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The 'Lexi Steele' Series by Cheyenne McCray (Book Review)
Includes The Edge of Sin by Cheyenne McCray
Blurb: Zane Steele lives a life of extraordinary danger as a government agent an has never let anyone get too close. Then he sees the one woman who will change his life forever
Reviewing only Cheyenne's contribution:
Cheyenne hooked me from page one with the ice cream scene. As I was reading it, I had a hankering to make a trip to the local ice cream parlor. The restaurant sexcapade was funny and sexy. I like how C.M. stated the bathroom was clean. It would have to be squeaky clean for me to get busy in one. 🙂
The rest of the short story was just as hot and didn't lack in funny moments. There was a brief encounter with some bad guys but that was quickly wrapped up and the story ended on a funny/sweet moment.
Heart rating system
BUY THE BOOK: IndieBound | Amazon | Barnes & Noble
An Elite Partnership
Alexi Steele is determined, relentless, and driven to protect the innocent. She's a top agent of the NSA's clandestine Recovery Enforcement Division, specializing in human trafficking and sex crimes. Her current mission: To infiltrate the inner circle of Boston's exclusive S&M clubs in order to save young women who are about to be auctioned off to the highest bidders. But Lexi's only way in is under the control of her new partner in crime, Nicholas Donovan.
An Erotic End Game
Nick will do whatever it takes to bring down the billionaire sex-ring mastermind who's kidnapped his sister. But the games he must play as Lexi's dominant are burning away his icy control, and blurring the lines between partners. Meanwhile, their enemies are closing in as they enter a devastating race against time…bringing them dangerously close to THE FIRST SIN.
~Quick Thoughts~
The emotional and physical torment Steele, Kristen, and the numerous unnamed ladies of the story went through was heartbreaking. I couldn't imagine being in their predicament for a solitary minute. Unfortunately, human trafficking/sex slave rings are not a thing of fiction even though this story was one.
Internally, I was screaming and clapping when Steele got her revenge on Cabot. Cheered louder when Kristin got the upper hand on the Professor. I wish all ladies and gents in their position were so lucky.
BUY THE BOOK: IndieBound | Amazon | Barnes & Noble | Books-A-Million
They are Bound by Duty and Desire
As an undercover agent for the NSA's Recovery Enforcement Division, Alexi Steele is no stranger to the ways and means of the country's most notorious sex criminals. Still, she's never seen anything quite like this. Girls from across the globe are being recruited for a modeling competition in New York City, only to end up as enslaved prostitutes. Now it's up to Lexi and her partner—and lover—Nicholas Donovan to infiltrate the operation.
Will Their Fight for Justice Tear Them Apart?
Finding the mastermind behind the sex trafficking is only one half of the challenge. The other is Nick. Even though she has always trusted him, Lexi can't help but wonder whether he's keeping something from her—a shocking secret from his past on the Special Forces unit. Meanwhile, time is running out for the victims—and Lexi may be forced to do the unthinkable to see that the job is done.
In this installment, Lexi and Donovan are still on the hunt for Hagstedt, the head honcho. I won't spill if they ride the world of him or if he evades capture. What I will say is, this story is action packed and violent. But like the last story, one major woman fights back. Dasha was horribly abused but in the end, she becomes the hero. How? Read the story and you'll discover the answer.
Trust me, you won't be able to put this story down once you get started on it.
Luckily for us, we don't have to wait a year to read the next installment. It's already out!
Special Agent Lexi Steele is an operative with RED—the Recovery Enforcement Division, a highly secretive offshoot of the NSA. Her sexy, too-hot-to-handle partner, Nick Donovan, not only ends up in her bed but also gets inside her in a way no man has ever done before.
Lexi and Nick are on the trail of Karl Bachmann, a criminal mastermind who deals in sex slavery. To Lexi's shock, her team is ordered to pull back. Despite the horrendous crimes Bachmann has committed, they are forced to stop their investigation. Lexi is furious—why would the government let a criminal like Bachmann get away?
Bachmann is out for revenge and is bent on destroying Lexi. When her family is targeted, it's a run against time as Lexi and Nick search for a missing family member and the man behind it. They find themselves in a web of deceit and betrayal that goes to the very core of the U.S. Government itself.
In the midst of all the turmoil, Lexi fights her emotions for Nick, a distraction she can't allow. Nick wants her trust and her love…something she doesn't know if she'll ever be able to give.
The clock is ticking. Time is running out.
Even though Nick and Lexi were the main characters of the book, the shining star of this installment had to be Rory, Steele's sister. That girl went from a mouse to a lioness in two seconds flat. Way to go!
I liked the brief moments when Ryan, Lexi's brother, and Georgina were near each other. There was a noticeable connection between them so I'm hoping Cheyenne writes their story next. I'm dying to know why Georgina's eyes were so haunted after she delivered vital intel to the team. Yup, there's a backstory there. Write it up. Please.
The ending of the book….. it was very sweet.
BUY THE BOOK: Pink Zebra | Amazon | Barnes & Noble | Smashwords
Tagged as contemporary, review, romance
One Response to The 'Lexi Steele' Series by Cheyenne McCray (Book Review)
Cheyenne McCray's Place on FB: Thanks so much, Kameron!
March 10 at 4:49pm


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A Writing Challenge
This blog post is coming to you extremely late. I'd have skipped it altogether, but I left you hanging last Tuesday and I really need to finish laying this foundation, because tomorrow we're going to build on it.
For what it's worth: I've got a great excuse. I've just been so busy with the final review and publication of the very exciting book we're going to be talking about below. But let's go ahead and talk about it, huh?
Extraordinary Complexity
As I said, last Tuesday I introduced my friend and fellow writer Joshua Unruh, and told you a little bit about my attempts to help him out as a writing coach. I ended the story when he'd just asked me for advice on a new story idea that blended pulp noir story stylings, ancient English linguistics, and deep Norse myth in a package that would make a publishing company sales department wail and gnash their teeth.
And I told him as much. I told him the story sounded too complicated and, ultimately, really difficult to sell. More than that, I recognized a trend.
He'd wanted to write a supernatural/urban fantasy series, and decided to make it a viable Western (with all the trappings), too (Hell Bent for Leather).
He'd wanted to write a noir mystery, and decided to make it steampunk, too. (Copper Lincoln, Robot Detective).
He'd wanted to write a dark fantasy, and decided to make it classically noir, thematically postmodern, and narratively archaic, too (Mythreaver).
I told him my best advice, as his writing coach, was to stop making things so hard on himself. I couldn't get away with accusing someone of being too ambitious (that's a defining character tag of mine), but every project he came up with was really complex.
It was all good. I can't wait to read finished versions of all three of those novels. But I wanted to see what he could do with something simple and straightforward. Just a fun little adventure in a recognizable category. As I've said recently, I think the categorical focus of Taming Fire is a lot of reason it was able to find success (while my most complex stories, the Ghost Targets books, are languishing).
The Baseline Challenge
So I challenged him to write a baseline novel. I said it would be a good opportunity for me to see where he was as a storyteller writing something that wasn't constantly fighting back against him. It would also give him an opportunity to get his own foothold in the marketplace (like the one Taming Fire has given me), and once he was established he could do all the complex, ambitious projects his heart desired.
He took the challenge, and doubled-down with the old NaNoWriMo challenge, and last November he wrote a young-adult spy-fi adventure called TEEN Agents in The Plundered Parent Protocol. In one fell stroke, he demonstrated my special genius as a writing coach.
Fine, fine! What he really did was demonstrate his special genius as a storyteller. The novel perfectly served its purpose. "Young-adult spy-fi" is still playing things a little bit complicated, but at least it was a genre I could reasonably discuss. Moreover, it was a new enough playground for Joshua that he was willing to be a little more open to input.
Writing by Committee
Oh, and he got input. Last December Courtney played the role of Acquisitions Editor while I was still frantically putting the finishing touches on The Dragonswarm. She gave him feedback on every page.
Then he handed the story off to several moms of young teens and got direct reader responses. Then our editing intern Allison started working through the story, pointing out all the awkward edges (and rightly changing "that" to "who" nine times out of ten). And then at last I waded in.
I told him to cut the prologue. I told him to do more to introduce his characters, and then to make those introductions more interesting. I told him to stop building monstrous, convoluted sentences (and showed him over and over and over again exactly which sentences were monstrous and why they were convoluted).
We worked on dialogue attribution and smooth scene transitions. I pointed out places where he used good cinematic techniques that made bad prose. I questioned his fundamental understanding of physics (although I wasn't always right on those issues).
And, Haven's name, we found our fair share of typos. Yeesh.
Making it Better
We did a lot of work to turn Joshua's NaNoWriMo baseline novel into something we'd be proud to publish. But underneath all that work lay two absolutely critical points:
The story itself was good.
The technique needed work, but the story arc, the characters, the motivation…those were all dead on.
That was our foundation, and even with all the cracks and flaws on the surface, the foundation was solid.
And Joshua did the work.
If you glance back up at my slanderous section above, you'll see that I pointed out a whole lot of problems. I didn't fix them. I didn't rewrite the novel for him. I said, "Here's what's wrong, and here's why I think it's wrong, and you need to make it better."
And every time I did that, he came back with something really impressive. In the end, I told him, I would much prefer to get a good book and watch a writer respond to criticism and make it great, than to receive a book that's utterly perfect in the first place.
That's my position as a writing coach, because it keeps me in business. It's also my position as a publisher, because it means I've got a much better idea what Joshua will be capable of next time.
If this book is successful, it won't be a mystery how he managed to write something good. I'll pat myself on the back (and all our editors, of course), and whatever he serves up next time, I'll know we can make it something we can all be proud of.
TEEN Agents in The Plundered Parent Protocol
In this case, there's no question. This novel is awesome. It's fun, it's imaginative, and it's just plain smooth. You'll have to check it out.
It'll officially be releasing for Kindle tomorrow (Tuesday, January 31), and for the first 24 hours it'll be available free. But just in case you forget between now and then, you can come back here tomorrow and here a little bit about the novel from the man himself.
This was written by Aaron Pogue. Posted on Monday, January 30, 2012, at 6:50 am. Filed under For Fun. Tagged Ancient English Linguistics, Audience Analysis, Beowulf, Consortium Books, Copper Lincoln, Hell Bent for Leather, Joshua Unruh, Mythreaver, NaNoWriMo, Noir, Norse Myth, Publication, Storytelling, Taming Fire, TEEN Agents, The Consortium, Weird Western. Bookmark the permalink. Follow comments here with the RSS feed.	Both comments and trackbacks are currently closed.
One Response to "A Writing Challenge"
Awesome! We can hardly wait!
‹ A Writing Coach
Strong Enough for a Man, But Made for a Woman ›

redpajama_set_name: RedPajamaCommonCrawl


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Belfast International now fifth busiest airport in UK
Belfast International is now officially the fifth busiest airport in the United Kingdom for domestic passenger traffic.
The airport's status was confirmed by the Civil Aviation Authority in its report on airport and passenger activity during 2016.
In the 'league table' of forty-seven UK airports, the four airports ahead of Belfast International Airport are Heathrow, Gatwick, Edinburgh and Glasgow.
Overall, the airport grew by more than 17% last year with over 5.1 million passengers through the facility. It's on course to achieve a new record of 5.4 million in 2017.
Belfast Managing Director, Graham Keddie, said taking fifth position was an outstanding result and one that would be consolidated this year.
Mr Keddie said: "Passengers are voting with their wallets. They want value for money and frequent services at the best times of the day.
"Small to medium businesses are doing more business in GB and we're able to get them to their target markets at hugely competitive rates with easyJet and Ryanair.
"The benefits are appreciable, which is one reason why Belfast International is enjoying such growth.
"We could do much more with the right supports. Air Passenger Duty is a considerable disadvantage not only to our airports, but to Northern Ireland as a region. If it disappeared, we could transform inbound tourism, leading to further significant investment along with the creation of thousands of jobs. Getting rid of this impediment is, in my view, a no-brainer.
"This year will be a bumper year for us despite the decision by United to end its popular trans-Atlantic service.
"We continue to do all with can to fill that gap. We are working closely with Government to deliver a major long-haul project that would open up attractive additional and badly-needed connections."


This page serves as a collection of useful information for the English and Japanese versions of Paper Mario: The Thousand-Year Door.
The Random Number Generator affects many things in this game, such as some spawn points and the movement of NPCs and enemies in the overworld and the effect an item has on an opponent in battle.
After talking to the gatekeeper in Twilight Trail, Mario must go talk to the mayor. Normally, Mario would enter the mayor's house and walk up to him to trigger a cutscene. By walking up against the right side of his house in paper mode, Mario can trigger the cutscene. This works because the mayor moves close enough to the edge of the house such that the cutscene trigger reaches slightly outside of the house.
By positioning Mario between two Bill Blasters and flipping into Paper mode, you can walk right between the Blasters and avoid the battle entirely.
This has applications in both the Pirate's Grotto in Chapter 5 (see the second clip of the second video in the table above) and the Palace of Shadow in Chapter 8.
Near the end of the Chapter 7 factory room, after grabbing the card key, it is intended that you enter the pipe on the floor, go all the way to the left of the background, ride the platform up to the first pipe in the room, and then go up the stairs to Magnus. Instead, you can Spring Jump on the ground and, upon descent, land on the left or right moving platform, skipping traveling through the background again.
In addition, you can hover with Yoshi from the card key platform to the top of the save block. This way, you can visually see when the platforms are moving and time when to Spring Jump onto them.
Sometimes during Goombella's ability cutscene in the Prologue, Goomther, whom Goombella tattles to demonstrate her ability, can sometimes exit the screen walking backwards. We believe this is because the Goomther that is loaded in Rogueport Square (as opposed to the one loaded in the cutscene) turns around just as the Goomther in Goombella's cutscene begins walking away.
In Pirate's Grotto in the bright room, Mario can either jump or hover with Yoshi around the Bill Blasters. This is because the platform past the blasters extends slightly farther up on the Z-axis compared to the bridge to the left.
In the room before the boat, you can go into paper mode and walk behind the first set of bills and in front of the second set of bills in order to avoid encountering them. On the way back from the boat, you can skip the first bills by entering the room in paper mode and then moving left slightly before moving down. After this, you can use tube mode to jump over the second set of bills.
When Mario jumps onto a switch that raises or lowers a block, there is 1 frame where the game can be paused. Once the game is unpaused, there is another 1 frame opportunity to jump off of the switch while activating it at the same time. This allows hitting some switches without Koops that would normally require his ability, which is particularly helpful when he is not already out.
The most significant use of this trick is speed swapping off of the first blue switch outside Hooktail Castle and using the hammer on the second, allowing you to enter Hooktail Castle without using Koops.
There are also two currently known uses in Hooktail Castle: jumping off of the green switch that raises the large green block in the big room, and the purple switch a few rooms later.
This is a variation of the Flurrie superslide that is only possible on the Japanese version of the game. By flipping into Paper mode with R while activating Bobbery's ability with X and then pressing A to open the door as soon as he explodes, you can clip outside the door just like with Flurrie (though you can't superslide with this method). No use has yet been found for this trick.
By Goombella Buffering in the room before Pirate's Grotto, you can fall out of bounds. There are a few NPCs there because unused NPCs are stored at the coordinates 0, -1000, 0. By falling while riding Yoshi, you can maneuver Mario in the air to land right on top of the ember, triggering the ember fight that normally occurs while rescuing Bobbery. This sets the game to a mid-Chapter 5 state. Since you can warp ahead using this trigger, you no longer need to complete the pre-Chapter 5 sequence which included visiting The Thousand-Year Door, talking to Flavio, Podley the bartender, and Bobbery.
This glitch only works on the Japanese version of the game. Holding X until Bobbery explodes, while holding down R and a direction, will cause Mario to walk at full speed while in paper mode. The game thinks that Mario is in his normal state, so he can still open doors. This is useful for Teleporter Room Early (see here).
Misleadingly, this glitch can be done without Bobbery by holding down R after leaving a battle.
This can also be done by pressing R when entering a tight space that Mario can barely walk through in his normal state and via trap doors.
Performing the Bobbery Glitch on the door right before Magnus von Grapple 2.0 will cause Bowser to be in paper mode during the intermission. This causes some very odd effects. Since you are in paper mode, you can also go into tube mode. If you try to jump while in tube mode, the game will lock your Y Speed, your Base Speed, your current angle, and your direction; although you can still move around freely. Since these value are locked, this also allows you to float in the air. Trying to jump in tube mode results in a softlock, because you are unable to go back to normal. If you enter and leave tube mode, another glitch will occur with Bowser's collision with the ground of the area. If you try to walk up the stairs to the Sanctum, you will simply clip into the first two before hitting a wall by the third stair. If you try to walk onto the grass, you will clip through it and fall underneath the level. This will also occur repeatedly each time you respawn, although it is possible to land back on solid ground in some way. If you try to jump while in paper mode as Bowser, you will lose the paper mode properties, and will have similar properties to Bobbery Glitch. Bowser will appear to be in paper mode, but will function as if he isn't in paper mode. Also, you can gain the paper mode properties back by going on the third or fourth stair of the Sanctum. However, if you go down a stair, you will lose the paper mode properties again. It should also be noted that even with being able to jump, Bowser still cannot enter the blue pipe. This is because the game is programmed so that neither Bowser nor Peach can enter a pipe.
It is possible to jump from the couch in Grubba's Office up to the air vent. Since the only time you should be up there is after you break open the air vent, there is not a solid hitbox, so you can walk into the vent. This is a progressing trigger that sets the game to the final section of Chapter 3.
By using a Goombella Buffer in the room to the left of the 100 Jabbi fight, Mario can go into paper mode to get farther into the back wall, walk left a bit, and maneuver onto the seam of the room. When on the far back seam of the room, Mario can fall below and enter the pipe that is normally only accessible after getting Super Boots to break the platform. Because you still need Super Boots, you need to get them during the escape sequence. Grabbing the Super Boots sets the game back earlier in a Chapter 2, but using the escape sequence pipe to return works because the game thinks it is your first time entering the Crystal Star room.
This is also possible by using a double jump on the Piranha Plant below the pipe that you enter.
After returning to the foreground in the Chapter 7 factory room, Mario can hover with Yoshi to the left and reach the platform with the card key. This skips the use of a plane panel.
You can ride the purple block up in the locked door room to enter the lookout, and can Goombella Buffer through that loading zone. From here, Mario can maneuver out of bounds around the loading zone's invisible walls and fall down into the room below, skipping the need to grab the previous door's key.
By having Koops hit the yellow block switch while Mario is on it and riding the block up, then making a fairly precise jump over to the platform on the left, walking to the left (and jumping over the Star Piece) and then jumping down to the key, you can unlock the door without ever needing to flip the staircase.
This is an alternative to the Goombella buffering method used to skip the same door. Interestingly, releasing Koops earlier and clipping into the lock's corner to make the yellow block rise earlier makes this skip slightly faster than Goombella buffering.
Currently, the only reason we go to Chapter 3 is so that the game can advance to a pre-Chapter 4 state so that we can enter Chapter 4. If we were to find a revertible trigger before the log in Chapter 4, then we would skip going to Chapter 3, effectively cutting out pre-Chapter 3 (Don Pianta sequence + Westside Goods + End of Great Tree). There is currently no known trigger or way to do this.
In the Japanese version of the game, breaking the block in the Minor League room with the super hammer can cause the game to crash. It seems to only occur when you use a hammer spin right away instead of charging it up for longer. This is only known to occur with this block.
This is a theoretical skip. The only reason we need to go to Chapter 6 is for Ultra Boots. The only need for Ultra Boots currently is for one room in Chapter 8. There are two pits connected by an overhead railing. The first pit is very wide, so Mario must Spring Jump and shimmy across. The second pit is short enough across that you can use a Yoshi Hover instead of a Spring Jump to cross the pit. If we found a way to skip the need of Spring Jump in this room, we no longer would need to go to Chapter 6.
It is possible to Mowz glitch in this room to get on the seam. From there, you can fall down into the pit's seam and wander underneath the spikes. From here, there isn't any known way to make it up to the next loading zone. Performing a Mowz glitch while jumping doesn't allow for a high enough jump to hit the spikes' hitbox in order to regain control of Mario in the air.
In addition, the only reason we go to Chapter 4 is for Vivian and Tube Mode, which both are required for Chapter 6. Therefore, if Chapter 6 is skipped, then so will Chapter 4. This could cut out 30 minutes of in-game time.
After getting the Card Key in the large room with conveyor belts and gears, by using Yoshi to flutter to the top of the Save Block and then over to the health-restoring block, you can spring jump up onto the moving platforms and save the time of having to go all the way back up to that part of the room.
You can use Yoshi's flutter to fly behind a big green block in Chapter 8 and continue on without hitting a green switch to move the block.
When jumping precisely onto one of the top corners of an object's collision box, the game will think Mario is inside the block and eject him a few (up to at least 10.9) pixels higher. This allows him to stand on top of locks on locked doors and objects with similar collision (like yellow blocks) and jump off of them to reach higher places.
Jumping into certain NPCs at a certain angle will cause Mario to get temporarily stuck inside the NPC. When he gets pushed out, he is launched at up to 4 speed for a short time. This isn't beneficial to our knowledge.
Mario can sell his L Emblem or W Emblem badge while he has it equipped. His clothes will still resemble the Wario outfit, Luigi outfit or Waluigi outfit until he leaves the area, enters the start menu, or saves and quits. The same happens if one of these badges is stolen by a Badge Bandit.
If Mario gets hit by the X-Naut PhD when he starts walking through the Chapter 7 factory room bars, it will reset his angle to 90 (right). This can cause him to walk inside of the wall. From here, Mario can simply walk to the right past the barrier. This skips the need for Bobbery, Vivian, and Ultra Boots in this room. It would become beneficial if a future skip for any of these things is found.
If you go back to the top of Creepy Steeple after getting Ultra Boots, fall down onto the spring, and begin to charge up a Spring Jump midair, Mario's angle will redirect to 180 (down), sending him out of bounds. He falls below in front of the door, skipping the staircase. Oddly enough, this doesn't seem to work on any other spring besides the Creepy Steeple one.
If you walk around in paper mode and a cutscene starts, you will continue walking for the duration of the cutscene. This can be used to save time in Hooktail's Castle and potentially Boggly Woods.
Three frames after leaving a battle, the game will reset Mario's y-speed, causing the game to think he is on the ground and therefore will allow him to do a second jump midair. Depending on how many enemies are in the room, there may be a 2-frame window because it takes a longer time to load.
This can also be used to save time in the Boggly Woods plane panel room and for Yoshi Skip.
By Fish Glitching inside the statue on top of the boat pad, you can enter Boat mode and sail into Riddle Tower without having to break the statue. Because you can just walk back out of the statue upon returning, you never have to do half of the background.
Turn into Paper Mode and fall into the water outside of the Riddle Tower. You now have hitbox glitch. Keep active either Bobbery or Koops. Jump and have them trigger a Chain Chomp battle as you approach one of the two pipes. After leaving the battle, you can double jump up to the mouth of the pipe statue. Because of the active hitbox glitch, you can get farther into the statue than normal. Use a Spring Jump in a VERY precise spot and hold down on the analog stick. You will hit the roof of the mouth of the statue and start floating down, and if done in the correct spot Mario will be set underneath the statue base's Y position, meaning that Mario will enter the pipe from this point and be able to activate the switch in the background.
There currently is no benefit from using this because you still need Bobbery for a room in the Riddle Tower.
Use Bobbery/Koops in front of the X-Naut PhD. As you walk through the wall in paper mode, press X to start Bobbery's explosion. If using Koops, hold X and let go when you go through the wall. Jump and enter the battle. Do a Double Jump upon leaving the battle and land on the back wall of the conveyer. From here, you can Spring Jump up to the platforms up top. This skips the need for Vivian in this room, but requires Spring Jump and Koops or Bobbery.
It is possible to skip the fire bars in Chapter 8. Hold X in front of the ember to keep Koops active, and then let go as Mario approaches a fire bar. In doing so, the ember fight will start. Run away, and Mario now has temporary invincibility, which is just long enough to walk all the way through.
After performing this glitch, enemies appear to freeze in place, but in fact they still move around and ignore wall hitboxes. Having Mario get hit by a hazard updates the enemies positions visually.
Interestingly, you can get a similar fish glitch effect by using Koops to hit the Keelhaul Key Wacka and cutscene walking left into the ocean.
After getting Bobbery and talking to Flavio after, Flavio will follow you until you go to blow up the entrance to the Grotto. Skipping this cutscene by loading a trigger that occurs later in the game will prevent Flavio from ever leaving Mario's party. This has some interesting effects later in the game. This can also be done when taking Flavio to Cortez. If you have the blue pipes open already, you can simply go through the pipe while taking Flavio with you.
By activating the Super Mario Easter Egg in Chapter 7 with any partner except for Yoshi out, you can duplicate Flavio by having Flavio's model replace your partner's. This is only a visual glitch and is assumed to work with other followers as well if you manage to get one there.
By using Flurrie and hammering or jumping at the same time, Mario's direction will lock, allowing him to move around and still face the same way as before.
After getting the Blimp Ticket from Don Pianta and exiting his office, you can superslide left from the outside of his office door and walk behind the casino to get to the blimp/train loading zone without having to go through Westside Goods.
You can also superslide on the door of the house to the left of the item shop in Twilight Town and precisely seamwalk into the locked storeroom, allowing you to skip getting the red storeroom key. This trick, along with the block switches without Koops tricks, allows you to skip Koops entirely for half of the game.
In the Japanese version of the game, Flurrie superslides move Mario along the opposite axis as in the English version. Instead of moving left and right, Mario will move forward and backward. This allows Mario to get on the seam of the inn in Rogueport to get the Ultra Hammer as early as mid-Chapter 2.
Zlamp's Description: This glitch begins with activating Flurrie and then opening a door 3 frames later. This causes Mario to use Flurrie while walking into a building. By letting go of the analog stick (holding a direction will end the superslide) and pressing X more times, Flurrie will reactivate, which can cause Mario's angle of entry to change significantly. In the English version of the game, Flurrie Supersliding will take you left or right, depending on which way you are facing. In the Japanese version of the game, Flurrie Superslides will send you down on the Z-axis (towards the camera).
By either going into tube mode and moving down from the spikes or performing a fish glitch, Mario can make it to the boat and grab the Gate Handle. This avoids the long process of going into boat mode at the very top of the Grotto, going down the waterfall, and then going left.
This glitch occurs after doing Cage Skip and getting the Super Boots. This glitch will also only occur if you have the punies following you, and not at the pedestal already. When you re-enter the Crystal Star room, there is a chance that the game can do a "long load", in which the game stays at a black screen in order to load more stuff before resuming. When this occurs, the punies will go through the pipe animation before Mario, and will get to the pedestal before Mario is done coming out of the pipe. When this happens, the Crystal Star cutscene will start, and will cancel the ending of the pipe animation. Because of this, your partner will likely look glitchy, and Mario will retain some of the properties of being in the pipe animation. This glitch is only possible on console, as it involves the disc not being fully read, so it has to be read again. It's currently only known to work in the Chapter 2 Crystal Star room.
This occurs in the Japanese version of the game in the Glitzville staircase room. If you jump up to the top of the yellow blocks from the lowest stair, go up against the back of the wall, and alternate between right and up-right, you can clip into the back wall and walk around out of bounds.
For all cannons in Chapter 8, you can go into paper mode and maneuver through them.
Recently it was found that you can Spring Jump up against the back of the wall and land on the torch. From there, you can simply jump right over the cannons.
Using this glitch on the North Rogueport loading zone causes Mario to enter a walking animation while Goombella starts talking. He walks off, even though the loading zone has an invisible wall. As soon as Goombella's textbox closes, Mario takes the loading zone, no matter what position he's at.
This effect can also happen in some other areas, such as in the Great Tree and at Rogueport Harbor.
This glitch does not produce the same effect as the Mowz glitch because using Goombella produces a different cutscene value.
You could theoretically skip the Prologue Goomba Trio battle if you were able to enter the pipe that is behind the bars. This is possible after the fight using Staircase Skip, but it does not work before the battle because there is an extra invisible wall. You can perform a Hyper Jump to the right of the pipe platform ledge, but the moving platform does not move while performing the Hyper Jump, so you can't land up top on the moving platform.
In Chapter 8, Mario can hover with Yoshi behind the green block to skip going left and hitting the green switch to lower the block.
By jumping, holding down B during descent, then charging up a Hammer Swing, Mario will do a Hammer Swing without having to hammer beforehand as intended.
Going into paper mode and then falling out of bounds, getting hit by a hazard, or bouncing off of a spring while in paper mode and not holding R causes the game to change Mario back to normal, but causes him to retain odd hitbox properties that can allow him to squeeze into tighter spaces than normally possible as normal Mario. This can be used to save time outside of Flurrie's house.
HCE is a theoretical glitch that would involve somehow activating the switches within the two stone objects in the first room of Petal Meadows. If Mario could somehow activate them both in the allotted time, then this would skip going through Petalburg and Shhwonk Fortress.
If this is performed on the Japanese version of the game, you need to complete a post Chapter 1 trouble that will give you Koops, since you can't do Koops skip.
On the last frame before entering a loading zone, you can hop off of Yoshi while entering the next room, saving a few frames whenever you need to hop off of Yoshi.
Using Bobbery and having him explode on the first frame that you talk to Dark Bones in Chapter 8 causes Bobbery to remain in a permanent state of exploding, causing all a Dry Bones in the room to get hit when Bobbery is close to them.
This can be performed with either Flurrie Supersliding or performing a Bobbery Glitch on the Lovely Howz of Badges door. It allows you to set an Item Shop item's ID to 0000 (No Item). This happens because the glitch most likely duplicates the flag that checks whether the item is bought and sets the original flag to "bought", while the copy is still set to "not bought". The Invalid Item appears to require 0 coins and 0 BP, and through repeatedly entering and leaving the shop and buying and selling regular items, you can make the Invalid Item disappear off the shelf entirely. However, as the item isn't real and can't be bought, this glitch has no practical use. Performing two superslides and then entering and leaving a building results in the badge shop badges appearing in the middle of Rogueport at coordinates (0,0,0). Loading the shop 8 times will cause all of the text in the game to appear corrupted upon walking up to the badges.
In the Japanese version of the game, the Shadow Queen's hands can sometimes not appear in either phase of the fight. This is purely a graphical bug, so the hands still function as normal.
You can jump into certain cutscenes to cover more distance as a cutscene begins. This is applicable in many places, such as the Prologue Lord Crump cutscene and Hooktail Castle Koops cutscene.
Using Koops far away enough when retrieving an item allows for a 1-3 frame window to move. In this window, you can jump away, saving a few frames.
He disappears from the partner menu after getting Flurrie, but reappears after Doopliss 2, just like Yoshi.
This trick only works in conjunction with Shop Key Skip. Otherwise, Mario cannot access the tube mode curse chest room in the back of the item shop in Twilight Town. This means that this is currently an English exclusive trick.
Jumping along the Z-axis against the edge of a lock allows Mario to clip up to the top. This is useful in Hooktail's Castle when using Staircase Switch Skip because it skips having to hit the purple switch. It is also useful before entering Bobbery's chimney because it skips using a Yoshi hover to reach the boxes in East Rogueport.
By getting the Merlee coin curse to happen after a battle, you can allow certain animations to complete that you started before entering the battle, such as spring jumps and turning into boat mode. This will sometimes allow for some interesting effects to occur (more info coming soon).
By manipulating RNG and standing near NPCs, Mario can control how NPCs move. The best example is in the Rogueport sewers outside of the Teleporter Room. The bandit will move for a bit and then stand still. Changing RNG will cause the Bandit to move in different directions. If the bandit doesn't move in quite the right direction, Mario can stand next to the Bandit to keep it from moving, and then move away again when RNG sends him in a desired direction. This can be used to have Mario clip into the floor with tube mode right in front of the Teleporter Room.
You can push Bobbery out of bounds in any corner in the game. Nothing significant comes from this as far as we know.
This is a precise jump out of bounds onto the train tracks. Unfortunately, there are no loading zones in that area and the wall is too high to reach the pipe to the blimp, so there is currently no way to utilize this clip.
This theoretical glitch involves skipping a section of the Palace of Shadows. This would occur in either the first, second, or fourth room before Gloomtail by somehow falling beneath the floor and entering a loading zone that is always present, even if the floor beneath it isn't loaded. At the minimum, this would skip Gloomtail and the Palace of Shadows, approximately 15 minutes of in-game time. In the best case scenario, meaning that it would not require Yoshi, tube mode, Vivian, Bobbery, or Ultra Boots, then this would save close to 2 hours. The route for the best case scenario would be Prologue, Chapter 1, Chapter 2 up until Super Boots, Ultra Hammer Early, Teleporter Room Early, Chapter 7, Chapter 8.
There currently is no known way to either clip through the wall or fall through the floor in any of these rooms. The most likely room is the room right before Gloomtail. Present in this room are 2 Embers and a save block. It is currently impossible to reach the top of the save block. Even from the save block, there isn't any way to get out of bounds in the room. The ceiling is solid, so an infinite height exploit wouldn't help.
There are 3 theories currently. The first is somehow decreasing Mario's hitbox value. The second is changing Mario's angle upon entering the room. The third is entering a battle while using Vivian.
Mario's hitbox value is defaulted at 20. When in paper mode, his hitbox decreases to 6, which makes sense since paper mode allows Mario to move through tighter spaces. Mario is able to use one of the corners of the room to clip out of bounds normally when he is at a hitbox value of 1.7 or lower. There currently is no known way to reach such a low hitbox value.
Mario's angle upon entering the room is either 90 degrees or 270 degrees, depending if he is coming from the left of right. If his angle was to change to 15 (from the left door) upon entering, he would walk onto the back seam of the room. If that value is lower, Mario would walk straight up, causing him to fall out of bounds instead of walking onto the seam (unless it was changed further into the entering animation). There currently is no known way to change Mario's angle during these cutscenes.
The third and most recent theory is entering a battle while using Vivian. If Mario were to enter a battle while using Vivian, walls would become disabled. This is because Vivian's cutscene value is added to the battle's cutscene value and therefore is stored after the battle even though Vivian would be sent behind you (and deactivated because of it). Mario could then simply walk onto the seam of the room, use Vivian again to return to a normal state, and fall off the level to land on the loading zone below.
In Chapter 8, there is a loading zone where entering while in paper mode and letting go mid-transition cause Mario to appear in paper mode, even though he has full normal walking speed and his normal hitbox value.
Holding a specific direction against the rightmost tent in the Keelhaul Key camp can cause the camera to continuously shift over. This works on all versions but acts less chaotically in the Japanese version.
Performing the Boggly Woods plane panel cutscene walk too early will cause Mario to enter the pipe and fall down. This occurs because the pipe is still growing higher while Mario spawns.
There are 2 methods to doing this. The first is Japanese only. Using Bobbery Glitch on the door to the Shadow Queen room can allow Mario to finish the game in paper mode during all the cutscenes. After the first phase, you must hold down R because there is a one frame window where Mario can move. If you don't hold R, he will unspin from paper mode.
Alternatively, you can enter the room normally and just hold down R after the first phase. Unlike the first method, Mario won't move during the Crystal Stars cut scene, but everything after will be the same.
Pressing R to go into paper mode right before falling off a ledge causes Mario's momentum to cancel and resets his angle to 180.05 (down on the Z-axis) in the Japanese version of the game. In the English version of the game, using a momentum cancel will cause Mario's angle to reset to 270 (left on the X-axis).
After performing Paper Mode Ending, if you load another save file while holding down R, you will begin in paper mode, even if you don't have paper mode in the current save file yet. This is not useful besides being able to access the Pit of 100 Trials in the Prologue.
Entering the Poshley Heights Inn and doing a Bobbery glitch before taking to the innkeeper causes Mario to go up and rest in bed while in paper mode. When he returns downstairs, he does not move in his walking animation and proceeds to move very strangely.
You can unspin from a tight area and quickly clip back into it, causing Mario to get pushed around and even go through a wall.
Jumping on the same frame of unspinning, spin jumping, and then holding the opposite direction that Mario is facing will cause Mario to walk backwards.
Pausing first frame after regaining control of Mario causes Mario to pass through enemy hitboxes. This can be used to skip a battle in Hooktail's Castle.
Upon first moving in tube mode, your speed starts off at 0 and gradually increases to 3. Pausing at any point during the speed up and unpausing will cause Mario to instantly jump to 3 speed.
Pausing while jumping can allow for a Hyper Jump. If you use an item when the game registers Mario on the ground, Mario will shoot up in the air 60 units high, which is higher than a regular jump.
Pausing while hammering and then using an item can sometimes cause Mario to softlock because he will continue to hammer, even after the animation for the item has ended. Whether it softlocks or not seems to be random.
Pausing while unspinning from paper mode causes Mario's unspin animation to cancel, returning him to his normal state immediately.
Using Koops and then pausing as Mario falls onto Koops' shell cancels Mario's jump off of the shell, allowing him to move immediately after unpausing.
Going into paper mode and entering a battle right before falling into water causes Mario to respawn wherever he entered the room from. In addition, the camera is locked, just like during a Fish Glitch.
With a precise position outside the house of Twilight Town's mayor, you can trigger the cutscene of seeing the mayor as a pig without having to enter the house.
By Goombella Buffering into the loading zone right after getting Bobbery, maneuvering around to the right, and using Bobbery inside of the wall, Mario can open the Pirate's Grotto Early. Using a cutscene walk, you can skip a glitchy cutscene that occurs because Flavio isn't present. This saves time over going back to talk to Flavio.
Returning from the plane curse room and moving at (1,255) causes Mario to fall out of bounds. This isn't useful at all.
During the plane game, you can quit right before landing, press continue, and jump. Doing this repeatedly will allow Mario to jump all the way to the right.
Using the plane panel ability on the Z-axis edge of a panel causes the game to think that Mario is not above a panel. This means that he can dip down earlier and pick up speed faster than intended.
While in Hooktail Castle the second time to get Ms. Mowz for the Fish Glitch, you can use Yoshi's flutter jump to skip one of the plane pads.
There are several triggers in the game that, when activated, will jump the game ahead to that point.
Facing the Punies and then jumping away from them allows Mario to keep all the Punies without them following him. This can be used to skip the bubble room and water switch puzzles.
In addition to this, a similar thing can also occur if you drop down from a high ledge while having the punies with you. If you keep jumping after you reach the ground, you will not lose the punies, even though they are on a different level than you. This can be used several times in The Great Tree to skip having to take the punies through entire rooms to the pipes.
There is a 2 frame window to move after activating Red Bones. By jumping one frame after activating Red Bones, the game thinks that Mario's jump is stored next to Red Bones. This causes Mario to enter the Red Bones battle immediately upon the player gaining control again. This saves time over hammering all the Dull Bones in the room.
This doesn't work for Dark Bones in Chapter 8 because the game doesn't give you an extra frame to move after starting the cutscene.
There are several revertible triggers that, when activated, set the game back in time.
When pressing X to use Yoshi's ability, you have 5 frames to move around before you begin to get on him. Transitioning to Yoshi takes 25 frames when getting on, and 20 to get off.
Yoshi is used often because riding him is the fastest method of movement, though there are some rooms where it's slower to ride him. If the distance you need to cover takes 77 or more frames with Mario, it is faster to use Yoshi. If the distance you need to cover takes 42 or less frames with Mario, it is faster to walk. For every case in between (distance takes 43-76 frames with Mario), testing should be done to see which is faster.
If it were possible to get up on the top ledge in the Riverside Goomba room right before the Ultra Boots, then we could skip the Goomba battles and get the Ultra Boots right away. Currently, this isn't possible because the height difference between the switch boxes (30) and the top ledge (120) is too large for a double jump. If the difference was approximately 10 units smaller this would be possible.
By jumping precisely into an NPC, Mario will get trapped inside them. If he keeps moving in the same direction, he will be ejected at more than double his walking speed. Unfortunately, this speed boost cannot be stored with the Speed Swap Glitch, so this is currently useless.
You can Spring Jump along the left side up on the Z-axis to skip a plane panel in the Poshley Sanctum.
In the Rogueport Sewers, there is a room containing 3 Shine Sprite blocks and 3 Spanias. You can stand on one of the lower Shine Sprite blocks and use a Hammer Spin to hit the highest Shine Sprite block.
In Boggly Woods, Mario can get pushed out of bounds between the left wall and the leftmost tree right after the Shadow Queen fight. Because he entered the room all the way from the right, Mario will respawn there, which saves time over walking all the way right.
If Mario is positioned high enough or low enough on the Z-axis, he can jump along the Z-axis and bypass the Shadow Siren cutscene in Chapter 8 after solving the Riddle Tower. It's faster to do it farther down on the Z-axis as opposed to performing it up on the Z-axis.
Use a Goombella Buffer to bypass the left loading zone of the Shhwonk Fortress. From there, move left onto the edge of the loading zone platform and move up on the Z-axis. From there, you need to jump diagonally down right. Maneuver on the front seam of the Fortress room over to the right. Go down on the Z-axis and slightly to the left. This makes the game register that Mario is outside of the loading zone area, so he can move back right and trigger the loading zone.
In the English version of the game, you can use a Flurrie Superslide on the leftmost building outside of the Twilight Town shop and maneuver around to the back of the shop. This allows you to reach the back of the shop without grabbing the key in the fallen tree room to the right. This is not possible on the Japanese version of the game because Flurrie Superslides send Mario down on the Z-axis.
You can hold down after Spin Jumping on one of the warp pipes' blue switches to fall into the water. Mario will respawn at the last point that he walked on, as opposed to falling down from the switch and having to fish glitch a second time.
Jumping immediately after Frankie and Francesca talk to Don Pianta causes Mario to land really close to Don and block his movements. Don is coded to start a walking sequence before giving the blimp ticket, but because he never walks he never gives Mario the item and instead stands there forever.
Loading too many entities in-game will eventually cause the game to softlock. For example, this can occur if you load the Inn more than 4 times during Ultra Hammer Early, because Flavio's text boxes are loaded too many times. If you perform the invalid item glitch 8 or more times and then try to buy or sell a badge, you will softlock too.
If you spam X to use Flurrie multiple times, the Jabbi fight can end as Flurrie's animation begins. This causes Mario to continuously hold Flurrie even if she moves away.
In the Japanese version of the game, Flurrie Supersliding on the Rogueport Sewer's item shop after doing a Bobbery Glitch similar to the one during Teleporter Room Early causes Mario to fall below into Merluvee's room. If you go try to have her tell you a fortune, the game will softlock because it gets confused, since it hasn't loaded Merluvee yet.
In the Japanese version of the game, you can pause underground whenever you use Vivian. If you pause during the Vivian partner cutscene in Chapter 4, the game gets confused and you no longer can control Mario once you close the pause menu.
Go to any sort menu within the start menu (can be the one for items, key items, badges, tattles, the badge database, or emails) and hit A and Start simultaneously. Doing this will cause the game to think you are still in the sort menu the next time you open the menu, but the normal cursor will still be available to use (although invisible). This allows you to sort any of those categories within the start menu every time the A button is pressed.
Using an item while this glitch is active allows you to sort it to another position within the item menu during its use, causing it to remain there instead of being removed. This means that by using this glitch, you can reuse any HP or FP restoring items infinitely many times.
This glitch can also crash the game if you obtain it using the sort menu for emails and then sort the emails using the first sort option while having one open to read (requires at least 2 emails to pull off).
Speed Glitch refers to a sudden increase in Mario's speed when jumping right when he returns from a battle (1 or 2 frames earlier than the double jump frame). There are four different speed values that can be produced by four different scenarios. With scenarios 1 and 2, you can also get an extra 4 units of jump height if you enter the battle with no speed along the Y-axis by jumping 2 frames after getting the initial speed glitch.
Scenario #1: Walking Mario can walk into an enemy when he is on the ground and jump first frame after leaving. In doing so, this causes Mario to reach up to 2.969 speed. If you stop walking or jump, your speed resets to normal.
Scenario #2: Backwards Walking Hitting the A button to jump with a direction at the same time as unspinning from paper mode allows Mario to walk backwards. If he walks backwards into an enemy while on the ground, the speed glitch can still be performed, but with a speed of 2.55 instead of the original 2.969 speed.
Scenario #3: Paper Mode Spin into paper mode right before entering a battle. Hold A, R, and a direction on the first or second frame after leaving a battle. Mario will have 1.19 speed as opposed to his normal 1 speed in paper mode.
Scenario #4: Falling Depending on an enemy's height, you can sometimes get speed glitch. After triggering a battle by jumping on an enemy, Mario slowly falls. If he is low enough to the ground, Mario can still store his Y-axis speed after the battle. Mario can be anywhere from 0 to 4 units off the ground. If he is within this range, his speed will reach 2.6775, which is the same as the speed when speed swapping. Oddly enough, Mario slows down for a bit once his invincibility frames end.
Moving up or down is faster than moving left or right. The game takes 2 frames to updates Mario's, Peach's, and Bowser's speed normally. By moving up or down for one frame and then jumping in any direction, Mario maintains his greater speed value. Jumping first frame possible when landing from a previous jump maintains this speed value. This method requires jumping, so it is only used when playing as Mario. A variation of this is a 2 frame speed swap, wherein Mario, Peach, or Bowser can move up or down for 2 frames and then move in any direction for 14 frames without losing the greater speed value. This can be used with Peach and Bowser and occasionally used with Mario to cover more distance whenever jumping doesn't reach a loading zone or a door completely.
This glitch allows you to reach the key to Grodus' room without the use of Yoshi, meaning that if a future glitch is found that obsoletes getting Yoshi, we can still reach the end of the game.
There are several ways to maintain the Z-axis speed while walking on the X-axis. This can be done because (in most cases) it takes 1 extra frame to update to the correct speed. Which method you use depends on whether or not you're capable of jumping.
Jumping: Walk on the Z-axis for 1 frame, then press A (jump) and go either left or right on the next frame. This can be constantly repeated.
Not jumping: Walk on the Z-axis for 2 frames. For the next 14 frames you can maintain this speed in any direction. This can also be constantly repeated.
This glitch does not work while riding Yoshi. For some reason, the game is better at updating Yoshi's speed than that of Mario, Peach, or Bowser.
Mario's speed while walking on the X-axis is 2.25 units per frame. Z-axis movement is always 1.19 times faster than X-axis speed for any given character, meaning that Mario's speed while walking on the Z-axis is 2.6775 units per frame. Peach and Bowser's X-axis speed is 2 and Z-axis speed is 2.38. Yoshi's X-axis speed is 3.375 while his Z-axis speed is 4.01625, meaning that Yoshi is 50% faster than Mario.
In the Palace of Shadows room with the two pits, Mario can Yoshi hover across the second pit, skipping having to Spring Jump and shimmy across. This is not possible across the first pit because it is wider.
After the Goomba Trio fight in the Prologue, you can jump from the second stair to the moving platform rather than walk all the way around. This saves a few seconds.
It is possible to ride the yellow block up to where the star piece is, walk left for a few seconds, and fall down below to the platform next to the switch. This skips hitting a switch twice to flip the staircase horizontally and then switch it back.
If Mario uses Koops and then falls out of bounds while holding him out with the X button, Koops will spawn slightly above the ground in the same spot as Mario while still spinning in his shell. When you let go of X, Koops will shoot out to the spot that he would have reached if shot from his original position before respawning.
By pausing on top of a switch, such as the Hooktail Castle pipe switches, Mario's momentum gets cancelled. When you regain control of Mario, you can immediately jump in any direction, rather than have the switch send Mario bouncing up in the air slowly. This can be used throughout Chapter 1.
This trick also allows for Koops Skip, though only the English version can complete the game without getting Koops from Chapter 1 due to the specifications of Shop Key Skip.
The first mechanic of this glitch requires Mario to perform a Bobbery glitch by holding Bobbery over his head until he explodes. When he explodes, you hold down R. This causes Mario to walk as fast as normal but while in paper mode. In doing so, you can also open doors while in paper mode. This causes Mario to remain outside of the building when entering. Now the camera is rotated 90 degrees. From here, since you're still outside of the building, you can perform a Flurrie Superslide, just like during Ultra Hammer Early. Because the camera is rotated, Mario moves down on Z-axis, relative to the screen's rotation. This means that Mario slides down into the Teleporter Room. Currently, the game doesn't think you're in Chapter 7, so you have to read a note that makes the game think Mario is indeed in that chapter. This skips grabbing the sixth Crystal Star, the Peach and Bowser intermissions, Fahr Outpost, and the General White Hunt. Just like Ultra Hammer Early, this is a Japanese-only glitch because of the superslide mechanics.
This can be done without the use of Bobbery, but is slower. The space between the fallen pillar and the railing slightly south of the eastern loading zone is small enough that pressing R causes Mario to get pushed through while turning into paper mode, causing him to maintain his full speed while staying in paper mode. This can also be done by obtaining hitbox glitch and walking underneath the sides of the fountain statue the same way you would with the pillar. This means that if something is found that eliminates the need for Bobbery, you could still perform this glitch to do the trick.
In the 3rd tile room, either running onto the tiles and then hopping on Yoshi, or running onto the tiles on top of Yoshi and then hopping off causes the tiles to significantly speed up.
In addition, it is possible to catch the first tile cycle that occurs when entering the room by waiting a few seconds and then Yoshi hovering to the left. The tiles swing around close enough to the platform by the door that Mario can make it across, saving a few seconds.
This glitch essentially allows for the Great Tree escape timer to be shown on screen in areas that it wasn't intended to, but can also cause some weird after effects if done in the right way (see Cutscene Walk Method).
This is the easiest way to keep the timer on screen. All you need to do is use the trapdoor or super boots during the escape sequence to revert the game to before the escape and still keep the timer on screen. Then simply leave the tree before the timer runs out and the timer should stay on screen for as long as you don't re-enter the tree (kills you if you do) or go to the Hooktail Castle spike room and leave (removes it from the screen like it normally would during Chapter 1).
Wait until the timer reaches near 0. Use a paper mode cutscene walk to enter a pipe or loading zone after the timer runs out. When using this method, the game will think you are in a Chapter 3 state (more specifically, having just entered Glitzville). Also, the Punies will remain outside of the tree, like they are for the rest of the game after Chapter 2 normally.
In North Rogueport, jumping backwards from the rightmost part of the high ledge allows Mario to land out of bounds behind the back railing. From here, he can walk left or right for a decent amount. When out of bounds, Mario cannot access the train or blimp pipe in any way because of the train being too high off the ground and there being invisible walls around the pipe area.
If Mario either unlocks a door or opens a chest at an angle, pressing A first frame can cause him to jump while the unlocking/opening animation plays. This allows Mario to land closer to a door or farther left or right in a room when opening a chest.
Using a Flurrie Superslide when re-entering the inn from the top can allow for Mario to stop moving on the seam of the building. From here, he can maneuver around the edge of the building and walk along the front seam towards the Ultra Hammer chest. With the Ultra Hammer, now retrieved 4 chapters earlier, you can open up the warp pipes and also use Bookcase Jump and break open the air vent to end Chapter 3 quickly.
By flipping into Paper mode, walking into a tight space between two solid objects and then unflipping in that area that's supposed to keep him flipped, Mario will sometimes clip into both objects. This can be used to enter buildings without having to unlock or open the door. This doesn't have any use in a speedrun yet.
Using Vivian while entering the teleporter room door or Bobbery's house door causes Mario's momentum to cancel. When he reappears from the ground, he doesn't enter the building all the way, leaving him out of bounds. For some reason, this only works in these 2 places.
If you use an item outside of the door while using this glitch, a glitchy animation ensues. If you use an item on the inside of the door while using this glitch, Mario will go through the door normally.
Walking at an angle of 79 or 177 with Mario (or 82 or 174 with Yoshi) causes Mario to boost off of walls for a slight speed increase.
By using either Fish Glitch or Ultra Hammer Early, you can open the warp pipes. In doing so, those pipes now appear in that chapter. This means that you can leave after completing Pirate's Grotto and warp to Poshley Heights to enter the train.
In the Chapter 2 water switch room, releasing Koops to hit the switch while entering the pipe causes Mario to enter the pipe during the water draining cutscene, which saves time over entering the pipe after the cutscene is done.
In Hooktail's Castle, it is possible to jump from the right platform through the window, skipping hitting a switch with Koops.
In Chapter 8, you can flip into Paper mode and jump up the slope of the wooden wheel and over to the next platform. This skips having to get a key, unlock a door, enter a light code, and return to the wheel to get across.
Pressing B or X to hop off of Yoshi right before entering a loading zone causes Mario to hop off of Yoshi while entering the loading zone. This way, Mario doesn't waste time hopping off of Yoshi in a room.
While on Yoshi, Mario retains his hitbox value of 20. Because Yoshi has greater speed, sometimes Yoshi's greater speed allows Mario to clip through certain things that he otherwise would not be able to. An example of this is on top of Bobbery's house. Yoshi can clip through the roof, skipping the need to go down the chimney in tube mode. Because the house was never loaded, the walls are not solid. After talking to Bobbery, you can walk through the wall instead of opening the door.
This glitch can also be used in Petalburg and on the screen with the entrance to the Great Tree, though it's meaningless.
You can skip Yoshi when entering Chapter 4. In the west sewers, hold X with Koops out. Walk on top of the trash to the left between the two platforms. Let go of X and jump on top of the trash. Leave the battle and do a double jump. Jumping at a slight left angle allows Mario to clip to the top and enter Twilight Town without Yoshi.
Note: you do get Yoshi back after Doopliss 2 since the game thinks you already got him. Because you did not get the Yoshi or name the Yoshi, his color is the default green and his name is the default "Yoshi."
If a Yux, Z-Yux, or X-Yux is in a burn status with at least one of their Mini-Yux(es) out, when the Yux is defeated from burn damage, the Mini-Yux and shield stay in battle. The battle continues even if the Mini-Yux is the only remaining enemies. It only ends after the Mini-Yux is defeated.
Cronikeys for discovering most of these tricks and Nathanisbored for finding a few others. And to Malleo, SolidifiedGaming, Zephiles, Cronikeys, Almo, Daieihoonbag, aldelaro5, Tiwill14, CoolKirby2000, Nathanisbored, Zlamp, Samura1man, GigaDB, GumboIsland, N_man36, Masterjun, Kimimaru, mugg, Brown Bomber, Mark Wong, Sillygramcracker, Really_Tall, MilesSMB, and NamiNami for contributing the tricks ported here from [https://docs.google.com/document/d/1Xoywf1TZvNUXNH8LADBuXhuUkh1qj8VPT8gE1fzLnQc/edit#|this Google Doc].


Your trial should ideally be scheduled eight to twelve weeks before your wedding. By this time, most of the details of your wedding will be finalised, and you will have your jewelry, veil and other accessories. Within this timing, you will be less likely to change your mind about the look between the trial and the wedding.
Scheduling a trial during the same season as your wedding (winter, spring, summer etc.) will help us analyze your needs. Skin that is dry in the winter might be oily in the summer and lead us to use different products.
A great time for scheduling your trial can be right before your dress fitting. This enables you to see how the makeup and hair look with your dress. Alternatively, you can book the trail on the day of your engagement shoot to see how the makeup and hair photograph.
Each makeup application and hairstyle we do is individualized to your style and needs. We use techniques such as contouring, brow fill-in and airbrush on all of our clients, however, all shade and finishes are customized just for you. We also suggest that you do your facial waxing/tweezing/threading before your preview and few days before wedding day.
In preparing for your wedding, it is important to make sure you take exceptional care of your skin in the months leading up to the big day.
Be sure to drink plenty of water and avoid over-exposure to the sun (including tanning booths.) Follow a good skin care regime diligently, and, if possible, have facials done monthly.
A healthy moisturized skin will help you achieve your goal of flawless glowing makeup.
If you are a regular user of anti-acne or retinol-based products, I recommend lowering the frequency of applications to a few times a week and focus on deep moisturizing instead. We would much rather cover a pimple or two than have to deal with dry, flakey skin.
Wear something comfortable that matches the color of the dress you'll be wearing.
Bring all of your accessories such as jewelry and veil to the trial. These will help you envision the whole look.
We strongly encourage browsing online (Pinterest is often useful), as well as in fashion and bridal magazines to discover and gather the makeup and hair looks that appeal to you most.
Ask yourself what you like about the images and what draws you towards certain looks: the eyes, lips, skin, or general feel.
Choose images where the models are similar to you in terms of face and eye shape, skin tone and hair color. Certain looks can be amazing on pale skin and others on olive skin, and a similar logic applies to hair color. In general, you want to work with your natural beauty, not against it. When we meet for your makeup trial, we will look at the images you've collected and discuss them with you.
Some people will look at a photo and see mostly dramatic eye makeup,while others will focus on the glowing skin. The key is to arrive at a common vision of the look you want to create. If you aren't sure about what this should be, we can give you suggestions and figure out together what would work best for you and the style of your wedding look.
We all have extensive experience working with different media – from photography and videography to film, so you can be assured you are in good hands. While your bridal look needs to be a bit more polished and enhanced from the everyday look, it is a myth that you need very heavy makeup for it to show on photos, as most wedding photographers now use natural light, or at most a flash (which is never directed at the subjects). In other words, soft, glowy makeup is completely fine. It is also okay to have "dewy" makeup on your wedding day; no need for a full-face matte look.


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Lluís Gallén Balaguer (Barcelona, 7 de abril de 1928-25 de mayo de 2022) fue un jugador y entrenador español de hockey sobre patines. Formó parte de la primera selección española de hockey sobre patines de la historia.

Biografía
Su padre era el encargado en el Skating Club de Barcelona, club que posteriormente se convirtió en Club Patí, y donde empezó a practicar el hockey sobre patines. Permaneció en el club hasta 1944, pasando después por el Frente de Juventudes de Barcelona y por el Centro de Deportes Sabadell. En 1946 fichó por el RCD Espanyol, donde jugó tres temporadas, ganando en las tres el campeonato de Cataluña y el campeonato de España. En 1947 formó parte de la primera selección española, que consiguió la medalla de bronce en la III edición del Campeonato del Mundo y XIII del Campeonato de Europa de hockey sobre patines masculino (Lisboa).

Durante los años 1950 marchó a Brasil por motivos profesionales, y allí jugó y entrenó la SE Palmeiras, con la que ganó tres campeonatos estatales. De vuelta a España, durante la temporada 1967-68 fue entrenador del CE Arenys de Munt.

Su hermano Pere Gallén Balaguer también fue jugador de hockey.

Falleció a los 94 años.

Referencias

Nacidos en Barcelona
Jugadores de hockey sobre patines de España
Deportistas de la provincia de Barcelona

redpajama_set_name: RedPajamaWikipedia


text:
Q: In VSCode, JSHint warns about missing semicolons I am working on a JavaScript project. Visual Studio Code is my IDE and I see warnings about missing semicolons at the end of lines. The warnings are generated by JSHint. Since having semicolons at the end of lines is optional, I want to get rid of these warnings.

A: JSHint has an option that suppresses warnings about missing semicolons called asi. Open VSCode settings (Ctrl + ,), search jshint options and click on Edit in settings.json

Add the following to settings.json:
"jshint.options": {
    "asi": true
}

If you already have "jsint.options" in your settings.json, simply just add "asi": true inside it.
Note:
You can edit settings.json for User or Workspace. In the image, you see that User tab (indicated by a red 1) is selected. In this mode, any change in settings.json affects all VSCode projects. If you want to apply this change only on this project, first select Workspace tab (indicated by a red 2) and then click on Edit in settings.json.

redpajama_set_name: RedPajamaStackExchange


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Appeals Panel 1 - 04 January 2022 Substitute
Appeals Panel 2 - 21 May 2019 Member
Development Control Committee - 04 January 2022 Member
Executive - 09 February 2022 Economy, Enterprise and Housing
Business & Transformation Scrutiny Panel - up to 15 May 2022 - 25 June 2019 Substitute 07 January 2020
Economic Growth Scrutiny Panel - up to 15 May 2022 - 20 May 2019 Substitute 24 June 2019
Business & Transformation Scrutiny Panel - up to 15 May 2022 - 11 July 2017 Member 24 June 2019
Resources Overview and Scrutiny Panel - up to 11 July 2017 - 18 May 2015 Vice-Chair 11 July 2017
Environment and Economy Overview and Scrutiny Panel - up to 11 July 2017 - 09 June 2014 Member 17 May 2015
Executive 01 March 2004 Personal
Licensing and Regulatory Panel 30 April 2003 Personal
Licensing and Regulatory Panel 08 January 2003 Personal
City Council 05 March 2002 Non-Pecuniary
City Council 11 September 2001 Pecuniary
City Council 11 September 2001 Non-Pecuniary
19 Dec 2022 16:03 Executive Attended
12 Jan 2023 10:08 People Panel In attendance (as a visitor)
18 Jan 2023 16:00 Executive Attended


Dropped off Mindy at Bart in the morning. From there, headed back home and slept in the afternoon. I don't know why, but I was pretty tired and woke up in the afternoon. Washed my car and cleaned up my room. Few days ago, Mindy and me got our Hennessy Futura bottle. Thought I also take photos of the 2012 Kidrobot Dunny's since I am only missing three from completing the set. I doubt I'm going to buy anymore so I'll rely on Ebay for now to save some money.


Hi there! I think your blog is amazing; therefore, I would like to nominate you for the One Lovely Blog Award.
Now, this is what I call my comfort food!
I love curry and all the flavours in this dish sound amazing!
Kadala curry and appam is such a splendid combination!
those are chickpeas? Looks so savory and delish.
Perfect and absolutely healthy 🙂 Loved all your pics dear!!!
Mmmm… Kadala curry and appam! I remember, my Malayali room mates bring the delicious Puttu and Kadala curry! I am drooling now!
Damn delciious and comforting chickpea curry!!!


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Early Research Finds Bright Spots for Humics
By John Dobberstein posted on April 15, 2016 | Posted in Nutrient Management, Soil Health
Multi-site, multi-year study of humic products by USDA researchers Dan Olk and Dana Dinnes finds a clear financial benefit for corn and soybean farmers with applications of humic products.
Dan Olk and Dana Dinnes, researchers for the USDA's Agricultural Research Service in Ames, Iowa, have conducted a number of studies across the Midwest the last several years to get a better handle on how humic applications affect crops and a few soil parameters.
Their research involved products from two different companies: Enersol sold by American Colloid, a Minerals Technologies company, and Yield Igniter sold by AgLogic Distributors. Their work includes an on-farm survey done over 3 years where comparisons were made with control strips next to treated strips, as well as replicated and randomized treatment strips in farmer's fields that provided more intensive data.
Most of their research is for corn and soybeans, in conventionally tilled fields, although Olk doesn't believe the results from conventional tillage would be much different than with no-till.
For corn, they've taken samples and measurements of growth parameters, including leaf area and the harvest cob length. For corn tissue nutrients, they've taken samples at set times throughout the season, and measured grain and stover at the end of season.
They also looked at grain quality with protein, oil, and starch, and 100-kernel weight. At the end of the season, they took soil samples from every single plot to test for nutrients, organic matter and pH analyses.
For soybeans, they performed similar measures of crop growth and yield components, as well as soil nutrients, organic matter and pH.
At the Finch field in central Iowa, Olk and Dinnes found a field that allowed them to analyze humic product performance by landscape position, soil type, organic-matter content and soil moisture, with a consistent slope parallel to the rows.
The study area had upland Clarion soils with 3.5% organic matter, transitioning to Nicollet (side slope) soils at 5.5% organic matter, and Webster (lowland) soils at 6.5%.
They also measured corn grain and stover production and yield components response to humics by taking representative hand samples in an on-farm survey, covering over 30 sites per year for 2009-2011.
In 2009 — a wet, cool year in the Midwest — they found the average yield effect across all sites was 10 bushels an acre, with a range of 30 bushels to -10 bushels. This was an 83% success rate. The success rate in 2010 was 80% with 35 farmer sites.
In 2011 they took samples from 30 Iowa fields and 5 irrigated and dryland fields in Nebraska and South Dakota, where average temperatures and rainfall to start the year were followed by a dry spell. They found a success rate of 69%, but the average yield increase for these hand samples was 15 bushels per acre. For the whole 3 years, they saw an average increase in grain weight of 6.5%, which was statistically significant.
At the Finch field in Iowa, humic products were applied either as a foliar application at 34 ounces an acre at V4, or in a dual application with 27 ounces an acre at pre-emerge and 14 ounces at V4, with untreated control strips - in each of four replications of treatment strip-plots.
Their first year of results in the Finch field came in 2012 during a severe season-long drought, and the biggest yield gains with the two humic treatments occurred on the droughty upland soils with the least organic matter, at 149 and 159 bushels an acre, vs. 114 bushels on the control strips. Lowland soils had yields of 114 and 107 bushels with the two treatments, respectively, vs. the control at 101.
In the side-slope soils, control yields were 189 bushels and only increased by 2-3% with humic applications.
In 2014 with ideal growing conditions, in the exact same field and sampling areas, upland soils still gave the best yield response to the humic product over the control at 202 and 209 bushels, vs. 192 bushels in the control strip. Increases were negligible or even slightly negative for the side slope and lowland soils.
"Typically, anything that causes drought stress, the humic products will probably help more," Dinnes says.
For soybeans, they measured grain yields at the Boyd field in 2013, with humic products foliar applied at V4, at 34 ounces an acre, or pre-emerge at 41 ounces an acre. With the growing season wet to start but finishing dry, they saw yield increases of 7.5% and 6.3%, respectively, compared to the control (45 bushels).
This was due to a 20% and 23% increase, respectively, in soybean pod counts with the humic treatments compared to the control.
In 2015, in near ideal growing conditions, the V4 application produced only a 1% increase, but the pre-emerge still provided a 7% increase.
Corn Leaf Area
The effect of humic products on corn leaf area was another routine measure of their research. With corn being a determinate plant, the size of each leaf reflects the growing conditions that the plant experiences during the time period of that leaf's development. With healthier plants having larger leaves, the plant has greater photosynthesis potential to further improve plant growth.
In 2010, in very wet conditions at a field near Radcliffe, Iowa, a pre-emerge application increased leaf area by 6.7% over the control (7,040 square centimeters), while the V3 and V6 applications increased it by 4.3% and 3.4%, respectively. Each humic treatment was applied at 48 ounces an acre.
At the Finch field in the 2012 drought year, in combined results, an application of humics at 34 ounces an acre at V4 produced 3.9% greater leaf area than the control (6,674 square centimeters) and the split application of 27 ounces at pre-emerge and 14 ounces at V4 produced 5.5% greater leaf area.
In 2014, in ideal growing conditions, leaf areas were about 3% higher for the applications over the control.
Cob Length
During their 3-year on-farm survey across Iowa and parts of Nebraska and South Dakota, Olk and Dinnes evaluated 100 sample pairings of cobs from corn treated with humics vs. a control with no treatment and saw a 3% greater cob length.
"That was a half-centimeter difference. So at about every 0.4 centimeters, that's about a 6-bushel-per-acre gain," Dinnes says.
At the Finch field, in 2012 during the drought, humic applied at V4 produced about 4.5% greater cob length than the control of 16 (upland) and 16.7 centimeters (lowland), while the split application produced 3-7% greater cob length.
Two years later, in ideal conditions, the V4 application produced an increase in cob length of 2.4-2.8% compared to the control, while the increase via split applications was negligible.
Stover Yield
In their 3-year on-farm survey, Olk and Dinnes saw an increase in stover yield of 6.3% compared to the controls on 100 paired comparisons, which corresponds with trends in grain yield, they note.
On the Finch field, during the drought, ground with the V4 application showed a 3-6% increase in stover yield, while the split application went from 2% to 11%.
Two years later, in ideal growing conditions, the increases in stover were 3-4.5% for V4 and showed a little loss in the upland transect for the split application (-1.2%) with a slight gain (3.2%) in the lowland.
Application Rates
Olk and Dinnes undertook another study in 2014 examining how corn growth and yield was affected by different application rates of humic products. They questioned whether yield would flat line at rates beyond that which maximizes production, like is often seen with nitrogen. Or, would increasing rates actually damage plants and reduce yield at a certain point?
In 2014, they started with the manufacturer's recommended rate of 48 ounces per acre applied in furrow (netting a 7.8 bushel-per-acre increase over the control), then moved to 48 ounces in-furrow with an additional foliar application at V5 of 24 ounces — which still increased yields by 4.2 bushels. They also tried 48 ounces in furrow with an additional 48 ounces applied at V5 and saw yields decease by 5.2 bushels.
"If you do anything more than what might be recommended by the company, you may have a disaster on your hands," Dinnes says. "Don't be doing that in whole fields. Restrict it. If you want to tinker, tinker on a small area. Don't do anything crazy."
Root Effects
Olk says it is "common knowledge" in the humics industry that humic products help plant produce bigger roots, but there is a lack of supporting data. So for the last three summers Olk and Dinnes have dug corn roots at multiple fields for each of the two products being studied, excavating blocks of soil that contained three corn plants per sample to a depth of 12 inches.
They took the block out of the field, washed off the soil to isolate the roots and put them on a scanner to determine root length and cross-sectional area for 10 classes varying in root diameter.
They didn't see much of an effect of the humic product at the first two samplings at V8 and at V14. It was only at their third and final sampling, the R2 growth stage in corn, where they measured positive effects of the humic products on root growth.
When compared to the control roots, they saw a 20-30% increase in total root length with humics, whether it was applied once at V4 or a split application at pre-emergence and V4. The increases in root length occurred across all differing root diameter size classes that had increases ranging from 20-50%. Therefore, it was not just the small, fine roots that were increased with the humic products — it was the small, large and everything in between.
"Even though visually what strikes you is the hairiness of these roots — those finer roots — in reality all of the roots are responding in length," Olk says. "We were seeing more well-developed big roots coming off the stem. And each of those primary roots had more secondary roots attached to them."
They also looked at nodal roots in corn. In the second and third year of their root measurements, they counted how many nodal roots that were longer than about 1 inch and came up with numbers for the three plants that they dug out of the field per plot.
At the V14 sampling is where they saw the biggest difference, a proportional increase with humic product. "Minus humic product, the control, there were 21 nodal roots at the fifth node and we got a nearly twice that number with the humic product being applied," Olk says.
"By R2, the control had caught up to the humic treatments in the number of nodal roots. But there was this time in the season when perhaps the nodal roots got started a little earlier with the humics."
Looking at the sixth node they found an even starker difference at V14, with a several-fold increase in the number of nodal roots longer than 1 inch with humic products applied, as opposed to the control.
"Maybe what we're seeing is the root system gets going a little faster with this humic product," Olk says. "Even if the untreated control may eventually catch up in number of nodal roots, by the end of the season the control roots did not extend and develop side roots as much as the treated roots did, so there is still 20-something percent more root length with humic product than without."
Soil, Organic Matter, pH
In their studies on soils with relatively high organic matter contents, Olk and Dinnes say they haven't found any statistical or numerical trends for differences in tissue nutrient concentrations at the end of the season, and no consistent difference on corn grain quality or 100-kernel weight.
They also didn't find any difference in grain quality or 100-grain weight in soybeans. And there wasn't anything to report on soil nutrients, organic matter or pH, either.
"That may change in time, particularly with the soil, as we maintain some of the longer-term studies and we can look at crop responses in addition to measuring soil properties," Olk says.
This month's digital sponsors:
KEYWORDS dan olk dana dinnes humic product applications humics research improving soil health results for humic products Study of humic products yield increases with humic products
John Dobberstein
John Dobberstein is senior editor of No-Till Farmer magazine and the e-newsletter Dryland No-Tiller. He previously covered agriculture for the Tulsa World and worked for daily newspapers in Chicago, Milwaukee and St. Joseph, Mich. He graduated with a B.A. in journalism and political science from Central Michigan University.
Humics Emerging as a Tool to Increase Root Growth, Yields
Research Finding Ways to Inject Manure, Preserve Environment
Ways To No-Till That Improve Yields & Profits While Protecting Natural Resources - Bret Margraf - NNTC 2015 Presentation - MP3 Download
Taking The Next Step In Continuous No-Till Improvement (NNTC 2013 Presentation) - MP3 Download


CLASSIC LOVE JUGS include the Slots/Bullets series and the Cool-Masters. These are our top of the line products. *** None of our Love Jugs models will fit on the new 2018 Softail models. We're working on it!
MIGHTY-MITEs: Our economy line with nearly as much power as their big brothers. MMs have the smallest profile made today. *** None of our Love Jugs models will fit on the new 2018 Softail models. We're working on it! Make it red lettering.
8 Pin Adaptor (Harley-Davidson®) – 8 pin adapter fits only 2014 through 2016 touring Bikes.
6 Pin Adaptor (for Harley-Davidson®) – 6 pin adapter for 2014 and newer softtails, dynas, low boys, fat bobs and other non-touring motorcycles.
3 Pin Adaptor (for Harley-Davidson®) – 3 pin adapter for 2017, 2018, and newer Milwaukee-8 Touring bikes only.
Will not fit 2018 and newer Indian Models, we're working on it.


kewl, nice one, i was laughing 4 ages!
yep, someone on this forum even got his moves (improved to lightsaber glow) as avatar pic :D now he's getting psycho-therapies, cuz all the world is laughing at him. really.


A concept narrative in the here & now about the where, the wherefore and forever.
EDEN sets out from the oft-posed question: what would you say or do if – more or less halfway through your life – you happened to bump into your younger self.
From there it goes off on deliberately wide and frivolously unruly tangents, to meander through autobiographical fiction, self-contained short stories, philosophical observations, to fictional biography back to more or less arrive at something akin to a conclusion.
EDEN started life in random order as a blog-style online experiment in publishing in August 2015 and was completed three years later, July 2018. Starting 1st August 2018, it is now being reposted in its entirety in sequence.
At the same time, the whole project is now also being published in twelve handsome compact paperbacks (and their ebook versions) as the EDEN miniatures series.


We're local, we're dedicated to quality and we're open for business 24/7/365.
Way back in 1991, a young couple by the names of Mark Thistel and Robyne Lyles kept running into people all around Baltimore who wanted a certain kind of high-trust transportation solution—the kind that didn't exist. That got their wheels turning, so to speak. And that's how FreedomCar started out… with a few cars, a few customers and two married kids who, fortunately, really liked to drive. So that's what they did. And they added a level of service that was as incomparable then as it is now.
People were so happy, they told more people who told even more people and now FreedomCar boasts an extensive fleet of vehicles, thousands of customers and more than 50 employees.
The owners review every aspect of the company's day-to-day operations, overseeing an equally dedicated and experienced management team and 40 on-the-road personnel with an average seniority of eight years with the company. This personal commitment on the part of the owners is reflected in the extraordinary dedication of FreedomCar staff, each of whom is reviewed and awarded bonuses every 120 days based on performance. Metrics on quality and efficiency are rigorous and universally applied, keeping quality high and costs lower than they would be otherwise.
It's a complex business model that requires resources and constant vigilance to maintain, which is why we're not concerned about competitors.
We're not everyone's answer to all transportation questions at all times, and we'll let you know if we think another option is a better answer for your situation. On the other hand, if trust, comfort, value and transparency are all high on your priority list, you won't find a better solution.


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Q: Download file from list and assigning different names I have a long list of files to download with the following syntax:
https://url.url/YYYY/MM/DD/file.pdf

Of course YYYY is the year, MM the month, DD the day.
Is there a way to download the files on this list and assign each of them a name in the form YYYY-MM-DD.pdf? Or to keep the directories and have each file.pdf in its proper directory?

A: You cannot rename the files while downloading them. wget will preserve the directory structure, and you may rename the files to your desired naming convention later. Read man wget (or https://manpages.ubuntu.com/manpages/bionic/en/man1/wget.1.html )

A: You essentially have two options here, and depending on how and where you're getting the list of files from, one may be better than the other:

*

*You have a list of all URLs: In this case, your only choice is to write a script that reads each line, parses the URL and invokes Wget with the right output filename. This is extremely easy to do (~5 lines of bash)

*The website has a listing / index.html page that links to all the files you want. This allows you to call wget recursively with the -r option. In this case, the entire file hierarchy will be preserved.


National Dog Day is a giant day which all of us like to rejoice with quite a lot of enjoyable and amusement. People stay up for this present day yearly. The National Dog day is widely known on the 23 of March yearly and if that day falls on a weekend it's celebrated on the day close to to the 23 of March.
Social media has change into a strong technique to share the images of your canine and for the individuals who don't personal canine, this present day, the National Dog Day has change into an excuse to observe cute Dog Pictures.


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Home » Racing » Esteban Ocon looks to replicate Daniel Ricciardo in second season
Esteban Ocon looks to replicate Daniel Ricciardo in second season
Esteban Ocon hopes to replicate former team-mate Daniel Ricciardo and make a big improvement in his second season at Renault.
The Frenchman was brought back to Formula 1 after a year on the sidelines to join Ricciardo at Renault for the 2020 campaign as part of a multi-year deal, though certainly at first it wasn't smooth sailing.
In fact, it wasn't until the Sakhir Grand Prix where Ocon finished P2 that a lot of the criticism over his performances started to ease, and with the security of another year, Ocon hopes to take a page out of Ricciardo's book who bounced back from a mediocre first season with Renault to take two podium finishes in 2020.
Renault will be known as Alpine from the 2021 season.
"It was very important to be sure on your future, to be stable in your mind, and to know that you can build something with the team that you are driving for," he is quoted by Autosport.
"If you have limited time, it's not good. You can't have time to basically progress and work properly with the people around you.
"We've seen that, it's not easy to switch teams, even for people that have been racing. And on top of that, I had a year off, so I had to get back up to speed, and also learn to work with a new team.
"So I'm definitely aiming to do a bit like what Daniel [Ricciardo] did for his second year – which is step up and continue the progress that we have been doing this year [in 2020].
"That is definitely the aim. So it was important to know your future and be stable in there."
Ocon added that he never felt pressure building despite his struggles in the first half of 2020, saying his conversations with team boss Cyril Abiteboul were always about motivation, especially prior to the Sakhir GP.
"I didn't feel the pressure on, of having to make a result or having to make an incredible race," he explained.
"I had a chat with Cyril just before the [Sakhir] race and Cyril, even in tough moments, was always very supportive of me and very positive. He was always giving me good advice, and that is good when it comes from the boss just before you jump in the car. It means you're relaxed, and you're confident.
"We didn't have a great qualifying, but he came and he said: 'Look you know it's going to be an interesting race, and there's a cool strategy to come up with. So you are going to have a strong one. Take your time, it's going to come. Good luck'. That's all he said, but that was really good.
"So I didn't feel the pressure. But obviously, it's good, and it's clear I hope now, that the team can truly say that they can rely on me in tough moments. And that, if we are in difficult moments in the race, I can be strong and do the job."
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East Coast Highway (LPT1) now fully open to traffic in KL, Kuantan directions – flood receded over weekend – paultan.org