aximili-esgarrouth-isthil:

exigetspersonal:

Okay but if I’m gonna reblog this I need to tell you guys the story of this legendary pachirisu

So in the competitive Pokemon scene, there’s what’s called a ‘metagame’, which is what’s generally used and what is/isn’t allowed in competitive battling. Certain pokemon are banned from the ‘meta’ because of being too powerful. Others aren’t generally used because there are better alternatives, or they’re simply too weak. People base their entire strategies around the expectation that they’ll be facing certain pokemon, and attempt to counter them with certain pokemon.

But the problem with this meta is, during the 2014 World Championships, there were a small number of pokemon choices that everybody had. Gardevoir, Kangeskhan, Salamence, Tyranitar, Talonflame, Garchomp… the same pokemon coming up again and again. Things weren’t really all that interesting.

And then came the Double Battle World Championship. And this guy.

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Park Se Jun. One of the best players in the world. He used a Pachirisu with Nuzzle (a move with 100% paralysis chance), Super Fang (cuts target’s HP in half) and Follow Me (a move that redirects attacks AWAY from allied pokemon), and equipped with a recently-buffed Sitrus Berry. And he turned the metagame on its head, because nobody in the championships had prepared for anything outside their incredibly restrictive expectations.

Their strategies and planning were completely tripped up by an electric squirrel. Battling his Pachirisu in incredibly tight synergy with the rest of his team, Park Se Jun swept the finals and became World Champion of 2014 Doubles.

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And that is the story of the #BASED GOD PACHIRISU.

there’s more to it than this; it’s not just that people weren’t prepared for things they weren’t expecting, it’s that pachirisu’s stats were perfectly suited for countering major players in the meta. it’s special defense in particular, because in combination with sitrus berry its SpD (in combination with the SpA reduction on draco meteor) allowed it to survive two choice specs draco meteors from salamence in a row, something few pokemon could do. so what really happened was Park Se Jun was analyzing the meta on a level far above the rest of the field, considering pokemon others weren’t even looking at to find counters for the most common and powerful pokemon

OK, so… I feel that not enough people are aware of or appreciate the lighthearted hilarity that is The Super Mario Bros Super Show.

“But, Rose!” I hear you say, “It’s just one of those cheesy, meme-filled ‘80s cartoons based on video games!!”

Well… yes and no.  Yes, it’s clearly ‘80s and a bit cheesy, but up until this point, all we had of the Mario Bros were 8-bit sprites.  People complain that Mario is written as a flat character today (which isn’t really true, but that’s a post for another time)–but back then, for him and Luigi?  Nothing, until this show came around.  And the show ended up giving them aspects of their personalities that ended up staying through the current day portrayals–Mario’s naive and leap-before-looking nature and Luigi’s natural-coward-but-will-still-do-the-thing-even-if-scared-of-the-thing nature, for starters.

Now, I absolutely love how Charles Martinet portrays the bros today–no complaints whatsoever.  But my heart still holds a special place for Lou Albano and Danny Wells, who played the bros in this show–they were the first portrayals of the bros I saw, and I love their versions of the bros as much as I love Charles’s.

As for the cartoon itself, it’s your basic Mushroom Kingdom romp with the Bros, Peach, and Toad dealing with Bowser causing the crisis du jour.  While Peach does get kidnapped frequently, she does, however, also hold her own on several occasions, and plenty of eps show her actively governing and being a Royal Who Actually Does Something.

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BUT, in addition to these animated plotlines, there is also a short, live-action sketch where Lou and Danny portray the brothers IRL, which can essentially be described as “What if Super Mario Bros was a sitcom?”

It’s actually fun and amusing.  And the slice-of-life setting allows for the bros to be seen in everyday situations that don’t involve dealing with their usual Mushroom Kingdom duties–family hiccups and work misadventures, though sometimes other shenanigans do happen. 

But it’s also endearing to see the bros acting like typical siblings in a casual setting.  Like, there’s an ep where Mario is on the phone and is saying too much, so Luigi does the Typical Sibling Response of throwing pillows at him while he’s talking–

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Or when Luigi notices Mario having a bad dream, he dutifully wakes his brother up… with a feather duster to the face–

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Basically, when there are no monsters or enemies around, Luigi can be a sassy little smart-alec (Mario has his moments of sass in this show, too)–but since we rarely see them in casual settings in the games, aside from spinoffs, we don’t get to see that side.

There are also a lot of unintentional call-forwards and parallels to future games in both the animated segments and the live-action ones (this is just one example).

And, in case you’re wondering, the bros are every bit as close in this show as they are in the games.  For all the sass Luigi gives Mario, all it takes is Mario coming home late one time for Luigi to break out a periscope and try to find him–

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And you know those adorable bro hugs from the Mario & Luigi RPG series that are so good and pure?

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Yeah, those bro hugs started with this show–

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So, TL, DR; if you’re looking for some amusing and lighthearted Mario Bros content (especially in the light of what the recent Smash trailers have been doing to those poor boys–#JusticeForTheBros), I recommend giving the SMB Super Show a look!

classicdaisycalico:

LUIGI’S POLTERGUST: AN IN-DEPTH ANALYSIS

As many of you are aware, I have been flipping out like crazy over today’s Smash Direct, as well as the prominence of Luigi in the beginning. Additionally, like many others before me, I have also spotted a rather controversial point of contention during Luigi’s appearance, which is none other than his trusty Poltergust, a vacuum specifically designed to trap and contain ghosts indefinitely.

This nifty invention is typically only found in the “Luigi’s Mansion” games, a spin-off of the Super Mario series as a whole. It has also taken several different forms over the years since it first debuted in 2001:

(Pictured: Screenshots from “Luigi’s Mansion” on the GameCube, “Luigi’s Mansion: Dark Moon”, the 3DS sequel, and the 3DS remake of the original “Luigi’s Mansion”, which is set to release later this year.)

From a general standpoint, the Poltergust is typically displayed as a portable vacuum with a giant red storage unit. Although it has wheels on the side, it has brown straps that enable the wielder to carry it like a backpack. Aside from the vacuum nozzle, it also carries a flashlight function. The earliest Poltergust model, the 3000, could also expel fire, water, or ice, depending on what kind of elemental ghost the wielder has captured. However, the newer model, the 5000, is much stronger with more powerful suction abilities. While it loses its elemental power, it instead utilizes a powerful strobe light that stuns ghosts and a “Dark-Light” that reveals trapped objects or hidden objects previously rendered invisible.

With this in mind, fans have noted a few visual changes in the Poltergust’s appearance in the Smash Direct video:

(Screenshots taken from the Smash Direct trailer for “Super Smash Bros. Ultimate” set to release in early December this year.)

Right off the bat, we can see that this Poltergust model looks considerably less bulky than past incarnations, and a lot less red. Instead, we notice that all of its parts are built around a transparent green storage unit that possibly makes the whole vacuum pack much lighter. Secondly, we can also observe how much longer the tube connecting the vacuum nozzle to the storage compartment is, which can easily help Luigi reach ghosts that are farther out of reach. It’s now so long that it drags on the floor. Even its positioning is different; instead of the center, the tube now comes out of the right side. Another cool detail I found is that the wheels glow in the dark, a feature that past Poltergust models did not have. (Whether this is a functional or cosmetic change is currently unknown). But that’s not all…

(More screenshots from the Smash Direct video)

The vacuum nozzle itself is longer, too! Apparently the front compartment of the nozzle is so long, it’s deep enough to fit a plunger inside, but only up until the top of the rubber head. Not only that, but it can be seen that this Poltergust has an ejection function similar to the 3000. However, the latter model seems to pack stronger ejection power, since it can shoot a plunger as a projectile with what looks like considerable speed, enough to latch onto the victim’s face for at least a few seconds.

So at least we know that this Poltergust has taken inspiration from at least the 3000 model. Even so, it’s not the only model that lent itself as an inspirational source.

(Yet another Smash Direct screenshot)

That’s right! The 5000’s strobe light feature is back, too, packing a much brighter punch and what looks to be a much larger radius all around.

In conclusion, with improvements on all of the past models’ features, combined with a more practical design, this is probably the most powerful, high-tech Poltergust we’ve seen yet.

But one question still remains: why would Sakurai approve this design if the first game it’s appeared in WASN’T a Luigi’s Mansion game? After all, this is the only portable Poltergust model so far where that was the case.

Some theories are floating around saying that it might be a teaser for a brand new “Luigi’s Mansion” game. While the idea itself is a bit of a stretch, I’m electing to stay cautiously optimistic on the matter. The visual differences that this particular vacuum possesses are noticeable enough to suggest that perhaps this redesign is not an accident, and the fact that we haven’t seen this new model actually catch any ghosts yet is telling.

Perhaps we WILL see some Boos in that cool new transparent green storage container. Eventually.

But for now? Only time will tell.

New details about Pokémon Let’s Go Pikachu & Eevee

pokemonglobalnews:

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  1. There are different size of Pokémon depending on the size you capture alters the amount of experience you earn
  2. Pokémon will appear with 2 types of aura
    * Red: The Pokémon is bigger than normal
    * Blue: The Pokémon is smaller than normal
  3. All the Pokémon in your party will receive experience point from capturing Pokémon
  4. Partner Pokémon will wag their tail when a item is close
  5. Second player can connect just by shaking the second joy con
  6. When both players are in sync when throwing the ball, they get a bonus
  7. Trace is the name of the rival
  8. You will need a grass or water Pokémon to have access to the Pewter Gym
  9. To connect to another play you are required a Link Code, the code is made of different Pokémon
  10. Safari Zone has been replaced for the GO Park
  11. In the GO Park you can capture Pokémon from Pokémon GO. the higher the CP the higher the Level 
  12. Candy will be given in Pokémon GO when the Pokémon is captured in Let’s GO
  13. Candy is available on Let’s Go, the candy can raise the status of a Pokémon

neurosciencestuff:

Do birdsong and human speech share biological roots?

Do songbirds and humans have common biological hardwiring that shapes how they produce and perceive sounds?

Scientists who study birdsong have been intrigued for some time by
the possibility that human speech and music may be rooted in biological
processes shared across a variety of animals. Now, research by McGill
University biologists provides new evidence to support this idea.

In a series of experiments, the researchers found that young zebra
finches – a species often used to study birdsong – are intrinsically
biased to learn to produce particular kinds of sound patterns over
others. “In addition, these sound patterns resembled patterns that are
frequently observed across human languages and in music,” says Jon
Sakata, Associate Professor of Biology at McGill and senior author of a
paper published online in Current Biology on Nov. 22.

On the shoulders of Chomsky

The idea for the experiments was inspired by current hypotheses on
human language and music. Linguists have long found that the world’s
languages share many common features, termed “universals.” These
features encompass the syntactic structure of languages (e.g., word
order) as well as finer acoustic patterns of speech, such as the timing,
pitch, and stress of utterances. Some theorists, including Noam
Chomsky, have postulated that these patterns reflect a “universal
grammar” built on innate brain mechanisms that promote and bias language
learning. Researchers continue to debate the extent of these innate
brain mechanisms, in part because of the potential for cultural
propagation to account for universals.

At the same time, vast surveys of zebra finch songs have documented a
variety of acoustic patterns found universally across populations.
“Because the nature of these universals bears similarity to those in
humans and because songbirds learn their vocalizations much in the same
way that humans acquire speech and language, we were motivated to test
biological predisposition in vocal learning in songbirds,” says Logan
James, a PhD student in Sakata’s lab and co-author of the new study.

A buffet of birdsong

In order to isolate biological predispositions, James and Sakata
individually tutored young zebra finches with songs consisting of five
acoustic elements arranged in every possible sequence. The birds were
exposed to each sequence permutation in equal proportion and in a random
order. Each finch therefore had to individually “choose” which
sequences to produce from this buffet of birdsong.

In the end, the patterns that the laboratory-raised birds preferred
to produce were highly similar to those observed in natural populations
of birds. For example, like wild zebra finches, birds tutored with
randomized sequences often placed a “distance call” – a long,
low-pitched vocalization – at the end of their song.

Other sounds were much more likely to appear in the beginning or
middle of the song; for example, short and high-pitched vocalizations
were more likely to be produced in the middle of song than at the
beginning or end of song. This matches patterns observed across diverse
languages and in music, in which sounds at the end of phrases tend to be
longer and lower in pitch than sounds in the middle.

Future research avenues

“These findings have important contributions for our understanding
of human speech and music,” says Caroline Palmer, a Professor of
Psychology at McGill who was not involved in the study. “The research,
which controls the birds’ learning environment in ways that are not
possible with young children, suggests that statistical learning alone
– the degree to which one is exposed to specific acoustic patterns –
cannot account for song (or speech) preferences. Other principles, such
as universal grammars and perceptual organization, are more likely to
account for why human infants as well as juvenile birds are predisposed
to prefer some auditory patterns.”

Sakata, who is also a member of the Centre for Research on Brain, Language and Music (CRBLM),
says the study opens up many avenues of future work for his team with
speech, language, and music researchers. “In the immediate future,” he
says, “we want to reveal how auditory processing mechanisms in the
brain, as well as aspects of motor learning and control, underlie these
learning biases.”

Denise Klein, Director of the CRBLM and neuroscientist at the
Montreal Neurological Institute, says James’ and Sakata’s study
“provides insights on universals of vocal communication, helping to
advance our understanding of the neurobiological bases of speech and
music.”