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If It Is Worth Doing, It Is Worth Recording (And the Opposite) - There is a quiet discipline in the act of recording what we do. Whether it’s writing in a journal, tracking progress on a goal, or documenting creative work, the process of recording turns action into reflection and memory. The phrase “If it is worth doing, it is worth recording” speaks to the value of not just living, but of paying attention to how we live. It suggests that anything truly meaningful or important deserves to leave a trace. At its core, this idea is about intention and accountability. When we take the time to write something down, photograph it, log it, or capture it in some form, we are declaring: this mattered. It mattered enough to be remembered. The Value of Recording Recording serves many purposes—it can motivate, clarify, and preserve. A fitness journey tracked on paper becomes a visible testament to effort. A daily habit marked off on a calendar becomes a chain of commitment. A creative process documented over time can reveal progress that would otherwise feel invisible. Recording also sharpens awareness. When you know you’re going to write about your day, you pay closer attention to it. When you plan to reflect on your work, you give more thought to how you’re doing it. The act of documentation increases mindfulness and reduces the risk of slipping into autopilot. The Opposite Is Also True “If it’s not worth recording, maybe it wasn’t worth doing.” This flipside isn’t meant to be harsh—it’s meant to provoke clarity. We all do things on autopilot, out of habit or obligation, without asking if they actually matter to us. If we wouldn't care to remember it, to reflect on it, to revisit it—what purpose did it serve? This doesn’t mean every moment must be “productive” or captured. Rest, leisure, and spontaneity have deep value. But it invites the question: how much of your life is spent doing things you wouldn’t even care to recall? If you’re living in a way that feels forgettable, maybe that’s a signal to realign. Applications in Daily Life Creative Work: Artists, writers, and thinkers benefit from tracking their work. Not everything needs to be shared publicly, but recording helps identify patterns, progress, and purpose. Health & Habits: Logging meals, workouts, sleep, or mood can bring clarity to what helps and what hurts. Without records, it’s easy to overlook small but impactful shifts. Personal Growth: Journaling about decisions, emotions, or lessons learned creates a mirror for self-awareness. You see where you've come from and where you're going. Professional Development: Recording efforts, outcomes, and reflections helps track what works, what doesn’t, and where improvements are needed. Living With Intention Ultimately, recording is not about control—it’s about care. When we take the time to document, we say, “This was worth my attention.” And when we look at what we never bother to record, we gain insight into what might be draining us or distracting us from what matters. So if it’s worth doing, it’s worth recording—not for the sake of the record alone, but because recording forces us to see what we’re truly giving our lives to. And if it’s not worth recording, maybe it's time to ask: is it worth doing at all? Living with intention doesn’t mean tracking everything. But it does mean being aware of what deserves a page in the story of your life—and what doesn’t.
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May 28, 2025

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In the world of video games, there exists a subculture of players who thrive on punishment, who seek challenges so brutally difficult that they defy the conventions of conventional gaming. For those brave souls, “I Wanna Be the Guy: The Movie: The Game,” more commonly known as “I Wanna Be the Guy” or simply “IWBTG,” is a masocore masterpiece that has left an indelible mark on the gaming community. Created by the enigmatic Michael “Kayin” O’Reilly, this freeware platformer takes players on a whirlwind tour through the annals of video game history, blending homage with unrelenting difficulty in a way that few games dare to attempt.

The Birth of a Legend

Released on October 5, 2007, “I Wanna Be the Guy” quickly gained notoriety for its audacious design choices. Kayin developed the game using Multimedia Fusion 2, a game development tool, and the result was nothing short of a labor of love. While the game may have seemed like an oddity at first glance, it was a carefully crafted tribute to the classic games that defined the childhoods of many gamers. Elements from iconic titles such as “Tetris,” “Ghosts ‘n Goblins,” “The Legend of Zelda,” “Castlevania,” “Kirby,” “Mega Man,” and “Metroid” were seamlessly woven into the fabric of “IWBTG,” creating a nostalgic tapestry for players to navigate.

Gameplay That Tests Your Limits

At the heart of “I Wanna Be the Guy” lies its brutally challenging gameplay. Players assume the role of “The Kid,” a determined character with a limited set of controls: left/right movement, jumping, double-jumping, and shooting. The game is divided into stages, each consisting of numerous screens that pay homage to classic games. To progress, players must conquer a boss at the end of each stage.

These bosses, often parodies of classic game characters like Mike Tyson, Dracula, and Bowser, are notorious for their punishing difficulty. Kayin took familiar faces from gaming history and turned them into formidable foes with unpredictable behavior and absurdly challenging attack patterns. The result is a relentless onslaught of challenges that demand precise timing, lightning-fast reflexes, and an incredible amount of patience.

A Symphony of Difficulty

“I Wanna Be the Guy” is best known for its sheer difficulty, a factor that has both frustrated and enamored players in equal measure. The game revels in its cruelty, constantly throwing unexpected obstacles and traps at the player. From spikes and pits to falling Tetris pieces and the infamous “Delicious Fruit,” everything in the game seems engineered to kill the player character. The Kid’s journey is punctuated by a series of gruesome deaths, each ending with a messy explosion of blood.

Despite the relentless difficulty, “I Wanna Be the Guy” is surprisingly forgiving in one regard: players have an infinite number of lives. This means that each death results in a “Game Over” but grants the opportunity to try again and again. However, the road to success is far from straightforward, as players must defeat the first six bosses along each path before gaining access to the final area, ensuring that progress remains a formidable challenge.

Four Shades of Pain

The game offers four difficulty settings: “Medium,” “Hard,” “Very Hard,” and “Impossible,” with “Hard” being the default difficulty. The primary difference between these settings is the number of save points available. In “Medium” mode, there are 62 save points, while “Hard” mode offers 41, “Very Hard” has 22, and “Impossible” has none at all. An amusing touch in “Medium” mode is the addition of a pink bow in The Kid’s hair, and the save points exclusive to this difficulty are labeled “WUSS” instead of “SAVE.”

A Plot as Quirky as the Game Itself

The plot of “I Wanna Be the Guy” is intentionally simple and serves more as a humorous backdrop than a driving force for the gameplay. Players control The Kid, who embarks on a quest to become “The Guy.” This mission is all players need to know, as the narrative takes a backseat to the game’s relentless challenges.

In a final twist, The Kid discovers that The Guy is not only responsible for the death of “Former Grandfather The Guy” but is also revealed to be The Kid’s father. This revelation sets the stage for a climactic battle between father and son, culminating in The Kid’s transformation into “The New Guy.”

A Love Letter to Retro Gaming

Kayin describes “I Wanna Be the Guy” as “a sardonic love letter to the halcyon days of early American video gaming, packaged as a nail-rippingly difficult platform adventure.” The inspiration for the game came from Kayin’s encounter with a challenging Japanese Flash game titled “The Big Adventure of Owata’s Life,” which he believed he could surpass.

In a move that solidified the game’s legacy, Kayin released the source code of “IWBTG” in 2011 under his own software license, allowing the game’s community to create fixes and patches. This decision ensured that the game would continue to thrive in the hands of its dedicated fanbase.

The Legacy of “I Wanna Be the Guy”

“I Wanna Be the Guy” left an indelible mark on the world of gaming. The Kid even made an appearance as an unlockable secret character in “Super Meat Boy,” another celebrated indie platformer. Beyond its influence on other games, “IWBTG” has been the subject of critical analysis and discussion, with scholars like Lindsay Grace and Shaun Prescott recognizing it as a game that challenges the very essence of platforming conventions.

The term “masocore” was coined to describe games with intentionally unfair and challenging design, and “I Wanna Be the Guy” stands as one of the pioneers of this subgenre. It has inspired countless imitators and continues to be celebrated for its audacious blend of nostalgia and relentless difficulty.

In conclusion, “I Wanna Be the Guy: The Movie: The Game” is a cult classic that remains a testament to the enduring appeal of masocore gaming and the power of nostalgia. Kayin’s creation, though no longer in active development, continues to captivate and infuriate players in equal measure, reminding us that the journey to becoming “The Guy” is not for the faint of heart. For those who dare to take on its punishing challenges, “IWBTG” stands as a worthy adversary, a quirky love letter to gaming’s past, and a testament to the indomitable spirit of the gaming community.


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