adds more variety to the dreams by changing textures more often. This results in the environments becoming more surreal and psychedelic over time. Sometimes when starting a new dream, a video is played instead of a playable dream. After a number of in-game days, a "flashback" option appears on the main menu which allows the player to experience an abbreviated version of the last dream they played. There is a humanoid figure, also known as the Gray or Shadow Man, that may appear in some dreams that, if touched by the player, prevents them from using the flashback option and undoes any progress made from that dream. Development LSD: Dream Emulator was conceived by Osamu Sato, a Japanese multimedia artist. Sato started his art career in photography and writing music in the 1980s, before turning to digital graphic design and computer art by the 1990s. In the 1990s, he began experimenting with CD-ROM technology, creating animated 3D videos with a dimension of interactivity. Although these projects resembled video games, Sato's intent was not to create games but to use game platforms as a means of creating contemporary works of art. Sato's first such project was funded by Sony Music Entertainment Japan and released in 1994, titled Eastern Mind: The Lost Souls of Tong Nou. It was released in Japan and the United States. Because Eastern Mind was released in the United States and received some awards, Sato was able to source funding for his next project which would become LSD. Sato still rejected the idea of video games, and wanted to use the PlayStation game console as a medium for creating art and music. He chose the PlayStation as a platform because he felt Sony was already embracing elaborate concepts while he felt Sega and Nintendo had greater reputations as toy companies. Sato got the idea for LSD after playing racing games. He found racing games difficult and boring since he was not a skilled player, and so he imagined the possibilities of smashing the car into a wall and transporting the player to another dimension. He thought it would be more enjoyable for players like him that were unskilled at other games. From there, he got the idea of creating an imaginary world with the same irrationality and easily forgettable nature as dreams. He did not give the game any objectives because, according to him, they are not essential