#mp realm
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theegh0st · 1 year ago
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Doodle dump of misplaced heroes!!
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jm-chrome · 8 months ago
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I was reading the LoL: Realms of Runeterra book and I only now learned that this massive sphere in Piltover is actually some mysterious device called “Incognium Runeterra”
I wonder if it will play any significance in S2. It's a bit strange to write about a seemingly powerful device that can find anyone (whose inventor went missing herself— ironically) just to never touch its story.
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lightscamerabitchsmileee · 1 year ago
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A hot take here: but can we all agree that it's not an artist or actor or athlete or any other celebrities' responsibility to be a political activist on every single goddamn issue?? Like for fuck sakes guys give it a rest...I'm sick of it
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primordialcrown · 2 years ago
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One of the BIGGEST highlights of my 2023 was meeting my dearest friend Sayu (@omelotte) in person back in August. We met up at a local cafe and had the best six hours ever, with our table being filled with so many figures and sketchbooks. EVERY single person who walked in there that day had at least one glance caught by our table of pure autism.
I've met a handful of online friends in person, but never someone as close as I am with Sayu - for it is them who introduced me to Sky in the first place and heavily encouraged its permanent cementation into my Paracosm and into my being. I am eternally thankful to have them in my life ....
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syrinq · 2 years ago
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baldur's gate 3 moment 👍
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lowtiergodltg · 2 months ago
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in fact i could keep playing that bullshit lazy ass game marvelous playground all time anytime saying ez humilliating trash and getting laughs about it but this game is boring right now due to unnecessary updates and hacking loose on the platform. only way dude can beat me is by making use of glitch or hacking. but hell, this game kills brain cells, man.
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khlegacynexus · 1 year ago
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Meet Hamato Elizabeth
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anneapocalypse · 4 months ago
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youtube
So this may not be news to others, but this is the first I've come across it! According to Leonesaurus, who uploaded this capture:
Urianger was being roleplayed by a Square-Enix dev and interacting with players for his first appearance in-game before they implemented him into the story as an actual character. This took place at Camp Horizon on the old Selbina/Ridill server in 2011. Urianger would give players who visited him a 10 min buff for Quickened, Regen, HP and MP increase! Arcanist powers galore! Speaking of Arcanist, you can see on his back the original Arcanist weapon that was intended by the old FF XIV 1.0 team before Yoshida took over and retconned them into wielding books instead from ARR onward.
And here's the key dialogue:
Outside the Adventurer's Guild in Ul'dah:
Alfgar: Hearken adventurers of Eorzea! Ware you the venomous words of false prophets! Alfgar: Adventurer! I ask that you heed not the foul lies of those claiming knowledge of future happenings! Player Character: Who are these false prophets? Alfgar: They appear near aetheryte camps, bedraped in shadowy robes, preaching their untruths to any and all who will listen. Keep your distance, traveler, lest you become tangled in their web of deceit. PC: Are we in any danger? Alfgar: We are all in danger, for fear can drive a man to terrible deeds, and it is seeds of fear that these farls prophets wish to plant in our hearts and our minds. They are not the Archons of legend. They are not our saviors. They only foster unrest.
At Camp Horizon:
Urianger Augurelt: A shadow hangeth o'er the realm, growing blacker with each passing day!
Urianger Augurelt: Darkness descendeth, but surrender not to despair! For the future is forged in the flames of the present!
Urianger Augurelt: I am a mere messenger, entrusted with words of prophecy.
Urianger Augurelt: Awoken but recently to the truth, I come to stir those yet aslumber.
Urianger Augurelt: Ne'er till land consumes sun can sea bear moons. Heavens spew crimson fire, hells seep black dooms.
Urianger Augurelt: The senary sun yields the septenary moon - expelling the Astral, beckoning the Umbral. So saith the eternal wisdom of Mezaya Thousand Eyes.
Urianger Augurelt: Open thine eyes, ye seekers of truth! Stand and bear witness to the path that must be trod!
Urianger Augurelt: Awoken but recently to the truth, I come to stir those yet aslumber.
Urianger Augurelt: To spread word of the coming darkness and stoke the flames in your hearts, that they may light the way.
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itsa-me-lily · 6 months ago
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This was yet again, not what I was intending to write. I was going to try to do the fic for the spa day hint but I got too caught up in my head on logistics. Remember kids, don't let logic or canon stop you from writing the fiction you want to.
This is a pallet cleanser for me after posting 'It's a Quarter after One'.
Here is the rest of the Simon & Thimble playlist.
Here is the MPS AU masterlist
Warnings;
Nothing really. Just tension.
Movie nights, were supposed to be peaceful. A way to unwind from the day and maybe, possibly, in the realm of, spend some time with a person who's existence didn't drive you crazy. So how this turned into you using Simon like a living barbie doll you weren't sure, but you couldn't complain.
That was a lie, you knew exactly how it turned into you belting Simon's pillows around his waist. You had a fucking point to prove.
Simon had been willing to watch a new documentary from the Smithsonian with you, a piece about historical fashion and the myths that spiral out of it. You hadn't thought that Simon would want to watch it, but he had shrugged when you'd ask and well, gifted horses and mouths and all that.
You had made veggie snacks for the boys, and popcorn for you and Simon, queued up the film and the night was off. For the most part it was alright, some stuff you already knew, others you didn't. Simon was pretty silent the entire time, until they got to the corsetry and the discussion of tight lacing.
Simon wouldn't believe the idea that it was mostly an illusion trick. Said that men were obviously smarter than that. You called bullshit. He called your bullshit bullshit. So belting his pillows to his ass.
And no, you weren't going to think about how thick his waist was, or how solid he felt as you tightened the cord around said waist. And you especially weren't going to look up at him because you were positive he was doing that thing where he was staring down at you with his dark eyes that made you feel like you were being sucked in via your soul and did not make your heart skip. Not thinking about it at all.
Giving the improvised belt a tug, and not thinking about his...everything, you nodded, pleased with how the pillows bulked around his waist. Now just for the final piece. You grabbed a throw blanket from the couch, wrapping it around the front of your husband.
(How dare that man be a fucking brick wall of muscles. Seriously what the fuck.)
Once you were ready you grabbed your phone, snapping a photo and disregarding the unimpressed look on Simon's face, already talking over his silence to prove your point.
"Look your shoulders are already broad enough," (Not thinking about it) "So we just had to balance out the width of your hips. Now instead of looking like a Dorito, it's like an hourglass, and your brain gets tricked into thinking your waist tinier."
You're zooming in to show him what you meant when there's a knock on your door, making the both of you freeze to stare at each other. You weren't expecting anyone, and given how tight his shoulders drew in, neither was Simon.
It was tense as you waited to see what would happen. And it only got tenser as there was another knock, whoever was at the door insistent.
"Oi LT, ye in for the pub? Never answered me earlier."
Oh. It was Johnny. At the door. To see if Simon wanted to go out. Because Simon hadn't clarified with him earlier? You almost felt like your strings got cut as you relaxed, looking at the door as you answered for Simon before the Scot could start knocking again, or break down your door.
"Just a second Johnny."
You looked back at Simon and felt your breath catch. He was so...intense sometimes. For a moment all there was, was you and him, the TV lighting half his face and showcasing the curve of his brow that lead to the bridge of his nose, the rest of his face hidden by his surgical mask.
"We should get the door."
"He can wait."
Simon's voice couldn't possibly be that deep most of the time. You'd have noticed it before right?
You had to swallow, your mouth turning dry as you tried to think of something to say.
Thankfully a certain impatient Scot saved the day by knocking yet again, though sounding uncertain this time.
"Are ye alright in there? Am I interrupting-"
"We're fine MacTavish."
You had to make a break for the door then, or else you were all going to be stuck in some loop of talking through a door or not talking while the oxygen apparently left the room. You made an effort to try to ignore whatever Simon was doing behind you as you made the few steps to the door to open it, unaware of the flush that was painting your cheeks.
"Sorry about that, come in."
Oh. Kyle was with him too. You waved over Johnny's shoulder giving the young man a happy greeting, but both of them were too busy staring over your shoulder into your living room. You hadn't really give Simon time to unpillow his ass...oops.
"I was trying to show Simon how proportions with creating visual illusions..."
"Ye look thinner Lt."
You shot Simon an 'I told you so' look, which you were pretty sure he did not appreciate. Instead of trying to get himself out of his pillows he just crossed his arms over his chest, leveling his sergeants with a look.
"Not going out tonight."
"I don't think you have a matching handbag there Ghost."
You couldn't help but grin at Kyle's joke, though you tried to bite your lower lip to hide it. You had done this to the poor man after all. Neither Kyle nor Johnny gave the same consideration as they snickered. Simon didn't seemed impressed with any of you though as he came over, thankfully not tripping over his improvised skirt. With a curt good night he just shut the door in the boys face, though it didn't shut out their laughter as they walked away.
You two didn't say anything as you listened to the laughs fade into the evening. Once it was clear that your guests had left you looked up at Simon, noticing how the tips of his ears looked just a little redder.
"You could have gone out with them if you wanted. I wouldn't have minded."
Simon didn't seem to hear you at first, instead turning to head back to the couch, the blanket making a soft swish noise against the floor. When you didn't follow him he simply turned to sit on the couch, making it clear that there was space next to him on the couch.
"You proved your point. Now get over here so we can finish this."
Edit;
Simon does not care about if tight lacing was a common practice or not. He simply argued to a) argue with you and b) because a part of him was a 'little' hopeful that you'd pull a corset out of somewhere to model or something. Play stupid games get stupid prizes.
Edit edit;
Soap bribes reader to send him the photo of pretty princess Ghost and he hoards it for just in case black mail.
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eri-pl · 1 year ago
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Tengwar <3
It's the best thing Feanor made. Seriously. Nobody will murder you for using Tengwar. Nobody will hack your brain when you use Tengwar in the wrong moment. (The lamps are ok, but kinda meh, Tengwar is better)
Did you know, just did you know, that every consonant has a name, and the name is a noun, and some are really cool (and foreshadowing)? (chart and translations below the cut)
So, if you want a chart, here is a chart. And the names are (I don't have diacritics, so I just double the long vowels) (Quenya mode, with some historical notes from LotR appendix and elvish.org):
"Normal stuff Feanor had on his desk" row:
T tinco - metal
P parma - book
K calma - lamp (like those Feanor made? Or... like those Aule made)
Q quesse - feather (birds are important!)
"Things that keep you trapped" row:
ND ando - gate (like... the Door of Night?)
MB umbar - doom (doesn't need a comment...)
NG anga - iron (also, used in sword names, even for non-iron swords)
NGW (in TA changed to NW) ungwe - spider's web (foreshadowingsight on Feanor's part? :) )
"Mountain things???" row
S suule - spirit or breath (Manwe Sulimo... king of winds and stuff...) | TH thuule - spirit or breath, but I'm a Feanorian, or at least I'm a linguistics geek and love the phonetic scheme (me! but otoh it sounds dumb :( ), or I love the Teleri and/or Sindar, who use it as th (Finarfin, iirc).
F formen - north
H (h before t) harma (voiceless velar fricative phonetically /x/... I think. the sources are confusing. In TA mostly softened into a breath h.) - treasure (my precious Silmarills...) | aha (later renamed, idk when) - rage (my Silmarils! and, even more importantly, my father!)
HW (like "wh" in "why" especially the fancy British way of saying it where it's actyally h-w, not w-h) hwesta - breeze
"We need to name a row after places of articulation" row
NT anto - mouth (couldn't you think of a better name? I get it's a place-of-articulation row, but i don't like it anyway)
MP ampa - hook
NC anca - jaw
NQ unque - hole
"Things that Melkor likes" row:
N nuumen - west (Numenor...)
M malta - gold
NG (by TA: N) noldo - Noldo, as in type of Elf. Yes, it was initially Ngoldo. I mean, initially initially it was a gnome, so...
NW nwalme - tornment
"I have no idea but vaguely positive-metaphysical?..." row
R (pre-consonant or end-of-the-word R | non-vibrating r, whatever this means. My bet is that it's "r" as in Japanese --- position like "r", movement like "d") oore - heart (or: rising. Guess whose name includes this component. funny that it's the same word as heart, especially given that heart is also defined as conscience here)
V vala - power (duh.)
Y (? it has some history) [there was a consonant here]anna - gift (totally not made into a sus word by now...)
W/V (Initially W, by TA changed to V) wilya - air / lower sky (funny how those two names are next to one another. )
"Really, I think Feanor ran out of ideas for coherent name sets" row
R (vibrating, typpical "rrr") romen - east (the same sound being written with "East" and with a word alternatively translating to "heart" or part of Melkor's name --- I love it! Why? See my recent post. I love that. Call it a coincidence, but I love it)
RD arda - realm
L lambe - speech
LD alda - tree (!)
Now we are not in regular rows, so, the extra letters:
S silme - starlight (or... metaphysically important light in general? because guess what word is connected to this one. Also, funny how it's just after "tree"). It's always S, never TH.
(nuquerma is just "flipped" or something I guess)
Z aaze - day / sunlight (in Noldorin changed to Z - aare) | SS esse (Numenor and later, because they did not use the "z" sound, I think) - name
HY (Numenor and later: H) hywarmen - south
I yanta - bridge
U uure - heat
(doesn't have a sound, in Sindarin it's A) osse - terror (I guess he isn't a very nice Maia?)
H (voiceless h: /h/ not /x/; in TA replaced by harmen) halla - tall | gasdil - stop
(short wovel carrier) telco - stem
(long carrier) aara - dawn
The Tengwa names after directions are also used as marks in the compass (like we use NSWE) And snarky comments aside, I love the schema and how the names connect into many interesting and often Silm-events-related patterns. I love how each (almost) row is named after a set of similar things.
I'm not an expert, and if I made some mistakes, I'll be grateful for corrections.
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axvoter · 1 month ago
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Blatantly Partisan Party Review XVII (federal 2025): Libertarian Party
Running where: in the House, many seats across NSW, QLD, VIC; in the Senate, for every state and territory
Senate note: for the ACT and NSW, the Libertarians are part of the Australia First Alliance. In the ACT, they are supplying the running mate in Group F with HEART in the lead position, and in NSW they are supplying the first and fourth candidates in Group I as part of a joint ticket with HEART and Rennick First)
Prior reviews (most under their former name of Liberal Democratic Party): federal 2013, VIC 2014, federal 2016, VIC 2018, NSW 2019, federal 2019, federal 2022, VIC 2022, NSW 2023, WA 2025
What I said before: “This is a cynical and callous party for people who lack empathy. Its economic and social policies are destructive; its approach to firearms is dangerous; its blinkered hostility to government accepts no possibility it can be used for—or that there even is such a thing as—collective good.” (federal 2022)
What I think this year: Libertarianism is the ideology for overgrown toddlers whose parents never taught them to share. Overgrown toddlers with an anger management issue. If you have the misfortune on social media to have an even moderately popular libertarian account drag you to their followers, your mentions will soon be filled with vile insults and threats from the worst people online. It is important to block on sight and move on.
The Libertarians are always in contention for my last preference and often get it, although I sometimes decide somebody else deserves that indignity (e.g. Aussie Trump at the recent WA state election). Their ideology is consistent, but consistently terrible. The Libertarian Party’s policies would gut Australia’s public services and promote hatred and discrimination; they do not want to cut red tape, they want to make government so small that it is ineffective. Their ideal public realm is a mean and cruel one, and they would enable malign actors to prosper at the expense of ordinary people. The Libertarians have also embraced covid pandemic conspiracies and extremist language in the last few years.
Basically, while most of the world looks on aghast at the vandalism occurring in the US—the dismantling of institutions and safeguards, cronyism and corruption, vicious culture wars, contempt for the rule of law—this party admires Donald Trump and similar world leaders like Javier Milei in Argentina, who has exacerbated poverty in his country and promoted crypto scams.  One thing that strikes me about libertarianism around the world is the regular hypocrisy and ideological inconsistency of its adherents. A great example is David Seymour of New Zealand’s libertarian ACT Party, whom I have dubbed the world’s worst libertarian for how frequently he promotes tighter regulations or bans or censorship of anything that he disagrees with (or which might upset his NIMBY electorate). Australia’s libertarians also have their share of hypocrisy. If this party were sincerely committed to personal freedom, they would not be transphobes who want to restrict the rights and participation of trans people in society.
No doubt there are many charlatans and creeps standing for this party, but two stuck out to me on the NSW Senate ballot. The Libertarians' lead candidate (who tops the Australia First Alliance shared ticket) is Craig Kelly, the distasteful ex-Liberal MP and conspiracist, who for a time led Palmer’s UAP and was promoted with delusional language as a future prime minister. He then served about half a year as One Nation’s federal campaign director in 2024. Clearly he is trying to collect all the cretinous parties. The other Libertarian candidate on the NSW ticket is ex-Labor Western Sydney councillor Steve Christou, who was One Nation-curious and participated in its events with Kelly before the latter left the party. Christou has clearly followed Kelly into the Libertarians. He is known for such hits as promoting bans on drag queen storytime and on same-sex parenting books at the Cumberland City Council’s libraries, trying to stop welcomes to country and smoking ceremonies, and back in 2019 he was elected mayor of Cumberland while a Labor councillor and quit the party in his formal acceptance speech. Classy fella.
Always assume bad faith from this party. Every election I roll my eyes with contempt when I reach them in my reviews. There is a much more detailed review over on Something for Cate if you want a blow-by-blow account of this party’s atrocious policies.
Recommendation: Give the Libertarian account a very low preference in the House and a weak or no preference in the Senate. As noted above, they are an appropriate choice for last place.
Website: https://www.libertarians.org.au/
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yesterdayiwrote · 3 months ago
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https://x.com/simsgazette/status/1897408251349922284
he also reiterated that position in february, this year. he brought up the dude with no prompt, and went on with 'he's probably not a bad, horrendous leader'. i don't even know what to say really, just disappointed, but then again it's on me for believing he was any different.
Yeah, this is the incident I referenced in THIS POST
As I said then, it's a clumsy example to use in the context of the comment and I was pretty fucked off about it when I heard it three weeks ago, but again its not out of the realm of possibility that he picked him because he's the only high profile world leader he knows off the top of his head (who genuinely would look fucking ridiculous in an F1 car and my only mild holdover is that an actual Tr*mpie would not admit that because they think he's great at everything and won't criticise or mock him). I'm surprised at him because honestly, I don't think I've heard him make a single political reference in the whole six previous seasons as an F1 driver so I'm not sure why he's suddenly thrown it away on this guy of all of them.
I don't know what to say, I've had this conversation with other fans and they don't know what to say. I think everyone feels a bit sick about it, but equally it's still all very much in the realm of overtly stupid but not crushingly conclusive, which leaves you in a limbo that's somehow worse. And thanks to the FIA stance on political expressions, I very much doubt he's going to take a £40k hit to clarify for you or me or anyone (although the irony of the fact that him talking about Tr*mp in mildly positive terms isn't seen as a political expression in itself is not lost on me!)
I'm not gonna defend him, he's made his bed, but equally I do believe there's a scenario where neither of these mean quite what we've all jumped to the conclusion they mean, or at least not the most bad faith interpretation. I've seen people say it means all his comments about women in racing and mental health and Ukraine and for the GPDA must all have been performative and honestly, I think that's an overreaction, but sure, everyone will be more suspicious in that regard when he speaks from now on and understandably so.
I still maintain that he doesn't deserve any more or less grief than Lando or Max or Charles got and I don't doubt there's other drivers who share similar sentiments but just haven't been caught on mic expressing them yet.
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hells-greatestdad · 10 months ago
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Lucifer Stat Sheet [Unholy Crusade] (updated 11/21/24)
Alignment: neutral (true)
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HP: 290
MP: 150
LV: 20
AC: 16
Stats
Strength: High - 18
Dexterity: High - 19
Constitution: High - 17
Intelligence: Average - 15
Wisdom: Average - 14
Charisma: High - 18
Skills:
Hand-to-hand combat: Lucifer is adept at physical combat, using no weapons
Demonic skills
Intimidate: Lucifer can lull lesser demons into submission through access to his demon form. This will mean that they will not disobey his word.
Demon form: Lucifer can summon a fearsome and powerful demon form
Conjuration: Lucifer can conjure up nearly anything he desires
Pyrokinesis: Lucifer can summon and manipulate fire at will (related: he can also breathe fire)
Angelic skills
Shapeshifting Lucifer can shapeshift into a variety of animals
Flight: can summon 6 seraph wings for flight
Teleportation/portals: Lucifer can summon portals, including for travel between the realms. If he has at least some idea of where the destination is, he can create a portal there.
Healing: Being an angel, even a fallen one, Lucifer has healing abilities. However: he cannot easily heal wounds from Angelic Weapons. If at all.
Weaknesses:
Can have an explosive temper. Rage can take over if pushed far enough, especially in demon form
Demon form is closer to base emotions/instincts, meaning controlling emotions while in demon form is more difficult
Prideful: may play with opponents and not take fights seriously unless it's clear there's either a level playing field or the opponent is stronger than he
Items:
Angela's feather (x4) [given to Emily]
A vial (heals 75% HP + haste; double actions for 3 turns)
Ability to summon Lilith's pet snake Penelope and her abilities for aid in battle for 3 turns
Divine Lucifer's feather (x1)
Philza's feather (x1) [given to Emily]
Eden apple slice (x2) [1 used, 1 given to Emily]
Affiliation:
Hell
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wfagamerants · 7 months ago
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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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sharpened--edges · 11 months ago
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A stroll through any bookshop at the moment reveals an array of bright, celebratory volumes, reminding us of women’s extraordinary resilience in the face of injustice. Hillary and Chelsea Clinton’s The Book of Gutsy Women: Favorite Stories of Courage and Resilience, gathers stories of women ‘with the courage to stand up to the status quo, ask hard questions, and get the job done’. (Note the uncanny echoes here of the bullish, phallic insistence, by Boris Johnson and Donald Trump, on getting Brexit done, on building the wall.) British MP Yvette Cooper’s She Speaks: The Power of Women’s Voices celebrates speeches by women through the ages (including by Theresa May). Outspoken: 50 Speeches by Incredible Women from Boudicca to Michelle Obama, by Deborah Coughlin, features some of the same speeches. And MP Jess Phillips is the author of Truth to Power: 7 Ways to Call Time on BS. Her feminist credentials are tightly linked to a posture of defiant truth-telling; she is also the author of Everywoman: One Woman’s Truth About Speaking the Truth. Being outspoken, it would seem, is a requirement of any self-respecting feminist subjectivity; if you’re not talking loudly about gutsiness, are you even a feminist? Discernible in this pattern of feminist publishing is what Rosalind Gill and Shani Orgad have termed ‘confidence culture’, which holds that it is not primarily patriarchy, capitalism or entrenched institutional sexism that hold women back, but rather their own, individual lack of confidence—a lack framed as an entirely personal matter. The valourisation of confidence as a psychological stance is also at work in initiatives such as Gmail’s Just Not Sorry plug-in, for instance, which encourages women to replace phrases such as ‘I’m sorry to disturb you’, or ‘I just wondered if’ with direct, assertive formulations. Confidence culture is evident too in Facebook COO Sheryl Sandberg’s 2013 Lean In, or Amy Cuddy’s TED Talks (Your Body Language May Shape Who You Are) advising women to assume ‘power poses’. These poses supposedly lower cortisol and increase testosterone in advance of intimidating meetings, job interviews or promotion requests, realms in which women are routinely told they are not assertive enough. Here, encouraging women’s individual power and assertiveness becomes synonymous with feminism. It is on herself that a woman must act, and in so doing she simultaneously flies the flag for all women. Confidence is key to achievement while also advancing equality and diversity. It is a form of self-work that each woman must undertake in order to succeed, and in order to respect herself for not having succumbed to the odds stacked against her. Confidence culture’s way of talking to women, in the tones of a cheerleading friend, exhorting positivity and self-realisation (you go, girl!) may be no bad thing; and, sometimes, that galvanizing self-talk in the bathroom mirror can help. And yet this way of speaking to women skirts evasively around a glaring problem: that women are often punished and criticized (they are bitchy, bossy, angry) for precisely the confident, assertive poses and behaviours they are being asked to cultivate. What’s more, these exhortations of positivity keep vulnerability anxiously at bay; they render insecurity or lack of confidence as ugly, abject and shameful—something any self-respecting woman would not feel or at least not express. There is in these modes of address an almost manic insistence on strength; they are at great pains to present women as almost heroically invulnerable. Sara Ahmed describes this ‘zooming in’ on confidence as implying that girls are ‘their own obstacles, in the way of themselves’. As Gill and Orgad put it, ‘if confidence is the new sexy’, then ‘insecurity is the new ugly.’ Is this hierarchy of feeling helpful?
Katherine Angel, Tomorrow Sex Will Be Good Again: Women and Desire in the Age of Consent (Verso, 2022), pp. 15–17.
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minteajester · 6 months ago
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🎪 The Jester's Realm 🎪
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Hey there! My name's Ronnie. I'm a 28-year-old writer, digital artist and cosplayer who loves clowns, cats, animation, horror, oc-making, books, musicals, plushies, fun beverages and too many other things to name. This blog is an assortment of interests and silly posts alike.
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