I still remember blowing into Famicom cartridges until my cheeks hurt.

I was watching some retro gaming videos on YouTube the other day. There was a channel diving deep into the story of SEGA’s Sonic. As I scrolled through the comments, I saw other old-time players sharing how they saved up for cartridges as kids, or how they first held a Mega Drive controller in a small shop. Their memories overlapped with mine.

What surprised me more was the comment section itself. People were rational. They disagreed without fighting. And they were quite welcoming to me, a Chinese commenter.

So I thought: I’ll write too. I’ll write about how we played, growing up on this side of the world.

Not to compare who had it worse, nor to claim we understood games better. Just our real experiences — blowing into Famicom cartridges, getting yelled at by arcade owners, going from grey-market PS2s to an official Chinese version of the Switch.

We are all gamers who love life. We just grew up in different places.

Before I begin, I want to say a few things. Not as a defense, just to let you know where we started.

First, we don’t run from the piracy issue. Back then, there was no other path. When we grew up, we bought legitimate copies — not to whitewash the past, but because we genuinely wanted to pay that ticket.

Second, Steam helped a lot. For many Chinese players, the concept of buying legitimate games began with Steam. For older games that never got remastered, we still seek out original physical copies from back in the day.

Third, the game console ban and the “war on gaming addiction” did shape us. I’m not here to talk politics, but to say this: it was a generational disconnect, not anyone’s fault.

Fourth, the shift from grey imports to legitimate copies was a natural process. I’m optimistic about China’s console market and its games. If you’re interested, you’re welcome to join us.

Fifth, we just live in different places. The love for games is the same. Chinese people are often busy, but the way we support legitimate games may be a little different from yours.

Alright. Let’s begin.

(Small note: AI helped polish the grammar a little. Every story here — blowing cartridges, the Water Level 8 rumor, the arcade owner’s noodles, using PSP as an MP4 player — is 100% my real experience.)

    • MigratingApe@lemmy.dbzer0.com
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      19 days ago

      You have no idea how much of this was common in 1990-2000s in Poland. I remember the Famicom clones, including the keyboard one, and bootleg cartridges sold at every corner of every bazaar. It was THE game console here, mostly known by the name of one such clone called Pegasus :)

      The issue with mismatched cartridge got so bad at the near end of an era that sellers started using portable TVs powered from car battery so the customer could test it before buying, right there at the bazaar. :)

      • frenchfrynoob@lemmy.worldOP
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        19 days ago

        The VCD300 carried the childhood memories of countless children from impoverished families, allowing them to access the outside world and experience simple joys through discs in an era of material scarcity

      • Zanshi@lemmy.world
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        19 days ago

        I remember that! Mine looked like an N64 and gamepads looked like they were from PS1. On the bazaar there were so many PolyStations, and games were often hidden under clothes or some other stuff

    • hzl@piefed.blahaj.zone
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      19 days ago

      We blew into Nintendo cartridges in the US too. It certainly did feel like it helped, but I imagine in reality the point of failure was the wobbly connection inside the console.

      Though maybe the moisture was doing something?

      • frenchfrynoob@lemmy.worldOP
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        19 days ago

        "I’ll add a picture of a Subor learning machine. Even though what we played back in the day were bootlegs, our love for gaming was still real

      • frenchfrynoob@lemmy.worldOP
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        19 days ago

        Blowing on game cartridges and smacking old TVs seemed to work mainly because reinserting the cartridge improved the connection, while the smacking temporarily fixed loose solder joints in aging CRT televisions — it wasn’t the blowing or hitting itself that actually did the trick.

        • hzl@piefed.blahaj.zone
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          18 days ago

          I dunno, sounds to be like blowing and hitting worked pretty good, if not for the reasons we thought.

  • frenchfrynoob@lemmy.worldOP
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    19 days ago
    1. When China Fell for Online Games, Why Were Consoles “Banned” for 15 Years?

    In June 2000, China issued a ban: no selling game consoles. The reasoning: arcades had gotten too chaotic — fights, gambling, plus parents wanted kids to focus on college entrance exams. A blanket cutoff, simple and blunt. That ban lasted fifteen years. Buying a console meant going through grey-market imports. Some people ran host rooms out of their homes — secret bases for that generation of players.

    But here’s the twist: consoles were kicked out, but online games exploded. Legend of Mir, Fantasy Westward Journey, World of Warcraft — all appeared. Chinese online gaming even ran ahead of the rest of the world. Not letting people play games? Then how did internet cafes outnumber those elsewhere?

    In 2002, the Blue Extreme Speed Internet Cafe in Beijing was set on fire. Several minors were refused entry, bought gasoline, and came back. 25 people died. After that, a nationwide crackdown on internet cafes began. Minors were banned. The media began calling games “electronic heroin.” Parents were terrified.

    Right at that moment, a psychiatrist named Yang Yongxin in Linyi, Shandong, rose to fame. He “treated internet addiction” at his hospital — electroshocks to the temples, confinement, medication. Disobey? Shock until you obey. Parents tearfully sent their children in. Some children, after coming out, would tremble at the sight of a white lab coat. The medical community had long rejected electroshock for addiction treatment. But public panic and media frenzy kept Yang Yongxin in the spotlight for years.

    So you see: consoles banned, online games rising. The government wanted to block gaming, but couldn’t stop internet cafes or mobile games. Parents feared addiction, so some sent their children to have their temples shocked. Every decision was made “for the good.” But each one cut deep into the players. The ban was fully lifted in 2015. Online games never stopped. But for that generation, some parts of youth could never be brought back.

  • frenchfrynoob@lemmy.worldOP
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    19 days ago
    1. Arcades: A Youth Paid in Tokens I was born in 1999. After the Little Tyrant, I fell in love with arcades. The graphics were so much better than the Famicom — especially the beat-’em-ups.

    One day, a friend said he’d take me somewhere magical. I was shy at first, afraid to play too long. But the games there blew my mind — they destroyed the Famicom’s graphics.

    I used to be the only kid in class with a game console. The arcade changed that. Fewer and fewer friends came over to play at my place.

    Where I lived, 1 RMB (about 0.14 USD) bought five tokens. The hottest game was King of Fighters. Domestically, the ’97 version was the most popular, despite all its bugs.

    There was also a Chinese-made game: Knights of Valour: Vortex of Fire. A side-scrolling beat-’em-up that could stand alongside Tenchi o Kurau II.

    Another arcade practice: 10 RMB (about 1.40 USD) for “unlimited continues until the game is beaten.” Two players max. You paid once and kept playing until you finished.

    Shen Jian Fu Mo Lu (a wuxia game adapted from Jin Yong’s The Heaven Sword and Dragon Saber) I consider the most regrettably overlooked. Short, difficult, and released too late. It never caught fire.

    And then there were the “house rules.” Not set by the owner — invented by the players themselves. In Tenchi o Kurau II, there was a steamed bun eating bonus game. Nobody taught us. Everyone just assumed the faster you shook the joystick, the faster you ate. So everyone spun the stick like crazy, the cabinet rattling so hard the owner feared it would fall apart. Eventually, the owner put up a sign: “No shaking the joystick during the bun-eating game.” The game itself never had such a rule. It was pure player invention. But years later, when people recall that game, the first thing they remember isn’t fighting the boss — it’s that bun minigame you nearly tore the machine apart playing.

    At the arcade I used to frequent, there was one “treasure cabinet” loaded with classic games. But the owner had a rule: if you turned it on without permission, you’d be fined 10 RMB (about 1.40 USD). Once, I skipped breakfast and begged him to let me play. He joked: “First, watch me clear Metal Slug without losing a life. Then go find me five customers.” I actually did it. Then I got up to play myself — and died in less than five minutes. But the owner brought me a bowl of freshly made noodles with shredded pork, and slipped me a few tokens. To this day, I don’t know why that cabinet had that rule. I’ll never have a chance to ask. But don’t get me wrong — the owner was good to me. He was just having fun.

  • frenchfrynoob@lemmy.worldOP
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    19 days ago
    1. Steam Arrives, and Chinese Players Begin Buying Legitimate Copies

    After the ban lifted, the PS4 got an official China release. The first time I saw a PS4 in a shop, I was stunned. It didn’t look like a game anymore — it looked like art. That game was Need for Speed: Hot Pursuit. Even now, it doesn’t look dated. The shop owner was patient — taught me how to turn it on, save games, check regional versions. I regret not staying in touch with him.

    The PS4 wasn’t cheap. Then I discovered Steam. With China’s lower pricing region and frequent deep discounts, every major sale became a festival for Chinese players. Buy, buy, buy — may not always play, but definitely buy. We know this habit is a bit odd. We’re price-sensitive, we complain about publishers all the time. But when we truly love a game, we still buy a brand new PS4 or PS5 physical copy and put it on the shelf. That’s probably the Chinese way of supporting legitimate games. Not elegant, but genuine.

    I’m optimistic about console gaming in China. The numbers are still far behind Steam players, but from CS to PUBG to Black Myth: Wukong, good games never lack buyers. We didn’t play easily. But we played happily. On that, gamers everywhere are the same.

    • fiat_lux@lemmy.zip
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      19 days ago

      Buy, buy, buy — may not always play, but definitely buy. We know this habit is a bit odd.

      不太奇怪,西方人也这样。谢谢你的故事。很有意思啊!我希望你以后会多分享一些。

  • Brum@lemmy.world
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    19 days ago

    Thank you for taking the time to write this. As a millenial from the Balkans I thoroughly enjoyed the story and the similarities of our experiences. If you ever start a blog, I would be very much interested in a retro gaming perspective from China - we don’t get enough non-western human perspectives like this in Europe, and love how similar gamers are throughout the world, which could be a wonderful unifying factor in this uncertain world.

    • frenchfrynoob@lemmy.worldOP
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      18 days ago

      "We have a Reddit-like forum called Baidu Tieba (Baidu Post Bar), which features Chinese-language content and has very few posting rules. However, a common posting habit there is to break a long article into multiple short replies. I’m also getting familiar with the forum culture of Lemmy.

      The timeline of this article is as follows: Subor Game Console, stories from arcade halls, PS2 rental shops, PSP handheld study rooms, the game console ban and the war on Internet addiction, the rise of Steam and support for legitimate games, and finally a Q&A section."

      Following the timeline development order, already modified.

  • altkey (he\him)@lemmy.dbzer0.com
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    19 days ago

    That was interesting to hear, thank you. I don’t have anything to reply as of now but a suggestion to make your posts a chain of replies. One comment - reply to it - reply to that: in that manner it would keep them in order next time you’d be open to write something.