They prescribed me with swirly eye glasses
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They prescribed me with swirly eye glasses

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The most interesting thing about watching all the Bond movies in order hasn’t actually been anything to do with the series itself, but watching the world slowly change. Bond is kind of unique in this because it’s one of the only media franchises that’s been running uninterrupted for 60+ years, while always being set in the “present day,” primarily taking place in somewhat realistic settings and places, and not being 100% sci fi to an extent that divorces it from the overall look of it’s contemporary reality. James Bond, unlike any other series, really, allows you to watch the real world slowly change from the early 60s to 2021, in increments so brief it feels as if nothing changes from film to film, and yet by the time you get to the end everything is different
so called "free thinkers" when there's a bug on the ceiling
this is helpful to getting started on anything regardless of what you call it (from this post)
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In Super Mario Bros. 2, Birdos spit eggs exactly every 4.26 seconds, or 256 frames. An expert player who is trained to be able to count these intervals would be able to pause the game strategically shortly before the frame in question, which would cause the Birdo to not spit the egg. Compare the clips of the same game state with no pausing on the left and pausing at the correct time on the right.
Unfortunately, this trick is of very limited use since grabbing the eggs and throwing them back is the way most Birdos are defeated in the first place. However, it does still work on the fireball-spitting green and gray Birdos that are defeated with other items in the environment (though they have different timing due to spitting three fireballs in a row).
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An obscure interaction occurs in New Super Mario Bros. Wii with the Circling Boo Buddies that appear in only one level, 5-Ghost House. These are actually vulnerable to Propeller Mario's drill attack, as seen in the footage.
It is unlikely for players to discover this during regular gameplay because regular Boos are not vulnerable to this move and instead hurt Mario if he attempts it. As such, there is no incentive to try it on an enemy that by all logic should have the same interactions as regular Boos, being literally a group of Boos going around in a circle.
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Earliest known prototype of Super Mario Kart, recovered from development files surfaced in 2020. At this point in development, the characters were generic racers instead of human characters, and Mario Circuit 3 was the only track implemented.
You may have noticed that Mario Circuit 3 appears more times in the Mario Kart series than any other track, appearing in Super Mario Kart, Mario Kart: Super Circuit, Mario Kart Wii, Mario Kart Tour, Mario Kart 8 Deluxe, and Mario Kart World (as 1/3 of the Mario Circuit track).* It is theorized that this may be due to the developers' sentimental connection to this track as the first one ever made for the franchise.
*Note that SNES Rainbow Road also appears 6 times but only if its Mario Kart 8 and Mario Kart 8 Deluxe appearances are counted as separate, while Mario Circuit 3 actually appears 6 times in completely separate games.
Source: TailsLaboratory3322
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Original 3D animation from a 1994 Hong Kong commercial for the Game Boy, promoting Super Mario Land 2.
While it features various characters like the Buzzy Beetle-like Noko Bombette enemy and the Bomubomu pig enemy from that game, some characters are included here who do not appear in that game at all like Luigi and Toads.
Note also that the yellow flying enemies are, extremely bizarrely, multiple copies of the Sewer Rat boss of Macro Zone. In-game, the Sewer Rat is a unique character, and being a rat, cannot actually fly. It does climb up walls and drop down, which the artists for the commercial may have interpreted as the ability to fly freely.
Source: magikarpfan77
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Give me jelly beans you fuck head

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Top: in World 8-4 in Super Mario Bros., there is an underwater section in a castle, the only one of its kind anywhere in the game. Normally, the player would simply emerge from the entrance pipe and continue to the right. However, if the player attempts to interact with the pipe, Mario will become hurt or even killed by something seemingly invisible.
Bottom: if Mario is Fire Mario, shooting a fireball at the pipe will also destroy the invisible object and award 200 points.
This is actually a Piranha Plant which is invisible due to being incorrectly drawn behind the water background instead of in front of it. The reason the Piranha Plant is there to begin with is because every single upright pipe in the game that is not in World 1-1 is programmed to spawn a Piranha Plant if there are enough object slots open (not too many other enemies are already loaded).
This results in some pipes appearing to not have Piranha Plants during regular gameplay (as they are usually reached when there are already too many other enemies loaded), but even they can be made to spawn Piranha Plants if Mario systematically defeats and unloads all enemies around them. This invisible Piranha Plant is simply a combination of this implementation and a graphical oversight.
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Someone asked me a while ago if I still had a photo of the worst sink I had ever seen while apartment hunting in Los Angeles. I assumed I deleted it so I didn't answer the ask and now it's gone, but as it turns out, yes, I do still have a photo of it.
In Super Mario Galaxy 2, crouching at the edge of a mud puddle will cause Mario (or Yoshi) to walk if the crouch button is continued to be held, although still at crouching speed (internally, he is in the crouching state, merely with a walking animation).
This results in "phantom mud" where Mario appears to be stepping into invisible mud even on clean surfaces as long as the button is held.
Source: SPG64
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In Super Mario World, the secret Soda Lake level is a unique location in that it is the only place to feature the Torpedo Ted enemies. These enemies were evidently designed to only be used in this very specific scenario and as such do not have proper interactions with even some of the most common items programmed.
Due to the fact that there are no Super Stars in Soda Lake, it is normally not possible to see that Torpedo Teds were never given an intended interaction with it. By modifying the game to place a Super Star in the level, the bizarre unintended interactions can be seen.
Note how the Torpedo Teds don't actually "die" when hitting invincible Mario, and are merely knocked back in an arc, yet still continue moving. At the end of the footage, it is also shown that catching a Torpedo Ted right after it emerges allows it to be hit on sequential frames, quickly gaining enough points to get multiple 1-Ups.
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「愛ゆえに」 今になってわかる、愛ゆえの行動でした。