• Video Game Urban Legends, Creepy Pasta, Hoaxes, and Other Shit v3 - Don't Make This Fail
    1,889 replies, posted
[quote]Fallout 3 contains several in-game radio stations. The most diverse and important station is Galaxy News 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 personality and has very little to 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 alive. It also appears that you have to skip over the quest “Galaxy News Radio” where you help boost the signal so the station can broadcast further than just the immediate DC area. This is easy enough to do with either a speech check or simply using the Fallout Wiki to look up where to go next and advance the main plot. Finally, you definitely have to choose to destroy Raven Rock. This is the actual trigger to turn GNR into a numbers station and it will remain as 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 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 locations 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 it’s name right now. (Point lookout, I think.) 3. On the tops of some sat. com. arrays you can climb in the northwestern area of the map. 4. On the roof of Tenpenny Tower, though this may be within the normal broadcasting 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 broadcasting range anyway. 6. On some of the highest points of mountaintop 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.” He never uses any 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 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 can tell, all of the messages sounded like they were based in our reality somewhere near present day. Some of the message, 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’ve 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 wiki forums 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 he saw the line “one-two-zero-five-five-two-eight-two-zero-one-zero. What you talkin’ ‘bout? You’ll be missed.” He realized this referred to the recent death of Gary Coleman, and then 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 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 will 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 message, 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 the 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 “I can’t believe Britney’s actually won an Oscar!” 21:33 February 27, 2023 “I can’t believe they’ve actually done it. Not long left. They were warned, but they jut 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 unraveling 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 string of numbers. It may be worth noting that the latest date on any of the messages is 1:27 July 6, 2027.[/quote]
Oh I loved the old thread.
[QUOTE=Muntu;33562446][url]http://lparchive.org/Animal-Crossing/[/url] Easily the best one I've read.[/QUOTE] One of, if not the best, creepypastas I've ever read. Unlike most of the creepypastas, it isn"t a hacked/modded version, all of the screens are easily possible in the regular games, and the fridge horror when you realise the main character was only 8 years old or so. Quite a tear jerker as well. [sp]Poor Nook :c[/sp]
Found the fallout 2 death elevator one. [quote]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. [/quote] [editline]4th December 2011[/editline] It's good until they mention the Fallout 1 part and the tv signal part. Everything else could be in the game. [editline]4th December 2011[/editline] Ladies and Gentlemen, I bring you: Killswitch [quote] In the spring 1989 the Karvina Corporation released a curious game, whose dissemination among American students that fall was swift and furious, though its popularity was ultimately short-lived. The game was “Killswitch.” On the surface it was a variant on the mystery or horror survival game, a precursor to the Myst and Silent Hill franchises. The narrative showed the complexity for which Karvina was known, though the graphics were monochrome, vague grey and white shapes against a black background. Slow MIDI versions of Czech folksongs play throughout. Players could choose between two avatars: an invisible demon named Ghast or a visible human woman, Porto. Play as Ghast was considerably more difficult due to his total invisibility, and players were highly liable to restart the game as Porto after the first level, in which it was impossible to gauge jumps or aim. However, Ghast was clearly the more powerful character–he had fire-breath and a coal-steam attack, but as it was above the skill level of most players to keep track of where a fire-breathing, poison-dispensing invisible imp was on their screens once the fire and steam had run out, Porto became more or less the default. Porto’s singular ability was seemingly random growth–she expanded and contracted in size throughout the game. A Kansas engineering grad claimed to have figured out the pattern involved, but for reasons which will become obvious, his work was lost. Porto awakens in the dark with wounds in her elbows, confused. Seeking a way out, she ascends through the levels of a coal mine in which it is slowly revealed she was once an employee, investigating its collapse and beset on all sides by demons similar to Ghast, as well as dead foremen, coal-golems, and demonic inspectors from the Sovatik corporation, whose boxy bodies were clothed in red, the only color in the game. The environment, though primitive, becomes genuinely uncanny as play progresses. There are no “bosses” in any real sense–Porto must simply move physically through tunnels to reach subsequent levels while her size varies wildly through inter-level spaces. The story that emerges through Porto’s discovery of magnetic tapes, files, mutilated factory workers who were once her friends, and deciphering an impressively complex code inscribed on a series of iron axes players must collect (This portion of the game was almost laughably complex, and defeated many players until “Porto881″ posted the cipher to a Columbia BBS. Attempts to contact this player have been unsuccessful, and the username is no longer in use on any known service.) is that the foremen, under pressure to increase coal production, began to falsify reports of malfunctions and worker malfeasance in order to excuse low output, which incited a Sovatik inspection. Officials were dispatched, one for each miner, and an extraordinary story of torture unfolds, with fuzzy and indistinct graphics of red-coated men standing over workers, inserting small knives into their joints whenever production slowed. (Admittedly, this is not a very subtle critique of Soviet-era industrial tactics, and as the town of Karvina itself was devastated by the departure of the coal industry, more than one thesis has interpreted Killswitch as a political screed.) After solving the axe-code, Porto finds and assembles a tape recorder, on which a male voice tells her that the fires of the earth had risen up in their defense and flowed into the hearts of the decrepit, pre-revolution equipment they used and wakened them to avenge the workers. It is generally assumed that the “fires of the earth” are demons like Ghast, coal-fumes and gassy bodies inhabiting the old machines. The machines themselves are so “big” that the graphics elect to only show two or three gear-teeth or a conveyor belt rather than the entire apparatus. The machines drove the inspectors mad, and they disappeared into caverns with their knives (only to emerge to plague Porto, of course). The workers were often crushed and mangled in the onslaught of machines, who were neither graceful nor discriminating. Porto herself was knocked into a deep chasm by a grief-stricken engine, and her fluctuating size, if it is real and not imagined, is implied to be the result of poisonous fumes inhaled there. What follows is the most cryptic and intuitive part of the game. There is no logical reason to proceed in the “correct” way, and again it was Porto881 who came to the rescue of the fledgling Killswitch community. In the chamber behind the tape recorder is a great furnace where coal was once rendered into coke. There are no clues as to what she is intended to do in this room. Players attempted nearly everything, from immolating herself to continuing to process coal as if the machines had never risen up. Porto881 hit upon the solution, and posted it to the Columbia boards. If Porto ingests the raw coke, she will find her body under control,and can go on to fight her way out of the final levels of the mine, which are impassable in her giant state, clutching the tape containing this extraordinary story. However, as she crawls through the final tunnel to emerge aboveground, the screen goes suddenly white. Killswitch, by design, deletes itself upon player completion of the game. It is not recoverable by any means, all trace of it is removed from the user’s computer. The game cannot be copied. For all intents and purposes it exists only for those playing it, and then ceases to be entirely. One cannot replay it, unlocking further secrets or narrative pathways, one cannot allow another to play it, and perhaps most importantly, it is impossible to experience the game all the way to the end as both Porto and Ghast. Predictably, player outcry was enormous. Several routes to solve the problem were pursued, with no real efficacy. The first and most common was to simply buy more copies of the game, but Karvina Corp. released only 5,000 copies and refused to press further editions. The following is an excerpt from their May 1990 press release: Killswitch was designed to be a unique playing experience: like reality, it is unrepeatable, unretrievable,and illogical. One might even say ineffable. Death is final; death is complete. The fates of Porto and her beloved Ghast are as unknowable as our own. It is the desire of the Karvina Corporation that this be so, and we ask our customers to respect that desire. Rest assured Karvina will continue to provide the highest quality of games to the West, and that Killswitch is merely one among our many wonders. This did not have the intended effect. The word “beloved” piqued the interest of committed, even obsessive players, as Ghast is not present in any portion of Porto’s narrative. A rush to find the remaining copies of the game ensued, with the intent of playing as Ghast and discovering the meaning of Karvina’s cryptic word. The most popular theory was that Ghast would at some point become the fumes inhaled by Porto, changing her size and beginning her adventure. Some thought this was wishful thinking, that if only Ghast’s early levels were passable one would somehow be able to play as both simultaneously. However, by this time no further copies appeared to be available in retail outlets. Players who had not yet completed the game attempted Ghast’s levels frequently, but the difficulty of actually playing this enigmatic avatar persisted, and no player has ever claimed to have finished the game as Ghast. One by one, the lure of Porto’s lost, unearthly world drew them back to her, and one by one, they were compelled towards the finality of the vast white screen. To find any copy usable today is an almost unfathomably rare occurance; a still shrink-wrapped copy was sold at auction in 2005 for $733,000 to Yamamoto Ryuichi of Tokyo. It is entirely possible that Yamamoto’s is the last remaining copy of the game. Knowing this, Yakamoto had intended to open his play to all enthusiasts, filming and uploading his progress. However, to date, the only film which has surfaced is a one minute and forty five second clip of a haggard Yamamoto at his computer, the avatar-choice screen visible over his right shoulder. Yamamoto is crying. [/quote]
Somebody should just put all these in a book, Would make it much easier to read them.
[QUOTE=supersnail11;33568427] Ladies and Gentlemen, I bring you: Killswitch[/QUOTE] Oh my god, Killswitch. My favorite story. It's the reason I read Infinite Jest. I remember having conversations about Killswitch. Thanks for posting that for me to read again.
I love stuff like this. The TF2 and Animal crossing ones are great.
LSD: Dream Emulator Although it's a real game, it's still creepy as fuck (and rare) [img]http://www.hardcoregaming101.net/lsd/lsd-01.png[/img][img]http://www.hardcoregaming101.net/lsd/lsd-02.png[/img][img]http://www.hardcoregaming101.net/lsd/lsd-03.png[/img][img]http://www.hardcoregaming101.net/lsd/lsd-05.png[/img][img]http://www.hardcoregaming101.net/lsd/lsd-07.png[/img] The game was based on a dream journal made by an employee. It does a good job of simulating a dream, though. [url]http://www.hardcoregaming101.net/lsd/lsd.htm[/url]
[QUOTE=SGTNAPALM;33565521][/QUOTE] [QUOTE]“The Queen has died today. The world mourns, as on days like these we are all Brits.” 4:02 March 19, 2014[/QUOTE] For some reason, this is the creepiest part of the story for me. Maybe it just reminds me of the Quiz Broadcast in that sort of patriotic doom way, but it's seriously making me feel uneasy - which hasn't happened for a while. [editline]4th December 2011[/editline] [QUOTE=supersnail11;33569558]LSD: Dream Emulator Although it's a real game, it's still creepy as fuck (and rare) [img]http://www.hardcoregaming101.net/lsd/lsd-01.png[/img][img]http://www.hardcoregaming101.net/lsd/lsd-02.png[/img][img]http://www.hardcoregaming101.net/lsd/lsd-03.png[/img][img]http://www.hardcoregaming101.net/lsd/lsd-05.png[/img][img]http://www.hardcoregaming101.net/lsd/lsd-07.png[/img] The game was based on a dream journal made by an employee. It does a good job of simulating a dream, though. [url]http://www.hardcoregaming101.net/lsd/lsd.htm[/url][/QUOTE] THE VIOLENCE DISTRICT OH DEAR LORD THE VIOLENCE DISTRICT
[QUOTE=supersnail11;33569558]LSD: Dream Emulator Although it's a real game, it's still creepy as fuck (and rare) [img]http://www.hardcoregaming101.net/lsd/lsd-01.png[/img][img]http://www.hardcoregaming101.net/lsd/lsd-02.png[/img][img]http://www.hardcoregaming101.net/lsd/lsd-03.png[/img][img]http://www.hardcoregaming101.net/lsd/lsd-05.png[/img][img]http://www.hardcoregaming101.net/lsd/lsd-07.png[/img] The game was based on a dream journal made by an employee. It does a good job of simulating a dream, though. [url]http://www.hardcoregaming101.net/lsd/lsd.htm[/url][/QUOTE] this would not be anywhere near as scary were it not for the graphics. seriously. the polygonized landscape makes it so much more... bizarre [editline]4th December 2011[/editline] for those interested in pokemon creepypasta: [url]http://6thfloor.org/creepypastas/[/url] theres a whole ton of them, though unlike most creepypastas the ones here are really cheesy. There's some gems though.
Thanks for the link, I found the one about Joey I was looking for. [quote]When I first bought it, I played SoulSilver obsessively for weeks. I loved everything; the pokemon, the people, and the storyline. My beloved team consisted of Meganium, Espeon, Misdreavus, Ampharos, Vulpix, and Poliwhirl. I loved them all dearly, and thanks to my pokewalker, I leveled them all up easily. Another source of amusement for me was the pokegear. I loved that people you had met could ring you up and request a battle, or just rattle on about nothing. My favorite of the regular callers was, of course, the infamous Joey. “Hey, you know my super-cool RATTATA? My RATTATA is different from regular RATTATA. It’s like my RATTATA is in the top percentage of all RATTATA, you know what I’m saying?” he’d always say. Then, one day, he called me for a battle. Well this was new. He’d never asked for a rematch before. As I remembered, he only had his rattata. Suspecting that his rattata had maybe risen a few levels, I traveled back to where Joey stood I’ve been waiting,” the text read. “wait until you see how much RATTATA has changed!” The battle music started and the screen split. To my surprise, rattata had become a raticate! I couldn’t put my finger on it, but there was something different about its claws. They were yellowish and had a brick pattern, like they belonged to another pokemon, but at the time I didn’t give it much thought. As I expected, Joey’s Raticate had grown to level 30. I sent out Espeon. Raticate attacked first, and used dig. That was strange, I didn’t think raticate could learn dig. Anyway, it was no match for my Espeon, who creamed him with Psychic. Raticate fell with a scrambled cry that was different to how I remembered it, but again, I didn’t think much of it. The screen returned to the overworld. “Oh, all right,” Joey’s text read. “But I won’t lose to you again! RATTATA will be stronger next time we meet!” and handed me an iron. I giggled. Joey was still calling his Raticate a Rattata. It was a few days later and I had beaten the final gym before the elite four. I was about to head into victory road when I got a call from Joey. He wanted to battle again. I thought it’d be some okay EXP, so I flew back to route 30 and talked to Joey. The battle started and this time, I knew something was horribly wrong. Raticate was sporting an orange, fiery tail, like that of a Rapidash. In addition, the area around its new tail was a purplish-red color, like it was bruised or bleeding, and could see grotesque stitches holding the tail on. What had Joey done to it? It was like he’d sewn a Rapidash’s tail onto Raticate. When the raticate used flamethrower, I realized with horror that that was exactly what he’d done. Raticate let out a scrambled noise. It sounded like it was in pain. ‘RATICATE was hurt!’ the text read. Raticate’s health went down by a quarter. Flamethrower didn’t affect the user, so I was confused until I realized that Raticate was not used to using fire attacks, and its body was being damaged by the foreign attack type. didn’t want to hurt the raticate further, but I had to. I sent out Poliwhirl and used surf. It was super-effective, and raticate fainted. When we returned to the overworld, Joey said, “And yet another loss….no doubt about it - you’re tough! Being beaten this often actually feels good now! Still, I sure wish RATTATA was stronger!” ‘It’s a Raticate!” I screamed at the DS. “Stop calling it that! Stop hurting it!” Joey, of course, didn’t hear me. Instead, he gave me an iron. I promised myself that I would never battle Joey again, even if he called me. A couple of weeks passed, and I had entered the Kanto region. I had almost forgotten about Joey when I received his call, inviting me to battle. I ignored it and continued down route 5. After a few steps, however, he called me again. This time, when I picked up, I heard Raticate’s cry. “WhEre are YoU goIng? ROutE 30 iS the oTHer waY!” shrieked and threw my DS away from me. It clattered onto the floor and stayed there. Afraid I had broken it, I picked it up again after a few minutes. It hadn’t, so I continued playing. No matter where I tried to go, I would only go a few steps before Joey called me with the same freaky massage. I decided to face the music and battle him. Steeling myself for what I might see, I entered the battle. Raticate had a pair of white-blue wings attached to his sides as well as the Rapidash tail. Maybe from a Pelipper. The area around where the wings were stitched on was horribly messy and red. Raticate went first and used Water Pulse. It hardly harmed my Misdreavus, but the words “RATICATE was hurt!’ flashed across the screen and took a third of its health. I took the rest with Psybeam. I got called back two more times during that month. And each time, the attacks it used (Electric Shock and Razor Leaf) would take off more of its health until I knew the next time we fought, I wouldn’t have to attack at all. When he did call me, I knew couldn’t escape so I just went along with it. By now, Raticate was so gory and full of stitches that I could hardly recognize it. I felt like crying. Raticate now wore an obi-like sash around its waist and its eyes were blue and had a purple-ish hue around them. I had no idea what new pokemon had died to disfigure the damned Raticate further, but I decided it didn’t matter. Raticate used Ice Beam. This did a surprising amount of damage to my Ampharos, but as I suspected, the damage Raticate took depleted its health bar completely. Raticate let out an anguished yowl and disappeared from the screen. Expecting to see the words ‘RATICATE fainted,’ I was shocked and horrified to read the words ‘RATICATE has died!’ instead. I stared at the screen. Dead? Raticate can’t be dead. You can’t die in a pokemon game. That’s not how it worked. Joey said something different too. “RatTaTA? WhATs WrOnG?” When I tried talking to him again, nothing happened. Thoroughly spooked, I left for Kanto again. I wanted nothing more than to forget this incident. I was convinced that I would never have to battle Joey again, his only pokemon having apparently…died. I was wrong. I was just about to enter Mt Silver when I got the call. I swore when I saw it was Joey. What more could he do with a dead Raticate? Knowing it was useless to ignore the call, I flew all the way back to where he stood. For some reason, his sprite had changed. I couldn’t see what it was because the sprite was too small. I also noticed that the trainer that used to stand next to Joey was nowhere to be seen. I talked to Joey. The text read, ‘I’Ve BeCoMe OnE WIth RATTATA aNd BEcomE MucH STrOnGeR! ArE YOu REadY?” The battle began. I almost threw up. Joey, or what was left of him, stood in the place where his Raticate once stood. His hair was matted with blood and his face horribly disfigured by his new buckteeth, furry body, and mangled claws. The stitches holding his body together were badly sewed, and every time his nose twitched, a fresh drop of blood fell from the tip of his snout Joey had sewn the parts he had hacked off Raticate into himself. The image was so terrifying, so horrible, that I could barely look at him. Joey used Hyper Fang. The attack hit my Ampharos, but did shit-all damage. Joey’s health went down one fifth. It was my turn to attack. I used Thunder, hoping I’d get lucky on my first try. However, a textbox appeared on the screen. ‘AMPHAROS is too terrified to move!’ I cursed. Joey attacked again, this time with Crunch. This did a lot more damage; more than half of Ampharos’ health was gone now. Joey’s health depleted a little more. When I tried to attack, Ampharos was again too terrified to move. Hoping I could wait it out until he killed himself, I mashed the A button. Joey used Crunch again. Ampharos’ health bar ran out and he fainted. I brought out Misdreavus so that it wouldn’t be affected by any normal moves. This turned out to be a good move, as Joey used Double-Edge. ‘MISDREAVUS was unaffected! JOEY was hurt!’ They was an ungodly cry as Joey fell from the screen. ‘JOEY has died!’ My player was sent back to the overworld. Joey’s mangle sprite was in front of me, Raticate features still visible. I realized that I was silently crying, my tears splattering onto the touchpad. In a state of shock, I stood there, not moving, for a full five minutes. I was unable to draw a coherent thought in my mind. Eventually, I brought my Ampharos to the pokemon centre. When the nurse gave him back, she said, “Whatever happened to this pokemon, don’t let it happen again.” From then on, Ampharos could never fight a Raticate again. He would always be too terrified to move. I don’t know why a headed back to where Joey once stood. I just felt I had to do it. When I arrived, Joey was nowhere to be seen. In his place was an item. I picked it up. It was an iron.[/quote]
That TF2 one always gets the tears rolling.
[QUOTE=Hunterdnrc;33570609]That TF2 one always gets the tears rolling.[/QUOTE] cat bountry also wrote a story called respawn of the dead i thought it was ok
Anyone have the Theater one? [editline]4th December 2011[/editline] [quote] Have you ever heard of an old PC game called “The Theater”? Yeah, I didn’t think so. Probably because many people say it doesn’t even exist. You see, The Theater is an old computer game released around the same time as Doom. Today, if you ever find it, it’s only available on crappy bootleg CD-ROMs, which, more often than naught don’t even actually contain the game. The actual legitimate copies that they say were released back in the day feature a blank cover with nothing but the sprite of what has since been named the ‘the Ticket-Taker’. He is simply a poorly drawn, pixelated Caucasian, bald man with large red lips wearing a red vest over a white shirt and black pants. He is completely emotionless, though some say that if you smash the disc his face is shown as angry the next time you look at the cover. But this is just dismissed as an urban myth. What is peculiar about The Theater, though, is that there is no developer named on the jewel case, nor a game description on the back. It is simply the Ticket-Taker on a white backdrop on both sides. The game was initially known for its inability to install correctly. The installation process immediately locks up the computer when the user reaches the licensing agreement. Also strange about the licensing agreement for The Theater is that whenever the development studio is supposed to be named, the text is simply a blank line. Anyways, most people who have claimed to owning one of the original CDs say that they figured out how to install the game by simply rebooting their computer on the licensing agreement with the disc still inside. Then they are prompted to press ‘I AGREE’ on startup. Then they continue with the installation. The game then starts up without any introduction besides a main menu that is simply the sprite of a movie theater’s exterior on an empty city street. The title fades in and then the 3 menu buttons ‘NEW GAME, LOAD, OPTIONS’. Selecting OPTIONS immediately crashes the game to the desktop. LOAD is said not to function at all. Even if you do have a saved game, nothing happens when you press it. Thus, NEW GAME is the only working menu option. Once it is selected you are in the first person view. You are standing in an empty movie theater lobby, with the exception of the Ticket-Taker standing in front of a dark hallway which one can only assume leads to the theaters themselves. There’s nothing to do but look at the poorly-drawn, mostly illegible movie posters or approach the Ticket-Taker. Once the player moves towards the Ticket-Taker a very low-quality sound clip plays saying “THANK YOU PLEASE ENJOY THE MOVIE” along with a speechbox saying the same thing. You then walk into the hallway and the screen fades to black and you’re back in the empty lobby and you do the exact thing again and again and again. While this may sound like a really horrible game, a number of peculiar things occur as you continue to play it. The number of times that you have to continue into the hall after giving your ticket to the Ticket-Taker before the strange events happen is unknown. Most state that it’s completely random and could take anywhere from the first playthrough to the four hundredth. What happens, though, has deeply disturbed some players. The first occurrence is when the player fades back in after walking into the hallway. This time they will notice the Ticket-Taker is completely absent. The player then, without any other options, decides to walk into the dark hallway. The sound clip and text box mentioned previously still play in the absence of the Ticket-Taker, but when the player walks into the hallways the screen does not fade out. It goes pitch black as they walk deeper into the hall, but the player’s footstep sound clip is still playing as they continue to push the up button on their keyboard. Those claiming to have played the original game report to have felt extremely uncomfortable walking down the hallway, anticipating the whole way something horrible happening. Well, eventually the player is unable to move forward. There is nothing for a few moments before a strange sprite that is described as ‘the Ticket-Taker but with a swirl for a face’ appears and stands before the player. The original players of the game say their bodies immediately froze up and their stomachs churned they saw this sprite (which has been appropriately named the ‘Swirly Head Man’). Nothing happens as the Swirly Head Man stands before them. Then suddenly a piercing screech plays as the game glitches out. This lasts for a few minutes, with the screeching being continuous. Then the player is abruptly returned to the lobby with all the sounds and graphics being as they should be. The game continues normally for the next couple of ‘cycles’ of entering the hallway, with a couple of the original players claiming the Swirly Head Man would briefly appear and disappear in the corner of the screen as a brisk ‘yelp’ sound effect plays. Then, at some point after meeting the Swirly Head Man, the player sees the Ticket-Taker pacing back and forth (though there is no walking animation – the sprite’s limbs are completely static, so he just hops up and down slightly as a substitute) with his eyes being wide and his mouth open to simulate a worried facial expression. Some players noted that the movie posters had been replaced with images of the Swirly Head Man, which caused them to immediately turn their character’s head away from the posters and approach the Ticket-Taker. Then another, different, low-quality sound clip plays, but the speech box contains nothing but corrupted characters that cause whatever text that would have been in the box to be completely illegible. Due to the extremely low quality of the sound, it is debated by players what exactly the Ticket-Taker says at this point, though it is widely agreed that he says ‘NEVER REACH THE OTHER LEVELS’. Then the screen fades out once again and returns the player back to their starting point in the lobby, but the Ticket-Taker is gone and the hallway is blocked by a large brick wall sprite. Touching the brick wall will immediately crash the game. And that’s all there is to it. No one knows what the ‘Other Levels’ are or how to gain access to them, nor is it known why the Swirly Head Man causes such acute fear in those who have seen him in the game. All the original copies of The Theater have either been lost or destroyed. But the creepiest part is the fact that is that all the original players of the game claim to occasionally see a brief glimpse of the Swirly Head Man out of the corner of their eyes…[/quote] Nevermind
[QUOTE=supersnail11;33573005]Anyone have the Theater one? [editline]4th December 2011[/editline] Nevermind[/QUOTE] That was so good until the very last sentence: " But the creepiest part is the fact that is that all the original players of the game claim to occasionally see a brief glimpse of the Swirly Head Man out of the corner of their eyes…" Seriously, why do creepypasta makers do this all the fucking time!? Why don't they know that the more plausible it is, the scarier it is.
so i was plyin game & den da power went out but game still played n den HYPR REALESTIC PICTRE came on da sceen an it was ME but i was DEAD n bleedin and da game screeched @ me until it turned off n den i was in dark for a minute b4 the lites came back on. scary part is now when i try 2 sleep i hear dis screching noise.....
[QUOTE=Pernoccuous;33574135]so i was plyin game & den da power went out but game still played n den HYPR REALESTIC PICTRE came on da sceen an it was ME but i was DEAD n bleedin and da game screeched @ me until it turned off n den i was in dark for a minute b4 the lites came back on. scary part is now when i try 2 sleep i hear dis screching noise.....[/QUOTE] Did a skeleton pop out?
[QUOTE=BananaFoam;33574010]That was so good until the very last sentence: " But the creepiest part is the fact that is that all the original players of the game claim to occasionally see a brief glimpse of the Swirly Head Man out of the corner of their eyes…" Seriously, why do creepypasta makers do this all the fucking time!? Why don't they know that the more plausible it is, the scarier it is.[/QUOTE] It's /x/, what do you expect?
[QUOTE=supersnail11;33573005]Anyone have the Theater one? [editline]4th December 2011[/editline] Nevermind[/QUOTE] That is probably one of my favorite creepypastas.
[QUOTE=Dr.HAXXXX;33574951]That is probably one of my favorite creepypastas.[/QUOTE] Needs MAJOR expansion I need it
[QUOTE=AltFanatic;33571370]cat bountry also wrote a story called respawn of the dead i thought it was ok[/QUOTE] I absolutely loved respawn of the dead, I have even copied it to my Ebook and re-read it sometimes Some parts are [I]really [/I]wtf but it's still amazing
[url=http://z3.invisionfree.com/bogleech/index.php?showtopic=1896&st=0]Have some NES Godzilla creepypasta[/url]. It kind of drops the idea of being somewhat "realistic" later on, but the spritework angle is interesting enough to hang around for. Also only bother reading the posts where that guy with the freaky-face-Luigi avatar posts pictures. Everything else is just typical forum commentary.
Yesterday, me and my friend tried NesBox. I was the first hoster. Everything went shitty, even the title screens lagged, we couldn't get past the first two pigs in Battletoads. I said "fuck this shit" and made my friend host the game. The titlescreen didn't lag at all, though the menu was stuck. I pressed "Start". What I saw was above me. I was the only one turtle with yellow color (I didn't know you could play as the yellow turtle in Battletoads in single player). While I was descending from the flying... thing, everything glitched (screen below). I wasn't terrified at all, but then I saw my first enemies... Their sprites were... deformed? The first pig was red and horny (had big horns on it's head), the second one was black with the word "IMPACT" all over it. The music was slowed down and sounded very creepy. I tried to attack the pigs, but my browser just froze, the music got stuck. It played the same thing all the time. SCREECH-SCREECH-SCREECH-SCREECH. I couldn't do anything with ALT+F4 and CTRL+ALT+DEL. I tried to reboot my PC. Everything went well, except for one thing. Battletoads title screen flashed for a brief second. All over my screen. [img]http://dl.dropbox.com/u/40915430/nes-pes.png[/img] It was the only thing I saved during our playsession. Now I am terrified of Battletoads.
Ehem. Fuji board in ssx tricky. More info Fugi board Get a gold medal on every course with all boarders with their uberboard to unlock a Fugi board. It is the ultimate board and allows you to do a "???" every time.
what the fuck does hyper realistic even mean
[QUOTE=Pernoccuous;33579242]what the fuck does hyper realistic even mean[/QUOTE] Okay, think realistic, now make it more realistic than that.
[QUOTE=Hunterdnrc;33570609]That TF2 one always gets the tears rolling.[/QUOTE] The picture that takes place after the story, and the transcripts after the picture are tearjerkers to an insane degree.
[QUOTE=supersnail11;33569558]LSD: Dream Emulator Although it's a real game, it's still creepy as fuck (and rare) [img]http://www.hardcoregaming101.net/lsd/lsd-01.png[/img] [/QUOTE] I got a little freaked out when I looked into the television screen. [editline]5th December 2011[/editline] [b]Some more pictures of this creepy and bizarre game/simulator.[/b] [img]http://www.hardcoregaming101.net/lsd/lsd-30.png[/img] [img]http://www.hardcoregaming101.net/lsd/lsd-27.png[/img] [img]http://www.hardcoregaming101.net/lsd/lsd-21.png[/img] [img]http://www.hardcoregaming101.net/lsd/lsd-43.png[/img] [img]http://www.hardcoregaming101.net/lsd/lsd-10.png[/img] [img]http://www.hardcoregaming101.net/lsd/lsd-09.png[/img]
You think those are creepy? Try this: [b]Dying Girl[/b] [img]http://www.mac.kadath.org/DyingGirl.jpg[/img] At some points she'll be sick, at some points she'll be a skeleton. [b]Woman[/b] [img]http://www.mac.kadath.org/Corpse.jpg[/img] If you walk up to her, her head will fall off. [b]Soldier[/b] [img]http://www.mac.kadath.org/ManGun.jpg[/img] A solid black man with a gun. Sometimes there is a dead body in front of him. [b]Hanging Girl[/b] [img]http://www.hardcoregaming101.net/lsd/lsd-23.png[/img] Just what you think.
[QUOTE=Pennywise;33577631][url=http://z3.invisionfree.com/bogleech/index.php?showtopic=1896&st=0]Have some NES Godzilla creepypasta[/url]. It kind of drops the idea of being somewhat "realistic" later on, but the spritework angle is interesting enough to hang around for. Also only bother reading the posts where that guy with the freaky-face-Luigi avatar posts pictures. Everything else is just typical forum commentary.[/QUOTE] Holy shit, that was about two hours very well spent.
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