[-] AernaLingus@hexbear.net 1 points 1 day ago

commentary

You don't have to slog through dozens of taken an arrow to the knee generic dialog just to find the nugget you need.

Yes, that's absolutely it! Each NPC adds their own flavor and nearly all of them point you towards something in game, all with just a scant few lines of text. Even the few that don't (or at least, that I haven't discovered the purpose of yet!) are still unique and don't wear on you. It really contributes to that strong sense of place that I feel when playing Ocarina—the vibe of the different locales and all the people in them.

I don't recall there being a trick [to the frog minigame], but I did only play it on Emulation or original hardware, not the Ship of Harkinian release. It's entirely possible it's a bug.

Man, I'm super curious...might actually dig into the code when the spirit moves me, although it'll take a bit of effort to parse through it.

[Lens of Truth]

Noted! I won't run around spamming it everywhere, then, although I have been using that quick toggle technique, and as far as potions go I just spring for the blue potion since my wallet's always bursting at the seams. For minigames, I actually got super lucky the very first time I did the chest minigame and got the Heart Piece on my first try! I was actually planning to use savestates to cheat it, since trying over and over again and farming rupees isn't my idea of fun, but I sailed straight through. I can't remember how many doors it was, but I think it might have been 5, making it a 1/32 ≈ 3% chance. I actually thought I had accidentally enabled a cheat in Ship of Harkinian, so I went back in and failed on the second door, at which point I also found out that the savestates break certain doors (and thought I had borked my game...wouldn't be the first time).

I treat Zelda much like Mario; they are all kinda the same (yeah I said it!)

capitaldcolon (fair though, even as a certified Mario Enjoyer)

so I (a) don't feel bad about skipping one or two titles, and (b) I approach each entry curious about their unique gameplay mechanics. I never beat the original NES Zelda, it took me over a decade to play Wind Waker, I didn't play Breath of the Wild until a couple of years ago, and I haven't yet played Skyward Sword or Tears of the Kingdom at all! That said I got my Zelda start on Link to the Past and Link's Awakening (OoT was my third), and both come with my strong recommendation.

Yeah, if I do go back and play NES Zelda, I may end up playing the PC port with some tweaks to make it easier, since I don't think NES difficulty is generally for me (outside of the aforementioned SMB1+3). But some frustration aside, I did enjoy what I've played of it. I can't remember if I mentioned it, but while I really enjoyed BotW I sorta bounced off of TotK...I just found the building mechanics too distracting, I guess. I wanna give it another shot eventually, but I'm more interested in playing the linear Zelda games first, which I think play more to my strengths.

Oh, and right around the time I made my last comment, v1.0 of a PC port based on the Twilight Princess was released which looks really promising. I'm not planning to tackle TP until after Majora's Mask, (finishing up) Wind Waker, A Link to the Past, and Link's Awakening, so by the time I get to it I'm sure it'll be even more polished. These are very exciting times to be playing old Nintendo games!

The dynamic day/night cycle was genuinely a revolutionary feature at the time. Few contemporary game had it, and it would take years for the industry to mainstream it.

It really does make a huge difference in immersion, and while a real-time clock isn't a good fit for a Zelda game it's a huge part of why Pokémon Gold/Silver/Crystal and the original Animal Crossing enraptured me so. I wonder if anyone's written a good article detailing the history of day/night and/or RTC systems in games.

Riffing on my gameplay curiosity, going back to old games is an interesting lesson in cultural archaeology to see how they adapted and converged on some mechanics and styles, and seeing what experimental ideas were tried that ultimately never made it out of the 90s.

A kindred spirit! It's one of the reasons that I love reading old video game magazines—even for the eras that I remember, I really didn't start thinking very critically about video games until well into adulthood, so there's a lot that I've forgotten or didn't pick up on. The Video Game History Foundation recently put out a video looking at the first FPS game to feature modern dual analog controls (which we now take for granted), and it's fascinating to see the wide range of reactions people had at the time. Can't remember if I brought them up before, but they have a free archive with fully searchable OCR'd magazines (as well as design docs and other developer materials), so it's really great for doing deep dives or even just quick fact checks.

If anything, I have to waste money or else I will open a chest with a purple rupee and a full wallet. :all-my-apes-gone: but for rupees

Me when I opened the chest I found in my first Stone of Agony secret hole to find a yellow rupee with my wallet full NOOOOO

Honestly yes. Nice job! It shows that sometimes not knowing the 'official' answer means you don't know it is hard.

Absolutely! Totally different scale, but I'm reading a book about the history of Blizzard Entertainment (Play Nice) and there's a bit where they talk about seeing this sick demo for a game at E3 and realizing they need to up their game for Starcraft, and later on they found out that it was a completely phony pre-rendered demo that the presenters were miming along to so that it'd look like they were playing it.

For the first one, try the Scarecrow song...

I went back and tried it and was like, "oooOOOOOHHH that's what it does!". Well, now I know what I need to do if there's a weird spot where it seems like I need a hookshot point! This is another mechanic which has me wondering if there's an in-game hint or not, because even with you encouraging me to learn it I'm not sure when I would have thought to actually bust out the Scarecrow Song.

Separately, I've been enjoying reading through issues of Nintendo Power from 1996-1998 (using this page as a reference to skip over the sparse earlier months) and seeing the hype building for Ocarina of Time (as well as Pokémon Red/Blue from May '98 onwards). It's also interesting to see things that changed (or were misreported) even as the game hurtled towards its release date, such as this description of the beginning of the game (all misspellings theirs):

Nintendo Power Issue 103 (December 1997)

Link Comes of Age

The outline of the story for Zelda 64 comes straight from EAD, the chief game development department at Nintendo Company Ltd. in Kyoto, Japan. Although EAD considers everything "tentative" until the final version of a game is completed, much of what you read here will be a part of Mr. Miyamoto's greatest epic.

Long ago, before Gannon stole the Triforce and kidnapped Zelda, Link set out to his coming-of-age ceremony in the Maze Woods. It was the custom of his tribe, the Kokiri family, that a young man would receive a guardian spirit or fairy who would stay beside him and guide him throughout his life. But as Link walked through the woods, he discovered that a monster had captured one such fairy. Gallantly, Link came to the rescue and defeated the monster, but the fairy was mortally wounded. In her dying breath, she warned Link not to allow Gannondorf to possess the Triforce and to seek out a wise man and his spiritual stone.

At the same time, Gannondorf, the king of the thieves, was searching for the legendary Triforce so that he could steal its power. In time, Gannondorf stumbled into the Maze Woods and neared the secret place where the Triforce was kept. Link went to Hyrule Castle for help. Princess Zelda knew of the Triforce's hiding place, but to reach it they would have to find three magical stones to unlock the secret. Thus begins the adventure.

Brings me back to being a kid and poring over those tiny screenshots to glean every last bit of information I could. The biggest difference now is that I can actually read the Japanese now! And I love seeing all the cute envelope illustrations that kids made. Nintendo Power has a good amount, but the Japanese equivalent (64Dream, later Nintendo Dream) is absolutely packed with them—here's an example from the May 1998 issue, which devotes two full-page spreads to reader illustrations (and has a little corner specifically for kids under 10!). That same issue has a nice feature on Ocarina of Time, which is basically the writer going, "God, these delays are agonizing but holy crap Ocarina of Time looks like the coolest game ever" and I'm like, "Buddy, you have no idea!". The piece is titled, "Is this really [my] final love letter"? since the game was (at time of printing) slated to release in late April 1998, but in the body of the article they're like, "Honestly, we think it's gonna get delayed again, but however long it takes, it'll be worth it" (right on both counts!).

[-] AernaLingus@hexbear.net 1 points 1 day ago

Well, it took me (checks) three and a half weeks, but I'm back and excited to get back on the Ocarina of Time horse! Gonna have to break this reply over two comments:

gameplay diaryOkay, since I ended up writing this waaaaay later it's unfortunately going to be lacking in a lot of detail, but I'll do my best:

After entering the water temple, I flailed around ineffectively for a good 20 minutes or so before even finding Ruto and changing the water level for the first time...I can definitely see how kids would have gotten completely lost in this place. I think I accomplished nothing on the first cycle of water level changes, but after that I started keeping careful notes, with a section for each level and four subsections for each cardinal direction, flagging things that I should return to once the water was at a certain level or once I received some new equipment (which I'd later discover was the longshot!). Once I got into a groove, I got through the temple fairly smoothly, I'd say. However, I think a major reason why I made smooth progress was the quality-of-life upgrade of being able to toggle the Iron Boots on the fly. Not only did that make the process much less painful, it also enabled techniques I'm sure the developers never intended such as feathering the boots on and off to travel in a straight line through the water, which definitely made light work of some obstacles (although no sequence breaks or anything like that).

With Dark Link, I realized what the fight was a moment before it actually happened—beyond the general vibe, I think the room also reminded me of the boss room for that same fight in Zelda II, which is one of the only parts of that game I've actually seen. After the requisite ineffectual flailing and taking a bunch of Peter Pan flip kicks off the Master Sword straight to the kisser, I eventually settled on blocking and then immediately attacking with a jump slash, which seemed fairly consistent and made pretty short work of him. But even then, he still took 11 hearts off of me! I didn't end up needing a fairy, in the end, but it was a close shave.

The final boss had a really great and scary intro cinematic—felt like something out of Alien or something! It's really amazing how games like Ocarina of Time and Metal Gear Solid (from what I've seen and heard) innovated on the use of cinematic language in video games. I was just reading earlier today in Super Nintendo (new book from Keza MacDonald that's a cultural history of Nintendo's biggest franchises—pretty good read so far!) that the use of in-game cinematics as opposed to pre-rendered cutscenes was not so much a conscious aesthetic choice as it was a necessity due to how much the game was changing right up until its release; I'm glad it ended up that way because pre-rendered cutscenes would not have aged nearly as gracefully, and even when well-executed I found they kind of took me out of things...glad we've generally moved past FMVs, as important as they were during the transition to full 3D games.

Anyway, as for the actual fight, I'm not entirely sure I approached it in the intended way since I basically never stepped on the central four pillars other than to start the fight, but I basically just stayed out of range and spammed the longshot so I could get in a few hits here and there. Did get flung about three times, though.

After finishing the temple, I immediately looked through my notes and hit the spots that I thought I could use the longshot. First, I hopped onto that roof in Kakariko to talk to the poor fella who's been stuck on the roof for seven years (Heart Piece Get!!), and then I clambered up onto the upper floor of the windmill. I was a bit confused, though—I assumed the purpose was to stunt on the guy who's on the watchtower and mentions that he can't stand anyone being higher than him. I grabbed the Cucco and flew at him a few times, but his dialogue never changed...am I barking up the wrong tree? Is there some other way to get higher than him to trigger an event, or is his dialogue purely flavor to call back to him standing on the balcony in Hyrule Castle Town? I couldn't really see a use for the Cucco (beyond fun) otherwise, since you can longshot directly to the aforementioned roof.


In a subsequent brief play session, after learning the Bolero of Fire (...definitely could have saved myself a lot of time if I'd done this earlier—was it really as simple as just talking to the kid again after getting the Goron Tunic? Or did I just miss/ignore that the first time I talked to him?), I headed over to Gerudo Valley and Longshot my way across the broken bridge. After immediately getting spotted by a guard and breaking out of prison, I started very clumsily exploring the fortress, getting spotted a whoooole bunch of times and cheesing some guards with Longshot spam. The Biggoron Sword made short work of the Gerudo warriors, but it was only after rescuing three of the four carpenters that I realized I could knock out the guards with arrows! On my next play session, I'll hopefully find that elusive fourth prisoner and see where things go from there.

10

Idk anything about this game, but Hilltop does good work and it seems like the kind of thing that'd be up Hexbear's alley.

7

cross-posted from: https://hexbear.net/post/8528506

Lead track (not counting the intro) of their most recent album. The bandleader/arranger/drummer is the guy behind the YouTube channel 8-bit Music Theory (highly recommended if understanding the "why" and "how" of music remotely interests you—there's a good mix of theory-heavy videos and more accessible ones). He even breaks down some of the techniques he used in this album's arrangements in this video.

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submitted 2 months ago by AernaLingus@hexbear.net to c/games@hexbear.net

Two blog posts in less than a month? They're spoiling us!

This is a real humdinger of a progress report, too. High-level summary:

  • (link) Massive performance improvements to the two Rogue Squadron games through a combination of emulation improvements and settings changes, which now allow for it to run at full speed on high-end hardware (and very playable speeds on low-end hardware)
  • (link) Further improvements to the newly-added Triforce arcade emulation (check out the previous blog post for more info about Triforce)
  • (link) Core emulation improvement to an edge case of floating-point arithmetic that fixes a desync in Mario Strikers Charged; now, Dolphin can play online with real Wiis in that game. I think this was my favorite bit in the post—a real team effort with perseverance over many years!
  • (link) Rough timings implemented for Wii NAND management to allow for better performance on that menu
  • (link) The ability to preload entire games into RAM, a long-requested feature. The reason it hadn't been implemented earlier is that it's completely unnecessary with any modern storage, since even a crappy USB stick is faster than disc access on a GC/Wii, but this is apparently helpful for people who have their games stored on a NAS where disks might actually spin down, causing lag spikes.
  • (link) New GUI settings for SDL controller tweaks, specifically SDL hinting (apparently helpful for using Joycons as separate Nunchuck + Wiimote as well as fixing DS4 connectivity issues).
  • (link) Performance patches for a half dozen games, most notably Need For Speed: Hot Pursuit 2 (my beloved) and 007: Quantum of Solace. For those not in the know, there's a relatively new feature in Dolphin which allows for games to be patched on-the-fly to fix issues like uncapped framerates and complex idle loops that can bring the emulator to its knees even though it can otherwise run the games fine.

Aside from the interesting technical details, reading these progress reports always gives me the warm fuzzies. I love hearing about how all these different people come together and use their unique talents to improve emulation for everyone.

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submitted 2 months ago by AernaLingus@hexbear.net to c/games@hexbear.net

Really interesting free-flowing interview, quite different from many of the ones I typically see, especially from Miyamoto. Even in '89 they were grappling with some of the same issues developers are dealing with today, including the trap of pursuing shallow "realism" and the perception that there were no fresh ideas out there.

Also, it features this prescient quote from Miyamoto:

Miyamoto: I think there are still plenty of possibilities in game design. For instance, imagine a game where you input something, and when you check back a month later, it's transformed into something totally unexpected. We don't have anything like that, do we?

Or, take how people living in apartments today can't keep pets. If someone who was obsessed with the joy of having a pet made a game that captured that feeling, I think it would become a huge craze. And since it's a simulation, you could even include the "unfortunate" parts, like the pet eventually passing away, as part of the experience.

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submitted 2 months ago* (last edited 2 months ago) by AernaLingus@hexbear.net to c/games@hexbear.net

Truly bizarre story—still completely unclear what the copyright troll's motive is—but it's cool that an organization like the VGHF fought back and won as well as detailed the process to help others facing similar issues.

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submitted 5 months ago by AernaLingus@hexbear.net to c/anime@hexbear.net

Release information:

https://haroohie.club/blog/2026-01-01-chokuretsu-full-en-release

General information + patching guide:

https://haroohie.club/chokuretsu

About the game

Released in 2009 for the Nintendo DS, Suzumiya Haruhi no Chokuretsu (The Series of Haruhi Suzumiya) is a partially-voiced visual novel/puzzle game based on the Haruhi Suzumiya series!

Play as Kyon as you work with the rest of the SOS Brigade to keep Haruhi from discovering the unnatural phenomena occurring all around you! Set during summer break after the second light novel, the SOS Brigade members must distract Haruhi while she investigates the Seven Wonders of North High and erase the evidence before she finds it.

Featuring over 38,000 lines of dialogue and many possible routes, this unofficial translation made by Haruhi fans from around the world seeks to make the game accessible to a non-Japanese audience. Please support the series by buying the original games & merch!

An impressive translation effort given the scale and complexity of the task! I've only done a bit, but I can already see how much care the team has put into this romhack—there was a background with a storefront that only showed up for about 5 seconds, but they still went through the trouble of editing the image to replace the Japanese name with an English translation. And it's really neat how they went above and beyond by adding little speech bubble translations for in-game audio that was never associated with any text

If you're studying Japanese, one thing you can do is set up two instances of melonDS (or another emulator, I suppose), put them side-by-side, and then use a controller to play (I use the advanced technique of blocking-the-English-translation-with-my-controller so I don't cheat). The controller will simultaneously send input to both games, so you can stay synced without much fuss. Granted, I haven't gotten past the pure visual novel section, so it might get dicier when there's movement involved, and I don't know if there are random elements in the game. but I don't think there's anything fast-twitch. The one thing to keep in mind is that, since Japanese is always going to have fewer characters, you can advance more quickly through the Japanese text, so if you're mashing you can easily desync.

If you're interested in the romhacking process, check out the Haroohie Club blog as well as Janko's YouTube channel.

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submitted 5 months ago* (last edited 5 months ago) by AernaLingus@hexbear.net to c/games@hexbear.net

Christmas has come early with a new Dolphin Progress Report! There's some juicy technical details, so I definitely recommend that folks read the full report if that sounds interesting, but here's the high-level summary of user-facing impacts (click the ¶ symbol to the right of each heading to jump to the relevant section in the progress report):

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submitted 5 months ago* (last edited 5 months ago) by AernaLingus@hexbear.net to c/games@hexbear.net

Great video for obscure retro gaming aficionados chock-full of brand new information—as usual, the VGHF has done some stellar preservation work. Bonus amazing fanart that some kids sent in ("VICTIM DISPOSAL" goes hard)

edit: article version for those who prefer a quick summary (it also includes links to relevant resources)

2

New Edge of Emulation just dropped, hell yeah! If you're at all interested in reverse engineering and/or emulation, shonumi's website is an absolute treasure trove.

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submitted 6 months ago* (last edited 6 months ago) by AernaLingus@hexbear.net to c/chapotraphouse@hexbear.net

Xcancel link

Image descriptionA Twitter screenshot which shows a quote-retweet and a reply to said QRT.

The quoted tweet from Alex & Books (@AlexAndBooks_) on November 5, 2025 reads,

Books men like to read vs. Books women like to read:

and has an image of a graph titled "Goodreads reviewers by genre and sex (Thelwall M., 2017)"; the data seems to be from the 2017 paper "Reader and author gender and genre in Goodreads" by Mike Thelwall. The graph has a list of Goodreads genres on the Y-axis and percentage of readers on the X-axis, with bars for "Males" and "Females" (representing the gender proportion of reviewers in a sample of books within each genre), and the list of genres sorted from highest male readership to lowest male readership. The most striking thing about the graph is that females overwhelmingly dominate in nearly all genres, with only four genres having more male than female readers (and only relatively small margins even then). The genre with the highest male-to-female ratio (roughly 59% to 39%) is philosophy.

I have provided tabular editions of this data below in two versions: an abbreviated version with only the genres and percentages, as in the graph, as well as a full version with all the data from the paper plus the percentages (since the percentages were not in the original paper, only raw numbers).

The QRT from august (@regularagust) on November 8 reads,

This becomes way funnier to look at if you know what the philosophy section in the average bookstore looks like.

The reply from 滿帖子乖謬之言觀汝似有瘋症 (@remmettmaxwell) on November 8 reads,

what we imagine: "phenomenology of the being and cognition" by j. j. r. von Grosseschleichen (1889)

what they mean: "locking in: 12 lessons on the meaning of life i learned from being with the operators in the coast guard auxiliary"

Data (abbreviated, percentages only)

Genre^[The symbol > indicates that the category on the right has been classified by Goodreads as being a subcategory of the category on the left.] Male % Female %
philosophy 59.1% 40.9%
sequential-art>comics 57.8% 42.2%
politics 56.4% 43.6%
sequential-art>graphic-novels 54.9% 45.1%
science-fiction 49.8% 50.2%
history 46.9% 53.1%
religion 42.0% 58.0%
science 41.4% 58.6%
literature 40.9% 59.1%
horror 40.8% 59.2%
classics 36.5% 63.5%
non-fiction 35.8% 64.2%
reference 35.0% 65.0%
novels 34.6% 65.4%
biography 34.2% 65.8%
adventure 33.9% 66.1%
psychology 33.7% 66.3%
short-stories 32.7% 67.3%
thriller 32.2% 67.8%
travel 30.9% 69.1%
mystery>crime 30.4% 69.6%
poetry 29.8% 70.2%
art 29.4% 70.6%
fantasy 27.8% 72.2%
autobiography>memoir 24.9% 75.1%
christian 24.4% 75.6%
fiction 23.9% 76.1%
humor 23.1% 76.9%
thriller>mystery-thriller 22.9% 77.1%
mystery 21.8% 78.2%
sequential-art>manga 21.1% 78.9%
suspense 21.1% 78.9%
historical 17.8% 82.2%
historical-fiction 16.9% 83.1%
fantasy>magic 16.8% 83.2%
romance>m-m-romance 15.8% 84.2%
young-adult 15.0% 85.0%
childrens 13.1% 86.9%
food-and-drink>cookbooks 13.1% 86.9%
animals 12.6% 87.4%
adult 12.3% 87.7%
fantasy>paranormal 11.7% 88.3%
contemporary 10.4% 89.6%
childrens>picture-books 9.8% 90.2%
adult-fiction>erotica 6.3% 93.7%
romance 5.4% 94.6%
romance>paranormal-romance 4.0% 96.0%
womens-fiction>chick-lit 3.6% 96.4%
romance>contemporary-romance 2.7% 97.3%
romance>historical-romance 2.5% 97.5%

Data (full)

Genre* Books Ratings Male reviewers Female reviewers Male % Female % Reviews for RQ5^[Review Question 5: Are there differences in the types of things that male and female reviewers write about male and female authored books in specific genres?]
philosophy 5131 95606 11234 7772 59.1% 40.9% 857
sequential-art>comics 8567 166331 13334 9749 57.8% 42.2% 1263
politics 3894 34030 12657 9790 56.4% 43.6% 490
sequential-art>graphic-novels 6961 169828 13204 10828 54.9% 45.1% 878
science-fiction 9967 261253 22221 22363 49.8% 50.2% 1614
history 16315 199503 33017 37310 46.9% 53.1% 4033
religion 5056 54552 11505 15890 42.0% 58.0% 676
science 4463 71467 9908 14006 41.4% 58.6% 938
literature 3697 77384 9679 13979 40.9% 59.1% 92
horror 5545 161636 9923 14398 40.8% 59.2% 914
classics 5187 664000 10818 18831 36.5% 63.5% 556
non-fiction 40208 507491 69899 125264 35.8% 64.2% 8215
reference 6039 27524 8862 16453 35.0% 65.0% 580
novels 4564 52933 11389 21551 34.6% 65.4% 76
biography 7925 103156 18571 35705 34.2% 65.8% 1627
adventure 4822 83352 13506 26298 33.9% 66.1% 180
psychology 3259 49520 6378 12558 33.7% 66.3% 617
short-stories 7834 96615 8555 17644 32.7% 67.3% 758
thriller 5003 86473 12521 26326 32.2% 67.8% 453
travel 2941 31811 4369 9781 30.9% 69.1% 654
mystery>crime 4786 72899 11691 26793 30.4% 69.6% 272
poetry 7011 111621 5686 13389 29.8% 70.2% 1943
art 4469 30879 4043 9718 29.4% 70.6% 876
fantasy 19909 1057426 26409 68596 27.8% 72.2% 2758
autobiography>memoir 3673 67055 8576 25807 24.9% 75.1% 480
christian 4356 45478 7915 24530 24.4% 75.6% 796
fiction 41475 1218673 69470 220826 23.9% 76.1% 5187
humor 6409 87725 10417 34633 23.1% 76.9% 516
thriller>mystery-thriller 3167 26621 7562 25407 22.9% 77.1% 30
mystery 13093 389375 20210 72440 21.8% 78.2% 3645
sequential-art>manga 6623 285353 349 1306 21.1% 78.9% 162
suspense 3829 41560 6874 25647 21.1% 78.9% 79
historical 8654 137803 12514 57776 17.8% 82.2% 260
historical-fiction 9243 309406 12213 60237 16.9% 83.1% 1909
fantasy>magic 3028 60821 3188 15762 16.8% 83.2% 70
romance>m-m-romance 5729 125520 1100 5847 15.8% 84.2% 525
young-adult 11286 621919 10739 60915 15.0% 85.0% 1943
childrens 14147 163267 11264 74404 13.1% 86.9% 1989
food-and-drink>cookbooks 3642 36381 1183 7833 13.1% 86.9% 899
animals 3280 29674 3501 24264 12.6% 87.4% 294
adult 7043 72240 7151 50876 12.3% 87.7% 101
fantasy>paranormal 9094 261909 4556 34374 11.7% 88.3% 599
contemporary 13853 204599 8471 72730 10.4% 89.6% 227
childrens>picture-books 7410 131850 4754 43752 9.8% 90.2% 2945
adult-fiction>erotica 6981 78255 906 13487 6.3% 93.7% 427
romance 29205 676026 6805 119519 5.4% 94.6% 3342
romance>paranormal-romance 4239 110105 706 17100 4.0% 96.0% 288
womens-fiction>chick-lit 4072 91559 1318 35144 3.6% 96.4% 481
romance>contemporary-romance 7403 91478 868 30965 2.7% 97.3% 212
romance>historical-romance 3767 103730 555 21370 2.5% 97.5% 872
44
submitted 7 months ago by AernaLingus@hexbear.net to c/anime@hexbear.net
[-] AernaLingus@hexbear.net 122 points 7 months ago

going to someone's memorial and saying "skill issue" chefs-kiss

1
submitted 8 months ago by AernaLingus@hexbear.net to c/games@hexbear.net

Emudev sickos get in here sicko-crowd

[-] AernaLingus@hexbear.net 81 points 1 year ago

US Naval assets in the Red Sea have repeatedly come under Houthi fire since the Houthis began their attacks against Red Sea shipping in November 2023.

No mention of why they're attacking, of course.

[-] AernaLingus@hexbear.net 81 points 1 year ago

There's a lib reply to the Bluesky post that calls it "un-American," and I'm just thinking, "Buddy, ever hear of a little thing called Japanese internment?" That was from one of the best presidents the US had to offer! It's as American as apple pie.

[-] AernaLingus@hexbear.net 103 points 1 year ago

Meta also allegedly modified settings "so that the smallest amount of seeding possible could occur,"

and to top it all off, they're goddamn leechers!

[-] AernaLingus@hexbear.net 80 points 2 years ago

MyAnonamouse

Boston Chicken & KFC Rotisserie Style Chicken.txt

lmao

[-] AernaLingus@hexbear.net 72 points 2 years ago

Critical support to JD Vance for using a traditional home-cooked shop instead of AI slop

[-] AernaLingus@hexbear.net 82 points 2 years ago* (last edited 2 years ago)

Jeff Bezos killed

bloomer

—Washington Post endorsement...

sicko-wistful

[-] AernaLingus@hexbear.net 105 points 2 years ago

Celeste - a platformer which gives gender-confused people unrealistic power fantasies (such as the ability to double jump, which they do not naturally possess).

You cannot convince me that this wasn't written by an infiltrator

[-] AernaLingus@hexbear.net 98 points 2 years ago

Wow, I'm so upset that these people providing an invaluable service to the world have a modicum of comfort in their lives!

[-] AernaLingus@hexbear.net 75 points 2 years ago

he just kept going lmao zelensky-pain

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AernaLingus

joined 4 years ago