Continue? 9, 8, 7... what one more token is worth in life
The Continue screen gave you ten seconds to decide whether to push on. From SNK's Fantasy (1981) to the corner arcade: …
Information security in plain English: scams, hardening and privacy — plus retrogaming, games and geek culture.
The Continue screen gave you ten seconds to decide whether to push on. From SNK's Fantasy (1981) to the corner arcade: …
Every game has that one cutscene you can't skip. Life has those same moments — where control leaves your hands and all …
Respawn is the button you press without thinking. But coming back after death says something serious about failure, …
In every strategy game, part of the map stays hidden until you explore it. In life, the map never reveals everything at …
In every game, the best abilities have a cooldown. The game forbids you from using the same move twice in a row — and …
Permadeath is dying with no second chance, no reload. In 1980, that design changed the concept of risk in games — and it …
Save scumming means saving before every risky decision and reloading when it goes wrong. If you do it in games, you …
Every RPG has a main quest and dozens of unnecessary side quests — until you realise those are what you'll remember. …
In games, fast travel is comfort — skip the journey, appear at the destination. In life, when you want to skip the …
Before any big world, there's a loading screen. A barstool reflection on waiting, patience, and what changes while the …