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NESbox - play NES, SNES, SEGA games online!

My Abandonware The 50 best films of the '90s (1 of 3) Few talk about the ’90s as a filmmaking renaissance on par with the late ’60s and early ’70s, but for many of the film critics at The A.V. Club, it was the decade when we were coming of age as cinephiles and writers, and we remember it with considerable affection. Those ’70s warhorses like Martin Scorsese and Robert Altman posted some of the strongest work of their careers, and an exciting new generation of filmmakers—Quentin Tarantino, Joel and Ethan Coen, Wong Kar-Wai, Olivier Assayas, David Fincher, and Wes Anderson among them—were staking out territory of their own. Presented over three days—with two 20-film lists, then a separate one for the top 10—our Top 50 survey was conducted in an effort to reflect group consensus and individual passion, with the disclaimer that all such lists have a degree of arbitrariness that can’t be avoided. (On Thursday, we’ll run a supplemental list of orphans, also-rans, and personal favorites that will undoubtedly be quirkier.) 50. 48. 47. 46. 45.

SUPERHOT 7dfps game Mac OS X Theme on Windows XP and Windows 7 Path of Exile Wiki Butterfly Wing Anatomy - EnchantedLearning.com Advertisement. EnchantedLearning.com is a user-supported site. As a bonus, site members have access to a banner-ad-free version of the site, with print-friendly pages.Click here to learn more. (Already a member? Click here.) Butterfly Wing Anatomy A butterfly has four wings, two forewings and two hindwings. When the fully-grown adult butterfly emerges from its pupa, its delicate wings are crinkled, wet, and uninflated. Wing Structure and Scales: Butterfly wings are made of two chitonous layers (membranes) that are nourished and supported by tubular veins. Scent scales are modified wing scales on the forewing of male butterflies and moths (on the costal fold) that release pheromones. Color: Many butterflies and moths are brilliantly colored, while others are drab. Camouflage, in which the color of the animal helps it blend into the environment, hiding the insect. Butterfly Wing Areas: A butterfly's wings are divided into the areas named in the illustration to the left.

auntie pixelante › level design lesson: to the right, hold on tight (also in spanish, french, portuguese and korean.) much of the following is informed by friend and comrade jeremy penner’s breakdown of design trends in super mario bros. for further reading, see his “breaking the law of miyamoto” in the gamer’s quarter issue seven. i’m also indebted to eric-jon rossel waugh for the metaphor of verbs. “mario jumps into a block.” “mario jumps onto a goomba.” “mario jumps on top of a pipe.” the big question of level design – and i mean that every level design lesson i ever write will be a response to this question – is: how do i teach the player these rules? what if the first level of the game were laid out in such a way that the player could learn the rules simply by playing through it, without needing to be told them outright? shown above is the “tutorial” from shigeru miyamoto and takashi tezuka’s super mario bros. these first two screens (bigger image) teach the player almost every crucial rule of the game. how? how does it teach this? that flashing ?

Existential & Psychological Movie Recommendations Film, as with many of the arts, often reflects many existential themes. This page, which was developed following several request for such a list, offers suggestions of movies which reflect existential and psychological themes. The information about the movies is brief to not give away anything which would impact the enjoyment of the movie. See also What is an Existential Movie? Other Movie Pages: Postmodernism & the Movies | Diversity Issues & the Movies | Psychology & the Movies Resources Hugo Bille's Blog - The Invisible Hand of Super Metroid The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This Super Metroid analysis has been lying around on my own website for a while. Upon reading Mike Stout's Zelda dungeon design analysis here on Gamasutra, I realized that there is really no excuse not to post this here as well. Here I can assume that readers are somewhat familiar with the Metroid franchise or at least some other form of "Metroidvania", and skip some of the sight-seeing in favor of focusing on level design and the subtle tricks the designers seem to have used to direct the player through what may seem to be a haphazard experience, but is not. This analysis takes most of its material from the first playthrough of the game by my friend Rufus, which I had the pleasure of observing from beginning to end. Always Something Plot Twist of the Upgrade So I picked up the Ice Beam. 1.

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