Wednesday, July 30, 2025

Figment of Your Imagination

 Figment of Your Imagination


Let us suppose that what we think about we bring more of into our lives, and what we do not we bring less of. Could it just be a psychological bias. What we focus on we notice more. When we have a hammer we notice a lot of nails. This seems the plausible version of reality.


However, we can use this psychological error to our advantage. We can use this to build up our positivity. Focussing on the things that are good, that we want and believe we will have, over the things that irritate us and sap our attention. Is the street noise much worse than years before, or am I just creating a negative focus loop by fixating on it? By focussing on other things it strengthens the neural pathways connecting those things. This is not something that is verifiable by science.


It feels better, creates a better way to live. Ultimately, this is the point. Some problems are solved rationally, some psychological problems can be solved by feel, rather than truth. Whether or not good and bad things that happen to use are objective or subjective to us, doesn't matter. It is how we deal with this reality as we perceive it to be from a quality of life vantage point.


Of course, we must let down this shield of positivity when we are actually trying to solve our problems. At the problem-solving time only. We must be positive to get through the rest of our day and not wallow in the mental muck over and over again.

Hole

Hole


    I walk on foot. One of these days my boots fell through what I thought was a manhole at first. Second, it turned out to be a hole through the center of the Earth. And that's the how I learned mandarin, the orange, and gained an appreciation for authentic Cantonese.

My Favourite Video Game Developers

 

My Favourite Video Game Developers

 

 

I have previously written about My Favourite Directors (shameless plug). Along the same lines, I discuss my favourite video game developers here. I am interested in the creative minds that are behind a work of art, whose vision it is. I chose to focus more on the developer rather than specific people involved in the development of a video game, as I view video games as a group effort rather than the work on a specific designer.

 

I really enjoy video games but I’m also pretty bad at them. In the MMA community they talk about casuals and hardcore fans. I am a casual in the sense of lacking the interest to get good at difficult or complex video games. I got into video games at a young age and try to recapture the experiences of my childhood. I love the resurgence of retro style video games on Steam and The Switch.  In a lot of cases modern high budget games seem like getting a new job. I’m employed already and play to relax with a little challenge. If this was an academic paper, this would be my bias statement.

 

There may be a little dispute over who developed which games, and some were co-developed. Generally, I’m giving credit to who was involved in the majority of development.

 

 

Atlus:

Not as flashy a name as Square or Enix, they made some excellently creative RPG series. If I saw the name “Atlus” I knew this game was going to be strange in a great way, and take up a lot of my (life) time.

 

Top works:

Etrian Odyssey (series): For old fogies like me, this brings back some of the fun (yes) of mapping dungeons. In this Wizardry inspired dungeon crawler part of the goal is to map out the actual levels in detail. Otherwise pretty standard quest-based fair but very challenging. Save often, and don’t be afraid to run from boss monsters!

 

Persona (series): Though much of the hysteria over devil-worship in video games is overblown this one makes a case that it is not. You play a Japanese high school student trying to navigate academics, socializing and physical skills in the day, and traversing through dungeons with bizarre forms of monsters at night. One affects the other.

 

Radiant Historia (series): The alternate timelines and back and forth can be quite confusing but rewarding when you figure out how things link up. A video game inspired by the timeline shifts of Citizen Kane.

 

 

Bandai Namco:

Bandai and Namco merged in 2006. Both influential video game creators. Bandai created popularized the “virtual pet” with their Tamagotchis, which I had in elementary school. They were known for porting arcade hits over to consoles.

 

Top works:

Galaxian: An evolution of the popular Space Invader’s game (everyone was trying to piggy back on it’s popularity). The stages are much snappier as you fire upwards at bugs and aliens that come at you quickly improving on Space Invader’s pace.

 

Klonoa: A bit of a mix of Sonic and Mario, Klonoa is a bright and challenging platformer. You play some kind of cat creature with wing ears that help you glide a bit. Not unlike Mario or Sonic’s respective coin and ring collecting gameplay.

 

Mr. Driller: Dig on down! A little bit Tetris but more claustrophobic. This is a block puzzler where you try to avoid being crushed by the colorful pastel blocks. Keep breathing!

 

Pac-Man: A scrolling maze game where you collect fruits and dots. Whilst trying to avoid colorful ghosts. Simple, yet challenging and addictive.

 

 

Blizzard:

I was mostly a console gamer growing up. Blizzard’s games were a serious exception. They were great at real time strategy and making games that had lots of replay value. My friend and I were playing the original Starcraft and carrier swarming more than a decade after it’s launch.

 

Top works:

Diablo (series): Point and click, rather than the turn-based stuff I was used to on console, this made the game considerably more challenging for someone like me who sucks at games. You have the option of playing as many different Dungeon’s and Dragons classes and the randomization enhance the replay value as well.

 

Starcraft (series): Not enough vespine gas. You built up armies by playing one of three races: the humans, known as “Terrans”, the bug / repitilian creatures known as “Zerg” and the futuristic crystal powered “Protoss.” Trying to figure out what your opponent(s) were doing and react accordingly within your resources was a thrilling affair. It had a great action movie humour and vibe akin to a futuristic Die Hard.

 

Warcraft (series): In earlier life I was rarely allowed to have video games at home. So, I made up my own version of what I thought Warcraft II was like from a video game magazine strategy guide. I would get other kids to take turns “playing” it with me, which required a lot of imagination, which I had to develop based on this deprivation! For me it was just the real time strategy games that I got into. I lost interest at the MMORPG style stuff of World of Warcraft, though the South Park parody was hilarious. Ben gay! Ben gay!

 

 

Capcom:

Most video game companies were better in the arcade or on the console. Capcom was a giant that consistently made great games on both and started many classic franchises.

 

Top works:

The Mega Man (original not X) series: Most games require you to go from level one to two to three. Not so in this series! These series of action platformers require you to defeat bosses and get their powers, which both help you more effectively damage other bosses, but also give you abilities that help you get through the platforming part of stages as well. The question you ask at the start of the game is: which Robot master (the bosses) stage shall I try to beat first?

 

Phoenix Wright Ace Attorney series: A challenging introduction to the visual novel genre. You play a lawyer (with exceptional locks) solving cases. You track down evidence and interrogate witnesses on the stand to try to defend your clients or prosecute your foes. Anime humour by the bucket-ful!

 

Resident Evil series: The pioneering survival horror game series. Thankfully, the creators got over the idea that it made things scarier to use awkward tank controls rather than analog (where the direction of movement is relative to the camera). Solve puzzles, rescue people, kill zombies, get sweet guns: it’s a hoot!

 

Street Fighter II: Don’t even ask about one, it’s irrelevant. Street Fighter II featured characters representing martial arts styles from around the world with distinct locales and cultural elements. It wasn’t overly complicated yet had enough strategy to allow for higher level play.

 

Various crossover fighting games: For example: Marvel vs Capcom, where Marvel superheroes such as Spiderman and Wolverine fought against Capcom characters such as Mega Man, and Blanka. This lead the way for games such as Smash Brothers which featuring characters from different series and universes in the same game. Destroying the lore, but c’mon it’s fun!

 

HAL Laboratory:

HAL was responsible for some really cute series that got children into games. The developer also provided me with some of the very first games I was able to beat. Kirby’s Dreamland was probably the second game I was actually able to beat, which got me over the idea that these “video game” things are impossibly cheap.

 

Top works:

Adventures of Lolo (series): Great puzzle games, mostly based on logic but that do require a bit of timing and physical skill. You prevent different types of movement pattern-based enemies from attacking you using blocks and beams that temporarily turn the enemies into eggs to overcome them. I usually get to the point that things stop being fun and send them down. The dreaded half-space moves…

 

Kirby (series): Ah, the cheery sounds of Kirby games, I can hear them in my brain right now. You play as a puffball that sucks up enemies and gains their powers. Usually on the easy side, the series has always found creative new ways to play with the basic concept of this hungry puffball.

 

 

Konami:

Both pioneer and genre refiner. The best of this developer’s games were well thought out, and engrossing. They rewarded the effort you put into them with challenging but fair gameplay. They required a combination of puzzle-solving thought and reflexes.

 

Top works:

Castlevania series: This series is split into two forks. In the earlier Castlevania series you play as Simon Belmont, whose goal is to defeat Dracula. These games have a basically linear progress from goal to goal. From Symphony of the Night and beyond you actually play Dracula (Alucard, clever wink wink). These games put you into a world that you can traverse in whatever order you like, certain power-ups allowing you access to new areas in a similar way to the Metroid series (hence the term to describe the genre, Metrovania).

 

Contra series: A Rambo-inspired shooter. Pretty basic gameplay yet done well. You face bio-mechanical aliens and soldiers as you power up your gun. More fun for me to watch than play, as this requires a too precise timing and coordination for this offbeat man.

 

Metal Gear (original and Solid) series: The pioneer of the stealth genre. The goal is generally to avoid conflict, rather than create it, solve puzzles and get from point A to B while dodging surveillance. Also, features Hideo Kojima’s takes on geopolitical issues.

 

 

Natsume:

Cartoonish anime characters are a hallmark of this developer. Generally bright and fun, rather than some of the more serious and intense video game makers.

 

Top works:

Harvest Moon series: The original game developed by Amccus. If you’ve ever worked on a farm, a farming simulator doesn’t sound like fun does it? Oddly addictive, as you build up your farm with different crops, cows and eventually a wife.

 

 

Nihon Falcom:

They are responsible for many games in the action RPG genre. They made a lot of them, some of the early ones being quite rough and unforgiving. If you can tolerate the old school somewhat unfair difficulty, try the early series. If not, try stuff that is early 2000’s onwards…

 

Top works:

Ys series: Strangely addictive, if you can get past the odd way that combat works in the early games. You run into enemies and bounce off them rather than pressing an attack button, and you must do it at the correct angle too, or else you will quickly lose all your health. This series is best played using regular save states, as the bosses will often make you want to stomp your controller into the ground in frustration. A great dungeon crawler series.

 

 

Nintendo:

A great advantage that Nintendo has over other developers is that they also produce the hardware that their games appear on, and as such have greater knowledge of the strengths and weaknesses of their systems. The process is iterative as well, when designing the Nintendo 64, they made choices so Super Mario 64 would play better on the system!

 

Top works:

Legend of Zelda series: A note for those (like my ex-girlfriend) who may be confused: The protagonist of the series is Link, Zelda is the princess that the protagonist saves.

Anyhoodles, the series are pioneering / refined adventure games that involve solving puzzles and beating creatively conceptualized monsters using a variety of different tools and abilities that you pick up along the way. There are, of course, many more titles in the genre but Nintendo as a developer really takes the time to refine their games, making them feel intuitive to play.

 

Pokemon: Ah, Pokemans! In many ways a very repetitive series, I think I like the series more on nostalgic grounds than critical ones. You capture monsters which have different elemental attributes that are stronger or weaker vs other types. A complex rock paper scissors style RPG.

 

Super Mario series: If there’s one series that everyone who doesn’t play video games knows it’s this one, and it is justified. Though not the creators of the platformer genre, Nintendo was the first to make these types of games with such polish that just felt right. The creator, Shigeru Miyamoto spent a lot of trial and error getting the details right. The friendly aesthetic welcomes in casual gamers, while usually having secret or later levels for the more skilled players casting a wide net.

 

Metroid series: The sci fi based series of open world platformers. Much like the Symphony of the Night series, you can go in whatever direction you choose and different power-ups open up both new attack options as well as abilities to get past different obstacles. It was quite a revelation to the male-dominated video game audience of the 80s and 90s that the protagonist actually happened to be woman. This was disguised by her seemingly masculine (or at least asexual) power suit.

 

 

 

Rockstar:

There is a long-standing debate (mostly focused on studying school shooters) whether video games with dark themes allow a healthy release of negative feelings, or make people more likely to commit these acts in real life. Rockstar is a focal point in this debate. Hardcore drug usage, cruel violence and homophobia (or pro-homosexuality depending on how you interpret it) are common themes throughout the developer’s games. And Rockstar tries to push the envelope of controversy with its stuff. I take Rockstar games as comedic rather than serious in the same way that I interpret Eminem’s The Slim Shady LP. I empathize that not everyone is in on the joke.

 

Top works:

Bully: You play a bad kid who has been sent away to private reform school. Sometimes you’re the bullied sometimes the bully. Most of the time you’re an adolescent trying to do the right thing in a flawed world. Dark laughter flashbacks to the cruel school days.

 

Grand Theft Auto series: Great controversy was stoked over the ability to have sex with and kill a hooker in Grand Theft Auto III. However, if you can get past the horrific ultra-violence, in the way you would an 80s comedy such as The Toxic Avenger there is a lot of depth to the series. It kickstarted the mission-based open-ended gameplay for the generation with less attention span. Overwhelm them with options!

 

Lemmings: I thought I should include this in case my aunt reads this. Originally developed by DMA Design and published by Psygnosis. Manage a group of dumbasses that do their jobs. Exactly. No more, no less. You try to get as many as you can from point A to B using different abilities you assign them.

 

 

Sega:

The badass counterpart to Nintendo’s safe-space for your children. In the 90s there was a campaign of attack ads comparing the speed and awesomeness of (mostly Sonic) Sega games to Nintendo’s boring, slow-paced fare. In my view it wasn’t really justified, but despite of that Sega created some awesome games which featured a lot of great self-referential humour.

 

Top works:

Phantasy Star: While most RPGs of the time drew from Dungeons and Dragons, this series took a sci fi approach to game design. Instead of casting spells on dragons and swinging swords, you shot lasers from droids at Dune-esc monstrosities. This series really opened up a host of creative possibilities for the genre beyond Gary Gygax.

 

Sonic series: Part of me feels like I have to include this. I do like the original three Sonic games for the Genesis / Game Gear, so it’s not completely inappropriate…

 

 

 

SNK:

The arcade powerhouse. You knew an SNK game was near when you walked in the store with it’s crisp, metallic sound effects and bright flashing visuals. They always had a great sense of humour about themselves as well.

 

Top works:

King of Fighters (series): Though I suck at games, and the depth of suck is even more deep with fighting games… I always enjoyed the style of flashy visuals of the KoF series. It felt more intense than the somewhat subdued Street Fighter series.

 

Metal Slug (series): Rocket launcheer! A cartoonish comedic Contra. This game just felt good to play, as you shot your way through various technological and alien enemies, getting different guns and vehicles such as tanks, and even a camel.

 

Spike Chunsoft:

This developer’s refinement of the roguelike genre into something that wasn’t punishingly difficult is reason enough to include them here. They also made a lot of great visual novels, that I haven’t played because they are only available in Japanese. More to say about them I’m sure, but I can’t say it.

 

Top works:

The Mysterious Dungeon (series):

A massive evolutionary step in the Rogue style of games, known as “roguelikes.” The series had the random challenge and fun of other roguelikes but little niceties that generally let you keep at least a little progress even if you messed up and died. You would unlock nonplayer characters that would help you along the way, and if you were lucky keep that sword you were powering up over time…

 

Square-Enix:

Initially two separate RPG giants Square and Enix merged in 2003 to become a greater powerhouse in the genre. They try to stay on the cutting edge of graphics, and they have penetrated into film as well. This intention was clear even before they broke into film, as their games have sprawling cinematic qualities. These games are not just fun things that you play for a couple of minutes but intense works of narrative fiction as well.

 

Top works:

 

Actraiser (original): Co-developed by Quintet, genre-wise the original game doesn’t have any peers. This is a strange combination of Sim City and platforming. On the Sim City side, you play a God, through the use of various miracles saving helpless village people. On the platforming side you take up a sword, hacking and slashing Ghosts and Goblins style. One side of the gameplay unlocks options in the other and vice versa.

 

Chrono Trigger: Many consider this Akira Toriyama art-styled video game the greatest of all time. It centers around time travel in a world with likeably humour characters. It features many innovations that made RPGs more playable, such as the ability to avoid random battles. It also features many different endings depending on how you play the game.

 

Dragon Quest series: The Akira Toriyama style character art (that will remind anime fans a lot of Dragon Ball) charms you in. Though, the series is a very conventional RPG, they are usually well-polished. Nothing super innovative though, kind of what you expect, but done well.

 

Final Fantasy series: You can hear that title screen theme and it’s many riffs on the bright arpeggios if you’ve played any of this series. Heavily influenced by Dungeons and Dragons, each game is not like the last. Some focus more on complex gameplay. Some on story. Usually they allow a lot of customizability. You won’t play through it like your friends will.

 

Parasite Eve: Though there are several games in the series, the first one is the one that does it right. You play the sexy Aya Braya, who is the badass New York City cop who is tasked with tracking down a demonic opera star. She searches through sewers, libraries, museums and research labs powering up her gun and armour over time, in a slight twist on the RPG genre. Something about the music and look of the game gives me a strong X-Files vibe.

 

 

Sunsoft:

They created a lot of high-quality video games in an era where many electronic companies were diversifying into the game industry but had no idea how to make a fun video game. They had great skill with action games and platformers. They were a major exception to my rule that games licensed from other media properties (such as movies or comic books) are usually generic garbage at best.

 

Top works:

Albert Odyssey: Though Sunsoft is known for many great games over the years oddly this obscure one warranted it’s inclusion on my list. A cute tactic RPG series with tons of personality.

 

 

Taito:

A pioneer in video games that has survived many an era, they are great at adapting. They stuck with a charming style even through the late 90s / early 2000s push away from “baby” games. They stuck to their water guns. In 2005 Taito was acquired by Square-Enix.

 

Top works:

Bubble Bobble / Puzzle Bobble: You play cute dinosaurs, Bub and Bob, they shoot bubbles. You capture enemies in bubbles and kick them around the screen betwixt eating fruits and desserts. In the Puzzle series you match the colored bubbles to blow them up before you are crushed by the impending ceiling.

 

Lufia series: Though this series was not super popular, there was something about it that really captured my imagination. Perhaps, this is the video game equivalent of the “underground” band. It was a standard RPG with a lot of innovative elements added. It featured a bit of a Pokemon monster companion, a one hundred floor randomized dungeon, and numerous tricky puzzles.

 

Space Invaders series: The pioneering blips and bloops. The game that many developers tried to iterate on but this was the original. A foundational work that laid the foundation for many genres such as shooters and block puzzle games.

Wednesday, July 23, 2025

Windy Schnozzola

 

Windy Schnozzola

 

My nostrils have been through some things. My Grandpa used to say “keep your nostrils clean” which sounds like a drug reference, but I think he was being silly rather than sniffing. Granny taught me to breathe through my nose because it was impolite to be a mouth-breather. The habit stuck as youths are softer clay, but I never got a satisfying inhalation that way. Aside from the gasps as I propelled from the water during front crawl.

As a toddler I would stare down dogs with a friendly grin, smiling in their fur-encased eyes. Humans were too friendly to me, so they didn’t warn of canine dangers. I would pick their wet black snouts and they would respond by licking inside my nostrils in submissive defense. Exposure to a variety of pathogens strengthens the immune system.

At fourteen, I would bragging about how I could take any other kids in our grade. Jimmy instigated “I think Johnny can take you.” I contradicted. We took it outside scrapping a minute or two. Pow, right in the sniffer! Nose bent to the left and my nostril deflated. Never quite got that fixed. I had to gasp from my jaw-unhinging face-gap, and leftie didn’t do much after that encounter.

I would clean house regularly. Sometimes a little blood, accidentally nicking some non-nugget. A dry type of beak. Neti pots spelled relief. And I was a blower, I was a sneezer, I was a midnight snotter. People would warn me that I shouldn’t expel that hard or I would blow a gasket, whatever that was, I probably blew it. Horny like a trumpet.

Did I mention I was a singer? Or a pitch screamer as I wailed rock and roll. I was a startlingly loud sneezer that would actually belt out “AH-CHOO!” I thought that was a bit of an exaggerated onomatopoeia, but I would articulate it with perfect percussive clarity when dust mites would crawl in my nostrils. It didn’t help I spent so much time in libraries.

So that’s about my snout. Till I’m old, grey and hard of sniffing.

Tuesday, July 22, 2025

Corn

 




Origin Story

Origin Story

 

When my mother was entering into her third decade she got an art’s grant to travel to Cyprus while working on her book “Friends I Never Knew.”

Cyprus is an island in the Mediterranean Sea that is a sovereign nation that gained independence from the United Kingdom in 1960. It is de facto divided into a Greek portion and a Turkish portion. My father is from the Greek Cypriot side.

My mother met my father, George, in Cyprus on her first trip there. She travelled back to Cyprus a second time after inheriting some money from her aunt who passed away and the couple decided to conceive a child together. However, George stayed in Cyprus, and my mother moved back to Canada for several reasons.

George, like most Greek Cypriots is devoutly religious and having a child out of wedlock was not considered acceptable for the mother at the time. George is extremely claustrophobic and as such cannot get on an elevator, much less a ship or plane to travel.

I was born in Winnipeg, Manitoba where my mother raised me as a single parent with lots of help from her mother, father and sisters. My mother sent pictures of me to George as I grew up, but he wasn’t in contact with me in early life. After my father married his now wife, Anthula, he told her about me, and she encouraged him to be in contact with me, his son. Anthula got in touch with my Granny, and then George got in touch with me when I was fifteen. We talked on the phone.

I have no ill will against my biological father, but I just think of him as “George.” My Grandpa was around when I was growing up and was my father figure for what mattered.

Tuesday, July 15, 2025

Cat Whistle

 

Cat Whistle

Polenta, named after the loaf, liked to find things unfound. She came upon a set of Ukrainian nesting dolls which she opened and inside the first found a smaller doll, inside the second a smaller doll, inside the third, you can already guess. That’s right, it was a striped whistle with the words “good morning kitty” scratched on the side. She came upon a brown-gray tabby with tread marks across its back seemingly giving it a yanking stretch that was snoring loudly on the side of the road. Polenta blew the whistle with all the might she could muster from the ruddy-cheeked expulsion of her blowhole. Curiosity brings the cat back to life.

Wednesday, July 2, 2025

Tending the Soil

 

Tending the Soil

 

You’d sure enough take pleasure biting into a big ripe squirt-in-your-face juicy saturated-red tomato right away, right? It doesn’t work that way. You must plant the seed in the right fertilized soil. Gently nurture it with the right amount of sun at the correct temperature. Not too much water. You might even have to plant more than one. The ones that do emerge start out green. But they don’t all work out. Don’t count your nightshades before they hatch. Some tomatoes screw up along the way, it’s not always a straight vine to the top.

This is for the overeager mentors, the impatient mothers, the pushy co-dependent friends. Those whose care, who know the way that they can see but you can’t. You must stick to your guns, what’s right for you it ain’t right for everyone. The farmer has the right advice, but tomatoes are sometimes hard of hearing.

People have to find the way that works for them. Twists and turns in the soil that we must tangle through on our own. You can’t grow for us; we must develop ourselves.

I hope you can wait. If not, I get it. You have to eat. If your green tomatoes won’t ripen quick enough, you move on to red bell peppers.

You're so Vein

... you probably think this leaf is about you ...