◇ Playing: AC: New Horizons ◇ | Taking the Paradise Line's Avatar

◇ Playing: AC: New Horizons ◇ | Taking the Paradise Line

@paradiseline.bsky.social

ENG || She, They, Its || 23 || SFW only I currently love MOTHER, Kirby, & M&L RPG. Multifandom artist (maybe some doodles soon it's been a while).

94 Followers  |  270 Following  |  149 Posts  |  Joined: 17.10.2024
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Posts by ◇ Playing: AC: New Horizons ◇ | Taking the Paradise Line (@paradiseline.bsky.social)

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[Nintendo Music] 🤖

"Kirby Air Riders" has been added.

Listen now: 🔗 music.nintendo.com

03.03.2026 01:01 — 👍 116    🔁 38    💬 7    📌 7
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Packaging and flyer design

03.03.2026 01:02 — 👍 131    🔁 34    💬 0    📌 0
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Most of the footage of the famous 2000 "Super Mario 128" tech demo was recorded with handheld cameras by the audience, with the presenter drowning out the game sound. Only 10 seconds of direct feed footage exist, which reveal that the sound was a cacophony of Marios screaming.

02.03.2026 17:15 — 👍 3611    🔁 1188    💬 41    📌 43
【vlog】大量のMOTHERグッズを整理する動画
YouTube video by Virtualポメヒューマン 【vlog】大量のMOTHERグッズを整理する動画

Attention #EarthBound fandom: a new Japanese YouTube channel has appeared on the scene exploring one of the biggest MOTHER collections there is - AND it's hosted by a talking dog! youtu.be/YoxURLG1OvY ZOUNDS!

02.03.2026 17:29 — 👍 10    🔁 4    💬 0    📌 0
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👨‍🦰👩

02.03.2026 01:07 — 👍 435    🔁 143    💬 0    📌 0
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✨30 years of catching them all…✨

#Pokemon #ポケットモンスター #ポケモン30周年   #ポケモンデー   #PocketMonsters #GAMEFREAK #Nintendo

01.03.2026 14:59 — 👍 43    🔁 18    💬 0    📌 0
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🌴

01.03.2026 00:49 — 👍 267    🔁 67    💬 0    📌 0
Effects of a video game intervention on symptoms, training motivation, and visuo-spatial memory in depression
By Moritz Bergmann, Ines Wollbrandt, Lisa Gittel, Eva Halbe, Sarah Mackert, Alexandra Philipsen, Silke Lux Department of Psychiatry and Psychotherapy, University of Bonn, Bonn, Germany, 2023
doi.org/10.3389/fpsyt.2023.1173652
Methods: a total of 46 clinically depressed individuals were treatment including psychotherapy and/or randomly assigned to one of three groups: an experimental "3D video gaming" group (n = 14) which played Super Mario Odyssey, an active control group (n = 16) which trained with a computer program "CogPack," and a treatment-as-usual (TAU) group (n = 16) which received a standard clinical pharmacotherapy.
Results: regarding depressive symptoms, a significant decrease in the proportion of participants who showed clinical levels of depressive symptoms as measured by the Beck Depression Inventory was only found in the 3D video gaming group (which played Super Mario Odyssey).
Conclusion: besides a standalone cognitive training, the current findings suggest that cognitive trainings using a video game have potential to increase subjective well-being, show higher levels of training motivation, and lead to improvements in visuo-spatial memory functions in MDD.
The proportion of participants that showed depressive symptoms (BDI-II ≥ 13) at pre- (T1) and post-assessment (T2). For Super Mario Odyssey, 100 at T1 and 57 at T2.
Note: information heavily abridged. For the full paper, see link above.

Effects of a video game intervention on symptoms, training motivation, and visuo-spatial memory in depression By Moritz Bergmann, Ines Wollbrandt, Lisa Gittel, Eva Halbe, Sarah Mackert, Alexandra Philipsen, Silke Lux Department of Psychiatry and Psychotherapy, University of Bonn, Bonn, Germany, 2023 doi.org/10.3389/fpsyt.2023.1173652 Methods: a total of 46 clinically depressed individuals were treatment including psychotherapy and/or randomly assigned to one of three groups: an experimental "3D video gaming" group (n = 14) which played Super Mario Odyssey, an active control group (n = 16) which trained with a computer program "CogPack," and a treatment-as-usual (TAU) group (n = 16) which received a standard clinical pharmacotherapy. Results: regarding depressive symptoms, a significant decrease in the proportion of participants who showed clinical levels of depressive symptoms as measured by the Beck Depression Inventory was only found in the 3D video gaming group (which played Super Mario Odyssey). Conclusion: besides a standalone cognitive training, the current findings suggest that cognitive trainings using a video game have potential to increase subjective well-being, show higher levels of training motivation, and lead to improvements in visuo-spatial memory functions in MDD. The proportion of participants that showed depressive symptoms (BDI-II ≥ 13) at pre- (T1) and post-assessment (T2). For Super Mario Odyssey, 100 at T1 and 57 at T2. Note: information heavily abridged. For the full paper, see link above.

A 2023 German psychiatric study found that playing Super Mario Odyssey significantly improved depressive symptoms in clinically depressed individuals compared to regular psychotherapeutic treatment, reducing depression by 43%.

21.02.2026 18:24 — 👍 1865    🔁 405    💬 25    📌 62
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My Birthday

28.02.2026 03:18 — 👍 1239    🔁 370    💬 26    📌 0
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⭐️⭐️

28.02.2026 02:37 — 👍 169    🔁 47    💬 0    📌 0

I'm seeing comments that Team Ari is claiming the document is full of misinformation.

Friendly reminder that the screenshots provided in the document are *from* either Team Ari themselves or from CorpseSyndrome. The public announcement matches up with the leaks.

09.01.2026 19:21 — 👍 12    🔁 5    💬 1    📌 0
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In Super Mario Odyssey, the Odyssey can only hold 999 Power Moons. However, it is possible to deposit over 1500 moons into it at once by buying the maximum amount of moons from each Crazy Cap store beforehand, so that it takes ca. 2 and a half minutes just to deposit them.

27.02.2026 19:15 — 👍 1125    🔁 214    💬 11    📌 7
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Nintendo Birds

27.02.2026 22:10 — 👍 2025    🔁 611    💬 2    📌 0
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nice looking water in this game

27.02.2026 14:40 — 👍 676    🔁 82    💬 8    📌 4
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🤪

27.02.2026 01:02 — 👍 237    🔁 64    💬 0    📌 0
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🎩

26.02.2026 01:20 — 👍 634    🔁 189    💬 0    📌 0
A sketch of Ashley from WarioWare, looking at the camera with a neutral expression

A sketch of Ashley from WarioWare, looking at the camera with a neutral expression

Just another Ashley sketch...

25.02.2026 23:41 — 👍 18    🔁 5    💬 1    📌 0
The Two Weeks When Luigi Died
Last timestamp of a file (gfxmain.c) that has Luigi's code active as part of the program: February 6, 1996
Earliest timestamp of a file (shade.c) that has Luigi's code commented out, signifying he is no longer being developed: February 20, 1996
This means that the idea of including Luigi in Super Mario 64 was abandoned in these two weeks.
-By the way, what happened to Luigi?
Miyamoto: Well... until February, he was in the game. (laughs)
This is also completely consistent with a statement by Shigeru Miyamoto in a June 1996 interview.
Source: x.com user @Alieneer_TF2, shmuplations.com/mario64

The Two Weeks When Luigi Died Last timestamp of a file (gfxmain.c) that has Luigi's code active as part of the program: February 6, 1996 Earliest timestamp of a file (shade.c) that has Luigi's code commented out, signifying he is no longer being developed: February 20, 1996 This means that the idea of including Luigi in Super Mario 64 was abandoned in these two weeks. -By the way, what happened to Luigi? Miyamoto: Well... until February, he was in the game. (laughs) This is also completely consistent with a statement by Shigeru Miyamoto in a June 1996 interview. Source: x.com user @Alieneer_TF2, shmuplations.com/mario64

According to internal files and interviews, Luigi has been part of Super Mario 64 for 85% of its development time. New insights from development data allow us to narrow down when exactly he was abandoned, being the two weeks between February 6, 1996 and February 20, 1996.

25.02.2026 19:11 — 👍 2986    🔁 726    💬 44    📌 33
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Nintendo 3DS 15th Anniversary✨
 
ニンテンドー3DS
15周年。
 
ピンクのLLと。
ーーーーーーーーーーーー
#3DS #kirby#taranza
#カービィ #タランザ

26.02.2026 00:17 — 👍 243    🔁 74    💬 3    📌 0
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🫛🫛

09.02.2026 01:44 — 👍 216    🔁 59    💬 0    📌 1
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SPACE ZONE 🪐

25.02.2026 07:48 — 👍 3337    🔁 1220    💬 27    📌 8
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🥚🎈

24.02.2026 01:11 — 👍 408    🔁 146    💬 0    📌 1
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Illustration

21.02.2026 01:02 — 👍 196    🔁 48    💬 0    📌 0
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Illustration
Package Design
Logo Design

20.02.2026 08:56 — 👍 286    🔁 80    💬 0    📌 0
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⚽️

19.02.2026 01:14 — 👍 111    🔁 19    💬 0    📌 1
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🥚☀️

18.02.2026 01:17 — 👍 294    🔁 112    💬 0    📌 1
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🐤

02.11.2025 09:56 — 👍 70    🔁 13    💬 0    📌 0
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🤔

30.10.2025 03:44 — 👍 351    🔁 112    💬 1    📌 1
"If Super Mario 64 is a makunouchi bento, then Banjo-Kazooie is a deluxe makunouchi bento."
-Shigeru Miyamoto, interview in the Famitsu magazine, Issue 490 (May 8, 1998)
[picture of a small bento with three compartments alongside box art of Super Mario 64]
[picture of a large bento with six compartments alongside box art of Banjo-Kazooie]
The two games as foods, according to Miyamoto
Source: @m0m0_0ssrr_, x.com/m0m0_0ssrr_/status/1847144999642890416

"If Super Mario 64 is a makunouchi bento, then Banjo-Kazooie is a deluxe makunouchi bento." -Shigeru Miyamoto, interview in the Famitsu magazine, Issue 490 (May 8, 1998) [picture of a small bento with three compartments alongside box art of Super Mario 64] [picture of a large bento with six compartments alongside box art of Banjo-Kazooie] The two games as foods, according to Miyamoto Source: @m0m0_0ssrr_, x.com/m0m0_0ssrr_/status/1847144999642890416

Shigeru Miyamoto was very impressed by Banjo-Kazooie during its development, even expressing that it surpasses Super Mario 64 in some ways: "If Super Mario 64 is a makunouchi bento, then Banjo-Kazooie is a deluxe makunouchi bento."

24.02.2026 15:18 — 👍 3315    🔁 702    💬 40    📌 77
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Kirby's Return to Dream Land Deluxe 3rd Anniversary✨
 
星のカービィ Wii デラックス
3周年ですね🎮✨
ーーーーーーーーーーーー
#kirby #kirbysreturntodreamlanddeluxe
#カービィ #星のカービィwiiデラックス
#マホロア #Magolor

23.02.2026 15:04 — 👍 279    🔁 100    💬 12    📌 0