Lifestyle
Youngest Trickshot Artist Zahidul Islam (RJTRICKSHOT) in an interview
When people think of trick-shot artists, there are a few names that immediately to mind. Mike Massey and Florian Kohler come to mind right away. Zahidul Islam aka RJ TRICKSHOT can now be added to the list of trick shot artists who come to mind when gamers think of them.
When did you start doing trick shots?
I started playing pool when I was thirteen years old. I began practicing trick shots when I was 17 years old and have never looked back.
How many hours a day do you practice on average?
In a single day, I can play pool, billiards, artistic, or trick shots for 5 hours.
Who has been the most influential artist in your life?
Mike Massey and, especially, Florian Kohler.
One thing I’ve always loved about your videos is how distinctive they are. How do you consistently come up with new trick shot ideas?
It runs through my head every time I practice. I periodically watch trickshot videos by legend players, notably Florian’s. I keep an eye on him and try to imitate some of his difficult shots. I also write down and save new trick shots on my phone as I think of them. Many of my creations aren’t posted online because many others may claim them as their own. I’m now taping everything I’m doing, and it should be accessible soon. I’m always thinking about how well-developed my idol is and how much patience a trick shot requires. On a good day, it’s easy to make trick shots, but not every day is the same, so artists occasionally give up.
So far in your pool career, what do you consider your proudest achievement?
Florian Kohler’s visit to my house was the most productive moment of success, from my perspective. For two days, he coached and taught me a variety of trick shots while sharing all of his secrets. Being a part of the next pool legend is also quite exciting.
You started off doing trick shots developed by Mike Massey, Florian, and others on YouTube. How do you feel now that your photos are being copied?
This is always fascinating and surprising. Being a part of the pool’s history is a dream come true for me. Any of the trick shots that are available online can be copied by anyone. On social media, I received a lot of encouragement, and one fan told me that witnessing my trick shots had tremendously inspired him. After that, he even brought a pool table, so I decided to give him a free trick shot lesson. He was overjoyed, which was the highest compliment I could have received.
You masse a lot and shoot most of your movies at home. How often do you replace your table’s felt?
It varies entirely on how much I play on any given day. But it’s more likely that my feelings shift every three to four months. Predator Cues, fortunately, sponsors all of my pool products, including the felt.
What recommendations would you provide to someone interested in pursuing an artistic pool career?
Simply take pleasure in what you’re doing. Unlike the ordinary pool, which can become tedious after a while, the trick shot can be exciting to create. It becomes tiresome to drill the same shots over and over. You’ll be OK if you use your imagination!!
Lifestyle
The Future of Youth Horror Gaming: Lonely Rabbit’s Midnight Strikes
Empty hallways echo with footsteps that aren’t yours. The carnival rides spin without passengers. Familiar spaces, the ones etched into childhood memory, twist into something menacing, something that watches. Lonely Rabbit’s Midnight Strikes arrives eight months before its completion, targeting a youth horror genre that is hungry for experiences that feel personal rather than purely fantastical. The indie studio searches for a publisher while building momentum for a game that weaponizes nostalgia, turning high schools and carnivals into theaters of psychological dread. As franchises age and audiences demand fresh scares, this PC title tests whether memory-based terror represents the next chapter in youth horror.
Maturing Past Jump Scares
Youth horror gaming shed its training wheels. Little Nightmares and Bendy and the Ink Machine proved that younger players crave atmospheric storytelling over cheap shocks, puzzle-solving over gore, and visual distinctiveness over recycled formulas. Bendy’s ink-soaked corridors attracted a massive audience, including children drawn to the characters despite the T-rating, because the experience felt emotionally authentic rather than condescending. Players now expect psychological tension woven through environmental details, stories told through decaying spaces, and cryptic objects scattered across levels.
The genre’s maturation reflects audiences who grew up solving Portal’s test chambers and exploring Limbo’s monochrome nightmares. Among the Sleep demonstrated the potency of perspective: experiencing horror through a toddler’s eyes made familiar domestic spaces feel uncanny and threatening. Fran Bow plunged players into hand-drawn asylum corridors where perception itself became unreliable, where puzzles demanded engagement with trauma and grief rather than simple pattern recognition. Modern youth horror respects its audience enough to disturb them thoughtfully, creating experiences that linger days after the screen goes dark.
Corrupted Childhood as New Territory
Midnight Strikes drags players through levels “reminiscent of their childhood memories”: the high school, the carnival, spaces universal enough to feel personal. Lonely Rabbit constructs what they describe as a “menacingly beautiful atmosphere filled with bizarre and terrifying creatures,” pairing monster survival with puzzle challenges that prioritize mood over mechanics. The game adopts a “cinematic and otherworldly feel” while grounding its terror in locations players actually inhabited, making fear feel intimate rather than abstract.
This memory-based direction distinguishes Midnight Strikes from fantasy settings that dominate youth horror. Deserted carnival rides and empty school corridors carry weight because players recognize them as such. Maybe the locker rows feel too narrow, maybe the Ferris wheel groans with a voice that shouldn’t exist, maybe the cafeteria smells wrong. The game challenges players to “survive their fear of the unknown” while navigating spaces that should feel known, creating cognitive dissonance that amplifies dread. Other developers exploring similar territory, such as Subliminal, which utilizes “nostalgic spaces” and “a rotting feeling that something is not quite right,” suggest that childhood corruption represents an emerging subgenre.
Lonely Rabbit’s approach weaponizes personal history. Every player attended school, visited carnivals, and formed memories in spaces designed for safety and joy. Corrupting those spaces turns nostalgia into a threat, asking audiences to confront distorted versions of their own experiences. The monsters inhabiting these environments become more than obstacles; they represent the fear that familiar places might betray us, that memory itself becomes unreliable when shadows move in the wrong direction.
Smaller Teams, Bigger Risks
Indie studios like Lonely Rabbit maneuver where larger publishers hesitate. Their two-month publisher search and pre-launch community building reflect changing pathways for games that defy established franchise formulas. Building a follower base before release creates market validation, proving that audiences want what you’re making before significant capital is committed. Transparency about development timelines and production milestones generates audience investment, turning potential players into advocates during the publisher search.
Midnight Strikes represents creative gambles major studios avoid when quarterly earnings loom. Smaller teams experiment with concepts, corrupted childhood spaces, memory-based horror, pand sychological tension prioritized over action mechanics, that might fracture focus groups but resonate with underserved audiences. Lonely Rabbit’s global distribution ambitions demonstrate indie confidence: build something distinctive enough, and geography becomes irrelevant when digital storefronts erase borders.
The next eight months determine whether Midnight Strikes defines a subgenre or remains an interesting experiment. If players respond to horror that mines personal history, if corrupted nostalgia proves more terrifying than fantasy monsters, other developers will follow this path. Lonely Rabbit’s gamble, that childhood spaces make better horror stages than alien planets or demon dimensions, could redefine what scares young players next. The studio’s publisher search tests whether the industry views memory-based terror as the future of youth horror or a niche curiosity. Either outcome writes the next page in a genre still learning what it can become.
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