#the ninji 6
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Red didn't just randomly stumble into the room. He had a Reason for being there.
I've been in the Captain Laserhawk fandom for a little while now. And I have noticed there seems to be some confusion as to why Red suddenly burst into the room while Rayman and Bullfrog were talking. I don't know why. For me it was fairly simple, I figured it out a little while after my first viewing. And got confirmed by the show after my second watch through.
Red was hunting down Rayman, to kill him. As per Eden's direct orders.
But I can understand why people may have missed it. The audience had no time to process the comments made by Red in those moments, because of previous emotionally charged scenes. But the comments were there.
Captain Laserhawk | All Rayman scenes - YouTube 3:34 - 3:36
In episode 5, when Red first enters the room. One of the first things he says is that he was looking for him. Looking for Rayman. And it appears that he had been looking for a while, since Bullfrog and Rayman were able to have quite a long conversation without any interruptions. And if Red had been hunting him down for what I assume to be hours, it would explain why he was so panicked when he lost sight of Rayman. Because how is he suppose to explain to his superiors that he managed to let Rayman of all people escape?
Captain Laserhawk | Laserhawk vs Ninji 6 - YouTube 0:14 - 0:27
And later in episode 6, Red and Pink have an argument. Pink stating that she would never have let someone like Rayman escape. That she would have got the job done. Which means Red wasn't the only one was told to carry out this order, all the Ninji 6 were seemly told this same order. But unsurprisingly, Red was the one who volunteered for the mission. Or what I think is more likely, was chosen out the bunch, because they knew for a fact he would have had no problems with killing Rayman. He may even enjoy it.
But, I hear people asking. Why would Eden want Rayman dead? And why send a single Ninji 6 member, when they could have gotten the whole team, or send out an entire police squad, or even done it themselves?
That first question is easy to answer. There can't be two Raymans. The system only works with one. And it's best to keep the unquestionably loyal Rayman, then the one who's loyalty may be put into question. Best to get rid of him before he becomes a problem.
As for the second question. Eden doesn't want the general public knowing about this. Rayman is a beloved icon in Eden, if the people knew that Eden would do this to Rayman. People would be rioting, it would be the beginning of an uprising that even Eden won't be able to control. So they have to do it secretly, make sure people don't notice. And sending the police would be too noticeable, and anyway regular cops are apart of the general population. So you need to send the special force, people who already know the truth about how things work in Eden. But they can't send the whole team, because the team are celebrities themselves, paraded around as Eden heroes. And if people notice them, which they most definitely will, it will ruin not only their image, but Eden's as well. So they select only one of them, a member who they know would have no problems in completing the mission. And it would have worked out perfectly if it wasn't for a traitor within the board.
As to why they don't do it themselves? Most of them are lazy, happy to just sit in their nice little meeting room and let everyone else do the hard work. And the one person who isn't, has her own goals which involved keeping Rayman alive.
TL;DR
Red was sent by Eden to Kill Rayman, because there can only be one Rayman for the system to function. And they only sent Red, because they didn't want the general population knowing as it could lead to them revolting. And they were too lazy to do it themselves.
#captain laserhawk blood dragon remix#captian laserhawk#clh#captian laserhawk red#captain laserhawk rayman#rayman#the ninji 6#long post#I had a lot more to say about this then I thought I did#hopefully this clears up the confusion people had
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stupid idiot refs for stupid idiot ocs
#5 or 6 more depending on if I make a ninji oc#art#narrator sam#sam#MARIA#sluc#redstone handbook#aster blaster#whoops! no pictures!#lily#eriru
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Super Mario Bracket: basic seeding information
okay to prevent any more "oh no [character that's in the bracket] isn't in the bracket" comments (it's already happened twice) here's a basic plaintext list of the 128 characters that are in the Super Mario Bracket, in their seed order.
Vivian (215 nominations)
Luigi (104 nominations)
Rosalina (101 nominations)
Waluigi (90 nominations)
Daisy (81 nominations)
Yoshi (71 nominations)
Catherine (66 nominations)
Shy Guy (60 nominations)
Fawful (59 nominations)
Mario (56 nominations)
Dimentio (51 nominations)
Sonic (49 nominations)
Wario (45 nominations)
Bowser (45 nominations)
Goombella (45 nominations)
Abe Lincoln (39 nominations)
Count Bleck (34 nominations)
Toadette (31 nominations)
Dry Bones (31 nominations)
George Washingtoad (30 nominations)
Peach (27 nominations)
Gorbachev (26 nominations)
Captain Toad (24 nominations)
Mimi (24 nominations)
Kirby (23 nominations)
King Boo (22 nominations)
Funky Kong (22 nominations)
Kinoppe (22 nominations)
Tippi (21 nominations)
Toad (21 nominations)
Mr. L (21 nominations)
Peasley (20 nominations)
Kamek (20 nominations)
Twink (18 nominations)
MC Ballyhoo (18 nominations)
Boo (18 nominations)
Strollin' Stu (18 nominations)
The Old Psychic Lady with the Evil Eye Who Reads Fortunes and Knows Everything Before It Happens (17 nominations)
Geno (16 nominations)
Bowser Jr. (15 nominations)
Penny (15 nominations)
Nabbit (15 nominations)
Orbulon (15 nominations)
Ashley (14 nominations)
Roy (14 nominations)
????? (14 nominations)
Slammer (14 nominations)
Link (14 nominations)
Iggy (14 nominations)
Starlow (14 nominations)
Bow (13 nominations)
Bowser's brother (13 nominations)
Yellow & Blue Toad (13 nominations)
Nastasia (13 nominations)
Ludwig (12 nominations)
Bobbery (12 nominations)
Boshi (12 nominations)
Shadow (12 nominations)
Dry Bowser (11 nominations)
E. Gadd (10 nominations)
Samus (10 nominations)
O'Chunks (10 nominations)
Koops (10 nominations)
Goomba (10 nominations)
Donkey Kong (10 nominations)
MIPS (9 nominations)
Cyndi Lauper (9 nominations)
Blooper (9 nominations)
King Bob-omb (9 nominations)
Whacka (9 nominations)
Popple (9 nominations)
Lemmy (9 nominations)
Petey Piranha (9 nominations)
Monty Mole (9 nominations)
K. Rool (9 nominations)
Captain Lou (9 nominations)
Pink Gold Peach (9 nominations)
5-Volt (8 nominations)
Toadsworth (8 nominations)
Bobby (8 nominations)
Dreambert (8 nominations)
Peachette (8 nominations)
Mallow (8 nominations)
Cappy (8 nominations)
Wiggler (8 nominations)
Albert Einstein (8 nominations)
Broque Monsieur (8 nominations)
Dorrie (8 nominations)
the letter "p" (7 nominations)
Pauline (7 nominations)
Ms. Mowz (7 nominations)
Gooigi (7 nominations)
Inkling (7 nominations)
FLUDD (7 nominations)
Goomba Tower (7 nominations)
White Mage (7 nominations)
Rawk Hawk (7 nominations)
Spike (7 nominations)
Morton (7 nominations)
Francis (7 nominations)
Pikmin (7 nominations)
GLOM (7 nominations)
George Washington (7 nominations)
I am a teacher: Super Mario Sweater (7 nominations)
Huey (6 nominations)
Plato (6 nominations)
Mii (6 nominations)
Lanky Kong (6 nominations)
Captain Syrup (6 nominations)
Koopa Kid (6 nominations)
Chuckster (6 nominations)
Bill Gates (6 nominations)
Chunky Kong (6 nominations)
Fracktail (6 nominations)
Gandhi (6 nominations)
Blaze (6 nominations)
Undodog (6 nominations)
Elvira (6 nominations)
Poochy (6 nominations)
Big Bertha (5 nominations)
Bill Board et al. (5 nominations)
Ninji (5 nominations)
Elvis (5 nominations)
the Yoshi kid (5 nominations)
Midbus (5 nominations)
Punio (5 nominations)
Mary O. (5 nominations)
Dribble & Spitz (5 nominations)
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As is well documented by now, I really love Mario Party, even beyond the realm of Mario it’s one of my favorite series ever. It’s also been said plenty by now that my relationship with the Switch games has been rocky.
I know, me being so nice to ND Cube’s output, only to have problems with the Switch games is for many an off-beat opinion, it’s just how I feel.
When Jamboree was announced it seemed to be the MP I had been waiting for right out of the gate and I can happily say it delivered. While we are still in the honeymoon phase with the game, I feel confident even calling it one of the best Mario Party games, a sentiment I never agreed on when brought up with Superstars, which I only find solid.
I’ll go by the same structure I went with for my essay on the Switch games, since that is what I am most comfortable with, so we’ll start with the roster.
While the selection was very not for me, I do give a lot of credit to Super for really beefing up the character numbers and after a really sad showing in Superstars, Jamboree returns to that, with a 22 characters large selection, one I am a much bigger fan of.
The character/mook ratio is closer to what I prefer, the Toads are back, Pauline and Ninji are wonderful newcomers and my issues with playable Bowser have been addressed with the introduction of Imposter Bowser. At least in terms of what can be expected, the roster is just one Diddy short of being perfect for me.
The game in general prides itself on the sheer amount of content it packs and that shows with the boards too.
7 boards, 5 new and 2 returning. I got some nitpicks, particularly how we are still sticking to only N64 boards coming back, but on the whole I do like the idea of Mario Party going Mario Kart by bringing back old boards. They genuinely are really well remade.
Mario’s Rainbow Castle was always going to be more strategic and involved thanks to the inclusion of items, but Western Land was the big surprise. I always loved the board, but the greater control you have over Steamer, the train here, being able to drive two stations ahead or even get him to come to whatever station you’re at, thanks to the new Steamer Ticket item, really alters the game. It’s a far bigger part of the game plan to knock opponents back to start, but the wealth of movement based items also means you have the means to rush where you need to, it’s well balanced that way.
The 5 new boards are an extremely good selection. Superstars is the basis for the board play, so in many regards it’s a bit hard to go into heavy detail without stating the obvious. It’s classic Mario Party and still clearly based on 1-4, with things like Boo being on every board, but it’s in the details and a couple key aspects where the game leaves its own mark of quality.
Despite the Super moniker, the boards are thankfully nothing like in that game. They are all a good size and full of mechanics of their own and obstacles. In fact, what impresses me most is how distinct they all feel.
Whether you rack up an insane amount of coins and visit specific shops for items or collect stamps in Rainbow Galleria, brave the delightfully evil Bowser Byway in King Bowser’s Keep or make a mad dash across the track in Roll ‘em Raceway, every board feels distinct and has a very strong identity. I do miss the more varied star collecting methods from 6-8 and DS, with only Roll ‘em Raceway feeling similar to that, but they are still the most distinct bunch of boards to not go for that formula and that is a genuinely huge compliment.
Of course, good boards are one thing, but the finer mechanics need to check out too and luckily Jamboree doesn’t disappoint and that’s where three major points about the board play I love come into play.
First are the Lucky Spaces. I am on and off with how I feel about them, but thanks to the much greater amount of hazards threatening your coin count and ways to spend them, their bonuses end up feeling like a more natural part of the game’s economy.
They can still feel a little overtuned at times, but unlike Superstars the game is designed in ways to make their instant perks a bit more justified. There even is an Unlucky Space counterpart, even if the penalties there are milder than the benefits of its good counterpart, but it does contribute to keeping things in check.
Secondly there are the items. While there is still a heavy emphasis on movement based items, I think the variety has seen a good upgrade. I’m particularly fond of the returning Bowser Phone, as well as the traps, which are just hexes from MPDS and can turn portions of a board into a hilarious coin and star steal minefield.
What really pushes it to another level though is an idea 6 toyed with in Snowflake Lake and what 7 made a much bigger deal of: board specific items. Superstars did have that in the sense it makes no sense to have a Skeleton Key available on the MP1 boards, but Jamboree is different.
These board specific items are all made to interact with the gimmick of the board. Use the Tide Shell on Goomba Lagoon to control the tide, put a hole into everyone’s deep pockets with the Markup Sticker in Rainbow Galleria and I already mentioned the Steamer Ticket on Western Land and how that alters how you play the game.
Items have always been meant to be the more strategic part of MP, something to give the player agency in a kind of game ruled by the dice and items like this really allow you to make power plays and plan ahead in a way the orbs in 6 and 7, still the best item system to me, excelled at.
The way they are distributed is also good. Multiple shop types like in 3, item minigames are still here as a potential outcome on an Item Space and while Lucky Spaces can still give out items, it feels a bit more restrained or at least the game is better designed around it. Horror Land in Superstars when I play it often devolves into a long series of Chomp Calls, since it’s so easy for everyone to get an arsenal of those. Nothing like that ever really happened for me here.
The third big aspect for me is the Jamboree Buddies.
For all its flaws, being basically just lifted from Star Rush, I did find the allies to be one of the genuinely interesting parts of Super, but it needed a lot of retooling and Jamboree did just that in a variety of ways.
Jamboree Buddies will eventually appear on the board, but only one is around at a time and you need to reach them first. If you aren’t fast enough they just leave and you need to wait a couple turns for the next one to show up.
Even if you do reach them, you need to win a Showdown Minigame first, each centered around that character and only through winning it, will you get them.
While their perks such as their own abilities or doubling the effects of positive spaces OR being able to use Boo twice in one turn or buy two stars at once, are very powerful, they also double negative effects. If you land on say, a Bowser Space, you take double the punishment and on King Bowser’s Keep, that even makes for situations where there are so many Bowser Spaces that passing up on a Buddy may even be the smarter move,
While their perks are potentially game changing, you only get them for a few turns and someone passing by you can steal your Buddy from you, so making the most of their perks in the limited time you have can be a genuine challenge.
All that combined makes the Jamboree Buddies a significantly more balanced take on allies. Very exciting when around, but the game doesn’t centralize around them and it is possible to even suffer more bad effects than good ones, if you get one in a bad spot.
Those are some of the big factors that help Jamboree really push the board play up further in quality for me beyond ‘’boards good’’. In the end it’s Mario Party as you know it, but it has some really good refinements and new ideas.
Another such good idea is a voting system for minigames now being an option, along with the Bonus Star options returning from Superstars. It’s just neat to see Mario Party inch towards a more customizable experience.
In fact to add to this, Jamboree introduces an entirely new ruleset called Pro Mode. This mode offers a bunch of changes, including, but not limited to:
The turn count is a set 12 turns.
Chance Time and Hidden Blocks are not a thing.
Everyone can choose one item to start the game with.
Items in item shops are limited in supply.
The voting system for minigames is the default and only option, no roulette.
There is only one bonus star and you know which one it is from the start, so you can play specifically for it.
Lucky Spaces let you choose between 10 Coins or a Double Dice item.
Bowser on a Bowser Space will automatically steal a star if you have one.
Boo always steals 15 coins, no mashing mechanic to be found.
Among other things.
Overall it’s a really fun alternative way to play the game that changes your approach to many situations. I wouldn’t call it a definitive competitive minded experience, since it is at the end of the day, still a board game, but as a different way to play the boards, it’s a lot of fun.
Of course the board is just half of the MP experience, so how are the minigames?
In my opinion, really good!
I touched on this in my write-up on revisiting the previous Switch entries, but something about how many minigames in Superstars controlled always felt off to me. It’s hard to explain and really weird since I didn’t feel that way about Top 100 or any other MP, but it is a contributor to why I was never fully on Team Superstars.
Luckily Jamboree feels just fine to me and the overall selection of minigames is solid, packing a lot of action based games, mixed with more puzzly or reaction and mashing based ones. The variety is here and there isn’t much in the way of stinkers.
I was a bit iffy seeing returning minigames initially, since two of the three last games were all returning minigames, but Jamboree handles it gracefully and in a way that, like returning boards, would even be totally cool as a new norm for me. There are only a couple, the selection is good and several are even heavily recontextualized, like Leaf Leap, Bumper Balls and Shy Guy Says now being a three-part marathon challenge in Mario’s Showdown game or Platform Peril now being a coin minigame.
I am happy to say the game cools it with Coin minigames. They are still there and that’s fine, but the game isn’t blatantly rigged for them to pop up often like Superstars was and I appreciate that.
Duel minigames are once again oddly snubbed, only five once more, but at least the selection is really good. Slappy-Go-Round in particular is easily one of the most brilliant concepts for a duel minigame in the whole series.
Showdown Minigames for Jamboree Buddies are totally new. They revolve around the character you play for and are far longer than the average mini-game. This is gonna be more subjective but I think they mostly pull it off, with Waluigi, Wario, Mario, Daisy, Jr, Rosalina and Yoshi all having really good ones. Luigi’s is pretty good, but can be an autowin for players who reach him and get an advantage. Peach and DK are the only duds for me. Peach’s has an awkward first part and a luck based second part, while DK’s doesn’t do a great job filling its length and ends up being the one game of the bunch to really feel long for me.
Jamboree also brings back boss minigames from 9, 10 and Star Rush. Once unlocked in Party Planner Trek they can appear as options on the VS Space, making them effectively a return of dedicated Battle Minigames, if mixed with regular minigames in the rotation.
The minigames themselves are decent, Imposter Bowser’s is a bit lame to me and none are quite as good as the ones in previous games, but they aren’t bad by any means and I am happy to see them experiment with bringing that idea over into the classic formula.
Lastly for Party Mode minigames there are the motion control ones and that is a bit of an awkward one. Like in Super, I actually think the controls for them work really well and I like the minigames themselves, but being required to play with the one Joycon method to play them isn’t my favorite thing in the world and it’s a shame that they didn’t find a more graceful solution than to just lock those minigames away when playing with a more comfortable controller.
Also a bit of a shame there are no Bowser Minigames this time, though at least they have a good substitute in another mode.
Despite a slightly more mixed tone by the end, I consider Party Mode a big success, so let’s discuss the other modes.
First there is Party Planner Trek, our first dedicated singleplayer, somewhat story mode, in a long time.
In a lot of ways it’s basically a mix of Advance and the Minigame Island-type modes. You can walk freely across the board and do tasks for NPCs, along with playing all the minigames to collect Mini-Stars. Collect enough and you face the boss of the board, defeat them and you can move on to the next one.
It’s a simple concept, but nicely executed. The best way to describe it is cozy. It’s a nice laidback excuse to run around the boards and play through all the minigames that I can see myself revisiting when in the mood for it. The framing of this being how all the boards are made ready for the big event is also just really charming.
The only bad thing about the mode was getting first place in Gate Key-pers due to its luck based nature. I’d even call it the worst part of the game, but it is just one tedious minigame, hardly something that ruins anything and it can be skipped if you don’t care for 100%.
Then we got the Minigame Bay, with its modes and it’s….okay. The Boss Rush and Showdown Minigames based modes are welcome inclusions and the presentation is great across the board. Still, I miss the minigame modes of days past, especially Decathlon and would love to see some of them again.
We got two more flavors of extra modes and to me the stronger one is easily the two Bowser modes.
First up is Koopathlon, which is very much just Coinathlon from Star Rush, but now with 20 players and online functionality. You still collect coins in minigames specific to this mode, to move across a linear board and race to clear a certain amount of laps first. Even the items are taken straight from Star Rush, apart from Lava Bubble being replaced by Imposter Bowser and even that amounts to the same effect, all that changes is what burns your butt.
None of this is a negative though, since Coinathlon was easily one of the best side modes in the series and Jamboree is a very positive case of more of the same. I’d even say I like it a bit more thanks to the Survivathon Bowser minigames.
These were already a thing in Coinathlon, you try to survive a Bowser minigame and if you don’t you get moved back a certain amount of spaces as punishment. Jamboree edges out as better for me for not only having more and really good Bowser minigames, but also being far more challenging to survive, making them much more intense.
Koopathlon’s just great, taking an already amazing side-mode and making it just a tad better, easily my most played mode aside from Party Mode.
The other Bowser Mode is Bowser Kaboom Squad, one that caused a lot of intrigue pre-release for how little was known about it.
An 8 player team goes up against Imposter Bowser in a city and attempts to dodge him and other obstacles to collect bombs to attack him, as well as balance that with collecting coins for a Bonus Round where all bombs do more damage.
The team needs to defeat Imposter Bowser in 5 rounds and at the end of every round is a team minigame, where you will net items to help you in various ways, with what items you get being determined by what Rank you archived in the minigame.
In some ways this mode feels like an extension of your typical Bowser final boss minigame from the Hudson days and I really like it for that. It’s frantic, offers fun opportunities for teamwork and Imposter Bowser, especially on Hard, is genuinely imposing to go up against.
It’s a simple mode, but I really enjoy it. Not quite on the same level as Coinathlon, but a really welcome addition. I have played quite a bit already.
Lastly is the Motion based modes. Those were always going to be more novelty driven, but I do think the end result is a positive one.
The best is easily Rhythm Kitchen, a sequel to its equivalent in Super, my favorite part of that game. Unlike in that game the minigames are cooperative, making it more of a ‘’go with the vibe’’ experience and luckily it succeeds there.
The games are simple, but easy to understand, the music catchy and you even get to play a Rhythm Heaven-style Remix mode, set to the SMB1 overworld theme.
It’s a fun, cozy mode. Doesn’t take long until you have seen everything it has, but as basically a glorified minigame mode, it does it’s job well and is a nice every once in a while option.
I feel similarly about Toad’s Item Factory. The goal is to get orbs to a goal, using motion gimmicks to guide them. The controls are intuitive, the gimmicks varied, that’s really all there can be said. Fun mode, but very simple and not something to go back to regularly, but a good time when you play it.
The last mode is Paratroopa’s Flight School and yeah, that is the lowlight of the game, not bad though.
I do love the idea and the free flight mode in particular is actually pretty cool for what it is, with two extra modes as an extra on top. It works well, never had a problem with the controls and it is a cute idea, it’s just also very much a gimmick and not one that lends itself to going back to it a lot. The idea of it just wears thin and also requires more set-up to properly play.
It’s also weird how the mode locks you into playing as Mario or Luigi as the second player. Not a huge deal, modes where not everyone is playable isn’t new to the series, but being stuck with just one set character feels alien for Mario Party.
That’s all the modes and there is one constant across most of them: online. Jamboree emphasizes that aspect more than any other part of the series and I am happy to say that at least from my experience, it’s very good. It plays as well as the game does offline and I didn’t experience more than one small lag spike and no connection errors, which sometimes plagued Superstars for me.
Another big area where the game shines is presentation. The NDCube games have always been very good at this, but Jamboree takes this to another level. There are so many things to say that I may as well do it in a list format, because there is a lot there, in many different places too.
First off, a lot of old animations got small touch-ups, tiny details in how say, Mario, Luigi and Wario’s hats now obey gravity when they go back down after hitting a dice. Similarly, the characters during high rolls will not only speed up, but even transition into a new sprinting animation once fast enough.
There are several new situation specific animations, such as the panic run animations in the Granite Getaway remake, which you don’t see anywhere else.
The camera on the boards is way more dynamic and loves showing very appealing shots, such as Imposter Bowser looming over the characters in King Bowser’s Keep.
Mario’s Rainbow Castle turns dark and threatening if Imposter Bowser is in front of the castle, you can even see Bullet Bills pass by in the background.
They went through the work to tweak some animations for certain boards. Chance Time always catapults the characters in the air for instance, but in Rainbow Galleria this comes with a crashing sound and a visual effect showing the characters crashed through the ceiling.
Roll ‘em Raceway in general bothered with a unique, if simple, animation set of everyone in cars, to make the board concept possible.
Really, long story short, the game looks great and is full of life and personality. It also retains the zany, cartoony vibe that I love the series for, Super mostly lacked and Superstars didn’t always retain either.
Goomba Lagoon is in part my favorite board for representing this so well. It’s the perfect showcase for the dynamic camera and things like Lava Bubble spaces making everyone bounce across spaces with their butts on fire or the characters being forced on zipline rides they visibly don’t want to get on and even lose their grip by the end, are that toony fun energy that always gave the series a distinct personality for me.
The game also strikes a good balance of modern Mario visuals and original stuff. There is plenty of NSMBU and 3D World inspired content in there, but then you get say, the cities from the Bowser’s Kaboom Squad mode, which feel like cities you could see in Hudson era minigames. It’s nicely diverse.
While Mario Party has always been good with cool references to other Mario things, I’d argue Jamboree may be the best one yet.
The Showdown minigames are an obvious example, with say, Wario’s taking from both Ware and Land, Waluigi’s being a Waluigi Pinball reference or Donkey Kong basically making you play Donkey Konga being some big examples.
Even beyond that though you got things like Imposter Bowser being a shout-out to the SMB1 Fake Bowsers or Plessie making his first appearance in a spin-off. There is a lot to discover and it always made me smile. Mario spin-offs aren’t really like say, Dissidia or Theatrhythm are for Final Fantasy, where they feel like a true crossover and celebration of the whole series history, so any time one does include a lot of nods and elements from other games, it’s a treat.
The music ended up being a surprising highlight too, being full of catchy and varied tunes, not to mention just a lot of music in general. This is a hopelessly subjective topic, but there are several tracks I have already listened to a bunch outside the game. Imposter Bowser’s rocking themes and the bouncy, motivating Level 2 theme for Koopathlon being my highlights.
There is a lot of good detail work in here too, such as Imposter Bowser getting his own version of the Mario’s Rainbow Castle theme when he is out or all 22 characters getting their own little turn start jingles, because this game loves effort and I in turn love it for it.
We also got a fresher set of voice clips for a bunch of the cast, some new and some from Wonder and I won’t lie, Superstars with how much it makes the characters shout their canned old clips really tested my patience with the same clips they have used game after game, not just in this one sub-series, for over a decade and being rid of them feels like sweet release.
It helps that I genuinely think Kevin does a good job with his roles and while Deanna Mustard was really good, I utterly adore Giselle Fernandez as Daisy.
Been doing a ton of gushing and well, that’s because this game’s damn good and a showcase they learned all the right lessons. It’s not perfect, I have laid out things I thought could be better or are missing, but none of it comes even close to souring the experience for me.
I’d still put 6 and 7 at the very top for me, but Jamboree is really competitive with 3 as a solid third place for me and I don’t think that’s just the honeymoon phase speaking. Jamboree is a true return to form that makes me extremely optimistic for the future of the series.
That and I am curious if we will see DLC this time. The game is already more than packed enough to not need it, but if a MP ever were to see that kind post-launch support, I’d want it to be one as robust as Jamboree.
Because Jamboree really is just that good and I am so happy I can say that.
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Realizing the hilarity of the Rayman universe dynamic vs the CLH dynamic
DD in the main universe Fuckin hates Rayman for kicking her dad’s ass, and is ready to burn his house down to prove a point. But ends up just getting friendshipped by Rayman because ���oh shit you’re the other member of my kind?! I’m not alone anymore!”
Meanwhile in the cyber dystopia.
DD is just happy to not be the only dimension x refugee since her dad died day one of escaping to this world, but being essentially a “girl Rayman” has caused her so much damn strife in the short time she’s been here (she’s been here since Alex opened the portal, and barely escaped before the Ninji 6 came into the frame.)
And ofc Ramón is Ramón so he’s no Damn help, but at least he’s not cruel to her. Just thinks she was short sighted in coming here (a frying pan into the fire situation)
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It’s really funny how like every single important character in Captain Laserhawk is either from a another Ubisoft title or based on something from another Ubisoft title except for Laserhawk
Laserhawk’s boyfriend Alex Taylor? Literally the main character from The Crew which out of all of them is the weirdest because they’re nothing alike (except Laserhawk does go on a mission of vengeance like Alex does in the game but Alex ends up not killing the person he wanted to kill)
Jade and her uncle? Main characters from Beyond, Good & Evil and the entire concept of Hybrids comes from that too
Just straight up WWE wrestlers but they aren’t Ubisoft so they don’t really count
Sarah and Sam Fisher from Splinter Cell
The entire DedSec crew from Watch_Dogs 2 although only 2 are name dropped other than Marcus
You already know about Rayman
The Rabbids are giant alien monsters
The Ninji 6 are Rainbow Six
Pagan Min the literal main villain of Far Cry 4
A fucking frog apart of the Assassins Brotherhood from Assassin’s Creed and Eden being the fucking Templar Order
They don’t even use actual characters from Blood Dragon like Rex Power Colt or his daughters not even Omega Force like I don’t even think the guns from the Blood Dragon game are in the show
It’s pretty much the UbiVerse crossover I’ve always wanted but wrapped in a goofy ass capitalist hellscape world
#far cry#captain laserhawk#Captain Laserhawk a blood dragon remix#the crew#beyond good and evil#rabbids#rayman#splinter cell#rainbow six#assassin’s creed#ubisoft#watch dogs
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Recording how many words of fanfic I read per day (March 6)
Today: 86,935 words Yesterday: 41,794 words Top this Month: 86,935 words
A new high for the month! I read some of my fic hoard (just a bunch of one-shots, really). Also fic updates make up the majority. Because getting 10+ per day basically guarantees me to have at least 40K words
[Fics I read today under the cut]
Chapter 21 of the question is violence and the answer is pizza by Anonymous Chapter 19 of Blood is Thicker than Ooze by BlueStarstriker, mybrainisacandywrapper Chapter 9 of Multiversal Sorrow by MintzyStudios Chapter 5 of Scarlet Switch by Ninjy (SparkyFrootloops) Chapter 31 of C Minor, Put It In C Minor by Srae13 Chapter 4 of The Mystery of the Elusive Kappa's of New York's Underground by Acewithapaintbrush Chapter 3 of villain, never a monster by cartoonslover Chapter 9 of The Lemonade Leak by TurtleSoupSwimmer Dry Scales by DysfunctionalRequest How to Chat with your Past Self by LuckydrawR trickshot by Swirlheartwrites welcome to our world by Swirlheartwrites Frames and lenses by PryorWrites "Very Funny Nature Boys" (A Wild kratts & Rottmnt Crossover fic) by Booty_Shaker_9000 i guess we've really been out of touch (but can it really be so serious) by MagicalSpaceDragon Braided Bows and Katanas by mellometeo Sister?.. by Mxrs_Eternal And The Dam Bursts All Over Again. by ketchup_no_mustard Nail Polish by Jupiter_Daydreams Reflections by wwwdotjester Girls' Night by fluffysmolz Give Love and Kindness (To Your Sister) by wwaddless The Sadly Weekly Troubles of a Trans Man by hsjxishbeoelwj Like A Flower Bending In The Breeze by Froggosaurus The Great Feline Fiasco by TenfoilMan
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Colour splash partners
i have ideas for partners for all six chapters but im not gonna say them all since without my other ideas they wont make sense.
-for chapter 3 since the final level has a solid snake spy level theme ive decided to make this chapters partner a super spy james bond type toad to lean into that.
im going to add more levels like the final chapter 3 level to the game that would make this type of partner make sense.
-for chapter 6 ive decided to make the partner a pastel ninji that has decided they want to join the circus and joins mario to help navigate the tricky and weird forest stopping her from getting to the forest.
#paper mario colour splash#paper mario color splash#paper mario#paper mario ideas#paper mario partners#paper mario remake#paper mario fanmade
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Part 4: Ninjy Tries to Help Bumpy with Ninja Skills
Montage 1:
Action: Ninjy takes Bumpy to a quiet, moonlit garden in ancient Japan.
Dialogue (Ninjy): "Bumpy, we begin with the art of silence. Observe."
Action: Ninjy moves silently through the garden.
Action: Bumpy accidentally steps on a squeaky toy, alerting everyone.
Dialogue (Bumpy): "Oops! Stealth isn't my strong suit."
Montage 2:
Action: Ninjy demonstrates how to throw shurikens with precision.
Dialogue (Ninjy): "Shuriken, Bumpy, are the ninja's best friends."
Action: Bumpy's throws go wildly off target and hit random objects.
Dialogue (Bumpy): "Maybe I should aim for the target next time?"
Montage 3:
Action: Ninjy tries to teach Bumpy the art of camouflage.
Dialogue (Ninjy): "Blend in with your surroundings, Bumpy."
Action: Bumpy ends up blending in with a bright pink wall.
Dialogue (Bumpy): "I'm like a neon ninja!"
Montage 4:
Action: Ninjy demonstrates how to climb walls gracefully.
Dialogue (Ninjy): "Spider-like agility, Bumpy."
Action: Bumpy's attempt ends with him crashing down in a pile of rubble.
Dialogue (Bumpy): "Maybe I'm more of a ground ninja."
Montage 5:
Action: Ninjy teaches Bumpy the art of stealth.
Dialogue (Ninjy): "Silent steps, Bumpy. Be one with the shadows."
Action: Bumpy accidentally knocks over a stack of pots and pans.
Dialogue (Bumpy): "The shadows were too dark!"
Montage 6:
Action: Ninjy and Bumpy try to sneak past a guard.
Dialogue (Ninjy): "Stay low, Bumpy."
Action: Bumpy's loud sneeze gives them away.
Dialogue (Guard): "Who's there? I heard a sneeze!"
Montage 7:
Action: Ninjy teaches Bumpy how to perform acrobatic flips.
Dialogue (Ninjy): "Grace and agility, Bumpy."
Action: Bumpy ends up tangled in his own limbs during a flip.
Dialogue (Bumpy): "I call that move 'the knot'!"
Montage 8:
Action: Ninjy shows Bumpy how to use a smoke bomb for disappearing acts.
Dialogue (Ninjy): "Disappear, Bumpy!"
Action: Bumpy gets covered in smoke and starts coughing.
Dialogue (Bumpy): "I vanished into a cloud of coughs!"
Montage 9:
Action: Ninjy and Bumpy attempt to infiltrate a secret hideout.
Dialogue (Ninjy): "Stealth is key, Bumpy."
Action: Bumpy accidentally steps on a squeaky floorboard.
Dialogue (Bumpy): "I'm the squeaky ninja!"
Montage 10:
Action: Ninjy realizes that Bumpy's bad luck and clumsiness make it impossible to train him as a ninja.
Dialogue (Ninjy): "Bumpy, perhaps you're meant for a different path."
Action: Bumpy and Ninjy both share a chuckle as they accept the hilariously failed attempts at stealth and ninja skills, finding humor in their unconventional ninja training.
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Top 10 Mario Monsters, Ranked
I got bored and decided to draw and rank my 10 favorite Mario characters, mostly baddies and some allies. This is my personal ranking and please bear in mind, my favorite games are also limited so most of these will be from 3 or so games.
#10: Chain Chomp
I like that this is one of those guys that was in, like, Zelda first, and then it just started showing up in Mario for some reason and we never saw it in Zelda again.
Comes in a lot of neat variations
Might actually murder you, ngl
#9: Gulpit
This guy only showed up in like, Paper Mario by my understanding
He shows up with a pile of rocks and spits rocks at you
I like that he looks like an overinflated Godzilla
#8: Ninji
Is it a cat? Is it a rabbit? Are those his pajamas? What are the buttons for? We’ll never know.
Naruto runs probably but his arms don’t bend that far back
Is the white part of his eyes or a hole for his face? Mysterious.
#7: Buzzy Beetle
Specifically the Paper Mario version, all other ones are okay-ish at best.
Flipping them over is the best but I feel so bad when their little feet are waving around.
The ones with spikes on their shells are *chefs kiss*
#6: Fuzzy
I don’t know if this is the same Fuzzy that sucks on you like a leech but he’s cool.
If you touch him you get stoned out of your goddamn mind.
I still hit them on purpose cuz I think it’s funny.
#5: Little Mouser
These will always be better than Bandits and you can’t change my mind.
Little masks
They look like something out of Kirby.
#4: Goonies
All Goonies are the best but I gotta say I like the Hefty and Wingless Goonies.
They’re trying their best.
They turn into a projectile weapon when eaten.
#3: Huffin Puffin
So chill, these dudes.
You can jump on their heads and they’re still like “sure, take my kids, use them as ammunition, just have them back by dinner”
Excellent matching pants.
#2: Raphael the Raven
This guy and all his underlings fly by flapping their pudgy little feet.
No wings whatsoever.
Heckin boss bro, constantly switching sides.
and finally
#1: Poochy
It’s probably a standard choice but goddammit, look at him.
Built like a tank, loyal as fuck, ride him like a pony.
Has many tiny amazing poochy puppies.
and that’s my list thanks for watching no i will not be taking constructive criticism
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Thoughts on today’s direct:
Spoilers if you haven’t watched it
-monster hunter looks cool
-new Mario party looks kinda cool but upset that previous game isn’t updated
-voice of cards looks interesting I like the overworld they got
-disco elysium, it’s a murder mystery game, eh not for me but it’s fine
-hurdle warriors expansion, I stopped playing it so meh. Rip egg.
-chocobo racing game? No new Mario kart. Sad.
-fighter???? Ahhhhh why… no it’s in a few days.
-post apocalyptic Kirby?? 3D Kirby game huh?? I like it. Big monkey.
-amnimal crossing update. Oh no it’s a new direct ooo
-jolf. Koops, he spin. Oo ninji.
-Disney.
-star war
-the city. Oh dying light on switch cool. And we got the first one too
-disaiga type game. They listened to the demo nice I love to see that.
-dread. Oh this is the game that is explained for 30 min nice. Ooo next month. Yes!!!
-Nintendo switch online update??? Eww new membership plan. Wait n64 games??? Please just improve the quality. Genesis???? How much will it be? Ah we don’t know cool cool. Just please update the network quality, fuck they have snap and paper Mario.
-magic cuyberpunk game with xcom style nice
-castlevania!!!
-actraiser looks cool. You can be god.
-ayy deltarune 2 on switch, little dog,
-multiple game time hot wheels! Ah cool persona 6, lesbians.
-Miyamoto. Movie? Mario movie! Ayy next year nice. Chris Pratt as Mario???? What? Aight. I have no idea who people are. YOOOOOOOOOOOO JACK BLACK!!! Nice i think that will be cool.
-SPATOON!! Hammond gun. Why is squid harry? Antarctica. Ooo there was a crossbow. Mammals. Big excited.
-last thing. Gun. Bayonetta!!!! I love her new outfit. Elephant noise. Yo kaiju battles! When when? Aww next year. Oh well. It will give me time to fix my switch.
Overall not bad. Big excited for new smash character!
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OKAY i said i would make a post about my thoughts on paper mario a while ago and im finally writing it out
ill put it under a break because its probably gonna be long-ish
update: yea this bitch is LONG
okay so overall i really really enjoyed it!! it was really solid for the first entry in the series and i could definitely see the inspiration that ttyd later took from it. one thing that i didnt know about was partners not having HP, which threw me for a little bit of a loop. partners as a whole in this game don't play as active of a role as i wouldve expected because they have so little lines but using them in battle is still very fun! another small thing but i also hadn't expected mario to be completely silent, but it later grew on me!
i'm also gonna list my experiences and opinions on each chapter so here we go!!
chapter 1 - pretty alright for an introductory chapter! i didnt find anything especially notable, apart from getting 2 partners in one chapter. navigating the koopa bros. fortress was fun, and i loved the battle at the end!! their theme is SUCH a banger i had to sit back and listen to it for a bit when the fight actually started ehe
chapter 2 - not quite a fan of this one imo? i liked the first part through the mountain, but the trek though dry dry desert kinda took it out of me. BUT the addition of my favourite partner made up for it! parakarry my beloved <3 also the cutscene where dry dry ruins rise up??? that shit was SPECTACULAR. i absolutely loved how it turned dark when it first came up, i wish it stayed like that for more than just until you entered the ruins. the boss itself wasn't too exciting for me, probably because there wasnt much of a story?? i dont know how to describe it. actually its like that for quite a few of these bosses, but its the first entry for this series, so i wont fault it too much.
chapter 3 - this might be my FAVOURITE chapter- the suspense buildup throughout the entire chapter was AMAZING holy moly!!! first through the forever forest when you have bootler ask for you, and then wandering the mansion itself. i TOTALLY thought that boos were gonna be actual enemies when i saw them floating around. sneaking around tubba blubba's castle was so so fun to do, and i legitimately panicked when you ran into him in the hall and also when he wakes up and chases you back to the windmill. i didnt actually think the heart itself was the boss, just a miniboss, so i freaked out when i left the windmill and was immediately thrown into a battle with tubba blubba. i cannot express just how much i enjoyed this chapter, seriously!!
chapter 4 - coming back to toad town with the music change threw me for a bit; i wasnt expecting action to pop up so soon! figuring out that you could actually go into the toybox was such a "wait, what??" moment for me, but like, in a positive way. it was really cool to navigate this chapter and the lantern ghost encounter genuinely creeped me out at first because it was COMPLETELY dark. the fight against general guy is also a BANGER i could listen to it all day
chapter 5 - man i LOVE the whale. just a big guy willing to take u across the ocean :^) i really appreciated how you weren't stranded on the island too, like how you were on keelhaul key in ttyd. the ravens are also funky little guys, love them too. again, the lava piranha didnt really have any substance to it BUT it was a nice fight nonetheless! when it popped up again i was shocked but i made it through!! also fuck kolorado he doesnt deserve his wife
chapter 6 - this one's formatting is really neat- one central area with lots of branching paths, which i hadnt seen in my past pm experiences! i loved the quest leading up to the big beanstalk, plus the environment was so pretty!! the little part with the sun tower popped out to me, i'm not sure why though. maybe it was the music, it was so different from the flower fields theme. at first i had actually expected to go up to the clouds earlier, maybe like midway through the chapter. i thought that would be the "dungeon" of this part, so i was a little bit let down when i realized that the fields were the majority. however, the bit of the clouds we do see is SO good i LOVE the atmosphere!! huff n puff was actually relatively easy, using parakarry and lakilester for their all-around attacks. the guitars were a nice touch for his theme as well!
chapter 7 - oh dude i LOVED this chapter. i didnt know what i was expecting when i first went into the pipe in the sewers, whether it would put me into a village immediately or if i would have to make it through some screens before. needless to say, i was relieved when it popped me out into shiver city. the whole place felt "warm" which was really nice!! i was comparing it to ttyd's chapter 7 and fahr outpost which i didn't really vibe with, so it was a nice change! the whole murder plot was also unexpected but i enjoyed the whole "whodunnit" mystery! omg as im typing this i realize just how many aspects of this chapter i love this is gonna be long,, the entire snowy atmosphere is just so PRETTY and starborn valley felt so solitary to the rest of the land, like its own little bubble. i also had no idea that ninjis were in this game so when i saw one at merlon's i was like HUH?? anyways the way up the mountain to the crystal palace kept me on my toes; i thought that was the dungeon at first! the small bit where you see madam merlar and she tells you the story of the palace really got to me i have no idea why. the music and mysticality of it all was just SO good. dont even get me started on the crystal palace itself HOLY MOLY. the whole reflection bit was SO SO clever and the moment you realize its NOt actually a mirror?? fucking magnificent. this has to be my favourite dungeon in the whole game because it has such a NEAT gimmick!! it also has my favourite mario enemies, duplighosts! FUCK the crystal king though. he stunlocked me with his freezing move because i could not get the hang of blocking it. my partners really carried me for that battle; thank god for quick change
chapter 8 - THIS CHAPTER DELIVERED. the buildup for the entire game leading to this point. OUTSTANDING. i had to sit back and admire star haven because its so pretty- did i mention i love the water graphics in this game?? it has a pixelly look but it works SO WELL. going to the ship to take you to bowser's castle really felt like a "this is it" moment. the entirety of bowser's castle was So Good, it kept me on my toes the entire time!! slowly advancing as the music got more intense REALLY pumped me up. tracks that start off with only a couple instruments and eventually add more as you progress is one way to make me go BONKERS. the one bit where you make your way outside on the bridge and the music dials down and then you re-enter on the other side to it SLAMMING you in the face- that was Great. and then the complete silence as you get outside peach's castle HOLY SHIT. and then you actually enter the palace and the music is SO EERIE and youre like OH SHIT THIS IS REALLY IT. seriously, the buildup for this entire castle is done SO magnificently. i hadn't expected to fight bowser twice, i guess it was the game's way of letting u level up One Last Time before u got to the big bad. that being said, i wasn't too worried on getting a game over since i was fucking stacked on items. but that's besides the point- the fight itself got my heart POUNDING. the effects for the star rod and the star's powers were really nice to see in action, and the little section with peach and twink was so cool! i was expecting a little interlude where you would get your stats maxed out because thats how its like in every pm game, but it was still moving :)) bowser's final battle theme fucking SLAPS. the guitar especially sounds AMAZING. you really see him as a threat here and its so badass. his healing move fucked me over multiple times- i probably ended up having to deal with double his base HP over the course of the fight.
after the fight was over and you got to see peach's castle float down with the soft music in the background, it really hit me that its done, its over. again, the effects in this game are so pretty and theyre utilized SO well for the n64. visiting toad town one last time with all the npcs was a really nice touch- for some reason i really loved being able to interact with vanna t. (chuck quizmo's toad assistant) she's ADORABLE and i will probably end up drawing her sometime :)) the credits were also something that i really enjoyed- i LOVE the ongoing theme of parades at the end. seeing everything and everyone in the game condensed into a short 8 minutes really got me, i cant remember but im pretty sure i was smiling the whole time! and a small sidenote- TOADS WITH GLOWING SPOTS ON THEIR HEAD HELLO?????? I WANNA DRAW THAT SO BAD.
the ending screen with peach and mario looking at the fireworks made me really soft and i teared up a little because i was finally finished. the addition of pop diva's solo in the track was also so touching, it was my favourite sidequest in the game so hearing it again brought up Emotions :')
one thing i wasnt sure of was if there was a post-game mode and my completionist heart was disappointed a little when i found out i couldn't advance from the end screen and was forced to reset. although not many games from this era had post-game content so i cant dock too many points for that.
the paper mario series has a fond place in my heart, and finally being able to play the game that started it all really was a special experience. it really cemented my love for the original formula and i could see many places where ttyd took inspiration from. this game really is fun, and i would highly recommend playing it yourself if you have the means!
#i just finished typing this out#i did not mean for it to get this long omg#i just have Many Thoughts#and you guys get to deal with them#i just checked and this is nearly 2K WORDS HELLO??????#paper mario#paper mario 64#dreamy convos
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8 people I’d like to know better
tagged by: @perfectly-balanced
tagging: @algrimthestrong @nomadiiccc @the-mjolnir-owner @lxghtnxnggxrl @ceruleancoquet @asgardianboozehead @brokenspaceprince @godsperfectidiiot @guardian-rocket
ONE ( ALIAS / NAME ): I go by Ninji online TWO ( BIRTHDAY ): October 24th THREE ( ZODIAC SIGN ): Scorpio FOUR ( HEIGHT ): 5′6 I think-Can’t remember exactly FIVE ( HOBBIES ): Currently all my hobbies have died and I am in a state of ‘depressed because I went to school and it did nothing but put me in debt and I’m unemployed but I have no energy or will to do anything but sleep and binge old shows from my childhood’ So I guess I like TV.
SEVEN ( FAVOURITE BOOKS): Ellen Hopkins is my favorite author of current times. I love the Dark Elf Trilogy by R.A. Salvatore, The Dragonlance Chronicles (Winter, Autumn, Spring) by Margaret Weis and Tracy Hickman,Rumi’s poetry, Poe’s everything, H.P. Lovecraft, and adore fairy tales.
EIGHT ( LAST SONG LISTENED TO ): Vices by Silverstein NINE ( LAST FILM WATCHED ): Probably Wreck It Ralph 2- which I was not a big fan of, it was okay, but it was... predictable and a bit boring. I prefer the first one. TEN ( INSPIRATION FOR MUSE ): Mainly the MCU, but I do like to throw in comic things here and there. I never really add any Norse Myth because I can’t get my hands on a good book about it. I once got one that started out talking about GOD-the CHRISTIAN GOD- and how vikings and norse people simply abandoned god and made up shit. Not cool. And it’s IMPOSSIBLE to get Neil Gaiman’s on my library’s ebook service and once they get the e-book they toss the real copies that they have. it’s bullshit. ELEVEN ( MEANING BEHIND YOUR URL ): The word Prevaricate means to speak or act in an evasive way., the word Prevaricator means a person who speaks falsely; liar. a person who speaks so as to avoid the precise truth; quibbler; equivocator.- I felt it was fitting for Loki. I used to go under ‘The liars tale’ which is pretty self-explanatory. I wanted something new, since all my friends were switching it up I decided to join the bandwagon.
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What was Joseph McCarthy’s motivation to push the Red Scare?
COMMENTARY:
I generally associate myself with Brent Cooper’s excellent brief in response to this question. In particular, there was, in fact, a significant Soviet presence in Washington DC, generally and considerable infiltration by soviety agents into State and, to a lesser degree, Defense. They never penetrated The Manhatten Project before Heroshima and they had been largely isolated and/.or co-opted by the time they tested the Hydrogen Bomb that was part of the motivation for the execution of the Rosenbergs aside from raw anti-semitism by people associated with Joe McCarthy’s midwest background. The cold-blooded anti-semitism of the Final Solution and Henry Ford.
But there was a real Soviet presence in America regardless of the scoffing of 60s liberals who claimed it was purely fabrication, globally, the Soviet threat, and, in particular, Vietnam. It’s part of the Oliver Stone version of Vietnam that helped elect Trump that acts as a force multiplier for the moral confusion being deliberately generated by the disinformation of everything connected with William F. Buckley.
My dad was working for Ridgeway during the Army/McCarthy Hearings. My memory of the hearings was of Crusader Rabbit being pre-empted one Thursday for the televised hearings. like Watergate before C-Span. It was reality TV in its infancy. I knew the hearings were important in a way which would compel a serious person to sit down and watch it and bring it up in Show-and-Tell in the morning, but I was never called on and I went outside to play.
In about 1958, dad conducted a lecture at the dinner table one night about the necessity for the HUAC committee that sort of mystified me at the time as a message from Captain Obvious, but there must have been something going on in the news that triggered the lecture. I understood the connection between HUAC and McCarthy and he was preaching to the choir. This is back when J. Edgar Hoover was the apogee of American manliness.
When I got back from Vietnam, I asked him what he thought about McCarthy and he said the Army was totally on-board with McCarthy, black list and all, right up until the moment Cohn tried to get preferential treatment for his boyfriend in a very Stephen Miller at the boarder, Trump leaning on the Georgia state investigator to help steal the election kind of way which ended up on TV instead of Crusader Rabbit. And it gave the Army intelligenia pause.
What they came to realize that domestic terorism and white supremacy were a far more clear and present danger to the US of A. And they did a couple of things to deal with the white supremacist problem in the Army.
First, they conducted a purge of right-wingers under the guise of a a RIF in compliance with Eisenhower’s budget for his 1956 Presidential Platform. The right wingers never saw it coming. We had a family friend who had served with my dad from the Louisiana Manuevers to securing Leyte for MacArthur’s return to the Philipines and he was reduced in grade from Ltc to WO4 so he could stay in for retirement purposes, at which time he would retire as a Ltc. He was very bitter, but it wasn’t because he resented being identified as a security risk with his alt-right sympathies. He might show up at the Capitol on his own time some weekend.
That was the first thing the Army did to geld any potential for a home-grown ninji warrior, helping to “dismantle the administrative state” from the belly of the Beast, like Edward Snowden. That RIF occured in 1957, just after the Hungarian Revolution fizzled out and settled into the low simmer of an occupied people.
The second thing that happened was that the Army bands began to feature the 1812 Overture on the 4th of July on the basis that it was appropriately noisy and triumphant leading into fireworks. Nobody authorized it, per se, and it seems to have sprung, naturally, from the Army community of the Greatest Generation.
But there has always been a subversive subtext to its performance totally connected to the Army/McCarthy hearings: it is a tribute to the Red Army from the US Army for their sacrifice and devotion to duty in crushing the Fascist viper in Berlin.
But, even beneath that tribute to the Red Army is a further insulting subtext, to wit:
Fuck you, Joe McCarthy and the Proud Boys/Tea Party horse you rode in on
The 1812 Overture is a warning from the Secretariat of the US Army Chief of Staff circa 1951- 1957 about the clear and present danger of domestic terrorism arising from white supremacist and Libertarian political agendas associated with William F. Buckley and Newt Gingrich.
Most of the people who stormed the Capitol on January 6 were useful idiots for the Fascist sophistry of Movement Conservatives. William F. Buckley’s political career was dedicated to dismantling Eisenhower’s 1956 Presidential Platform and the New Deal, and replacing it with a political culture where Joe McCarthy was the Second Coming of George Washington and the prototype for figurehead demagogues committed to the Free Market economis of pre-Disraeli British Tory Socialism and the industrial plantation and willing to fill the organizing role of a cult of personality like Reagan and Trump.
Everytime you hear the 1812 Overture, think of the Capitol Police defending the Capitol against a mob Rob Johnson feels right at home with. It’s what my dad’s generation is telling Biden voters, going forward, a warning against everyting associated with William F. Buckley, Jr.
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New Horizons Datamine Reveals Why Villagers Leave
May 27, 2020 5:12 AM EST
Be a bad friend to your villagers.
If you’ve been scratching your head at why your villagers in Animal Crossing: New Horizons just randomly decide they want to go, and you become concerned that somehow it was your fault, the formula for it all has been uncovered through datamining. Ninji posted a Twitter thread from the 1.2.0 version of the game, but the behavior should still be the same for the latest 1.2.1 version.
According to Ninji, you have the have at least 6 villagers living on your island before any of them decide to consider moving out. When you hit this target, the percentage chance is calculated by “(v * 5) + c“. The “v” stands for the villager count with “c” standing for “MoveOutTalkCount” which is the number of days since you last told a villager to either leave or stay on your island. This apparently maxes out at 30 days.
on a given day, the % chance of somebody asking to move is given by (v * 5) + c, where v is the amount of villagers you have, and c is the ‘MoveOutTalkCount’, the amount of days since you last told a villager to leave or stay (maxing at 30)
there’s a couple of conditions on that
— Ninji
(@_Ninji) May 26, 2020
There’s a 5-day cooldown, meaning that none of your villagers will consider moving out so long as it has been less than 5 days since the last discussion. There’s also a 15-day cooldown which starts on the day a villager has left. This is noted in the code as “MoveOutSkipCount”.
if these checks pass, a random villager will be picked who will ask to move out
each villager’s chance is based on friendship and calculated by floor((300 – a) / 10) – r
a = average friendship they have with all island residents r = amount of residents with >200 friendship
— Ninji
(@_Ninji) May 26, 2020
A villager will ask to move out depending on friendship. Ninji explains this as the formula reading, “floor((300 – a) / 10) – r“. With this, “a” stands for the average friendship the villager has with all residents on the island. And “r” stands for the number of residents that have less than 200 friendship rating.
friendship is 0-255 (starting at 25), so this starts at 27 for new villagers, going down with higher friendship levels
villagers will be excluded if: – house is being moved – birthday was in the last 7 days – they were picked last time and told to stay – moved in most recently*
— Ninji
(@_Ninji) May 26, 2020
Ninji also states that “there is no magic method to make villagers move” which kind makes me a touch sad. The other week I had Kiki visit my island and with 10 villagers, I rushed around to go and assault the villagers I wasn’t a fan off with my net, trying to get them to leave. Now I just feel bad. At least I’d have dropped the friendship rating with them significantly I suppose? Explains why I get the stinkeye from a certain pink bear.
If you’re wondering if the villagers considering moving out get missed and end up leaving the island entirely on their own, Ninji confirms that they won’t leave unless you say it’s okay to do so. Essentially meaning you’re holding your villagers hostage on an island.
they won’t leave unless you tell them it’s OK to do so
— Ninji
(@_Ninji) May 26, 2020
Animal Crossing: New Horizons is available exclusively for Nintendo Switch and has become the best-selling game in the series, which has recently seen a comment from Toshihiro Nagoshi.
May 27, 2020 5:12 AM EST
from EnterGamingXP https://entergamingxp.com/2020/05/new-horizons-datamine-reveals-why-villagers-leave/?utm_source=rss&utm_medium=rss&utm_campaign=new-horizons-datamine-reveals-why-villagers-leave
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Recording how many words of fanfic I read per day (February 13)
Today: 107,330 words Yesterday: 76,896 words Top this Month: 243,984 words
Less time = more fanfic? or maybe I’m just bad at judging time
[Fics I read today under the cut]
Chapter 8 of i’m bringing everyone home by unfortunate_songbird to be, or not to be, that is the question by unfortunate_songbird Chapter 2 of In the Name of Data Collection by lighthouse_at_sea Chapter 6 of KOSMARA by MagpieCrown Not a Run of the Mill Family by Moon_Tide Inheritance by Ninjy (SparkyFrootloops) Another world (at least I have you by my side) by Averycreativeusername What once was Calm by Lucatea Chapter 9 of B.E.A.S.T by SkylerSkyhigh Chapter 8 of The Same Little Faces by awkwardusagi Chapter 7 of Ghost in the Shell by AmevelloBlue Chapter 11 of Mystic Hands by characcoon Chapter 67 of calling out from the multiverse by 14Passionz (14Muffinz) Chapter 5 of Mystic Monster by Void_manager The Thing They Call "Donnie" by TurtleSoupSwimmer somewhere in these eyes, i'm on your side by certifieddensity (+ 3 non-TMNT fics)
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