The exact moments Aziraphale and Crowley fell in love with each other.
Some kind of sparkly Deep Dish Nine Elim and Julian what not that I made back in August and never posted! I just found it again and thought there would be little harm in posting it~
indigobluerose asked:
I find myself experiencing difficulty expressing myself in more conventional written missives. Like, at work. You can’t fax people professional business letters involving ~~~~~~~~!!!
(also wooster, yes, yes, wooster~~~~~)
do you guys think that once Data got emotions that he cried inconsolably (while Geordi tried to comfort him) for several hours about all the insect life he had stepped on during away missions? i think that probably happened at some point
F-Zero
Game 2 of 715
Release Date: LAUNCH
In 1992, Sega began touting the “Blast Processing” feature of the Genesis in their advertising campaigns. The claim was that their console ran games at a faster rate than the Super Nintendo, leading to “super fast action” that the SNES couldn’t emulate. When their main game for touting this feature was Ecco the Dolphin, one could consider this claim somewhat dubious.
And after you play F-Zero, you get the feeling that Sega was on the defensive side after Nintendo’s launch. This game continues to be scorching.
It’s always interesting to see the inception of a now well-known franchise. Well before his appearances in the Super Smash Bros. games, Captain Falcon appears here as a bobbing head in a cockpit. The places, racers, and aesthetic are all in place, but they feel rudimentary compared to what we know twenty years later. Some of these changes are due to space limitations; outside of the four selectable racers every car is the same, no doubt to not overly tax the SNES. Most of the tracks come from slight modifications in the first designs you race, meaning that some of them are rote by the time you get to the end of the game. There are fewer moments of panic as you reach a seemingly-impossible turn on the track, though they are certainly still there. The game is fast, but after seeing the future you can’t help but want for more of the control and insane speed of the sequels. The F-Zero franchise sells itself on the zoom, and here we’re seeing the low bar.
This game is not only the beginning of F-Zero, but the first venture into a faster and more visceral racing experience on home consoles. It’s still a shock when the Death Wind track lives up to its name, blowing your vehicle off course and directly into the lethal barriers. But once you figure out the gimmick, the game begins to look strange. It’s all based around the Mode 7 technology, which takes a background layer of the image and distorts it to create a 3D-esque environment. The results look stunning for the time, but it also results in that odd moment when you realize your vehicle is never actually moving. Space bends around it like Futurama’s Dark Matter Drive, the background shifting in response to your input. There comes a point when you’re aware of that trick and the entire perspective of the game begins to change. F-Zero becomes not a racing game, but an attempt to manipulate reality around you and not die. The entropy involved in this version of the game makes it somewhat disconcerting, as if you’ve somehow broken the world. I had to up the difficulty to even feel like I was racing again, because at that point I was too busy being smacked into walls to remember how the game works.



azalawa-scroggs