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Abarbarea's definitions

18 Second Rule

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".
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!
by Abarbarea February 25, 2021
mugGet the 18 Second Rulemug.

Anti-softlock

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.
Gamer: "Oh, shit. Where's the anti-softlock? How do I kill myself?"
by Abarbarea June 27, 2019
mugGet the Anti-softlockmug.

CP1

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).
I'm not going through that pipe... that's definitely CP1.
by Abarbarea March 5, 2020
mugGet the CP1mug.

Carl Box

A Carl Box is a term coined by the Super Mario Maker internet community to describe a situation where a player stands still while trying to assess the layout of the level they've just entered, only to be bombarded by traps/enemies that punish the player for standing still in the first place.

Mainly used to troll the player and make them lose lives, Carl Boxes come in a wide variety of forms, as the game's build assets allow for a great range of tricks to use. Carl Boxes also serve to prevent the player from successfully analyzing the situation, to lead them through purposely erroneous paths in order to lead them into inescapable traps that forces them to relinquish a life, and/or to do the wrong thing due to desperation. Because of the requirements that allow level makers to publish their levels, they have to be solved at least once, so Carl Boxes can be used as part of puzzles meant for the player to solve through quick action.

Carl Boxes were coined by Twitch streamer and Youtuber CarlSagan42, an avid player of Mario Maker and a Super Mario Bros speedrunner, due to his propensity to fall into them while streaming, so they're a self-deprecating term.
It was a damn Carl Box! You piece of sh...!
by Abarbarea March 5, 2020
mugGet the Carl Boxmug.

Empanadas de iglesia

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.
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..."
by Abarbarea February 10, 2024
mugGet the Empanadas de iglesiamug.

Key Death

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.
I can't do anything... it was a key death! Keys don't save! I have to do it all over again!
by Abarbarea August 14, 2019
mugGet the Key Deathmug.

Twice Twice

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.
Is this Twice Twice? It better be, because I'm not doing this again!
by Abarbarea March 6, 2019
mugGet the Twice Twicemug.

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