An Empanada de iglesia ("church pattie") is a Colombian Spanish term referring to a pastry which has the same makings as a regular Empanada (a fried corn flour casing filled with mashed potatoes with ground meat, chicken or cheese), but without meat.
Typical church patties will be filled with potatoes cooked with tomatoes and onions, or simply be made of just the fried corn flour casing alone.
Given that the Catholic Church states that their followers should not eat meat on Fridays, church patties are a common sight on church gatherings in Colombia, as well as at at home for people who closely follow the faith's food mandates, hence the name of the pastries.
Church patties are not restricted to Catholics, as it's commonplace in Colombia to refer to meatless patties as such.
Typical church patties will be filled with potatoes cooked with tomatoes and onions, or simply be made of just the fried corn flour casing alone.
Given that the Catholic Church states that their followers should not eat meat on Fridays, church patties are a common sight on church gatherings in Colombia, as well as at at home for people who closely follow the faith's food mandates, hence the name of the pastries.
Church patties are not restricted to Catholics, as it's commonplace in Colombia to refer to meatless patties as such.
SPANISH:
"Quiubo, Tía. ¿Tenés algo de comer?"
"Mijo, aquí le tengo unas empanadas de iglesia de sobra que le puedo calentar de ayer."
"Bueno, así como para engañar el hambre..."
ENGLISH
"Hey, auntie. Do you have something to eat?"
"Here, dear, I've got some church patties that I can heat up for you."
"Oh, well. A little something for the hunger..."
"Quiubo, Tía. ¿Tenés algo de comer?"
"Mijo, aquí le tengo unas empanadas de iglesia de sobra que le puedo calentar de ayer."
"Bueno, así como para engañar el hambre..."
ENGLISH
"Hey, auntie. Do you have something to eat?"
"Here, dear, I've got some church patties that I can heat up for you."
"Oh, well. A little something for the hunger..."
by Abarbarea February 11, 2024
A Dev Door (or Developer Door) is a level creator resource in the Super Mario romhacking community, and in the Super Mario Maker community intended to provide a more prompt and direct access to sections of a level of considerable length that are intended to be reached through the regular route in the final product. Mainly used during the developing stages of a level, Dev doors allow the editor to reach a part of the level that would otherwise take a long time to reach if they play the level from the very start point.
Dev doors became a necessity in Super Mario Maker in particular, as the game only allows for two checkpoints per level, while doors are unlimited. Ideally, dev doors should be removed, or hidden at the very least, before the level is published, and the presence of a dev door in a published level indicates a lack of oversight and polish by the level creator.
Dev doors became a necessity in Super Mario Maker in particular, as the game only allows for two checkpoints per level, while doors are unlimited. Ideally, dev doors should be removed, or hidden at the very least, before the level is published, and the presence of a dev door in a published level indicates a lack of oversight and polish by the level creator.
by Abarbarea April 06, 2019
1. The term designated to the average time it takes a doctor to interrupt a patient who is describing their own symptoms. Coined in 1984 by Beckman and Frankel in the Annals of Internal Medicine. This is used by doctors to control the flow of pertinent information regarding the symptoms, keep focus on what's important, and keep the conversation brief.
2. An informal term designated to how much time it takes in average for a person or animal to completely empty their full bladder unimpeded and without forcing it. Briefly mentioned by the show Mythbusters during the testing of the myth "Peeing on Third Rail".
2. An informal term designated to how much time it takes in average for a person or animal to completely empty their full bladder unimpeded and without forcing it. Briefly mentioned by the show Mythbusters during the testing of the myth "Peeing on Third Rail".
1. The patient may ramble on about their daily lives, but you gotta know when and how to intercede. In average, doctors learn when to speak in the examination at about 18 seconds. This is known a the 18 Second Rule.
2. Did you know that it takes you the same time to pee as an elephant does regardless of the fact that it's bigger than you? 18 Second Rule, man!
2. Did you know that it takes you the same time to pee as an elephant does regardless of the fact that it's bigger than you? 18 Second Rule, man!
by Abarbarea February 25, 2021
CP1 (or Checkpoint 1) is a term used by the Super Mario Maker and the Super Mario romhacking internet communities referring to a designed troll element that usually transports the player to either the first or the previous checkpoint of the level, making them lose a significant portion of their progress.
The checkpoint is not necessarily the first one that the player crosses, as the game allows for two checkpoints to be placed. The checkpoint crossed can just as easily force the player to the very beginning of the level as well. The CP1 can be accessed through a door or a pipe, or simply, by dropping the player on top of it.
The player is usually presented with two or more choices in order to proceed, but if all those choices lead to the CP1, it can be used to make the player consider that the mistake that was made occurred at an earlier point.
Alternatively, the player may be taken to the beginning of the level itself and not to the first checkpoint. This circumstance is denominated CP0 (Checkpoint 0).
The checkpoint is not necessarily the first one that the player crosses, as the game allows for two checkpoints to be placed. The checkpoint crossed can just as easily force the player to the very beginning of the level as well. The CP1 can be accessed through a door or a pipe, or simply, by dropping the player on top of it.
The player is usually presented with two or more choices in order to proceed, but if all those choices lead to the CP1, it can be used to make the player consider that the mistake that was made occurred at an earlier point.
Alternatively, the player may be taken to the beginning of the level itself and not to the first checkpoint. This circumstance is denominated CP0 (Checkpoint 0).
by Abarbarea March 05, 2020
An anti-softlock is a resource used to prevent or get out of an apparent softlock in a videogame (which has been put there by design). It provides the player with a way out of the designed softlock by providing an exit or a way to kill their character in order to return to a previous save state.
Unlike softlocks, anti-softlocks are placed by design and are not effective in true softlocks from by faulty design, death on spawn, spawning inside a wall, or a game autosaving right the instant before you die.
Unlike softlocks, anti-softlocks are placed by design and are not effective in true softlocks from by faulty design, death on spawn, spawning inside a wall, or a game autosaving right the instant before you die.
by Abarbarea June 27, 2019
A Key Death is a situation in Super Mario Maker where a key that opens a door doesn't get saved once obtained if the player dies, literally, the player dies with the key.
For instance, given the circumstance that a player collects a total number of red coins to obtain a key, the progress that the player makes while obtaining them can be saved through checkpoints, but once the key is obtained, the game does not allow the player to respawn the key once they revive after dying, losing both the key and the progress made through the coins, making the player have to recollect the coins once again.
Key deaths are an inherent risk to the game itself, as the player can always die regardless of having obtained either the coins or the key itself due of the nature of the game, but key deaths can be used as a troll element as well, creating a situation where the player loses all their progress.
For instance, given the circumstance that a player collects a total number of red coins to obtain a key, the progress that the player makes while obtaining them can be saved through checkpoints, but once the key is obtained, the game does not allow the player to respawn the key once they revive after dying, losing both the key and the progress made through the coins, making the player have to recollect the coins once again.
Key deaths are an inherent risk to the game itself, as the player can always die regardless of having obtained either the coins or the key itself due of the nature of the game, but key deaths can be used as a troll element as well, creating a situation where the player loses all their progress.
by Abarbarea August 14, 2019
Twice Twice is a term to describe a troll level design in Super Mario Maker and in other Mario game romhacking where the assets of two or more sections of a level are superficially the same, but upon accessing them, it has different features like pipes and doors that are rendered inaccessible, new hidden traps and enemies, question blocks that yield enemies rather than power-ups, all that are not immediately apparent at first glance.
As such, this might make the player unable to run through the new section using the methods employed for the old one, and cost them time and lives while tracing the new course. Because of its ambivalent nature, the Twice Twice can make the player assume two things: first, that the level sent them to square one (see CP1), or second, that the level is indeed different and that they should tread carefully.
As such, this might make the player unable to run through the new section using the methods employed for the old one, and cost them time and lives while tracing the new course. Because of its ambivalent nature, the Twice Twice can make the player assume two things: first, that the level sent them to square one (see CP1), or second, that the level is indeed different and that they should tread carefully.
by Abarbarea March 06, 2019