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Cake day: May 17th, 2026

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  • Early Chinese GBA flashcarts requiring parallel linker flashing were rarely seen among overseas gamers. The representative models are the original EZ-Flash (EZ1/EZ2) and GBA Link “Huoxian” flash carts. These cartridges needed to connect to the parallel port of an old PC to write ROMs. There was no TF card slot, and the console had to stay connected to the PC for the entire flashing process. The full kit was quite expensive back then, and disconnecting mid-write could even brick the cart. F2A series were the mainstream choice in western retro gaming circles, and these parallel linker kits were hard to source outside China. Starting from EZ3 and EZ4, the design switched to TF card storage, dropping the parallel linker entirely.

    Fast forward to today, I believe modern EZ Flash flashcarts do not require manual kernel updates. The official upgrade instructions are most likely written as a precaution to handle potential compatibility issues. Those old parallel-linker flashcarts are fond memories for a generation of Chinese gamers, and they were not affordable for us at that time.









  • I plan to send my VA-model Sega Saturn to a retro hardware repair creator for testing. The console works over AV output, but RGBS gives a bright black screen when connected to my GBS-C. It also has bulging capacitors on the board.

    My main goal is not to repair it. I want to use this unit as a physical sample for educational content and community troubleshooting guide. I accept that the console may not be returned after testing if needed for the teardown and measurements.

    What points should we prioritize testing and documenting? Are there any hidden risks I haven’t thought about?










  • I learned this from many veteran‑player stories; I was not a frequent arcade‑goer myself back then. Most arcade cabinets in China in that era were pirated units. The vast majority of players got their start with King of Fighters 97, rather than the more‑well‑regarded, better‑balanced KOF 98. KOF97 has poor character balance and very lenient move hit‑detection. Seen from today’s perspective these are flaws, yet they held a unique appeal for players in China with limited information back then. You could sometimes pull off flashy moves or cheap tricks just by mashing the joystick and buttons. I did not play much myself and cannot memorize all the move commands. Even to this day, a large group of long‑time KOF97 fans barely touch other fighting games. Inexpensive no‑brand arcade consoles are marketed toward this crowd, and they still enjoy the game a great deal. Within China’s older fighting‑game community, the moment where Xiao Hai (Zeng Zhuojun) took on ten top Japanese players is nearly as legendary as Daigo’s famous parry at the Tougeki tournament. His Street Fighter 6 championship brought fighting‑games to a wider audience, drawing in people who had never touched arcades before. He serves as a role‑model for many Chinese players. I also got into Street Fighter 6 because of this championship. Before that, fighting games felt overwhelmingly intimidating to me. I only relied on three basic moves: the shoryuken, hurricane kick and fireball, yet I got this unexpected sense of accomplishment. My skill level is still very low, but I have a lot of fun playing



  • I didn’t experience that period personally. This information comes from veteran‑player stories and old forum threads. Both games could be seen in many internet‑cafés. Legend of Mir centered on combat and equipment, while Ragnarok Online was more about character‑building and social life. Students made up a large part of RO’s audience, and Legend of Mir had a more diverse age‑range of players.

    On Chinese‑language internet, there is a popular type of nostalgic video with the core theme: “You might not know who I am, but you have definitely seen or heard my work”. That describes Ragnarok Online well. Plenty of people have never actually played it, yet they have come across related clips or its background music at some point, without recalling the game’s name. The single‑player game Trails in the Sky is a similar case.


  • Thank you for your long‑form question. I will try my best to answer.

    First set of questions: What would a brand‑new game console made in China look like?

    ​ 1. The biggest problem is not hardware specifications or R&D capability, but its small target audience. Despite high spending from Chinese players on Steam, home‑console gaming in China is tied strongly to a sense of ritual. Console games are typically meant for the living‑room, yet this kind of living‑room gaming culture is largely absent here.

    Some Chinese cultural content is hard to convey to overseas players through translation. Take Chinese Paladin (Xianjian Qixia Zhuan) for example. It has excellent writing and is fairly well‑known. Its gameplay experience is quite different from typical Japanese JRPGs, and it poses big challenges for translation.

    Black Myth: Wukong has earned great reputation both domestically and internationally, and its Journey to the West theme is easy for foreign audiences to accept.

    ​ 2. Back before widespread internet access, we valued art‑style a lot. We appreciated games made with care despite limited hardware power. Pixel‑art retro aesthetics remain popular among Chinese players today. It is also a major consideration for independent developers, balancing gameplay and production cost.

    When the PS4 generation arrived, game graphics improved dramatically. A segment of Chinese players grew fond of cinematic storytelling. Player preferences are simply diverse.

    That is not to say we only care about visuals. A game’s popularity comes from many factors. Beyond gameplay, players appreciate good developer‑publisher attitudes, or warm real‑world stories behind the game, as well as games that showcase Chinese culture. These can attract us even more than graphics and art.

    ​ 3. Chinese gamers mostly use modern‑day devices. Old games are largely a collector’s hobby. There is nonetheless a group of people who are deeply into nostalgia. They want dedicated devices built for their purpose, free from constant internet distractions. ​ 4. We do not support a game merely because it is domestically‑made. A bigger question is: besides games in the vein of Chinese Paladin, what other distinct kinds of content can we create?

    The Chinese games that reach international players are mostly highly‑acclaimed stand‑outs. If you look at the broader domestic game industry, you may get a different impression. Home‑grown console game development started late in China. Historically we have been stronger as publishers rather than original developers.

    When a Chinese game banks entirely on nostalgia but has poor quality, it leaves players disappointed. Blood Lion (Xue Shi) is one such example, comparable to the infamous E.T. the Extra‑Terrestrial for the Atari — it dealt a serious blow to the whole domestic game industry.

    Second set of sharp‑edged questions 5. About hostility between domestic and overseas player‑bases. It is not like fans defensively protecting something. I suspect the root is mutual misunderstanding. Some players seek recognition within games, getting instant gratification from heavy in‑game spending.

    There are also younger players who have not been exposed to diverse perspectives. I do not agree with their viewpoints, yet this kind of phenomenon naturally occurs.

    ​ 6. Hostile player dynamics stretch back to the early MMO era. One notable example is Legend of Mir, published by Shanda. It was not originally a Chinese title, but it became huge in China. Chen Tianqiao, founder of Shanda, once became China’s richest man. Personally I do not approve of this game’s business design, which was adept at monetizing competitive human impulses, and this is one possible source of in‑game friction.

    Later countless copy‑cat games popped up, alongside viral pop‑up web‑advertising. In many of these titles paying money gives you powerful advantages while free‑to‑play users have a rough time. Many players who value pure gameplay disliked this Legend of Mir‑style design.

    Of course some players genuinely enjoy Legend of Mir. Its core audience included small‑business owners: they had disposable income but were not interested in learning complex gameplay mechanics, treating games purely for fun rather than cultural exploration.

    A little‑known fact: Shanda released a handheld console 20 years ago that could run Legend of Mir. Few Chinese even know about it, and most owners mainly showed it off rather than playing it. I disagree with Chen Tianqiao’s business style, but cannot deny his industry influence.

    ​ 7. I haven’t played Helldivers 2. My guess is players there value pure gameplay competition over tight‑knit sub‑community drama.

    Genshin Impact players in China suffer widespread stigmatization — this is not because the game itself is bad; plenty of its players are admirable. The stigma comes from a minority of young users posting poorly‑reasoned, anti‑intellectual remarks online, which triggers resentment toward the whole group.

    Third set of questions 8. Talking about cheating: CrossFire actually has far more cheaters on its Vietnam server, though I do not know the exact reason. Chinese players have very low tolerance for cheaters. Early‑era CrossFire had terrible anti‑cheat systems, and players hated cheating intensely. Later Tencent built powerful anti‑cheat solutions, with relatively few innocent players getting wrongfully banned.

    We call cheaters “Big Brother” online, it is purely a sarcastic nickname, not a term of respect. Nowadays when we spot cheaters, many people just watch it for amusement.

    Some anti‑cheat systems will ban player accounts.

    Skill versus cheating can sometimes be hard to tell apart in CrossFire. We are not all pro‑players, the cheating ecosystem here is just very complicated.

    ​ 9. The stereotype claiming Chinese gamers are prone to cheating spreads mainly via internet hearsay. In China, creating or widely distributing game cheats carries legal consequences. Game developers and operators take this matter very seriously.

    Old‑era MMO cheats were mostly used to automate repetitive dungeon‑grinding. Modern cheats exist only to ruin the multiplayer experience.

    Lu Benwei, former world‑champion League of Legends pro‑player, was caught cheating while streaming PlayerUnknown’s Battlegrounds. He did not apologize immediately, which drew strong backlash from Chinese gamers. He apologized years later, though I have not followed the rest of that story.

    Disclaimer: These are only my personal observations, they do not represent all Chinese‑speaking gamers. Feel free to point out anything that might be ambiguous, so we can avoid misunderstandings.