Leon's Microblog – September 2020

What branching narrative have you got that results in this
Wacky programmer loading messages are unbearable by themselves, but what makes them really pathetic is when they only bothered to write four of them, and you end up seeing them over and over and over.
TFW the graph goes up
I can't believe this. If you beat the in-game arcade platformer, it shows you "THE END" in a conlang, and you immediately know it says "THE END" because…… *gestures to footage*
https://www.kongregate.com/games/masonmasonmason/journali-re – Revisiting a classic Mason Lindroth.
Model-View-MVC framework: a Model-View-Controller framework where the controller has a better Model-View-Controller framework implemented inside it that it uses instead of the outer one.
Not much, just had one of those moments where I noticed Pyre (video game) was on sale on Steam, went to Itch, noticed it was NOT on sale on Itch, then noticed, furthermore, that it had been in /that/ game bundle in July and I already owned it. A real palette of emotions there.
People under 30 may assume there isn't much material in the "tiny angel and devil" concept. They would be incorrect. Adding new angels for increasingly specific viewpoints, positing if they are inner voices or real agents of God or Satan, showing them "off duty"… All fair game.
There are 3 kinds of story arcs in 00's webcomics: gender transformation, very basic parodies of either 50's pulp or Victorian pulp, and last but definitely not least, "So y'know when a character has a moral conflict and a tiny angel and devil whisper in their ears?? Well what if
Still often remember this textbook fourth-wall-breaking-cartoon ending
"Ah, a letter." *tosses it into the air and punches it with a flame-wreathed fist, incinerating the envelope instantly while leaving the letter intact* "Now let's see–" *the letter drifts into their hand while the new credit card inside clatters to the ground loudly*
Swords are the deadliest type of sword in the world.
Just to eliminate all doubt, this is a continuation of a 25-chapter fiction article from 2017 https://www.sbnation.com/a/17776-football/
QUOTES: (BEGIN) "Outta my way! I'm late for my interview with the victory screen!" (DEFEAT) "Nuts… They went with another candidate, and didn't call me back!"
QUOTES: (BEGIN) "Hey nerdlings! Put down the books and fight me! Playtime begins now, and it's never gonna end!!" (DEFEAT) "I learned so much from this fight… The world is full of wonder and mystery… I need to understand… I must understand… everything…"
Small Favors (2003) vs Band vs Band (2013)
FEZ (2012)
"Hello. I am Professor Computers. I'm not an academic – that's a job title I was awarded for my stellar obedience. I couldn't help but overhear you say "list of functions", when the correct term is "API". It means "application programming interface". I hope this advice helps."
If the 00's had no culture… CUT THE ROPES!! *with a slash, this tweet detaches from the thread and drifts away* Har har! We're commandeerin' this tweet and taking its haul of Likes! C'mon, fellers! *sees the cargo hold has been almost cleaned out* IMPOSSIBLE! Unless… A traitor!
If the 00's had no culture, then explain this *a tiny slip of paper with the words "Florida Man" is lifted in front of the camera for six seconds, then is lowered again*
It's the scenario every baker knows to be prepared for: you've just put a huge cake in the oven and shut the door, when a mystical force pulls you into the oven and into the cake's world, where you must help the good ingredients battle the overwhelming forces of sugar and butter.
*runs in panting* ANDYETATRACEOFTHETRUESELF *wheezes* EXISTSINTHEFALSESELF!!!! *tips over*
Characters that only exist by implication – the hero's grandparents, for instance – are the only ones that can freely see the audience, though only by using imagination can the audience see them back.
"Runtime Preview" panel in game editor accompanied with "+1 Century Preview" panel, showing what the game will look like in 100 years, which is consistently just a black rectangle.
"Whoever owned this moon just left it idling up here in orbit. Anyway, I've found the controls and the keys. Now to park it down on the ground where it belongs–" *loud clanky engine noises*
News so shocking, you immediately take fall damage while sitting down
"That tree stump cannot die, and it will keep trying to draw carbohydrates out of whatever sits on it. Hence, your case of "osmosed butt"."
"Ahh, cool refreshing joint oil. Hah, I remember hearing the robots say that and thinking it was because they're metal. But no! It REALLY IS
"Here's your vacuum, rookie." *reveals a cleaner with a 1-inch-long hose* "It may be weak right now, but as you gather experience, it will g
Well, the video was this one, which was the most important component anyway https://www.youtube.com/watch?v=ykb9TLi9OFI Honestly this creature's counterintuitive structure and visibly unstable center of gravity made it memorable in a way that designs with obvious narrative intent usually cannot.
Truly legendary Gumroad filename (source: https://gumroad.com/shortbox#PrAcf)
I was this-year days old
The angel, which outwardly resembles a large muskrat, says it's been a long time since you've "checked in on the Somniverse", and everyone is afraid you've "forgotten yourself". You quickly reply you'll "do it later this week" while hoping your cat doesn't walk in and see it.
LAWFUL typeof x === "string" NEUTRAL "" + x === x CHAOTIC (typeof x)[5] === "g" ABYSSAL x && x.big
"When I control humans… Just think of it like… Imagine a human is a glove. Now imagine I put on the glove. Now my hand has full control of the glove, and the glove feels warm and full inside. And then I pull it off and it turns inside-out. Wow, this analogy is actually great."
The king formally repealed knighthood from all of the Moss Knights in the kingdom, who, he declared, "have fealty to no lord and no God, but only to moss", which "offers no guidance, no protection, no provisions, and no law" – all of which was, of course, only nominally correct.
Whenever you look at a wall clock and mutter "Oh my god"… That's when the clock knows it showed you something spicy.
Famicompo Mini vol. 9 had two entries covering the same song, and here are the submission comments for each. (Note: this song is called "Opus 13" in Rondo of Blood, but was famously mislabeled as "Slash" in its OST's liner notes)
When new information enters your brain, your Bureaucracy Lobe dispatches a team of clerks, archivists, detectives, accountants, judges, scholars, aesthetes, and theologians to the scene, all of whom grab and tug-of-war the information to decide which of them gets to keep it.
Ones… Normal ones… So normal… Websites have ones that are so normal…
I want to watch the full version of this cartoon short, but every existent version of it online is extremely region-locked. https://twitter.com/Mitotoki/status/1305027020062040066
Here is a tutorial on hexadecimal. When you see the hexadecimal number "F", you may wonder what it means. The answer is that it means "Fifteen"! That's why it's an "F"! Uh oh, character limi
OK, I just watched the actual recording of this for the first time and, uh, what in God's name was that level five dash two https://www.youtube.com/watch?v=LGrPeu5NWk0
Damn, disjointed hitboxes were bananas in the 1800s.
Why don't the entertainment platforms do rereleases of paintings. Where's the Netflix release of Raft of the Medusa. Just toss it up on screen in 4K resolution for 3 hours.
*expression of dawning revelation* The row of eight koopas in level 2 of Super Mario World was absolutely supposed to be a SNES Tech Showcase for simultaneous onscreen sprites.
I can't believe the latest Blaseball developments
Ever think about how Sacred Grounds (in Cave Story) had that same rushed feeling of a Metroid escape (which it narratively was, since the island was falling), yet didn't have a time limit? All because it still had a timer in the corner. That timer counted UP. Very elegant design.
I've heard of the Nintendo Revolution*, but this is ridiculous!!!!!! [Pico 2018, No. 35] *the Wii
YEAHHHH!!! YEAH!!! WHOOO!!! *absolutely everyone has no goddamn idea what game this is or why I'm impressed / this is it / relatability has finally hit bedrock / obscurity has maxed out* [Pico 2018, No. 98]
*suddenly gets a 0.1-second glimpse of the universe where Moon was localised in 1997 by Working Designs* Hhrrrmgggrrmmrrggghhhhhghghghg
Single Shot From A Game That Will Haunt Me Forever
I understand that it's unreasonable to expect that the butches tear off the femme's dress with their teeth in the actual final product, but I'm grateful and humbled that this image was openly suggested at all. https://twitter.com/miraongchua/status/1289234514250629121
A large number of people seem to have gotten confused by how it was presented, so I must remind people: the Undertale concert wasn't live!!! The footage was from last year! It said so in the YouTube video description! Japan's COVID numbers aren't even that good at the moment!
For those unfamiliar with this game (i.e. everyone), you spend approximately half the game listening to just this one 50-second tune. And yet, you never once get sick of it. You might get sick of the game, but not the song itself. Quite remarkable. [Vol. 9 No. 64]
Wait! I know what you're thinking, but the original game's music is actually not bad!! This isn't just a joke mix! [Vol. 9 No. 55]
Is Richard Garfield A Fan Of Mindbreak
I'll just say it. I'll just put the letters in order. Anyone else think it's odd that Richard Garfield's two most popular games (Magic: The Gathering and NetRunner) both involve inflicting brain damage as a basic game mechanic, leading to brain death
More like… Within a Deep Cut. [Vol. 8 No. 49]
Spelunky 2 (2020)
Anyway, a little while ago, I posted this: https://github.com/NetHack/NetHack/issues/359 I have no illusions that the rest of the world will improve by this – even if the scroll changes, NetHack itself is forgotten by the world – but I couldn't leave this tiny piece of the past unconfronted anymore.
I understand that by 2015, NetHack had vanished from the zeitgeist, and that it almost certainly had no meaningful effect on the Undertale fandom. But all the same, the insidious negative influence that NetHack game piece's name choice had writ within myself pains me very much.
I am certain I reached for that word because of the influence of a roguelike game from earlier in my life, called NetHack, which, since its first version, has contained a "Scroll of Genocide". This scroll, in the game's words, "genocides" a class of monster of your choosing.
Listen. I mean read. Whatever. Here's a confession: I feel irrationally, personally guilty about how the word "genocide" – which appears nowhere in Undertale itself – came to describe that route worldwide. Why? Because I too used that word when I first played it, immediately.
This is Undertale's 5th anniversary of release. Undertale is a game that valorises hope, so it is my hope that someday, somehow… gamers across the world finally stop using the word "genocide" to describe the route where you kill enough random encounters that they stop appearing.
This one's good. [Vol. 7 No. 22]
TWITTER BAIT-AND-SWITCHES HAVE GONE TOO FAR *points to myself* [Vol. 10 No. 61]
YEAH [Vol. 10, No. 68]
https://famicompo.com/ – Finally digging into the FamiCompo remix archives… and lemme tell you… some of these cuts are pretty deep. [Vol. 10, No. 134]
Remember moments of youthful tender innocence, like when you assumed "Revolutionary Girl" in Utena's title, along with the epaulets, meant it was set in some magic-realist 1700s France, and then you watched it and it was in a modern Japanese school that was just extremely bougie.
OK, I've opened Vim, so it's time to move the cursor to the part of the document I want to edit. *enters Insert mode, then stoically depresses the down arrow* Navigator's Log, September the Thirteenth: Have departed in fine weather from the headland, hoping to follow the coast fo
Once again I am visited by the two heralds of Australian spring: a small magpie with brown feathers squawking its head off while a large magpie with black feathers patiently ignores it.
Single Shot From A Game That Will Haunt Me Forever
Hard to believe the creator was actually apologetic about this game not having long animated cutscenes like its predecessor, when the re-apportion of effort toward static image cutscenes has paid off in aces.
Still thinking about this game (Dweller's Empty Path) sometimes… it's like… OK, remember that beach scene in Link's Awakening? This game is like, "what if the whole game was just beach scenes"
So is it self-deprecation or a sheer flex to start a DeviantArt or FurAffinity account, and then upload zero of your works under "Gallery" and one hundred percent of your works under "Scraps"
I so very badly want to photo-edit this into a Penrose Triangle.
Something about the extremely thick lines in the character art distracted me, so I tried resizing to 255px wide, and… Hey! They look really good as GBA sprites!! Strange to say, but the line weight alone suggests a retro resolution and tradition where it would be necessary.
https://sopy.itch.io/spare-parts-episode-1 – Playing a VN about robots trying to run a human business for humans.
Maybe This Is The Least Pain From Now On
Holding It In The Palm Of My Head
To be fair on The Venture Brothers, "7 seasons across 17 years" is also exactly how long Steven Universe aired
Completely open question. Has anyone done fanart of Alphys's bedroom (from the videogame Undertale) but she's just planked on top of the cube like Snoopy
https://www.gematsu.com/2019/09/onion-games-interview-with-moon-writer-yoshiro-kimura-at-tgs-2019 – Loving this paragraph of Yoshiro Kimura promoting his commercial game product.
If you own Moon on Switch and want the tiniest glimpse into what porting a PlayStation 1 game to the Switch must be like, navigate to the game and select Options -> Software Information -> Intellectual Property Notices and look for the first logo in the scroll.
Donkey Kong 64 - No Levels Early (left) vs Ocarina of Time - 100% (right)
End of thread. [53/53]
The ending really convinced me that this game has a very focused narrative point beneath its outward layers of parody and zany dialogue, that all of it was building up to a coherent whole, and it left me deeply elated.
I feel like this ending sits on a cliff-edge. I was lucky - I landed on the cliff, but many others may not. It is, again, very good, but SOOO dangerous. I would call it "risky" if the rest of the game's poor puzzle guidance didn't make me doubt the makers' awareness of the risk.
My review of Moon's ending is that it is extremely good. HOWEVER, it requires you to understand exactly what the portrayed events are trying to tell you, or else make a leap of intuition, and if you do not, it is VERY likely to backfire on you and give you a bad experience.
On Moon's ending: Feel free to close the thread now if you don't want even vague details about this.
This means both games can precisely express what /about/ the videogame form they are interested in: for Undertale, it's about the ability to choose and to find another way. For Moon, it's about how an ostensibly interactive game can still have an immutable narrative.
It also means that both games don't freely refer to game concepts out-of-universe, instead picking and choosing a few and wrapping them in an in-universe meaning. For Moon, the ROMs for the game's coded story. For Undertale, the concept of "determination" for player autonomy.
This is fascinating to me because it shows a carefulness, by both games, to not focus too deeply on parody or genre-deconstruction, and instead keep attention on the world on its own terms, as a place in itself.
The true meaning of the ROMs is unknown to Moon World's inhabitants, just as the true meaning of "SAVING" is unknown to Flowey in Undertale, who uses that term entirely as an analogy, and only really understands it as "returning from death".
On the fourth wall: As with Undertale, no one in Moon World (except the player-character, who doesn't let on) is directly aware that their world is a videogame's world. The most that is stated by the characters are references to The Hero's levels and stat points.
This game would definitely be better if the player-character had a sizable daily allowance or income that turned essential money into a non-issue, reducing it to just another number relevant only to The Hero, just as only levels are relevant to him.
Speaking of economics, I have to say that Moon's in-game economy is actually pretty poorly balanced - it's rather easy to run out of money, and the game's few "regrowing" items sell for very little. The fastest way to gain money is to savescum the gambling minigame's highest bet.
It isn't surprising that Moon has a profitable self-serving fishing minigame, but I do find it dissonant with the game's goals. It'd be more unified if selling fish and the competition were removed, leaving fishing's "quest purpose" as just a source of submerged non-fish items.
I understand that fishing often appears in games as a tranquil counterpart to the "main quest"'s violence, yet in practice these minigames almost always devolve into resource exploitation, either by intersecting it with the game's economy, or attaching other rewards to it.
On fish and money: If I were making Moon, a game that emphasised quietly examining the world instead of exploiting it for resources, I would probably not include any kind of fishing, let alone the ability to sell fish for profit, or having it be a competitive sport.
When witnessing both versions of, say, the Perogon scene, both of them seem, outside of the greater context of the narrative, to be two different stylisations of those events, rather that one obviously superceding the other with its novelty and strangeness.
At the time, this setting definitely came across as fresh and subversive, and in this game it represents "reality" compared to the 16-bit world of the "fake" JRPG. But now, in this decade, I feel like it's aged into simply another, different, kind of escapist fantasy world.
The "zany cartoon fantasy world" is a world whose trappings are high fantasy (swords, magic, castles, kings) but which is jokey and nondescript enough that anything from any setting can suddenly appear, like record stores, Goombas, game shows, post-apoc ruins, et cetera.
On Moon World: Playing Moon made me think about the "zany cartoon fantasy world", a setting that in the 90s was still crystalising with Link's Awakening and such, but now is so common as to essentially be its own dominant genre in itself, across cartoons, comics and games.
More importantly, the later stages of Moon build the anticipation of "Open The Door" by amplifying the references to it – more and more brief mentions, winding all the way up to a huge song-and-dance number about it - while still keeping its full meaning unstated until the end.
I think about how one of my least favourite prequels, Ocarina Of Time, throws out a cluster of concepts – "Sacred Realm", "Seven Sages" - so ornately encrusted with breathless prose that they wash away all curiousity, and how insecure and eager-to-please it all comes across.
What I really like about all of these is how much confidence they have in the concept, that a simple phrase can be compelling on its own simply by letting it sit as an enticing non-answer to the player's ongoing question of "how do I escape this fate"?
This phrase - "Open The Door" – serves the same purpose as "the Green Sun" in Homestuck or "the Wind Fish" in Link's Awakening - an underexplained term that evokes an image but not any concrete meaning, which efficiently charges the subsequent hours with an air of anticipation.
Regarding "Open The Door": Something I admire about Moon is how at the 20% mark, it vividly introduces this mystery phrase that has no mapping to anything in the "fake" Moon JRPG, suggesting, as the novelty of the RPG parody wears off, that there is Another Solution.
Undertale is about choices, about discovering them in yourself and revealing them to others. Moon is about struggling to change the unchangeable and escape the inescapable, to eke out moments of peace inside a literal machine of violence that can't be stopped.
This is a big point where Undertale and Moon diverge: the "fake" Moon JRPG Hero cannot act or perceive reality in any other way. His violence is encoded in the story, and everything in the world – including himself – cannot break free of it. Unlike Undertale, it's not a choice.
Undertale does have a character representing the Violent Minmax Gamer, in no uncertain terms, but they only appear if you voluntarily act as one, if you teach that character those values, which the narrative regards as foreign to it, brought in from the real world to its own.
Undertale, similarly, isn't really about the player becoming a pacifist, but about teaching the world to become pacifist - to heal a hurt and imprisoned world, and bring peace to increasingly hurt and imprisoned bosses, culminating in that little underworld's analogue to Satan.
Moon's use of game cartridge ROMs to symbolise fate - one of the few objects in Moon World that directly allude to it being a videogame world - is honestly a brilliant move, succinctly explaining how Moon World's fate is prewritten, for what purpose, and why it can't be defied.
[Special https://rot13.com/ sentence] "Fheryl, gubhtu, Gur Ureb vf fbyryl gur snhyg bs Gur Zvavfgre?" Ab. Jul vf Gur Ureb'f perngvba ol Gur Zvavfgre'f unaq vafpevorq ba n Ehzebz? Orpnhfr rira gung, rira Gur Zvavfgre'f znpuvangvbaf, vf rapbqrq va gur tnzr, va sngr.
The character of The Hero isn't really meant to just be the "Violent Minmax Gamer" - indeed, The Hero has his own in-universe hidden backstory that entirely explains why he acts like he does - but embodies the inexorable, tragic fate the game world can't escape from.
Moon isn't meant to be a 12-hour-long "the player is bad" twist, or a 12-hour-long parody of 80s JRPGs. It is, simply put, a fairytale about a world (a game world) that is trapped in a prewritten fate (the game's story) and wishes dearly that it could become something else.
Regarding Moon as "anti-RPG": People like to frame this and Undertale as being primarily "anti-violence" stories, and while that's very useful for marketing, I absolutely don't think that's the single "point" of these games, or even what their endings are trying to tell you.
That said, though, the most meaningful aspect of this is how sharply Moon visually diverges from the "fake" JRPG, to the point where it scarcely resembles a videogame world - which results in making The Hero's actions especially shocking and unfamiliar when he does appear.
Suddenly taking this seemingly ornamental aspect of the game and transforming it into a meaningful signifier is one of my favourite little narrative tricks. What's more, Moon then leverages that revealed meaning to show something beautiful even later in the game.
The use of claymation for various NPCs in the game is a timeless stroke of ingenuity, but what really bowled me over is the late reveal that all NPCs rendered in claymation has some special quality uniting them all, revealing a purpose for it hidden in plain sight.
The main thing I was NOT prepared for was the art direction of Moon, which blends now-modest prerendered CG with clay assets and photographed assets, a blend that lines up eerily with indie RPG-ish games of the 10s, including Mason Lindroth, Jack King-Spooner and thecatamites.
The fact of this game being knowable only through this one report, this tiny sliver of light, added an additional note of tragedy - such a beautiful-sounding game reduced only to a legend, unknown to the English world. So, that's the baggage I brought into this game.
What really struck with me was how it subverted Dragon Quest 1 in particular – the rainbow arch corresponding to the Rainbow Bridge, for instance. The idea of a published game directly deconstructing another (differently from stuff like Parodius) was then fresh and unknown to me.
Now that the game is translated, do not actually read the linked review before playing: it consists of a thorough description of the game's opening. At the time, though, the game it described seemed so captivating, so uniquely human, that I ached with loss for it.
Regarding my history with Moon: I first learned of Moon in the early 00's. At that time, the only way to experience the game in English was to read this ONE (1) GameFAQs review in 2002 (by @wyrdwad_tom) https://web.archive.org/web/20021024012207/http://www.gamefaqs.com/console/psx/review/R38576.html That's it. Just this one text file.
This track's inclusion in Moon is probably just naïve 90s "multiculturalism" that's deeply ignorant of colonial context, but I do think this being a Christianised indigenous song rather blatantly invalidates the in-game claim that the song is "a direct message from the Earth".
According to the US Evangelical conversion org Joshua Project https://joshuaproject.net/people_groups/11535/BR """only""" 10% of Deni have been converted to Christianity, though considering their "Progress" meter is at *squints* "pale green", I suppose that is increasing as we speak.
The majority of Western scholarly work on the Deni is by the Christian missionaries Gordon and Lois Koop, who arrived in 1972. I wonder if such missionaries are the only recorders of Deni cultural audio, and whether non-Christian recordings exist, even for scholarly purposes.
From what I can tell, the current accepted name for these people is Deni. They do not have a Wikipedia page - most of my information is from https://pib.socioambiental.org/en/Povo:Deni. The Inauini River does have a Wikipedia page, which is a stub with four sentences.
In the OST "The Sketches of Moondays", the song is described as a fusion of Deni shamanic songs and Christian resurrection hymns. It's also accompanied with a painfully ignorant illustration, deploying typical anti-black design aspects to depict a Brazilian indigenous subject.
Regarding track 26: In the game of Moon, you can purchase an in-game CD containing the song "Father, Give Me God's Power", credited to "Inauini Riverside People". I decided to do a bit of research into the meaning of this rather vague attribution. https://www.youtube.com/watch?v=fiVygvRvX7c
And in addition to that, the in-game hint system can be highly misleading, often giving hints for puzzles in stages of the game or NPC relationships that simply aren't accessible yet, or otherwise being so vague that pinpointing a time or location for the goal is very difficult.
These caveats are extremely good reasons to not play the game. Another good reason is that at times it locks mandatory progress behind VERY missable tasks (such as not checking an innocuous object in the front of a certain room) with almost zero textual nudges to it.
And another thing: there are several audio-coded puzzles in this game, as well as several colour-coded puzzles, both kinds of which are MANDATORY to finish the game. These are unchanged from their original 1997 version and have NO disability affordances.
Also, there's a homeless character who, while treated with respect by the NPCs (and crucially, the translator), still has his impoverished existence entirely unexplained and taken for granted (and seems to exist just for a zany Prince-and-Pauper style friendship with the King.)
Before I promote this game, you have to bear this content in mind: it has a racist caricature NPC design, a anti-semitic caricature NPC design, a stereotyped "angry feminist" NPC, and an eyerolling kiss-and-make-up-after-domestic-violence scene. ("That is love"? Sure, whatever.)
Livetweet thread for the game "Moon: Remix RPG Adventure" #moon_rpg (which isn't live at all because I needed to get to the end to decide whether or not to make a thread for it. What was my decision? There's no way to know). [1/53]
Hey, I got a YouTuber to paint my nails. Check out my thumb nail. *you read the words "MARIO DIES IN MARCH?!" above my cuticle* ---- "Hun?" "Yes?" "The pun upstairs is using all-caps past midnight. Whack the ceiling." "Well, the ceiling's too far away now 'cause of our dialogue!"
https://clips.twitch.tv/OilyAntediluvianWalrusRaccAttack – God, just, just look at Samus's legs
Today I'd like to give some morning encouragement to all those Bézier curves out there that are straining to touch their control points. You can do it!! They're right there! Just stretch a little more! I'm here for you.
It's been several years, we're all well and truly over it, but it needs to be said. It was a cop-out that all the Homestuck kids survived [S] Cascade, AND leveled up to God tier as well. Yes, I know that's what we all dearly wanted, and it felt wonderful, but from a narrative poi
"You know how hard it is to think up passwords? My idea was: just grab something with a barcode, then use the numbers as your password! Problem is, I used this unopened choc nougat bar for all my accounts, so now I have to carry it with me forever. It makes sloshing noises."
Y'know what? I don't want to know. Normally I would be all ears, but today… my curiousity is sated. My heart is full.
Now I may not be QUITE the crispest apple in the fridge, but in my day "Quote Tweets" were what we called Cave Story RP accounts!!!|! –– This is the tale of an exclamation point that did not belong. Its dreams showed it strange visions: the word "forEach", an = sign, semicolons…
Feeling a little sentimental about @Vlambeer disbanding. I haven't played too many of them, but my favourite is the April Fools "bugfix" version of Super Crate Box, where you get points for killing enemies instead of collecting the crates. https://web.archive.org/web/20120118060739/https://www.vlambeer.com/2011/04/01/scoring-bugfix-for-super-crate-box/
It's well-known that every millennial in the 00's read The Enigma of Amigara Fault. What isn't well-known but equally true, though, is that every millennial also read that Shintaro Kago comic where the faces in a comic page slide out of the panels and start devouring each other
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