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Game review!
Atomfall is a Fallout / Stalker-esque survival and exploration game set in rural england after the real-life windscale nuclear disaster.
pros: - the setting is incredibly well realised
- the quest system is totally non-linear and effectively non-directed. there aren't any quest markers, you have to rely on your own observation to figure out where to go and what to do next
- the hub area is fantastic, and the way it encourages you to traverse the world on your own terms is super rewarding
- the AI takes some interesting swings. many enemies armed with melee weapons will back off if you have a gun. npc perception is refreshingly brutal too - there were multiple times when I was spotted while trespassing from someone so far away I couldn't even make them out
- the game is short, about 12-15 hours for a thorough playthrough
- the game's customisability is impressively granular. pick one of the default difficulties or create your own setting with dozens of sliding scale options on enemy health, personal health, aggro range, exploration mechanics, survival mechanics, etc
- some of the interior areas are *big*
- caves behind every waterfall I found, game of the year
- one of the silliest jumpscares. so silly I couldn't even be mad at it
- no noticeable bugs in my whole playthrough
Cons: - npcs run out of things to say to you quickly
- the AI is still dumb. I cleared out whole bases by sitting in a corner and shooting everyone who came to investigate the steady series of gunshots, or by camping at the top of a ladder and popping people as they climbed up to me one by one. I was rarely outsmarted, mostly just outgunned.
- combat doesn't do anything particularly interesting
- the game is so open ended it's possible to reach the punishing final area without the equipment you need to traverse it, or even the knowledge that such equipment exists (need is a strong word, but it's a matter of the last being a bit difficult or nigh on impossible)
- some of the areas can feel anticlimactic if you approach them as classic Bethesda style dungeons expecting a big reward at the end. many areas will reward you with one or two rarer pieces of crafting materials. some just reward you with a note.
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I know some don't care about it, and understandably, but the marvel timeline being 15 or so years since FF 1 is such a wild thing to think about in terms of the X-men corner of the universe specifically. It's sort of like how as the years go on, the superior spiderman arc is going to take place over less and less time to when eventually peter parker waking up as a billionaire and losing it all is going to be one CRAZY weekend. It's something I don't blame writers for not addressing, the rapid scale in which this takes place, as comics are like this, it does twist the knife in deeper when I'm reading the adjectiveless xmen run where scott mentions that san francisco has been good to them, and reminds me of how we are 3 island mutant nations in. If you got to chose a timeframe, like how long it's been since the original five xmen debuted, what would you do?
It IS pretty wild. So much has happened in those 15 years, and the text both explains and contradicts the sliding timescale, which itself is explained further. My understanding is that certain events and people have narrative gravity, for lack of a better term, and time slows/warps to accommodate story logic and convention.
The past can change and then will always have been true, with characters aware and ignorant of it. Most don't like to think about it. The writers have definitely addressed it, it's just been done in a pop serial way and isn't aiming for realism. It's just one of those suspension of disbelief things, and it's MUCH more noticeable with the X-Men who are experiencing 4 genocides a year on average.
That's a tough one. Time moving at the same pace as real life would mean we'd lose a lot of favourites to old age. I do love my favourites, and the longer they're entrenched makes it less likely new characters break through. One could easily establish that mutants age slowly, but realistically it comes down to maintaining profitable IP. Marvel/Disney would never allow their cash cows to retire.
If capitalism collapsed I'd be too busy with other things haha, but if I had any say I'd spread ownership to everyone so everything is fanfic. Sadly, that's probably not happening anytime soon. I'd fudge the time stuff a little, maybe add a decade or two to the timeline, but I'm more interested in changing how the characters perceive it.
For example, having Cyclops or whoever grapple with the neverending hell of status quo resets - aware and clear eyed about experiencing 60+ years of trauma and comics madness in 15 years. It'd likely result in very few X-Men being interested in beating their head against the same brick wall they've always been, adherents to The Dream viewed as delusional fringe dwellers. We're slowly heading there in some ways, but I don't think the X-books have figured out what their identity for the 21st century is yet. That identity crisis comes from exactly what you described - it's harder to believe the X-Men wouldn't just conquer the world or something, given the complete lack of progress and endless institutional bad faith actors. Not to mention the inconsistent fair weather allies that are the rest of the superheroes.

This was 14 years ago, explicitly during the Nixon administration (who Cap overthrew with the X-Men's help?) Magneto threatened Reagan 15 years after that, 9/11 happened on 9/11, and Obama hung out with Spider-Man ?? years after that. Time is not linear here.
I'd probably ruin everything, frankly. Unintentionally, of course, but the genre has planted deep roots in the eternal now where the X-Men formed 15 years ago no matter how much time has passed. To fracture that would have so many ripple effects, and Marvel is not in the business of risk. The dubiously best analogy for me to express it is to imagine the Marvel timeline as an air conditioner. I'd turn it up by 10 degrees so the characters start to sweat.
Thanks for the ask! I hope that answers it a little. It's a big one, so I'll probably come back to it one day. What would you do?
#x comics#x men#asks#sliding timescale#marvel#comics#magneto#charles xavier#captain america#professor x
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Sliding scale of Zelda theories
Adding this to my belief system
I don't think it works like that but I appreciate the effort you put into this
Sir are you aware of what a "legend" is?
You have never read a mythology book in your life and it shows
Time isn't linear you fucking moron
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pain is not this linear thing on a sliding scale, as many drs will have you believe, and i do really think that's why i've always struggled with "on a scale of one to 10, rate your pain" because it's like. well. compared to what? a dull achy pain at a 7 is similar to a stabbing 5, but even then, that doesn't really give any insight into how a dull achy 7 for half an hour is so much more agonizing than a stabbing 5 for half an hour, because the dull achy 7 stacks while i get used to the stabbing 5. and then that's not even accounting for the broader types of pain like "injury" vs "healing" which are often distinct. a healing stabbing 5 feels like static while a stabbing 5 from an injury might have me on the ground. you know? anyway.
all's that to say i've had this horrible dull achy pain from healing that's been making me miserable these last few days and even though i'm real cranky about it, it really pales in comparison to the dull achy pain i've had my whole life that i get from overuse and overcompensation. like sometimes it gets so bad and so intense, it makes me nauseous and it feels like my knees are gonna give out. and that pain was getting so bad pre-surgery, that when i stood to tend to my flowers, it was excruciating, and i had to sit down after like two minutes.
so of course i almost broke down sobbing this morning when i was tending to my flowers, and my non-operated right foot was WAILING with that pain i've felt my whole life but my operated foot was only nagging from the healing pain (swelling, new scar tissue, regenerating nerves). i actually shifted to support my weight on my LEFT foot. like i know i've said this a few times already but i really do think this surgery worked. and for the first time in my life i've had a surgery isn't just a bandaid, it's not just buying me time, it's not making things worse, it's actually given me relief. and even though i've been cranky and in a lot of pain these last few days, i'm so so fucking excited for what i'll be able to do after i'm healed from this next one. i'll definitely be able to tend to my flowers again :^)
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so I've got this thing called the IdE in my multiverse. the Interdimensional Emporium is a shopping district that connects to many universes at once. it features a variety of shops and even a small park and "town" square with a fountain! there are plenty of benches around for people to rest in. (Strictly No motor vehicles, even bikes are frowned upon heavily)
And! I made a "proof" of concept map that obeys no scale rules at all in google slides bc why not:
this is most certainly not the final layout of the IdE, just like a basic conceptual visualizer.
For one thing, it's probably not so linear.
#art#writing#digital art#lore#google slides#map#concept art#interdimensional emporium#interdimensional travel#Suradane#Aluyerudi
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— @mlembug
For those too lazy to find the A3X GitHub repo and from there the archived forum thread that spawned it, here's some of my personal favorite moments.
Oh my god, I'm considered a noob in these parts and even I know you're an idiot.
Why do you keep referring to the Virtual Console? AFAIK, they work exactly like any other emulator internally.
I don't think you understand how intensive a "megahertz" is.
And now I sit down with a glass of fine wine in front of a fire to read this thread.
Congratulations, you just defined "program" Well, for programs without conditional branching.
Sora reminds me of physics lectures I went to that started off "Assume a horse running on a racetrack is a block of uniform density sliding along a frictionless surface…"
Presumably it's a Hebrew idiom that just doesn't translate into English very well.
What math operation does PUSH represent?
Guys, guys….I think we're getting off track here. Don't you all realise that it's all about TEH MATHZ?

I think his interesting idea is that bsnes should be implemented as a system of linear equations, rather than as an imperative sequence of instructions, and that will make it as fast as ZSNES. I'll give him credit, I've never heard that particular proposal before.
Excuse me, sir, I find this image HIGHLY OFFENSIVE! I think I speak for everybody present when I say that we use SQUARE pixels around these parts - maybe 8:7 at the very most - but none of this 1:2 rubbish!
This thread shall now be about pixel aspect ratio. Anyone else in the 16:10 camp? 😉
PEOPLE HAVE DONE THIS BEFORE PEOPLE HAVE BEEN DOING THIS FOR DECADES PEOPLE HAVE BEATEN IT TO DEATH OVER THEIR ENTIRE CAREER
pages = (rage function(miscommunication) * (concepts covered + (number of trolls * peanut gallery + 1)^0.65))^trolling potential * scale constant
Ah, now we're getting on to artificial intelligence. Because that's what it would take to perfectly identify what is code and what is data with zero interaction whatsoever.
Very OT, but, I suddenly want to make a game for the asspull.
Mednafen needs a motherboard file. This discussion is moot.
Hard to believe that all happened almost ten years ago.
#asspull-adjacent#sorak05#emulation#dunning kruger#green text means it's in jest#it's a bboard thing
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Mint Reviews: Bxllet Clip (by @ostermad-blog and co)
The following is a review for Bxllet Clip, a supplement for the post-apocalyptic game, Bxllet. I received a copy of this supplement in exchange for a review.
Let’s start by talking about BXLLET. BXLLET, by Rathayibacter, is a post-apocalyptic game that gives you a gun, but encourages you not to use it. How? By accumulating bullets as a form of XP. If you spend your Bullets, you lose access to some pretty wild powers. If you do decide to fire your gun, however, you guarantee death for whomever you shoot.
The system uses a d10, with any roll of a 7 or higher granting success. Players can add up to three +1 modifiers for skills, tools, or situational advantages, as well as one +3 modifier for using advanced technology or supernatural abilities. Conversely, the GM can apply multiple -1 or -3 penalties for wounds, major or minor. After a roll, players can improve their results by introducing immediate or long-term problems or consequences. The game very much encourages multiple paths to success, as long as you’re willing to make things difficult for your character at the same time, which is a style of play that I really like.
If you like a post-apocalyptic wasteland full of mutated beasts and big consequences for firing a weapon, you might like BXLLET.
Bxllet Clip is a supplement published by Danielle Osterman, and contains a number of add-ons to the game for GMs and players alike. It also includes an interview with Rathayibacter Toxicus, talking about the design goals of Bxllet, a small game by Adira Slattery (the creator of Thirsty Sword Lesbians), as well as a Bxllet hack for the game Troupe, called Gxnne. Let’s break down what’s inside.
Lab Run, by Martin Dubuque. This is a location for an old lab whose main purpose was keeping soldiers alive, housing a bunch of technology that is both useful and dangerous. While the setting provides you with obstacles and plot seeds, it’s not a linear dungeon crawl. Instead it’s a collection of ideas that the GM can present to their players as the players make decisions about where to go, what doors to open, and what they’re looking for. I can see this being useful in more games than just Bxllet - I could absolutely use this in Numenera, Rotted Capes, and other sci-fi or horror settings.
Interview with Rathayibacter Toxicus. This is an excellent dive into game design and the decisions made by the designer to encourage a certain kind of play.
Bxllet Aftermarkets, by Rathayibacter Toxicus. This is a series of extra rules to alter the way Bxllet plays. One example is using a pre-determined limited pool of bullets in your game planning to make sure you can be generous with bullets while still incorporating a feeling of scarcity or limitation.
The Bayou, by Martin Dubuque. This is another adventure for characters with slightly more structure than Lab Run. It contains some pretty hefty antagonists, as well as events that will happen as the players explore the town of Sweet-water. I could also see this as being an interesting adventure for a game such as Backwater.
Deadly Weapons, by Adira Slattery. This is a game about gender and violence. You are a girl with a gun, one way or another. There are some mechanics that seem to echo things I’ve seen in other games, such as a sliding scale of how risky your actions are (similar to Blades in the Dark), and Doom and Hope tracks that eventually introduce changes to your character (similar to the Hopes & Dreams system by Fari Rpgs). The design of the game is very poetic, casting the Demons that you hunt as both antagonistic and alluring. It reminds me of Good Omens, in a way.
GXNNE: Troupe Does BXLLET, by TheOriginalCockatrice. I looked up Troupe for this game and it looks to be a game set in the medieval period, about a group of outsiders and wanderers. The original Troupe uses a dice mechanic similar to PbtA, and is less about heroic combat and more about absurdist comedy and the journey being more important than the destination. The main carryover from Troupe to GXNNE is the classes. You could potentially play a game of Troupe, transport the characters to the world of BXLLET, and give the characters the same obstacles of the fiefdoms but in a post-apocalyptic setting.
Overall, if you are a fan of BXLLET, this supplement gives you much more to play with, which is great since the original game had the basic mechanics but little else in form of extras. If you like any of the things I mentioned about Deadly Weapons, this might also be worth checking out.
If you bought the TTRPGs for Trans Rights in Texas bundle, you already own BXLLET. If you would like to own both for a deal, there’s a BXLLET Clip Combo deal that gets you both BXLLET and Bxllet Clip for $25. And Troupe, the game mentioned in GXNNE, was featured in the Indie Bundle for Palestinian Aid!
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My journey as a photographer started during the 1960s when I was a student at the University of California at Berkeley. I became an artist of the struggle. I got to know the leaders of the anti-Vietnam War and the Black Power movements, including Bobby Seale (second slide), cofounder of the Black Panthers, who became a mentor. Seale and the Panthers taught me how to see a community that was not my own from the inside.
I photographed the Black Panther Party from 1967 to 1973, and published three books, including ‘Comrade Sisters: Women of the Black Panther Party’. These earlier photographs would lay the foundation of my life’s work.
My new retrospective book ‘Stephen Shames: A Lifetime in Photography’ (published by @kehrerverlag) is not a linear documentary, nor is it organized in a chronological manner. Instead, it is a visual journey, an invitation to experience the images in a dynamic flow, to engage deeper with the themes and emotions. In the foreword Jeffrey Henson Scales describes it as “more a collage of Shames’s life as photographer, a mashup of his life’s work.’
Please walk with me. Share my journey.
Go to Kickstarter.com - Click on Photography. Scroll down to Stephen Shames: a lifetime in photography.
#bwphotography#stephenshames#kickstarter#photobook#photography#black panther party#blm movement#black lives matter#african american#black power
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Metroid Other M Part 2: Permission to play, Adam?
So the most common criticism against Other M’s gameplay is that it’s not a true Metroid game, that it’s an action game disguised as one
But why is that?
Usually people tend to cite the fact that it’s so linear and restrictive, while also citing the more actiony take downs and generally “cooler” and more aggressive take on the combat
However I feel that leaving it at this is far too simple, after all: Fusion is also about as linear, yet people nowadays rarely have a problem viewing it as a Metroid game. Similarily the Mercurysteam games certainly up the action quite a bit, and there are certainly people who have criticized them in a similar vein as Other M....but I’ve never agreed, I’ve never viewed those games as action games first and foremost. It’s not until replaying Other M for this occasion that I think I’ve finally realized what the real differences between it and those other games are.
See when you look at it from a macro perspective the game’s structure really isn’t different from Fusion: you’re told where to go (and much more often too), you’re given no freedom of exploration, always needing to follow the story, the game will constantly prevent you from backtracking and the map will always look you back to earlier points whenever you need to backtrack, making it so that you’re always on tracks, much like Fusion. The Sectors are also completely seperate from each other, being connected only through an elevator, like Fusion...though unlike that game Other M will usually prevent you to even acess the other Sectors between mission objectives, so that’s certainly even more linear and forced
The main difference, I believe, is in the quality of the level design itself.
Metroid games are designed to be zig zaggy and labirinthyne, not just in terms of linearity in general, but in terms of how areas are structured: even in a game like Fusion, while you may be constantly led on a linear path, said path will have you go up down, left and right all the times, all the while mixing things up with a good dose of platforming.
Platforming in Metroid is not meant to be challenging most of the time, Metroid doesn’t have bottomless pits or instakill obstacles during normal play. Platforming is generally meant to break up the level design, you jump on floating platforms, swing on the Grapple Beam, wall jump, climb surfaces, grab onto ledges, slide under gaps etc. It’s there to add some variation and to prevent the player from just mindlessly going right all the time, never letting go of the forward direction
And that’s the issue with Other M, that’s what it often feels like: roughly 50% of its map design is composed of halls and corridors that only have you going forward with little else to do. Maybe sometimes you’ll have some minor platforming here and there, or some minor puzzles, but for the most time you really feel like you’re just pushing forward all the time. There are a couple of bigger, more uniquely designed rooms but they’re usually either designed more as combat arenas or are simply composed of mostly empty space. This feeling of constantly moving in one direction all the time only excentuates the linearity of the game, even though it’s not different than Fusion on a macro scale
Puzzle solving and Platforming are indeed present here, but they’re not organically impemented in the level design, they’re not something that you do all the time normally, you have the occasional platforming challenge and the occasional puzzle that break your pacing in between sessions of running in a straight line
To give credit where it’s due: I actually think that Other M’s puzzles are better than Fusion’s: that game would often lock you into a set of room and ask you to bomb the correct surface with no real indications, only rarely offering something more unique. Other M often has you look around (though in first person mode which is its own can of worms) searching for hidden switches or computers that turn off some holographic projections. It’s a tad bit more natural and inventive given the 3D nature of the game and there’s a little bit more variation as a result.
Platforming however is where we have problems: at best the game throws you some really basic “jump on these things” moments, which are fine, but more often than not the game will force on you segments that grind the pace to a halt because they’re really slow and there’s not way to speed them up. How about riding a couple of slow moving lifts that will take you to your destination? How about having to wade through water at the speed of enthropy (and boy does water absolutely blow in this game more than in the others, even the rate at which Samus shoots is slower!!) only for you to make your way back and THEN ride the slow-ass lift? Or how about having to grab onto a rotating ledge and having to wait until it slowly brings you to the next slowly rotating ledge? Other M’s platforming is often really slow and boring and does the exact opposite of what it does in the other games
Level design in Other M tends to be really inorganic: you have the puzzle moments, the platforming moments, the combat moments and the running in a straight line moments, but they rarely come together organically, so the weak points of each of them are not covered up by the others’ strengths
So Other M is a game whose world is just not very interesting to traverse (though I will spare my thoughts on actually finding secrets for another time). This alone makes for a good argument for it not being a very good adventure game, but what seals the deal I think is what the game actually puts most of its focus on
Over the years I’ve seen people accuse Samus Returns and Dread of being action games with no exploration, much like Other M...yet I have never been in agreement with this take. I’ve seen people claim that this is because they’re too linear...even though Fusion is even more linear than them, yet nowadays most people consider it an exploration game all the same. Those games are said to be too actiony, and yeah there’s definitely a greater focus, especially with the counter and the flashier cutscenes, all things that are most certainly borrowed or were influenced by Other M...but here’s the thing: outside of boss battles, which are action setpieces by their very nature no matter what game it is. When you’re actually traversing the world the way you fight enemies...really isn’t much different than how it’s been since the start of the series. Yeah you get more aggressive means of taking down foes, but at the end of the day you’re still dispatching them quickly, no enemy should take you more than 10 seconds max to dispatch. None of those games ever truly force you to defeat all the enemies in a room to proceed either, so in the end fighting enemies is not the central focus, that’s still navigating through an area, the focus is still simply reaching your next objective through an area, enemies are there to simply be obstructions in your way
Samus Returns is certainly quite flimsy in its execution due to its enemy placement being far too crowded and the enemies often being too tanky, leading to the often mentioned issue of overly relaying on the Melee Counter, but the fundemental focus of the game is still on going around the world looking for Metroids, which puts its focus on level traversal and exploration. Dread fixes that game’s issues through more sensible enemy placement and design, and by further improving Samus’ movement and Melee Counter. Basically, with the semi-exception of Samus Returns, in these games combat is not in opposition to exploration/level traversal, it’s something that simply happens naturally as you play without breaking the pace ( not too much in Samus Returns’ case and depending on your preference)
The same cannot be said about Other M: this game likes to lock you into rooms every minute, forcing you te beat all the enemies to proceed. Said enemies are also often not quickly defeated, requiring you to spend several minutes on them unless you’re really good. This alone indicates a shift in priorities to me: it’s no longer about traversing a well designed world (whether linearily or not) while fighting enemies along the way to your next power up that will allow you to progress further into the world, now it’s about going from one big enemy encounter to another, while the world mostly just serves to break up combat encounters. Its design philosophy is almost 1 to 1 that of character action games like Devil May Cry, God of War and the Ninja Gaiden reboot, which should not come as a surprise given that that’s where Team Ninja’s expertise lay.
But here’s the sad part: Other M...isn’t even that great as an action game either
It really couldn’t have been in any way I feel: Samus is a long ranged fighter, characters in this genre typically fight in close qurters with a wide variety of weapons, with long ranged ones typically serving as little more than combo extenders. Samus mainly fights with her Charge Beam, which is functional, even fun at first, but becomes samey quickly, it alone just cannot sustained a whole fighting system, and that’s without taking into account the game’s controls
For the record: I’m emulating for recording purposes, so some of the fuck ups in terms of controls that you’ll see will actually be my fault, howevere I’ve played the game on an actual Wii before so i can still criticize its controls
This game ignores the existence of the Nunchuck, instead using exclusively the Wiimote, usually in its horizontal position and controlling Samus with the D-pad
Moving Samus around a 3D world with a D-pad is actually not horrible, mainly due to the simplistic level design, but this creates a bunch of issues during fights
Jumping on top of enemies to perform an Overblast often feels like a luck of the draw because the controls prevent me from being as precise as I’d like. The Sense Move is a neat idea, having you dodge by timing button presses, except said button presses are if the D-pad, with said timing being as wide as an elephant, meaning that you can literally just mash the D-pad and automatically dodge, except for when stuff gets too hectic, in which case you may still get hit, but also because the game will so often just throw a bunch of stuff at you you will basically have little choice but to spam the D-pad because many enemy formations don’t have much in the way of actually recognizable patterns, at least not when they’re attacking you all at once. To be fair: the game will often ask you to go into first person mode in order to use missiles to hit weak points, meaning that you can’t always just stay on the defensive....
...but first person mode comes with its own slew of issues! Having to suddenly swing the Wiimote vertically and back in the middle of a fight is all kinds of awkward, switching between camera modes can be disorienting and you can’t move while in first person, with dodging being possible only by wagging the wiimote when the screen turns green. Once again: this wouldn’t have been as much of a problem if I could use a Nunchuck and the game used a button to switch between camera modes
I...actually don’t have big issues with Concentration, from an action game perspective it makes sense: you need to find the correct moment during the heat of battle to perform it, it puts your reflexes and overall awareness to the test, but having to once again do a particular motion to perform it feels off.
To be clear: Other M’s controls are nowhere near the same ball park as the likes of Sonic and The Secret Rings or other Wii games that were heavy on the motion controls, they’re just needlessly convoluted and awkward, they want to be more simple yet they end up feeling more complicated, and so much would have been fixed by simply using the Nunchack!
Finally, on that note: despite all that I’ve just said I...actually wouldn’t say that Other M is a complete trainwreck, it’s not awful. Storywise? Oh yeah, sure, it’s a goddamn dumpster fire, but as a game? It’s needlessly awkward, it’s not a good adventure game nor a particularily good action game...but it’s functional. You can get a small smidget of enjoyment out of it with the right mindset, though I will add that the reason why I can adapt to stuff like needing to use the D Pad in a 3D space and having to switch to first person to look around due to the lack of camera control is most likely due to me having experience with PS1 games...which Other M isn’t and has no real excuses for being like this
I know this is more faint praise than anything, but wham I’m trying to say is that there’s a big differene between a mediocre game and a truly awful one. This isn’t like Sonic 06 which is truly broken at the fundemental level and features a structure that is all kinds of meandering. It’s not like Mega Man X7 whose camera, controls and level design make Other M’s look like the Mona Lisa. It’s a helluva lot better than DMC2 I can tell you that much! Hell I’d say it’s also not as bad as the likes of Shadow the Hedgehog, whose structure is not only impossibly repetitive but also features missions that are just straight up bullshit on all fronts, or Mega Man X6, whose level and boss design might just be more punchable than Adam’s face, or, if we’re counting other Metroidvanias, Castlevania Circle of the Moon. Yes I know this last one will anger a lot of people but screw it, at least Other M’s controls don’t feel that sluggish, it doesn’t have scren crunch and I don’t feel the need to look up on the Internet which enemies I should grind just so I can gain those specific abilities and items that will allow me to survive the game’s bullshit
I think it says something that even the worst Metroid game is still somewhat competent unlike other franchises’ worst entries, I suppose it’s a testament to the series’ sheer quality, but just because Other M isn’t the worst thing level that does not mean it’s much good either, especially since this is one of those games that really wants to be a movie and makes it pretty much impossible to ignore its story which...
...well we’ll get to that in due time
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THE DEFINITIVE MANSPREAD RUBRIC
It occurred to me that I’ve never actually laid out each line item by which I analyze, grade, and ultimately judge a manspread. So here it is! The Definitive Manspread Rubric, A Tenfold Quantitative And Qualitative Guide By Which To Judge Manspread Excellence.
QUANTITATIVE ELEMENTS
These can be measured numerically or evaluated on a sliding scale. For instance, more protuberance is always better than less protuberance. More crotch visibility is always better than less, etc etc etc.
BREADTH: The overall width of the spread. Distance between thighs, knees, and feet judged individually.
PROTUBERANCE: The forward thrust of a spread. Sitting at the edge of the seat, angling hips forward, etc.
INVASIVENESS: Blocking surrounding chairs, physically touching other people with knees/legs, occupying more than one seat, etc.
CROTCH SEAM: Visibility of the seam itself, applied tension in the garment, etc.
TECHNICAL SKILL: The raw physicality of a spread. Demonstrated flexibility, agility, strength, and impracticality. The less natural, the better.
QUALITATIVE ELEMENTS
These are more vibes-based. They are less linear in their grading execution, but still essential factors in a good manspread.
ATTITUDE: Is he frowning? Scowling? Glowering? Sneering? Perhaps smirking, winking, leering? Is he exuding an air of pompous entitlement or masculine aggression? How powerful are the vibes?
STYLING / ACCESSORIES: Drip is paramount, but so is overall douchiness. Does the fashion support or hinder the spread? Does his outfit speak louder than words?
SEX APPEAL: Are you not aroused?
HAND PLACEMENT: Depending on the overall pose, different placement of the hands will be necessary. Top priority is to not block the crotch. Points are added for drawing attention to the crotch.
NOVELTY: Is there something unique or different in the spread? An intriguing pose variation, setting, mood? Is it giving something we've never seen before?
I hope these ten factors help shed some light on my rating and review process! There's rules to this shit!
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Linear Scale slide-type defines according to the distance of the mold size. And also it varies accordingly. The design and the specification of the scale depend on the industrial requirement. The plastic injection molding machine uses this type of linear scale widely.
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you're literally the only person i think would get this but i've thought it for years and have to tell someone. i think mario functions on a sliding scale that;s like mainline game mario - > dic/cartoon mario in the middle - > live action mario at the very end. you could place any version of mario somewhere on this scale and it would be an accurate way to quickly describe what makes him different from normal ass nintendo mario. does this make me sound crazy
NO it doesn’t i get it… i think that’s a really apt sliding scale. i do feel though that in terms of canon material there’s very little between cartoon -> live action but it is a reasonable progression and i think what you’re saying makes total sense for sure. i could also see it as an alignment triangle though myself rather than a linear sliding scale
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3 and 8 for the Pride OC questions. >:3c
hehehe of course! >:3 cw for ED in the 8 section
3. How did your oc discover themself? Did something cause them to question, or did they always know?
I wouldn't say that Kirin "always" knew, but there were small hints even when he was really young that his gender probably didn't align with the rigid parameters that the people he was around expected him to stay in As a kid he had crushes on both boys and girls but that was just a state of being for him, no actual labels needed to be put on that feeling, but once he started getting older and things became more complicated along with his feelings it got a little messier and more difficult for him to express who he was
8. Have they had struggles with their identity, be it due to internal or external reasons?
Yes! A lot! Taking the OPverse as how Oda presents it, I'm assuming the general populace is mildly accepting but overall still very conservative when it comes to things that are "too queer" so environmental issues be it from the house he had to grow up in to other pirates/people he'd meet posing safety issues would come into consideration
I mentioned it in a previous ask but Kirin started having a particularly rough time around 14 when puberty hit and his body was suddenly going through all these changes he absolutely hated, at one point even skipping meals because he didn't want to look more "feminine" no matter the cost He struggled between identifying as a man because it felt like he didn't "look" the part "enough" so he went under the enby umbrella for a bit (his time as nonbinary is valid and queer timelines are rarely linear anyway) during his tenure at Baroque when he'd gotten closer to Bon-chan and allowed himself a bit more leniency with his gender
He came out of it ultimately identifying as a guy but he's a little bit more loose with the definitions, more on the gender spectrum sliding scale than just switching from one box (nonbinary) to another (man) The same goes for his sexuality, he likes guys the majority of the time and girls sometimes, whatever label that falls under doesn't really matter to him :>
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sorry I think Ive glimpsed things beyond us that I can't understand. like the photo of the rat that fried itself in the circuit board. I know. every mentally ill person says this. and it's related. but it doesn't mean i'm wrong. (it also doesn't mean anything in particular. I don't think I can see the future or read minds or whatever. I just think I Know There's Something Else. And It Is Both Comforting And Horrifying And I Cannot Wrap My Head Around It So I Stopped Trying.) that's my spiritual belief. it's like every now and then...like if you were looking at a big slide puzzle, but you sometimes saw one tile, in absolute clarity. and then when you looked back, you didn't even remember what it looked like. it's blurry and muddled. there's a divide between life and death and you can slide upon that scale even while still very alive. I don't say that to be scary it's just like. I guess....again. It's not linear. It's not static. That's all. Doesn't mean it's dangerous or anything like that.
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The Role of Precision Dimensional Instruments in Modern Product Inspection

Precision is crucial for industries to produce components with the correct shape and size. Dimensional measurement instruments are tools used to accurately assess parameters such as length, diameter, circumference, and other two-dimensional and three-dimensional metrics. These measurements are essential for manufacturing sectors to ensure the precise creation of each part.
Dimensional measurement devices come in various forms depending on their functionality and design. Common types include manual tools, air gauging instruments, optical devices, and coordinate measuring machines (CMMs). In this article, we’ll explore 5 commonly used dimensional inspection instruments that play a key role in enhancing product quality across industries, available through Arabcal LLC.
Top 5 Types of Dimensional Measurement Instruments
Vernier Caliper
Micrometer
Dial Indicator
Coordinate Measuring Machine (CMM)
Height Gauge
1. Vernier Caliper
Vernier calipers are high-precision tools used to measure linear dimensions such as length, depth, and diameter. They are especially effective for accurately determining both internal and external diameters, and are also commonly used for depth measurements. Based on application needs, Vernier calipers come in two variants – one with a dial gauge and the other with a digital (LCD) display. During measurement, the readings are shown either on the dial or the digital screen. These calipers feature two scales: the primary (main) scale, which indicates whole numbers, and the Vernier scale, which provides precise decimal readings.
2. Micrometer
A micrometer is a highly accurate measuring tool used to determine the thickness and diameter of a workpiece. It features a C-shaped frame with a movable component known as the spindle, and relies on finely calibrated screws to deliver exact measurements. One end is called the spindle, while the opposite side is referred to as the anvil. The item to be measured is positioned between these two parts, and the spindle is adjusted until it securely holds the object in place. Once properly set, the measurement can be read either from a digital screen or an analog scale.
3. Dial Indicator
A dial indicator, also referred to as a dial gauge, is a precision measuring instrument used to detect minute distances, dimensional deviations, and angular shifts. It operates through a rack and pinion mechanism that translates the movement of the probe tip (contact point) into rotational motion, causing the dial needle to move clockwise as the tip is pressed into the housing. Dial indicators are commonly employed to check tolerances, clearances, and discrepancies in machined components, offering accuracy up to one-thousandth of an inch. Their high sensitivity enables them to identify even the slightest surface irregularities.
4. Coordinate Measuring Machine
A coordinate measuring machine (CMM) is a precision instrument used to evaluate the physical and geometric properties of an object. It determines dimensions such as height, width, and depth by applying principles of coordinate geometry. By pinpointing specific locations on the surface, the machine uses a probe to capture the object’s physical characteristics. This probe moves along three axes—X, Y, and Z—to collect data points essential for calculating accurate measurements. Depending on their specific applications, CMMs are available in different configurations, including bridge type, cantilever, and horizontal arm models.
5. Height Gauge
A height gauge is an accurate vertical measuring instrument used to determine the height of an object from a defined reference surface. It can measure vertical distances or elevations of various items, typically up to 1800 mm. Height gauges can assess both internal and external heights relative to a base reference plane. The main parts of this device include the base, sliding beam, measurement face, slider, and locking screw. The item to be measured is positioned against the measuring surface and base, and the corresponding measurement is displayed on a digital readout.
Precision Measurement Solutions by Arabcal LLC
To guarantee that products are produced according to exact specifications and precise dimensions, dimensional measurement instruments play a vital role. Arabcal LLC, a leading test and measurement instruments supplier in Qatar, offers a wide range of measuring tools designed to enhance product safety and ensure quality and structural integrity. Whether you need to measure internal features, external surfaces, or complex shapes, these instruments provide highly accurate results. For more detailed information or to request a quote, feel free to contact Arabcal LLC — your trusted partner for precision measurement solutions across all industries in Qatar.
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Oxyfuel Cutting Machine Manufacturers: What You Need To Know
Large-scale organizations need cutting machines that offer real results, productivity, and ROI. Precision, reliability and efficiency are core requirements in metal cutting. With the right oxyfuel cutting machine manufacturers, you can know the difference. Winarc cutting machines are one of the best brands in the market. Their Winoxy is an oxyfuel cutting machine that is very notable for its creative design, tough performance, and customer-focused features. Let's bring everything bits to bits so that you have the right information before you spend money on one.
What Is an Oxyfuel Cutting Machine?
An oxyfuel cutting machine has a torch that mixes oxygen and a fuel gas—acetylene, propane, or natural gas, which is the most common application—to slice thick metal plates. The operation is to heat up the metal prior to the ignition temperature and then blow away the oxidized melted metal using a high-pressure stream of oxygen.
This technique is best utilized in the cutting of mild steel and is commonly applied in shipbuilding, construction, and manufacturing heavy machinery because it can cut steel that is 380mm thick.
Machines such as the WinOxy model provide wide capability, accommodating plate thickness from 6mm to 380mm, and include features that provide high accuracy and smooth operation.
How Top Manufacturers' Oxyfuel Cutting Machines Work
The basics are easy to understand. Here is the process -
Preheating: A blend of fuel gas and oxygen heats the steel until it reaches ignition temperature.
Oxidation: Once hot enough, pure oxygen is applied to start the cutting reaction.
Ejection: The oxygen stream pressure ejects the molten metal out of the cut, creating a thin, clean kerf.
This is a process that is dependent on control and accuracy, where machine design is significant. For instance, WinOxy machines use spur rack and pinion drive systems driven by double synchronized servo motors driving machined rails, providing ultra-smooth motion and precise cuts—on even very large workpieces.
Main Elements of Oxyfuel Cutting Machine Manufacturers
A high-speed oxyfuel system also involves more than the cutting torch. Here's what leading manufacturers such as WinOxy add to their equipment:
1. Cutting Torch – These are one of the main component which is made with a silver-brazed twin inner tube construction to slide mild steel.
2. Linear Guides and Bearings - These features offer precise and reliable motion, especially required in lengthy or complex cuts.
3. Servo Motors and Drives - Provide responsive, controlled motion along the X and Y axes for precise cutting patterns.
4. CAD/CAM and CNC Software – Works with Hypertherm Pronest and SigmaNEST, so you can go from design to cutting without any hassle.
5. Automatic Height Controller - Keeps the torch at the optimal distance from the metal, reacting in real time to the warping and material irregularities.
6. Operator Safety and Comfort - Ergonomic chair mounted onto the gantry to reduce fatigue and you have emergency stop buttons and rugged guards increase overall safety during use.
Why Choose WinArc Over Oxyfuel Cutting Machine Suppliers?
There are quite a few oxyfuel cutting machine manufacturers to choose from, but none as worthy and capable as WinOxy. Here's why:
Flexible Cutting Range: Accepts material from 6mm to 380mm, so it can cut nearly any project size.
Scalable Torch Setup: Accommodates 1 to 8 torches, depending on your production requirements.
Individual Bed Sizes: Set the machine working size to the needs of the available floor space or production floor between 1500mm to 6000mm in width and between 3000mm to 30000mm in length.
High-Speed Precision: Maximum speed of 12000mm/min and positional accuracy of ±0.3mm means you're achieving close tolerances even at high speed.
Durability: Made with durable materials to ensure long-term stability despite regular use.
Reliable Support: Offers online maintenance and diagnosis services to minimize downtime and maintain your business in top shape.
Being one of the reliable names among oxyfuel cutting machine manufacturers, WinOxy combines industrial-grade reliability, simplicity, and customizability to suit today's fabrication requirements. Whether cutting thick mild steel plates or multi-torch cutting, this machine is made to deliver without burdening your bottom line. Consider a machine that cuts under pressure—consider WinOxy.
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