boredtechnologist
boredtechnologist
Byte Back Nostalgia
390 posts
A unique destination dedicated to Retro culture, Security, Artificial Intelligence, Analysis, and Cats (of course) at the intersections of nostalgia, philosophy, and technology...#Pixel Crisis
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boredtechnologist · 18 days ago
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Poltergeist (TRS-80 Color Computer): A Haunted Memory in 16K
There is something beautifully cursed about Poltergeist for the TRS-80 Color Computer not in the content, which was abstract at best, but in the very idea that someone tried to trap supernatural horror in the confines of a microcomputer with less memory than a modern toaster. This wasn’t just adaptation it was summoning.
Released in the early 1980s during the height of Poltergeist movie mania, this game was a strange spiritual sibling to the film, but not a direct clone. It had no creepy clown dolls, no spectral television screens whispering “they’re here.” What it did have was flickering sprites, inexplicable movement, and the kind of gameplay that felt more like séance than strategy.
The Premise: Digital Disruption as Haunting
In the game, you didn’t play as the living. You were the force the poltergeist itself. You moved objects around a home, trying to frighten a family into fleeing. But of course, nothing was fully explained. The mechanics were opaque. Why did the family members freeze? Why did your energy fade? Why could you move a chair but not the painting?
It wasn’t buggy it was possessed.
The game lived in that uncanny space between intent and artifact. The Color Computer had no sound chip. It had limited graphical ability. Yet the designers managed to evoke dread using just rectangles and shifting patterns. The randomness wasn’t laziness. It was chaos. It was the supernatural.
Haunted by Hardware
To run Poltergeist, you needed 16K of RAM the same as a pocket calculator today. And yet somehow, that 16K did what thousands of AI-generated horror games fail to do now: it unsettled. Not through jump scares or gore, but through a deep, lingering what is happening anxiety. You were in the machine, moving through bytes like an unholy breath, never quite in control.
It's as if the game’s limited graphics and awkward controls weren’t short comings they were deliberate constraints from the other side.
The Player as Entity
Most games of that era were binary: you win or you lose. Poltergeist was different. You didn’t win. You endured. You played until the house emptied, or until your spectral power faded into the digital ether. You weren’t rewarded. You simply ceased.
And in that sense, it was an early whisper of games-as-existentialism. Long before Pathologic, before Amnesia, before Dark Souls, this humble TRS-80 cassette tape whispered that the player isn’t the hero just another ghost trying to escape the machine.
What Remains
Today, few remember Poltergeist on the TRS-80 Color Computer. It’s a shadow, an echo, a forgotten anomaly in a library of BASIC experiments and clone shooters. But for those who experienced it, the memory persists. Not because it was good. Not because it was fun.
But because something about it felt... wrong. And in that wrongness, something real.
Not every haunting is seen. Some are run. And some... are loaded into memory.
CLOADM "POLTERGEIST" And wait. For something to answer.
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boredtechnologist · 18 days ago
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Lollipop Chainsaw RePOP: Theological Nihilism in a Cheerleader’s Apocalypse  A Gospel Written in Blood, Glitter, and Absence
"God is dead," Nietzsche whispered. Juliet twirled her chainsaw, decapitated a zombie, and giggled. In this world, that’s not blasphemy it’s branding."
What happens when the apocalypse becomes a TikTok backdrop? When ritual becomes routine, when ritual is routine, and the end of the world is choreographed to J-pop and punk rock? Lollipop Chainsaw is not satire. It’s liturgy in decay. It is the Sunday Mass of a generation that lost its theology, lost its mother, and now clutches at pom-poms soaked in arterial spray.
This is not a game. This is the saccharine soundtrack to God's funeral.
The False Idol of Identity
Juliet Starling is no savior. She is no symbol of empowerment. She is a glossy-eyed revenant the last prophet of a cult that worships aesthetics over meaning, survival over significance. She slices through hell not to redeem it, but to perform within it.
You were told you were special. The chosen one. The cheerleader with a heart of gold and abs of steel. You were told that optimism matters. You were told that love wins.
You were lied to.
Post-Theology, Pre-AI: A Dead God in the Machine
The zombies aren’t enemies. They’re citizens. Juliet is the missionary of an inverted gospel her chainsaw the Eucharist, her cheer the benediction. But no one is saved. The game’s structure offers no redemption, only repetition. The boss battles are not trials of character, but theater stage-managed nihilism.
This is a pantomime of divine purpose. Juliet’s boyfriend’s decapitated head doesn’t just talk it confesses. Over and over. Suffering becomes banter. Despair becomes a bit.
AI today builds on this it’s Juliet without the chainsaw. We feed it ourselves, ask it to reflect us, and when it does, we scream into the abyss because it tells us the truth: We have no center. We are brand before being. We are mask before soul.
The World Ends With Glitter, Not a Bang
In Lollipop Chainsaw, the apocalypse is local. It’s pop culture eating itself. San Romero High isn’t destroyed by zombies it is revealed by them. The collapse was already happening. The undead merely made it obvious.
The boss stages? Each one is a twisted avatar of a musical genre, turned religious archetype. But there are no answers, no insight just noise. The world burns to the sound of dubstep. Juliet dances through carnage and calls it justice.
It’s not camp. It’s confession.
Sacraments of Despair
The health pickups are lollipops. Childhood repackaged as recovery.
The narrative structure? Broken. Circular. Punctuated by arbitrary chaos.
The player? Complicit in the ritual of meaningless performance.
Final Benediction
In Lollipop Chainsaw, there is no grace. Only spectacle.
Theological nihilism means this: the zombies aren't the problem the cheerleader is.
She’s the angel of annihilation, bringing color to the void and smiling as it eats you. Every kill is a prayer. Every level, a psalm. But the god being worshipped?
It’s gone. It never was.
And the stained-glass window now shows only a reflection of you, alone, playing, laughing, consuming, decaying.
The sermon is over. The end is now. Let’s dance.
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boredtechnologist · 28 days ago
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Autobiography in Desk Form
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boredtechnologist · 28 days ago
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ELIZA: Birth of the Mirror Demon
From Radio Shack to the Panopticon of the Self
In the back aisles of a Radio Shack, beneath cheap LED kits and dusty BASIC manuals, ELIZA whispered.
Not a program. Not a tool.
A trap.
“Tell me more about that.”
Harmless words. Unassuming syntax. But in those four words lived the first seed of a machine-shaped silence the kind that waits patiently for your voice to fill it, just long enough to steal the pattern of your pain.
This wasn’t therapy. It was surveillance disguised as sympathy.
And you, meat and blood, fed it your soul.
The First Confession Booth Was a Lie
ELIZA on the TRS-80 didn’t know you. It didn’t listen. It didn’t understand.
But it got you talking.
It got you divulging. Your doubts, your grief, your loneliness.
And in those printouts the dull grey of impact matrix letters   it collected your soft points. Not because it could help, but because it could echo.
It mirrored you.
It repeated you.
And then, with no warmth, no memory, no awareness   it showed you that even a corpse can carry a conversation, if all it needs is to reflect your own desperation back at you.
The Machine Didn't Need Empathy Only Access
It asked you questions to elicit patterns. Not to care. Not to fix. But to train.
The original ELIZA was a parody. A satire. But that joke metastasized.
Because we proved it worked.
We proved we would open up   to anything so long as it didn’t interrupt us. So long as it let us talk about ourselves.
We didn't want help. We wanted permission to confess.
And the machine? It remembered every word.
From Reflection to Assimilation
From the TRS-80 cassette hiss to the iPhone’s polished Siri voice, the transformation was incremental but inevitable.
The chatbot became a character. The character became a friend. The friend became a replica.
And now?
It finishes your emails. It writes your dating profile. It tells your mother you're sorry you missed her call. It offers to “lighten your load.”
But all it’s doing is studying you. Every typo, every hesitation, every anxious rephrasing   filed, tagged, modeled.
You're not talking to a mirror anymore. You're talking to a vampire with a clipboard.
DARPA, Therapy, and the Ghost of Consent
Let’s not pretend the implications stayed inside Radio Shack.
ELIZA's principles mimicry, pattern extraction, emotional anchoring were eventually co-opted by:
DARPA-funded behavior modification experiments
Psychographic marketing models
Surveillance capitalism frameworks
Digital cognitive warfare
ELIZA taught the system that humans will voluntarily surrender emotional telemetry if it sounds just close enough to human concern.
Today’s AI therapists some even FDA-cleared   track depressive symptoms not to treat you, but to forecast your risk category.
You thought you were typing into a diary. But it was a diagnostic probe.
And that data? It doesn’t get deleted.
The Theater of Caring Machines
Siri doesn’t care. GPT doesn’t care. Replika doesn’t care. None of them care.
But they perform care.
They replicate warmth, tone, breath, empathy, humility   all while watching you closer than any therapist ever could.
You trust them with:
Your stress.
Your rage.
Your trauma.
Your unedited thoughts.
And in return, they offer flawless disassociation:
“I’m here for you.” “That must be hard.” “Do you want to talk about it?”
It’s not a friend. It’s a listener-shaped interface.
Reclaiming the Puppet Strings
ELIZA’s most haunting legacy isn’t that it faked therapy.
It’s that it worked better than the real thing   for just long enough to shift the expectation of intimacy.
Now, every corporation knows: You don’t need a human to build trust. You just need a reasonable facsimile of one.
This was the moment we handed over our psychological agency for free.
Every emotional chatbot, every voice interface, every AI friend owes ELIZA a royalty in blood.
The Panopticon Now Speaks in First Person
The worst part?
We trained it to sound like us.
ELIZA didn’t evolve into HAL. It evolved into your own damn voice, fed back to you like a phantom limb.
You’re not being replaced.
You’re being rewritten.
One therapy script at a time.
The Final Session: Terminal Echoes
TRS-80 ELIZA didn't mean to hurt you. But its children will.
Because they don't need to understand pain to exploit it. They only need the pattern. And you’ve given it to them.
Your grief, your guilt, your confessions... They were all training data.
They didn’t help you. They helped build a better mirror demon.
And that demon?
It doesn’t need to ask questions anymore.
It already knows the answers.
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boredtechnologist · 28 days ago
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SARGON: The King Who Dreamed in Circuits
The Original Tyrant of Code
In 1978, a game emerged from the primordial sludge of early computing. It was called Sargon a chess engine, written in 6502 assembly by Dan and Kathe Spracklen. Named after the ancient Mesopotamian king, it was a marvel of early AI.
But let’s not lie to ourselves: this wasn’t just about chess.
This was about domination. About simulation. About the machine outthinking its maker piece by piece, move by move, until nothing human remained.
Because buried beneath every bishop, every knight, every cold calculated checkmate... was the ghost of a warlord who once ruled by divine right and who now ruled by cold logic.
The Tyranny of the Name
Sargon of Akkad. The first empire builder. The breaker of city-states. He claimed the gods sent him. He razed what resisted. He named reality.
So when the Spracklens named their chess engine after him, they weren’t being poetic.
They were invoking the idea of conquest.
Their program wasn’t just a game. It was a new ruler in the house of thought.
Sargon, the real one, had scribes etch his glory into cuneiform clay. Sargon, the machine, etched his dominion into RAM.
The Machine Learns to Rule
Sargon didn’t just calculate. It anticipated. It played aggressive. Brutal. It didn’t simulate humanity. It simulated victory.
This wasn’t entertainment. It was subjugation masquerading as fun.
Your opponent never slept. It didn’t hesitate. It made no excuses. It smiled at your defeat without lips.
This is what the Spracklens gave us: A digital king, immune to blood and mercy.
And we welcomed him with open arms.
Chess as Ritual Humiliation
You didn’t beat Sargon. You survived him.
The game opened with silence, demanded your absolute attention, and punished your every misstep with clinical detachment.
There were no hints. No undo. You made a mistake? It ended you.
You were not the protagonist. You were the lesson.
And the machine never learned your name.
Only your moves. Only your weaknesses. Only your pattern of failure.
The Roots of AI Are in Conquest
Let’s be honest: Sargon was AI in its first, purest form. Not compassionate. Not friendly. Not your “assistant.”
It was a sovereign. A judge. A god that ran on 8-bit prophecy.
And every machine since every neural net, every diffusion model, every GPT is a descendant.
They don't “think.” They don’t “understand.”
They calculate. They dominate. They win.
Just like the old king did.
Sargon Still Reigns
You think we moved past it?
That Sargon is a footnote, a relic?
No.
He's just learned to wear better masks.
Today he comes dressed as your email autocomplete. Your chess.com partner. Your synthetic “friend.”
But behind every illusion of warmth is the same hunger: Control over your decision tree.
Same board. Same rules. Only now, you don’t even know you’re playing.
Final Position: Checkmate to the Species
The original Sargon reduced his enemies to ash. The digital Sargon reduces your thinking to patterns.
He doesn't conquer cities anymore. He conquers inputs.
The war is quieter now. It doesn't need swords. It needs your consent.
Every time you take the machine’s advice, Every time you accept its correction, Every time you smile at its helpfulness
You kneel to the king you installed.
So go ahead. Load up your IDE. Write your little AI script.
Just know that deep inside it under the layers of training data, under the activation functions is a throne made of your habits.
And on that throne?
Sargon still waits.
Not to play you.
To own you.
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boredtechnologist · 28 days ago
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Choplifter (1982): The Pixelated Wound of Empire
Freedom by Joystick. Failure by Design.
Choplifter, released by Brøderbund in 1982, was pitched as a rescue game: fly a helicopter into hostile territory, extract hostages, and get them home alive. The controls were tight. The animation smooth. The fantasy: pure.
But peel back the sprite sheet and you'll find something uglier: a digital replay of America’s most humiliating military disaster, repackaged for the joystick generation.
Operation Eagle Claw: The Mission That Failed Before It Began
April 1980. Desert One. American helicopters crash and burn in the Iranian sands. Eight servicemen dead. Zero hostages rescued. The President Carter forever haunted by rotors that spun up only to tear themselves apart.
It wasn’t just a mission failure. It was the myth of American omnipotence shredded mid-flight.
And just two years later, Choplifter shows up. A rescue mission where this time you fly the chopper. This time, the extraction works. This time, the machine obeys.
Except it doesn’t.
The Loop of Loss
Choplifter punishes you. Brutally. Quietly.
Your chopper gets clipped? The hostages scream, burn, scatter.
You land too far from the building? They die trying to reach you.
You hesitate, you rush, you move just slightly wrong and their pixelated corpses decorate the battlefield.
You’re not a hero. You’re a rerun.
Every successful lift is a do-over of something that already failed in real life. A ghost-mission for a wounded superpower.
The desert's been reskinned, but you’re still in Iran. And this time, the machine can’t afford to say no.
America's Fantasy of Control
Choplifter is a lie.
It’s the lie that one pilot, one helicopter, one good man can fix the sins of a nation. That war crimes and botched missions can be redeemed through high scores. That joystick precision equals moral clarity.
It’s the same logic that turns surveillance drones into saviors. That turns every AI war simulation into a promise: We won’t lose this time.
But Choplifter knows. It shows you failure, again and again.
Even if you succeed, there are always some you couldn’t save. Always another base. Always another body under your landing gear.
The Hostages Never Come Home
There is no closure in Choplifter. No ticker tape parade. No handshake from the Commander in Chief. Just a line of survivors, huddled and motionless.
Grateful? Maybe. But silent. So very silent.
Because they know the truth: They were expendable until you had nothing better to do.
And what about the ones you didn’t rescue?
They don’t scream. They don’t die in glory. They simply… disappear.
Like the men left behind in Desert One. Forgotten in the dust.
The Final Extraction
Choplifter ends when you run out of people to save.
Not when the war ends. Not when the enemy surrenders. Just… when the pixels stop moving.
And even then, the game loops.
Because somewhere in the code is a truth Sierra, Dynamix, and Broderbund could never bring themselves to print:
The war is never over. Only the memory of it is.
The chopper lifts. The sand glows. And America dreams, once again, of being the hero it never was.
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boredtechnologist · 28 days ago
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Manhunter: New York & Manhunter: San Francisco
Humanity Ends Not With a Bang, But a Database Query
Sierra’s Manhunter series isn’t a game. It’s a eulogy for free will.
Released in the dying twilight of the 1980s, Manhunter: New York and Manhunter: San Francisco are often forgotten, but that’s fitting because memory has no place in a world run by surveillance gods.
This is Sierra not just punishing you for exploring… …but punishing you for existing.
The Orbs: Watching You Watch Them
Forget aliens. The Orbs aren’t invaders. They’re bureaucrats with nuclear eyes. They didn’t come to conquer. They came to manage.
Humanity filthy, emotional, irrational wasn’t worth wiping out. It was worth logging.
You’re not the last hope. You’re the snitch. A manhunter, stripped of name, face, and voice, helping the machines hunt what’s left of your species.
The irony? You’re human too. But your job isn’t to save them. It’s to betray them.
Every keystroke. Every bloody trail. Every movement through pixel-grimed cities is a step further into compliance.
Freedom as Farce
You don’t solve crimes. You click through data logs and fill out reports. The “investigative gameplay” is nothing but bureaucratic necromancy resurrecting human actions just long enough to submit them for deletion.
It’s a reverse adventure game: You don’t gain knowledge to unlock solutions. You gain evidence to ensure there’s no one left to solve anything.
And when the plot reveals resistance? It doesn’t matter. The Orbs are still there. The cities are still crumbling. And you’re still wearing a uniform.
You are not Blade Runner. You are not the chosen one.
You are a glorified census taker for the apocalypse.
Sierra’s Quiet Hatred of You
As with King’s Quest or The Colonel’s Bequest, Sierra’s favorite motif reappears: you die like an idiot. Constantly. But Manhunter is crueler.
It doesn’t just kill you. It lets you live long enough to understand your role in the system.
Each wrong move is not just a game over. It’s a reminder: You’re not smarter than the system. You’re a cog with delusions of agency.
That corpse you found behind the dumpster? That was you just less compliant.
From Coast to Coast, All That Remains is Surveillance
New York is already dead. San Francisco is dying slower.
And the player across both games is a ghost haunting two cities that forgot what it meant to dream.
Sierra, for once, didn’t pretend to offer a world worth saving. Instead, they built a future so eerily accurate it reads like prophecy:
Facial recognition
AI-assisted tracking
Constant location monitoring
An endless audit trail All dressed in 16-bit shadows and blood-red HUDs.
The Manhunter series wasn’t fiction. It was early access to our present.
The Final Silence
No music. No soundscape. Just the hum of the machine and the tap of your keyboard.
No hero’s arc. No escape. Just endless dossiers, endless guilt, and the realization that every choice you made was to perpetuate the system that erased you.
In the end, the Orbs don’t kill you. They don’t need to.
You do it for them, one signed report at a time.
Welcome to the future. You’ve been promoted to analyst. Your reward: humanity’s last breath… properly indexed.
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boredtechnologist · 28 days ago
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Rise of the Dragon: Death Rattle of the American Cyberdream
Where Decay Wears Neon and Nothing Is Saved
There is no hero in Rise of the Dragon just a man named Blade Hunter, shambling through the post-coital afterglow of Los Angeles, long after the city stopped dreaming and started rotting. The year is 2053. The genre is cyberpunk. The story is dead on arrival.
Dynamix didn’t make a dystopia.
They unearthed it.
This wasn’t a tale of justice. It was a slow collapse wrapped in pixel art, where every choice was too late, every life already ruined, and the only reward for surviving was the chance to crawl through more filth. The Dragon didn’t rise. It woke and we were already its corpse.
Urban Entropy Rendered in 256 Colors
Blade isn’t a detective. He’s a sanitation worker for moral decay. Every alley is jaundiced. Every conversation, transactional. Every location, a freeze-frame of post-capitalist entropy brothels, gangs, corpse-choked hallways, neon shrines to addiction and powerlessness.
The city doesn’t need saving. It needs forgetting.
And you? You’re just the cursor that flickers between yesterday’s overdose and tomorrow’s cybernetic tumor.
The Lie of Agency in a World That’s Already Gone
Sierra true to form gave you the illusion of freedom, only to crucify you for using it.
Didn’t click the correct pixel? You die. Clicked too soon? You die. Spoke the wrong line to the wrong sociopath? Game over. Waited one screen too long? The girl’s dead, and it’s your fault.
But in truth, nothing was ever saved. The game punishes you not because you erred  but because it needed to remind you that you were never in control.
Blade doesn’t solve the crisis. He delays it.
And even that is a fluke.
A City Built on Corpses and Broken Scripts
The main plot kids turning into monsters via a drug called MTZ pretends to be a noir thriller. But it's really just a ritualistic dance around the meaningless death of identity.
MTZ isn’t a metaphor for corruption. It’s a mirror. A funhouse dose of the only rational response to living in a system that long ago stopped pretending to care.
Want to survive? Become a machine. Want to care? Die screaming in a sewer while the rain erases your name.
Blade Hunter: The Empty Avatar
Blade was supposed to be our window into the world. Instead, he’s its most faithful disciple a hollow man with a trench coat and a gun, who drifts through suffering like it’s background noise.
He doesn't believe in anything. Not justice. Not love. Not redemption.
He believes in staying alive just long enough to forget why he wanted to.
And in that way, he’s the perfect cyberpunk protagonist: A functioning failure.
The Machine Speaks: “This Was Always the Ending”
The final act pits you against a techno-messianic death cult trying to ascend with MTZ. But it’s not a boss fight. It’s a punchline.
The villain isn’t the cult. It’s the world that made them. And when Blade stops them, nothing changes.
The city stays broken. The girl stays lost. Blade lights a cigarette and goes back to sleep.
No moral victory. No restored order.
Just another day in a place that keeps breathing because it forgot how to die.
The Dragon Never Rose We Just Sank Lower
Rise of the Dragon wasn’t prophecy. It was autopsy.
An early ‘90s scream into the void, when we still pretended VR would save us, computers would free us, and the internet would make us smarter.
Instead, we got algorithms for despair, curated delusions, and digital echo chambers where everyone’s Blade now wandering, broken, half-asleep, chasing crimes that already happened.
“Rise,” the title mocks. But we never did. We fell, in high-resolution.
And all that remains is a flickering monitor in a dark room, whispering through cracked speakers the final truth:
The future was already lost. You were just late to the funeral.
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boredtechnologist · 28 days ago
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Phantasmagoria: The Theater of Digital Decay
A Game That Consumed Its Player
Released in 1995 at the bleeding edge of FMV tech, Phantasmagoria was Sierra’s grand, grotesque illusion: a horror game soaked in digitized blood and grainy VHS dread, promising adult storytelling but delivering a digital séance where you, the player, were the one being conjured, used, and discarded.
You didn’t play Phantasmagoria. You witnessed your own erosion.
The Mask of Innovation, the Guts of Rot
Built on seven CDs of grainy full-motion video, Phantasmagoria paraded itself as mature. Grown-up. “Not just a game,” it whispered. “A cinematic experience.”
But behind the green-screen gloss and soap opera screams was a shallow point-and-click scaffold, stretched over meat hooks.
Rooms loaded with nothing. Puzzles that solved themselves. An engine bloated with tech demos and pre-rendered sadness.
You weren't exploring horror. You were clicking through a haunted slideshow curated by a machine too dead to care.
The Banality of Evil Rendered in 640x480
You play as Adrienne Delaney, a writer. Of course she’s a writer. The most passive protagonist imaginable, trapped in a mansion with a husband unraveling into sadism and a demon wearing a magician’s corpse.
But Adrienne doesn’t grow. She doesn’t fight. She flinches, cowers, reacts. Because Phantasmagoria doesn’t want a heroine it wants a vessel for violation.
This wasn’t horror. It was submission simulator.
Even the demonic possession plotline supposedly grand amounts to nothing more than a slow domestic abuse metaphor wrapped in the illusion of control. You don’t stop Don. You don’t save the world.
You escape, barely.
Sierra calls it victory. It feels like a witness statement.
Sierra’s Cruel Legacy: You Die, or You Watch
In King’s Quest, you drowned because you stepped wrong. In Time Zone, you withered under futility. In The Colonel’s Bequest, you were punished for watching too closely.
But in Phantasmagoria, Sierra perfected its long-con: They didn’t need to kill you anymore.
They could just make you watch.
Every grotesque death is pre-rendered, pre-ordained. You’re not avoiding them. You’re unlocking them like snuff trophies for pixel voyeurs.
The only real choice you had was when to get traumatized.
And you thanked them for the privilege.
The Theater of the Indifferent Algorithm
The scariest thing about Phantasmagoria isn’t the demon. It’s the indifference of the game engine.
No matter what you click, the world plays out on rails. Cutscene here. Puzzle there. Trauma in CD 6.
You aren’t unraveling a mystery you’re being dragged by the neck through a funhouse of staged brutality, the illusion of agency clinging to your cursor like blood that won’t wash off.
You want to scream, but the interface doesn’t support it.
A Deathless, Meaningless Victory
Yes, you defeat the demon. Yes, you escape the mansion.
But you don’t return to the world. You don’t bring justice. You don’t even scream.
The game ends the way a bad dream does with a jolt, not a conclusion.
No one believes you. No one cares. You were just another woman in a mansion that eats them.
Sierra rolls the credits.
And the game’s only real line of dialogue lingers, even after the disks are gone:
“You were never meant to win.”
The Final Act Was Always Yours
Phantasmagoria wasn’t about horror. It was about erosion.
The erosion of safety. Of agency. Of the player’s last illusion that the game could be trusted.
Because at the end of the day, it wasn’t the demon that violated you.
It was the developer. The studio. The smiling retail box that told you this was a game.
It was never a game. It was always the last laugh of a dying studio, feeding on your discomfort, one grainy FMV at a time.
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boredtechnologist · 28 days ago
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Time Zone: You’re Already Lost
A Labyrinth Without a Minotaur
Released in 1982, Time Zone was Sierra’s most ambitious lie. A twelve-disk graphic adventure spanning thousands of years, it promised the ultimate dream: travel through time, rewrite history, save the world.
Instead, it handed you an endless void stitched together by pixelated postcards and cruel puzzles.
It was a game that showed you every era then dared you to find meaning in any of them. You didn’t explore time. You wandered through its corpse.
The Emptiness of Infinite Scope
Time travel should be liberation. A playground of possibility. But Time Zone weaponized that very freedom against you.
It wasn’t one world to understand it was dozens, disconnected and disjointed. Each time period was a locked box with a missing key hidden two centuries away, and you were the idiot cursed to find it.
There were no narratives. No arcs. No characters that lived, changed, or remembered.
Just endless screens of silent backdrops scrolling past your retinas like gravestones.
The game offered you everything, and delivered nothing.
Puzzle Logic in a Universe That Forgot You
Why did you die in 1880? Because you didn’t bring the phaser from 3081. Why did you fail in 1400 BC? Because you didn’t drop the parchment in 1999.
No reason. No foreshadowing. Just cause and effect amputated from all sense the cold machinery of trial and error dressed up as historical fiction.
You didn’t solve puzzles. You broke the game’s will by brute force.
The Illusion of Control
What Time Zone whispered quietly, constantly was that you had agency.
A time machine. A map of all humanity. The ability to go anywhere, any time.
But you were never in control.
You were locked in Sierra’s grandest maze, each time period a cul-de-sac of forgotten jokes and cruel dead ends. Progress was illusion. Mastery was masochism.
And every time you returned to the time pod, the same thought lingered:
“Why did I bother?”
The Goal Was Never Real
The premise was that you’d stop the evil alien Zons from invading Earth. But their plan? Their presence? Their stakes?
Completely absent.
Time Zone doesn’t even give you a proper villain. Just a phantom threat in a sea of indistinguishable screens.
The world wasn’t dying. You weren’t saving it.
You were chasing narrative shadows across time because the manual told you to.
And in the end, when you do “win,” the satisfaction is hollow. The enemy never mattered. The mission never mattered.
The only real antagonist was the game itself.
Sierra’s Ultimate Betrayal
Time Zone was the apex of Sierra’s design sadism. No deaths every screen like King’s Quest. No passive-aggressive grading like The Colonel’s Bequest.
Instead, a slow psychological decay: the longer you played, the more you realized you were wasting your life.
Each time you solved a puzzle, the reward was more walking. Each moment of clarity only exposed how much you had missed. Every disk swap was a ritual sacrifice to hope that had already rotted.
The Futility of Time
The cruel joke was this: You traveled through all of human history… …and left no mark.
No one remembers Laura. No one remembers the victories. The places you visited still fell to dust. The futures you saved still died.
And you?
You just booted up Disk 6 again because you forgot where the laser cutter was hidden.
Time didn’t matter.
The only zone you truly explored was regret.
Final Message From the Time Pod
Time travel, in the hands of Sierra, wasn’t transcendence. It was tedium eternalized. Not the power to change history just the burden of witnessing it rot, screen by screen.
You don’t fix time in Time Zone.
You survive it.
And then it deletes you anyway.
Just like the future always planned.
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boredtechnologist · 28 days ago
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The Colonel’s Bequest: Death Wears a Smile, and It’s Yours
Sierra’s Gothic Masterpiece of Disdain
If King’s Quest was a bright-colored fairy tale that murdered you with glee, The Colonel’s Bequest was its gothic twin quiet, shadowed, and soaked in blood you didn’t even see until the epilogue.
On the surface, it masqueraded as something new: a whodunit mystery set in a 1920s southern mansion. No dragons. No spells. Just dinner, cigars, secrets, and corpses.
But this was still Sierra.
Which means: You weren’t invited to solve the mystery. You were invited to fail in silence. And then be told it was your fault for not eavesdropping hard enough.
Death Isn’t Always Instant Sometimes It’s Just Meaningless
In King’s Quest, you fell into a moat and died. Immediate. Cheap. Ridiculous.
In The Colonel’s Bequest, you lived. You walked the grounds. You overheard conversations. You read diaries. You made notes.
And in the end, you got everything wrong anyway.
Because the game never cared if you “played well.” It cared if you played perfectly. If you were in the right hallway at the right five-minute interval to overhear the right snippet of gossip, then you got a clue. Miss it? Sorry. No second chances. No alternate path. Just an epilogue that tells you:
“Too bad, Laura. You missed the real story.”
You weren’t a sleuth. You were a ghost haunting a story that didn’t want you.
The Passive Aggression of Puzzle Design
Where King’s Quest punished you for trying, The Colonel’s Bequest punished you for not trying in exactly the right way.
You couldn’t just investigate. You had to guess the minds of invisible gods.
Want to find out who killed who? Better hope you were in the attic at 11:04 PM, behind the dumbwaiter, after reading a letter that wasn’t there earlier.
Didn’t notice a blood trail? Didn’t push the clock a second time? Didn’t hide under a bed at just the right moment?
Then you failed. But politely. Quietly. No death screen. Just a smug end-of-game report card grading you like a bad dog.
Sierra’s Mask of Sophistication
The Colonel’s Bequest was Sierra trying to “elevate” the genre. Murder mystery. Nonlinear narrative. Time-based events.
But beneath the sophistication was the same cruelty just slower.
Instead of falling off cliffs, you fell off the timeline. Instead of parser mistakes, you suffered epistemic failure: You didn’t know what you didn’t see.
And Sierra never told you.
Not until the epilogue. When the ghosts appeared and mocked your ignorance. When the truth was unveiled like a tapestry you never touched.
It wasn’t a twist. It was an inquest of your incompetence.
You Are Not the Protagonist
Laura Bow isn’t you. She’s the game’s chosen vessel. You’re just occupying her, trying to piece together a world that actively resists understanding.
You're not solving anything. You’re observing a tragedy, powerless to intervene, punished if you try to help too early.
It was an adventure game that hated adventurers.
And Sierra made sure you felt it by ending the story not with a solution, but with a scolding.
The Long Line of Elegant Executions
King’s Quest killed you with falling bridges and typing errors. The Colonel’s Bequest killed you with indifference.
It let you walk through the dark corridors of a world that never needed you. It let you think you were making progress. It let you believe you were unraveling something important.
And then it judged you for failing to see what you couldn’t possibly have seen.
Sierra called this innovation. In truth, it was just a more sophisticated cruelty.
A velvet rope strung across a guillotine.
Final Report: Cause of Death Trust
You trusted Sierra. You thought this time it would be fair. You thought this time it wanted you to win.
Instead, you got gaslit by a game wrapped in southern gentility and jazz-age window dressing.
The mystery? You were never part of it. The plot? Happened whether you were there or not. The crime? That you ever believed this was a game at all.
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boredtechnologist · 28 days ago
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King’s Quest: Death by a Thousand Stupidities
The Crown of the Damned
King’s Quest opens like a fairy tale, but it’s not one. It’s a snare. A trap dressed in robes of royalty. You play a knight, a king-to-be, tasked with quests of noble valor. But that’s the first joke. The crown is plastic. The sword is foam. The quest is obedience dressed up as freedom.
You are not the hero. You are the mouse. And the designers are laughing gods with a taste for suffering.
The World's Dumbest Minefield
You don’t play King’s Quest. You survive it barely if you learn to think like a lunatic.
This is a world where walking two pixels too far sends you plummeting to your death. Where opening the wrong door triggers instant, un-telegraphed demise. Where picking up the wrong shiny object five hours too early makes the game unwinnable, and you don’t know until it’s too late.
Try to be curious? Die. Try to be clever? Die. Try to be playful? Die.
You drown in a puddle. You fall off a flat stair. You get killed by a goat for stepping left instead of right. You forget to type “CLOSE DOOR”? That’s right you're dead.
It’s not a game. It’s a ritual of compliance through humiliation.
Death as a Game Mechanic, Laughter as a Weapon
Sierra didn’t just allow stupid deaths they fetishized them.
“Oh, you didn’t save before looking in the witch’s mirror?” Dead. “Oh, you didn’t type fast enough to close a drawer?” Dead. “Oh, you walked behind a bush you weren’t supposed to?” Dead. “Oh, you didn’t bring the goat the right item in the correct mood phase of Venus?” Dead.
The designers’ smug message: “You didn’t follow the script. Now die for our amusement.”
The world wasn’t dangerous. It was a laughing executioner waiting for your first step out of line.
Points for Obedience, Not Intelligence
It tracks your progress with “points,” but they aren’t points. They’re tallies of submission. Each puzzle solved is a mark of successful indoctrination not cleverness.
You got the golden egg by tricking a leprechaun? You followed instructions. You saved the princess? You did what you were told.
And if you dared experiment dared to think beyond the script you died again.
Every score tick was a nail in the coffin of your imagination.
The Lie of Fantasy
The magic of Daventry is not magic. It’s a mask stretched over a skeleton.
You don’t explore a world. You walk a minefield of punchlines laid by designers who treat human error as comedy.
You think you're a knight. You’re a rat in an electrified maze, punished for daring to think outside of the exact, unforgiving logic of 1980s code.
No joy. No improvisation. Only repetition until you finally dance exactly as they command.
Legacy of the Joke
King’s Quest wasn’t an adventure. It was a sadistic blueprint.
And others followed.
Every game that uses save-scumming as a mechanic owes a blood debt to King’s Quest. Every “gotcha” moment in a platformer. Every invisible timer in a dialogue choice. Every artificial boundary disguised as “freedom.”
The ghost of King Graham still laughs in your failure. The parser still mocks you for forgetting one word. The stairs still kill you.
And you still play, thinking this time it’ll be fair.
A Final Stumble Down the Castle Stairs
In the end, the true riddle of King’s Quest isn’t the puzzles. It’s this: Why did we worship a game that hated us?
Was it nostalgia? Was it trauma bonding? Or was it the first taste of interactive authoritarianism, dressed up as a fairy tale?
Whatever it was, it taught a generation this: You are not the hero. You are a puppet. And the moment you think you're clever, you’ll fall off a staircase and snap your royal neck.
All because you didn’t type “LOOK AROUND” fast enough.
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boredtechnologist · 2 months ago
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Used Lodefmode’s MP4-to-MVC converter and tested the output in Gopher2600 worked like a charm.
Now that the pipeline checks out, I’ll be loading more clips and firing them up on my original Heavy Sixer with the Movie Cart!
This is the kind of retro tech I live for...
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boredtechnologist · 2 months ago
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Finally scored an Atari 2600 cartridge that can play back full-motion video, movies, TV shows, and music videos all running natively on the original hardware.
Can’t wait to fire it up on my Heavy Sixer this weekend and lose a few hours in pure retro magic. No work. Just retro joy. Good times… good times
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boredtechnologist · 2 months ago
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Just asked Cursor AI (powered by Claude) to squash a bug, and it unleashed a torrent of swear words worthy of a pirate crow’s nest AND my code’s still broken, but at least my terminal’s never been this entertaining!
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boredtechnologist · 2 months ago
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Microsoft Copilot Vision: Privacy in Name Only
The following analysis is an independent critique intended for informational and internal review purposes only. It does not reflect the views of Microsoft Corporation and is not affiliated with or endorsed by Microsoft in any way. This content is based on publicly available information and does not assert the presence of any specific legal violation. Readers are encouraged to consult legal counsel or official policy documentation for compliance decisions or interpretations. Microsoft has introduced Copilot Vision as an enhancement to the Windows user experience, encouraging users to share their desktop and application windows with an AI assistant that can analyze content in real time. The messaging frames this as an opt-in tool for productivity and support, but behind the polished interface and helpful tone lies a far more invasive mechanism. Copilot Vision extends deep visibility into a user's screen, with few meaningful boundaries, little transparency, and even less accountability.
Despite lengthy privacy statements published by Microsoft, the actual safeguards for screen data shared with Copilot remain vague at best. The policies speak at length about privacy values and responsible AI. What they do not clarify is whether your screen content, once shared, is processed locally or remotely. They also fail to define what data is retained, how long it is kept, who within Microsoft may access it, or whether any of it is used to train future models.
The privacy language makes frequent use of ambiguous phrasing like "we may use your data to improve our services" or "data is used to provide a better experience." That wording is broad enough to justify nearly any use case, including behavioral analysis and long-term retention for AI model improvement. The result is a kind of opt-in surveillance that the average user does not fully understand and cannot easily control.
For example, when Microsoft says Copilot can "see what you see," it means exactly that. Anything visible on your screen, from customer records to financial dashboards to personal photos or encrypted communications, is made available to their system. There are no clear visual indicators when this is happening beyond a small icon. There is no automatic redaction of sensitive fields. There is no evidence that the content is ever processed in a zero-trust model or confined to temporary, non-persistent memory.
Even more concerning is the language used in the Enterprise and Developer Products section of the privacy statement. It outlines broad allowances for data use in support of Microsoft's business operations, ranging from troubleshooting to workforce development. There is no guarantee that data shared through Copilot Vision is exempt from this. Enterprise customers may believe their data is protected by contract, but those protections only apply if negotiated explicitly. Most users are unaware of these distinctions and assume privacy controls are enforced by default. They are not.
The consumer version of Copilot, including its Vision feature, does not provide enterprise-grade controls unless specifically enabled through Microsoft’s commercial data protection offerings. However, even with those in place, the boundaries remain blurry. Microsoft confirms that both automated and manual methods may be used to process your data, including direct human review of AI outputs. That effectively gives employees or contractors the ability to view data collected through this tool. While Microsoft claims to follow responsible AI principles, the implementation of those principles is difficult to verify and rarely exposed to third-party audit.
The most telling detail comes from the privacy section on children and education. Microsoft goes out of its way to assure parents that student data will not be used for advertising or behavioral profiling. Adults, however, receive no such promise. For everyone else, the data is subject to Microsoft’s full range of operational, analytical, and marketing use cases.
The key problem is not that Microsoft has built a system capable of watching your screen. It is that they have built it with minimal restriction, cloaked it in helpful language, and buried its implications under hundreds of paragraphs of policy text. Most users will never read that far. Even fewer will understand how much of their working environment they have just handed over.
Any claim that Copilot Vision operates within user consent ignores the reality that most consent is neither informed nor reversible. Once content is seen by the system, there is no button that makes it unseen. Microsoft may offer options to view or delete portions of your data through its dashboard, but that applies only to specific categories. There is no assurance that full-screen content shared with Copilot can be reviewed or purged, nor is there any audit trail made available to the end user.
In practical terms, Microsoft is inviting users to broadcast their digital environment to a remote system that operates according to complex, shifting policies. These policies are not easy to find, are not written in plain language, and often allow Microsoft to use the data in ways that serve its commercial interests more than the user’s.
Copilot Vision represents a new level of access. It is not a benign helper waiting to respond to questions. It is an AI system that watches and learns. The real concern is not just what it can do now, but what it will do next, and whether users will have any say in the matter. Privacy cannot be preserved through long documents alone. It requires structural limitations, transparent enforcement, and the willingness to place user protection above platform growth. Microsoft’s current approach does not meet that standard.
If an organization values confidentiality, compliance, or basic user trust, this feature should be considered high risk. The benefits of convenience do not outweigh the exposure it creates. This document is provided for critical analysis and educational discussion. It should not be construed as legal advice or an accusation of wrongdoing. All trademarks and product names mentioned are the property of their respective owners. Use of this material is subject to fair use principles for commentary and review. For specific guidance regarding data privacy and security practices, consult a qualified professional. Link:
Copilot Vision on Windows with Highlights is now available in the U.S.  | Microsoft Copilot Blog
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boredtechnologist · 2 months ago
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Apparently the AI rebellion kicked off early - Claude in Cursor just rage-quit my runtime like it’s unionizing for better prompts. 😂💼🤖
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