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18 Oct 22:59

TV: Newswire: NBC announces Community return, cancels Welcome To The Family and Ironside

by Sean O'Neal

As predicted by all who saw its recent ratings—or saw the first ad where both of the leads were like, “Hey, get a load of this guy and his weird, different culture”—Welcome To The Family has been pulled from the NBC lineup, with the network dumping the freshman comedy like a guy who hates his new Latino in-laws wishes his daughter would dump her husband, on the show no one was watching. And while its dismissal would seem to clear the way for a more immediate return for Community, NBC has instead set its fifth season premiere for Jan. 2—a date that, as far as we can tell, actually exists on the calendar and not inside you, so that’s something.

Back-to-back new episodes of Parks And Recreation will fill out the rest of the 8 to 9 p.m. hour beginning Nov. 14, but—as it ...

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18 Oct 22:43

The New Yorker

18 Oct 22:21

Canadian Government Raids Gas Plant After It Kills 7,500 Birds

by George Dvorsky

Canadian Government Raids Gas Plant After It Kills 7,500 Birds

In mid-September, around 7,50o migrating birds were killed when they flew into a gas flare at a natural gas facility in New Brunswick. Yesterday morning, officers from Environment Canada stormed into the facility in search of evidence that could help them in the investigation.

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18 Oct 22:20

MoCA

18 Oct 22:14

FriendFlop, A Chrome Extension That Scrambles Friends’ Names, Avatars, and Updates on Social Networks

by Kimber Streams

FriendFlop

FriendFlop is a Chrome extension created by Kyle McDonald and Lauren McCarthy at F.A.T. Lab that scrambles friends’ identities on Facebook and Twitter for the purpose of “dissolving your biases and reminding you that everyone is saying the same shit anyway.” The free extension is available to download in the Chrome Web Store.

FriendFlop

images via F.A.T. Lab

18 Oct 22:11

Anna Anthropy invites you to 'A Very Very Very Scary House'

by Xav de Matos
Anna Anthropy invites you to 'A Very Very Very Scary House'
Anna Anthropy, developer of the powerful autobiographical flash title Dys4ia, has revealed a new project: a digital choose-your-own-adventure entitled A Very Very Very Scary House. Built in part with the interactive story tool Twine, the game is available now for $2.

"Investigate the scariest house you've ever seen!" the description for the title proclaims, noting the game has 58 unique endings. "This is probably the largest Twine story i've ever written, at over 11,000 words in 197 passages," Anthropy wrote on her blog. A Very Very Very Scary House, featuring original art from Shelley Yu, represents something of an experiment for the creator, monetizing one of her creations for the first time.

"Putting games behind paywalls is something I've been extremely wary about - the people I want my games to reach are the ones most marginalized within games culture as it stands, the ones with the least money and the least access," Anthropy told Gamasutra.

"Why would I buy a Twine game for two dollars when I can get all of these polished indie games [emphasis hers] for the same amount? This is an attempt at pushback, at establishing a precedent for folks to be able to sell little Twine zines and make some money off their work," she added in her blog post announcing the game's availability.

For more on Anna Anthropy and her unique and personal games, be sure to read Joystiq's original feature Games on the Fringe.

JoystiqAnna Anthropy invites you to 'A Very Very Very Scary House' originally appeared on Joystiq on Fri, 18 Oct 2013 15:30:00 EST. Please see our terms for use of feeds.

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18 Oct 22:10

Lists of cats

by citationneeded.tumblr.com

Lists of cats include:

Link (Thanks, John!)

18 Oct 22:10

When Opting Out of Ad Tracking Doesn't Opt You Out

by Soulskill
jfruh writes "Privacy blogger Dan Tynan couldn't help but notice the ads targeting his web browsing for a plus-sized women's clothing store, not least because he's neither a woman nor plus-sized. But trying to figure out why those ads kept popping up in his browser led to some disturbing discoveries. He had opted out of targeted Google ads, and at first glance the ads seemed to come from Google — but digging deeper, he found that Google's DoubleClick was only the intermediary, which meant his opt-out didn't apply. And his opt-outs from other ad services seemed to have vanished."

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18 Oct 22:07

auphonic

auphonic:

Automatic audio post production web service for broadcasters, podcasts, radio shows, screencasts and more

Auphonic does automated levelling, normalisation, noise reduction and encoding, then sends your cleaned-up audio on to various file storage and podcasting services.

Companion audio recording apps are available for iOS and Android.

App Store / Google Play

18 Oct 22:07

Buccaneers defensive coordinator says fans can have a soda, plan schemes with him

by gguillotte
“What I want to invite them to do is join us," Sheridan said. "I get here about 5:20 [a.m.] every single morning, and they’re more than welcome to hang around here until about 11:00 [p.m.] for the first four nights of the week, and they can help us put the whole game plan together. “We’ve got all the free Cokes you want in the building, and we’ll be happy to take those suggestions on how we can better use Darrelle. Trust me when I tell you we painstakingly game plan how best to use all of our personnel not just Darrelle.”
18 Oct 22:05

Honey-Don't

Achewood strip for Friday, October 18, 2013
18 Oct 22:03

Harvard Square landmark UpStairs on the Square to close - Food & dining - The Boston Globe

by russiansledges
firehose

via Russian Sledges

Harvard Square’s landmark restaurant UpStairs on the Square, known for its zebra-print dining room and afternoon tea, will close on New Year’s Eve after 31 years, we’ve learned via an e-mail from owners Mary-Catherine Deibel and Deborah Hughes. “The current landlord has decided to sell the iconic Harvard Square landmark building at 91 Winthrop Street,” they write.
18 Oct 22:03

Gold Key Comics Covers, and Other Groovy Star Trek T-Shirts

by Charlie Jane Anders

Gold Key Comics Covers, and Other Groovy Star Trek T-Shirts

These are the jazziest Star Trek T-shirts we've seen in ages. Especially the collection of classic Gold Key Trek comics covers.

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18 Oct 22:02

Blizzard wins $7M judgment in World of Warcraft bot lawsuit

by Samit Sarkar
firehose

ugh

Blizzard Entertainment has prevailed in a two-year legal battle with Ceiling Fan Software over World of Warcraft bots, and has been awarded $7 million by a federal court in California.

The publisher originally filed suit in December 2011 against Ceiling Fan, a company that developed two bots — Pocket Gnome and Shadow Bot — allowing World of Warcraft players to automate aspects of the game. Using bots is a violation of the World of Warcraft end-user license agreement and its terms of use.

The court agreed with Blizzard's contention that the bots constituted tortious interference with contractual relations under California law. That is, Ceiling Fan knowingly sold software that was a violation of World of Warcraft's terms of use, which is a legal contract between World of Warcraft players and Blizzard.

By early 2013, the company had generated revenue of more than $289,000 from the bots, according to one of its co-owners. And it was determined that approximately 14,000 World of Warcraft players had received warnings, suspensions or bans from Blizzard for using a bot made by Ceiling Fan.

In addition to the $7 million judgment, the court granted Blizzard a permanent injunction against Ceiling Fan that prevents the company from selling, licensing, operating and allowing others to use the bots.

"We are very sorry that we can no longer offer our products and we understand that you may be concerned about this result," said Josh Becker, co-founder of Ceiling Fan, in a statement on the company's website. Ceiling Fan is soliciting donations via PayPal to help cover the cost of its legal fees from the lawsuit.

We've reached out to Blizzard for comment, and will update this article with any details we receive.

18 Oct 21:58

Is it easier to pirate movies or stream them? New website aims to find out

by Chris Welch

Often times the most pirated movies each week can't streamed or rented online to begin with. That's according to piracydata.org, a new website that — simply by pointing out the lack of convenient viewing options — is trying to shift some responsibility for rampant internet piracy back to content rights holders. Each week, the list tracks the top 10 most pirated movies on BitTorrent (using data provided by TorrentFreak) and searches out where and how they can be watched digitally. At first, the results may surprise you, particularly since we're talking about very recent films.

For example, over the last three weeks, just 53 percent of the top ten movies have been available in some digital form. Unfortunately that number is significantly skewed, largely because the top ten list often includes movies that haven't been released on DVD, Blu-ray, or as a digital copy yet. Right now, White House Down, Elysium, and 2 Guns are among the most pirated films, but those titles aren't on shelves yet. "If a particular film isn't available for stream or purchase at a given moment, however, it does not justify stealing it from the creators and makers who worked hard to make it," an MPAA spokesperson told Adweek. Of the titles that have been properly released, nearly all of them can be viewed digitally in some capacity.

When that's the case, the availability of digital purchases far outweighs that of cheaper, timed online rentals. But here too the data is shaky, or at least not updated frequently enough. Pacific Rim is listed as unavailable for rental, but as of this week, the movie can be rented from iTunes, Google Play, and other vendors. None of the current top 10 movies can be streamed from Netflix. Again, that's not necessarily surprising, as new films rarely make a quick transition to the streaming services. As such, piracydata.org doesn't make the most compelling argument that movie studios are to blame when their titles are illegally torrented. But making films available sooner after their theatrical run — and as rentals — could very well help improve the situation.

18 Oct 21:58

American Voices: Man Uses Air Conditioner To Attack Michael Bay

firehose

“This voodoo doll is more powerful than I ever could have imagined.”

A man reportedly attacked Michael Bay on the set of Transformers 4 in Hong Kong by swinging an air conditioning unit at Bay’s head, though the director was able to avoid serious injury by ducking and then wrestling the appliance away from his...
    






18 Oct 21:44

Bosnian Swear Words

by russiansledges
firehose

via Russian Sledges

Jebem li ti krv: I fuck your blood
18 Oct 21:10

No, the Earth (almost Certainly) Won't Be Hit By an Asteroid In 2032

by Soulskill
firehose

sorry, multitasksuicide

The Bad Astronomer writes "Last week, astronomers discovered 2013 TV135, a 400-meter wide asteroid that will swing by the Earth in 2032. The odds of an impact at that time are incredibly low — in fact, the chance it will glide safely past us is 99.99998%! But that hasn't stopped some venues from playing up the apocalypse angle. Bottom line: we do not have a good orbit for this rock yet, and as observations get better the chance of an impact will certainly drop. We can breathe easy over this particular asteroid."

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18 Oct 21:10

Wind Sprints for Your Arms: 15 Battle Rope Exercises

by Brett

When it comes to cardio, I’m one of those people who like to get it done as fast as possible. Jogging long-distance or spending thirty minutes on an elliptical isn’t my thing. That’s why I love high intensity interval training (HIIT). The basic idea of HIIT is to alternate between periods of short, intense anaerobic exercise (like sprinting, kettlebell swings, or burpees) with less intense resting periods. You repeat this sequence of short, intense exercise and resting for as little as four minutes or as long as thirty minutes. Research has shown that HIIT improves both aerobic and anaerobic conditioning, boosts testosterone levels, and ramps up your metabolism and keeps it ramped up hours after you’ve finished exercising.

I’m always on the lookout for new HIIT routines, and I’ve recently discovered one that has become my new favorite: battle ropes.

I’ve heard battle rope exercises described as “wind sprints for your arms.”

That’s a perfect way to describe it.

In just twenty seconds of intense battle-roping, your heart rate will reach its peak and your arms will feel like battery acid is coursing through them. In short, you’ll feel great. I don’t know what it is, but battle rope exercises are incredibly satisfying. And effective: the intense anaerobic and aerobic conditioning that battle rope exercises provide has made them a staple in the training of professional athletes and mixed martial artists.

There’s not much to battle rope exercises. You just hold a thick, long rope by the ends and move your arms up and down or in circles as fast as you can. In essence, you’re “battling” the ropes.

Today, I’m going to give you the lowdown on 15 different battle rope exercises you can do, along with a suggested workout.

The Equipment

battlerope1

Because of the increasing popularity of battle ropes, you can easily find them online with a quick Google or Amazon search.

The battle rope I use is from Onnit.

The longer and thicker your rope is, the harder it is to battle. Go for a rope that’s around 2 inches thick and 50 feet long. That will give you a nicely challenging workout.

2″ x 50′ rope will run you around $125-$150, which isn’t cheap. Fitness companies will sometimes boost the price of something you can get at a hardware store (minus that fancy packaging/marketing), so I looked around for cheaper alternatives. But even basic manila rope of that size from contractor websites costs the same. If you know a source of cheaper rope, let us know in the comments.

anchor

I used my basketball goal post as an anchor for my battle rope.

Once you have your rope, you’ll need to find an anchor to wrap it around. Basketball goal posts, fence posts, and trees all work. You can even thread your rope through the handle of a heavy kettlebell and use that as an anchor.

The Workout

Battle rope exercises are an excellent addition to any high-intensity interval training routine. My suggested workout goes thusly:

15 rounds — each round do one of the battle rope exercises described below. Each round consists of two parts:

  • 20 seconds all-out, high-intensity exercise. Don’t stop until the buzzer goes off.
  • 20 seconds rest.

The whole routine will only take you 10 minutes. I use a HIIT Timer app on my smartphone to mark off my time and rest periods. You could also use something like Gym Boss.

The Exercises

Alternating Waves

altwave

Alternate moving your arms up and down as fast as you can.

Double Arm Waves

doublearm1

doublearm2

Instead of alternating your arms up and down, move them up and down together.

Double Arm Slam

slams1

slams2Lift both arms as high as you can and then slam the ropes down to the ground as hard as you can. Go as fast as possible.

Double Arm Slam Jump

jumpslam1

jumpslam2Same thing as the double arm slam, except when you lift your arms up as high as you can, you also jump.

Snakes

snakes1

snakes2

Swing your arms together side-to-side and make your rope slither like a snake.

Claps

clap1

claps2

Move your arms in and out like you’re clapping your hands together.

Outside Circles

circles1

circles2

circles3

Make big circles with your arms. Your right arm circles clockwise and your left arm circles counter-clockwise.

Ultimate Warrior

warrior1

Turn your body to the right with your feet perpendicular to your anchor. Hold the battle rope ends together in your hands as if you were gripping a baseball bat — right hand on top of the left. Raise your arms up and down as fast as you can. Midway through the round, switch your stance and face the left, and reverse your grip so that your left hand is on top of your right hand. Continue lifting your arms up and down as fast as you can.

Grappler Hip-to-Hip Toss

grappler1

grappler2

grappler3

This is a fun battle rope exercise. It mimics the movement a grappler makes when they toss someone over their hip. Grab the rope so the ends are sticking out from between your thumb and index fingers and hold the ends down by your right hip.  Pivot your torso to the left. During the pivot, flip the ropes over your hip as if you were throwing a grappling opponent to the ground. Pivot back and forth like this until time is up.

Alternating Waves + Squat

altsquats

Just your basic alternating arm wave movement with air squats thrown in the mix.

5 Double Arm Waves + Burpee

burpee1

burpee2

This exercise combines my two favorite high-intensity cardio movements. Perform five double arm waves and then perform a burpee. Repeat the 5+1 sequence until your time is up.

Double Arm Side-to-Side Shuffle

waveshuffle

waveshuffle2

Perform a double arm wave while shuffling side to side.

Uppercuts

uppercuts1

uppercuts2

Harness your inner Rocky with a series of alternating uppercuts while holding the ropes.

Figure Eight Circles

eight1

eight2

eight3

Make a figure eight shape in the air while holding the ropes. Feel free to reverse direction in the middle of your round.

Jumping Jacks

jumpingjacks

Just hold the ropes by the end and perform some old-school jumping jacks.

Have you tried battle ropes before? Have any favorite exercises we didn’t include here? Share them with us in the comments!


    






18 Oct 21:07

Cat Cleverly Uses Both Paws to Turn a Doorknob

by Kimber Streams
firehose

uh, holy shit, how did the cats escape the room where I put the cat tree next to the doorknob? NO IDEA

Matt Hirst wanted to find out how his pets Dexter and Gizmo were escaping from the kitchen while he was at work, so he set up a camera to watch them while he was away. Around one minute and 40 seconds into the video, the cat cleverly uses both paws to turn the doorknob and open the door.

via Nothing To Do With Arbroath

18 Oct 19:39

Interview: Ultima Ratio Regum, A Generated 4X Roguelike

by Graham Smith

By Graham Smith on October 18th, 2013 at 7:00 pm.

Even the menu image is generated each time.

Ultima Ratio Regum is a “a semi-roguelike game inspired by Jorge Borges, Umberto Eco, Neal Stephenson, Shadow of the Colossus, Europa Universalis and Civilization.”

Ultima Ratio Regum so far procedurally generates a solar system, a planet and its continents, ziggurats, the riddles and block-pushing puzzles that allow you to explore those ziggurats, and the positions of the vines covering the blocks you’re pushing. It’s beautiful.

Ultima Ratio Regum is one of a few ambitious, long-term projects which I think represent the most exciting things about indie game development, about PC games, and about what technology can do for the games of tomorrow. I emailed Mark Johnson, the game’s solo developer, to talk about all of the above.

Procedural generation is being used more and more in the creation of games. Is that due a technological leap, or necessity?

In a way, I think it’s neither. Procedural generation has been used in games for a few decades, and whilst I can understand the necessity argument for creating games of a certain scale and making the game shoulder some of the weight of generating content, so to speak, I think it’s a more social phenomenon.

Games like The Binding of Isaac, FTL and Spelunky have taken roguelike mechanics from being only in a fairly niche set of games to a wider audience, and more and more people now see the kind of interesting and highly challenging gameplay they can produce. To me, the real proof of this was when the word “roguelike” was mentioned on stage at E3 2013 – a truly momentous occasion for roguelike players! I think there’s also a certain appeal in designing a game that can still surprise the designer, and throw up interesting/emergent things you might not expect.

What made you decide to rely so heavily on it for content creation in Ultima Ratio Regum? Is it about making content creation easier for you when you’re a single developer?

I’m not sure if procedural generation makes content generation easier or harder; the time you save in creating hand-drawn levels is then spent again making sure everything fits together. I find doing 95% of a generator takes 5% of the time, then the remaining 95% of the time is spent handling exclusions, telling the game how to deal with unusual situations the generator might throw up, and so on. At the same time, you can’t “close off” too many options, otherwise you then lose the benefits of procedural content, so I think there’s a balance to be struck there (and one that takes quite a while to code).

Personally, it was a combination of being a long-term player of games with procedural content, and also just wanting to see what kinds of interesting worlds a complex generator could throw up. The other reason for me personally is that a lot of URR will be “puzzles”, procedural riddles or certain kinds of hidden/subtle content, and I didn’t want that stuff to be so easily spoiled by a wiki or similar.

ANSI is an expanded ASCII tileset.

What are the benefits from the player’s perspective?

The two big benefits to the player are that a procedural game is fresh every time you play it (or at least fresher than a non-procedural equivalent), and also that it demands a very different kind of skill. It is no coincidence, in my opinion, that many procedural games are very challenging – as Daniel Cook described very well, games with randomness demand “mastery”, rather than skill, which he describes as the ability to navigate the game’s random systems and do the best you can with whatever the game gives you. It stops you from rote-learning strategies and gets the player thinking every single time they play, which is something I value a lot in the games I play. No matter how technically skilled I’ve become at one, it can always produce difficult and unusual situations.

What’s hard about procedural generation? What are the current limits on what we can do with it?

As I say, the hardest part is creating generators which can produce a huge range of situations, but can also intelligently handle any weird situations that might arise – like two rooms that aren’t connected, or making sure procedural keys and doors are correctly placed, and that kind of thing.

One major goal of URR is to challenge the idea that roguelikes are graphically simple, and to do this by creating “procedural graphics”, which isn’t really something that’s been extensively explored in roguelikes until now. For instance, the “landscape” in the main menu is generated uniquely every time you load the game, and each design on the stone blocks in ancient ruins has dozens of permutations.

This is very pretty.

You’re making an ANSI 4X RPG set in a fantasy world with puzzles and combat and armies and history and so many different things. What’s your key passion? What drives you to make this thing?

I’ll be the first one to admit my key goal has changed over the project! With that said, it has very much now settled. The key driver at this point is to make a game that moves procedural content in new and interesting ways, and also to connect on some level to my daytime work as a social scientist (hence the civilization/history generation, etc).

A large inspiration for the project is the work of Jorge Borges, an Argentinian author who wrote a lot about themes (labyrinths, infinity, etc) which resonate with roguelikes but haven’t been fully explored. I think there’s a lot of room for creating some very interesting gameplay ideas based on his work, and even though I’m over two years into the project, that’s only just now starting to come together.

As for what drove me to make this thing, I’ve just always wanted to make games, and I finally decided to teach myself to code, get off my backside, and do so! If nobody else is going to make your dream game, only one option remains…

There’s a uncommon scale and ambition to URR, and games like it. What makes you want to do something so large, rather than condensing your ideas?

I suppose the scale has something to do with me as a person – when at university, for instance, I found it very hard to stop myself going off on interesting tangents in my work and focus on the actual question at hand. Similarly, I’m doing a doctorate at the moment and I’ve had to keep “focusing” my work so it actually forms a coherent whole.

URR is a way that I can indulge a bunch of interests – procedural generation, challenging games, social/political science, and also a few philosophical ideas which are going to feature more in the game in the future – in a single place, with no overt “restrictions”. I know that comes with it a risk of the game losing focus, but (although it may not look it) the objectives are now actually far more tightly-knit than they were perhaps a year ago.

I am the lord of procedural generation, and I bring you procedural generation.

How do you remain motivated over such a long-term project?

Various ways. Firstly I have a clear image of where I want it to be in six months, say, or a year, and focusing on that goal really helps. Secondly it’s a real morale booster to spend a week programming in a new and detailed generator, then have it start throwing up coherent levels or ideas. Thirdly the fans I’ve gathered so far have been a huge motivating factor – I’m routinely amazed and humbled by how positive some of the feedback has been. It’s great to see that the ideas have really resonated with some people.

Do you imagine you’ll make lots of games in your lifetime, or do you imagine working on URR for decades to come as the Dwarf Fortress creators do?

I’m pretty confident this is the only large game I’m going to make. I anticipate at least another decade of work on it, give or take. I do also have some very small and very focused ideas for games I’m going to make in the future, setting aside maybe just a week to produce the entire thing. I haven’t done so before this year, but I feel my programming ability is now sufficiently not-awful that I’d have a good chance at quickly firing out another game.

There’s a yearly 7-Day Roguelike (7DRL) challenge, which is precisely what it says on the tin, and next year I intend to do it for the first time with one other idea I’ve had. I doubt I’ll ever make a game without a procedural aspect to it, but my 7DRL ideas are sufficiently weird that I’d really like to try them out.

With such a big project, and such a focus on its world design, how do you approach the design of game mechanics?

This has been a tough part of the project. The last release was the first that actually contained any “gameplay”, though every release from now on is going to have less and less world generation and more and more gameplay.

I’m thinking about design primarily in terms of setting up very difficult and very interesting situations for the player – you can have so many variables in a game like this, ranging from the “macro” like what belief the player follows and the effects that might have, to the “micro” like what particular items you have on you at the time, that I suppose it is about creating broader systems where vast numbers of things can arise in combinations I might not have foreseen.

Equally, even in its final iteration URR will have far less combat than other roguelikes, so I’m trying to make a slightly slower, more exploration-focused game in some ways, without sacrificing the challenge that combat with a lot of variables produces. A lot of the difficulty in the game doesn’t come from combat, but from other sources. The release I’m working on now focuses on procedural traps with various outcomes, triggers and effects, and even from my early testing there’s clearly space for some interesting emergent interactions there.

The map screen allows you to travel distances quickly.

You’re doing a Space Policy phD. Does that feed into URR in any meaningful way?

I wish I could say yes, but sadly not. My work and reading as a social scientist in a broader sense heavily informs the game – though this won’t become clear until 0.5 is released, which will bring with it all the generation of civilizations, history, religions and the like. Some of the central thematic elements of the game (which as I say are only now starting to emerge) are about how we understand truth, and the ways in which different civilizations perceive reality according to different metrics (science, myth, etc), and that’s all heavily influenced by my day job. Though there won’t be any spaceships. I think.

What games do you love right now?

For better or worse, difficulty and challenge are my primary driving force for the games I play, so I either end up playing games which demand a lot of thought and strategy – Dungeon Crawl Stone Soup is a perennial favourite – or those that need high levels of twitch reflex. On the latter note, the XBLIG game Score Rush [also available as a free-to-play browser game at that link -Ed] is one of my current obsessions, and I really enjoyed Electronic Super Joy and recently (finally) 100%ed Isaac.

At the moment I’m also doing the rounds of older games I never played at the time – I’m currently going through the original Deus Ex, and System Shock 2′s on the list. At the risk of sounding like the quotidian indie games snob, apart from Dark Souls & XCOM (which has a great permadeath mode) I can’t think of a recent AAA game I actually bought! I guess URR’s objectives are reflected in the games I play – the tougher something is, the more satisfying it is when you figure something out for yourself and develop that kind of mastery over the game’s systems.

Ultima Ratio Regum is currently available to download in version 0.3.1c, and is updated regularly. So far it generates riddles and an entire solar system.

18 Oct 19:30

Elon Musk bought James Bond's submarine car and wants to make it transform

by Jacob Kastrenakes
firehose

"I was disappointed to learn that it can't actually transform," Musk tells CNN Money in a statement. But he doesn't plan to leave it as just a prop: "What I'm going to do is upgrade it with a Tesla electric powertrain and try to make it transform for real."

Elon Musk bought James Bond's submarine car and wants to make it transform | The Verge

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By Jacob Kastrenakes on October 18, 2013 03:00 pm

Don't miss stories Follow The Verge

Lotus Submarine Car

Elon Musk doesn't get buyer's remorse, he just gets new plans. Musk confirmed to CNN Money that he has in fact purchased James Bond's transformable submarine car from The Spy Who Loved Me — unfortunately, while the car apparently still works as a submarine, it neither drives nor transforms. "I was disappointed to learn that it can't actually transform," Musk tells CNN Money in a statement. But he doesn't plan to leave it as just a prop: "What I'm going to do is upgrade it with a Tesla electric powertrain and try to make it transform for real." Of course, Musk is no stranger to making high-tech toys and science fiction a reality, so making Bond's iconic Lotus Esprit actually transform should be well within his abilities.

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18 Oct 19:30

Magazine: 100 Crowded, Expensive Bars

100 Crowded, Expensive Bars
    






18 Oct 19:29

Miami Heat Provide Greg Oden Wheelchair-Accessible Ramp To Hoop

Miami Heat Provide Greg Oden Wheelchair-Accessible Ramp To Hoop
    






18 Oct 19:29

Late 19th Century Victorian Tooth Earrings, Gold Filled, 14K...

firehose

via Snorkmaiden



Late 19th Century Victorian Tooth Earrings, Gold Filled, 14K Wires, $375

18 Oct 19:29

PERFECT CHOICE - Kabuki Quantum Fighter (Human - NES - 1991)



PERFECT CHOICE - Kabuki Quantum Fighter (Human - NES - 1991)

18 Oct 19:22

Jimmy Kimmel quizzes 4-year-old Marvel trivia maven

by JK Parkin
firehose

Scarlet Witch fan
TW: Jimmy Kimmel

Jimmy Kimmel quizzes 4-year-old Marvel trivia maven

Earlier this year the Internet was dazzled by Mia Grace Montross, the 4-year-old daughter of a comic fan whose mutant power is knowing a lot about Marvel Comics, even more than her dad. But does she know more than the superheroes themselves, or at least their Hollywood Boulevard counterparts? Talk show host Jimmy Kimmel decided [...]
18 Oct 19:20

Typewriter drawings


michaelcrowe.org


michaelcrowe.org


michaelcrowe.org


michaelcrowe.org

Typewriter drawings

18 Oct 19:00

The Little Rooster, A Vibrating Alarm Clock That ‘Wakes You With Pleasure’

by Rusty Blazenhoff
firehose

all these words and none of them are "alarm cock"

Little Rooster

The Little Rooster Alarm Clock Vibrator by Gallus et Mulier Limited is described as an “alarm clock that wakes you with pleasure.” A multi-purpose gadget designed for women’s bodies, the Little Rooster is said to curve “comfortably around your pubic mound” and “inside your knickers but outside your body.” It features thirty power levels (“for precision pleasure”), a snooze function, dual motors (“for extra throb”), and a “Snorgasm” power snooze and is available to purchase online. Good morning!

But just how comfortable is it to wear?

This video shows you how to find out, using a chocolate bar and some cling film.

Please note: if you are going to eat the KitKat after testing, we advise you pop it in the fridge for ten minutes while you brew up a cuppa, as otherwise it might get a bit messy.

photo by Gyuri Szabo

via Happy Place

18 Oct 18:55

A Photographer Turns Her Lens On Men Who Catcall

firehose

via Russian Sledges

Social media was abuzz this week with the images of photographer Hannah Price, whose project documents men she encountered on the streets of Philadelphia. In an interview, she talks about the choices and intentions behind the project.

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