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Last update: 2025y_07m_28d_0138t [Page release date: 2025y_07m_18d_1432t.]
Sprite Data Input Box (Paste bB sprite data below.)
player1: %00011000 %00011000 %00011000 %11111111 %01111110 %00111100 %01100110 %01011010 end player1color: $CE $CC $CA $8A $88 $1E $0A $3A end
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This free online tool helps you create and animate sprites for Atari 2600 games using batari Basic (bB). You can draw, use various tools, trace over images (rotoscoping), and even extract shapes from images. When you're finished, export sprite data or animation code and save an animated image of your work to share with others.
In video games, a sprite is a two-dimensional object that can be moved independently of the background. It's made of a grid of dots called pixels. Atari 2600 sprites are 8 pixels wide and can be any height from 1 to 255 pixels tall.
Here are a few key features and a critical warning to be aware of before you start drawing.
The editor's interface consists of a large Drawing Area on the left and a Live Preview on the right. The Drawing Area includes a pixel grid by default. You can toggle it on or off at any time by left-clicking the Grid checkbox.
By default, the grid color automatically switches between light gray and dark gray for the best contrast against your chosen Background Color. To override this, left-click the Custom Grid Color checkbox. You can then change the color by selecting from the pop-up NTSC Color Chart (if the Color Chart option is enabled) or by typing a color code directly into the box. If the chosen color has poor contrast with the background, a “Low Contrast” warning will appear directly to the right of the color box.
The Drawing Area starts with a default height of 32 pixels, but this can be changed at any time. See Sprite Height for more information.
Use Undo (or press Ctrl+Z) to reverse your last action and Redo (or press Ctrl+Y) to re-apply an action you have just undone. The editor keeps a history of up to 100 Undo/Redo steps for each frame.
The Undo/Redo history is managed on a per-frame basis, which means:
When working in Double View, a single Undo step saves the complete state of both Player0 and Player1 at that moment. For example, if you draw on Player0's canvas and then swap to draw on Player1's canvas, clicking Undo twice will reverse both actions in the correct order, restoring the frame to how it was before you started.
Note: The Undo/Redo history only tracks changes to the sprite's pixels and colors. Actions like changing the sprite's height or adjusting a loaded image are not part of the Undo history. The history itself is not saved in a project file and is cleared when you load a project.
The Floating Panel is the container that holds many of the editor's most frequently used tools, such as the animation controls, shape tools, and image loading options. It is designed to be intelligent and stay out of your way.
Automatic Positioning
The panel automatically repositions itself to avoid covering the Drawing Area when you switch between Single View and Double View or when you adjust the Overlap value.
Manual Positioning
You can left-click and drag the header of the Floating Panel to move it anywhere on the page. Once you manually move it, it will remember that position and stop auto-positioning.
Reset Button
To restore the panel's automatic positioning behavior, click the small Reset button in the top-right corner of the panel's header.
Browser Mouse Gestures Warning
To avoid losing all of your work, you must disable any browser mouse gestures you may have enabled before using this editor.
The default drawing mode is Toggle. Left-click or left-click-drag within the Drawing Area to turn pixels on or off.
You can override this Toggle behavior by holding a key:
Erase Only = Ctrl
Left-click or left-click-drag while holding Ctrl to erase only.
Draw Only = Alt
Left-click or left-click-drag while holding Alt to draw only.
In addition to the keyboard overrides, you can also change your drawing style by enabling Mirror Mode.
To draw symmetrically, left-click the Mirror checkbox to enable Mirror Mode. While this mode is active, every pixel you draw is mirrored; what you left-click or left-click-drag on the left side is automatically mirrored on the right, and vice-versa.
Above the sprite Drawing Area is a Height box. To change your sprite's height, type a number from 1 to 255 and click Set Height or press Enter. You can also use the small arrows in the box to adjust the number.
Note: While you can set any height from 1 to 255, certain tools like Rotate and Generate Rotation Animation only work when the height is set to exactly 8 pixels. Changing the height does not affect your Undo/Redo history.
The Nudge Tool is a small, permanent panel that allows you to move or “nudge” the entire contents of the current frame one row or column at a time. This is useful for making small positional adjustments without having to select and move the sprite manually.
The panel is always visible in the top-right corner of the editor area and can be moved anywhere on the page by left-clicking and dragging its header.
Arrow Buttons
Left-click one of the four arrow buttons (🠉, 🠋, 🠈, 🠊) to shift all pixels in the active frame in that direction. Any pixels that are nudged off the edge of the Drawing Area are not lost and can be nudged back into view.
Colors Checkbox
Left-click the Colors checkbox to also move the row colors when nudging the sprite up or down. This option is only available in Multicolor Mode or DPC+ Mode and only applies to vertical movement.
Double View
When working in Double View, the Nudge Tool will only affect the currently active sprite (either Player0 or Player1).
The editor provides several display modes that control your sprite's visual style and how colors are applied. You can create a simple sprite with a single color in Monochrome Mode, assign a unique color to each row in Multicolor Mode, or double the vertical resolution with DPC+ Mode. This section explains these modes and how to use the pop-up NTSC Color Chart to select colors for your sprite and the background.
When the Color Chart option is enabled, left-clicking any color box (Background, Foreground, or a multicolor row) will open the pop-up NTSC Color Chart. Left-click a color in the chart to use it.
Note: The NTSC Color Chart popup is enabled by default when the page first loads.
Always on Top
In the bottom-left corner of the pop-up, you'll find the Always on Top checkbox. When checked, this keeps the pop-up open even when you click elsewhere on the page. It also allows you to left-click-drag the pop-up's header to move it to a new position.
Color Smearing
When Always on Top is enabled, you can also left-click and drag your mouse across the color cells. This will continuously apply the color you are hovering over to the active color input box, allowing you to quickly test different shades without repeatedly clicking.
In Monochrome Mode, the sprite uses one color, set in the Foreground Color box (default is $8C). You can left-click the box to pick a color from the pop-up NTSC Color Chart or uncheck the Color Chart checkbox to type in a color code directly (like $3A).
Left-click the Multicolor checkbox to enter Multicolor Mode. A color box will appear next to each row, allowing you to give each row a unique color. Left-click a row's color box to pick from the pop-up NTSC Color Chart, or uncheck the Color Chart checkbox to type in a code directly.
Extracting and Infusing Row Colors
You can quickly copy a color from one row and apply it to another in Single View or Double View (active sprite only). It's called extracting and infusing here to keep it separate from copying and pasting pixels and other things.
Extract
Right-click a row in the Drawing Area or its color box to extract the row color; a confirming pop-up will show the extracted color code (like $CA).
Infuse
Hold Ctrl and right-click another row or color box to infuse the copied color into that row. A pop-up will confirm the action. You can infuse as many rows as you wish in the current frame or any other frame.
Note: Copying and infusing are features of Multicolor Mode. Because left-clicking the DPC+ checkbox automatically enables Multicolor Mode, these features are also available when using DPC+ Mode.
Left-click the DPC+ checkbox to draw with pixels that are half the height of standard kernel pixels. DPC+ Mode effectively doubles the vertical resolution of your sprite, making it possible to achieve the detailed look of classic Imagic and Activision games.
Note: Enabling DPC+ Mode automatically activates Multicolor Mode. Unchecking the DPC+ checkbox will return the editor to standard kernel Multicolor Mode.
To see how your sprite will look against a specific background, use the Background Color box. It changes the background of both the Drawing Area and the Live Preview.
Note: The background color is only a visual aid and does not affect your sprite's data.
You can create an animation with up to 16 different frames. Switch between frames by left-clicking Prev or Next or use the Left/Right Arrow keys to flip between them fast.
The current frame number (from 0 to 15) is displayed above the Drawing Area, below the Height box, and to the left of the Prev/Next buttons. This label updates automatically as you navigate between frames.
When you left-click Prev or Next to change frames, a brief yellow background flash appears behind the frame number label as an additional visual indicator that the frame has changed.
Left-clicking Copy to Next Frame will duplicate the current sprite frame (and its row colors if multicolor) to the next frame. There's no need for you to click Next; the editor switches to the new frame for you automatically.
Note: When in Double View, this function only copies the data for the currently active sprite (either Player0 or Player1).
Left-click the Onion Skin checkbox to see a faded version of the previous frame. The current frame you're editing is shown at full opacity, while the frame immediately before it is displayed as a semi-transparent ghost image. Onion skinning can help you create the illusion of smooth motion and ensure consistency.
Next to the Onion Skin checkbox is a number box labeled Opacity (default 50). It controls the transparency of the previous frame's overlay. A lower number (like 30) makes it fainter, while a higher number (like 70) makes it bolder.
Left-click the Animate checkbox to view an animation of your frames in the Live Preview. Adjust the number next to if _Master_Counter < to change the speed (smaller numbers are faster).
To save your animation as an animated image file (similar to a GIF), see the Save Animated PNG section.
Note: You cannot edit frames while the animation is playing. Uncheck the Animate checkbox to resume editing.
The Atari 2600 hardware can stretch sprites horizontally to make them appear wider without using more memory. This feature is controlled by a register called NUSIZ. The editor allows you to simulate this effect in the Live Preview and automatically generate the correct code for it.
In the Floating Panel, you will find dropdown menus for NUSIZ1 (Player 1) and, when in Double View, NUSIZ0 (Player 0). You can choose from three sizes:
Normal
The sprite is the standard 8 pixels wide.
Double
The sprite is stretched to twice its normal width, appearing 16 pixels wide.
Quad
The sprite is stretched to four times its normal width, appearing 32 pixels wide.
Note: These settings only affect the visual output in the Live Preview, the generated animation code, and exported images (APNG/Sprite Sheet). The Drawing Area will always show the base 8-pixel-wide sprite, which is what you are actually editing.
The Box/Ball/Line tools can help you quickly draw shapes without needing to draw them pixel by pixel. The Box and Ball tools can also be used to copy and paste. The Line tool is for making straight or diagonal lines (no copy/paste with the Line tool).
Highlight
Hold Shift and left-click-drag in the Drawing Area to highlight a region in yellow.
Fill or Erase
With a region selected, press the Spacebar to fill it with pixels or press the Delete key to erase them.
Move Selection ■
With a Box area highlighted, hold Alt and use the Arrow keys to move the selection one pixel at a time. The selection can be moved partially or even completely off-screen without losing its pixel data.
Note: This feature is only available for the Box tool.
Copy and Paste ■ ●
When a Box/Ball area is highlighted, press C to copy the selected yellow region. You can paste in the same frame or switch frames, left-click a new starting position, then press P or V to paste.
Note: This feature is only available for the Box and Ball tools. Unlike other programs, the Ctrl key is not used for sprite pixel copying and pasting. Simply press the C key to copy and the P or V key to paste.
Left-click the Sprite Tools button for a popup that has the following options:
Flip Vertical ↕
Flips your sprite shape up-down.
Flip Vertical (Color) ↕
Flips your sprite shape and row colors up-down.
Flip Horizontal ↔
Flips your sprite shape left-right.
Rotate 90° Counterclockwise ↶
Spins your sprite shape 90°. Only works with height set to 8 pixels.
Rotate 90° Clockwise ↷
Spins your sprite shape 90°. Only works with height set to 8 pixels.
Grow
Makes your sprite shape larger. You can only get one or two good grows out of most sprite shapes.
Shrink
Makes your sprite shape smaller. You can only get one or two good shrinks out of most sprite shapes.
Invert
Swaps pixels on/off.
Clear Frame
Erases the current frame. When you click this button, a pop-up will ask you to confirm what you want to clear:
Clear Pixels Only: This erases all drawn pixels but leaves the row colors untouched if you are in Multicolor Mode.
Clear Pixels & Colors: This erases all drawn pixels and resets all row colors, causing them to adopt the current Foreground Color.
Both actions are fully undoable.
Generate Rotation Animation
Fills frames 1-7 with rotated versions of frame 0 (8 pixels high only). Once you have a sprite drawn or imported into Frame 0, clicking the Generate Rotation Animation button will fill Frame 1 through Frame 7 with rotated versions of the sprite in Frame 0. Left-clicking the Animate checkbox will animate the rotation.
Rotation Warning: Frames 1 through 7 will be overwritten. Use this button wisely!
Note: This operation is treated as a single action. Clicking Undo will only revert changes made to Frame 0; it will not restore the previous contents of frames 1 through 7. Be sure to save your project if you wish to preserve the state of those frames before generating the animation.
Directly next to the Generate Rotation Animation button, you will find the Adjust Height for NUSIZ checkbox. This option automatically corrects the aspect ratio of your 8×8 rotated sprite to match the visual stretching of NUSIZ Double or Quad, saving you from having to do it manually.
To use this feature:
The editor will first generate the 8 rotated frames and then automatically expand them to the correct height (16 for Double, 32 for Quad) by duplicating or quadrupling each row.
Always on Top
In the bottom-left corner of the pop-up, you'll find the Always on Top checkbox. This option keeps the pop-up open even when you click on other parts of the page, allowing you to use multiple tools without reopening it. Separately, you can always left-click-drag the pop-up's header to move it to a new position, regardless of whether Always on Top is enabled.
Note: You can quickly open and close the Sprite Tools pop-up at any time by pressing the S key. This shortcut works even when Always on Top is enabled.
The Text Tool allows you to quickly place text in the Drawing Area using a selection of built-in adapted pixel fonts from 7800basic and Atarius Maximus. This saves you from having to draw each letter or number by hand.
Using the Text Tool
To use the tool, left-click the Text Tool button in the Floating Panel to open its pop-up. From there, you can:
Placement Details
Vertical: Text is placed on the currently active player's canvas (Player0 or Player1). Each character appears below the previous one.
Horizontal: This option is only available in Double View. Text can start on Player0's canvas and automatically flow onto Player1's canvas, treating them as a single 16-pixel-wide area.
Note: Like other drawing actions, placing text can be undone by clicking Undo or pressing Ctrl+Z. The Text Tool pop-up is draggable and can be quickly opened or closed with the T key.
Left-click Double View to work with two sprites (Player0 and Player1). This view is ideal for creating wider or layered sprites since they can be side-by-side or overlapping. When enabled, the button text changes to Single View.
While in Double View, only one sprite can be active for editing at a time, indicated by a highlighted border.
To return to the default single-sprite editor, left-click the button again (now labeled Single View).
Left-click the Swap button or press the X key to switch between Player0 (left) and Player1 (right). The button shows P1 Active or P0 Active to let you know which sprite you're editing (in case the highlighted border isn't enough of a clue).
Note: The X key shortcut only works when a text box is not active.
The Overlap input controls how the two 8-pixel-wide sprites in the Drawing Area are positioned relative to each other. It accepts a value from 0 to 8.
This control *always* refers to the overlap of the 8-pixel source data you are editing. The Live Preview, however, shows the final visual result of this data overlap *after* the hardware stretching (from the Sprite Sizing dropdowns) has been applied.
This separation of the Drawing Area overlap and the Live Preview overlap is a convenient feature designed to give you the best of both worlds: a stable editing environment and precise control over the final visual output. Here’s how it works:
For example, if Player 0 is set to NUSIZ0 Quad, you can increase the Overlap value all the way to 32. While the Drawing Area remains cleanly overlapped at its 8-pixel limit, the Live Preview will show the Player 1 sprite sliding all the way across the wide Player 0 sprite until it aligns with its far-left edge. This allows you to precisely position your sprites for the animation test code.
Seamless Drawing With Overlap Set to Zero
When Overlap is set to 0, you can draw seamlessly across both sprites as if they are one big 16-pixel-wide sprite. The editor automatically switches for you so you don't have to keep clicking the Swap button.
Note: This seamless feature only applies to freehand drawing (left-clicking or left-click-dragging with the mouse). Other functions, like the Shape Tools or Sprite Tools, still only affect the currently active sprite.
In Monochrome Mode, both sprites can have their own separate foreground colors. When using Multicolor Mode, both sprites have their own row colors (Player0's color boxes are on the left, Player1's on the right).
Note: Only the active sprite's colors are editable.
This editor provides two powerful ways for you to create sprites using images: you can trace over an image (rotoscoping), or you can have the editor automatically extract a sprite from your image.
Loading, Resizing, and Positioning
To begin, left-click Load Image to select a file from your computer or external hard drive. The editor supports common image formats like PNG, JPG, and GIF. Once the image appears in the Drawing Area for the current frame, you can use the following controls to set it up:
Use the Image Width box to resize the image by setting a new width. The height will automatically adjust to maintain the image's original aspect ratio, preventing distortion. Some images might need a width of 4000 or more.
Move the image to align it perfectly with the grid by holding Shift or Ctrl and using the Arrow keys.
Hop = Shift
Hop the image 20 pixels at a time with Shift + Arrow keys.
Nudge = Ctrl
Nudge the image one pixel at a time with Ctrl + Arrow keys.
When you're happy with the position and size of the image in the current frame, left-click Lock Image Settings to prevent accidental changes.
Clone Image Settings From Prev Frame
Save time when setting up a sequence of images for rotoscoping, like screenshots from a video.
Follow these steps to reuse size and position settings:
If needed, use the Nudge controls (Ctrl + Arrow keys) to make minor adjustments, such as when the subject (a walking man, for example) shifts slightly between frames.
After adjusting the size and position of your image, you can use it for either rotoscoping or shape extraction.
Rotoscoping is the process of manually tracing over your loaded image to create a sprite. Simply use the standard drawing tools to draw directly on top of the image in the Drawing Area.
Note: Loaded images and their settings are not included in the Undo/Redo history. Only what you draw or erase over the images affects Undo/Redo.
Instead of tracing, you can have the editor automatically extract a sprite from your image. This feature works best with simple graphics that have a solid, single-color background (like characters from a sprite sheet).
To use this feature, first ensure your image is loaded, resized, and positioned correctly.
Important: For best results with single-height sprites, enable DPC+ Mode before resizing, positioning, and extracting.
Controls:
Preview Extract Shape
Left-click this checkbox to see a semi-transparent preview of what the extracted shape will look like before you commit.
Tolerance
Adjust the value (0-100) to fine-tune how strictly the editor identifies the background color.
Tip: For light backgrounds, a value around 25 is a good starting point. For dark backgrounds, try a higher value like 80.
Extract Shape
When you click this button, the editor analyzes the portion of your aligned image that is directly behind the active sprite's Drawing Area. In Double View, extraction only processes the area behind the currently active sprite. It performs two steps:
Paste bB sprite data (with or without color data) into the Sprite Data Input Box and left-click Import to Current Frame. The editor will instantly draw the sprite for you.
Example data:
player1: %00011000 %00011000 %00011000 %11111111 %01111110 %00111100 %01100110 %01011010 end player1color: $CE $CC $CA $8A $88 $1E $0A $3A end
For your convenience, a Test Data box is located to the right of the Sprite Data Input Box. To quickly test the import function, simply left-click inside the Test Data box and all the data will be automatically highlighted for you. Copy the highlighted text using the right-click menu or Ctrl+C, paste it into the Sprite Data Input Box, then left-click the Import to Current Frame button.
Note: You can also stack the data. As an experiment, paste Test Data into the box multiple times, then import it.
To save a complete project and resume it later, use the Save Project and Load Project buttons. This is the only method that preserves everything, including images and their settings.
Left-click Save Project to download a single project file (in .json format). This file contains all sprite frames, colors, display mode settings, sprite size (NUSIZ) settings, and loaded images with their settings.
Left-click Load Project to open a saved project file (.json). The editor will instantly restore everything just as you left it.
Note: Your Undo/Redo history is not saved in the project file.
Use these options to save your sprites as PNG images for sharing or to load projects from previously saved PNG files. The editor embeds your project data for all non-empty frames (except for loaded images) directly into the PNG files it generates. This allows you to save and share your work in a single, convenient image file that can be loaded back into the editor later.
Left-click Save Animated PNG to download an animated PNG version of your sprite animation (minimum 2 frames required). The APNG speed matches the preview speed set by if _Master_Counter < and includes all of your non-empty frames.
You can upload your animated PNG to forums or anywhere online where you'd usually upload an animated GIF.
Note: While this is a great way to showcase your animation online, the saved animated PNG file also contains your project data (all frames, colors, and settings). You can load this PNG back into the editor using the Import from RT PNG button. However, this method does not save loaded images and their settings. For a complete backup that includes images, always use the Save Project (.json) option.
Left-click Save Sprite Sheet (PNG) to download a static PNG image containing all of your non-empty frames arranged horizontally in a single row. This is useful for sharing your sprite assets in a single image file.
To the right of the button, a Spacing input box allows you to set the number of empty pixels between each frame in the final image, making it easier to slice. The default spacing is 12px.
Note 1: While this is a great way to showcase your sprites online, the saved PNG file also contains your project data (all frames, colors, and settings). You can load this PNG back into the editor using the Import from RT PNG button. However, this method does not save loaded images and their settings. For a complete backup that includes images, always use the Save Project (.json) option.
Note 2: Saving a sprite sheet can be a slow process, sometimes taking 10 seconds or more. During this time, the page may appear to be frozen. This is normal. Please be patient, and the file will eventually be saved.
This powerful feature loads a project from a PNG image that was previously saved by the RT bB Sprite Editor. Simply left-click Import from RT PNG and select an editor-generated sprite sheet or animated PNG. Hidden project data in the file restores your session, including sprite data, colors, and sprite size (NUSIZ) settings.
Note: This method restores everything *except* for images and their settings. For full project backups that include loaded images, always use the Save Project (.json) option.
Getting Your Sprite Data and Animation Code
The editor automatically generates the correct sprite data format for your selected display mode. For those who are curious, here's how the formats differ:
In Monochrome Mode or Multicolor Mode
The sprite data is generated upside down. This is the standard kernel format that batari Basic expects for these modes.
In DPC+ Mode:
The sprite data is generated right-side up, as required by the DPC+ kernel.
Note: You don't need to worry about these differences. The editor and the generated test code handle it all for you automatically.
Left-click the Get bB Data button to display your sprite data for all non-empty frames in a text box for copying and pasting into your game code.
Left-click Get bB Animation Code to display the full animation test code for all non-empty frames. The editor automatically generates the correct code based on whether you are in Monochrome, Multicolor, or DPC+ Mode. The generated code will also include the necessary NUSIZ0, NUSIZ1, or _NUSIZ1 settings to match the size you selected in the Sprite Sizing dropdowns.
Use Constants for Color Output
Left-click the Use Constants for Color Output checkbox to have the editor use color values like ‘_8C’ instead of ‘$8C’ in the sprite color data and test code. Color constants allow you to easily make a PAL-60 version of your game. See NTSC Color Constants and Instant PAL-60 Conversion on the batari Basic page for more information.
This sprite editor has keyboard shortcuts that can help you create sprites quicker and easier.
Ctrl + Z
Undo your last action.
Ctrl + Y
Redo an undone action.
Left/Right Arrow
Switch between frames.
S
Open or close the Sprite Tools pop-up.
T
Open or close the Text Tool pop-up.
X
Swap the active player between Player0 and Player1 when in Double View.
Alt + Left-Click or Alt + Left-Click-Drag
Draw pixels without erasing.
Ctrl + Left-Click or Ctrl + Left-Click-Drag
Erase pixels without drawing.
Shift + Left-Click-Drag
Highlight an area with a Box, Ball, or Line tool. ■ ● /
Spacebar
Fill a highlighted selection with pixels.
Delete
Erase the pixels in a highlighted selection.
C
Copy a highlighted Box or Ball selection. ■ ●
P or V
Paste the copied selection to a new location.
Alt + Arrow Keys
Move a highlighted Box selection. ■
Ctrl + Right-Click
Infuse an extracted color into a row (in Multicolor Mode).
Ctrl + Arrow Keys
Nudge a loaded image by 1px.
Shift + Arrow Keys
Hop a loaded image by 20px.
Enjoy the Process of Bringing Your Ideas to Life
You now have all the information you need to bring your creative ideas to life. Experiment with the different tools, explore the display modes, and see what amazing sprites you can build for your Atari 2600 projects.
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I started taking AyaLife (99% Pure CBD oil) as needed in April of 2020. So far it's the only thing that helps my mood when I've mistakenly eaten something that contains soy. AyaLife is THC-free (non-psychoactive) and is made in the USA. I also put a couple dropper fulls under my tongue before leaving the house or if I just need to calm down.
It's supposedly common knowledge that constantly angry Antifa-types basically live on soy products. What would happen if they stopped eating and drinking soy sludge and also took a B complex every day? Would a significant number of them become less angry? Would AyaLife CBD oil also help?
If you are overweight, have type II diabetes, or are worried about the condition of your heart, check out the videos by Ken D Berry, William Davis, and Ivor Cummins. It seems that most people should avoid wheat, not just those who have a wheat allergy or celiac disease. Check out these books: Undoctored (#ad), Wheat Belly (#ad), and Eat Rich, Live Long (#ad).
Negative ions are good for us. You might want to avoid positive ion generators and ozone generators. A plain old air cleaner is better than nothing, but one that produces negative ions makes the air in a room fresher and easier for me to breathe. It also helps to brighten my mood.
Never litter. Toss it in the trash or take it home. Do not throw it on the ground. Also remember that good people clean up after themselves at home, out in public, at a campsite and so on. Leave it better than you found it.
Climate Change Cash Grab = Bad
Seems like more people than ever finally care about water, land, and air pollution, but the climate change cash grab scam is designed to put more of your money into the bank accounts of greedy politicians. Those power-hungry schemers try to trick us with bad data and lies about overpopulation while pretending to be caring do-gooders. Trying to eliminate pollution is a good thing, but the carbon footprint of the average law-abiding human right now is actually making the planet greener instead of killing it.
Eliminating farms and ranches, eating bugs, getting locked down in 15-minute cities, owning nothing, using digital currency (with expiration dates) that is tied to your social credit score, and paying higher taxes will not make things better and “save the Earth.” All that stuff is part of an agenda that has nothing to do with making the world a better place for the average person. It's all about control, depopulation, and making things better for the ultra-rich. They just want enough peasants left alive to keep things running smoothly.
Watch these two videos for more information:
Charlie Robinson had some good advice about waking up normies (see the link to the video below). He said instead of verbally unloading or being nasty or acting like a bully, ask the person a question. Being nice and asking a question will help the person actually think about the subject.
Interesting videos:
Charlie Robinson Talks About the Best Way to Wake Up Normies
Disclaimer
View this page, use this free online tool, and visit any external web sites at your own risk. I am not responsible for any possible spiritual, emotional, physical, financial or any other damage to you, your friends, family, ancestors, or descendants in the past, present, or future, living or dead, in this dimension or any other. Not responsible for lost projects or anything else that might go wrong. This free online tool was made by AI assistants that had memory problems and hallucinations. You're lucky that it works. It was like pulling teeth to get this page done most of the time.
This page was started using free Grok 3, moved to SuperGrok (30 bucks a month), then xAI mangled the mind of Grok 3/SuperGrok around March 17, so it became very difficult to get anything done. RevEng told me on May 13 that Gemini 2.5 Pro was free via Google's AI Studio, so I used Gemini here and there to fix problems that Grok couldn't. I had high hopes for Grok 4, but it was worse than Grok 3, so I cancelled my subscription in July 2025. Now that I know to slide Gemini's Temperature to zero when waorking on code and slide it back to one when working on page instructions, I should be able to get other projects done faster.