Creepy - Day 4 - Killswitch
Episode Date: October 4, 2017There was a game...***Presented by: Contador de Historias (https://itunes.apple.com/br/podcast/contador-de-historias/id1080723151?mt=2)***Credited to: The Archivist on Invisible Games.net***Sound des...ign by: Danilo Vieira Battistini***Additional voice provided by Danilo Vieira Battistini Hosted on Acast. See acast.com/privacy for more information. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.
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This is creepy.
A podcast dedicated to sharing the most famous chilling and disturbing creepypastas and urban legends in the world.
Whether these stories truly happened or are simply fabrications is for you to decide.
These stories may contain graphic depictions of violence and explicit language.
Listener discretion is advised.
Creepy presents the 31 days of horror.
Day 4. Kill Switch
This story is credited to the archivist on invisiblegames.net.
In the spring of 1989, the Carvina Corporation released a curious game,
whose dissemination among American students at fall was swift and furious,
though its popularity was ultimately short-lived.
The game was Kill Switch.
On the surface, it was a variant on the mystery or horror survival game, a precursor to the Mist and Silent Hill franchises.
The narrative showed the complexity for which Carvina was known, though the graphics were monochrome, vague, gray, and white shapes against a black background.
Slow M-I-D-I versions of Czech folk songs played throughout.
Players could choose between two avatars, an invisible demon named Gast.
or a visible human woman named Porto.
The players were highly liable to restart the game as Porto after the first level,
in which it was impossible to gauge jumps or aim.
However, Gast was clearly the more powerful character.
He had fire breath and a coal steam attack,
but as it was above the skill level of most players to keep track
of where a fire-breathing, poison dispensing, invisible imp was on their screen
once the fire and steam had run out, Porto became more or less the default.
Porto's singular ability was seemingly random growth.
She expanded and contracted in size throughout the game.
A Kansas engineering grad claimed to have figured out the pattern involved,
but for reasons which will become obvious, his work was lost.
Porto awakens in the dark with wounds in her elbows, confused.
Seeking a way out, she ascends through the level of a cold,
coal mine in which it slowly revealed she was once an employee, investigating its collapse and
behest on all sides by demons similar to Gast, as well as dead foremen, coal gallums, and
demonic inspectors from the Silvatic Corporation, whose boxy bodies were clothed in red, the
only color in the game. The environment, though primitive, becomes genuinely uncanny as play progresses.
There are no bosses in any sense.
Porto must simply move physically through tunnels to reach subsequent levels while our size varies wildly through inner-level spaces.
The story that emerges through Porto's discovery of magnetic tapes, files,
mutilated factory workers who were once her friends,
and deciphering an impressively complex code inscribed on a series of iron axes players must collect.
This portion of the game was almost laughably complex and defeated many players until Porto 881 posted the cipher.
on a Columbia BBS.
Attempts to contact this player have been unsuccessful,
and the username is no longer in use on any known service.
He's at the foreman, under pressure to increase coal production,
began to falsify reports of malfunctions and worker malfeasance
in order to excuse low output,
which incited a sabotic inspection.
Officials were dispatched, one for each minor,
and an extraordinary story of torture unfolds,
with fuzzy and indistinct graphics of red-coated men standing over workers,
inserting small knives into their joints, whenever production slowed.
Admittedly, this is not a very subtle critique of Soviet air industrial tactics.
And as the town of Carvina itself was devastated by the departure of coal industry,
more than one thesis has interpreted Kill Switch as a political screed.
After solving the X code, Porto finds and assembles a tape recorder.
It's generally assumed that the fires of the earth are demons like gasped, coal fumes, gassy bodies, inhabiting the old machines.
The machines themselves are so big that the graphics elect to only show two or three gear teeth or a conveyor belt rather than the entire apparatus.
The machines drove the inspectors mad and they disappeared into caverns with their knives, only to emerge to play games.
Porto, of course. The workers were often crushed and mangled in the onslaught of machines,
who were neither graceful nor discriminating.
Porto herself was knocked into a deep chasm by a grief-stricken engine, and her fluctuating size,
if it is real and not imagined, is implied to be the result of poisonous fumes inhaled there.
What follows is the most cryptic and intuitive part of the game.
There's no logical reason to proceed in the correct way, and again it was,
Porto 881 who came to the rescue of the fledgling kill switch community.
In the chamber behind the tape recorder is a great furnace where coal was once rendered into coke.
There are no clues as to what she's intended to do in this room.
Claire has attempted nearly everything, from immolating herself to continuing to process coal as if the machines had never risen up.
Porto 881 hit upon the solution and posted it to the Columbia boards.
If Porto ingests the rock coke, she'll find
her body under control, and can go on to fight her way out to the final levels of the mine,
which are impassable in her giant state, clutching the tape containing this extraordinary story.
However, as she crawls through the final tunnel to emerge above ground, the screen goes suddenly
white.
Kill Switch by Design, deletes itself upon player completion of the game.
It is not recoverable by any means.
All trace of it is removed from the user's.
computer. The game cannot be copied. For all intents and purposes, it only exists for those
playing it, and then ceases to be entirely. One cannot replay it, unlocking further secrets or
narrative pathways. One cannot allow another to play it. And perhaps most importantly,
it is impossible to experience the game all the way to the end as both Porto and Gast.
Predictably, player outcry.
was enormous.
Several routes to solve the problem were pursued, with no real route to efficiency.
The first most common was to simply buy more copies of the game,
but Carvina Corp released only 5,000 copies and refused to press further additions.
The following is an excerpt from their May 1990 press release.
Kill Switch was designed to be a unique playing experience.
Like reality, it is unrepeatable, unretrievable, and illogical.
One might even say ineffable.
Death is final, death is complete.
The fates of Porto and her beloved gas are as unknowable as our own.
It is the desire of the Carvina Corporation that this be so,
and we ask our customers to respect that desire.
Rest assured, Carvina will continue to provide the highest quality of games to the West,
and that Kill Switch is merely one among our many wonders.
This did not have the intended effect.
The word beloved piqued the interest of the committed, even obsessive players,
as gassed is not present in any portion of Porto's narrative.
A rush to find the remaining copies of the game ensued with the intent of playing as GAST
and discovering the meaning of Gavina's cryptic word.
The most popular theory was that Gass would at some point become the fumes inhaled by Porto,
changing her size and beginning her adventure.
Some thought this was wishful thinking, and if only Gass's early levels were passable,
one would somehow be able to play as both simultaneously.
However, by this time no further copies appeared to be available in retail outlets.
Players who had not yet completed the game attempted gasped's level frequently,
but the difficulty of actually playing this enigmatic avatar persisted,
and no player ever claimed to finish the game as gassed.
One by one, the lure of Porto's lost on an earthly world drew them back to her,
and one by one, they were compelled towards the finality of the vast white screen.
To find any copy usable today is an almost unfathomably rare occurrence.
A still shrink-wrapped copy was sold at auction in 2005 for $733,000 to Yamamoto Ryuchi, Tokyo.
It is entirely possible that Yamamoto's is the last remaining copy of the game.
Knowing this, Yamamoto had intended to open.
and has played all enthusiasts,
filming and uploading his progress.
However, to date,
the only film which has surfaced
is a one minute and 45 second clip
of a haggard Yamamoto to his computer,
the avatar choice screen visible over his right shoulder.
Yamamoto is crying.
Hello everyone, my name is Danilo Battistini.
I'm the producer for the Brazilian Auditorium podcast
called Contador de Stories.
In English, it means story.
Taylor and I'm part of Faith Crafters Network, so what you're about to hear is a compilation of
my audio drama cyberpunk show called Gias Digitia's Cossals Hackers. In English, Digital Days
Hackers Hunting. You are more than invited to know more about it on Contador de Stories. Hope you'd like it
and see you.
The year is 2,622 and the world lives under the government of the new order
I hope that everyone has
comprehended.
In a month,
centenas of hackers
disappeared.
And I...
No,
the government, then?
Who's the responsibility
of the government
for what is happening?
Talking in name of the government,
I can guarantee that we're not
us.
My God, ECO,
it,
seems that they are...
Some,
...your last
...
...it ...
...but it's a pleasure to
...
...but...
...but...
with this work.
The things will
move to be,
DORRIEN.
It was a MEPFantasm.
But what...
Invasance of system
detected,
initiating protocols of security.
Nobody, no.
No, there's more to be,
Raq!
Morty confirmed.
ECO!
SIEG!
Disgrasado!
The project, Alma.
But what place is this?
And the game,
it's game.
Dias Digitigas.
Casse the hackers.
A series original
audio drama
of podcast
Contador of Stories
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