#ps1 classic controller
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aliciadessendre · 7 months ago
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since we putting dlc and whatever into every category might as well put tr1-3 remastered somewhere in there
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psxui · 2 years ago
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Tekken 3 (1997) - Key Configuration
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feverdreamjohnny · 9 months ago
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"Why There Will Never Be a Peeb Adventures" otherwise known as "The Peeb Adventures Pre-Mortem"
Since 2020, I've made a good chunk of games. Hell, even though I've been doing this for 10 years to date, the majority of my progress as a creative began over the course of this 4 year period.
Out of all the games I've made - or otherwise had a hand in - there is only one that's apparently struck a chord so deeply with people that to this day I still get messages and comments asking when it will come out.
The title of this post already explains the whole deal so I'm not gonna be dramatic about it right here. As per usual, I will instead get heart-clutchingly dramatic about the subject by the end of this story.
I felt the idea of a "Pre-Mortem" might be a fun way to talk about games that will never be finished. Maybe I'll make more of these down the line for other old games, who knows.
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"The Incredibly True Origins of Peeb Adventures" or "Wow! I Hate It!"
Peeb Adventures began as a gift game for my long-time friend Aaron. It was simple, fun little gag that stemmed from a 3D model I made of a character he doodled during a drawpile session. I gave Peeb a grapple hook just because I wanted to experiment with swinging mechanics and felt the gag gift was a great space to toy around in without having to actually ask myself how on earth I'd want to structure a game around a grappling hook. Foreshadowing!
Eventually, the gag gift did that classic thing all developers have experienced before where your game spirals out of control and grows into a hideous monster, and what started as a fairly abstract grappling toy convergently evolved into that dreaded state we call a "3D Mascot Platformer."
I made a very short demo in the summer of 2020. It went absolutely nowhere, and after an idol of mine caught wind and asked to play it (before sending about 3 paragraphs of feedback suggesting how to improve what was, in my view, a trainwreck of baby blocks stacked on top of eachother), I shelved the project.
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"The Absolutely Tremendulous HPS1 Adventure of Peeb" or "My Friend Jam Suggested I Revive the Project and So I Did"
Shortly after Peeb was shelved for the first time, I joined a community of game developers called Haunted PS1. For those not in the know, HPS1 was essentially the nexus point for "retro horror games" in the indie sphere, and a lot of the resulting deluge (non-perjorative) on itch.io can find its roots in this community.
HPS1 was a good place. Lots of nice, talented people willing to tolerate the kind of mindless riffing I often do in voice calls, anyway. I made a decent chunk of friends there, some of which I'm still quite close to, even today.
HPS1 has this tradition called the HPS1 Demo Disc that began in 2020, and with the year coming to its end, there was talk of a new one set to arrive in spring 2021.
Unlike the first demodisc, however, 2021's disc required you to submit a game in-progress to a panel of judges. They'd then give their yay-or-nay, and you were either in or out.
One day, I was musing over the fact that I didn't really have anything to submit so I would likely have to sit out of 2021's disc. My friend, Jam, who you might know as the developer of the Heilwald Loophole (or Beton Brutal) suggested I consider reviving Peeb Adventures as my submission to the demo disc.
Why did I follow through on this? I don't know. It's funny to think a scenario this simple was the launch point for my career.
Over the next 6 months, I worked on turning the absolutely horrendous gag game into... Something still kinda trite but at least playable. I had some help from my longtime teammate drurylain, my longtime friend Aaron (the creator of Peeb's original design), and my longtime spiritual uncle Tim, and with our powers combined... A new kind of demo experience where you don't do anything of particular note besides swinging around was born.
Also quite important: the very same drawpile session that spawned Peeb also spawned Orbo, who would also make his own appearance in Peeb Adventures as a recurring side character (since I felt like Peeb needed a friend).
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"Go! Incredible Friendship Unites in the Gameosphere! Peeb and Orbo are Born!" or "Peeb Adventures: Coming Never"
So the demo for Peeb Adventures was finished early March 2021, and the demo disc went live on itch.io on the 25th of the month.
The demo disc then proceeded to do a backflip and pick up a LOT of traction online. Which then meant Peeb itself was catching little bits of the traction in its mouth and smacking its lips.
I went from "guy who makes games for nobody" to "guy who makes games for that one very specific brand of teen on twitter who loves the object head show", and I was riding high.
Fanart poured in. People showed a lot of love. I was dazzled by it all, really.
Despite the love for the game and the potential on hand, progress was stagnant. My group of friends and I all got together in a google doc and wrote an entire planning bible for the game. Game mechanics, story beats, twists and turns, the whole thing. Despite having the structure lined up, I had other ambitions and began working on a multiplayer deathmatch game that quickly overtook my work schedule.
Peeb sat on the backburner, but at the time I still wanted to finish it one day. My main excuse was "well, I just need more money! If I'm going to work on this game it's gonna need more than one fulltime person and I can't just ask people to work for free!" That excuse worked on me for a while.
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"I Don't Think I Want to Play With You Anymore Peeb!" or "There's Such a Thing as Too Much Love"
A while had passed at this point. My ambitions hadn't just grown, they'd completely shifted. Before long, I found myself working on yet another demo for the 2022 HPS1 Demo Disc, "The Spectral Mall."
Nowhere, MI wasn't just some random toy for me, but the culmination of all my love into one game. Despite its silly demeanor, the game was a product of a lot of pain, and even now I still desperately want to finish it. Except I have to make money to live, so... Oops!
Anyhow, there was a shift in demeanor for me during 2022. You have Peeb, a game that I made on a whim as kind of a joke with friends, and you have Nowhere, MI, a game that meant the world to me during really dark times.
And you know what? There were a lot of people that wanted Peeb. People that never stopped asking me about it.
I realized while working on Nowhere that I didn't really know what I would even do if I ever had the chance to work on the full Peeb Adventures. Not only did I find the nagging kind of annoying, Peeb was also something I couldn't really... Wrap my head around?
It occurred to me that Peeb wasn't really "my" game anymore, it was "his" game. The old Johnny.
I'd changed a lot since the game had come out in early 2021. In a year and a half my world got flipped upside down, and... I don't know, Nowhere was way more reflective of who I was now. Sure the humor was still pretty asinine, but there was a shift. It was hard to picture the "Peeb Adventures" people were actually looking forward to when my own sensibilities had drifted so far.
When the Nowhere demo came out along with Spectral Mall, it did... Alright? People liked it, but it wasn't the same as Peeb's release. Hell, even in Nowhere's release there were people pushing it aside to ask the same question they'd been asking every week leading up to it. "When is Peeb Adventures coming out?"
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"Goodbye Peeb!"
It was increasingly harder and harder to not look back at Peeb and kind of hate it. It was rough in every respect, and yet it whenever I met people who'd heard of me online, they always cited Peeb Adventures.
Strangers continue to ask me when it's coming out. On rare occasion I'll get someone asking about Nowhere and I'll feel a bit excited anyone else cares about that game besides me and maybe my friends, but most of the time people just ask about Peeb.
To finally answer this question I've been asked for nearly 4 years: There will probably never be a Peeb Adventures.
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"Goodbye Johnny."
I like to believe one of the reasons people are attracted to my body of work is because I make games to reach out to other people. That's probably not the real reason, but it's nice to play pretend and imagine your work has more significance than just "ha ha boner."
I put a lot of myself in my games and I rarely hold back, even if an idea is insanely stupid or strange. The result usually becomes something more like a scrapbook than a game.
It's hard to try and expand on a game like Peeb when the Johnny who made it isn't really with us anymore. If I worked on Peeb now, you'd get some kind of irregular frankenstein that'd never be as exciting as the original vision was.
By the time I get around to Nowhere again, am I still going to be this Johnny? Or will the next Johnny look back at Nowhere the same way I look at Peeb now? Who knows.
Anyway, look forward to more games from me and my friends. Even if it's not Peeb Adventures, it'll still be us.
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sim0nril3y · 2 years ago
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Classic Games
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Pairing: Simon 'Ghost' Riley x Civilian!Reader
Scenario: Whilst cleaning through some old boxes you find an old video game console and decide that rather than cleaning you want to play some old games. Note: Set in 2014 Warnings: No mask Simon (It's my personal headcanon in his regular life he probably wouldn't wear it), teasing, implied smut, canon-typical swearing, video game talk.
Simon was good at organising. He was diligent and meticulous. Being inside your chaotic little flat seemed to put him into an unreasonably bad mood. Constantly making little comments about your art supplies being everywhere, it was driving him mad and finally you gave him permission to help organise it into three piles: keep, throw and donate. It was very difficult and you seemed to fight Simon on almost everywhere he wanted to throw away. So, to get some needed space from you he sent you away to begin to sort through your old boxes that had been stacked in your cupboard since moving in, he wanted to change it into a storage place for your supplies instead of having them everywhere.
A sharp gasp found your lips as you opened the final box. It was your ancient PlayStation 1 sitting at the very bottom, it was covered in dust but everything was there, including two controllers and even a few games. “Oh my god~” A second later Simon came crashing into the room, eyes darting around trying to find the danger that caused your reaction. “What happened?” He pressed, stepping further in. “You cut yourself? Knew I shouldn’t have given you that knife-” “Si, I’m fine.” You laughed and then held up the PS1 like it was some holy artefact. “Look what I found~”
“You’re supposed to be-” “I need to see if this still works.” In a second you were up, collecting all the necessary wires and games and then rushing through to the living room. It seemed like Simon was making good headway on his side of the cleaning process. “Oi, you’re supposed to be sorting through that shit not playing games.” His voice was firm as he lingered in the doorway watching as you began to set up the old device. “Clearly I’m testing to see if this works so I can figure out if it needs to go in the keep or throw pile.” Then glancing over your shoulder at him. “C’mon, we can take like a five minute break, right? Look at it in here, like a different flat.” You commented gesturing around you.
A soft groan escaped Simon’s lips as he moved to flop onto the sofa and cover his face with his hand. “Yeah, but somehow all the chaos that was in here has somehow shifted to the bedroom…” Then those dark eyes found you as you continued to plug it in. “It’ll get done.” You responded with an easy shrug. Simon was more of the mindset that if a task of started it needed to be finished, but it was apparent to him that you were easily distracted and enjoyed procrastinating. You needed a firm hand, he was gonna get you in line whether you liked it or not.
Excitedly you pressed the power button and frowned heavily as it didn’t power up. “Bollocks…” You muttered, picking up the device and inspecting it. “Give it here…” Simon said, holding his hand out towards you from the couch. You walked it over to him and watched as he began to clean the power socket from any dust and debris that had collected in there. “Try it again now…” He coaxed and you moved over to plug it in and try again. A wild smile pulled across your lips as you heard the machine whirling and then the television light up. “It’s working!” You squeaked, placing a game inside and then grabbing a controller as you moved to sit beside him. “You are actually a genius, Simon Riley~” You cooed, leaning in to peck his cheek.
“Yeah. Yeah.” He sipped on his tea as he watched you playing Crash Bandicoot. It was actually amusing watching the nostalgia that littered your face, gasping and commenting about how you remembered certain sections, commenting on how hard that you found it when you were younger and how even now you were older it still wasn’t easy. At the third time the character feels down a seemingly endless pit because of a mistimed jump a smirk pulled from his throat. “Something funny?” You asked with a quirked brow. “Your inability to make a simple jump.” The statement fired back and made you gasp dramatically. “Oh, I’d like to see you do any better…”
From beside you his hand shot out, a silent request for the controller. You place it into his hands and sunk back beside him, watching as he negatived the level with a lot more patience than you had. You watched with mirth as he landed the jump that you had repeatedly missed and even went on to finish the level. “You made that look difficult.” He mentioned with that cocky smile on his face. “Beginners luck.” “Well, maybe I’m just better than you~” There was taunting to his voice and instantly your eyes darted in his direction.
“Not a chance.” Then leaning closer to him, up to his ear and whispering. “But we could always put that smart mouth to the test and see if you can prove me wrong~” You heard the hitch in his breath, saw the way his hands rubbed against his thighs before a low command responded. “Behave yourself.” It was practically a growl before leaping from the couch to insert another game, grabbing your own controller and sitting down beside him. “How about a game of Tekken to settle this?”
“You’re on.” Simon hadn’t played this game before but there was no way he was going to back down from a challenge. After selecting characters and a place to fight you began the first round. It was a closer round but you took it easily. You were beginning to remember some of the combo moves and Simon eyed you eagerly watching the television, tapping your fingers furiously against the controller. The second round was about to come to a closer, announcing you as the winner when suddenly Simon knocked the controller from your hands and yanked you up into his arms. “Cheater! I was gonna win!” You screamed as he gathered you into his arms and tucked you beneath him on the sofa. “Can’t win if you can’t reach the controller, love~” He purred in your ear. “Now, do you wanna continue your silly little fighting game or… play a different game with me instead?” He pressed his hips firmly against your own. “Different game.”
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Masterlist | Ask | 06-09-2023
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vgprintads · 4 months ago
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'Tekken'
[PS1] [JAPAN] [MAGAZINE] [1995]
"What can be said about Tekken? It is surely a next generation brawler classic, rivaled only by the Virtua Fighter series for sheer beauty and control. It helped set a high water mark for polygon fighters, and continues to do so with its more recent sequel, Tekken 2. Tekken, however, is an excellent game in its own right, and deserves to be regarded as such." ~IGN
Source: Jugemu Magazine, May 1995 || Internet Archive; ozidual
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redpanda5442 · 6 months ago
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Ranking my controllers via how easy it is to wrap the wire around itself (part 1)
(From worst to best)
Mega drive 3 button controller
The wire in theory wraps around the controller serviceably enough, but the wire feels really cheap and holds its shape after untangling. Feels like waking someone up after only 3 hours of sleep.
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This shouldn't really count but what the heck, Topway PS1 multitap accessory
It wraps up awful, it's wire is thick and cheap which means it doesn't stay tight, holds it's shape when unwrapping and the chunkiness disallows it the ability to lie flat
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Xbox "S" controller
This thing is quite chunky without really any satisfying curves for the wire to hold onto, causing them to sort of sprawl throughout the entire middle of the controller, they also often push down the stick too which makes me anxious it'll cause drift. Additionally, the need for the adapter like thing at the end of the controller and the size of the connecting piece itself causes lots of big lumps which make it very difficult to wrap on a way where it can be set down flat easily.
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Xbox's "The duke"
The exact same issues as before but the controller is bigger and even less ergonomic, somehow however the extra chunk factor causes the extra lumps to be less impactful and I think the size somehow causes it to come out better when you tie it in the specific way I default to
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Wii nunchuck
In theory, this would be fine. However, it has a really annoying flaw that boils my blood. When tieing it's difficult to tuck the connector anywhere which causes it to come just a little bit loose all the time, you could thread it but by the time you've made it to that point and realised you have to start over and do it all again with that in mind.
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Sega Dreamcast keyboard
In theory it's fine but it's very big making wrapping it up feel precarious as you'll never get it very tight and the wire is at such a length where regardless which direction you tie it in, it'll never be fully tight and have the connector in a spot where you can set it flat. Only a minor annoyance but I'm feeling pedantic.
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PS1 namco G-con
Despite having lots of wire, sits surprisingly flat, however the little extension of wire at the connector causes some slightly difficulties in getting a tight fit and the added lumpiness means prep is required for it to sit flat.
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Sega Dreamcast arcade stick
This is getting into pretty okay territory here, this one wraps up pretty well however does have a little design flaw, the wire will be too thick to place it flat no matter what you do. Passable though.
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Wii classic controller
It's fine, it's really small and has no thighs so the wire makes it rest in the least flat position possible but otherwise it's okay
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Dualshock PSone controller
It's extremely standard, literally nothing of note. A nice baseline. (Ignore that this one is a little dirty, got it recently and haven't cleaned it yet)
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razzyoftherats · 4 months ago
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PIXELS, PIXIES & POWER-UPS: A FULL-ON LADS MAG RETROSPECTIVE ON FAERIES IN VIDEO GAMES
Alright, lads—grab your joysticks, fire up those dusty consoles, and pop open a cold one because we're diving head-first into a wild and whimsical world: the history of faeries in video games. From sparkly, winged sprites delivering 8-bit wisdom, to mystical enchantresses that'll charm your PS1 polygons off—faeries have played a bigger part in your gaming life than you probably realised. Let's rewind, mash start, and give these tiny heroes their due respect.
Level 1: The 8-Bit Sprites (NES, Master System & C64)
Back when your controller only had two buttons and life was simpler, faeries were there dishing out sweet bonuses. Remember that floaty little faerie in Zelda II: The Adventure of Link on the NES? Yeah, the tiny blue fairy was basically your life-support, reviving your sorry arse whenever you got smashed by a stalfos for the thousandth time.
Then there was Bubble Bobble—those happy little dragon dudes blowing bubbles all day and rescuing their girlfriends turned human again by faerie magic. The arcade classic Gauntlet featured a faerie companion too, tagging along, giving you mad invincibility bonuses and making sure Death didn't rip your limbs off too early.
It wasn't Shakespeare, but fairies back then were proper lifesavers—cheeky little angels of mercy that stopped your parents from tossing your NES out the window in frustration.
Level 2: The 16-Bit Revolution (Mega Drive, SNES & Amiga)
The 16-bit era was peak faerie hype, lads. You got more colours, bigger wings, and even cheekier personalities. Let's start with Secret of Mana (SNES). Popoi, the sprite companion, was a fae legend—slamming spells, mocking bosses, and making your journey through Mana’s gorgeous pixel-landscape actually fun. Sure, technically a "sprite," but we know a faerie when we see one.
Meanwhile, Sega’s Shining Force II (Mega Drive) had Sarah, the adorable healing faerie. Without her, your battle strategy would've been "run away crying," every time.
Amiga fans will remember Faery Tale Adventure, where you'd rescue pixies from evil wizards while running about looking like an absolute fantasy lad. Pure 16-bit gold.
Level 3: Enter the Polygons (PS1, N64, Sega Saturn)
Fast-forward to the glorious PS1 era—the golden age of awkward polygons and dodgy voice acting. Faeries got sassier and strangely sexier. Who could forget Spyro the Dragon (PS1)? Those pesky little fairy checkpoint guardians giving you kisses, making your dragon lad blush brighter than the controller’s buttons. Class.
And if we're talking faeries, you've got to bow down to the queen herself: Navi from The Legend of Zelda: Ocarina of Time (N64). "Hey, Listen!" was etched into your brain forever. Sure, she annoyed the absolute piss out of you, but you'd be dead in Hyrule without her incessant nagging. Love or hate her, she defined that era.
Also, honourable mention to Rayman, where Betilla the Fairy gave you essential moves like helicopter-hair gliding. Yeah, faeries gave us helicopter hair—how's that for legacy?
Level 4: Faeries Go Mainstream (PS2, Xbox & GameCube)
By the PS2 era, faeries were going Hollywood. Let's talk Jak and Daxter (PS2)—the sages, the Precursor Orbs, and a heavy sprinkle of pixie magic. Naughty Dog knew faeries weren't just fluffy: these winged fellas packed attitude, magic, and laughs.
Then there’s Dark Cloud—who could resist Xiao, the half-cat, half-faerie sharpshooter? Deadly with a slingshot and basically your best pal when rebuilding an entire world, faerie style.
Even Xbox players got their slice of faerie pie with Fable, where magical sprites and mischievous pixies mocked your decisions to save or massacre entire towns. Moral choices? Nah, just banter from glowing winged beings.
Level 5: HD Pixie Power (Xbox 360, PS3 & PC)
The Xbox 360 and PS3 generation took faeries and made them downright cinematic. Take Kingdoms of Amalur: Reckoning—packed with fae courts, fate-weaving, and more glowy wings than a Vegas nightclub. These faeries were serious warriors, not just glitter-spraying mascots.
And let’s not overlook Dragon Age: Origins. The mysterious and somewhat psychotic Lady of the Forest was basically a woodland fae who made you question your entire life choices with every dialogue branch. Deep stuff.
Even classics like The Elder Scrolls IV: Oblivion (PC, Xbox 360, PS3) featured Spriggans—woodland faeries with a taste for violence and literally turning trees against you. Faeries weren’t just cute anymore; they’d grown teeth, claws, and questionable moral compasses.
Level 6: Modern Magic (PS4, Xbox One, Switch & PC)
Today, faeries are still living it large. The Witcher 3: Wild Hunt made faeries cool again—though usually nightmarish and likely to eat your face. Ever seen a Godling? Johnny the Godling, a cheeky spirit-fae lad, was pure gold, helping Geralt find his way while being delightfully creepy.
Ori and the Blind Forest redefined pixie-like gameplay—beautiful, emotional, and harder than your mate's new year's resolution. Ori’s forest spirits were faeries in all but name, turning grown men into blubbering messes.
Nintendo’s Breath of the Wild brought back Great Fairies as fabulous, over-the-top, absolutely mental pixies who buffed Link's gear while creepily laughing like maniacs. Fair play Nintendo—those faeries left a lasting impression.
And let's give an indie shoutout: Hollow Knight. Dark, moody, and faerie-infested—this modern Metroidvania showed us a whole new world of grimdark pixie legends.
Summary: Small Wings, Massive Impact
From pixelated 8-bit rescuers to modern-day dark fantasy warriors, faeries have evolved alongside gaming itself. They began as humble power-ups and mascots, transitioned into complex, funny, and sometimes terrifying characters that gave your adventures soul, sass, and sparkle.
Next time you encounter one of these tiny heroes, raise your pint (or controller) in respect. Faeries aren’t just extras in your gaming story—they're bona fide legends, fully deserving their place alongside the likes of Mario, Master Chief, and Solid Snake.
So cheers, lads, to the pixies, sprites, and fair folk who’ve charmed, saved, and sometimes annoyed the absolute hell out of us for decades.
Game on, faeries—game bloody on.
Raz
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shopaholicsrus · 3 months ago
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Looking for the perfect geek gifts in 2025? Whether it’s tech gadgets, collectibles, or gaming must-haves, we’ve got the ultimate gift guide for geeks. Explore these trending products and shop directly from Amazon for the best deals.
1. Starfield Limited-Edition Xbox Controller
Elevate your gaming experience with this space-inspired Xbox controller. Its premium design and textured grips make it a standout for both gaming and display.
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Why It’s Awesome: Combines a cosmic aesthetic with top-tier functionality.
2. Anbernic RG35XX Handheld Retro Console
Relive the golden age of gaming with this portable retro console. Emulate classic titles from NES, PS1, and more on the go.
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Why It’s Awesome: Offers a massive library of retro games in a sleek package.
3. Samsung Freestyle Gen 2 Portable Projector
Transform any space into your personal theater with this compact projector. Supports Xbox Cloud Gaming for seamless entertainment.
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Why It’s Awesome: Perfect for movie nights, gaming, or outdoor events.
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This 5,000+ piece LEGO set is a dream come true for Star Wars fans. Includes exclusive minifigures like Captain Rex.
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Why It’s Awesome: An intricate build and a centerpiece-worthy collectible.
5. Funko Pop! Stranger Things – Eddie Munson Guitar Solo Deluxe
Capture the iconic Stranger Things moment with this highly detailed Funko Pop! figure.
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Why It’s Awesome: Perfect for collectors and fans of the Netflix hit.
6. Iron Man Mark III Die-Cast Action Figure
Own a piece of Marvel magic with this die-cast Iron Man figure. Features light-up functions and interchangeable parts.
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Why It’s Awesome: High-quality craftsmanship for collectors.
7. Gloomhaven: Second Edition
Dive into epic adventures with the updated Gloomhaven board game. Features improved art and streamlined rules.
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Why It’s Awesome: Perfect for strategy game enthusiasts.
8. Dungeons & Dragons: Keys from the Golden Vault
Add fresh heist-themed campaigns to your D&D sessions with this adventure book.
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Why It’s Awesome: Engaging new content for Dungeon Masters and players.
9. Demon Slayer: Kimetsu no Yaiba Box Set
Complete your manga library with this beautifully packaged Demon Slayer box set.
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Why It’s Awesome: A must-have for anime and manga lovers.
10. Studio Ghibli Totoro Bento Box
Bring the magic of Studio Ghibli to life with this charming Totoro Bento box. Charming designs from Totoro adorn this wonderful reusable Bento box.
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Why It’s Awesome: Combines nostalgia with artistry.
Why These Geek Gifts Are Trending in 2025
These gifts celebrate the intersection of technology, nostalgia, and creativity. Whether it’s for a gamer, collector, or pop culture enthusiast, each item on this list is designed to bring joy to any geek.
Shop the Best Gifts for Geeks on Amazon Today!
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transparencyboo · 2 years ago
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Got myself an 8bitDo Retro Receiver for the Playstation which makes it possible to connect a wide range of different bluetooth controllers to the good ol' friend. I thought it would be great to use a 20th anniversary Dual Shock 4 for the occasion as it matches perfectly. They're sadly not available anymore, but I was lucky to get a hold of one good as new second hand.
The Dual Shock 4 is also my favourite Playstation controller ever made, as it has the perfect weight, shape and grip in my opinion. Kiki prefers the Dual Sense because of its heft, but I am personally not as strong as her, which make it less optimal for my baby hands.
Initially the Retro Receiver sadly had problems that caused the Memcard Pro from 8BitMods to not work properly. If you ask me the Memcard is essential if you have an Xstation, PSIO or just play a lot of PS1 games, so having it malfunction together with the new Retro Receiver made it practically useless. Feels like 8bitDo might have rushed this one a little bit, but luckily the issue has been fixed with a recent firmware update.
Anyway, with that issue out of the way, I have finally been able to sit down and play a variety of different games with the Retro Receiver. Among the ones I tried out tonight were classics such as Final Doom, Spyro the Dragon, Ridge Racer, Crash Bandicoot, Cosmic Race and Klonoa: Door to Phantomile. And so far I am very happy with the little bastard.
It feels very responsive, and I couldn't really notice any delay on the button presses. I am sure a silly ass speedrunner could pin-point the exact amount of frame lag buffer on the Retro Receiver, but as a more average player I doubt you would ever notice. I swept through the first level of Crash Bandicoot flawlessly with a clear gem in my hand by the end on my first try, so I'd say the thing works pretty well. It helps that the Dual Shock 4 is so gosh darn sexy though.
All in all I have now transformed this meager old Playstation into a veritable battle station of 32 bit goodness. It now has memory cards for days and wireless controllers up the wazoo. The Retro Receiver gets 8 wobbly textures out of 10.
/Alicia
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r36s · 6 days ago
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🎮 R36S Review
The Handheld Console That Brought Retro Gaming Back to Life
Step into a nostalgic world where pixel art meets cutting-edge handheld performance.
The R36S handheld is not just a blast from the past—it’s the full explosion. Whether you’re a child of the ’80s or a modern-day emulator wizard, the R36S game console feels like it was built just for you.
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Retro gaming isn’t a trend—it’s a lifestyle. And the R36S has become the flagship console of that lifestyle.
It supports 20+ retro gaming systems: NES, SNES, GBA, PS1, Dreamcast, N64—you name it.
No lag, no stutter: Powered by a quad-core RK3326 + Mali-G31 combo, it runs smoothly even with demanding games like Crash Bandicoot or Metal Slug X.
It’s affordable—yet feels premium.
🎯 Keyword Match: r36s review, r36s handheld, r36s game console
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💡 Designed for Real Gamers
Imagine this:
You’re on a train. You pull out your R36S.
Boot up Super Mario World.
A stranger across the aisle smiles—they played that exact level 30 years ago.
Now that’s retro magic.
Whether you’re:
Revisiting childhood classics
Discovering forgotten 16-bit gems
Or introducing your kids to real gaming���
The R36S handheld console is your pixel-perfect time machine.
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✨ What Makes the R36S Handheld Special?
🖥️ Screen: 3.5” IPS full-laminated display, 640x480 res. – Perfect 4:3 for retro titles.
🔋 Battery: 2600mAh = up to 6 hours of gameplay.
🎮 Controls: Dual analog sticks, responsive D-Pad, and classic tactile buttons.
🎁 Storage: Preloaded 64GB or 128GB card + TF card slot (up to 512GB).
“I didn’t know I needed this until I played it. Now I can’t go a day without it.” — A happy Reddit user
🔥 Is the R36S Worth It?
Absolutely. Here’s why:
✅ Portable
✅ Retro game ready
✅ Comfortable grip for long sessions
✅ Massive game support
✅ Incredible price-to-performance ratio
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🎯 Where to Buy R36S in Australia?
Looking for the official store?
You’re in luck—r36s.com.au is the authorized seller in Australia, offering fast shipping, responsive support, and fully verified stock.
Also available at:
🔗 RetroGameHandheld.com Product Page
💬 Final Thoughts – R36S Review Wrap-Up
The R36S game console is more than nostalgia. It’s a bridge between generations, a pocket-sized museum of interactive history.
If you’ve ever blown on a cartridge, paused your game with a Select + Start combo, or spent hours mapping out levels in your head…
…then the R36S handheld was made for you.
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quentinivy · 1 month ago
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Flash back - Live Looping tribute to 90s / 2000s Racing Games
RESEARCH
My live looping project draws from the audio-visual world of late 90s / early 2000s video games from PS1 and Nintendo 64 – an aesthetic comprised of glossy graphics and postmodern settings, in which the immersive experience is often provided by up-beat, high octane soundtracks. Here are some examples of this:
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Whilst researching game composers and jungle artists, one of them particularly stood out to me – Hideki Okugawa, the composer responsible for the soundtrack to all 3 Street Fighters. Here are a couple examples of his work.
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I admire the intensity that Okugawa manages to capture through all his work, nevertheless, I’d like to allow for some contrasting laid-back sections to better match the ambience that I’m after. After some online research on forums, and speaking to my peers, I created a playlist of various tracks that would correspond to this aesthetic.
One of these songs is View of Life by Moonchild, which perfectly captures the nostalgic essence of old video games. The intro section lasts for just over a minute; this adds to the tension and sense of anticipation that one might experience whilst playing a high adrenalin first person shooter or racing game. I have created a mood board to display the desired tone of the project.
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As much as this project is a tribute to 90s/2000s classic video games, I also wish to convey a sense of nostalgia.
Another inspiration behind this project was seeing an Instagram user create a live loop to the same aesthetic:
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The style is slightly different, but it reinforces the notion that this genre has become a trend.
PROTOTYPE & REHEARSALS
In the prototype phase of this project, I made the first version of the track, which was a lot slower, and less energetic. After having delved into breakbeats and jungle, I was drawn to higher tempos, and a slightly different sound pallet.
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I increased the tempo from 125 to 165 and created a new intro (inspired by the aforementioned ‘View of Life’ by ‘Moonchild’). After this I focused on highlighting melodies, rhythms and textures that would be interesting to loop whilst carrying that adrenalin fuelled, ‘racing’ narrative.
Once the arrangement had been completed, I ordered the different audio and midi regions into separate sections; these sections would then become scenes once imported into Ableton. I divided them into 10 sections (some of them repeating), before stemming each track into one of seven folders (one for each scene). I then imported them making sure to de-select warp on each track. I have added sped up screen recordings of this process in the OneDrive folder.
Originally, I had planned to play my set in the same way as Elise Trouw in this video:
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She uses arrangement view to input midi notes that she has midi mapped to different functions such as record, stop, playback, loop, etc. This means that those set functions will activate automatically in relation to the timeline. which is useful for handsfree, seamless transitions. Although this is a great technique in some circumstances, it comes at the cost of freedom; I wanted my track to stay structured whilst being able to improvise melody lines and transition to whichever scene suits me in the moment.
The hardware I used to create the set comprised of a Maschine MK3 Mikro, an ableton launchpad, an RD-08 keyboard and a sustain pedal. I used a filter plugin on the stereo out and mapped the cutoff to the Maschine MK3’s fx strip in midi mode. I had originally mapped it to the keyboards modulation wheel, but I found it to be less intuitive. I also mapped the sustain pedal to control the delay feedback on the e-piano.
Should I do this again, I would like to find a way of mapping different parameters to an xbox or ps4 controller, in the spirit of the theme.
I have included a screenshot of my performance to highlight my set-up.
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I set up my phone camera on top of a lamp, which worked well regarding the placement but ideally, I would like to find a more secure place to hold it as it fell several times. I would like to keep this camera angle going forwards with this type of content as it showcases the both the hardware and the way it is being used.
FINAL PERFORMANCE AND DOCUMENTATION
The final performance consisted of a one take recording with seven scenes being triggered in different orders, with four midi tracks being controlled by a keyboard and drum pad and used to improvise melodies and chords throughout the performance. The premise was to have slightly different results every take whilst retaining a sense of structure and coherence. As a result, whilst being intelligible for the listener, the piece remains original and interesting every time.
The improvised melodies reflect the motion of a video game, be it the tension of a tactical rpg or a race in a futuristic landscape. This way, the soundtrack becomes the narrative. In order to push the idea of this narrative I structured each new scene to represent a new levels or areas in a game, with the intro ramping up to the chorus, and abrupt transitions mimicking the erraticism found within these landscapes. I made use of real-time triggered effects throughout the performance to further simulate this experience.
I used a birds eye view angle to capture my interactions with the hardware and showcase exactly how the piece was constructed. In the editing of the video, I chose not to include any cuts in an effort to present the set as clearly as possible. I also included a split screen format with a portion of the screen showing gameplay from extreme g racing to make the experience more immersive. This is the final render:
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trackerkitsune · 10 months ago
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The only Goncharov adaptation that matters is the video game adaptation Super Goncharov (1992) on the Super Nintendo. Followed by Super Goncharov 2 : The Return of Goncharov (1994) released two years later. Both adventure games with role playing elements allowing the players to go deeper into the plot of the original film and developing a more intricate, intriguing and complex storyline. A perfect addition to the saga. I must also give credit to the attempt made by Nintendo of creating something unique and new with Goncharov Kart (1995) on the Game Boy, who mostly was a success thanks to the use of the original themes and soundtrack from the first film (not to mention it was released at the same time as the VHS boxset of the original film with THX remastered audio). Now I know my opinion will divide among the true fans of the saga but personally I think Goncharov 64 (1997) on the Nintendo 64 was a terrible adaptation despite being a commercial success. The switch to a 3D plateform game was a poor decision and imo it lost itself trying to edulcorate the original storyline and atmosphere of the movies to try to touch a broader and younger audience. Proof of it being the catastrophic follow up to this game : the awful Goncharov Evolution (1998) developed in a hast to capitalize on the relative success of the previous opus. Some will disagree but I believe the poor sales of it compared to the astronomical budget invested into it was the main reason why sales of the Nintendo 64 also dropped significantly the same year and why in the end the console was discontinued by Nintendo. It only got worse for Nintendo when they announced their new Gamecube console only one day before it was confirmed they’d lost the rights for Goncharov video games adaptations against Sony after a legal battle that costed several hundreds millions of dollars to both companies. A shame because I was excited by the (then tragically cancelled) Gamecube adaptation : Goncharov versus Goncharov (2001/unreleased) and especially by the two immersive accessories it was meant to be played with. The GonchaPad(tm) an innovative gamepad allowing the player to shoot with a customizable rifle-like pad all the while controlling the character, and the GonchActive(tm) interactive headset allowing you to connect with your character and interact with them in real time. I know Sony’s acquisition of the commercial rights gave us amazing adaptations on the PS1 and PS2 but they were imo classic and basic games with no risks taken. We’ll see if the recently announced Goncharov-VR (2025) on the PS5 will be up to the standards of these classics. I fear trying to innovate only for the sake of it could give us another catastrophic modern interpretation of the saga like last year’s Goncha’Party (2023)… I mean turning the Grand Orchestra and Opera scenes into a karaoke may help the players being more involved, but you will never change my mind about the fact it’s a complete travesty of the author’s work! I guess we’ll see next year.
Oh yeah, god the N64 3D adaptations were pretty bad... the platforming was clunky as heck and I really don't understand why they did Katya so dirty with the altered plotline either! Honestly I liked the Sony games for the franchise, something about their polygonal aesthetic really vibes well with the original film's styling.
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davidisheresblog · 2 months ago
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May 14th, 2025: The Night We Voluntarily Re-Traumatized Ourselves with Resident Evil 3
Greetings, brave (or foolish) internet explorers! Your friendly neighborhood 28-year-old African American nerd, David Lane, here to recount a tale of digital terror and questionable life choices. Tonight, my best friend Jim and I decided to revisit a classic that scarred our tender childhood psyches: the original PlayStation 1 edition of Resident Evil 3: Nemesis. Yes, we willingly subjected ourselves to pixelated gore, tank controls, and the relentless pursuit of a trench coat-clad bio-weapon. Why? Nostalgia, mostly. And maybe a touch of masochism.
The day itself was fairly uneventful. Standard work shenanigans, a brief but intense debate with my reflection about whether I needed more coffee (the answer is always yes), and the usual existential pondering about the ever-increasing pile of unread books on my shelf. But lurking in the back of my mind was the impending doom of RE3 night. It was like knowing you have a dentist appointment for a root canal, but instead of a painful procedure, it's a terrifying digital experience involving jump scares and limited inventory space.
Jim arrived, armed with a bag of stress-eating snacks (mostly cheese-flavored things that glowed an unsettling shade of orange) and a nervous energy that could power a small city. We hooked up the old PS1, the familiar startup screen music sending a shiver of both excitement and dread down our spines. The pixelated world of Raccoon City in its pre-apocalyptic glory flickered to life.
Now, for those who never had the pleasure (or should I say, trauma) of playing the original Resident Evil games, picture this: clunky tank controls that make turning feel like navigating a cruise ship, fixed camera angles that delight in showing you the zombie that's about to munch on your neck a split second too late, and limited ammo that forces you to make Sophie's Choice-level decisions about which undead monstrosity deserves your precious bullets. It's a recipe for survival horror… and a healthy dose of unintentional comedy.
Our playthrough was a masterclass in ineptitude. My attempts to gracefully maneuver Jill Valentine through the zombie-infested streets often resulted in me getting stuck on random bits of scenery or accidentally running directly into the waiting arms (or rather, decaying jaws) of the undead. Jim's strategy seemed to involve yelling loudly whenever a zombie appeared and firing wildly in its general direction, occasionally hitting the target but more often just wasting precious ammo.
And then there's Nemesis. Oh, Nemesis. That relentless, hulking stalker who appears at the most inconvenient times, his guttural roar sending a jolt of pure terror through our adult (and supposedly more resilient) hearts. Even knowing he was coming didn't make his appearances any less startling. There were multiple instances of us screaming like startled toddlers and mashing random buttons in a futile attempt to escape his clutches. My personal highlight was when he burst through a wall, and I instinctively threw my controller at the TV (don't worry, it's an old TV).
The limited inventory space also led to some truly comedic moments of desperation. "Do we really need this herb?" one of us would ask, holding a pixelated green plant like it held the secrets to the universe. "Maybe! What if we get poisoned by a giant spider later?" the other would reply, clutching onto it for dear life, only to then realize we had no space for crucial ammo.
We died. A lot. We died to standard zombies, we died to zombie dogs (those things are still terrifying!), and we definitely died multiple times to Nemesis, often in spectacularly embarrassing fashion. There was one particularly memorable death where I got cornered in a small room with two zombies and Nemesis simultaneously, resulting in a chaotic ballet of pixelated limbs and my very swift, very pixelated demise.
Despite the constant fear and our general incompetence, there was a strange sense of camaraderie in our shared suffering. We laughed at our ridiculous deaths, we yelled warnings at each other (usually a split second too late), and we bonded over the shared trauma of our childhood nightmares resurfacing in glorious low-resolution.
So, what did I learn tonight? Firstly, tank controls are an archaic form of torture disguised as a game mechanic. Secondly, Nemesis is still just as terrifying as he was 20-something years ago. And thirdly, sometimes the best way to confront your childhood fears is to revisit them with your best friend, a bag of questionable cheese snacks, and a healthy dose of dark humor.
Now, if you'll excuse me, I think I hear a distant "STARS…" echoing in my ears. Maybe it's just the wind. Or maybe it's the lingering psychological damage. Sweet dreams, everyone!
#ResidentEvil3 #RE3 #PS1 #RetroGaming #SurvivalHorror #ChildhoodNightmares #TankControlsAreEvil #NemesisStalker #GamingFail #BestFriendGaming #NerdLife #MyDayInComedy
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fght-ff-yr-dmns · 2 years ago
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25 years of the Sega Dreamcast
Eventually toppled by the success of the PS2 and Game Cube, the Sega Dreamcast is still one of my favourite consoles.
The VMU (visual memory unit) was such a great novelty, even if the controller took a little while to get used to.
It may have failed to set the world alight, but it wasn't without it's classics and exclusive games such as Sonic Adventure, Shenmue, Crazy Taxi, Jet Set Radio and SoulCalibur. Which really stood out, as well as my personal favourite, Project Justice (Rival Schools 2).
It's hard to put into words just how ground breaking the likes of Shenmue actually was. There literally had never been anything quite like it before. I spent far too long in the in-game arcades and gacha machines.
The demise of the Dreamcast saw the end of Sega's involvement in the console wars, and it's full time switch to being solely a third party developer.
So, what killed the Dreamcast?
In my opinion it was a multitude of factors, one being the PlayStations dominance based on the success of the PS1, the other being how easy it was to pirate games which surely hit them hard.
There was also the fact that EA decided not to publish titles for the console, with their major output being sports games, this hit the console hard and will undoubtedly put certain fans off. Finally, they'd lost a lot of trust with gamers after the Saturn's failure.
Either way, it will always be an important console to me.
What are your Dreamcast memories?
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zalblitzar · 3 months ago
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The confusing factors about Serge.
Chrono cross is a legendary game that originally was only exclusive on the PS1 before being remastered on the Switch etc. yeeeeears later. One of the aspects that made this game so unique was the fact that this game was only localised in North America, from Japan.
Another well known aspect; is the sheer amount of recruitable characters, 45 party members in total! Originally 64 were planned, but you can probably imagine how the PS1 would suffercate with that much individual data, in a game that already has a LOT of content which is very impressive on the late PSX.
The overall game is an RPG and has a lot of elements related to time travel and parallel universes much like it's predecessor Chrono Trigger.
However, this game can be very confusing very quickly as so much is going on at once. You actually need to replay the game multiple times to get the full story and experience. It's not possible to get every single party member in a single playthrough.
Your main character is a seventeen year old boy named Serge, a silent protagonist that relies on players to select speech prompts. He may seem so simple, but his overall character and background gets very confusing. As the game explains most of the stuff, it's really up to the players interpretations to construct the bigger picture.
I will try and explain this as best I can:
When Serge was three years old he was attacked by a panther demon, which poisoned him beyond knowledgeable cure. His father was desperate to heal him so he brought him to a legendary treasure known as the frozen flame that for some reason can do miracle things like wish granting and healing illnesses.
Things get a bit technical from here but basically, Serge touched it and was healed. However, his father became corrupted.
Later on, the father tried to kill Serge by drowning him. But a girl named Kid travelled back in time to save him.
But, this caused the dimensions to split. Basically there are two parallel versions. One where Serge actually died and another he's alive thanks to Kid.
This is only a tiny part of how difficult this game's concept and story is to understand. It's also in the same universe as Chrono Trigger so it's important to fully understand that game first.
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Hopefully this explains it a bit better.
Technically. You are playing as a dead character who should be dead but isn't. Hope that clears your mind.
It's like imagining a parallel universe where Nintendo actually went through with giving the licenses to Sony PlayStation instead of throwing it away to the hilariously bad Phillips CDI
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We could have got Resident Evil: Link but no, we got the very pinicle of evil itself in the form of Microsoft paint instead
From here, everything gets confusing to the point where it seems as though Serge has given up in general. After learning about his existence, the fact that a furry (Lynx humanoid) has taken ownership of his body and that overall he should be fucking dead. It's no wonder that he refuses to talk to anyone anymore.
Here. This article can explain it better than me.
One thing we can confirm for sure. Serge is definitely sick from something
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That's probably the old age kicking in already
No, this isn't some romantic hug moment. This is a possessed Serge straight up stabbing Kid
As his friend lies there, skin pale from the blood loss. He just smiles and continues to be a prick in front of the other party members. Now, obviously this isn't the real Serge, because he can't talk without players selecting what they want him to say. Lynx has actually swapped bodies with him.
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While Serge is now a feline, scythe wielding humanoid
If you saw your own body doing this without your control. Then it's only logical why you wouldn't want to talk to these people again. Out of guilt, which may explain why Serge became more silent than he already was.
His possessed body becomes Dark Serge, who looks like a pirate version of him with red eyes
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Yaaar, ye fuckers ain't getting me treasure! 64 barrels of me rum on the line and I ain't sparing no matey, go back to Davy Jones ya scurvy sea dogs!
After a long ass time of being Lynxerge, he becomes reborn.
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Without any clothes, though human decency doesn't seem be on his mind
Later, a bunch of shit happens. Dragons fuse into each other and become the dragon God. Kid loses her shit and ends up in a coma. This causes Serge to dive into her past and save a child version of her from a burning building. That way, she can finally wake up and rejoin the party.
Overall. There's not much in the whump department apart from some inspiration. Like sickly psychopathic not-Serge. Or Comatose Kid.
If you want to see the game for yourself then Wold Of Longplays has 11 videos of over 2 hours of gameplay EACH. It's bloody long.
You can check out Pixv as well. There's a lot of fanart on this game, just put in Chrono Cross. You may need to play around for a bit as it's a Japanese artist website.
Until you get this
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So far I've not found any whump. But I'm going whump hunting soon. Which also means enduring any overly sexy artwork so you don't have to (there's a lot of Serge and his "Look how big my bulge looks" thanks Internet...) yeah, most of the time officially in the game he always wears clothes. There was one time he was stark naked, as he was reborn. You can just imagine what I'm going to run into while hunting. Hopefully I won't run into any raincode art either.... but since I'm one of the most cursed beings on the goddamn planet, that will be my luck.
But overall. Feel free to explore. Works from multiple artists may lead to other fanarts of other games or anime. Just click on one picture then look at what other works that same account has done. Just be careful of the sexines, not everyone puts NSFW warnings on their channels unfortunately.
Have fun out there!!
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an-aussie-button-masher · 4 months ago
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Mind Your Step - Five of the Best Platformer Games
   Running, jumping, dodging…platformers were amongst the earliest staples of the video gaming world, defining the medium since the 80’s. Some things never change. Modern platformers may look fancier and have more involved gameplay, but the core concepts are still as solid as ever: patience and observation is key, and they’ll usually require intense focus, determination and sheer will to overcome the trickiest jumping puzzles and deadliest traps. Jump down into a handful of some of the best platforming challenges in gaming I’ve gathered here, from the simple but enjoyable to the toughest obstacle courses imaginable. Watch where you step!
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Astro Bot    Astro’s crew of familiar friends from Playstation’s thirty-year history have been scattered across space with their mothership near-destroyed - it’s time for a rescue mission! This game genuinely feels like an early 2000’s game built with modern technology; there’s no online nonsense or pointless padding, just pick a level and go! You can feel the love that went into Astro Bot’s development through the colourful and chaotic level designs, the creative power-ups, and an absolute banger of a soundtrack, all amidst a constant game of pointing at the screen and going “hey, I recognise that character!” as you rescue icons like Ratchet, Aloy and Kratos or more classic faces like Sly Cooper or Jak. There are some truly brutal challenge levels, but watching your collection of bots grow and feeling the nostalgia of old PS1-era games make Astro Bot impossible to put down.
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Celeste    Welcome to Celeste Mountain, where you’ll find treacherous pitfalls, ominous ruins, mysterious magic, floating strawberries and one very determined young woman. As Madeline scales the mountain, she also must confront her own anxieties and self-doubt, literally battling her inner demons in a narrative that’s just as compelling as the challenging climb itself. Often cited as one of the toughest platformers you can attempt, this climb is not for the faint of heart. Expect constant deaths and failures as you trial-and-error your way up the cliffs, but you can’t give up - just a little further, just a little higher! The feeling of clearing each part of the mountain and dragging yourself ever closer to the peak, all while Madeline overcomes her internal struggles, is a kind of genuine satisfaction few other games can match.
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Super Mario Galaxy    It wouldn’t be an article about platformers without mentioning the Goomba-stomping pipe-traversing king himself, and his first galactic adventure was Mario at his peak. Super Mario Galaxy takes the usual 3-D platforming formula and flips it, twists it, and turns it inside-out with gravity mechanics that’ll send your head spinning. Rocket into the stars with Mario’s new allies the Lumas and their carer, the mysterious Rosalina, and scour the cosmos for Power Stars - and, of course, chase Bowser from one end of the universe to the other. As you orbit around planetoids and soar between asteroids, the gravity mechanics are constantly changing up in new ways from galaxy to galaxy alongside a host of fun power-ups and incredibly imaginative level designs. With one of the most beautiful orchestral soundtracks ever backing your journey and the iconic gravity-warping gameplay, there’s no question of Super Mario Galaxy being an all-time classic among platformers.
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Rayman Legends    One less dimension does not make this 2-D sidescrolling quest any easier! The limbless legend Rayman and his friends sprint, leap and glide from one world to the next, rescuing the helpless Teensies in peril and battling fairytale monsters of myth. In true Rayman fashion, Legends is an excellent party game if you’ve got up to three extra friends to take the journey with you - or to cause havoc as you thrash each other about the levels and battle for control over the chaos. After each harrowing boss fight, the rhythm levels at the end of each chapter are a blast to play over and over as you run and jump in time with the music as the chaos unfolds around you, while the challenge levels scattered about will have you tearing your hair out with the precision and patience needed to clear these gauntlets and unlock new allies to play as!
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Crash Bandicoot 4: It’s About Time    This very aptly-titled sequel may have taken 22 years to release, but Crash hasn’t lost a single step! The classic Naughty Dog linear platformer series returns, starring everyone’s favourite manic marsupial in a race across space and time itself. Rescue and equip the Quantum Masks to flip reality, manipulate time, toy with gravity and more as you sprint through apocalyptic wastelands, murky swamps and swashbuckling pirate fleets. In an interesting take on time-travel stories, there are several additional playable characters besides Crash and his sister Coco that all have their own separate adventures alongside Crash’s that impact the main adventure in ways you’ll only understand by playing their perspective. The platforming gameplay is punishingly precise as always - the slightest misstep will send you plummeting to your doom, so brush up on those jumping skills and keep your eyes peeled for unforgiving traps and hazards!
   Don’t lose your footing now, because we’ve reached the end of the list. There’s still plenty of other great platformers out there though - if you know any that would fit here, or if you enjoyed any of the games on this list, let me know! Feedback, reblogs and likes are all much appreciated!   Thanks for reading!
An Aussie Button-Masher
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