Jasl_00

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Jasl_00

Jasl_00

@jasl_00

เข้าร่วม Kasım 2012
277 กำลังติดตาม333 ผู้ติดตาม
Jasl_00 รีทวีตแล้ว
🇻🇪
🇻🇪@ADICCIONLARRY·
tengo un compañero que es enchufado, en tiktok lo funaron xq es familia de un ex alcalde y ahora son millonarios, el punto es que hoy estábamos hablando en clase de la situación insostenible y el tipo se estaba haciendo el loco quejándose también y yo así sabiendo todo el chisme
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🐝🇬🇷
🐝🇬🇷@bee_fumo·
The most fascinating part about this debate isn’t “Japan vs. the West” - it’s Japan vs. nearly the entire rest of the world. Game Console Emulation, game preservation, modding, and fan translation scenes are massive across Europe, North America, Australia, South America, Russia, and even much of China. There's a few key historical reasons: 1. The Homebrew community. The powerful 1980s homebrew & tinkering culture on home computers (especially the AMIGA) taught entire generations how to program, crack, and modify games. 2. Poverty. In many countries -especially former socialist ones- consoles and games were expensive or unavailable. Emulation became the only realistic way to play and preserve them. 3. Censorship & limited access. Fans had to import, copy VHS tapes, smuggle anime/games, and create their own translations. A lot of this underground work happened at conventions. This fan-driven effort continues today: the best translations of Japanese games and anime are still often done by passionate pirates and hobbyists, while official localization (especially by big companies like Crunchyroll) tends to either be done poorly or contain contemporary American politics. A few additional interesting facts: - The Nintendo European Research and Development team(NERD) has in the past hired console emulator developers to develop the modern emulators used on modern services like Nintendo Switch Online. However these days Nintendo is far more aggresive towards them. - Companies like SEGA actively benefit from and tolerate this culture. The Sonic the Hedgehog scene is legendary for its ROM hacks, mods, and fangames (Sonic Robo Blast 2, SAGE Expo, Sonic Hacking Contest). SEGA has historically allowed these to flourish as long as they stay non-commercial - something that keeps the franchise alive and passionate in the West. Pictures: 1. Bootleg pirated Anime VHS tapes. 2. "Assembly 2004" a demoparty 3. Demoscene/Hacking groups 4. Sonic Hacking Constest website
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しあわせラボラトリー/ゆるゆると思考する日々@happylabo2

@BukhariCorpus @bee_fumo 間違ってるんじゃなくて、どうやらゲームコミュニティの文化そのものが全く異なるものなんだ。僕たちもそれを理解する必要がある。 その一つにゲームカートリッジやハードのリセールがあって、確かに日本では簡単に購入できる。 まるで宇宙人との会話みたいだよね。

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Jasl_00 รีทวีตแล้ว
The Weeb Crew
The Weeb Crew@The_Weeb_Crew·
A monk (thief), copying (stealing) a manuscript to preserve it (steal profits from the original creator).
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Jasl_00
Jasl_00@jasl_00·
@Anjer2805 @BreadOficcial y sin olvidar que por algun extraño motivo el puede hacer que todos sus conocidos recuerden que paso
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AJRC2805
AJRC2805@Anjer2805·
@BreadOficcial Lo que más me impresiono de todo Solo Leveling es que manda a la caño cualquier tipo de momento emotivo, porque al finalizar la serie hay un reinicio temporal en donde todos los que murieron están vivos
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Sebasu🍞
Sebasu🍞@BreadOficcial·
Nunca olvidaré como los fans de Solo Leveling lincharon el único capítulo que añadía profundidad nivel charco de Agua, porque el protagonista dejó de farmear aura y se mostró humano y llorando ante SU MADRE quien despertó de UN COMA Semana inolvidable para mí
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Pirat_Nation 🔴
Pirat_Nation 🔴@Pirat_Nation·
The Stop Killing Games movement has officially backed the proposed California bill focused on protecting players when online games are shut down. > Publishers must provide an offline mode or a way to keep the game playable after server shutdown. > If this is not possible, players should receive a full refund. > The goal is to protect digital ownership and game preservation. This proposal follows growing concerns over games becoming completely inaccessible once support ends, especially after shutdowns like The Crew. Most gamers think that if players pay for a game, it should remain playable or be fairly compensated.
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Pirat_Nation 🔴
Pirat_Nation 🔴@Pirat_Nation·
23 major news outlets, including The New York Times and USA Today, are now blocking the Internet Archive’s Wayback Machine from saving copies of their articles. They are doing this because they do not want AI companies to use the archived pages to train large language models. This surely protects their content from scraping, it also limits public access to historical news records. It makes it harder to track how stories change over time and preserving journalism
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MarcaScroll
MarcaScroll@MarcaScroll·
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Dororong Español
Dororong Español@DoroStar5522·
Ya me vi la película en Facebook xdd
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Yeyo Balbás
Yeyo Balbás@ChoneraCirce·
Construir un racimo de islas artificiales de forma ilegal para montar instalaciones militares, apropiarse de 3 millones de km² de océano, y plantar una base aérea con misiles a 250 km de la costa filipina no es la ley de la jungla.
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EL PAÍS@el_pais

“China y España son países de principios que actúan con rectitud moral, y ambos están dispuestos a situarse del lado correcto de la historia”, ha dicho Xi Jinping, que ha emplazado a Sánchez a “rechazar el retorno del mundo a la ley de la selva” elpais.com/espana/2026-04…

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yunayu
yunayu@yunayuispink·
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Nacho Montes de Oca
Nacho Montes de Oca@nachomdeo·
Padrino López regresa al gabinete de la dictadura venezolana como ministro de Agricultura Productiva. Su tarea principal será quizás aportar su experiencia para que no germine la democracia. Todo cambia para que nada cambie
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ben
ben@videotech·
GTA Online: Yearly Revenue 2014: $21,501,118 2015: $184,766,514 2016: $313,821,489 2017: $504,148,348 2018: $414,300,757 2019: $470,804,610 2020 (Peak due to COVID-19): $743,992,975 2021: $653,934,228 2022: $450,740,544 2023: $411,052,946 2024: $403,978,895 2025: $400,456,128 2026 (Present): $109,692,497 Total: $5,083,191,048 ($5B) Monthly Revenue: 20M-35M
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