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if i look back, i am lost
Lint Roller? I Barely Know Her
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bliss lane

Game Changer & Make Some Noise
Sweet Seals For You, Always

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Misplaced Lens Cap
One Nice Bug Per Day
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@kuribo4indahouse

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch âą No registration required âą HD streaming

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch âą No registration required âą HD streaming
Jurassic Park (1993) dir. Steven Spielberg
Puella Magi Madoka Magica the Movie -Walpurgisnacht Rising- | MAIN TRAILER
Subtitled
Ikuhara's Episode Commentary: 32: "The Romance of the Dancing Girls"
As a child, I tried to run away from home several times. Usually it was for trivial reasons, like my parents throwing away a manga I loved or a plastic model. I wanted a place to belong. And I believed that place was âsomewhere else.â
Everyone needs to hear someone say, âNobody else will do. It has to be you,â sometime in their lives, even if it only happens once. Just once is enough. As long as you can feel sure those words were sincere, you can live through anything, no matter how painful.
Sheâs seeking those words, too.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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more teeth...
this has got to be the funniest thing ive ever seen in an official evangelion spinoff/manga
As I discussed in this post from a few days ago, Junâya Furusawa, one of the most prominent of all the official Dragon Ball and Dragon Ball Z promotional artists of the 80s and 90s (and who had sadly passed away last year), was also himself a massively dedicated fan of the series before, during, and well after his time as one of the animeâs many promo artists. Under the penname âFurujunâ heâd gotten his start originally as a notable Dragon Ball Doujinshi artist during his college years before his talents were noticed by Bird Studios and lead to him being hired on as one of the Dragon Ball animeâs promo artists. But even all throughout during his time as a promo artist, as well as during the years afterward since then (well after the seriesâ original conclusion), Furusawa never stopped being a passionate DB fan, and continued drawing Dragon Ball fan art for his own personal enjoyment. In honor of his passing one year ago, I have here collected a bunch of his own personal Dragon Ball fan artwork that he drew on his own time both during and well long after his tenure as an official promotional artist. Normally this isnât a blog that collects or posts fan art of any sort: but given Furusawaâs massive, massive prominence as an official Dragon Ball promotional artist during the seriesâ original run and how much of his work makes up such a large chunk of this blogâs content, I think its more than fair to make an exception just this one time in honor of the manâs outstanding work and his enduring legacy as one of the many talented artists (aside from Akira Toriyama himself) who helped make Dragon Ball as special as it was during its original run. RIP Junâya âFurujunâ Furusawa ??/??/???? - 5/1/2020
CAST Shin Godzilla 10th anniversary
Fire is catching đ„

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The Development of the Original NES Metroid
Metroid Prime & Metroid Fusion Staff Interview - N.O.M. March 2003 http://www.metroid-database.com/features/nomsakamoto.php
With regards to the story, what was the concept behind making the Famicom Disk version of Metroid?
Sakamoto: To tell the truth, Metroid wasnât a game I came up with. At that time, R&D1 was also making new titles for the Disk System. Therefore, production was entrusted to two new guys, and I was making a different game [Wrecking Crew -ed.]. However, I came back to the studio, and there was just an image of a character with incredible physical abilities firing a gun in space-themed level, but it wasnât a finished game. So, all the surrounding staff, including me, began working on it. Although I say this now, since the release date had been decided, I couldnât afford to add any new technical specifications. However, regarding the nature of the game, we had no options other than âjump, run, and shootâ. I thought, âWith these abilities, what would be best?â and I had everyone design a game about exploring a dungeon looking for power-ups.
Memories of Making Metroid - 2003 http://www.siliconera.com/2011/12/26/memories-of-making-metroid/
Sakamoto: The original Metroid first came into being as our desire to create a game that took place in a gloopy, alien-like world. In early development, there were only rows of blocks, and the backgrounds didnât give you the sense that they were alive. The Chozo were also something that resulted from this process.
The game was headed up by then-newcomers Hirofumi Matsuoka and Hiroji Kiyotake, but when it came to representing the civilization of an undiscovered planet, Iâd hand what Iâd written to Matsuoka and tell him âPut this in,â and he would. [Laughs]
Famicom Disk System interview - Nintendo Dream 2004 http://www.metroid-database.com/m1/fds-interview-p0.php
Sakamoto: We were doing it with IS* (Intelligent Systems), making the technical specs for things like the graphics and the movement engine that was done by IS, they would give us the assembled program, and I would bring it back to Nintendo; I had to do this repeatedly so we could evaluate the whole thing.
When Mr. Sakamoto finally saw the Famicom version of Metroid, he said it was a game only about running and shooting! (Laughs)
Sakamoto: Yeah, thatâs right! (Laughs) We made the running and shooting move very smoothly, but the gameâs development didnât expand, as it was dangerous to do that close to release date. However, I wasnât thinking about that! Without warning, I said something like, âLetâs try this!â As an example of how it was done at IS, basically, if they were told to take the stance of following instructions reliably, they would do no more than that. For me, though I was stacking my introductory experiences from small games with âstage clearâ [designs] like Balloon Fight, even though I suddenly said, âLetâs make something huge!â I thought it would be hard to do. Moreover, I had wondered if I, one of those guys who had been neglected, would make something completely worthless.
In those days, that was the usual method of making games?
Kiyotake: In summary, somebody would think of the foundation for part of the game and everyone would give it a try, and I think this was the general flow of development. Therefore, you could show anyone the prototype youâd made, but when the release date was fixed, at that time, you werenât allowed to take it out.
Sakamoto: Although a release date had been fixed, in that space [before release date], there was a reasonable gray zone.
Is that so! (Laughs) Well, was the title for the âonly running and shootingâ game fixed from the very beginning?
Kiyotake: There was one more staff member,* and the two of us decided on it. We attached âandroidâ to the âmetro subwayâ and thatâs how we got âMetroidâ.
Sakamoto: However, before that, the game was called Space Hunter.
Osawa: Samus is a âbounty hunterâ, or perhaps I should say a little before she was created, she was a âspace hunterâ. Wasnât âspace hunterâ written [to describe her] in the instruction manual?* I mean space warrior.
Sakamoto: There wasnât enough time to correct it as âbounty hunterâ [in the manual]?
Osawa: Yes, if I remember correctly.
Well, although it didnât come out at the conclusion of the last interview, with regards to the naming of Samus Aran, it might have been a reference to the real name of PelĂ© [Edison Arantes Nascimento], the god of soccerâŠ
Kiyotake: Ah ha ha ha! Thatâs right. Even the name of the protagonist could be put together in this manner, and if I wanted to give someone a strange name, I could refer to PelĂ©âs name. However, I could be mistakenâŠ
I want to know if weâre mistaken! (Laughs)
Sakamoto: Kiyotake, If you check if PelĂ©âs real name was âSamus Arantesâ, thatâs a little incorrect. Heâs called âSomethingâ Arantes Nascimento*, and only âAranâ matches. (Laughs)
Kiyotake: In reference to that, I made her name sound like his. Nevertheless, personally, I thought âSamus Aranâ would get changed, but how appropriate it was put together in that way. If someone thought to change it partway [through development], then it remained that way and was released [like that]! (Laughs)
Sakamoto: Even as regards to true names, among other things, development would move forward! (Laughs)
Kiyotake: In addition, âSR388â, the planet on which the Metroids were discovered, comes from a bike engine! (Laughs) In Yamahaâs bikes, there is a series called SR400, and in those days, while it was called 400cc, you didnât have any choice but 388cc, but it was written like that for the time being, and thatâs how it came out! (Laughs)
Mr. Kiyotake, what kinds of thoughts did you have when making Metroid?
Kiyotake: About that time, I would just make the kinds of images I liked because I was just joining the company, so I didnât have any thoughts like, âThis is how games should be.â So I thought it was ok to make what I wanted, and the company also gave me the liberty to do so. In those days, the game characters of big hits like Super Mario Bros. had only two or three frames of animation for the head and body. Because of this, I wanted to make something that felt a bit more realistic, and although I felt I could manage to do that when I began making Metroid, today it doesnât look realistic at all! (Laughs)
Didnât you do the design of Samus, Mr. Kiyotake?
Kiyotake: That was in the original Metroid.
When Metroid came out, I recall people were greatly confused by the map.
Sakamoto: Although different staff was in charge of the map, it was attacked by everyone with reckless abandon. They would say such things as, âThis isnât interesting!â or, âPlayers wonât understand it!â Because of that, the opinion of part of the development staff was that we should rebuild the whole thing. Moreover, regarding Samusâ running, although they truly felt Samus should be made to run even faster, if it were done that way, she would immediately arrive at the edge of a platform. Nevertheless, if at all possible, we wanted to make Samus run faster, and so the map became more expansive.
The Origins of Metroid - IGN Sep 2010 http://www.ign.com/articles/2010/09/07/the-origins-of-metroid
IGN: And how about the other key features of the Metroid series? What was the development like back then?
Yoshio Sakamoto: Almost all of the elements which now define the Metroid series were decided in the first Metroid game. Back then, we didnât have enough time, we didnât have enough resources, but we still had to make this game. And we had to work fast! A young designer came up with the very basic structure and we knew our game would come out for the Famicom Disc System. But even before we started working the launch date was decided. We werenât able to increase the amount of memory we had for the game and we were not allowed to make major changes to the core engine - but we had freedom in terms of game structure. In a way, we were stuck; stuck between high walls and we had to think of a way out. This is the feeling we also put in the game. Maybe, you could blast a little hole in the wall? This might lead you to another room or corridor. This is how the basic structure of the game came about.
So we could blast a hole into a wall. That got us thinking â what else could we do, can we perhaps go up? So we came up with the ice-beam. The ice-beam is also the result of rational thinking. We had very limited memory. So we decided that Samus should be able to jump on frozen enemies and use them as a platform. And that was a great help for saving memory. All we had to do was change an objectâs colour and by simply changing the so-called collision-check the former enemy suddenly becomes a stepping stone; a really nice gameplay element that hardly requires any memory at all. So the original Metroid was the result of a lot of hard work and many of the features were hit upon by coincidence.
IGN: You surprised players all across the world when you revealed that Samus is actually a woman at the end of the first Metroid in 1986. Was Samusâ gender fixed from the beginning or was it more of a spontaneous idea?
Yoshio Sakamoto: When we were almost done with the development of Metroid, one of our staffers casually suggested âWhy donât we make Samus Aran a female character to surprise the player?â Back then I thought it was a nice idea, but I couldnât foresee what a huge impact this would have on the future of the franchise. Up to this day, Iâm thankful to the person that came up with this idea, although I honestly canât recall who actually made the suggestion.
Metroid Zero Mission Developer Roundtable - IGN 2004 http://www.ign.com/articles/2004/01/30/metroid-zero-mission-director-roundtable?page=3
Sakamoto: It is true that in developing the original Metroid, we were partway through the development processes when one of the staff members said, âHey, wouldnât that be kind of cool if it turned out that this person inside the suit was a woman?â So thatâs how we decided on that.
Samus has been described as a bounty hunter in all of the Metroid games until now, and we havenât really followed up with that in the storyline. A lot of that had to do with trying to present Samus with a cool bounty hunter background. Obviously if we tried to take that into another game, it would be an entirely different style of gameplay. But just because sheâs described as a bounty hunter isnât generally the focus of what she does, and itâs certainly not the defining characteristic of Samus Aran.
A Conversation With Hip Tanaka - 1UP.com 2012 http://www.1up.com/features/conversation-hip-tanaka
Hirokazu Tanaka: Metroid is more like a drama, like a movie, so thatâs why the music naturally became more complicated, because of the image of the game.
The theme that I had for Metroid when I was creating the soundtrack is that I wanted the people who played the game to feel like theyâd accomplished something. I wanted them to feel rewarded for clearing the game. Because of that, I wanted people to feel the music and the atmosphere to be dark and gloomy, to give you a sense of feeling afraid and unsure about things. Youâre not confident. And then after you clear the game, you feel rewarded and happy that you cleared the game. So the soundtrack for the ending is the most happy song in the whole game. But I felt like starting the game off like that would make people feel a little down, so thatâs why I made the beginning music a heroic theme. That track, as well, doesnât have a melody to it. Itâs a heroic theme, but it doesnât have a distinct melody.