to try Super Empire Strikes Back and Super Return of the Jedi, because I never even saw those running.

I'm also going to make some time to play through Soul Blazer, Illusion of Time (better known as Illusion of Gaia) and Terranigma, because I like Quintet's work (and their subsequent work as Shade) but have never settled down to spend a good amount of time with any of these games. I've played the start of all of them multiple times and enjoyed what I saw in all instances, but I definitely want to play them properly.

Then there's just the odd stuff. While loading up a flashcart or emulator with a bunch of ROMs is often a ticket to Analysis Paralysisville, one of the things I like about retro gaming is that you can pick something pretty much at random and probably be able to figure things out without too much difficulty. Sometimes when you do this you make wonderful discoveries of things you never would have thought to try otherwise; at others, you realise why these games aren't better known.

Earlier today, I tried the Infogrames Asterix game. I was a big fan of Asterix as a kid and am still rather fond of it; I still have all my old Asterix books, and the Konami arcade game is, I maintain, one of their best belt-scrollers. I was always frustrated that there was no home version of that arcade game, though, and for one reason or another never came into contact with any of the console games. This particular one isn't anything particularly remarkable, but it does have some of the Asterix wit and charm about it, and Roman soldiers go "PAF!" when you punch them, which is nice.

Another nice thing about the FX Pak Pro is that it functions as a Super Game Boy 2, meaning you can load up Game Boy ROMs as well as SNES ROMs. I found a couple of games that don't seem to work with it — The Smurfs, sadly, which is a shame, as the soundtrack for that game is way better than you would think it would be — but Rod Land does, which is all that really matters.

So mixed feelings today, then. Sadness at the apparent death of my childhood SNES, but joy at the world the FX Pak Pro is about to open up to me. And when the Mega Everdrive Pro gets here in a few days… well, I'll be in 16-bit heaven for quite some time, I feel.


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 261: Two for one https://imnotdoctorwho.moegamer.net/2025/02/23/oneaday-day-261-two-for-one/ https://imnotdoctorwho.moegamer.net/2025/02/23/oneaday-day-261-two-for-one/#respond Sun, 23 Feb 2025 23:23:09 +0000 https://imnotdoctorwho.moegamer.net/?p=28284 Two for the price of one today! Aren't I generous? Of course, I could have probably put what I'm going to say in this post into the previous post, but then I wouldn't have "caught up" having missed a day, and I (and, let's face it, no-one else) would feel bad. So with that in … Continue reading #oneaday Day 261: Two for one →

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Two for the price of one today! Aren't I generous? Of course, I could have probably put what I'm going to say in this post into the previous post, but then I wouldn't have "caught up" having missed a day, and I (and, let's face it, no-one else) would feel bad.

So with that in mind, I'll do my best to try and talk about something completely different in this post.

I've spent my evening playing some Midnight Resistance on Evercade. I do like that game a great deal, and there is, in fact, a reason I've been playing it outside of just "because I want to", but I also just wanted to.

With the general size of modern-day games, it's easy to forget about the appeal of classic arcade-style games from earlier generations of hardware. It's easy to think of these games as being somehow "lesser" thanks to them not having in-depth storylines, not having hours upon hours of gameplay (assuming you can make it through them) and not having in-depth secrets and lore for theorycrafters to post six-hour video essays on YouTube about.

I'm as guilty of this as anyone. When I sit down to play a game in the evening, I'm usually prioritising whatever my "big game" is at the moment — Xenoblade Chronicles at present, for example. But sometimes, as I alluded to the other day, I'm in the mood for something different. And that's generally when I bust out something that doesn't take as long to play, but which I often find is still incredibly rewarding, relaxing and enjoyable.

Take The Excavation of Hob's Barrow, which I played and wrote about recently. I decided to play this pretty much on a whim, but almost as soon as I started I knew that I would be devouring this game within a day or two. And, rather than coming away from the experience feeling like I hadn't had value for money from the game because it only lasted for 6 hours, I came away not only immensely satisfied with the experience I'd just had, but also inspired to write nearly 3,000 words about it.

It's the same any time I jump into something a bit shorter. I need to stop thinking of these as "filler" games, as it's easy to do, and actually settle down and spend some proper time with shorter experiences. Because there's a lot to appreciate in them, and it's valuable to consider the various different ways that interactive entertainment can engage our brain, excite us and distract us from the misery that is generally existing in 2025.

I'm feeling increasingly attracted to 16-bit games specifically, and with that in mind I've ordered an FX Pak Pro for my Super NES. This is a flash cart from the Everdrive maker Krikzz, based on an open source project known as SD2SNES, and it supports pretty much every SNES game you can think of, including the ones with the funny custom chips like the Super FX chip or DSP chips — and supposedly it even runs Game Boy games via the Super Game Boy 2 setup. I'm looking forward to loading it up with European SNES ROMs — the TV I run my SNES on doesn't like doing 60Hz — and spending some quality time with some excellent 16-bit games in the very near future.

And, once my wallet has recovered from the not-inconsiderable amount that the FX Pak Pro costs, I'm going to do the same for the Mega Drive and have an absolutely delightful selection of games to spend some time with when I just feel like kicking back and playing things that aren't too demanding of my time.

I do like collecting retro games, but realistically speaking, I have a few considerations: firstly, I don't have a lot of space for more games, and the priority on the remaining space is for current stuff; secondly, retro is getting very expensive, and not always worth the amount you need to pay to get stuff in reasonable condition; and thirdly, retro is also getting a bit unreliable at times. I bought the game Desert Strike three times from CEX and all three cartridges have an issue in the same way. It's not my SNES because that runs absolutely everything else just fine. Combine that with the fact that batteries in carts with save game functions are starting to fail and it's just easier to go the flash cart route. It's not as if buying a second-hand copy of a game from CEX is sending any money back to the original devs, after all — and as a general rule, if something I enjoy gets an official rerelease on a modern system, I will happily pay up for a physical copy of it. (Even better, often with Evercade I get to be part of making those physical releases!)

So yeah. 16-bit is where it's at for me at the moment. And with that in mind, I think a few more attempts at Midnight Resistance before bedtime.


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#oneaday Day 238: The Sims is still good https://imnotdoctorwho.moegamer.net/2025/01/31/oneaday-day-238-the-sims-is-still-good/ https://imnotdoctorwho.moegamer.net/2025/01/31/oneaday-day-238-the-sims-is-still-good/#respond Fri, 31 Jan 2025 23:15:31 +0000 https://imnotdoctorwho.moegamer.net/?p=28214 The rumours were true! Just ahead of the series' 25th anniversary, EA dropped rereleases of The Sims and The Sims 2 on their own storefront and Steam earlier today, for the eminently reasonable price of £34.99 for the both of them. Considering they both come with all the expansions (well, I think The Sims 2 … Continue reading #oneaday Day 238: The Sims is still good →

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The rumours were true! Just ahead of the series' 25th anniversary, EA dropped rereleases of The Sims and The Sims 2 on their own storefront and Steam earlier today, for the eminently reasonable price of £34.99 for the both of them. Considering they both come with all the expansions (well, I think The Sims 2 might be missing the IKEA "stuff" pack, but that's about it), I'm perfectly happy to pay up for them both, particularly considering The Sims has never had a digital release, and The Sims 2 has been unavailable for a long time.

"But you can get them both for free!" the entitled corners of the Internet shout. "They're abandonware, and that means you can legally download them for free!" Well, firstly, one, no it doesn't, because abandonware isn't actually a thing, legally speaking, and two, it is important to support official rereleases of stuff like this, because it gives a thumbs up to companies making a commitment to actually preserving their history and making it available to everyone, even those who weren't there for it first time around. It's no good carrying on about "preservation" if you don't support actual attempts to do that. Piracy is all well and good if there is no other way, but official preservation efforts should be supported. Yes, even if they're by EA.

Both rereleases have been updated so that they work just peachy on Windows 10 and 11, and The Sims is able to run in much higher resolutions than it ever has before, and in widescreen. Okay, the game could arguably do with a UI scale option when playing at 1080p or higher, but it's not unplayable by any means, particularly if you're playing on a big TV as I have been.

I've spent a few hours revisiting The Sims this evening by making a rough recreation of my original "Hartley Family" save file, which featured me and the other members of my hall of residence flat at university struggling to survive. I am reminded that the original The Sims is actually surprisingly challenging compared to some of its follow-ups; thus far, keeping on top of six people's needs has been quite difficult, particularly with a lack of substantial income. Things will get easier once some of them start getting promoted and bring in a bit more money each day, but for the moment it's very much in "scraping by" territory.

Also one of them has died already after burning down the kitchen, but I managed to "Plead" with the Grim Reaper quickly enough for him to be able to return as a zombie. I have made a promise to myself that I'm not going to save scum at all, I'm just going to deal with the consequences of everything that goes on as it happens. Emergent narrative and all that.

I'm interested to spend a bit more time with the original The Sims, as back when it was current, I had a lot of the expansion packs, but not all of them. I don't think I had Superstar, Unleashed or Makin' Magic, and those are three that have some substantial additions to the gameplay — the pursuit of fame, pets and the ability to cast spells using appropriate components respectively.

At present, I've got one of the six Hartley family members equipped with a magic wand and (thus far) the ability to turn someone into a toad, and another who keeps slipping off to the "Studio Town" area to go and sing karaoke badly (earning a whopping 5 Simoleons per performance at present) but so far, it's a struggle to keep their mood high enough to be able to truly take advantage of those features. Much as with real life, getting a solid and stable income stream is important if you want to start doing anything out of the ordinary.

So that's that. The Sims and The Sims 2 are both available on Steam and EA's own storefront right now, either separately or in a bundle together. You also get a "free" copy of The Sims 4 with them, but since that went free-to-play a while back anyway it's probably best ignored unless you want to get into DLC hell. The rereleases of both The Sims and The Sims 2 are complete, meanwhile (aside from the aforementioned Ikea pack for The Sims 2) and should keep you busy for a very long time indeed.

I'll probably write more about one or the other or both at some point, but for now, I'm happy. It's been a nice bit of nostalgia to revisit The Sims — and a reminder that as cynical as people got about the series over the years (not without good reason), it's still just a damned fine game at heart, too.


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#oneaday Day 234: The return of The Sims? https://imnotdoctorwho.moegamer.net/2025/01/27/oneaday-day-234-the-return-of-the-sims/ https://imnotdoctorwho.moegamer.net/2025/01/27/oneaday-day-234-the-return-of-the-sims/#respond Mon, 27 Jan 2025 21:09:46 +0000 https://imnotdoctorwho.moegamer.net/?p=28199 Supposedly The Sims and The Sims 2 are getting the rerelease/remaster treatment at some time around the end of the month. It is the 25th anniversary of the series this year, and it appears that EA is actually listening to people for once and (supposedly) bringing back two of the most fondly regarded entries in … Continue reading #oneaday Day 234: The return of The Sims? →

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Supposedly The Sims and The Sims 2 are getting the rerelease/remaster treatment at some time around the end of the month. It is the 25th anniversary of the series this year, and it appears that EA is actually listening to people for once and (supposedly) bringing back two of the most fondly regarded entries in the series, neither of which have been available for a very long time — and I don't believe the original The Sims has ever been available digitally, since it came from that dark and mysterious time where you had to go to a shop to buy PC games. (Yes, I miss it. I would be much more of a PC gamer if it was possible to have a physical PC game collection.)

I used to really enjoy The Sims. The original game came out at an absolutely perfect time for me: while I was at university. As someone who had previously enjoyed the SNES version of SimCity (aka the best version… apart from the bugs) and Sim City 2000, I was intrigued to see creator Will Wright doing something a little bit different. The idea of a "life simulator" was something that had captured my imagination from around the 16-bit age; Activision's Little Computer People existed, but I wondered what something with a bit more "game" to it might look like.

Something really enjoyable, as it happened. The Sims, just in its base form, was an absolute revelation. Not only did I have fun with it, but everyone in my flat at university enjoyed getting involved, too. I'd made virtual versions of all of us, and everyone liked to check in every so often to see how we were all getting along. Because I rather overdid the size of our house when I started playing, we all had to sleep in recliners in the large communal living area for a while, but as everyone got jobs and started bringing in the Simoleons, we were able to live a rather luxurious life.

The Sims is interesting to think back on, because it's from a time where you could release a "sandbox" game and it wasn't anything unusual. Moreover, these games didn't need anything like achievements, daily quests or other engagement-bait to get people to enjoy playing them. They were enjoyable just because… well, because they were good. I'm actually rather interested to revisit the original The Sims just to see how well it holds up today. Obviously the graphics will look a tad dated, but I bet the gameplay still has it where it counts.

The Sims 2 I remember owning, playing and enjoying, but I don't recall playing it quite as much as the original for one reason or another. It certainly wasn't because I didn't like it or anything — I recall picking up several of the expansions for it — but for some reason it doesn't stick in my mind quite as much as the original. I know it's an especially fondly regarded entry in the series, though, so it might be fun to have another look at.

I really enjoyed The Sims 3, even though that was really the point that EA started truly taking the piss with the number of expansions and "Stuff" packs — something which has been taken to a frankly obscene degree with The Sims 4, which I've never played. I had a lot of fun with the World Adventures expansion in particular; I really liked the "dungeon crawling" subgame that added to the mix, as it made you make use of the game's mechanics in a rather different way.

I'm normally loathe to give EA money, particularly as they seem all-in on the AI fad right now, but I might make an exception if they don't fuck up the ports of these games — which is, of course, a distinct possibility. But we'll see; sources seem to reckon we'll see them by the end of the month, and there ain't much left of the month. Further reports as events warrant!


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#oneaday Day 185: 'Tis the season for Nintendo https://imnotdoctorwho.moegamer.net/2024/12/09/oneaday-day-185-tis-the-season-for-nintendo/ https://imnotdoctorwho.moegamer.net/2024/12/09/oneaday-day-185-tis-the-season-for-nintendo/#respond Mon, 09 Dec 2024 23:59:29 +0000 https://imnotdoctorwho.moegamer.net/?p=25348 As I alluded to the other day, I've been spending my time playing Super Mario RPG on Switch for the past few days. I rolled credits on it this evening and am very happy I took the time to play this. (There's a surprisingly extensive postgame that has been added to the Switch version, but … Continue reading #oneaday Day 185: 'Tis the season for Nintendo →

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As I alluded to the other day, I've been spending my time playing Super Mario RPG on Switch for the past few days. I rolled credits on it this evening and am very happy I took the time to play this. (There's a surprisingly extensive postgame that has been added to the Switch version, but I will be waiting until tomorrow to check that out, as it's getting late.)

One of the reasons I decided to start playing this is that the holiday season, for me, will always be associated with Nintendo. I'm not exactly sure why, as there was only one Christmas where I actually received something Nintendo-related under the tree — a Super NES with Super Mario World — but I've continued to make that association ever since. I think it goes along with how I associate Disney movies (the good ones) and Star Wars (ditto) with the holidays, too; fond memories of times gone by spent with family.

And Nintendo, it can be argued, has a fair amount in common with the House of Mouse. They're both gigantic corporations that absolutely dominate a particular industry. They both do business in a way that the particularly anti-capitalist people really don't like. And they have both, over the years, put out some absolutely magical pieces of work for people to enjoy: pieces of work that don't necessarily require you to engage your brain too heavily, but which are nonetheless extremely memorable and enjoyable.

Take Super Mario RPG. By console RPG standards, it's short, simple and very easy. You can roll credits on it within 12 hours. But every bit of the game feels like it's there for a good reason. There's no filler, no grinding, nothing that feels unnecessary; sure, there are some minigames you can engage with to a frankly obsessive degree that reward you with some optional items that aren't at all necessary to beat the game, but if you're just playing the game through to enjoy it, nothing feels out of place, nothing feels like it's actively getting in the way of your enjoyment.

And the presentation is wonderful, too. Sure, the Switch may be creaking a bit in its old age, but after a few minutes with something like Super Mario RPG it just doesn't matter. The music, in particular, is astounding. I hadn't realised it was the work of Yoko Shimomura, but in retrospect it makes a lot of sense — particularly with the newly orchestrated arrangements found in the Switch remake. The ending theme, in particular, was beautiful; it was like a full-on orchestral finale to something you'd watched in the theatre — with a touch of honouring the original by starting with the SNES mix of the music, then bursting into full orchestra by the conclusion.

(Don't ask why the creator of that video felt the need to brag about it being "4K" when the Switch only outputs 1080p, and a significant proportion of that end sequence is deliberately heavily pixelated.)

Anyway, I had a lovely time with Super Mario RPG, and I will be taking a look at the postgame stuff tomorrow. I'm happy I've finally played this — even if it wasn't in its original form, which, let's not forget, never came out in Europe back in the day — and now I feel suitably equipped to take on the Paper Mario games without feeling like I haven't played "the original". (I know Paper Mario is a distinct series from Super Mario RPG, but both it and the Mario and Luigi games count it as a common ancestor, so I've always wanted to give it a go.)

So that's that. If you're in a holiday funk, fire up a Nintendo game. I can guarantee it'll put a smile on your face remarkably quickly.


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#oneaday Day 176: Take a Bow https://imnotdoctorwho.moegamer.net/2024/11/30/oneaday-day-176-take-a-bow/ https://imnotdoctorwho.moegamer.net/2024/11/30/oneaday-day-176-take-a-bow/#respond Sat, 30 Nov 2024 23:04:53 +0000 https://imnotdoctorwho.moegamer.net/?p=25316 Today, I played through all of the first Laura Bow game, The Colonel's Bequest. I enjoyed it a lot! You can read more about my thoughts on the subject right here, and a full Let's Play of the game will kick off on my YouTube channel from tomorrow. It's just three (long) episodes rather than … Continue reading #oneaday Day 176: Take a Bow →

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Today, I played through all of the first Laura Bow game, The Colonel's Bequest. I enjoyed it a lot! You can read more about my thoughts on the subject right here, and a full Let's Play of the game will kick off on my YouTube channel from tomorrow. It's just three (long) episodes rather than a lot of 30-minute episodes like I did with The Case of the Serrated Scalpel last year, as I felt that fit the format of the game a bit better, and the overall structure of The Colonel's Bequest is… well, quite different from pretty much any adventure game I've played.

But enough of that. What's next? The Dagger of Amon Ra, of course! This is the follow-up to The Colonel's Bequest, and I'm going to do my best to play it through and record it tomorrow. I don't know if it's longer, shorter, easier, harder… the only thing I do know is that it uses point-and-click controls instead of The Colonel's Bequest's text parser, and it quizzes you on what happened at the end, so you need to make notes, just like Laura herself.

Then after that, I'll start having a look at The Crimson Diamond. Plus alongside all this, I might do something similar to what I did last year ("3 interesting DOS discoveries", "5 DOS games I always wanted to play" and "5 of the best early FPSes") if I can figure out what I might want to cover for videos in that style. I haven't started looking yet. Racing games is a possibility — a good excuse to bust out the Screamer series, perhaps? — or flight sims. Space combat sims? I don't know. I haven't decided yet. Looking at shareware stuff I used to like is also a distinct possibility, perhaps from the perspective of "shareware games I always wanted to try the Registered version of", since the only Registered shareware game I had back in the day was Wolfenstein 3-D, which I got for free after making some levels that were included in the official "Super Upgrades" expansion pack.

I've probably told this story at least once on this blog before, right? Well, regardless, I'll tell it again, 'cause you might be new around here. It's a story of delightfully happy coincidence.

Back at the time I was playing Wolfenstein 3-D on the family PC, I was involved with a local shareware library. I did a bit of part time work helping them out at local computer fairs, writing their catalogues and that sort of thing. I don't remember getting paid for this, but it was decent experience and I got lots of freebies from the shareware library, which was nice.

Among those disks that I got for free were numerous Wolfenstein 3-D editors, and they worked with the shareware version. So I made a bunch of levels.

I forget the exact circumstances of how the next bit came about, but I was browsing the GAMERS forum on CompuServe one day, when I found myself in contact with a gentleman called, as I recall, Carlton somethingorother. He was a representative from Apogee, and he was looking for new Wolfenstein 3-D levels to include in the upcoming data disk for the game. There was money on offer for anyone whose levels were included. After consulting with my parents — online safety and all that — I submitted my pack of ten levels to him, expecting never to hear from him ever again.

Imagine my surprise when a few months later, I got a package from the United States containing a cheque for $200, plus a registered copy of Wolfenstein 3-D and the new Super Upgrades pack, which included my levels, along with a bunch of other community contributions. So technically I'm a professional game designer.

But anyway. Yeah. That copy of Wolfenstein 3-D was the only Registered shareware game I had, because it was the early days of the Internet (in fact, via CompuServe, our "ISP" at the time, you couldn't even access the Web, and had to append "INTERNET:" to any email addresses you were sending messages to outside of the CompuServe service) and my parents weren't super-into the idea of sending $40 overseas in the hope of getting a video game back, and they absolutely weren't going to share their credit card information online. As such, I became intimately familiar with a lot of "Episode 1s" and not a lot else… so exploring the "Episode 2s" and beyond for some games I liked back in the day might be interesting, for sure.

I'll think of something. For now, I think it's time to just play something fun for a bit without thinking about how to turn it into an article or video. Come to me, Donut Dodo…!


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 173: Staring down the barrel of #DOScember https://imnotdoctorwho.moegamer.net/2024/11/27/oneaday-day-173-staring-down-the-barrel-of-doscember/ https://imnotdoctorwho.moegamer.net/2024/11/27/oneaday-day-173-staring-down-the-barrel-of-doscember/#respond Wed, 27 Nov 2024 20:22:10 +0000 https://imnotdoctorwho.moegamer.net/?p=25307 #DOScember is the annual celebration of DOS gaming and computing on YouTube and surrounding environments (not to be confused with #DOSember, which is a Twitch thing) and, even though many of the original participants and organisers have become somewhat disillusioned with the whole thing for various reasons, it's still a fun excuse to bust out … Continue reading #oneaday Day 173: Staring down the barrel of #DOScember →

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#DOScember is the annual celebration of DOS gaming and computing on YouTube and surrounding environments (not to be confused with #DOSember, which is a Twitch thing) and, even though many of the original participants and organisers have become somewhat disillusioned with the whole thing for various reasons, it's still a fun excuse to bust out some classic MS-DOS games and remind yourself of how good early '90s PC gaming was.

I did a few videos last #DOScember that I not only enjoyed making, they also performed rather well on my channel. So I'm likely going to spend this December doing primarily DOS gaming stuff on my YouTube channel.

I'm thinking a few things at this point. Firstly, I'm quite keen to do another full adventure game playthrough similar to my The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel runthrough from last year. (This wasn't a #DOScember thing, it was just something I felt like doing at the time.) I haven't yet decided what I should do as yet; on the one hand, playing something I'm already familiar with should mean that I can get through it without getting stuck, but on the other, this might be a prime opportunity to explore a game I've never tried for the first time.

The temptation when thinking "I want to play an adventure game" is to jump straight to Sierra and LucasArts, and for sure, they are all solid choices. But there were other folks making adventures at the time, too, and I think the stuff from them is worth celebrating, too. At present, I'm leaning towards something from Access Software, as these are games I've never tried, and I know at least some of them (the Tex Murphy games and Countdown spring immediately to mind) are fondly regarded.

When considering that I probably want to play these games as a Let's Play, I'd also prefer a game that isn't "talkie", so I can narrate and do the voices myself. It's a silly little thing, but I do very much enjoy doing this, so it's something I'm particularly looking for.

The other thing that I'll probably do is at least a few "pre-scripted" videos like I did last year. Last time around, I looked at early first-person shooters, games I'd always wanted to try but never had the chance to, and interesting discoveries I'd stumbled across by chance. Those are solid formats, and all of those videos performed well; I'm thinking I might do something other than first-person shooters for the first bit though. Perhaps space sims or flight sims? Those are ripe for exploration, and they're both genres I used to absolutely love.

Anyway, that's the plan for #DOScember on the YouTube channel. If you have any good DOS adventure game suggestions (preferably of the point-and-click variety, and preferably not "talkie", as outlined above) then I'd love to hear 'em. Otherwise, I'll see you on the channel!


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 168: On The Spectrum https://imnotdoctorwho.moegamer.net/2024/11/23/oneaday-day-168-on-the-spectrum/ https://imnotdoctorwho.moegamer.net/2024/11/23/oneaday-day-168-on-the-spectrum/#respond Sat, 23 Nov 2024 01:18:52 +0000 https://imnotdoctorwho.moegamer.net/?p=25290 I got that new Spectrum. I was going to call it a Spectrum Mini, but it really isn't — it's a well-crafted replica of the original 48K Speccy, rubber keys and all, only it has stuff like HDMI out, USB ports and suchlike. Like TheC64 Mini/Maxi, TheA500 Mini and The400 Mini, it's an emulation box … Continue reading #oneaday Day 168: On The Spectrum →

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I got that new Spectrum. I was going to call it a Spectrum Mini, but it really isn't — it's a well-crafted replica of the original 48K Speccy, rubber keys and all, only it has stuff like HDMI out, USB ports and suchlike.

Like TheC64 Mini/Maxi, TheA500 Mini and The400 Mini, it's an emulation box with a bunch of built-in games (48 this time) and the ability to load your own stuff from USB.

As I type this, a vast collection of Spectrum games and demos are copying themselves to a USB stick, so I haven't had time to try that side of things today. I have had a play with some of the built-in games, though, and they're a really interesting mix.

There's expected stuff like Manic Miner and Skool Daze — though no Jet Set Willy, interestingly — but of particular note is the selection of modern indies that are included. There's some really cool stuff in there, including a 3D platformer called Cosmic Payback and and light-based puzzler called Tenebra, both of which I've had some fun with today.

The Spectrum is not a system I know well at all, having grown up an Atari boy. So I'm thinking I may chronicle some of my explorations and discoveries on YouTube. While I'm on, I've never really covered the built-in games on TheC64 and TheA500 Mini either, so between those three I think they'll make some nice companion pieces to my 400 Mini playlist and all the other Atari stuff I've done.

These systems were bitter rivals back in the day, but today it's easy to be in a position where you can appreciate all of them. And you should, because they all have unique charms, for sure.

Anyway, that's a loose plan in place that I'll likely start on tomorrow. For now, sleep beckons!

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#oneaday Day 137: No, NTSC YOU https://imnotdoctorwho.moegamer.net/2024/10/22/oneaday-day-137-no-ntsc-you/ https://imnotdoctorwho.moegamer.net/2024/10/22/oneaday-day-137-no-ntsc-you/#respond Tue, 22 Oct 2024 19:58:19 +0000 https://imnotdoctorwho.moegamer.net/?p=25159 One thing I've been meaning to do for a while is make using my NTSC-U (North American) PS2 more convenient, particularly now I have a RetroTink 5X to get a lovely picture on the big TV. I make the intended process sound more complicated than it really was: all I essentially needed to do was … Continue reading #oneaday Day 137: No, NTSC YOU →

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One thing I've been meaning to do for a while is make using my NTSC-U (North American) PS2 more convenient, particularly now I have a RetroTink 5X to get a lovely picture on the big TV. I make the intended process sound more complicated than it really was: all I essentially needed to do was to get another video cable to connect to the American PS2, but for one reason or another I've been putting it off forever.

No longer! I grabbed a set of component cables from Retro Gaming Cables and hooked them up to the Tink today. The reason I went with component rather than RGB SCART is that I already have my PAL PS2 connected to the Tink via RGB SCART, and going with component means I can plug both in at once without having to change cables over — all I need to do is switch the input on the Tink. The quality is, from what I've seen so far, near-identical on both; the only sticking point I had was when I first plugged them in, I got sound and no picture, meaning I had to navigate the PS2 menu by sound alone (and with judicious referring to my working PAL one) to switch it to YPbPr mode. But once that was done, everything was fine and dandy.

I don't have that many North American games, but the few I do have are quite precious to me. On the PS1 front, there's Parasite Eve, Brave Fencer Musashi and Xenogears, three games that I originally picked up around the same time on a trip over to the States to visit my brother. The copies I have now are not the same ones I had as a kid, but they're in almost as good condition, and I'm looking forward to revisiting them.

On the PS2 front, there's Mana Khemia 2: Fall of Alchemy, which I played and adored a couple of years back, plus the first and third Xenosaga games because, inexplicably, we only got the middle episode here in PAL-land. I haven't played those yet but would like to set aside some time for them at some point, as I know they are very well regarded.

Having all this up and running makes me want to seek out a few more North American titles I had back in the day. I'm tempted to try and track down the Lunar games, but since those are getting ports to modern consoles soon it's probably not worth the expense. Final Fantasy Tactics is another tempting one; I know the PSP port is "better" in many ways, but I still have extremely fond memories of the PS1 original. Other NTSC titles I had back then — most notably Final Fantasy IX and Metal Gear Solid — are readily available in PAL format; I got them back in the day because back then, North American releases were months ahead of European releases, sometimes even years.

Then there's a ton of RPGs that never made it to Europe that I wouldn't mind getting my hands on at some point… trouble is, PS1 games have been steadily increasing in price for a while, particularly RPGs. So it's entirely possible that I might never be able to get my hands on some of these, which will be a shame. (I'm also super-salty that I got rid of my excellent condition PS1 copy of Symphony of the Night back in the day, but at least there are multiple alternative options for playing that today.)

Still, it's nice that I now have a solid solution for playing the games that I do still own on original hardware. Because as fun as emulation is, there's still something altogether magical about having the originals of these games.

Anyway, it's not as if I'm short of stuff to play. But options are always good! Now, should I revisit Brave Fencer Musashi, Parasite Eve or Xenogears first…?


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#oneaday Day 114: dotHack and Slash https://imnotdoctorwho.moegamer.net/2024/09/29/oneaday-day-114-dothack-and-slash/ https://imnotdoctorwho.moegamer.net/2024/09/29/oneaday-day-114-dothack-and-slash/#respond Sun, 29 Sep 2024 20:41:12 +0000 https://imnotdoctorwho.moegamer.net/?p=25043 I've been playing .hack//Infection for the last couple of days on PlayStation 2. I've had the full set of four games on my shelf for a very long time and been meaning to properly run through them all, but have somehow never gotten around to it. I have previously completed Infection a very long time … Continue reading #oneaday Day 114: dotHack and Slash →

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I've been playing .hack//Infection for the last couple of days on PlayStation 2. I've had the full set of four games on my shelf for a very long time and been meaning to properly run through them all, but have somehow never gotten around to it. I have previously completed Infection a very long time ago, but I've never gone through all four games and seen how it all ends — nor have I been spoiled on any of it. I also own a copy of the .hack//G.U. remasters on PlayStation 4, so I'll have to get to those at some point, too, but I wanted to knock out the PS2 games first.

For the unfamiliar, .hack was one of the first (possibly the first) "MMO gone mad, if you die in the game you die for real" series. Unusually, it was designed from the outset as a fully transmedia production: not only were there four PS2 games in the series, each of these games also came with a DVD featuring an episode of a specially made anime known as .hack//Liminality which tells a "real world" story that unfolds concurrently with the events of the game, and there was a completely separate anime series known as .hack//Sign. Since that time, there have apparently been several other anime and manga series, along with the aforementioned .hack//G.U. trilogy of games, which originated on PS2 but which were ported to PS4 in 2017.

That may all sound terribly complicated, but be at ease: you can have a satisfying .hack experience if you just play the games. .hack//Infection, the first of the original set of four games, tells the story of "you", an 8th grader who has just signed up for the hottest new MMO, The World, at the recommendation of your friend Yasuhiko, a veteran player. You join up and in that inimitable "early 2000s MMO" sort of way, you party up with Yasuhiko, or "Orca" as he's known in the game, who destroys absolutely everything before you can even get a hit in by virtue of him being 50 levels higher than you.

But something goes horribly wrong. After an encounter with a mysterious young girl who is seemingly being chased by a bizarre creature carrying a red wand, Orca is entrusted with a strange book and shortly afterwards, his character is "Data Drained", leaving the real Yasuhiko comatose. You end up taking possession of the book, which manifests itself as a strange bracelet that equips you with the power to Data Drain enemies in the game, and it's then up to you to investigate the strange happenings in The World and determine if there's any truth to the game seemingly having an impact on the real world.

The cool thing about .hack//Infection is that the entire PS2 game is diegetic, intended to represent you using your computer to check your mail, read the news and log in to The World. You never see the actual real world yourself in the game — hence the inclusion of the Liminality DVDs — but instead all your investigation is online. This unfolds through a combination of you checking and replying to mails (with predefined responses) and browsing through the official message boards for The World, looking for clues.

Canonically, .hack//Infection is supposed to be unfolding in 2010, but obviously in 2002 developers CyberConnect2 had to make something of a best guess as to what that near-future setting might look like. They actually got a fair few things right, such as high-speed, always-on Internet access being pretty much universal and fibre-optic cables being the main means of this infrastructure being implemented — though here in the real world, fibre broadband is a little more recent than 2010.

What's quite interesting is the design of The World itself, because it could quite plausibly work as an online RPG — though perhaps not in the way that western players understood "MMOs" at the time. For context, World of Warcraft came out in 2004, two years after .hack//Infection, so "MMO" up until that point in the west meant either EverQuest or Ultima Online.

The World is closer in execution to something like Sega's Phantasy Star Online from 2000 in that there are small, shared communal areas (known as "Root Towns") where you can hang out with other players, but your actual fighting and questing takes place in discrete areas that you teleport to rather than exploring a coherent world. It's not quite the same as the "instanced" areas seen in World of Warcraft and, later, Final Fantasy XIV, as you can meet up with other players who happen to be visiting the same area, but the nature of how The World is structured means that you're relatively unlikely to stumble across someone at random.

Anyway, let's not get bogged down too much in details as I'll probably want to write about this on MoeGamer once I'm finished. Suffice to say for now that .hack//Infection and its subsequent parts unfold as a combination of you just flat-out playing The World to get treasure, gear and helpful items, and gradually working your way through the core mystery at the heart of everything. At most points in the game, you can put the main plot on hold and just go dungeon-crawling to your heart's content — and it's probably advisable to, since you'll need to level both your own character and the various companions you can recruit to your cause.

.hack//Infection is somewhat clunky by more recent action RPG standards, but once you get a feel for it and an understanding of its mechanics, it's enjoyable. There's a variety of enemies to deal with, and their different strengths and weaknesses will often require you to think about various strategies to deal with them. And, since the game is supposed to be simulating an MMO, you can pretty much concentrate on your own play; any companions you bring with you will usually do a pretty good job of fighting alongside you, though you can issue various orders to them if you need them to, say, heal or unleash their most powerful abilities. You can also micromanage their equipment to a certain degree, and since equipment has skills attached, by doing this you can try and optimise them for the challenges you're about to face.

I can completely understand the criticisms of .hack from back in the day. It is repetitive. The dungeons are very obviously constructed from pre-built blocks with different textures put atop them, and there's not a lot of variation to them. And yet there's something about .hack that I've always found fascinating and compelling. I think it's the oddly menacing atmosphere the whole thing has; The World, as a game, is designed to be cheerful and colourful, but it's very obvious that there are dark things going on beneath the surface, and that the players of the game are clearly being used for some nefarious purpose.

I'm in no rush to plough through all four games, but I've enjoyed making a start on .hack//Infection this weekend, and as a long term project I'm looking forward to seeing how it all comes together in the end. And there will, of course, be in-depth articles on MoeGamer (and possibly videos) to go along with it.


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#oneaday Day 101: Body Harvest https://imnotdoctorwho.moegamer.net/2024/09/16/oneaday-day-101-body-harvest/ https://imnotdoctorwho.moegamer.net/2024/09/16/oneaday-day-101-body-harvest/#respond Mon, 16 Sep 2024 22:25:26 +0000 https://angryjedi.wordpress.com/?p=24845 Today, inspired by yesterday's post and my recent acquisition of an EverDrive 64, I decided to have a "fuck it, I'm playing something new" evening and booted up an N64 game I've always been curious about but never actually tried: DMA Design's Body Harvest, often described by many as a proto-Grand Theft Auto 3. Naturally, … Continue reading #oneaday Day 101: Body Harvest →

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Today, inspired by yesterday's post and my recent acquisition of an EverDrive 64, I decided to have a "fuck it, I'm playing something new" evening and booted up an N64 game I've always been curious about but never actually tried: DMA Design's Body Harvest, often described by many as a proto-Grand Theft Auto 3. Naturally, as with any sort of widespread and oversimplified opinion, that does Body Harvest something of a disservice, but it is an interesting game that I'm going to spend some more time with.

For the unfamiliar, Body Harvest is a quasi-open world action game in which you take on the role of time-travelling supersoldier Adam Drake in a quest to defeat a bunch of pesky insectoid aliens who show up every 25 years and attempt to eat everyone in sight. For reasons it's best you don't ask too much about — the game's original designer and writer has more on that — it has been decided that Drake should travel back to each of these instances of the aliens arriving on Earth and obliterate them rather than, you know, just attempting to cut them off at the source.

This then unfolds as a series of absolutely vast open-plan 3D levels in which you can control Drake on foot or in a wide variety of vehicles. It's open world and it has vehicles in it, therefore it's just like Grand Theft Auto 3, see?

No, if anything, Body Harvest is closer in execution to something like 16-bit classic Hunter, but with a bit more focus. Because despite unfolding in wide open environments, there's not a lot of incentive to go off exploring; for the most part, completing the game involves running through a series of objectives one at a time, dealing with alien invasions that tend to punctuate getting from one place to another, and attempting to ensure that the little meter indicating how many humans have been eaten doesn't fill up.

It's a game I'd always assumed to be a bit more complicated than it actually is, though to be honest I'm kind of relieved. Body Harvest, although incredibly clunky by modern standards, and even by N64 standards, feels like it has some focus to it, and you're rarely left in a situation where you have no idea what to do or where to go. Being a game from the fifth generation, though, you're not bombarded with tutorials and guide NPCs telling you to shoot the hinges or whatever, meaning there are sequences where you'll have to determine what the best course of action is — even if that action makes you a bit of an asshole, such as a point where you shoot the blades off a windmill because you need one of the cogs that runs it.

Body Harvest scatters a lot of vehicles around the map with good reason: it's a lot easier to get around in them, and they provide considerably more protection for Drake. It's possible to fight while driving a vehicle, either using Drake's weaponry if it's a civilian vehicle or the weapons fitted to the vehicle itself if it's military hardware, and the game's excellent lock-on system means that you don't need to faff around aiming too hard; you can just concentrate on positioning yourself strategically and/or avoiding incoming attacks. In fact, the lock-on system is so good I can't help but wonder how they managed to completely balls that aspect of Grand Theft Auto up so badly, and not even come anywhere approaching to fixing it until the ever-present, never-ending Grand Theft Auto V, which is, of course, the twelfth game in the series.

But yes. Aside from unfolding in a kind-of-sort-of open world and having vehicles in it, Body Harvest doesn't have much to do with Grand Theft Auto. There's no picking and choosing what missions to do, there are no side activities aside from a few collectibles here and there, and your progress through the game is, outside of a couple of opportunities to sequence-break, linear.

But that's fine. It works well for the game, and it keeps you on your toes, always pushing you onwards into the next section of the game world rather than keeping you confined to one place. I appreciate how the game gives you a feeling of freedom, but doesn't overwhelm you with it.

The one aspect that I can see being troublesome is the save system. Each level is absolutely enormous, and is split into several distinct "stages", each of which culminates with a boss fight of sorts, which, early in the level, tends to take the form of eliminating a large static structure that is trying to pelt you with lasers. Upon clearing one of these "stages", a beacon is dropped which acts as both a save point and a fast travel point; outside of that, you can't save, meaning if you fuck things up after an hour of poncing around the open world, you'll have to do all the important stuff again.

Still, this at least gives failure some degree of consequence, and encourages you to perhaps find more efficient ways to complete your objectives — or just memorise the things you need to do. I haven't fallen foul of it yet, but I suspect I will before long!

As an N64 game, Body Harvest is ugly. It was renowned as a particularly ugly N64 game even on its original release and, as you might expect, time hasn't been all that kind to it. But if you can look past that — I certainly can — there's a really enjoyable game with a menacing atmosphere, a moody soundtrack and some satisfying bug-squishing combat to enjoy. I like, so I'll definitely be playing some more of this.


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#oneaday Day 97: EverDriving the '64 https://imnotdoctorwho.moegamer.net/2024/09/12/oneaday-day-97-everdriving-the-64/ https://imnotdoctorwho.moegamer.net/2024/09/12/oneaday-day-97-everdriving-the-64/#comments Thu, 12 Sep 2024 23:11:24 +0000 https://angryjedi.wordpress.com/?p=24800 Inspired by my success with the GDEMU for the Dreamcast, I decided to pick up an EverDrive 64 for my Nintendo 64. Long-term, I'm planning on grabbing one of these excellent devices for all my cart-based consoles, as I've been burned just once too many by duff cartridges purchased from second-hand sources. As much fun … Continue reading #oneaday Day 97: EverDriving the '64 →

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Inspired by my success with the GDEMU for the Dreamcast, I decided to pick up an EverDrive 64 for my Nintendo 64. Long-term, I'm planning on grabbing one of these excellent devices for all my cart-based consoles, as I've been burned just once too many by duff cartridges purchased from second-hand sources. As much fun as it is to collect things and have the satisfying tactile thunk of slamming a cartridge into a slot, it's even more fun to have games that actually work.

For the unfamiliar, an EverDrive is a cartridge designed to work with a cartridge-based system… obviously. In most cases, they have a micro SD card slot, on which you load some simple OS files for the thing to be able to do its thing, and then any ROM files you want to use. This effectively means in most instances, you can carry around the complete library for a system on just one cartridge. Very convenient — particularly as the EverDrive also takes care of managing save data, and even allows you to back up and restore Controller Pak saves so you don't need umpteen of the little buggers to be able to save your progress.

The one small issue I've found is that when running NTSC games on my PAL N64, there's a horrible "ghosting" effect on the image that makes playing those games undesirable. It's a bit of a shame, as there are a few North American NTSC N64 titles I wouldn't mind playing, but to be honest, I suspect the EU library will keep me busy for quite some time.

This evening I've been exploring a few games I've always been curious about, but never had the opportunity to play for one reason or another. The two that I've probably had the most fun with are both Midway titles, as it happens, and both arcade conversions: San Francisco Rush and Gauntlet Legends.

San Francisco Rush is an arcade racer that is markedly different from most other arcade racers from the '90s that I'm familiar with. Probably its most notable standout feature is that its courses are relatively "open", often offering alternative routes and shortcuts, and in some cases allowing you to proceed around a section of the course in the opposite direction to the rest of the pack and still end up where you're going.

Of course, open-structure races aren't a particularly uncommon sight these days — to be honest, it's harder to find a modern racing game that isn't open world outside of the hardcore sim sector — but I suspect back in the '90s, San Francisco Rush would have been quite the unusual little thing.

It's also noteworthy in that it's an arcade racer where you really do have to slow down for corners. If there's a drift function, I certainly haven't got to grips with it; thus far I've had a reasonable amount of success with just actually using the brakes (or at the very least letting off the accelerator) ahead of sharp corners — and with the game being set in San Francisco, there are lots of sharp corners.

The visuals are fairly ugly by modern standards, though I found that I quickly stopped noticing the low-resolution blurry nature of the game, and the fact that many of the races are covered in fog is entirely appropriate for the setting. It thus far seems to be an enjoyable racer, and with a decent amount of longevity, too; the main "championship" mode is 24 tracks long, thankfully with the ability to save your progress.

Gauntlet Legends, meanwhile, is a successor to the classic 4-player dungeon crawler from Atari Games. It takes the action into the polygonal 3D realm, though still plays mostly like a top-down maze game. It has all the classic Gauntlet elements present and correct: finding keys to open doors, standing on switches to open up walls, blasting generators to stem the tide of monsters. It adds a few new elements to the mix, though, including an inventory where you can activate and deactivate power-ups at will, and some RPG-lite mechanics whereby you can level up and improve your stats.

Perhaps most importantly, your health doesn't tick down gradually as you play. Bliss! This makes it one of the few Gauntlet games that it doesn't feel utterly futile to play; as much as I like old-school Gauntlet, the various home ports tend to trivialise themselves by providing you the opportunity to "insert coins" as much as you want, affording you effectively unlimited health.

Not so in Gauntlet Legends! Instead, you lose health at a much more sensible rate if you get hit or caught in a trap, and healing items give you a meaningful amount of health back. Plus you can buy more health with the gold you earn in levels, and you also get more health every time you level up.

Probably the thing I'm most impressed with about Gauntlet Legends is how smoothly it runs. While it doesn't run at a rock-solid framerate, it happily gets up to a full 50fps (I'm running PAL, remember) when you're wandering around exploring, and while the frame rate does drop a bit when the screen gets busy, it's never to an unplayable degree, and the controls always remain nicely responsive.

I'm looking forward to spending a bit more time with both games, along with revisiting some old favourites and discovering some new titles. If you have an N64 and a bit of cash to splash, I can highly recommend an EverDrive; I suspect it's going to revitalise my interest in this classic system, and I'm looking forward to getting one for my other classic consoles, too. After payday, though; they ain't cheap!


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 80: Gaming specialism vs. generalised mediocrity https://imnotdoctorwho.moegamer.net/2024/08/26/oneaday-day-80-gaming-specialism-vs-generalised-mediocrity/ https://imnotdoctorwho.moegamer.net/2024/08/26/oneaday-day-80-gaming-specialism-vs-generalised-mediocrity/#respond Mon, 26 Aug 2024 17:49:58 +0000 https://angryjedi.wordpress.com/?p=24539 I decided to hop on board with a friend's "high score" (well, "best time", really) challenge over on his Discord today. The game? Sega Rally on the Saturn, a game (and console) I have precisely zero experience with outside of an occasional go on an arcade machine back in the '90s. Unsurprisingly, I am not … Continue reading #oneaday Day 80: Gaming specialism vs. generalised mediocrity →

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I decided to hop on board with a friend's "high score" (well, "best time", really) challenge over on his Discord today. The game? Sega Rally on the Saturn, a game (and console) I have precisely zero experience with outside of an occasional go on an arcade machine back in the '90s.

Unsurprisingly, I am not yet at a standard where I can even enter the challenge, given that it requires participants to complete all three stages of the game and post a time on the game's high score table. But I'm not mad about that. In fact, it brought something into focus that I've probably been aware of for a good long while, but which I hadn't really thought about actively before.

A key difference between older, arcade-style games and the stuff we typically get today is that older games demand that you specialise — get really good at one very specific thing — while today's games only demand that you reach a bare minimum acceptable standard in a wide variety of different activities.

Using racing games as an example, when you play Sega Rally, outside of stuff like the Time Attack and two-player modes, you're always doing the same thing. You're always racing the same three courses in the same order using one of the two same cars each time. Minimal variables. Minimal randomisation. Maximum scope for learning how to play the game well, and developing specific strategies that work for you.

Compare with a modern-day racing game. Leaving aside the fact that arcade-style racers barely exist any more outside of the indie space, today's racing games are much more likely to give you hundreds of individual challenges to complete, and never really demand that you get good at one of them to a notable degree. Rather than specialising in one very specific thing, you are developing a standard of generalised mediocrity — enough to get by, but nothing more.

Of course, some players choose to take things a little further and want to top the online leaderboards or beat things on the hardest difficulty, obtain "S-Ranks" or whatever. But I'm willing to bet that a statistically significant portion of players of any given game featuring a wide swathe of content (ugh, I know, but bear with me) will play each thing the precise number of times they need to in order to mark it as "complete", and then never touch it again.

I'm not saying either of these approaches is wrong per se — although I suspect a game as "content-light" as Sega Rally would be a hard sell as a full-price game today — but it is interesting how different those two types of game feel. My brief jaunt with Sega Rally this afternoon was genuinely exciting. I could see myself improving as my lap times got better with each attempt — and the successful completion of the challenge was within sight. Add the competitive element to that (once I've actually cleared the three races, of course) and you have even more exciting thrills.

This isn't to say that games like this don't exist in the modern day, either — although they're less common. The last time I really feel like there was a highly competitive, specialised game that I spent a significant amount of time with was probably Geometry Wars 2 on Xbox 360, and that must be pushing 20 years old at this point. But it was the exact same sort of thing I was feeling today with Sega Rally: a specific, well-defined, non-randomised challenge, and the desire to do well at that one thing.

The other benefit of games like this is that they're much more friendly to shorter sessions. This makes it ideal for those of you who have been browbeaten into believing you "don't have time" to play games any more, or if you only have a half hour before your food arrives, or before you have to catch the bus, or log on to Teams and pretend that you're working or something.

There's something to be said for the "no strings" aspect of these games; the fact that they don't demand your commitment over the long term, and they're not trying to bribe you into making that one game your complete lifestyle with things like Battle Passes, microtransactions, progression systems and other such shenanigans. On top of that, it often just feels like games that have a small number of very specific challenges to complete are probably better designed; if you only have three tracks in your racing game, you better make sure they're damn good ones, whereas if you have 100 tracks, who cares if one or two are a bit of a stinker?

If you haven't played a "specialised" game like Sega Rally for a long time, I highly recommend the experience. Boot it up, spend some time with it, enjoy the experience, then set it aside and do something else. Far from being a "waste of time", as certain quarters of modern gaming might like you to believe, I think you might be surprised what a pleasantly invigorating experience it is… and how likely you might be to come back and try again later.


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 65: Retro Games Aren't Bad https://imnotdoctorwho.moegamer.net/2024/08/11/oneaday-day-65-retro-games-arent-bad/ https://imnotdoctorwho.moegamer.net/2024/08/11/oneaday-day-65-retro-games-arent-bad/#respond Sun, 11 Aug 2024 10:47:41 +0000 https://angryjedi.wordpress.com/?p=24343 It seems we've reached the point in gaming history where everything over a certain age is automatically "bad". I'll be honest, as an enthusiast of gaming from the 8, 16 and 32-bit eras, this is a massive bummer to see, because it makes it a huge uphill struggle to convince people that it's worth exploring … Continue reading #oneaday Day 65: Retro Games Aren't Bad →

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It seems we've reached the point in gaming history where everything over a certain age is automatically "bad". I'll be honest, as an enthusiast of gaming from the 8, 16 and 32-bit eras, this is a massive bummer to see, because it makes it a huge uphill struggle to convince people that it's worth exploring gaming history.

I'm sure this is a temporary thing, and that the people who would get something from acknowledging and exploring gaming history will always find their way into the classics of yesteryear, but it's still frustrating and annoying. Particularly when people start spouting their opinions as fact.

Nowhere is this more apparent than in the realm of home computer games rather than console games. Home computer games were of massive importance to the games industry in Europe, but to see folks so casually write so many of them off because they are perceived as "worse" than console titles from the same period is a huge fucking bummer. Plus we get the old "inverse hype" problem: games that were popular back in the day are now lambasted as "actually not being that good after all", rather than any consideration being given to why they might have been popular and so well-received back in the day.

A good example is pretty much anything by The Bitmap Brothers. On their original release, to home computer fans, a Bitmap release was an event. These were games that were slickly produced, good-looking and, particularly unusually for the period, sounded great, too, thanks to their use of sampled intro music.

Yes, there were cases where the hype definitely got the better of everyone, with Xenon 2: Megablast probably being the best example of this, but there are other cases where hate is thrown for reasons I genuinely don't understand. Probably the best example of this is Gods, a well-presented platformer with some interesting levels, plenty of secrets and a lot of replayability.

Speak to someone today about Gods and chances are they'll brand it as "bad". Having been playing Gods quite a bit recently due to the impending release of The Bitmap Brothers Collection 2 for Evercade, though, it absolutely is not "bad" at all. To say so is ridiculous. Are there elements of it that might be an acquired taste, or for which game design has moved on? Absolutely. It has stiff controls, an inexplicable inability to jump straight upwards and some of the most obtuse secrets in all of gaming. Like most European-developed platformers, it has no concept of invincibility frames other than immediately after respawing. And it doesn't scroll or move as smoothly as games developed for console.

But none of those things make Gods a "bad" game. They might make it a game you need to put a bit of time in before you understand it, sure, but again, that's not "bad".

There are plenty of other examples of this, too. The James Pond series springs to mind. This is a series that certainly does have a stinker in its midst in the form of The Aquatic Games, but the most commonly cited game from the range that people think is "bad" is James Pond 2: Robocod, which is probably the best of the bunch. And it's a game that is still pretty good to this day.

Again, though, context is everything. You have to understand that in Europe, console ownership was by no means the "norm" — and those folks who did have consoles maybe only had three or four games. For those who didn't have a console at all, Robocod was a revelation. Here was a scrolling platform game that, to ST and Amiga owners, offered many of the same appeal elements as titles like Super Mario Bros. and Sonic the Hedgehog. Is it as good as either of those games? No. But that absolutely doesn't make it "bad", either. It makes it especially noteworthy that it was among the best platformers we had on 16-bit home computer platforms at the time.

I guess a lot of this is a side-effect of the way that online discussion seems to have precisely zero nuance to it these days, whether you're talking politics or video games. Everything is an us-vs-them situation, and there are accepted "correct" and "wrong" opinions. And the lack of nuance means that it's near-impossible to have a viewpoint that takes a little from column A, a little from column B, because both columns want to hand you a flag and make you stand in line glaring at the other group.

I won't get into political examples, because that's a sure-fire route to starting some arguments — though I will say that Disco Elysium, which I played recently, handles the "shades of grey" quite nicely — but in the case of video games, there's very much a divide between those who think console games are the only retro worth preserving, and those who acknowledge that home computer gaming is a thing that actually existed, and in many cases prefer it to what consoles offered.

I occupy a space between those two viewpoints. A lot of my online work focuses on home computer games precisely because there's not nearly enough discussion about them compared to console games, but that doesn't mean I reject console games altogether. On the contrary, in more recent years in particular I've had a lot of fun exploring parts of the NES, Master System, Mega Drive and SNES libraries that I never had access to back in the day. And those systems are technically superior to the general-purpose home computers of the time.

But that doesn't mean home computer stuff should be rejected either. There's value there. There's cultural history there. Sure, they might not scroll as smoothly, sound as nice or play as well as some console games, but they're not "bad". They are part of gaming history, too. And it's starting to genuinely annoy me when people just reject things they've arbitrarily decided are "bad" for one reason or another.

So if that's you, knock it off. And if it's not you? Well, I've got a bunch of videos you might be interested in…


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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I bought a Sega Master System. https://imnotdoctorwho.moegamer.net/2023/07/01/i-bought-a-sega-master-system/ https://imnotdoctorwho.moegamer.net/2023/07/01/i-bought-a-sega-master-system/#respond Sat, 01 Jul 2023 22:24:57 +0000 https://angryjedi.wordpress.com/?p=23252 Now that I've stepped aside from the games press, I've resolved to myself to spend more time enjoying games just for the sake of enjoying them, not because I want to write about them or whatever. This doesn't mean that I won't write about them, of course — it just means that my priorities are … Continue reading I bought a Sega Master System. →

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Now that I've stepped aside from the games press, I've resolved to myself to spend more time enjoying games just for the sake of enjoying them, not because I want to write about them or whatever. This doesn't mean that I won't write about them, of course — it just means that my priorities are not "get through as much shit as possible so I can write about something every week/day/hour".

To that end, this week I've been spending some time with my retro systems, which have been going a bit unloved in their dedicated room upstairs for a little while. Yes, I have multiple emulation devices and complete ROM sets for everything up to Dreamcast on my PC downstairs, but there's still something thoroughly pleasant about playing on original hardware.

In fact, in the case of systems like Nintendo 64, original hardware still provides a superior experience, since today's N64 emulation still has a certain degree of jank about it — not to mention the fact that no modern controller quite feels like the N64's weird three-pronged monstrosity.

One system I've been meaning to explore for a while is the Sega Master System. I've never owned one of these and don't really know a whole lot about it — and as such, any time I've considered exploring the library of games for it that I have on my PC and emulation devices, I never really know where to start. Herein lies another benefit of playing with original hardware: rather than attempting to get everything, you can curate your own collection and discover new favourites one at a time rather than being overwhelmed by choice.

Anyway, my background with the Sega Master System is brief. Growing up, I only know one person who had one: someone I went to school with named Dale. Dale was a curious character in that he flip-flopped between being a cool guy to hang out with and someone I'd consider a friend, to full-on "school bully" status. And he'd do it without warning from day to day; I never quite knew what to make of him. He could burp like no-one else, though, and his mum was nice.

To my recollection, I only ever went over to Dale's house once during my childhood, but while I was there we spent some time playing on his Sega Master System. I don't think he had many games — the only one I remember playing was Alex Kidd in Miracle World — but I remember being quite taken with both the system and its games. And it's sort of stuck in my head that I'd quite like to fiddle around with one ever since… only I've never gotten around to it for one reason or another.

Well, I've been chatting with some retro gaming YouTubers of late, and I finally got around to watching the work of one of them that I'd been meaning to check out for a while: Dudley of Yesterzine. Dudley's "thing" on YouTube is taking an individual issue of an old games magazine, going through what it covered and diving deep into one or two of the games and features that were in that issue. It's enjoyable viewing — plus attempting to anticipate the single "your mum" joke in each episode is always entertaining — but I digress.

The reason I bring up Dudley is that he's a big fan of the Master System. He refers to it, only partly jokingly, as "history's greatest console", and knows a great deal about the system, its library of games and all manner of other things. And it was through seeing Dudley's enthusiasm for the platform that I decided that now might as well be the time I jump on board the Sega Master System train. Particularly since he was kind enough to send me a couple of loose carts to get me started, even before I had anything to play them on.

I trawled eBay for a bit, looking specifically for a mk1 Master System, since that has an AV out port that allows it to be used with a nice SCART cable, and eventually came across a listing that had a Master System in good condition, one controller, the Phaser light gun and fifteen games, most of which were boxed and with manuals intact. It wasn't cheap, but it also didn't seem unreasonably priced, either. So I took the plunge, and it finally arrived today.

I'm thoroughly charmed with it so far. The selection of games I've acquired with the system cover a wide selection of bases — including three excellent Sonic titles — and I was delighted to discover that the specific model of Master System I have is the one with the built-in game "Snail Maze" rather than Sonic the Hedgehog or Hang-On. Nothing against either of those games, of course, but you can get them on cartridge; Snail Maze is a proper "exclusive" to that particular hardware revision.

Snail Maze, as a game built in to the ROM-based OS of an '80s games console, is not a complicated affair — it's literally just a maze game in which you have to beat the clock — but its simple existence gives the Master System a ton of character and personality. Hell, even the fact that the Master System has an OS that is visible to the end user, unlike any other non-computer console around at the time, makes it stand out — particularly with its friendly, helpful on-screen instructions that encourage you to "ENJOY!" if you switch on with no cartridge in the slot.

The games themselves, too, have a very distinctive feel to them. The Master System's ability to colour the entire "border" of the screen (much like how the Atari 8-bit and ST could) rather than simply confining the action to a smaller window in the middle surrounded by inky blackness is immediately recognisable, and there's definitely a recognisable Master System "look and feel" — and certainly no-one would mistake the SMS' PSG sound chip for the NES' custom APU. (This isn't a slight against either of them, just an observation that they are noticeably distinct.)

The control pad is surprisingly tiny, being even smaller than an NES pad but similar in shape, and features possibly one of the worst directional pads ever to exist. It's not unusable by any means, but its squishy nature means that it's much, much too easy to accidentally push diagonals, particularly the downwards ones, and in certain games this can be absolutely disastrous if done at just the wrong moment.

The buttons are nice, though, and, squishiness aside, the controller is, on the whole, responsive. It's a little odd there not being a dedicated "Start" button — the first action button is also regarded as "Start", and pausing is achieved by pressing a button on the console itself, rather than the controller — but given most games are designed around the two-button limitation it's not a huge issue.

The Ninja

I haven't got deep into any of the games just yet, but some early favourites are "Commando, but feudal Japan", aka The Ninja, and "legally distinct from Pole Position", World Grand Prix. I also already know that the Master System Sonic games are excellent from when I've previously covered them, but it will be great to finally play them through on real hardware.

In terms of collecting, while it's tempting to try and go for a "complete set", particularly since the Master System's total library is relatively small compared to other platforms, I don't really have the room to store that. Some would argue I didn't really have the room to start collecting for another console in the first place, but I can make it work.

Anyway, what I'm intending on doing is simply curating a moderately sized but well-formed collection of games that I will genuinely enjoy. I'm not going to lose sleep over the fact Phantasy Star is over a hundred quid — I have multiple other ways to play that — and nor am I going to lust after things that are expensive just for the sake of it; I can live without 8-bit Streets of Rage II if it's going to be that absurdly priced.

Instead, I'm going to take the opportunity to nab the games that are affordable, and which I feel like I will genuinely enjoy, and then be content with that. And I'm going to take the time to enjoy them just for the sake of enjoying them. I might write or make a video about them at some point, I might not. Point is, it's completely my decision as to whether or not to do that now — and I'm not going to put any pressure on myself in that regard.

Now, question is, what to add to the collection next…?

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Gaming Comfort Food https://imnotdoctorwho.moegamer.net/2022/09/11/gaming-comfort-food/ https://imnotdoctorwho.moegamer.net/2022/09/11/gaming-comfort-food/#respond Sun, 11 Sep 2022 18:24:52 +0000 https://angryjedi.wordpress.com/?p=22727 Just recently I have been suffering from what mental health professionals tend to refer to somewhat euphemistically as "low mood" — which is to say I've been feeling really fucking depressed. Video games have long been a part of my own personal coping mechanism for times like this, but I've been somewhat surprised of late … Continue reading Gaming Comfort Food →

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Just recently I have been suffering from what mental health professionals tend to refer to somewhat euphemistically as "low mood" — which is to say I've been feeling really fucking depressed. Video games have long been a part of my own personal coping mechanism for times like this, but I've been somewhat surprised of late as to the specific experiences I've found myself gravitating towards.

In the past, I'd historically try and immerse myself in a thoroughly involving game with a good story to try and get away from feeling bad about everyday life. And don't get me wrong, that's still very much appealing, and something I will absolutely continue with until the end of time. But specifically during my most recent depressive episode, I've found no greater joy than that which I have discovered in the depths of really old video games. Specifically, Atari 2600 and Intellivision titles.

I didn't grow up with the Atari 2600 — it was always the poor cousin to the Atari 8-bit home computers that were in our household during my childhood — but in more recent years I've come to regard the classic system with considerable fondness. This is a result of a combination of factors: the number of times I've watched Mark Bussler's "Classic Game Room" videos on YouTube, where he seems to hold even the very worst Atari 2600 games with a considerable degree of affection, and the Atari A to Z Flashback project I did myself on YouTube, which involved playing through 150 Atari games, many of which were 2600 titles.

The Intellivision, meanwhile, is not a system I had any contact with whatsoever growing up, but having explored it through a combination of Intellivision Lives! on PS2 and the two Evercade Intellivision compilations — both of which I was heavily involved with the production of on the documentation and testing side of things — I have also come to regard it with some fondness. And there are a few games I find myself continually coming back to.

So just for a bit of fun today, I thought I'd pick out a few games that I've been drawing distinct comfort from recently. And if you're open to the idea of really old games — I realise they're an acquired taste for many — then I encourage you to give these a go when you're feeling low. They might just give you the lift you need.

Motocross (Intellivision)

When I first saw Motocross, I thought it looked like a load of old shit. When I first played Motocross, I thought it was a load of old shit. And yet this is probably the Intellivision title I've found myself returning to most frequently of late — there's an undeniably addictive quality to simply chasing your own best times around the three included courses, and on top of that there's a course editor included for you to make your own challenges.

Motocross is an isometric perspective racing game that was noteworthy at the time of its original release for its relatively realistic physics — indeed, the programmer used to troll people in the office by turning the gravity down really low then giggling as people launched themselves into the stratosphere from the various jump ramps.

It's slow and sluggish to play and the scrolling is terrible — the Intellivision wasn't great at that — but once you look past the surface-level ugliness there's a game that strikes a good balance between accessibility and being technically demanding underneath. I've been finding it a great comfort of late.

Enduro (Atari 2600)

The spiritual precursor to The Great American Cross-Country Road Race, Enduro from Activision is an all-time classic for Atari 2600. The concept is simple: you simply have to overtake a set number of cars over the course of a virtual in-game day. If you succeed, you get to keep racing for another day; fail and your race is over. Your aim is simply to record as high a distance as possible on the satisfyingly "rolly numbers" odometer at the bottom of the screen.

Enduro is cool because it's a simple, early vanishing point racer that plays to the Atari 2600's strengths and doesn't try to do anything too ambitious in terms of gameplay. Presentation is another matter, however; this was a noteworthy game back in the day for incorporating a full day-night cycle, variable weather conditions and even a rudimentary form of lighting simulation.

Enduro is simple enough to pick up and play, but massively addictive because of that. You always feel like you might be able to push yourself just that little bit further — and that's just what you need when you're feeling a bit low.

Berzerk (Atari 2600)

It may not be the prettiest or best version of Berzerk — the Atari 8-bit version is rather more authentic to the arcade machine, complete with digitised speech — but the 2600 version has a distinct character all of its own, and it's a ton of fun to play.

For the unfamiliar, Berzerk involves nothing more than moving your little man around and shooting the robots. Clear a room full of robots and you get some bonus points, but stick around too long and Evil Otto comes chasing you down. Like most 2600 games, it's simple but effective, and it really keeps you on your toes as the pace gradually increases.

Cloudy Mountain (Intellivision)

The Intellivision Collection 2 cartridge for Evercade contains two of the platform's best and most ambitious games: Cloudy Mountain (formerly Advanced Dungeons & Dragons Cartridge) and Tower of Doom. Both of these are games that I find myself coming back to regularly, but Cloudy Mountain is probably the one I turn to more often if my brain isn't quite functioning quite correctly and I just want something to fiddle around with for a few minutes.

In Cloudy Mountain, your aim is simple: get your party of three bow-wielding warriors from the little house on the left of the map to the eponymous mountain on the right side of the map. Once there, defeat the two winged dragons guarding the two halves of the Crown of Kings, then grab said Crown and enjoy your well-earned sense of victory. Along the way, you'll have to explore randomly generated dungeons and find helpful items to traverse the various obstacles on the map, with your only defence being your dwindling stock of arrows.

Cloudy Mountain is one of those games that looks and sounds like it might be quite complex when you first try it, but it's actually quite simple — and as such it's a great game to jump into if you just want to play something that doesn't make too many demands of the player.

Missile Command (Atari 2600)

Missile Command is an inherently stressful game, particularly in its arcade incarnation, but I've found the Atari 2600 version on its default difficulty level to strike a good balance between challenge and accessibility. Despite lacking a few features from the arcade game, it plays really well and is an enjoyable game to pick up when I'm not in a great mood.

Most of you reading this probably know Missile Command already, but in case you don't: missiles fly in from the top of the screen, and you have to blast them by setting off explosions in the sky and catching the "heads" of the missile trails in them. Clear out a wave and you get bonus points and the action accelerates. You lose when the six cities you're supposed to be defending get nuked — an inevitability in a game like this, as Missile Command is at least in part a depiction of the futility of nuclear war.

I didn't enjoy Missile Command a ton when I was younger — and I would have probably written the 2600 version off purely for being on the 2600 — but in more recent years I've come to really love this version, and it's a great stress reliever, as well as something of a stress-causer at its higher levels!


So there you go. I'm not going to pretend these games will appeal to everyone these days — for some, they're just too old to be enjoyable, either mechanically or in terms of presentation — but I've been drawing specific comfort from all of these just lately. So if you've found yourself in a similar position, consider returning to your roots and seeing what some of the very earliest games have to offer — you might just find yourself surprised.

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2450: Original Hardware https://imnotdoctorwho.moegamer.net/2016/10/05/2450-original-hardware/ https://imnotdoctorwho.moegamer.net/2016/10/05/2450-original-hardware/#respond Wed, 05 Oct 2016 01:36:52 +0000 https://angryjedi.wordpress.com/?p=19531 Emulators are great and all, but there's something indescribably wonderful about playing old games — or using old applications — on their original hardware. I hooked up my Atari 800XL to an old-fashioned CRT TV/monitor today, attached the 1050 disk drive and booted up a few old favourites from my childhood. And it's been marvellous. … Continue reading 2450: Original Hardware →

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Emulators are great and all, but there's something indescribably wonderful about playing old games — or using old applications — on their original hardware.

I hooked up my Atari 800XL to an old-fashioned CRT TV/monitor today, attached the 1050 disk drive and booted up a few old favourites from my childhood. And it's been marvellous.

One thing that's struck me with the retro scene of today is that you often hear the same game names coming up time after time, and they're more often than not console titles. For my money, while the consoles of the '80s were technologically superior — most notably with regard to scrolling and sprite work, which were done in hardware as opposed to the home computers, which required extensive poking around in RAM to accomplish the same goal — the games were far, far more creative.

I guess this is kind of a reflection of the situation we have today, where all the blockbusters come out on consoles, but the truly creative, weird indie games tend to hit PC first and perhaps consoles a bit later if we're lucky and/or the developers feel like jumping through Microsoft, Sony or Nintendo's respective hoops to publish their titles. The only difference is that home computers of today are regarded as the pinnacle of gaming technology, while the consoles represent the "affordable" option.

One thing I find especially interesting about the Atari 8-Bit scene in particular — and I'm sure it's the same for the Spectrum and Commodore 64; I just don't know those systems nearly as well — is that some of the most creative, interesting games were put out for free(ish) as type-in listings for magazines. All Atari systems could run the programming language Atari BASIC: early models had it on a ROM cartridge, while later models had it built in so that you'd just turn the machine on and it was ready to obey your every command.

The fact that absolutely everyone had access to this easy to learn (albeit not very efficient or speedy) programming language meant that magazines were able to publish complete programs sent in by readers or composed by staff members. Type the program listings into your computer using BASIC, save them to disk or cassette and voila: a free game or application for you!

Because these games weren't beholden to the fickle whims of publishers — not that even commercial games were particularly restricted in this regard at the time — the authors were free to be as batshit crazy as they wanted with them. And oh, they were: some of the greatest games on the Atari are some of the most abstract, in which the answer to the question "why does that happen?" is simply "because it's more fun and interesting that way".

Take a game called Duck Dash, published by renowned Database publication Atari User in July of 1987. This is a game in which you play a farmer (inexplicably represented by a green diamond) as he runs around his farmyard trying to gather up his ducks in preparation for Hurricane Harriet. A simple enough concept, you might think. But there are two farmer-eating spiders wandering around the farmyard. And the ground is so muddy that you dig out bottomless pits behind you with every step you take, meaning you can't retrace your steps.

Or how about Doctor Boris, from the same publication a few months later? So confident was Atari User in the quality of this game — written entirely in BASIC — that they declared it "Game of the Year" on their front cover, promising "the ultimate challenge". In Doctor Boris you play the eponymous doctor, a recent graduate from medical school who has come to his new hospital in the North of England only to find that it's still a building site, so it's up to the good doctor to finish the building work himself. Also there are unexploded bombs scattered around the area. And your supervisor has skin so bad it is fatal to the touch. And there are radioactive skulls buried everywhere.

Ridiculous and insane-sounding, right? Obviously. But the thing is, these games play really well. They're simple, they have clear goals, they're well designed and their rules are self-explanatory. Above all, they've been designed with fun and challenge in mind, not realism, and for this reason they've aged better than a lot of other games I could mention, even with their primitive graphics and sound, not to mention their slow initialisation routines thanks to them being written in BASIC.

We have games that are this silly these days, of course, but when it happens today it always feels very much like they're being designed as wacky YouTube-bait — that they're trying a bit too hard to be funny. Neither Duck Dash nor Doctor Boris are trying to be funny or ridiculous; their premises and setup are pretty much irrelevant once you start playing, and the focus is entirely on providing a satisfying, enjoyable and challenging experience for the player. To put it another way, they "play it straight" rather than the whole thing being infused with the feeling that the game is going "HEY! HEY! LOOK AT ME! I'M HILARIOUS!" that you get with modern "creative" titles like, say, Shower With Your Dad Simulator and suchlike.

Anyway. So far it's been an absolute pleasure to boot up these games — many of which are often neglected and forgotten by the broader retro scene thanks to them not being commercial releases — and I anticipate there are plenty more treasures hiding in the disk boxes full of not-at-all-pirated-games-honest that I happen to have standing by. You can probably count on hearing about a few more in the near future!

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2427: 10 Atari 8-Bit Classics* https://imnotdoctorwho.moegamer.net/2016/09/12/2427-10-atari-8-bit-classics/ https://imnotdoctorwho.moegamer.net/2016/09/12/2427-10-atari-8-bit-classics/#respond Mon, 12 Sep 2016 00:21:44 +0000 https://angryjedi.wordpress.com/?p=18699 Still curious about the Atari 8-Bit? Here are 10 classic games. River Raid The 2600 version of River Raid has been whored around the place numerous times over the last few years, but the infinitely superior Atari 800 version never gets any love. While the formula remains the same — fly up the river, don't crash into … Continue reading 2427: 10 Atari 8-Bit Classics* →

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Still curious about the Atari 8-Bit? Here are 10 classic games.

River Raid

river-raid-1

The 2600 version of River Raid has been whored around the place numerous times over the last few years, but the infinitely superior Atari 800 version never gets any love.

While the formula remains the same — fly up the river, don't crash into the sides, don't run out of fuel, blast any helicopters, ships and bridges in your way — the execution is better thanks to the addition of numerous features that use the additional power the 8-Bit computers had over the 2600.

Atari 8-Bit River Raid also had tanks, hot air baloons, jet planes that flew across the screen ignoring the river boundaries and more complex level designs. It's still a top-notch shoot 'em up today.

Miner 2049'er

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Any self-respecting Atari enthusiast will almost certainly put this game near the top of their "favourite games" list, though interestingly I didn't warm to it much first time around. Replaying it again now, however, I see its appeal — it's a well-crafted platform game with interesting environmental puzzles that never gets too complicated for its own good.

Playing the role of renowned (and rather chubby) mountie Bounty Bob, it's your job to make your way through a uranium-infested mine in search of the nefarious Yukon Yohan. In order to do this, you need to "paint" every platform in each screen by walking over it, while simultaneously avoiding the mutant uranium beasties that prowl the platforms. But in true Pac-Man tradition, grabbing a bonus item allows you the temporary ability to turn the tables on the meanies, eliminating them from the screen and helping to clear a path for you.

Star Raiders

star-raiders-perfectten

Again, the 2600 version of this has been re-released time after time, but the Atari 8-Bit version is much better. It's the original 3D space sim, essentially being a more action-oriented take on the traditional grid-and-vector-based "Star Trek" game that can be played on anything from a mainframe to a graphic calculator.

Aliens are invading the galaxy. You need to stop them. You do this by reviewing the galactic map, determining which of your starbases are in most immediate need of attention, then warping to the aliens' location, blasting them to smithereens and then repeating the process until the galaxy is safe once again.

Notable for being more complex than simply "point and fire", you had to manage your energy levels by determining when was (and wasn't) an appropriate time to switch on systems such as your shields and targeting computer.

Star Raiders II

star_raiders_ii

Not perhaps as fondly regarded as the legendary original, I still loved Star Raiders II (originally intended to be a licensed game of the movie The Last Starfighter), because to me it kept what made the original great while improving almost every aspect of it.

Instead of a grid-based galactic map, you now had a convincing looking solar system map and could even orbit planets. The enemies you confronted were more than just fighters that went down with a single shot, too; in one of the earliest examples of boss fights, Star Raiders II often put you up against enemy destroyers and battlecruisers, requiring you to change tactics somewhat.

Star Raiders II also saw you going on the offensive rather than playing strictly defensively, too; when you thought you saw an opportunity, you could warp into the aliens' star system and bomb their planets in an attempt to stop their invasions once and for all.

Oh, and you could fly your ship into the sun and the on-screen cockpit would melt.

Ballblazer

ballblaster

An early Lucasfilm game, Ballblazer was a split-screen arcade sports game for one or two players. The basic premise was similar to soccer in that you had to gain possession of a ball and shoot it between the opponent's goal posts, but there was only one person on each team and the goalposts moved.

Ballblazer made use of a convincing first-person 3D perspective using a patchwork grid effect on the ground and automatic 90-degree turns whenever you needed to face the ball. Despite its simplicity, the game was fiercely competitive, and had some fantastic music, too.

Rescue on Fractalus

rescue_on_fractalus_atari_us_8

I mentioned this the other day, but I can't talk about 8-Bit classics without discussing Rescue on Fractalus, another early Lucasfilm game.

Unfolding from a first-person in-cockpit view, you were sent down to the planet Fractalus (so named because its 3D landscape was generated using fractals) to rescue crashed pilots and fend off the evil Jaggi forces. The game was remarkably complex for its time, featuring numerous keyboard commands that made it feel like a proper simulation of flying an advanced spacecraft, and the 3D graphics were extremely impressive.

Rescue on Fractalus was most noteworthy for its little touches: the sound of a pilot banging on your airlock door would get more and more faint if you failed to open it for him in a timely manner; if you switched your engines back on before the pilot was on board, you'd fry the poor bastard to a crisp; and occasionally on later levels, the downed pilots would turn out to be aliens that would leap up and hammer on your windshield. Absolutely terrifying… until you switched the engines back on for their benefit and watched them fry.

M.U.L.E.

mule_colony

One of the finest multiplayer games of all time, and one of the finest strategy games of all time. Accessible and understandable yet filled with complexity, M.U.L.E. was — is — an absolute masterpiece.

Marooned on the planet Proc Irata (seriously) for six or twelve months depending on the difficulty you were playing on, it was up to you to make the most of the situation by making use of the land that was granted to you and which you bought at auction. You could assign land to harvest food, energy, smithore or, on the higher levels, a "cash crop" called crystite. The type of terrain determined what type of facility a plot was most suitable for, with the river running down the middle of the map being the most abundant for food, while mountains were best for smithore.

M.U.L.E. challenged you to combine cooperative play with competitiveness — while you were competing against three other players, all of whom could be human-controlled if you had an Atari that supported four joysticks, if you didn't all work together to ensure the colony as a whole had enough food, energy and smithore to survive the next month, you'd all be in trouble.

The game made use of an interesting graphical depiction of negotiating prices by allowing buyers and sellers to "walk" up and down the screen to determine the prices they were willing to buy or sell at. By meeting another player — or the colony store — you could buy and sell goods as you saw fit — stockpile for later or sell for a high price right now?

Final Legacy

final_legacy

A lesser-known game, this one, Final Legacy was a strategic shoot 'em up with elements of Missile Command to it, and, like many other games of the period, was the embodiment of Cold War paranoia.

In Final Legacy, you were in charge of the good ship Legacy and were tasked with destroying the nasty horrible enemy missile bases that were pointing their nasty horrible missiles at your cities. You had to torpedo enemy ships, blast the enemy bases with your laser cannon and shoot down the missiles that inevitably got fired the moment you started attacking a base.

Later difficulty levels added some interesting mechanics such as having to destroy "Intelligence" ships in order to find out the locations of the enemy missile bases, but mostly the game was about frantically zipping back and forth between four different screens and hoping you didn't accidentally let anyone get nuked.

Batty Builders

battybuilders

Another lesser-known game, this time from the once-prolific English Software. Batty Builders saw you in the role of a builder attempting to build a wall. In order to do so, you'd have to catch bricks falling from the conveyor belt at the top of the screen, then toss them into place in the wall, all without killing yourself in the process.

That's pretty much all there was to it, but it was enormously addictive, and is noteworthy for being one of the earliest examples of a frantic puzzle game I can remember.

Bruce Lee

bruce_lee_4

An interesting and peculiar game, Bruce Lee combined elements from a number of different game types, most notably beat 'em up and platform adventure.

As Lee, you'd have to make your way through each screen collecting lanterns. Attempting to stop you from doing so were an anonymous ninja and The Green Yamo, both of whom would pursue you around each screen with a surprising amount of simulated intelligence (or, in the case of Yamo, who could be controlled by a second player, actual intelligence), making your life miserable. Fortunately, you could deal with them by giving them a smack in the chops or a flying kick to the face, though they'd always be back.

Bruce Lee remains one of the finest licensed games out there, thanks in part to the fact that it's not trying too hard to follow any particular movie. It's still a fun platformer today.


* your definition of "classic" may vary, but I enjoyed all these.

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2425: Life in the 8-Bit Era https://imnotdoctorwho.moegamer.net/2016/09/10/2425-life-in-the-8-bit-era/ https://imnotdoctorwho.moegamer.net/2016/09/10/2425-life-in-the-8-bit-era/#respond Sat, 10 Sep 2016 03:43:44 +0000 https://angryjedi.wordpress.com/?p=18589 I've been on a proper nostalgia trip with my old magazines and retro machine emulation recently, so I thought I'd share some memories and factoids about growing up in a household filled with home computers rather than games consoles. This post was inspired by a conversation with my friend Chris earlier today, who noted that … Continue reading 2425: Life in the 8-Bit Era →

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I've been on a proper nostalgia trip with my old magazines and retro machine emulation recently, so I thought I'd share some memories and factoids about growing up in a household filled with home computers rather than games consoles.

This post was inspired by a conversation with my friend Chris earlier today, who noted that it's an area of gaming history that he's not as familiar with as the consoles of the time.

I'm writing this from the perspective of someone who grew up with the Atari 8-Bit range of home computers. Your experiences may vary if you were a Commodore 64 or Spectrum child!

The early machines were massive

The Atari 400 and 800, the first models of home computer released by Atari, were absolute behemoths — the size and weight of a typewriter. The reason for this was that due to FCC regulations regarding signal leakage protection, their innards had to be encased in solid aluminium.

This is the Atari 400.

SONY DSC

And this is the Atari 800.

atari_800_closed

There were a few differences between the two. The 400 was originally set to ship with 4K RAM and the 800 with 8K, but by the time they hit the market, the price of RAM had already come down enough to outfit them both with 8K. The 800, which had expandable memory, eventually underwent numerous upgrades to end up with a then-massive 48K of RAM.

The 400 had a horrible membrane keyboard (which many users, including our family, replaced with mechanical keys) while the 800 had mechanical keys as standard. Both featured a then-revolutionary bit of kit called Serial Input/Output or SIO, which could be regarded as a modern precursor to USB in that it allowed the connection of multiple, automatically configuring devices to the computer. It was mostly use to connect tape decks and disk drives.

The later machines were smaller and looked a bit nicer

Here's the 64K 800XL, probably the most direct competitor to the Commodore 64:

1920px-atari-800xl

And the 128KB 130XE, whose extra power went largely unused due to it coming out pretty late in the 8-Bit life cycle; its resemblance to the 16-bit Atari ST is no coincidence.

1920px-atari-130xe

(Here's the ST, for comparison's sake:)

1920px-atari_1040stf

Early games came on cartridge

Part of the thinking behind the early systems was that they should be as user-friendly as possible. With that in mind, the very simplest method of getting a program up and running on the 400 and 800 — and indeed all subsequent Atari 8-Bits — was to plug in a ROM cartridge, turn on the power and enjoy the instantaneous load times of the format.

Many of the 8-Bit's earliest and most well-regarded games — most notably the excellent Star Raiders, one of the first 3D space sims, and still a great game today — came on cartridge, but eventually games got big enough that they needed to be distributed on cassette tape or 5.25" floppy disk instead.

The 400 and 800 had four joystick ports

…but very few games used them. However, one of the very best games on the system, Electronic Arts' highly competitive strategy game M.U.L.E., allowed for four players simultaneously. Later versions of the Atari 8-bit only had two joystick ports, so true four-player titles remained rare.

Programming for the Atari and other 8-Bit machines was a big British industry

A lot of the software companies that are doing proud business today — Eutechnyx (formerly Zeppelin Games), Rare (formerly Ultimate Play the Game), Codemasters (still Codemasters) and Electronic Arts began their lives in the 8-bit era, and many of them (all of the above except EA, among others) started in Britain.

The 8-Bit era saw the birth of what we would now call the indie games industry. Single programmers or small teams of friends would assemble games in school holidays or during free time and release them on cassette at budget prices. Many would go on to become hugely popular. And many of them chose to create extremely creative titles rather than lazy copycat clones of arcade shoot 'em ups — though make no mistake, there were plenty of lazy clones around, too.

The reason why so many people got into programming on their Atari is that when you booted it up you were straight into Atari BASIC and could start writing code straight away. Granted, BASIC wasn't the speediest language in the world, but learning it formed a great foundation for discovering more complex languages.

Loading from tape took ages

This can't be overstated. It's a well-known fact that loading a game from cassette took a long time, but really. It took a long time. In the case of the Atari, you'd have to ensure the system going "BURRRRRRRRR, BURRRRRRRRRR!!" over and over while the data loaded from the cassette.

Loading from disk made a great noise

One thing I really miss from the original 8-Bit days when using an emulator is the sound that loading things from disk made. There was this weird farting sound when the machine started up, then loading combined the whirring snark of the drive's mechanisms with a weird "BLBLBLBLBLBLBLBLBL" noise, punctuated by zurbits from the drive. I was always a bit disappointed when developers poked the appropriate memory location to make loading quieter. (And yes, "poke" actually is the technical term.)

And of course someone's made a YouTube video featuring that noise. It's number 4 in this video:

Magazines were a key part of the ownership experience

Getting copies of Analog, Antic, Atari User and Page 6 each month meant that we were never short of toilet reading material. And as I noted yesterday, the articles you got in these old mags ran the gamut from in-depth technical explorations of the systems themselves (and how to harness that technology) to the sort of game reviews we're familiar with today.

The Atari sound chip was awesome

Commodore's SID chip gets all the love these days, but Atari's POKEY was no slouch either. Here's a selection of fine tunes from renowned composer Adam Gilmore.

Piracy was rife

It's a wonder we didn't kill the fledgling games industry completely in the '80s, since very few people seemed to purchase original games; I know it was certainly a rare treat in our household.

Instead, bootleg cassette tapes and floppy disks did the rounds in the schoolyard, at workplaces and even at gatherings specifically for people to swap dodgy copies of the latest goodness. I was too young to attend at the time, but I remember my father and brother attending a local "computer club", which was the source of most of the boxes full of floppy disks I still own today.

Interesting, for the pirates themselves, piracy was less about getting something for free and instead all about proving their worth. "Cracked" games often came with elaborate introduction sequences (typically including some great chiptune music) and made use of advanced compression technologies to fit multiple games on a single floppy disk. Today, retro enthusiasts are as keen to preserve cracked versions of games as they are originals.

The systems weren't as powerful as consoles, but they tried hard

Being general-purpose computers rather than dedicated games machines, the Atari 8-Bit range struggled to keep pace with the specialist machines from Sega and Nintendo, but that didn't mean developers would rest on their laurels. Particularly late in the 8-Bit's lifespan, developers were squeezing every possible ounce of graphical power they could out of the little machine's chips, and the results could be both impressive and heavily stylized. Check out Lucasfilm's games in particular, which featured full 3D fractal landscapes and detailed sprites.

Here's strange action adventure The Eidolon, in which you travelled through time, fought mushrooms and battled rather arrogant-looking dragons:

eidolon_4

Here's wonderful flight sim/first-person Defender-alike Rescue on Fractalus, surprisingly one of the most terrifying games in existence for reasons I'll leave you to discover if you ever play it:

rescue_on_fractalus_atari_us_8

And here's the rather strange (but impressive) Koronis Rift:

koronis_6


I don't think it's an exaggeration to say that the 8-Bit era was probably one of my favourite times to be into computers. It was exciting, it was accessible and it felt like these machines could do anything; there was none of the cynicism or taking things for granted that we have today.

Oh to go back, eh.

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2358: I Whip My Hair Back and Forth https://imnotdoctorwho.moegamer.net/2016/07/04/2358-i-whip-my-hair-back-and-forth/ https://imnotdoctorwho.moegamer.net/2016/07/04/2358-i-whip-my-hair-back-and-forth/#respond Mon, 04 Jul 2016 21:40:42 +0000 https://angryjedi.wordpress.com/?p=15963 Shantae is a series I've been meaning to explore for a long time. Specifically, ever since I reviewed the iOS version of second game Risky's Revenge a few years ago and was absolutely enamoured by the graphics and overall presentation before being almost immediately put off entirely by the atrocious controls, proving once again that you should never, ever make … Continue reading 2358: I Whip My Hair Back and Forth →

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Shantae is a series I've been meaning to explore for a long time. Specifically, ever since I reviewed the iOS version of second game Risky's Revenge a few years ago and was absolutely enamoured by the graphics and overall presentation before being almost immediately put off entirely by the atrocious controls, proving once again that you should never, ever make traditional console-style games for platforms whose only input method is a touchscreen.

As part of the retro gaming and emulation kick I've been on recently, I decided I'd check out the Shantae series from the beginning, starting with its Game Boy Color incarnation. Shantae, as the first game is simply called, is widely regarded as one of the most impressive titles to be released on the GBC, as well as being a great game and the start to a marvellous series in its own right.

The eponymous Shantae is a half-genie girl who is the self-appointed protector of fishing village Scuttle Town. One morning, the voluptuous pirate Risky Boots shows up, bombards the town with cannon fire and then makes off with a Steam Engine, a new invention from local crackpot Mimic based on blueprints he found on an archaeological expedition. Frustrated with herself that she was unable to stop Risky's attack, Shantae pledges to try and get one step ahead of the pirate and find out what she's really up to, and thus begins your standard video game quest of "find the shiny doohickeys before the bad guy does".

In terms of gameplay, Shantae is a fairly simple Metroidvania-esque platformer in that it isn't really divided into discrete levels. Instead, there's an overworld which wraps around on itself, meaning you can start walking in one direction and eventually end up back where you started, and a number of small caves and larger "labyrinths" that can be accessed. There are also five towns that act as waypoints; completing a sidequest where you collect "Warp Squids" enables you to teleport back to that town at any point; the towns also each house various facilities such as shops and minigames.

Shantae definitely plays extremely well, with responsive controls and well-designed, well-paced maps that are challenging but rarely cheap, the odd "leap of faith" aside. As you progress through her quest, you unlock various transformation abilities, each of which are used by playing a rhythm-based minigame and pressing particular combinations of buttons in time with the music for Shantae to make use of her considerable (and frighteningly erotic) bellydancing skills. These transformations, in true Metroidvania tradition, enable you to reach otherwise inaccessible areas through various means: the Monkey form, for instance, can climb walls, while the Harpy form can fly.

While the gameplay is solid, where Shantae's main appeal lies is in its presentation. Although limited by the low resolution and limited colour palette of the Game Boy Color, Shantae is a gorgeous-looking game, with attractive, atmospheric backdrops and excellent sprite work. The star of the show is, appropriately enough, Shantae herself, who is animated with an amazing degree of fluidity and personality — and unlike previous games which had particularly fluid animation, such as Prince of Persia and Flashback, Shantae doesn't sacrifice responsiveness for smooth animation.

Shantae's visual appeal comes from the sheer range of animations she's been programmed with. Rather than simply being built with traversal animations in mind — walking, running, jumping, falling — Shantae has plenty of unique animations only seen in certain situations. There are the dance animations, for starters, one of which can be found on every direction on the Game Boy D-Pad and its two action buttons. When using these for gameplay purposes, you only see them for a brief moment, but they're so visually compelling that it's more than a little tempting to just switch into Dance mode by tapping Select and admiring Shantae's moves for a few minutes before continuing on your quest. On top of this, Shantae has a number of "mood" animations used during dialogue sequences that give her a great deal of visual character, and her personality is backed up by some snappy, witty but brief dialogue that gives you the important information you need to proceed while keeping things light and breezy in tone.

So far I've cleared the first "Labyrinth", which was a delightful delve into a well-designed dungeon with some interesting, creative puzzles involving memory, precision jumping and carefully exploring the environment. I'm looking forward to seeing what the rest of the game has to offer — and beyond that, finally playing Risky's Revenge on a platform that can do it justice, followed by its sequel Shantae and the Pirate's Curse.

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2356: Packing a LaunchBox https://imnotdoctorwho.moegamer.net/2016/07/02/2356-packing-a-launchbox/ https://imnotdoctorwho.moegamer.net/2016/07/02/2356-packing-a-launchbox/#respond Sat, 02 Jul 2016 23:56:35 +0000 https://angryjedi.wordpress.com/?p=15900 I'm a big fan of emulating old systems. There's no substitute for playing on original hardware and having original packaging, of course, but emulation is a relatively straightforward and cost-effective means of enjoying older games without having to brave eBay, thrift stores or exorbitant "collector's" prices. The legality of emulation is something that has been … Continue reading 2356: Packing a LaunchBox →

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I'm a big fan of emulating old systems. There's no substitute for playing on original hardware and having original packaging, of course, but emulation is a relatively straightforward and cost-effective means of enjoying older games without having to brave eBay, thrift stores or exorbitant "collector's" prices.

The legality of emulation is something that has been discussed to death online, so I will sidestep that particular issue for the moment and instead bring your attention to a wonderful tool I've started using recently.

One of the biggest pains with emulation of older systems, particularly if you have a lot of ROM files, is managing and organising all these files, and indeed even knowing what you have available to play. This is a particular issue with old computers, whose disk images tend to contain multiple titles much like the pirated disks "computer clubs" would exchange freely in the '80s and '90s, but given the sheer number of games that have been released for various console platforms over the years, it can be an issue finding what you're looking for even on systems that use media that only contains a single title.

Enter LaunchBox, then, a thoroughly pleasant and well put together front-end for all your emulation… well, no, all your PC-based gaming needs, with a particular emphasis on the emulation of old platforms and operating systems.

Launchbox is, at its heart, a database designed to be filled with records of games with related media files — including ROMs and disk images — attached. It organises software by platform and allows the automatic launching of a particular emulator when selecting a game.

Perhaps its best feature, though, is its online connectivity, which allows it to connect to various online services, including its own online database, Wikipedia and Emumovies, and download all manner of supporting media for each game, where available. This supporting media ranges from simple box art and PDFs of the original manuals to music, movies and fanart of the games. By importing all your ROM files into LaunchBox, you can quickly and easily build up a full gaming database and automatically populate it with relevant information about pretty much any game you'd care to name; any game that doesn't get automatically populated with information can either be corrected yourself or manually searched in case it was stored online under different details.

This makes LaunchBox an excellent resource both for organising your collection and learning about titles you might not be familiar with — particularly those from other territories. The brief blurb LaunchBox provides for supported titles gives a good synopsis of what the game is all about and what to expect from it, and from there it's a simple matter to double-click the game in your collection and be playing it in a suitable emulator almost immediately. LaunchBox even recommends and provides download links to emulators for the most popular platforms and can automatically set them up for you; it also comes bundled with the wonderful DOSBox, which enables you to play old DOS-based games on modern Windows computers.

While I'd still prefer to have a wall full of original packaging and games playable on their original systems, that's not an especially cost-effective thing for me to do right now. So LaunchBox is very much scratching my "collector's" itch until I'm in a position to put together an actual physical collection. And in the meantime, it's turned my PC into pretty much the ultimate games console ever.

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2355: Playing God https://imnotdoctorwho.moegamer.net/2016/07/01/2355-playing-god/ https://imnotdoctorwho.moegamer.net/2016/07/01/2355-playing-god/#respond Fri, 01 Jul 2016 22:46:06 +0000 https://angryjedi.wordpress.com/?p=15870 After reading up on their work a bit over on Hardcore Gaming 101, I've become interested in the Super NES games of a developer called Quintet. Their work consists of several games that I've heard of but never actually played, plus one PS1 game that I did enjoy and feel to this day is rather underappreciated: … Continue reading 2355: Playing God →

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After reading up on their work a bit over on Hardcore Gaming 101, I've become interested in the Super NES games of a developer called Quintet. Their work consists of several games that I've heard of but never actually played, plus one PS1 game that I did enjoy and feel to this day is rather underappreciated: the unusual and interesting action RPG The Granstream Saga.

Quintet are perhaps best known for early SNES game ActRaiser and their subsequent Heaven and Earth trilogy, consisting of Soul Blazer, Illusion of Gaia and Terranigma. (The Granstream Saga is kinda sorta also part of this series, too, though in an unofficial-ish capacity and on a different platform to its three predecessors.)

I decided to start with ActRaiser, since when exploring a developer's work like this I like to start with their early titles and work my way forward through them to see how they developed over time. ActRaiser has primitive elements, for sure — most notably an almost total lack of narrative development, though there are some interesting events that come and go as you play — but by God it's an interesting game, the likes of which I've only ever seen on one (two?) other occasion(s) in the form of Arcen Games' similarly unusual and fascinating A Valley Without Wind.

ActRaiser casts you in the role of God. (Due to the SNES era being the dawn of Nintendo of America's prudishness that persists to this day, He is known as "The Master" in the localisation.) Your job is to deal with Satan. (Likewise, everyone's favourite Ultimate Evil is known as Tanzra in the English version.)

Satan has been up to no good, you see; taking advantage of God having a much-needed rest after Ultimate Good and Ultimate Evil had their last showdown, Satan decided that he should wipe out all of humanity, taint the land to make it uninhabitable by humans should God decide to try and repopulate the world, and then ensconce some of his most trusted lieutenants to make doubly sure that those pesky white-winged types didn't try and undo all their hard work. God isn't standing for this, of course, and so begins your unusual quest.

ActRaiser is split into two very different sections. When you first arrive in a realm tainted by Satan's machinations, your first order of business is to clear out the monsters roaming freely over the land. You do this by descending to the surface and possessing a conveniently placed warrior statue, which comes to life with God's holy power and proceeds to dish out some righteous justice on anyone who dares come in range of its blade. Fight your way through a distinctly Castlevania-esque level to a boss, kill the boss and you're ready for the next phase.

Once you've cleared out the monsters, God has enough power to create two followers, who immediately start shagging and pumping out new population for you, so long as you tell them to build some nice streets to put their houses on in a completely different mode that is somewhat like SimCity "Lite". The town then proceeds to repeatedly inbreed with each other as you direct their expansion efforts, with your ultimate aim being for them to build over the top of the inconveniently placed monster lairs around the land, each of which spit out annoying creatures that steal your population or set fire to your buildings at inconvenient moments. Once you've successfully redeveloped the monsters' areas of outstanding natural beauty, you then unlock the second action-platforming stage of the region, which is different and harder, with a different boss at the end. Once this boss is defeated, the region is at complete peace and you can then continue developing it or move on to a new region.

While these two elements of the game are obviously very disparate, they do feed into one another. Your performance in the initial action phase, for example, partly determines the maximum possible population the region will be able to sustain when you start developing it — score more points and you'll have a higher (unseen) cap on your population. Conversely, the more your population expands in the building phase, the stronger the warrior statue gets in the action phases and the more "SP" God has to spend on Miracles.

Oh yes, Miracles; these are a rather integral part of the building phase, and obviously the most fun, too. Beginning with a lightning bolt that burns down most things on a single tile (including houses) and working up to an earthquake that knocks down all low-level structures in a region, your Miracles are used to both direct development of the towns and clear obstacles out of the way. You have to force yourself to feel a certain amount of detachment when doing this, since as the tech level of each region increases and it becomes able to support houses that hold more occupants, it becomes necessary to demolish low-tech houses to make way for denser developments. And, being God, you don't use a bulldozer; you use natural disasters, which is far more fun. It's hard not to feel a little pang of guilt when you watch the little counter of "total population" in the upper-right corner of the screen plummet after you unleash an earthquake, though.

ActRaiser is a really interesting game. Both elements are solid, though neither of them are especially complicated. This is probably for the best; it keeps things reasonably accessible for those who tend to gravitate more towards one of the two styles of gameplay than another, though the difficulty of the action phases in particular is a little on the high side if you're not accustomed to how unforgiving old-school games are.

Ultimately it's a satisfying experience to descend to Earth and smite Evil before watching your little minions gradually spread out to cover the entire continent. You really do get the feeling that your people are relying on your divine powers, too; they pray to you every so often and ask you to help make things happen, and they'll reward you with offerings if you fulfil their requests. Many offerings can then be used in other regions to spread various innovations or culture, making the whole world work a bit better; for example, as soon as the second region discovers that wheat is a more productive crop than corn, you can then export wheat from this region to everywhere else so they can all take advantage of this improved efficiency. Likewise, when your followers reach a man lost in the desert a little too late, a distraught artist discovers the secrets of music, which you can then take to another region and use it to lift their spirits after they've been feeling a bit bleak. In this way, the world of ActRaiser feels very much alive, even if you're not dealing directly with named characters or a rigid, ongoing plot.

I like it a lot, in other words, and it makes me excited to check out Quintet's other work. You can count on a full report when I get to them.

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2347: Discovering the Neo Geo https://imnotdoctorwho.moegamer.net/2016/06/24/2347-discovering-the-neo-geo/ https://imnotdoctorwho.moegamer.net/2016/06/24/2347-discovering-the-neo-geo/#respond Fri, 24 Jun 2016 02:09:12 +0000 https://angryjedi.wordpress.com/?p=15689 To date, my knowledge of the Neo Geo platform has largely been limited to "it was that one where games cost over £100". Thanks to a recent Humble Bundle, though (running for another 16 hours at the time of writing) I've had the opportunity to have a go at what my friend Chris assures me … Continue reading 2347: Discovering the Neo Geo →

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To date, my knowledge of the Neo Geo platform has largely been limited to "it was that one where games cost over £100". Thanks to a recent Humble Bundle, though (running for another 16 hours at the time of writing) I've had the opportunity to have a go at what my friend Chris assures me are a pretty classic selection of games from the platform.

I'm kind of sorry I haven't checked out Neo Geo games earlier, because they fulfil every criteria I have in my head for what I think an "arcade game" should look, sound and feel like. This is largely because as well as being a home console, the Neo Geo also powered plenty of arcade machines in its time, and the versions you played on the console were exactly the same as you'd play in the arcade. Very few other consoles at the time could boast arcade perfect gameplay and presentation.

But what do I mean by what an arcade game should look, sound and feel like? Well, it's largely a nostalgia thing. When I think of arcade games, I think of childhood trips to the seaside — primarily either Hunstanton if we were going for a day trip, or Newquay if we'd gone on holiday to Devon and/or Cornwall — which always involved a trip to the arcades. To Americans, this might sound like a strange thing to get excited about, but here in the UK, we never really had much of an arcade culture — except, for some reason, at the seaside. In other words, an arcade was a rather unusual sight unless you happened to live on the waterfront, so it was a rare treat to be able to pump some small change into these games, many of which either didn't see home ports at all, or saw vastly inferior ports to home computer and console hardware that couldn't keep up with the specialised, dedicated arcade hardware.

When I think of these trips to the arcade, I think of several things. I think of the feeling of putting a coin in. I think of the sound the machines would make when it accepted your credits. I think of the sounds they'd make when you'd press the Start button, and the dramatic presentation of a new player joining or the Game Over screen.

I think of beautifully defined pixel art, far sharper and more detailed than anything I'd see on a system connected to the TV. I think of impressive animation. I think of sprite scaling and rotation. I think of specialised controls.

When I boot up a Neo Geo game, all of these feelings come flooding back to me. Individually, these elements aren't much, but they add up to the "arcade experience" for me, and said experience carries some fond memories.

I'll talk a bit more about the specific games I've had a go with in a later post, but for now I'll just say that, in terms of gameplay, the Neo Geo games are a reminder of a time when gameplay was first and foremost, and "gitting gud" wasn't something seen as elitist or exclusionary — if you wanted to see the end of the game, you either had to git gud at the game, or you had to keep throwing those coins into the machine. (Of course, when playing at home, you have the option to keep putting virtual credits in indefinitely — though as any shmup fan will tell you, the real challenge in these games is going for a 1CC, or 1 Credit Clear — beating the game without ever using the Continue feature.)

I like them a lot, in other words, and I'm looking forward to exploring the rest of these interesting, unusual and extremely addictive games further in the near future.

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2314: Games That Deserve the Ys-Style Remake Treatment https://imnotdoctorwho.moegamer.net/2016/05/21/2314-games-that-deserve-the-ys-style-remake-treatment/ https://imnotdoctorwho.moegamer.net/2016/05/21/2314-games-that-deserve-the-ys-style-remake-treatment/#respond Sat, 21 May 2016 15:44:47 +0000 https://angryjedi.wordpress.com/?p=14714 Rather than pondering this as it occurred to me last night as I finished writing that day's post, I thought I'd split this off into its own separate post, as it's something that I think is worth thinking about in detail. For the benefit of those who can't be arsed to read yesterday's post, my … Continue reading 2314: Games That Deserve the Ys-Style Remake Treatment →

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Rather than pondering this as it occurred to me last night as I finished writing that day's post, I thought I'd split this off into its own separate post, as it's something that I think is worth thinking about in detail.

For the benefit of those who can't be arsed to read yesterday's post, my thinking is this: Ys I and II have had so many remakes over the years that their most recent incarnations are both recognisably "modern" and authentically "retro" at the same time. In other words, they maintain the feeling of the original games while incorporating modern aesthetic and mechanical standards to make them more palatable and enjoyable to a modern audience, as well as perhaps expanding on things like the overall script and story. This, to me, is a great way to bring a classic game up to date, so I started pondering what other old games might benefit from this treatment?

Here's what I came up with. (Or rather, here's what occurred to me as I wrote this post.)

Phantasy Star II

ss_1cdb8a0e82f85a826151ae5ce504f0ce0b572ca5I played Phantasy Star I all the way through in its Game Boy Advance incarnation — actually just a straight port of the Master System original. I enjoyed it a great deal, despite the necessity of actually getting the graph paper out and mapping the dungeons.

Phantasy Star II, meanwhile, despite being enthusiastically raved about by a Phantasy Star-loving friend as his favourite in the series, just didn't quite "click" with me for some reason. I liked its aesthetic, I liked its battle system, I liked its concept — I just couldn't quite get into it.

Part of the reason for this was its dungeon design. By presenting its dungeons from a three-quarter top-down perspective rather than its predecessor's first-person perspective, they became significantly harder to map effectively — and boy, you still needed to map them. The first big dungeon was a mess of almost identical-looking floors with transitions between them that sent you to all manner of different places, and I found it absolutely impossible to navigate effectively, and moreover, impossible to figure out a sensible, effective means of mapping it.

It's not necessarily the lack of a map facility that was the problem, as both Ys I and II featured some fairly complex labyrinths that I nonetheless managed to navigate without mapping, but there was something about Phantasy Star II that I found irreconcilably confusing. A modern remake would perhaps benefit from a map facility, or perhaps even a rethinking of the dungeon designs — taking the latter approach would have the added benefit of making the game feel like a "new" experience for veterans, though purists would likely thumb their noses at the possibility. Perhaps there could be an option to have "classic" or "contemporary" dungeons according to your preference.

Aside from that, simply an update of the art would be lovely — and take Ys' approach of improving the fidelity of the art without necessarily compromising its style; Ys I and II feature gorgeous '90s anime-style character designs, and they look both lovely and distinctive, so I feel Phantasy Star II could benefit from such a visual update, too.

The Mercenary series

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Mercenary and its two sequels Damocles and Mercenary III were defining games in my childhood. Some of the most technically impressive games of the 8- and 16-bit computer era, they were sprawling, open-world adventures that managed to tell an interesting story while giving the player an unprecedented degree of freedom to explore and just generally piss around in the world (and, later, solar system) that developer Paul Woakes had created.

They look very primitive today, though. Built on rigid grid systems with no more than one building per (pretty large) grid square, the environments were certainly large and sprawling, but rather empty-feeling at times. A modern remake could benefit from greater scenery density and perhaps an expansion of the dynamic scenery Mercenary III introduced in the form of its fully functional public transportation system.

There was actually going to be a Damocles remake at one point with full texture-mapped graphics and all manner of other goodies — this was a few years back, too, so I can only imagine what modern graphics hardware would make of this sort of game. Unfortunately, I feel that very few people have heard of this series these days, so I feel it's destined to remain part of history rather than something that will ever get brought up to date and given to a brand new audience.

Shining Force

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Sega's classic strategy RPG already had one lovely remake on the Game Boy Advance, but it's since disappeared from relevance everywhere except for the Sega Mega Drive Classics pack available on Steam. And while the Mega Drive version still works just fine, it would be kind of lovely to see a fully up to date version of the original Shining Force, its sequel and even the Game Gear version Shining Force Gaiden (which, fun fact, was also released for Palm devices, of all things).

Shining Force's gameplay remains solid today, and with the popularity of Fire Emblem it's not too much of a stretch to say that all it needs is a fresh coat of paint and a remastered soundtrack to make it something people would more than likely happily pay £15 to have in their Steam library or PSN downloads. Hell, I'd happily pay £40 for a physical edition of a Shining Force compilation, including modernised updates of Shining Force, Shining Force II and Shining Force Gaiden, perhaps even with upscaled versions of the various Shining Force III releases for good measure.

And localise the other two Shining Force III games while you're on, Sega, while I'm dreaming.

Alternate Reality

picture-13I mention this game quite a lot, because it's fascinating to me. I found it fascinating when I first played it as a child, even if I didn't understand how role-playing games worked at the time, and I still find its complexity and depth fascinating today.

For the uninitiated, Alternate Reality was a proposed series of games that began with The City and continued into The Dungeon, but was ultimately scrapped before its other episodes were completed. The story deals with the player character being abducted by aliens and taken to another world, seemingly medieval in nature but with occasional whiffs of peculiar technology starting to become apparent, particularly in The Dungeon. The ultimate intention was for the player to discover the aliens' plan — a Matrix-style virtual world designed to make its participants believe that they were living a "real life" in this other world, when in fact they were just existing as part of a simulation — but unfortunately this ambitious concept was never brought to fruition.

We have the graphical technology and programming knowhow to bring the complete Alternate Reality concept to fruition today, in more impressive form than ever before. Bethesda RPGs show that there's very much a market for sprawling, freeform, open-world games that the player can tackle as they see fit, and the complete scope of Alternate Reality wouldn't be any more ambitious than your typical Elder Scrolls game.

I would even be happy if it maintained its old-school "gridder"-style dungeon crawling presentation rather than featuring a true, fully modelled 3D open world — I just dream of one day seeing creator Philip Price's original vision brought to fruition, and kind of wish I was able to do something about it myself!

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2278: Difficulty Switch A and B https://imnotdoctorwho.moegamer.net/2016/04/15/2278-difficulty-switch-a-and-b/ https://imnotdoctorwho.moegamer.net/2016/04/15/2278-difficulty-switch-a-and-b/#respond Fri, 15 Apr 2016 23:13:13 +0000 https://angryjedi.wordpress.com/?p=13605 Spending a bit more time with Atari Vault over the last few days makes me appreciate one of the most interesting things about the 2600 — and something that, to my knowledge, hasn't really been done on any other console since: its use of difficulty switches and game selectors. It wasn't unusual to see 2600 cartridges promising … Continue reading 2278: Difficulty Switch A and B →

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Spending a bit more time with Atari Vault over the last few days makes me appreciate one of the most interesting things about the 2600 — and something that, to my knowledge, hasn't really been done on any other console since: its use of difficulty switches and game selectors.

It wasn't unusual to see 2600 cartridges promising "9 video games" or similar on their front covers; by modern definitions, this wasn't entirely accurate, as each cartridge did indeed contain just one game, but tended to have multiple variations available to play. In some cases, these variations were minor — difficulty modes, essentially — but in others, they changed the gameplay fairly drastically. And along with these selectable games, the 2600 also afforded both players the opportunity to select their difficulty independently of one another.

Handicap systems are still found in modern multiplayer games in various ways, the most common of which being racing games' tendency to give the pack's back markers a slight speed boost to allow them to catch up a bit. But on the 2600, this was a revolutionary feature: by setting difficulty levels independently for each player, it became possible for experienced players to play "fairly" with newcomers, youngsters or those who simply didn't have quite the same dexterity and/or ability to handle those horrible Atari joysticks.

The ways that the difficulty switches were implemented varied from game to game. In the case of Air-Sea Battle, for example, the difficulty switches allowed players to set the size of their bullets independently — less experienced players could have larger bullets, making it easier to hit the targets. In Combat, the difficulty switches adjusted the speed of the player's bullets — more experienced players could choose to have slower shots, making it easier for their opponent to dodge. (Of course, you could then tweak the difficulty further by playing one of the variants where you could "bend" your shots around corners by steering after firing.)

It's a really interesting idea, and one of the coolest things about the 2600. I knew about the existence of these switches before — I've played some 2600 games before — but it hasn't been until I've actually started investigating some of these games in detail that I've really appreciated the surprising amount of interest and flexibility that they bring to these rough-looking but surprisingly fun old games.

Plus another nice feature of 2600 games I've discovered is that they're straightforward and easy to learn enough that my wife and I can play together without me having to spend hours explaining how to do things, or for us to play with an enormous skill imbalance thanks to the fact I have more experience than her. Thanks to the 2600's switches, we can tweak the experience to one that we both find challenging, but fair — and, it has to be said, the 2600 had some enormously fun two-player games that, while simple, can get very, very competitive very quickly!

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2276: Video Computer System https://imnotdoctorwho.moegamer.net/2016/04/13/2276-video-computer-system/ https://imnotdoctorwho.moegamer.net/2016/04/13/2276-video-computer-system/#respond Wed, 13 Apr 2016 21:33:48 +0000 https://angryjedi.wordpress.com/?p=13548 As I wrote in a few posts recently, I've been checking out the new Atari Vault compilation on Steam. Rather than talking about a specific game today, I wanted to talk a little bit about the value of the compilation as a whole, and why I'm enjoying exploring it. Atari Vault is a compilation of somewhere in the … Continue reading 2276: Video Computer System →

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As I wrote in a few posts recently, I've been checking out the new Atari Vault compilation on Steam. Rather than talking about a specific game today, I wanted to talk a little bit about the value of the compilation as a whole, and why I'm enjoying exploring it.

Atari Vault is a compilation of somewhere in the region of 100 Atari games from the '80s. The bulk of the compilation consists of VCS 2600 games, but there are some arcade games in there too, including the likes of Crystal Castles, Missile Command, Major Havoc and Liberator.

I've owned a number of previous similar compilations in the past, and have typically gravitated towards the arcade games, since they seem more "palatable" from a modern perspective than the extremely primitive-looking 2600 games. I recall growing up with the Atari 8-bit home computers, and in comparison to those, 2600 games looked primitive even back at that time when it was relatively current, and as such, I've always found them a little offputting. I've made a specific effort to explore them a bit more this time around, though, and I've been pleased to discover some really interesting games.

Take Haunted House, for example. This is a fairly straightforward top-down "find all the things" game with an intriguing twist: you're in the dark. With your character represented as nothing more than a pair of eyes, you navigate around by either bumping into walls or lighting matches to illuminate the area immediately around you. A single game of Haunted House requires that you find all the pieces of a… thing… an urn? And you have to do so while using as few matches as possible and losing as few lives as possible, for this being a haunted house, it has a number of unpleasant beasties lurking around just waiting to nibble on you.

Or take Save Mary, a prototype game that never saw commercial release, but which presented an interesting twist on vaguely Tetris-ish block puzzles. The eponymous Mary is trapped at the bottom of a pit which is slowly filling with water. You control a crane and have to drop blocks into the well for Mary to climb up. You need to get her high enough to be able to grab her with the crane and save her. Once you've done this, you have to do it again, only with significantly more awkward-shaped blocks. The peculiar variation on the typical block puzzle formula is the fact that Mary has a mind of her own (albeit a predictable one) and you have to be careful not to squish her with the blocks you drop as she wanders back and forth trying to get to high ground.

Or how about Atari Video Cube, a really simple but surprisingly compelling puzzle game loosely based on Rubik's Cube? Controlling a weird little man (who has a name and a backstory and everything, though I can't remember it offhand), it's your job to pick up coloured squares from each of the 3×3 faces of the cube and lay them down so that each side is a solid colour. To make this more difficult, to pick up a coloured tile, you have to swap it with the one you're holding, and to make it even more difficult, you can't walk through tiles that are the same colour as the tile you're holding, even if they're on a different face of the cube.

The 2600 back catalogue appears to be filled with these sorts of interesting little games that we'd probably find laughable if released as full-scale, full-price commercial releases today, but as part of this compilation, they provide a surprising amount of entertainment value — and, in some cases, represent types of games that are very much deserving of a modern remake.

My only issue with them from a modern viewpoint is the fact that 2600 games tend to end rather abruptly, regardless of whether you "win" or "lose", and this can sometimes make victories over a particularly difficult level feel a bit less than satisfying. Still, this was from an age where gaming was quite a social pursuit — many of the 2600 games are very much designed to be played together with a partner — and so, I feel, a key part of the fun back then must have been making your own fun with the games to a certain extent; similar to how a tabletop game doesn't automatically set off fireworks as soon as you win, neither does a 2600 game. The celebrations and victory rewards are entirely up to you; I recommend betting each other a slice of pizza or a big lump of cake on a game of Combat and see how much you like each other by the end of the evening!

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2262: Have You Played Major Havoc Today? https://imnotdoctorwho.moegamer.net/2016/03/30/2262-have-you-played-major-havoc-today/ https://imnotdoctorwho.moegamer.net/2016/03/30/2262-have-you-played-major-havoc-today/#respond Wed, 30 Mar 2016 21:06:05 +0000 https://angryjedi.wordpress.com/?p=12964 Continuing my exploration of Atari Vault on Steam — and partly in honour of the fact that for some inexplicable (but welcome!) reason, Atari founder Nolan Bushnell followed me on Twitter earlier today — I thought I'd take a look at another game I was previously unfamiliar with: Major Havoc. Major Havoc is one of those games from the … Continue reading 2262: Have You Played Major Havoc Today? →

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Continuing my exploration of Atari Vault on Steam — and partly in honour of the fact that for some inexplicable (but welcome!) reason, Atari founder Nolan Bushnell followed me on Twitter earlier today — I thought I'd take a look at another game I was previously unfamiliar with: Major Havoc.

Major Havoc is one of those games from the early '80s that eschewed sprites, bitmaps and pixels in favour of vector graphics, giving it a very distinctive, recognisable look that stands alongside other vector games such as Asteroids, Battlezone, Red Baron, Tempest and Star Wars. In keeping with the inventiveness of video gaming's youth, Major Havoc is a rather peculiar game with some ambitious concepts, and quite possibly one of the first attempts at cross-genre gaming.

Major Havoc is split into several phases. First of all there's a quasi-3D shoot 'em up section, where you control Major Havoc's spaceship at the bottom of the screen and shoot incoming enemies as they come towards you. The interesting thing about this part is that it's not just straight Space Invaders-style waves of enemies: the first level features enemies that turn into a different form and home in on you when you hit them; the second features Galaxians-style swooping enemies, and the third starts with swirling, spiral enemies that draw lines on the screen, which subsequently become a maze you have to navigate your ship through as you approach your destination. (I can't get past this one, so I can't speak to what comes later!)

Following this, you have a Lunar Lander-lite section where you have to land Major Havoc's ship on a flashing white platform atop the target you were approaching in the first phase. Then Major Havoc gets out of the ship and you're seamlessly taken into a side-on platformer with weird gravity (hold the jump button down and you keep rising; let go and you'll fall) where you have to find a reactor, set it to explode and then get back out to your ship before you blow up with it. After that, the process repeats with a different wave of enemies, different platform to land on and different maze to negotiate.

It's a really cool game that tries some things I certainly haven't seen before, and the blend of space shooter and platforming hasn't really been attempted again (to my knowledge, anyway) until FuturLab's very recent Velocity 2x on PlayStation 4 and Vita.

It's also a stark reminder and interesting reminder that differences between Eastern and Western games have always been very apparent, though not always in quite the same way as today — Atari's games of the early '80s capitalised on the popularity of futuristic sci-fi thanks to Star Wars and made effective use of technologies such as vector graphics to create that aesthetic, while Japanese games of a similar era were often based around pixel art with cute aesthetics and more mascot-like characters.

Major Havoc, then: pretty neat, and another nice discovery from the Atari Vault. Looking forward to discovering more. (Also, hi, Mr Bushnell, if you're reading, which you probably aren't. Thank you for following.)

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2260: Have You Played Liberator Today? https://imnotdoctorwho.moegamer.net/2016/03/28/2260-have-you-played-liberator-today/ https://imnotdoctorwho.moegamer.net/2016/03/28/2260-have-you-played-liberator-today/#respond Mon, 28 Mar 2016 19:43:28 +0000 https://angryjedi.wordpress.com/?p=12886 I like retro compilations, not just for the ability to play games from my youth on modern hardware, but also to discover some classics that, for whatever reason, I missed out on when they were first released. Such has been the case after just a few minutes with Atari Vault, a new release on Steam that … Continue reading 2260: Have You Played Liberator Today? →

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I like retro compilations, not just for the ability to play games from my youth on modern hardware, but also to discover some classics that, for whatever reason, I missed out on when they were first released.

Such has been the case after just a few minutes with Atari Vault, a new release on Steam that packages together about a hundred Atari 2600 and arcade games from the late '70s and early '80s — including a few previously unreleased prototypes, which is kinda cool.

One such discovery I made today was an interesting (and surprisingly impressive for the time) game called Liberator, a quasi-sequel to Missile Command that flipped the concept of the original Cold War-inspired game on its head by putting you in the role of the aggressors, attacking enemy bases on planets in order to liberate the population from the villains.

Liberator, I've discovered, was quite a rare game even on its original release, which might explain why I've never come across it before. According to Gaming History, the original arcade machine sold for a whopping $2,000 and did not prove particularly popular, with only somewhere in the region of 760 cabinets actually being made — all this despite it being a game absolutely made for cross-promotion with Atari's "Atari Force" comic series. The curse of old-school Atari constantly and consistently failing at marketing strikes once again, I guess.

Anyway. The game plays quite a bit like Missile Command in that it's a somewhat different take on the shoot 'em up. Rather than firing directly at things, you fire at a crosshair on screen, and your missiles detonate when they reach the point you fired at. Thus, to destroy things, you have to cause explosions at locations where the enemies will be when your missiles arrive — usually meaning you have to fire ahead of them carefully, anticipating their movements.

Much like Missile Command, you can fire from several different places on screen, and these missile launchers — here depicted as starships orbiting an enemy planet — can be independently destroyed, acting as your "lives" for the game session. The game, then, becomes a matter of balancing your offense on the planet surface, which requires you to destroy enemy missile bases on the rotating globe ahead of you, and defending yourself against incoming missiles and other attacks. Not every attack is guaranteed to hit you, either, so you also need to spot which things you need to prioritise destroying and which you can safely ignore.

It's an interesting game; very simple, but undoubtedly addictive in the same way that Missile Command is. It's a good-looking game for the time period (1982), as well, with some decent pixel art for "Commander Champion", who briefs you on your mission, and a well-done 3D rotating globe effect for the planets you're orbiting. Sound effects, meanwhile, are the same bleeps, burbles and booms from Missile Command — nothing special, but certainly iconic of this particular period in gaming.

There's a lot more to explore in Atari Vault, but I anticipate that Liberator will be one I keep coming back to!

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#oneaday Day 993: Why You Should Probably Play Quest for Glory https://imnotdoctorwho.moegamer.net/2012/10/07/oneaday-day-993-why-you-should-probably-play-quest-for-glory/ https://imnotdoctorwho.moegamer.net/2012/10/07/oneaday-day-993-why-you-should-probably-play-quest-for-glory/#respond Sun, 07 Oct 2012 23:22:52 +0000 http://angryjedi.wordpress.com/?p=4527 It feels like a good time to explain Why You Should Probably Play Quest for Glory, because 1) the complete series is available on GOG.com for $3.99 for one more day and 2) the Squadron of Shame just released a podcast detailing exactly why it's awesome. You can listen to it in the player below … Continue reading #oneaday Day 993: Why You Should Probably Play Quest for Glory →

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It feels like a good time to explain Why You Should Probably Play Quest for Glory, because 1) the complete series is available on GOG.com for $3.99 for one more day and 2) the Squadron of Shame just released a podcast detailing exactly why it's awesome. You can listen to it in the player below and go leave a comment here.

Quest for Glory remains to this day an aberration in both the point-and-click adventure and RPG genres, in that it is both. For those who have no experience of the series, the basic gist of all games in the series is that you have the mouse-driven "walk, look, use, talk" interface of an adventure game coupled with the stat-based system of an RPG. You wander around, you find out about quests, you get into fights, you save the sleepy Germanic valley/city/African-style savannah region/world.

Sounds simple, right? After all, RPGs and adventure games already have a lot in common — mainly the fact that both often involve a lot of talking — thus it's not much of a stretch to imagine an RPG with a point-and-click adventure game interface (or, in the case of earlier games in the series, text parser).

Except Quest for Glory doesn't stop there, because it makes its games noticeably and significantly different depending on whether you initially choose to play as a fighter, magic user or thief. (It's also worth noting that the "thief" class is a proper thief who breaks into houses and nicks stuff for personal gain, none of that namby-pamby "rogue" nonsense)

That's right — join the quest as a fighter and, for sure, you'll be doing a lot of fighting, but you'll also be using your brawn to solve non-violent problems. Become a thief and you'll be using your agility, climbing ability and stealthiness to sneak around and solve problems from the shadows. Become a mage and over the course of the various games in the series you'll outfit yourself with a diverse array of spells, only a couple of which are of the traditional "throw fiery objects at opponents" variety.

Best of all, if you're the sort of indecisive person who likes to play as a "hybrid" class, you can spend a few extra points on character creation to take a skill that doesn't normally belong to that type of hero. Want to be a wizard that's good at climbing? Go ahead. A thief with a good line in magic tricks? Sure! A fighter who knows what the word "sneak" means? Knock yourself out! All skills that are at higher than zero can be raised through grinding — the Quest for Glory series subscribes to the Final Fantasy II/Elder Scrolls mentality that skills should be raised organically as you use them rather than at arbitrary level boundaries. Crucially for the whole fun factor, though, it's relatively rare that you'll need to grind a skill, unless you're specifically aiming to do and see absolutely everything the game has to offer. (And if you are, you're a masochist.)

Then there's the fact that the Quest for Glory series was one of the first series that allowed you to transfer your save file from one game to the next. Beat one game and you'd be invited to export your character ready to import once the next game released. This was remarkably forward-thinking (and confident) of the developers at the time — and also somewhat symptomatic of the different times back then. Now, sure, we have franchises like Mass Effect and Dragon Age allowing you to import your save file from the previous game, but each game in the series didn't specifically include with a promise of the next one. In other words, whether or not a game gets a sequel these days isn't necessarily preordained — it's often dependent on sales. In Quest for Glory's time, it was built in to the design from the very beginning, even as technology improved over time.

This is one of the other interesting things about playing through any of Sierra's old adventure series. You can see how gaming technology evolved from game to game. Quest for Glory I and II initially used 16-colour 320×200 EGA graphics and a text parser, though Quest for Glory I was subsequently rereleased with 256-colour 320×200 VGA graphics and a mouse-driven interface. Quest for Glory II never got the same treatment officially, but a fan-made free remake (approved, but not funded or assisted by, the original team) brought it into the latter days of the 20th century rather nicely. Quest for Glory III then brought the series officially into the 256-colour VGA age, and Quest for Glory IV was the first CD-ROM based episode, featuring none other than John "Gimli and That Professor Bloke I Can't Remember the Name Of from Sliders" Rhys-Davies on narration duties.

Quest for Glory V marked a bit of a turning point, however, not just for the series, but for Sierra's fortunes and the adventure game genre at large. Being a CD-ROM only multimedia extravaganza with 256-colour 640×480 Super VGA visuals, polygons and a prerendered intro sequence that, while impressive at the time is utterly laughable if you watch it now, Quest for Glory V marked the point where, for many, the franchise lost its way. There are plenty of people who adore the game, of course, but those who grew up with the earlier entries in the series can't help but mourn the direction it took with its fifth instalment and its subsequent demise.

This wasn't the only time Sierra did something weird with one of its established series. In fact, almost all of Sierra's classic, long-running series ended up as something completely different to their original forms — King's Quest became a 3D action RPG with its eighth instalment; Police Quest became the tactical SWAT series after its fourth incarnation (later dropping the Police Quest moniker altogether); and Leisure Suit Larry just went off the rails altogether after its sixth episode (which, naturally, is called Leisure Suit Larry 7). In comparison to these other titles, Quest for Glory V's changes were actually relatively modest — but still enough to put some off.

Perhaps the saddest thing about the demise of the Quest for Glory series is that we really haven't had anything like it since. We've had a resurgence of point-and-click adventures in the last couple of years, sure, but nothing that so deftly blends two genres together with interesting stories, a genuinely amusing sense of humour and satisfying gameplay.

However, there's some good news for fans of Lori and Corey Cole — they're working on something new called Hero U, and will be opening a Kickstarter funding drive some time later this month. More details here. I'm pretty excited — they've said outright that it's not going to be a new Quest for Glory game, but it will incorporate some of the things they learned from making those games. Sounds awesome, right? Of course.

Hope you enjoyed the podcast. We certainly spent long enough recording it — and then I spent even longer editing it. 🙂

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#oneaday, Day 82: The Pile of Shame https://imnotdoctorwho.moegamer.net/2010/04/10/oneaday-day-82-the-pile-of-shame/ https://imnotdoctorwho.moegamer.net/2010/04/10/oneaday-day-82-the-pile-of-shame/#respond Sat, 10 Apr 2010 01:23:05 +0000 http://angryjedi.wordpress.com/?p=605 Hello everyone! Late again. I'm just going to stop writing that at the start of my posts, as it appears that 2am is prime blogging time in my stupid world. Oh well. I could have worse vices at 2am. Or indeed at any time. Few fun things to report. Well, one really, and one I … Continue reading #oneaday, Day 82: The Pile of Shame →

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Hello everyone! Late again. I'm just going to stop writing that at the start of my posts, as it appears that 2am is prime blogging time in my stupid world. Oh well. I could have worse vices at 2am. Or indeed at any time.

Few fun things to report. Well, one really, and one I can't talk about yet until I know a bit more. First up, I'm going to be writing for an upcoming retro-gaming site called B4HD, which specialises in games from the pre-HD era. (B4 HD. Geddit?) It was brought to my attention by the lovely and talented Jennifer Allen, who is also partaking in this One A Day nonsense (one of the few people who are still left) and also happens to be the deputy editor of the site. So thanks, Jen, for pointing it out. It's right up my alley. Now I just need to write something ready for its launch.

I also have several potential freelancing irons in the fire, so we'll have to wait and see if those come to anything. I'm being more proactive about it now, though, and badgering people I haven't heard from for a while. It's not really in my nature to act like that, but I'm learning. Assertiveness and all that. Plus journalism can be pretty cut-throat, so I better toughen up, right?

For the remainder of this post, I think I may just be lazy and list my current Pile of Shame – in this case, games I haven't finished – since it was Jen's post I linked to that inspired this one. So here goes. Starred games indicate games that I have at least started and played a reasonably significant amount of in the past. Non-starred ones have either not been played at all or very little. Some of these I will probably never get around to ever. But they're still there, mocking me.

PS1

  • Final Fantasy V
  • Final Fantasy VI

PS2

  • Final Fantasy XII*
  • ICO
  • Metal Gear Solid 3
  • Resident Evil 4
  • killer7
  • Persona 3 FES*
  • Odin Sphere
  • Project Zero/Fatal Frame*
  • Psi-Ops
  • Shadow of the Colossus*

GameCube

  • Resident Evil Zero*
  • Resident Evil Remake

Xbox 360/XBLA

  • Borderlands*
  • Numerous titles in the Sega Mega Drive Ultimate Collection (particularly the Phantasy Star series, Story of Thor, Shining Force II and Shining in the Darkness)
  • Alien Hominid*
  • Braid*
  • Castle Crashers*
  • Forza 3*
  • Lode Runner*
  • Perfect Dark*
  • Puzzle Quest*
  • Shadow Complex*
  • Splosion Man*

PS3/PSN

  • Matt Hazard: Blood, Bath and Beyond
  • Final Fantasy XIII*
  • Disgaea 3
  • Shatter's last two Trophies
  • Uncharted 2 multiplayer
  • Building a level in LittleBigPlanet

PC – god-damn Steam sale in early January saw to this one.

  • King's Bounty
  • King's Bounty: Armored Princess
  • Mount & Blade
  • Uplink*
  • Jade Empire
  • KOTOR as Dark Side
  • Neverwinter Nights: Hordes of the Underdark
  • Neverwinter Nights 2
  • Baldur's Gate 2*
  • Baldur's Gate 2: Throne of Bhaal
  • Icewind Dale
  • Icewind Dale: Heart of Winter
  • Morrowind* (played EXTENSIVELY, never got anywhere NEAR finishing)
  • Homeworld 2
  • Dungeon Siege 2
  • The entire Myst series
  • Gabriel Knight 3*
  • The Police Quest series
  • King's Quest IV
  • The Witcher*
  • Freelancer*
  • Startopia*
  • Ghost Master
  • Martian Memorandum/Mean Streets
  • Realms of Arkania
  • Relams of Arkania 2
  • No-One Lives Forever 2
  • Unreal Tournament 3

Yeah, that's right. Kicking it old-school with some of those PC games. It's actually quite fortunate I have little-to-no money coming in right now as I clearly have a backlog to last me until the end of time. Couple that with the fact that I'm in a World of Warcraft phase right now (halfway to level 75 with my best character now) and there's clearly plenty to be getting on with. So a big middle finger to all the triple-A games that have come out since Assassin's Creed 2.

Of course, when Blur and Split/Second come out soon, this will all go to pot. Still, never mind.

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#oneaday, Day 65: Step into my Game Room https://imnotdoctorwho.moegamer.net/2010/03/24/oneaday-day-65-step-into-my-game-room/ https://imnotdoctorwho.moegamer.net/2010/03/24/oneaday-day-65-step-into-my-game-room/#comments Wed, 24 Mar 2010 00:44:40 +0000 http://angryjedi.wordpress.com/?p=564 This post makes me sad, because I can't help thinking a lot of people on that thread are missing the point somewhat. I'm hugely excited for Game Room. I wasn't at first, but since hearing that there are not only arcade treasures in there but also Atari 2600 and Intellivision games too, my interest has … Continue reading #oneaday, Day 65: Step into my Game Room →

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This post makes me sad, because I can't help thinking a lot of people on that thread are missing the point somewhat. I'm hugely excited for Game Room. I wasn't at first, but since hearing that there are not only arcade treasures in there but also Atari 2600 and Intellivision games too, my interest has been steadily growing until now I'm at the stage where it's just after midnight and moments ago, I switched on my Xbox just to see if they released things at midnight, or in the morning. (It's in the morning, for those who were curious.)

The arguments made in the first post are ones that we're hearing a lot – not just in the context of Game Room, but also in the context of digital distribution in general. The biggest concern people have with digital distribution is that one day, your content will be switched off and, despite having paid for it, you'll no longer be able to use it. This is a fair concern, as no-one likes splashing the cash on things that they won't be able to use at some point in the future – but when you think about it, in the world of tech, this is nothing unusual. Products come and go, specifications increase, chipsets change – and at some point it's necessary to leave the old behind. Did people complain that the Amiga wasn't backwards-compatible with the Commodore 64? Do music enthusiasts complain that it's getting harder and harder to find a cassette deck to play those old albums that you only bought on cassette because they were cheaper?

Well, yes, they probably do, but that's beside the point. What I guess I'm trying to say is this: isn't the "built-in obsolescence" of digital distribution the same thing? I have a stack of PC games in a box here, some of which it isn't possible to run any more. Okay, maybe with some tweaking and playing with software like DOSBox it's possible to get it going – but to a (for want of a better word) "casual" user, they're defunct and obsolete. The only difference with potentially-expiring digitally distributed products is that there's no workaround like DOSBox. Once the content's gone, it's gone. And yes, that's not a great thing, but it's not something to be surprised about.

The other objection people have is that Game Room will charge you again to play titles you already own Xbox Live Arcade versions of – titles like Gauntlet, Smash TV and the like. The simple solution to this is, of course, to not buy them again – but there's also the fact that the Arcade and Game Room versions are actually rather different beasts. The Arcade editions of the games are generally enhanced with leaderboards, online play and in some cases, new graphics. The Game Room versions are exactly as they were all those years ago. It may be that some people will be more than happy to buy a game again for the sake of having a completely authentic experience – others should simply avoid those games that they have already purchased.

I think the most exciting thing that a lot of people are missing, though, is that Game Room represents possibly the first fully-legal console-based multiplatform emulator out there. The constantly-rehashed argument from Game Room objectors is that "you can get all those games for free online". Yes, sure you can, but via means of questionable legality. Downloading a ROM for an arcade title is, legally speaking, only allowed if you actually own another copy of the game in question. Of course, people ignore this rule all the time – especially for the sake of hard-to-find games – but I for one think that it will be pretty neat to have these games available legally and without having to do any command-line or front-end faffing like you have to do with emulators like MAME. Again, it's a point in favour of the casual users, many of whom probably haven't even heard of an "emulator". Let's not kid around, either – it's also going to be nice to play some of these from the comfort of the sofa rather than the computer desk.

So I for one am firmly in favour of Game Room, particularly if the rumours of there being over a thousand games set for release in it over the next few years have any truth. Yes, it is a means for Microsoft to make money – but this is just the same as a whole lot of things on Xbox Live already are, much as a lot of things on PSN make money for Sony, and the Wii Shop Channel makes money for Nintendo.

What do you think? Are you going to be downloading Game Room and any games? Or are you going to be leaving the past in the past?

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Retro or "Inspired By"? https://imnotdoctorwho.moegamer.net/2009/08/14/retro-or-inspired-by/ https://imnotdoctorwho.moegamer.net/2009/08/14/retro-or-inspired-by/#comments Fri, 14 Aug 2009 15:09:29 +0000 http://angryjedi.wordpress.com/?p=277 Tolkoto's recent Exploding Barrel rant about reviewers' reactions to the recent Turtles in Time remake on Xbox Live got me thinking. What is it that gets people so excited about some "retro" games and not others? I agree with him, in fact – reviewers' reactions to Turtles in Time was somewhat harsh, particularly considering it's … Continue reading Retro or "Inspired By"? →

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Tolkoto's recent Exploding Barrel rant about reviewers' reactions to the recent Turtles in Time remake on Xbox Live got me thinking. What is it that gets people so excited about some "retro" games and not others? I agree with him, in fact – reviewers' reactions to Turtles in Time was somewhat harsh, particularly considering it's only 800 space dollars. Criticising the gameplay of the original by measuring it against modern yardsticks clearly isn't acceptable… or is it? It's difficult to say. After all, this may be some gamers' first encounter with an early-90s brawler (although XBLA has hosted the previous Turtles arcade game along with the magnificent Streets of Rage 2 and the diabolical Double Dragon) – what gives? And how come Castle Crashers – fundamentally the same game in many respects – gets smothered in adoration?

A common criticism of the brawler genre is that it's "too simple". But let's take a look at another genre in the form of the PSN's recent brick-breaker Shatter, which has garnered almost universal praise since its release a couple of weeks ago. Shatter is, let's not kid around here, Arkanoid. Okay, you have a "suck" button. And a "blow" button. (Stop sniggering at the back.) But fundamentally, it's still Arkanoid. You're a bat-shaped spaceship hitting a ball into bricks that are floating in space with some flimsy justification laughably called a "plot" buried somewhere in the Help menus. There are powerups, including one where you can just shoot down the bricks. Pretty much the sole point of the game is to achieve as high a score as possible – and high scores are something the game does well. It's a simple game. Everyone loved it for this fact.

So in terms of gameplay, Shatter adds little to the Arkanoid formula save a few fancy bits of physics, some HD art and a kickass soundtrack that I love and Feenwager hates. So why is this game awesome and Turtles in Time a bit steaming turd to reviewers? God knows.

The important thing is, of course, what the player thinks of all this. Those who enjoy the brawler genre or have fond memories of playing Turtles in Time on the SNES will have an absolute blast with the new XBLA remake. Similarly, those who enjoy bouncing things around and smashing walls will love Shatter. But are people more predisposed to like Shatter as it was designed from the ground-up to be a new game rather than a "re-imagining" of Arkanoid? Arkanoid LIVE on the 360 released to mixed reviews and has, it seems, been mostly forgotten already. Shatter, on the other hand, gives me the impression that people will perhaps be more inclined to give it a go, particularly given its very generous price point ($7.99 in the US store, £4.79 over here) as a result of the few things it does a little bit differently.

This pattern follows us around a great deal. LittleBigPlanet for PS3 is a 2D platformer, and unashamedly so. Yet plonk someone down in front of that, then down in front of, say, Rolo to the Rescue and see which they prefer. Actually, that's perhaps not strictly accurate. Plonk someone down in front of an HD version of Rolo to the Rescue sold for $10 on XBLA or PSN and ask them which they prefer. Would the answer still be LBP? Judging by what has happened with Turtles in Time here, it may well be, though many players, particularly those who have played and loved both, may feel a bit differently.

This has been yet another rant without any real point but do feel free to comment if you have any feelings. I'm planning a new music post very soon – those take a bit more preparation though. 🙂

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