Acidrama est un oméga plagiaire
Introduction
Qui est Acidrama ?
Acidrama est un youtubeur francophone qui réalise des vidéos “iceberg”, c'est-à-dire des vidéos traitant de secrets, anecdotes liés à un sujet en particulier, qui deviennent de plus en plus sombre ou peu connu au fur et à mesure de la vidéo. Ses vidéos portent en majorité sur des jeux vidéos mais aussi sur d’autres sujets tels que la biologie, les backrooms, Disney ou les creepypasta et plus encore. Sa chaîne comptabilise aujourd'hui 52 vidéos et 66,7K abonnés. Son nombre total de vidéos change régulièrement, il lui arrive souvent d’en basculer un grand nombre en privé, puis de nouveau en public, sans raisons connues. D’ailleurs peu de choses sont connues à son propos. En plus de youtube, il possède un twitter peu actif, un twitch, un patreon et un tipeee.
Pourquoi ce document ?
L’objectif de ce document est de démontrer factuellement que Acidrama est un gros plagiaire. Nous, les auteurs de ce document, avons découvert Acidrama via sa vidéo sur Yume Nikki. Yume Nikki est un jeu indépendant japonais sorti en 2004 plutôt obscure surtout en France. Étant d'énormes fans, nous connaissions aussi le wiki du jeu, et nous avons vite reconnu les tournures de phrases employées. Il nous paraissait aussi évident que Acidrama ne savait pas de quoi il parlait. Tout sonnait faux .Certains éléments semblaient hors propos, mal expliqués, et le format iceberg qui suppose une progression allant de sujet très connu à des sujets très peu connus ou flippants n’était absolument pas respecté. Mauvais choix de pronoms, certains noms mélangés, l'héroïne est décrite comme je cite, “la madotsuki”(10min36). En bref, il était évident que Acidrama n’avait pas joué au jeu. Pire encore, après des recherches mots à mots de son texte, il s’avère que la quasi entièreté de la vidéo était une lecture d’articles sur le jeu mal traduit en français. Aucun de ses articles n’étaient cités, que cela soit dans la vidéo où la description. Après le check de ses autres vidéos, ce même schéma se répète. Acidrama prend un sujet, souvent plutôt populaire ou d’actualité, choisi 5-6 articles dessus et lit au hasard des paragraphes mal traduits.
Comment ?
Comme dit plus tôt, nous avons une certaine expertise concernant le jeu vidéo Yume Nikki. Ainsi nous avons cherché l’origine de chacune de ses phrases, pour déterminer si plagiat il y a et dans quelle proportion. Ensuite nous avons checké quelques passages dans d’autres de ses vidéos et sans surprise nous avons trouvé les mêmes méthodes de plagiat. Bref, si vous avez besoin de vérifier ça par vous même, on vous laisse lire la suite.
Puisque qu’Acidrama a tendance à mettre ses vidéos en privé, nous avons pris le soin d’archiver sa vidéo. Nous avons aussi réalisé une vidéo comparative entre ses sources et son texte, plus pratique pour comparer directement les sources et sa vidéo.
Attendez... Il y a des sources pourtant sous ses vidéos ?
Alors, concernant ses sources. Nous avions l’idée de réaliser ce document depuis bien longtemps, mais c’est seulement peu de temps après les histoires avec le plagiat de The Great Review que nous nous sommes mis à la tâche. Quelques semaines plus tard et après avoir parlé de ce document en préparation sur Twitter, Acidrama a modifié l’ensemble de ses descriptions pour ajouter ses sources, jusqu’à là absente. A-t’il fait ça car il a entendu parler de ce doc ? Ou à cause du drama avec TGR ? On en sait strictement rien. MAIS CELA NE CHANGE RIEN AU PROBLÈME ! Sourcer n'annule pas tout plagiat : qu’il soit sourcé ou non, le fait est que son texte est un copié-collé de wiki. Bref, on commence :
Une dernière fois juste si vous avez besoin de check en même temps utilisez la vidéo comparative: https://youtu.be/bf_lkGvml9M?si=NMEpxZHSRi6AtpMy
Analyse de la vidéo Yume Nikki
00:01-00:49
“The PC game has been shrouded in mystery since it was first released on June 26, 2004—though “released” may not be the correct word. It surfaced, shared by a developer known only as Kikiyama, on the forum 2channel, Japan’s rough equivalent to 4chan. The game was made in RPG Maker 2003, a publicly available free software suite for creating 2D role-playing games, meaning the developer, who has never revealed their identity, could be just about anyone. They're likely Japanese, and their choice of release method suggests a young man. That's about all that's known.
Following the game's initial emergence, it was translated into English and began to garner a cult following in both Japan and the West. Kikiyama updated it incrementally and repeatedly, until, in 2007, build 0.10 released—and Kikiyama disappeared. ”
https://www.wired.com/story/yume-nikki-japanese-game-that-took-14-years-to-officially-come-out/
00:50-01:22
“Even now, though, there’s some distance between fans and creator. All the communication about the Steam release and the upcoming project is being done through the publisher, AGM Playism, and Kadokawa, the production company that is handling the new project. A representative from Playism confirmed to Kotaku that Kikiyama was involved in the Steam release, though.
The question of who Kikiyama is adds to the cult appeal of Yume Nikki. Denby described it as like an alternate reality game, but for a real person. As a game, Yume Nikki is full of secrets, and most of playing it is finding things that are hidden. There’s something maddening about knowing that even if you finish the game, you’ll never know much about the person who made it.”
https://kotaku.com/the-horror-game-developer-who-disappeared-for-a-decade-1822123563
01:23-01:58
“I first played over a decade ago called Yume Nikki (Japanese for ‘Dream Diary’), a game many speculate is about a girl who is ‘Hikikomori’: a Japanese term used by mental health professionals to refer to individuals experiencing prolonged social isolation in their own home, along with significant functional impairment or distress.
While Hikikomori has not been mentioned in any international diagnostic manuals for mental health, it has been the subject of a growing amount of clinical research around the world, sparked by concerns about its increasing prevalence in the Japanese population.”
01:59-02:23
“Yume Nikki, which means “dream diary,” is about a Japanese woman named Madotsuki, who explores surreal landscapes in her dreams. In those dreams you can collect “effects,” that will change Madotsuki’s appearance and sometimes give her some kind of ability”
https://kotaku.com/the-horror-game-developer-who-disappeared-for-a-decade-1822123563
02:24-02:38
“The overall picture Yume Nikki paints is extremely bleak: a young girl stuck in her room, unable to access support, with nothing but a dream world for company that turns increasingly hostile towards her, and yet conquering the dream leads only to her apparent demise. “
02:38-02:59
“Yume Nikki is a strange game that has no dialogue and a unique art style. The creator of the game, KIKIYAMA, stated on their website that the game is meant to be an exploring game with a "dark atmosphere" but without plot or purpose. Still, there are themes in Yume Nikki that fans collected to create different theories about the characters and locations. Those themes and theories are displayed here. “
https://yume.wiki/yume/Theories
03:00-03:03
“Bref, bienvenue dans MON propre iceberg de Yume Nikki”
-Acidrama
03:24-3:53
“Whilst Madotsuki’s self-imposed confinement is believed to be indicative of her status as Hikikomori, it is important to note that Hikikomori has a strict set of diagnostic criteria in Japan (Kato et al., 2020) – including a minimum duration of 6 months and associated functional impairment - and it is debatable whether Madotsuki’s presentation meets these.
Of course, isolation can be a positive experience for some, but it is difficult to imagine how being left with only your own thoughts for company for such a long period of time can remain a positive experience.”
03:54-04:08
“it could perhaps be argued that the distress that the player is forced to experience through the game can feel particularly reminiscent of the struggles of the Hikikomori condition – from the endless ruminating thoughts about unanswered questions, to the perception of a cheerless, hostile world.”
04:08-04:23
“Yume Nikki tells the story of Madotsuki's dreams. When the player first boots up the game, the young Japanese girl is in a small room. There's a television, a game console, a bookshelf, a desk, and a bed. A glass door leads to a balcony outside, and another leads out of the room”
https://www.wired.com/story/yume-nikki-japanese-game-that-took-14-years-to-officially-come-out/
04:30-04:40
“if the player guides Madotsuki to the bedroom door, though, she'll refuse to open it. Eventually, the player will guide her to bed, and she'll lie down and fall asleep. Then the dreaming begins, and that's where Yume Nikki “
https://www.wired.com/story/yume-nikki-japanese-game-that-took-14-years-to-officially-come-out/
04:40-05:03
THE FIRST DOOR Madotsuki opens leads her to a sprawling forest. It's quiet. Ghost-like figures stand in place, scattered around the brush; they don't respond to her when she comes close. On the ground, the shape of a huge insect flows from one edge of Madotsuki's vision to another, like a moving mural. She wanders for what feels like hours. Eventually, she finds another door.
https://www.wired.com/story/yume-nikki-japanese-game-that-took-14-years-to-officially-come-out/
06:13-06:32
“While Hikikomori was initially thought of as culture-bound to Japan, emerging evidence of cases from other cultures suggest otherwise (Kato et al., 2019). Unfortunately, Hikikomori can face significant stigma due to negative perceptions of their condition (Pereira-Sanchez et al., 2019), which can be a further barrier to help-seeking for their treatable mental health conditions.”
06:32-06:49
“Games such as Yume Nikki could play a crucial role in increasing players’ understanding and empathy for Hikikomori by helping them experience, first-hand, the horrors of isolation. In fact, one study assessing individuals playing Yume Nikki found that players showed an increased understanding of Hikikomori alongside a desire to learn more about it, “
(Bonus: Il ne donne pas l’info en entier: les joueurs ont envie d’en apprendre plus MAIS SEULEMENT après avoir lu des article sur le site d’un fan du jeu répertoriant des discussions de fan qui parle explicitement du lien entre le jeu et les hikikomori “[...] a desire to learn more about it, but only after reading articles on the game’s fan website cataloguing discussions by fans that explicitly consider the link between the game and Hikikomori (Bommarito & Dunlap, 2014).”)
06:50-07:07
“It was remarkable how this was the case even when the game itself left a less significant impression on the players, leading the authors to conclude that experiences are meant to be shared and considered in a collaborative environment, in which the perspectives of others are to be built upon or contended with additional experiences.” (il dis encore nimp la)
07:07-7:48
“During this ongoing period of self-isolation, some of us at Gaming the Mind have found our own little ways to cope. Playing online games together and organizing virtual group film watching sessions have both been good ways to stave off feelings of loneliness, and individual mindfulness exercises have personally been a great help in my day-to-day activities. It is important to remember that loneliness, isolation and Hikikomori are all similar yet distinct phenomena.
One can be objectively isolated without the subjective feeling of loneliness, and not all who are isolated would meet full diagnostic criteria for Hikikomori (Kato et al., 2020). Social isolation has itself been identified as a threat to mental (Coyle & Dugan, 2012) and physical health in older adults (Klinenberg, 2016), and both loneliness and social isolation are contributors to all-cause mortality in adults more generally (Holt-Lunstad et al., 2015). “
07:49-07:58
“perhaps the game and this recent period of enforced self-isolation, as well as the discussion that they generate, can offer us a window into the experience of Hikikomori, or at the very least make us all that bit more empathetic to its profound impact.”
08:17
08:20-09:25
“Even the game’s elusive creator “Kikiyama”, who has kept their true identity a mystery, has remained doggedly silent on the validity of the many fan theories and interpretations of what Yume Nikki means. Some fans have questioned whether or not Kikiyama is Hikikomori and if Kikiyama drew upon their own personal experience of isolation when making this game.
The surreal characters that populate the game world do nothing to allay the player’s unease. Wandering around aimlessly without hints to their origin or motive, these creatures either ignore Madotsuki upon her attempts to interact with them, or turn towards her and make incomprehensible noises. Even in the one instance when she comes across a party of beaked humanoids who appear to be having a good time at a picnic accompanied by cheerful music, Madotsuki is able only to watch from a distance, due to plants blocking her approach.
Some wonder if these events are symbolic of Madotsuki’s real-life predicaments – in this case, perhaps representative of her deliberate social exclusion by unsympathetic individuals. Given that these avian adversaries may also chase Madotsuki and attempt to trap her in enclosed spaces in certain dream areas, one wonders if she may be a victim of bullying. Research about Hikikomori has suggested that intense social pressures brought about by adverse experiences like bullying can contribute to the isolation of such individuals (Teo et al., 2015), with a significantly increased risk of dropping out of education (Yong & Nomura, 2019).”
09:37
“The dreams of Madotsuki”
09:53-11:37
“Exploration of Madotsuki’s room reveals little to do beyond playing a simple and repetitive mini game on a retro game console, interacting with a television which displays no channels, or saving progress in a diary. Given the lack of enjoyable options to pass the time, perhaps it is no surprise that going to bed offers an appealing alternative, which is when Madotsuki begins to dream. Each dream begins in Madotsuki’s apartment, which appears similar to its waking world equivalent, aside from one important aspect: Madotsuki is able to leave through the front door.
Leaving the dream apartment brings players to an eerie nexus with a circle of a dozen uniquely-decorated doors, each leading to a different ‘world’. These locations are all interconnected but remain distinct from each other, with designs ranging from a minimalistic field of snow with interspersed trees, to a phantasmagorical space where the walls are covered in zippers, legs and arms. Regardless, the atmosphere throughout is one of unease and confusion.
The worlds are vast and labyrinthine, replete with unsettling, otherworldly imagery, and accompanied by a haunting soundtrack. Abstract symbols that may or may not mean something are sprinkled throughout the worlds alongside random occurrences such as a ghost face with a 1-in-64 chance of appearing every time a certain light switch is flipped.
Indeed, unlike most games that assure the player how the game “should” be played, Yume Nikki stands out with a sheer absence of dialogue throughout. Players find themselves cast suddenly into a strange and unfamiliar dream world, with nothing but their own speculations for company. Anxiety and disorientation are inevitable as one wanders this illogical realm, feelings arguably not dissimilar to those brought about by prolonged isolation.“
11:38-12:30
“Madotsuki's next dream takes her into a black void full of hands. She finds a hat that, when donned, turns her head into a hand with a single unblinking eye. Another door takes her to a desert devoid of color or sound. Another, a series of stairwells—always, impossibly, going up. When she gets bored, or scared, she pinches herself to wake up. But she returns to the same dreams again the next night, and the one after that as well.
Yume Nikki is rich in atmospheric dream worlds, but almost entirely devoid of what you'd traditionally call "gameplay." There's no dialogue, no plot, no combat. It's impossible to reach a “game over” screen, and no indication given in the game what your goals are. There are twenty-five objects scattered in the world, called "Effects"; each effect, like the hand described above, causes a change in Madotsuki's appearance or immediate environment. Some of these are useful, some are nonsensical. One is a bicycle. Another is a knife, which lets Madotsuki kill any being she meets in the dream. None appear to have any broader effect on the game world.”
https://www.wired.com/story/yume-nikki-japanese-game-that-took-14-years-to-officially-come-out/
12:46
13:16-14:41
“Madotsuki may make use of various “effects” within the game. Found only after painstaking exploration of the dream worlds, these effects can change Madotsuki’s appearance or behaviour in various ways, some quite bizarre. This is another puzzling aspect of the game, as players are left wondering the significance of, say, being able to light Madotsuki up in bright neon colours, or having her play a flute.
Some players speculate as to whether transformational effects, such as the ability to “fatten” Madotsuki, or change her into a faceless ghost, may hint at underlying disturbed body image, or issues with self-esteem. Comorbidity of hikikomori with other mental illness is particularly common (Tan et al., 2020).
Perhaps more unsettling is the “knife” effect, which, when equipped, will cause many characters to flee Madotsuki, whilst immobile characters start shuffling around in a seemingly panicked manner. Players may, if they choose, attack these characters with the knife and even kill them to obtain coins. These coins can be used to increase player health at vending machines, but there is no reason to do this, as much like in a dream it is not actually possible to get hurt.
The game gives no overt sign of whether you are doing the “right” thing or not and players are kept ruminating as to the meaning of their actions and their possible consequences. In fact, one does not need to use the knife at all when completing Yume Nikki. Regardless of their meaning, much like the game’s environments, these effects are confusing and unsettling.”
15:45-15:50
“The developer for a cult classic, experimental horror game disappeared from the internet for a decade. Their sudden, unexplained resurfacing on Steam leads to more questions than answers.
Yume Nikki is a game defined, in some ways, by its obscurity.”
https://kotaku.com/the-horror-game-developer-who-disappeared-for-a-decade-1822123563
15:50-18:43
“For a while the game was distributed in English on fansites or via direct download links, meaning that you had to be really looking for it to find it. It’s also difficult to wrap your head around how to play. It’s not complicated, it’s just that there’s no real direction. Once you head off into your first dream, you’re on your own. You may enter a snowscape, or pitch black darkness. All you can do is explore and hope to find something. A lot of the time you end up walking in circles. Although many fans have made guides, the experience of actually playing the game is one of loneliness and isolation.
Over a period of a couple years, the game’s developer, known only as Kikiyama, released new builds on their website. Once Yume Nikki reached version 0.1 in 2007, Kikiyama disappeared and the website stopped updating. It would take another year until the game really took off in the west, but when it did it garnered a cult following because of its unusual visual style and oppressive tone. Derek Yu, who would go on to develop Spelunky, blogged about Yume Nikki in early 2008, saying, “The lack of dialogue or any ‘action’ fills me with this strange sense of dread. … Visually, the game really reminds me very much of Earthbound (especially Moonside!) and cactus, which is a pretty awesome and terrifying mix.”
Yume Nikki has spawned enough fan games that they need their own wiki to categorize them all. In Japan, the game had a manga and also a light novel adaptation. You can see Yume Nikki’s influence in games like Undertale, which pays homage to Yume Nikki in one of its character sprites. We see similar themes of isolation and exploration in popular indie games from the late 2010s like Lisa: The First.
Despite Yume Nikki’s pedigree, no one really knows anything about Kikiyama. Their return and the announcement of a new project hasn’t brought any more details about who they are. No one knows their gender, where they live, their age, or their real name. They seem to exclusively speak Japanese, or at least prefer to communicate in that language, and, as far as we know, they are the developer of Yume Nikki. Those two things are the only known facts about Kikiyama. Everything else is speculation. There is only one alleged contact for them—an email address from a readme file in an early version of Yume Nikki. One fan claimed to have gotten a response from the address where someone thanked them for playing Yume Nikki, but most emails go unanswered.
In the past decade, Yume Nikki’s fanbase has remained stalwart despite the lack of updates or news from the developer. They still make fan games and discuss fan theories, and try to give newcomers a sense of what the game is like if they want to try it. The Yume Nikki subreddit feels kind of cozy—there are a lot of posts about Madotsuki, some fan art, as well as a little speculation about who Kikiyama is or where they might be. “
Note : il se trompe régulièrement sur les pronoms ils/il et they
https://kotaku.com/the-horror-game-developer-who-disappeared-for-a-decade-1822123563
18:43- 18:59
“Before the Steam news hit, some fans thought Kikiyama may have committed suicide, based on the dark subject matter of the game, or that they died in 2011 Tohoku earthquake.The last email they ever replied to was allegedly shortly before the earthquake hit,” “
https://kotaku.com/the-horror-game-developer-who-disappeared-for-a-decade-1822123563
19:00-19:06
AGM Playism, and Kadokawa, the production company that is handling the new project. A representative from Playism confirmed to Kotaku that Kikiyama was involved in the Steam release, though.
possible coincidence
https://kotaku.com/the-horror-game-developer-who-disappeared-for-a-decade-1822123563
19:11-19-19
“While people ask about Kikiyama pretty often, longtime fans provide the same answer over and over: we don’t know who Kikiyama is, and we probably never will.”
https://kotaku.com/the-horror-game-developer-who-disappeared-for-a-decade-1822123563
19:19-19:23
“The question of who Kikiyama is adds to the cult appeal of Yume Nikki”
possible coincidence
https://kotaku.com/the-horror-game-developer-who-disappeared-for-a-decade-1822123563
19:37
19:58-21:10
“Madotsuki is seemingly trapped inside her room, though it is unknown if this is by choice or if it is due to something out of her control. She remains stuck inside a room with nothing to do except play NASU, write in her diary and sleep. For this reason, some fans believe Madotsuki remains in her dream world as a way to escape the situation that she finds herself in.”
description de l’image : “Whatever is behind that door, it is too much for her to confront.”
While inside her dreams, she can fly across a city sky, explore far more interesting video games, hang out with other people, and travel across the universe. But between all of these things that she can do, it always ends up with her returning to reality, as explained through various events.
All of the events mentioned above are seemingly friendly, but will ultimately lead to Madotsuki waking up anyway in the right conditions. In the Witch's Flight event, she can eventually fall, leading her to wake up. Interacting with a wall in the FC Dungeon leads to scarily glitched graphics alongside a loud noise that wakes Madotsuki. Spending time with Poniko can lead to the Uboa event, which drastically changes the mood of the soundtrack and the surroundings and will teleport Madotsuki to Uboa's Trap, forcing her to wake up if she doesn't have the Medamaude effect. Boarding the space ship can lead to a crash-landing, effectively isolating Madotsuki on Mars.
It could be theorized that these happy events link Madotsuki to the real world, even if she wants to remain dreaming to escape the harsh reality that she lives in.”
https://yume.wiki/yume/Theories
21:11-22:16
“Madotsuki does not leave her apartment for the entirety of the game. Going outside to her balcony at different points in the game reveals that quite a bit of time passes - it turns nighttime, then daytime again. When the door in the real world is interacted with, she shakes her head, making it impossible to exit the room. In her dream world, she can not only leave through said door but is able to access the different dream locations through similar-looking doors in the Nexus.
In her dream world, the themes of isolation and loneliness continue. There is no dialogue, most NPCs ignore Madotsuki, and only a few NPCs turn to her when the player tries to interact with them. One example is the shoppers in the Mall, who run away from Madotsuki and become deformed upon interaction, making an odd sound as they go away. The locations themselves can feel isolating and lonely, due to being large and often looping, especially in locations close to The Nexus, of which only contain few points of interests.
The sombre soundtrack of the game is also a contributing a factor within this: with most other video games, longer pieces of music (around the typical two to three minutes) can signify how much time has passed since the player started playing the game, but shorter ones can make time be lost easily. “
https://yume.wiki/yume/Theories
22:25-22:31
“Furthermore, there are other characters that also seem isolated from their surroundings:
Poniko, who is the only character in the Pink Sea. Just like Madotsuki, she never leaves her room of which she seems to be the only inhabitant.
Mafurako, who is the only NPC roaming around the expansive Block World, and prefers to teleport to a random spot far away from Madotsuki when teleporting her back, with the exception of Madotsuki being in her snowman form, which makes Mafurako always teleport next to her. Mafurako is also always invisible, save for their hat and scarf, which could mean they don't want to be seen by others for some reason.
Mars-san, who can be found in the underground area of Mars, which can only be reached by crashing a spaceship into Mars and then using an effect to access the tiny hole to the underground. This exit compared to the size of the character themselves makes them seem trapped, as it is impossible for even Madotsuki to enter if she is her normal size.
22:31-23:57
Mars-san could also entirely represent Madotsuki's feelings of staying inside her apartment: the feeling of being completely trapped and unable to escape.Another important encounter in the dream world that may point to a theme of isolation is Closet Madotsuki, a sleeping Madotsuki hidden in a closet in the Checkered Tile Path.”
https://yume.wiki/yume/Theories
24:17
https://yume.wiki/yume/Theories#Theories_regarding_Locations
24:20-25:17
“The location dubbed the Mall by fans has several rooms that closely resemble a doctor's or therapist's office, complete with a reception, fitting wall posters that slightly resemble graphs of the human body, two couches and a character sneezing. Entering a second room from the room with the reception leads you to O-Man, a character playing cheerful music. As the Flute effect can be found here, Madotsuki is able to perform music together with them. This suggests the Flute is given to the player by O-Man themself. This may be a reference to music therapy.
In another room that is similarly structured to the above rooms, there is a character who has a large amount of red liquid coming out of its head and falls over when interacted with, spilling said liquid on the floor. The sound of the liquid pouring out of it could be interpreted as the sound of a beating heart, and the liquid could be interpreted as blood, both adding to the hospital theme.
The main area contains colorful people that run away from the player when interacted with, as well as becoming distorted. This may also tie in with the traffic accidents theory, as people who survive said accidents are usually taken to a hospital to recover.”
https://yume.wiki/yume/Theories#Theories_regarding_Locations
25:18-25:48
“The Number World could possibly be interpreted as a school. The world is obviously filled with numbers, which could represent a math class or a possible fear of numbers (arithmophobia) that Madotsuki has. The Stabbing Room could be interpreted as a crowded hallway, with the name and method of clearing it possibly showing a violent tendency or annoyance involving crowded spaces within Madotsuki. The Bed Room and its closets could possibly represent dormitories and lockers, respectively. The Toriningen located in Number World and the accompanying Guillotine World could represent other students, particularly the "popular girl" figure mentioned in the Themes of Isolation “
https://yume.wiki/yume/Theories#School_themes_in_Number_World
25:57-26:21
“The Pink Sea appears to be very cheerful compared to other locations in the game. The pink and pastel colors, the floating balloons, and the conical structures that resemble Japanese-style party poppers in the Pink Sea may make the ares represent a party. The island that Madotsuki appears on when entering from Snow World also resembles a balloon and Poniko's island slightly resembles a present box. As Poniko is the only inhabitant of The Pink Sea, the party might be thrown for or by her. “
https://yume.wiki/yume/Theories#Party_themes_in_The_Pink_Sea
26:58
https://yume.wiki/yume/Theories#Body Thèmes
27:04-28:13
“In Yume Nikki, it is common for NPCs or backgrounds to resemble body parts or inner organs. Also see the Themes of Anxiety theory above for more instances of body parts, particularly eyes and hands, appearing in the game.
Eyeball World is filled with various NPCs that resemble parts of the human body, ranging from legs to lips. The Mouth Monsters, which have large mouths, give hair-related effects. Uteri-shaped creatures also appear on the Infinite Road. Furthermore, some fans suggest that KyuuKyuu-kun, a large colorful worm-shaped creature who is seen rubbing the handrail of a stairway, is phallic imagery, as the character can only be seen by entering through a Zippertile on the wall, which can be interpreted as a pants fly.
Another prominent body-related theme found in the game is the various strabismic NPCs (strabismus meaning to be unable or having problems with fixating both eyes on one point at the same time, leading to the eyes not being aligned). One of the most well known strabismic characters in Yume Nikki is Seccom Masada-sensei. There could be two main reasons for their appearance:
Madotsuki herself could be strabismic but is hiding it by keeping her eyes closed.”
https://yume.wiki/yume/Theories#Body_Themes
28:24
Cultural reference
https://yumenikki.fandom.com/wiki/Talk:Theories#Cultural_reference
28:51-30:13
“Perhaps the story of Japanese comedian "Nasubi" (Tomoaki Hamatsu) served as a point of inspiration for Kikiyama? Nasubi was locked in an apartment for over a year in 1998, after unkowningly becoming involved in a disturbing reality TV stunt. He had to enter contests to win things for survival, and was allowed nothing else. He would only be released once he'd won one million Yen worth of prizes.
There are a number of similarities: He won a TV, but had no antennae or cable (Madotsuki's TV has no reception). He had only magazines for entertainment initially (Madotsuki has a bookshelf full of presumably books/magazines). He later won a playstation with only one game, similar to Madotsuki's Famicom with only one game. This could be why her Famicom game is named Nasu and has the eggplant theme - his nickname also means "eggplant", which he was given due to his unusually long face. He kept a diary while being locked in the room. It later became a best-selling book. The diary concept is obviously central to Yume Nikki.
It could be that Madotsuki has been locked in her room for months, or even years, in a bizarre social/psycological experiment such as Nasubi, and has been driven mad by the experience, or it could simply be that the concept inspired Kikiyama and he added some small details to Yume Nikki in tribute.”
https://yumenikki.fandom.com/wiki/Talk:Theories#Cultural_reference
30:14-30:18
“As a theory, it certainly bears remarkable similarities to the game. That's quite interesting actually”
https://yumenikki.fandom.com/wiki/Talk:Theories#Cultural_reference
30:18-30:26
“I was surprised that no one else seems to have heard of him since it sounds like it was a pretty big event in Japan at the time. It's one of the only possible real-world connections I've seen to YN”
https://yumenikki.fandom.com/wiki/Talk:Theories#Cultural_reference
30:26-30:33
“It'd be interesting to read Nasubi's diary to see if there's any other connections, but I don't know much Japanese. At any rate, I think it'd be nice to have a mention of the Nasubi story somewhere on the wiki, but I wanted to have some feedback on it before changing any articles. “
https://yumenikki.fandom.com/wiki/Talk:Theories#Cultural_reference
30:34-30:39
“everything else is just random speculation save for the mention of Paracas/Nazca cultural art in the game”
https://yumenikki.fandom.com/wiki/Talk:Theories#Cultural_reference
32:09-32:37
“Various NPCs and effects are demons, ghosts, and monsters from Japanese folklore. This suggests that Madotsuki may be interested in or feels personally involved with this theme.
NPCs that heavily resemble creatures of Japanese folklore are:
The Yuki-onna, who is modeled after the Yuki-Onna youkai and bestows Madotsuki the Yuki-Onna effect when interacted with.”
https://yume.wiki/yume/Theories#Japanese_Folklore
32:37-32:44
“Yuki-Onna are said to do many things in Japanese folklore, but the thing I know then for is... well, raping travelers. Wikipedia: "She occasionally takes on a succubus-like manner, preying on weak-willed men to drain or freeze them through sex or a kiss."”
32:45-32:57
“The Cat effect, where Madotsuki becomes a humanoid Maneki-neko holding a koban coin. As the Maneki-Neko is supposed to bring in customers with its good luck, it might explain why NPCs are drawn towards Madotsuki when she paws with her right paw.”
https://yume.wiki/yume/Theories#Japanese_Folklore
32:58-33:05
“The FC Demon, who might not look like a regular Oni, but the Demon effect they give gives Madotsuki the appearance of one.”
https://yume.wiki/yume/Theories#Japanese_Folklore
33:08-33:14
“The Nopperabou Ghost and Nopperabou Witches, who references the legendary faceless Noppera-bō creature.”
https://yume.wiki/yume/Theories#Japanese_Folklore
33:26-33:37
“The Ittan-momen, fan-named after the yōkai of the same name. It is a Tsukumogami that has been said to be a long cloth that has come to life and flies around, killing people by smothering them. It gives the Towel effect.”
https://yume.wiki/yume/Theories#Japanese_Folklore
33:52
“Three girls having fun.”
https://yume.wiki/yume/Theories#Themes_of_Isolation
33:59-34:36
“Throughout the game Madotsuki encounters tall creatures (referred to as Toriningen by fans), of which are considered enemies in the game due to their nature of trapping Madotsuki in inescapable locations when in a "lunatic" state. They also have the characteristic of having a group dynamic that goes beyond other multiple identical NPCs spawning in one location (such as the Wheelies). The most significant example of this is the Toriningen Party, where a group of Toriningen are seen having a picnic together in the Wilderness, while dancing to cheerful music. This party cannot be accessed, as the plants of the Wilderness hinder Madotsuki from approaching any closer. It is notable that the NPCs of which that are thought to be the enemies of the game act as a team while Madotsuki herself is a sole figure.“
https://yume.wiki/yume/Theories#Themes_of_Isolation
34:36-34:54
“The Toriningen could possibly symbolize people in the real world, especially a "popular girl" figure e as they are taller than Madotsuki and wear more stylish clothing and hairstyles, while their hostile nature when in their "lunatic" form could also possibly symbolize Madotsuki being bullied in the real world, resulting in her isolating herself.”
https://yume.wiki/yume/Theories#Themes_of_Isolation
35:36
Themes of Anxiety
https://yume.wiki/yume/Theories#Themes_of_Anxiety
36:06-37:19
“The theme of being watched seems prevalent in Madotsuki's dream, especially with the theme of eyes appearing throughout the dream world. This can obviously be seen in the Eyeball World, but also appears in the Dark Woods and Barracks Settlement with the presence of Isee and in White Desert A with the presence of Eye People. Some other characters with large, singular eyes also appear such as Mars-san.
Hands are also scattered throughout the game. Again, the aforementioned Eyeball World is filled with grabbing hands sprouting from the ground. Many locations also have hands or hand-like imagery:
https://yume.wiki/yume/Theories#Themes_of_Anxiety
37:35-37:47
“Uboa's Trap, a subsection of the White Desert that Uboa teleports the player to, has a nightmarish landscape where a monster with multiple hands grasps hills in the background.”
https://yume.wiki/yume/Theories#Themes_of_Anxiety
37:51-38:04
“The implication may be that Madotsuki dislikes being touched and prefers a great amount of personal space.
A character who may tie into this theory is Organoid, who is the only NPC to swiftly teleport away upon approach. The many Mall Shoppers also run away from Madotsuki upon interaction. “
https://yume.wiki/yume/Theories#Themes_of_Anxiety
38:05-38:12
“Watchful eyes sprawled throughout certain areas evoke a sense of paranoia, whilst outstretched arms almost seem to suggest a feeling of helplessness”
38:29-38:43
“Le solipsisme est une théorie philosophique et métaphysique selon laquelle la seule chose dont l'existence est certaine est le sujet pensant. Forme extrême d'idéalisme, le solipsisme soutient qu'aucune autre réalité n'est certaine que celle du sujet qui pense. “
https://fr.wikipedia.org/wiki/Solipsisme
38:45-40:30
“Within the entirety of the game, Madotsuki encounters a massive amount of strange creatures inside of her dream world. However, in the real world nor that of dreams, we never see anyone other than Madotsuki that we could effectively call...human. She is simply stuck within her apartment, refusing or unable to leave it and left with little do aside from search her dream world for the Effects of which she does not even know the purpose of until the very end. At another angle, the only consciousness in existence decides in its heightened state of enlightenment that it wishes to create a world where its less enlightened self must conquer a set of fears and go against odds in order to escape a seemingly hopeless reality she has been put into. The exact reasoning of the enlightened consciousness cannot be known, as Madotsuki is the less enlightened state of this consciousness that has done this for its own purposes, whether it be for entertainment, experiencing a specific scenario, or otherwise. The enlightened consciousness leaves a very vague set of instructions for Madotsuki and lets her do as she wishes within the confines of those rules, perhaps even as a test of her reasoning and capacity for rationality in a surreal setting. As Madotsuki collects the Effects, each could represent a fragment of her Enlightenment, which, once again, have been spread about for reasons unknown to even Madotsuki, and once she collects all of the Effects, she achieves true Enlightenment once again, and goes back into her state of Oneness by taking her leap of faith from the balcony, the barrier keeping her from leaving until she had attained Oneness from new experiences. There would be logical loopholes within this setting that a less enlightened Madotsuki could use to her advantage such as simply being able to leave, entering a place which was never created by the consciousness, so it instead made her believe that she would never, for any reason, want to leave her apartment. All of these theories of Rape, Transexuality, Vehicle Accidents, literally every theory could be true to the point of this consciousness creating memories for Madotsuki so she would have a form of drive to move onward, to explore her dreams, even if she had no idea what she was doing or why she was doing it.
This is extremely far-fetched, but I just thought about it and didn't try to refine any of my thoughts.“
https://yumenikki.fandom.com/wiki/Talk:Theories#Madotsuki_is_a_Solipsist:
41:00
“Lucid Dreaming”
https://yume.wiki/yume/Theories#Lucid_Dreaming
41:11-41:51
“As Madotsuki can wake herself up at any time in her dream while also having control over her surroundings, she is by definition having lucid dreams. Since she also keeps a dream diary, she remembers at least some things about them, particularly the effects as saving the game could be interpreted as her writing the moments related to effects in her diary in order to remember them and therefore reuse them in the dream world.
Self-induced lucid dreaming is a successful therapy technique for dealing with sleep cycle-affecting mental disorders or illnesses. It is theorized she may have been taught self-induced lucid dreaming to reduce the frequency of nightmares and keeps a dream diary to keep track of her dreams as a self-care exercise.”
https://yume.wiki/yume/Theories#Lucid_Dreaming
41:51-41:58
“During the Witch's Flight event, Madotsuki even falls out of her bed in the real world to indicate that she moved around in her sleep while having a strong dream”
https://yume.wiki/yume/Theories#Themes_of_Escapism
41:59-42:56
“Although the player never sees much of the real world in the game, besides Madotsuki's Room and balcony, there are many interpretations about certain places/scenes in the game that could directly be connected to it As mentioned in the Themes of Isolation above, one character who could represent Madotsuki herself is Mars-san. One other possible connection is the FACE event, as the door opening to it looks the same as the door that leads out of Madotsuki's real room. FACE itself could be used to represent Madotsuki's fear of the outside world, or simply a really abstract representation of what she thinks will happen to her out there.”
https://yume.wiki/yume/Theories#Parallels_to_the_Real_World
43:05
https://yume.wiki/yume/Theories#Themes_of_Traffic_Accidents
43:35-43:49
“Different areas and interactions in Yume Nikki imply that Madotsuki often thinks about traffic accidents of some kind. One prominent example of this is Shitai-san, a dead person on the ground in the Road, surrounded by traffic cones, of whom the Stoplight can be gained. “
https://yume.wiki/yume/Theories#Themes_of_Traffic_Accidents
43:49-43:55
“Near Shitai-san is also a train track, with a Traincar located elsewhere in the same forest. “
https://yume.wiki/yume/Theories#Themes_of_Traffic_Accidents
43:56-44:08
“Other instances of vehicle- and crash-related events also occur within the dream world. Seccom Masada-sensei is troubled by his spaceship crashing onto Mars, while Mars-san cries near something that appears to be a crashed locomotive.”
https://yume.wiki/yume/Theories#Themes_of_Traffic_Accidents
44:25-44:49
“Monoko, a girl found in one of the tunnels of the White Desert who drastically changes her “ppearance when the Stoplight is used: she has five arms (one coming out of her head), a wound on her stomach, strabismic eyes with one of them spurting out liquid and an open, seemingly drooling, mouth. Using the Stoplight again restores her appearance. This could be interpreted as Monoko possibly being a person in the real world that may have had relations with Madotsuki, but suffered a vehicle-related accident that Madotsuki witnessed. Her strange appearance when the Stoplight is used could possibly be a less grotesque interpretation of what Madotsuki saw. “
https://yume.wiki/yume/Theories#Themes_of_Traffic_Accidents
44:49-45:04
“All of these themes have led to theories stating Madotsuki may have had experiences in the real world relating to a traffic accident, possibly alongside family or friends. This would explain why she is alone in her apartment, as those in the traffic accident possibly died or suffered fatal injuries and thus can't be with Madotsuki. “
https://yume.wiki/yume/Theories#Themes_of_Traffic_Accidents
45:56
https://yume.wiki/yume/Theories#Themes_of_Violence
46:01-46:26
“Depending on the player's actions, Madotsuki can behave violently towards NPCs and sometimes inanimate objects. She is able to use the Knife effect on almost all of the NPCs with varying results.
While this makes the Knife a prominent effect in the game, it is nevertheless not necessary for gathering effects and thus achieving the ending, and most of the time, can be substituted by the Cat effect for exploring purposes. Even in cases where it is useful for exploring, it will often lead to alarming events “
https://yume.wiki/yume/Theories#Themes_of_Violence
46:27-46:50
“Regardless, the Knife is still perceived as a key object in the minds of many fans, leading to them interpreting that Madotsuki or other characters from the game can be prone to acts of violence. Some fans have also theorized that Madotsuki may have had a violent past or was violent herself in the real world, thus why the Knife effect is found in the difficult-to-navigate Dark World (likely as a form of repressed memory) and why Madotsuki isolates herself in her room, possibly out of guilt for a violent act committed in the past. “
https://yume.wiki/yume/Theories#Themes_of_Violence
46:50-47:30
“Chapter 5, Page 5 of the Yume Nikki manga, Madotsuki refers to Uboa/Poniko as "Mom" at the bottom of the page. Uboa seems to have a ponytail, like Poniko. Uboa took Madotsuki's umbrella and started hitting her with it. The fact that Madotsuki used "Mom" could resemble that Madotsuki's mother abused her, and also due to Uboa taking the effects from Madotsuki could mean that Madotsuki's mom also took her belongings.
In the game, when the Uboa event is triggered, you cannot turn the light back on or leave the room. It could be possible Madotsuki was told to stay in her room by her mother. And hey, maybe Madotsuki doesn't like to go to sleep with the light off, but is forced to. Or maybe she just broke the light switch.”
47:31-48:56
“I think that the idea that Madotsuki has had a violent or murderous past can be linked with the closets in the game. I think it's possible that in the past, madotsuki had harmed someone with the knife, and afterwards felt guilty and tried to hide in a closet. An obvious example would be the madotsuki you can see hiding in a closet on the checkered tile path, but this could be linked with the event of stabbing the toriningen in the numbers world. We could see it almost like a re-enactment of the memory. She stabs the torningen which represents the person she stabbed in real life, and then you can enter a closet in the same room and be teleported into mini hell, which could represent two things. It could either represent her guilt, along with the ghost of herself, or it could represent the feeling that she's trapped in the closet, afraid to come out and face her actions.
We could go even deeper”
49:49-50:01
“Regardless of how the player chooses to play the game, the end is always the same: Madotsuki wakes from her dream and is now able to interact with a set of stairs which have appeared on her balcony”
50:01-50:04
“as taking off your shoes before committing suicide is common in Japan”
https://yume.wiki/yume/Theories#Theories_regarding_Locations
50:05-50:30
“This ending is devastating and comes as a shock to many players who may have developed an appreciation for the silent protagonist. As abrupt and upsetting as the ending may be, it does, intentionally or not, reflect that individuals who are Hikikomori are vulnerable in that they are more likely to have risk factors for suicide (Yong & Nomura, 2019). Some fans argue whether this death occurs in the waking world or is just another dream, which may indicate their difficulty in accepting such an upsetting outcome.”
50:31-50:43
“Yume Nikki ends when all the Effects are collected. And … that's it. It is an experience of aimless wandering, an anxiety stupor in interactive form. If Yume Nikki's creator is a mystery, that mystery is only compounded by the mystery of the game itself.”
https://www.wired.com/story/yume-nikki-japanese-game-that-took-14-years-to-officially-come-out/
51:07
“What's Behind The Bedroom Door?”
https://www.wired.com/story/yume-nikki-japanese-game-that-took-14-years-to-officially-come-out/
51:11-51:59
“The mysteries of Yume Nikki, both inside and outside its game world, intertwine around each other in an insoluble knot. There's, first, the mystery of Madotsuki herself. Every silent inch of her journey invites the player to speculate on who she is and why she refuses to leave her room. There are bits of repeated imagery scattered around her dreams for the player inclined toward dream interpretation: grabbing hands; screaming, monstrous women; faces distorted in neon reds and yellows.
Some images particularly evoke a car crash, maybe suggesting that Madotsuki is traumatized from an accident. Or maybe the truth is even more macabre, and she's an abuse victim hiding from a violent parent—or is already dead, in her own looping purgatorial dream realm. What's really beyond that bedroom door, which doesn't appear to be locked or barricaded? Madotsuki could leave. She just won't.”
https://www.wired.com/story/yume-nikki-japanese-game-that-took-14-years-to-officially-come-out/
52:05-52:23
“Regarding that theory, I feel like mentioning it in a broader way of referring to body imagery is much better. Sure, it's a valid theory, but other people point at the same imagery and say it means Madotsuki is trans, and other again say it means that Madotsuki had a miscarriage, and and and. You see where I'm going with this? People add more and more convoluted theories that end up in ridiculous fanfic-like scenarios.”
https://yumenikki.fandom.com/wiki/Talk:Theories#Rape_theory_should_be_included_here.
53:04-53:27
“semi-official merchandise like manga adaptations, those two mysteries are one and the same. All art brings with it the temptation to read biographically, to try to glean details from the artist's life and psychology out of their work. But with Yume Nikki that urge is overwhelming. The twin mysteries are so congruent—of course a game like this would have an unknown creator!—that they can't help but feel connected. And all the games and fanfics, forum posts and Serial-style podcasts are an attempt, by those affected by Kikiyama's games, to explain them, to hold the power they hold and make it legible.”
https://www.wired.com/story/yume-nikki-japanese-game-that-took-14-years-to-officially-come-out/
53:28-53:53
“But if these mysteries are ever solved, they'll lose something. Like a dream, they'll solidify and fade, transforming into something mundane. Yume Nikki is unsettling but also joyous in its own way, a warm blanket of loneliness, a world entirely the domain of one girl. To save the game, Madotsuki writes in her dream diary. She's a cartographer, making maps of her own nightmares. She never shows her diary to anyone else. So far as we know, there's no one with whom to share it.”
https://www.wired.com/story/yume-nikki-japanese-game-that-took-14-years-to-officially-come-out/
53:53-53:59
“Still, die hard fans of the game are looking for any way to contact the developer. It’s not because they are trying to solve a mystery. It’s because Yume Nikki has made a very strong impact on their lives”
https://kotaku.com/the-horror-game-developer-who-disappeared-for-a-decade-1822123563
54:00-54:49
“At all times during regular gameplay, the dream world and the real world are kept separate, meaning no "unreal" dream elements carry over in the awake moments. During the Witch's Flight event, Madotsuki even falls out of her bed in the real world to indicate that she moved around in her sleep while having a strong dream.
However, during the ending, two Jellyfish appear, while the ending supposedly takes place in the real world. This has raised doubts as to whether the ending is real or just another dream. In fact, some fans believe that Madotsuki is dreaming at every point in the game, citing her perpetually closed eyes, the carrying over of yen after getting pinched awake, and the unrealistic nature of living in an apartment without food or a bathroom as evidence. The blood splatter that appears in the ending also appears several times throughout the dream world, though this is likely either foreshadowing or reusing assets. Others see this theory as a symbol that, even in death, Madotsuki can't escape her nightmares.”
https://yume.wiki/yume/Theories#Theories_regarding_Locations
54: 50-54:57
“or is already dead, in her own looping purgatorial dream realm. What's really beyond that bedroom door, which doesn't appear to be locked or barricaded?”
https://www.wired.com/story/yume-nikki-japanese-game-that-took-14-years-to-officially-come-out/
Exemple dans ses autres vidéos
Bon voila on a enfin fini l’analyse de sa vidéo sur Yume Nikki. La vidéo est donc entièrement une lecture de texte mal traduit issue du wiki, de blogs et de commentaires de d'autres personnes. Cependant si cela ne vous suffit pas, voici quelques exemples tirés de d'autres de ses vidéos. J’avoue avoir la flemme d’analyser de la même manière ses autres vidéos, c’était déjà assez long et chiant comme ça.
00:00-00:30
The Corporate Greed Iceberg is an iceberg about legally recognised companies that have caused some level of harm in order to maintain (or increase) their profits. The things included: knowingly selling a dangerous product to consumers; stifling the market to maximise gains; dismissing the concerns of safety for their employees; and many other unethical practices.
https://www.reddit.com/r/IcebergCharts/comments/n1cvi4/corporate_greed_iceberg_full_explanation_in/
16:37-17:10
U.S. Opioid Crisis: Drugs companies sold powerful painkillers that turned out to be highly addictive. Oops! Deaths from opioid abuse quadrupled over 15 years. Since selling these drugs in America isn’t a good look anymore, they’ve been selling to Asian countries, in particular China, with the exact same strategy.
https://www.reddit.com/r/IcebergCharts/comments/n1cvi4/corporate_greed_iceberg_full_explanation_in/
38:46
Bhopal Gas Disaster: The Union Carbide India pesticide plant had experienced numerous leaks and accidents in the past, but little improvement had been made in regards to health and safety, and many regulations for the plant were being ignored. The leak in 1984 could have been prevented, but all three emergency actions to contain the leak failed due to improper maintenance. Because the gas was so dense, it travelled along the ground and into the homes of people living nearby. More than 3,000 people died, with the fatalities so frequent that bodies were dumped together in large graves. The gas caused many long term effects, such as problems with eyes and lungs, and many children born had serious health defects. Even today, many people still live here, drinking water contaminated by the chemical. The United States refused to send Warren Anderson, the CEO of the company, to India, despite demands he be held accountable.
https://www.reddit.com/r/IcebergCharts/comments/n1cvi4/corporate_greed_iceberg_full_explanation_in/
Complots
17:37-18:37
People claim orbs have shown up in haunted places and even caused environments to change, usually becoming much colder. But in reality, orbs are just dots, or particles in the air that when caught in a camera look like floating bits. Most people don't take any Orb theories seriously, and neither should you.
Roblox
2:35-2:58
“1x1x1x1 is a test account that was created by Shedletsky, formerly Telamon. Throughout the community, many rumors spread about 1x1x1x1 being a "hacker".
There were many rumors that 1x1x1x1 was an exploiter or a leader of an exploiting group.”
https://roblox.fandom.com/wiki/Community:1x1x1x1
11:19-12
This is a glitch resulting from PrismoStudio's server lag that caused him to drive around in an invisible car, while the real one was back at vernal and his body was randomly standing nearby. While he was doing this, he killed 2 people by running them over and 1 by using a crowbar after that. But as a result of jumping out of the car, his glitch ended and he was killed :P
https://youtu.be/C9xwsPbiYag?si=kWhltpIlMyNJ3NAz (forte ressemblance, pas sûr a 100%)
Animal crossing
13:26-14:36
“Aika Village itself was made by an Animal Crossing player that went under the name of Garakku [...] The exact story of the town is meant to be up for interpretation by those who tour it in their dreams. [...]
The village is designed in a linear fashion so that players can experience the story pieces in the order that Garakku intended. Players enter the town in the plaza which has been completed covered in custom pattern pathing designed to look like television static.
[...]
There are many details to the town and players are recommended to search through it on their own. [...] One of the most popular theories about the village is that Aika was given a killer doll for her birthday that ruined her life. Others speculate that the doll could've been an outlet for Aika's struggles in life and it just existing brought upon a downfall in Aika. Details such as Aika's shoes found on the beach could possibly mean that the story ended with Aika taking her own life.”
https://gamerant.com/animal-crossings-new-horizons-mystery-aika-village/
Mario 64
00:00-00:17
s the first true 3D game in the company's long history, the Nintendo 64 launch title Super Mario 64 was truly unlike anything else at the time the system released, serving as both a taste of what's to come for buyers of the console and the developers' playground for new ways to impress and excite generations young and old, and also scare the living daylights out of them.
https://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/SuperMario64
04:07-04:53
While they can't hold a candle to the Mad Piano, the Mr I from the same level are extremely creepy. Being a scary disembodied eyeball they are quite jarring compared to the more cartoony enemies in the game and are quite alarming for first time players.
https://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/SuperMario64
I.'s only shoot pink bubbles at Mario from their pupils. They always watch Mario when he is close
https://www.mariowiki.com/Mr._I
15:20-16:14
A Dummied Out enemy for Super Mario 64 called "Motos" were discovered. They behave rather similarly to Chuckya (they're mini King Bob-Ombs that grab you and throw you in a random direction) and seem to be related to the Bullies (the Bullies have the name "Otos") in the game. They look rather unsettling and have some creepy looking dome. Like Bullies, they would've only appeared in the two lava levels of the game. Just imagine this robot-looking enemy throw you to your death in lava as you keep trying to jump out. At least the worst a Chuckya can do is throw you to a bottomless pit.
https://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/SuperMario64
Parc d’attraction
02:48-04:00
Mission Space Deaths: Mission Space is a ride located at Epcot in WDW. It utilizes a ride system in which riders sit in capsules that spin to simulate the G-Force of being in a launching spaceship. Currently, the ride operates with a less intense version that does not spin and is basically a motion simulator. From June 2004 to June 2005, paramedics treated 194 Mission: Space riders. The most common complaints were dizziness, nausea, and vomiting but many also reported chest pain and irregular heartbeat. A 4-year old boy died of a heart attack on the ride and then a short time later (the next death in the WDW park) a 49-year-old woman also died on the ride giving it a reputation of being "too dangerous."
https://www.reddit.com/r/IcebergCharts/comments/qyzdoj/theme_park_accident_iceberg/
13:28-14:42
Test track molestation: Not an accident per se but Test Track located in Epcot is unique in that it seats in rows of three. As a result, riders are often seated next to single riders they do not know. In 2018 a woman and her 8-year-old son were seated next to a man who was a stranger to the pair. During the ride, the 20-year-old man proceeded to make lued comments about the boy and began touching the child's groin area. He was arrested following the ride.
https://www.reddit.com/r/IcebergCharts/comments/qyzdoj/theme_park_accident_iceberg/
20:41-20:51
Discovery Pendulum is a fair style ride where riders sit in a ring on a large apparatus and swing from side to side while spinning. It is located at Kankaria Amusement Park in India. The main shaft broke and caused the ride vehicle to falling slamming into the ground. The incident happened as the ride was speeding up, causing a massive impact. 3 were killed and 31 were injured. I put this at the bottom because there are so many videos of this happening and also a lot of graphic content. It’s also just completely terrifying, the ride literally broke apart.
https://www.reddit.com/r/IcebergCharts/comments/qyzdoj/comment/hljz2el/
Mario
32:32-34:25
Détails minime : Acidrama parle a plusieurs reprises de crapaud dans sa vidéo. Il est très probable au vu des contextes a chaque fois que cela soit une erreur de traduction pour “Toad”. Oui ce mec se trompe sur un truc aussi basique quand on parle de Mario.
Sonic
10:48-11:55
https://www.thegamer.com/15-conspiracy-theories-about-sonic-the-hedgehog/
The 2006 Sonic the Hedgehog game is well known among fans for a variety of terrible reasons. In addition to glitchy levels and terrible controls, Sonic '06 (as it's affectionately called, and I use that word very lightly) is maybe best known for introducing the idea that Sonic prefers to date human women. Sonic has his first and only onscreen kiss with Elise, a princess he is trying to protect. It's weird, uncomfortable, and bizarre, and that doesn't even begin to cover it. We all know Amy Rose has a thing for Sonic, and yet, the only game we've seen him be really romantically involved with someone was this one, and it was with a human. But hey, to each their own, right? What Sonic does in the bedroom is his business. I just don't ever want to have to see it on screen again.
note : acidrama une fois de plus lit des commentaires subjectifs comme si c’était ses propres opinions
18:26-19:33
https://www.thegamer.com/15-conspiracy-theories-about-sonic-the-hedgehog/
This is probably my favorite conspiracy theory on this list, and maybe one of my favorite of all time, because it's completely based on fact and is incredibly disturbing (thanks to YouTube user WwwWario for this theory). By inputting a code at the title screen, you can access Sonic CD's secret sound test room to hear different songs from the game. But by inputing 46, 12, and 25, you are taken to a screen where super creepy music plays over images of what looks like a man with a mustache in a Sonic the Hedgehog mask. Japanese lettering appears on the screen, which translates to "Infinite fun. Sega Enterprises. Image by Majin."
WHAT THE HECK IS THIS? I don't know, but it's crazy creepy, and I'm so glad I found it! By the way: Majin is both a nickname for a developer on the game and a Japanese word that can mean demon or genie. SCARY!!
note : acidrama une fois de plus lit des commentaires subjectifs comme si c’était ses propres opinions