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In a weird way, the development of advanced communications and coordination technology has only made it harder for anything to change in a significant way .
In a weird way, the development of advanced communications and coordination technology has only made it harder for anything to change in a significant way .
If blocking ads means they lose out, then i’m fine with them losing out
Am I gonna have to pay for a vpn that actually lets me fake being outside the ‘states? I usually self host on a VM host to avoid incurring expenses, but it seems like that’s not really an option here. Seems like I might have to go for a AWS instance running PiVPN or something.
I wish I could just keep using a GSM/CDMA phone from 20 years ago indefinitely sometimes.
Brought to you by the guys behind the recent remasters of Klonoa and Katamari Damacy
Arcade games 2: but now every game is Double Dragon III
The Simpsons: Hit and Run had a similar gag in one of the maps.
Not really having the option to not cope. Or not knowing how to actively choose to not cope. One of the two. For what it’s worth, Tolkein genuinely was on to something with this one.
This place is a message... and part of a system of messages... pay attention to it!
Sending this message was important to us. We considered (emphasis on 'considered') ourselves to be a powerful culture.
This place is not a place of honor... no highly esteemed deed is commemorated here... nothing valued is here.
What is here was dangerous and repulsive to us. This message is a warning about danger.
The danger is in a particular location... it increases towards a center... the center of danger is here... of a particular size and shape, and below us.
The danger is still present, in your time, as it was in ours.
The danger is to the body, and it can kill.
The form of the danger is an species of great apes.
The danger is unleashed only if you substantially disturb this place physically. This place is best shunned and left uninhabited.
R-Gray 1, RayStorm (1997) - Mostly laser by weight.
Part of how I got here involves reading an assload of textfiles from the '90s and growing disillusioned with the fruits of that optimistic '90s techno-libertarianism
Because internet explorer 6 sucked and it has the best ad blocker selection
I can say for sure that the white straight cis men will be useless to serve our cause after we gain control, which is why i am working to invent a machine that releases an aerosolized compound into the atmosphere that turns them into soup through sophisticated gene targeting technology and nanobots
Some of the philosophy has stuck with me and I take a keen interest in the social and anthropological aspects of religion, but I’ve had such a consistently bad experience with American Christianity (particularly online) that I just can’t really trust anyone enough to even think about partaking in any of them anymore.
I’d rather just improvise anyhow.
Superbabies: Baby Geniuses 2 (2004)
Make it look like IRIX, cowards
Absolutely could be. I’ve thought about moving just to get away from the winter ice where I live; I’m a delivery driver so it becomes a major occupational hazard.
Stop right there, Miner
I can operate manual gear shifters in other contexts (namely bikes), but I’ve never driven a car with one.
Seibu Kaihatsu’s Dynamite Duke (1989), a pretty novel hybrid Cabal-like/Beat-'em-up with a lot of love put into it. The arcade version’s got a pretty slick art direction, the environmental destruction vfx rock, and the animation’s pretty slick. The whole thing’s got that passion project charm to it. Unfortunately, Cabal clones were only really in vogue in that late '80s/early '90s space, and the beat 'em up gameplay isn’t fleshed out or consistently applied enough to be satisfying in a post-Final Fight, post-Streets of Rage world. I’d like to see something like it, but there’s no way to bring Duke into the world of modern game design practices without drastic reformulation at a minimum.
Notably, Seibu had really high hopes for Duke, being a passion project and a intended magnum opus. Unfortunately, lukewarm reception brought in poor returns, the company slipped into dire straits, and they were forced to make something simpler and lower stakes as a hail mary. That title - a simple, Toaplan-esque shooter nobody had any real faith in - turned out to be Raiden, which would become a darling in arcades, pushing 17,000 units solds worldwide in the first year after release, and becoming the fifth highest grosser on the Japanese market in 1991. (Beating out some offerings from much bigger players like Konami)