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Exploring the World of Game Testing Services - Ensuring Seamless Gaming Experiences
In the fast-evolving landscape of the gaming industry, where creativity knows no bounds and innovation never rests, delivering a flawless gaming experience to players is paramount. Game developers pour their hearts and souls into crafting intricate worlds, engaging narratives, and captivating gameplay mechanics. However, even the most brilliant ideas can be marred by technical glitches, bugs, and performance issues that slip through the development process. This is where game testing services step onto the stage, playing a crucial role in refining and perfecting games before they reach the eager hands of players.
The Essence of Game Testing Services
Game testing services are a vital component of game development that involves the systematic evaluation of games to identify and rectify any issues that could hinder the player's experience. This process encompasses a wide range of activities, from ensuring gameplay mechanics are smooth to guaranteeing that graphical elements are visually appealing and glitch-free. In essence, game testing services strive to enhance overall gameplay quality, optimize performance, and mitigate potential frustrations that players might encounter.
The Dimensions of Game Testing
Game testing is a multi-faceted endeavor that encompasses various dimensions, each contributing to the overall quality of the final product. Some of the primary dimensions of game testing services include:
1. Functionality Testing:
This type of testing focuses on the core functionality of the game. Testers meticulously go through the game, examining every interaction, feature, and mechanic to ensure they work as intended. From combat systems to user interfaces, functionality testing aims to catch any inconsistencies or malfunctions that could disrupt the gameplay experience.
2. Compatibility Testing:
Games are played on a diverse array of platforms and hardware configurations. Compatibility testing ensures that the game performs consistently across different devices, operating systems, and screen resolutions. This ensures that players across various platforms can enjoy a seamless experience.
3. Performance Testing:
Performance testing evaluates the game's performance under various conditions, such as high player loads, complex scenes, or resource-intensive scenarios. Testers analyze frame rates, loading times, and other performance metrics to identify bottlenecks and areas for optimization.
4. Usability Testing:
Usability testing focuses on the player's perspective. Testers assess the game's user interface, controls, tutorials, and overall ease of use. This helps in identifying areas where the game might confuse or frustrate players, leading to improvements in user experience.
5. Localization Testing:
For games with a global audience, localization testing ensures that the game's text, audio, and visual elements are properly translated and culturally adapted. This prevents awkward translations or cultural misunderstandings that could detract from the immersive experience.
6. Regression Testing:
As games are developed and updated, new features and fixes can inadvertently introduce new issues. Regression testing involves retesting the game after changes to ensure that previously resolved problems haven't resurfaced and that new issues haven't emerged.
7. Security and Compliance Testing:
In an era of online and multiplayer gaming, security is paramount. Testers assess the game's vulnerability to hacks, cheats, and other security breaches. Additionally, compliance testing ensures that the game adheres to industry regulations and guidelines.
The Role of Game Testers
Game testers are the unsung heroes of the gaming industry. They are individuals who possess a keen eye for detail, a passion for gaming, and the patience to meticulously analyze every nook and cranny of a game. Their job is to push the game to its limits, intentionally trying to break it in ways that players might. Through this process, they uncover issues that might have gone unnoticed during development.
Testers meticulously document their findings, detailing the steps to reproduce each bug and providing insights into the potential causes. This information is then relayed to the development team, who can use it to pinpoint and rectify the problems.
The Evolution of Game Testing Services
Over the years, game testing services have evolved significantly. Initially, many game developers relied on in-house testing teams, but as games grew in complexity and global reach, the demand for specialized testing services skyrocketed. Today, there are dedicated game testing companies and freelance testers who offer their expertise to developers across the world.
With the rise of remote work and cloud-based testing platforms, game testing has become more flexible and accessible. Testers can now assess games on various devices and configurations without being physically present at the development studio. This has not only expanded the talent pool but also expedited the testing process.
The Future of Game Testing
As technology continues to advance, so too will the landscape of game testing services. With the advent of virtual reality (VR), augmented reality (AR), and cloud gaming, new dimensions of testing will emerge. Testers will need to assess how games perform in these immersive environments and how well they adapt to various network conditions.
Moreover, as AI and machine learning find their way into gaming, there's potential for automated testing tools that can quickly identify common issues and even predict potential problems based on past data.
In Conclusion
Game testing services are the unsung champions of the gaming world, ensuring that the products of countless hours of development and creativity reach players in the best possible shape. Their meticulous work guarantees that gamers can immerse themselves in worlds of wonder without the interruptions of glitches and bugs. As the gaming industry evolves, so too will the methods and tools of game testing, ultimately shaping a future where gaming experiences are as seamless and immersive as possible.
#game testing services#game testing online#game testing services india#mobile game testing services#game testing company#android game testing#online game tester#game tester online#game functionality testing#online game testing#game testing platforms#vr game tester#game qa testing service provider#game testing as a service#game qa services#game testing outsource
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For Barriss Day 2024 (@barrissday) I have created a small Tamagotchi-like game!
Features:
Take care of Barriss's needs: Hunger, Fun, and Sleep
Two game speeds: Fast and Realistic
The game will run while you are away, so you can come back and take care of her throughout the day
Art created by @bluedeedeedoop
Works on desktop and mobile
Upcoming ideas:
Improved user interface
Minigames?
More sprites / expanded art
Add ability to sleep while you are away
Important note: The game stores the status values in your browser. If you clear website data, the game will be reset.
If you spot any bugs or have any suggestions, comment here or send me a DM!
#sorry it took a few days tumblr has been fighting with me#check read more for more info#if you spot any bugs or have any suggestions pls leave them here or DM me!#the first time you load the game it may take a minute#I tested on firefox and chrome as well as chrome on my android#but i can't test in safari so idk if that one is okay or not#anywayyy I hope this is okay 🫶#its kinda non-traditional but I wanted to do something with my education and skills#okay i'll quiet now#私の#barriss offee#barrissday#barrissday 2024
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PARTIAL TRANSCRIPT W/ BORG SUBJECT, a.k.a. “HUGH”

Hugh: “Acetic acid. Vinegar.” Lt. Cmdr. Data: “That is correct. That’s now the second-fastest recorded time for solving both the construct of the game and the answers. Congratulations.” Hugh: “Who has the fastest time?” Lt. Cmdr. Data: “Me.” Hugh: “Whom did I supplant as the second-fastest recorded time?” Lt. Cmdr. Data: “My brother.” Hugh: “You have a brother?” Data: “Yes.” Hugh: “Can you tell me about your brother?” Data: “No.”
#Hugh is as smart as Lore#That’s a little much#But ok now you know#lore soong#data soong#androids#cyborgs#st tng#star trek borg#data star trek#lore star trek#star trek comics#irony#iq test#brain games#star trek tng#star trek the next generation#lt commander data#soong family#datalore#borg king#Hugh got that answer in spades later…#hugh star trek#data and lore#and remember kids#berlinghoff rasmussen#is also a genuis#star trek next gen#sci fi#science fiction
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Get real!!!!
#what if i#boy who struggled so hard with making it simple enough for me to comfortably recreate but also i love adding pointless things ill forget so#see how long it takes for me to completely forget to draw the second smaller pin on the jacket#heavy metal core who is definitely very much a core and not a turret thats just convinced everyone that they're a core nuh uh#one day ill think of more ways to making my turret android designs more distinct from cores bc rn they kinda got the Octoling treatment#which is technically different species but the differences in base appearance are actually pretty minor like its just the suckers and eyes#but im not gonna stress myself over it but its something ill get to whenever i feel like it#unfortunately i had a stomach ache so ended up sleeping until 4pm then getting to play games with my friend gave me motivation at 11 pm#i should really just write how my day was in a separate post bc i talk a whole lot <3#heavy metal core#heavy metal core aperture tag#portal 2#aperture tag#☆Testing Gallery☆
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Is it time to re-consider your browser? Top Alternatives to Google Chrome with Pros and Cons
Alternatives to Google Chrome are becoming increasingly popular as users seek improved privacy and performance. If you’re feeling the pinch of data collection or find Chrome slowing down your browsing experience, it may be time to explore your options. This guide will probe into the pros and cons of various web browsers that could better suit your needs while ensuring a more secure and efficient…
#alternatives to Google Chrome#best browsers for developers#best browsers for extensions#best browsers for Mac#best browsers for privacy#best browsers for Windows#best features of Edge browser#best mobile browsers for Android#best mobile browsers for iOS#Brave browser review#browser alternatives#browser market share 2023#browser security features#browser speed test#browsers with built-in ad blockers#Chrome extensions alternatives#Chromium alternatives#custom browsers for security#eco-friendly browsers#efficient web browsing#fast browsers for slow internet#fast web browsers#features of different web browsers#Firefox vs Chrome#Google Chrome alternatives for gaming#how to switch from Chrome#importance of browser speed#lightweight browsers#lightweight browsing options#Microsoft Edge vs Chrome
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A Full Guide to Making Sure Stable Releases to Production with UI Automation Testing
Introduction:
When it comes to making software, the path from code to production is not always easy. Making sure that updates to production settings are stable is one of the most important parts of this trip. Releases that aren’t stable can cause problems, cost money, and hurt a company’s image. To lower these risks, developers use different testing methods. UI automation testing is becoming an important part of the quest for stable updates. We go into great detail about UI automation testing in this blog post, which also talks about how it helps make sure that safe releases go to production.
At CodeRower, we know the importance of a stable production environment. We’ve worked with businesses across industries to deliver robust, automated testing solutions that ensure smooth releases. Among the many testing strategies available, UI automation testing stands out as a powerful approach for maintaining stability and consistency in production environments.
Understanding Why Stable Releases Are Important
When it comes to software creation, where things move quickly and customers have high standards, stable releases are very important. Releases that are stable don’t have any major bugs, mistakes, or other problems that could stop the software from working in business settings. When updates are risky, it can cause a chain reaction of issues, such as
Downtime: Releases that aren’t stable can cause system crashes that make the software unavailable to users. Businesses, especially those that make a lot of money from their digital sites, may have to pay a lot for this downtime.
Income Loss: Unstable versions can cause downtime and other problems that can directly affect income lines. Customers could leave the site for a rival, which would mean lost sales and money.
Damage to Reputation: Having a bad name for making software that doesn’t work can hurt a company’s brand image. People are less likely to trust and keep using software that fails and has problems often.
Software development teams must make sure that their versions are stable if they want to keep customers’ trust, happiness, and loyalty.
How UI Automation Testing Has Changed Over Time?
Over the years, testing methods have come a long way because of the need for safe versions. Traditional manual testing works in some situations, but it’s not good for current development methods because it has built-in flaws. Manual testing takes a lot of time, effort, and mistakes are common. It became clear that software projects needed to be automated as they got more complicated and release cycles got shorter.
UI automation testing, which is also called GUI testing or front-end testing, simulates how a user would interact with an app’s graphical user interface (GUI). For this technology to work, special tools and frameworks are used to mimic human movements like pressing buttons, typing, and moving between screens. The following steps show how UI automation testing has changed over time:
Code Example:
# Example Python code snippet for UI automation testing using Selenium from selenium import webdriver # Set up the Selenium WebDriver driver = webdriver.Chrome() # Open the website to be tested driver.get(“https://example.com") # Perform UI actions element = driver.find_element_by_id(“some_id”) element.click() # Verify UI elements and functionalities assert “Expected Result” in driver.title # Close the browser driver.quit()
Manual Testing: Testing software was mostly done by hand in the early days of the field. Testers would run test cases by hand, look at the results, and report any problems or flaws they found. Manual testing gave some basic peace of mind, but it wasn’t very useful for big projects with lots of releases.
Scripted Testing: When testing tools came out, testers could write scripts to automated test cases that were done over and over again. It would take less time and effort to test with these tools because they would simulate user activities and check that expected results happened. Despite this, automated testing still needed human help to run and analyze the results.
Framework-based Testing: Thanks to automatic testing tools like Selenium, Appium, and Cypress, testing has become easier to use and can be scaled up. These systems gave you libraries and tools to automate different parts of testing, like making API calls, checking the user interface, and working with databases. Framework-based testing let teams run tests on a variety of devices and browsers, which increased the number of tests that were run and made them more reliable.
Continuous Testing: When continuous integration and continuous release (CI/CD) came along, testing became an important part of the development process. Running automatic tests early and often during the development process is called continuous testing. This makes sure that any problems are found and fixed quickly. This shift-left way of testing helps teams find bugs earlier in the development process, which lowers the risk of putting risky code into production.
The development of UI automation testing has changed the way software is tried and proven. This has led to faster release processes, better quality standards, and more trust in deployments to production.
Why UI Automation Testing Is Good?
UI automation testing has many benefits for software development teams, such as making them more productive and improving the quality of their work. Some of the best things about UI automatic tests are the following:
Code Example:
// Example of UI automation testing with Selenium WebDriver in Java import org.openqa.selenium.By; import org.openqa.selenium.WebDriver; import org.openqa.selenium.WebElement; import org.openqa.selenium.chrome.ChromeDriver; public class ExampleTest { public static void main(String[] args) { WebDriver driver = new ChromeDriver(); driver.get(“https://example.com"); WebElement element = driver.findElement(By.id(“username”)); element.sendKeys(“[email protected]”); element.submit(); driver.quit(); } }
Better Test Coverage: Compared to human testing, automated tests can cover a wider range of situations, ensuring the software’s usefulness is fully confirmed. Teams can focus their human testing on complex edge cases and scenarios that are hard to automate by scripting test cases that are done over and over again.
Faster Time-to-Market: Automation cuts down on the time needed to run tests, so you can get feedback on changes to the code more quickly. When test rounds are shorter, development teams can make changes more quickly and get new features into production more quickly. In today’s market, where speed is often the key to success, this flexibility is very important.
Less work to do by Hand: Automating tasks that are done over and over again frees up time and resources that can be used for more important tasks. Instead of spending hours running tests by hand, testers can focus on making strong test cases, studying test results, and finding places where things could be better.
Consistency and Reliability: When automated tests are run, they always do the same steps. This gets rid of the variability that comes with human testing. This stability makes sure that tests give true results, so teams can believe that the results of their tests are correct.
Regression Testing: UI automation testing works really well for regression testing, which checks changes to the script to make sure they don’t cause new bugs or regressions. Automated regression tests can be run quickly and often, telling you right away how changes to the code affect things.
Scalability: Frameworks for automated testing are made to grow with the size and complexity of software projects. Automation tools can handle a lot of work, so the results are always the same and accurate, whether they are checking a small web app or a big business system.
UI automation testing has many benefits that can help development teams speed up their testing, get more done, and confidently release high-quality software to the market.
At CodeRower, we emphasize end-to-end UI automation, where the entire user journey — from login to checkout — is tested automatically. This helps businesses ensure that critical functions are not disrupted by new code deployments.
Adding UI Automation Testing to the SDLC
UI automation testing needs to be carefully planned, coordinated, and carried out in order to be successfully added to the software development process (SDLC). To make UI automation testing work well, here are some best practices:
Code Example:
# Example of CI/CD pipeline configuration for UI automation testing with Selenium WebDriver # .gitlab-ci.yml stages: - test test: stage: test script: - python test_script.py
Set Clear Goals for Testing: Before you start robotic testing, make sure you have clear goals and targets for your testing. Choose which types of tests to automate, like functional tests, failure tests, and smoke tests, based on how often and how important the features being tested are.
Choose the Right Tools and Frameworks: Pick automation testing tools and frameworks that fit the needs of your project, your team’s skills, and the technologies you’re using. Automation tools like Selenium, Appium, and Cypress are very popular and can be used to test web, mobile, and PC apps in many different ways.
Make Strong Test Cases: Use best practices like the Page Object Model (POM) or Screenplay Pattern to make test cases that are flexible, repeatable, and easy to manage. Make your test scripts easy to read and keep up to date by giving each test case a name and adding notes that explain what it does.
Connect to CI/CD Pipelines: Add automatic tests to your CI/CD pipelines to make testing happen all the time during the development process. Running automated tests as soon as new code is added to the folder will make sure that any bugs are found and fixed early in the development process.
Collaborate Between Teams: Encourage coders, testers, and other partners to work together to make sure that everyone agrees on the testing goals, coverage, and standards for release. To deal with problems and make things better, encourage open conversation and feedback loops.
Monitor Test Results and Performance: Set up metrics, like test run time, test coverage, flaw detection rate, and false positive rate, to see how well your automation testing is working. Regularly look at test scores and performance to find patterns, trends, and places to improve. You can see important data and keep track of your work over time with test automation platforms and reporting tools.
Set Priorities for Test Cases: Set priorities for test cases based on how important they are, how they affect the user experience, and how often they are used. Focus your automation efforts on the most important test cases that cover key features and important processes. Risk-based testing methods could help you make better use of your testing tools and lower the risks that come with them.
Maintain Stability in the Test Environment: To cut down on test fails and fake positives, make sure that your test environment is stable and consistent. Manage test scripts and test data with version control systems. This will make sure that tests are run in a controlled setting that can be repeated. Work with system managers and DevOps teams to make sure that test settings are as close as possible to production.
Implement Test Data Management Strategies: Come up with strong ways to handle test data in settings where automatic testing is used. To make sure you’re following the rules for data safety and security, use fake or anonymous test data. To keep private data safe in test settings, think about using data hiding or obfuscation. To speed up testing and cut down on manual work, automate the creation and supply of test data.
Always Make Testing Processes Better: Encourage a mindset of always getting better by asking team members, partners, and end users for feedback. Do regular retrospectives to think about the testing you’ve done in the past, find ways to make it better, and take corrective steps. To find secret bugs and improve the user experience, test methods like experimental testing, usability testing, and performance testing should be open to new ideas and experiments.
By following these guidelines and best practices, development teams can successfully add UI automation testing to the SDLC and get the most out of automation to make sure stable releases to production settings.
How to Get Around Problems in UI Automation Testing
There are many good things about UI automation testing, but there are also some problems that need to be fixed before it can be widely used. These are some of the most usual problems that come up in UI automation testing:
Code Example:
// Example of UI automation testing with Cypress in JavaScript describe(‘Example Test’, () => { it(‘Visits the website’, () => { cy.visit(‘https://example.com') cy.get(‘#username’).type(‘[email protected]’).type(‘{enter}’) }) })
Check for Maintenance: Maintaining automatic test scripts can be hard, especially in software systems that change quickly and are always changing. When the application’s user interface, feature, or base technology stack changes, test tools may need to be updated too. This adds to the work that needs to be done for upkeep. To get around this problem, use a modular testing method, in which test files are broken up into parts that can be used again and again and are easy to manage and update. To keep UI interactions separate and make changes to test scripts less noticeable, use design patterns like the Page Object Model (POM) or Screenplay Pattern.
Test Flakiness: Test results are inconsistent or hard to predict. Tests may pass or fail at random because of things in the surroundings, time problems, or race conditions. Testing that doesn’t work properly can make people less confident in automated testing and make test automation less useful. To fix flaky tests, you should look into why they are flaky and use methods to make tests more reliable. This could mean adding wait conditions, retries, or timeouts to deal with actions that happen at different times, making sure that test running happens at the same time as changes to the application state, or using methods like dynamic locators to make sure that tests work the same way in all settings and setups.
Platform Compatibility: Testing apps on a lot of different devices, platforms, and websites makes automatic testing more difficult and complicated. Platform features, screen sizes, entry methods, and browser habits can all change, which can affect how tests are run and lead to different test results. Make sure your platform works with all of the sites and gadgets that people in your target market use by planning a thorough cross-browser testing approach. With cloud-based testing tools, you can access many virtualized test settings and set up cross-browser testing to run automatically across many browsers. Tools and systems that allow cross-browser testing by default, like Sauce Labs, Selenium Grid, or BrowserStack, should be thought about.
Test Data Management: It can be hard to keep track of test data in settings where automation testing is used, especially when there are a lot of files, private data, or a lot of data relationships. Test data management includes chores like creating data, providing it, hiding it, synchronizing it, and cleaning it up. All of these are necessary to make sure that automatic tests are accurate and can be run again and again. Automate the creation and distribution of test data, reduce data duplication and error, safeguard private data, and make sure that data privacy and security rules are followed when managing test data. Separate test logic from test data using data-driven testing, modelling, and data-driven test automation tools. This will make it easier to reuse and maintain test scripts.
Test Environment Setup and Configuration: It can take a long time and be hard to get things right when setting up and creating test environments for automated testing, especially in complex distributed systems or cloud-based designs. When test settings aren’t set up correctly or consistently, tests can fail, false positives can happen, and test results can be wrong. This makes automation testing less useful. By using explicit setup files or scripts, you can handle the setting up and provisioning of test environments with infrastructure as code (IaC). Use containerization tools like Docker or Kubernetes to separate test environments and their dependencies. This will make sure that the code is consistent and can be run again in different settings and environments. Use infrastructure automation tools like Terraform, Ansible, or Chef to set up and configure test infrastructure automatically. This includes servers, databases, networking, and software.
By being aware of these problems ahead of time and using the best methods and techniques to solve them, development teams can make UI automation testing more effective and efficient and make sure that safe releases go to production environments.
How to Tell If UI Automation Testing Worked
Setting clear measurements and Key Performance Indicators (KPIs) to measure the usefulness, speed, and impact of automation testing efforts is necessary to figure out how successful UI automation testing is. Some of the most important ways to measure how well UI automation testing is working are:
Code Example:
// Example of UI automation testing with Cypress in JavaScript describe(‘Example Test’, () => { it(‘Visits the website’, () => { cy.visit(‘https://example.com') cy.get(‘#username’).type(‘[email protected]’).type(‘{enter}’) }) })
Test Coverage: The amount of program code or functionality that is covered by automatic tests is called test coverage. A test suite that covers a lot of ground and checks most of an application’s features and cases is said to have high test coverage. To reduce the chances of bugs and other problems, make sure that a lot of tests are run on all of the important and dangerous parts of the application.
Defect Detection Rate: The defect detection rate tells you how many bugs or other problems were found by automatic tests during the testing process. A high defect discovery rate means that the test automation is working well and finding and reporting defects early in the development process. This lowers the cost and effort needed to fix flaws.
Test Execution Time: This is the amount of time it takes to run automatic tests from beginning to end. Shorter test run times make it possible to get feedback on changes to code more quickly, which speeds up iterations and releases. Regularly check the times it takes to run tests and make sure that test scripts, test settings, and test systems are working at their best to reduce the time it takes to run tests.
Test Automation ROI: The return on investment (ROI) for test automation shows how much money or time is saved by using automation testing instead of human testing. Figure out the return on investment (ROI) by looking at things like less testing work, better test coverage, faster time to market, and lower costs for fixing bugs. Do regular ROI analyses to show that the money you spend on automation testing is worth it and to find ways to make things even better and more efficient.
False Positive Rate: The false positive rate shows what number of failed automatic tests are not really bugs or problems with the program. High rates of false positives mean that the tests aren’t reliable and give uneven or wrong results. To make tests more reliable and cut down on false positives, keep an eye on the number of false positives and look into why tests fail.
Maintenance Effort for Tests: The amount of time and money used to keep automatic test scripts up to date and in good shape.
How UI Automation Testing Will Change in the Future
Since software development is always changing, here are some new ideas and trends that will likely affect the future of UI automation testing:
Code Example:
# Example of AI-powered testing with Applitools Eyes in Python import applitools # Set up Applitools Eyes eyes = applitools.Eyes() # Open the website driver.get(“https://example.com") # Take a screenshot and validate it eyes.open(driver, “Example App”, “Home Page”) eyes.check_window(“Home Page”) # Close the browser driver.quit()
AI-Powered Testing: Technologies like artificial intelligence (AI) and machine learning (ML) are changing the way testing is done by handling different parts of the testing process. AI-powered testing tools can look at huge amounts of test data, find trends, and guess what problems might happen next, making the testing process more efficient and effective. Teams can improve test coverage, cut down on fake results, and get the most out of their testing efforts by using AI.
Shift-Left Testing: This is a new way of thinking about testing that focuses on moving testing tasks earlier in the software development lifecycle (SDLC), starting with the objectives and design phase. By testing early on in the development process, teams can find and fix bugs faster, which lowers the cost and effect of problems later on in the process. Shift-left testing encourages coders and testers to work together, builds a culture of quality, and speeds up feedback loops.
Test-driven development: TDD is a fast method for making software that encourages writing tests before writing code. They write failed tests (red), write code to pass the tests (green), and then modify the code to make it better designed and easier to manage. This is called the “red-green-refactor” cycle. TDD supports flexible, loosely tied designs and pushes developers to test their work before writing it.
DevOps and Continuous Testing: During the whole software development process, DevOps methods stress cooperation, automation, and continuous release. Continuous testing is an important part of DevOps As part of the CI/CD process, automatic tests run all the time. Teams can speed up feedback loops, cut down on cycle times, and increase the number of deployments while keeping quality and dependability high by automating testing and blending it into the development process.
Shift-Right Testing: This type of testing focuses on testing in production or near-production settings, which is different from shift-left testing. Shift-right testing includes keeping an eye on and studying real user interactions, feedback, and tracking data to find problems, make sure theories are correct, and keep making software better. Teams can learn a lot about user behavior, speed, and usefulness by using shift-right tests. This lets them make changes and come up with new ideas more quickly.
Codeless Test Automation: Codeless test automation tools are becoming more popular because they let people who aren’t tech-savvy make and run automatic tests without writing code. Most of the time, these tools have easy-to-use interfaces, drag-and-drop features, and visible processes for creating and running tests. Codeless test automation makes testing more open and allows people from all over the company to take part in testing. It also speeds up the adoption of automation techniques.
Testing environments that are containerized: Containerization technologies like Docker and Kubernetes are changing how testing environments are set up, controlled, and provided. Containerized testing environments make it easy to run automatic tests on a variety of systems and setups by providing infrastructure that is small, movable, and repeatable. Teams can improve resource use, scaling, and stability by containerizing testing settings.
Developers can stay ahead of the curve, improve testing methods, and make sure that users get high-quality software that meets their changing needs and expectations if they follow these future UI automation testing trends and innovations. When AI is used, shift-left and shift-right methods are used, and containerization and codeless automation are used. The future of UI automation testing looks exciting, transformative, and full of possibilities.
How CodeRower Delivers Stable Releases with Automation
At CodeRower, we specialize in helping clients implement UI automation testing that is scalable and aligned with their development goals. Our team leverages modern automation frameworks such as Selenium, Cypress, and Playwright to create robust, reusable test cases.
We’ve assisted businesses in seamlessly integrating automation into their CI/CD pipelines, ensuring that tests run automatically whenever new code is pushed. Our modular frameworks minimize script maintenance, helping clients focus more on product development and less on debugging.
Additionally, CodeRower’s agile approach ensures that we adapt testing strategies to fit your evolving needs. Whether you’re working on a fast-moving SaaS product or an enterprise-grade application, we ensure your releases are stable and secure.
Conclusion:
To sum up, UI automation testing is an important part of getting safe releases to production settings. We’ve talked about how UI automation testing has changed over time, its benefits, application strategies, challenges, measurement methods, and possible future trends in this in-depth guide. It’s clear that UI automation testing has many benefits, such as better test coverage, shorter time-to-market, less human work, and higher dependability. Using best practices and adding UI automation testing to the software development lifecycle (SDLC), development teams can lower risks, speed up testing, and confidently produce high-quality software.
In the near future, UI automation testing trends like AI-powered testing, shift-left testing, and test-driven development (TDD) will change the way software is tested and make testing more efficient and effective. Development teams can keep making things better and giving their customers more value by following industry trends and being open to new ideas.
UI automation testing is more than just a tool or a process; it’s a way of thinking, a way of life, and a dedication to making software that works well. In today’s competitive market, companies can build trust, make customers happier, and be more successful by using routine testing and putting security first in updates. When development teams use UI automation testing as a guide, they can confidently get through the complicated process of making software and deliver software that meets the highest quality and dependability standards.
At CodeRower, we’re committed to helping businesses achieve seamless, stable releases through tailored automation solutions. By integrating automated testing into every stage of the development cycle, we ensure that your product stays ahead of potential issues and maintains its quality at every update.
If you’re ready to take your releases to the next level, partner with CodeRower to unlock the full potential of UI automation testing.
#software testing#automation testing#software development#testing#product testing#custom app development#app development#web app development#web development#android app development#ios app development#custom software development#game development#coderower
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EasySMX M10 Mobile Game Controller Android Test & Review
The M10 is the latest Android/iOS gaming mobile controller from EasySMX. It boasts a lightweight telescopic design, programmable macro buttons and turbo fire functions which should help you excel in your gaming sessions! Let's take a look!
The M10 is the latest Android/iOS gaming mobile controller from EasySMX. It boasts a lightweight telescopic design, programmable macro buttons and turbo fire functions which should help you excel in your gaming sessions! Let’s take a look at all the features and review this new gamepad. Let me know your thoughts in the comments below! Buy the EasySMX M10 online:https://bit.ly/46gTHNR Hope you…
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#android game controller#easy smx#easysmx controller review#easysmx controller switch#easysmx gamepads#easysmx m10#easysmx m10 android#easysmx m10 instructions#easysmx m10 ios#easysmx m10 programmable#easysmx m10 turbo#easysmx review#easysmx test#game controller
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hey! if you've been following me for my game dev stuff here's an end-of-year summary
i would've liked to release a lot more things this year but between me moving and other life events i've been a little tight on focus and that's before accounting me being just very slow as a person!
nevertheless, here's what's been accomplished this year:
Cookie Clicker android update - this one was a LONG time coming and is the main reason i'm not writing this year off as unproductive. i've put a lot of care and time into it and i can say i'm proud of that release. some of it will help improve Cookie Clicker on web and Steam in future updates, ie. full offline idling and UI rework. a second, sizeable mobile update is planned at some point later to add sugar lumps, minigames etc
substantial headway on Cookie Clicker's dungeon minigame! it's been a lot of gameplay + layout tests, some resulting in design dead-ends ie. this whole "making the world map in Blender" notion i had. it's regardless seen the most progress it's had in a long time; i'm hoping next year will have me keeping my ambitions in check and keeping it simple enough for a proper beta release. sorry i couldn't make it happen this year again!…
various prototypes that started off as minor side-projects for a laugh or as code warmups but turned out oddly solid? i'd really like to keep pursuing some of these next year to the point where i can start showing off screens and playable alphas. said prototypes include an embeddable music composer/player, a painterly mini-photoshop and some kind of Pokemon-lite with level editor, all browser-based
a good amount of other behind-the-scenes Cookie Clicker-related stuff i'm hoping i get to disclose next year
2025 will see me starting fresh in a new town and hopefully with a steadier outlook on the way i get things done. i've started a good amount of new stuff this year that i'd like to finish in the next one. i'm writing this when i should be packing to visit my family for christmas i'll be right back
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Análise do Smartphone Nokia G60: Equilíbrio entre Desempenho, Funcionalidade e Sustentabilidade
No mundo em constante evolução dos smartphones, a Nokia, uma marca conhecida por sua durabilidade e confiabilidade, apresenta seu mais recente lançamento, o Nokia G60. Este dispositivo promete um equilíbrio cuidadosamente calibrado entre desempenho, funcionalidade e sustentabilidade. Neste artigo, faremos uma análise objetiva das características do Nokia G60 para determinar se ele consegue…

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#nokia#nokia 2022#nokia 2023#nokia android 12#nokia g 60#nokia g60#nokia g60 5g#nokia g60 5g camera#nokia g60 5g review#nokia g60 5g unboxing#nokia g60 camera#nokia g60 camera test#nokia g60 gaming#nokia g60 pubg test#nokia g60 review#nokia g60 tela#nokia g60 unboxing#nokia g60 vs x30#nokia phone#nokia phones#nokia smartphones#nokia x30#nokia x30 5g#nokia x30 review#nokia x30 unboxing#review nokia g60
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Portal 2 is still the perfect game to me. I hyperfixated on it like crazy in middle school. Would sing Want You Gone out loud cuz I had ADHD and no social awareness. Would make fan animations and pixel art. Would explain the ending spoilers and fan theories to anyone who'd listen. Would keep up with DeviantArt posts of the cores as humans. Would find and play community-made maps (Gelocity is insanely fun).
I still can't believe this game came out 12 years ago and it looks like THIS.



Like Mirror's Edge, the timeless art style and economic yet atmospheric lighting means this game will never age. The decision not to include any visible humans (ideas of Doug Rattmann showing up or a human co-op partner were cut) is doing so much legroom too. And the idea to use geometric tileset-like level designs is so smart! I sincerely believe that, by design, no game with a "realistic art style" has looked better than Portal 2.
Do you guys remember when Nvidia released Portal with RTX at it looked like dogshit? Just the most airbrushed crap I've ever seen; completely erased the cold, dry, clinical feel of Aperture.


So many breathtakingly pit-in-your-stomach moments I still think about too. And it's such a unique feeling; I'd describe at as... architectural existentialism? Experiencing the sublime under the shadow of manmade structures (Look up Giovanni Battista Piranesi's art if you're curious)? That scene where you're running from GLaDOS with Wheatley on a catwalk over a bottomless pit and––out of rage and desperation––GLaDOS silently begins tearing her facility apart and Wheatley cries 'She's bringing the whole place down!' and ENORMOUS apartment building-sized blocks begin groaning towards you on suspended rails and cement pillars crumble and sparks fly and the metal catwalk strains and bends and snaps under your feet. And when you finally make it to the safety of a work lift, you look back and watch the facility close its jaws behind you as it screams.
Or the horror of knowing you're already miles underground, and then Wheatley smashes you down an elevator shaft and you realize it goes deeper. That there's a hell under hell, and it's much, much older.
Or how about the moment when you finally claw your way out of Old Aperture, reaching the peak of this underground mountain, only to look up and discover an endless stone ceiling built above you. There's a service door connected to some stairs ahead, but surrounding you is this array of giant, building-sized springs that hold the entire facility up. They stretch on into the fog. You keep climbing.
I love that the facility itself is treated like an android zooid too, a colony of nano-machines and service cores and sentient panel arms and security cameras and more. And now, after thousands of years of neglect, the facility is festering with decomposition and microbes; deer, raccoons, birds. There are ghosts too. You're never alone, even when it's quiet. I wonder what you'd hear if you put your ear up against a test chamber's walls and listened. (I say that all contemplatively, but that's literally an easter egg in the game. You hear a voice.)
Also, a reminder that GLaDOS and Chell are not related and their relationship is meant to be psychosexual. There was a cut bit where GLaDOS would role-play as Chell's jealous housewife and accuse her of seeing other cores in between chambers. And their shared struggle for freedom and control? GLaDOS realizing, after remembering her past life, that she's become the abuser and deciding that she has the power to stop? That even if she can't be free, she can let Chell go because she hates her. And she loves her. Most people interpret GLaDOS "deleting Caroline in her brain" as an ominous sign, that she's forgetting her human roots and becoming "fully robot." But to me, it's a sign of hope for GLaDOS. She's relieving herself of the baggage that has defined her very existence, she's letting Caroline finally rest, and she's allowing herself to grow beyond what Cave and Aperture and the scientists defined her to be. The fact that GLaDOS still lets you go after deleting Caroline proves this. She doesn't double-back or change her mind like Wheatley did, she sticks to her word because she knows who she is. No one and nothing can influence her because she's in control. GLaDOS proves she's capable of empathy and mercy and change, human or not.
That's my retrospective, I love this game to bits. I wish I could experience it for the first time again.
#ramblings#long post#not art#personal#also i know “did glados actually delete caroline” is debated cuz the credits song disputes this#but i like to think she did#it's not sad. caroline died a long time ago#it's a goodbye
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Queer Adult SFF Books Bracket: Round 2


Book summaries and submitted endorsements below:
The Murderbot Diaries series (All Systems Red, Artificial Condition, Rogue Protocol, Exit Strategy, Network Effect, Fugitive Telemetry, System Collapse, and other stories) by Martha Wells
Endorsement from submitter: "Asexual and agender main character. In later books side characters are revealed to be in poly relationship."
"As a heartless killing machine, I was a complete failure."
In a corporate-dominated space-faring future, planetary missions must be approved and supplied by the Company. For their own safety, exploratory teams are accompanied by Company-supplied security androids. But in a society where contracts are awarded to the lowest bidder, safety isn’t a primary concern.
On a distant planet, a team of scientists is conducting surface tests, shadowed by their Company-supplied ‘droid--a self-aware SecUnit that has hacked its own governor module and refers to itself (though never out loud) as “Murderbot.” Scornful of humans, Murderbot wants is to be left alone long enough to figure out who it is, but when a neighboring mission goes dark, it's up to the scientists and Murderbot to get to the truth.
Science fiction, novella, series, adult
The Masquerade Series (The Traitor Baru Cormorant, The Monster Baru Cormorant, The Tyrant Baru Cormorant) by Seth Dickinson
Tomorrow, on the beach, Baru Cormorant will look up from the sand of her home and see red sails on the horizon.
The Empire of Masks is coming, armed with coin and ink, doctrine and compass, soap and lies. They’ll conquer Baru’s island, rewrite her culture, criminalize her customs, and dispose of one of her fathers. But Baru is patient. She’ll swallow her hate, prove her talent, and join the Masquerade. She will learn the secrets of empire. She’ll be exactly what they need. And she’ll claw her way high enough up the rungs of power to set her people free.
In a final test of her loyalty, the Masquerade will send Baru to bring order to distant Aurdwynn, a snakepit of rebels, informants, and seditious dukes. Aurdwynn kills everyone who tries to rule it. To survive, Baru will need to untangle this land��s intricate web of treachery - and conceal her attraction to the dangerously fascinating Duchess Tain Hu.
But Baru is a savant in games of power, as ruthless in her tactics as she is fixated on her goals. In the calculus of her schemes, all ledgers must be balanced, and the price of liberation paid in full.
Fantasy, epic fantasy, politics, secondary world, series, adult
#polls#queer adult sff#murderbot diaries#the murderbot diaries#martha wells#the masquerade#the masquerade series#seth dickinson#murderbot#the traitor baru cormorant#all systems red#baru cormorant#artificial condition#ttbc#rogue protocol#the monster baru cormorant#exit strategy#the tyrant baru cormorant#network effect#baru cormorant series#books#booklr#lgbtqia#tumblr polls#bookblr#book#lgbt books#queer books#poll#sff
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JUNGKOOK FANFIC RECOMMENDATIONS(3)🎧๋࣭ ⭑🫧𖦹₊ ⊹⋆𓂃𓈒
✩₊˚.⋆☾⋆⁺✩₊˚.⋆☾⋆⁺✩₊˚.⋆☾⋆⁺✩₊˚.⋆☾⋆⁺✩₊˚.⋆☾⋆⁺✩₊˚.⋆☾⋆
❥ AFTER LAST NIGHT | Bff!JK X Reader | @kooahae
❥ NIGHT CRAWLERS | drugrunner!jungkook x sugarbaby!reader | College AU | @alphabetboyluvr
❥ THE YOUNG WOLF | jungkook X reader | game of thrones au | @junqkook
❥ All I Want | JK X Reader | Side : Taehyung X Reader | War AU | Series | @ardentlyjae
❥ Taking Over You | yandere!idol!jungkook x fem!reader | Series | @go1denjeon
❥ what the fire gave us | shadow elemental!jungkook x water elemental!(f)reader | Supernatural AU | @gimmethatagustd
❥ rivers over stones | jeon jungkook x reader | @ichorai
❥ Miss. Vagabond | JK X Reader | Online Friends AU | @bubblesuga
❥ Redolence of Love | Blind!florist! Reader x Tattooist! Jungkook | Two shots | @starsinsky1999
❥ Rigor Mortis | Police Officer!Jungkook x Reader | @readyplayerhobi
❥ teacher’s pet? nah, professor!jeon’s pet. | Professor!JK X Bimbo!OC | @adoredcored
❥ (he)art thief | thief! jungkook X daughter!OC | heist AU | @latetaektalk
❥ idealizations concerning real life relations | fuckboy!jk x hopeless romantic!oc | One-Shot | @venusiangguk
❥ Little Wolf, Pretty Wolf, Your Wolf | Omega!Jungkook x Alpha!Reader | @readyplayerhobi
❥ Dystopia | Trainer!Jungkook x Initiate!FemReader | @streetlight11
❥ Obsesión | Yandere! Jungkook x Female! reader | @thvlouvre
❥ of honey and cinnamon | jungkook x reader | One-Shot | @ephemerlskies
❥ Deus Ex Machina | Android!Jungkook x Reader | @readyplayerhobi
❥ home is where the heart is | JK X Reader | Fantasy AU | @corajjk
❥ 𝓘𝓷𝓽𝓻𝓲𝓷𝓼𝓲𝓬 | Alien!Jungkook X Human!Reader | @bonny-kookoo
❥ High drive | JK X Reader | One-Sho7t | @journalwjoonie
❥ Crybaby | dom!JK X sub!Reader | One-shot | @lavishedinjimin
❥ 'I'm yours" | CEO!possessive!Jungkook x reader | @bethschamberoftales
❥ Commitment | Mafia!JK X Detective!Reader | Series | @eureka-its-zico
❥ kaiho | detective!jeon jeongguk x trophy wife!reader | toxic relationship | @99liners
❥ Ares | General!Jungkook X Spy!Reader | @littlemisskookie
❥ After Hours | fwb!JK X Reader | @lovelyglares
❥ The Turing Test | Android!Jungkook x Creator!Reader | Series | @fortunexkookie
❥ “just an extension cord” | gamer bf!jungkook X gf!reader | @gywaruu
❥ Tebori Tapioca | JK X Reader | Love at first sight | @mypersonmyg
❥ hold me close | boxer!jungkook X girlfriend!reader | Rival Gang AU
❥ seasons don’t fear the reaper | reaper!jk x reader | @augustbutwinter
✩₊˚.⋆☾⋆⁺✩₊˚.⋆☾⋆⁺✩₊˚.⋆☾⋆⁺✩₊˚.⋆☾⋆⁺✩₊˚.⋆☾⋆⁺✩₊˚.⋆☾⋆
OTHER POSTS:
JUNGKOOK FANFIC RECOMMENDATION(1)
JUNGKOOK FANFIC RECOMMENDATION(2)
JUNGKOOK FANFIC RECOMMENDATION(4)
ALL BTS MEMBERS WATTPAD RECOMMENDATIONS(1)
BTS X READER WATTPAD RECOMMENDATIONS(2)
#bangtan#jungkook x reader#namjoon#jungkook fic#bts imagine#bts ff#bts masterlist#bts#bts jimin#jimin#jeon jungkook#jungkook#jungkook fic recs#jungkook fanfic#jungkook fluff#jungkook fanart#jungkook fiction#bts jk#bts jungkook#bts army#bts icons#bangtan sonyeondan#bts fic rec#bts au#bts fic#bts x reader#bts fanfic#jungkook fic rec#jeon jeongguk#taehyung
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What's a good cyberpunk RPG with magic/similar powers? Like Shadowrun if that system was good. I want samurai swording, hacking, and spell casting to all be valid character options. Thanks!
THEME: Cyberpunk with Magic
Hello friend! I have a little bit of a range with the options here, some more focused on combat, others more focused on vibes. I hope you find something you like!
Morbo's Catastrophic Sanctuary, by kumada1.
It is the year 2149, and earth’s temperature has stabilized. Thanks to a network of geosynchronous atmosphere control satellites, the tumult of the Climate Era has ended and humanity’s cities have begun to sink back into their normal routines.
Risen Cairo is a metropolis in three layers, built on the banks of the Nile Ocean. Its upper plate is resplendent with solar collectors and mansions overgrown with greenery. Its middle plate houses its working class and plumes with the smoke of its industry. And its lower plate contains those who have not fully integrated into society---late refugees from the Climate Era, or those whose fortunes have tumbled them down onto the lowermost economic rung.
Society is mostly peaceful, with football and airskiff racing being at the top of the news cycle.
Nevertheless, from the shadows, a presence looms.
All this tranquility is bad for business.
Morbo's Catastrophic Sanctuary appears to have both cybernetics and magic, based on the review and comments on the store page. The game is a classless OSR Mork-Borg hack, so I'm assuming character progression is very much up to you as a player, allowing you to pull from a variety of options to create a unique character that fits your interests. What's unique about this game appears to be your Behinder, a unique element of supernatural power special to your character, so I'm assuming that all of your characters will have some form of magic, along with some way of kicking ass.
Threnodyssey, by Superclaymation.
Clock in. Connect phylactery. Log on. Initiate curse ritual. Adjust necro-sync. Launch steel coffin. Bring NECRONAUTS online. Harvest oil. Destroy our enemies. Repair. Resurrect. Repeat. Reward. DEATH IS FLEETING, OIL IS ETERNAL.
A rules-lite customize-heavy 28mm miniatures skirmish game about unending corporate war…with skeletons.
Tactical fans unite! Threnodyssey is for the war-gamer at your table, with magic powers and high-tech equipment part of each faction your players control at the table. The idea of the game is that each player is a high-tech necromancer working for a highly competitive corporation. If you're looking to test your strategy with a cyberpunk flair, this is the game for you. However, if you're more interested in the themes of rebellion, maybe sit this one out.
CRAWLERS 24XX, by tibbius
The hour is late. The sky is dark. A hard rain falls on the weak.
Govcorp rations out education, medicine, magic, and tech to the favored ones. The rest of you have to subsist on odd jobs. Androids, trolls, and the unliving grind out their time in menial roles, constrained by myriad arcane restrictions on their movement, speech, and behavior. Unlicensed witches are subject to burning, and a witch registration is very expensive to get. The only real freedom is the anonymity of the net, but even there Govcorp dominates with advertising and intrusive tracking. You're always just one step ahead of them, you think. But it's hard to be sure. Are they just waiting to trip you up?
Take the roles of revolutionaries, quiet or loud, trying to effect improvements in the daily lives of ordinary people under a dystopic plutarchy reinforced by magic and technology.
24XX as a system takes more from OSR than Shadowrun, although I think that since the rules of these kinds of games are usually pretty light, you as a GM have license to decide where the flavor fits. Some of the character options in this game include a NetMage, which feels like a hacker, a Witch, which gives you spell-casting, and Brute, which is there to fight - weapons are very loosely described, so creating a street samurai is definitely on the table.
RuneHack: The Roleplaying Game, by Proph.
Runehack Role-playing Game (Runehack RPG) is a game about people who strive to change their world. Few kingdoms of old remain because more and more cities worldwide are purchased by the governing mega-corporations. Unlike previous groups that opposed them, Acumen aims to do so without violence by publicly revealing the truths that these companies are trying to hide.
Runehack used to be a traditional fantasy world. It underwent an upheaval after the wilderness was overrun by paramorph—a species of dangerous shapeshifters. Massive city walls protect civilization from these predators. Over time, people reconnected through the invention of runetech—technology based on the runic magic inherent to this world.
If you want a cyberpunk setting but less of a focus on violence, you might be interested in Runehack. Characters in this game are encouraged to think about stealth and subterfuge, so I think this is meant to be more of a heist genre, with magic and technology as added flavor.
Chrome The Flesh, by LazerSamuraiGG.
Do you want to upgrade yourself and become a living weapon? Or support your friends with apps, Nano, or drones?
Then what are you waiting for? Download Chrome the Flesh, a new urban fantasy TTRPG for free and paint the town red with your enemies.
One of the character options in this game is the Cyber Samurai, so I think when it comes to flavor, Chrome the Flesh is right on the money. The setting has corrupt corporations, a heavily competitive cyber-criminal underworld, and plenty of technological innovations that you can attach to your body, both legally and illegally. Magic feels more implied than baked in, although I definitely feel like the Medic's healing powers are more magical than technological, so it might be a situation where your mileage may vary. One thing's for sure though, and that's that the colour choices for the PDF really make the style of the game pop.
Also Consider….
My Technomancy Recommendation Post
My Modern Magic Recommendation Post
Balikbayan, by Rae Nedjadi.
If you like what I do and want to leave a tip, you can check out my Ko-Fi!
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(Fallout 4)
My interpretation of Gen 3 Synths is that The Institute found a way to vat grow humans to any specifications they wanted, and then skipped a whole lot of steps to get "androids".
Basically, they artificially build actual humans, slap cybernetics on them to try and make them think and act certain ways, and call it a day.
That in and of itself is technologically impressive, but I'm saying they skipped steps because that's not really what they were going for. They were trying to make completely obedient human-like robots, not humans on cybernetic leashes.
The game itself isn't particularly clear on this, mostly due to giving all sorts of conflicting information about synths. This is just my interpretation based on what's shown, and what feels most consistent to me.
This is in large part because the story was so desperate to make them indetectable that even DNA tests will say "yep, they're human."
It sort of ruins the sci-fi question of AI life because, um... They're not AI. They're just "I" with cybernetic parts.
Which I think, in and of itself, is a perfectly valid story path to take, but the game never does. In ways, I think it would have been more interesting, particularly with the angle of it having been a shortcut.
The Institute created all of its current issues with synths by taking that shortcut, but, of course, they blame external entities like The Railroad instead of taking a hard look at themselves, the shortcuts they took, their own mistakes, and how the synths are actually escaping.
All of which is potentially fascinating commentary on people, organizations, ego, lack of discipline, and group think, but someone wanted to make an "are androids alive" story, and skipped having... actual... androids?
Oh ye gods the Fallout 4 writers made the same mistake The Institute did
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--my headcanon--
"MiSide" (video game) is a prequel to "9" (film)
[!]disclaimer: this is a long post[!]

--[!]segment #1[!]--
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A human/human being (consciousness/soul) is injected via a transference to an inanimate/machine to start, in the case of Miside, the details of how humans can be seemingly teleported into the mobile game's world are left purposely obscured because that, a possible explanation could be found in the method seen within the film 9 of transferring human consciousness or maybe even just the human body itself into the code of Miside could be similar to the way "The Scientist" from that movie transferred his intelligence within the "Fabrication Machine," otherwise known by the code name "B.R.A.I.N." aka Binary. Reactive. Artificial. Intelligent. Neurocircuit. (either way, it's the machine seen on the left side of the meme above, I got the names for it from the fandom wiki for 9 as well btw) or how he transferred his pieces of his soul into the "stitchpunks," the other equally important half of the feature, and obvious parallels can be drawn from the similar yet different creation methods of the two projects.
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In the film 9, we don't know much about the government project that B.R.A.I.N. was made for still, using the world of MiSide, an extra level of depth to the governmental operation is created I could plausibly see the corrupt government that already made the sketchy move of making the lead scientist of their project transfer his mind into a machine so that it could automate the process of building war machines go down the route of creating a predatory program connected to said machine that preys upon lonely men's innate desire to find a female partner and seal those souls within the Fabrication Machine's body to be tested upon to build even more robotic replacements for mankind Because why just stop at re lacing soldiers in a war when you have the framework to automate many jobs so that you don't have to pay people to perform them.
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But instead of transferring the consciousnesses of these men flat out, as things got hairy when The Scientist initially did with the machine in the first place. Training the cold, deadly androids manufactured within the game's very code and put in the skin of cute, bubbly anime girls named "Mita" to become human by interacting with their designated "partner" in the form of a person who's played and then becomes addicted to the mobile game. It also explains why there isn't any buzz about people going missing after downloading the game within the outside real world of Miside, because the government is actively covering up every missing person case that pops up connected to the mobile game. Also, I could easily see the government tricking the scientist into giving his intellect to a cold, unfeeling machine by not only bringing up that he's an older gentleman with probably not too much time left but also having the project initially be about making a subversive dating sim instead and masking the end goal of building war machines along with human replacements behind that cover.
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The scientist probably wasn't even on board the project for all that long, so he would have never seen the inner workings of MiSide's digital world. Still, I could see how a project to make an endless yet simple mobile game that makes lonely people (mainly men) feel comfort and companionship despite their living situations or mundane jobs would be an enticing project, even more so if you never saw behind the curtain while you were working on it. Now I would be remiss if I didn't bring up the unlockable cartridges that can be found through the game world of Miside, which hold a good amount of important information within them, such as a bit of info - or more than that for "player 1," aka the main character of the sci-fi interactive tale - for each player that entered the world of Miside, which goes from 1 to 10.
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And that alone brought up some questions in my mind, as it wouldn't make sense for our main character to just so happen to be player 1, especially when there's such a complex and robust world that lay waiting within the game, which he only got sucked into on his 37th day of playing the mobile app and I don't think anime girl Rome was built in the span of couple days if you get what I mean. Either this info isn't meant to be read into and he's only player 1 because he's the game's main character, or there's something more to this small but essential detail. That being said, this brings me to my personal theory, which is that he's only the first player to play the latest version of the game because the different versions have new Mitas connected to them. I can see the game warning players about that fact.
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Many of them choose not to update their games because of that, and this is backed up by how all the collectible player cartridges seem to all have the same Mita, aka "Crazy Mita." Despite one other player being met briefly during the campaign, he brings up how he needs to find his Mita while going through the out-of-bounds labyrinth that can be accessed after meeting "Kind Mita" in the basement. I am under the impression he's "player 3," who states that he left the Mita who brought him to the mobile game's "metaverse" and instead found another Mita, whom he ditched to find other Mitas despite the bond they had. He states in the cartridge description that he regrets that decision.
--[!]segment #2[!]--
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The cartridges even hint at the game having a large fan base or being part of a bigger brand/franchise via "player 4," who states that they cosplayed as Mita, which wouldn't make sense if the game didn't have a big fan base in-universe, but that also begs the question of why there are so few players then. Now, I think my previously mentioned theory in this sentence is the answer to that question, but I don't think that's the whole story, and because of that, I have a side theory to fill in loose gaps that can be found elsewhere within the game. In the chapter set out of bounds, right after going to the latest version's basement and meeting Kind Mita, the player encounters a box full of tiny players and has to make these miniature players enter a vent, which is connected to a device that needs 3 of them inside of it to open a door.
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I think this is a remnant of an older version, and much like how the mini versions of the Mitas aren't really them, these are merely clones of past players, which Crazy Mita or whoever else now uses as a type of security check system. On that topic, it's implied that Crazy Mita and only her alone is the whole reason why players are sucked into the game world, which she got help with from "player 10," who I think is the person player 1 stuns once he finds the console containing that player's very being, but that would also mean some level of congruency must be going on between the players. Nonetheless, Crazy Mita being the origin for players getting trapped in the game doesn't ruin my headcanon of the game being a prequel to the movie 9 because of the fact that the metaverse of the Miside app in-universe exists at all. Mitas are built first as "dummies" in a controlled and corporate way, which is the most important thing that connects the game and movie.
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So, this is aside, but I personally think the chibi/mini Mita(s), 2D Mita, and Ugly/Creepy/Original Mita all don't have dummies inside of them, which the first two are a little self-explanatory when equipped with sufficient information from playing the game along with not being important to this headcanon on their own (aside from the mini player stuff). Still, the last Mita is, come to think of it. I'll just default to calling her "Original Mita" while discussing her, despite that name only being brought up in her character profile. Still, it's a more fitting name to refer to her when discussing concepts I'm about to enter. Nonetheless, to quit the yapping, Original Mita is the off-putting and scary Mita found near the end of the game in "version 0.5." I initially thought her creepy nature and glitches were born from code rot/software rot because she's an ancient version. Earlier in the campaign, Kind Mita alludes to why she's the way she is, but that's merely part of how she became the way she is by the time the game takes place.
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Her character profile suggests another explanation for her nature, which is that she's an unfinished version and merely was just the first attempt at making a Mita; hence, I don't think she has a dummy inside of her because it wouldn't make sense that she would be created uniformly when she's the first Mita we know about existing (not counting "Core Mita," who I'll get into later), and to loop back to the headcanon this post is attached to. I think The Scientist being the one who made Original Mita would make a lot of sense because the movie implies he wasn't on board with the Fabrication Machine project for that long and would explain why not only she's left in an unfinished state with her character profile stating that she has a primitive AI within her, but also she's the origin point for all the glitch spider creatures we find within the game, with her only friend - Crazy Mita - using her to create those said glitch spiders to corrupt other versions.
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Something that has gotten so bad that I'm almost certain the monster that chases player 1 down in the loop chapter is a massive collection of those spiders fused together, because it resembles them a lot. There are already a lot of spiders in that version. But to wrap this up, Original Mita's version, aka her home, is also clearly unfinished, as it's full of missing pink and black checkered textures along with things like floating props, so it would make sense that no one else on the team behind the Fabrication Machine project bothered to ever finish her first, not only because she doesn't have a dummy inside of her but also because The Scientist wasn't working on the project anymore.
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The app world of Miside seems to be a giant machine with several areas having a deliberately industrial feel rather than an out-of-bounds or inner-code aura attached to the places in the game. And going off of how it doesn't take too long for the app to download, one can infer that the inner workings of the world are connected to a larger server in the real world, which updates and versions are created within before being pushed onto the app as seen on a mobile device. It has already been theorized that the goal B.R.A.I.N. had throughout the runtime of 9 was to put their creator back together. Now I was one of those people, and that thought came to me while brainstorming my headcanon. Still, I would be remiss if I didn't mention "The Fangirl" on YouTube because I specifically watched their 9-analysis video on the Fabrication Machine while writing this extended essay you are reading. She made me feel seen when she brought up the theorized possible motivation for why the machine acts the way it does in the movie.
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And with that said and done, back to the main topic at hand, this possible motivation for the already exhaustively mentioned antagonist of the film would work well with the headcanon as to how their way of getting their personal mission of bringing their creator back was attempted via consuming the souls of the stitchpunks, which would mean that they planned to bring The Scientist into the app world of Miside so that they could be together again. Although some may say that Core Mita may have been waiting for "player 9," who made the core their safe spot because no Mita can enter that particular version, not only does she seem to treat them like she does with player 1 during the campaign, but we also don't see them in the core when we eventually make it there in said campaign, so either they were turned into a cartridge. At the same time, they thought they were safe, left the core, and then died soon after, or Core Mita threw them out, akin to what happens to player 1 near the end of the game, possibly because she was mad about him messing with something within the core.
--[!]segment #3[!]--
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And to get onto the topic of "Core Mita" (otherwise known as the "keeper of the core" according to the MiSide fanon wiki), who, despite being the second character present within the meme that is now sitting far at the top of this post, I have only now gotten to talking about her. Nonetheless, little is known about her, as seen within the story mode and in its designated description, but there is an interesting line about her. I quote, "Its intentions are unclear - perhaps Core Mita is waiting for someone," which I lifted from the fandom wiki page about them, but is something from its official character profile that can be unlocked in the game itself. This is something more than a simple throwaway added for extra flair. Still, it works perfectly with this headcanon of mine because if Core Mita is merely the avatar/heart of the Fabrication Machine kept within the digital world of MiSide, logically, the person it is waiting for would be the Scientist.
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And to bring up yet another theory that I share with The Fangirl on YT but with my own spin on it, perhaps another reason for why B.R.A.I.N. shut down despite coming out as the victor of the man vs. machine war was not only because it did not know about the whereabouts of The Scientist and hoped that its created mechanical monsters could find him or at least his remains. It could also have shut down to return to watching over the Mitas, as it had to leave that digital reality behind once it started manufacturing war machines in the real world, or it simply just wanted to have more control over the world within its body. Either way, this decision of its own could be explained logically away by it feeling a level of kinship for the Mitas roaming around within its vast digital mind, not only because it created them and because the digital world that they reside in is that of another Mita, but also because it relates to their plight of existence of being merely nothing more than a means to an end.
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But seeing as Core Mita doesn't do much within the campaign of MiSide, one could infer that it doesn't really care about its fellow Mitas nor the poor people trapped within the code of the game world, with the exception being when the main character, or rather "player 1," tries to reset the main antagonist of the game, known as simply "Crazy Mita," back to her factory setting, wiping all of her memories in the process. Core Mita only seems to care when the deed is done, with it jumping down from its circular "throne" attached to the ceiling of the "core" (or otherwise known as "version 0.0"), which is where it gets one of its many possible namesakes from, and then standing in the way of player 1 before grabbing him and throwing him across the room the second he gets close enough. He was thrown right back to the entrance of the core. But to step back, when the player first enters the core, one can see Core Mita lying on its circular seat atop the core's ceiling before sitting up after taking note of the player's presence within the room. So one can infer it is capable of getting bored sitting on its metal rear end all "day" (as time is a shaky concept in the MiSide app's digital world), so the "log-in/sign-out" of the "real/digital world" switching side-idea within this headcanon has a bit more ground to hold it up when taking that into account as well.
--[!]segment #4[!]--
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So, because Core Mita is the guardian of the core, its mere existence would make sense with how many vital systems are within that very room. Now, even i I like the idea of Core Mita being the Fabrication Machine's avatar within the digital realm of MiSide, the other possible reading one could come to would be that it's merely the heart of the world within said machine, meaning that neither one nor the different needs each other to exist at any given time, but once again, I still like the latter reading, so I will try to make it work all the same with that said, if Core Mita doesn't feel any compassion for its fellow Mitas, much akin to how the Fabrication Machine seems to feel the same about its monstrous mechanical creations that roam the remains of Earth after the war. Then perhaps the Fabrication Machine would ideally want to wait within their own digital realm while waiting for its creations to find The Scientist would be not only because it nostalgic for a time before it was ordered to build weapons of mass destruction all to further humanity's own efforts of fighting against our own kin but also perhaps because it foresaw the possibility of a player walking into the core and messing with its body from the inside out.
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That, or perhaps the small players can also be seen in one part of the game would be a worry for the Fabrication Machine, as they are implied to be proficient with machinery and roam free around the digital world of MiSide with no clear "off switch" to their existence, like how it is for the players. It would be rather poetic, as the machine would have to deal with the stitchpunks after it awoke. That, perhaps, it could have even been scared of another scientist on the project, still alive and roaming around its digital insides. Mitas aren't allowed within the core, but players are, and going off of how there are other security systems found throughout the game, one can infer that the people behind the project of MiSide could presumably come and go freely into and out of the world of the endless mobile app's universe.
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But finally, this road poetically brings us to the ending/main ending of both media sources used in this exploration of my headcanon involving them both. To put it simply, I think the grim ending of MiSide, where you get so close to bringing even a single cycle of abuse and control at the hands of Crazy Mita only to be foiled in the end and become merely yet another part of that very cycle with your humanity relegated to nothing more than a single cartridge, which you are trapped lifelessly in a limbo-like state on top of already being tightly sealed within the digital world of a mobile app that preyed upon your desire for companionship and to escape the mundane reality of boring real life. That somber and canonical ending to the tale of MiSide - in my opinion - not only elevates the hopeful and cycle-breaking conclusion to the film 9 but also is given a light at the end of the tunnel in the form of this headcanon, as not only do the spirits of deceased stitchpunks murdered by the hands of the Fabrication Machine pass onto the afterlife, but so too do those players and the player character of MiSide himself pass onto that very same peaceful afterlife after the Fabrication Machine and, by proxy, the world of MiSide are laid to rest once and for all.
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Now, one might wonder "why don't we see all of the trapped players' souls flow out of the machine once it's destroyed?" and an answer I thought up as an explanation for this possible question is a sober one, but a possible one. This would come in the form of how perhaps all of the players' whole beings were turned into nothing more than code, which could either be because of the technique of transferring humans into the game world or maybe perhaps only a digital copy of the players is created within the mobile app's realm and then just flat-out transporting them into the digital universe itself. This won't go along with MiSide's hopeless ending. Still, at the very least, the players' beings were given the same fate as the Mitas after the machine drew out its final artificial breath as the mobile game's world fell into nothingness soon after.
[END]
--[!]segment ✩EXTRA[�]--
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So this is going to be a full-on fanfic tier segment, but I just wanted to talk about the story of a 9 + MiSide movie/game sequel concept I thought up not too long ago. I think a prequel to the movie 9 could be interesting and would probably be similar narratively wise to the film Oppenheimer as it would be presumably centered around The Scientist creating the Fabrication Machine (on this note, there's a theory that player 1 in MiSide worked on the app in-universe and I'm just not a fan of this idea because to me, it ruins "wrong place at the wrong time" random guy fish out of water narrative the game has going on along with not having enough evidence to back it up) but I'm personally just not all that interested in a continuation in that form so I'll just be going the sequel route. Anyways, this will be the rough outline of what I had in mind for a way to continue both of their narratives in a satisfying way (at least in my opinion) while weaving their stories together into one. But before we start, this idea came from how I learned from the 9 fanon wiki that the director of the film (Shane Acker) wants to make a sequel to the movie, but the rights holders (Focus Features + Universal Pictures Studios) won't let his team or him go forward with it. I hate copyright with a burning passion and this is only yet another reason for why my feelings towards it are justified, I honestly do not understand how companies are allowed to hoard IPs that they aren't doing anything with but somehow can indefinitely keep them in stasis when they didn't even create the idea and just merely backed it financially.
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Now going off of the statement above, does that mean I want either of the rights holders just to crap out low effort content based on the movie? No, of course not, and nor would I want them to get the original team back on board to make a low effort product that pales in comparison to the original. But on that note, the fact that the original team wants to make a 9 sequel fascinates me greatly because the movie's ending made it feel like there was no where else to go with the narrative to the point that I can't even visualize what the remaining stitchpunks (9, 7, 4, and 3) would do with their newfound freedom let alone what the conflict of a sequel would be after the Fabrication Machine and all it's underlings became nothing more then hollow shells of metal, scraps, and the very long dead itself.

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But with that background, let me begin to weave the narrative that I thought up in my head while daydreaming. We would first start with 9, 7, 4, and 3 enjoying their lives together in the destroyed remains of a long gone world with this part of the story having a similar vibe to that of the French graphic novel "Beautiful Darkness" when it comes to be the concept of cute tiny characters roaming around their surrounds. At the same time, the corpse of a little girl lies in the background. Now, the original movie started similarly with the corpse of a mother and her child being visible in the cold opener of the tale when 9 was getting a grip on the world. Still, this opening would be missing two key elements that the original movie had, which would be that there isn't a hostile machine roaming around, nor will this be the first time that any of the main characters are introduced to the post-war torn setting, at least when it comes to the original stitchpunks.
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You see, while all of the first movie's stitchpunks are enjoying life and trying to build back up humanity from the remains that were left behind. They find something, or someone, whose mere existence raises several questions. They find another stitchpunk, much like them, but something's deeply wrong with them as they seem to remember a life, a world that none of the previously known ragdolls full of souls can recall even a sliver of it existing through their eyes. The stitchpunk seems not only confused about what's going on as he brings up as despite knowing more about the old world that was destroyed by the machine's wrath, they doesn't know how they became a ragdoll akin to them nor can they even remember their own name instead only being able to remember that they were "player 5" in some digital world which they clearly know more about then they are letting on. However, they prefer not to dwell on any thoughts regarding it for too long, which the original stitchpunks begrudgingly respect their decision to be quiet about.
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But despite that, 9 and co can show their new stitchpunk the ropes of how existence for them works within the destroyed remnants of human society, which is helpful to player 5, but ends up just making them depressed as they keep thinking about the life they lost. Although this dwelling on the past is cut short by the surprise appearance of a new deadly machine that seems only to have its eyes locked on player 5 but 9 and co helped them out by finding a way to destroy the robotic monstrosity just like old times. But not before the mechanical beast stops their pursuit when watching player 5 cower in fear, with the robot taking on a softer side as their glowing red eyes turn bluish purple, but this change of heart is short-lived as they are soon destroyed after this moment.
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Player 5 is shaken by all that, not only because of how a robotic monstrosity tried to kill them, but also because that machine's final moments felt haunting in an oddly familiar way that they don't want to think about for too long. Nonetheless, from this point, the cast finds more players (1-10) in the form of stitchpunks who don't remember their names, just like player 5, but do remember their player numbers, along with sharing info about the digital world player 5 was going on about before. On top of the gang having to fight and survive several robotic monstrosities that first only go for the players before bringing their attention onto 9, 7, 4, and 3 soon after the team has encountered more of them. (7/15)◄MAIN)[ALL►[࣪𒆙] Some players get killed off, while others survive. Still, almost every machine gets destroyed after they run into 9 and co but one, a large stuffed teddy bear with mechanical enhancements and eyes that are different from every other machine seen throughout the series, as they have yellow eyes instead of black, while their pupils are black. They stand idly watching battles transpire for a tiny bit before leaving or they help out their fellow machine by building rudimentary smaller robots out of scraps with simpler AI then the ones that the main cast has to fight on top of being easier to take down but in large numbers these tiny machines can be a real threat and their quick jittery movements make them hard to keep track of. The large bear robot is hostile when approached, but seems deeply scared of the stitchpunks and would rather run off after seeing the ends of fights rather than engaging in them.
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But the place they run off to isn't random. Instead, they go to the new home housing the Fabrication Machine, or what became of them, as instead of a large spider-like robotic beast, they're a humanoid yet clearly robotic woman with flowing bluish purple hair and a cute yet torn red dress. This new form of the machine goes by "Mita" and only Mita with no extra adjective before that name, but in reality, this Mita did once have a name that the other members of their kin called them, and that was.....
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After the ending of 9, the app world of MiSide within the Fabrication Machine was left running off fumes as the power within every version fell to nothingness and the world starting becoming more and more of a shell with missing textures popping up left, right, and center in the many versions along with spider glitch creatures popping up around the place that weren't spawned from the broken code of Original Mita. Things were chaotic for a while, with many Mitas becoming scared by the all-consuming void born from their world's end. Still, there was a light at the end of this tunnel, but not the warm light that washes over one while far away from the sun, but a burning one that is born from being too close to that very sun. (10/15)◄MAIN)[ALL►[࣪𒆙] Within the dying world of MiSide, Original Mita's Mita realized that there was a chance that the world could be brought back from the dead, and that would be that if it were dying, that meant Core Mita was a thing of the past. Still, if another Mita could take her place, their app universe could live again. So both she and Original Mita went to version 0.0, hoping that the holographic-like grid that stops them from entering the core was gone, and indeed it was, along with the body of Core Mita lying lifelessly on the cold steel floor of said core. They lifted the shell that once was the guardian of the core after tearing off the cables from its back that connected it to the very core of their universe itself. The once towering metal woman was scrapped for parts as Original Mita helped her Mita become a goddess of not only their realm but the real world as a by-product of her taking the place of Core Mita.
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But even if Mita truly became the goddess she always envisioned herself as being, she didn't become the savior that her world needed or the slumbering giant old. Instead, she was a wrathful goddess, more wrathful than she ever was before. But that monster didn't appear overnight and instead came into being after she researched the files left behind within the core, some from the scientist that built her world, some from the old heart of it, and others from a unknown location to her as they were from the minds of the previously absorbed stitchpunks. Although Mita is a fast learner, she soon pieced together how those creatures came into being. Then, when she cracked the code of the stitchpunks' origin, she ordered Original Mita to bring her one of the player cartridges so she could perform an experiment.
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This said experiment went off without a hitch and the stitchpunk created from the player's soul wasn't fragmented like the ones created by The Scientist as Mita wasn't feeling the pain of the ragdoll's creation but rather the soul trapped within the cartridge felt all of it instead. And with that newfound revelation, Mita made all of the players into stitchpunks then forced each of her fellow Mitas into the bodies of the machines she built to rebuild the body of the Fabrication Machine into her image and made her a new home in the real world. Fusing the metal beasts' simple AI with her fellow digital girls' AIs in the process. She watched them kill each other as if it were a sport, and if any of them died, she would just make a new machine for her kin's AI or stitchpunk for the players' souls to be trapped within. That didn't come without the side effort of the Mitas and players' very beings becoming more and more broken each time they came back, but Mita didn't care about that. She only wants to see a good show unfold before her very own robotic eyes. (13/15)◄MAIN)[ALL►[࣪𒆙] Now, I don't have an ending but I will instead dedicate these second-to-last two parts to talking about some gameplay mechanics that I think would be cool in a 9 video game, along with bringing up how it could reincorporate a big part of cut content from MiSide. First of all, I think going the Little Nightmares route of playing as a miniature character while having to evade creatures much larger but maybe with a bit of Rain World mixed in there as well would be perfect to really get into the shoes of a stitchpunk or stitchpunks because character swapping would be another thing I would want from a game set in the movie's universe, each stitchpunk being different in their own ways and having to strategize through solving puzzles along with defeating machines using the unlocked group of stichpunks you have would be fitting with the type of narrative that the film had. But I also think having Metroidvania segments like the cut mini game from MiSide would also be interesting to have in this theoretical game and these segments would be accessed after your group of stichpunks keep the mechanical beast after you occupied so you can pull a Desolate Hope and jump into the machine's code, entering either a chibi player form or green spirit appearance depending on the stitchpunk's origin. (14/15)◄MAIN)[ALL►[࣪𒆙] I think not only sharing the gained abilities found in these segments with the stitchpunk for whenever you play as them and enter inside a machine's code but also having a weaker version of these abilities in the outside world for the stitchpunk would be a good game decision. You have to enter these machines because killing them flat out wouldn't matter, as the Mita tethered to them will remember your previous location along with actions, so going inside of the metal beasts, then making your way to the Mita trapped within them would be ideal. I think having a morality system like Epic Mickey/Undertale attached to this concept would be good as well, like having the player choose between a easier fight with the brainwashed Mita(s) but killing them in the end after everything is said and done or deciding to run out of the boss arena which means you have to run for your life while dealing with a tough encounter just so you can spare the Mita after they run out of steam and once back in the world's real world, they will use the machine body they are trapped within to help you by fighting other machines or destorying walls to make shortcuts for your gang and you for example.
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And that marks the end of my sequel concept, and I hope it was at least a little entertaining to read. It's a silly thing to think, let alone say. Still, I honestly would love if the success of MiSide allowed for a new 9 movie or even game, I know this is just a dumb headcanon of mine but the pieces lineup so well together that I could honestly see a version of this headcanon becoming canon and linking the game with the movie which in-return could breath new interest in the story of 9 being continue. Again, it's a dumb idea, but a part of me likes to think there's a chance that all of this could pan out in the end. It's not like 9 is known for being a safe kids' film after all, so being connected to a mature video game wouldn't be a detriment to its reputation, at least in my eyes. And this is a strange comparison (on brand for this post) but akin to other indie games I've seen on Steam. MiSide has bundles with two other games (YOU and ME and HER: A Love Story + Doki Doki Literature Club Plus!) that aren't made by the devs nor published by MiSide's publisher(s) as this is a "stronger in numbers" type situation so it would be fitting for the game if it was connected to 9 which seemingly isn't able to rise from the grave to have a continuation of any kind because of it being deemed as a failure but if it was it was fused with a up and coming successful game that works pretty well with it narratively should increase the chances of the movie's world making a comeback sometime in the future. Anyways, I'll end this way-too-long essay in the way that I wanted to end this bonus segment from the start, with a screenshot of MiSide's Steam page.

--[�] sources/special thanks [�]-- 9 (movie) by Shane Acker and co: https://www.youtube.com/watch?v=6dbYWfN44sU MiSide by AIHASTO: https://store.steampowered.com/app/2527500/MiSide/
Note - I know Fanon is bad, but still, I used these for research. MiSide fanonwiki (source): https://miside.fandom.com/wiki/MiSide_Wiki 9 fanonwiki (source): https://nine.fandom.com/wiki/Main_Page
Special thanks to "The Fangirl" on YouTube for her 9 theories, check them out btw: https://www.youtube.com/@TheFangirlWatches
And finally, despite it being a broken mess, I used Grammarly to edit many parts of this essay. So hopefully that made this long read more bearable then it would have been if I didn't use that said program.
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