Showing posts with label easter egg. Show all posts
Showing posts with label easter egg. Show all posts

Friday, June 27, 2014

Battery Ditto (Pokemon)

Battery Ditto
=============

I can tell you why, but I warn you. You may not like what you hear, especially if you feel particularly attuned to the suffering of animals in our own world. With that out of the way I shall begin.

A lot of emphasis was put on Team Rocket's little science experiment at the Lake Of Rage and soon after that their takeover of the Radio tower. When all the while they had already set up a much larger, but more secretive operation. You see, the day care man and his wife were not the first to discover that Pokémon laid eggs. This was first the discovery of a lowly Rocket Grunt who was in charge of looking after the captured Ditto.
Free range breeding

The Rocket Grunt, Hiroshi, thought he had the easiest job in the whole organization. Not once had he run into that 11 year old child who had single handedly defeated Team Rocket not even a year ago, and he was not respected enough to have his plans follow through, so he's never messed up so badly that he'd have to come face to face with Giovanni to explain himself. Hiroshi really did have it easy, all he had to do was make sure the Pokémon weren't too loud, that they were generally fed and on the rare occasion that they soiled themselves, he had to wipe it up with a rag.

The Ditto were kept in squalor. Hiroshi was regularly required to electrocute them if they were not silent. However most nights they remained silent, with only a sad humming song that resonated down the filthy hallway. Each cage, no more than 20 cm x 20 cm, and electrified mesh wire held two Ditto; the transformation pits also held two Ditto, but where 10 ft x 10 ft wide to accommodate for the shape shifting to larger Pokémon, all controlled by electrical frequencies as to what Pokémon they became. They all sang, one after another and as the song spread outwards Hiroshi felt his eyes begin to flutter.

He felt compassion for the beasts, cramped in their cages, or in the transformation pits. Besides, the song wasn't unpleasant to listen to, but falling asleep on guard duty was a sure-fire way for things to go wrong. To help keep him awake he reached for a Pokeball. When the energy was released from the ball, an Arcanine padded forwards toward it's master.

"If you smell anything out of place, or if they try to escape, use whatever force you think necessary." The Arcanine nodded it's large head and padded down to sit next to its master. With that, Hiroshi nodded his head and almost instantly fell asleep, the song continued to resonate in his dream. He felt he had not slept all of ten minutes before he was woken by a terrible squealing and panting. His eyes bolted open and in a panic. He scanned the battery cages and the transformation pits. The song had died and in its place was a horrible screeching noise, as if all of the ditto began to panic at once. Hiroshi had only a split second to run to the lever and flip it down before several sparking volts seared through the wires, causing a high squeal from the confined Ditto before they knew to be silent once more. But still the whimpering and hushed language continued between them as they shuddered in their cages.

The panting continued. Hiroshi stepped slowly along the isle, looking inside each single cage. The Ditto stared back at him with an expression of pure fear as they shook from cold and hunger. It was in the first transformation pit that he found his Arcanine, panting. Under him was one of the transformed Ditto, in a shape that Hiroshi did not recognise. It was dog shaped, but was black with white horns from its head and a long whipping tail, the Ditto-dog panted helplessly while under the Arcanine, the searing pain of a forced transformation to an unfamiliar shape confused and distressed it. Arcanine gave a long, loud yelp before demounting the Ditto-dog and padding back towards Hiroshi, jumping the fence with ease.

Hiroshi himself was still in shock as he watched the Pokémon shape in front of him, he had never seen anything like it before. The Ditto-shape looked sickly, many of the bones that would have been internal showed on the outside of the dog-like body, it panted again before collapsing. Hiroshi shook his head and ushered his Pokémon away, such strange things were not uncommon to see with the Transformation pit Dittos. Sometimes with the different currents, the Ditto changed shape into structures they had never seen before. Excited by the concept of new Pokémon, Team Rocket had tried desperately to get the Ditto to stabilize into their new forms to no avail. What disturbed Hiroshi however, was the way in which his Arcanine had simply mounted the poor creature.

In the weeks that followed, Hiroshi had took care not to release any of his Pokémon from their balls while he was on Ditto duty. He paid extra attention to the dark dog ditto, who lay sprawled on the floor of the pit, tongue lolling from its mouth and its breathing extremely laboured. A lack of food, water and cleanliness making it look even worse than it had already. Hiroshi smirked a little. "You got the look of a doomed Hound" The dog-Ditto looked up to him and shakily stood on its four legs. What happened next astounded and scared Hiroshi for the rest of his days. The Ditto-dog scrunched up its face and howled in pain, causing the caged Ditto to again scream with terror. Hiroshi ran to get one of the pokédoctors, thinking that the Ditto was dying. Now that would be an offense to face Giovanni with.

When they both had returned, the Ditto-dog was still standing, and howling inhumanly, a high pitched squeal as it's innards burst from its backside and fell into a bloody heap behind it, a large, solid mass among the offal debris. The doctor jumped into the pen immediately, but the Ditto-dog had already began to dissolve, first into a pinkish gelatinous goop and then it began to shrink until it was nothing but liquid. The Ditto had expired, but still left on the dirt of the pit was the offal and the large mass.

The doctor sifted through the offal and picked up the mass, to his surprise it was steady in his hands, and held it up to Hiroshi. It was an egg.

The egg was monitored for days on end by the scientists and Hiroshi, who took a personal interest in his big discovery, until all at once, the news spread in the department that the egg was hatching. There was a big commotion at the department, as people crowded round the small table. The egg began to shake and crack, little splinters coming off in pieces before a dark head emerged.

It was disgusting, it was gruesome, it looked evil, it was new: A puppy, black as night with its skull seeming to be visible on the outside and it's ribs protruding from its back. It was perfect. Hiroshi stepped forward, parting the crowd. His mind swimming with opportunities. If this Pokémon lived, thrived and reproduced then he had successfully achieved by accident what the scientists had been trying to do since the Dittos were captured. He had created a new Pokémon.

"Its mother, Ditto, was a doomed hound. Houndoom. This is our hound. Houndour" The scientists nodded silently in agreement, all astounded by the events which happened before them.

From that moment onwards Hiroshi was presented before Giovanni with the Houndour, and was promptly put in charge of the Ditto evolution project. For the next two years, Hiroshi studied the Ditto in the pits, forcing them into strange and grotesque shapes with the aid of the electrical current, and then forcing them to breed with the male gender of a similar looking Pokémon. He managed to do this successfully with at least 100 different variations of the Ditto. All of them managed to give birth to eggs. Some eggs never hatched, some eggs hatched and the Pokémon died within a few days, some eggs hatched but the offspring were infertile or never evolved, but there were many, where the eggs hatched and just like Houndour, managed to successfully evolve and re-breed.

After this was successful, they even tried it with Pokémon that they already knew. Pikachu-Dittos had strange mini-chu babies, Magmar-Dittos had even stranger mini-mar babies. The discovery was outstanding, but tragic as none of these offspring lived very long after the mother Ditto had expired. Which lead to the development of better medical care, and gradually the Ditto could sustain more than one offspring in their lifespan, but still the babies did not thrive.

This continued for many years until word of mouth began to travel, with wealthy Pokémon collectors sporting brand new types of Pokémon. The Ditto, their eggs, and their babies were all mysteriously released one night and Hiroshi was found dead in the labs, his body charred beyond recognition through visual means alone. Whether this was a revolt from the tortured ditto who just so happened to escape, or whether Pokémon activists managed to infiltrate and release the Pokémon themselves is unknown.

It was several years afterwards, when many of these new species had began to thrive in the regions of Johto and Kanto that an old couple living just outside Goldrenrod came home to a rather shocking discovery. A large, soft egg, nestled between two Pokémon they were looking after.

Rocket continued the project however, with whatever Ditto they could find. Still to this day are they trying to manipulate them. And with a bigger gene pool than ever before, there is no end to the mutations they can force on those poor Battery Dittos.

Saturday, April 6, 2013

Kingdom Hearts Cathedral Glitch

KINGDOM HEARTS CATHEDRAL GLITCH
===============================

Remember the beginning of Kingdom Hearts? Sora is in a limbo-like shadow area standing on cathedral-like objects made of stained glass showing a Disney Princess in a scene from a movie. Usually, if you were to be defeated by the Heartless, you would start over from the beginning of the fight. However, If you were defeated on top of the Snow White cathedral and died exactly in the center of the apple she is holding, you won’t start before the battle.

Instead, Sora respawns in a different cathedral.

The first thing one notices about the area is the music. Instead of being choir-like or happy, as the music in the game often is, the music is nothing but this odd static sound with a single broken violin attempting to play a scratchy version of the Kingdom Hearts theme. The longer one stays in this area, the louder the ‘music’ gets, and even trying to mute or turn down the television won’t shut the music up. As for the stained glass floor, it’s like the Snow White one, but the color of the glass is harsher and the scene is somewhat more frightening than the original. Instead of having Snow White eating an apple, she is dead at the bottom and holding the apple, blood leaking from her eyes, nose, and mouth while the evil queen laughs in triumph while holding a bloody heart. As you progress sin this place, the other cathedrals have similar scenes, Beauty watches in horror as her father is devoured by the Beast, Sleeping Beauty lies completely still, her face a gaunt gray (hinting at some sort of decomposition) while King Phillip is burned to death by Dragon Maleficent, Cinderella is sold into slavery by her step-sisters… The scenes basically show what dark ending could have been put into the story. The detail in the pictures (especially the gruesome segments) is far more advanced than one would expect from a game of this time.

The Heartless you face in this area are also different. Instead of being cute shadows, they have yellow eyes with red irises and are taller than Sora, more slender, and have claws at the ends of their hands. These creatures move insanely fast, and they often dispatch all but the most experienced players with ease. They are also difficult to see as they blend in with the black background. Most people are only able to see their eyes. The staff and the shield don’t work against these creatures, so only people with the sword are able to fight them. Most people who randomly stumble upon this often reset the game, thinking it’s a glitch, and because they’re unable to get farther than the first cathedral…however, there are some who have made it further to other cathedrals. The music gets louder (as mentioned before) and a strange whispering can be heard beneath the noise and violin. Finally, the player makes it to the last cathedral in the area and fights the giant Sora-shadow Heartless. He is different than the one you usually fight. There is no heart-shaped hole in his chest, and his eyes are red with yellow irises. The fight is rather short, as well. The giant grabs Sora, who begins to be wrapped up by the darkness; it begins to enter his eyes, nose, ears, and mouth. Sora begins to scream while the violin begins to play louder, combining with the whisperings and other screams, when it soon becomes a mess of noise until the darkness covers Sora completely. Most of the noise (save for the whispering) abruptly stops and the words “Game Over” flask continually on the screen.

Players who try to reset the game and start over find that every time they try to play that copy, all the screen show is the Game Over sign with the whispering in the background. The very few players who made it that far have also reported to hear whispering when they are alone in rooms and have seen red eyes with yellow irises in dark and distant places. The designers of the game deny ever making this section and say that creatures, area, story, and music don’t appear in the code. They claim it is a fabrication by people with a sick sense of humor. However, there was one designer, one Akane Hoyotami, who was on the game only in the beginning stages (when this level was being created) and left shortly after this section was finished. Because of the fact that he left so early, his role in the game is unaccredited. He made some calls to the Japanese police, claiming that there were creatures following him with red eyes and yellow irises. The police dismissed his reports as the ramblings of a lunatic and led him out of the police station. He was found dead the next morning, cut up with what appeared to be sharp nails. The neighbor in the apartment next to him claimed that they heard Akane screaming about eyes and whispering when they called the police.

Tuesday, March 12, 2013

Fallout 3 Numbers Station

FALLOUT 3 NUMBERS STATION
=========================

Fallout 3 contains several in-game radio stations. The most diverse and important station is Galaxy New Radio. Many players of the evil persuasion know that you can kill Three Dog and he will be replaced by the technician Margaret. She is not a charismatic person and has very little it say, seeming to not enjoy her new announcing duties. She also never appears in person, and therefore cannot be killed. Once Three Dog is dead, you're stuck with Margaret.

What most players do NOT know is that under certain circumstances, GNR will become a "numbers station." A numbers station is a station that broadcasts an unusual coded message. Many of these exist in real life and some hypothesize that they are a nuclear retaliation control network. Simply check Wikipedia for more information about these odd broadcasts as they relate to the real world. Back to Fallout 3...

No one is really sure which actions are needed to hear the numbers station in Fallout 3. It appears that you must kill Three Dog, because no one has reported hearing the numbers station with him still alive. It also appears that you have to skip over the quest "Galaxy News Radio" where you help boost the signal so that the station can be broadcast further than just the immediate DC area. This is easy enough to do with either a speech check or simply using the FalloutWiki to look up where to go next and advance the main plot. Finally, you definitely have to destroy Raven Rock. The is the actual trigger to turn GNR into a numbers station and it will remain such for the rest of the game. However, the vast majority of the players who perform these three actions still continue hearing the standard GNR broadcasts, so there must be several more requirements the community has yet to isolate.

If you're lucky enough to have hit upon the right set of circumstances, just after destroying Raven Rock, you will get the message, "Radio signal lost" and a few seconds later, "Radio signal found." You cannot, however, actually listen to GNR just yet because you didn't boost the signal, and are out of range of the broadcast at the exit of Raven Rock. Luckily, Raven Rock is situated in the mountains and is right near one of the few places outside DC that you can get high enough to catch the signal. So far, the confirmed location to hear the GNR numbers signal are:

1. Within the immediate DC area obviously...this is true for the regular GNR throughout the game. 2. At the top of the ferris wheel on that backwater redneck island. I can't remember its name just now. 3. On the tops of some of the satcom arrays you can climb in the northwestern map area. 4. On the roof of Tenpenny Tower, though this may be within normal broadcast range anyway. Feel free to playtest and get back to me on this. 5. On the highest point of the broken bridge around Arefu...again, may be within braodcast range anyway. 6. On some of the highest points of the mountain tops in the area near Raven Rock. This is obviously your easiest chance to first listen to the numbers station.

When you tune in, you will hear an old familiar voice...Three Dog, despite the fact that you killed him earlier. However, you will quickly notice that he does not seem to be "in character." So I guess it's not technically Three Dog, but just the voice actor, Erik Dellums. He reads a series of numbers in a monotone, depressed sounding voice. He always recites a list of single digits between 9 and 12 characters long. For example, "nine-three-seven-nine-one-seven-two-zero-three-four." Hever never uses a multi-digit number like "eleven" or "forty." These numbers are followed by widely varying lengths of Morse code. This is then followed by the song "I Don't Want to Set the World on Fire." All other music tracks seem to be inactive on the numbers station.

The Morse code was the easiest part of the mystery to crack, as the code is widely available and many people actually know it by heart. We quickly had a list of a great number of messages in English. Some sounded completely mundane and even comical, such as "Washed the car today, maybe Chinese for dinner." or "Have you watched my YouTube video yet, I uploaded myself kicking bums in the nuts."

You may be saying, "But wait, YouTube doesn't exist in the Fallout universe," and you are right. As far as we could tell, all of the messages sounded like they were based in our reality somewhere near present day.

Some of the messages, however, are quite sinister, such as, "The Queen has died today. The world mourns, as on days like these, we are all Brits." or "I can't believe they're actually done it. Not long left. The noise. I can't take the noise anymore. I have a pistol in the attic."

Just recently, a player on the wikiforums noticed a message that brought to light the meaning of the messages. He was reading a thread that collected all known messages, transposed from Morse to English, and saw the line, "one-two-zero-five-five-two-eight-two-zero-one-zero. What are you talikn' about? You'll be missed." He realized this referred to the recent death of Gary Coleman, and the quickly realized the numbers were the time and date of death. He immediately scanned through the messages to try and find more examples of this apparent future telling by a game that's more than a year old. The next message he read shocked him and pushed him to enlist the aid of the others to decipher the codes. The message was "nine-four-five-four-two-zero-two-zero-one-zero. Accident in the gulf, several dead. Oil spill apparently averted." He realized this was the BP explosion and the erroneous day-one assessment that the well was not leaking.

From this point on, all numbers will be transcribed as times and dates. All times were given in game in military format and remain so in this document.

Numerous members of the FalloutWiki message board began looking over the messages to see what else we could learn. We quickly found that most of the dates were after the game had been released, yet oddly some were from the past. "22:15 April 15, 1865 He's dead and blame will probably be placed on that actor, Booth. Johnson better not cheat me out of the payment." This shed new doubt on the official version of the Lincoln assassination.

As the community quickly started piling up interpretations of the messages, the mods of the site summarily banned everyone who had posted in, or even read the thread. All reference to the numbers station was removed from FalloutWiki and filtering software was put in place to prevent reposting of any relevant information. A few people, however, are trading emails and slowly finishing the translation of the remaining messages and putting dates to the existing ones.

"The Queen has died today. The world mourns, as on days like these, we are all Brits." 4:02 March 19, 2014

"Have you watched my YouTube video yet, I uploaded myself kicking bums in the nuts." 24:16 December 24, 2012

"I can't believe Britney's actually won an Oscar!" 21:33 Fruary 27, 2023

"I can't believe they've actually done it. Not long left. They were warned, but they just had to keep pushing the boundaries of science. The noise. I can't take the noise anymore. And the light, dear God! The Universe is slowly unravelling around us. I'm not going to wait for death. I have a pistol in the attic." This is actually the only message not preceded by a strig of numbers.

It may be worth noting that the latest date on any of the messages is 1:27 July 6, 2027.

Fallout 2 Secret Ending

FALLOUT 2 SECRET ENDING
=======================

In Fallout 2, after you beat the game you can continue playing. Remember that defunct vault near the beginning? The one with the toxic sludge on the ground and the elevator where you kill golden geckos? It's called "toxic caves" on the world map, but it is clearly a very small vault with 3 levels. (Including the first cave level, where you take a ladder down to the actual vault structure.)

Well, if you have one of the original pressings of the game and you have not patched it, you can return to the toxic caves after the game is over and if you have the item "heart pills" from the Westin murder quest, you can kill yourself in the elevator.

After the usual death scene plays, the screen will stay black without the menu screen opening up. After several minutes, you will begin to hear a hollow echoey white noise cave sort of sound. The screen will slowly fade back in to find your character in a pile of that nasty biomass goo that was all around the Master from the first game. Your character will stand up and the usual ambient soundtrack will start playing, but the white noise will still be there.

Explore this new level, but DO NOT pick any locks. Those areas are extremely off limits and the developers put some very nasty programming tricks into the code to protect their secrets.

As you continue farther into the level, you will hear the white noise continue to increase in volume and the ambient soundtrack you are so used to will exhibit strange artifacts. This may be because of the difficulty of playing two music tracks simultaneously in the Fallout engine which wasn't designed to be able to do this.

Passing locked door after locked door, you will come upon many of the characters you met earlier in the game. Oddly, you only find characters that died, or that would be reasonably be expected to die after you last saw them. Like the official endings, the characters found vary depending on how you played the game...if you were the good guy and tried to solve problems without violence, you will only find a few bad guys and unfortunate victims here. If you slaughtered every town, you will see several hundred characters.

Regardless of what you did earlier, none of the characters will speak to you or react to any action in any way. They can't be pickpocketed, killed, pushed aside, or healed. If you try to use First Aid, Doctor, or any healing items on them, the game will tell you in the text box, "It's much too late for that, Chosen."

It would appear that this area is purgatory, or possibly hell, based on being populated entirely by dead characters. The final character, standing just before the final door is always a Player Character model from the first Fallout. This is the only character you can interact with and as you appraoch, the white noise reaches a crescendo and the ambient music abrupt cuts out. If you simply bypass him and open the door, the game will play the end credits once again, only with pictures of Hiroshima and Nagasake victims in the background. This is in extreme poor taste and many have wondered why the creators would be so insensitive. When asked, they deny the sequence exists and call it a hack that was never in the game at all. After it ends, you are greeted with a typical game over screen and are booted to the desktop.

If you talk to the final character, he will explain that he is in fact the Vault Dweller from the original game, your ancestor. He will tell you that he is disappointed in the way you turned out and he will turn his back on you and your character will collapse into a pile of bones in a death animation that I have never seen in the game itself. Afterwards, the game will fade to white and lock up the computer, forcing a hard reset.

There is a third option. Those locked doors I mentioned earlier. This is one door, it's always random as to which door, but if you get lucky in picking you can use any heavy explosive to blow it open. Inside, you will find a single footlocker hold a 10mm pistol with no clip in the picture and no ammo in it. None of your normal 10mm ammo can be used. You can "load" the gun with the "easter egg" found in the basement of New Reno Arms. Fire this into the head of the final character and the game will cut to a over-the-shoulder video showing a young man playing an unidentified Fallout-like game. Some people claim that this is an early version of either Fallout Tactics or Van Buren, but nothing on the screen seems to fit either of those games. Also neither of those games had started development at the time of the orginal pressing of Fallout 2. The video itself is poorly lit, with the apparent intention of being a creepy si[her, but nothing spooky actually happens in the video. The man simply plays the unknown game and the video slowly fades into your desktop (a cool trick, I'm not really sure how they managed a dragually translucing screen back then).

Another strange trick is that according to many players, the final character always matches the character they most recently played in Fallout 1. Both gender and their apparel at the end of the previous game are represented. At first this would appear to be a savegame hack, much like Psycho Mantis in Metal Gear Solid, but the trick works even if the original Fallout was played on a different computer without transferring any data to the new PC.

It's recommended that you do not turn on any televisions in your house for several hours after experiencing this extra ending. You will quickly realise that the white noise in the game is identical to the white noise now coming from your television. Cable, satellite, and even antenna, if you still have that, are all somehow incapable of picking up a signal for some time after the secret ending. All internet connections, however seem to still work. That's how I'm writing this to you now. The funny thing is, I turned my television back off nearly an hour ago, as well as my computer speakers...but I still hear the static getting louder.

Monday, March 11, 2013

Banjo-Kazooie (MMM portrait)

BANJO-KAZOOIE (MMM portrait)
===========================

I remember when I was younger; I was about eight or nine, you know. The innocent life. Not a care in the world, so I spent a good amount of my childhood playing video games. Yes video games; it's nothing to be ashamed about. I made friends with other kids who played it, too.

I knew a kid back then who went by the name of Tony. He told me a story about some strange thing that happened to him while playing Banjo-Kazooie. He gave me specific instructions of what to do and what would happen. He spoke of Mad Monster Mansion and the portrait of Gruntilda that was in there. He spoke, saying if I crashed into the portrait using the fly-pad it would summon up a monster. As a frightened little child, I believed him, till one day I summoned up the courage to try what he told me years ago.

Nothing happened. It was just a little lie he told me, a little story he believed. So I did it again and again countless times, knowing that it was all fake with nothing to worry about. I found it amusing - I'm not sure why - so I would crash into it over and over again going to that same place where the monster would show up. It never did; that lone pipe outside the mansion you could fit into as a pumpkin was always empty. There was never anything more or anything less.

Of course, not everything is predictable; not everything follows the same routine. I tried it again one day not too long ago. About a week or two, well let’s just say things took a turn for the worst. You hear these stories and don't think anything of them; "Oh, they are just stories. It doesn't matter. It'll be alright," they say. Of course, this time I did it I almost broke a tear from how terrified I was.

I went into the room where Napper was, empty and quiet with nothing but a huge table and some chairs. I climbed on top of the table got aboard the fly pad. I mashed the B button facing Gruntilda’s portrait. The bear and bird duo flew into the portrait with a big crash as expected, but this time a different noise I heard was there. It sounded like someone had broken a bone or something, almost as if there was literal pain. I didn't think anything of it, so I left the room as normal.

Heading towards Mumbo’s skull, I came across that pipe with the Jiggy inside, but the oddest thing happened. Banjo seemed to have fallen underneath the level. I thought I had glitched the game or something - something new & exciting that I hadn't seen before. That was till I realized his legs were crawling through that small hole where the pipe was; he was clawing at the ground not making a noise - not even music - and he just flailed his arms wildly as he slowly got dragged inside. Frightened, I dropped my controller and backed away from the TV.

Next thing I know, it shows the inside of the pipe; Banjo looked fine. He was just standing in the middle of that pipe, looking around. The music, although back, was a little distorted as if played in reverse...but it couldn't be more than a freaky glitch, right? I slowly reached for my controller when I saw a giant dark hand fall slowly from the ceiling. I screamed and Banjo followed suit. It dragged him up to the ceiling, almost like the Wallmasters from Ocarina of Time.

The sounds of bones cracking was heard. Banjo screamed in a voice as if his throat was filled with blood and unspeakable true pain. The music slowed itself and turnd to static. The hand pulled him up slowly and painfully. As it got closer to the screen, I could just see the hand gripped around his neck nearly tearing Banjo in two; it was as if his head would pop off at any moment. I couldn't believe what I was seeing. Banjo flailed around as the hand dragged him up to the darkness by Banjo's face till eventually the screen went completely dark.

Next thing I know, the game over transition occurred, but the black background with the witch's face was red. Surely this couldn't be real. I had to be dreaming, but somehow I knew I wasn't. I was frozen in my place with beads of sweat falling down my face. Then it happened to start the game over cut scene. Tooty, Grunty, and Klungo were all together, except it was definitely different.

Tooty was strapped into a chair with Klungo standing at her side. Grunty was slowly cutting into Tootys arm, dissecting her like fresh piece of meat. The screams from Tooty were to painful to hear while her head shook violently in agony. Grunty held up the knife and continued to pierce through her arm. After it was cut off she threw it to Klungo and he started to gnaw on it. Gruntilda's eyes were filled with madness - wait, no, madness isn't the word for this. This was a true pleasure from causing pain. A fantasy fufilled. She enjoyed herself with a wicked and sadistic grin.

With the knife she carved into Tooty's stomach, letting the blood flow out and the organs drop to the ground, splatting in a way too realistic for a game to recreate. No way could this be real; I kept telling myself it wasn't, but it was and I knew it. I just couldn't accept it. Grunty held the knife up to her mouth and licked fresh blood off of it. Satisfied but still eager for more, she violently stabbed Tooty in the eye then threw the eye across the room. She leaned into Tooty, smiling and chanting quietly as she slowly slit the blade across Tooty's neck; the knife began to slowly drip with the blood of her victim.

It faded out to a soundless black screen; the TV was definitely on, but there was nothing on the screen. I stood in place, still too scared to move. I still cannot believe what I had witnessed. After a couple days, I decided to try it again. Surely, no one could sell something like that to the public, right? I went through and crashed into the picture; I was nervous but I slowly walked up to the pipe.

There was nothing.

I stood, waiting, but it didn't happen. Everything played as normal. I tried multiple times but it wouldn't work. Why would it work that one time but not any other? What came over my game and made it insane? I wish I could've moved, gotten a picture or a video. Anything I could've gotten as a shred of proof. I'm not asking you to believe me; I just want to share my tale with whoever it may interest.

I'll keep trying it, this time prepared and maybe, just maybe, I can get a single photo of what happened that night.

Misfortune.gb

Misfortune.gb
==========

*Misfortune* is an unrecognized game for the original /Game Boy/. To those that know of it, and have played it, it is considered one of the scariest video games ever made.

Story/Concept

The game revolves around what appears to be a little boy who meets a malevolent being in a strange Gothic building. The being never gives its name, but it is heavily implied that it is /The Devil/. Upon meeting the creature, a dialog box appears with the text: "*I exist within the very fabric of reality. Do you want to challenge me?*" This is followed by a yes or no choice. Should the player choose yes, the being replies "*Then, let's begin.*"

Gameplay

The player is then transported to a series of maze like rooms, each filled with pit drops, locked doors, keys and traps. The objective for the player is to survive each room by either reaching the stairs to the next level, or solving another kind of puzzle. This can be a riddle or something else, such as picking a correct door. A good example is the level where four small cabins are shown on screen and the dialog box appears that reads "*Choose wrong and misfortune will befall your loved ones. Are you ready to play?*" Should the player make a mistake or a choose a wrong exit etc, the screen will cut to black for a second before showing a screen of a higher resolution of the demon with a dialog box underneath that reads "*I am God here.*" with blood styled writing, possibly being the inspiration for Creepypastas such as the well known Sonic.exe

Side Effects

Some people who played this game and lost suddenly began to suffer from depression and there were several cases in which people committed suicide after losing the game. Other people became jittery in their everyday life, and some became physically sick. However, if they were able to complete the challenges they seemed to continue their everyday life with no change. Also, if a player was to make a mistake in game that would lead to game over, but the player quickly turned the Game Boy off, they would suffer no repercussions. It appeared to be viewing the game over screen that was responsible. This lead the few people who know of the game to wonder why exactly, losing the game would cause such drastic effects. The answer was the music.

Music

The music in this game is generally mature, and although being limited to the 8 bit Game Boy sound bank, the music was very dark and disturbing at best. However, the "/I am God here/" game over screen had especially disturbing, dis-harmonic music that accompanied it and it is believed that this was the cause of "*Misfortune*" to the player. It consisted of deep buzzy tones and off key melody and the general sound of the music was damaging to brain wave patterns. See: Musicology <http://en.wikipedia.org/wiki/Musicology>.

Rarity

Many people who have heard about this game, but never actually played it, have asked about how they can get their hands on a copy and why it has never been heard of (at least for the most part). It seems that searching for the game online has come up short, and all that exists are recordings of the games music and a few screenshots. Not even a copy of the ROM seems to be available via various ROM sites. Well if you're wondering where you can get a copy, if you're a hardcore Game Boy cartridge or even ROM collector, chances are, you already have it.

If you have gone through your collection of classic Game Boy cartridges and are certain it isn't there, I advise looking again. Not at the cartridges but inside them. /Misfortune/ was never released on its own cartridge. And some people noticed that many sprites and textures in Misfortune were rehashed from other games of a similar game-play style.

A few people who played on Game Boy ROMS noticed something about certain games that didn't make sense. In some games, mainly games like Zelda or Pokemon, people discovered that glitches and sometimes a certain sequence of events and choices warped them to /Misfortune/.

Where It Is Hidden

Unfortunately there is very little information on this on the Internet, possibly due to the small minority of people who actually know of this game, probably due to how hard it is to find. However, don't be disheartened by that. There may not be much on the game but there is something if you dig deep enough. Don't expect to find information on it at the top of your searches. One thing that does seem certain however, is that it appears to be within the ROMS as well as the cartridges. It is uncertain how many Game Boy games actually contain /Misfortune/, but some of the known games are listed below.

* Legend of Zelda: Link's Awakening
* Pokemon: Red
* Spud's Adventure
* Puchi Carat
* Atelier Marie (JP)

Final Notes

The only question this leaves, is why Misfortune is hidden, and not only hidden, but in so many different games which seem to have no connection with each other. A few rumors have been floating around that due to the games disturbing nature and its "curse" to harm people who lose at it, it was never allowed to be released and perhaps Nintendo hid it inside other titles for that reason, but this seems extremely unlikely due to Nintendo's very strict rules on what is acceptable and what isn't. And it's impossible that they would allow a game like this to be incorporated into their popular titles in secret.

Even though it was never made clear how to access this game or why it is there, it is still considered the scariest games ever made by the few people in the world that have discovered it.

Sources

* Best Horror Games: Urban Legends <http://besthorrorgames.webs.com/urbanlegends.htm>
* Haunted Gaming Blog Entry <http://hauntedgaming.blogspot.co.uk/2012/11/misfortune-cursed-gameboy-game.html>
* Google <http://www.google.com>