Shared posts

14 Jun 23:52

Wooden Whaler, A Whale Sculpture Made of Derelict Fishing Boats

by EDW Lynch

Wooden Whaler by David Kemp

“Wooden Whaler” is a whale sculpture made out of two derelict wooden fishing boats by British artist David Kemp. He has many more recycled and found object sculptures on his site.

Wooden Whaler by David Kemp

Wooden Whaler by David Kemp

via Recyclart

14 Jun 22:42

NFL bans purses from stadiums

by gguillotte
Prohibited items include, but are not limited to: purses larger than a clutch bag, coolers, briefcases, backpacks, fanny packs, cinch bags, seat cushions, luggage of any kind, computer bags and camera bags or any bag larger than the permissible size.
14 Jun 22:35

Design reboot: Thief.

by noreply@blogger.com (Robert Yang)
firehose

"CUT: Garrett."
hey now what I do to you


This post relies on familiarity with the gameplay / affordances in Thief. You may want to read Dark Past or my write-up on "Assassins." You're also encouraged to read through Mr. Monahan's Design Reboot blog.

I've been watching Thief 4 coverage over the past months and I'm increasingly convinced that I'm going to hate it. So let's pretend, just for fun, that I'm making a Thief-like... What are the best qualities of Thief to preserve, and which parts of the sacred cow would I lop-off? Here's what I'm thinking:

KEEP: Level size. Thief levels vary from medium to extremely large. "Life of the Party" was a single mission where you had to traverse an entire cityscape of rooftops through two dozen buildings and then also infiltrate a huge skyscraper at the end. Sheer architectural scale is important to maintain a sense of...

KEEP: Infiltration and exfiltration. You have to get in, rob the place, and get out. There's always an outside and an inside, and it's great to feel that you're not supposed to be inside. But previous Thief games usually neglected exfiltration as redundant backtracking or worse -- something totally nonexistent because you've already incapacitated the entire guard garrison by the end of a mission. (My favorite Thief 1 mission, Assassins, is one of the few missions to really do something with exfiltration.)

ADD: Organic use of dynamic lighting. With dynamic lighting and shadows, you can do totally unimaginative setpieces where you have to hide in a guard's shadow or hide in the shadow of moving objects on a conveyor belt. But something else is going on here: with dynamic lighting, open doors and windows become light sources -- and if you can close the door or block the window, you've "extinguished" that light -- but if there's a ramp in front of that window, you can't put anything there to block it because it'll just slide down, etc. That possibility sounds much less horrible than a contrived puzzle that you designed to death.

ADD: Systemic response. In Thief, the level never fights back; it just waits to be "solved" into a barren landscape of corpses, extinguished torches, and unlocked doors. This feeling of territory and dominion is satisfying to new players, but this solved state is also very boring, to the extent that high-level Thief players voluntarily "ghost" levels -- never alerting any guards or leaving a trace, thus preserving the complexity of the level intact. Perhaps guards should revive / respawn somehow, and re-lock doors or re-light torches, to take-back territory from players. (But when they do so, they should be as slow and loud as possible?)


ADD: Procedurality. Thief, at its worst, heavily rewards memorization when you observe clusters of guard patrols to pinpoint their moments of weakness, and then promptly blackjacking them. I want to promote quick pattern recognition, improvisation, and brief situational awareness instead -- maybe a Hotline Miami approach? I think that might require mutating level layouts or patrol paths with varying degrees of procedural generation, even halfway through the level, so that the general structures are similar but the details are different. Don't bother supporting specific solutions or play-styles, let the player sort out the situation themselves...

ADD: Accessibility. Thief is notoriously unforgiving -- or at least it used to be. I think there is room for a sliding scale that lets less-hardcore players use Dishonored-style wall hacks and reading aids, but also rewards more experienced players with a wider possibility space and more complicated results if they forego the training wheels.

CUT: Permanent KOs. Ideally, there should be a tactical dilemma between trying to knockout a guard vs. not knocking-out a guard (e.g. just dodging the guard to steal some loot). In practice, the vast majority of players embark on relentless concussion rampages, which depopulates a level / severs connections between systems / makes the game boring -- so the optimal choice results in a increasingly worse game. I think something else should replace this dynamic.

CUT: Garrett. Okay, I get it, you like the character. That doesn't mean that character has to be in everything.

CUT: Anglo-steampunk. Okay, I get it, you like dashing inventors with charming steampowered contraptions in a Western early-industrial setting. If you want your Victorian pseudo-Gothic steampunk fix, you can now play any number of games or watch any number of action films. The world doesn't need another steampunk game set in Magic London.

CUT: Too many player tools. Why so many different arrows, mines, and bombs? Is it possible to combine one tool's function with another, and condense these tools intuitively? Are the gas weapons anything other than overpowered throwaways? The player inventory is bloated. Let's streamline the standard arsenal a bit.

***

Too bad it's all conjecture, and I'm definitely not working on a Thief-like and burdening myself with extra projects for no good reason. That would be foolish.
14 Jun 22:34

Magazine: 0 Fun Weekend Getaways

0 Fun Weekend Getaways
14 Jun 22:32

Stunning E3 Announcement Reveals New Video Game Consoles To Phase Out Graphics Entirely

LOS ANGELES—According to fans who attended this week’s E3 gaming conference in Los Angeles, representatives for Sony, Nintendo, and other industry heavyweights made the stunning announcement that next-generation video game consoles and devices...
14 Jun 22:32

'Mercenary Kings' is 'Borderlands' meets 'Scott Pilgrim' on PS4 and PC

by Andrew Webster
firehose

Paul Robertson autoshare

There are plenty of big shooters coming to the PlayStation 4, from Destiny to Killzone: Shadow Fall. These games emphasize massive, open worlds, social connectivity, and incredibly detailed high-definition graphics. Mercenary Kings, an upcoming PS4 and Steam title from Tribute Games, goes a different route. It's a title that feels like the Metal Slug game that time forgot — a 2D shooter for a next-gen console.

Mercenary Kings is a run-and-gun shooter in the vein of Contra and Metal Slug. You play as a soldier of some sort, and you take on missions that mainly involving killing lots of dudes with really big guns. The gameplay is reminiscent of the classics, with simple platforming and an emphasis on action. But it also feels relatively open, letting you explore levels instead of simply moving from left to right. In the demo I played, the controls felt tight and the weapons satisfyingly powerful.

While it may sound like yet another retro-style indie game, Mercenary Kings has several tweaks that give it a modern feel. Chief among them is the insane amount of weapon upgrades at your disposal — much like in the Borderlands series, you can customize your guns by swapping parts, giving you plenty of freedom to build a firearm that works just right for you. You'll gather these bits and pieces with a Diablo-esque loot system that should provide added incentive for shooting bad guys in the face. According to the developers, there are more than 300 parts to collect and use. And though I played in single player, there will also be co-op play for up to four people, which should make a crazy game even crazier.

The over-the-top weapons and action are complimented by the big, exaggerated pixel art, which comes courtesy artist and animator Paul Robertson, best known for his work on the Scott Pilgrim beat 'em up for PS3. Characters are cartoonish and exaggerated, and the bad guys explode in surprisingly playful splashes of blood and gore. The bosses are gigantic and the explosions even bigger. The classic gameplay and retro visuals may make Mercenary Kings seem like a dated throwback, but the customization elements and terrific art style help make the game feel modern. It's also the most fun I had playing a PS4 shooter at E3 — and it's coming to both Sony's console and Windows later this year.

14 Jun 22:32

What classic space opera novel do you want to see on the big screen?

by Charlie Jane Anders

What classic space opera novel do you want to see on the big screen?

If the Ender's Game movie is a success, then maybe the floodgates will open for other classic space opera books to hit the big screen and rock our universe. What classic space opera novel (or book series) do you think would make a fantastic movie nowadays?

Read more...

    


14 Jun 22:31

10 Rappers Who Rapped About Croissants Before Kanye

Let's take a look at pastry rap history.
14 Jun 22:31

Quote of the Day | ‘Dude, I didn’t even get a free ticket’

by JK Parkin
firehose

otters is right

Quote of the Day | ‘Dude, I didn’t even get a free ticket’

“Dude, I didn’t even get a free ticket. Are you kidding me? It’s DC. Even Marvel invites me to the movies.” – Superman: Birthright writer Mark Waid, answering the question, “Did you get a ‘based on work by’ credit in [Man of Steel] due to Birthright?” In the conversation that follows, he adds, “They’re not [...]
14 Jun 22:28

weareallprostitutesandjunkies: Johnny Cash eating a cake

firehose

fuck yeah cake



weareallprostitutesandjunkies:

Johnny Cash eating a cake

14 Jun 22:28

Photo



14 Jun 22:26

Sherlock Holmes Crimes and Punishments' new mechanic inspired by BBC show

by Jessica Conditt
Sherlock Holmes Crimes and Punishments inspired by BBC show
Sherlock Holmes Crimes and Punishments is a departure from Frogwares' previous investigation game, The Testament of Sherlock Holmes, in a number of ways. Crimes and Punishments aims to put players inside the mind of the world's greatest detective, to see the world as he sees it and deliberate the moral choices within Holmes' logistics of justice. It's emotional and dark, and in a demo showing off the story as told in Unreal Engine 3, it already appears insanely effective.

One of the most obvious changes is the new "Character Portrait" ability, which allows Holmes to take a moment and examine a suspect or witness with his keen, investigative eye. As he scans the person, words in white appear over certain features, noting how expensive or worn down certain articles of clothing are, noting scrapes or signs of labor on limbs, and deducing relevant, personal information.

This ability in particular is inspired by the BBC show Sherlock, designer Olga Chalovskaya told me. Sherlock is, itself, a dramatic interpretation of Holmesian detective stories, and Crimes and Punishments draws on many of the same, human-driven tones.

Continue reading Sherlock Holmes Crimes and Punishments' new mechanic inspired by BBC show

JoystiqSherlock Holmes Crimes and Punishments' new mechanic inspired by BBC show originally appeared on Joystiq on Fri, 14 Jun 2013 17:30:00 EST. Please see our terms for use of feeds.

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14 Jun 22:26

buttermilkqueen: subway??? no man this is domway. we tell you how you want your sandwich and u shut...

firehose

via Snorkmaiden

buttermilkqueen:

subway??? no man this is domway. we tell you how you want your sandwich and u shut up and eat it.

14 Jun 22:19

Photo of the Day: Owl and the Pussycat

by Dmitry
firehose

via Rickatyahoodotcom
two creepy tastes go creepy together

1103 Photo of the Day: Owl and the Pussycat

Real life owl and the pussycat: Horace the cat, who has struck up an unlikely friendship with two tiny owlets, Fidget and Widget (right) are photographed at Kirkleatham Owl Centre. (NORTH NEWS)

    


14 Jun 22:00

scrotumcoat:

firehose

via Kara Jean

14 Jun 21:59

Women Make Up Half Of All Gamers, So Where Are The Female Game Characters?

firehose

Slate recap

Women do actually play video games—almost as frequently as men do. So why won't the gaming industry recognize them?
14 Jun 21:26

Trying out the new cider bar in the neighbourhood. So far, so...

firehose

via Snorkmaiden, re: Capitol Cider



Trying out the new cider bar in the neighbourhood. So far, so good!

14 Jun 20:18

Steubenville Rape Case Update: Trent Mays, convicted of raping teen, ordered ... - CBS News


Twinsburg Bulletin

Steubenville Rape Case Update: Trent Mays, convicted of raping teen, ordered ...
CBS News
(CBS/AP) Steubenville, Ohio - A former Steubenville High School football player found who was found delinquent of raping a 16-year-old girl must register as a sex offender every six months for the next 20 years, a judge ruled Friday, CBS affiliate WTRF ...
Ohio football player classified as sex offenderNewsday
No sex offender hearing for Ohio football playerEllwood City Ledger
Steubenville Sex Offender Hearing: Trent Mays, Ma'Lik Richmond May Be ...Huffington Post

all 66 news articles »
14 Jun 20:15

EA Takes Over Scrabble App, Wipes Player Histories and Switches Dictionary

by Soulskill
New submitter DeathToBill writes "EA is in the midst of another user backlash, the BBC reports. After EA took over operation of the online Scrabble brand, it introduced a 'new and improved' version. Improvements include requiring manual refreshes to see other players' turns, irretrievably wiping players' game history and a switch to the Collins dictionary (rather than the traditional Chambers edition) that has proved deeply unpopular with Scrabble fanatics. "EA was unavailable for comment.""

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Read more of this story at Slashdot.



14 Jun 20:14

Kanye West's 'Yeezus' album leaks four days ahead of official release

by Chris Welch

Kanye West took nearly every measure an artist can to prevent his latest album from hitting the web ahead of its June 18th debut. Unfortunately, less than a week out that's exactly what's happened. All ten tracks of Yeezus have popped up across various bit torrent and file sharing websites — proving that despite numerous precautions, West isn't immune from what has become a norm in the music industry. The self-proclaimed Steve Jobs of "internet, downtown, fashion, and culture" is expected to sell at least 500,000 copies of the album when it officially hits stores (both physical and digital) Tuesday, joined by other anticipated rap releases from Mac Miller and J Cole. West has attempted to fend off leaks in the past, most notably with Watch The Throne — his joint effort with Jay Z — which was effectively kept from pirates until its release date.

14 Jun 20:07

Microsoft Employees Are Ambushing Wii U Best Buy Events

firehose

still being too creepy

There have been numerous reports coming in from multiple Best Buy locations where Nintendo is holding its special E3 experience that Microsoft employees have been talking to people on line asking why they would bother buying a Wii U when the Xbox One’s release is right around the corner.
14 Jun 20:01

The Most Exciting Doctor Who Rumor in Years

by Charlie Jane Anders
firehose

OH
SHIT
OH SHIT
OH
S
H
I
T

'BBC has turned up a ton of Doctor Who stories that were presumed lost forever. Apparently there was an "eccentric engineer" who worked for some broadcasters in Africa, and he had a love for science fiction and a habit of putting things away for safe keeping. Among the finds, Johnston says, is the complete "Evil of the Daleks," Troughton's second Dalek story from 1967. Along with tons of other stories.

The era of the first Doctor, William Hartnell, is way better represented in the archives than Troughton's is, and Johnston suggests that after this find, we might actually have "The Full Hartnell." Including possibly the complete tape of Hartnell's final episode, "The Tenth Planet" episode four.'

The Most Exciting Doctor Who Rumor in Years

If you're an old-school Doctor Who fan, at least, then this new rumor is just beyond thrilling. Rich Johnston at Bleeding Cool claims reliable sources (plural) tell him that a ton of missing Doctor Who stories have been found. Stories. Not episodes.

Read more...

    


14 Jun 20:00

DayZ on the Xbox One, ball is in Microsoft's court

by Jenna Pitcher
firehose

lol

Dean Hall, the lead designer of DayZ, will publish his survival zombie game on Xbox One if Microsoft does away with the self-publishing restrictions and software update fees imposed on independent developers with its next-generation console, he told Polygon.

"I mean, I like the console. They're still really early on in the process," Hall explained. "They are all still up in the air, we still don't know what will happen. We wouldn't even think about [a console version] until we release it on PC. So it is still a very unknown quantity and we have got see whether Sony will deliver on what they said. And there is some concerning stuff about the PS4 as well. Like, the sun is not shining out of Sony's ass or anything."

"But with the PlayStation 4, we can self-publish and we don't have to pay for updates," Hall said. "Why do we need the publisher? And why should we pay for updates? You know we are going to be updating this game for a year, so it kind of seems a bit stupid to me. Whereas, with the PlayStation 4, we can self-publish and we don't have to pay for updates."

Hall said that the cost of updating a game on Microsoft's console is "very, very prohibitive." Although, he did offer hope that maybe the corporation's stance will change.

"And I'm not hating on Microsoft or anything," Hall said. "It is a real problem. Paying money for updates is a very difficult proposition for DayZ. I'm mean, I'm sure that means you can turn around and you can negotiate stuff with Microsoft; but what happens to the other indies?"

Hall said that if more people raise their voices, maybe Microsoft will rethink its strategy. "That's what I am hoping. I'd love to see DayZ on the Xbox One, but then we'll have to pay for updates and find a publisher then."

Sony's interest in a DayZ release for PlayStation 4 was revealed in April; however, Hall says the Windows PC version is the highest priority. "I'm positive that if we don't screw up the PC release, a console release will be most likely," he said. "But with the console release, we want to start developing it soon and we want to use the lessons from the PC to make it better. So we need to be able to patch and update it, we wouldn't want it to become this different thing."

14 Jun 20:00

'RYMDKAPSEL' mixes Tetris and StarCraft into one great mobile game

by Trent Wolbe
firehose

vector vector vector

I played a hundred new huge-budget video games this week, but the only one that really made sense to me was a cellphone game called RYMDKAPSEL.

Like many tower-defense games the primary objective of RYMDKAPSEL is to grow and defend your population. But when designer Martin Jonasson set out to make a viable StarCraft for mobile, he discovered that StarCraft probably isn’t something you’d want to play on your phone, and its most memorable component would probably be how much it crashed your OS. So he boiled it down, reducing and reducing until he came up with the most efficiently brilliant game I’ve ever played on mobile.

The game begins on a vectorized orthogonal grid in space, your playable characters materializing as two tiny pixel-sticks. As you assign them projects like corridor and kitchen construction time passes ominously in a simple red timer; enemy attacks appear at the end of each period. As attacks get bigger and faster the need for more resources becomes drastically clear, so your two minions must broaden their skill sets to include food services, reproduction, and energy extraction.

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Even if you didn’t want to complete it, RYMDKAPSEL’s first sub-mission (of three) renders itself unavoidable — "researching" four TMA-1 type obelisks to gain speed enhancements, shields, and generator upgrades. It sounds a lot like any other tower-defense game, but the indie game’s reductionist foundation informs every aspect of gameplay and requires a level of meditative simplicity I’ve never experienced in a game this nuanced. Move too fast and perish for lack of resources; move too slow and perish for lack of resources. There is no level of button-mashing or lazy idling that will get you anywhere in this tiny universe — just a subtle balance that takes a huge amount of discipline to develop.

Simplicity also rules on a design level: It reminds me of my previous-favorite mobile game Drop7. Blackness and basic polygons dominate the landscape; every sprite is illustrated with the old Swedish maxim in mind: "Everything you need, and nothing more." When a game is this tightly designed you don’t need texture maps to make it interesting — but when creative design choices do arrive they are full of subtle nods to other contemplative masterpieces like 2001 and Tetris. Even the soundtrack is a minimalist achievement, feeling something like an opioid 16-bit Boards of Canada.

B_rnnwaxfsmpcc1mo91vq2h-etlieattdm3mokxlsuq_qjozats37bzmibhj275x4a_s2000

Amidst E3’s world of billion-dollar budgets there were very few experiences that felt truly revolutionary. Like the film industry, gaming’s biggest hits are nearly always sequels that rely on iterative improvements to the last installment: slightly more accurate player depictions in sports games, a new fighting technique in a tactical shooter. That’s probably why RYMDKAPSEL was the only thing on the whole show floor that felt remarkable to me on all levels — a small-budget strategy game with a lofty ideology; a one-screen world as opposed to an open universe; a defiantly individualistic challenge in a market that demands player connectivity.

The ever-efficient Swedes always seem to be my favorite artists; now Martin Jonasson has become my new creative champion by extracting a game from a precise vision like a sculptor shaves away miniscule layers from a block of marble. His artistic constraints required him to make something that’s far too rare these days: a game that makes you feel smarter as you play it. It is definitely my favorite game — and I haven’t even beaten the first level yet.

RYMDKAPSEL is $4.99 from the PlayStation Mobile store / platform. You can get it for your late-model Android phone here.

14 Jun 19:59

Reilly Joins "Guardians of the Galaxy" As Rhomann Dey

firehose

jesus christ stop casting people

Academy Award nominee John C. Reilly has reportedly joined James Gunn's "Guardians of the Galaxy" as Rhomann Dey, leader of the Nova Corps.
14 Jun 19:58

EA wants balance in war between Sony and Microsoft

by Colin Campbell
firehose

EA wants to sell arms to both Iran and the Contras

Sony's press conference trouncing of rival Microsoft was a gift to the news media and to anyone who enjoys high drama. But for third party publishers like Electronic Arts, the balance of power between console manufacturers is something worth preserving.

We can't be an industry that is dominated by one manufacturer.

According to EA chief operating office Peter Moore, an overly dominant first-party power would be "terrible news for the industry". For EA, it's not enough that many consoles are bought and sold, they need to come from more than one company. Rivalry between Sony, Microsoft and (to a lesser extent) Nintendo confers power to its own bargaining position.

"The idea of two incredibly powerful and talented companies like Sony and Microsoft ... for them not to be in the boxing ring with each other slugging it out while the rest of us benefit, it's going to be bad. We can't be an industry that is simply dominated by one particular manufacturer," said Moore.

"It keeps them focused. They have to outdo each other. The amount of investment they make in our industry is important. If it's true that Microsoft has some catching up to do, having spent a lot of time in Redmond, Washington, I know what will happen up there. I can guarantee you that [Xbox supremo] Don Mattrick has the resources corralled to make that happen. [Microsoft boss] Steve Ballmer will be driving that hard from the top."

Moore speaks from experience. He launched Sega Dreamcast in the United States back in 1999, now considered by many to be a heroic failure against the immense power of Sony's PlayStation brand. And he launched Xbox 360, which vastly increased Microsoft's share of the console market, following the previously unspectacular performance of the original Xbox.

Moore told Polygon that he believes there's a long way to go before winners and losers can be declared in the next generation console race. "The dust will settle on E3." he said. "People like [the press] are going to declare winners and losers. It's just the nature of the beast. Then you have the critical period, which I've run twice. E3 is over. Now it's launch minus 122 days."

He said that first and third parties have a few months to get the launch games right, and so tempt early adopters. "It's less about what you see at first blush at E3, where you're still working in a lot of instances with alpha software, or even pre-alpha. What you're going to see at Gamescom, which I think is going to be a very important show this year. Late August, if you're not cranking on next gen in late August and that stuff isn't looking truly next gen, then you have a real issue you have to be able to deal with."

Moore said that Microsoft would draw a line under E3, and would seek to learn lessons. "Both companies are very good at reaching out to us and saying, 'What did you think?' Jack [Tretton] does that very well. Don Mattrick does that very well. We're a major third-party publisher and we're a partner. We've been around the block a lot longer, in a lot of instances, than their teams have. We've seen it from both sides. They will, I think, represent our opinion on things very aggressively in their meetings. They'll be interested in what we have to say. That'll add to their data."

I'm digging it, because now it's like, game on.

He said the console companies would look at reactions from the media, retailers, third-parties, investors and gamers. "They have to get all that data in and figure out where they go from here. That's pretty standard operating procedure when you go post-E3. You don't spend the money and not have a full official debrief when you get back. What have we learned, what do we need to do, and when do we need to do it so we get our launch right?

So, what will Moore be saying to Microsoft on Monday morning?

"Well," he said. "I'm not going to tell you what I'm going to say to Don because I can see that headline. 'Moore Says - Don, Get Your Shit Together'. That's not what I'm going to say. But I was in Don's position. They will do what they need to do. It's a very talented group of people."

He added, "I'm digging it, because now it's like, game on ... I'm a great friend and fan of what Jack does. You've got Andy House. You've got Kaz [Hirai]. That's a lot of experience at the corporate level. The same thing applies to Microsoft. You've got Don, who's been around for many years on both sides of the equation. You've got the likes of a Marc Whitten, one of the more talented individuals I've ever met in my life, doing the platform. Aaron Greenberg is their chief of staff. They've got a good group as well. I think it's great for us, quite frankly. You've got two very motivated, large, multinational, global corporations saying, 'We've gotta get this right. What is it going to take financially?' It feels good if you're sat in the middle of that."

14 Jun 19:56

Arizona Judge May Monitor Arpaio Civil Rights Compliance - Bloomberg


AZFamily

Arizona Judge May Monitor Arpaio Civil Rights Compliance
Bloomberg
Phoenix Sheriff Joe Arpaio's compliance with a court order not to detain Latino motorists and passengers only on the suspicion they are undocumented immigrants or to use race or Latino ancestry as a reason to stop a vehicle may be monitored by the judge ...
Judge delays remedies in Arpaio profiling caseSeattle Post Intelligencer
Judge recommends 'monitor' to watch for MCSO profilingKPHO Phoenix
Judge delays remedies in MCSO profiling caseMyFox Phoenix
Houston Chronicle -azcentral.com
all 39 news articles »
14 Jun 19:56

gti | r-wos.org

by gguillotte
It's a program that displays a badly made ASCII-art animation to punish you for your typing error - and after that magically launches the command you meant to launch.
14 Jun 19:55

First Oregon female driver license examiners, or best potential album cover ever

by John Chilson
firehose

via saucie

14 Jun 19:47

Boston woman pays $560000 for 2 parking spots - KSN-TV


Boston woman pays $560000 for 2 parking spots
KSN-TV
BOSTON (AP) — Parking is such a precious commodity in Boston that one woman was willing to pay $560,000 for two off-street spaces near her home. Lisa Blumenthal won the spots in the city's Back Bay neighborhood during an on-site auction Thursday ...

and more »