You have 50 years

    In a private terminal at the Port of Boston there is a houseboat. This houseboat has been anchored there, permanently, for at least 50 years. The eccentric owner has maintained all fees and taxes and is in good standing with the Port Authority.

    Still, even if the owner wasn't finacially responsible, no one would ask them to depart. Despite the owner's friendly, hospitable, if odd nature, there is a persistent air of unease around the boat and the area of the Port surrounding.

    Very few people have taken the owner up on offers of hospitality, but those who do recount a wholly unbelievable tale:

    When you step into the houseboat, it's as if you're sent backwards 50 years in time. Looking out windows depicts a cityscape of antiquity and the television recieves live broadcasts of programs of the era (including news programs). If you look out the open door, you see the city as it stands today. When the door closes, you can see the 50 year old skyline through the port opening.

    Some visitors who spend time with the owner notice something particularly disturbing: an almost uncanny resemblance to their host, despite obvious age differences. Though this is odd, the owner is friendly and trustworthy (ignoring the air of unease most feel), so it isn't surprising if casual friendships build between a guest and the proprietor.

    All this would, of course, be very strange and worthy of note, but dismissed as some form of elaborate hoax or illusion, if it weren't for one additional detail.

    Whenever someone elects to spend the night in this houseboat after an evening of conversation and a few drinks, they are never heard from again.

    When the guest awakens in the morning, the owner is nowhere to be found and suddenly, the city skyline never changes back to its contemporary appearance when exiting the boat.

    Under the bed there is a briefcase full of $100 bills with a letter stapled to a list.

    The letter simply reads, "You have 50 years to follow these instructions if you wish to free yourself from this hell.

    The clock is ticking. Get to work."

Spot of horrors

Look behind you. What do you see? Invariably, there will be a wall somewhere in your view. Now stare deeply into the space on the wall that lines up best with your eyes. Nothing will happen, but makes sure you are clear on where this particular spot is. That spot contains all the negativity in your mind. Whenever you are on your computer, reading scary stories or whatever you do, sometimes you will get spooked. what do you do when this happens. You check behind you, that’s what you do. As you read this now, a feeling of dread will come over you. Check the spot. Nothing again, huh? That’s because right now, all the evil is locked safely in your mind. Some people, upon learning of this "negative spot" resolve to remove the spot in an attempt to remove the negative energy. This is a grave mistake. You must never let harm come to this spot. If you do, you will have released the energy. Now when you sit at your computer at night, you will feel chills even in the summer time. The feeling of dread that only presented itself when you were genuinely scared will now hang in the air constantly. Within a week you and your loved ones will have a string of bad luck. Within a month your computer will begin to act erratic and eventually break down. On the anniversary of the spots destruction, you will dream of your most horrible fears. The dream will seem to go on forever, and when you wake up you will notice your vision has darkened. Every year on the same day, the dream will repeat itself, and your vision will grow darker and darker. After you go totally blind, don't ever turn your back on that spot again. That is if you can still tell where it is.

Greater than Human

A young prodigy grew up in a loving home. His parents were kind, but not overindulgent. Strict, but fair. The boy grew up in a very well-balanced environment.

The boy, Nathaniel Zimmermann, discovered his taste for blood perhaps as early as seven years old. Only coincidences connect him to the horrifically mutilated animal carcasses that were always found six hundred sixty-six paces into the forest. Animals were found splayed open, organs neatly cut and dissected, eyes and mouths opened wide, illustrating the unspeakable pain in their last moments of life.

Nathan, on top of being a genius, also had incredible cunning. He kept his bloodlust under absolute control. He had no interest in friends, and he was spectacular at mimicking human emotion. He feigned a healthy contentment with life so that his parents wouldn't get suspicious.

Nathan graduated medical school with top honors, and decided to become a surgeon. His handiwork was precise and efficient. His surgeries often ended in record time. Then his cover was blown.

Nathan's sadism was eventually exposed. It was discovered that in addition to tampering with anesthetics (explaining his absolute contempt towards anesthesiologists), he sometimes replaced a person's painkillers with snake venom.

Nathan's medical license was revoked, but he found his niche in being a torturer-for-hire.

His only stipulation was that the victim was to die immediately following the torture, as any pain they felt after the torture would be almost pleasurable. Nathan so hated when people felt happy.

Nathan has murdered countless people, almost always torturing them first. It is rumored that when one of his victims was unable to feel pain, he simply started cutting off her extremities until she was immobile, then he shoved a screwdriver through her skull.

Oddly, it is not known whether he is a virgin. His arrogance seems to preclude him from any sexual contact, as he considers himself greater than a human. What is frightening is that he may very well be right.

The Corner

If you stand alone at the corner of Church St. and Market St. in Charleston, South Carolina at 3 AM, you see a man coming down Church St. wearing a black hat and black cape with stringy white hair and weathered skin. He'll stop at one of the two corners directly across from where you are standing and start to walk the corner directly opposite from where he is standing. When he reaches about halfway (dead center of the intersection) and nobody else has arrived, he'll stop, turn, and look directly at you.
If you do not blink for roughly 20-30 seconds he'll tip his hat to you and walk along his way, disappearing into the dark shadows of the trees that line the streets. Nobody knows what happens if you follow him.
If you do blink before he tips his hat, the very first thing you will see is the man standing directly in front of you. He'll grin maliciously at you and draw a blade hidden in the shaft of the cane and slash you across your throat, but you will not feel a thing. You will, however, pass out and remain in a comatose state until the sun rises over the horizon.
For the next six nights, you will have a recurring dream of the man walking down the street, appearing suddenly before you, and slashing your throat. On the seventh night, the events will replay the same up until he stops in the middle of the intersection. At this point, he'll say, "It's been fun playing with you, boy, but now it's time for you to go. Don't ever let me see you again." He'll then tip his hat and walk away before you wake up.
Nobody knows what happens if you visit the corner a second time.

Hotel Mario: The 13th Hotel [CDI game]

[I thought it was going to be a normal day... I was just dumping the Hotel Mario's source for future uses, but I never expected... I'd find that...
One of the files dumped was a level, the 13th Hotel, which had an unique cutscene. I was so excited to test it, I used my emulator to play it the quickest as possible. The opening cutscene begun: It was the original intro, but Mario was alone. There was a really creepy music in the background. The next scene was the place where Bowser was suposed to stay, but he was not there. Instead, his right hand was still over the rock, but bleeding. In his place, there was what looked like a huge stack of metal, bleeding. I was utterly scared at that point. The next scene was the place where Mario and Luigi walks talking about the picnic, but noe one was there, not even Mario. That huge red mushroom which was suposed to be there was broken, and there was blood. The skies were gray all the time. Mario reached the front door of the kingdom. The board was blank, with huge marks of claws and blood. Mario didn't say nothing, just picked up the letter. The next scene was really unsettling. It was Mario in close up, reading the letter. His eyes were completely black, and the skies changed. Mario was talking in a kind of demonic enchant. In the next scene, I was shocked. He looked to Luigi, who was dead in a iron stack, and said some glitched noises. Mario kept looking at Luigi with an amused glare at the eyes for around 8 seconds. The next scene was the "Condemned" board. But instead, it was written "YOU ARE Condemned", there were claws marks and lots of blood around the bricks and over the soil. Mario comes up, faceless, with white and black clothes, holding his bread box, which was blank. The background was some sort of red board of demons. Two messages blinked in a frame in the bread box: "13th Hotel" and "HELP ME". The next scene was the princess waving over the pipe, she kept doing that, with the scene blinking sometimes. Then, suddenly, she disappeared, and there was blood over that pipe. Mario came up, with a messed up red color with a hellish style, with static in the BG, saying more demonic talking, in whispers. Then, Ludwig's ruined castle appeared. The scene was looking abandoned, with mist around the place. Mario appeared again, pointing up, like in the final frame of the Intro, but his eyes were black, the BG was different and it was glitching up. For a short moment, he had red pupils facing me. Next scene: Mario walked like in the Toast cutscene, it was completely black, all what was there was the dead Luigi. Mario stayed like that for a few seconds, and then, a closeup. His right eye was popped and hanging out of the place, and he was stabbed on the belly. A demonic voice said "MARIO IS DONE FOR", and static came up. My game froze.]


This is the video that I could record, before the game crash, along my entire emulator:




Zelda 3D

When I was a child, one of my favorite games was the Legend of Zelda: Ocarina of Time. Anyone who's played it can probably figure out why, even if they don't particularly find it their favorite. Naturally, as a very popular game, it spawned a lot of rumors and legends, especially back in the day when communication through the Internet wasn't as common. Most of these legends are false, but sometimes a surprising amount of truth can be found in them.
A while ago I had read an article about early versions of Zelda 3D (as it was called in development), and apparently these early versions were incredibly different than the released version. It was modeled after the original Legend of Zelda rather than A Link to the Past, and as such was a lot more free roaming and adventurous than the one we got. At the time, it sounded awesome, and I even found myself wondering why they had abandoned the project. I concluded that it was probably due to the technical requirements of such a feat. Still, one thing that especially stuck with me were the pictures. Some were nondescript, nothing special, but one showed a large expansive desert environment. There was a palm tree and a small oasis near a much more primitive-looking Link, as well as some enemies. Past that, however, was just sand, stretching to the horizon. The thoughts of what might lay beyond that desert seemed to stick the image to my mind.
After that we skip several years. The article was only a vague recollection, nothing important. I was hanging out at the local game shop with one of my friends. He's telling me about his day, and tells me how some guy came to sell his missing son's old video games. He showed me them and they were all normal games. A few Wii games, a few Gamecube games, and a lot of Nintendo 64 games. Still, the only one that really caught my eye was a red cartridge with no label, except a piece of tape with the word "ZELDA??" written over it in marker. Naturally, this got me curious. My friend didn't share my curiosity, but he didn't think he could sell the game and just let me take it home for free and indulge myself. Naturally, I did.
The moment the game started, I realized it wasn't the Zelda I was used to. The title screen was nothing but a nondescript "The Legend of Zelda." No subtitles, no fancy font, no music, just those words in black bordered lettering. The background wasn't from OoT or MM either. It was an overhead view of what could only be called ancient ruins. They looked very sinister and grotesque, similar to something from Majora's Mask, only without any hint of the mystical atmosphere that accompanied any Zelda game. They were simply unnerving. Still, this didn't stop my curiousity, it only kept me going.
As soon as I press start, the game begins. It skips over any file screens and dumps a blocky-looking Link into an empty black environment. And when I say black, I mean black. There was nothing separating ground and sky. Just blackness. The only thing that let me notice that the game even worked was a temple in the distance, similar to the one in the opening. Moving still seemed to work fine, suggesting that something probably glitched with the textures of the ground and sky. Still, it seemed strange that nothing happend to any other textures. Entering the temple was my only choice, so I took it.
One thing that is worth mentioning is that the game started with no music, just deathly silence. However, the closer you came to the temple, the more music was available to hear. Well, it wasn't really music. It sounded like moaning, similar to the ReDeads in OoT, but more tinny and badly recorded. Every once in a while some sobs could be heard, but they were quickly stifled.
Entering the temple made everything seem more like a Zelda game, but something caught me eye. Rather than the textures being worse than those in OoT, they were better. There was more detail in everything, but it was all dingy and rotten-looking. Extra polygons only served to make things look more grotesque. The random blood splatters didn't help anything, either. It didn't take long for me to realize that the entire "dungeon" could hardly be called Zelda-like. Puzzles usually only consisted of pulling a lever or pressing a switch. In fact, there weren;t even any sliding blocks. There were no enemies, either, but the blood splatters on the walls soon served to be warnings of booby traps. Some become inescapable, and simply send you back into the darkness again. Others are escapable, but still extremely creepy and...depressing. The dungeon was riddled with the low-poly remains of dead adventurers. and sometimes they even gad items on them. The items could be picked up, but the inventory screen seemed unfinished, and the game only auto-equipped the first three items picked up since there was no accessible inventory screen. After several gruesome deaths and retries, I find my way to a door marked with a scratched-on eye, similar to the ones on the Lens of Truth and various other objects. Entering this door reveals a boss battle.
The music by this point had changed, and I only realized it by the last room. The moaning had never looped once, but still seemed to change according to the mood. A discordant violin melody started playing, but the rest of the sound remained nothing but moans, sobs, yells, and weird scratching. It was never enough to rise past the level of "background noise" but it still remained unnerving, almost as if it wasn't music at all, but monsters that were wandering somewhere in the temple.
When I said "entering the room revealed a boss battle," I was not entirely honest. It could only be called a boss battle by the most generous standards. It featured an empty room with the same textures on the walls as the rest of the temple. The only out-of-place aspect was a giant face on the other side of the room, colored as gray as the walls surrounding it. Its skin seemed stretched over its head and lined with the wall, so it looked as if the wall was growing a face. Moss seemed to be growing over its closed eyes and cracks were apparent everywhere on it. Still, the door I came in was locked, and the only thing to do was approach. I did so, carefully, making sure nothing was waiting for a surprise attack. I went up to the point where I was nearly in contact with the face. Nothing. It was still there, with its sunken eyes and cracked lips. I attacked it with my sword. The sword went through, and made an incredibly vulgar flesh-ripping sound, but nothing happened. It remained there. I attacked some more, and still more, until eventually the music stopped. Soon the cacophony of violin music became even louder and the moans started up even stronger, and then something happened. In one movement, its eyes opened, staring at me with dry, souless eyeballs. And then...nothing. The music was still louder, but I continued to attack the face with no reaction, until it simply had enough, ripped to shreds, and fell away in a fire, in typical Zelda fashion, revealing a door. The music had stopped. There were no more moans, screams, anything. I went through the door.
What a fool I was. That was only the tutorial.
The screen was replaced by a white screen, followed by a moment of extremely loud static. I jumped, but it was over almost instantly. The white screen was replaced by endless desert. The one from the image. I was in shock. By that point, I was creeped out enough to turn the game off. Still, that respite didn't last long, I had nightmares of the game. Normal nightmares, nothing weird about them (it was, after all, a pretty creepy game). However, what frightened me the most was something I skimmed over while I played and realized afterwards. The game chamged each time I started over. When I tried to take the same path through the labyrinth, I always ended up lost and confused. By the time I finished, I was relying on instinct.
I kept going the next day, stopping only to eat and go to the bathroom. When I turned it on, I was still at the desert, even though there was no file screen. This time it was night, I walked. Sometimes I would walk for 20 minutes only to find a half-sunken obelisk, or the ruins of what looked like some village hut. Other times there would be a skull or a few bones, but nothing more noticeable than that. Other times I would see great expanses of oasis and tropical forests. I found my first enemies here. They were similar to tektites, only with larger bodies, mostly containing their large eye. They had thin, long legs and would still attack by leaping. only when they hit you, they would pin you to the ground and attack. Soon the sun rose, and I continued walking. Sometimes I would find small tombs. These were almost always similar in style to the first dungeon, only without the moaning and no bosses.
What I did find was information. Runes scribbled onto the walls that could be read. The description would almost always be vague, with phrases like, "...and knowledge shall guide...way to heavens..." Sometimes they would be followed by other comments, but most writing seemed glitched and unintelligible. It seemed to be a history, though. The maps I'd sometimes find confirmed it. I simply explored, and after a while, I learned to let instinct guide my way. Soon I found the next dungeon, a large pyramid rising out of the desert...upside-down. Over it, straight up to the sky, was another large upside-down temple. It stretched so far I couldn't see the top. But I couldn't keep going. I needed sleep again.
The next day came, and I entered the dungeon. It was like all the small tombs I would find, only a bit more perilous. More bottomless pits. chasms, spike traps, and monsters this time. Long arms that would grab you from out of the wall like wallmasters, only these simply threw you into the traps, killing you. What probably used to be ReDeads and skeletons. At the end of this dungeon, I found a large spiral staircase. I followed it up and up until I reached what seemed to be the top. It took two hours of climbing, but the time seemed to fly by. The top was merely a platform with a large, ornate arrow pointing off an edge. Since there was nowhere else to go, I jumped. The screen again flashed white, and I was in a new area.
This went on for the next few weeks. There were many places to visit, and at times I could find the borders where one locale met another. I started to name the locations I had been to, but although I started knowing all the places intimately, there never seemed to be an end to new locations. Sometimes I would go through one door and come out on the other side of the world. Places didn't behave by constant rules of space, but it became easier to find my way regardless. Each time I revisited a place, it was rearranged in a different, more navigable setup. From every corner though, I could see the tower in the distance. I quickly realized that I had no reached the top, only fallen into one of many traps. In fact, I still have not reached the top.
In the few times I went about the real world, I could feel that the game was different. It changed itself. It seemed to react to me. I was sure that a game like this should not have been able to be created. But then, they were going fot a free-roaming experience more similar to the original Zelda. What if they succeeded? They created a world one could always roam. And they really did create a world. I had learned of many gods in that land. The three goddesses who had created such a perverted, physical world. The god He Who Sees, who decided to cleanse it. I still don't know my own route, but I felt that if I simply followed my instincts, I could find my goal.
That's why I'm writing this now. My instincts still tell me where to go. But it's not here. It's not in the game. I have to leave, and I will do it. But before I go, I feel I have to leave this message for someone to find. I should warn you though, it may be a game, but it knows you are playing.

Zelda: Link's Awakening