Thứ Hai, 3 tháng 9, 2018

Youtube daily report Sep 3 2018

Jesus said that believers would do greater works than the works of Jesus.

Does that mean that every believer will do signs and wonders? Let's talk.

In John 14:12,

Jesus is in the upper room giving His final instructions to His disciples, and

He tells them, "Truly truly I say to you, whoever believes in Me will also do the

works I do, and greater works than these will he do, because I am going to the

Father." Some take this passage to mean that all believers will do greater

miracles – signs and wonders – than Jesus. I see a number of problems with this

interpretation. First, this interpretation goes against our experience. If Jesus

meant that all believers would do greater miracles than Him, why don't we

see that happening today? In fact, our experience is that most people cannot work

miracles. Second, this interpretation goes against what was happening in the early

church. The book of Acts records some miracles performed by some individuals,

but it was not the case that everyone who believed did miracles. Third, Paul

tells us that not all will do miracles. Writing to the church at Corinth, Paul

says, "Are all apostles? Are all prophets? Do all work miracles? Do all possess

gifts of healing? Do all speak in tongues? Do all interpret?" The clear answer to all

these rhetorical questions is "no." Do all do miracles? No. Do all possess gifts of

healing? No. Therefore, if we want to be consistent in our interpretation of

Scripture, then Jesus cannot be saying that whoever believes will do miracles

like Him. That would be to put Jesus' words in opposition to Paul's words.

Fourth, if Jesus is talking about believers doing greater miracles, then

what do these greater miracles look like? Think about the kinds of miracles that

Jesus did. John tells us that He turned water into

wine. He read someone's mind. He heals an official's son. He healed the lame man, fed

5,000, He walked on water, healed the blind, and even raised people from the dead.

That's a pretty impressive list. In fact, I don't think there's an individual who

has a miracle list as impressive as that, let alone more miraculous. This seems to

be another strike against this interpretation. So if Jesus isn't talking

about greater miracles, then what's He talking about?

Well, here's a thought. Jesus says, "and greater miracles than these will he do

because I go to the Father." I think that last phrase is significant.

Jesus goes to the Father after He finished His work on the cross. When He

goes to the Father, the Holy Spirit will come and empower believers for life and

evangelism. After His resurrection, Jesus tells His disciples, "but you will receive

power when the Holy Spirit comes upon you; and you will be my witnesses in

Jerusalem, and in all Judea and Samaria, and to the ends of the earth. The works

of believers aren't greater in miraculous quality, they're greater in

worldwide scope. After three years of ministry, Jesus had a small group of

disciples contained in a tiny geographic location. However, once the Holy Spirit

comes at Pentecost, More believers are added in one day then during Jesus' entire earthly

ministry. And the Gospel continues to spread around the world to hundreds of

millions of people coming to believe. Jesus' works were always a witness

intended to lead people to faith in Christ. Because of the Holy Spirit,

believers are able to do even greater works in leading people to the faith in Christ.

For more infomation >> Signs and Wonders – Why Can't More Christians Perform Miracles? - Duration: 4:05.

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What If Dire Wolves Didn't Go Extinct? - Duration: 6:12.

Hello internet - and welcome back to Life's Biggest Questions.

My name is Jack Finch - and today, I'll be your host - as we ask: What If Dire Wolves

Didn't Go Extinct?

Before we get started - make sure to hit that subscribe button to stay updated with our

latest uploads - and leave a comment in the box down below.

Let us know how much you love Dire Wolves - stuff like that.

Now, you might be thinking - what are you even talking about?

How can Dire Wolves go extinct, when they weren't even real in the first place - they're

from a T.V show.

And - although we love Ghost, Nymeria and Grey Wind (RIP) - frankly, you know nothing

Jon Snow.

Let me assure you - they weren't just a figment of George R.R Martin's imagination.

Dire Wolves were as real as Kanye's new hat - they roamed the planet 125 thousand

years ago, tall - proud, and ferocious - as a House Stark banner.

But what would our lives be like if the Dire Wolf was still around today?

What would our planet even look like?

Well - let's find out.

The Dire Wolf is the most famous prehistoric carnivore of North America - right alongside

it's mortal enemy, the sabre-toothed tiger.

These powerful canines prowled the continent during the Earth's last ice age.

These ferocious beasts were /also/ pretty big boys - weighing anywhere between 125 and

175 pounds of near enough pure muscle.

Direwolves were some tough puppies - and their bite could chomp down with 129 percent more

force than the modern wolf.

In short - they were the most unstoppable predator in the entirety of North America.

So - if they never would have died out and disappeared - where would they be now?

As we know - wolves are the quintessential pack animal.

A primitive hive-mind intelligence that ensures strength in numbers.

If we've learned anything from Game of Thrones - when the snows fall and the white winds

blow, the lone wolf dies - but the pack survives.

In modern times, we know that a pack of timber wolves can bring down a 500kg moose relatively

easy.

And it's been theorized that a pack of Dire Wolves could easily bring down an ancient

bison - that weighs over 1500kg.

That's absolutely huge.

And - well - do you know what else was snacking on ancient bison back in the day?

Yep - us.

Prehistoric humans.

Now - I'm going to go out on a limb here, and wonder that the relationship between House

Stark and their Direwolves wasn't just plucked out of thin air.

The gray wolf eventually became domesticated enough to become man's best friend - dogs.

So, is it so far removed to wonder whether Dire Wolves could have set down the same path,

if they'd never gone extinct?

Would this have had a knock-on effect with our own evolution?

Domestic dogs gave human hunter-gatherers an incredible edge over their environment

- it allowed us to cover wider ground, and bring down much more formidable prey.

We had more food to eat - and so did our canine best friends.

Everyone was a winner.

Now imagine that with a Dire Wolf.

As a pair, we'd have been completely unstoppable.

A big stone axe, and a huge hulking Dire Wolf at our side.

Perhaps they'd have even become an intrinsic part of our society.

Tribes would have gone to war with each other - with huge packs of Dire Wolves beside their

warriors.

They'd plow into battle - shredding and ravaging anything that crossed their paths.

Pretty rock and roll.

And maybe - such an effective weapon would have carried through all the way to larger

North American civilizations.

The First Nation's could have developed such an unbreakable and ferocious bond with

their Direwolves - that who knows, maybe the European settlers would have taken one look

and thought - "nah - don't think we'll try and take that on."

Who knows - maybe we'd have become so codependent on Dire Wolves that they were a necessity

even in modern society.

Security forces - even the police - would have entire dire canine units bred purely

for fighting crime.

Now I know what you're thinking - that's just dogs.

And yes, essentially, they'd have filled the exact same role as dogs do now - just

much, much bigger - and incredibly terrifying.

Crime rates would likely plummet - who wants to rob a convenience store when you're more

than likely going to be chased down by a ravaging Dire Wolf.

Yeah - I didn't think so.

Put that Snickers bar back.

The world that we know it would be a much safer place - all thanks to our huge, cuddly

- snarling best friends.

And then we've got to talk about the military.

From the early 1900s - and even as recently as 1987 - elephants were used as machine-gun

mounts in armed conflict.

The US Navy still uses dolphins to hunt for mines - and in 1942 - the Polish army had

a bear that fought alongside them as a corporal.

I think we know where this is going.

In a reality where Dire Wolves have had a symbiotic relationship with humanity for thousands

of years - we'd definitely see battalions of Direwolves in the United States military.

World War 2 would have seen hordes of Direwolves storming the beaches of Normandy in landing

craft and special divisions of Dire Wolf paratroopers would have been dropped deep within enemy

lines.

The advancement wouldn't stop there - either - with modern technology we'd see Direwolves

strapped with automatic weapons - remotely operated and similar to drone warfare.

As we mentioned earlier - Direwolves were pretty much made of pure muscle - their bone

structure was incredibly strong, and could withstand intense pressure.

You guessed it - we'd see armoured direwolves - strapped in bullet proof kevlar - and mounted

with machine guns.

In Jurassic World, we see Chris Pratt's character - Owen Grady - training another

prehistoric pack animal - the Velociraptor.

After great lengths, we could coordinate our fluffy friends into following a single human

leader - who would orchestrate them into action.

They'd have some badass sounding name, like - Chief Direwolf Officer - or, Dire Commander.

They'd probably be made into movies starring Dwayne Johnson, too.

Well - we can always imagine, can't we.

Sadly, that's all we've got time for, we hope you've enjoyed today's question

as much as we have - make sure to hit that subscribe button, and leave us a comment in

the box down below.

We'll be seeing you soon - but until next time, take it easy.

For more infomation >> What If Dire Wolves Didn't Go Extinct? - Duration: 6:12.

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TAKIMIMIZA HOŞGELDİN BRO ! | PES 2019 MYCLUB 3.BÖLÜM - Duration: 17:20.

For more infomation >> TAKIMIMIZA HOŞGELDİN BRO ! | PES 2019 MYCLUB 3.BÖLÜM - Duration: 17:20.

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Waffles(Countryhumans/Belg/Fran/Swiss) - Duration: 0:57.

For more infomation >> Waffles(Countryhumans/Belg/Fran/Swiss) - Duration: 0:57.

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Bun B "Recognize" Official Lyrics & Meaning | Verified - Duration: 3:39.

I've always been heavy on my vocabulary.

I've always been well read.

My thing is to take words that you don't normally hear in the hip-hop lexicon and add them,

but make sure that I'm doing it in a way that people don't have to say, "What is ... What

do that mean?"

I try to use it in extreme proper context so that even if you don't know the word or

don't know the definition, you can kind of draw a conclusion.

It's a little bit of a vocabulary lesson.

Well you know, Big K.R.I.T. who was the musical coordinator for this album is actually the

person that created the beat for "Recognize" probably about maybe, 10, 11 months ago.

Like, later months of 2017, so we were already into a really good flow when he came up with

this track.

This was the one where they were like, "Yo alright, now it's time for you to kick them lyrics."

"It's time for you to go hard this time."

You can still have commercial success being a lyricist but it's not something that the

culture demands from you right now.

A lot of the hip hop audience doesn't really ask for that.

Now if you give them that, they'll appreciate it like a Chance the Rapper or a Kendrick Lamar.

"Centrifugal force" is what keeps your body balanced.

So when I say I'm fucking up your centrifugal, it's like, I'm kind of fucking up your flow.

Like I'm just fucking up your whole walk and like making motherfuckers dizzy 'cause

I'm rapping, I guess, so good.

I sit down and write everything so I don't really like freestyle my way through verses

like some people do nowadays, just kind of going in and rhyme stuff, and see what works

and what doesn't.

There was a concerted effort to put this kind of concise lyrical flow and patterning down

on paper and on the mic.

The Acura comment kind of comes from, back in the day, Pimp used to have an Acura.

You know what I'm saying?

And we used to all ride around in that sometimes.

We used to call it the cigarette 'cause it was white and it was always smoking.

We used to always be like, "Yo, it's time to roll out in the cigarette."

But that kind of reminded me of just, back in the day, riding around in Pimp's old car.

'Trill Meals' is definitely coming back.

We had to kind of slow up their process because we're obviously out here ... Places like Genius

promoting a new album.

Once this whole kind of rush is over with, we're gonna go back home and get back on it

and do it more ourselves, you know.

Install that DIY attitude and instead of trying to shop it to people, we just gonna try to

flesh it all out.

Didactic shit means that basically, there's a lesson to be learned.

I'm not embarrassing you just to shame you.

I'm trying to embarrass you to teach you that there's a better way of doing what it is you're

doing, whether it's music or in real life.

I teach at a private university, Rice University.

My class is more religion based, so it's not necessarily a music class that touches

on religion.

It's a religious class that touches on music.

We just try to show the comparisons between you know, how some people use religion to

make them a better person, to help them answer a lot of the difficult questions in life and

for other people, hip hop culture is what helps make them a better person, helps them

contribute to society, and helps them answer the questions of life.

For more infomation >> Bun B "Recognize" Official Lyrics & Meaning | Verified - Duration: 3:39.

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BREXIT : Un "deal" impossible ? - Duration: 6:08.

For more infomation >> BREXIT : Un "deal" impossible ? - Duration: 6:08.

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Cheap Canooter Valve, S&W up in 2019, Pistol-Mounted Camera - TGC News! - Duration: 11:09.

This week on TGC News, A genuinely affordable 5.56 can, Big Blue is in the black, a new

Vepr and a light, laser and camera combo for your defensive pistol.

Welcome back to another episode of TGC News, gun news you actually care about,

my name is Jon Patton.

If you're watching this on Facebook, do me a huge favor and share this video.

I want to test some things and that will help me immensely.

Now, how about some news?

First up this week is something that you guys are ALWAYS asking for.

An affordable suppressor.

I'm not talking about an 800 dollar can, I'm talking about 260 bucks for this one.

Say hello to the best named suppressor on the market.

The Canooter Valve from Witt Machine.

My only exposure to this brand prior to this thing was their muzzle brakes that look like

the head of a snake so I wasn't sure what to expect here.

Let's break down the specs.

The Canooter Valve is a 3.9 inch 5.56 suppressor that is mounted via direct threading.

They say it only adds 3.2 inches of length to the end of your gun.

Get your minds out of the gutter.

Beyond that, it's an inch and a eighth around and even though it's made from 416 stainless

it tips the scales at 8.4 ounces.

So basically it's a tiny little can.

For reference, the SilencerCo Saker 556k is about 5 and a half inches in length and weighs

just over 14 ounces.

So like I said the canooter is tiny.

On top of that it's full auto rated down to 7 inch barrels, and they also claim that there

is no blowback through the charging handle with this can.

I call a HUGE BS on that blowback claim.

And as you can also see there is a flash hider on the front of the suppressor, which is actually

needed on some rifle configurations with a tiny suppressor.

They published a sound rating of 136 db at the shooters ear which is just shy of the

hearing safe limit and for something this cheap and small is actually pretty cool.

The reality with any suppressor making big claims is that testing is absolutely needed

to verify BUT if they hold up, that is a freakin sweet deal.

I'm curious though, how many of you guys have a desire for something this small?

Does the price outweigh the fact that it's size not ideal for every set up?

Sound off in the comments and let me know your thoughts.

Get it, sound off.

In not-so-struggle bus news,

Smith & Wesson just announced their first quarter 2019 earnings

and let's just say that David Hogg threatening them will do nothing but help their cause.

Yes he really did demand that they donate 5 million dollars to gun violence prevention

AND stop making certain guns that he deemed unacceptable.

After a sort of bumpy 2018, these numbers actually skew positive and I think that could

be a positive sign for the entire industry.

Specifically, big blue states that sales for the quarter were 138.8 million vs 129 million

last year which equates to an increase of about 7.6 percent.

They are attributing this to new product releases such as the 380 EZ among others.

I find it interesting that we saw numbers that were definitely NOT as positive from

the likes of Winchester and Vista outdoor.

Of course, it's only one quarter of the year and who knows what will come of the market

in the next 9 months.

What I do know is that smith and wesson stock holders are happy right now.

We have a couple other new products for you guys this week.

Fime Group, the same company that imports the Rex series of pistols just announced a

new VEPR chambered in 243 winchester.

I really like seeing an expansion of the AK platform and the addition of cartridges like

6.5 grendel and now 243 in a VEPR is pretty freaking cool in my book.

The guns will come with a 20.5 inch barrel, 7 round mags, thumbhole stock and foregrip

made of wood and will weigh in at about 10 pounds.

The MSRP is a bit hefty at 1000 bucks but I suppose that's what you get when the supply

of stuff from overseas slows down.

Beyond that, Viridian, a company best known for their pistol mounted lasers and lights

has announced a new version of their X5L Gen 3 that has a 1080p camera

built right into it.

So you get a 500 lumen light, a 5mW green laser, in a waterproof housing with USB charging

and data transfer, with a 1080p camera that also records audio.

Unfortunately I couldn't find any data on their website that indicated how much memory

will be on board which likely means not a lot but it's still a neat concept and I think

has some real value when it comes to training and defensive scenarios.

But I suppose the real question there would be

is there enough value for the MSRP of 600 bucks.

It's time for more Friendly Fire, the segment where I answer your questions from all over

social media.

This week our questions are coming from Instagram!

If you aren't following us there, the link in the description.

I think the answer might be a two fold thing.

First, not every company out there has the ability to speak in an educated manor

when it comes to politics.

There are some incredible engineers and product designers that run gun companies that would

be the last people that should be speaking publicly about an issue.

And that kind of ties into the issue of them even wanting to do it in the first place.

The backlash from saying one thing incorrectly could seriously damage the brand and with

so many companies being way smaller than they appear on the surface, it could do real bottom

line damage in the long run.

I think Grendel is actually way more relevant than 357 sig right now.

I had no idea how many people were into it until I started talking about 224 valkyrie

and people seemed to come out of the woodwork in support of the grendel.

Surprised me for sure.

But without something new and cool being chambered for 357 sig, it certainly won't be growing

any time soon.

And our question of the week, and winner of a Custom engraved PMAG,

Great question, I can't speak for Matt on this but I will give you my thoughts.

Consider the fact that someone of his size plays things a little safer politically in

order to maintain that huge audience.

If he went off on some rant about pro gun legislation I think it would change the fun

feel of his channel and really take away from what's going on there.

I would also argue that a channel of that size does a significant amount of good by

simply showing the shooting sports as fun, accessible and acceptable to the masses.

At the time of this recording, Demolition Ranch has over 5 and a half million subscribers

and I guarantee a large portion of them are just there to be entertained.

Now, would I like to see Matt take a hard stance on certain issues?

Absolutely, but I also understand why he may not want to do that.

If you want to ask a friendly fire question,

send it to me on any of our social media outlets!

That is it for this week's show.

Guys if you disliked this video, hit that button, if you liked it, hit like, get subscribed

and consider supporting us via the links in the video description below.

We have a new amazon affiliate store as well as a link to purchase cool shirts just like

this one and of course links to find us all over your favorite social media platforms!

And as always, thank you all for watching, we'll see you soon.

For more infomation >> Cheap Canooter Valve, S&W up in 2019, Pistol-Mounted Camera - TGC News! - Duration: 11:09.

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How To Get Husband To Do Chores Without Nagging - Duration: 10:31.

We've talked a lot about parenting here

on the channel. But how do you get your

husband to do chores without nagging?

Let's get into that today.

Nobody likes a nag.

Nobody likes to be a nag either. So, this

is pretty important. There's a paradox.

And I think if we start with that it's

going to really help. The paradox has to

do with the energy or the fuel or the

currency that set you up to create

something better in your life. We go

through at least two processes all the

time in our mind, so a quick review of

the positive psychology model, is that we

always evaluate what it is. You can't

turn this off.

You're constantly judging. Notice that

you're doing it. Now, that might be

positive, it might be negative. But it's

something that our mind has to do. We

take what we've got and we judge it.

We're asking, "Is this good? Or is this bad?"

Uhm, "Am I lucky or unlucky? Is this fortunate

or unfortunate?" I don't know, I'll check.

And then our mind gets busy checking. So,

check it out with your spouse. You are

constantly judging, aren't you? Yeah and

it's not a bad thing. Just want you to

notice that you're doing it. Now, what if

you start with a negative judgment? "Ooh,

this isn't good. He's not doing what I

want him to do. Ooh, she's not filling my

expectations." Whatever it is. That

judgment creates a negative energy. And

consider for a moment how you feel

when someone else is judging you. It

doesn't feel good and how likely are you

to do something productive when

someone's judging you in a negative way?

You're more likely to be defensive or to

resist what it is that they want

you to do in the first place.

So, with that in mind,

we have to start with a positive

judgment. So, I'm going to give you 5

steps here. Step 1 is start with

gratitude. When you start with gratitude,

you're giving a positive judgment to

what it is. So, you focus on what's going

well, on what you like, on what he is

doing well already. Focus on that first.

This turns on the power or gives it the

fuel or the currency to move into that

improvement that you're really hoping

for. And they'll get behind your

improvement all day long. We're taking

you out of the nagging seat and putting

you into the appreciation seat. Which

he's really going to love. So, start with

gratitude. Step number 2. Now, this might

seem like overkill. But just hang with me

for a minute. You're going to send the

message that your life is better because

he's in it. Send the message. He really

wants to be your hero. I haven't

interviewed all the husbands out there

and I know there's probably some

exceptions. But the really good

probability is that your husband really

wants you to be happy. He wants you to be

pleased with him. He wants to know that

he's your Superman, that he's your hero.

That your life is better because he's in

it. See, this follows up on step number

1 because it's... What we're doing is

we're powering up. We're fueling up, we're

giving the currency to what we

ultimately want to see happen. So, it

might seem a little counter-intuitive at

first or like... You know what? In fact, a

lot of spouses have talked to me and

they've said, "Well, if I tell him that

everything's good then he won't do

anything better." Not true.

In fact, he's more likely to make

improvements when you affirm and

reinforce the good that he's already

doing. Trust me on this. I know a lot of

husbands. I am a husband. I kind of know

how they think. So, trust me on this. You

start with this positive stuff. So, we've

got the gratitude, you send the message

that your life is better because he's in

it. Now, the third thing that we want to

do is to start painting a picture. We

want to create a vision. So, step number

3. Share your vision. There's a lot of

really great ways to do this. You start

to picture yourself. What it is that

you want to have happen? What will this

look like when the improvement is made?

So, you might for example, say to your

husband, "Honey, I was just picturing what

this room would feel like if everything

were in its place. If it were just neat

and clean. I'm picturing that in my mind."

You share your vision. Now, how you do

this depends on you and your personality

and all of the specifics of your own

situation. But you want to create this

picture. You can make a vision board, for

example. You've probably heard about

these in other places and you can look

that up on YouTube. Creating a vision

board is where you actually make images

that you can hang on a board or a wall

that show what your vision is. If we're

talking about a household chores or

cleanliness or whatever it is, you get

you get images and pictures that you

hang it up. You're not even going to throw

it in his face. You're creating this for

you. But this is a way that you can share

your vision. So, that's step number 3.

Share your vision. Step number 4. Now,

this one has to do with husband

psychology. This is something that

brilliant women for years have figured

out. You want to ask for his opinion. Ask

for his input.

This is kind of a sneaky way of getting

around to helping him feel like this was

his idea. And most of us husbands are

just prideful enough to really want to

be the ones who came up with the

brilliant idea, right? There's an

excellent example of this in the movie,

"My Big Fat Greek Wedding." Do you remember

that one? Where the women are

collaborating to try to figure out how

to accomplish something they really want

to do. And they have this brilliant idea

that they're going to come together, have

a conversation with the man in which

he's going to discover that it's his

brilliant idea. That, it's funny, okay? But

it's painfully true as well. If you can

help him to feel like it's his idea, so

you're asking for his input. "Honey. what

do you think?" You know, What

would you suggest that we might be able

to do that would accomplish this vision

that you've already shared in step

number 3. And this brings me to the

final step. Step number 5. Here's the

bottom line. Men and women are different,

Alright?

I know it's 2018 and we're trying to be

really politically correct and we want

to have equality and... Okay, that's all

fine and I'm all for that. There's still

some fundamental differences in the way

that men think and the way that women

think. We base a lot of our humor on this.

There's some science around it. And it's

not good or bad, it's not better or worse.

It's simply different. And one of the

consistent things that we find, and this

is going to strike you as brilliant, I

know. Men are not good mind reader's.

We're trying, okay? But no. We're not very

good at it. So, step number 5 is to

make a specific request. Go ahead and say

it.

Now, I know it would just be so nice if

he would just come up with it on his own

and where... The other steps are to kind of

try to lead to that. But if you want your

husband to help out around the house or

if you want

to perform a certain task or if it would

really be awesome for you if he would

whatever, fill in the blanks. Then just

give him a road map. Let him know very

specifically what your request is. And

he's actually going to appreciate this

especially if you're leading with all

those positive steps that we just talked

about. Let him know that you're grateful

and that he's your hero and you paint

the vision for him and you ask for his

input. You do all of those other steps.

And then you make a very specific

request. "Honey, it would be really nice

for me if you would." And then you'll let

him know. Just come out with it. Alright?

Not in a bossy, naggy sort of a way. But

in fact, they kind of like that way of

framing it. "You know it would be really

great for me if or I would think it is

so awesome if you..." And then just be

specific about it. If you would do the

dishes tonight. That would be so awesome

for me. You would be my hero, it would be

fabulous.

However you want to make that specific

request but just go ahead and articulate

it. Because we really aren't very good

mind reader's. There's a whole playlist

here and Live on Purpose TV about

positive relationship resources. Check

that out.

For more infomation >> How To Get Husband To Do Chores Without Nagging - Duration: 10:31.

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I GOT to PLAY the FIFA 19 Demo EARLY! (FIFA 19 Demo Release date/Info) - Duration: 10:20.

For more infomation >> I GOT to PLAY the FIFA 19 Demo EARLY! (FIFA 19 Demo Release date/Info) - Duration: 10:20.

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The 700 Club - September 3, 2018 - Duration: 47:47.

For more infomation >> The 700 Club - September 3, 2018 - Duration: 47:47.

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Overwatch Moments #169 - Duration: 11:00.

For more infomation >> Overwatch Moments #169 - Duration: 11:00.

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Danielle Gersh's Weather Forecast (Sept. 3) - Duration: 1:56.

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Mix Pop Latino 2018 Megamix HD - Estrenos Pop Latino Mix 2018 Lo Mas Nuevo - Pop En Español 2018 - Duration: 1:14:05.

Hello friends ! If you like this mix please Like & share, sub channel. Thanks you very much !!

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The World Design of Super Metroid | Boss Keys - Duration: 22:35.

In 1986, Nintendo released Metroid on the NES.

It was nothing like the company's other games: it wasn't cute and colourful and

full of chirpy music.

It was dark, and atmospheric.

Bounty hunter Samus Aran felt truly lost and alone as she explored an endless sprawl of

dank, alien corridors.

And it was fascinating.

But it was flawed.

It was way too easy to get lost, the world all looked the same, and many secrets were

hidden behind brick walls.

It was the start of something cool, but it needed refinement.

The sequel, 1991's Metroid II: Return of Samus on the Game Boy, didn't really help matters.

It was still dark and scary - and it had a surprisingly

impactful ending for such a formative game.

But the monochrome screen made it even harder to find your way around - despite the fact

that the game is much more linear than the first one.

We'd have to wait a few more years for the real deal.

And then we got it.

In 1994, Nintendo released Super Metroid, on the Super Nintendo.

Finally, the idea behind Metroid was given the proper execution.

The game, once again, dropped Samus into a lonely, alien world - the same planet Zebes

as Metroid 1 - but this time, you could actually get around without drawing a map, bombing

every wall, or buying an issue of Nintendo Power.

The structure of the game is much the same: just like Metroid 1, this game is about making

a mental note of obstacles.

Then finding items.

And then backtracking to those obstacles to either find goodies or the next bit of the game.

But this time, things are different.

The world is much bigger.

The power-ups are more interesting.

The bosses are more varied.

And the designers take a much more active role in getting you through Zebes - just,

with far more subtlety than Metroid 1's overbearing remake, Zero Mission.

How did they do it?

Well, really, the only way to properly describe how the game does this is to take you through

it, step by step.

Which is exactly what I'm going to do in this video.

Let's touch down on planet Zebes, once again, and start the second episode of Boss Keys,

Season Two.

Just like Metroid 1, this game wordlessly explains its set up in the first few screens.

In the very first corridor of Zebes, we walk past a bunch of doors that we can't get through.

Pink doors that bounce away our bullets, and tiny gaps we can't squeeze through.

Eventually, we'll find the entrance to Old Brinstar - which is actually the final and

starting areas of Metroid 1.

And here, we'll grab the Morph Ball and Missiles.

With no where to go, we can only go back to where we came from.

But now, these areas are teeming with space pirates, letting us know that this is actually

the right way to go.

So in the first few screens, Super Metroid says: this world will branch out at every

point but many of those routes will be inaccessible until you have more powers.

And oftentimes, the path forward will actually be behind you.

So, we use those missiles to grab the bombs and - woah!

Heh, a good reminder that you can't rely on expectations in this game.

Now, with the Torizo dead, it's time to use these bombs to explore further.

And if you don't know where to use them, you'll soon learn about the virtues of the

map - oh yeah, Super Metroid finally adds a map screen to the franchise.

And map terminals.

You'll find map terminals in the game's five major locations - Crateria, Brinstar,

Norfair, Maridia, and the Wrecked Ship - which reveal some of the rooms around you on the map.

Handy, when it shows you rooms that are hidden away behind brick walls.

That makes finding map rooms almost as useful as finding a new power-up - and is one example

of how Super Metroid is way more player friendly than the obtuse Metroid 1 - but without being

quite so aggressively hand-holding as Zero Mission.

The newly updated map screen shows a room over to the left - giving you the hint to

use your bombs and keep going.

Here, we'll find the last point of interest in Crateria.

At the far end of an ominous tunnel is a great golden statue depicting four bizarre monsters

- one of which we faced in the game's prologue.

I'm sure we'll be coming back to that, later.

For now though, let's hop onto the elevator and make our way down to Upper Brinstar.

So. Let's take a break to map out the structure of Super Metroid, at this early point.

And to do this, we can use a dependency chart - which is something I came up with during

the first season of Boss Keys.

On this chart, diamonds represent upgrades that Samus can use, and squares represent

the obstacles that she can overcome with those upgrades.

For this chart, I'm also using triangles to represent non-essential pick-ups like missile

tanks and the map room.

Not every single pick-up, mind you: just the ones that can be found with simple exploration,

or are found behind obvious locked doors and obstacles.

So these upgrades, locks, and pick-ups cascade down from this horizontal line, which represents

all the places we can visit right now.

And the locks go below the upgrades.

I've also put on some locks we can see, but can't overcome - like some high up areas

in Crateria, that will need the space jump.

And a green door, which requires Super Missiles.

I'm going to use dotted lines, until we can actually reach this stuff.

So here's what the graph looks like at the moment.

So far, pretty simple.

Let's move on.

When we get into Brinstar, we'll find a lot of dead ends.

A room that we're too slow to travel through.

Some weird symbols on the ceiling.

A yellow door, which won't budge.

A green one, much the same.

And blocks that don't blow up when bombed - but instead show us an icon of some power-up

that we'll need to attain if we want to break through.

There's lots to explore here - but it's all dead ends.

A stark message that we're not strong enough yet, and a reminder that we'll have to come

back here later.

We can do two things, however.

We can fight the first mini-boss in the game, Spore Spawn, and get the Super Missile.

And we can get the Charge Beam.

That's hidden down here.

Well, I say hidden: the game has two very obviously different blocks, and the slight

hint of a ceiling.

Throughout Super Metroid, hidden areas like this are pretty well telegraphed, with plenty

of hints.

There's hardly any random bombing, like Metroid 1.

The charge beam is also one of many items

in Super Metroid that are completely optional: extra weapons like the charge beam, spazer

and plasma beam, handy upgrades like the spring ball, and the very useful x-ray beam - which

makes it even easier to spot hidden walls - are not needed to finish the game at all.

Their existence is great though, as they can be found at any time, making the game less

linear.

And they feel like genuine secrets that other players might completely miss.

Let's update our graph again.

So we've got lots of dead ends, and only a few things we can actually do.

For now, Super Metroid is staying quite simple.

After you open that green door with a well-placed super missile, you'll come into this room.

You'll shoot this blue button to open this gate, and exit to the next room.

What you may not have realised, though, is that the gate shuts behind you, and it's

impossible to hit the blue button with your current tool set.

You've just completely cut off access to everything in the game before this point.

This is for two very important reasons.

One is that the next room requires you to use a skill you might not even know you have:

the run.

And Nintendo doesn't want you to think you don't have the necessary upgrade to get

through this room and have you wander back, trying to find some alternate route.

No, you're stuck here until you figure it out.

Read the manual, maybe.

The other important reason?

Well, soon after this room, the same thing happens again.

You'll fall down this shaft and you can't get back up.

Again, there's no access to the world behind you.

All that stuff in Brinstar, with the yellow doors and the funny symbols and breakaway floors?

You can't get there anymore.

And in this way, I think Super Metroid tries to avoid overwhelming you with options.

Remember that gripe from Metroid 1, where you have so much access to the world that

finding the way forward is dizzying?

Not so much here.

Because the world closes off behind you, you only ever have a small chunk of Zebes to explore

at once.

Right. We're in Lower Brinstar now.

And, first, you might notice that the map screen has another treat for you: a secret

room, just to the right of this elevator.

Unfortunately, once you're inside, you'll realise that you can't jump up here yet.

But look at that spooky face.

That's definitely worth checking out, when you're skilled enough.

This is a classic example of using a really distinct visual as a landmark, to cement it

in your brain and help you remember to come back once you've got the right gear.

The same thing happens with Ridley's lair, sort of.

And definitely with the entrance to Tourian.

For now, though, the only other place you can go is down, into Norfair.

Here, you'll find more dead ends - like a room that you're too slow to run through,

and a room too hot to be in.

And you'll also find another power-up: the hi jump boots.

Oh hey, now you can go back up here, kill the first boss - Kraid - and get the heatproof

Varia Suit.

Yes, that's just how I pronounce it now.

Oh hey, now you can go back to that superheated room, and get the speed booster.

Oh hey, now you can get through that first room, and get the Ice Beam.

By bouncing you back and forth between Norfair and Lower Brinstar, Super Metroid is training

you to know that your goal isn't always in the immediate vicinity, like it was earlier

in the game.

Sometimes you'll have to backtrack a fair bit, to a previous zone even, to find the

next step forward.

It's graph time, again!

So here's Lower Brinstar and Norfair.

You might remember that there are some obstacles back in Upper Brinstar that we could now overcome

with our new items, like the speed booster, but - remember - they're up an impossibly

high shaft, and behind a one-way door.

We just can't get to them, meaning that they stay as dotted lines on our graph.

Once again, Super Metroid is reasonably straightforward in its structure, and pretty compact in its

world size.

But here's the thing: Super Metroid is a game that will hold your hand tight, when

it wants to.

And let it free, when it wants to.

And at the beginning, the game holds a pretty firm grip: this early part of the game keeps

you stuck in a very small location, and uses one-way paths to keep you locked into just

a handful of rooms at once.

And with each power-up you get, there's a very limited number of places to actually

use it.

After you get the Varia Suit, there's only one superheated room to explore.

After you get the speed booster, there's only one room where you can use it.

After you get the bombs and super missiles, there's just a couple obstacles that you

can now overcome. And so on.

If Super Metroid kept up like this, I think it would grow tiresome and be way too easy.

But that's not the case.

Because, now, this is the moment that Super Metroid shifts.

So you've just got the ice beam.

And almost every time you get a power-up in Super Metroid, you'll be trapped until you

use that power-up to get back out, giving you a handy tutorial on how to use it.

But, also, that room will give you hints about where that power-up can be used next.

Like, after getting the ice beam you'll need to freeze this enemy to get out.

And where else have you seen these enemies?

Oh yeah, right here on that shaft you fell down into Norfair.

So now, you can get back up, use your hi-jump to hop up here, and grab the power bomb.

And it's here that Nintendo lets go of your hand.

if you follow the path forward, you'll head up here, jump off this ledge, and realise

that - hey, you're back at the start of the game!

You just did a full circle of Zebes.

But things are very different now.

The spooky, ambient music… has been replaced with a bombastic, heroic tune….

Samus is now kitted out in her iconic orange varia suit.

And the path forward is… uh, well, I don't know.

Because at this point, you can now explore a huge amount of Zebes - including all those

old areas that were previously locked off by one-way paths.

And there's a massive number of obstacles you can now overcome.

By my count, there are about seven places you can power bomb, two places you can use

your speed booster, and one place you can use your high jump.

And none of them are calling out to you as the obvious next step.

So after a very straightforward and somewhat guided route through the game, Super Metroid

says it's now time to explore for yourself.

Sometimes you'll find handy upgrade.

Like, remember this speed booster room in Brinstar?

You can now go in there and get a reserve tank.

Sometimes you'll find dead ends, like a room where you won't be able to advance

without the grapple beam.

Sometimes you'll find some weird animals - more on them, later.

And eventually, you'll find the path forward - it's actually down here, in Norfair.

I really like this.

Remember that end game item hunt from Zero Mission?

It was fun, but kind of awkward: you basically leave the intended path at the very end of

the game and take a huge detour to do a victory lap of Zebes.

but in Super Metroid it's slap bang in the middle of the game.

You don't know where to go, so you just have a wander and see what you can find.

The game takes a break from linearity, to let you just explore for a while.

And then there's that sensation of simply stumbling upon the next area.

That's a really potent feeling that some Metroidvanias do well - this feeling of organically

discovering some massive new area filled with unseen stuff.

It's a feeling we've seen in previous episodes of Boss Keys, and it's a sensation

that we'll definitely come back to in a future episode of this season.

Oh, and during this exploration of Zebes you might revisit this room and find that one

of the statues has turned grey - reminding your that your ultimate goal is to kill four

bosses - well, three now - and then come back here to finish the game.

The next step is to kill Crocomire, who has the most metal death in all of video games,

and get the grappling hook.

This is a really fun item to use.

And the game has a really nice loop in the level design, after you get it: instead of

asking you to just boringly backtrack to the start of the area, there's a whole bunch

of rooms that bend back on themselves and bring you right back to the elevator in Norfair.

From here, Super Metroid again asks you to explore.

There are about seven spots where you can use the grappling hook, and they're dotted

all over Zebes.

Some lead you to new power-ups like the wave beam, and x-ray beam.

Others lead you to upgrades like missiles and energy tanks.

And one leads you to the wrecked ship, where you'll continue your adventure.

Here, you'll face the second boss of the game: Phantoon.

And after this, Super Metroid starts getting a bit cheeky, and introduces more of those

obtuse brick walls from Metroid 1.

Like, to get to the gravity suit, you need to bomb through here.

To get through maridia, you need to get into this little hole.

And to get into Maridia proper, you need to drop a power bomb in this glass tube.

To be fair, all of these things are telegraphed.

Before getting the gravity suit you can see a room here, so it's a case of looking for

some way of getting in there.

You can see enemies coming out of this hole, letting you know it exists.

And the smashed tube here should give you a clue that you can smash this tube, over here.

But in all of these cases - as well as some other easy-to-miss passages later in the game,

it can be a huge issue if the player thinks they've hit a dead end and goes off looking

elsewhere.

This is when players can start getting lost - and frustrated - in Super Metroid.

Anyway.

The underwater world of Maridia is a bit of a maze, but it's also very contained.

After exploring all of zebes with the power bombs and grappling hook, you'll likely

stick to this one zone until you've finished off the third boss of the game: Draygon.

Lke Zelda: A Link to the Past and Dark Souls, Super Metroid has a changing structure - with

some bits that have you making quick forward progression, and other bits that have you

exploring in a more open fashion.

And that's what happens now.

After getting the space jump.

there's a bunch of places where you can use it - like for getting the spring ball

and plasma beam in Maridia.

Or getting some goodies in Crateria.

But the place you actually need to use it is down in Norfair, to get to Ridley's lair.

The entrance to Ridley's Lair is a bit weird, actually.

So for one, it's got three locks in a row.

You need a power bomb to get in.

Then the gravity suit to withstand the lava.

And then the space jump to get up to Ridley.

If you come all the way back here after getting each power up, you're gonna leave disappointed.

Twice.

Also, this imposing head would be a very distinct landmark to put in your noggin if you just

found it while exploring Norfair.

But because it's behind an unremarkable yellow power-bomb door, you're less likely

to file this in your brain under "very important rooms".

But back to the adventure.

So you explore Lower Norfair, find some more cheeky areas - oh, we can just walk through

walls now, can we?

okay - get the final power-up, the screw attack, and kill off Ridley.

With the fourth boss of the game finished off, we should hopefully know it's time

to return to that ominous room in Crateria, and enter the final zone of the game.

This is almost identical to Metroid 1, only with four bosses instead of two.

And the rest of the game is pretty familiar, too: we kill off Metroids with the ice beam

and missiles.

We fight Mother Brain in a jar.

We - oh my.

That's a bit different.

We have an escape sequence.

Don't forget to save the animals!

And we escape an exploding planet Zebes in our spaceship.

The end.

Mission complete.

Job done.

Genre… defined.

So let's look at that dependency graph again.

If we put in a red line for where the game lets us pass back over that point of no return,

we can see a pretty sizeable shift.

Suddenly, the game gets very wide, as there are loads of places where we can use items,

and we can backtrack to every point in Zebes.

And I think splitting Super Metroid into two distinct acts like this is a really good idea.

We get almost a tutorial at the start.

And then - once the game is satisfied that we get how things work - the reins are removed,

and we're asked to fend for ourselves.

But I do think the game struggles a little in this second half.

Super Metroid's Zebes is actually quite tricky to navigate, with spindly corridors

and a somewhat confusing layout, making it slightly tedious to get from one end to the other.

Plus, Norfair only has one entrance - this elevator - despite the fact that you'll

need to repeatedly return there.

That makes getting around more difficult than it needs to be.

Oh!

And until you find the wave beam, which lets you open those blue-button gates from the

other side, the world has some annoying one-way paths that will need to be circumnavigated.

In its favour, though, is that each elevator room branches off into a bunch of different

zones: effectively a hub and spoke system, that makes for easy transport.

And also, almost every single room in this game looks completely unique in some way,

making it easier to remember their layout - especially compared to the very samey Zebes

from Metroid 1.

Another way the game struggles is that the map screen is pretty unhelpful at times.

You can't see doorways between rooms, so two connecting areas might not actually join up.

There are no icons for coloured doors.

Secrets have the same icon whether you've found them or not.

And, you can't see the map for an area that you're not currently stood in.

All of this would thankfully be fixed up in the GBA games.

Also, I think it's a shame that Super Metroid is still completely linear in this part of

the game.

I feel like this would be a great time to let players go off and kill the remaining

three bosses in any order you like: but the game still makes you fight Phantoon before

Draygon, and Draygon before Ridley.

This is not the end of the world - despite what some people seem to think, I don't

think linearity is necessarily a bad thing.

But maybe a missed opportunity.

And it would help players who got lost if they could go off, explore another part of

the map, and make progress there instead.

Then again, you can break this sequence.

You can fight bosses in a different order, get items before you're supposed to, and

skip some upgrades entirely.

How?

Well, when you're exploring the world in act two, you very well might come across these

guys - a bunch of animals who will teach Samus how to do advanced manoeuvres.

One lets you bounce off walls.

The other lets you build up speed with the speed booster, and turn that kinetic energy

into a massive jump.

And this is really interesting because they're not actually upgrades, like the ice beam or

morph ball.

These are just advanced manoeuvres that samus can do - and could always do, you just didn't

know about them.

So next time you play the game you can use these tricks to, say, get up here without

the hi jump boots.

Or to get over here without the grappling hook.

Unfortunately, you can't break the game apart too much unless you start using glitches

and speedrunning techniques that aren't taught to you, like the mockball and bomb

jumping.

But it's still something to make the game more interesting on later playthroughs.

This is something Metroid does well, but many other Metroidvanias don't really incorporate.

If the goal of a Metroidvania designer is to find a balance between letting the player

explore on their own, but also not letting them get too lost and frustrated, then Super

Metroid does a pretty stellar job.

The game eases you in with a simple structure and one-way paths, before letting you run

loose when you're more familiar with how things work.

It uses strong visual landmarks to help you build a mental map of zebes. and there are

plenty of tiny techniques to subtly guide you forward.

And it also nails one of the most exciting sensations of a Metroidvania: by not always

making the path forward obvious, you get the thrill of organically stumbling into an interesting

new area.

You can really see why this game has been so massively influential.

But while it's been copied by a million indie devs, critically acclaimed by reviewers,

and held up as one of the best games ever made, it wasn't a huge hit at the time.

And the Metroid franchise was essentially put on ice.

We'd have to wait eight years for the series to finally return, on GameCube.

Luckily for us, though, something quite similar came out in the intervening years.

That's right!

Next time on Boss Keys, we're putting the "vania" back in Metroidvania, heading to Dracula's Castle,

and exploring the world design of Castlevania: Symphony of the Night.

For more infomation >> The World Design of Super Metroid | Boss Keys - Duration: 22:35.

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Unhinged AZ Rep. Threatens Immigration Officials: 'You Will Not Be Safe' - Duration: 2:54.

For more infomation >> Unhinged AZ Rep. Threatens Immigration Officials: 'You Will Not Be Safe' - Duration: 2:54.

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Greeicy Rendón a la Catherine Zeta Jones en Chicago con 'Cell Block Tango' | MQB - Duration: 1:53.

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Big Cass SHOOTS On WWE RELEASE! GRUESOME WWE INJURY! | WrestleTalk News Sept. 2018 - Duration: 3:37.

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5 minutes in the BEST Royal Suite of Crete! - Duration: 4:04.

Hello you guys and welcome to Visit my Greece!!!

Lucky, here we are again! There is more...

Where did we bring you? Hmm...

Where?

Tell us, where?

We are in Crete, one of the most beautiful islands of Greece!

Hersonissos is a special place near Heraklion!

And we are in this great amazing hotel called Abaton Island Resort & Spa!

And we are honored to be and have the opportunity to show you... What baby?

The Royal Suite!

We don't actually stay here, ok? It's not our room!

But because of you, we have the opportunity to visit it, because we said

we have some friends, we want to show them the Royal Suite! Can you open it for us?

Nobody has stayed here before. It's brand new, just opened

and you are the first to Visit!

You wanna see? Take a look!

For more infomation >> 5 minutes in the BEST Royal Suite of Crete! - Duration: 4:04.

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Cleaning My Monkeys Teeth - Duration: 4:52.

(The sound of someone brushing their teeth)

And look at Lillian how big she is getting.

She is getting so big.

She is tall and lanky.

Yeah.

Like I wish I was.

(laughter)

Yeah, so anyway, we thought you guys might like to watch Lillian brush her

teeth.

Now I normally do this so we are all going to get to watch Billy as he attempts to help

Lillian brush her teeth tonight.

All for you guys.

This is Lillian's little toothbrush that I got for her.

It is so cute.

And what I do is I put the toothpaste a little bit on the bristles and then squish it in

a little bit with a little bit of water.

Here we go we are going to see how daddy helps Lillian brush her teeth.

There we go.

That's good.

So what we do is.... Lillian likes to chew on the brush so we kind of Twist it while she

is chewing on it.

Yeah.

Let her have it Daddy.

Now you brush your teeth Lillian.

Sometimes she will do it too.

She likes that.

That's a new toothbrush she thinks it's a toy.

(laughter) She says no, no Daddy it's mine now.

There you go.

That's good.

Okay, when she is done what I do is I rinse her brush off and let her do it one more time

just with water.

Okay.

So there.

I rinsed her toothbrush with water and there we go again.

Just kind of rinse her tongue off a little bit.

There we go.

Daddy did good.

Yeah.

Did daddy do good Lillian?

Huh?

Lillian, did daddy do good (squeak) he did (squeak) all right.

Now this is her little outfit.

Some people ask why Lilian wears clothes to bed and stuff.

She sleeps with us and we keep it very cold in here and I keep a fan running so we have

to keep a little outfit on Lillian at night or she gets too cold.

So that's why she wears pajamas.

And that one has a little bunny rabbit on it.

Yeah.

Is everybody watching you brush your teeth?

Is everybody watching you brush your teeth?

Yeah.

You look so pretty.

She had a bath she's all fluffy and clean and she smells so pretty.

Yeah.

Now she has clean teeth.

And she's ready to go to bed Daddy

Me too.

All right.

You did a good job.

Everybody ought to give you a thumbs-up for your effort.

(laughter)

Yeah.

If you guys haven't subscribed make sure you hit that subscribe button that lets us know

that you appreciate the video and would like to see more videos with Lillian Louise.

And if you enjoy the video give her a big thumbs up on your way out and drop her comment

below.

And we hope you all have an awesome day today and we will catch y'all next time.

Say bye-bye.

Bye-bye.

Bye-bye.

All right big kisses.

Good girl.

Big kisses.

Good girl.

Nite Nite

For more infomation >> Cleaning My Monkeys Teeth - Duration: 4:52.

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Bun B "Recognize" Official Lyrics & Meaning | Verified - Duration: 3:39.

I've always been heavy on my vocabulary.

I've always been well read.

My thing is to take words that you don't normally hear in the hip-hop lexicon and add them,

but make sure that I'm doing it in a way that people don't have to say, "What is ... What

do that mean?"

I try to use it in extreme proper context so that even if you don't know the word or

don't know the definition, you can kind of draw a conclusion.

It's a little bit of a vocabulary lesson.

Well you know, Big K.R.I.T. who was the musical coordinator for this album is actually the

person that created the beat for "Recognize" probably about maybe, 10, 11 months ago.

Like, later months of 2017, so we were already into a really good flow when he came up with

this track.

This was the one where they were like, "Yo alright, now it's time for you to kick them lyrics."

"It's time for you to go hard this time."

You can still have commercial success being a lyricist but it's not something that the

culture demands from you right now.

A lot of the hip hop audience doesn't really ask for that.

Now if you give them that, they'll appreciate it like a Chance the Rapper or a Kendrick Lamar.

"Centrifugal force" is what keeps your body balanced.

So when I say I'm fucking up your centrifugal, it's like, I'm kind of fucking up your flow.

Like I'm just fucking up your whole walk and like making motherfuckers dizzy 'cause

I'm rapping, I guess, so good.

I sit down and write everything so I don't really like freestyle my way through verses

like some people do nowadays, just kind of going in and rhyme stuff, and see what works

and what doesn't.

There was a concerted effort to put this kind of concise lyrical flow and patterning down

on paper and on the mic.

The Acura comment kind of comes from, back in the day, Pimp used to have an Acura.

You know what I'm saying?

And we used to all ride around in that sometimes.

We used to call it the cigarette 'cause it was white and it was always smoking.

We used to always be like, "Yo, it's time to roll out in the cigarette."

But that kind of reminded me of just, back in the day, riding around in Pimp's old car.

'Trill Meals' is definitely coming back.

We had to kind of slow up their process because we're obviously out here ... Places like Genius

promoting a new album.

Once this whole kind of rush is over with, we're gonna go back home and get back on it

and do it more ourselves, you know.

Install that DIY attitude and instead of trying to shop it to people, we just gonna try to

flesh it all out.

Didactic shit means that basically, there's a lesson to be learned.

I'm not embarrassing you just to shame you.

I'm trying to embarrass you to teach you that there's a better way of doing what it is you're

doing, whether it's music or in real life.

I teach at a private university, Rice University.

My class is more religion based, so it's not necessarily a music class that touches

on religion.

It's a religious class that touches on music.

We just try to show the comparisons between you know, how some people use religion to

make them a better person, to help them answer a lot of the difficult questions in life and

for other people, hip hop culture is what helps make them a better person, helps them

contribute to society, and helps them answer the questions of life.

For more infomation >> Bun B "Recognize" Official Lyrics & Meaning | Verified - Duration: 3:39.

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Heidi Klum gratuliert: Coole B-Day-Pics der Kaulitz-Twins - Duration: 2:58.

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Holly Daze (Part 1) - Max the Moluccan Episode 14 - Duration: 6:10.

Has your pet hooman ever flown to Holly Daze without you?

Did they go on va-CAW-tion without appropriate supervison?

That's what just happened to me!

I know!

I could hardly believe my eyes.

I thought I had trained my hooman better than that.

Let me tell you the tale from the beginning.

My pet hooman had been acting strange when she introduced me to a new friend that she

called Lug Gage.

It looked rather odd, but it sat quietly on my chair and didn't seem to be dangerous.

My hooman explained that Lug Gage flies and carries important things.

I hoped it can carry grapes – THOSE are very important.

There was lots of activity around the house – my hooman told me that we were going to

fly to a place called Holly Daze.

I'm was getting really excited about it.

Apparently my hooman was going to fly!

I didn't know that featherless bipeds could fly!

You learn something new every day.

Then something unexpected happened.

My hooman left without me!

How can a hooman fly without a parrot?

(How Bizarre) While my hooman was at Holly I had a temporary

pet hooman.

It was odd to see him sitting in my chair, but he seemed rather nice.

On the first day he gave me scritchies, grapes, peas, grapes, carrots, grapes and a really,

really good cracky.

This seemed promising, so I decided that I would keep him around.

He understood the importance of lunch, second lunch, third lunch and afternoon snack.

I even taught him how to play fetch with a grape.

Even though my temporary pet hooman was nice, my hooman should have asked me FIRST!

She certainly had some 'splainin' to do when she got back.

I found out that my hooman had flown all night and landed in a part of Holly called Lunny

Done.

Her arms must have been really tired after such a long flight.

FlatMax was travelling with her and sent me photos every day so I could keep track of

my pet hooman.

Apparently these Parly Mint buildings are quite important.

She also talked about somebirdycalled Big Ben, but he wasn't available.

When hoomans go to Holly Daze they do a lot of walking.

Here's a photo of some Palace that's supposed to be a big deal.

It's even kept in a cage.

Weirdos!

Frankly I was glad that I could stay at home to hang out on my safe patio.

Maybe my pet hooman could invite the people that live in that Palace place to visit me

and bring me grapes On to the tower of Lunny Done.

OhMyBird!

What was my hooman doing?

There were other birds in her photos.

Birds that are NOT flock.

Did this mean she was cheating on me?

Apparently the Tower Ravens are supposed to be world famous – but that's no excuse

to take a photo.

She could take a photo of me.

I have flockers all over the world.

Obviously in this photo somebirdy is Royalty!

FlatMax visited Audley End House and Gardens.

I understood that there was some sort of unfortunate incident in the taxi-oh-dermy gallery upstairs

where my double had his eyes covered – something about Toucans?

There was also the unfortunate traffic jam where mydouble was left inside a zipped purse

for hours.

Frankly hoomans need supervison.

Oooh Castles!

Whaddya mean they are falling apart?

What good is a pile of rocks?

My hooman didn't have to travel to see ruins –I'm quite capable of ruining the house

all by myself.

Waitaminute.

Pigeons nesting in castle ruins?

I see the second bird back there.

Was my pet hooman spying on private bird moments using mydouble as an excuse?

Weirdo Here's a view from Peveril Castle.

FlatMax reports an easy ride up.

I don't know why my hooman complained about climbing the stairs- she flew to Holly, why

can't she fly up a simple hill?

Niiiccee!

Grapes!

It would have been worth flying across the world to look at this grape Arbour at Broadsworth.

I don't understand why my hooman didn't get me some– there was plenty of room in

Lug Gage.

Finally some interesting history.

This shelf destruction in the Broadworth Hall Library was caused by a parrot!

The Hall is kept in a state of arrested development retaining the parrot's work as a legacy.

Sadly MyDouble was unable to find out much.

The parrot had a pet hooman named Sylvia and was buried in a pet cemetary at the corner

of the property.

Touring old places makes a lot more sense when parrots are involved.

That wraps up part one of the va-CAW-tion.

Tune in for part two which involves parrot worship, Roaming Walls, Dracula, and learn

what happens when I meet FlatMax face to face.

Make sure you subscribe so you don't miss out.

Beak that subscribe button and join the flock.

And while you are here – check out some of my other videos.

For more infomation >> Holly Daze (Part 1) - Max the Moluccan Episode 14 - Duration: 6:10.

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How to Draw Little Bride and Groom Coloring Pages | Coloring Book Learn Colors for Childre - Duration: 4:13.

How

to Draw Little Bride

and Groom

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《中國好聲音》周杰倫改編串燒歌曲登頂酷狗榜首 - Duration: 3:56.

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国产片有起色,《我不是药神》遇好莱坞《巨齿鲨》,谁赢到最后? - Duration: 5:14.

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For more infomation >> Prince Harry, enfin la vérité, Charles n'est pas son père -[Nouvelles 24h] - Duration: 2:04.

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For more infomation >> Prince Harry, enfin la vérité, Charles n'est pas son père -[Nouvelles 24h] - Duration: 2:04.

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For more infomation >> GUNS N' ROSES em PORTUGUÊS: "Sweet Child O' Mine" (Tradução Adaptada) - Duration: 5:59.

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Custom Logo Jewelry

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M jak miłość, odcinek 1378: Katia oszustką! Co żona Pawła przed nim ukrywa? - Duration: 11:11.

W co ten Paweł (Rafał Mroczek) z "M jak miłość" się wpakował?!

Wziął ślub dla pieniędzy z Gruzinką, która uciekła do Polski przed groźnym narzeczony

ale w 1378 odcinku "M jak miłość" po wakacjach 2018 nie będzie świadomy

że Katia (Joanna Jarmołowicz) cały czas go okłamuje.

Gdy Zduński zapyta ją o rodzinę

żona wspomni o apodyktycznym ojcu (David Gamtsemlidze) i braku rodzeństwa.

Będzie oszukiwała Pawła prosto w oczy.

Bo Katia oprócz ojca, gangstera Igora (Oleg Bakhrutdinov) zostawiła też

w Gruzji równie niebezpiecznego brata, o którym nie wspomniała mężowi.

Od ślubu Pawła i Katii w "M jak miłość" minęło zaledwie kilka tygodni

ale nowożeńcy wciąż ukrywają się przed rodziną Zduńskiego.

W 1378 odcinku "M jak miłość" Paweł zawrze układ z żoną

- może mieszkać z nim w mieszkaniu, które dostał od Kaliny (Karolina Sawka)

ale jego córka Basia (Gabriela Raczyńska) nie może się o niczym dowiedzieć.

Katia zgodzi się zachować dyskrecję.

Żeby jednak uśpić czujność ojca będzie razem

z Pawłem udawała szczęśliwe małżeństwo.

Bardzo szybko okaże się, że w nowym sezonie

"M jak miłość" problemy nie ominą Pawła i jego trzeciej żony.

Ślub nie wystarczy, by zapewnić im bezpieczeństwo.

A do tego już w 1378 odcinku "M jak miłość" dojdą kolejne kłamstwa Katii...

Na pozór szczera i dobra Gruzinka okaże się niezłą krętaczką

a jej oszustwa mogą zaszkodzić Pawłowi.

Zduńscy umówią się na małą sesję, by zrobić zdjęcia na dowód

że razem urządzają nowe mieszkanie i są naprawdę zakochani.

Katia od razu prześle jedną z fotografii swojemu ojcu.

Licząc na to, że widząc ją szczęśliwą z mężem w końcu podda się i

zrezygnuje z planów ściągnięcia jej z powrotem do ojczyzny.

- Powinniśmy mieć więcej wspólnych zdjęć... I to z różnych miejsc i sytuacji.

Mój ojciec jest gorszy niż Urząd Imigracyjny!

Gdy Paweł zapyta żonę o rodzinę, Katia wspomni, że jest jedynaczką.

W środku nocy do Gruzinki zadzowni Igor!

Porzucony narzeczony od razu wspomni o ślubie ukochanej.

- Twój ojciec pokazał mi zdjęcie, które wysłałaś…

Więc jesteś teraz… mężatką? Gratuluję - jego słowa zabrzmią jednak złowieszczo.

Katia zblednie ze strachu, ale postara się zachować zimną krew, żeby Igor nie wyczuł jej lęku.

- Pogódź się z tym… I zostaw mnie w spokoju!

- Różnie w życiu bywa. Dziś mężatka, jutro, kto wie… może wdowa?

Igor zawiesi głos… Tak, by do dziewczyny dotarła ukryta w tych słowach groźba.

Za to po chwili parsknie śmiechem, udając, że chodziło o żart. I zapowie przerażonej Katii.

- Nie zaprosiłaś mnie na wesele, ale ja i tak przyjadę...

Niedługo. Z twoim ojcem i bratem...

Przekonamy się, ile ten twój mąż jest wart…

Niedługo później do Polski przyjedzie nagle

ojciec Katii (w tej roli David Gamtsemlidze) razem z Igorem.

Obaj będą na dziewczynę wściekli – po tym, jak zbuntowała się i uciekła z Gruzji.

I obaj postanowią sprawdzić, czy Paweł naprawdę nadaje się na męża!

W kolejny poniedziałek Zduńscy umówią się na małą sesję

– by zrobić zdjęcia na dowód, że razem urządzają nowe mieszkanie i są naprawdę zakochani.

Katia od razu prześle jedną z fotografii swojemu ojcu.

Licząc na to, że widząc ją z „mężem" - szczęśliwą i beztroską

– w końcu podda się i zrezygnuje z planów ściągnięcia jej z powrotem do ojczyzny.

- Powinniśmy mieć więcej wspólnych zdjęć...

I to z różnych miejsc i sytuacji.

Mój ojciec jest gorszy niż Urząd Imigracyjny!

"M jak miłość": co wydarzy się w nowym sezonie?

Tymczasem kilka godzin później do dziewczyny zadzwoni… Igor (Oleg Bakhrutdinov)!

Niechciany "narzeczony" wybierze jej numer, choć będzie środek nocy.

A Katia odbierze telefon – i od razu zblednie.

- Twój ojciec pokazał mi zdjęcie, które wysłałaś… Więc jesteś teraz… mężatką? Gratuluję.

- Pogódź się z tym… I zostaw mnie w spokoju! - Różnie w życiu bywa.

Dziś mężatka, jutro, kto wie… może wdowa?

Igor zawiesi głos… Tak, by do dziewczyny dotarła ukryta w tych słowach groźba.

Za to po chwili parsknie śmiechem – udając, że chodziło o żart.

I zapowie przerażonej "wybrance":

- Nie zaprosiłaś mnie na wesele, ale ja i tak przyjadę... Niedługo.

Z twoim ojcem… Przekonamy się, ile ten twój mąż jest wart…

Czy Igor przyjedzie w końcu do Polski?

I czy naprawdę okaże się niebezpieczny - nie tylko dla Katii, ale też dla Pawła (Rafał Mroczek)?

Premiera 19 sezonu "M jak Miłość" już 3 września – zapraszamy przed telewizory!

For more infomation >> M jak miłość, odcinek 1378: Katia oszustką! Co żona Pawła przed nim ukrywa? - Duration: 11:11.

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Absolutely Stunning Small House Design Ideas | CPT CONCEPT 12 CE - Duration: 4:40.

Absolutely Stunning Small House Design Ideas | CPT CONCEPT 12 CE

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Cross Stitch #6: [CC] I'M BACK! Life Update, Announcements, WIPs/Finishes/FFOs - Duration: 24:10.

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For more infomation >> Waffles(Countryhumans/Belg/Fran/Swiss) - Duration: 0:57.

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Probably why I'm good at Mariokart (Asphalt 9) - Duration: 4:15.

(One of my favorite eurobeat songs)

I'm looking for my sister

NII-SAN?!

Good memes =:3

Anyway what is there to say : /

Asphalt for an arcade racer is actually fun for me

Okai let's do this

[EUROBEAT INTENSIFIES]

NANI?!

Murican boi come back here!

Stop drowning out the eurobeat!

Smh American Cars can't turn

Bye Germany

What the hay that sign!

Where did it come from?!

lel weird stuff's happening

*Dorifto*

Bye other Germany

I don't

want to

waste

another day

away

from lovin you!

Got

these feelings

taking

over

Like the rabbits

On the moon!

Let's indulge

In a

life

of lunacy

I feel it's

overdue!

Dream away!

and

we can

make it

To the Rabbits On the Moon!

[EUROBEAT INTENSIFIES]

God damn I love this song

"Do a barrel roll"

*Ludicrous Speed*

Sorry Japan

Gez we're going really fast

IKU Z

FUDGE

Again?!

Is it world war 2?

It's definitely world war 2 he just hit Germany (aka Nazis)

You want Pearl Harbor all over again?!

>: (

He learn how to turn

Activate the Eurobeat powers

[EUROBEAT INTENSIFIES]

*America Intensifies*

Gez everyone's every where

AH!!!

STHAP

oh my god I'm getting bang in every which direction

Almost there!

Finish!

That was a good race =:3

Bye then enjoy the rest of the song

For more infomation >> Probably why I'm good at Mariokart (Asphalt 9) - Duration: 4:15.

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Cost to battle Howe Ridge fire tops $7.5M - Duration: 1:06.

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What You NEED to Reach Your Goals - Duration: 3:16.

You need to invest in yourself if you want to succeed. Let's get into it

hey everybody and welcome back to another episode of walk with me this is

josh here and today we're talking a little bit about personal investment

whether its financial or time or attention you should always be investing

into yourself if you ever want to reach whatever goal you're working towards

weight loss or a youtube channel or starting a business or whatever it may

be I you know a lot of people want that end goal but not very many people are

willing to invest into themselves and into the time and effort that it's gonna

take to get there so that's something that you're not willing to do there's no

way you're ever gonna get to the end goal that you're working towards there's

this "too cool for school" mentality that I see from so many people you know

self-improvement gets such a bad rap and investing time into yourself or whatever

you're working towards making sacrifices and other areas of your life

it seems so often as a negative it always really bothers me when that

mentality or that attitude creeps in and gets in the way of someone trying to

improve the quality of their life I just wanted to say don't be afraid to put

yourself out there it work a little bit harder or make yourself a little bit

more vulnerable just to work towards something that you want it's okay to do

that for me personally a lot of that self investment started with my weight

loss journey but now you know years later it has become so much more than

that and and taking that first initial push has led me to so many other places

just because I've learned that it's okay to take that chance and to put in the

extra effort there's always gonna be people around you that aren't gonna

understand it's not gonna make sense to them and that's okay and even if it's

not specifically a time investment or a financial investment that attention

investment is is equally important and often overlooked if you're not willing

to invest the attention in seriousness into whatever goal you're trying to

reach there's no way you're ever going to appreciate that end result there will

always be a balance to this I know I tend to lean on the more extreme side

and maybe I take my goals a little too seriously from time to time

but there's there's a middle ground to be found for everybody and I don't think

everyone's willing to find it or take the time to find it

whether it's time or money or attention or whatever it may be don't hesitate to

give yourself what you need to continue working towards your goals it's going to

be worth it if you're willing to follow through but that is gonna be it for the

video today everybody I hope you guys enjoyed this one I'd love to hear your

thoughts on this topic down below as always let's get a good discussion going

you guys always make my day with such great comments and be sure to subscribe

if you're not already walk with me comes out every Monday I've got all sorts of

other videos that come out every Friday and give the video like you can jelly

this helps me out a ton but until next time I'll talk to y'all later have a

good one

For more infomation >> What You NEED to Reach Your Goals - Duration: 3:16.

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Comedy Knockout - What Shouldn't You Ask Kevin Durant? | truTV - Duration: 2:22.

Now, there's a reason you guys are not interviewers.

The results would be disastrous.

So let's prove that by asking celebrities

off-limits questions.

All right, how you guys gonna piss off Lil Wayne?

Liza, you got a question for him.

Lil Wayne! Lil Wayne! Are you a feminist?

Lil Wayne, Lil Wayne, sorry. I have a question.

Some of your baby mothers include

Lauren London and Christina Milian.

Question -- Are they blind?

[ Laughter ]

Lil Wayne, Lil Wayne, I actually love you.

And I'm concerned for you. I have a medical question.

Since you're always high on cough syrup,

what do you take when you have a cough?

[ Laughter ]

Lil Wayne, you recently had a falling-out

with your mentor, Birdman.

Are Christina Milian and Lauren London blind?

Katy Perry has time for a couple more.

Katy, in your first big song, you sang,

"I kissed a girl and I liked it."

Tell me more about that, in great detail.

Maybe even describe the other girl. Slowly.

Miley, Miley, I mean, Katy.

Um...

Katy, are you embarrassed that you cried for Russell Brand?

[ Laughter ]

Katy, Katy. I have a question.

Does Migos still talk to you after you had that seizure --

I mean, danced next to them on stage?

Katy, are you upset about the fact that you were upstaged

at your Super Bowl performance by Left Shark?

What shouldn't you ask Kevin Durant?

If you were hanging out with some of your boys

and another group of dudes came and beat the shit out of y'all,

would you start hanging out with that second group of dudes?

Lemon: Ohh!

Hey, Kevin, a lot of people, including myself,

would say you look like a Milk Dud

that rolled around in some fuzz.

What would you say you look like?

I have a similar question in a very less disrespectful way.

Are you so devoted to improving your jump shot

that you can't spare 15 minutes

to get a line-up at the barber shop?

Lemon: Oh, man. Okay.

For more infomation >> Comedy Knockout - What Shouldn't You Ask Kevin Durant? | truTV - Duration: 2:22.

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Things to Blame Brexit For - The Remainers Song - Duration: 3:20.

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Unhinged AZ Rep. Threatens Immigration Officials: 'You Will Not Be Safe' - Duration: 2:54.

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I GOT to PLAY the FIFA 19 Demo EARLY! (FIFA 19 Demo Release date/Info) - Duration: 10:20.

For more infomation >> I GOT to PLAY the FIFA 19 Demo EARLY! (FIFA 19 Demo Release date/Info) - Duration: 10:20.

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The World Design of Super Metroid | Boss Keys - Duration: 22:35.

In 1986, Nintendo released Metroid on the NES.

It was nothing like the company's other games: it wasn't cute and colourful and

full of chirpy music.

It was dark, and atmospheric.

Bounty hunter Samus Aran felt truly lost and alone as she explored an endless sprawl of

dank, alien corridors.

And it was fascinating.

But it was flawed.

It was way too easy to get lost, the world all looked the same, and many secrets were

hidden behind brick walls.

It was the start of something cool, but it needed refinement.

The sequel, 1991's Metroid II: Return of Samus on the Game Boy, didn't really help matters.

It was still dark and scary - and it had a surprisingly

impactful ending for such a formative game.

But the monochrome screen made it even harder to find your way around - despite the fact

that the game is much more linear than the first one.

We'd have to wait a few more years for the real deal.

And then we got it.

In 1994, Nintendo released Super Metroid, on the Super Nintendo.

Finally, the idea behind Metroid was given the proper execution.

The game, once again, dropped Samus into a lonely, alien world - the same planet Zebes

as Metroid 1 - but this time, you could actually get around without drawing a map, bombing

every wall, or buying an issue of Nintendo Power.

The structure of the game is much the same: just like Metroid 1, this game is about making

a mental note of obstacles.

Then finding items.

And then backtracking to those obstacles to either find goodies or the next bit of the game.

But this time, things are different.

The world is much bigger.

The power-ups are more interesting.

The bosses are more varied.

And the designers take a much more active role in getting you through Zebes - just,

with far more subtlety than Metroid 1's overbearing remake, Zero Mission.

How did they do it?

Well, really, the only way to properly describe how the game does this is to take you through

it, step by step.

Which is exactly what I'm going to do in this video.

Let's touch down on planet Zebes, once again, and start the second episode of Boss Keys,

Season Two.

Just like Metroid 1, this game wordlessly explains its set up in the first few screens.

In the very first corridor of Zebes, we walk past a bunch of doors that we can't get through.

Pink doors that bounce away our bullets, and tiny gaps we can't squeeze through.

Eventually, we'll find the entrance to Old Brinstar - which is actually the final and

starting areas of Metroid 1.

And here, we'll grab the Morph Ball and Missiles.

With no where to go, we can only go back to where we came from.

But now, these areas are teeming with space pirates, letting us know that this is actually

the right way to go.

So in the first few screens, Super Metroid says: this world will branch out at every

point but many of those routes will be inaccessible until you have more powers.

And oftentimes, the path forward will actually be behind you.

So, we use those missiles to grab the bombs and - woah!

Heh, a good reminder that you can't rely on expectations in this game.

Now, with the Torizo dead, it's time to use these bombs to explore further.

And if you don't know where to use them, you'll soon learn about the virtues of the

map - oh yeah, Super Metroid finally adds a map screen to the franchise.

And map terminals.

You'll find map terminals in the game's five major locations - Crateria, Brinstar,

Norfair, Maridia, and the Wrecked Ship - which reveal some of the rooms around you on the map.

Handy, when it shows you rooms that are hidden away behind brick walls.

That makes finding map rooms almost as useful as finding a new power-up - and is one example

of how Super Metroid is way more player friendly than the obtuse Metroid 1 - but without being

quite so aggressively hand-holding as Zero Mission.

The newly updated map screen shows a room over to the left - giving you the hint to

use your bombs and keep going.

Here, we'll find the last point of interest in Crateria.

At the far end of an ominous tunnel is a great golden statue depicting four bizarre monsters

- one of which we faced in the game's prologue.

I'm sure we'll be coming back to that, later.

For now though, let's hop onto the elevator and make our way down to Upper Brinstar.

So. Let's take a break to map out the structure of Super Metroid, at this early point.

And to do this, we can use a dependency chart - which is something I came up with during

the first season of Boss Keys.

On this chart, diamonds represent upgrades that Samus can use, and squares represent

the obstacles that she can overcome with those upgrades.

For this chart, I'm also using triangles to represent non-essential pick-ups like missile

tanks and the map room.

Not every single pick-up, mind you: just the ones that can be found with simple exploration,

or are found behind obvious locked doors and obstacles.

So these upgrades, locks, and pick-ups cascade down from this horizontal line, which represents

all the places we can visit right now.

And the locks go below the upgrades.

I've also put on some locks we can see, but can't overcome - like some high up areas

in Crateria, that will need the space jump.

And a green door, which requires Super Missiles.

I'm going to use dotted lines, until we can actually reach this stuff.

So here's what the graph looks like at the moment.

So far, pretty simple.

Let's move on.

When we get into Brinstar, we'll find a lot of dead ends.

A room that we're too slow to travel through.

Some weird symbols on the ceiling.

A yellow door, which won't budge.

A green one, much the same.

And blocks that don't blow up when bombed - but instead show us an icon of some power-up

that we'll need to attain if we want to break through.

There's lots to explore here - but it's all dead ends.

A stark message that we're not strong enough yet, and a reminder that we'll have to come

back here later.

We can do two things, however.

We can fight the first mini-boss in the game, Spore Spawn, and get the Super Missile.

And we can get the Charge Beam.

That's hidden down here.

Well, I say hidden: the game has two very obviously different blocks, and the slight

hint of a ceiling.

Throughout Super Metroid, hidden areas like this are pretty well telegraphed, with plenty

of hints.

There's hardly any random bombing, like Metroid 1.

The charge beam is also one of many items

in Super Metroid that are completely optional: extra weapons like the charge beam, spazer

and plasma beam, handy upgrades like the spring ball, and the very useful x-ray beam - which

makes it even easier to spot hidden walls - are not needed to finish the game at all.

Their existence is great though, as they can be found at any time, making the game less

linear.

And they feel like genuine secrets that other players might completely miss.

Let's update our graph again.

So we've got lots of dead ends, and only a few things we can actually do.

For now, Super Metroid is staying quite simple.

After you open that green door with a well-placed super missile, you'll come into this room.

You'll shoot this blue button to open this gate, and exit to the next room.

What you may not have realised, though, is that the gate shuts behind you, and it's

impossible to hit the blue button with your current tool set.

You've just completely cut off access to everything in the game before this point.

This is for two very important reasons.

One is that the next room requires you to use a skill you might not even know you have:

the run.

And Nintendo doesn't want you to think you don't have the necessary upgrade to get

through this room and have you wander back, trying to find some alternate route.

No, you're stuck here until you figure it out.

Read the manual, maybe.

The other important reason?

Well, soon after this room, the same thing happens again.

You'll fall down this shaft and you can't get back up.

Again, there's no access to the world behind you.

All that stuff in Brinstar, with the yellow doors and the funny symbols and breakaway floors?

You can't get there anymore.

And in this way, I think Super Metroid tries to avoid overwhelming you with options.

Remember that gripe from Metroid 1, where you have so much access to the world that

finding the way forward is dizzying?

Not so much here.

Because the world closes off behind you, you only ever have a small chunk of Zebes to explore

at once.

Right. We're in Lower Brinstar now.

And, first, you might notice that the map screen has another treat for you: a secret

room, just to the right of this elevator.

Unfortunately, once you're inside, you'll realise that you can't jump up here yet.

But look at that spooky face.

That's definitely worth checking out, when you're skilled enough.

This is a classic example of using a really distinct visual as a landmark, to cement it

in your brain and help you remember to come back once you've got the right gear.

The same thing happens with Ridley's lair, sort of.

And definitely with the entrance to Tourian.

For now, though, the only other place you can go is down, into Norfair.

Here, you'll find more dead ends - like a room that you're too slow to run through,

and a room too hot to be in.

And you'll also find another power-up: the hi jump boots.

Oh hey, now you can go back up here, kill the first boss - Kraid - and get the heatproof

Varia Suit.

Yes, that's just how I pronounce it now.

Oh hey, now you can go back to that superheated room, and get the speed booster.

Oh hey, now you can get through that first room, and get the Ice Beam.

By bouncing you back and forth between Norfair and Lower Brinstar, Super Metroid is training

you to know that your goal isn't always in the immediate vicinity, like it was earlier

in the game.

Sometimes you'll have to backtrack a fair bit, to a previous zone even, to find the

next step forward.

It's graph time, again!

So here's Lower Brinstar and Norfair.

You might remember that there are some obstacles back in Upper Brinstar that we could now overcome

with our new items, like the speed booster, but - remember - they're up an impossibly

high shaft, and behind a one-way door.

We just can't get to them, meaning that they stay as dotted lines on our graph.

Once again, Super Metroid is reasonably straightforward in its structure, and pretty compact in its

world size.

But here's the thing: Super Metroid is a game that will hold your hand tight, when

it wants to.

And let it free, when it wants to.

And at the beginning, the game holds a pretty firm grip: this early part of the game keeps

you stuck in a very small location, and uses one-way paths to keep you locked into just

a handful of rooms at once.

And with each power-up you get, there's a very limited number of places to actually

use it.

After you get the Varia Suit, there's only one superheated room to explore.

After you get the speed booster, there's only one room where you can use it.

After you get the bombs and super missiles, there's just a couple obstacles that you

can now overcome. And so on.

If Super Metroid kept up like this, I think it would grow tiresome and be way too easy.

But that's not the case.

Because, now, this is the moment that Super Metroid shifts.

So you've just got the ice beam.

And almost every time you get a power-up in Super Metroid, you'll be trapped until you

use that power-up to get back out, giving you a handy tutorial on how to use it.

But, also, that room will give you hints about where that power-up can be used next.

Like, after getting the ice beam you'll need to freeze this enemy to get out.

And where else have you seen these enemies?

Oh yeah, right here on that shaft you fell down into Norfair.

So now, you can get back up, use your hi-jump to hop up here, and grab the power bomb.

And it's here that Nintendo lets go of your hand.

if you follow the path forward, you'll head up here, jump off this ledge, and realise

that - hey, you're back at the start of the game!

You just did a full circle of Zebes.

But things are very different now.

The spooky, ambient music… has been replaced with a bombastic, heroic tune….

Samus is now kitted out in her iconic orange varia suit.

And the path forward is… uh, well, I don't know.

Because at this point, you can now explore a huge amount of Zebes - including all those

old areas that were previously locked off by one-way paths.

And there's a massive number of obstacles you can now overcome.

By my count, there are about seven places you can power bomb, two places you can use

your speed booster, and one place you can use your high jump.

And none of them are calling out to you as the obvious next step.

So after a very straightforward and somewhat guided route through the game, Super Metroid

says it's now time to explore for yourself.

Sometimes you'll find handy upgrade.

Like, remember this speed booster room in Brinstar?

You can now go in there and get a reserve tank.

Sometimes you'll find dead ends, like a room where you won't be able to advance

without the grapple beam.

Sometimes you'll find some weird animals - more on them, later.

And eventually, you'll find the path forward - it's actually down here, in Norfair.

I really like this.

Remember that end game item hunt from Zero Mission?

It was fun, but kind of awkward: you basically leave the intended path at the very end of

the game and take a huge detour to do a victory lap of Zebes.

but in Super Metroid it's slap bang in the middle of the game.

You don't know where to go, so you just have a wander and see what you can find.

The game takes a break from linearity, to let you just explore for a while.

And then there's that sensation of simply stumbling upon the next area.

That's a really potent feeling that some Metroidvanias do well - this feeling of organically

discovering some massive new area filled with unseen stuff.

It's a feeling we've seen in previous episodes of Boss Keys, and it's a sensation

that we'll definitely come back to in a future episode of this season.

Oh, and during this exploration of Zebes you might revisit this room and find that one

of the statues has turned grey - reminding your that your ultimate goal is to kill four

bosses - well, three now - and then come back here to finish the game.

The next step is to kill Crocomire, who has the most metal death in all of video games,

and get the grappling hook.

This is a really fun item to use.

And the game has a really nice loop in the level design, after you get it: instead of

asking you to just boringly backtrack to the start of the area, there's a whole bunch

of rooms that bend back on themselves and bring you right back to the elevator in Norfair.

From here, Super Metroid again asks you to explore.

There are about seven spots where you can use the grappling hook, and they're dotted

all over Zebes.

Some lead you to new power-ups like the wave beam, and x-ray beam.

Others lead you to upgrades like missiles and energy tanks.

And one leads you to the wrecked ship, where you'll continue your adventure.

Here, you'll face the second boss of the game: Phantoon.

And after this, Super Metroid starts getting a bit cheeky, and introduces more of those

obtuse brick walls from Metroid 1.

Like, to get to the gravity suit, you need to bomb through here.

To get through maridia, you need to get into this little hole.

And to get into Maridia proper, you need to drop a power bomb in this glass tube.

To be fair, all of these things are telegraphed.

Before getting the gravity suit you can see a room here, so it's a case of looking for

some way of getting in there.

You can see enemies coming out of this hole, letting you know it exists.

And the smashed tube here should give you a clue that you can smash this tube, over here.

But in all of these cases - as well as some other easy-to-miss passages later in the game,

it can be a huge issue if the player thinks they've hit a dead end and goes off looking

elsewhere.

This is when players can start getting lost - and frustrated - in Super Metroid.

Anyway.

The underwater world of Maridia is a bit of a maze, but it's also very contained.

After exploring all of zebes with the power bombs and grappling hook, you'll likely

stick to this one zone until you've finished off the third boss of the game: Draygon.

Lke Zelda: A Link to the Past and Dark Souls, Super Metroid has a changing structure - with

some bits that have you making quick forward progression, and other bits that have you

exploring in a more open fashion.

And that's what happens now.

After getting the space jump.

there's a bunch of places where you can use it - like for getting the spring ball

and plasma beam in Maridia.

Or getting some goodies in Crateria.

But the place you actually need to use it is down in Norfair, to get to Ridley's lair.

The entrance to Ridley's Lair is a bit weird, actually.

So for one, it's got three locks in a row.

You need a power bomb to get in.

Then the gravity suit to withstand the lava.

And then the space jump to get up to Ridley.

If you come all the way back here after getting each power up, you're gonna leave disappointed.

Twice.

Also, this imposing head would be a very distinct landmark to put in your noggin if you just

found it while exploring Norfair.

But because it's behind an unremarkable yellow power-bomb door, you're less likely

to file this in your brain under "very important rooms".

But back to the adventure.

So you explore Lower Norfair, find some more cheeky areas - oh, we can just walk through

walls now, can we?

okay - get the final power-up, the screw attack, and kill off Ridley.

With the fourth boss of the game finished off, we should hopefully know it's time

to return to that ominous room in Crateria, and enter the final zone of the game.

This is almost identical to Metroid 1, only with four bosses instead of two.

And the rest of the game is pretty familiar, too: we kill off Metroids with the ice beam

and missiles.

We fight Mother Brain in a jar.

We - oh my.

That's a bit different.

We have an escape sequence.

Don't forget to save the animals!

And we escape an exploding planet Zebes in our spaceship.

The end.

Mission complete.

Job done.

Genre… defined.

So let's look at that dependency graph again.

If we put in a red line for where the game lets us pass back over that point of no return,

we can see a pretty sizeable shift.

Suddenly, the game gets very wide, as there are loads of places where we can use items,

and we can backtrack to every point in Zebes.

And I think splitting Super Metroid into two distinct acts like this is a really good idea.

We get almost a tutorial at the start.

And then - once the game is satisfied that we get how things work - the reins are removed,

and we're asked to fend for ourselves.

But I do think the game struggles a little in this second half.

Super Metroid's Zebes is actually quite tricky to navigate, with spindly corridors

and a somewhat confusing layout, making it slightly tedious to get from one end to the other.

Plus, Norfair only has one entrance - this elevator - despite the fact that you'll

need to repeatedly return there.

That makes getting around more difficult than it needs to be.

Oh!

And until you find the wave beam, which lets you open those blue-button gates from the

other side, the world has some annoying one-way paths that will need to be circumnavigated.

In its favour, though, is that each elevator room branches off into a bunch of different

zones: effectively a hub and spoke system, that makes for easy transport.

And also, almost every single room in this game looks completely unique in some way,

making it easier to remember their layout - especially compared to the very samey Zebes

from Metroid 1.

Another way the game struggles is that the map screen is pretty unhelpful at times.

You can't see doorways between rooms, so two connecting areas might not actually join up.

There are no icons for coloured doors.

Secrets have the same icon whether you've found them or not.

And, you can't see the map for an area that you're not currently stood in.

All of this would thankfully be fixed up in the GBA games.

Also, I think it's a shame that Super Metroid is still completely linear in this part of

the game.

I feel like this would be a great time to let players go off and kill the remaining

three bosses in any order you like: but the game still makes you fight Phantoon before

Draygon, and Draygon before Ridley.

This is not the end of the world - despite what some people seem to think, I don't

think linearity is necessarily a bad thing.

But maybe a missed opportunity.

And it would help players who got lost if they could go off, explore another part of

the map, and make progress there instead.

Then again, you can break this sequence.

You can fight bosses in a different order, get items before you're supposed to, and

skip some upgrades entirely.

How?

Well, when you're exploring the world in act two, you very well might come across these

guys - a bunch of animals who will teach Samus how to do advanced manoeuvres.

One lets you bounce off walls.

The other lets you build up speed with the speed booster, and turn that kinetic energy

into a massive jump.

And this is really interesting because they're not actually upgrades, like the ice beam or

morph ball.

These are just advanced manoeuvres that samus can do - and could always do, you just didn't

know about them.

So next time you play the game you can use these tricks to, say, get up here without

the hi jump boots.

Or to get over here without the grappling hook.

Unfortunately, you can't break the game apart too much unless you start using glitches

and speedrunning techniques that aren't taught to you, like the mockball and bomb

jumping.

But it's still something to make the game more interesting on later playthroughs.

This is something Metroid does well, but many other Metroidvanias don't really incorporate.

If the goal of a Metroidvania designer is to find a balance between letting the player

explore on their own, but also not letting them get too lost and frustrated, then Super

Metroid does a pretty stellar job.

The game eases you in with a simple structure and one-way paths, before letting you run

loose when you're more familiar with how things work.

It uses strong visual landmarks to help you build a mental map of zebes. and there are

plenty of tiny techniques to subtly guide you forward.

And it also nails one of the most exciting sensations of a Metroidvania: by not always

making the path forward obvious, you get the thrill of organically stumbling into an interesting

new area.

You can really see why this game has been so massively influential.

But while it's been copied by a million indie devs, critically acclaimed by reviewers,

and held up as one of the best games ever made, it wasn't a huge hit at the time.

And the Metroid franchise was essentially put on ice.

We'd have to wait eight years for the series to finally return, on GameCube.

Luckily for us, though, something quite similar came out in the intervening years.

That's right!

Next time on Boss Keys, we're putting the "vania" back in Metroidvania, heading to Dracula's Castle,

and exploring the world design of Castlevania: Symphony of the Night.

For more infomation >> The World Design of Super Metroid | Boss Keys - Duration: 22:35.

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Vanity Fair lies on MSNBC: "cruise line industry needs to be accountable... like everybody else." - Duration: 12:39.

For more infomation >> Vanity Fair lies on MSNBC: "cruise line industry needs to be accountable... like everybody else." - Duration: 12:39.

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Fiat Punto Evo 1.3 M-Jet Dynamic EVO - Duration: 0:53.

For more infomation >> Fiat Punto Evo 1.3 M-Jet Dynamic EVO - Duration: 0:53.

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Mercedes-Benz M-Klasse M 400 CDI AUTOMAAT - Duration: 0:50.

For more infomation >> Mercedes-Benz M-Klasse M 400 CDI AUTOMAAT - Duration: 0:50.

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Flu Vaccine 2018 - 2019 - Duration: 4:42.

I've made this video to support the NHS and all of its hard working amazing staff this winter

so let's talk flu jabs

I'm going to tell you everything you need to know about flu vaccines

but this is not a normal Abraham the pharmacist video it's like a journey video but you'll see

please share this video with friends and family because you could potentially save a life

flu and influenza are the same thing in the UK on average it kills 8,000 people per year

last year it killed 15,000 people which is why public health England

collaborate with me to spread the word

now flu isn't dangerous for everyone for healthy adults under the age of 65

it can be a very unpleasant illness which lasts a week or two with symptoms like

extreme tiredness, weakness, chills, fever, joint pain and many more

flu is most dangerous for people in risk groups so who's in the group

over 65s, pregnant women, people living in residential homes and certain medical conditions

like asthma, COPD, diabetes and many more

the full list is in the description below which reminds me it also includes children but why children?

lets ask Jane a practice nurse who knows her stuff when it comes to flu jabs

so Jane why should children get the flu vaccine?

"well the flu vaccine helps protect children from what can be a really unpleasant illness"

"but more importantly it can help stop the spread of the virus to vulnerable friends and family"

that's amazing so the flu vaccine also helps stop the spread of the flu?

"exactly and if patients in the at risk groups get flu they have a higher probability of it leading to serious"

"complications and even death so this is why the at risk population are entitled to the free NHS flu vaccine"

"flu leads thousands of GP visits and tens of thousands of hospitals stays each year"

"so getting the vaccine really supports the NHS especially during the busy winter period"

two questions I get asked very occasionally by patients

question one how effective is the flu vaccine?

and question two what are the other ingredients in the flu vaccine?

now I'm going to answer those for you now

the truth is the flu vaccine works better in some years than others

across all age groups in 2015 to 16 the vaccine prevented 52.4% of flu cases

and in 2016 to 17 it prevented 39.8% of flu cases the flu virus changes and it's very difficult to predict

now because of this this year there will be two different types of flu vaccines for patients

so let's see what they are

so those aged 65 and over will be offered the trivalent flu vaccine which protects against three strains of flu

it also contains something called an adjuvant now if you're thinking what's an adjuvant it basically helps

strengthen and lengthen the immune response to a vaccine

and these have been shown to work better in older adults

babies children and adults up to 64 years old will be offered the quadrivalent flu vaccine

which means it will protect against four strains of flu virus vaccines are currently the best defence we have

against the flu virus which is why public health England and the medical community all agree

that if you're eligible to get the free NHS flu jab then get vaccinated

question two, yes vaccines have small minute quantities of ingredients which are found naturally

in the body for example many vaccines contain salts based on sodium and potassium

which regulate the acidity of the vaccine

other ingredients help improve the immune response or to preserve and stabilise the vaccine

but again these aren't harmful and most of them are completely normal for our bodies

just like everything in life vaccines do carry some risks but these risks are all very minor

redness or swelling at the injection site a minor fever nothing serious

reactions to the actual vaccine are very rare

thank you to everyone for coming on this journey with me

I hope this video has helped explain the importance of getting the flu vaccine

please don't forget to share on this video to friends and family

you can get the free NHS flu jab at almost all pharmacies and all GP surgeries

if you've got a busy schedule then not to worry just pop into your local pharmacy

they don't usually need appointments and can give you your vaccines straight away

see you next Monday

hey guys thanks for watching this week's video

make sure to click that like follow or subscribe button now to stay up to date with new weekly videos

For more infomation >> Flu Vaccine 2018 - 2019 - Duration: 4:42.

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UNUTAMIYORUM(DUYGUSAL)BEAT 2018 - Duration: 3:41.

For more infomation >> UNUTAMIYORUM(DUYGUSAL)BEAT 2018 - Duration: 3:41.

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'Exhausted' Joy-Anna Duggar 'Was Just Ready to Get the Baby Here' During Difficult Labor - Duration: 2:51.

 Joy-Anna (Duggar) Forsyth welcomed her baby boy earlier this year, and her labor story isn't what she anticipated

 "After about 19 hours of labor, the midwife realized that the baby was breech

When they say a baby is breech, that means its head is turned up and its kind of sitting up in your belly and it's supposed to be head down," Joy-Anna says in PEOPLE's exclusive sneak peek at Monday's Counting On episode

 On Feb. 23, Joy-Anna, 20, and her husband Austin Forsyth became first-time parents when they welcomed son Gideon Martyn Forsyth

 Although the couple had planned for a home birth, after being in labor for over 20 hours at home, Joy-Anna's midwife determined that the baby was breech

 "When the midwife came and told us that the baby was breach and that we had to go to the hospital, I was kind of discouraged because she had labored for so long and we were really hoping that we could just have a home birth," admits Austin, 24

"But at the same time, I was ready to have this baby. Joy was tired and I'm just: 'Let's just do whatever it takes to get the baby here

' "  As baby Gideon's arrival drew near, the Counting On star was worried that she'd have to undergo a cesarean delivery — and her fear became a reality

She was rushed to the hospital, where she learned that she needed an emergency C-section

 "Before I went into labor, having a C-section was my greatest fear. That was one of the things that I was scared of

I didn't want to have to have a C-section," says Joy-Anna.  Despite her desire to have a home birth, Joy-Anna and Austin's main priority remained mama and baby's safety

 "But, by that point, I was really just like, 'Whatever it takes I'm ready.' I was exhausted," she says

"I was just ready to get the baby here in any way possible."  At 3:39 p.m., Joy-Anna and Austin welcomed "huge" baby Gideon, who was born measuring 22 inches long and weighing 10 lbs

, 3 oz. On hand at the hospital were Joy-Anna's parents Jim Bob and Michelle and Austin's parents Terry and Roxanne

 "We are blessed beyond measure with the arrival of our son, Gideon Martyn Forsyth," they told PEOPLE at the time

"Looking at our child for the first time was such an incredible moment! God is so good, and we are so thankful

"  Counting On airs Mondays (9 p.m. ET) on TLC.

For more infomation >> 'Exhausted' Joy-Anna Duggar 'Was Just Ready to Get the Baby Here' During Difficult Labor - Duration: 2:51.

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