Reminiscing on an old phone game of yesteryear with THEE best vibe: Dark Meadow: the Pact. Got that 1940s dark aesthetic with cicadas! Really wish it would make a come back, maybe as a vr title.
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Reminiscing on an old phone game of yesteryear with THEE best vibe: Dark Meadow: the Pact. Got that 1940s dark aesthetic with cicadas! Really wish it would make a come back, maybe as a vr title.
Kollon Web Graphics
Source:
web.archive.org (Kollon Website)
web.archive.org (CyberFront Website)
All materials in this post were taken from the website
(except the dividers, cuz i turned those blocks into dividers)
That game was very obscured
Free feel to use / F2U
Spiral Knights...
“Power Stone: The Forgotten Capcom Fighter We Still Need Back” Power Stone on the Sega Dreamcast is one of those games that deserves way more love than it gets. Released by Capcom back in 1999, this chaotic 3D fighter let you pick up items, transform mid-battle, and basically turn the whole stage into a brawl. It never blew up like Street Fighter or Marvel vs. Capcom, but for fans of retro and fighting games, it’s still a true gem.
In this BoxTrick Podcast clip, we break down what made Power Stone so unique, why fans still want it back, and why it’s one of the Dreamcast’s most beloved titles.
Would you play a new Power Stone today?
Atlas Fallen: Reign of Sand (2023)
I finally picked up Atlas Fallen the other day! It was something I was originally excited for but completely went under my radar when it was released. Looking forward to giving it a try!
Minotaur (Apple II): The Forgotten Sacrifice in the Maze
In 1982, a kid with an Apple II could boot up Minotaur by Sirius and find themselves inside a maze that didn’t want them to win - it just wanted them to wander.
You were not a hero. You were not Theseus. You were a flickering dot trying to keep a scrap of your digital breath while the labyrinth fed on your time and your hope.
There was no epic orchestral flourish. No high-score celebration. Just cold, blinking corridors and a Minotaur that taught you this: inside the maze, you exist to be hunted.
A Forgotten Blueprint for Modern Labyrinths
Minotaur was crude - a skeletal blueprint of dread and repetition. But in that tiny maze, the seeds were buried for something bigger.
Namco’s Tower of Druaga (1984) appeared just two years later. It gave the maze a tower, gave the Minotaur a sword and a crown, slapped in some mythological window dressing, and sold the same primal loop: wander, fear, repeat.
In Druaga, you didn’t kill the maze - the maze killed you, room by room. It turned Minotaur’s lonely dread into a profit loop. More enemies, more secrets, more players hypnotized into thinking there was something noble behind the grind.
Then Atari’s Gauntlet (1985) blew the lid off the labyrinth economy entirely. Now you weren’t just lost - you were spending quarters to stay alive inside Minotaur’s descendant. Four players, monsters multiplying, food that was never enough.
Same corridors. Same hunger. Same thrill of survival. Just better lighting and a slot for coins.
Nothing’s Original When Fear Sells
Sirius didn’t copyright the concept of mazes. They didn’t invent dread. But they bottled it in a way that laid groundwork for something far more exploitative.
These later games didn’t steal code. They stole the shape of the wound:
The idea that being lost is a feature, not a bug.
That monsters in the dark are not obstacles - they are reasons to keep you moving.
That the promise of “escape” keeps you spending time, and eventually, money.
Minotaur never made millions. It never minted sequels or plastic toys. It was just another whisper in a storm of primitive code.
But it was first - one of the first digital temples that proved people will walk in circles if the walls hum loud enough.
How to Keep the Theft Defensible
It’s not defamation to say big games build on little ones - it’s history.
No one can copyright a maze. No one can claim to own the myth of the Minotaur. But the idea that you can trap a player in a grid, starve them of context, feed them bits of hope, and keep them crawling deeper - that’s a design DNA you can track.
Sirius did it small.
Tower of Druaga did it bigger.
Gauntlet did it louder.
And every modern roguelike that locks you in procedural corridors and feeds you death as content? They still echo that original digital labyrinth - the one the Apple II kids loaded up on squealing floppy drives, thinking they’d get adventure and instead found a doorless room.
Minotaur Was the Sacrificial Goat
Minotaur died forgotten. Its code rotted in old floppies and blurry archives. No merch. No revival.
But its spirit survived - profitable, marketable, eternal.
It’s still here every time a modern game tells you, “Just one more floor, hero.”
Inside every digital labyrinth, Minotaur still breathes.
And so do you, paying for the same dead-end maze - only now it’s prettier, louder, and you don’t even remember who built the first door.
Marshall?...
Me and marshall cuz hes kinda... Uhm.
I ♥️ U.B.Funkeys
I noticed that my persona kinda looks like Rom, that's a coincidence ain't it?.
If you don't know who the hell I'm talking about and what this post is, it's about U.B.Funkeys. The first Toys-To-Life games selling toys that are able to connect to a game, sadly the servers were up from 2007-2010.
Anyways I love marshall♥️♥️