Scary stories (dont read if you are easily scared)

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Re: Scary stories (dont read if you are easily scared)

Postby amarok. » Sun Sep 25, 2011 5:54 am

Villalobos wrote:ive seen the devil himself. I'm not easily scared. I believe you but I think it is funny


YAY !! I'm not the only one.
(I'm Teased when i say i've seen him)
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Re: Scary stories (dont read if you are easily scared)

Postby .Kestrel. » Sun Sep 25, 2011 5:56 am

Magic. wrote:No It was on low,I still have a very very sore head :L


i wouldnt listen to it again, then. not that i think youd hurt yourself, just that it MAY be making your brain swell more than normal. There are things that naturally make your brain swell, like your menstural cycle. And then there are unnatural things llike loud noises. It is said that Lavender Town has very high freqencies, so even if you have it on low it might hurt you if you're sensitive to that kind of thing. Now i feel smart... these allied health classes are paying off XD
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Re: Scary stories (dont read if you are easily scared)

Postby Dakotaisnotonfire » Sun Sep 25, 2011 5:57 am

Lol :D Its weird Its like Just gahhhhh so weird
Danisnotonfire:3

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Re: Scary stories (dont read if you are easily scared)

Postby lavender-riots » Sun Sep 25, 2011 6:26 am

`Raven wrote:
Ƨнα∂σω Ғσϰ wrote:
Sure (:
Suicidemouse.avi
So do any of you remember those Mickey Mouse cartoons from the 1930s? The ones that were just put out on DVD a few years ago? Well, I hear there is one that was unreleased to even the most avid classic disney fans. According to sources, it's nothing special. It's just a continuous loop (like Flinstones) of mickey walking past 6 buildings that goes on for two or three minutes before fading out. Unlike the cutesy tunes put in though, the song on this cartoon was not a song at all, just a constant banging on a piano as if the keys for a minute and a half before going to white noise for the remainder of the film. It wasn't the jolly old Mickey we've come to love either, Mickey wasn't dancing, not even smiling, just kind of walking as if you or I were walking, with a normal facial expression, but for some reason his head tilted side to side as he kept this dismal look. Up until a year or two ago, everyone believed that after it cut to black and that was it. When Leonard Maltin was reviewing the cartoon to be put in the complete series, he decided it was too junk to be on the DVD, but wanted to have a digital copy due to the fact that it was a creation of Walt. When he had a digitized version up on his computer to look at the file, he noticed something. The cartoon was actually 9 minutes and 4 seconds long. This is what my source emailed to me, in full (he is a personal assistant of one of the higher executives at Disney, and acquaintance of Mr. Maltin himself):

"After it cut to black, it stayed like that until the 6th minute, before going back into Mickey walking. The sound was different this time. It was a murmur. It wasn't a language, but more like a gurgled cry. As the noise got more indistinguishable and loud over the next minute, the picture began to get weird. The sidewalk started to go in directions that seemed impossible based on the physics of Mickeys walking. And the dismal face of the mouse was slowly curling into a smirk. On the 7th minute, the murmur turned into a bloodcurdling scream (the kind of scream painful to hear) and the picture was getting more obscure. Colors were happening that shouldn't have been possible at the time. Mickey face began to fall apart. his eyes rolled on the bottom of his chin like two marbles in a fishbowl, and his curled smile was pointing upward on the left side of his face. The buildings became rubble floating in midair and the sidewalk was still impossibly navigating in warped directions, a few seeming inconcievable with what we, as humans, know about direction. Mr. Maltin got disturbed and left the room, sending an employee to finish the video and take notes of everything happening up until the last second, and afterward immediately store the disc of the cartoon into the vault. This distorted screaming lasted until 8 minutes and a few seconds in, and then it abruptly cuts to the mickey mouse face at the credits of the end of every video with what sounded like a broken music box playing in the background. This happened for about 30 seconds, and whatever was in that remaining 30 seconds I haven't been able to get a sliver of information about. From a security guard working under me who was making rounds outside of that room, I was told that after the last frame, the employee stumbled out of the room with pale skin saying "Real suffering is not known" 7 times before speedily taking the guards pistol and offing himself on the spot. The thing I could get out of Leonard Maltin was that the last frame was a piece of Russian text that roughly said "the sights of hell bring its viewers back in". As far as I know, no one else has seen it, but there have been dozens of attempts at getting the file on rapidshare by employees inside the studios, all of whom have been promptly terminated of their jobs. Whether it got online or not is up for debate, but if rumors serve me right, it's online somewhere under "suicidemouse.avi". If you ever find a copy of the film, I want you to never view it, and to contact me by phone immediately, regardless of the time. When a Disney Death is covered up as well as this, it means this has to be something huge.

Get back at me,

TR"


I've yet to find a copy of this, but it is out there. I know it.


When you posted "After it cut to black, it stayed like that until the 6th minute, before going back into Mickey walking. The sound was different this time. It was a murmur. It wasn't a language, but more like a gurgled cry. As the noise got more indistinguishable and loud over the next minute, the picture began to get weird. The sidewalk started to go in directions that seemed impossible based on the physics of Mickeys walking. And the dismal face of the mouse was slowly curling into a smirk. On the 7th minute, the murmur turned into a bloodcurdling scream (the kind of scream painful to hear) and the picture was getting more obscure. Colors were happening that shouldn't have been possible at the time. Mickey face began to fall apart. his eyes rolled on the bottom of his chin like two marbles in a fishbowl, and his curled smile was pointing upward on the left side of his face. The buildings became rubble floating in midair and the sidewalk was still impossibly navigating in warped directions, a few seeming inconcievable with what we, as humans, know about direction." Got myself into freaked out mode: My heart beating fast, the hairs on my neck standing and little hard to breath (I have asthma). I was trained to "Picturize words", you know what I mean :x

I saw it too. Didn't get freaked out, but I spend so much time reading that most books are better than movies. (I can see the book play as a movie in my head).
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Re: Scary stories (dont read if you are easily scared)

Postby sarcasteil » Mon Sep 26, 2011 3:10 am

I once watched a Pokemon episode, kinda forgot the title, I was just 8? Anyway I would normally be eating breakfast at that time, but it was a Saturday. After that I kinda got addicted and typed in pokemon in the internet. I found some branches leading to Lavender Town, didn't watch but I couldn't go to sleep for a few days, and got some headaches. After that until now even though I'm 10 I still don't want to play Pokemon if a friend asks me to. Gives me the major flashbacks. :shock:
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Re: Scary stories (dont read if you are easily scared)

Postby .Kestrel. » Mon Sep 26, 2011 3:43 am

`Raven wrote:I once watched a Pokemon episode, kinda forgot the title, I was just 8? Anyway I would normally be eating breakfast at that time, but it was a Saturday. After that I kinda got addicted and typed in pokemon in the internet. I found some branches leading to Lavender Town, didn't watch but I couldn't go to sleep for a few days, and got some headaches. After that until now even though I'm 10 I still don't want to play Pokemon if a friend asks me to. Gives me the major flashbacks. :shock:


Yeah :( I'm not into the whole pokemon/bakugon/anime in general craze (not that there's anything wrong with it ;) ) but lavender town makes me not want it even more XD

Like you, I hadn't listened to it for a few months, then when I let my friend listen I couldn't stop listening to it myself....
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Re: Scary stories (dont read if you are easily scared)

Postby demonwolf123 » Mon Sep 26, 2011 8:43 am

holy ---- i just read the intire lavender town post thin and it scared me, to think i am so happy i had pokemon yellow and never had red or green, creeps me out!
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Re: Scary stories (dont read if you are easily scared)

Postby just'marley » Mon Sep 26, 2011 8:44 am

whats lavener town?
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Re: Scary stories (dont read if you are easily scared)

Postby .Kestrel. » Mon Sep 26, 2011 11:18 am

Here is the complete article copied directly from http://www.rickey.org :

The phenomenon of the “Lavender Town Tone” is a legend that involves a bizarre spate of medical cases and deaths from around the country that have been connected to the “Pocket Monsters” (Pokémon) series of games, in particular the first two games of the series, “Red” and “Green”. Though the event is largely unheard of due to disclosure laws for companies based in the Kyoto Prefecture, there is a large amount of information that has been brought into the open by a number of dedicated individuals, including 関 内直 (Seki Uchitada) 伊勢 満朝 (Ise Mitsutomo) and 佐藤 治情 (Satou Harue), to whom this page is dedicated. Thanks also go out to 安藤 景忠 (Andou Kagetada) for providing images and animated .gifs of the visual phenomena.
This analysis will discuss the other phenomena that is often confused with the “Lavender Town Tone”, known as “White Hand Sprite”, “Ghost Animation” and “buried alive model”, as well as the semi-related developer-tag that was inserted into the game, and how to safely perform these “easter eggs” in post-first wave cartridges.

History of the Game [$HIG]
The first cases of the “Lavender Town Tone” and associated events were reported a few months after the release of of “Pocket Monsters Red and Green” for the handheld “Game Boy” videogame console. These videogames were wildly popular with children between the ages of seven and twelve (their core demographic), which was no doubt one of the reasons why the “Lavender Town Tone” had the level of severity that it did. In the game, the player takes on the role of a “Trainer”, whose task it is to capture, tame and train wild creatures called “Pocket Monsters” for battle. These games, and the two newest additions to the series, “Pocket Monsters Gold and Silver”, an anime, manga, figurines, a collectible card-game and home console games have resulted in Pocket Monsters becoming a multi-billion dollar franchise.
In one part of the game, the Trainer comes to a small, out-of-the-way place called “Lavender Town” (シオンタウン). This town is one of the smallest hamlets in the game (aside from the Trainer’s own home town), and possesses very few of the services available to the Trainer in every other city in the game – indeed, the location would be unremarkable were it not for the “Pokémon Tower” (ポケモンタワー) located there – a colossal building that holds the graves of hundreds of deceased Pokémon.
It is theorised that, because of this location in the game, at least two hundred children lost their lives, and many more developed sudden illnesses and afflictons – and this does not consider the vast waves of unreported illnesses or deaths whose cause went unnoticed.

History of the Pathology [$HIP]
It was not until Spring/Summer of 1996 that the cases that would eventually become linked to the Lavender Town Tone began to surface. The earliest record of the acknowledgement of the effects of the Lavender Town Town that the author could find came from an internal report made in June 1996 by the company Game Freak Inc. (株式会社ゲームフリーク), which was then leaked by one of its former employees, Ms. Satou Harue. In it, an employee gives a list of names, dates and symptoms – records of children between the ages of 7 and 12 who had suffered various medical problems as a result of playing Pocket Monsters Red and Green versions. Some records are listed below, with the full listing in Appendix A [here]. (It should be noted that entries in the Appendix also include symptoms borne not from the “Lavender Town Tone” [an audio phenomenon] but from the so-called “White Hand Sprite”, “Ghost Animation” and “buried alive model”, all of which were visual phenomena that provoked similar but distinct symptoms. More details on Part Two [here]).

京极 勝女; April 12 1996 (11). Obstructive sleep apnea, severe migraines, otorrhagia, tinnitus.
千葉 広幸: May 23 1996 (12). General irritability, insomnia, addiction to videogame, nosebleeds. Developed into violent streaks against others and eventually himself. [自殺]
桃井 久江: April 27 1996 (11). Cluster headaches, irritability. Eventually took mixed painkillers. [自殺]
吉長 為真: March 4 1996 (7). Migraines, sluggish and slow behaviour, unresponsiveness. Developed into deafness, and went missing. Body discovered beside road April 20 1996. [死出]

The document that was circulated internally was the first time that these incidents had been connected with the Pocket Monsters videogames – until then, the cause had not been discovered or diagnosed by medical professionals. Indeed, it is uncertain how the company themselves managed to find the cases related to the event without seeking advice from health services.

Pathology Detail — “Lavender Town Tone” [$PAT]
The predominant symptoms related to what would become known as the “Lavender Town Town” included headaches and migraines, bleeding from eyes and ears, mood swings and irritability, addiction to the games, unprovoked violence, withdrawal and unresponsiveness, and in approximately 67% of cases, suicidal tendencies. However, these symptoms only manifested in children between the ages of 7 and 12 years old who had reached the area in game known as “Lavender Town”, most of whom were revealed to have been wearing headphones or earphones while playing the game (see Appendix A [here]).
As it turns out, the developers of the Lavender Town area had sought to make an area that would “leave an impression on the player”, according to Seki Uchitada, who was a member of the development team. Seki claimed that at the time of development, a number of the team were interested in making Lavender Town a little different to the rest of the game.
“The Pokémon Tower is a visible result of that,” Seki told ゲームの次元 (”Game’s Dimensions” Magazine) in an interview earlier this year. “That, and the fact that Lavender Town is so different from all the other cities in the game: it is smaller, it has fewer people occupying it, it didn’t have a gym… and, of course, the music was very, very eerie. In fact, in the first version of the game, we were told to slightly change the song played in the background of Lavender Town … because our manager told us it would make children upset. The music used in subsequent versions is different.”
Either Seki was unaware of the full impact of the Lavender Town Tone, or was vastly underexaggerating how “upset” children would get – no more is said of the music in the article, but there are mentions of Lavender Town’s other macabre features (see below).

What Seki failed to disclose to Game’s Dimensions Magazine was that the music used in the first-wave release of Pocket Monsters Red and Green was formulated out of an experiment in “binaural beats”: using slightly different frequencies of sound, each frequency played in one ear through earphones or headphones, various psychological effects can be induced upon the listener. In most versions of the first wave releases, this resulted in the player feeling uneasy, apprehensive, and mildly disturbed. However, for upwards of two-hundred children, it provoked a variety of disturbances in the brain that went undetected purely because it was undetectable by fully developed human ears – instead, only children fell victim to the tones , resulting in psychological and physiological problems that in some cases led to death – many of which were suicides.

Part 2:
Pathology Detail- Visual Overview

These visual effects are known among programming circles as “The White Hand Sprite”, the “Ghost Animation”, and the “Buried Alive Model”. Each has been found to cause headaches, nausea, and in severe cases, hemorrhaging of the brain and lungs. While around 70% of Lavender Town Syndrome (LTS) is due to the Lavender Tone, the remaining percentage is split among these visual phenomena. This is partly due to the visual stimuli occurring after the player is introduced to the Lavender Tone. It has been theorized that those unaffected by the aural stimulation, such as the deaf or the hard of hearing, make up the remaining 30%. While viewing these models can cause these effects, there are certain methods that allow a viewer to safely examine them in detail.

The White Hand Sprite

Known in the code as WhitHand.gif, this was scripted to appear as a Pokemon on the third floor of the Lavender Tower. It is divided into four separate animations: an introduction (the “cry” a Pokemon unleashes before a battle), an idle, and two attacks. These attacks are unknown, as they are listed simply as “Fist” and “Brutal”. While viewing the animation has been proven to be hazardous, viewing the frames of the model has been proven to have no adverse effects. The White Hand is depicted as a shriveled, slightly decayed hand, with surprising attention to detail: flesh is peeling back from the bone, and several tendons dangle realistically out of the wrist. The first attack is the hand balling into a fist, then swinging forward. However, the “brutal” animation is missing several frames: The hand seems to open up, then cuts out. After a few seconds, it reappears, closed again. No record has been found of these missing frames.

Ghost Animation

The Ghost Animation, coded as Haunting.swf, was intended to be placed in several areas throughout the tower, including in the center of a path on the second floor. However, players cannot interact with it, leaving many to believe that it was intended as a “background feature”. The ghost animation as well must be viewed in individual frames. It is comprised of 59 frames total. However, after extraction, around half of these frames have been revealed to be the standard ghost model used in Pocket Monsters. Around a quarter of the remaining frames are comprised of static, to produce a “fading” effect. However, interspersed with these bursts of static are several frames of screaming faces, along with images of a skeletal man in a cloak (hypothesized to be the Grim Reaper) and of several killed corpses. The meaning behind these are unknown- While under oath before the Video Games Commission Board, Lead Programmer Hisashi Sogabe testified as to having “No knowledge as to where these images surfaced.” Out of all the phenomena associated with LTS, this animation is the most speculated on: In his thesis “Video Games and The Manipulation of the Human Mind”, [viewable in appendix C] Dr. Jackson Turner argued that the images were intentionally placed in. Due to their brief time appearing on the screen, and the graphic nature of the frames, Turner theorizes that these were meant to subliminally influence players into becoming more frightened by the disturbing surroundings.

The Buried Alive Model

Often referred to as its code, the Buryman script, the Buried Alive Model was to be found on the final story of the Pokemon Tower, in what has now been replaced with the Marowak ghost. According to the scripts assigned to it, the Buried Alive model was intended to be the “boss” of the tower. Once reaching the top floor, the following conversation would have taken place.

Buried Alive: You’re… Here.
BA: I’m trapped…
BA: And I’m lonely…
BA: So very lonely…
BA: Won’t you join me?
After this, the battle would have been initiated. Once in
“battle view”, the Buried Alive model appears to be a decaying human corpse attempting to crawl out of the ground. It has been programmed to have two White Hands, a Gengar, and a Muk. Strangely enough, a protocol for the Buried Alive’s actions after it was defeated were not written. In the case of the player defeating him, the game would freeze. However, a specific ending was written by an unknown programmer upon losing the battle. In this ending, the Buried Alive was to have stated, “Finally, fresh meat!” followed by several lines of gibberish. He was to have then dragged the player character into the ground surrounding him. The scene would finish with a typical “Game Over” screen; however, in the background, an image of the Buried Alive character devouring the player was to have been shown. Especially strange are the protocols for after this scene. The cartridge was to download this image to the small internal memory contained in the Gameboy, overwriting the title screen that normally accompanied a Gameboy turning on. Instead, whenever it was started, the player would view this image as the sound file staticmesh.wav was played. The intended purpose for this effect, unlike many of the other factors leading towards LTS, is unknown[/quote]
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Re: Scary stories (dont read if you are easily scared)

Postby just'marley » Mon Sep 26, 2011 12:13 pm

o.O thankgod I onlycollect the cards... *gets scared*
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