M68040 [they/them]

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Joined 2 years ago
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Cake day: November 24th, 2022

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  • To-do: Start talking down to American evangelicals the way they do practitioners in other religions, particularly indigenous ones

    Nice thing about not really giving a shit what happens to me or anyone else is that all this, then, has effectively zero consequences. A maximally inflammatory strategy for dealing with these people, then, becomes desirable. (Pissing them off as hard as humanly possible is all i’ve really wanted all along anyhow. The grand worldbuilding projects and philosophical pablum are all just kind of a front to get by in a society that usually expects you to have some deep reason for these things, and “I have a 20 year grudge with the right that i fully intend to be what dictates the direction the rest of my life takes” doesn’t usually pass muster as a motivation under those circumstances anyhow.)










  • M68040 [they/them]@hexbear.nettoScience Memes@mander.xyzWasps
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    3 months ago

    I can’t blame them for not understanding the significance of human communications infrastructure, but I wish they wouldn’t set up camp in poorly tended mailboxes. Granted, ants are worse about this by some distance. (I’ve also had to deal with small birds while delivering)

    All things considered, though, they’re cool if you give them an appropriate berth


  • 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)