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Neon Genesis Phijkchu

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July 17, 2020 – Present
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Through August 30, 2026
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June 19, 2020 – August 30, 2026
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Gent general
You like how all the monster race descriptions make sure to point out that they’re actually very nuanced and there’s plenty of good people in their ranks, but then gives no new lore to back it up
sudo TPK general
That was apparently supposed to be remedied in "Mordenkainen's Monsters of the Multiverse," but I guess it just restated what you said in more words.
sudo TPK general
WotC also puts this shit on the page for all PDF and print-on-demand orders for anything produced by TSR: We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.
sudo TPK general
If it was wrong then, why was it published, mass produced, mass distributed? If it was culturally offensive, why do the AD&D 1e books straight up say "These races aren't all necessarily 100% evil; they're evil in the MONSTER MANUAL because they're MONSTERS, not PLAYER RACES?"
sudo TPK general
D&D and RPGs is, like, one of very few places in the 70s/80s where anyone of any identity would be welcome, as long as you're a nerd, because all of society excludes you because you're a fucking nerd.
sudo TPK general
That's not really what it is. It's more so that WotC D&D hasn't explicitly said "law, chaos, good, and evil are not wholly your morality; these are objective forces of nature imposed by supreme beings" like AD&D does.
sudo TPK general
A paladin doesn't get to equip a longsword +5 holy avenger because he's a nice person, he gets to equip it because he acts in a manner that Lathander or Hieroneous favors and bestows power into the paladin, making it so the sword doesn't burn his hand off when he picks it up.
Gent general
And hey, if they want me to believe yuan-ti aren’t the snake ubermensch don’t give them darkvision, spell resistance, and poison immunity
sudo TPK general
I thought undead being evil wasn't even a WotC thing, but a 5e thing. I know lesser intelligence undead in AD&D and I believe 3.x are neutral, with more intelligent undead having a variety of alignments.
Gent general
I’m fine with the idea that becoming an undead requires some sort of evil sacrificial ritual or violation of nature, but once you become one I prefer them to still have a level of free will depending on what kind they become
sudo TPK general
idk, I like my games better with men, dwarves, and elves fighting big bads, than running around with whatever the fuck a Nyxad Shadowdancer is, or a gay midget Tabaxi sorcerer(draconic bloodline, to be both furry and scaly) with a constant chip on his shoulder strangling bitches for no reason
Phijkchu_Pikachu general
In this video, I will be explaining exactly what I do to collect Watch for Rolling Rocks in 0.5x A Presses. But first, we need to clear something up. Because every time I post a half A press video, I get the same comments over and over asking what it means, even though I always have a whole paragraph in the description explaining it, which even starts with "If you're wondering what a half A press is, read this before commenting to ask." But maybe what you guys need isn't a paragraph, maybe you guys need an example. So, consider Wing Mario Over The Rainbow, not even the whole star. Just consider getting to that cannon platform, which is a necessary part of getting the star. So, how many A presses does it take to get there? Well, If you say zero, that's wrong. Because then Mario can't go far enough. If you say one, Well it's true that Mario can get there with one but we can do a little better. We can do it in half an A press. To do that, we start the level already holding A and then we use that A press to reach the platform. Now hold on, I know what you're thinking, "an a press is an a press. You can't say its only a half". Well TJ "Henry" Yoshi, hear me out. An A press actually has three parts to it. When A is pressed, when A is held, and when A is released. And together, this forms one complete A press. Now, usually, it's the pressing that's useful. Because that's the only part that makes Mario jump.
Phijkchu_Pikachu general
However, sometimes it's sufficient to just use the holding part, which allows Mario to do little kicks, to swim in water, to fall slowly while twirling, and to fall slowly with the wing cap. And as for the release, well, there's currently no cases where that's useful or important, so don't worry about that part. Now, if we map out the required A presses for Wing Mario Over The Rainbow, it would look like this. We merely need to hold A to reach the canon platform, we need to press A to launch from the first canon, and we need to press A again to launch from the second canon. So, how many A presses is that total? Well, it appears to be three, and if we were doing this star in isolation, then yeah, it would be three. But, in a full game A button challenge run, there are other A presses that occur earlier in the run, such as this A press needed to get into the course. So, if we take that A press into consideration as well, then how many A presses would it take? The naive answer would be four. One to enter the course and the three within the course that we established earlier. However, we can do better. We can actually do it in three by simply holding out the first A press to be used for the half A press. Because the half A press only required A to be held, not actually pressed. So in this fashion, Wing Mario Over The Rainbow only adds on an additional two A presses to the run since the first A press just leeches off of a previous A press. So, to capture this phenomenon, we call it 2.5x A presses.
Phijkchu_Pikachu general
On a single star basis, you'd round that up to three. But in a full game run, you'd round it down to two. So, in conclusion, since that first A press counts in some context but adds no additional A presses in other contexts, we refer to it as a half A press. So, going back to the video, you can see that I start the level with the A button already held, as indicated in the bottom left corner. And so in the full game run, this A press will just leech off of a previous one. And so it won't incur an additional A press. Okay, glad that's explained. Now, what am I doing in the video? Here, I'm using a trick called Scuttlebug Transportation. You see, like most enemies, scuttlebugs have a home, which is just a point in 3d space. And they'll patrol a certain radius around that point. So, if Mario enters that radius they will lunge at him to attack. But, unlike most other enemies, a scuttlebug's home can change positions. Because if a scuttlebug bumps into Mario, the scuttlebug's home will update to where the scuttlebug was when the collision occurred. So, by strategically luring the scuttlebug to the edge of its radius and bumping into it, we can effectively transport the scuttlebug and its home. So, that's what I'm doing here. Note that we can't actually transport a scuttlebug to outside of its native room. They actually get stuck at the door. So, if your dream was to bring all the scuttlebugs together for one big jamboree, I'm sorry but it's not gunna happen. Also worth noting is that scuttlebugs will actually disappear if they walk into a wall while too far below their current home. So, I do have to be careful to avoid that. It's pretty weird if you've never seen it before but I'm pretty sure they did it so that if a scuttlebug jumps into a hole, it wouldn't just walk around down there.
Phijkchu_Pikachu general
Anyway, I'm transporting the scuttlebug to the corner right below the Watch For Rolling Rocks star. Because next, I do a trick called Scuttlebug Raising and here's how it works. On the left I show a bird's eye view of the scene and on the right, I show a view from the side. Now, when Mario leaves the Rolling Rocks room, the scuttlebug deactivates. That's because the room and everything in it are only active when Mario is in the room or standing in a small region right outside the door, indicated here in yellow. So, if Mario isn't in the Rolling Rocks room or in the yellow region, then the room will be completely black and everything in the room will be invisible and won't move. Conveniently, this allows us to raise the scuttlebug by preforming the following steps. First, Mario enters the scuttlebug's radius. Although the scuttlebug is invisible and can't move around, it can still turn towards Mario and activate a lunge. Then, Mario leaves the radius and the scuttlebug returns to facing its home. Next, Mario enters the yellow region to activate the scuttlebug. The scuttlebug will preform the lunge that it started but cleverly, we have Mario exit the yellow region right when the scuttlebug is at the peak of its trajectory. Thereby deactivating it so it won't fall down. And finally, since the scuttlebug moves past its home, it turns around to face its home once more. Now, we gotten all the height we could out of the scuttlebug's current lunge, but that's no problem because we could just activate another lunge by repeating this procedure. Activate a lunge while the scuttlebug is deactivated, reactivate the scuttlebug just for the upwards portion of its trajectory, and then repeat. As simple as that. So that's what I do here. And I have a second screen to show it from the scuttlebug's perspective.
Phijkchu_Pikachu general
Fortunately, the scuttlebug's radius isn't a sphere but a cylinder that extends up and down infinitely. So really, no matter how high the scuttlebug gets, we can continue to enter its area to activate its lunges and move it upwards. There's no limit to how high we can raise it. Now, it's worth noting that I only activate the scuttlebug while I'm not inside its radius, so the scuttlebug will always lunge towards its home and not towards Mario. This causes the scuttlebug to effectively travel straight up above its home. But alternatively, I could've activated the scuttlebug while inside of its radius, and in that case the scuttlebug would always lunge towards Mario instead of towards its home. So it would actually make its way towards the door and then travel straight up from there. That means it's actually a little faster because we wouldn't have to wait for the scuttlebug to turn back towards its home before each activation. However, it wouldn't work for what we're doing because we need the scuttlebug to be right next to that corner. In fact, the top of that corner has a special property which we call a misalignment. Basically, in the game's code, there's a discrepancy between the way the game handles collision checking with floors versus walls. This results in a one by one unit area where Mario can get under the floor without being pushed away by the walls. And if Mario's less than 79 units under a floor, he'll snap right up onto it. So that'll be important later for getting up there. Anyway, now it's time to build up some speed. And I mean a lot of speed. So to get that speed, we're going to use a trick called Hyper Speed Walking and here's how it works. You probably already know that there are some slopes in the game that are too steep to stand on. Mario just slides off of them. But, did you know that you actually can stand on these slopes if they're submerged in shallow water?

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