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Joined 4 months ago
Cake day: May 17th, 2026

I stumbled across a niche Sega Saturn title originally made for visually‑impaired players. I really liked the concept and the price was reasonable, so I purchased it. The listing showed all accessories complete. When it arrived, however, the outer game box had obvious damage. The seller explained a family member handled the shipping and suspects the damage happened during sea freight. They offered me a partial refund.

Returning the game would be bad for both of us: the seller would cover return shipping, and there is risk of further damage in transit. Also, I might not find another copy at a decent price with acceptable condition.

I’ve come up with three options and I’m wondering what this community would do in my situation:

1. Get a PET protective sleeve to safeguard the cracked original box, preventing cracks from spreading. ​ 2. Source a second‑hand genuine original empty long‑box from another collector. I want to understand how swapping the box affects the item’s overall condition rating and scarcity value. ​ 3. Store only the disc inside a standard CD jewel‑case, and keep all original accessories sealed in storage bags.

Even if a future buyer wouldn’t mind these issues, disclosing the full truth might lower the resale price and make it harder to sell. Still, I want to be completely honest about its condition.

I’m curious about the community collectors’ perspective. What are the pros and cons of each option for long‑term personal collection and future resale value?

  • 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.

  • The console‑sales ban was different from internet restrictions. Game content review and public social opinion were more important factors. Looking back, the policies made some sense for their time yet were far from perfect.

    Back then there were two main ways people played pirated games: compatible all‑in‑one devices and hardware modifications.

    The most famous compatible devices were the Subor learning machine and Xintianli VCD. The Subor, endorsed by Jackie Chan, was originally designed for basic computer learning, with gaming as an extra feature. Near the end of the FC product lifecycle, Nintendo calculated that cross‑border legal battles would be economically impractical, so they did not aggressively go after these products.

    The Xintianli VCD had partial Sega licensing, but later moved into piracy. Its gameplay experience could not compare with genuine MD cartridges.

    For hardware modification, people fitted mod‑chips into PS2 disc drives, and performed RGH pulse hacks on the Xbox 360. I don’t know much about how these work. Before the mainland‑release PS4, there were no official legitimate consoles sold here. Even players who could afford them did not exactly have decent purchasing options.

  • 1. Nintendo once tried to launch an official‑licensed console for China, the iQue. They tried to keep pricing affordable, yet it was still out of reach for many ordinary players back then. The console‑sales ban was a major factor shaping the market, but not the only one. Purchasing power, the rise of the internet and the booming domestic online‑game industry all influenced player choices. It was a situation brought about by multiple real‑world constraints in a chaotic marketplace.

    Online games grew wildly in China. Tencent started out with its QQ messenger, which overtook OICQ. Later titles including CF, DNF and LOL profoundly reshaped China’s gaming landscape. CrossFire, developed by a small South‑Korean studio, became hugely popular in China and Brazil, while staying relatively niche in most other regions. Its in‑game purchases could boost gear stats without completely breaking multiplayer balance, which fit the local gaming environment well. By contrast, many other online games were designed to constantly stoke spending desires. To get a decent gaming experience you might spend money equal to the price of a couple of physical game discs. This gradually formed a unique spending habit: many players were willing to pay for online games, yet hesitant to spend money on console titles, even when gameplay was somewhat similar.

    2. PC emulators did introduce a lot of retro games to Chinese players, MAME being a prime example. Still, emulators could not satisfy every gaming need. Beyond emulation itself, Chinese players had a strong passion for fan‑made localization. Since official Chinese‑language versions were hard to come by in the old days, enthusiastic hobbyists freely released unofficial Chinese patches, hoping more people could experience great games. Pokémon was extremely popular, with lots of fan‑created modified ROMs circulating online, though I will not comment further on how those modified versions were played.

    On the other hand, some players value the feel of real‑hardware gameplay. Those with better financial means collect official copies. Tech‑oriented enthusiasts do DIY work based on open‑source projects. It was unrealistic for most people to own legitimate copies of every retro game. There were locally‑produced clones of the overseas Ever‑Drive flash cartridges, alongside some original home‑grown hardware designs as well.

    3. The core practical difficulty lies within game publication and content review. Not all foreign‑made games can be officially imported and released, which is a historical situation formed during China’s development. When the mainland PlayStation console first launched, only a small library of games was available. Many players turned to Hong‑Kong‑region accounts, which offered a wider game selection yet at higher prices. To put it simply: personal access to non‑imported games is a separate issue from the commercial sale of these unreviewed titles.

  • This is a great question. After 2000, the internet really started taking off in China, and huge numbers of people began playing MMOs in internet cafes. Naturally, with that many players came a lot of social controversy — the “internet addiction” panic was a real thing back then.

    On the console side, we never had an official way to buy them. A ban on console sales was in place, so everyone just picked up grey-market machines with zero after-sales support. If something broke, you had to figure it out yourself. Even the local game shop owners had no real way to source genuine games.

    Looking back, though, those rough conditions actually made for some pretty interesting stories.

    I never experienced the golden age of MMOs firsthand — I’ve mostly gotten my sense of them from videos and old forum posts. To me, they always felt less like games and more like social platforms, where the point was teaming up with people to grind quests and raids together. But being competitive at them demanded a massive time sink, and plenty of titles also asked for real money. Once competitive online games took off, MMOs stopped being the default online gaming experience, though they’ve kept a loyal following ever since.

    I got into console games about 20 years late. Looking back at that era from the outside has led to some funny moments — I’ve had veteran players assume I was around 40, when I’m actually only 27.

    What was the main game you were playing back in the 2000s?

I’m planning a series of five posts telling stories about Chinese gamers. Some parts are from my personal experience, others are accounts I’ve collected from friends. I aim to finish all of them within one month, to share a lesser-known slice of gaming history.

I previously wrote a long post in the games community which got good reception. English is not my native language. For my follow-up posts, I used AI to polish the text, and those posts were removed by the community. I accept this rule and want to learn from this experience.

I have a few questions for everyone:

1. What stories or details from this timeline of Chinese gaming history are you most curious about? ​ 2. What kinds of topics carry higher risk and need careful handling under community rules? ​ 3. If I keep sharing retro gaming history posts, would dedicated retro gaming communities be a better fit than general gaming boards? No intention to compare or stir conflict; I just want to find the right space for this content. My planned timeline for the five chapters

These are my personal observations, not comprehensive official history

  • The hardest part is not technical. It is whether new players will explore these stories. My opinion is pessimistic. More and more people are interested in retro games, but few people are willing to watch those old videos from over ten years ago.

    If you are patient, let me explain. I will only talk about retro gaming videos. 2016 was a turning point for video websites in China. Before 2016, many Chinese players knew little about console games. The videos made by veteran retro gamers were relatively rough, and only old players paid attention to them. The turning point came in 2016. Some new players got to know console games through PS4. Content creation became popular, and retro games started to gain more attention. Online shopping also became common. Many players who played pirated FC, MD and arcade games could get official game consoles.

    Many players from that era are busy with work, taking care of elders and raising children. They long to talk with people who share the same hobby. I am 27 years old. I have a 40-year-old friend who has played fighting games for 20 years. Once we talked about classic fighting games for an entire afternoon. I can feel his genuine passion.

    Younger players like me may be interested in retro games. But sadly, all my old gaming friends are busy with their own lives now. Maybe I don’t need to cling to this regret. As long as I can remember those good times, that is enough.

Hello everyone, I am an ordinary gamer from China. I recently learned that Sina Cloud has shut down its servers. This is the official notice; the service was permanently shut down on September 16. Lots of early Chinese internet content, especially retro gaming videos, were hosted on this service.

Sina Cloud could not help preserve these videos. It lacked manpower and storage resources, and it also faced huge copyright and legal risks. According to their service terms, data backup was the responsibility of users themselves.

I am not asking people overseas for help, nor am I complaining. I want to ask: after this event, what can regular players without technical knowledge do to help protect retro gaming culture?

These videos are not high-production, but they are collective memories for a generation. There is a general forum in China called Baidu Tieba. A community named Shichuan Meiti Bar on this platform carried out this rescue work. The cover image I attached is their forum announcement. This discussion is about cultural preservation, not about sharing the videos themselves.

I have some questions to discuss: Have you seen similar rescue projects for retro gaming videos? What did you think of them? What were the biggest technical difficulties? How did they handle copyright for the original videos? What kind of audience watched these videos?

Many of these old retro gaming videos were made by early creators from AcFun and Bilibili. Back in that era, neither AcFun nor Bilibili stored video files themselves. Uploaders hosted videos on external services like Sina Cloud, and these sites only provided the danmaku player and comment section. This is similar to early Niconico in Japan. The original Niconico also only offered the danmaku player while video files were stored on outside services.

I hope to hear your stories. I would love some warm perspectives.

An old internet cafe in China from the early 2000s, where many players discovered retro games.

Official shutdown notice for Sina Cloud

Fan-made banner for the community archive project

No story spoilers. This piece only covers disc collecting and nicknames passed among Chinese players.

Recently, a friend was selling off his retro game discs and posted his PS1 Resident Evil 1 + 2 collection for sale on social media. I’m 27 years old. Back in the day, I had no access to the original releases due to limited information. I wanted to see what games were like from that era, so I bought them at a fair price.!

Prices converted from CNY for reference only, exchange rate fluctuates.

A simple unboxing felt incomplete. I wanted to share the nicknames Chinese players made for Resident Evil, plus the warm story behind this purchase.

The prices I paid are for reference only; final value depends on condition. I’m grateful for this transaction. Game plot and gameplay are open for everyone to discuss. Feel free to point out any mistakes.

  1. Resident Evil 1, PS1 Japanese standard edition, bought for $12.60, some cosmetic wear

For Chinese players, the original PS1 Resident Evil is a landmark memory. Before this, many only played 2D games on the FC and arcade machines, not 3D titles on the PS1. I never got to play it as a kid, but Chinese players came up with fun nicknames that have circulated for 20 years.

1. Mansion: The official setting is the villa in the Arklay Mountains. Chinese players simply call it the Mansion, and the whole map goes by this name. When old players mention “the Mansion”, everyone knows it refers to the first Resident Evil. ​ 2. Door Loading Simulator: The PS1 had limited hardware power and could not load an entire room at once. Every time you opened a door, the screen cut to black for loading. Players spent most of their time waiting, so they jokingly named it the Door Loading Simulator. ​ 3. Lockpick Master Jill: Jill starts with a lockpick to open many locked rooms. Chris does not have one and must hunt for small keys. Hence players call Jill Lockpick Master.

There are more memes from old pirated translations, like Jill Sandwich, Tyrant known as the Mansion Boss, Hounds and Serpent for zombie dogs and giant snakes. Feel free to guess their original English names.

Many players agree the hardest part of this game is not puzzles or bosses, but basic movement. The camera and controls work very differently from FC and arcade games. People joke you spend two hours struggling just to get five minutes of combat. The game itself is fantastic; new players just struggle to adapt.

  1. Resident Evil 2, PS1 Japanese edition, bought for $12.60, decent condition

My first Resident Evil game was the Resident Evil 2 Remake. My friend recommended the Resident Evil 4 Remake and said this one is also great. Back then there were no official PS game discs sold in mainland China. Old players shared games using nicknames known only within the community.

One of the series’ most famous nicknames comes from Resident Evil 4: Village Looter. The joke: kill everything, loot everything, take all treasures, leave nothing behind in the village. This nickname originates from Chinese players. The popular Chinese nickname “Li Sanguang” literally means “three cleans”: kill all enemies, loot all items, and clean out the whole village. Before playing RE2, I searched for this nickname and wondered why the gameplay did not match. My friend said the nickname is extremely famous and confuses many new players.

He told me to look up “Raccoon City Police Department Day Trip”, Big Leather Shoes (Mr.X), Parted Hair (Leon), and Tofu. He shared this poem:

In Raccoon City police station, the Parted Hair cop faces danger. The Big Leather Shoes’ footsteps draw near, while Tofu fights to escape with only a knife.

Note: This is a short Chinese-style rhyming couplet made by Chinese fans. It captures local fan nicknames: “Parted Hair” for Leon, “Big Leather Shoes” for Mr.X, and Tofu, the hidden debug-test character turned playable secret. The original Chinese version has neat rhythm and parallel structure, which cannot be fully replicated in English.

  1. Resident Evil 1, PS1 Japanese DualShock Director’s Cut, gifted by my friend, good condition

My friend originally planned to sell the discs together but miscalculated pricing. He first offered RE1 + RE2 standard Japanese copies for $11.20. Later he found he also owned this DualShock Director’s Cut of RE1.

He wanted to sell them separately. I asked for a bundle price for all three discs, or a price without RE2. I already own the RE2 Remake. He said buying two copies of RE1 would be redundant and offered to throw this disc in for free. All three discs would cost just $25.20.

He asked curiously: “You don’t own a PS1, why buy these discs?” I told him I have a PS2 90000, and another friend gave me a PS3 40000, both can run PS1 discs. He reminded me to turn on vibration in system settings.

I researched compatibility afterwards. Information may not be fully accurate, corrections are welcome.

1. PS1 Resident Evil Director’s Cut DualShock Version: PS2 Fat models support vibration natively with perfect performance. Later PS2 Slim models may have vibration failure. All PS3 models run it via software emulation with working vibration. All consoles have region locks. ​ 2. PS1 Resident Evil standard release, non-vibration Director’s Cut and DualShock Director’s Cut discs are iterative upgrades. The base release is the original game. Non-vibration Director’s Cut adds rearranged game mode; the Japanese version included a Resident Evil 2 demo disc. The vibration version adds analog stick and rumble support plus remixed soundtrack. The Japanese release came with an extra disc with Resident Evil 1.5 materials. The US vibration release is a single disc only.

What stuck with me was talking to my friend, a veteran retro game collector. I asked why he sold his collection slowly instead of listing everything at once. He said he picks carefully, and did not want me buying just to help him out. He hoped people spend money on things that truly bring them joy.

I asked how he knew I recently got addicted to retro game discs. He replied, “I know you well. You love buying things that make you happy.” His words stuck with me. Within your budget, buying things you enjoy is fine. Chasing items you do not really need is not worth it.

Hi everyone, this is my first post here. English is not my native language, so please excuse any mistakes.

This isn’t really a high-end collection. It means more to me as a set of keepsakes. I can’t go through every single game, so I’ll pick five titles that left a deep impression on me.

These are my personal purchase prices for used games. Prices vary a lot by region and condition.

1. Need for Speed: Most Wanted PS2

European version. Minor crease on manual. Paid ~34 USD.

This was my very first 3D game. Back then, information was hard to come by where I lived, and the studio had already shut down by the time I played it. It was a lucky accident. My old PC had really weak specs, and this game just happened to run on it. I downloaded it because the cover art looked awesome, and it gave me an unforgettable experience. I got my first PC fifteen years ago. If my computer had been more powerful, I might have never found this game at all. I know buying used game discs doesn’t send money to the original developers anymore. But for me, it’s a meaningful ritual, something I do for the kid who loved games all those years ago.

​ 2. Shin Sangokumusou 3, PS2

Japanese version. Great condition. Paid ~14 USD.

This was my second 3D game ever. There’s a nice little story behind this copy. I told the seller I wanted the version I played as a kid. Worried I’d pick the wrong one, he hopped on a phone call with me even though he wouldn’t make much profit from this sale. He sold me a great condition copy with the registration card, saying it would hold more sentimental value. I also picked up the Xtreme Legends expansion at the same time. ​

  1. Demon’s Souls

Japanese PS3 the Best reprint. Fair condition. Paid ~9 USD.

I originally planned to get a PS2. A friend offered me one, but it turned out to be broken. Instead, he gave me his PS3 that came with a Demon’s Souls disc. He hadn’t played it in ages and couldn’t remember if the disc still worked. The console would show the game info but fail to launch it. I bought another disc from the same seller I got Dynasty Warriors from, and that one worked. I think the error came from region mismatch; the PS3 is a Hong Kong region console. I really love this genre. Standard copies are pretty affordable these days, so I picked up a working disc to play through it. ​

4. Nanatsukaze no Shima Monogatari

Japanese version (Sega Saturn). Includes obi and reply postcard. Fair condition. Paid ~41 USD. This is a Japanese exclusive adventure game for the Sega Saturn. I bought this disc from a game streamer I follow. He was clearing out his old collection, and nobody showed interest in this obscure Saturn title. I was drawn to its gorgeous hand-drawn art style; it feels so healing, just like reading a fairy tale book. I also wanted to support him, so I picked it up. It’s really meaningful to me. He even sent a signed card along with the game.

​ Song Shaohong — More Than Just a Gamer

  1. Metal Gear Solid 4: Guns of the Patriots

PS3,includes bonus disc. Minor rust on metal parts. Paid ~16 USD.

This was recommended by the friend who gave me the PS3. He said I would enjoy Hideo Kojima’s games. It is not a very mainstream title among Chinese players, but it has a small group of die-hard fans. Many of us have been waiting a long time for a remake. I bought the Japanese first-print limited edition. It comes in a nice steelbook case at a reasonable price. As for the gameplay: In my opinion, this game is perfect for players who want to explore gaming culture. New players may not love the gameplay itself, but they can still feel how meaningful this title is. I plan to buy the new version during Steam China region sales, to support Hideo Kojima.

Four more game discs will arrive in my hands tomorrow. I bought them from the same streamer who sent me the signed card. They are the original Resident Evil and Resident Evil: Director’s Cut for PS1, plus 1945 for the Sega Saturn. These are all games I really love. There were some interesting stories when I purchased them. I also plan to talk about how these games influenced Chinese players. Stay tuned!