More About Me (who I am and what I am doing)

Who I am

I am a 20-year-old (as of 9/13/2014) Canadian-American boy (English Canadian, by the way) who harbors an interest in technology—frequenter of the Internet and consumer of electronic entertainment. I am mainly known as Vouiv596 (as of 2022), and I have accounts for numerous social or semi-social websites.

  • YouTube: EchecCritiqueGH and EchecCritiqueMisc (legacy Guitar Hero on the former, Phoenotopia on the latter)
  • Twitch: Vouiv596 (I usually just watch other streams, though; I very rarely have opportunities to stream)
  • Twitter: @Vouiv596 (tfw not knowing what to tweet)
  • KnowYourMeme: Vouiv596 (Nowi wins!) (active viewer, hardly active poster)
  • Smogon: Mygavolt (also my Pokémon Showdown username; usually contributing to Pet Mods)
  • MyAnimeList: VouichecWeegee (where I keep track of anime/manga; nothing more, nothing less)
  • Steam: Illogical Laconic (I don’t play multiplayer games with just anyone anymore)

Behind the name Vouiv596

596 is the National Pokédex number of my favorite Pokémon, known in French as Mygavolt (hence my Smogon / Showdown username). As for the “Vouiv” part, it started out as Vouivre Critique, which in turn has a lengthy origin story of its own (from my MyAnimeList profile): “It all started when I bought Guitar Hero: Warriors of Rock for the Wii. The game allows you to give yourself a name of up to 16 characters. I started out as Hidden Insanity, but I changed my name to Echec Critique (French for ‘critical failure’) a month or two after. A year or so after that, I got to know a Guitar Hero Wii group started on Facebook called Team Wyvern. Since I was a part of it, I decided to rename myself Vouivre Critique (French for ‘critical wyvern’) to commemorate my inauguration. I also changed my icon to the one I’m using right now (took me a while to figure out what to use as an icon, to be honest).”

Okay, I’ll be honest: the reason why I know the word “vouivre” in the first place is thanks to the French translation of Final Fantasy Tactics A2 (which, truth be told, constitutes at least 15% of the French I know). Through my experience on Twitch, very few people know how to correctly pronounce “vouivre”, so most of them just call me Critique. If it helps, think of the first four letters as “oui” with a “v”.

As for my other usernames, my MyAnimeList username comes from a random fusion of Vouivre, Echec, and the memetic character Weegee; while my Steam profile is based on the relatable character You Kasukabe from my all-time favorite anime.

What I am doing here

I found out about this website through my brother. He and I thought at first that we had to resort to wordpress.org, the more professional counterpart, but then I found wordpress.com, the more accessible one, by hazard and started sandboxing with it. It is a nifty website, I must say—a nice place to deposit the thoughts that linger in my mind. Some time near the beginning of June, I decided to start up this blog, Vouiv-review, where I can share my thoughts to the public about stuff I like without having to be too shy about it. You could say it has become my comfort zone of social media. While I am sometimes pressured to be more conscious about what I post now that this blog has followers (which I did not expect at any time between then and my debut), I will try to keep it together and just write whatever comes to mind.

Nowi Wins Thanks for reading!

Over two years… Part 2

I am aware that the community has guides on how to downgrade the game, but currently I can’t be bothered.

(previously on Vouiv-review)

It turns out that my ultimatum was off the mark and that I was looking in the wrong place. Besides, the whole purpose of the 1.34.4 beta was for the base game developers to streamline their version release process, not to mention 1.35.0 dropped within a week of my latest blog post, so I don’t envision any more of the latest versions to have mods anytime soon.
(…Well, that’s what I thought earlier this month, but apparently 1.35.0 has Mapping Extensions now. I haven’t tried it myself, just pointing it out.)

Cutting to the chase, I did mention BeatSaver back then and, while I’ve known since nearly the beginning that the modding group has a wiki, it did not occur to me that I could just check the “PC Modding” page and find the link to BSManager. Not that digging through the Steam guides was in vain; rather, it gave me the insight to copy my CustomLevels (and CustomWIPLevels) folders from the Steam version of the Beat Saber_Data folder to a freshly downloaded counterpart of version 1.29.1,* as well as the UserData folder in the parent directory. Now, I am able to boot up Quest Link, bring up my PC’s primary monitor, and use BSManager to launch 1.29.1 in Oculus Mode. With a fixed rate of 10 Mbps through AirLink, I find that it’s playable enough…at least to keep on notice when I’m in the mood to play a map that requires extensions, upvote a map that I really like, or playtest whatever custom levels I have in the works. (Otherwise, the latest version on Steam performs significantly better, especially since tweaking the AirLink bitrate inspired me to lower the SteamVR refresh rate from 90 Hz to 72. Another thing to note about playing in Steam Link is that the A and X buttons can be used to pause the game while the usual pause button has delay as a result of prioritizing the Steam menu; I like it better this way now, but it took some conditioning to restrain my right thumb from accidentally pressing the A button.) “Fury of the Storm” by DragonForce is one map that requires extensions; I don’t know if this has been the case for previous versions, but unmodded 1.35.0 won’t load any of its notes or obstacles (as in the “Mr. Invisible” case I mentioned before). Also, I haven’t noticed much of a difference between having and lacking Noodle Extensions (please excuse my improper terminology before), so…well, they’re there if I want to try them out. (I gave it a test run with Centipede on max difficulty, but I scare too easily to get past the intro.) What’s annoying about switching Steam versions is having to re-accept the EULA and privacy policy every time, especially since the former requires waiting 5 seconds on 1.29.1. This brings me to a gripe that I have about Steam Link and AirLink alike: When the headset loses connection, the game does not pause; it just keeps on running, thoroughly disregarding the possibility of an ongoing level attempt. At least Steam Link has the decency to stay active while it’s disconnected, whereas AirLink just ejects the player to the main menu without a word. Worse, the one time the latter has happened to me, the game shifted the floor level up to my neck for whatever reason, in a way that I could not rectify without exiting the game and relaunching it.

*While 1.34.2 is the version when I got into using mods, I felt like taking up BSManager on its recommendation…and I couldn’t go back; I tried running 1.34.2 in Oculus Mode, and it came up with a non-VR window as opposed to the intended behavior of launching as a Quest Link app (like how I used to do SteamVR before Steam Link). Also note that BSManager requires ownership of the game on Steam or Meta, and I have not tried the latter.

Speaking of DragonForce, I did in fact pass the “Ring of Fire” cover before realizing the existence of BSManager, and earlier on the same day [as that pass] I managed to FC “Run Devil Run.”

Also, thanks to modded 1.29.1, I got screenshot proof of the passes I got on modded 1.34.2: Acid Rain, Forbidden Girl Plus A, Silvera, and Wheel of Time. I also passed “Megitsune” by BABYMETAL…sometime between the former two, if memory serves.

(Side note: I don’t know how I was unable to find “Dance with Silence” before; I recently searched again and found it easily.)

Another thing about Fury of the Storm: It took me only three attempts on modded 1.29.1 to pass, prior to which I had never reached the second verse. In my first two attempts, that one slew of trills just before the last minute of the song (not quite the end of the solo) was the big show-stopper, especially considering my arms would always get weary as early as the first chorus and reach zombie status before the big guitar solo. (“Zombie status” as in so worn out that I start questioning how I’m still moving my arms, which also happened halfway through my first pass of Flying Whales.) But…well, somehow I got it.

(Right after this pass, I did a victory lap of the Noukin OP and choked right before the final “Waho waho”.)

One week after the fact, I got another pass that I had been going for in tandem, following a run that died to a major lag spike.

It didn’t wanna break me down, so the Wi-Fi did instead. The deciding run was wild; I maintained my combo throughout the entire Magic Mamaliga sounding instrumentation near the middle (It’s mostly like RLR gallops like in Curtains), and then I did the Joetastic map of the Machine Doll ED for a victory lap, which in itself held a wild outcome: 304 combo, -3, SS rank.

In case it wasn’t obvious, I do custom maps on maximum difficulty. The only exceptions I’ve ever made were for Steam achievements and maps that I once found inconvenient to play, whether in terms of passing or extension requirements. Even as the spider ED and Valley of the Vale remain on the chopping block (no pun intended), they are far from the only two that I aim to pass one day.

  • “NIGHTMARE † CITY”, “Looking for the Edge of Ground (feat. Hatsune Miku)”, and “POLYBIUS GB SPEEDRUN” by Camellia – Quite an assortment from one artist, and who other than the one responsible for Spin Eternally and the only official freebie track pack? They are listed in what I find to be ascending order of difficulty, although I’m not sure about Polybius because I haven’t played it as much.
  • “Organ Farmer” by King Gizzard and the Lizard Wizard – One of the only two currently mapped songs by this band, the other (“Big Fig Wasp”) being the easier one, albeit with some nasty doubles near the end. As for this one, the main source of difficulty is how fast the notes fly; otherwise, it’s like Unlimited Power but with slews of triplets and sixteenths. The farthest I’ve gotten is to the part in the preview.
  • “The Intense Voice of Hatsune Miku” by Storyteller – The sets of three bounces at the start of the triplet vocals are the first hurdle, and I still can’t quite keep up with the awkward mapping of the sixteenths.
  • “Ending Medley ~ Ultimate Exquisite Rampage” by cosMo@BousouP – As much as it peeves me that the Disappearance part has sixteenths even though everything fast about it (including the double bass drumming) is triplets, there is a part of me that can get behind this as a long-term goal.
  • “Save Me” by Avenged Sevenfold – A whopping 10-minute song, and it’s hard enough just to get to the second bridge, let alone as far as halfway through the guitar solo. Passing the whole thing…we’ll see. (Note that “Nightmare” off the same album is easier than this and (not off the same album) Afterlife.)
  • “Through the Fire and Flames” by DragonForce – A logical follow-up for Fury of the Storm, which first was for the Ring of Fire cover. Having fewer notes than Fury might make it seem easier, but just by having gotten past the first chorus, I have found that this map is not above bounces in its sixteenths. (And the drums-oriented mapping is fiercer.)
  • “RAISE MY SWORD” by Galneryus – I’ve gotten to the key change before the outro, but I didn’t have the stamina to maintain my rhythm. That was the one time I had reached the first chorus, whereas I more commonly can’t even get past the first verse. (Part of what I meant by “technical prowess” before is swing control, that is reining in rapid swings in parts that require it. That’s what gave me the idea of establishing Victims of Contingency as a previous milestone.)
  • “Panic Attack” by Dream Theater – It’s hard enough to get to the second verse, let alone the first “helpless hysteria” part. This map has some stinky doubles.
  • “Jordan” by Buckethead – This is not happening any time soon. At full speed, I cannot keep up with the part that’s called “Solo B” in GH2.
  • “The Relic” by Rings of Saturn – Very long-term. I’ve come close to passing the intro, but that’s just it.

Difficulty aside, I would also like to vouch for the Molgera battle theme (from Zelda: Wind Waker) as one of my favorite maps and “Witch Doctor” by Cartoons as a fun FitBeat map. That’s all the go-backs I have regarding mods. As for the Quest-native copy that I’ve been keeping vanilla, I got a few more FCs since my last report…and I suspect that I forgot to add Lift Off and Heavy Weight to the Expert Faster counter (I know for sure I have the former; I got it in my latest Setlist Shuffle), which would make it 33 or 34.

  • This Ain’t a Scene, It’s an Arms Race – Easy scoop. FOB 3/8
  • Ghosts ‘n’ Stuff One-Saber – This took way more attempts than it had any right to. Just when I realized where I missed on my sightread was the fourth chain note in the second verse, the second bridge started screwing me over out of nowhere…but hey, at least I didn’t choke after that. Electronic One-Saber 2/2
  • Burning Sands (!) – My favorite song in the game, which I’ve long considered the “holy grail” in terms of FCs I had left. Strangely enough, much like in the case of Legend, I was going for The Sweet Escape when I decided, “I’m not in a very ‘hit note’ mood…or am I? I’ll let Bernie Sanders be the judge of that.” Moreover, I was previously never able to maintain a combo past the transition out of the first drop, let alone in either of the two previous sessions. Then it just freaking happened, first try of the day, prior to my Fury of the Storm pass. Non-DLC 26/50 (screenshot below)
  • Born to Be Wild – It was only a matter of time.
  • The Sweet Escape – Another way overdue one. That second verse was a real bother to the end.
  • I Was Made for Lovin’ You – All I had to do was learn beyond the second chorus. Rock 3/8
  • Don’t Cha – This came out of freaking nowhere. I started the session with Sugar and branched out to other DLC including Freestyler, The Rockafeller Skank, Party Rock Anthem, and Rollin’. Then, despite not having played this song much, I got it on my first try. Interscope 3/7; DLC 15
  • FOB One-Saber 2/2 in one fell swoop – I was merely going for SS on all the DLC songs, having managed Free Bird and DNA earlier in the week, and only just started taking care of the One-Saber side of things. I Don’t Care just happened to be one of the songs I only had a single S on (along with DNA and The Pretender), so I gave it an attempt and simply got it. (Granted, it was after a standard run where I missed in the third chorus due to a brain fart.) Then, My Songs Know… happened straight-up back-to-back. DLC One-Saber total: 5

I also managed to pass Ghost on Expert+ for 46/50. This makes me want to pass every X+ song, but when my arms get too sore as a result, I’ll instead go for 22 DLC FCs out of the 44 songs I have, perhaps alongside the One-Saber SSs I have left. (Based on my latest three FCs, it’s been working for me so far.)

Another thing I want to mention that there’s more to the Quest 3 than I said before. It has a softer rumble by default than the Quest 2 does, but not in Steam Link or Quest Link; thus, the more I play custom songs, the more disoriented I get when playing vanilla, particularly when cutting through chain notes. Given that the overhead strap support beam was what pushed me to transition from Quest 2 to Quest 3, another thing to note is that that of the new headset doesn’t look any more durable, but I’m hoping that the easier-to-adjust strap will help it last longer. Regardless, the Quest 3 certainly has moments of briefly flashing white before the system startup animation and producing sharp blip noises amid scene transitions in Beat Saber. (One might guess that the latter is related to the volume level, but that too is lower by default on Quest 3.) It also has a slight gap at the underside, but on the bright side, this facilitates using my phone to verify which songs to play during a Setlist Shuffle. Speaking of bright sides, non-grayscale Passthrough is a minor convenience in the event that I want to do a thing or two on my PC (e.g., (un)locking it or bringing up any pertinent applications such as Steam) while I still have my headset on.

Lastly, I suspect that I owe an explanation of why I haven’t gotten around to uploading any videos despite having hinted at the possibility. Here’s the thing:

  • If I want to make videos, they would have to be picture-in-picture.
  • I’ve been bouncing between rental homes at least twice a year for the past 5 years or so.
  • I’m not confident in my current body shape or skill level.

Given the above factors, I do not currently feel comfortable with the practice. It will take some time and possibly other things before I resolve enough to consider it for good.

À la prochaine! (Until next time!)

Over two years of sabering beats

…and yes, I am still very much at it. The last time I talked about this game in the usual amount of detail was nearly 1.5 years ago. Since then, I got 7 more Expert FCs, 6 more Faster, 3 more Super Fast, 12 more Expert+ FCs, 6 Faster, 2 more One-Saber FCs, 2 more 90° FCs, and 1 more 360° FC. These make my grand totals 45/50, 32/50, 5/50, 25/50, 6/50, 27/28, 18/19, and 18/19 in that order.

Did I say 50? Yes, I said 50. Volume 6 dropped recently with 5 songs including new Boom Kitty, new Camellia, and even DragonForce. The other two are negligible by comparison, although I will say that Heavy Weight reminds me partly of Octopath Traveler and partly of the “Castle / Boss Fortress (Super Mario World / SMB3)” remix in Super Smash Bros. Brawl. (Also, I felt good about FCing the song on X+ as quickly as I did.) In terms of Expert difficulty, Cathedral (the new Boom Kitty) was no slouch to FC, especially at the part with the bombs and the circling arcs, while the two big dogs were painstaking final songs to SS. Tempo-Katana (the new Camellia) in particular has me questioning the Beat Saber Minimum Points Per Rank Breakdown that I’ve had since my first report and have been updating regularly (now with Hard, Normal, and Easy difficulties); the formula has the SS cutoff as 1,165,203, but I previously scored 1.18 mil and still got a mere single S.

Before I get carried away with this, I should mention that “the Noir color profile with no visual effects” I brought up in my Topster post did not last long. I came up with a custom color profile that I consider the ultimate sweet spot between playability and ease on the eyes.

  • Left saber: 128 Red
  • Right saber: 128 Green
  • Obstacles: 128 Red, 128 Green (dark yellow)
  • Background 1: 128 Red, 64 Green (dark orange)
  • Background 2: 192 Red, 96 Green (not-so-dark orange)

Notice the lack of blue? I’ve heard that blue light is the kind that causes the most eye damage, hence the ubiquity of “night” modes on electronic devices that make their screens look orange. (Not to mention eyeglasses that filter out blue light, which I have been wearing for as long as I can remember.)

Speaking of orange, I chose it as the background color because it’s my favorite color, while my saber color choices are based on how “left” is “sinister” in Latin. Then, by process of elimination, I chose yellow for the obstacles. Unlike color profiles, environment overrides are reset between sessions, so the exact background colors are the best fit I could find for every single non-DLC environment. Also, if I want to put on the Ghost Notes modifier in order to max out one of my Expert scores, I have a variant of the color profile where the sabers are fully red and green instead of just half; it makes the incoming arrows easier to see.

That brings me to new Expert accomplishments. Prior to the Volume 6 songs, I got 215$-Step and Final-Boss-Chan, the latter of which gave me at least two more outro chokes since my last report about it. The farthest I had gotten in 215$-Step before the FC was at the tail end of the piano part, which had me thinking I focused too much on the duos of upward notes; all I did differently in the FC run was tell myself, “Don’t think,” during that part. After the Volume 6 songs came an FC of Spin Eternally that required some serious consistency refinement. If memory serves, I have had at least one run past the first part where I choked (which I realized within a few runs was because I overlooked the double before the final spins), but my nerves crumbled when the sixteenths rolled in. That leaves #45, the one that gave me too many chokes for its own good: EXiT This Earth’s Atomosphere.

I like to call this song “Sam I Am” because of how I mishear the vocal sampling in the buildups. At first, the intro deterred me from even thinking about this one, but I’ve improved a whole lot since then. It just took a whole lot of trial and error, and for the outro in particular, I find that it helps to lean in the recessive direction (left in my case). In the end, the chokes included one reverse (at the transition into the outro), at least one within the last five notes, and one within the last three notes. Such a pain.

I don’t remember offhand what the Faster FCs were, but I do know that I scooped up Into the Dream and also got Full Charge, Unlimited Power, and Magic. I’ll say as many times as it takes that Full Charge is my least favorite song in the game, partly because its Expert map is chock full of parts that have no right to be as tense as they are. I have been going for It Takes Me for a while, considering that I tend to pair it with Into the Dream, but it’s been so stubborn that I’ve been heavily moderating my fervor in pursuing it.

As for Super Fast, I have added One Hope, Country Rounds, and Reason for Living to my collection. Why exactly I even bothered with the latter two, I’ll touch upon in due time.

Okay, Expert+ time. I got Legend out of freaking nowhere while trying to grind for Escape. Last I reported about Unlimited Power, “My best run so far got a choke in the first cycle of the second chorus. Now I’m somehow incapable of even getting past the intro.” Then came one fateful run when I got a combo past the intro by what felt like a total fluke, and I didn’t even miss anywhere after that. LUDICROUS+ was a rather quick one, primarily on account of how short it is, but to think I previously couldn’t even claim to pass it on command. (That outro is wild.) Firestarter was a real pain, especially after I choked at the uppermost of the freaking last three notes. I did get Escape at some point, but I don’t remember when exactly.

Origins was just a matter of learning the quad zig in the intro, and then getting accustomed to the rest of the song. The former front was a saga in its own right, which also involved my first pass of EXiT on X+. In terms of freebies, that intro and the transition into the outro of EXiT were two of three quad zigs I knew at the time, the other being in the second half of Spin Eternally. (These are in ascending order of speed. Note that the Origins zig consists entirely of sixteenths, despite the percussion triplets.) Naturally, the one in Origins was my go-to for ingraining the technique into my muscle memory. The technique in question: Focus on the bounces in the center, and make a circle with the arm on autopilot. The Origins zig has four bounces: from the bottom with the dominant hand, from the top with the recessive hand, from the top with the dominant hand, and from the bottom with the recessive hand. Prior to each bounce, the other arm is making a circle. That’s as well as I can explain it. The learning process for me was about 50-50 between concept and feel.

That aside, after Lift Off and Heavy Weight, and rather recently too, I freaking finally got Immortal after having reverse choked in the second drop at least once and having choked past the halfway point of the outro.

Before I move on to the Faster FCs, which surprisingly do not include Rum n’ Bass or Breezer, let me take a moment to talk about… How should I put it? A sibling concept of Setlist Shuffles. It’s called a Setlist Sweep, where I go through the entire set of free-to-play songs across two sessions (because the Quest 2 doesn’t have enough battery life for just one) and play each of them in the easiest format that I have not yet FC’d. (The standard flow at this point is Expert ==> Expert+ ==> Faster ==> Expert Super Fast ==> Expert max% [Super Fast + Ghost Notes] ==> Expert+ Super Fast, etc.) I haven’t actually done one of these since before Volume 6, when I found it best to start at Volume 1, go from top to bottom, and split between $1.78 and Curtains. (If $1.78 wasn’t such a horrible song to start off with, I would have easily said between Volumes 4 and 5 instead.) With Volume 6 added to the mix, I would split between Volumes 5 and 6 if I were to take up the practice anew.

What I’m getting at is that all of my X+ Faster FCs are wild ones that I would have never considered in the absence of Setlist Shuffles and Setlist Sweeps. First was Crab Rave, a matter of getting used to the drops after gaining firsthand proof that I could hit the second buildup. Then, $100 Bills in one of my earliest Setlist Sweeps. Yes, it was a Sweep. First song of the session. I thought the whole time, I will never hit the big dumb. (The “big dumb,” of course, lines up with the first “$100 Bills” in the drop.) Guess what? I hit the big dumb. On an FC run, no less. I was like, “What?” and fortunately didn’t choke afterwards. As if that in itself is not crazy enough, the exact same Setlist Sweep held the next Faster FC: Reason for Living. How I was even hitting those buildups at all, I don’t freaking know. Country Rounds is one that felt more within reach every time I played it, so it felt closer to a grind than the previous ones. Give a Little Love happened in a random Setlist Shuffle. Finally, the most recent one was Escape: a real slap in the face, having taken only two tries after normal speed took me practically two years. (The first try had a really dumb miss at the first note of the break, but somehow no other misses.)

It’s also worth mentioning that I only have 5 songs left to pass on Expert+, with Spin Eternally being the most recent one knocked off the list.

  • Final-Boss-Chan: I previously couldn’t even get past the first drop, but now I’ve gotten as far as the second buildup. I’ll explain later.
  • 215$-Step: I’ve gotten past the piano part exactly once.
  • Ghost: The left-start sixteenths before the final leitmotiv are a real show-stopper.
  • Power of the Saber Blade (DragonForce): At best, I’ve only barely gotten past the intro.
  • Tempo-Katana: Same as above

In terms of One-Saber, I painstakingly got Into the Dream and randomly got Cycle Hit, so now Ghost is the only one I have left. As for the circular maps, Rum n’ Bass 90° and Origins as a whole were not too bad; only Pop/Stars remains.

With all that on the table, I have three confessions to make throughout this post. Number one: I went and purchased a few DLC track packs. The main impetus was feeling like the base game is worth far more than just $30 USD, and even with my recent car and phone upgrades, I still have plenty of savings. It started with the Electronic and Rock Mixtapes in late November 2023, followed by Queen in December, Interscope in January, and Fall Out Boy just this month. I was enticed by Darude Sandstorm; Free Bird; Queen in general; Party Rock Anthem; and Dance, Dance in respective order. I only play the songs on Expert+, even Free Bird. Let me give a quick rundown.

  • Alone: I remember hearing this in a 360chrism stream once. The verses sound like Jigglypuff’s lullaby. The parts before them are not sightread-friendly. This is one of my two FCs in the Electronic Mixtape.
  • Animals: I’ve heard this on the radio in the early 2010s, back when I carpooled to college with my siblings. It’s the kind of song that tries to be funny but isn’t. It jams, but it’s not as easy as I feel like it should be.
  • Freestyler: I like the beat, but not so much the vocals. My best combo is over 900; kind of a pain in some places.
  • Ghosts ‘n’ Stuff: Honestly the weakest song in the pack. It’s also the easiest, but my two-saber FC of it was more painstaking than it had any right to be, and my One-Saber sightread got screwed by a really dumb miss (I don’t remember exactly where), so dumb that it’s hard to believe I can’t just scoop it up with any subsequent attempts.
  • Icarus: Easy One-Saber SRFC, but the chains in the two-saber map are a real pain. My first experience with Madeon was when a MyAnimeList user recommended the song “Finale”, but ultimately I don’t find the artist particularly appealing.
  • Darude Sandstorm: This is either the Newgrounds BGM or the “Song name?” meme, depending on whom you ask. More than that, it’s the most difficult and fun song of the pack, so I want to get SS someday.
  • Stay the Night: My brother used to play this song from time to time, back in the college years when we played multiplayer games more often than sparingly. It’s a decent song, and I never would have guessed that it featured Hayley Williams (lead singer of Paramore), but those buildups are the absolute bane of any FC attempts on my part. (I did manage to hit all of them in one run, but it feels at this point like I merely got lucky.)
  • The Rockafeller Skank: In the same boat as Freestyler, but with tempo changes and one nasty outro.
  • Waiting All Night: Pretty much another “fun rhythm with unappealing vocals” kind of song. It’s quite a long one too.
  • Witchcraft: Arguably the hardest one to pass, on account of those buildups. The intro sounds like Boulevard of Broken Dreams.
  • Born to Be Wild: This sure is a song. I was 7 notes shy of an SRFC, but I can’t be bothered to grind this too extensively. It’s also one of the two One-Saber songs in the pack.
  • Eye of the Tiger: I didn’t expect this to take after FitBeat, but it makes sense because the song was written for Rocky III. I’m so close to FCing this.
  • Free Bird: Of all the songs on the list, this one is the true middle ground between Camellia songs and regular songs. Half of it is a snooze fest, but the other half is an endurance test.
  • I Was Made for Lovin You: I never was a fan of KISS, and this particular song has no bearing on that stance. It’s the kind of song that I wouldn’t go out of my way to play.
  • Seven Nation Army: A rather easy FC because of how Warriors of Rock made me intimately familiar with the song. (It’s one of the few songs I managed to OMBFC [one-man band full combo], no less the only one in which I have an optimal score on drums.) However, I was just shy of an SRFC due to misremembering the second half of the guitar solo.
  • Smells Like Teen Spirit: One of the songs of all time. Expect some serious bounces.
  • Sweet Child o’ Mine: Anyone familiar with Guitar Hero 2 should know this song to some degree. In a way, it’s like Free Bird but small-scale.
  • The Pretender: Besides Free Bird, this one was the hardest in the pack for me to pass. Those inline fills are not sightread-friendly in the slightest. That said, in a Stockholm Syndrome sort of phenomenon, I kinda like the song. And hey, One-Saber is not so bad.
  • Another One Bites the Dust: Fun song.
  • Bohemian Rhapsody: Iconic. Another song from WoR. As expected, the guitar solo is where it starts heating up. One of the 4 FCs I have in this pack so far, but I don’t have a One-Saber FC yet.
  • Crazy Little Thing Called Love: I’ve only played this once.
  • Don’t Stop Me Now: Good song. Kinda trippy, though. It’s also the other One-Saber song.
  • I Want It All: Iconic, but I haven’t played it much.
  • Killer Queen: The most fun song in this pack that I have FC’d so far. The snare roll mapping is the highlight of it in terms of difficulty. This song is one of five I had as paid DLC back in the Warriors of Rock days, per recommendation alongside Somebody to Love and A Classic Case of Transference. (The other two were ones I knew I wanted: Living Dead Beat and World on Fire.)
  • One Vision: I’ve only played this once. The “one direction” part has some clever mapping.
  • Somebody to Love: Pretty good.
  • Stone Cold Crazy: The hardest song in this pack, the one with the most chaotic energy. It was also featured in Guitar Hero Metallica, specifically the one demo that I have played at a GameStop.
  • We Are the Champions: Another FC that I have, and I’ve almost gotten it Faster in a Setlist Shuffle. The chorus with the arcs and bombs is the trippiest part.
  • We Will Rock You: The intro is not sightread-friendly, but it is clever. This is the other FC I have in this pack.
  • Counting Stars: Surprisingly fun. The gallops are satisfying. Currently the only (two-saber) FC I have in this pack.
  • DNA.: I freaking hate playing this song. It’s even worse than Full Charge. I can at least tolerate Full Charge, but this song I straight up dislike. How annoying that it has to be one of the two One-Saber songs in this pack.
  • Don’t Cha: Iconic, but I haven’t played it much.
  • Party Rock Anthem: Peak. I want to FC this someday, but it has some tricky bits, especially the doubles about halfway through the outro. (I have managed a combo up to that exact point.) On a brighter note, the “I’m running through these hoOoOo like Drano” part never gets old, and this song also has a fair few gallops.
  • Rollin’ (Air Raid Vehicle): Loaded with censorship in the verses. NHL Hits nostalgia. Pretty fun, especially the final chorus. Deceitfully tough to FC, though.
  • Sugar: One of those “I know this melody” kinds of songs, and I never would have guessed that it was by Maroon 5. Second-weakest song in the pack, but hey, One-Saber SRFC.
  • The Sweet Escape: I freaking choked in the outro. It’s not a hard song, just a bit pesky at times. Going back to the subject of quad zigs, the second “refrigerator” part has an even slower one than Origins does.
  • Centuries: “I know the melody” again. Pretty meh; the chorus is the only remotely memorable part.
  • Dance, Dance: Considering Beat Saber is not far off from dancing, I expected more from this map. But hey, easy FC thanks to WoR experience. (The only thing that threw me off in my sightread was the transition into the second chorus, with upward cuts at the “love” and arcs indicating that the sabers should be moved back to the bottom. I did not get the hint.)
  • I Don’t Care: I love it The words “pants” and “pull” together in the second verse…mate, that’s one of my fetishes. That aside, this song is rather difficult for its pack and resembles Uprising by Muse. It’s also one of the One-Saber ones.
  • Immortals and Irresistible: I’ve only played these once each. So far, they’re the least memorable songs in this pack.
  • My Songs Know What You Did in the Dark (Light ’em Up): Clever mapping in the choruses. This was a decent FC to get. The intro is rather trippy. Also the other One-Saber song.
  • This Ain’t a Scene, It’s an Arms Race: I feel like I should have an FC of this by now, but the game begs to differ. The sixteenths in the instrumental break might seem daunting, but it’s actually before that that I tend to miss more often than not.
  • Thnks fr the Mmrs: I went from S-ranking on sightread to getting a -2. The first miss was dumb, so I’m glad it wasn’t a full-on reverse choke. The part in the chorus with the offbeat snare hits is fun to play, but it takes some getting used to.

(That’s a grand total of 10/44 two-saber FCs and 2/10 One-Saber.)

Overall, DLC has marginally improved my prowess at the game, namely in terms of flexibility in hitting rather unusually mapped notes. However, I wouldn’t recommend it to solo players, especially the pragmatic sort.

That brings me to confession number two: I have delved into the world of custom levels and game modifications. I’ve been considering this since Steam Link became a thing, but I ultimately never followed through until late December. It made me have to upgrade my networking setup, and while I thought a 50-foot Ethernet cable was adequate for any situation, I find that it’s only barely enough in my current home, no less with the wiring involving four Cable Armor Floor Channels. I chose the Steam version (and yes, bought the game again, even though it never goes on sale) primarily because I want to keep the headset-native copy of the game pristine, and also because it seems easier that way. Thanks to a Steam guide by JaffaCakes118, I have the Mod Assistant application on my PC and BeatSaver bookmarked; it’s as simple as that. Playing with mods on 1.34.2 was fun while it lasted, but now that the current version has been 1.34.6 for the past two weeks (I’ve read that mod creation is volunteer work, so I know that being patient is in my best interest), I can only play a particular subset of custom levels. I am aware that the community has guides on how to downgrade the game, but currently I can’t be bothered.

One thing I learned the hard way: The game is not actually modded until after the “Install or Update” button is clicked with all appropriate mods selected, and the green version numbers appear in the fourth (?) column. If the game is in this state, then it’s unable to load the “PLAY” button for certain songs such as Centipede by Knife Party. It used to be that way for many more songs, but now only the statistics (average NPS, total notes, and so on) are absent; in this state, pressing “PLAY” will softlock the game, leaving it in a pure black environment for the rest of its runtime. It’s always been that way with the SeHa Girls anime OP on an unmodded game, at least in my experience, but now it also applies to songs like the following:

Additionally, when running “Mr. Invisible” by Thank You Scientist in an unmodded game, the notes do not appear.

One thing I shied away from when I modded 1.34.2, besides Chroma because I wanted to keep my eye-friendly colors, is Noodle Mods. Just having them installed, even playing songs that don’t require them, causes the game to lag more than usual, so I shudder to imagine how it would run a map that does require them. What I mean about “lag more than usual” is that my network setup is not perfect, meaning that the game lags from time to time, somehow more so on unmodded 1.34.6 than on modded 1.34.2 (without Noodle Mods). Speaking of lag, it’s worth noting that scrolling through the custom level list might come with a few stutters if the cover images in the folders have overall sizes greater than 1 MB. (The guideline is 512×512, but not every BeatSaver map is complicit with that. Heck, a map I found of “Run Devil Run” by Crowder has a freaking 5000×5000 cover picture that’s a whopping 2.54 MB big. That was the first one I noticed as a source of this kind of lag.) Another means by which I reduce lag is by setting the Mirror Quality to Off and reducing debris from the notes; however, the former setting tends to reset to Medium for no apparent reason, which is kind of a pain.

At any rate, having a new version of Beat Saber, I challenged myself to get all the non-Career achievements on this version, including the 15 FCs on both Hard and Expert. Ironically, the former took longer. I figured the best way to present proof of this is in a Google Doc, linked below.

https://docs.google.com/document/d/1BNN3tBLk0hosVmuikkvXXdkGwjvpSAEw6Ar-Unh3OJA/edit?usp=sharing

Evidently, most of what I play is related to either video games or anime in some way (yeah, I’m a filthy weeb), although I would play more Christian maps if there were more good ones. The “Run Devil Run” map I mentioned is my second-favorite, with my absolute favorite being one of “Amen” by Matthew West. Somehow I had never heard the song before playing the map, but doggone is it a great song and a whole lot of fun to play. It’s the hardest one I’ve gone out of my way to FC, not that that takes much (not only because of the lag, but for a more important reason that I’ll explain shortly.)

Very rarely do I play a custom map any more than once after passing it. The sky’s the limit as far as community-made rhythm gaming maps are concerned, so singling any of them out is quite a commitment. (There, that’s the reason.) Some exceptions that I have yet to mention are listed below:

Currently, my favorite part of custom maps is how they push the limits of my technical prowess and arm endurance. I like to establish milestones as I go, that way I can improve step by step like the average shounen protagonist. Here’s a rough timeline of how I’ve progressed.

Below are screenshots for some of the above. Others were done in modded 1.34.2.

More recently, I passed “INTERNET YAMERO” after too freaking many attempts and having to practice the part with the slews of 3-4 side-to-side blocks per beat. It disappoints me that the current highest-rated map has no relation whatsoever to the dance that exposed me to this song in the first place, but it’s still a fun map overall. (Also worth noting that the Curtains on speed part takes some getting used to.)

(Side note about the cover art: That heart-shaped foreground light makes it look in the downscaled version like the girl’s panties are showing. Alas, it’s a case of Schrödinger’s panties.)

I also like doing FitBeat-type maps like Tubthumping by Chumbawumba (the “I get knocked down” song), “Let Me Hit It” by Sporty-O (the “When I’m bored” song), the Epic Sax Guy song, “Pump It” and “I Gotta Feeling” by The Black Eyed Peas (the latter is not evidently FitBeat except on a modded version of the game). Those feel more like workouts than just swinging my arms. Also worth noting that the BeatSaver search engine has a Fitness tag.

In terms of future milestones, here’s what I’m thinking:

I’ve also been considering making my own custom maps, namely desiring to add more Christian music or something related to Bravely Default that doesn’t have a freaking 35.4% rating, but as much as I’ve played so far, I just can’t piece together what makes a good map. It’s like being a glutton who can’t cook. Maybe someday I’ll find the inspiration to at least try.

One thing to note about custom maps is that the notes tend to fly faster than in songs native to the game (especially in unmodded play, unless that’s just my imagination), like how it is in the Volume 4 songs compared to Volumes 1-3. The more I get accustomed to them, the better my hand-eye coordination and so forth, the easier it is to hit notes in Camellia X+ songs. That’s how I’ve gotten so much better at Final-Boss-Chan than I was before I started playing custom levels. On the flip side, if I go too hard on the custom songs, then it hinders my ability to FC some of the easier maps. Just as “you cannot serve both God and Mammon,” there is a time for accuracy and a time for feats of endurance; at most, I tend to start my sessions with the former and end them with the latter.

Confession number three (appropriately): I splurged on a Quest 3. The Quest 2 had a good 2.3-year run (give or take), but the overhead strap support beam snapped off recently, meaning that the best I could do to keep the headset suspended was take off the silicone covering, put on a baseball cap, and wrap the overhead strap of the headset around the Velcro strip at the back of the cap. The silicone covering made the headset slide down too much, whereas the final setup was too tight for me to keep up in the long term. So…the new headset is much more compact than the previous model, but not much else is different except some oddities in the controller detection (maybe it takes some getting used to) and that headset-native Beat Saber has more detailed obstacles. I will say that it helped me learn one unusual tidbit the hard way: If the headset has downloads queued up, then Steam Link lags like mad; on modded 1.34.2, it was too laggy for me to even play the Noukin OP.

…Phew, that’s quite a lot. I am spent for now.

À la prochaine! (Until next time!)

[Further reading]

Gen 9 Aleatory Alliance #4: Round and Rowdy (Rarely Used)

New post-DLC (Indigo Disk) usage stats, new (early) Aleatory Alliance.

20 formats: 1v1, Almost Any Ability, Anything Goes, Balanced Hackmons, Create-a-Pokémon, Doubles, Godly Gift, Little Cup, Mix and Mega, Monotype, Not Fully Evolved, Never Used, Overused, PU, Rarely Used, STABmons, Tier Shift, Uber, Underused, Zero Used

Number 15 is Rarely Used, or RU for short. With the cream of the crop in Overused and the cream of the cream in Ubers (not to mention the competitive king, Shadow Rider Calyrex), RU is the second tier below the former. It has 59 native Pokémon, whose odds are doubled, and 49 other usable Pokémon. Let’s see what the dice have to roll.

Ooh, this team has it all. Hazards from Overqwil (Toxic Spikes) and Chansey (Stealth Rock), a fat core in Chansey and Slowbro, setup sweepers in Bronzong and Bisharp, and some fast hazard removal in Noivern. A little of everything, just the way I like it. (Well, it has fair share of nuances, but I’ll get to that later.)

What do they do?

Chansey @ Eviolite
Ability: Natural Cure
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
– Seismic Toss
– Soft-Boiled
– Thunder Wave
– Stealth Rock

Since the fifth generation, Chansey has been bringing the fat with its effective 704/178/370 bulk thanks to Eviolite. However, its most reliable form of damage output is with Seismic Toss, which is a guaranteed 100 damage per use on non-Ghost-types. Soft-Boiled keeps it healthy, but not for long with its reduced Power Points. It is the only Thunder Wave user on the team, and a little speed control can go a long way, especially with Bisharp being the main powerhouse. Since Stealth Rock is one of its only five viable options (the other being Heal Bell, now that it has lost Toxic and Aromatherapy), it is the dedicated Stealth Rock user, with the only possible other two (Bronzong and Bisharp) playing more self-sufficient roles. Natural Cure is its go-to Ability, primarily capable of keeping it from being worn down or otherwise held back by non-volatile status conditions. Ghost Tera is intended for preventing Rapid Spin users from removing its Stealth Rock, in addition to turning its sole weakness to Fighting into an immunity.

Noivern @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fire
EVs: 168 Def / 88 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
– Hurricane
– Flamethrower
– Defog
– Roost

Heavy-Duty Boots are essential for any Rock-weak hazard remover worth its salt. The way Noivern removes hazards is with Defog, which should be used carefully because it affects hazards set by allies, can be prevented by Taunt, and can trigger Defiant or Competitive. Hurricane is a staple on specially-oriented Flying-types; despite its shaky accuracy outside of rain, it has a higher expected BP value than Air Slash, which could otherwise be an alternative. (110 * 0.7 = 77; 75 * 0.95 = 71.25) The average Noivern runs Draco Meteor over Hurricane and U-turn over Defog, but the latter is the only possible form of hazard removal on the entire team, and it’s not good to run Draco Meteor without U-turn or a Choice item. Flamethrower rounds off its coverage nicely, only being resisted by Fire-resistant Electric-types (notably Heat Rotom) and every relevant Rock-type in the tier. Tera Fire makes this more powerful, in addition to turning Noivern’s Ice and Fairy weaknesses into resistances. Roost promotes longevity and, for the duration of the turn, makes it less prone to Ice- and Rock-type moves if it has not Terastallized. Infiltrator is always its preferred Ability for thwarting Substitute users like Grimmsnarl. The EV spread helps it take hits from Zarude, which may or may not be holding a Choice Scarf.

Slowbro @ Rocky Helmet
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
– Scald
– Future Sight
– Body Press
– Slack Off

Ever since gaining Regenerator in the fifth generation, Slowbro has also been a defensive force of nature. It was OU last gen, but losing Teleport adversely impacted its viability. Still, its solid physical bulk is compatible with Rocky Helmet, a means of discouraging physical attackers from going too wild. (This item can also mildly punish one use of Knock Off, the quintessential way to hinder Chansey’s defensive prowess.) It will mostly be using Scald as a reliable source of damage output with a high chance to burn the foes it hits. For a stronger hit that may not be as reliable but can keep the opposing team on its toes, it has the option to use Future Sight. This pairs well with Body Press, which deters the average Dark-type from attempting to block it. Plus, while Body Press has no same-type attack bonus, it uses Slowbro’s highest stat (Defense) as an attacking stat (meaning that it deals almost 1.5* as much damage as it would if it was a special coverage move, given the EV spread). And guess what? Slowbro also gets reliable recovery in Slack Off.

Tera Fairy turns Slowbro’s weaknesses to Knock Off and U-turn into resistances, while also maintaining its Fighting resistance that buttresses its synergy with Chansey.

Bronzong @ Leftovers
Ability: Levitate
Tera Type: Electric
EVs: 252 HP / 88 Def / 168 SpD
Bold Nature
IVs: 0 Atk
– Iron Defense
– Body Press
– Stored Power
– Calm Mind

Type changing aside, Bronzong has always been the only Steel-type with Levitate, although generational power creeps and the sixth-generation loss of Steel’s resistance to Ghost and Dark have taken their toll on this bell. One of its best bets at present is the frequently used combination of Iron Defense and Body Press, a counterpart of Swords Dance or Nasty Plot boosting that also augments its physical durability. Iron Defense also boosts the base power of Stored Power by 40 per use until after three uses, which would bring it up to 140. Calm Mind does a similar thing on the special side, but the boost is less defensively oriented and can contribute up to 240 BP to Stored Power. Since Bronzong cannot regain HP without Rest, Leftovers are a must-have held item for it. Tera Electric leaves it with effectively no weaknesses, improving its matchup against opponents with Fire-, Ghost-, and Dark-type moves. The EV spread gives it 338/319/310 bulk, plenty to work with on both sides of the spectrum.

Bisharp @ Eviolite
Ability: Defiant
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
– Swords Dance
– Sucker Punch
– Iron Head
– Low Kick

Even without investment, 271/354/265 bulk with Eviolite (thanks to the existence of Kingambit) is still a considerable safety net in the context of setting up Swords Dance. There is also the possibility of switching into a Defog and having Defiant activate, or perhaps having an Intimidate user switch in to give it an effective +1 Attack. In any case, Bisharp cannot always rely on Chansey to control opposing Speed stats above 239, which is where Sucker Punch comes in. On the flip side, Iron Head lacks priority but is a stronger and more reliable move, additionally known for its flinch chance and being super-effective against Fairy-types. Low Kick is notable coverage against foes such as the following, listed by the base power it has against them.

80: Bisharp, Empoleon, Krookodile, Lucario, Zarude, Alolan Sandslash, Shiftry, Wo-Chien
100: Forretress, Magnezone, Bronzong, Drednaw
120: Cobalion, Mamoswine, Copperajah, Iron Thorns

Tera Flying makes Bisharp resistant to Fighting, immune to Ground, and neutral to Fire.

Overqwil @ Leftovers
Ability: Intimidate
Tera Type: Ghost
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
– Barb Barrage
– Crunch
– Toxic Spikes
– Taunt

While Overqwil is typically used as a rain sweeper, it has no rain to sweep with, so it’s better off as a Toxic Spikes setter on this team. This also calls for the use of Intimidate over Swift Swim. Unlike Chansey, Overqwil does not have the bulk or recovery to stick around for long, hence Leftovers. Black Sludge is typically preferred on Poison-types, but this Overqwil won’t always be Poison-type; it has Tera Ghost to prevent Rapid Spin users from removing its Toxic Spikes. Speaking of prevention, Taunt can prevent slower/unsuspecting Taunt, hazard, and Defog users from having their way. In case it gets taunted itself, Barb Barrage has a high chance of inflicting regular poison and boasts 120 base power against poisoned foes, while Crunch has a more consistent damage output and better coverage.


Importable: https://pokepast.es/144170a19a1c87f3

What went wrong?

Too much vulnerability to Knock Off. No U-turn, Volt Switch, or the like. Noivern is stuck with Defog, leaving no room for U-turn. Psychic, Steel, and Dark are represented twice each. Overqwil has no rain to pair with its usual Swift Swim. Other than that, not much; this is overall a pretty solid team.

Top 5 Watchlist

The team has a serious vulnerability to Knock Off, and Alolan Muk is the tier’s most threatening user to this team, due to its high Special Defense and the lack of Ground coverage against it. Also, it typically runs Rest to stave off status conditions such as from Chansey’s Thunder Wave and Slowbro’s Scald.

Krookodile is the second-most threatening user, the offensively oriented one. Alongside Earthquake and Knock Off, if a non-Choice set needs coverage, it will likely be Gunk Shot, which does not concern this team in the slightest. However, if it does have a Choice item, Chansey and Bisharp should watch out for Close Combat, while Noivern would not appreciate Stone Edge. Moreover, as a Stealth Rock lead, it may be packing a faster Taunt than that of Overqwil. The only bright side is that it’s weak to Body Press and Low Kick.

Competitive and Defiant users, like Empoleon (which newly gained the former over the latter) and opposing Bisharp, can take advantage of the fact that Defog is this team’s only means of hazard removal. Empoleon in particular has a leg up in momentum thanks to Flip Turn, and either one can set up Stealth Rock if so desired.

With the team’s lack of Ground or Fire coverage, Tinkaton will prove difficult to take down. It also runs Knock Off and is capable of Encore shenanigans.

Afterword

“I got a rock.”

“Rock? Where!?”

“Don’t look at me. The rocks on this helmet are not removable.”

“No weirdos rock the bells as hard as me since Quasimodo.”

“I don’t know much about rocks. Rooks, on the other hand…”

[listening to “Rock Lobster” by the B-52’s]

Various Steam games

Back in May, I got the SpongeBob bundle (BfBB Rehydrated + soundtrack and Cosmic Shake + costumes) for less than $40. I only started seriously working towards completing BfBBR last month and fully completed it early this month (all that I had to look up was the shipwreck sock in Dutchman’s Graveyard), so it took me until Christmas Day to start Cosmic Shake. I just finished Jelly Glove World last night, currently saving most of the extras for the endgame, and I have to say that both of them are solid cartoon-themed 3D platformers.

Early in the winter sale (before Christmas), I got the Etrian Odyssey Origins Collection (1-3 HD) for under $50. I considered getting Persona 5 Tactica but decided otherwise because of the review consensus that the game is too short for its price. Considering how much I liked Persona Q and Q2, it makes sense that I’ve been having fun with Etrian Odyssey HD. It’s a good Steam Deck game, and while it does have touchscreen controls, I prefer to use the right stick and buttons for cartography. As of today, I have progressed to B8F, which I’m guessing is not much. If nothing else, it’s certainly chill. For better or worse, its music and sounds are still very DS-like.

Late Christmas Day, my brother recommended Neon White. I have completed 5 of the missions so far with all Aces and miscellany. I prefer using my keyboard and mouse for this game, especially because the time I’ve put into Cosmic Shake with inverted camera axes makes it hard for me to play it on Steam Deck, what with the lack of X axis inversion. Still, it’s the most fun I’ve had with a game in a long time. It’s an intense, speed-oriented, first-person 3D platformer, yet there’s enough depth to it that puts the brain to the test.

À la prochaine! (Until next time!)

Unlucky month

Due to a series of firsts related to a 20-year-old car, all I have to offer for this month is a little bit of real talk. For the past 8 years or so, I’ve had such good luck while driving—albeit with more than a few near misses—and now it’s all fallen apart. At least now I have a newer car (and smartphone), but one undisclosed source of stress remains until precisely next week (at best).

In the lyrics of NEEDTOBREATHE, “You can’t change without a fallout.” This has been the fallout I needed to start driving more safely: giving myself more time for dealing with a rather sucky commute, as well as leaving more room between cars so that traffic as a whole can flow more easily.

As someone destined to enter a great debate despite lacking social aptitude, the Holy Spirit has me thinking about the latest album that I have bought (two months ago): The Story’s Not Over by Jeremy Camp. This artist has had my attention ever since the days of “Give You Glory,” “Walk by Faith,” and “Take You Back”; particularly with his distinctive voice and catchy tunes. The reason I chose this album in particular is because the more I heard “Keep Me in the Moment” and “Out of My Hands” on the radio, the more the lyrics resonated with me. (I’m still as neutral about “Dead Man Walking” as I’ve ever been, but at least it’s somewhat catchy.) There was a little reluctance based on reading iTunes reviews about the artist being more pop-sounding nowadays, allegedly because “it sells better,” and yet here I am with another faith-related investment. If you ask me, the zenith of the album is tracks 6-10, which funnily enough start off with “Keep Me in the Moment” and “Out of My Hands.” (I can’t vouch for “Dead Man Walking” because of the vocal effects after the second chorus, as much as I like all the other differences from the radio version.)

  • To summarize “Keep Me in the Moment” in a We Are Messengers lyric, “We can’t enjoy the moment when we always want what’s next.” That’s one of the lessons I’m repeating internally to guard my heart amid the trials of this life.
  • Overall, of the three tracks I’ve mentioned, “Out of My Hands” is the only one of which I prefer the album version over the radio version. “Keep Me in the Moment” just isn’t the same without the high notes in the choir, whereas the first chorus of “Out of My Hands” really brings the atmosphere of the title in the form of echoing effects. It just makes me think of a seemingly infinite expanse of darkness with drops of liquid dripping from above, forming a thin film along a mysteriously illuminated ground.
  • “The Story’s Not Over” is the first of a trio featuring what I would call “powerful lyrics with powerful delivery.” My first thought when I first listened was, “This is one of a kind,” but the chorus is not unlike that of “When You Speak,” one of Jeremy Camp’s latest songs. Speaking of the chorus, whenever I listen to it, I can’t help but imagine Asuka Kudou dancing to it (see below).
  • “My flesh may fail me, but my future is secured.” The opening lyric of “Indestructible Soul” summarizes it well. Between The Story’s Not Over and Life After Death, I was intrigued enough by “You Lift Me Up” by Rachael Lampa (in no small part thanks to the K-Love Birthday Blend) to listen to her flagship album Live for You; through this, I found the song “Shaken” to be nothing short of a hidden gem, and lately I’ve been associating “Indestructible Soul” with the low-key “Shaken” lyric, “Faith, hope, and love will last eternally.”
  • Then comes my favorite song of the album: “You Don’t (feat. Social Club Misfits).” First of all, I just love the first half of the chorus. “Earth shakes, hearts break, things change, life fades away… Days end, stars (?) burn out like men lie, kings die, but You don’t.” It’s humbling to pair the statement “You don’t” with one or more of the verbs preceding it: “You don’t shake / break / change / fade away / end / burn out / lie / die.” Past that, while I used to scoff at rap in my teenage years, I’ve taken a liking to hearing testimonies delivered in a free-form lyrical flow (as before the final chorus), especially having heard Tedashii featured on a performance of “Lift Your Head Weary Sinner (Chains)” by Crowder. (It’s like the verses of “Bleed It Out” by Linkin Park, but with far less morbid lyrics.)

“Wilderness” deserves an honorable mention due to its atmosphere, but it makes me think of “King of the Jungle” by Steven Curtis Chapman (“The Lord of the gentle breeze is Lord of the rough and tumble”), which I prefer.

One might say that this was quite the little tangent I went on, considering the topic at hand. As for me, I’m not opposed to it in the slightest; rather, the whole impetus behind this post was to unleash some heavy thoughts and relieve myself in a way that a possible audience can behold. Think of it as a declaration of resolve to stay strong amid my circumstances.

À la prochaine! (Until next time!)

Gen 9 Aleatory Alliance #3: Demonic Danmaku (Godly Gift)

In a similar vein to the second installment, this Aleatory Alliance is in line with the usage stats that were announced at the end of the month when the Teal Mask DLC was released. That’s why this post is so much earlier than usual.

20 formats: 1v1, Almost Any Ability, Anything Goes, Balanced Hackmons, Create-a-Pokémon, Doubles, Godly Gift, Little Cup, Mix and Mega, Monotype, Not Fully Evolved, Never Used, Overused, PU, Rarely Used, STABmons, Tier Shift, Uber, Underused, Zero Used

Number 7 is Godly Gift, an Other Metagame where each team can contain one Uber/AG Pokémon (although the only current AG Pokémon is Shadow Calyrex, which is banned from the format) that gives its base stats to every other Pokémon on the team. This will make more sense in due time, but for now, let’s see which Uber is the “god” for this team. I skipped over Annihilape, Espathra, and Palafin because clearly their stat lines are not what makes them Uber (given that Hero Palafin is an in-battle form change like Crowned Zacian). Considering this and how Original Magearna is not different enough from its base form to justify being an extra number, I came up with an upper bound of 49.

29 corresponds to Origin Giratina. As for the remaining team members, I tripled the odds of the thirty eligible Pokémon currently in OU and added the ninety eligible sub-OU Pokémon with OU strategies (with the Godly Gift ban list also including Blissey, Chansey, Dragapult, Unbound Hoopa, Iron Hands, Kingambit, Toxapex, Ursaluna, and Zamazenta), which resulted in an upper bound of 180.

These numbers correspond to Maushold, Clefable, Scizor, Cloyster, and Sneasler. The majority is sub-OU, yes, but I think caring too much about that was one of the issues with the previous Aleatory Alliance. At any rate, let’s round up the team in a manner to further supplement my explanation of this Other Metagame.

Origin Giratina has a base stat line of 150/120/100/120/100/90, which is projected onto the rest of the team as follows:

  • Clefable gets base 150 HP (150/70/73/95/90/60)
  • Maushold gets base 120 Attack (74/120/70/65/75/111)
  • Sneasler gets base 100 Defense (80/130/100/40/80/120)
  • Cloyster gets base 100 Special Defense (50/95/180/85/100/70)
  • Scizor gets base 90 Speed (70/130/100/55/80/90)

That should cover it for the format explanation. Origin Giratina holds the Special Attack slot since nothing else on the team really has much use for its Special Attack stat, and it is also best off as a special utility tank because of how physically oriented the team is as a whole. Maushold does what it usually does: throws out Population Bomb (now with an actual Attack stat) alongside minor utility in Tidy Up and Encore. What Clefable does best is passing Wishes (especially with its shiny new base 150 HP, which makes it resemble a souped-up Alomomola) and setting up Stealth Rock. Scizor is the source of raw power, complete with strong priority in Technician-boosted Bullet Punch, with a touch more Speed to match the average Uber. (At least, what used to be the average Uber, but who knows anymore?) Cloyster is the setup sweeper of the team, having the luxury of Shell Smash and solid mixed potential, and its gifted Special Defense is a much-needed supplement to its otherwise exploitable special frailty. As for Sneasler, the best way for it to complement the team is using Poison Touch alongside Dire Claw, U-turn, and Fake Out partly to facilitate boosting Giratina’s Hex.

What do they do?

Clefable @ Leftovers
Ability: Magic Guard
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
– Wish
– Protect
– Stealth Rock
– Moonblast

It’s crazy to think that Clefable has been OU in every generation since it became Fairy-type, even though all of its base stats are below 100. That’s the power of being pure Fairy with Magic Guard, perhaps. With this Ability, no hazards or status conditions can counteract its Leftovers recovery. Besides Leftovers, the combination of Wish and Protect is its primary source of longevity now that it has lost Soft-Boiled. The former can also contribute to the longevity of the team by healing its recipient for up to 252 HP per use. Stealth Rock serves to punish switches as much as any entry hazard can. Moonblast is its best method of dealing damage, given its swell one-move coverage and rather high chance of lowering Special Attack. Tera Water serves to turn its Steel weakness into a resistance while maintaining its total weakness count of 2.

Maushold @ Wide Lens
Ability: Technician
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
– Population Bomb
– Bite
– Tidy Up
– Encore

The funny multi-hit mouse family has already returned, largely unchanged from the first Aleatory Alliance, with the only difference being its Tera type and Origin Giratina’s Attack stat. Ghost Tera allows it to surprise an opposing Fighting-type attacker like Koraidon or Sneasler, or to thwart an opponent’s Rapid Spin attempt.

Sneasler @ Protective Pads
Ability: Poison Touch
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
– Close Combat
– Dire Claw
– U-turn
– Fake Out

Speaking of Sneasler, its main purpose is to spread status conditions primarily using Poison Touch, and the ability of Dire Claw to inflict sleep is valuable with Sleep Moves Clause in effect (which prohibits sleep-inducing status moves including Yawn). Close Combat is a staple on any Fighting-type that can learn it, and Fighting-type Tera can make it especially devastating, although the defense drops present some extra difficulty in surviving opposing hits (which otherwise it would do more easily thanks to its increased Defense). U-turn is best used for predicting an opponent’s switch out or to preserve Sneasler at the expense of another ally. Fake Out serves as an extra quick way to activate Poison Touch, beating out all relevant forms of priority (e.g., Extreme Speed from Dragonite, Grassy Glide from Rillaboom, Sucker Punch from Hisuian Samurott). Since this set is so reliant on contact moves, Protective Pads are vital for circumventing users of Rocky Helmet, Flame Body (Volcarona), Static (Zapdos), and the like.

Giratina-Origin @ Griseous Core
Ability: Levitate
Tera Type: Poison
EVs: 248 HP / 88 Def / 116 SpA / 40 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
– Draco Meteor
– Hex
– Will-O-Wisp
– Defog

Presenting the stat giver itself, the specially offensive powerhouse (kinda) that none of the non-Uber team members can be. The Griseous Core is required for Giratina to take its Origin form, which applies out-of-battle unlike the change into Zacian’s Crowned form. This gives it the Ability Levitate, the only immunity on the entire team to Ground-type moves, terrain effects, and grounded hazards. Draco Meteor is its hardest-hitting special attack, although Hex can match it in power if the target has a non-volatile status condition, whether inflicted by Sneasler or by Will-O-Wisp. The latter inflicts less residual damage than Sneasler’s poison, but it hinders physical attackers that don’t have Guts or Facade. Defog is an alternative hazard removal option from a less frail Pokémon that can freely switch into Spikes, Toxic Spikes, and Sticky Web. Poison Tera turns its Fairy weakness into a resistance while not giving it a weakness to Fighting, Fire, or Rock. (It also grants an immunity to opposing poison spreaders.)

The EV spread is just from a sample set; I have no idea what any of it does, apart from the extra Speed creep past opposing base 90s.

Cloyster @ White Herb
Ability: Skill Link
Tera Type: Rock
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
– Shell Smash
– Icicle Spear
– Rock Blast
– Hydro Pump

After a Shell Smash, neutral-natured Cloyster can outspeed any unboosted foe not named Regieleki, as well as Choice Scarf or Protosynthesis / Quark Drive users (granted, Booster Energy is banned) with base 95 Speed or lower (and ties with neutral-natured base 110). In addition, its Icicle Spear hurts more than any other thanks to Skill Link. This Ability also affects Rock Blast, which additionally covers Fire-types and opposing Ice-types. Hydro Pump benefits from being neutral against Steel-types and strong against foes with exploitable Special Defense. White Herb serves to negate the defense drops from Shell Smash, putting Cloyster’s gifted Special Defense to better use. Rock-type Tera is for when Cloyster wants to switch from Icicle Spear to Rock Blast as its primary weapon.

Scizor @ Choice Band
Ability: Technician
Tera Type: Electric
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
– Bullet Punch
– U-turn
– Close Combat
– Tera Blast

Last but not least, here is the raw power representative of the team. Technician boosts Bullet Punch to 60 BP, making it an exceptionally strong priority move, especially when backed by the Choice Band. To ease prediction, Scizor can also opt to go for U-turn, which still deals decent damage despite no priority or Technician. Close Combat covers opposing Steel-types with high base power in exchange for the reduction of defenses. Electric-type Tera Blast primarily serves as coverage against Dondozo and Corviknight.

The Speed investment is another example of quirky creeping, a combination of going a cut above the Origin Giratina creep (lest anyone forget the gifted Speed) and keeping its HP odd.


Importable: https://pokepast.es/a7ee9834c4a6aa35

What went wrong?

Not enough special attackers. Not enough coverage. (No Fire, no Ground, no Flying, no Grass, and no Psychic.) Not enough switch-ins. Not enough OU material. The one source of Ice, Rock, and Water is a Shell Smash user. Origin Giratina is not the best “god” out there, with its only notable benefits in this case being those of Clefable and Maushold.

Due to the nature of this metagame, I’ll do the watchlist a little differently this time around: by adding 3 “gods” alongside the usual 5, which I’ll call “followers” for the sake of separation.

Top 3 “God” Watchlist

Ice Rider Calyrex has the highest base Defense of any current Uber: 150. It also has a super-effective Glacial Lance on Origin Giratina, although it cannot simply switch in because of Will-O-Wisp and Hex. Moreover, if its Defense stat is gifted to Iron Moth or Clodsire, then the team will be hard-pressed to stop it.

Groudon, while in second place with base 140 Defense, is scarier on its own due to its better typing, on which the team’s only super-effective moves are Cloyster’s Icicle Spear and Hydro Pump (the latter of which is weakened by Drought). Origin Giratina can burn it with Will-O-Wisp and target its lower defense, but Crunch is a possibility to not be overlooked. Clefable may also have a chance, but Groudon is faster and possibly has Swords Dance.

Although its stats are not as impressive for gifting, Magearna cannot be hit super-effectively by anything on the team. It also cannot be poisoned by Sneasler, and it does not mind Will-O-Wisp as long as it can avoid Hex. The best ways for the team to wear down this threat are Sneasler’s Close Combat, Cloyster’s Hydro Pump, and Scizor’s Electric-type Tera Blast.

Top 5 Follower Watchlist

Dondozo has insane natural physical bulk, not to mention Unaware to negate Cloyster’s Shell Smash and Maushold’s Tidy Up, and a gifted Special Defense can help it deal with the special attackers of the team.

Only weak to Cloyster’s Rock Blast and Hydro Pump, as well as immune to burn and poison, Iron Moth is capable of wreaking serious havoc if gifted a higher Defense stat. However, Origin Giratina resists all its relevant coverage except Dazzling Gleam and Psychic.

Corviknight with improved bulk is one tough nut to crack, especially with Scizor and Origin Giratina out of commission. Cloyster might be able to put up a fight with its physical bulk and White Herb, but it will likely not prevent a Defog or U-turn.

Better nerf Greninja. Besides Clefable, nothing on the team can safely switch into this thing. Cloyster needs a Shell Smash, Maushold needs a Tidy Up, and even Sneasler is slower. Not to mention, even if one of them does get a boost, Water Shuriken is a possibility. Origin Giratina is weak to Dark Pulse, while Scizor is neutral to Water-type moves and has rather exploitable special bulk. All of this is before mentioning Battle Bond, and of course a gifted Special Attack is likely.

While prone to pressure from Scizor and Sneasler, Alolan Ninetales can set up Aurora Veil on just about anything else, especially with a gifted Defense or HP. Origin Giratina, the one team member that can clear it, is weak to Freeze-Dry and Moonblast, especially if Special Attack is the gifted stat instead.

Afterword

“Just in time for Spooktober!”

“Cleanup on aisle 12!” “We’re in high demand, folks!”

“Just like a genie!”

“Some people think they can outsmart me. Maybe. *sniff* Maybe. I’ve yet to meet one that can outsmart bullet.”

“Get your head out of the gutter!”

“Just call me Freddy Krueger.”

Video Game Topster

(Sorry this is a tad late. I couldn’t finish in time, partly because the editor got locked into “Autosaving”…)

With nothing better to blog this month, which honestly has been happening a whole lot lately, I’m doing a thing that I’ve seen from ProZD on Twitter (which I refuse to call its new moniker that could only come from the naming sense of a child) with the topsters.org link. This also comes with brief explanations of all 25 games from left to right and top to bottom.

  1. Truly, Beat Saber has become my new favorite game, even with nothing more than the mere 45 songs it has without DLC or modding. Such a fun way to move around and get sweaty, I spent so much of the first week of the month (on paid leave) playing it, I’ve actually started feeling enough discomfort in my eyes to start using the Noir color profile with no visual effects. That said, I have so much room for improvement in the game: 6 more Expert FCs, about two-thirds to FC on Expert+, one more One-Saber map (the obvious one), one more circular map (Pop/Stars), and a whole lot of speed-ups.
  2. I can’t not mention Phoenotopia, considering how much I have blogged about it and how I used to speedrun the Flash game (which isn’t available in Topsters) out of surprise that it wasn’t on speedrun.com. I have also considered doing a run of All Badges in Awakening, but I have been hardcore procrastinating on that front because of other hobbies and the difficulty in having 10 hours to spare.
  3. Breath of the Wild was already crazy good, and Tears of the Kingdom somehow managed to improve upon it. With all the equipment upgrades, Koroks, and wells that I still have yet to find, it remains one of my top time sinks of nowadays.
  4. Legends Arceus was a revolutionary addition to the Pokémon series, of which I have been an avid consumer since Blue on the Game Boy.
  5. Despite Arise, Berseria remains my favorite Tales game because of its characters and gameplay. The series has been influential to me since Symphonia on the GameCube.
  6. Since having built a Windows PC in late 2016, I have been a sucker for the Neptunia series. VII was my favorite installment at first, but VIIR improved upon it primarily with better graphics outside VR and exclusive Player Room cutscenes where Blanc is enticingly less clothed than usual.
  7. One Step from Eden is the game I have played the most on Steam Deck, primarily because I was raised with MegaMan Battle Network 3-5. There isn’t much of a story to it, but the arcade style is fun in its own right.
  8. I have been a fan of Super Smash Bros. since the first game, although my competitive spirit is not what it was 10-15 years ago. Ultimate is the latest release and has some wild DLC characters alongside a decent amount of single-player content. (World of Light, Classic Mode, etc.)
  9. If you ask me, Warriors of Rock is the magnum opus of the Guitar Hero series from when it remained officially…well, not dead. It is also the first thing I have uploaded to YouTube, not to mention part of the reason for my username.
  10. Although I didn’t get into the Xenoblade series until Definitive Edition came out, it is certainly one of the coolest JRPG series. I have been considering getting the XC3 epilogue DLC, what with how much I enjoyed Torna as a sort of refresher before the base game.
  11. Three Houses is one of the two main-series Fire Emblem games on the Switch and honestly the better one, being a step up from the 3DS installments while Engage is a rather lackluster follow-up overall.
  12. Kirby 64 might seem out of place here, but I have much nostalgia for it, primarily because of its type combining mechanic.
  13. Of all the VR games I have played, Vanishing Realms is definitely the second-most fun in terms of pure VR. I have elaborated further upon it way back when, and the DLC I got for cheap since then was certainly a worthwhile follow-up.
  14. Mini golf in VR has been one of my few multiplayer video game experiences as of late, albeit not so much anymore due to undisclosed reasons. Golf It used to be the go-to until the transition to Walkabout, which in brief is less scuffed.
  15. Final Fantasy Tactics A2 is the first game I have decided to play in French (for my second or third playthrough), and I think I have put roughly 1000 hours into it overall. That said, I can’t guarantee that I would be able to enjoy it anywhere near as much today as I did 10-ish years ago.
  16. A Hat in Time is the pinnacle of indie 3D platforming. It’s similar to Super Mario Sunshine, which I quite enjoyed at a single-digit age, and I find it funny how Xander Mobus (as the Conductor) says “murder.”
  17. Escape Simulator is another common multiplayer activity. While I am familiar with the Zero Escape series, it is a bit out of my comfort zone overall, whereas ordinary escape rooms are bereft of the murder mystery vibe.
  18. I was raised on Homestar Runner in the early 2000s, and SBCG4AP for WiiWare was one heck of a comical point-and-click addition to the series. In terms of individual episodes, 5 > 3 > 1 > 2 > 4.
  19. Sonic Heroes is another nostalgic kind of series entry. The three character types, twelve different protagonists, and four different stories were rather interesting, not to mention how they are all connected from start to finish. It also had some of the best music, particularly “What I’m Made Of” and the Team Chaotix theme.
    (Don’t mind if I rush for the last six here.)
  20. Amazing Island: Creating wacky stuff to participate in wacky minigames.
  21. SM64 Last Impact: The ROM hack I have played. Also has some innovative gimmicks.
  22. Super Mario 3D All-Stars: Three games for the price of one; all I have played before, but nice to play again.
  23. Bravely Default II: 8/10 JRPG with 10/10 music.
  24. Radiant Historia (DS): Simple but fun JRPG. Somewhat reminiscent of Battle Network.
  25. Dokapon Kingdom (Wii): Source of the EchecCritiqueMisc avatar, as well as more of my earlier YouTube content. I have purchased Connect on Steam, so I have been tempted to reboot the AI’d series as “Re-AI’d”, but further contemplating tells me that it would be better to do the PHO-A All Badges run first.

Honorable mentions to Team Fortress 2, Metroid Prime Hunters, and Halo 3, the three few multiplayer first-person shooters that I remember fondly.

À la prochaine! (Until next time!)

Anime from Left Field: Set 1

Of all the things I blog about, anime is the primary thing I have been shying away from lately. Introducing a new answer to the “I can’t think of anything to blog about, but I also don’t want to double down on Aleatory Alliance” dilemma: Anime from Left Field. I’ll arbitrarily choose three to five series that have held my interest for at least one season and, for each of them, provide an overview ranging in length from a sentence or two to a quasi essay. That’s the whole description, so here comes this installment.

Sleepy Princess in the Demon Castle

(Maoujou de Oyasumi)

A subversion of the ubiquitous “hero and demon lord” fantasy trope where a kidnapped princess finds ways through her cuteness, wit, and inhuman feats to steadily improve her living conditions so she can sleep her best sleep while painstakingly awaiting her hero. At first, I found the princess’s appearance uncanny, but I ultimately warmed up to the character in light of her actions and demeanor, and the demon castle residents support the lighthearted comedy aspect well. All in all, it is what I call “surprisingly good,” enough so for a solid 9/10 by my standards, primarily as a sort of lesson on the importance of sleep.

The Journey of Elaina

(Majo no Tabitabi)

The difference between self-confidence and egoism is having something to flaunt and keeping it in moderation. This is my dividing line between characters like Elaina and characters like Goldmary from Fire Emblem Engage.

The titular character, after going through rigorous training to become autonomous at a young age, travels her fantastical world in a bid to witness all its joys and sorrows. It’s mostly a thing of beauty with traces of mystery and light conflict, although episode 9 is straight-up nightmare fuel. At least they have a disclaimer at the beginning, but it only scratches the surface of the horrors that lie in wait. (Hints: creepy demon girl, bloody) 7/10 overall.

(Also worth noting that Elaina is voiced by Kaede Hondou, the voice of Maple from Bofuri)

The Strongest Sage with the Failed Crest

(Shikkakumon no Saikyou Kenja)

Most of this is stockpiled from last year (for uh…reasons), hence the “quasi essay” below while just about everything else is hastily compiled within an hour or two of this post’s “due date.”

Gaius the sage reincarnates a thousand years into the future as Matthias Hildesheimer, a mold-breaking existence in an era corrupted by unexpected demonic intervention. On one hand, it might seem like a good chunk of the conflicts are resolved too easily. On the other hand, two of the heroines stood out among the three whom Matthias befriended while living his best life. These heroines also happen to look like Hololive members: Watson Amelia and Hakos “Bae” Baelz.

Lurie Aventrot, the Amelia look-alike, swiftly becomes a classic example of a modest, yet the primary, love interest for a dense comrade. Sometimes she breaks her own mold because it’s a very “Matty-kun” thing to do. Best of all, her outfit, consisting of a pleated skirt with thigh-high black socks, is some of the best eye candy that the series has to offer. This doesn’t say much, admittedly, which leads me to a genuine if not frivolous gripe about the series: Little to no attention is drawn to the skirt, even with the presence of implied nudity and moments where Lurie leaps around in public places.

As for the Bae look-alike, her name is Iris, a darkness dragon with a human form that she finds difficult to use without causing minor inconveniences for her party. Not only is she leagues better than another Iris I know (hint: both Is are soft), but I would go as far as to consider her one of the top three characters of the year, primarily because she embodies everything I know and love about Shiori Izawa. This voice actress is the one behind two of my favorite characters of all time, Mega Drive and Saya Sasamiya, although I suspect that she is more accustomed to goofy voices such as those of Tanpopo Kuraishi from Witch Craft Works, Azuki from Nekopara, and Nanachi from Made in Abyss. As it happens, the voice of Iris is in line with the norm, but what distinguishes this particular character is her aloof neutral expression that somehow brings Saya to mind. Moreover, when I read 56 chapters of the manga after watching the anime, I came to relate to her inability to pay attention during information overload moments.

(The third heroine is Alma Lepsius. While middling by contrast, this tomboy makes a good third wheel for Matthias and Lurie, and she shows off some interesting forms of archery.)

The only thing left of note is that the final boss of the season, Zardias, has the Dio voice courtesy of Koyasu Takehito (whom I personally associate more with Roswaal from Re;Zero). So, I’ll summarize what I think of the series: It’s a kind of mindless fun akin to a Rube Goldberg machine—the process looks elaborate, but the conclusion makes it seem simple. Overall, 7/10.

The Lucifer and Biscuit Hammer

(Hoshi no Samidare)

Presenting a tad more stockpiled content. About ten years ago, I was the type to actively seek “ecchi” manga (not that I can say I have entirely shrugged off this mentality), and this unusual title popped up on my radar. I actually wound up liking it for what it was, not just the few moments of indecent exposure, so it took me by pleasant surprise to find that it was finally being adapted. Too bad the result has severe tones of mediocrity that even I cannot deny. I mean, it’s one thing for them to shy away from Samidare’s panties and more from Hisame (the other Asahina), but the adaptation as a whole just looks and sounds so behind the times, it would have been better off ten years ago.

Yuuhi Amamiya, the “just like me fr” character, is somewhat ruined by sounding like Naoya Mukai from Girlfriend, Girlfriend (Kanojo mo Kanojo)* and being less curt in his response to being called out for his first “lucky perv” happening. His animal companion, Noi Crezant (or Neu Crescent, or whatever you want to call him), may be voiced by Kenjirou Tsuda, but it is the most scuffed role I have ever heard from him. (Granted, it gets less scuffed towards the end of the anime.) Also, Yoshitsugu Matsuoka has a rather unorthodox role. On the flip side, Samidare is voiced by Naomi Oozora, also known for her roles as Satania from Gabriel Dropout and Kiriha from Tsugumomo; can’t go wrong with a unique talent like that.
*But hey, at least it’s not the most that this voice has ruined a character. That distinction has been overtaken by Shinji Enomoto from the currently airing anime Liar Liar.

Despite its shortcomings, the animation proved worthwhile as a refresher for a story that I mostly glossed over while retaining only a few bits and pieces, and it was not devoid of pleasant surprises, whether adaptation-exclusive or unusually absent from my memory. Overall, a 6/10 adaptation of a 4/5 manga.

The Legendary Hero Is Dead

(Yuusha ga Shinda!)

Shion Bladedarts is the hero in question, and a pitfall trap made by a perverted farmer boy named Touka Scott was the cause of his death. This seemed to Touka like a “Peaceful living, here I come!” kind of event, but little did he know that a necromancer girl named Anri Haynesworth would give him the body of the hero, leading to a series of KonoSuba-esque events where he balances out acting in place of the hero (despite his much lesser power level) and seeking fetish fuel.

The fetish in question is thighs in knee socks, which he simulates using daikon radishes that he harvests as a farmer. In fact, most of this series is about fetishes, what with Kyle Osment being a nudist, Leland Tolman being obsessed with bones, and Diego Valentine being a battle maniac. If I had to say what my fetish was, it would be the involuntary exposure of undergarments (or a lack thereof), which the series has in spades.

Before this gets too out-of-hand (if it hasn’t already), it goes without saying that I should mention the heroines besides Anri, the happy-go-lucky cinnamon roll type who sometimes proves to be a handful even beyond making Touka more of a hero than he ever wanted to be. Yuna Yunis, the tomboyish childhood friend who plays hard-to-get, is basically the Noire of the series: of undeniable importance, but a low-hanging fruit in terms of picking favorites. Marguerite (or Margaret) Farom, originally Shion’s fiancée, falls for Touka as a result of heroism eclipsing the front he has to put up for her sake. While primarily the sheltered princess type, she takes after her father figure Isaac Gardner, and her main charm is being too good for Touka, especially during the Diego arc when she has to take the place of Yuna as the number-one tsukkomi to Touka’s boke.

Much like the sleepy princess, Anri is an uncanny-at-first sort of character to warm up to over time. If not a love interest, she can be considered a partner in crime, even willing to wear knee socks for Touka’s sake despite being told, “They look like sticks.” She and Marguerite are high-tier characters, although I have taken more of a liking to Dorothy, now knowing a truth about her in Chapter 83 of the manga. [She originally lived as a cat before dying and being revived as a human.] Speaking of the manga, I am 17 volumes in at the time of writing and can say for certain that it gets better beyond the first 6, from which the anime is adapted. I am tempted to rate it 4/5, whereas the adaptation is merely 6/10 (“had its moments”).

(EDIT: All done, albeit more than 1.5 hours late with most of the above overview.)

À la prochaine! (Until next time!)

Gen 9 Aleatory Alliance #2: Subsonic Firestorm (CAP)

I considered doing this last month, but with the recency of Pokémon HOME version 3 at the time, every newly released Pokémon including Hisuian Avalugg defaulted to OU, so naturally it was better to wait for the next round of usage stats.

20 formats: 1v1, Almost Any Ability, Anything Goes, Balanced Hackmons, Create-a-Pokémon, Doubles, Godly Gift, Little Cup, Mix and Mega, Monotype, Not Fully Evolved, Never Used, Overused, PU, Rarely Used, STABmons, Tier Shift, Uber, Underused, Zero Used

Number 5 is Create-a-Pokémon, or CAP for short. Existent since Gen 4, it’s a collaborative effort by the Smogon community to expand upon the Overused metagame with custom takes on Pokémon. The current number of fully-evolved creations is 35, but the only official Pokémon with any strategies is Iron Moth, so the rest would have to come from OU instead. Since Walking Wake is banned, that leaves 36 Pokémon directly in the tier and 78 lower-tiered Pokémon with strategies. Through much experimentation, I have found the latter quantity to be so overwhelming compared to the other two that I had to quadruple the odds of the CAP creations and OU Pokémon just to get fewer than two Pokémon below OU. (I didn’t remember that the last Aleatory Alliance was an “Uber” team with no Ubers (granted, Chien-Pao got banned later on), but now that I do, it frankly does not sit well with me.) The way I skewed the odds was by increasing the upper bound of the randomizer by triple the CAP and OU quantities: from 149 to 362. By this principle, Arghonaut is #1, #36, #71, and #106; Amoonguss is #141, #177, #213, and #249; and Alomomola is only #285. Out-of-battle forms such as Epilogue Venomicon and Therian Thundurus are counted separately until one has been drafted.

I paused here because of Charizard. Given something below OU that’s reliant on weather to have the slightest niche in the tier, I didn’t want a worse version of the Roaring Moon situation; I just had to have a sun setter no matter what. Not unlike how I handled weather setters and users when I rolled 2v2 Doubles as the format, I used the randomizer to choose among the three sun setters in this format: Torkoal, Jumbao, or Malaconda. (The order should have had Torkoal last, but it didn’t, and it’s not worth being a stickler about that.)

Malaconda obviously is a sun-setting pivot and Charizard a Specs nuke. Naviathan, Miasmaw, and Baxcalibur are all also offensively oriented, leaving Malaconda and Heatran as the only members with defensive potential. Granted, Naviathan has Slack Off with decent physical bulk, but the problem is that Flame Orb and Wave Crash are sources of residual damage in exchange for power. Considering that and Miasmaw are setup-oriented, I decided that Baxcalibur should be another Choice user.

What do they do?

Naviathan @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Normal
Jolly Nature
– Dragon Dance
– Wave Crash
– Facade
– Slack Off

The first CAP on this team is Water/Steel, a type combination in common with only Empoleon, with a stat line of 103/110/90/95/65/97 (560 BST). It used to be more versatile in Gen 6 when it debuted, but ever since it gained Guts over Water Veil in Gen 7, it rarely (if ever) serves any other purpose. (Its other Abilities are Heatproof and Light Metal. The former is neat but unfortunately eclipsed by Naviathan’s lack of utility.)

Specifically, it functions best as a balanced Dragon Dance user, sporting Wave Crash and Facade as high-power moves with decent coverage together. Notable Pokémon resisting both include opposing Naviathan, Necturna, Pajantom, and Dragapult. (Gone is the era of Ferrothorn…for now.) Tera Normal gives it pseudo-Adaptability STAB on Facade, optimizing its power at the cost of that which Wave Crash normally has, and lessens the effect of Salt Cure on it. Slack Off allows it to heal off some residual damage caused not only by Flame Orb and Wave Crash, but also possible hazards and Rocky Helmet / Rough Skin users. It also pairs well with the Steel part of its typing and the many resistances it offers.

Flame Orb is the obvious choice of item to pair with Guts, inflicting a status condition that only deals 1/16 residual damage per turn and comes with an Attack drop counteracted as long as Guts is active. Jolly with max Speed is recommended so that Therian Landorus and Wash Rotom with Choice Scarf cannot get the jump on it at +1.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 196 SpD / 60 Spe
IVs: 0 Atk
Tera Type: Flying
Calm Nature
– Magma Storm
– Protect
– Earth Power
– Stealth Rock

One of the most notable veterans to return via HOME v3 due to its legendary BST, exceptional typing taken to obscene levels with Flash Fire, and signature access to the strongest binding move in the game. Needless to say, Heatran cements itself as the defensive cornerstone of the team. Magma Storm, the binding move in question, deals decent damage even without investment and, at its best, can ease prediction by limiting the number of opposing switches. Protect allows it to scout an opponent’s coverage and gain an extra turn’s worth of Leftovers recovery. Earth Power is super-effective against Rock-types and opposing Fire-types, giving it two-move coverage notably resisted by Dragonite, Pelipper, Stratagem and Wash Rotom with Levitate. Since nothing else on the team can set up any hazards, Stealth Rock is a must-have fourth option. Tera Flying makes Heatran immune to Ground and resistant to Fighting, mitigating two out of three of its weaknesses while the third can be weakened by the sun.

60 Speed EVs is a creep past uninvested Gholdengo.

Miasmaw @ Loaded Dice
Ability: Neutralizing Gas
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Ghost
Jolly Nature
– Swords Dance
– Scale Shot
– Earthquake
– Substitute

The second CAP on this team, from Gen 8, has a unique type combination in Bug/Dragon (which some might say that Flygon or Yanmega deserves, but that’s beside the point), a stat spread of 85/135/60/88/105/99 (572 BST), and a normally exclusive (to the Koffing line) Ability in Neutralizing Gas. It also gets Compound Eyes and Hyper Cutter, the former of which is so cool with Megahorn, Dragon Rush, and Iron Tail that it feels like kind of a waste to always prefer Neutralizing Gas. Oh well, that’s just how this thing rolls…figuratively, at least.

Literally, it does so with the combination of Loaded Dice and Scale Shot, which makes the latter always hit 4 or 5 times for an effective 100 or 125 BP alongside its usual -1 Def and +1 Spe effect. Of course, Swords Dance is not to be overlooked, boosting that monstrous Attack stat to destructive levels. The best part? Not even Unaware users like Arghonaut and Skeledirge can comfortably switch into it. Incidentally, Earthquake hits the latter super-effectively, although its greater purpose is to address the Steel-types and Hemogoblin that resist or are immune to Scale Shot. (Notable Pokémon that resist both: Cawmodore, Jumbao, Corviknight, Enamorus) Substitute blocks status conditions and offers a little insurance against faster and priority attackers. Tera Ghost primarily blocks Rapid Spin like nothing on this team can, as well as Caribolt‘s and Hemogoblin’s Normal-type moves that are normally (no pun intended) boosted by Galvanize and Pixilate respectively.

Max Speed is a given, since Swords Dance is the main attraction here, not to mention base 86-99 Speed (which it would lag behind if it were Adamant) encompasses plenty of other OU and CAP Pokémon: Glimmora, Wash Rotom, Baxcalibur, Great Tusk, Therian Landorus, Caribolt, Colossoil, Volkraken, Jumbao, Naviathan, and Smokomodo.

Baxcalibur @ Choice Band
Ability: Thermal Exchange
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Ice
Jolly Nature
– Glaive Rush
– Icicle Crash
– Earthquake
– Ice Shard

Speaking of Baxcalibur, we now move on to this team’s representative of raw power. Base 145 Attack with a Choice Band is no joke. Glaive Rush hits as hard as Outrage without the nasty drawbacks, but it has half PP and leaves the user unable to evade and with effectively halved defenses until the next time the user acts. Icicle Crash is its strongest Ice-type move, capable of 2HKOing Corviknight and other would-be checks with Tera Ice, and has a flinching chance to further daunt slower foes. Earthquake rounds off its coverage almost perfectly, leaving Equilibra with Levitate as the only notable Pokémon to resist all three types. Ice Shard is not just the only form of priority on the team, but one of the strongest forms of priority in history, especially when Terastal is in effect. Baxcalibur’s signature Ability, Thermal Exchange, functions like Justified against Fire-type moves and more importantly prevents it from being burned.

Max Speed is just as important for Baxcalibur as for Miasmaw, if only because of Great Tusk in particular. The full range in this case is base 75-87, which also notably includes Heatran, Saharaja, Dragonite, Unbound Hoopa, Gholdengo, Hisuian Samurott, Glimmora, and Wash Rotom.

Charizard @ Choice Specs
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Tera Type: Fire
Timid Nature
– Flamethrower
– Solar Beam
– Focus Blast
– Overheat

GameFreak’s number-two cash cow This well-known but low-tier icon has been the best non-Mega Solar Power user since Gen 5, when it gained this Ability amid the debut of Hidden Abilities. What makes it so special is being Fire-type, which means that its Flamethrower and Overheat are boosted not only by sun + Solar Power + Choice Specs, but also STAB and possibly even Terastal. With all factors in play at once, Overheat effectively becomes a 130 * 1.5 * 1.5 * 1.5 * 2 = 877.5 BP move. (Nowadays, Chi-Yu is the emperor of destructive Fire STAB, but this veteran is not to be overlooked.) As nuclear as this move is, it’s not good for long-term use because of its low PP, imperfect accuracy, and sharply lowering Charizard’s Special Attack when it hits. Flamethrower, while not as powerful, lacks these drawbacks and has a 10% chance to inflict a burn. Solar Beam serves as valuable coverage against Water- and Rock-types that resist Fire-type moves, although it should not be used if the sun is not up or can be compromised. Focus Blast is a less accurate but less exploitable coverage option that also hits Rock-types and has the additional benefit of hitting Heatran super-effectively. The full trio of types is notably resisted by Hemogoblin, Mollux, Pajantom, Dragapult, Dragonite, and Iron Moth.

A Timid Nature keeps it atop the base 87-100 range, which notably includes Chromera, Plasmanta, and Zapdos alongside most of what Miasmaw has to stay on top of. An odd-numbered HP value is crucial, allowing it to survive switching into Stealth Rock twice.

Malaconda @ Heat Rock
Ability: Drought
EVs: 252 HP / 4 Atk / 252 SpD
Tera Type: Fairy
Careful Nature
– Grav Apple
– Knock Off
– Parting Shot
– Rapid Spin

Finally, it’s here for you. It’s the last member of the scuffed sun crew.

Jokes aside, this third CAP from Gen 5 has far-from-unique Dark/Grass typing and a stat line of 115/100/60/40/130/55 (500 BST). It used to be primarily a Harvest user before it gained Drought in Gen 7, although this was not as significant back then with the presence of Mega Charizard Y, so it preferred to run a hard-to-justify Infiltrator set consisting partly of Glare, Knock Off, and Sucker Punch. Now, while Jumbao is the Drought user with the limelight (used to be more of a Trace user, but perhaps Terastal and Protosynthesis have changed that), Malaconda distinguishes itself as the only physically oriented one of the three, and arguably the one with the best utility.

Grav Apple puts pressure on opposing walls via Defense drops, but be wary of Pyroak when using it. Knock Off and Rapid Spin are forms of utility that nothing else on this team can wield, not to mention a solid combination in and of itself. The former is best used to remove Heavy-Duty Boots from the opposing team, increasing their vulnerability to Heatran’s Stealth Rock. More importantly, the latter greatly improves Charizard’s survivability by keeping Stealth Rock off the field, allowing it to spend more turns being affected by Solar Power. In a pinch, the Speed boosts of Rapid Spin can turn the tables on a faster foe. A slow Parting Shot helps Malaconda grant a free switch to one of its teammates, especially with the side effect of weakening the target, but be wary of Enamorus when using it. Tera Fairy mitigates Malaconda’s quad weakness to Bug and another common weakness in Fighting, on top of overall being the number-one defensive type that the team lacks.

Heat Rock extends the duration of Drought to 8 turns, maximizing the utility of this fruity snake. All told, the best way to put its utility into practice is by fully investing in its exceptional special bulk, which is on the cusp of the physical bulk of Great Tusk before Protosynthesis.


Importable: https://pokepast.es/38991e1e0b7d7bd8

What went wrong?

Not enough hazard setters. Not enough hazard removers. Both special attackers on the team are Fire-type. Everything else is hindered if anything by the weather. The only source of status conditions on the entire team is Charizard’s Flamethrower, which—again—has a 10% chance. Everything on the team is offensively oriented and/or weak to Fighting without Terastal. But, as the team name suggests, everything is so slow; apart from Speed boosting, Charizard is the fastest thing at base 100. Even when it comes to Speed boosting, Malaconda cannot do so against Ghost-types, Miasmaw against Fairy-types, or Naviathan against faster/Prankster Taunt/Encore/Haze users (like Iron Valiant or Tomohawk). The only priority user has 40 BP priority, which is laughable compared to Sucker Punch, Extreme Speed, or Revenankh‘s Drain Punch.

Top 5 Watchlist

Hazard stacking is baneful to this team, what with Malaconda being the only hazard remover on it. Glimmora is certainly a prominent hazard setter, given its signature Toxic Debris alongside access to both Stealth Rock and Spikes, and can keep hazards off its own side of the field using Mortal Spin. If it’s running Sludge Wave, then Malaconda is in danger of being hit super-effectively, Terastal or not. If it’s running Earth Power, then Heatran cannot stay in comfortably, which is a shame because it and Naviathan are the only team members than can block Mortal Spin. Regardless, it’s best to avoid leading with Malaconda when this thing is on the opposing team; if they both lead off, then nothing can stop Glimmora from getting at least one layer of hazards on the field, in which case Malaconda’s best bet would be to throw out a Parting Shot and force one of its teammates to switch into either Stealth Rock or a layer of Spikes. Beyond that, it’s a matter of scouting out what kind of set it is (Sash or Scarf) and what kind of coverage it has, which will likely take more risks than the team can bear.

Rain is the yin to the yang that is sun. Pelipper, the only rain setter to make it through the generation transition, is tough to take down because of the team’s reliance on physical attacks and lack of Electric-type attacks. At minimum Speed, it’s slower than the above Malaconda build, which allows its Drizzle to override Drought in the event that the two lead off against each other. On the bright side, Naviathan resists both its STABs prior to Terastal, and having Miasmaw on the field can prevent the rain from happening.

Great Tusk, widely considered the spiritual successor of Therian Landorus, is primarily capable of pressuring Heatran and removing hazards with Ground/Fighting typing and Rapid Spin respectively. (It can even set up its own Stealth Rock if it so desires.) Terastallized Miasmaw is vulnerable to Knock Off and has a hard time breaking through with Earthquake. Charizard can OHKO 252 HP / 4 SpD Impish with Overheat even before sun/Terastal, but good luck bringing that in and dealing with the aftermath. Speaking of sun, it counterproductively activates Protosynthesis for opposing Scarlet paradoxes like Great Tusk, usually making them tougher to handle.

In a vacuum, thanks to the lack of Electric immunity on the team, Sandy Shocks with max Speed can easily throw out a Volt Switch or Thunderbolt when it comes in. (Being Modest makes it slower than Naviathan, Miasmaw, and Charizard.) While Naviathan’s Dragon Dance, Miasmaw’s Scale Shot, and Baxcalibur’s Ice Shard are boons on this side (not so much Malaconda’s Rapid Spin, which requires at least three uses), Sandy Shocks has Protosynthesis going for it and can Tera Ice or Fairy, the former notably granting resistance to Ice Shard and, if snow is active, boosting Defense considerably. Whichever Tera type it runs, Miasmaw and Malaconda won’t appreciate it. All of these factors make Sandy Shocks a daunting offensive hazard setter if it’s running Stealth Rock or Spikes.

Priority is baneful to the setup-oriented members of the team, especially from Revenankh. This CAP creation is one of the first in existence, Ghost/Fighting with a stat line of 90/105/90/65/110/65 (525 BST), and pretty much the face of Bulk Up in the metagame. More importantly, in the seventh generation, it gained Triage—the signature Ability of Comfey—to pair with Drain Punch for one of the nastiest forms of priority that any kind of Pokémon can have. Sure, Miasmaw can neutralize the Ability, but Revenankh would rather use Shadow Claw or Shadow Sneak on that (and Charizard for that matter), especially factoring in Spell Tag and possibly Terastal on either side.

Afterword

♪ “Cast away, no turning back from long forgotten shores! We’ll show no mercy as they fall, the fire burns inside, now prepare for war!” ♫

 ♪ “For victory we ride, fury of the [Magma] storm!” ♫

*too gassy to sing*

 ♪ “Forever journey through the lands of ice and snow, will we face all the fears of the world? The cry of the brave!” ♫

 ♪ “Burning fires, burning lives on the long distant roads…” ♫

“Don’t want none unless you got buns, hon.”

“That’s not a Sonic Firestorm track.”

“So what? The team’s called Subsonic Firestorm.”

*gassy agreement noises*

CardGames.io

One day, I decided on a whim that I wanted to play Yahtzee for the first time in years. Being the millennial that I am, of course I started off looking for an online version. That’s how I stumbled upon CardGames.io. Not only is that in itself ironic, but I didn’t remember Yahtzee being a multiplayer game (I’ve always been a withdrawn individual), so nowadays it’s far from my go-to on the website/app. Instead, I prefer to choose from a select few of the exceptionally many forms of Solitaire available.

Golf and Tri Peaks are easily the quickest ones; one game in either format takes me about one minute. It’s typically what I do during restroom breaks at work, unless I feel the need to rest my eyes. Both are driven by the same concept: to select a card, pair it with a number adjacent to it (e.g., 2 or 4 to 3) whenever possible, and flip a card if not. The difference is that Golf involves seven stacks of five face-up cards, while Tri Peaks involves three adjacent three-card-tall triangular formations of face-down cards (hence the name) beneath a line of ten face-up cards. (Each face-down card reveals itself when there is no face-up card atop it.) If in doubt, one can view the rules by scrolling down on PC or selecting the menu option on mobile.

If I have more time to spare, such as when I’m eating or when the time is not much less than I would typically spend playing a video game, that’s when I branch out to some of the other forms. Plain ol’ Solitaire, certainly among them, needs no introduction. I have won exactly one game of Spider Solitaire and am always reluctant to go back because of how much one little flip can throw everything out of whack. Pyramid is a format that I used to really like because I thought it was fresh at the time, but now not so much; it’s just making pairs that add up to 13 (or instantly removing a King because it’s already 13) in order to clear a seven-card-tall triangular formation of face-up cards. Scorpion, Addiction, and Canfield are the main other three formats that I like to play, although it usually takes me tens of minutes to get a win in the former. Note that the website keeps track of world records, so I like to keep Undo button usage to a minimum, specifically because each use of the button costs one move.* Kings in the Corners is a key exception to this rule; I am not above using the Undo button when I experience an odds-defying outcome at a point where I know for a fact that I can revert it. Yukon and Crescent are formats that maybe I don’t play enough, although the latter takes roughly 10 minutes per game. I’ve also played Freecell, and while I at least prefer it over Spider, I’d call it a sort of middle ground between that and Crescent. Then there’s Clock Solitaire, an entirely RNG-driven format that really only serves as an exercise for telling analog time.

*As much of a stickler as I am in this practice, I rarely ever get world record nowadays, let alone without a tie. Among the few times I have and gotten a screenshot, only one remains at the time of writing: a 98-move game of Addiction Solitaire #2735 on May 14, 2022. (Hint: I did this without using any shuffles.)

[Nice comma splice, BTW.]

(The other two UWRs with screenshots: 130-move Solitaire #9320 on April 14, 2021 (WR is now 116); 112-move Crescent #19721 on May 24, 2021 (WR is now 110) I skipped the 113; I am a hecking legend)

Side note: When playing Canfield, sometimes I get tempted to put an Ace atop a King on the “Tableau” as it’s called. The one way I remember otherwise is by making a mnemonic of an OC name common to both versions of Cinq du Soleil: Aka, the resident “Don’t think, feel” character of each story. She is the protagonist most likely to do anything idiotic, and that makes me remember that putting an Ace atop a King on the Tableau is idiotic. (Also brings to mind the Japanese term “baka,” meaning “idiot.”)

In summary, here is my Solitaire tier list. (Soli-tier list, if you will.)
A: Solitaire, Canfield, Golf, Tri Peaks, Addiction
B: Scorpion, Yukon, Crescent, Kings in the Corners
C: Pyramid, Freecell, Spider, Clock

Given that Solitaire is obviously not the only kind of card game in existence, it goes without saying that CardGames.io has plenty of multiplayer varieties in store. The ones I’ve played IRL are Crazy Eights, Cribbage, and Go Fish. I may have tried Hearts on MS-DOS a few times, but I could never make sense of it. In addition to those four, the website has Euchre, Gin Rummy, Idiot, Lockup, Manni, Oh Hell!, Pinochle, standard Rummy, Spades, Spit, Switch, Thirteen, War, and Whist.

Going back to the irony of how CardGames.io is a place for more than just card games, Yahtzee is not alone on that front. Better yet, the website/app has a fair few single-player, non-card games. I recommend the twelve Mahjong formats (Turtle, Pyramid, Monster, Stairs, Castle, Daniel, Ellen, Spider, Citadel, Tunnels, Lost City, and Well) and the three-difficulty Minesweeper (10-mine 8×8 [15.625% mines], 40-mine 16×16 [also 15.625%], and 99-mine 31×16 [~20% mines]), where on the latter front my experience with Conceptis Fill-a-Pix has worked wonders in helping me complete at least one round of every difficulty just recently. The site also has randomly generated Sudoku with 28/81 squares filled, but obviously Conceptis is my number-one source of Sudoku. Other available non-card games include Backgammon, Checkers, Chess, Farkle, Reversi, Sea Battle (Battleships), and Triangles.

I don’t know how long the website has been around, but the time I started using it was…maybe late 2020? Prior to the debut of Crescent Solitaire (and, by extension, Canfield), that’s for sure. The iOS app has been around for at least two years, if the version history is to be believed. At any rate, considering how randomly I found out about the website compared to how much I’ve gotten out of it (and the iOS app) as of late, I’ve been feeling inclined for a while to put in a good word for it, so…here we are. Putting aside the app (which, I will say, is not as ad-ridden as one might expect), I usually do one of two things with the website: using my PC mouse with one hand and eating with the other, or if I’m watching TV in a place where PC access is inconvenient if not impossible, putting my Chromebook in tablet mode to use the touch screen. Either way, it’s my go-to form of multitasking nowadays, and I’m tempted to say it’s not unlike reading manga or a light novel as a way to help put my brain to sleep.

À la prochaine! (Until next time!)