ActivityPub Viewer

A small tool to view real-world ActivityPub objects as JSON! Enter a URL or username from Mastodon or a similar service below, and we'll send a request with the right Accept header to the server to view the underlying object.

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{ "@context": [ "https://join-lemmy.org/context.json", "https://www.w3.org/ns/activitystreams" ], "type": "OrderedCollection", "id": "https://lemmy.world/c/retrogaming/outbox", "totalItems": 49, "orderedItems": [ { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/f59cf3e9-6dab-4c22-ac9d-d38786b87ca3", "actor": "https://lemmy.world/u/cm0002", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/29417182", "attributedTo": "https://lemmy.world/u/cm0002", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Fallout 1 and 2's source code isn't lost after all, thanks to one hero programmer: 'I made it a quest to snapshot everything'", "cc": [], "mediaType": "text/html", "attachment": [ { "href": "https://www.pcgamer.com/games/rpg/fallout-1-and-2s-source-code-isnt-lost-after-all-thanks-to-one-hero-programmer-i-made-it-a-quest-to-snapshot-everything/", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/d41088bc-265c-4ffb-8dc6-4feb73f9cc32.jpeg" }, "sensitive": false, "published": "2025-05-10T05:50:07.133019Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/29417182", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/44cd960f-2c97-414a-9ab5-17907dcef180" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/9a63d175-3ea8-4965-b47c-7f5743deed96", "actor": "https://lemmy.world/u/cm0002", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/29416137", "attributedTo": "https://lemmy.world/u/cm0002", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "28 years later, Lego Island's lost source code has been rediscovered – but the fans who spent nearly two years painstakingly decompiling it by hand \"can't have it\"", "cc": [], "content": "<p><a href=\"https://lemmy.world/post/29309204\" rel=\"nofollow\">Post of the video</a></p>\n", "mediaType": "text/html", "source": { "content": "[Post of the video](https://lemmy.world/post/29309204)", "mediaType": "text/markdown" }, "attachment": [ { "href": "https://www.gamesradar.com/games/28-years-later-lego-islands-lost-source-code-has-been-rediscovered-but-the-fans-who-spent-nearly-two-years-painstakingly-decompiling-it-by-hand-cant-have-it/", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/980d67cc-9225-44ba-84b7-546b598f9562.jpeg" }, "sensitive": false, "published": "2025-05-10T05:14:10.865613Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/29416137", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/900250fb-425e-464c-a720-35781c93fc26" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/1721cde6-7d92-4e10-add6-8ed80dcb096e", "actor": "https://lemmy.world/u/Zombiepirate", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/29386333", "attributedTo": "https://lemmy.world/u/Zombiepirate", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "What is your favorite retro wargame?", "cc": [], "content": "<p>I’ve been getting back into the classic <em>Close Combat</em> games, and they’re some of my very favorite of the wargame genre.</p>\n<p>I’m curious what retrogaming’s favorites are. I’m not too particular on what constitutes a “wargame,” it could be anything from <em>Final Fantasy Tactics</em> to <em>Steel Panthers</em>.</p>\n<p>To throw a couple more out, I really enjoyed <em>Rome: Total War</em> for the 4x strategy and the <em>Combat Mission</em> games for their simulation systems as well.</p>\n", "mediaType": "text/html", "source": { "content": "I've been getting back into the classic *Close Combat* games, and they're some of my very favorite of the wargame genre.\n\nI'm curious what retrogaming's favorites are. I'm not too particular on what constitutes a \"wargame,\" it could be anything from *Final Fantasy Tactics* to *Steel Panthers*.\n\nTo throw a couple more out, I really enjoyed *Rome: Total War* for the 4x strategy and the *Combat Mission* games for their simulation systems as well.", "mediaType": "text/markdown" }, "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/bae8ebf2-23bd-48e7-9b63-933f8d66fd23.jpeg", "name": null } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/35c9dd6f-ef1b-4e26-8054-17f1c0ecd40f.jpeg" }, "sensitive": false, "published": "2025-05-09T15:29:21.050815Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/29386333", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/e57c6ae6-629c-4afe-a401-35d9268630be" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/5ab008c8-5d90-4a6e-9ecc-2965137ab8e5", "actor": "https://lemmy.world/u/B0NK3RS", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/29385966", "attributedTo": "https://lemmy.world/u/B0NK3RS", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "SSF Emulator (Sega Saturn) Updated With Preview Version 34", "cc": [], "content": "<blockquote>\n<p>One of the Saturn’s oldest emulators got its first update in nearly a year last month, with SSF preview version 34 sporting a bevy of technical improvements. Many of the preview versions of S…</p>\n</blockquote>\n", "mediaType": "text/html", "source": { "content": "> One of the Saturn’s oldest emulators got its first update in nearly a year last month, with SSF preview version 34 sporting a bevy of technical improvements. Many of the preview versions of S…", "mediaType": "text/markdown" }, "attachment": [ { "href": "https://www.segasaturnshiro.com/2025/05/09/ssf-emulator-updated-with-preview-version-34/", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/4056f688-54fd-4ec7-9de1-28c106e269c5.png" }, "sensitive": false, "published": "2025-05-09T15:21:27.955562Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/29385966", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/bff156be-1741-44e8-84cd-d20a0cc5786a" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/67e4e7b4-e2f3-4765-b2d8-58c961403f2c", "actor": "https://slrpnk.net/u/ProdigalFrog", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://slrpnk.net/post/21929314", "attributedTo": "https://slrpnk.net/u/ProdigalFrog", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "How Pajama Sam Made Me A Leftist | Political Breakdown Of A 90s Videogame", "cc": [], "mediaType": "text/html", "attachment": [ { "href": "https://www.youtube.com/watch?v=9gB3YaujB30", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/f03591a5-4c7f-49f8-a3c1-8626a0a442eb.jpeg" }, "sensitive": false, "published": "2025-05-09T13:55:11.011045Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://slrpnk.net/post/21929314", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/2782f87c-26f9-4d2b-be20-f8e5fded6552" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/26ddfcc4-0b69-44d4-894e-454108de8ee8", "actor": "https://lemmy.world/u/CertifiedGTA", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/29363461", "attributedTo": "https://lemmy.world/u/CertifiedGTA", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "I Spent the Last 2 weeks Playing Every Leisure Suit Larry Game Ever Made. Here's My Review", "cc": [], "content": "<p>So I spent the last 2 weeks playing every Leisure Suit Larry game, including all 3 versions of Larry 1, all spin-offs and reboots. I made sure to 100% all of them, including all nudity unlocks and easter eggs, with the exception to the 2 spin offs because getting 100% in those would be a pain in the arse and unrewarding.\nTo summarise, all the games in the franchise are a must-play; even the old-school ones from the 90s are amazing adventures. However, there are 2 spin-off non-adventure games that were not made by the original creators and are terrible, not even the same genre of game, not adventure games and a complete waste of time. Yes i’m talking about Magna Cum Laude and Box Office Bust. Except for the two spin-off disaster entries, every game in the franchise is a master piece.</p>\n<p>If you’re into adventure point-and-click games and haven’t played and completed all Leisure Suit Larry games, then you’ve missed out on some of the best games in the adventure point-and-click genre, and I would highly recommend that you play them.\nFYI, there is no Leisure Suit Larry 4; the game was scrapped halfway through development by the creator, Al Lowe. He decided to go straight to 5 after 3 because Al Lowe thought they had written themselves into a corner at the end of 3 and wanted more creative freedom with the next entry. So he skipped a game in the series.</p>\n<p>This is my list of the worst to best Leisure Suit Larry games in the series, with a summary of my thoughts, a quick review, and how much nudity is in each entry.\nI’ve also included a playlist of my entire playthrough of all 12 Leisure Suit Larry Games.</p>\n<p><strong>12. Leisure Suit Larry: Box Office Bust</strong>\nThis was the second spin-off game where you play Larry’s Nephew. Yes, Larry does briefly appear in this game, and although I love the actor who plays Larry, I don’t think he is suited to playing Larry. I have no idea why Team 17 were given this franchise; they took a classic point-and-click adventure franchise and made a platform game out of it. Not only is this something nobody wanted or asked for, it wasn’t even a good platform game, the camera was a nightmare, the controls were terrible, meaning you would die constantly because you either can’t see what’s ahead of you or the controls were so janky and unresponsive you would plummet to your death every few minutes. It’s a very clunky platformer full of collecting things on roofs and busy work errands. They tried to make and open world GTA-style game but failed miserably, and even as a platformer, it’s terrible, which Team17, the company known for platform games, should be ashamed of. No nudity at all, but a whole lot of swearing and vulgarity, which overstepped the franchise’s fine line, which it usually balanced. They also did not involve Al Lowe (the original creator of Larry) in this game. This was a big mistake and a blatant quick cash cow off a known franchise. The story was trash, the graphics were trash, the gameplay was trash and a total letdown to the franchise. I certainly would not recommend Leisure Suit Larry Box Office Bust to anyone. Ironic how a game called Box Office Bust was the biggest box office bust in the franchise.</p>\n<p><strong>11. Leisure Suit Larry 8: Magna Cum Laude (Uncut and Uncensored)</strong>\nIt was hard to pick which was worse out of this game and the one above, but I think because of the actual nudity in this game, it slightly takes the edge. Larry is again only briefly in this game, but is at least played by a voice actor who suits the character. and is the first time in the franchise that you play Larry’s nephew from the game above. Again, it was not a point-and-click adventure, but this time simply a mini open world game where you play minigames. I mean that’s it really, it’s just a game where you jump from one girl to another, playing minigames against them to get them to strip naked and maybe see a sex scene. Again, the story was trash, the gameplay was trash, the minigames are repetitive, and the entire game consists of the same 3 minigames over and over with different girls. It’s annoying and boring to play, with unresponsive controls making the minigames nearly impossible to complete. Again, I certainly would not recommend this game. This was the first spin-off in the series, and again, not something any Leisure Suit Larry fan wanted or asked for. Simply a cash cow off the original Sierra franchise. Its only saving grace is it’s better than Box Office Bust. I think it only did reasonably well in sales because of the amount of nudity in this game, which just wasn’t available in other mainstream games of its time and the fact that they targeted a console audience not previously exposed to the franchise. Repetitive and boring with a trash story and basic gameplay, but a whole lot of naked women and a few explicit sex scenes that went beyond the franchise’s limit previously.</p>\n<p><strong>10. Leisure Suit Larry 2: Goes Looking For Love (In All The Wrong Places)</strong>\nEvery game after the above two games is good, it’s just a matter of how good. Its a shame this game has to come after Magna Cum Laude because the jump in quality gameplay is massive and thats saying something for a game released over a decade before the previous two i mentioned. However, I’m putting this last out of the adventure games in the series because it does stand out in terms of how the story goes. Most Larry games are about Larry trying to impress women by doing various tasks for them to sleep with them, however, this one is more of a spy adventure, and you spend most of the game avoiding women to survive. I did enjoy the adventure as a whole, as through the story you go across many islands, a boat cruise, game shows, and it was well written. It’s very unforgiving; if you don’t collect items early on, you will have to start the game again to ensure you have the items you need for the late game. Death is also around any wrong move, but for the time, this was all part of the fun. I would recommend this game, and I even had fun playing it in 2025. Although not amazing now, the graphics were good for their time. I think I’m only putting this so low in the list because of the dated graphics by today’s standards in comparison to the others. There is no nudity in this game apart from a very pixelated naked beach running scene and sex behind a bush at the end.</p>\n<p><strong>9. Leisure Suit Larry 1: In The Land of The Lounge Lizards (Original EGA Version)</strong>\nThis was the flagship entry and was an amazing experience for its time. Travel around Los Wages trying to sleep with as many women as possible, and although the shortest game in the series had a very captivating story. There are even slot machines and blackjack tables to win money in the game to help with your adventure, so it was ahead of its time as far as games were back then. The only reason this is so low on the list is because of the extremely dated graphics for today’s standards however, I would recommend playing, as even today it’s a great experience. If the graphics put you off, there are 2 versions of this game with more updated graphics that you may prefer. All sex scenes are censored, and there is no nudity in this game. The story was original and in line with what adventure games should be.</p>\n<p><strong>8. Leisure Suit Larry 3: Passionate Patti in Pursuit of the Pulsating Pectoral</strong>\nThis was a longer and better-written entry in the series thus far, and so I put it above the others, as well as being able to play both Larry and Pattie (a female protagonist) in sections of the game, another character who appears in a later entry. This game came back with a bang and allowed Larry to sleep with as many women as he could by doing certain actions to please them. There’s even a short arcade game section at the end where you have to avoid logs while you’re rushing down rapids along a stream, which had me playing for hours trying to beat to progress the story. Although there are no nude scenes in this game, there are several sex scenes, although, because of the graphics for the time, they are quite pixelated. The story was really good, and again would recommend playing this even today.</p>\n<p><strong>7. Leisure Suit Larry 1: In The Land of The Lounge Lizards (Remake VGA)</strong>\nThis is the same game as the original Larry 1, but with massively updated graphics, giving the original game a better vibe that stood out and showed the potential of the original story. This is a game I would highly recommend as a must-play for anyone wanting to get into the series. Again, the sex scenes are censored, but you can unlock a bit of breast if you know how to unlock this secret at the end.</p>\n<p><strong>6. Leisure Suit Larry 1: In The Land of The Lounge Lizards (Reloaded) (HD Version)</strong>\nSome of the die-hard fans don’t like this remake, but I liked it; it was true to the original, included more puzzles, and featured another girl who didn’t appear in the original. It has everything great from the original game, but it added more. One thing I didn’t like was the fact that they mention the Kickstarter donors throughout the game and even put them in the game, giving it a bit of a cheap feel to it. We get it, it was a crowd-funded product, but they should have kept it down until the end credits because it took away from the polish of the game, and cheapened the experience. Although this was done by a new team and not the original creator, I was told he had some involvement in the development, if only to advise. The sex scenes are censored, but if you know the secret of how to unlock, you get a nice view of some naked breasts at the end with way more detail and nudity than the previous 2 versions of Larry 1. The graphics are great, it’s the same story as the original, which is also great, some new jokes, and I would highly recommend this over the other two, although I would say to play at minimum both the VGA and HD versions of Larry 1. All in all, they kept the creators kept this version inline with the franchise, paid homage to the original game and made much-appreciated improvements.</p>\n<p><strong>5. Leisure Suit Larry 5: Passionate Patti Does A Little Undercover Work</strong>\nIn this entry, the graphics have had a huge jump and were the first VGA version of the game released. Really liked this story, and again, you play as both Larry and Patty. Some great Puzzles in this game. The story was not the best in the series, but certainly not bad. Larry ends up flying all over America to different states in search of the sexiest woman in America. You have to travel to airports, buy your ticket, board the plane in each section of the game, and I remember being excited to see the next location as the story progresses on my first childhood playthrough. It was a fun one to replay as an adult, but I had fond memories as a child playing this, which was great nostalgia. There are no sex scenes, although there is implied fellatio and a full breast scene if you know how to unlock this secret.</p>\n<p><strong>4. Leisure Suit Larry 10: Wet Dreams Don’t Dry (With Nude Mod)</strong>\nOK, now it gets tough because the final 4 are exceptionally good and all have their unique merits. Wet Dreams Don’t Dry is the first of the modern-day reboots of the franchise and was not developed by the original creators, nor was Al Lowe even involved. That being said, it has surprisingly done the franchise justice. Larry is brought into the 21st century, and they did this in such a great way and kept Larry true to his character through and through. It has amazing graphics, the puzzles are original, and the story is great. This was so well executed, I dont know if even Sierra themselves could have done a better Job. There is no nudity, but some censored sex scenes; however, if you apply the nudity mod, you can change that to feature tons of nudity. Although not the best entry in the franchise, its play time is the length of 2 or 3 of the previous Larry games. Highly Recommend.</p>\n<p><strong>3. Leisure Suit Larry 7: Love for Sail!</strong>\nAlthough it’s the most Disney cartoon-looking of the whole franchise, it’s also probably the most x-rated and the most fun to play. With the find Dildo parts to the game (like find Wally) and the scratch n sniff play along card, included with the original game (although not applicable to digital purchases). The puzzles are fun and not the hardest to figure out, and the story is a laugh, although it lacks the most depth; it’s just fun. The story carries on from Larry 6, where you start at the health spa and end up on a cruise ship, this is where the story is based for the rest of the game. Again, Larry has to impress the women on the cruise ship to get laid, and if you unlock all the easter eggs, there are tons of nudity and uncensored sex scenes throughout. Larry 7 has the most s*x and nudity in the franchise thus far, and the women are some of the best looking, with many of the women being parodies of the hottest women of the time. If you could only play a few Larry games, this has to be in the pile. Highly recommended. Lots of replay value.</p>\n<p><strong>2. Leisure Suit Larry 6: Shape Up or Slip Out!</strong>\nThis was a great game. The usual plot of trying to impress women to sleep with them, but the setting of a health spa sets the tone. I loved this game growing up and have fond memories of it. The characters in this game are probably the best in the franchise, and the story and puzzles are some of the best, too. It was hard to choose between this and Love For Sail, but I think the vibe of this one takes the edge because it’s less cartoony, so you can take the story more seriously than Larry 7. There are no sex scenes in this, but there’s full frontal nudity and a close-up of some nice breasts if you know how to unlock these 2 secrets. However, all 3 of the top Larry games in this list are great in their own right and have a completely different feel to each other. All unique, and it was extremely hard to call it between them.</p>\n<p><strong>1. Leisure Suit Larry 11: Wet Dreams Dry Twice (With Nude Mod)</strong>\nHaving originally put this game at number 3, I changed my mind and gave it top place. I was wary about placing this above the original creator’s versions of the Larry franchise, but the new team (also responsible for Wet Dreams Don’t Dry) made an amazing game in the modern day. Imagine a game that managed to combine the feel of a classic Leisure Suit Larry game with Monkey Island 2, and Sam &amp; Max in one adventure. I hate to say it, but the developers made an absolute classic here that even the original Larry team would have been proud of. You can tell they have studied the franchise through and through and the point and click genre as a whole, so much inspiration from Lucasarts and Sierra here, it gave me a Monkey Island 2 vibes with all the island hopping, voodoo, getting ships etc, and so many cameos from classic Sierra characters with so many easter eggs and nods to classic adventure games. The game is the size of around 3- 4 of the original Larry games and will keep you going for over a week. Even with a walkthrough guide, it’s a good 10 hours of playtime, and the story and puzzles are exceptional. The main reason I put this number 1 is that the ending gives the franchise a great conclusion, and having done a 2-week playthrough was the perfect game to end on. I can’t recommend this game enough, especially for Leisure Suit Larry fans. There’s a bit of nudity here and some modest sex scenes, but with the nudity mod installed, it probably has some of the most graphic scenes. However, installing this mod is down to personal preference. Although Al Lowe was not involved in this game, they did it justice as if he wrote it himself. They took Larry to the next level with this one, and Al Lowe should be proud of them for it. 10/10.\nWell, that’s my list. Let me know your thoughts and your top Leisure Suit Larry games.</p>\n<p>Feel free to see the attached YouTube playlist of my 12 Leisure Suit Larry game playthroughs.</p>\n", "mediaType": "text/html", "source": { "content": "So I spent the last 2 weeks playing every Leisure Suit Larry game, including all 3 versions of Larry 1, all spin-offs and reboots. I made sure to 100% all of them, including all nudity unlocks and easter eggs, with the exception to the 2 spin offs because getting 100% in those would be a pain in the arse and unrewarding.\nTo summarise, all the games in the franchise are a must-play; even the old-school ones from the 90s are amazing adventures. However, there are 2 spin-off non-adventure games that were not made by the original creators and are terrible, not even the same genre of game, not adventure games and a complete waste of time. Yes i'm talking about Magna Cum Laude and Box Office Bust. Except for the two spin-off disaster entries, every game in the franchise is a master piece.\n\nIf you're into adventure point-and-click games and haven't played and completed all Leisure Suit Larry games, then you've missed out on some of the best games in the adventure point-and-click genre, and I would highly recommend that you play them.\nFYI, there is no Leisure Suit Larry 4; the game was scrapped halfway through development by the creator, Al Lowe. He decided to go straight to 5 after 3 because Al Lowe thought they had written themselves into a corner at the end of 3 and wanted more creative freedom with the next entry. So he skipped a game in the series.\n\nThis is my list of the worst to best Leisure Suit Larry games in the series, with a summary of my thoughts, a quick review, and how much nudity is in each entry.\nI've also included a playlist of my entire playthrough of all 12 Leisure Suit Larry Games.\n\n**12. Leisure Suit Larry: Box Office Bust**\nThis was the second spin-off game where you play Larry's Nephew. Yes, Larry does briefly appear in this game, and although I love the actor who plays Larry, I don't think he is suited to playing Larry. I have no idea why Team 17 were given this franchise; they took a classic point-and-click adventure franchise and made a platform game out of it. Not only is this something nobody wanted or asked for, it wasn't even a good platform game, the camera was a nightmare, the controls were terrible, meaning you would die constantly because you either can't see what's ahead of you or the controls were so janky and unresponsive you would plummet to your death every few minutes. It's a very clunky platformer full of collecting things on roofs and busy work errands. They tried to make and open world GTA-style game but failed miserably, and even as a platformer, it's terrible, which Team17, the company known for platform games, should be ashamed of. No nudity at all, but a whole lot of swearing and vulgarity, which overstepped the franchise's fine line, which it usually balanced. They also did not involve Al Lowe (the original creator of Larry) in this game. This was a big mistake and a blatant quick cash cow off a known franchise. The story was trash, the graphics were trash, the gameplay was trash and a total letdown to the franchise. I certainly would not recommend Leisure Suit Larry Box Office Bust to anyone. Ironic how a game called Box Office Bust was the biggest box office bust in the franchise.\n\n**11. Leisure Suit Larry 8: Magna Cum Laude (Uncut and Uncensored)**\nIt was hard to pick which was worse out of this game and the one above, but I think because of the actual nudity in this game, it slightly takes the edge. Larry is again only briefly in this game, but is at least played by a voice actor who suits the character. and is the first time in the franchise that you play Larry's nephew from the game above. Again, it was not a point-and-click adventure, but this time simply a mini open world game where you play minigames. I mean that's it really, it's just a game where you jump from one girl to another, playing minigames against them to get them to strip naked and maybe see a sex scene. Again, the story was trash, the gameplay was trash, the minigames are repetitive, and the entire game consists of the same 3 minigames over and over with different girls. It's annoying and boring to play, with unresponsive controls making the minigames nearly impossible to complete. Again, I certainly would not recommend this game. This was the first spin-off in the series, and again, not something any Leisure Suit Larry fan wanted or asked for. Simply a cash cow off the original Sierra franchise. Its only saving grace is it's better than Box Office Bust. I think it only did reasonably well in sales because of the amount of nudity in this game, which just wasn't available in other mainstream games of its time and the fact that they targeted a console audience not previously exposed to the franchise. Repetitive and boring with a trash story and basic gameplay, but a whole lot of naked women and a few explicit sex scenes that went beyond the franchise's limit previously.\n\n**10. Leisure Suit Larry 2: Goes Looking For Love (In All The Wrong Places)**\nEvery game after the above two games is good, it's just a matter of how good. Its a shame this game has to come after Magna Cum Laude because the jump in quality gameplay is massive and thats saying something for a game released over a decade before the previous two i mentioned. However, I'm putting this last out of the adventure games in the series because it does stand out in terms of how the story goes. Most Larry games are about Larry trying to impress women by doing various tasks for them to sleep with them, however, this one is more of a spy adventure, and you spend most of the game avoiding women to survive. I did enjoy the adventure as a whole, as through the story you go across many islands, a boat cruise, game shows, and it was well written. It's very unforgiving; if you don’t collect items early on, you will have to start the game again to ensure you have the items you need for the late game. Death is also around any wrong move, but for the time, this was all part of the fun. I would recommend this game, and I even had fun playing it in 2025. Although not amazing now, the graphics were good for their time. I think I'm only putting this so low in the list because of the dated graphics by today's standards in comparison to the others. There is no nudity in this game apart from a very pixelated naked beach running scene and sex behind a bush at the end.\n\n**9. Leisure Suit Larry 1: In The Land of The Lounge Lizards (Original EGA Version)**\nThis was the flagship entry and was an amazing experience for its time. Travel around Los Wages trying to sleep with as many women as possible, and although the shortest game in the series had a very captivating story. There are even slot machines and blackjack tables to win money in the game to help with your adventure, so it was ahead of its time as far as games were back then. The only reason this is so low on the list is because of the extremely dated graphics for today's standards however, I would recommend playing, as even today it's a great experience. If the graphics put you off, there are 2 versions of this game with more updated graphics that you may prefer. All sex scenes are censored, and there is no nudity in this game. The story was original and in line with what adventure games should be.\n\n**8. Leisure Suit Larry 3: Passionate Patti in Pursuit of the Pulsating Pectoral**\nThis was a longer and better-written entry in the series thus far, and so I put it above the others, as well as being able to play both Larry and Pattie (a female protagonist) in sections of the game, another character who appears in a later entry. This game came back with a bang and allowed Larry to sleep with as many women as he could by doing certain actions to please them. There's even a short arcade game section at the end where you have to avoid logs while you're rushing down rapids along a stream, which had me playing for hours trying to beat to progress the story. Although there are no nude scenes in this game, there are several sex scenes, although, because of the graphics for the time, they are quite pixelated. The story was really good, and again would recommend playing this even today.\n\n**7. Leisure Suit Larry 1: In The Land of The Lounge Lizards (Remake VGA)**\nThis is the same game as the original Larry 1, but with massively updated graphics, giving the original game a better vibe that stood out and showed the potential of the original story. This is a game I would highly recommend as a must-play for anyone wanting to get into the series. Again, the sex scenes are censored, but you can unlock a bit of breast if you know how to unlock this secret at the end.\n\n**6. Leisure Suit Larry 1: In The Land of The Lounge Lizards (Reloaded) (HD Version)**\nSome of the die-hard fans don't like this remake, but I liked it; it was true to the original, included more puzzles, and featured another girl who didn't appear in the original. It has everything great from the original game, but it added more. One thing I didn't like was the fact that they mention the Kickstarter donors throughout the game and even put them in the game, giving it a bit of a cheap feel to it. We get it, it was a crowd-funded product, but they should have kept it down until the end credits because it took away from the polish of the game, and cheapened the experience. Although this was done by a new team and not the original creator, I was told he had some involvement in the development, if only to advise. The sex scenes are censored, but if you know the secret of how to unlock, you get a nice view of some naked breasts at the end with way more detail and nudity than the previous 2 versions of Larry 1. The graphics are great, it's the same story as the original, which is also great, some new jokes, and I would highly recommend this over the other two, although I would say to play at minimum both the VGA and HD versions of Larry 1. All in all, they kept the creators kept this version inline with the franchise, paid homage to the original game and made much-appreciated improvements.\n\n**5. Leisure Suit Larry 5: Passionate Patti Does A Little Undercover Work**\nIn this entry, the graphics have had a huge jump and were the first VGA version of the game released. Really liked this story, and again, you play as both Larry and Patty. Some great Puzzles in this game. The story was not the best in the series, but certainly not bad. Larry ends up flying all over America to different states in search of the sexiest woman in America. You have to travel to airports, buy your ticket, board the plane in each section of the game, and I remember being excited to see the next location as the story progresses on my first childhood playthrough. It was a fun one to replay as an adult, but I had fond memories as a child playing this, which was great nostalgia. There are no sex scenes, although there is implied fellatio and a full breast scene if you know how to unlock this secret.\n\n**4. Leisure Suit Larry 10: Wet Dreams Don't Dry (With Nude Mod)**\nOK, now it gets tough because the final 4 are exceptionally good and all have their unique merits. Wet Dreams Don't Dry is the first of the modern-day reboots of the franchise and was not developed by the original creators, nor was Al Lowe even involved. That being said, it has surprisingly done the franchise justice. Larry is brought into the 21st century, and they did this in such a great way and kept Larry true to his character through and through. It has amazing graphics, the puzzles are original, and the story is great. This was so well executed, I dont know if even Sierra themselves could have done a better Job. There is no nudity, but some censored sex scenes; however, if you apply the nudity mod, you can change that to feature tons of nudity. Although not the best entry in the franchise, its play time is the length of 2 or 3 of the previous Larry games. Highly Recommend.\n\n**3. Leisure Suit Larry 7: Love for Sail!**\nAlthough it's the most Disney cartoon-looking of the whole franchise, it's also probably the most x-rated and the most fun to play. With the find Dildo parts to the game (like find Wally) and the scratch n sniff play along card, included with the original game (although not applicable to digital purchases). The puzzles are fun and not the hardest to figure out, and the story is a laugh, although it lacks the most depth; it's just fun. The story carries on from Larry 6, where you start at the health spa and end up on a cruise ship, this is where the story is based for the rest of the game. Again, Larry has to impress the women on the cruise ship to get laid, and if you unlock all the easter eggs, there are tons of nudity and uncensored sex scenes throughout. Larry 7 has the most s*x and nudity in the franchise thus far, and the women are some of the best looking, with many of the women being parodies of the hottest women of the time. If you could only play a few Larry games, this has to be in the pile. Highly recommended. Lots of replay value.\n\n**2. Leisure Suit Larry 6: Shape Up or Slip Out!**\nThis was a great game. The usual plot of trying to impress women to sleep with them, but the setting of a health spa sets the tone. I loved this game growing up and have fond memories of it. The characters in this game are probably the best in the franchise, and the story and puzzles are some of the best, too. It was hard to choose between this and Love For Sail, but I think the vibe of this one takes the edge because it's less cartoony, so you can take the story more seriously than Larry 7. There are no sex scenes in this, but there's full frontal nudity and a close-up of some nice breasts if you know how to unlock these 2 secrets. However, all 3 of the top Larry games in this list are great in their own right and have a completely different feel to each other. All unique, and it was extremely hard to call it between them.\n\n**1. Leisure Suit Larry 11: Wet Dreams Dry Twice (With Nude Mod)**\nHaving originally put this game at number 3, I changed my mind and gave it top place. I was wary about placing this above the original creator's versions of the Larry franchise, but the new team (also responsible for Wet Dreams Don't Dry) made an amazing game in the modern day. Imagine a game that managed to combine the feel of a classic Leisure Suit Larry game with Monkey Island 2, and Sam & Max in one adventure. I hate to say it, but the developers made an absolute classic here that even the original Larry team would have been proud of. You can tell they have studied the franchise through and through and the point and click genre as a whole, so much inspiration from Lucasarts and Sierra here, it gave me a Monkey Island 2 vibes with all the island hopping, voodoo, getting ships etc, and so many cameos from classic Sierra characters with so many easter eggs and nods to classic adventure games. The game is the size of around 3- 4 of the original Larry games and will keep you going for over a week. Even with a walkthrough guide, it's a good 10 hours of playtime, and the story and puzzles are exceptional. The main reason I put this number 1 is that the ending gives the franchise a great conclusion, and having done a 2-week playthrough was the perfect game to end on. I can't recommend this game enough, especially for Leisure Suit Larry fans. There's a bit of nudity here and some modest sex scenes, but with the nudity mod installed, it probably has some of the most graphic scenes. However, installing this mod is down to personal preference. Although Al Lowe was not involved in this game, they did it justice as if he wrote it himself. They took Larry to the next level with this one, and Al Lowe should be proud of them for it. 10/10.\nWell, that's my list. Let me know your thoughts and your top Leisure Suit Larry games.\n\nFeel free to see the attached YouTube playlist of my 12 Leisure Suit Larry game playthroughs.", "mediaType": "text/markdown" }, "attachment": [ { "href": "https://youtube.com/playlist?list=PLsFlEvgxwQjfz9ZqWhMLW-AljziXqEFdR", "mediaType": "application/binary", "type": "Link" } ], "sensitive": false, "published": "2025-05-09T05:16:22.097037Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/29363461", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/c1253e78-0328-4193-895d-7f43048a1b74" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/6288e7ba-5ae3-482c-8689-841eb70a80b3", "actor": "https://lemmy.world/u/TimeNaan", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/29334589", "attributedTo": "https://lemmy.world/u/TimeNaan", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Found a brand new, unused Pong console from 1979 in an Edinburgh charity shop for 20£", "cc": [], "mediaType": "text/html", "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/163773b6-2309-4a09-9a67-12dec3394da9.jpeg", "name": "" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/49da0e67-74a7-458e-bfa3-392a1a5c0f22.jpeg" }, "sensitive": false, "published": "2025-05-08T16:14:54.608753Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/29334589", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/08fed9ea-8112-4843-903d-9f9096d5914c" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/9a6eed9b-d19b-4ffb-9915-d5b2df964d8c", "actor": "https://feddit.uk/u/ktec", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://feddit.uk/post/28814559", "attributedTo": "https://feddit.uk/u/ktec", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Ecco the Dolphin Remasters and New Game Announced by Original Team | Retro Gaming News 24/7", "cc": [], "content": "<p>Ecco the Dolphin, a classic from the 1990s, is making a return with both remasters of its original titles and a brand new game. This revival was confirmed in an interview with Xbox Wire and will be led by series creator Ed Annunziata.</p>\n<h3>Development Team and Games</h3>\n<p>All members of the original development team are reuniting for these projects, including Annunziata who stated: “Me and the entire original team are going to remaster the original Ecco the Dolphin and The Tides of Time games”. Following these remasters, they plan to create a new, third game with contemporary play mechanics.</p>\n<h3>Release Schedule</h3>\n<p>The countdown on the official Ecco the Dolphin website points to April 25-26, 2026 — approximately 353 days from now. While specific platforms haven’t been confirmed yet, Xbox Series X|S releases and PlayStation 5 versions are likely.</p>\n<p>This revival comes after a long hiatus for the franchise, with the last entry released in 2000. SEGA had previously filed trademarks for Ecco-related properties in Japan on December 27, 2024.</p>\n<h3>Gameplay and Reception</h3>\n<p>The original Ecco games were notable for their unique underwater gameplay, atmospheric storytelling, and high difficulty level. This new release aims to capture both the spirit of the past and enhance it with modern sensibilities.</p>\n<h3>Reviving Classic IPs</h3>\n<p>This is part of SEGA’s broader strategy of resurrecting classic properties like Jet Set Radio and Crazy Taxi.</p>\n<hr />\n<p>What do you think about seeing Ecco the Dolphin back in action after so many years?</p>\n", "mediaType": "text/html", "source": { "content": "Ecco the Dolphin, a classic from the 1990s, is making a return with both remasters of its original titles and a brand new game. This revival was confirmed in an interview with Xbox Wire and will be led by series creator Ed Annunziata.\n\n### Development Team and Games ###\n\nAll members of the original development team are reuniting for these projects, including Annunziata who stated: \"Me and the entire original team are going to remaster the original Ecco the Dolphin and The Tides of Time games\". Following these remasters, they plan to create a new, third game with contemporary play mechanics.\n\n### Release Schedule ###\n\nThe countdown on the official Ecco the Dolphin website points to April 25-26, 2026 — approximately 353 days from now. While specific platforms haven’t been confirmed yet, Xbox Series X|S releases and PlayStation 5 versions are likely.\n\nThis revival comes after a long hiatus for the franchise, with the last entry released in 2000. SEGA had previously filed trademarks for Ecco-related properties in Japan on December 27, 2024.\n\n### Gameplay and Reception ###\n\nThe original Ecco games were notable for their unique underwater gameplay, atmospheric storytelling, and high difficulty level. This new release aims to capture both the spirit of the past and enhance it with modern sensibilities.\n\n### Reviving Classic IPs ###\n\nThis is part of SEGA's broader strategy of resurrecting classic properties like Jet Set Radio and Crazy Taxi.\n\n-------------------------------------------------------------------------------\n\nWhat do you think about seeing Ecco the Dolphin back in action after so many years?", "mediaType": "text/markdown" }, "attachment": [ { "href": "https://www.retronews.com/ecco-the-dolphin-remasters-and-new-game-announced-by-original-team/", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://www.retronews.com/wp-content/uploads/ecco.avif" }, "sensitive": false, "published": "2025-05-07T08:22:58.861128Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://feddit.uk/post/28814559", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/939d36c6-d27b-4c55-affe-83d2cbbd3731" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/f1d5028e-4da5-46c0-b8f2-77b87e685f12", "actor": "https://feddit.uk/u/ktec", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://feddit.uk/post/28755022", "attributedTo": "https://feddit.uk/u/ktec", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "The Most Advanced Killer Instinct Emulator Yet To Launch In Beta This Week | Time Extension", "cc": [], "content": "<p>Rich Whitehouse, the creator behind BigPEmu, is set to launch his new and improved Killer Instinct emulator in beta. Initially a fully-commercial project, funding had been pulled back in March this year, but now it seems that enough support has come through on Patreon to keep the development going.</p>\n<p>According to Rich Whitehouse’s statement, the beta release will be made available in just a few days, giving fans of the classic fighting game an exciting opportunity to try out what could very well be the best way to experience Killer Instinct and Killer Instinct 2.</p>\n<p>Some key features include:</p>\n<ul>\n<li><strong>Silky Smooth Multiplayer</strong></li>\n<li><strong>Brand New Stereo Sound Script</strong></li>\n<li><strong>Fast MIPS III Interpreter</strong></li>\n</ul>\n<p>You can gain access to the emulator by backing Rich on Patreon.</p>\n<hr />\n<p>What aspects of this new emulator do you think will most improve the gameplay experience?</p>\n", "mediaType": "text/html", "source": { "content": "Rich Whitehouse, the creator behind BigPEmu, is set to launch his new and improved Killer Instinct emulator in beta. Initially a fully-commercial project, funding had been pulled back in March this year, but now it seems that enough support has come through on Patreon to keep the development going.\n\nAccording to Rich Whitehouse's statement, the beta release will be made available in just a few days, giving fans of the classic fighting game an exciting opportunity to try out what could very well be the best way to experience Killer Instinct and Killer Instinct 2.\n\nSome key features include:\n- **Silky Smooth Multiplayer**\n- **Brand New Stereo Sound Script**\n- **Fast MIPS III Interpreter**\n\nYou can gain access to the emulator by backing Rich on Patreon.\n\n-------------------------------------------------------------------------------\n\nWhat aspects of this new emulator do you think will most improve the gameplay experience?", "mediaType": "text/markdown" }, "attachment": [ { "href": "https://www.timeextension.com/news/2025/05/the-most-advanced-killer-instinct-emulator-yet-to-launch-in-beta-this-week", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/7fc2ade5-c6ca-4a19-961e-1ce1561b177f.jpeg" }, "sensitive": false, "published": "2025-05-06T08:12:46.166028Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://feddit.uk/post/28755022", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/b7dd26cf-1459-45c1-8c1d-0d046c8cabfe" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/c9f714f9-5cef-4e5a-8ed6-8c51becbba11", "actor": "https://discuss.tchncs.de/u/macstainless", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://discuss.tchncs.de/post/35757692", "attributedTo": "https://discuss.tchncs.de/u/macstainless", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Why is my Dreamcast displaying tiny with a new HDMI cable?", "cc": [], "content": "<p>Picked up a Hyperkin Dreamcast cable that outputs via HDMI. I tried it out and it’s displaying in this tiny box on my TV. The box on the cable has no settings and the TV is a 1080 Sony Bravia.</p>\n<p>I’m not sure what options I have aside from stretching the image via the TV settings but if anyone can assist, it would be appreciated. Thanks.</p>\n", "mediaType": "text/html", "source": { "content": "Picked up a Hyperkin Dreamcast cable that outputs via HDMI. I tried it out and it’s displaying in this tiny box on my TV. The box on the cable has no settings and the TV is a 1080 Sony Bravia.\n\nI’m not sure what options I have aside from stretching the image via the TV settings but if anyone can assist, it would be appreciated. Thanks. ", "mediaType": "text/markdown" }, "attachment": [ { "type": "Image", "url": "https://discuss.tchncs.de/pictrs/image/21fcad08-54b4-413e-b698-75cb7677f52d.jpeg", "name": "" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/45412216-6685-4ec0-8840-201b2a10389d.jpeg" }, "sensitive": false, "published": "2025-05-05T22:07:36.458929Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://discuss.tchncs.de/post/35757692", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/0bd73d67-d864-40d7-8f21-a475baa3c4cf" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/798d1989-d93a-4fdc-961b-de697aa1d5fc", "actor": "https://programming.dev/u/the16bitgamer", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://programming.dev/post/29810537", "attributedTo": "https://programming.dev/u/the16bitgamer", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "I got my hands on Shantae Risky Revolution. Where should I upload my checksum too?", "cc": [], "content": "<p>Pre-ordered Shantae Risky Revolution last year, finally came in today. (Loving it so far). But I’d like to upload the MD5 Checksum so that emulators can validate it.</p>\n<p>Where should I upload the files to?</p>\n", "mediaType": "text/html", "source": { "content": "Pre-ordered Shantae Risky Revolution last year, finally came in today. (Loving it so far). But I'd like to upload the MD5 Checksum so that emulators can validate it.\n\nWhere should I upload the files to?", "mediaType": "text/markdown" }, "attachment": [], "sensitive": false, "published": "2025-05-05T21:54:21.157217Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://programming.dev/post/29810537", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/082ad8b3-7eac-4fe6-99d4-bf4fb410a4a8" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/c29d4738-3bf6-471f-8af0-8436fe40432f", "actor": "https://lemmy.world/u/atomicpoet", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/29179804", "attributedTo": "https://lemmy.world/u/atomicpoet", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Shadowgrounds haunted my Steam library for 10 years. Last weekend, I finished it.", "cc": [], "content": "<p>You know that sensation of seeing something unfinished? I wish there were a word for that. But I bet you know what I’m talking about.</p>\n<p>When you look over at some IKEA furniture you bought a few years ago—maybe a table—and you haven’t assembled it yet. You want to. Maybe you even opened the box, but never finished it.</p>\n<p>Or when you see a book on your shelf. You started it, made it to Chapter 6. The old bookmark still pokes out. Every so often, you take it down, glide your hand along the cover, then the spine—but you just don’t have it in you to crack it open and keep reading.</p>\n<p>Personally, I get that feeling a lot. Looking at my Steam library. Which, by the way, now numbers in the thousands. But when I scroll through it, the same question keeps popping up:</p>\n<p>Why is it that finishing something so small… often feels so big?</p>\n<p>I think the answer has less to do with the thing itself—and more to do with what the thing represents. It’s about time. Memory.</p>\n<p>You started it when you were younger. And for your younger self’s sake, you want to finish it. But time moves on. You’ve got responsibilities. You’ve got to be a grown-up.</p>\n<p>And yet, these things stick around. They’re like ghosts. Hovering. Whispering.</p>\n<p>For me, one of those ghosts was a top-down shooter I bought in 2015. That was the year I went full-bore into Steam. I embraced PC gaming with gutso. I went on a buying spree—probably bought too much. Hell, I still do. But back then I <em>definitely</em> did. Because games were dirt cheap.</p>\n<p>I thought to myself, “It’s never going to get cheaper than this.”</p>\n<p>You’ve got to understand—before 2015, I was mostly a console gamer. Xbox 360, Wii. But I swore off new consoles. Everything was getting too expensive. And even old consoles felt overpriced at the time. Which is hilarious now. Retro gaming today is a <em>luxury hobby.</em></p>\n<p>But PC? On PC, I could get great games for a dollar. Not just shovelware—classics. So I bought every good game I could find around that price.</p>\n<p>One game stood out.</p>\n<p>Not because I was new to PC gaming—I wasn’t. I’d done plenty of PC gaming in the ‘80s and ‘90s. And one of my favorite genres was the top-down shooter. I grew up with <em>Alien Syndrome</em> on the Commodore 64. Later, I played it again on the Sega Master System. But the C64 version? Absolutely amazing.</p>\n<p>In the ‘90s, top-down shooters started picking up serious steam: <em>Catacomb</em> (not 3D, the original), <em>Take No Prisoners</em>, <em>Alien Breed</em>, <em>MageSlayer</em>. There was just something about that genre I loved.</p>\n<p>Don’t get me wrong—I like run-and-gun games. I like first-person shooters. But top-down shooters? They scratch a different itch. Tactical. Strategic. Like watching four planets at once. That’s why I love them.</p>\n<p>So in 2015, I saw this top-down shooter going for a dollar. It looked solid. Not amazing, but well above average. It scratched that nostalgic itch. So I bought it.</p>\n<p>That game was <em>Shadowgrounds.</em></p>\n<p>I remember firing it up—and man, it hooked me. The voice acting? Comically bad. The cutscenes? Deep in the uncanny valley. But it had a thing. You’re a maintenance worker on Ganymede, one of Jupiter’s moons. A human colony, far from Earth. And everything goes wrong.</p>\n<p>You’ve got a flashlight and a gun. Aliens start attacking—and they’re afraid of the light. At first.</p>\n<p>So you’re constantly sweeping the flashlight to keep them at bay. But they flank you. From behind. From the sides. It becomes this constant dance: aim the light, shoot, move, aim again. And the enemies escalate—more violent, more grotesque. But you’re collecting weapons too: machine guns, shotguns, grenade launchers. And once you hit the heavy artillery? It’s game on.</p>\n<p>I loved it. I sank hours into it.</p>\n<p>But I never made it past level one.</p>\n<p>Why? The save system was beyond stupid.</p>\n<p>Level one takes at least half an hour. There are no checkpoints. You can’t save mid-level. The only time the game saves is when you beat a level.</p>\n<p>And level one on medium difficulty? Hard.</p>\n<p>Every time I played, I’d sink time into it… then quit. Later I’d try again—on a new machine, a new install, a new Steam Deck. Always restarting. Always back at level one.</p>\n<p>You get five lives. Die five times? Game over.</p>\n<p>I didn’t finish it. But it haunted me.</p>\n<p>Not just because I liked the game—but because I liked the genre. And because, at the time, top-down shooters were making a quiet comeback.</p>\n<p><em>Hotline Miami.</em> <em>The Hong Kong Massacre.</em> <em>Redeemer.</em></p>\n<p>Even <em>Halo</em> released two top-down shooters—<em>Spartan Assault</em> and <em>Spartan Strike.</em> Nobody talks about them, but they exist. And they’re good.</p>\n<p><em>Shadowgrounds</em> was an early entry in that revival. It came out in 2005—when top-down shooters weren’t even a blip. Its physical box described it as “<em>Doom 3 meets Smash TV</em>.” Hilarious.</p>\n<p>Because it’s nothing like either. But I get why they said it: in 2005, people didn’t remember <em>Alien Breed</em>. They needed a frame of reference.</p>\n<p>Truth is, <em>Shadowgrounds</em> is a spiritual successor to <em>Alien Breed.</em> Even the aliens move similarly.</p>\n<p>And there’s irony in all this—because the first-person shooter, the juggernaut genre of PC gaming, owes its existence to the top-down shooter. <em>Catacomb 3D</em>—id’s first FPS—was a 3D version of <em>Catacomb</em>, a top-down shooter.</p>\n<p>Early FPS level design was heavily influenced by top-down layouts. And for good reason. Top-down is tactical. You see everything. FPS is about surprise. Each room is a mystery.</p>\n<p>But in the '90s, FPS games had one major flaw: the maps. You got lost easily. I remember getting lost in <em>Heretic</em> constantly, opening the map just to navigate—at which point, it basically <em>was</em> a top-down shooter.</p>\n<p>Eventually, game design improved. But that early influence stuck.</p>\n<p>By the 2000s, though, 2D was considered outdated. AAA games had to be 3D. On the N64, for example, I can’t recall many 2D games. Maybe a few—but you could count them on one hand.</p>\n<p>In the early 2000s, 2D existed mostly on handhelds or as low-budget PC games. <em>Shadowgrounds</em> was one of those. A premium budget title. Not AAA, but made with care.</p>\n<p>It wasn’t 2D either—not exactly. It was 2.5D. Fully polygonal models. 3D character models. But with that classic top-down perspective.</p>\n<p>You could tell they put love into this thing. The level design, the weapons, even the soundtrack.</p>\n<p>Speaking of the soundtrack—phenomenal. One of the best I’ve heard from that era.</p>\n<p>The composer? Ari Pulkkinen. Yeah, the guy who later did <em>Angry Birds</em> and <em>Trine.</em> This was one of his first soundtracks. And the guitars? Played by Amen, the guitarist from <em>Lordi.</em></p>\n<p>Which is wild, because <em>Lordi</em> won Eurovision in 2006—the year this game hit its marketing stride. And they barely promoted that connection! They thank <em>Lordi</em> in the credits, but that’s it.</p>\n<p>Anyway, <em>Shadowgrounds</em> mattered. Not just to me. It helped kick off the top-down revival.</p>\n<p>Five years later, Team17 brought back <em>Alien Breed</em> with the <em>Alien Breed Trilogy.</em> And they went back to the top-down perspective, even though they’d shifted to first-person years earlier with Alien Breed 3D.</p>\n<p><em>Valve</em> got in on it too—with <em>Alien Swarm.</em> Originally using Unreal Engine, then ported to Source.</p>\n<p>Top-down shooters were back. And for me, the 2010s were defined by them.</p>\n<p>My favorite game of all time? <em>Hotline Miami.</em> Best soundtrack I’ve ever heard in a game. Incredible story. There are documentaries about it—and rightly so.</p>\n<p>Other recent favorites: <em>OTXO</em>—brilliant. <em>The Ascent</em>—phenomenal atmosphere. Neon Chrome—oozes that midnight feel.</p>\n<p>This genre? It keeps delivering.</p>\n<p>And yet… every time I launch Steam, there it is. <em>Shadowgrounds.</em> Staring me down.</p>\n<p>Why haven’t you finished me?</p>\n<p>Like a ghost. Like the Telltale Heart—beating in the floorboards.</p>\n<p>I must’ve played level one for six, maybe seven hours over the years. Last weekend, I woke up and said:</p>\n<p>“Today is the day. I’m going to finish this damn game.”</p>\n<p>I checked online—estimated playtime was six hours. So I fired it up. On Easy mode.</p>\n<p>I played it slow. One level at a time. Do a chore, come back. Go for a walk, come back.</p>\n<p>I didn’t finish Saturday. Made it to level 8. The Emicron Research Facility.</p>\n<p>And I started loving the game.</p>\n<p>Even the voice acting. Once I realized it wasn’t serious, it became endearing. The main character—a maintenance guy who somehow becomes a badass alien-killer—had real John McClane vibes.</p>\n<p>The aliens? Unique. One had Gatling guns for arms. Another could cloak but if you shined your flashlight at it—boom, there it was.</p>\n<p>I love that “alone in space, fighting aliens” trope. It never gets old.</p>\n<p>Saturday night, right before bed, I told myself: Tomorrow. No excuses. Finish it.</p>\n<p>Sunday morning, I showered, ate, sat down—and dove in.</p>\n<p>The final boss? Brutal. Even on Easy. I died on my first attempt.</p>\n<p>Then I realized: I hadn’t upgraded a single weapon.</p>\n<p>How did I play this entire game without upgrading once? Because the upgrade system feels hidden. You don’t press Escape or Tab. You press <em>Enter.</em></p>\n<p>So I upgraded. Tried again. Got impatient—took too many shortcuts and paid the price. Used up all my lives. Game over.</p>\n<p>Third time, I played smart. Tactical. Terminator mode. Cleared the level with precision.</p>\n<p>I made it to the boss room. Both of us had one sliver of health left. Either he died or I died. All it took was one shot.</p>\n<p>I fired.</p>\n<p><em>Bam.</em></p>\n<p>Boss died.</p>\n<p>I won. Trigger the final cutscene which revealed a twist in the story. Then the end credits.</p>\n<p>And I felt it. Deep in my gut. Ten years. Finally finished.</p>\n<p>Not a big accomplishment in the grand scheme. I wouldn’t compare it to, say, having a child.</p>\n<p>But it meant something.</p>\n<p>It was a gift to my younger self. And to the present me, too.</p>\n<p>That’s what I love about games like this—single-player campaigns where you’re not competing against someone else. You’re competing against yourself. Outwitting the computer. Pushing through. Growing.</p>\n<p>When I beat that final boss, I sat back and said out loud, “I really did it.”</p>\n<p>I tied off an old thread from my past.</p>\n<p>And now?</p>\n<p><em>Shadowgrounds</em> is done. I’m uninstalling it from all my machines. Because I’m finished.</p>\n<p>And it’s finished, too.</p>\n", "mediaType": "text/html", "source": { "content": "You know that sensation of seeing something unfinished? I wish there were a word for that. But I bet you know what I’m talking about.\n\nWhen you look over at some IKEA furniture you bought a few years ago—maybe a table—and you haven’t assembled it yet. You want to. Maybe you even opened the box, but never finished it.\n\nOr when you see a book on your shelf. You started it, made it to Chapter 6. The old bookmark still pokes out. Every so often, you take it down, glide your hand along the cover, then the spine—but you just don’t have it in you to crack it open and keep reading.\n\nPersonally, I get that feeling a lot. Looking at my Steam library. Which, by the way, now numbers in the thousands. But when I scroll through it, the same question keeps popping up:\n\nWhy is it that finishing something so small… often feels so big?\n\nI think the answer has less to do with the thing itself—and more to do with what the thing represents. It’s about time. Memory.\n\nYou started it when you were younger. And for your younger self’s sake, you want to finish it. But time moves on. You’ve got responsibilities. You’ve got to be a grown-up.\n\nAnd yet, these things stick around. They’re like ghosts. Hovering. Whispering.\n\nFor me, one of those ghosts was a top-down shooter I bought in 2015. That was the year I went full-bore into Steam. I embraced PC gaming with gutso. I went on a buying spree—probably bought too much. Hell, I still do. But back then I *definitely* did. Because games were dirt cheap.\n\nI thought to myself, “It’s never going to get cheaper than this.”\n\nYou’ve got to understand—before 2015, I was mostly a console gamer. Xbox 360, Wii. But I swore off new consoles. Everything was getting too expensive. And even old consoles felt overpriced at the time. Which is hilarious now. Retro gaming today is a *luxury hobby.*\n\nBut PC? On PC, I could get great games for a dollar. Not just shovelware—classics. So I bought every good game I could find around that price.\n\nOne game stood out.\n\nNot because I was new to PC gaming—I wasn’t. I’d done plenty of PC gaming in the ‘80s and ‘90s. And one of my favorite genres was the top-down shooter. I grew up with *Alien Syndrome* on the Commodore 64. Later, I played it again on the Sega Master System. But the C64 version? Absolutely amazing.\n\nIn the ‘90s, top-down shooters started picking up serious steam: *Catacomb* (not 3D, the original), *Take No Prisoners*, *Alien Breed*, *MageSlayer*. There was just something about that genre I loved.\n\nDon’t get me wrong—I like run-and-gun games. I like first-person shooters. But top-down shooters? They scratch a different itch. Tactical. Strategic. Like watching four planets at once. That’s why I love them.\n\nSo in 2015, I saw this top-down shooter going for a dollar. It looked solid. Not amazing, but well above average. It scratched that nostalgic itch. So I bought it.\n\nThat game was *Shadowgrounds.*\n\nI remember firing it up—and man, it hooked me. The voice acting? Comically bad. The cutscenes? Deep in the uncanny valley. But it had a thing. You’re a maintenance worker on Ganymede, one of Jupiter’s moons. A human colony, far from Earth. And everything goes wrong.\n\nYou’ve got a flashlight and a gun. Aliens start attacking—and they’re afraid of the light. At first.\n\nSo you’re constantly sweeping the flashlight to keep them at bay. But they flank you. From behind. From the sides. It becomes this constant dance: aim the light, shoot, move, aim again. And the enemies escalate—more violent, more grotesque. But you’re collecting weapons too: machine guns, shotguns, grenade launchers. And once you hit the heavy artillery? It’s game on.\n\nI loved it. I sank hours into it.\n\nBut I never made it past level one.\n\nWhy? The save system was beyond stupid.\n\nLevel one takes at least half an hour. There are no checkpoints. You can’t save mid-level. The only time the game saves is when you beat a level.\n\nAnd level one on medium difficulty? Hard.\n\nEvery time I played, I’d sink time into it… then quit. Later I’d try again—on a new machine, a new install, a new Steam Deck. Always restarting. Always back at level one.\n\nYou get five lives. Die five times? Game over.\n\nI didn’t finish it. But it haunted me.\n\nNot just because I liked the game—but because I liked the genre. And because, at the time, top-down shooters were making a quiet comeback.\n\n*Hotline Miami.* *The Hong Kong Massacre.* *Redeemer.*\n\nEven *Halo* released two top-down shooters—*Spartan Assault* and *Spartan Strike.* Nobody talks about them, but they exist. And they’re good.\n\n*Shadowgrounds* was an early entry in that revival. It came out in 2005—when top-down shooters weren’t even a blip. Its physical box described it as “*Doom 3 meets Smash TV*.” Hilarious.\n\nBecause it’s nothing like either. But I get why they said it: in 2005, people didn’t remember *Alien Breed*. They needed a frame of reference.\n\nTruth is, *Shadowgrounds* is a spiritual successor to *Alien Breed.* Even the aliens move similarly.\n\nAnd there’s irony in all this—because the first-person shooter, the juggernaut genre of PC gaming, owes its existence to the top-down shooter. *Catacomb 3D*—id's first FPS—was a 3D version of *Catacomb*, a top-down shooter.\n\nEarly FPS level design was heavily influenced by top-down layouts. And for good reason. Top-down is tactical. You see everything. FPS is about surprise. Each room is a mystery.\n\nBut in the '90s, FPS games had one major flaw: the maps. You got lost easily. I remember getting lost in *Heretic* constantly, opening the map just to navigate—at which point, it basically *was* a top-down shooter.\n\nEventually, game design improved. But that early influence stuck.\n\nBy the 2000s, though, 2D was considered outdated. AAA games had to be 3D. On the N64, for example, I can’t recall many 2D games. Maybe a few—but you could count them on one hand.\n\nIn the early 2000s, 2D existed mostly on handhelds or as low-budget PC games. *Shadowgrounds* was one of those. A premium budget title. Not AAA, but made with care.\n\nIt wasn’t 2D either—not exactly. It was 2.5D. Fully polygonal models. 3D character models. But with that classic top-down perspective.\n\nYou could tell they put love into this thing. The level design, the weapons, even the soundtrack.\n\nSpeaking of the soundtrack—phenomenal. One of the best I’ve heard from that era.\n\nThe composer? Ari Pulkkinen. Yeah, the guy who later did *Angry Birds* and *Trine.* This was one of his first soundtracks. And the guitars? Played by Amen, the guitarist from *Lordi.*\n\nWhich is wild, because *Lordi* won Eurovision in 2006—the year this game hit its marketing stride. And they barely promoted that connection! They thank *Lordi* in the credits, but that’s it.\n\nAnyway, *Shadowgrounds* mattered. Not just to me. It helped kick off the top-down revival.\n\nFive years later, Team17 brought back *Alien Breed* with the *Alien Breed Trilogy.* And they went back to the top-down perspective, even though they’d shifted to first-person years earlier with Alien Breed 3D.\n\n*Valve* got in on it too—with *Alien Swarm.* Originally using Unreal Engine, then ported to Source.\n\nTop-down shooters were back. And for me, the 2010s were defined by them.\n\nMy favorite game of all time? *Hotline Miami.* Best soundtrack I’ve ever heard in a game. Incredible story. There are documentaries about it—and rightly so.\n\nOther recent favorites: *OTXO*—brilliant. *The Ascent*—phenomenal atmosphere. Neon Chrome—oozes that midnight feel.\n\nThis genre? It keeps delivering.\n\nAnd yet… every time I launch Steam, there it is. *Shadowgrounds.* Staring me down.\n\nWhy haven’t you finished me?\n\nLike a ghost. Like the Telltale Heart—beating in the floorboards.\n\nI must’ve played level one for six, maybe seven hours over the years. Last weekend, I woke up and said:\n\n“Today is the day. I’m going to finish this damn game.”\n\nI checked online—estimated playtime was six hours. So I fired it up. On Easy mode.\n\nI played it slow. One level at a time. Do a chore, come back. Go for a walk, come back.\n\nI didn’t finish Saturday. Made it to level 8. The Emicron Research Facility.\n\nAnd I started loving the game.\n\nEven the voice acting. Once I realized it wasn’t serious, it became endearing. The main character—a maintenance guy who somehow becomes a badass alien-killer—had real John McClane vibes.\n\nThe aliens? Unique. One had Gatling guns for arms. Another could cloak but if you shined your flashlight at it—boom, there it was.\n\nI love that “alone in space, fighting aliens” trope. It never gets old.\n\nSaturday night, right before bed, I told myself: Tomorrow. No excuses. Finish it.\n\nSunday morning, I showered, ate, sat down—and dove in.\n\nThe final boss? Brutal. Even on Easy. I died on my first attempt.\n\nThen I realized: I hadn’t upgraded a single weapon.\n\nHow did I play this entire game without upgrading once? Because the upgrade system feels hidden. You don’t press Escape or Tab. You press *Enter.* \n\nSo I upgraded. Tried again. Got impatient—took too many shortcuts and paid the price. Used up all my lives. Game over.\n\nThird time, I played smart. Tactical. Terminator mode. Cleared the level with precision.\n\nI made it to the boss room. Both of us had one sliver of health left. Either he died or I died. All it took was one shot.\n\nI fired.\n\n*Bam.*\n\nBoss died.\n\nI won. Trigger the final cutscene which revealed a twist in the story. Then the end credits.\n\nAnd I felt it. Deep in my gut. Ten years. Finally finished.\n\nNot a big accomplishment in the grand scheme. I wouldn’t compare it to, say, having a child.\n\nBut it meant something.\n\nIt was a gift to my younger self. And to the present me, too.\n\nThat’s what I love about games like this—single-player campaigns where you’re not competing against someone else. You’re competing against yourself. Outwitting the computer. Pushing through. Growing.\n\nWhen I beat that final boss, I sat back and said out loud, “I really did it.”\n\nI tied off an old thread from my past.\n\nAnd now?\n\n*Shadowgrounds* is done. I’m uninstalling it from all my machines. Because I’m finished.\n\nAnd it’s finished, too.\n", "mediaType": "text/markdown" }, "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/82352381-6e18-4414-ae6f-8e62a5420993.jpeg", "name": null } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/761e95f6-ac3a-417e-86c1-83e071211d07.jpeg" }, "sensitive": false, "published": "2025-05-05T18:53:21.408246Z", "updated": "2025-05-05T19:05:53.216227Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/29179804", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/1d442ed6-2413-4f0d-a28f-7fad20bdf4cc" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/16203dbf-8857-4866-8e96-3690f46b6556", "actor": "https://lemmy.world/u/andros_rex", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/29140489", "attributedTo": "https://lemmy.world/u/andros_rex", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Fire Emblem on a TI-84", "cc": [], "mediaType": "text/html", "attachment": [ { "href": "https://youtu.be/8TwaBI00DQE", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "sensitive": false, "published": "2025-05-05T00:13:43.006303Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/29140489", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/10a0258c-2ae1-43ea-9368-d66969c5c8b0" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/d9d44331-d8ad-4d20-b2c1-2a2d368c2c13", "actor": "https://lemmy.world/u/The_Picard_Maneuver", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/29120294", "attributedTo": "https://lemmy.world/u/The_Picard_Maneuver", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Apparently it was in the manual, but I'm just learning it now.", "cc": [], "mediaType": "text/html", "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/15ff741c-3c76-465c-ac52-a31625a30c39.jpeg", "name": "" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/b81edaef-d5bf-4979-b2af-8956c50bd1f3.jpeg" }, "sensitive": false, "published": "2025-05-04T15:29:16.424062Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/29120294", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/ee75ee59-a23d-4718-be08-9f28805b0dd0" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/65223f15-d127-461c-b4e7-db5638564acc", "actor": "https://lemmy.dbzer0.com/u/Even_Adder", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.dbzer0.com/post/43430142", "attributedTo": "https://lemmy.dbzer0.com/u/Even_Adder", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "How Powerful Is Durahan? (Rancher Rundown EP 41) - Monster Rancher 2DX Competitive Guide", "cc": [], "mediaType": "text/html", "attachment": [ { "href": "https://www.youtube.com/watch?v=X0eb5TIK5oM", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "sensitive": false, "published": "2025-05-03T00:44:18.068249Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.dbzer0.com/post/43430142", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/22cd8014-f76c-4837-b945-ba24dea10a31" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/33d6d742-168e-451c-a4e6-ad7a6c0f4b7e", "actor": "https://pawb.social/u/Wolfizen", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://pawb.social/post/23887902", "attributedTo": "https://pawb.social/u/Wolfizen", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "I repurposed an old phone into a portable Atari 2600 for my mom", "cc": [], "content": "<p>The phone is pretty old, running Android 6. It has 2600.emu on it with the entire catalogue of 2600 games. She remembers playing on her friends’ Atari as a kid and some of the games she played so I added those as shortcuts.</p>\n<p>I tried several emulation apps: 2600.emu, droid2600, and MAME4Droid. The modern versions of all refused to install. 2600.emu and droid2600 both had an older version that installed. Overall I liked 2600.emu for its better onscreen controls &amp; better paddle control on these specific versions.</p>\n<p>It feels nice to repurpose old tech for something “new”. It wouldn’t be possible without a dedicated community.</p>\n", "mediaType": "text/html", "source": { "content": "The phone is pretty old, running Android 6. It has 2600.emu on it with the entire catalogue of 2600 games. She remembers playing on her friends' Atari as a kid and some of the games she played so I added those as shortcuts.\n\nI tried several emulation apps: 2600.emu, droid2600, and MAME4Droid. The modern versions of all refused to install. 2600.emu and droid2600 both had an older version that installed. Overall I liked 2600.emu for its better onscreen controls & better paddle control on these specific versions.\n\nIt feels nice to repurpose old tech for something \"new\". It wouldn't be possible without a dedicated community.", "mediaType": "text/markdown" }, "attachment": [ { "type": "Image", "url": "https://pawb.social/pictrs/image/50e2c5f7-277d-4f22-972b-371e957b2b07.jpeg", "name": null } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/f7b6eefc-3073-4a42-8c61-2a491055a2d0.jpeg" }, "sensitive": false, "published": "2025-05-02T22:06:54.754758Z", "updated": "2025-05-02T22:08:19.877983Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://pawb.social/post/23887902", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/4fcca48c-d3f5-491c-98b8-1ed5383dca32" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/1d868645-9868-4f33-a197-573857219ed0", "actor": "https://lemmy.world/u/atomicpoet", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/29025620", "attributedTo": "https://lemmy.world/u/atomicpoet", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Gorky 17: The mutant RPG that dragged Poland into the global gaming spotlight", "cc": [], "content": "<p>You ever notice how.… certain things that aren’t a big deal become a very big deal as time goes on. Stuff we dismiss at first as boring, mundane, inconsequential. And then through time, they become monumental and defining.</p>\n<p>Now, let me give you an example of what I’m talking about. <em>Never Gonna Give You Up</em> by Rick Astley.</p>\n<p>I remember when this song came out. I was six years old at the time. And even then, to my six-year-old self… this was background noise. It didn’t really stand out. I mean, it was a hit, it was being played on radio stations. But even for the song that it was, it’s not as though there was anything definitive about it. This was a Stock Aitken Waterman song. Probably among dozens that had already charted in the '80s. And frankly, if you’ve heard one Stock Aitken Waterman song, you’ve heard them all.</p>\n<p>I’m not saying that Stock Aitken Waterman are bad. On the contrary—they had a formula that worked, that made them lots of money. And it was the right sound for the moment.</p>\n<p>I don’t even think Rick Astley himself saw <em>Never Gonna Give You Up</em> as defining. It did hit number one all over the world. But so did his other song, <em>Together Forever</em>.</p>\n<p>And here’s the thing. Rick Astley retired from the music industry at the age of 27, in 1993. And he didn’t come back for a very, very long time. I suspect he saw his music career as not a very serious thing. And so he went off and did other things.</p>\n<p>But if you’ve been on the internet, at least for the past 20 years, you know where this story is going. Because <em>Never Gonna Give You Up</em> got a second life. It became the embodiment of the Rickrolling meme.</p>\n<p>Started off as a joke. You would point a link somewhere—it started on 4chan, then went elsewhere—implying a certain source page. And when you clicked on the link, it would take you to the <em>Never Gonna Give You Up</em> YouTube video.</p>\n<p>And this meme became so pervasive, so all-consuming, that it became the mother of all memes. That’s not to say it was the first meme ever—by far, it was not. But it was the meme that would forever define all other memes. And therefore define internet culture itself.</p>\n<p>I would say that <em>Never Gonna Give You Up</em> isn’t even about the meme anymore. It’s now about the internet.</p>\n<p>It became so widespread that when you hear it in places not connected to the internet, you think internet. Like the time <em>Family Guy</em> played it. And then when you saw Rick Astley perform it at the Macy’s Day Parade.</p>\n<p>I mean—good God—it wasn’t enough to be Rickrolled on the internet anymore. You were now being Rickrolled <em>off</em> the internet.</p>\n<p>And Rick Astley himself saw a career renaissance. He un-retired from music. He started performing again. No longer were people dismissing <em>Never Gonna Give You Up</em>. A lot of folks started genuinely liking it. Unironically, at that. It began to be seen as wholesome.</p>\n<p>I remember going to somebody’s wedding and hearing that song played during the reception. And the funny thing is—the bride and groom knew what this song was. They knew what it meant, especially in relation to the internet. But the intent was no longer to Rickroll.</p>\n<p>Everyone who showed up to the wedding—they just genuinely liked the song.</p>\n<p>And suddenly, something that seemed so inconsequential, insignificant, ended up becoming a big deal.</p>\n<p>Now, funny enough, something like this has actually happened with video games too.</p>\n<p>In 1999, <em>Gorky 17</em> was released.</p>\n<p>If that name does not ring a bell to you, it’s because in the North American markets—Canada and the USA—it had a different title. It was known as <em>Odium</em>.</p>\n<p>And this was not a bad game. It was actually pretty damn good.</p>\n<p>The best way I can explain this game to you is, kind of think of a mash-up of <em>XCOM</em> with <em>Resident Evil</em>. What you got here is a survival horror game that’s also a tactical role-playing game. So like <em>XCOM</em>, it’s turn-based. You got a team. You have to place your folks on a board, position them, and take turns attacking enemies.</p>\n<p>But then you have the post-apocalyptic scenario, where you have to do a lot of resource management. You’re constantly short on things—short on bullets, short on health—so you have to carefully manage things to make the most out of your resources. Much like a survival horror game. Except in this case, instead of dealing with zombies, you’re dealing with mutants.</p>\n<p>Now—what makes this game actually consequential now? Why is it a big deal?</p>\n<p>Well, I’ll tell you.</p>\n<p><em>Gorky 17</em> was the first Polish-made video game to get some kind of international recognition. And I don’t mean in the sense of, “oh hey, this was a work-for-hire project on behalf of Western developers.” I don’t mean in the sense that, “oh hey, a bunch of folks happened upon Atari 8-bit titles while dialing into a BBS and there was an underground group of appreciators.” I don’t mean it in that sense.</p>\n<p>I mean this was an original property. That was outright Polish. Had a specific Polish cultural lens and featured a Polish protagonist.</p>\n<p>Now, if you’re not a gamer, you might be thinking, “Hey, what’s the big deal? Different countries make video games all the time.” And you’re right.</p>\n<p>But if you play a lot of video games, you’ve probably noticed that Poland is now one of the most important video game producing countries in the world.</p>\n<p>If I were to rank the top three countries when it comes to making video games, I would put Japan at number one. The USA at number two. And Poland at number three.</p>\n<p>Sorry to all you Brits and French folk out there. But Poland has leapfrogged you in terms of performance.</p>\n<p>Because let’s be honest here: very few countries have the equivalent of a CD Projekt Red. Or a Techland. Or 11 bit studios. Or Flying Wild Hog. The list goes on.</p>\n<p>Very few countries make something like <em>Cyberpunk 2077</em>. <em>The Witcher 3</em>. <em>Frostpunk</em>. <em>Dying Light</em>. <em>This War of Mine</em>.</p>\n<p>Poland has now been associated with three things: incredible cutting-edge indie titles; double-A titles that punch above their weight and make the most of all their resources; and now, prestige triple-A.</p>\n<p>And what’s more—just like Japan and the USA—there’s a specific style that Polish games have. And you know it when you see it.</p>\n<p>Polish games tend to be very narrative-focused. They sneak in a lot of folk tales from their culture. There’s a little bit of that post-Soviet hangover. Oftentimes, they tend to be poetic but also gritty. Funny, but also brooding. And they’ve got an atmosphere. Oh my God, they are so heavy on atmosphere.</p>\n<p>Like, when you launch a Polish game—it tends to hold a lot of weight.</p>\n<p>Now, obviously, this isn’t always true. There are sometimes exceptions. <em>Kao the Kangaroo</em> comes to mind. There’s nothing brooding about <em>Kao the Kangaroo</em>—unless, I don’t know, there’s something about the lore I’m missing. But surface level at least, <em>Kao</em> doesn’t brood.</p>\n<p>But <em>The Witcher</em>? Yes. Definitely a lot of brooding in <em>The Witcher</em>.</p>\n<p>Now what’s interesting about <em>Gorky 17</em> is that not only was it the first to gain international recognition—it has all the hallmarks of what we now associate with Polish gaming.</p>\n<p>It’s got the atmosphere. You’re literally a bunch of soldiers—NATO soldiers, at that. As a Canadian, I like that the dude in charge, Cole Sullivan, is also Canadian. This takes place in a post-Soviet setting. Experiments have gone on. Mutants are on the loose.</p>\n<p>It’s not made with camp—though there is a ton of humor. It’s downright melancholic.</p>\n<p>And get this: <em>Gorky 17</em> ended up being one of the only games published by Monolith Productions.</p>\n<p>That’s right. Before Monolith was bought by Warner Bros. Games, they sometimes published other people’s stuff. And when you were published by Monolith Productions, that gave a game instant credibility. This was the same company that brought us <em>Blood</em>, <em>Shogo: Mobile Armor Division</em>, and very soon, <em>No One Lives Forever</em>.</p>\n<p>So right out of the gate, even though <em>Gorky 17</em> was probably made on a lot lower of a budget than Monolith’s other games, the fact this was a Monolith game—you were like, “Okay. I gotta keep my eye on this.”</p>\n<p>And once you got the game—it’s so fascinating.</p>\n<p>Even though this is a PC game—it was only ever released on PC platforms (Windows, Mac, Linux)—funny enough, in 2015, it eventually got ported to Amiga. But nowhere else.</p>\n<p>And even though it was a PC game, it <em>felt</em> like a PlayStation game. All interaction was with your mouse—moving characters, selecting weapons—entirely mouse-driven. No gamepad support. But it had that PlayStation-style look: pre-rendered backgrounds with polygonal characters.</p>\n<p>Visually speaking, it kind of looked like <em>Final Fantasy</em>—except with a lot more decay. And scarcity.</p>\n<p>And unlike a lot of games made nowadays, this one flew the isometric flag. Proudly.</p>\n<p>Sound design? Something else. There’s voice acting—very bad voice acting. Even by the standards of the day, which were already pretty bad. I’d say this is <em>Castlevania: Symphony of the Night</em> bad—but with European accents, which somehow gives it its own flavor.</p>\n<p>The soundtrack? Pretty good. I wouldn’t call any of it toe-tappers. But it’s got this ambient vibe. Almost feels like background noise—but it isn’t. It sneaks up on you.</p>\n<p>And obviously, this game is trying to be horror. And good horror demands ambience.</p>\n<p>Now, I will say this much about <em>Gorky 17</em>: it’s not for the faint of heart. It’s hard. Difficulty, lots of trial and error. Even for a tactical RPG, it takes a lot of getting used to—especially the resource management. The temptation is to waste all your bullets. But if you do, you’re done. Game over. <em>Gorky 17</em> really does put the “tactical” in tactical RPG.</p>\n<p>But at the end of the day—it’s fun. If you get it through your head that you’re supposed to <em>survive</em>, not <em>conquer</em>—you’ll enjoy it. Survive is the name of the game.</p>\n<p>By Polish standards of the day, this was a <em>mega hit</em>. It spawned two sequels. Both titled <em>Gorky Zero</em>.</p>\n<p>One game—<em>Gorky Zero: Beyond Honor</em>—was released in 2003. The other—<em>Gorky Zero: Aurora Watching</em>—in 2005.</p>\n<p>Personally, I think the sequels lost the plot. They went from tactical RPGs to <em>Splinter Cell</em>-style stealth games. I get it—the sequels have their audience. I just don’t think they’re as good as the original.</p>\n<p>And for that reason, the franchise died an unceremonious death.</p>\n<p>It could’ve been more. It could’ve been big. But, you know. That’s how it goes. Developers chase trends, try to scratch an itch, and sometimes it doesn’t take.</p>\n<p>But <em>Gorky 17</em>? It has a cult following. Especially in Eastern Europe. And there are still folks in North America who like it—especially those who love PC tactical RPGs.</p>\n<p>But beyond that—<em>this</em> was the game that seeded Adrian Chmielarz’s legacy.</p>\n<p>After <em>Gorky 17</em>, Metropolis Software was bought by CD Projekt. And Chmielarz—the founder—went on to co-found People Can Fly and The Astronauts.</p>\n<p>You might know People Can Fly from <em>Painkiller</em> and <em>Bulletstorm</em>. Both iconic FPS games. <em>The Astronauts</em> made <em>The Vanishing of Ethan Carter</em>.</p>\n<p>And both studios continued that uniquely Polish tone—surreal, dark, ironic, philosophical.</p>\n<p>Pull back even further, and you’ll see it: Polish game development started as a DIY thing. Atari 8-bit computers. DOS. Nobody outside Poland played those games.</p>\n<p>But <em>Gorky 17</em>? It’s the missing link between that era and Poland’s modern AAA success.</p>\n<p>At the time, it wasn’t special. It didn’t feel consequential. You’d find it in bargain bins.</p>\n<p>But it helped define the modern era of gaming.</p>\n", "mediaType": "text/html", "source": { "content": "You ever notice how\\... certain things that aren't a big deal become a very big deal as time goes on. Stuff we dismiss at first as boring, mundane, inconsequential. And then through time, they become monumental and defining.\n\nNow, let me give you an example of what I'm talking about. *Never Gonna Give You Up* by Rick Astley.\n\nI remember when this song came out. I was six years old at the time. And even then, to my six-year-old self... this was background noise. It didn't really stand out. I mean, it was a hit, it was being played on radio stations. But even for the song that it was, it's not as though there was anything definitive about it. This was a Stock Aitken Waterman song. Probably among dozens that had already charted in the '80s. And frankly, if you've heard one Stock Aitken Waterman song, you've heard them all.\n\nI'm not saying that Stock Aitken Waterman are bad. On the contrary—they had a formula that worked, that made them lots of money. And it was the right sound for the moment.\n\nI don't even think Rick Astley himself saw *Never Gonna Give You Up* as defining. It did hit number one all over the world. But so did his other song, *Together Forever*.\n\nAnd here's the thing. Rick Astley retired from the music industry at the age of 27, in 1993. And he didn't come back for a very, very long time. I suspect he saw his music career as not a very serious thing. And so he went off and did other things.\n\nBut if you've been on the internet, at least for the past 20 years, you know where this story is going. Because *Never Gonna Give You Up* got a second life. It became the embodiment of the Rickrolling meme.\n\nStarted off as a joke. You would point a link somewhere—it started on 4chan, then went elsewhere—implying a certain source page. And when you clicked on the link, it would take you to the *Never Gonna Give You Up* YouTube video.\n\nAnd this meme became so pervasive, so all-consuming, that it became the mother of all memes. That's not to say it was the first meme ever—by far, it was not. But it was the meme that would forever define all other memes. And therefore define internet culture itself.\n\nI would say that *Never Gonna Give You Up* isn't even about the meme anymore. It's now about the internet.\n\nIt became so widespread that when you hear it in places not connected to the internet, you think internet. Like the time *Family Guy* played it. And then when you saw Rick Astley perform it at the Macy’s Day Parade.\n\nI mean—good God—it wasn’t enough to be Rickrolled on the internet anymore. You were now being Rickrolled *off* the internet.\n\nAnd Rick Astley himself saw a career renaissance. He un-retired from music. He started performing again. No longer were people dismissing *Never Gonna Give You Up*. A lot of folks started genuinely liking it. Unironically, at that. It began to be seen as wholesome.\n\nI remember going to somebody’s wedding and hearing that song played during the reception. And the funny thing is—the bride and groom knew what this song was. They knew what it meant, especially in relation to the internet. But the intent was no longer to Rickroll.\n\nEveryone who showed up to the wedding—they just genuinely liked the song.\n\nAnd suddenly, something that seemed so inconsequential, insignificant, ended up becoming a big deal.\n\nNow, funny enough, something like this has actually happened with video games too.\n\nIn 1999, *Gorky 17* was released.\n\nIf that name does not ring a bell to you, it’s because in the North American markets—Canada and the USA—it had a different title. It was known as *Odium*.\n\nAnd this was not a bad game. It was actually pretty damn good.\n\nThe best way I can explain this game to you is, kind of think of a mash-up of *XCOM* with *Resident Evil*. What you got here is a survival horror game that’s also a tactical role-playing game. So like *XCOM*, it’s turn-based. You got a team. You have to place your folks on a board, position them, and take turns attacking enemies.\n\nBut then you have the post-apocalyptic scenario, where you have to do a lot of resource management. You're constantly short on things—short on bullets, short on health—so you have to carefully manage things to make the most out of your resources. Much like a survival horror game. Except in this case, instead of dealing with zombies, you're dealing with mutants.\n\nNow—what makes this game actually consequential now? Why is it a big deal?\n\nWell, I'll tell you.\n\n*Gorky 17* was the first Polish-made video game to get some kind of international recognition. And I don’t mean in the sense of, “oh hey, this was a work-for-hire project on behalf of Western developers.” I don’t mean in the sense that, “oh hey, a bunch of folks happened upon Atari 8-bit titles while dialing into a BBS and there was an underground group of appreciators.” I don’t mean it in that sense.\n\nI mean this was an original property. That was outright Polish. Had a specific Polish cultural lens and featured a Polish protagonist.\n\nNow, if you're not a gamer, you might be thinking, \"Hey, what's the big deal? Different countries make video games all the time.\" And you're right.\n\nBut if you play a lot of video games, you've probably noticed that Poland is now one of the most important video game producing countries in the world.\n\nIf I were to rank the top three countries when it comes to making video games, I would put Japan at number one. The USA at number two. And Poland at number three.\n\nSorry to all you Brits and French folk out there. But Poland has leapfrogged you in terms of performance.\n\nBecause let's be honest here: very few countries have the equivalent of a CD Projekt Red. Or a Techland. Or 11 bit studios. Or Flying Wild Hog. The list goes on.\n\nVery few countries make something like *Cyberpunk 2077*. *The Witcher 3*. *Frostpunk*. *Dying Light*. *This War of Mine*.\n\nPoland has now been associated with three things: incredible cutting-edge indie titles; double-A titles that punch above their weight and make the most of all their resources; and now, prestige triple-A.\n\nAnd what's more—just like Japan and the USA—there's a specific style that Polish games have. And you know it when you see it.\n\nPolish games tend to be very narrative-focused. They sneak in a lot of folk tales from their culture. There’s a little bit of that post-Soviet hangover. Oftentimes, they tend to be poetic but also gritty. Funny, but also brooding. And they’ve got an atmosphere. Oh my God, they are so heavy on atmosphere.\n\nLike, when you launch a Polish game—it tends to hold a lot of weight.\n\nNow, obviously, this isn’t always true. There are sometimes exceptions. *Kao the Kangaroo* comes to mind. There’s nothing brooding about *Kao the Kangaroo*—unless, I don’t know, there's something about the lore I'm missing. But surface level at least, *Kao* doesn’t brood.\n\nBut *The Witcher*? Yes. Definitely a lot of brooding in *The Witcher*.\n\nNow what’s interesting about *Gorky 17* is that not only was it the first to gain international recognition—it has all the hallmarks of what we now associate with Polish gaming.\n\nIt’s got the atmosphere. You’re literally a bunch of soldiers—NATO soldiers, at that. As a Canadian, I like that the dude in charge, Cole Sullivan, is also Canadian. This takes place in a post-Soviet setting. Experiments have gone on. Mutants are on the loose.\n\nIt’s not made with camp—though there is a ton of humor. It’s downright melancholic.\n\nAnd get this: *Gorky 17* ended up being one of the only games published by Monolith Productions.\n\nThat’s right. Before Monolith was bought by Warner Bros. Games, they sometimes published other people’s stuff. And when you were published by Monolith Productions, that gave a game instant credibility. This was the same company that brought us *Blood*, *Shogo: Mobile Armor Division*, and very soon, *No One Lives Forever*.\n\nSo right out of the gate, even though *Gorky 17* was probably made on a lot lower of a budget than Monolith’s other games, the fact this was a Monolith game—you were like, “Okay. I gotta keep my eye on this.”\n\nAnd once you got the game—it’s so fascinating.\n\nEven though this is a PC game—it was only ever released on PC platforms (Windows, Mac, Linux)—funny enough, in 2015, it eventually got ported to Amiga. But nowhere else.\n\nAnd even though it was a PC game, it *felt* like a PlayStation game. All interaction was with your mouse—moving characters, selecting weapons—entirely mouse-driven. No gamepad support. But it had that PlayStation-style look: pre-rendered backgrounds with polygonal characters.\n\nVisually speaking, it kind of looked like *Final Fantasy*—except with a lot more decay. And scarcity.\n\nAnd unlike a lot of games made nowadays, this one flew the isometric flag. Proudly.\n\nSound design? Something else. There’s voice acting—very bad voice acting. Even by the standards of the day, which were already pretty bad. I’d say this is *Castlevania: Symphony of the Night* bad—but with European accents, which somehow gives it its own flavor.\n\nThe soundtrack? Pretty good. I wouldn’t call any of it toe-tappers. But it’s got this ambient vibe. Almost feels like background noise—but it isn’t. It sneaks up on you.\n\nAnd obviously, this game is trying to be horror. And good horror demands ambience.\n\nNow, I will say this much about *Gorky 17*: it’s not for the faint of heart. It’s hard. Difficulty, lots of trial and error. Even for a tactical RPG, it takes a lot of getting used to—especially the resource management. The temptation is to waste all your bullets. But if you do, you’re done. Game over. *Gorky 17* really does put the “tactical” in tactical RPG.\n\nBut at the end of the day—it’s fun. If you get it through your head that you’re supposed to *survive*, not *conquer*—you’ll enjoy it. Survive is the name of the game.\n\nBy Polish standards of the day, this was a *mega hit*. It spawned two sequels. Both titled *Gorky Zero*.\n\nOne game—*Gorky Zero: Beyond Honor*—was released in 2003. The other—*Gorky Zero: Aurora Watching*—in 2005.\n\nPersonally, I think the sequels lost the plot. They went from tactical RPGs to *Splinter Cell*-style stealth games. I get it—the sequels have their audience. I just don’t think they’re as good as the original.\n\nAnd for that reason, the franchise died an unceremonious death.\n\nIt could’ve been more. It could’ve been big. But, you know. That’s how it goes. Developers chase trends, try to scratch an itch, and sometimes it doesn’t take.\n\nBut *Gorky 17*? It has a cult following. Especially in Eastern Europe. And there are still folks in North America who like it—especially those who love PC tactical RPGs.\n\nBut beyond that—*this* was the game that seeded Adrian Chmielarz’s legacy.\n\nAfter *Gorky 17*, Metropolis Software was bought by CD Projekt. And Chmielarz—the founder—went on to co-found People Can Fly and The Astronauts.\n\nYou might know People Can Fly from *Painkiller* and *Bulletstorm*. Both iconic FPS games. *The Astronauts* made *The Vanishing of Ethan Carter*.\n\nAnd both studios continued that uniquely Polish tone—surreal, dark, ironic, philosophical.\n\nPull back even further, and you’ll see it: Polish game development started as a DIY thing. Atari 8-bit computers. DOS. Nobody outside Poland played those games.\n\nBut *Gorky 17*? It’s the missing link between that era and Poland’s modern AAA success.\n\nAt the time, it wasn’t special. It didn’t feel consequential. You’d find it in bargain bins.\n\nBut it helped define the modern era of gaming.", "mediaType": "text/markdown" }, "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/ba5221c0-a418-4f19-8eb3-1a6c08b49233.jpeg", "name": null } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/35e87d00-77bf-4d71-a45f-16323ac145f7.jpeg" }, "sensitive": false, "published": "2025-05-02T19:19:18.491468Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/29025620", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/f7b23d0e-2dca-4e5d-853c-b72e34ac299e" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/5837aaf7-ae8c-4388-9306-6ba1dd156a78", "actor": "https://lemmy.world/u/The_Picard_Maneuver", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/29008599", "attributedTo": "https://lemmy.world/u/The_Picard_Maneuver", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "The fact that even 3D games are old now blows my mind on a regular basis.", "cc": [], "content": "<p>I suppose this is what getting older feels like.</p>\n", "mediaType": "text/html", "source": { "content": "I suppose this is what getting older feels like. ", "mediaType": "text/markdown" }, "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/e9156556-9ed9-4ad9-8e32-f6a162dcb29d.jpeg", "name": "" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/130b916d-7935-4647-a4a9-c627c40ca1ce.jpeg" }, "sensitive": false, "published": "2025-05-02T12:45:23.565507Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/29008599", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/99942f32-372a-444e-8db1-d111cdc9d1b9" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/0767f155-1fb4-481d-abea-202c5bf79148", "actor": "https://lemmy.world/u/atomicpoet", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/28975586", "attributedTo": "https://lemmy.world/u/atomicpoet", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Like my broken mug, Enclave refuses to leave—and that's why I love it", "cc": [], "content": "<p>There’s a mug I own, which I use for coffee nearly every day.</p>\n<p>It’s not an exceptional mug—at least it didn’t start that way. It was just a cheap mug from IKEA, cream-coloured. Out of habit, I drank from it without giving it much thought. One day, I dropped it—butterfingers. I was in the kitchen and lost focus. It hit the floor. The handle came off, and the rim chipped. I sanded the edges to make it easier to carry. I didn’t throw it out. I glued the chip back in place. It still worked, but it didn’t feel right without that piece. The handle? I didn’t need it, so I sanded that down too. The mug works fine.</p>\n<p>My kid once marked it up with a felt pen. I tried to clean it, but the ink stuck. Now it’s part of the mug’s look. There are coffee and tea stains—little bits of history in the glaze. My wife calls it my cult mug—not out of reverence, but because I never replace it. It’s simply here for good.</p>\n<p>And that mug? It’s not so different from cult media.</p>\n<p>You know the type—the stuff that never went mainstream, at least not right away. It stuck around because people kept coming back to it.</p>\n<p>Movies have this kind of staying power. Metropolis came out nearly 100 years ago. It wasn’t a hit in North America. No Oscars. But it inspired everything—even Star Wars. Or take Citizen Kane, Little Shop of Horrors, Chopping Mall, King of New York, Donnie Darko. None of them exploded, but they never left. Some cult movies break out. Mad Max started small. Now it’s a giant.</p>\n<p>The same thing happens in music. The Velvet Underground flopped commercially, but everyone who heard them started a band. Joy Division too. Even the Unknown Pleasures cover became iconic. Hip-hop has MF DOOM—one of the most unforgettable personas in a genre full of them. Country music has Townes Van Zandt. His music is incredible, and his life was insane—but real.</p>\n<p>Video games have cult classics too. Spacewar! from 1962 was barely played, but it inspired Atari. Akalabeth started RPGs as we know them, created by Richard Garriott—Lord British—who went on to make Ultima. Then there’s Catacomb 3-D, Little Samson, EarthBound, Jumping Flash, Killer7. Overlooked then, beloved now.</p>\n<p>And then there’s Enclave.</p>\n<p>It came out in 2002 and was mostly ignored. It was meant to show off Xbox visuals, which were better than what the GameCube or PS2 could manage. But it didn’t hit. Not a failure, not a success—just there. On PC, though? It was a different story.</p>\n<p>It stuck. It showed up on Steam, often 90% off—sometimes less than a dollar. Budget gamers bought it and kept it alive. Not unlike my mug.</p>\n<p>That long tail led to more ports: Enclave: Shadows of Twilight on Wii (Europe-only), then Mac and Linux, where it actually made a splash since games there are scarce. Later, it arrived on PS4 and Switch, advertised as an HD remaster. But honestly, the original PC version still looks better.</p>\n<p>So why did it stick?</p>\n<p>First, the graphics hold up. It runs at 1080p or 4K out of the box. No mods needed. But if you want them, there’s ReShade, SweetFX, and modded levels—it shines.</p>\n<p>Second, the soundtrack is full of long tracks—some orchestral, some metal. People were trading it before it was ever sold. One track, For the Queen, is nine minutes long. It’s a monster.</p>\n<p>The campaign helps too. You start as the good guys. Beat it, and then you play as the bad ones. It’s not a gimmick; both sides are fully fleshed out. The light side opens with a prison break—walls collapsing, total chaos. It’s electric. It makes you feel like a badass.</p>\n<p>The lore isn’t elaborate. Celenheim was split by magic. A chasm—the Enclave—was created by a wizard named Zale. Light on one side, dark on the other. The chasm’s closing. War is returning. It’s simple but effective.</p>\n<p>There’s jank, for sure. Physics glitch. AI acts dumb. Orcs fall into pits for no reason. The combat is fine—hack and slash. Arrows and axes float weirdly. Enemies don’t show health bars—just numbers when you hit. It’s hard to tell what’s working.</p>\n<p>You unlock characters: Warrior, Huntress, Halfling, Wizard. Honestly, Warrior and Wizard are the best. Melee and ranged—that’s all you need. The dark side has equivalents.</p>\n<p>As an action RPG, you collect money to spend on gear, armor, potions. It’s linear and level-based. No open world, not many NPCs. Just stages. Finish one, go to the next. You can replay levels to grind, but that’s it.</p>\n<p>And yet—Enclave has a legacy.</p>\n<p>Starbreeze made it. Yes, the same studio that went on to make The Darkness, one of the best FPS games of its generation. It was re-released in 2018. A pure cult hit.</p>\n<p>Then they made Brothers: A Tale of Two Sons—a milestone indie, emotional and beloved.</p>\n<p>Then Dead by Daylight. Then Payday 3. Not cult hits—blockbusters. And it all started here.</p>\n<p>When I found Enclave in the early 2010s, reviews were mixed. Xbox Metacritic? Mediocre. But now—in the 2020s—Steam is positive. GOG fans are ecstatic.</p>\n<p>That almost never happens. Old games usually rot. But not this one. It keeps growing. Maybe it’s the bargain sales. Maybe the rereleases. Maybe the jank is part of the charm.</p>\n<p>But people keep buying it. And they wouldn’t if they didn’t love it.</p>\n<p>For me—and I think for a lot of people—Enclave hit something emotional. Not because the story was brilliant or the gameplay flawless, but because it made you feel like part of something bigger. The music was epic and eclectic. The world was broken but vivid. It wasn’t about grinding through levels—you were surviving inside this half-forgotten fantasy, stumbling through jank and glitches, trying to make it work—somehow, if you made it work, it was glorious.</p>\n<p>That struggle, that imperfection, made it feel more human. It’s the kind of game you find when you’re looking for something else entirely, and it stays with you longer than it has any right to.</p>\n<p>Enclave is the definition of a cult game.</p>\n<p>Just like my mug. It didn’t start out special. But over time—with wear and care—it became irreplaceable.</p>\n<p>Flawed? Absolutely.</p>\n<p>Forgettable? Never.</p>\n", "mediaType": "text/html", "source": { "content": "There's a mug I own, which I use for coffee nearly every day. \n\nIt's not an exceptional mug—at least it didn't start that way. It was just a cheap mug from IKEA, cream-coloured. Out of habit, I drank from it without giving it much thought. One day, I dropped it—butterfingers. I was in the kitchen and lost focus. It hit the floor. The handle came off, and the rim chipped. I sanded the edges to make it easier to carry. I didn't throw it out. I glued the chip back in place. It still worked, but it didn't feel right without that piece. The handle? I didn't need it, so I sanded that down too. The mug works fine.\n\nMy kid once marked it up with a felt pen. I tried to clean it, but the ink stuck. Now it's part of the mug's look. There are coffee and tea stains—little bits of history in the glaze. My wife calls it my cult mug—not out of reverence, but because I never replace it. It's simply here for good. \n\nAnd that mug? It's not so different from cult media.\n\nYou know the type—the stuff that never went mainstream, at least not right away. It stuck around because people kept coming back to it.\n\nMovies have this kind of staying power. Metropolis came out nearly 100 years ago. It wasn't a hit in North America. No Oscars. But it inspired everything—even Star Wars. Or take Citizen Kane, Little Shop of Horrors, Chopping Mall, King of New York, Donnie Darko. None of them exploded, but they never left. Some cult movies break out. Mad Max started small. Now it's a giant.\n\nThe same thing happens in music. The Velvet Underground flopped commercially, but everyone who heard them started a band. Joy Division too. Even the Unknown Pleasures cover became iconic. Hip-hop has MF DOOM—one of the most unforgettable personas in a genre full of them. Country music has Townes Van Zandt. His music is incredible, and his life was insane—but real.\n\nVideo games have cult classics too. Spacewar! from 1962 was barely played, but it inspired Atari. Akalabeth started RPGs as we know them, created by Richard Garriott—Lord British—who went on to make Ultima. Then there's Catacomb 3-D, Little Samson, EarthBound, Jumping Flash, Killer7. Overlooked then, beloved now.\n\nAnd then there's Enclave.\n\nIt came out in 2002 and was mostly ignored. It was meant to show off Xbox visuals, which were better than what the GameCube or PS2 could manage. But it didn’t hit. Not a failure, not a success—just there. On PC, though? It was a different story.\n\nIt stuck. It showed up on Steam, often 90% off—sometimes less than a dollar. Budget gamers bought it and kept it alive. Not unlike my mug.\n\nThat long tail led to more ports: Enclave: Shadows of Twilight on Wii (Europe-only), then Mac and Linux, where it actually made a splash since games there are scarce. Later, it arrived on PS4 and Switch, advertised as an HD remaster. But honestly, the original PC version still looks better.\n\nSo why did it stick?\n\nFirst, the graphics hold up. It runs at 1080p or 4K out of the box. No mods needed. But if you want them, there's ReShade, SweetFX, and modded levels—it shines.\n\nSecond, the soundtrack is full of long tracks—some orchestral, some metal. People were trading it before it was ever sold. One track, For the Queen, is nine minutes long. It's a monster.\n\nThe campaign helps too. You start as the good guys. Beat it, and then you play as the bad ones. It’s not a gimmick; both sides are fully fleshed out. The light side opens with a prison break—walls collapsing, total chaos. It’s electric. It makes you feel like a badass.\n\nThe lore isn’t elaborate. Celenheim was split by magic. A chasm—the Enclave—was created by a wizard named Zale. Light on one side, dark on the other. The chasm’s closing. War is returning. It’s simple but effective.\n\nThere’s jank, for sure. Physics glitch. AI acts dumb. Orcs fall into pits for no reason. The combat is fine—hack and slash. Arrows and axes float weirdly. Enemies don’t show health bars—just numbers when you hit. It’s hard to tell what’s working.\n\nYou unlock characters: Warrior, Huntress, Halfling, Wizard. Honestly, Warrior and Wizard are the best. Melee and ranged—that’s all you need. The dark side has equivalents.\n\nAs an action RPG, you collect money to spend on gear, armor, potions. It’s linear and level-based. No open world, not many NPCs. Just stages. Finish one, go to the next. You can replay levels to grind, but that’s it.\n\nAnd yet—Enclave has a legacy.\n\nStarbreeze made it. Yes, the same studio that went on to make The Darkness, one of the best FPS games of its generation. It was re-released in 2018. A pure cult hit.\n\nThen they made Brothers: A Tale of Two Sons—a milestone indie, emotional and beloved.\n\nThen Dead by Daylight. Then Payday 3. Not cult hits—blockbusters. And it all started here.\n\nWhen I found Enclave in the early 2010s, reviews were mixed. Xbox Metacritic? Mediocre. But now—in the 2020s—Steam is positive. GOG fans are ecstatic.\n\nThat almost never happens. Old games usually rot. But not this one. It keeps growing. Maybe it's the bargain sales. Maybe the rereleases. Maybe the jank is part of the charm.\n\nBut people keep buying it. And they wouldn’t if they didn’t love it.\n\nFor me—and I think for a lot of people—Enclave hit something emotional. Not because the story was brilliant or the gameplay flawless, but because it made you feel like part of something bigger. The music was epic and eclectic. The world was broken but vivid. It wasn't about grinding through levels—you were surviving inside this half-forgotten fantasy, stumbling through jank and glitches, trying to make it work—somehow, if you made it work, it was glorious. \n\nThat struggle, that imperfection, made it feel more human. It’s the kind of game you find when you’re looking for something else entirely, and it stays with you longer than it has any right to.\n\nEnclave is the definition of a cult game.\n\nJust like my mug. It didn’t start out special. But over time—with wear and care—it became irreplaceable.\n\nFlawed? Absolutely.\n\nForgettable? Never.", "mediaType": "text/markdown" }, "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/eb9598c6-c83e-424a-a4d6-e34b2e08bd3e.jpeg", "name": null } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/dd8db032-8d8e-4834-8776-0cb9a424e530.jpeg" }, "sensitive": false, "published": "2025-05-01T21:11:56.671161Z", "updated": "2025-05-01T21:36:56.103083Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/28975586", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/0d061b8d-0834-4697-a2a0-d2cf739001b5" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/42e4bc01-e96b-4325-8b9e-a2eac41ab1a5", "actor": "https://lemmy.world/u/Zombiepirate", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/28972834", "attributedTo": "https://lemmy.world/u/Zombiepirate", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Comparison between graphics modes in Space Quest III (1989)", "cc": [], "content": "<p>I’ve been playing some games through ScummVM, and there’s a cool feature that lets you load the game using whichever graphics mode the software originally supported. It also lets you use shaders to simulate a CRT, because these bare pixels were never meant to be seen with human eyes. I thought it was fun to compare the art from the different versions.</p>\n<p>The posted image is from the EGA version</p>\n<p>Here is the CGA:\n<img src=\"https://lemmy.world/pictrs/image/31032319-471c-49d4-b641-33a9acb3b2fa.png\" alt=\"\" /></p>\n<p>And Here is Hercules(Amber):</p>\n<p><img src=\"https://lemmy.world/pictrs/image/01fd9c71-bbad-40a8-9d31-fed78d6b042f.png\" alt=\"\" /></p>\n", "mediaType": "text/html", "source": { "content": "I've been playing some games through ScummVM, and there's a cool feature that lets you load the game using whichever graphics mode the software originally supported. It also lets you use shaders to simulate a CRT, because these bare pixels were never meant to be seen with human eyes. I thought it was fun to compare the art from the different versions.\n\nThe posted image is from the EGA version\n\nHere is the CGA:\n![](https://lemmy.world/pictrs/image/31032319-471c-49d4-b641-33a9acb3b2fa.png)\n\nAnd Here is Hercules(Amber):\n\n![](https://lemmy.world/pictrs/image/01fd9c71-bbad-40a8-9d31-fed78d6b042f.png)", "mediaType": "text/markdown" }, "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/7532cd22-fbd8-404e-b795-28709d7c0caf.png", "name": null } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/e44e02d4-202b-4c20-957d-434361b4b840.png" }, "sensitive": false, "published": "2025-05-01T20:19:57.114870Z", "updated": "2025-05-01T20:22:00.157202Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/28972834", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/adfa2b6f-41eb-4688-a755-dda4fcb4dff4" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/5b480df1-b6b6-439f-8db2-6de1a81e0b47", "actor": "https://lemmy.world/u/atomicpoet", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/28924460", "attributedTo": "https://lemmy.world/u/atomicpoet", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Enemy Mind is a PC game about psychically possessing ships. In 2015, I was just trying to hijack a moment of peace.", "cc": [], "content": "<p>Life ain’t about stuff.</p>\n<p>But here’s the thing—stuff can be pretty foundational to a life experience. It’s not about materialism; it’s about meaning. The objects we surround ourselves with—music, movies, photography, books, video games—they reflect who we are. You walk into my house, see what I’ve collected, and you don’t just see things. You see me.</p>\n<p>Let me tell you about one of my “stuff”.</p>\n<p>In 2015, things were getting very difficult for me. I had just dealt with a family death. My job was becoming more and more dicey. And things were about to get a whole lot worse. But before things got worse, my birthday arrived. And my wife got me something for my birthday. She wanted to get me a gaming PC. What she specifically got me was an HP Stream laptop.</p>\n<p>It was blue. It had an 11-inch screen. It was definitely not a powerhouse. It ran on… some basic Intel chip, probably a Celeron. It had two gigabytes of RAM. 64 gigabytes of storage. And what’s more, the display maxed out at 720p.</p>\n<p>You may be thinking, “That’s not a gaming PC.” And certainly, it’s not what most people imagine a gaming PC to be. But I’m telling you right now: this was a gaming PC. Because I gamed on it. And had a hell of a time. An amazing time.</p>\n<p>Because the advantage of this laptop wasn’t just that it was cheap—though yeah, it was. It was light. It was small. The keyboard was tactile. It could take a beating. And the battery life was just amazing. I think the thing ran for about 12 hours without needing a charge. I could take that thing to a coffee shop, game for an hour or two, leave, hang out on a park bench, do some more gaming, then take the bus home, and while on the bus—do even more gaming.</p>\n<p>The thing felt a lot like a Steam Deck before the Steam Deck existed. Now obviously it wasn’t, because form factors being what they are, a laptop is less playable on the go than a Steam Deck. But as far as laptops go, this was as convenient as they come. Though I acknowledge that triple-A gaming was simply not an option.</p>\n<p>But what was an option—and a great one—were indie titles. And indies were exploding. Not only were they exploding, they were cheap. They were super cheap. And some of them were even free. No strings attached. Steam keys were being given away. And a few days after I got that HP Stream laptop, I discovered—on a website I forget—which particular indie game was being given away for free.</p>\n<p>That game was called <em>Enemy Mind</em>.</p>\n<p>I knew nothing about this game when it came out. I got it because it was free. And I’m not going to look a gift horse in the mouth. If something is free, I’m taking it. What I didn’t know was that this particular game—<em>Enemy Mind</em>—was going to be one of the greatest horizontal shoot-'em-ups I had ever played.</p>\n<p>I’m not saying this lightly. I’ve played a lot of great shoot-'em-ups. It’s one of my favourite genres, actually. I must have spent hundreds of dollars, if not thousands, in arcades playing shoot-'em-ups. And what’s more, when I was a DOS and Genesis gamer, that’s the genre I often played. I could not get enough of shoot-'em-ups.</p>\n<p>But this game, <em>Enemy Mind</em>, had one of the most compelling game mechanics I had ever encountered. Because the thing with shoot-'em-ups is: you’re almost always going to die, right? Like, okay, if you’re super skilled and you practice a lot, maybe you can be untouched and maybe you can finish the game. Personally, I’ve never finished a shoot-'em-up on one quarter. I’ve tried. But it ain’t happening. These games are designed for you to die.</p>\n<p>But <em>Enemy Mind</em> took that whole premise and turned it on its head. Because in this game, you’re not playing a ship. You’re a being of pure psychic energy, okay? And what you do is—you take over ships. You take over enemy ships. When you see an enemy ship coming at you, you shoot it. Fine. But what you can also do is transfer your psychic energy to another ship. So if it looks like you’re doomed, if it looks like you are on the precipice of death, as a Hail Mary, you can shoot another ship with your psychic energy and take it over.</p>\n<p>Which gives you survivability. And you can just keep going. And going. And going.</p>\n<p>You will die in <em>Enemy Mind</em>. But almost always it’s your fault, because it’s on you to transfer that psychic energy before your ship dies—and therefore you die.</p>\n<p>The mechanics of this—the mechanics of psychic energy transfer as a device for survivability—I have never seen that before in a shoot-'em-up. And I’ve never seen it since. And it’s a rare thing in any game genre. Although I do remember a game in the early 2000s called <em>Geist</em>, which was a Nintendo game that kind of had the same idea. But that was a first-person shooter—not a horizontal shoot-'em-up. So very different.</p>\n<p>But what made <em>Enemy Mind</em> so compelling wasn’t just the game mechanic. It was the story. At first you’re being pursued by a bunch of pesky humans trying to do you in—because you’re a threat, and they need to neutralize you. While you’re just trying to survive.</p>\n<p>But then, as the game goes on, you encounter a war between humans and aliens. And you realize there’s a greater war happening. The humans are battling the aliens. And now, you can also take control of the aliens. So it becomes this kind of three-part tug-of-war—a Mexican standoff, if you will—between humans, aliens, and you, the psychic being.</p>\n<p>And in terms of story? That’s just absolutely amazing. The story is a compelling reason in and of itself to play this game.</p>\n<p>Now, seeing how this was very much an indie game of the 2010s—it was released in 2014—it has a very neo-retro feel about it. Actually, by conventional standards, we’d just call this a retro game. Because what retro means is: something new that feels old.</p>\n<p>See, people call NES or Genesis games “retro.” But that’s not right. Those games weren’t trying to look old—they were trying to look futuristic. They’re vintage now, sure. But Enemy Mind? That’s retro. Because retro means new media made to feel old. It’s aesthetic intent, not historical accident. And this game nails it. It’s what we remember DOS or Genesis games feeling like—even if those systems couldn’t quite do what this game does.</p>\n<p>It feels like either a DOS game or a Genesis game—but not quite. Especially with the pixel art. <em>Enemy Mind</em> does things a lot of those platforms would’ve struggled with. Especially in terms of lighting. But if somebody was super skilled? If somebody was <em>really</em> skilled and working on a Pentium around 1995? Absolutely. They could’ve made it happen but it would have taken lots of effort.</p>\n<p>I’ve seen older games with a similar art style. You get the sense playing this that it was designed to make you feel like you were back in the ’90s. But it also gives you this kind of “what if?” Because in the ’90s, there was no game with these mechanics. Nothing. These gameplay mechanics in <em>Enemy Mind</em>—they’re new. They’re novel. And I still haven’t seen very many games do what it does—where you take control of enemy ships and just cascade your way through.</p>\n<p>Getting back to 2015—when I played <em>Enemy Mind</em>—it’s interesting. Because again, I played this on a cheap laptop. At bus stations. At coffee shops. Sometimes I’d be at a convention, carrying this thing around, playing it. And it was the perfect game for that laptop.</p>\n<p>You could play it with a gamepad. Absolutely. But my god, it was also amazing on a laptop keyboard.</p>\n<p>And though this game was designed to make me feel like I could’ve been playing it in the ’90s, when I think back on it, I think <em>mid-2010s</em>. And despite the fact I was going through a rough time—things were about to get rougher—when I had time for myself, when I had to emotionally decompress, cut out all distractions and just chill—<em>Enemy Mind</em> was there for me.</p>\n<p>And the beautiful thing about PC gaming? I want you to think about this for a second. I’ve played this game on all kinds of hardware. All kinds of displays. I’ve played it on a TV. On a monitor. On a big desktop. On my Steam Deck.</p>\n<p>Hell, I remember going to a cyber café in Richmond, BC. It was right after a night of karaoke with friends. I’d been belting out tunes for three hours and I was exhausted. I left the karaoke joint, walked into that cyber café, ordered a bowl of instant noodles and a Coke, logged into my Steam account, started up <em>Enemy Mind</em>—and I just let go.</p>\n<p><em>Enemy Mind</em> is a great game. Just absolutely phenomenal. One of my favourite shoot-'em-ups of all time.</p>\n<p>But I also feel like this: it’s not about the game anymore. Because <em>stuff</em> is about life.</p>\n<p><em>Enemy Mind</em> is not just about the game. Though I’ve played the game, I love the game. It’s about my experience with the game. It happened because my wife wanted to get me a gaming PC. It wasn’t the perfect gaming PC. But goddamn, was it a gaming PC. And it came from her heart.</p>\n<p>Then I got this game for free, on a lark, on a website—and that game ended up accompanying me everywhere.</p>\n<p>And yeah, a whole lot of junk happened during that time. But I got some rest. I got some respite.</p>\n<p>When I think about that game, I don’t just think about the mechanics. Or the graphics. Or the feel. I think about the moments.</p>\n<p>It’s 9 PM. I’m sitting down for a break. At a local coffee shop. Exhausted. And for a few minutes, I launch <em>Enemy Mind</em>.</p>\n<p>And for a moment… things feel like they’re going to be okay.</p>\n", "mediaType": "text/html", "source": { "content": "Life ain't about stuff. \n\nBut here's the thing—stuff can be pretty foundational to a life experience. It’s not about materialism; it’s about meaning. The objects we surround ourselves with—music, movies, photography, books, video games—they reflect who we are. You walk into my house, see what I’ve collected, and you don’t just see things. You see me.\n\nLet me tell you about one of my \"stuff\".\n\nIn 2015, things were getting very difficult for me. I had just dealt with a family death. My job was becoming more and more dicey. And things were about to get a whole lot worse. But before things got worse, my birthday arrived. And my wife got me something for my birthday. She wanted to get me a gaming PC. What she specifically got me was an HP Stream laptop.\n\nIt was blue. It had an 11-inch screen. It was definitely not a powerhouse. It ran on... some basic Intel chip, probably a Celeron. It had two gigabytes of RAM. 64 gigabytes of storage. And what's more, the display maxed out at 720p. \n\nYou may be thinking, \"That's not a gaming PC.\" And certainly, it's not what most people imagine a gaming PC to be. But I'm telling you right now: this was a gaming PC. Because I gamed on it. And had a hell of a time. An amazing time.\n\nBecause the advantage of this laptop wasn't just that it was cheap—though yeah, it was. It was light. It was small. The keyboard was tactile. It could take a beating. And the battery life was just amazing. I think the thing ran for about 12 hours without needing a charge. I could take that thing to a coffee shop, game for an hour or two, leave, hang out on a park bench, do some more gaming, then take the bus home, and while on the bus—do even more gaming.\n\nThe thing felt a lot like a Steam Deck before the Steam Deck existed. Now obviously it wasn't, because form factors being what they are, a laptop is less playable on the go than a Steam Deck. But as far as laptops go, this was as convenient as they come. Though I acknowledge that triple-A gaming was simply not an option.\n\nBut what was an option—and a great one—were indie titles. And indies were exploding. Not only were they exploding, they were cheap. They were super cheap. And some of them were even free. No strings attached. Steam keys were being given away. And a few days after I got that HP Stream laptop, I discovered—on a website I forget—which particular indie game was being given away for free.\n\nThat game was called *Enemy Mind*.\n\nI knew nothing about this game when it came out. I got it because it was free. And I’m not going to look a gift horse in the mouth. If something is free, I’m taking it. What I didn’t know was that this particular game—*Enemy Mind*—was going to be one of the greatest horizontal shoot-'em-ups I had ever played.\n\nI’m not saying this lightly. I’ve played a lot of great shoot-'em-ups. It’s one of my favourite genres, actually. I must have spent hundreds of dollars, if not thousands, in arcades playing shoot-'em-ups. And what’s more, when I was a DOS and Genesis gamer, that’s the genre I often played. I could not get enough of shoot-'em-ups.\n\nBut this game, *Enemy Mind*, had one of the most compelling game mechanics I had ever encountered. Because the thing with shoot-'em-ups is: you're almost always going to die, right? Like, okay, if you're super skilled and you practice a lot, maybe you can be untouched and maybe you can finish the game. Personally, I've never finished a shoot-'em-up on one quarter. I've tried. But it ain't happening. These games are designed for you to die.\n\nBut *Enemy Mind* took that whole premise and turned it on its head. Because in this game, you're not playing a ship. You're a being of pure psychic energy, okay? And what you do is—you take over ships. You take over enemy ships. When you see an enemy ship coming at you, you shoot it. Fine. But what you can also do is transfer your psychic energy to another ship. So if it looks like you're doomed, if it looks like you are on the precipice of death, as a Hail Mary, you can shoot another ship with your psychic energy and take it over.\n\nWhich gives you survivability. And you can just keep going. And going. And going.\n\nYou will die in *Enemy Mind*. But almost always it’s your fault, because it’s on you to transfer that psychic energy before your ship dies—and therefore you die.\n\nThe mechanics of this—the mechanics of psychic energy transfer as a device for survivability—I have never seen that before in a shoot-'em-up. And I’ve never seen it since. And it’s a rare thing in any game genre. Although I do remember a game in the early 2000s called *Geist*, which was a Nintendo game that kind of had the same idea. But that was a first-person shooter—not a horizontal shoot-'em-up. So very different.\n\nBut what made *Enemy Mind* so compelling wasn’t just the game mechanic. It was the story. At first you’re being pursued by a bunch of pesky humans trying to do you in—because you’re a threat, and they need to neutralize you. While you’re just trying to survive.\n\nBut then, as the game goes on, you encounter a war between humans and aliens. And you realize there’s a greater war happening. The humans are battling the aliens. And now, you can also take control of the aliens. So it becomes this kind of three-part tug-of-war—a Mexican standoff, if you will—between humans, aliens, and you, the psychic being.\n\nAnd in terms of story? That’s just absolutely amazing. The story is a compelling reason in and of itself to play this game.\n\nNow, seeing how this was very much an indie game of the 2010s—it was released in 2014—it has a very neo-retro feel about it. Actually, by conventional standards, we’d just call this a retro game. Because what retro means is: something new that feels old.\n\nSee, people call NES or Genesis games \"retro.\" But that’s not right. Those games weren't trying to look old—they were trying to look futuristic. They’re vintage now, sure. But Enemy Mind? That’s retro. Because retro means new media made to feel old. It’s aesthetic intent, not historical accident. And this game nails it. It’s what we remember DOS or Genesis games feeling like—even if those systems couldn’t quite do what this game does.\n\nIt feels like either a DOS game or a Genesis game—but not quite. Especially with the pixel art. *Enemy Mind* does things a lot of those platforms would’ve struggled with. Especially in terms of lighting. But if somebody was super skilled? If somebody was *really* skilled and working on a Pentium around 1995? Absolutely. They could’ve made it happen but it would have taken lots of effort.\n\nI’ve seen older games with a similar art style. You get the sense playing this that it was designed to make you feel like you were back in the ’90s. But it also gives you this kind of “what if?” Because in the ’90s, there was no game with these mechanics. Nothing. These gameplay mechanics in *Enemy Mind*—they’re new. They’re novel. And I still haven’t seen very many games do what it does—where you take control of enemy ships and just cascade your way through.\n\nGetting back to 2015—when I played *Enemy Mind*—it’s interesting. Because again, I played this on a cheap laptop. At bus stations. At coffee shops. Sometimes I’d be at a convention, carrying this thing around, playing it. And it was the perfect game for that laptop.\n\nYou could play it with a gamepad. Absolutely. But my god, it was also amazing on a laptop keyboard.\n\nAnd though this game was designed to make me feel like I could’ve been playing it in the ’90s, when I think back on it, I think *mid-2010s*. And despite the fact I was going through a rough time—things were about to get rougher—when I had time for myself, when I had to emotionally decompress, cut out all distractions and just chill—*Enemy Mind* was there for me.\n\nAnd the beautiful thing about PC gaming? I want you to think about this for a second. I’ve played this game on all kinds of hardware. All kinds of displays. I’ve played it on a TV. On a monitor. On a big desktop. On my Steam Deck.\n\nHell, I remember going to a cyber café in Richmond, BC. It was right after a night of karaoke with friends. I’d been belting out tunes for three hours and I was exhausted. I left the karaoke joint, walked into that cyber café, ordered a bowl of instant noodles and a Coke, logged into my Steam account, started up *Enemy Mind*—and I just let go.\n\n*Enemy Mind* is a great game. Just absolutely phenomenal. One of my favourite shoot-'em-ups of all time.\n\nBut I also feel like this: it’s not about the game anymore. Because *stuff* is about life.\n\n*Enemy Mind* is not just about the game. Though I’ve played the game, I love the game. It’s about my experience with the game. It happened because my wife wanted to get me a gaming PC. It wasn’t the perfect gaming PC. But goddamn, was it a gaming PC. And it came from her heart.\n\nThen I got this game for free, on a lark, on a website—and that game ended up accompanying me everywhere.\n\nAnd yeah, a whole lot of junk happened during that time. But I got some rest. I got some respite.\n\nWhen I think about that game, I don’t just think about the mechanics. Or the graphics. Or the feel. I think about the moments.\n\nIt’s 9 PM. I’m sitting down for a break. At a local coffee shop. Exhausted. And for a few minutes, I launch *Enemy Mind*.\n\nAnd for a moment… things feel like they’re going to be okay. ", "mediaType": "text/markdown" }, "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/509caa22-9dc6-41c7-bbed-d824152f62f5.jpeg", "name": null } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/463f886b-e6a5-4990-8e94-a0e1288193ff.jpeg" }, "sensitive": false, "published": "2025-04-30T19:46:05.194087Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/28924460", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/57848827-f16f-4c19-ab76-3632202bd340" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/93db4e6d-34f1-4df5-9334-23e69c3740c4", "actor": "https://lemmy.world/u/cm0002", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/28919448", "attributedTo": "https://lemmy.world/u/cm0002", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "What were your go-to Games (or programs! We're all nerds here) from your childhood", "cc": [], "content": "<p>I played tons of the classic 90s games like Backyard baseball, Spy Fox and 7th Guest (Which I’m sure had nothing to do with me being desensitized to Horror movies and games XD), but I also spent a lot of time messing with programs like GameMaker, Anim8tor and random maze creator type programs. What were yours?</p>\n", "mediaType": "text/html", "source": { "content": "I played tons of the classic 90s games like Backyard baseball, Spy Fox and 7th Guest (Which I'm sure had nothing to do with me being desensitized to Horror movies and games XD), but I also spent a lot of time messing with programs like GameMaker, Anim8tor and random maze creator type programs. What were yours?", "mediaType": "text/markdown" }, "attachment": [], "sensitive": false, "published": "2025-04-30T17:14:32.406218Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/28919448", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/78c93c0a-5c20-4689-bbf5-39b506a32f6a" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/6fd0df38-b7a9-4c59-ae71-fa7ab774a03c", "actor": "https://feddit.uk/u/ktec", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://feddit.uk/post/28419536", "attributedTo": "https://feddit.uk/u/ktec", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Soon, You May Be Able To Play Diddy Kong Racing Natively On Your PC | Time Extension", "cc": [], "content": "<h2>Soon you’ll be able to play Diddy Kong Racing natively on your PC</h2>\n<p>The Diddy Kong Racing Decompilation project is around 80% complete.</p>\n<h3>The Trend of Decompilation</h3>\n<p>This process allows the homebrew community to recompile native versions of classic games like <strong>Star Fox</strong>, <strong>Super Mario 64</strong>, and <strong>Zelda: Ocarina of Time</strong>.</p>\n<h3>Diddy Kong Racing’s Place in N64 History</h3>\n<p>Released in 1997, <strong>Diddy Kong Racing</strong> is one of the best examples of a kart-based racer on the N64. Fans even claim it trumps Nintendo’s own offering on the same console.</p>\n<blockquote>\n<p>Creating motion capture and being in control of a set of fighting characters was like a dream for me. But after taking a break from two ‘pretty gory’ and dark games, Diddy Kong Racing was like a breath of fresh air and happiness.</p>\n<p>– Kev Bayliss, former Rare staffer (2023)</p>\n</blockquote>\n<h3>The Road Ahead</h3>\n<p>The project is 80% complete. It should be noted that, in these projects, the final percentage points often take the longest to complete.</p>\n<p>Potential enhancements include</p>\n<ul>\n<li><strong>4K resolution</strong></li>\n<li><strong>Ultra-wide screen support</strong></li>\n<li><strong>Improved frame rate</strong></li>\n<li><strong>Support for mods</strong> like new characters and tracks.</li>\n</ul>\n<hr />\n<p>How do you think Diddy Kong Racing compares with Mario Kart?</p>\n", "mediaType": "text/html", "source": { "content": "## Soon you'll be able to play Diddy Kong Racing natively on your PC ##\n\nThe Diddy Kong Racing Decompilation project is around 80% complete.\n\n### The Trend of Decompilation ###\n\nThis process allows the homebrew community to recompile native versions of classic games like **Star Fox**, **Super Mario 64**, and **Zelda: Ocarina of Time**.\n\n### Diddy Kong Racing's Place in N64 History ###\n\nReleased in 1997, **Diddy Kong Racing** is one of the best examples of a kart-based racer on the N64. Fans even claim it trumps Nintendo's own offering on the same console.\n\n> Creating motion capture and being in control of a set of fighting characters was like a dream for me. But after taking a break from two ‘pretty gory’ and dark games, Diddy Kong Racing was like a breath of fresh air and happiness.\n>\n> -- Kev Bayliss, former Rare staffer (2023)\n\n### The Road Ahead ###\n\nThe project is 80% complete. It should be noted that, in these projects, the final percentage points often take the longest to complete.\n\nPotential enhancements include\n* **4K resolution**\n* **Ultra-wide screen support**\n* **Improved frame rate**\n* **Support for mods** like new characters and tracks.\n\n-------------------------------------------------------------------------------\n\nHow do you think Diddy Kong Racing compares with Mario Kart?", "mediaType": "text/markdown" }, "attachment": [ { "href": "https://www.timeextension.com/news/2025/04/soon-youll-be-able-to-play-diddy-kong-racing-natively-on-your-pc", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/16cfa262-370f-42dd-b8e6-efaf0ffd27c9.jpeg" }, "sensitive": false, "published": "2025-04-30T08:12:46.130377Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://feddit.uk/post/28419536", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/d8fa1635-c525-4398-b245-6f6b9bc14d65" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/9ee4907e-4e05-43ff-a642-a6352e55d169", "actor": "https://lemmy.world/u/cm0002", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/28888750", "attributedTo": "https://lemmy.world/u/cm0002", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "You never forget your first", "cc": [], "mediaType": "text/html", "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/2148da9e-5e54-4399-947a-77111a55bb4d.jpeg", "name": null } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/74ec7eb5-208b-4fe3-a170-b83e82ea0618.jpeg" }, "sensitive": false, "published": "2025-04-29T23:18:10.841994Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/28888750", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/73876447-892e-4d7f-8499-f07cf4aec193" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/26bee7e6-c33e-4e16-b354-058ff00daef2", "actor": "https://lemmy.world/u/atomicpoet", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/28879857", "attributedTo": "https://lemmy.world/u/atomicpoet", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Nicky 2 for DOS. Now that is a hidden gem.", "cc": [], "content": "<p>It’s a platformer with a twist: you can destroy walls with ammo, blow up strategic spots with dynamite, and build bridges to help you move to platforms that would otherwise be too far.</p>\n<p>Also, just like Super Mario World, you can ride a character to give yourself more abilities. In this case it’s a goose.</p>\n<p>I’m surprised at good it is for a 1993 release. In terms of graphics and sound, this is quite competitive with SNES and Genesis games. And if I had this in 1993, I would have been quite happy.</p>\n<p>This game was also released on Atari ST, Amiga, iPhone, Android, and Windows. Amiga is probably the best version due to superior sound and graphics – though I haven’t played it.</p>\n<p>Sadly, the iPhone, Android, and Windows versions have disappeared completely. Not only are they abandonware, they’ve become lost media.</p>\n<p>I should also mention there’s an unofficial port to PSP.</p>\n<p>Now how does it compare to platformers of the era? Well, you won’t mistake this for Super Mario or Sonic – it doesn’t have the same level of polish. But it does have a surprising amount of depth that has entertained me for hours. It’s at least as good as Commander Keen and Jill of the Jungle.</p>\n", "mediaType": "text/html", "source": { "content": "It's a platformer with a twist: you can destroy walls with ammo, blow up strategic spots with dynamite, and build bridges to help you move to platforms that would otherwise be too far. \n\nAlso, just like Super Mario World, you can ride a character to give yourself more abilities. In this case it's a goose. \n\nI'm surprised at good it is for a 1993 release. In terms of graphics and sound, this is quite competitive with SNES and Genesis games. And if I had this in 1993, I would have been quite happy.\n\nThis game was also released on Atari ST, Amiga, iPhone, Android, and Windows. Amiga is probably the best version due to superior sound and graphics -- though I haven't played it.\n\nSadly, the iPhone, Android, and Windows versions have disappeared completely. Not only are they abandonware, they've become lost media.\n\nI should also mention there's an unofficial port to PSP.\n\nNow how does it compare to platformers of the era? Well, you won't mistake this for Super Mario or Sonic -- it doesn't have the same level of polish. But it does have a surprising amount of depth that has entertained me for hours. It's at least as good as Commander Keen and Jill of the Jungle.", "mediaType": "text/markdown" }, "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/ab3fad98-d61b-44a7-8a1b-c579c8b5159a.png", "name": null } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/cf30b84e-dc56-49d5-ba99-f2c63fe20e81.png" }, "sensitive": false, "published": "2025-04-29T19:13:02.295543Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/28879857", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/8fa39e84-d230-4ea3-b526-033b803e0dd4" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/40ee39d6-304f-4a26-9c87-3083d4aa996c", "actor": "https://lemmy.world/u/atomicpoet", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/28854572", "attributedTo": "https://lemmy.world/u/atomicpoet", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Trine Was a Masterpiece. Why Doesn’t Anyone Remember?", "cc": [], "content": "<p>I get why people love lost media. There’s something thrilling about the idea that a half-forgotten cartoon or bootleg VHS might still be out there, waiting to be found. The internet eats that stuff up—forum deep dives, YouTube essays, decades-long hunts for proof.</p>\n<p>But here’s what gets me: the flip side. The stuff that was everywhere. Huge hits. Critically adored. Easy to find. And yet… somehow, no one remembers. Not lost media. Lost consciousness. And it’s way weirder.</p>\n<p>One of them is the band <em>Everclear</em>. They were a major part of the ‘90s alternative scene. They sold millions of albums, were critically respected, and you couldn’t escape their music videos on TV. But now? No one talks about them. Somehow, one-hit wonders like <em>Harvey Danger</em> get more nostalgic shoutouts than <em>Everclear</em>. And damn it—I still love that band. Yet their subreddit has only 874 subscribers. That’s shockingly low for a group that should be iconic.</p>\n<p>Another example—this time from film—is <em>Road to Perdition</em>. It was a box office smash, earning $180 million. Nominated for six Oscars. Won Best Cinematography. And yet… it’s like it never existed. When people talk about Tom Hanks movies, this one rarely comes up. Even in gangster movie lists, it gets ignored. If you’re in your 20s or younger, you probably don’t even know this movie exists.</p>\n<p>Now here’s another case of lost consciousness: <em>Trine</em>.</p>\n<p>It came out in 2009. Sold over a million copies. On Steam, it has a 95% positive rating across 12,000+ reviews—one of the most beloved games of its year, at least on paper. It launched a five-game franchise, and each sequel sold millions in turn. And yet… no one talks about <em>Trine</em>.</p>\n<p>You have to understand how significant this was. In the 2000s, 2D platformers were mostly dead on PC and consoles. If you wanted one, you had to go handheld—Game Boy Advance, maybe DS. On other platforms, there were a few indie exceptions: <em>Cave Story</em>, <em>Braid</em>. But back then, “indie” wasn’t what it is now. In the 2000s, no one even knew what indie meant. And most indie platformers of the time? They lacked polish. Great ideas, sure—but not a lot of visual flair or technical sophistication.</p>\n<p>Then came <em>Trine</em>.</p>\n<p>It was gorgeous. The visuals still hold up today. Beautiful sprite work, luminous lighting, detailed backdrops. <em>Trine</em> had a beauty that other 2D platformers didn’t. And I know it was special because I actually finished it—and I <em>don’t</em> finish most games. I even left a review on Steam. I said something like: “<em>Trine</em> is about entering a vibrant world where you solve problems through unique characters. In this, it shines. It’s a true PC classic.” And I still believe that.</p>\n<p>It wasn’t just the art. The physics-based puzzles were brilliant. You had to think in terms of motion, weight, momentum. And instead of one playable character, you got <em>three</em>: a wizard, a thief, and a knight, each with unique abilities. The wizard could conjure boxes and teleport. The thief had a bow and a grappling hook. The knight had a sword and shield. Super fresh.</p>\n<p>Also? Co-op mode. That was a huge draw. Not many 2D platformers—especially in 2009—had that. I didn’t play much co-op myself, but I know people who <em>bought</em> the game just for it.</p>\n<p>So yes. <em>Trine</em> is incredible.</p>\n<p>And yet… obscure. Forgotten. Go to YouTube—no retrospectives. No nostalgia posts. No “remember this?” energy. It’s like it’s disappeared from memory.</p>\n<p>Why?</p>\n<p>I think part of it is that <em>Trine</em> was ahead of the curve. It brought back the 2D platformer <em>before</em> the revival fully kicked in. It helped revive the genre—but didn’t get the credit. Another factor? It was made by an indie studio—<em>Frozenbyte</em>, based in Finland. And while <em>Trine</em> became their flagship, they’ve made other titles too: <em>Nine Parchments</em>, <em>Has-Been Heroes</em>, <em>Boreal Blade</em>. I even liked their earlier top-down shooter, <em>Shadowgrounds</em>.</p>\n<p>But Frozenbyte isn’t Nintendo. They’re not Capcom. Not even Devolver. They’re small. And even when the little guy wins, they rarely get their due.</p>\n<p>Another reason: <em>Trine</em>’s fanbase was mostly on PC. Yes, it came to PS3, but physical copies are rare. So I suspect most players were PC gamers. And for some reason, PC gaming classics don’t get the same nostalgic glow as console games. You don’t hear about <em>Hexen</em> or <em>Divinity</em> the same way you hear about old Nintendo or Sony titles. That’s something I’ve noticed for a while.</p>\n<p>I hope it changes. But I’m not holding my breath.</p>\n<p>Still—I’ll scream it to the heavens: <em>Trine</em> is amazing. It deserves to be remembered. It’s one of the most compelling, fun platformers I’ve ever played. Every minute I spent with it was worth it.</p>\n", "mediaType": "text/html", "source": { "content": "I get why people love lost media. There's something thrilling about the idea that a half-forgotten cartoon or bootleg VHS might still be out there, waiting to be found. The internet eats that stuff up—forum deep dives, YouTube essays, decades-long hunts for proof. \n\nBut here’s what gets me: the flip side. The stuff that was everywhere. Huge hits. Critically adored. Easy to find. And yet... somehow, no one remembers. Not lost media. Lost consciousness. And it’s way weirder.\n\nOne of them is the band *Everclear*. They were a major part of the ‘90s alternative scene. They sold millions of albums, were critically respected, and you couldn’t escape their music videos on TV. But now? No one talks about them. Somehow, one-hit wonders like *Harvey Danger* get more nostalgic shoutouts than *Everclear*. And damn it—I still love that band. Yet their subreddit has only 874 subscribers. That’s shockingly low for a group that should be iconic.\n\nAnother example—this time from film—is *Road to Perdition*. It was a box office smash, earning $180 million. Nominated for six Oscars. Won Best Cinematography. And yet… it’s like it never existed. When people talk about Tom Hanks movies, this one rarely comes up. Even in gangster movie lists, it gets ignored. If you’re in your 20s or younger, you probably don’t even know this movie exists.\n\nNow here’s another case of lost consciousness: *Trine*.\n\nIt came out in 2009. Sold over a million copies. On Steam, it has a 95% positive rating across 12,000+ reviews—one of the most beloved games of its year, at least on paper. It launched a five-game franchise, and each sequel sold millions in turn. And yet… no one talks about *Trine*.\n\nYou have to understand how significant this was. In the 2000s, 2D platformers were mostly dead on PC and consoles. If you wanted one, you had to go handheld—Game Boy Advance, maybe DS. On other platforms, there were a few indie exceptions: *Cave Story*, *Braid*. But back then, “indie” wasn’t what it is now. In the 2000s, no one even knew what indie meant. And most indie platformers of the time? They lacked polish. Great ideas, sure—but not a lot of visual flair or technical sophistication.\n\nThen came *Trine*.\n\nIt was gorgeous. The visuals still hold up today. Beautiful sprite work, luminous lighting, detailed backdrops. *Trine* had a beauty that other 2D platformers didn’t. And I know it was special because I actually finished it—and I *don’t* finish most games. I even left a review on Steam. I said something like: \"*Trine* is about entering a vibrant world where you solve problems through unique characters. In this, it shines. It’s a true PC classic.\" And I still believe that.\n\nIt wasn’t just the art. The physics-based puzzles were brilliant. You had to think in terms of motion, weight, momentum. And instead of one playable character, you got *three*: a wizard, a thief, and a knight, each with unique abilities. The wizard could conjure boxes and teleport. The thief had a bow and a grappling hook. The knight had a sword and shield. Super fresh.\n\nAlso? Co-op mode. That was a huge draw. Not many 2D platformers—especially in 2009—had that. I didn’t play much co-op myself, but I know people who *bought* the game just for it.\n\nSo yes. *Trine* is incredible.\n\nAnd yet… obscure. Forgotten. Go to YouTube—no retrospectives. No nostalgia posts. No \"remember this?\" energy. It’s like it’s disappeared from memory.\n\nWhy?\n\nI think part of it is that *Trine* was ahead of the curve. It brought back the 2D platformer *before* the revival fully kicked in. It helped revive the genre—but didn’t get the credit. Another factor? It was made by an indie studio—*Frozenbyte*, based in Finland. And while *Trine* became their flagship, they’ve made other titles too: *Nine Parchments*, *Has-Been Heroes*, *Boreal Blade*. I even liked their earlier top-down shooter, *Shadowgrounds*.\n\nBut Frozenbyte isn’t Nintendo. They’re not Capcom. Not even Devolver. They’re small. And even when the little guy wins, they rarely get their due.\n\nAnother reason: *Trine*’s fanbase was mostly on PC. Yes, it came to PS3, but physical copies are rare. So I suspect most players were PC gamers. And for some reason, PC gaming classics don’t get the same nostalgic glow as console games. You don’t hear about *Hexen* or *Divinity* the same way you hear about old Nintendo or Sony titles. That’s something I’ve noticed for a while.\n\nI hope it changes. But I’m not holding my breath.\n\nStill—I’ll scream it to the heavens: *Trine* is amazing. It deserves to be remembered. It’s one of the most compelling, fun platformers I’ve ever played. Every minute I spent with it was worth it.", "mediaType": "text/markdown" }, "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/7597575c-0a30-4671-a598-fefd3b919ba9.jpeg", "name": null } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/0fea87fe-2cf2-4574-b5ae-ed33cb4b7122.jpeg" }, "sensitive": false, "published": "2025-04-29T07:14:13.518410Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/28854572", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/f8d1a6bb-5eb6-4c61-9fdd-f8f0c4a4a4c7" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/1ed2ce6c-74e8-4ba5-97d3-f5573c71f355", "actor": "https://programming.dev/u/ICastFist", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://programming.dev/post/29421126", "attributedTo": "https://programming.dev/u/ICastFist", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Digimon World 2's Japan exclusive game mode, what was it?", "cc": [], "content": "<p>I once had the Japanese version of Digimon world 2 for the PS1 and I remember it having a separate game mode that, by default, would put you in an arena with Metal Greymon vs Were Garurumon. For whatever reason, the fight played fully automatically, no input needed, but if you messed around with buttons, you could sometimes change the attack of M.Greymon to the breast missile. After the fight was over, you’d be thrown back at the main menu.</p>\n<p>I’ve never seen anyone comment on it and even searching right now doesn’t show any results. So, does anyone know what it was supposed to be and how to “properly play” it? Cutting room floor only mentions that western releases completely removed all compatibility with the Japanese gadgets and graphics related to that</p>\n", "mediaType": "text/html", "source": { "content": "I once had the Japanese version of Digimon world 2 for the PS1 and I remember it having a separate game mode that, by default, would put you in an arena with Metal Greymon vs Were Garurumon. For whatever reason, the fight played fully automatically, no input needed, but if you messed around with buttons, you could sometimes change the attack of M.Greymon to the breast missile. After the fight was over, you'd be thrown back at the main menu.\n\nI've never seen anyone comment on it and even searching right now doesn't show any results. So, does anyone know what it was supposed to be and how to \"properly play\" it? Cutting room floor only mentions that western releases completely removed all compatibility with the Japanese gadgets and graphics related to that", "mediaType": "text/markdown" }, "attachment": [], "sensitive": false, "published": "2025-04-29T03:37:35.744499Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://programming.dev/post/29421126", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/3d691a35-8cdb-497b-8666-f2fd2949bbb2" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/ef7af84c-186f-4a53-82c0-93ed700d8a74", "actor": "https://lemmus.org/u/sundray", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmus.org/post/12477859", "attributedTo": "https://lemmus.org/u/sundray", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Sega's Altered Beast Gets A Free Fan-Made Remake | Time Extension", "cc": [], "mediaType": "text/html", "attachment": [ { "href": "https://www.timeextension.com/news/2025/04/segas-altered-beast-gets-a-free-fan-made-remake", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/c309e398-1878-4f05-adf3-adc60c2497fa.jpeg" }, "sensitive": false, "published": "2025-04-28T18:03:30.705363Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmus.org/post/12477859", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/c0a71ccb-cfda-4a34-bfba-3ae51588292c" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/c32f4c82-a40a-441c-9c1b-1f3e0080530f", "actor": "https://lemmy.world/u/Voyajer", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/28820845", "attributedTo": "https://lemmy.world/u/Voyajer", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Wii Homebrew Community \"Built On Lies And Copyright Infringement\"", "cc": [], "mediaType": "text/html", "attachment": [ { "href": "https://www.timeextension.com/news/2025/04/wii-homebrew-community-built-on-lies-and-copyright-infringement", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/299fcf7c-3303-489d-86cc-1665f5cdcd58.jpeg" }, "sensitive": false, "published": "2025-04-28T12:26:23.174106Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/28820845", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/b1717e23-ec3e-4907-9417-6bd49d37952e" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/5140ac5f-b08d-4c2b-a1ad-805b44b99d80", "actor": "https://slrpnk.net/u/ProdigalFrog", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://slrpnk.net/post/21397437", "attributedTo": "https://slrpnk.net/u/ProdigalFrog", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Disappointing Sequels 3 | Game Sack", "cc": [], "mediaType": "text/html", "attachment": [ { "href": "https://www.youtube.com/watch?v=sK0njeXi-XI", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "sensitive": false, "published": "2025-04-27T17:57:10.247825Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://slrpnk.net/post/21397437", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/ac52c392-dc02-4058-8865-019215cea3db" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/ab542c24-a486-41c3-abc4-44a95b31791e", "actor": "https://slrpnk.net/u/AnimalsDream", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://slrpnk.net/post/21363947", "attributedTo": "https://slrpnk.net/u/AnimalsDream", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Am I the only one who is less interested in boomer shooters themselves, but is more hoping it results in something like Quake 3 meets Borderlands?", "cc": [], "content": "<p>That’s probably my biggest complaint with the looter shooter genre - they’re all made with ps3-gen and later design sensibilities. When I play games like Quake, I want those to have rpg mechanics, loot, and an open-ish world structure like Borderlands.</p>\n<p>And when I play Borderlands I wish it didn’t have the iron sights (semi optional as they are), and combat mechanics that promote cover-style shooting. My character feels like a snail. I want to bunny hop around these open environments in fast chaotic skirmishes.</p>\n<p>Anybody else feel similarly?</p>\n", "mediaType": "text/html", "source": { "content": "That's probably my biggest complaint with the looter shooter genre - they're all made with ps3-gen and later design sensibilities. When I play games like Quake, I want those to have rpg mechanics, loot, and an open-ish world structure like Borderlands.\n\nAnd when I play Borderlands I wish it didn't have the iron sights (semi optional as they are), and combat mechanics that promote cover-style shooting. My character feels like a snail. I want to bunny hop around these open environments in fast chaotic skirmishes.\n\nAnybody else feel similarly? ", "mediaType": "text/markdown" }, "attachment": [], "sensitive": false, "published": "2025-04-26T22:27:55.462488Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://slrpnk.net/post/21363947", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/ba83fbba-75e0-48d9-978c-7f2d573f0df2" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/e600f012-4d91-4f74-9a8c-a7baa6ebadb5", "actor": "https://lemmy.world/u/atomicpoet", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/28745074", "attributedTo": "https://lemmy.world/u/atomicpoet", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Here's a very good reason to emulate J2ME (pre-smartphone Java games)", "cc": [], "content": "<p>Predators was released in 2010, and was a tie in to the movie of the same name. It was never available for iOS or Android, and it’s still exclusive to J2ME.</p>\n<p>And because this is based on licensed IP, it is highly unlikely to ever be officially re-released.</p>\n", "mediaType": "text/html", "source": { "content": "Predators was released in 2010, and was a tie in to the movie of the same name. It was never available for iOS or Android, and it's still exclusive to J2ME. \n\nAnd because this is based on licensed IP, it is highly unlikely to ever be officially re-released. ", "mediaType": "text/markdown" }, "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/62830575-de2a-4c54-808e-8d58b71c8be6.webp", "name": null } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/782e3269-c972-4de6-9ea3-e5832a0f295f.webp" }, "sensitive": false, "published": "2025-04-26T19:29:25.672370Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/28745074", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/f3c68296-aa2b-4396-85ab-09b8cf33ad2d" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/2e71977f-3ec1-4517-b5ac-71cead8ce536", "actor": "https://lemmy.ca/u/veeesix", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.ca/post/42910820", "attributedTo": "https://lemmy.ca/u/veeesix", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Use same SD Card between devices?", "cc": [], "content": "<p>I’m thinking about getting a Retroid Pocket Classic but was wondering whether or not I might be able to use the same SD Card I use for my Retroid Pocket 4 Pro. I was hoping I could resume my saves between devices.</p>\n<p>Is this is possible?</p>\n<p>EDIT: had originally written RP4P. Updated to Retroid Pocket 4 Pro</p>\n", "mediaType": "text/html", "source": { "content": "I’m thinking about getting a Retroid Pocket Classic but was wondering whether or not I might be able to use the same SD Card I use for my Retroid Pocket 4 Pro. I was hoping I could resume my saves between devices.\n\nIs this is possible?\n\nEDIT: had originally written RP4P. Updated to Retroid Pocket 4 Pro", "mediaType": "text/markdown" }, "attachment": [], "sensitive": false, "published": "2025-04-26T02:43:40.253242Z", "updated": "2025-04-26T03:45:35.750909Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.ca/post/42910820", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/5f0dff04-7bc5-4c89-b1d8-8ade03a4cdaa" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/2eba5b38-5e06-4a57-889d-ef41e1b0e4a0", "actor": "https://lemmy.ml/u/banazir", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.ml/post/29134660", "attributedTo": "https://lemmy.ml/u/banazir", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "A quarter of a century after its original release, Capcom’s legendary Breath of Fire IV returns to PC!", "cc": [], "content": "<blockquote>\n<p>April 27th 2000, Breath of Fire IV first captured hearts as one of Capcom’s most beloved RPGs. 25 years later, it returns – revived by popular demand and fully updated for modern PCs, this iconic classic is now available DRM-free on GOG!</p>\n<p>The game joins the GOG Preservation Program with essential upgrades: our enhanced version is fully optimized for modern systems, with Windows 10 and 11 compatibility. Players can enjoy both English and Japanese localizations, along with improved graphics powered by an upgraded DirectX renderer, new display options like Windowed Mode, V-Sync, Anti-Aliasing and refined gamma correction for better visuals. The audio engine has also been upgraded, restoring missing environmental sounds and adding new configuration options.</p>\n<p>This is the ultimate way to experience Breath of Fire IV like never before – now, to celebrate on its silver anniversary, and for years to come!</p>\n</blockquote>\n", "mediaType": "text/html", "source": { "content": "> April 27th 2000, Breath of Fire IV first captured hearts as one of Capcom’s most beloved RPGs. 25 years later, it returns – revived by popular demand and fully updated for modern PCs, this iconic classic is now available DRM-free on GOG!\n> \n> The game joins the GOG Preservation Program with essential upgrades: our enhanced version is fully optimized for modern systems, with Windows 10 and 11 compatibility. Players can enjoy both English and Japanese localizations, along with improved graphics powered by an upgraded DirectX renderer, new display options like Windowed Mode, V-Sync, Anti-Aliasing and refined gamma correction for better visuals. The audio engine has also been upgraded, restoring missing environmental sounds and adding new configuration options.\n> \n> This is the ultimate way to experience Breath of Fire IV like never before – now, to celebrate on its silver anniversary, and for years to come!", "mediaType": "text/markdown" }, "attachment": [ { "href": "https://www.gog.com/en/news/a_quarter_of_a_century_after_its_original_release_capcoms_legendary_breath_of_fire_iv_returns_to_pc", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/729582f2-36ad-484e-969e-20f4353a5ad2.jpeg" }, "sensitive": false, "published": "2025-04-25T11:58:03.260469Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.ml/post/29134660", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/2b248769-89fe-4bb1-8488-2a4e799811ce" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/e2d15517-4979-4468-b69d-ddac6a432f81", "actor": "https://piefed.social/u/atomicpoet", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://piefed.social/post/690997", "attributedTo": "https://piefed.social/u/atomicpoet", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "The Euro platformer revival that almost happened", "cc": [], "content": "<p>When I was 10 years old, a friend and I went into the forest and started digging.</p>\n<p>Now, the exact reason why we were digging escapes me. But we often did a lot of digging. Kids—particularly boys—like to dig. It’s just fun. Started with sandboxes. But we decided to move further afield. And there we were with our big shovels, just digging a hole.</p>\n<p>Four feet in, we found something.</p>\n<p>A shoe.</p>\n<p>One with a bright red high heel, to be exact. A pointy heel.</p>\n<p>And when we saw it, both my friend and I looked each other in the eye, dropped our shovels, and ran home in a panic. We had a distinct fear—that if we kept on digging, we’d find something grisly. Something macabre.</p>\n<p>Now that I’m older, I laugh. Because the reality is: if we’d kept digging, maybe we would’ve found nothing. Or maybe we would’ve found another shoe. Perhaps the pair. Perhaps a different shoe entirely. Beats me.</p>\n<p>But there was just something about that shoe—cartoonishly red—that created in us a sense of panic. We never went back to that spot in the forest.</p>\n<p>My parents got really angry at me. Because I lost a shovel.</p>\n<p>When I first played <em>Oozi: Earth Adventure</em> on PC, it was like uncovering something buried. And bright.</p>\n<p>To give you context, I gotta tell you a little bit about what <em>Oozi</em> is.</p>\n<p>So, <em>Oozi</em> is a 2D platformer about a fun little alien guy who crash-lands on Earth. He has to recover his space suit, spaceship, and dignity. Along the way, he encounters numerous creatures—all of which want to kill him. You hop through each level from A to B, gradually progressing. There are four worlds, each with a distinct theme, a variety of enemies, and boss fights.</p>\n<p>Okay—so far, this seems par for the course.</p>\n<p>But once you dig further into what <em>Oozi</em> is, it uncovers something bright and distinct. Something I’ve known about for decades but couldn’t exactly put into words. Something familiar. But I haven’t been able to articulate it—until now.</p>\n<p>I’m talking about the Euro platformer.</p>\n<p>Now, what is a Euro platformer? Well, obviously—it’s a platformer game. But it’s distinct. For cultural reasons, platformers developed in Europe diverged from the ones made in Japan and North America.</p>\n<p>Euro platformers tend to be extremely colourful—almost surreal. Punishing in their difficulty. And if you’ve seen a Euro platformer, you know exactly what I’m talking about.</p>\n<p>I mean games like <em>Rayman</em>, <em>James Pond</em>, <em>Zool</em>, <em>Rick Dangerous</em>, <em>Dizzy</em>, and <em>Mayhem in Monsterland</em>.</p>\n<p>Actually, before I go further—let me talk about the mechanics that make Euro platformers different.</p>\n<p>They often have floaty jumping physics. Specific tropes—like dripping water from ceilings that can kill you. Europeans, for whatever reason, really loved that trope. And they often pushed the puzzle aspect of platforming into the foreground.</p>\n<p>I first encountered Euro platformers on my Commodore 64—which makes sense, because the C64 was huge in Europe. Probably bigger than in North America. Which is impressive, because here in Canada, the C64 was pretty popular too. That was my main gaming platform instead of an NES. And because it was so popular in Europe, I’d often find Euro platformers—sometimes pirated on floppy disks if they weren’t available in stores.</p>\n<p>The first Euro platformer to really make an impression on me was the <em>Dizzy</em> games. Funny enough, you play an egg. Not an animal—an egg. Like I said, those Europeans loved their surrealism.</p>\n<p>Later, I moved onto something more fantasy-themed: <em>Stormlord</em>. To this day, I think that game is a hidden gem. People don’t talk about it enough.</p>\n<p>Then, when I got myself a 16-bit console, I got exposure to even more Euro platformers. Again—we didn’t call them that back then. They were just platformers. But I distinctly remember going to Blockbuster and renting Euro platformers like <em>James Pond</em>, <em>Chuck Rock</em>, and <em>Zool</em>.</p>\n<p><em>Risky Woods</em> is kind of a deep cut—probably because it was made in Spain—but that one’s definitely worth playing.</p>\n<p>By the mid-90s, you could argue that Euro platformers were the best platformers.</p>\n<p><em>Donkey Kong Country</em>, made by Rare in the UK, might be the best Euro platformer of all time. Others might argue for <em>Rayman</em>, made by Ubisoft in France. Both those games have the hallmarks of the Euro platformer: overwhelmingly cheerful and bright, a touch of surrealism, and a real degree of difficulty. Their shiny, colourful exteriors masked real trial and tribulation.</p>\n<p>As the '90s went on, the Euro platformer—like all platformers—went 3D. <em>Rayman 2</em>, <em>Kao the Kangaroo</em>… and most notably, <em>Croc</em>.</p>\n<p><em>Croc</em> is notable because it was supposed to be a second-party Nintendo game starring Yoshi. It’s highly probable that <em>Croc</em> inspired <em>Mario 64</em>, because Argonaut Software—based in the UK—showed a demo of <em>Croc</em> to Nintendo <em>before</em> they started work on <em>Mario 64</em>.</p>\n<p>Nintendo passed on it. So <em>Croc</em> became a crocodile instead of a Yoshi—and launched on the rival PlayStation. One of the first 3D platformers ever made.</p>\n<p>Because of the rush to 3D, 2D Euro platformers fell by the wayside. Which shouldn’t surprise anyone—most 2D platformers did. And the few that stuck around were often callbacks to Japanese or American styles, with pixel art aping the NES.</p>\n<p>But in 2011, a small independent game studio in Poland picked up a shovel—and dug up the Euro platformer.</p>\n<p>And just like that bright red shoe, <em>Oozi</em> was bright. And it hinted at something else that could’ve been discovered, if we’d only kept digging.</p>\n<p>I still feel that <em>Oozi</em> is way more significant than people give it credit.</p>\n<p>This game came out at a time when indie games were just becoming a thing. Most of it started with Flash games, then shifted to XNA development and Xbox Live Indie Games (XBLIG)—now defunct, but important. It gave bedroom coders a way to publish on consoles without a middleman.</p>\n<p>Now, by 2011, XBLIG was already waning. A lot of it was low-budget throwaway garbage. But <em>Oozi</em> stood out. It proved that the tools still worked—for someone with ambition. Indie could mean <em>quality</em>.</p>\n<p>And what <em>Oozi</em> offered was one of the first revivals of the 2D platformer we’ve all come to love—games like <em>Shovel Knight</em> or <em>Owlboy</em>. But <em>Oozi</em> didn’t just revive <em>any</em> 2D platformer.</p>\n<p>It revived the <em>Euro</em> platformer.</p>\n<p>Everything in <em>Oozi</em>—what made it special—was a callback to C64, Amiga, Genesis, and SNES platformers that <em>defined</em> the Euro platformer. <em>Oozi</em> was bright. Surreal. Unapologetically 2D. And insanely, but rewardingly, difficult.</p>\n<p>This wasn’t a roguelike. There was no procedural generation. No gimmicks. No meta-narrative.</p>\n<p>It was purely a Euro platformer.</p>\n<p>It didn’t try to innovate. It tried to <em>unbury</em> something.</p>\n<p>You could see it in the big, expressive sprites. Another hallmark of the genre.</p>\n<p>You gotta understand—back in 2011, a lot of indie platformers followed the same script. Ironic. Artsy. Self-aware.</p>\n<p><em>Oozi</em> rejected all that. It was unapologetically light. Nice.</p>\n<p>And while it was hard—it wasn’t NES-hard. It was C64-hard. Euro-hard.</p>\n<p>Unfortunately, the Euro platformer revival didn’t quite take. But I’ll note this:</p>\n<p>The same year <em>Oozi</em> was released, Ubisoft dropped <em>Rayman Origins</em>—the first 2D <em>Rayman</em> game in decades. And a year later, we got <em>Giana Sisters: Twisted Dreams</em>, a sequel to the classic <em>Giana Sisters</em> for the C64.</p>\n<p>For a brief moment—too brief—we had a real Euro platformer revival.</p>\n<p>And <em>Oozi</em> might’ve been the most original of them all because it wasn’t based on an older franchise. It was made by a small indie team in Poland.</p>\n<p><em>Oozi</em> later got ported to Steam in 2012—not 2013, as some say—and that’s where I mainly play it now. Two years ago, it got ported to the Nintendo Switch, rebranded as <em>Super Cute Alien’s Adventure</em>.</p>\n<p>Not a fan of that name. Kind of generic. But I respect that the dev has stuck with <em>Oozi</em>—and that a new generation can now appreciate it.</p>\n<p>I’ll say this much: The devs behind <em>Oozi</em> had a good idea.</p>\n<p>The Euro platformer deserves to be unburied. We should experience this style of game again.</p>\n<p>Because it was <em>special</em>.</p>\n", "mediaType": "text/html", "source": { "content": "When I was 10 years old, a friend and I went into the forest and started digging. \r\n\r\nNow, the exact reason why we were digging escapes me. But we often did a lot of digging. Kids—particularly boys—like to dig. It's just fun. Started with sandboxes. But we decided to move further afield. And there we were with our big shovels, just digging a hole. \r\n\r\nFour feet in, we found something. \r\n\r\nA shoe. \r\n\r\nOne with a bright red high heel, to be exact. A pointy heel. \r\n\r\nAnd when we saw it, both my friend and I looked each other in the eye, dropped our shovels, and ran home in a panic. We had a distinct fear—that if we kept on digging, we'd find something grisly. Something macabre. \r\n\r\nNow that I’m older, I laugh. Because the reality is: if we’d kept digging, maybe we would’ve found nothing. Or maybe we would’ve found another shoe. Perhaps the pair. Perhaps a different shoe entirely. Beats me. \r\n\r\nBut there was just something about that shoe—cartoonishly red—that created in us a sense of panic. We never went back to that spot in the forest. \r\n\r\nMy parents got really angry at me. Because I lost a shovel. \r\n\r\nWhen I first played *Oozi: Earth Adventure* on PC, it was like uncovering something buried. And bright. \r\n\r\nTo give you context, I gotta tell you a little bit about what *Oozi* is. \r\n\r\nSo, *Oozi* is a 2D platformer about a fun little alien guy who crash-lands on Earth. He has to recover his space suit, spaceship, and dignity. Along the way, he encounters numerous creatures—all of which want to kill him. You hop through each level from A to B, gradually progressing. There are four worlds, each with a distinct theme, a variety of enemies, and boss fights. \r\n\r\nOkay—so far, this seems par for the course. \r\n\r\nBut once you dig further into what *Oozi* is, it uncovers something bright and distinct. Something I’ve known about for decades but couldn’t exactly put into words. Something familiar. But I haven’t been able to articulate it—until now. \r\n\r\nI’m talking about the Euro platformer. \r\n\r\nNow, what is a Euro platformer? Well, obviously—it’s a platformer game. But it’s distinct. For cultural reasons, platformers developed in Europe diverged from the ones made in Japan and North America. \r\n\r\nEuro platformers tend to be extremely colourful—almost surreal. Punishing in their difficulty. And if you’ve seen a Euro platformer, you know exactly what I’m talking about. \r\n\r\nI mean games like *Rayman*, *James Pond*, *Zool*, *Rick Dangerous*, *Dizzy*, and *Mayhem in Monsterland*. \r\n\r\nActually, before I go further—let me talk about the mechanics that make Euro platformers different. \r\n\r\nThey often have floaty jumping physics. Specific tropes—like dripping water from ceilings that can kill you. Europeans, for whatever reason, really loved that trope. And they often pushed the puzzle aspect of platforming into the foreground. \r\n\r\nI first encountered Euro platformers on my Commodore 64—which makes sense, because the C64 was huge in Europe. Probably bigger than in North America. Which is impressive, because here in Canada, the C64 was pretty popular too. That was my main gaming platform instead of an NES. And because it was so popular in Europe, I’d often find Euro platformers—sometimes pirated on floppy disks if they weren’t available in stores. \r\n\r\nThe first Euro platformer to really make an impression on me was the *Dizzy* games. Funny enough, you play an egg. Not an animal—an egg. Like I said, those Europeans loved their surrealism. \r\n\r\nLater, I moved onto something more fantasy-themed: *Stormlord*. To this day, I think that game is a hidden gem. People don’t talk about it enough. \r\n\r\nThen, when I got myself a 16-bit console, I got exposure to even more Euro platformers. Again—we didn’t call them that back then. They were just platformers. But I distinctly remember going to Blockbuster and renting Euro platformers like *James Pond*, *Chuck Rock*, and *Zool*. \r\n\r\n*Risky Woods* is kind of a deep cut—probably because it was made in Spain—but that one’s definitely worth playing. \r\n\r\nBy the mid-90s, you could argue that Euro platformers were the best platformers. \r\n\r\n*Donkey Kong Country*, made by Rare in the UK, might be the best Euro platformer of all time. Others might argue for *Rayman*, made by Ubisoft in France. Both those games have the hallmarks of the Euro platformer: overwhelmingly cheerful and bright, a touch of surrealism, and a real degree of difficulty. Their shiny, colourful exteriors masked real trial and tribulation. \r\n\r\nAs the '90s went on, the Euro platformer—like all platformers—went 3D. *Rayman 2*, *Kao the Kangaroo*… and most notably, *Croc*. \r\n\r\n*Croc* is notable because it was supposed to be a second-party Nintendo game starring Yoshi. It’s highly probable that *Croc* inspired *Mario 64*, because Argonaut Software—based in the UK—showed a demo of *Croc* to Nintendo *before* they started work on *Mario 64*. \r\n\r\nNintendo passed on it. So *Croc* became a crocodile instead of a Yoshi—and launched on the rival PlayStation. One of the first 3D platformers ever made. \r\n\r\nBecause of the rush to 3D, 2D Euro platformers fell by the wayside. Which shouldn’t surprise anyone—most 2D platformers did. And the few that stuck around were often callbacks to Japanese or American styles, with pixel art aping the NES. \r\n\r\nBut in 2011, a small independent game studio in Poland picked up a shovel—and dug up the Euro platformer. \r\n\r\nAnd just like that bright red shoe, *Oozi* was bright. And it hinted at something else that could’ve been discovered, if we’d only kept digging. \r\n\r\nI still feel that *Oozi* is way more significant than people give it credit. \r\n\r\nThis game came out at a time when indie games were just becoming a thing. Most of it started with Flash games, then shifted to XNA development and Xbox Live Indie Games (XBLIG)—now defunct, but important. It gave bedroom coders a way to publish on consoles without a middleman. \r\n\r\nNow, by 2011, XBLIG was already waning. A lot of it was low-budget throwaway garbage. But *Oozi* stood out. It proved that the tools still worked—for someone with ambition. Indie could mean *quality*. \r\n\r\nAnd what *Oozi* offered was one of the first revivals of the 2D platformer we’ve all come to love—games like *Shovel Knight* or *Owlboy*. But *Oozi* didn’t just revive *any* 2D platformer. \r\n\r\nIt revived the *Euro* platformer. \r\n\r\nEverything in *Oozi*—what made it special—was a callback to C64, Amiga, Genesis, and SNES platformers that *defined* the Euro platformer. *Oozi* was bright. Surreal. Unapologetically 2D. And insanely, but rewardingly, difficult. \r\n\r\nThis wasn’t a roguelike. There was no procedural generation. No gimmicks. No meta-narrative. \r\n\r\nIt was purely a Euro platformer. \r\n\r\nIt didn’t try to innovate. It tried to *unbury* something. \r\n\r\nYou could see it in the big, expressive sprites. Another hallmark of the genre. \r\n\r\nYou gotta understand—back in 2011, a lot of indie platformers followed the same script. Ironic. Artsy. Self-aware. \r\n\r\n*Oozi* rejected all that. It was unapologetically light. Nice. \r\n\r\nAnd while it was hard—it wasn’t NES-hard. It was C64-hard. Euro-hard. \r\n\r\nUnfortunately, the Euro platformer revival didn’t quite take. But I’ll note this: \r\n\r\nThe same year *Oozi* was released, Ubisoft dropped *Rayman Origins*—the first 2D *Rayman* game in decades. And a year later, we got *Giana Sisters: Twisted Dreams*, a sequel to the classic *Giana Sisters* for the C64. \r\n\r\nFor a brief moment—too brief—we had a real Euro platformer revival. \r\n\r\nAnd *Oozi* might’ve been the most original of them all because it wasn’t based on an older franchise. It was made by a small indie team in Poland. \r\n\r\n*Oozi* later got ported to Steam in 2012—not 2013, as some say—and that’s where I mainly play it now. Two years ago, it got ported to the Nintendo Switch, rebranded as *Super Cute Alien’s Adventure*. \r\n\r\nNot a fan of that name. Kind of generic. But I respect that the dev has stuck with *Oozi*—and that a new generation can now appreciate it. \r\n\r\nI’ll say this much: The devs behind *Oozi* had a good idea. \r\n\r\nThe Euro platformer deserves to be unburied. We should experience this style of game again. \r\n\r\nBecause it was *special*.", "mediaType": "text/markdown" }, "attachment": [ { "type": "Image", "url": "https://media.piefed.social/posts/WU/aj/WUajhsQM5o6npkJ.png", "name": "Oozi: Earth Adventure screenshot" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/a760398b-b80a-4039-8290-04d7cab2b129.png" }, "sensitive": false, "published": "2025-04-24T17:48:34.821861Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://piefed.social/post/690997", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/89cf3c7b-853b-40d5-8f8f-a36f95affb31" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/005b5738-8d7e-419a-9b23-880d461012de", "actor": "https://lemmy.world/u/SassyRamen", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/28567504", "attributedTo": "https://lemmy.world/u/SassyRamen", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Here the fuck we go again", "cc": [], "content": "<p>Oblivion Remasterd Deluxe Edition is reminding us all of the fall of gaming.</p>\n<p>That <s>smile</s> horse armor. That damned <s>smile</s> horse armor.</p>\n", "mediaType": "text/html", "source": { "content": "Oblivion Remasterd Deluxe Edition is reminding us all of the fall of gaming. \n\nThat ~~smile~~ horse armor. That damned ~~smile~~ horse armor.", "mediaType": "text/markdown" }, "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/3f50078c-5bdd-49dd-a5fc-24c92e949845.png", "name": null } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/b7aeba60-5854-4622-b0f1-5b683069362f.png" }, "sensitive": false, "published": "2025-04-22T16:10:25.984356Z", "updated": "2025-04-22T16:11:14.446660Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/28567504", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/25494570-255b-4f9a-b5e5-3cf5f40e89d5" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/addd5aae-80a5-4e74-8506-58f275d6316f", "actor": "https://feddit.uk/u/ktec", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://feddit.uk/post/27954627", "attributedTo": "https://feddit.uk/u/ktec", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "A Rare Shigeru Miyamoto Interview About The Making Of Mario 64 Has Just Surfaced Online | Time Extension", "cc": [], "content": "<p>Super Mario 64, a masterpiece in gaming history, continues to captivate fans with every new discovery. Recently, an archived interview with its director, Shigeru Miyamoto, has resurfaced online, shedding light on the early stages of development.</p>\n<h3>The Interview</h3>\n<p>The video footage, uploaded by Kanpei Hagama, features an interview with Mr. Miyamoto conducted around the game’s release. While the interview is entirely in Japanese, fans have dissected it to extract fascinating insights. Find a link to it in the original article.</p>\n<h3>Key Insights from the Interview</h3>\n<ul>\n<li><strong>Garden Dioramas</strong>: Miyamoto describes the levels as ‘garden dioramas’, suggesting a creative approach to level design.</li>\n<li><strong>Product-Testing</strong>: The game was tested by both adults and elementary students, indicating an emphasis on accessibility and gameplay appeal across different audiences.</li>\n</ul>\n<h3>Early Build Differences</h3>\n<p>The footage also includes several differences from the final version of Super Mario 64:</p>\n<ul>\n<li>Bowser dialogues were altered.</li>\n<li>The Penguin you race in Cool Cool Mountain had a different size.</li>\n<li>Missing assets and early textures can be observed.</li>\n</ul>\n<h3>Why This Matters</h3>\n<p>Given the influence Super Mario 64 has had on gaming, finding out more about its creation remains exciting for fans and developers alike. This rare interview offers new perspectives that could contribute to our deeper understanding of one of Nintendo’s most beloved titles.</p>\n<hr />\n<p>What do you think these differences in early builds tell us about the development process? Do you have any additional insights or curiosities about Super Mario 64?</p>\n", "mediaType": "text/html", "source": { "content": "Super Mario 64, a masterpiece in gaming history, continues to captivate fans with every new discovery. Recently, an archived interview with its director, Shigeru Miyamoto, has resurfaced online, shedding light on the early stages of development.\n\n### The Interview\nThe video footage, uploaded by Kanpei Hagama, features an interview with Mr. Miyamoto conducted around the game's release. While the interview is entirely in Japanese, fans have dissected it to extract fascinating insights. Find a link to it in the original article.\n\n### Key Insights from the Interview\n- **Garden Dioramas**: Miyamoto describes the levels as 'garden dioramas', suggesting a creative approach to level design.\n- **Product-Testing**: The game was tested by both adults and elementary students, indicating an emphasis on accessibility and gameplay appeal across different audiences.\n\n### Early Build Differences\nThe footage also includes several differences from the final version of Super Mario 64:\n- Bowser dialogues were altered.\n- The Penguin you race in Cool Cool Mountain had a different size.\n- Missing assets and early textures can be observed.\n\n### Why This Matters\nGiven the influence Super Mario 64 has had on gaming, finding out more about its creation remains exciting for fans and developers alike. This rare interview offers new perspectives that could contribute to our deeper understanding of one of Nintendo's most beloved titles.\n\n-------------------------------------------------------------------------------\n\nWhat do you think these differences in early builds tell us about the development process? Do you have any additional insights or curiosities about Super Mario 64?", "mediaType": "text/markdown" }, "attachment": [ { "href": "https://www.timeextension.com/news/2025/04/a-rare-shigeru-miyamoto-interview-about-the-making-of-mario-64-has-just-surfaced-online", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/21e4b5bf-cc0e-4556-bc9b-8ee1f9a48566.jpeg" }, "sensitive": false, "published": "2025-04-22T08:09:31.758608Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://feddit.uk/post/27954627", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/6e829f32-cef1-44c8-80cd-2ad15b091827" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/7da3e318-0a9c-4abf-a718-0134a4c8c3c0", "actor": "https://lemm.ee/u/hakase", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemm.ee/post/62042207", "attributedTo": "https://lemm.ee/u/hakase", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "The Betrayal of Limited Run Games: What They Don't Want You to See", "cc": [], "content": "<p>Some pretty messed up stuff.</p>\n<p>Not sure why the Youtube link is in German - the video is in English, and I don’t live in Germany.</p>\n", "mediaType": "text/html", "source": { "content": "Some pretty messed up stuff. \n\nNot sure why the Youtube link is in German - the video is in English, and I don't live in Germany.", "mediaType": "text/markdown" }, "attachment": [ { "href": "https://www.youtube.com/watch?v=MvkZkgmpg2w", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "sensitive": false, "published": "2025-04-22T02:24:50.334803Z", "updated": "2025-04-22T02:37:15.661743Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemm.ee/post/62042207", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/2937204c-577b-49fa-9ede-e8e62c8617ae" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/4cbb928a-5393-40f6-9da4-68c616fff7ad", "actor": "https://lemmy.ca/u/veeesix", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.ca/post/42689194", "attributedTo": "https://lemmy.ca/u/veeesix", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Game Boy clone maker Anbernic suspends all shipments to US", "cc": [], "content": "<blockquote>\n<p>“Due to changes in U.S. tariff policies, we will be suspending all orders shipping from China to the United States starting today,” <a href=\"https://anbernic.com/pages/shipping-policy\" rel=\"nofollow\">writes Anbernic.</a> “We strongly recommend prioritizing products shipped from our U.S. warehouse, which are currently not affected by import duties and can be purchased with confidence.”</p>\n</blockquote>\n", "mediaType": "text/html", "source": { "content": "> “Due to changes in U.S. tariff policies, we will be suspending all orders shipping from China to the United States starting today,” [writes Anbernic.](https://anbernic.com/pages/shipping-policy) “We strongly recommend prioritizing products shipped from our U.S. warehouse, which are currently not affected by import duties and can be purchased with confidence.”", "mediaType": "text/markdown" }, "attachment": [ { "href": "https://www.theverge.com/news/652797/anbernic-suspend-shipments-tariffs-us-china", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25781281/anbernic_gba_date.jpg?quality=90&strip=all&crop=0%2C10.708834837039%2C100%2C78.582330325921&w=1200" }, "sensitive": false, "published": "2025-04-21T23:21:31.787985Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.ca/post/42689194", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/48568bf2-a272-4472-82e0-c15401a342b2" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/2cbea279-2ea8-40bd-8587-0870e5505275", "actor": "https://feddit.uk/u/ktec", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://feddit.uk/post/27838631", "attributedTo": "https://feddit.uk/u/ktec", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Lost In Cult's Next Project Is A Celebration Of A Video Game Icon | Time Extension", "cc": [], "content": "<h1>Lost In Cult’s Next Project Is A Celebration Of A Video Game Icon</h1>\n<p>Lost In Cult has announced an exciting new project in honor of the legendary video game musician and designer, <strong>Kenji Eno</strong>. The 7LP vinyl box set titled <em>Kenji Eno 55: Soundworks</em> will feature a curated collection of 55 tracks, including remastered classic soundtracks, archival recordings, and previously unreleased material.</p>\n<p><em>Key Points from the Article:</em></p>\n<ul>\n<li><strong>Project Details:</strong> A 7LP vinyl box set dedicated to Kenji Eno’s iconic music from titles like <em>Enemy Zero</em>, <em>D2</em>, <em>newtonica</em>, and <em>You, Me, and the Cubes</em>.</li>\n<li><strong>Availability:</strong> Pre-sale openings on May 5th. Standalone releases for individual soundtracks in the series are also teased.</li>\n<li><strong>Sign-Up Interest:</strong> Interested parties can sign up to register their interest through a dedicated link.</li>\n</ul>\n<p>This project not only pays tribute to a video game music legend but also offers fans an immersive collection of his work on premium vinyl, presenting a unique opportunity for collectors and enthusiasts alike.</p>\n<p><em><a href=\"https://www.timeextension.com/news/2025/04/lost-in-cults-next-project-is-a-celebration-of-a-video-game-icon\" rel=\"nofollow\">Learn More</a></em></p>\n<p>Discussion Question:\nHow do you think 7LP vinyl collections can enrich the video game collecting experience, and which soundtracks would you want to have on your collection?</p>\n", "mediaType": "text/html", "source": { "content": "# Lost In Cult's Next Project Is A Celebration Of A Video Game Icon\n\nLost In Cult has announced an exciting new project in honor of the legendary video game musician and designer, **Kenji Eno**. The 7LP vinyl box set titled *Kenji Eno 55: Soundworks* will feature a curated collection of 55 tracks, including remastered classic soundtracks, archival recordings, and previously unreleased material.\n\n*Key Points from the Article:*\n- **Project Details:** A 7LP vinyl box set dedicated to Kenji Eno's iconic music from titles like *Enemy Zero*, *D2*, *newtonica*, and *You, Me, and the Cubes*.\n- **Availability:** Pre-sale openings on May 5th. Standalone releases for individual soundtracks in the series are also teased.\n- **Sign-Up Interest:** Interested parties can sign up to register their interest through a dedicated link.\n\nThis project not only pays tribute to a video game music legend but also offers fans an immersive collection of his work on premium vinyl, presenting a unique opportunity for collectors and enthusiasts alike.\n\n_[Learn More](https://www.timeextension.com/news/2025/04/lost-in-cults-next-project-is-a-celebration-of-a-video-game-icon)_\n\nDiscussion Question:\nHow do you think 7LP vinyl collections can enrich the video game collecting experience, and which soundtracks would you want to have on your collection?", "mediaType": "text/markdown" }, "attachment": [ { "href": "https://www.timeextension.com/news/2025/04/lost-in-cults-next-project-is-a-celebration-of-a-video-game-icon", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/cab56dd0-df75-404f-bc7d-de5887179ae7.jpeg" }, "sensitive": false, "published": "2025-04-20T10:39:47.138017Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://feddit.uk/post/27838631", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/4b8ee093-26e2-4d31-9ca9-23622059e6ef" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/2f498de9-144d-424e-82de-188872d3e307", "actor": "https://feddit.uk/u/ktec", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://feddit.uk/post/27838630", "attributedTo": "https://feddit.uk/u/ktec", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Looks Like 3DO Might Be Getting An Unofficial Port Of PS1 Classic WipEout | Time Extension", "cc": [], "content": "<h1>Looks Like 3DO Might Be Getting An Unofficial Port Of PS1 Classic WipEout</h1>\n<p>The original <a href=\"https://en.wikipedia.org/wiki/3DO\" rel=\"nofollow\">3DO</a> promised to revolutionise the video game industry in 1993. Despite initial success, it couldn’t compete with more powerful consoles like the PlayStation and Saturn.</p>\n<p>However, modern homebrew programmers are once again showing interest in this platform. Recently, programmer <strong>XProger_san</strong>—known for his work on <a href=\"https://www.timeextension.com/news/2025/04/tomb-raider-just-got-a-brilliant-new-proof-of-concept-demo-for-the-commodore-amiga\" rel=\"nofollow\">OpenLara</a> and <strong>Tomb Raider I\\III Remastered</strong>—has shared a comparison between the original PS1 classic, <em>WipEout</em>, and a potential 3DO version.</p>\n<pre style=\"background-color:#ffffff;\">\n<span style=\"color:#323232;\"># Differences in 3D graphics capabilities:\n</span><span style=\"color:#323232;\">[XProger\\_san] The #PSX is known for polygon jitter due to integer positioning of vertices relative to the screen grid. Meanwhile, the #3DO GPU supports subpixel positions, as seen in the comparison.[/XProger\\_san]\n</span></pre>\n<p>While it’s currently unclear if this will be a full port, it’s an exciting opportunity for fans and retro game enthusiasts.</p>\n<p>Would you like to see <em>WipEout</em> on 3DO? Let us know with a comment below!</p>\n<hr />\n<p>EDIT: Fixed some links.</p>\n", "mediaType": "text/html", "source": { "content": "# Looks Like 3DO Might Be Getting An Unofficial Port Of PS1 Classic WipEout\n\nThe original [3DO](https://en.wikipedia.org/wiki/3DO) promised to revolutionise the video game industry in 1993. Despite initial success, it couldn't compete with more powerful consoles like the PlayStation and Saturn.\n\nHowever, modern homebrew programmers are once again showing interest in this platform. Recently, programmer **XProger\\_san**—known for his work on [OpenLara](https://www.timeextension.com/news/2025/04/tomb-raider-just-got-a-brilliant-new-proof-of-concept-demo-for-the-commodore-amiga) and **Tomb Raider I\\III Remastered**—has shared a comparison between the original PS1 classic, *WipEout*, and a potential 3DO version.\n\n```\n# Differences in 3D graphics capabilities:\n[XProger\\_san] The #PSX is known for polygon jitter due to integer positioning of vertices relative to the screen grid. Meanwhile, the #3DO GPU supports subpixel positions, as seen in the comparison.[/XProger\\_san]\n```\n\nWhile it's currently unclear if this will be a full port, it's an exciting opportunity for fans and retro game enthusiasts.\n\nWould you like to see *WipEout* on 3DO? Let us know with a comment below!\n\n---\n\nEDIT: Fixed some links.", "mediaType": "text/markdown" }, "attachment": [ { "href": "https://www.timeextension.com/news/2025/04/looks-like-3do-might-be-getting-an-unofficial-port-of-ps1-classic-wipeout", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/dc0be5ea-cf54-47e7-925c-b1039d965767.jpeg" }, "sensitive": false, "published": "2025-04-20T10:39:36.793921Z", "updated": "2025-04-21T11:33:14.139232Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://feddit.uk/post/27838630", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/26e29b1a-c555-4156-91af-c94000a8a8d0" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/7217f98a-d0dd-4dd3-9c01-c51291fd525f", "actor": "https://feddit.uk/u/ktec", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://feddit.uk/post/27838629", "attributedTo": "https://feddit.uk/u/ktec", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "City Connection Celebrates 20 Years With Two New Famicom Games | Time Extension", "cc": [], "content": "<h1>City Connection Celebrates 20 Years With Two New Famicom Games</h1>\n<p>Japanese company <strong>City Connection</strong> has announced a pair of new games for the Nintendo Famicom, marking their 20th anniversary. These releases are part of a celebration that also includes a sale and live broadcast across various platforms.</p>\n<p>The first game is <strong>Soldam</strong>, a previously cancelled port of the 1992 arcade game which was refocused in 2017 as <strong>Soldam: Drop, Connect, Erase</strong> for modern systems. The second and more interesting release is <strong>City Connection: Clarice’s Wedding Bell</strong>, an intriguing take on the 1986 coin-op game <strong>Momoko 120%</strong>. This one is based around City Connection’s protagonist, Clarice.</p>\n<p>Illustrator Edoya inu8 has created a special piece of artwork for these celebrations. Check it out at the top of the article if you haven’t already!</p>\n<hr />\n<p>What do you think about the idea of remaking <strong>Momoko 120%</strong>?</p>\n", "mediaType": "text/html", "source": { "content": "# City Connection Celebrates 20 Years With Two New Famicom Games\nJapanese company **City Connection** has announced a pair of new games for the Nintendo Famicom, marking their 20th anniversary. These releases are part of a celebration that also includes a sale and live broadcast across various platforms.\n\nThe first game is **Soldam**, a previously cancelled port of the 1992 arcade game which was refocused in 2017 as **Soldam: Drop, Connect, Erase** for modern systems. The second and more interesting release is **City Connection: Clarice's Wedding Bell**, an intriguing take on the 1986 coin-op game **Momoko 120%**. This one is based around City Connection’s protagonist, Clarice.\n\nIllustrator Edoya inu8 has created a special piece of artwork for these celebrations. Check it out at the top of the article if you haven't already!\n\n---\n\nWhat do you think about the idea of remaking **Momoko 120%**?\n", "mediaType": "text/markdown" }, "attachment": [ { "href": "https://www.timeextension.com/news/2025/04/city-connection-celebrates-20-years-with-two-new-famicom-games", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/bf041c31-d5f4-47fd-b41b-21efa8f0cd72.jpeg" }, "sensitive": false, "published": "2025-04-20T10:39:26.363443Z", "updated": "2025-04-20T10:51:02.712487Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://feddit.uk/post/27838629", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/731d240f-6287-4c39-85dd-aa391e6224ad" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/0eca12be-1020-4d81-aecc-71156554c3c6", "actor": "https://feddit.uk/u/ktec", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://feddit.uk/post/27780022", "attributedTo": "https://feddit.uk/u/ktec", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "US RetroTINK Shipments Are Being Temporarily Suspended | Time Extension", "cc": [], "content": "<h2>News Update: US RetroTINK Shipments Now Temporarily Suspended</h2>\n<p><em>RetroTINK</em>, maker of the popular RetroTINK 4K upscalers, has announced that it will temporarily suspend shipments to the United States due to the lack of guidance on upcoming tariffs from President Donald Trump. Mike Chi, the founder and CEO, explained that without proper procedures for pre-paying tariffs, risks related to delays or lost packages were too high.</p>\n<blockquote>\n<p>Due to lack of guidance on how tariffs will be collected starting May 2nd, we’ve made the difficult decision to temporarily suspend US shipments:</p>\n<p>April 23rd - Last day for non-expedited orders\nApril 28th - Last day for expedited orders</p>\n<p>– Mike Chi <a href=\"https://bsky.app/profile/retrotink.com/post/3lmsr6nja6k2x\">bsky.app/profile/retrotink.com/…/3lmsr6nja6k2x</a></p>\n</blockquote>\n<p>Chi emphasized that this suspension only affects US customers. Orders to other countries will remain unaffected, stating: &quot;As before, service to the rest of the world will continue without interruptions and policy-induced complications.”</p>\n<blockquote>\n<p>Without proper procedures in place, the risk of delays and lost packages is simply too high</p>\n</blockquote>\n<p>Although some supplies exist within the USA, pausing shipments will allow the company more time to plan ahead</p>\n<blockquote>\n<p>We also expect that this will be resolved eventually.</p>\n</blockquote>\n<hr />\n<p>What do you think about the impact of these tariffs on retro gaming enthusiasts in the US? Will it affect your purchasing decision?</p>\n", "mediaType": "text/html", "source": { "content": "## News Update: US RetroTINK Shipments Now Temporarily Suspended ##\n\n*RetroTINK*, maker of the popular RetroTINK 4K upscalers, has announced that it will temporarily suspend shipments to the United States due to the lack of guidance on upcoming tariffs from President Donald Trump. Mike Chi, the founder and CEO, explained that without proper procedures for pre-paying tariffs, risks related to delays or lost packages were too high.\n\n> Due to lack of guidance on how tariffs will be collected starting May 2nd, we've made the difficult decision to temporarily suspend US shipments:\n>\n> April 23rd - Last day for non-expedited orders\n> April 28th - Last day for expedited orders\n>\n> -- Mike Chi https://bsky.app/profile/retrotink.com/post/3lmsr6nja6k2x\n\nChi emphasized that this suspension only affects US customers. Orders to other countries will remain unaffected, stating: \"As before, service to the rest of the world will continue without interruptions and policy-induced complications.”\n\n> Without proper procedures in place, the risk of delays and lost packages is simply too high\n\nAlthough some supplies exist within the USA, pausing shipments will allow the company more time to plan ahead\n\n> We also expect that this will be resolved eventually.\n\n-------------------------------------------------------------------------------\n\nWhat do you think about the impact of these tariffs on retro gaming enthusiasts in the US? Will it affect your purchasing decision?", "mediaType": "text/markdown" }, "attachment": [ { "href": "https://www.timeextension.com/news/2025/04/us-retrotink-shipments-are-being-temporarily-suspended", "mediaType": "text/html; charset=utf-8", "type": "Link" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/dd394b56-de07-414c-83a7-f8280c59ceaf.jpeg" }, "sensitive": false, "published": "2025-04-19T10:12:56.745461Z", "updated": "2025-04-19T10:15:39.180910Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://feddit.uk/post/27780022", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/e4806457-a638-4b15-9e06-24013579c6eb" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/cdf4431d-4aec-4a3e-9738-6127d8c9d29b", "actor": "https://lemmy.world/u/The_Picard_Maneuver", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/28394058", "attributedTo": "https://lemmy.world/u/The_Picard_Maneuver", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Give them some privacy", "cc": [], "mediaType": "text/html", "attachment": [ { "type": "Image", "url": "https://lemmy.world/pictrs/image/41f4017a-7a56-4ff1-92e8-b7f43f6c429f.jpeg", "name": "" } ], "image": { "type": "Image", "url": "https://lemmy.world/pictrs/image/779dbaf4-844a-44d8-8f27-00a5dd7f5771.jpeg" }, "sensitive": false, "published": "2025-04-18T13:20:05.016353Z", "language": { "identifier": "en", "name": "English" }, "audience": "https://lemmy.world/c/retrogaming", "tag": [ { "href": "https://lemmy.world/post/28394058", "name": "#retrogaming", "type": "Hashtag" } ] }, "cc": [ "https://lemmy.world/c/retrogaming" ], "type": "Create", "audience": "https://lemmy.world/c/retrogaming" }, "cc": [ "https://lemmy.world/c/retrogaming/followers" ], "type": "Announce", "id": "https://lemmy.world/activities/announce/create/e7dc00be-0428-485f-9221-7dcf7d8eb05b" }, { "actor": "https://lemmy.world/c/retrogaming", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "id": "https://lemmy.world/activities/create/15dfbfec-99bd-44ae-ba9b-b89d88f48086", "actor": "https://lemmy.world/u/Alphane_Moon", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "object": { "type": "Page", "id": "https://lemmy.world/post/28243609", "attributedTo": "https://lemmy.world/u/Alphane_Moon", "to": [ "https://lemmy.world/c/retrogaming", "https://www.w3.org/ns/activitystreams#Public" ], "name": "Atari 2600: The Atlantis of Game Consoles", "cc": [], "mediaType": "text/html", "attachment": [ { "href": "https://www.techspot.com/article/2966-legends-atari-2600/", "mediaType": "text/html; 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