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dckweed · 10 days ago
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ROSIE!, alpha!simon riley x omega reader
in which captain price sends alpha simon on a much needed vacation to his secluded countryside cabin, but leaves out a most important detail- he has a live in omega caretaker to care for his little cabin when he’s away! and she’s the prettiest, sweetest little thing that simon ever did see..
warnings: alpha/omega universe, mentions/depictions of abuse, smut, pregnancy, kind of forced proximity?, ill add as i go...please note that i know NOTHING about COD but i am in love with the 141 guys and this has been rotting in my brain. no slutty scenes this one, soft simon, PTSD flashbacks/hallucinations mentioned, panic attacks, mental health issues are heavy in this one pookies, as well as mentions of abuse/attempted murder. SIMON SAYS THE L WORD !!!!
oh my loves its been too long! i wanted this one to be so much longer (we were supposed to meet johnny in this one originally), but due to my hand injury i can't type for long periods of time (really can't go more than fifteen minutes) on my phone or on my laptop, i am unfortunately not making any progress in healing (im losing range of motion, lots of tingling and swelling and pain still unfortunately..ortho wants to do an mri & shit now because this was supposed to be healed by 6 weeks nd its been MUCH longer than that)..also i recently went on my first ever vacation..i also went to my first bar/nightclub while on vacation and it was nuts!! how have you guys been? what are our thoughts on this chap?? what do we think will happen next??? what are your hopes and dreams for rosie & si, i love hearing yalls input !!
series masterlist here, series playlist coming soon!
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CHAPTER SIX: the life i lived before 
it was a long, quiet process to clean up all of the mess you’d made. Silently you knelt next to him, knees still bloodied as you picked up all the bits of glass that were too big to be swept, kept close to him, letting the warmth of his body and his safety wash over you and your wolf, let it soothe you from the outside in. 
He didn’t ask questions at first, didn’t try to stop you from helping either, handed you the trash bin so you wouldn’t have to walk across the floor, handed you the broom and dust pan. Helped you up off the ground when he saw how shaky your legs and arms were, a kiss to the crown of your head as he pulled you against him. Your body sags with his arms around you, like it finally stopped being on edge, finally recognized the safety you had. 
For what it’s worth, he takes the liberty of opening the basement door and picking up the laundry basket, you hear his heavy footsteps clamber down the rickety old stairs as he goes, hear him muttering to himself but you dont hear what he says, can’t make out the words over the sound of the washing machine starting, of the lid on the top loader slamming. It makes you jump, the dust pan clattering from your hands as you dump it in the bin. 
“alrigh’ Lovie?” You hear him call softly, footsteps coming back up the stairs, gentler than when they went down, but in less of a hurry, less frustrated. 
You’re just bending over to pick it up when you see the top of his head cresting the stairs. “Ye-yeah..just dropped it..” You muster the words, heart thudding in your chest still, but calmed enough that it doesn’t hurt anymore. “Simon..” He’s at the top of the stairs now, hands on his hips as he surveys the mess that’s left, your blood streaked on the hardwood, grunts at his name leaving your lips, eyes slowly meeting yours. 
“I’m…I’m sorry you had to see that.” His eyebrows knit together in that way they do when he’s trying to figure something out, tongue pushes against his cheek like he’s trying to think of words to say. You think he looks upset, but you can’t tell if it’s at you or if it’s at the mess you made. “I..that..it hasn’t happened in a long, long time..i-i won’t let it happen again.” You can’t even look at him, eyes dropped to the floor by his feet, cowering in on yourself again, tensing like you’re expecting him to say something mean. You deserve it. You think. What kind of idiot does that? 
He lets a long breath go through his nose, opens his mouth like he’s finally found the words he was looking for. “Let’s get you cleaned up, lovie..” His voice is gentle, calm as it washes over you. No hint of anger or frustration that you’re used to when you mess up or do stupid things. “Nasty business getting all that glass out of you..up you go, babygirl..” He’s across the kitchen before you know it, three long strides and suddenly he’s got his hands crooked under your armpits, lifting you with such ease and setting you up on the top of the island, legs spread as he notches himself between them. 
You grip the front of his shirt almost instinctively, fisting it tightly as you look up at him, mouth parted and eyes wide, still shocked that he can lift you like that, shocked that he’s being so nice and sweet to you still. You’re going to ask him a question, ask him why, but before you can get the words formed on your tongue, his hand is gripping your chin, forcing you to look at him, brown eyes looking fierce. 
His tongue darts out, licks his lips before he speaks, voice gruff and thick. “Do not ever apologize to me for something that you can’t control, d’ya hear me?” You nod as much as his grip will let you, fingers holding your jaw too tight to let you speak. “I don’t know what that was, don’t know what was going through that pretty little head o’yours but I know that whatever it is, I don’t like it. My job is to protect you, to keep you safe, even from things I can’t see, I need you to let me in..I..even if it hurts me to hear, I need to be able to help you, ri’ lovie? Tha’s my job as your Alpha, innit?” 
Another nod, more tears forming in your eyes now. His words are too sweet, too good to be true that voice in the back of your head whispers. She over talks it though. He needs to know, little one.
She’s not wrong. He does need to know, you’re not stupid enough to think that you can go on like everything is normal after a scene like that. After you went absolutely deranged. 
“I’m not asking you to tell me right now, but..someday, soon, I need you to, okay?” He kisses your forehead, lingers, one hand pressing the back of your head foreword, burying your face in his chest. “..scared me, lovie..didn’t know what the hell to do, or what was happening..but, I got you, yeah? Always got you..” 
“I know..” You whisper, wrapping your arms around him, and for the first time ever in your life, you feel safe. You feel loved. Because of him, because of this big rough man that wants to fight your demons, because he let you feel vulnerable and weak with him. Because he doesn’t see just an useless, spineless omega  or a cunt to breed, because he sees his sweet Rosie, his mate, the only one whose ever carried his mark, the only belly he’s ever tried to put one of his pups in..the only person who he’s ever felt the need to kill on sight for, the need to protect at all costs, to love and provide for.. “I know..” 
Another kiss to your forehead as he pulls away, taking a step back. “Don’t you fuckin move, yeah? I’ll be right back.” He practically runs up the stairs, you hear his heavy steps thudding down the upstairs hallway, hear the bathroom door open, the cabinets slam..he comes back just a couple minutes later with a first aid kit gathered from random supplies. “Good girl..” He practically growls, setting the kit down beside you, kneeling down to the kitchen floor. 
Your feet dangled, brushing against his shoulders with him crouched down that low, toes wiggling as you kicked them back and forth absentmindedly. He tears open a couple of packets, brown eyes looking up into yours, your heart catching in your throat when you see the metallic glint of a sewing needle and a pair of tweezers. “Gonna hurt a bit babygirl, promise i’m not doin’ it on purpose, lovie..” He presses a kiss to one of your ankle as he lifts the foot up to rest on his shoulders, then one to the inside of your bloodied knee, lip getting caught on one of the shards of glass still stuck in it. 
“You’re bleeding..” You whisper, watching him with wide, worried eyes. It pools on his upper lip, one big dark bead of crimson before it drops down to his plump bottom lip, staining the pink of the skin that dark red, you watch it travel down more, rolling down the stubble starting on his chin, down down down past the little scar that sits there until you lift your other leg without thinking, rubbing your polished big toe against the bottom of his chin, catching the bead of blood before it could roll off completely and splatter on the ground. 
His eyes are on you the whole time, pupils dark and blown wide. You feel his warm lips on your foot, kissing it..then..feel the wet heat of his spongy tongue running along the side of your toe where the blood had dribbled, eyes never leaving yours. Your breath catches, your pussy clenches and your heart lurches.. “Simon?” 
He hums, licking his lips, smearing the red with his tongue. “S’no use havin’ my spilled blood marring your pretty skin, lovie..” His big hand cups the leg thats propped up on his shoulder, the other coming up, glinting with the tweezers in them. “I’d rather my lips be cut up and bloody over your knees any day..s’shame watchin’ you bleed out like this, all that pretty red of your life gettin’ everywhere..s’okay though, babygirl, i’ll fix it for you.” 
He’s so gentle with the way he does it, humming some tune under his breath as he works the tiny bits of glass out of your knee & shin. Murmuring about how good you’re doing, whispering that he loves you against your still stained skin. It makes your heart melt, your tummy flutters..it felt like you had the whole goddamn zoo running around inside of you watching him like this, on his knees before you, so soft and so gentle when you knew that wasn’t his nature. 
You weren’t exactly sure when you decided to start talking about it, but somehow, it slipped out..and when it started, well, it just kept going. “I was the only omega..” You whispered, voice thick with the emotions, face scrunched as if it hurt to say. You hissed when he pulled out a particularly sharp piece, the air hitting the open wound. He mutters an apology, looks up at you like he wants you to continue. “All of my siblings..they were all..alpha’s, i think two of them were beta’s..I was never allowed to interact with them much, you know? He..he kept me separate from them, always said i would taint them with my weakness, that I didn’t deserve to be in the presence of such strength, perfection..” 
He snorts, his eyebrows furrowed in that way they did when he was frustrated with something, trying to figure something out but it was proving to be more and more complex..you’d seen him stare at the crossword in the newspaper like that the other day..at the garbage disposal when it stopped working and backed the whole sink up. He worked his fingers though, taking out shard after shard, steady. 
You kept speaking. “I killed my mama.” He looks up at you then, nearly drops the tweezers. 
“Baby-” You cut him off with a shake of your head, bite your lip. 
“I..i know I didn’t actually kill her, Si,” You whisper, a sniffle escaping you. “But, I spent every day of my life until John found me being told that I did..that my existence was the reason she was dead, because she took her last breath while I took my first.” The look on his face is one of pain, like it hurt him to hear you say that. You thought it was funny that it hurt him like that, when it had stopped hurting you so long ago and had simply become a fact. A truth that you lived with daily. “I..don’t know anything about her, you know? He never talked much about her except for reminding me that I was the reason she no longer existed. He wasn’t cruel to my siblings, so, I liked to imagine that he wasn’t cruel to her either, that he must have loved her in some way otherwise he wouldn’t have been so angry at me for existing while she doesnt, you know?” 
You whimper as he pours some rubbing alcohol over that first knee, finished pulling all the bits of glass out. He blows on it, cool breath soothing the burning. “Shh, baby..” He whispers, deep voice gruff. “Gonna need a couple of stitches on some of these, couple of shards were pretty deep..looks about the same on the other knee too..” 
You watch as he threads the needle with such steady hands, despite the shake you heard in his voice. “He kept me in the basement.” His hands still again, you stare at the basement door. “Kept me..as a glorified maid. Beat me black and blue whenever he had the chance, always reminding me that i exist because she didn’t and that he could never forgive me for that..” The noise he makes is concerning, but he doesn’t look up at you as he pushed the needle through your skin, doesn’t flinch when you cuss him out for a second. “I think he tried to kill me sometimes, you know? But my wolf..she was weak then, he never let me..let me you know..let her out..never..but she was always there” You  felt her soft embrace in the back of your mind as you spoke, couldn’t keep the smile off of your face. “I think she’s the only reason I survived. That, and John..”
“You know, i never touched grass before?” He drops the fucking needle at your words, just finished tying it off, pulling the thread with his teeth. 
“Whatdya mean, lovie, you go outside all the time..” Oh, you loved this big soft man, clueless as he was sometimes. 
“Yeah, because I’m allowed to now.” You whisper. “My dad..I wasn’t allowed out of the house. He told everybody that I died with her, I wasn’t supposed to exist to anyone but the people who lived in our home..” He kisses your knee, and when he looks up at you, you swear you see tears in those beautiful eyes of his. “He um..one of my last nights there..he..he had grabbed me by the back of my head, tore chunks of hair out after i had dropped a glass when he yelled at me, i dropped down to pick it up, but I wasn’t moving fast enough, even with half the bits stuck in my legs..he..he dragged me up off the ground and he tossed me down the basement stairs, broke some ribs, hit my head so hard that I blacked out and im pretty sure I had a concussion..”
“Baby-“ You cut him off with a shake of your head, not done just yet as he starts working on your other knee. 
“He left me down there for days, in and out of consciousness, door locked..no light..nobody came when i begged for help, for food, water..” Your voice wavers, and you have to look away from him, can’t bear to see the tears in his eyes. “My wolf, she kept me alive, nursed me from the inside out, even though she didn’t really have the strength..nearly killed herself in the process im sure..felt like my whole mind was ripping apart.” You remember the next part so vividly, like it had happened yesterday. “One day, my dad had John over, i still to this day don’t know what for..probably to try and marry off my older sister would be my guess, to make strong alpha babies for him..but..my wolf..she..she did something, was somehow able to catch his attention even locked in the basement..John..he carried me out of there, brought me here…”  You’re not sure how to tell him that your father tried to fight him, tried to tell him you were just the drunken maid. Don’t tell him that John damn near cried when he looked down those stairs at you crumpled in a heap. 
You don’t even feel the glass coming out anymore, barely register his fingers. “I wasn’t even a person when he saved me, Simon. I didn’t even have a name, didn’t know how to read or write..i still can barely do it sometimes..” You don’t think you have it in you to say anymore. “He..John was so kind to me, so gentle and sweet..if it wasn’t for him, i don’t think i’d be here today. I think I would have died in that basement.”He works so reverently, brow furrowed and eyes hard as he stares at your knee, fingers working quickly but gently. He doesn’t say anything for a long while, and for the most part you don’t expect him to, you don’t even think you want him to. That was a lot to dump on him, especially after putting him through the freak out that you did. It’s not until he’s tied off the thread in your other knee and kissed it with a gentleness that even you don’t expect from him that you hear his voice. “But you didn’t die, Rosie.” You see the tears in his eyes as he looks up at you from where he sat still at your feet, one big hand wrapped around one of your ankles, thumb rubbing against your skin soothingly. “You’re here now, and you’ll never be unsafe again..you’ll never not be loved, by me, or by John..we’re your family, lovie, and in our family we take care of each other, protect one another, even when we think we don’t need protecting, even when we think we don't deserve to be taken care of, because we love each other..I love you, Rosie..” 
taglist: @wise-owl @bingoz @astrxsee @gazsluckyhat @howlerwolfmax @thisbitch-6 @littlelovebug98 @ungodlydilf @madsothree @rosallels @brilliantbecca94 @jaxz21 @mk-kbtbb @silas-aeiou @kelbowmacaroni @kittygonap @eremika104 (i cant remember if you asked to be tagged in this series but im doing it anyway) @cherryblossomc0llective and if i forgot anyone, please comment down below!
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evilmeanlesbian · 3 months ago
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My Mods
beware.. i have way too many.
Default Replacements
Monotone CAS Screen
Clean UI
Modern Map Tags
Fresh Cut Day Lighting w/ Lucky Palms Water
Default Hairs: x x x x
Default Eyes: Pinstruck Eyes N1
Default Skin: Huckleberry Pie
Default Beards: x
Eyelash Mesh Terminator
CC Icon Replacement
Thumbnail Camera Edit
Better Ingredients Thumbnails
CAS Animation Edit
Gameplay
Get Pumped
Knitting Skill
Afterschool Activities: x x
Dexter the Bear
Get Drunk
Moar Interactions
11 New Deaths
Nosy Sim Interactions
Pool Jobs for Lifeguards
Resort Buffet: Choose Food
Set Table
Supernatural Babies
Functional Baby Carrier
More Baby Interactions
More Pregnancy Interactions
More Toddler Interactions
Sims Can Hand Over Babies/Toddlers
Toddlers Can Sit With Sims
Attend University Online
Growing Pains
Layoffs
Let Me Take a Selfie
Sunscreen
Plantsim Powers
More Romantic Interactions
Fixes/Overhauls
Harvester Fix
No Auto Formalize for Proper Sims
Spicy Animation Fix
No More Gloves with Outerwear
Traits Enabled for All Ages
No Fridge Shopping
Carpool Disabler
Same Zodiac for Twins/Triplets
Learn Recipes via TV
Easy Variety Attraction
Name Randomizers
Free Your Klepto
Play in Ocean Fix
User-Directed Scolding
Catalog Search
Auto Wash Hands
No Sleeping Through Uni Lectures
No Camera Fade on Sims
Pigtails Fix
No Intro
Pets Need Less Space
Better Greet
Zodiacs Match Season
Toddler Routing Fix
NPC Romance
No More Peeing or Passing Out When Terrified
Recipes
CC Loader
Breakfast at Twinsimming's
Date Night Dinner & Desserts
Mermaid Recipes
NRASS
Career
Debug Enabler
Go Here
Hybrid
Master Controller
Mover
Overwatch
Portrait Panel
Register
Sleep Freedom
Story Progression
Tagger
Traveler
Woohooer
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team-seraphic-official · 2 months ago
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Thank you so much for supporting us as we create ExtraColonist! We are now officially the largest IWATEX mod and just hit 400 members on our Discord so there is an exciting reveal attached... Helios silhouettes!
Our patreons voted on what to reveal, and they wanted to see a teaser for our future crash-landed characters. Do note that there will be 5 main Helios, but only 4 are complete- that's how early you guys got us here! What do you think their augments and personalities are?
and don't worry, progress will be moving smoothly and faster than our first year from now on! We have a clear workflow and thorough mod loader created during this first year.
So let's see what we've been working on since we founded...
April 2024 to March 2025
Art
39 cutscenes
13 backgrounds
78 cards made
50 full character sprites made (multiple expressions each)
18 map sprites drawn and animated
125 emotes
9 character redesigns
4 characters discarded
7 sol accessories
19 celestial tier artworks
72 cards coded in
3 music tracks made
78 memes (internal)
Main menu extended background and logo change
Designed website and reveals template
2 trailers
Writing
Writing fully complete for the first 3 game years
Lore expansions
Full character outlines and documentations
All heart events outlined
New endings conceptualized
Alterations to existing events
Year 1 artbook
Coding
Custom gear capability
Pronouns can change with life stage
Childhood friend mechanic
Full compatibility with other mods
Death capability
Custom music capability for specified events and seasons
Characters can spawn in expeditions
Custom collectables
Custom pets
Pet aging mechanic
Custom map spots per season
Main menu revamp- scrolling capability and new images
Animated map sprites
Lowered memory usage
Load recources at start of game + custom loading scene
Expanded upon dating capability
Custom endings and backgrounds capability and in gallery
Custom credits
Character can optionally age past 20 capability
Disable mods without uninstall (patreon request)
Indicate which mods are active on savefiles
Most remaining exoloader removed and replaced
Complete codebase refactor error reporting and better performance
Custom locations
All vanilla characters, cards, locations, collectables, and jobs overwritten
Collectables scroll bar implimented
Seasonal background changes
Non-windows capability
Sol sprite editing
Random number within range exoscript extension
63 cards coded in
All year 10 characters coded in
Year 10 fully coded with 11 started
BUGS FIXED
Overridden characters stop becoming a woman
Fixed week not being found in saves
Fix for spaghetti characters on slower PC
Fixed animation speed on slower PC
Prevent invalid songs from breaking code
Fixed anne not showing up
Fixed some invalid peri choices & sprites
Fixed wrong use of quotations being used in dialogue
Other
Seraphic LLC registered
400 Discord members
510 unique mod downloads
36 nexus endorsements
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wheelsgoroundincircles · 1 year ago
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FORD MUSTANG BOSS 302
BOSS-A-NOVA!
They called it The Boss and for two short years it ruled the muscle car scene in the US, establishing itself as one of the greatest road and race cars of the era. Now, it’s one of the most collectible.
In 1960s US street lingo, if something was ‘boss’ it was cool, tough, the best. And the 1969 Boss 302 Mustang wore its badge with pride. It launched just four and a half years after the first Mustang was revealed to critical acclaim and record sales. Yearly updates to keep Mustang fresh in the face of tough new challengers from General Motors and Chrysler (particularly the Camaro) resulted in the once lean and pretty ’Stang muscling up, both in body shape and under-bonnet brawn, and the 1969-70 Boss models were the zenith of Mustang styling.
Thereafter, Mustangs became increasingly bloated and anaemic as the 1970s fuel crisis and stricter pollution laws cut horsepower and stylists lost their way; the rippling flanks and thrusting nose of the late 60s/early 70s cars gave way to boxy, bland designs. That early look would not be recaptured until 2005, when new Mustangs were given retro styling.
The Boss 302 was launched at the same time as its big-block brother, the Boss 429. Both were positioned as competition specials; Ford wanted to homologate its 302-cuber for Trans-Am and the 429ci monster for NASCAR. In fact, Ford went wild with engines between 1969-70, offering nine V8s – the ‘economy’ 302, 351 Windsor, 351 Cleveland, 390, 428 Cobra Jet, 428 Super Cobra Jet, 429 ‘wedge’, Boss 302 and Boss 429.
For the Boss 302, Ford’s high-compression 302ci small-block V8 was beefed up with four-bolt main bearing caps and redesigned ‘Cleveland’ cylinder heads with bigger inlet and exhaust valves, and ports that allowed the engine to breathe more efficiently.
These ‘semi-hemi’ heads were based on the Ford 427ci racing engine’s combustion chambers, and a balanced forged steel crankshaft and forged steel conrods allowed the engine to handle high rpms for sustained periods. A single 780cfm four-barrel Holley carburettor sat atop a high-rise aluminium inlet manifold, while a dual-point distributor, high-pressure oil pump, windage tray and screw-in welch plugs were further indications of its competition intent.
A rev limiter was fitted, progressively cutting spark from 5800rpm to 6150, but it was easily bypassed and the Boss 302 could reportedly keep making power up to 8000rpm with minor mods. In the muscle car marketing war, Ford claimed a peak horsepower figure of 290bhp at 5800rpm (the same as the Camaro Z/28), but that was extremely conservative.
Two four-speed manual Top Loader transmissions were available: a wide-ratio ’box with Hurst shifter more suited to street and strip use, and a close-ratio unit for racing. Adding to the race or road options list were four diffs: the stock 3.5:1 nine-inch, Traction-Lok 3.5:1 and 3.91:1 and the No-Spin 4.30:1 built by Detroit Automotive. Axles and diff centres were also strengthened to take the loads.
Suspension was also race-inspired with heavy-duty springs, shocks and sway bar up front, and Hotchkiss-style rear suspension with heavy-duty leaf springs, sway bar and staggered shock absorbers. The left-hand shock absorber was bolted behind the axle and the right in front, to reduce axle tramp under acceleration. Amazingly for such a high-performance car, braking was still only discs and drums with power assistance.
Ironically, the Boss 302’s sexy shape was styled by former General Motors designer Larry Shinoda, who is often credited with coming up with the Boss moniker. When asked what he was working on, he replied, "The boss’s car", a reference to new Ford president ‘Bunkie’ Knudson, who was also ex-GM and had recruited Shinoda to Ford.
While the wheelbase remained unchanged at 2740mm, the ’69 Mustang was 96.5mm longer overall to accommodate all the V8s offered, although the big-blocks still had to be shoe-horned under the bonnet. Shinoda’s ’69 Boss 302 was also one of the first production cars to offer an optional front air dam and adjustable rear wing, and his use of high-contrast black panels, rear window SportsSlats, and go-faster stripes made the Boss a real attention-grabber. The ’69 was also the only quad-headlight Mustang, a feature that was dropped for 1970 models.
In 1970, American Hot Rod magazine dubbed the 1970 Boss 302 as "definitely the best handling car Ford has ever built", while the conservative Consumer Guide called it "uncomfortable at any speed over anything but the smoothest surface". Unique Cars resident Mustang maniac, ‘Uncle’ Phil Walker, never read the Consumer Guide review, but even if he had it wouldn’t have stopped him buying the immaculate 1970 Grabber Orange Boss 302 you see here.
Phil already has his beloved 1966 Shelby GT350H, but the Boss 302 really got his Mustang juices percolating. And he wasn’t alone, because the first Boss he saw, some 43 years ago, is still one of Australia’s most iconic race cars: Allan Moffat’s Trans-Am racer. Phil remembers it clearly.
"I saw Moff race it Calder and I was inspired to own one," Phil recalls. "It was the most aggressive-looking car; its stance was something you had to see to believe. It looked like it was doing a million miles per hour when it was parked.
"My Boss was originally a one-owner car and I bought it from a friend of mine in California, Dave, who I also bought my Shelby GT350H from 19 years ago. Dave found it in a barn with a blown engine, but in otherwise pretty good condition.
"The lady who owned it from new didn’t realise it had a high-compression engine and had run it on standard fuel. When it blew up she just parked it.
"Dave did a nut-and-bolt restoration over two years, then put it up on his hoist. He didn’t want to sell it, but I got my way in the end – unfortunately he had the last say on the price (laughs). I didn’t even bother to test drive it; I knew it was a good car. It had 21 (new) miles on the odo when I picked it up and only 54,000 miles in total."
Since then, Phil has only put a couple of hundred miles on the car, but that’s enough for him to have bonded with it.
"I’ve only had the Boss since January and it’s growing on me. It’s different to the Shelby. It’s bigger and very low.
"The engine is incredible. Dave is one of the best engine builders in California and when he rebuilt the 302 he changed the cam spec. US camshaft technology was okay in the 60s and 70s, but if you had a big-cam muscle car they wouldn’t idle and they were terrible for driving in cities.
"A proper Boss engine can rev to 8500rpm all day and for a V8 that’s pretty serious. But they’re not renowned for low-down torque; it starts coming on from 3500rpm. My car still has a solid-lifter cam, but it pulls like a train from 1200rpm in top gear and I can drive it around at 1500rpm in top all day.
"It’s got the four-speed close-ratio Top Loader with the long first gear and with a 3.7:1 rear end it does about 55-60mph (89-97km/h) in first gear. It bloody goes!"
Phil is a fussy bugger and his cars have to look just right, so Russell Stuckey from Stuckey Tyres has ordered him a set of genuine 15 x 8 Minilites from England to replace the standard Magnum 500s.
"I want it to look like the Parnelli Jones race car, and to get the stance I want it’s going to have 275/60s on the rear and 255/60s on the front. At the moment it’s a pretty car that is tough, but I want a tough car that looks tough. And that’s all I’m going to do to it."
After his first real fang in the Boss, Phil felt that his Shelby would be half a lap in front at the end of a 10-lap sprint at Sandown, but now thinks the Boss would be quicker. We might have to put both to the acid test one day. What do you mean "no way", Phil?
It was a nervous Phil who turned up at a Melbourne storage facility in January to pick up his new Boss 302. So nervous, in fact, that he took along Unique Cars art director Ange and a sturdy tow rope – just in case.
The storage people were even more apprehensive – they had been warned about just how anal he is with his cars, as he explains: "The lady there said, ‘You must be pretty fanatical because we’ve been given strict instructions that no one is to touch the car except you’." Fortunately, the car arrived in pristine condition.
"I was pretty excited, I’d been waiting for seven weeks," Phil laughs. "I took the car cover off it, fired it up, and it drove home like a brand new car. It was as good as I thought it would be. I spent the next three hours washing it."
Sounds like our Phil.
PARNELLI AND ME
Three years ago, my mate Dave and I were invited to a Trans-Am dinner at Portland International Raceway where Dave was racing his 1970 Trans-Am Boss 302 and I was crewing for him.
When we were driving there we noticed this black Mercedes following us. When we stopped it did too and this bloke got out and said, "I noticed you guys back at the hotel. You’re going to the Trans-Am dinner aren’t you? I’m lost." It was Parnelli Jones!
I jumped in with him and when we got there I ‘invited’ myself onto Parnelli’s table, which also included Pete Brock – the guy who designed the Shelby Daytona Coupe. There was I, Mr Nobody, with all these US racing heavies, but Parnelli was a real gentleman, not up himself in any way.
The next day they had free lap time at Portland and, when I saw Parnelli there with Ford’s new ‘Parnelli Jones’ Boss 302 tribute Mustang, I asked if there was any chance of a ride and he said jump in. We did 10 laps and the guy hadn’t lost any of his ability; my eyes were getting bigger and bigger coming into the corners.
It was a great experience that I’ll never forget. – PW
IT's MINE...
Moff’s Mustang is probably the most iconic Australian racecar and after seeing it I was inspired to own a Boss Mustang. Then, about 25 years ago, I went to Pebble Beach in Monterey for the first time and saw a 1970 Grabber Orange Boss 302, which was the colour Parnelli Jones raced in Trans-Am. That day I knew I had to own a Boss. It was the car I’d always wanted after my Shelby, which was my lifelong dream car.
My Boss 302 is fully optioned, including the Shaker, extra side mirror, tacho and rear louvres, and it’s got a lot of wow factor. When you drive down the freeway, you get the thumbs-up from all sorts of different people. I think it’s the colour.
It’s closer to show standard than my Shelby. It’s got the paint marks on the tailshaft and all the little concours details, but I’m never going to show it; I’m not into that.
The 1969/70 body shape is still the best. Ford got it right then, but lost the plot after that and it’s reflected in their collectibility today. – PW
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swimsauce · 11 months ago
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I think my biggest gripe(not really a gripe just like an area of interest tbh) with the Murderbot Diaries is that it doesn't really focus on the bots enough. In the MBD universe, there are basically 3 different varieties of sapience. You got the humans/altered humans(organic and organic with mechanics), bots (mechanical) or constructs (organic and mechanical combo). The series has Murderbot, a construct, be out pov character, and them being a combo of both bot and human parts gives the perspective (and isolation) from the two main groups. We spend a lot of time with humans, which is fair, they are the reason bots and constructs exist in the state the do and are the dominant force in their society. But I wanna know more about bot culture. MB’s interactions with only bot culture has been relatively limited, the only time they were around a mainly bot group was with the loader bots on Perseverance. Perseverance, while much more progressive on bots/construct freedoms is still limited because bots/constructs must still have a guardian human to preside over them(i know they were trying to make a change to that rule but it isn't really expanded on if it changed or not). Now I do feel like the universe has shown how bots having rather diverse and interesting perspectives and lives, from ART who is so above other humans and bots it is kind of isolated from other bots of its kind, to Miki who seemed to have a human family and was not familiar with other bots. 
I really like how MBD handles sentience, from our perspective as the readers and parsing through MB’s pov, we know that bots,constructs and humans are all sentient beings, however how they view the world differently. And for a narrative about what it means to be “human”, that is neat. I think that's an interesting answer to the continuous sci fi dilemma of “can a robot be sentient”. The answer is yes, it's just gonna be different than a human's view of the world, and their roles and wants/needs will be different and that's ok. Bots in the MBD universe are in such a precarious position, with their sentience consistently in limbo and always able to have their agency taken away. It's such a sad and demeaning position that they are in with the current CR control and human dominated society that will always have the final say over how bots can operate. I would like to see more of the bot side. Maybe like an exploration of more bot experiences in the future. Like how are other rogue bots out there doing? Are there like little robot enclaves or societies outside of the human dominance we have seen them under? I guess I wanna see a story about that and how MB would feel about it, to be not just free from their oppressive systems of the CR, but also in a space that doesn't have humans. How would it be similar and/or different to living in a human dominated society? How as a construct would they fit in or stick out? 
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locus-desperatus · 8 days ago
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Hi, I just wanted to share some cemetery photos cause this stuff doesn't get talked about a lot
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There are tons of wildlife in cemeteries, especially wooded ones like the one I work in. This is one of six coyote pups living in our woods this year. Mom is around, but apparently does not have a strict bedtime. Other animals I have encountered include: salamanders, frogs, possums, rabbits, and beavers, as well as blue jays, hummingbirds, woodpeckers, crows, hawks, eagles, and so many more.
Also pictured is our 1954 Massey-Ferguson TO-35, it has a massive front loader attachment on it. Affectionately nicknamed "Tractorsaurus Rex"
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This one is just 🤌🏼
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Some progress photos of a marble monument I'm working on restoring.
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Did you know that the USPS ships cremated remains? This person passed in another state, and was shipped back to us to be buried beside their spouse.
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This is a concrete block with a name stencil blocked into it. It was likely made by the cemeterian at the time (<1950). There are hundreds of these all over the cemetery. Since they're small, it's easy to lose them, so I'm glad I was able to rescue this one.
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Two more monuments I'm restoring. The first one has to be cleaned, re-levelled, and infilled with mortar. Then, I can re-attach the tablet. The second tablet was hit by a car and snapped. I used knife-grade epoxy to secure the pieces back together, and now it's almost good as new!
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This is a worst-case scenario... We were digging a grave right next to the drainage line. Unfortunately, the drainage line is a corrugated pipe that's old as frick and filled with roots, so it was continually pouring water into our hole. We were pumping water for four straight hours, and we still weren't able to keep it from filling the burial vault once it was placed. Thankfully, the family was very understanding of our struggle here.
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Birds like to rip the flags off of gravesites and use them to make nests. This one fell out of a tree after a storm.
Anyway, if you've read this far that's pretty cool have a good day!
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satoshi-mochida · 3 months ago
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Lollipop Chainsaw RePOP ‘Nightmare Mode’ update launches in April - Gematsu
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Dragami Games has will release a free update for Lollipop Chainsaw RePOP in April that adds the new mode “Nightmare Mode,” the developer announced.
Get the details below.
What is Nightmare Mode?
“Nightmare Mode” is an additional content update in which Juliet awakens as a legendary zombie hunter. This mode becomes available after achieving a happy ending in either Original Mode or RePOP Mode. The setting of this mode is San Romero High School, enveloped in a dark and immersive world within Juliet’s dream. Similar to the Original Mode, the game progresses stage by stage, starting from the prologue. While the story and dialogue remain the same as in the Original Mode, all zombies appearing in this mode have been replaced with named zombies. Additionally, the “Voices of Darkness” enemies have undergone parameter and behavior changes, making them even more formidable. In Nightmare Mode, players can obtain various items that awaken Juliet’s latent abilities. By collecting these items, Juliet will fully realize her potential as a legendary zombie hunter, allowing for high-speed, acrobatic battles on an entirely new level.
Unleash Juliet’s Full Potential as a Legendary Zombie Hunter!
In Nightmare Mode, players can acquire the following eight Awakening Items to enhance Juliet’s abilities:
High-Power Dumbbells – Increases attack power.
Speed Armband – Increases attack speed.
Winged Sneakers – Increases movement speed.
Power Engine – Increases chainsaw movement speed.
Smart Chip – Speeds up Sparkle Hunting effects.
Chain Motor – Speeds up slicing QTEs.
High-Speed Loader – Increases blaster fire rate.
Special Backpack – Increases max ammo capacity.
Among these, the High-Power Dumbbells and Speed Armband will be available at the start of Nightmare Mode. The other items can be purchased from the in-game shop within the mode. Additionally, by clearing up to Stage 6, players can obtain the legendary zombie hunter skill “Aura of Legend,” which enlarges Juliet’s chainsaw and expands its attack range. These awakened abilities can also be carried over to other modes (Original Mode, RePOP Mode, and Time Attack). With a few exceptions, players can toggle their effects on or off from the options menu.
Lollipop Chainsaw RePOP is available now for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, Switch, and PC via Steam.
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wholelottatransbians · 1 year ago
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How about a Bakugou Kasumi snippet
"Ah come on!" Hatsume dragging her out to work on Support stuff was barely a surprise. It was just one of those things she learned to expect.
Watching her try to rip the locked door open was certainly something, Kasumi had to guess.
"I think it's locked."
"I know it's locked! Why is it locked, I thought Power Loader let us work on personal projects whenever we want?!?"
"Well, first, it's Sunday. Second, its 7AM. Third, the fact you reduced your workbench into a pile of ash yesterday."
"It was for progress! You know, eggs and omelettes and all that."
"Pretty sure that's not how that works." Seeing that Hatsume was dangerously close to trying to chew through the lock, she stepped in. "Look, I have some errands I needed to run today. Do you want to join me? It's probably more fun than... whatever you're trying to do."
"Fine." She dropped off of the door handle. "It would be more productive than staying here. It's a date!"
"It's a date. It's a date. It's a date." Well, fuck. Kasumi was not prepared for that. Now she had to work around that mental landmine, shame she's pretty cut-
"I could stop by the hardware store. Pretty sure I could find a screwdriver that fits these..."
"Hatsume, no."
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acecranesindia · 3 months ago
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Engineering Excellence, Powering Progress! ACE leads the way with cutting-edge, high-performance machinery designed for every challenge. From cranes to loaders, we bring strength, innovation, and reliability to your job site.
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c7thetumbler · 11 months ago
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Quick Game Reviews: April through July 2024
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I fell behind and now I wanna catch up. Also, I have not installed illustrator on my new computer yet, so no new banner for you
Backloggery launched their site remake, which is the website I use to track my games. If you haven't checked it out yet, here's my page: https://backloggery.com/c7_the_epic
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Unpacking (Steam)
Logo is from the Steam Page
I actually played this one at the end of March but forgot. That's not an indictment in anyway on this game, I actually quite enjoyed it. I'm just forgetful AF.
This is an organization game with a plot where you follow the life of the person whom is moving throughout their years and help them unpack during these moves. You don't directly hear much about their story, however through the clues as to where they moved and what items continue or are left behind they manage to convey a really compelling narrative.
As someone who has gone through several moves myself, including some of the same move scenarios in the story, this one really resonated with me. The gameplay is fun if you like puzzles with multiple solutions and the aesthetics of decorating, but I found myself constantly wanting to open the next box to see what items made it or move onto the next stage so I could learn more. There's not much replay value to someone like me, but I'd still recommend it myself.
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Mario Golf (Switch NSO GBC)
Screenshot from my Switch
This was one I had as a kid and decided to revisit, since even though I was really bad at video game golf, this game has a lot of charm. The world around golf, with challenges, secrets, and a level up system that adds to it all and makes it feel like even failure is progression.
That being said, this game is hard. I'm glad I played it with the NSO rewind and save states; I never would've beaten this normally and it still took me a long time. Like the Game & Watch Gallery games, it has a lot of really great visuals that are iconic for the GBC era. Unlike Game & Watch Gallery however, you can beat the game without ever interacting with any Mario characters! They don't show up until you've done everything in the main world, and then suddenly you get an invite letter that takes you to Peach's castle where you can participate in a final tournament with the Mario gang.
The charm and effort put into this game makes it an iconic entry in Nintendo's history, however don't go into this if you don't already like video game golf or expecting a lot of Mario specifically.
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Seal World (Steam)
Screenshot is from the promotional screenshots on their steam page
My steam wishlist has a lot of Indie 3D platformers on it, so occasionally I check it and something goes on sale and I pick it up. This game looked very silly but cute, something that could've had a lot of love underneath it like Lil Gator Game.
This is however a pretty straight-forward game. Not really any challenge or depth with its platforming, the collectibles are for the most part pretty easy to find, and it's a very linear experience. Really its draw is it's humor, which is fine but gets pretty stale by the end. It's not a long game by any means, and while it's not a bad game I can't say I'd recommend it as anything more than a silly experience for a couple hours at most.
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OpenRCT2 (PC Download, requires owning RCT/RCT2)
Logo from their fandom wiki
Youtube recommended a Roller Coaster Tycoon expert (MarcelVos) who releases incredibly in-depth video about mechanics and challenges in the original Roller Coaster Tycoon games and it made me want to revisit them. I didn't spend a whole lot of time with it (only beat the first round of scenarios for each) but it was very fun to look at it with improved features and a new light on the mechanics that make the game a lot less stressful.
OpenRCT2 streamlines both games to play better on modern PCs and fixes a number of bugs, as well as offering improvements on the number of guests, options for scenarios unlocks, and a scenario loader/maker as well. Plugins also allow you to change the game more to your liking, ie if you're like me and have played scenarios dozens of times over your life you don't really want to worry about micromanaging things to ensure the money flow optimally enough to do the things you want to do. For that, there's plugins that automatically adjust price based on the scenario and the best you can offer, adjusting for variables like ride age and park value.
If you've not played the original RCT games or haven't played in a long time, I'd give this one a shot! Marcel Vos is also a great watch on the side as well, really opens your eyes on some of the deeper ways that the game worked that were a complete mystery to me when I played them originally. Mainly that mowing grass does absolutely nothing, and that Security Guards ain't worth it.
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Paper Mario: The Thousand Year Door (Switch)
Screenshot from my Switch
I was so excited to replay this one! I was definitely one of the people who pointed at the screen and gasped when this was announced, and I picked this one up right away.
As a remaster, this game is great! The additional reactions, back sprites, and new/altered music really helps bring it all together more than the GC release ever could.
If you've never played TTYD, it's the best Paper Mario and you should go pick it up!
For those who haven't played in a while and don't have access to a way of playing it and want to, this is also pretty good!
What I'm going to go into now is what I wish the remake addressed, fixed, or added to. One of the biggest problems with the original, the massive amount of backtracking, hasn't really been solved in any meaningful way. They were definitely aware of it as they have changed part of Rogueport underground to allow for more easier transport between different hubs in the chapters. This existed already in the original, but has been streamlined to have more pipes in a single room to fix it. The rest of the backtracking the game was known for however is still there.
One solution would've been to bring back spinning from the original Paper Mario, as the ability to move pretty quickly and in a way that was more interactive did a lot to cover the backtracking in that game. Being able to take on more than one trouble at once would also help, maybe expanding how shops work so that common items that are able to be ordered from any shop. There are just some parts that are built into it that were made to pad it with backtracking, like Chapter 4 and the start of Chapter 7.
Speaking of chapter 4 though, I am so happy they finally made Vivian actually trans rather than shy away from it. It makes her story really come together in a way that I feel robbed for not having this in the original 20 years ago. The whole chapter is about identity, and centers Vivian and her struggle with her sisters that's been going on since the first chapter. It also really paints Beldam as a much more evil character than she was in the original. Ultimately this was a great update and I'm very happy they did it.
As for actual new content... As far as I can tell there's not much. An extra recipe to address a weird thing from the original, and 2 optional bosses. Both are nice, but even SMRPG added a lot of cool things post-game and I would've liked to have seen that in this remake.
Ultimately, I'm glad I picked this game up again and it's a lot of fun, but the backtracking and stretching of existing sections really grates on you in the modern day. I would've liked to have seen a few more updates that tried to fix that.
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Rusty's Retirement (Steam)
That's just a screenshot of a golden pumpkin from my farm. It grew before the update where you could harvest them.
I had a weird obsession with this one for a couple weeks. Like this isn't supposed to be a game you focus on optimizing, but one you have on the side that you can progress in and make your own. Boy was I focusing hard on getting all the achievements and making everything perfectly optimized.
That's not to say I don't like it. Just that my brain is wired to want to hyperfixate and optimize even things not designed to be actively cared about, and then weeks later discarded and never thought of again. Wonder if there's something to that.
... Anyway, The game is a fun distraction, but if your brain is wired similarly to mine and you need to focus on it and optimizations, you can easily pass on it. You can do pretty stuff with it, but that always comes at the expense of space that you could use to grow more plants ore place more automation. To me, it's like how I spend hours on end figuring out how to automate craft-ables and macros in FFXIV and then leave it running and crafting while I do other things.
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Modern Modern Chef (itch.io)
Picture from the itch page linked above
This one's a treat! I love the Game & Watch Gallery games as they added in a lot of cute Mario sprites and interactions, more context for what were previously the black/white Game and watch games. This is a fan-game made with Hand-drawn graphics that shows a specific minigame, Chef from Game & Watch Gallery 2 (the only one I owned as a kid), a lot of new love.
This is a great recreation of that recreation! A lot of effort was put into recreating the mechanics almost-perfectly, and even though the game is simple there's a lot of depth in timing and interactions with Yoshi that gets explained and fleshed out in this remake. The "Modern Modern" version isn't particularly for me; I'm pretty bad at timing the flip, but it was a blast playing the game again and seeing the little easter eggs.
I highly recommend giving this mini-game a try! It won't be a long experience, but it's fun nonetheless.
Honestly, Nintendo should hire this man and should release all the Game & Watch gallery games like this. Would make a nice collection.
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Cavern of Dreams (Steam)
Image from the preview screenshots on their Steam Page
Another 3D platformer, but unlike Seal World this one takes it mechanics seriously. Definitely Inspired by both Spyro and Banjo-Kazooie, you play as a small dragon collecting his siblings (dragon eggs) and a number of other collectibles as you get a few new abilities and travel further into some strange worlds.
Aesthetically it owns that N64 sharp polygons and Banjo-Kazooie esque characters, with the second non-hub world even being a flying Clanker from Clanker's Cavern. It's definitely pretty within that aesthetic, with its later levels adopting a more unsettling (in a good way) wild aesthetic.
Mechanically, the movement is pretty standard for the most part. You get a jump, you can double jump for slightly more height, and you can roll to gain momentum and cross large gaps and I'm sure that leads to some wild speedrunning tech. Rolling around definitely helps cut the rather slow pace your character normally walks at.
This is a pretty decent game! The platforming puzzles and challenges were pretty straightforward, with some strange exceptions where you need to search a desert for a single egg or some placement puzzles that took some looking up. I'd definitely recommend it if you're craving a simple 3D collectathon to scratch that itch.
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Dead Estate: Axe to Grind + Assignment Anya (Steam)
Image from the wiki
I finally hopped back onto Dead Estate after putting it down for the better part of a year, so I had two updates to catch up on. To be clear: these updates are free, adding a large amount of content to an already very fulfilling base game.
Axe to Grind adds in a new character, Axel, who was starring in a zombie film set in the mansion before everything went south and he had to flee to a secret hideout before going through the mansion now filled with real zombies and monsters. He uses axes, which can be charged and thrown, and that hideout gives him some bonus items at the start of each floor. His gameplay isn't too different, and indeed the update mostly is just him + his curses + some balancing changes. It's all still fun, but not much new in terms of content.
Assignment Anya on the otherhand took it to a new, different level. In terms of additions to existing gameplay, You now have a "challenge" mode, where each character has a set of restrictions and must complete some form of challenge or un in order to win. These can be quite difficult, but are for the most part a lot of fun and a welcome addition.
The real meat of this update is in the Assignment Anya sidestory, where you play as one of the extra's in the movie from Axel's side-story and find yourself in a zombie mask surrounded by real zombies and no weapons. Anya doesn't have the ability to jump or attack, and the mansion now has a set layout with maps and puzzles strewn across it like a Resident Evil game. You must progress and solve the puzzles with limited health and inventory space to ration, solving some of the mysteries of the place and finally escaping the horrors within it. At the end, you're graded based on how long you took and how many times you had to heal, as it's possible to beat the story in half an hour or less without getting damaged once you know it.
It's a lot of fun your first go around, but unfortunately lacks the replay value I enjoy out of the rest of the game. Trying to optimize for time without a guide is a very long and tedious endeavor, made all the more frustrating because healing takes off from your final rank and achievements so you have to be extremely patient and well practiced to get the good ranks. That being said, it was a welcome change of pace and very interesting twist on the story which at this point players are intimately familiar with.
I still highly recommend giving Dead Estate a try
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Final Fantasy XIV: Dawntrail (PC)
Pic from the steam page because all my screenshots that are funny with my WoL contain spoilers
Took a while to get back into the swing of things and actually focus down on this expansion, but I eventually got into the groove of it. I'll go from a story perspective first without trying to go too hard on spoilers.
I'll start positive as well: they had an incredibly hard act to follow given that the Shadowbringers/Endwalker story combo both unified and resolved FFXIV's storyline in a way that, while a little convoluted, was incredibly well done and brought tears to my eyes. This story had to then take the WoL (your character) to a whole new land where the stakes by necessity are much lower than they ever could've been in EW, and honestly I think they did a pretty good job. The story has you following Wuk Lamat on her journey to complete her father's (the kings') challenges while competing with her brothers and a challenger that one of the societies in Tural sees as the chosen ruler to the throne. They clearly took a lot of time to define these different societies and cultures within Tural, going from the long histories of each of the peoples on the continent to even focusing on the importance of how their food is supplied, flavored, and the political issues associated with that. This is something they struggled with a LOT in this games history, and I think they nailed it with grace here.
In the back half of the expansion, things take a turn into the high stakes you're much more used to, and uses your newfound familiarity with the peoples of Tural to contrast again that of their "foes". The villains can get comically evil, but that's not really a huge deal in my mind. My biggest "problem" is that when the biggest bad is revealed, they spend a lot of time explaining why they're doing what they're doing and Wuk Lamat spends a long time making it very clear that we as the player should understand the big bad has very good reasons for doing what they're doing. And then never condemns them for doing it, which given the stakes is like, not a great message to end on. Even through the end of 7.0, Wuk Lamat continues to yell "you're a good person" at them when they're actively trying to execute their huge, inarguably evil plan. This could've been really easily remedied with some dialog tweaks, but the devotion to making it clear that Wuk Lamat didn't think the big bad was evil while leaving the condemnation unsaid is a bit of a mistake, in my mind.
Gameplay wise, it's just about the same old FFXIV I remember. I appreciate the new trend of allowing you to run the MSQ dungeons with NPCs that are with you on your journey at the time continuing, and even being expanded to trials. Classes continue to get more and more streamlined, with my preferred class (Monk) continuing to get less complicated and more deterministic with each patch. I don't really like that trend; I do appreciate when classes feel distinct from one another and can even fall into other roles in dire situations, and while yes some abilities and classes could use less buttons, restricting all of them to have a near-identical burst windows and movements within roles is very limiting. I liked being able to off-tank as Monk for a little while, now it's missing its buff and DoT maintenance as well and it just feels like a faster Dragoon.
FFXIV is also showing its age here. A few years ago when I first started I was mildly annoyed but fine with the gameplay essentially being "travel from point A to B and watch a lot of cutsenes for 8 hours and we'll give you enough EXP to do the dungeons", but I didn't get to the first Dungeon in Dawntrail for like 3 days of playing the game and reading all the dialogue. And dungeons are like 30 min to an hour if you bring in the NPCs. That's really just the gameplay loop: run around from quest marker to quest marker, cutscene to cutscene, until the game graces you with one of only a few instances, dungeons, or trials and you get to repeat another few hours of quest marker chasing.
FFXIV is a big game with a lot of very entertaining content to do, but for a big expansion that adds a lot of areas there isn't a lot of like crazy new and fun things to do. All of the things like Hunts, Fates, Role Quests, Side Quests, Leves etc are all still there and added in for the level 91-100 range, but it all feels the same despite how good some of the stories in there are. To me, the game really shines when they try and do something really unique and new with their new stuff, like Bozja, Eureka, The First's whole aesthetic, and even the recent variant dungeons, but all the new content here just feels like the old MSQ content with not a lot of gameplay variation in it. Dungeons are all corridors because they're run in daily roulettes and need to be queued for, so that can't be interesting or else people will be frustrated at each other for not going the optimal path. Once you get to the new City and Sub-city you can immediately identify all of the same things present in every other expansion's equivalent to those and where you know you'll spend the next 2 years grinding out materials for to most optimally interact with your retainers and shopkeepers.
Basically despite how pretty the new areas are, how well written its setting and stories are, and how focused the design of the content is, it falls short of what I was hoping for as an experience in the expansion. I'm optimistic that the patches will bring their more unique content I'm a fan of, but it feels weird to wait for that after completing a brand new expansion. I highly recommend giving FFXIV a shot because it's a great game, however if you grew tired of the gameplay by the end of EndWalker you'll be in for more of the same here. My perspective is not one of a hardcore player though, and I understand that's a huge component of MMOs like these.
As for my personal expansion tierlist:
ShB > EW > DT > HW > StB > ARR
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Metroid: Zero Mission (NSO, GBA)
Screenshot from my Switch
This is the only Metroid game I hadn't played-
wait, Prime Pinball and Federation Force. Dang.
Okay well the biggest one I haven't played. It's weird because while I enjoy a Metroid game I don't feel like as attached to the series as a lot of people are. That being said, I know this is one of the best ones in a series filled with bests so I was overdue for giving it a try.
This game "modernized" the original Metroid NES game into a much more approachable version with cutscenes, a better map and UI systems, and a lot of improvements found in Fusion as well. It's a very good game! A great entry point into the series if for some reason Super Metroid wasn't for you.
The challenge is still there but not in a way that makes you feel stuck or confused, the cutscenes are great, and the bonus content added onto the original story is definitely welcome. I'm glad I finally got a chance to pick this up, and I feel like it's usurped Fusion as my favorite 2D Metroid. And I'm aware about how much that last sentence invalidates my Metroid opinions.
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Super Princess Peach (Nintendo DS)
Art from Nintendo's Website
This one's one I've always wanted to play for years, even though at the time I passed it by because it was a "girls game." My sister actually got it for me for my birthday, and I was finally able to play through it all. It's pretty fun!
Just a little bit of history on this one: this is one of the few Games Nintendo likes to pretend doesn't really exist for some reason. I can guess as to why; in a world where not falling into gender stereotypes is important, having the only game until very recently led by one of like 3 female characters in your top franchise be based around getting superpowers from her emotions is not a great look. From that perspective they actually could've flipped it around and made it a very powerful story in retrospect. The message shouldn't be able to be construed as "girls are emotional and that's Peach's thing" but rather be clearly about being able to express and handle your emotions in a positive way. This could've been done both figuratively through the plot, or literally through the platforming.
Instead it's a story about Perry, the parasol Peach carries, and how weird it is that he's a powerful umbrella. And then you beat Bowser. Peach isn't really even "present" in the story; she could've swapped places with Mario and it would be an identical game about saving Princess Peach but with weird new emotion abilities. Peach doesn't really say a word or even react to Perry in the few cutscenes there are, which is a shame. Hell, even the emotion abilities could've been something else entirely, like just normal elemental abilities, and it would've been the same story. Because of that, it's very easy to come to the conclusion that they were workshopping ideas and were like "Girls are emotional, and the protagonist is a girl, so she has emotion powers."
But also, it's a really fun and pretty game so they should've made it available digitally somehow anyway. At least when 3DS and WiiU were around and DS games were easily emulated.
I digress though. I really liked this game and recommend it for fans of games like Yoshi's Island. Beating it requires getting every Toad, so be prepared for that, but there's a lot of bonus levels and content as well that make it a good time. You can definitely tell it wasn't made by Mario's typical team but by the Starfy team though; there's a few "guess the door/pipe" and similar design tedious choices that would not fly in games made by the usual teams.
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Nintendo World Championships: NES Edition (Switch)
Screenshot from my own Switch
I got a bone to pick with this one. But I'll try and compliment sandwich it.
To start: I love the premise. They did a really good job of getting that 80s aesthetic for the games while making the challenges fun and user experience approachable for people who are not intimately familiar which each of the 13 games.
The unfortunate part is: NES Remix 1+2 did this with more games and had more creative gameplay to it. This game costs $30, and what you're getting for that is ~150 challenges spread across those 13 NES games. That sound like a decent amount, but when you begin unlocking them you start to realize that a lot of these challenges are very short or contained in hard challenges later down the line. Additionally, you will likely only be playing the start of the games contained within; the entire NES games are not included and playable. The "exception" is that the NES Donkey Kong Legend challenge is to win all 3 stages, and the SMB challenge has you beating the entire game via warp zones. The rest of the legend challenges usually are "Beat a single level/dungeon."
The championship mode is cool, and it's fun to see how your stats rank with other players and even within your birthyear, but there just is not enough to go on here. These games are all available via NSO, the normal version, and I have personally purchased versions of each of these games at least 4 times over the years so it's kind of a scummy move to be like "Pay for them with slight modernization again". Nintendo seems to perpetually not understand that while their NES games were culturally valuable, their monetary value is 0 given how readily available they are, even if you repackage them as challenges.
Also 13 games isn't even that many, and there's some glaring omissions. Mario Bros, Punch-Out, Donkey Kong Jr, Clu Clu Land, and Wrecking Crew are all conspicuously absent, and while I understand that puzzle games like Wario's Woods, Dr. Mario, and Yoshi wouldn't have good challenges to them, it would make sense to have them fully integrated with high scores to compare and contrast with friends on leaderboards.
So I don't think it's worth your money, despite how addicting and nostalgic it is. It's repackaging games that you likely already have access to legally with a nice skinner box challenge UI over it. Now, I have two suggestions that would make this game worth it.
All 13 games should be fully playable within this game, and have leaderboards or time trials associated with them. Additionally, other games that don't do well for arcade-style challenges should be included as bonus content.
This game has built in glitch detection, so if anyone uses infinite points glitches, they can flash "Strategy not allowed" on screen and void your score if you go for those, or even have an "advanced strategy" toggle that separates those runs. To allow for easier practice, you could also have your normal NSO functions like save states and rewind that are only usable when not in challenge mode.
There are a few benefits to doing it this way, one would be you now have access to these games without needing an NSO subscription and can participate in the challenges locally. Another is it could breathe life into these games, and allow official leaderboards for games that are still speedrun to this day. I don't know if I'd call that a $30 value still, but it'd definitely be closer to worth it
2. This is free with your NSO subscription, similar to Super Mario Bros. 35 and F-Zero 99
This just makes the most sense to me. Without the NES games themselves included, the sole purpose of this is the online leaderboards and self-contained tournaments mode, which means that while you can play it offline, there's not really a point to. This would make it good supplemental content to the NES game library NSO subscribers already have access to. This option makes the most sense to me, as this game honestly feels like that was designed to be that way in the first place. The main menu always flashing the current week's challenges and your progress feels identical to the style F-Zero 99 has, and the ability to buy more challenges and avatars with in-game coins feels like the kind of padding you'd put in a free game. It would also make it more reasonable to update with new challenges or even additional games, as now it's not behind a paywall. Erm, new paywall.
And to end this compliment sandwich, I really like the variety of avatars and coin bonuses that added in, it feels very satisfying to my collectable crunched brain.
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anxiouslyeccentric · 1 year ago
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Just finished the Elite Four fight in my 9th playthrough of FRLG (this go round in Leaf Green) and had a blast taking on the E4 without outside aid from other games this time XD. The gamecube this gameboy player is attached to has its disc drive swapped with a GC Loader, and is loading a higher end ISO file of the gameboy player start up disc, and using an Armor 3 Digital port adapter for progressive scan resolution, and the results are just beautiful! This has to be one of the more memorable times beating the main game for me, since grinding up my team was a blast, and the game never looked so good! These pictures were just taken with my phones dinosaur camera! I cant WAIT to get into the Sevii islands post game! It's the highlight of the games for me! If I do anything else crazy to my modded gamecube (I have a few cubes lmao) I'll be sure to post the results here
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battmobileequipment · 2 years ago
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5 Reasons to Buy a Fully Electric Wheel Loader
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If you're in the construction or mining business, or perhaps looking to take your farm up a notch, you've most likely come across a wheel loader or two. Now, imagine a fully electric version of this massive machinery. Too futuristic, you reckon? Well, not anymore. Fully electric wheel loaders are the future, and here’s why you should be excited about them.
Environmentally Friendly Operation
With electric wheel loaders, say goodbye to all those nasty exhaust fumes. These beasts come emission-free, which means:
Cleaner air for you and your workers.
A massive reduction in carbon footprint.
Contributing to a sustainable and greener planet.
2. Quiet as a Wallaby at Dawn
Electric machinery, unlike their diesel counterparts, are far quieter. What does this mean for you?
Less noise pollution – a bonus for worksites near residential areas.
Happier, less stressed-out neighbours.
Workers can communicate easily without yelling over a roaring engine.
3. Significant Cost Savings in the Long Run
Though the initial investment might be higher, electric wheel loaders can lead to significant savings in the long run.
No more pouring dollars into diesel.
Reduced maintenance costs. Electric motors have fewer moving parts, meaning fewer things can go wrong.
Potential for government incentives for going green.
4. No Worries about Fuel Supply
Are you sick of those days when there's a sudden spike in diesel prices or there's an unpredictable shortage? With electric wheel loaders:
You can charge them up using renewable energy sources, like solar or wind.
No need to fret about the fluctuating fuel market.
Your operations won't be halted by external fuel issues.
5. Improves Work Efficiency
A fully electric wheel loader isn't just about environmental benefits or savings. It can seriously boost your work efficiency. How, you ask?
Instant torque from electric motors ensures rapid and smooth operations.
Consistent power delivery without the lag often experienced in diesel engines.
Less downtime, thanks to reduced maintenance needs.
In Conclusion
Navigating our way into the future, it's clear that our choices now have lasting impacts. Machines like the fully electric wheel loader don't just signify progress in tech but also our commitment to a greener tomorrow. Batt Mobile Equipment has got your back. Because it's not just about moving forward, it's about making sure we're heading in the right direction. Cheers to a sustainable journey ahead!
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coolclaytony · 2 years ago
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This kept escalating in ways that made say "What?" in progressively loader tones. 😂
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Kipen Manga  <Fairy tale of Cinderella>FACEBOOK
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mdmminingcivil · 2 days ago
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Earthmoving Company: Solutions by MDM Mining & Civil: Reliable Services Across Australia
Introduction
When it comes to large-scale construction, mining operations, or land development projects, MDM Mining & Civil stands out as a dependable Earthmoving Company. With a strong presence in the Australian civil and mining industries, we pride ourselves on delivering efficient, safe, and cost-effective solutions. Our team understands the complexities of groundworks and provides tailored strategies to meet the unique needs of each site. Whether it's bulk earthworks, land clearing, or site preparation, MDM Mining & Civil has the right machinery, operators, and experience to complete the job to the highest standard.
Comprehensive Earthmoving Services You Can Trust
At MDM Mining & Civil, we are more than just an Earthmoving Company; we are a complete project partner. Our service range includes excavation, grading, trenching, soil relocation, and land rehabilitation. We work with private developers, mining operations, councils, and contractors across Australia. Our modern fleet of excavators, dozers, graders, and loaders ensures that projects are completed efficiently and within the designated timeframe. Our team has the practical knowledge and industry insight required to tackle even the most challenging terrains.
Civil Earthworks Services Tailored for Every Site
As a provider of Civil Earthworks Services, MDM Mining & Civil offers end-to-end solutions for infrastructure development. From road construction and drainage to embankments and environmental remediation, we tailor our services to each client’s scope and schedule. Our focus is on delivering results that align with Australian construction standards while preserving environmental integrity. We use the latest GPS technology and laser levelling systems to maintain precision in every stage of the earthworks process.
Choose an Experienced Earthmoving Company
Choosing the right Earthmoving Company is crucial for the success of your project. MDM Mining & Civil brings years of experience, fully qualified staff, and a proactive approach to every job. Safety is our priority; we strictly adhere to health and safety regulations to ensure smooth operations with minimal risk. We also understand the importance of minimising environmental impact, so we plan each task carefully to reduce land disruption and preserve natural resources where possible.
Our Civil Earthworks Services Support Long-Term Success
Our Civil Earthworks Services are designed to lay the foundation for lasting infrastructure. Whether you're preparing a site for a commercial facility or mining exploration, our detailed planning and execution ensure long-term performance and durability. We conduct soil testing, cut and fill analysis, and drainage assessments to ensure the ground conditions are suitable before construction begins. MDM Mining & Civil works collaboratively with engineers, surveyors, and planners to deliver quality outcomes.
Technology-Driven Earthmoving for Greater Accuracy
Modern challenges require modern solutions. As a forward-thinking Earthmoving Company, MDM Mining & Civil integrates advanced technology in every project. With GPS-guided machines and real-time project tracking, we can manage tasks with enhanced accuracy and transparency. Our commitment to innovation reduces downtime and increases productivity, ensuring that deadlines are met without compromising safety or quality. Clients can monitor progress and collaborate seamlessly with our project management team.
Civil Earthworks Services for Mining and Infrastructure Projects
MDM Mining & Civil specialises in Civil Earthworks Services for mining infrastructure, roadworks, and large-scale developments. We understand the unique demands of mining operations, from access roads and haul roads to mine site preparation and tailings dams. Our civil team works efficiently under tight timelines while maintaining strict compliance with industry regulations. No matter the size or scope of your earthworks needs, we are fully equipped to deliver comprehensive support from start to finish.
Trusted Earthmoving Company for Regional and Remote Projects
Operating across regional and remote parts of Australia, MDM Mining & Civil is the Earthmoving Company of choice for clients needing reliable service in challenging locations. We mobilise quickly and adapt to different environmental conditions, ensuring that your project moves forward without unnecessary delays. Our logistics team coordinates transport, fuel, accommodation, and equipment setup, allowing our earthmoving teams to begin work immediately upon arrival.
Cost-Effective Civil Earthworks Services
Budget is always a key concern, which is why our Civil Earthworks Services are designed to be both efficient and economical. We provide transparent pricing, itemised quotes, and recommendations for cost-saving without compromising on quality. By managing equipment use, fuel efficiency, and labour deployment strategically, MDM Mining & Civil ensures that clients receive maximum value for their investment. Our ability to complete complex jobs within budget has earned us long-standing partnerships across multiple sectors.
Conclusion
When you choose MDM Mining & Civil, you're not just hiring an Earthmoving Company; you're gaining a reliable partner committed to delivering superior results. Our reputation is built on precision, professionalism, and strong client relationships. From the initial ground investigation to the final layer of compaction, we work diligently to ensure every project is completed on time, on budget, and to the highest standard. Whether you require Civil Earthworks Services for a mining site, industrial project, or public infrastructure, MDM Mining & Civil is the trusted name to call.
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digitalrankbooster · 2 days ago
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Top Construction Equipment Dealer in Bangalore – Hampi Equipments
No matter the size of your construction project, having the right equipment makes work faster, safer, and smoother. Reliable machines reduce delays and improve results. To make this happen, it’s important to work with a trusted construction equipment dealer in Bangalore. Hampi Equipments is one such dealer known for its quality, service, and experience in the field.
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Why Machine Quality Can’t Be Compromised
Construction sites can be challenging. Machines must perform well in tough conditions without constant repair. Poor equipment often leads to frequent breakdowns, which results in project delays and higher costs. However, using high-performance machines makes the job easier and safer. This is why selecting a dependable equipment dealer is so essential.
Benefits of Choosing a Local Dealer
A local construction equipment dealer in Bangalore understands the city’s working environment and site demands. Whether it's the weather, terrain, or building style, local knowledge helps in suggesting the right machines. Also, local support is quick. If any issue occurs, service teams can visit the site faster. This reduces work stoppages and helps in maintaining steady progress.
Hampi Equipments – Bangalore’s Trusted Dealer
Hampi Equipments has built a strong name in Bangalore’s construction market. With years of experience, they provide equipment that suits every kind of project. Their machines are carefully tested before reaching your site. Whether you need a concrete mixer, loader, or excavator, Hampi has it ready. Their goal is to ensure your project runs without hassle.
Why Builders Choose Hampi Equipments
Variety of Equipment – Machines for all types of construction work
Flexible Plans – Rent or buy based on your project needs
Timely Delivery – Quick and safe transport to your location
Ongoing Support – Maintenance, repairs, and expert help anytime
Their experienced staff helps customers select machines that match project goals and budgets. Once delivered, their support continues with regular service and repair assistance when needed.
Better Machines, Better Results
When equipment is strong and well-maintained, work gets done quickly and safely. Your team stays focused on completing tasks rather than fixing problems. Reliable machines keep timelines on track and increase overall productivity. A good equipment dealer ensures this reliability.
Conclusion: Build with the Best, Start with Hampi
To complete your construction project with fewer delays and greater success, choose Hampi Equipments—your trusted construction equipment dealer in Bangalore. From powerful machines to helpful service, they support you every step of the way.
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currinsrnznships · 5 days ago
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New class of Royal Navy frigates take shape as HMS Venturer enters water 16th June 2025 at 12:11pm HMS Venturer, the Royal Navy’s newest warship took to the water for the first time HMS Venturer – the first of five new Type 31 frigates – has entered the water for the first time after a delicate float-off operation in the Firth of Forth. The 139-metre vessel was floated off a submersible barge near Leith before being towed back beneath the Forth’s three iconic bridges to Rosyth for the next stage of her construction. Venturer is the lead ship of the Inspiration-class – five general-purpose frigates being built by Babcock at Rosyth – designed to replace the Royal Navy’s ageing Type 23s. Ready for the plunge: First Type 31 frigate HMS Venturer leaves Rosyth ahead of float-off Sitrep: First ship of new class rolled out for Royal Navy amid ongoing challenges Princess of Wales smashes bottle of whisky as she formally names HMS Glasgow in ceremony She is expected to enter service within the next couple of years and will be based at Portsmouth. Commander Chris Cozens, the ship’s Senior Naval Officer, was on board for the operation, which he described as a key moment in the ship’s build. Commander Chris Cozens, the ship’s Senior Naval Officer, was on board for the operation, which he described as a key moment in the ship’s build. “Getting Venturer’s feet wet is not just a showpiece, it is the culmination of the structural stage of build before the rest of the fit out and commissioning completes,” he said. “It has been impressive to see the pride and teamwork in the industrial staff, MOD and Royal Navy. “There is a single aim to make Type 31 the best it can be and fit to be a Next Generation Frigate, delivering maritime security and humanitarian disaster relief around the world.” The float-off was coordinated by Babcock International, with some of Venturer’s crew joining engineers and shipwrights for the carefully timed manoeuvre in the Firth of Forth. After emerging from her Rosyth assembly hall, Venturer was carefully inched out on a gigantic low-loader and then transferred onto a semi-submersible barge. Experts at Babcock had to wait for a suitable tidal window in the Forth estuary to allow the ship to be precisely floated off, then the barge supporting the warship left Rosyth and sailed to waters deep, and sheltered, enough for the delicate manoeuvre. Find out what the new Type 31 frigates offer the Navy The ship has now been returned to an inner basin at Rosyth, where teams will continue fitting her out and preparing her systems for sea trials. Sir Nick Hine, Chief Executive of Babcock’s Marine Sector, said: “HMS Venturer’s first entry into the water is a clear demonstration of UK sovereign capability in action and the depth, resilience and expertise within Babcock’s Marine business. “This latest milestone exhibits the excellent progress being made across our multi-build programme, which will see us deliver five complex warships for the Royal Navy within a decade. “This is engineering at its best, delivered, together with our partners, with pride, purpose and precision. HMS Venturer is just the beginning.” Venturer is equipped with a 57mm main gun, two 40mm secondary guns and the Sea Ceptor missile system. She also has a flight deck capable of operating both Merlin and Wildcat helicopters, and a top speed of around 26 knots. Once in service, she will conduct missions ranging from maritime security and counter-narcotics to humanitarian aid and disaster relief. Tags and categories: All other Navies and Military, Royal Navy and British Military via WordPress https://ift.tt/CyMTeg9 June 17, 2025 at 03:30PM
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