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In a previous video [ • Pause Buffering ], I explained how pausing buffering can be used to affect certain in-game phenomena that depend on the global timer. Since then, I've found even more things in the game that depend on the global timer, and so I figured I might as well make a video showcasing them all, as a sort of followup to the ones I've shown already in the pause buffering video. Some of these were already explained in the coin count video [ • Coin Count ], but they are repeated here for the sake of completeness, since I want all examples to be covered between this video and the pause buffering video. Background on the global timer: The global timer is a variable that starts at 0 when the game is turned on and increments once on every frame, including paused frames. Some phenomena in the game rely on the global timer, and expect it to increment normally. However, by pausing strategically, we can control exactly what values the global timer has during the in-game frames. This can lead to some rather strange things happening.