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06 Jan 15:07

Warp Door's Favorite Games of 2016 - Chris

by Chris Priestman

Warp Door has found and shared 768 games throughout 2016. That's a lot, and there's still plenty that we have missed and are slowly getting around to playing, in hopes of recommending them in the future.

We've been doing monthly round-ups to try to break that mass of games down further. Continuing that effort, as we're at the end of 2016, we've got our most frequent contributors to choose their favorite games that Warp Door covered over the past year.

You can see Chris's picks in this article and navigate to the other selections using the links below:

Gnome

Joel

p.s. unfortunately Tim was too busy over the holiday period to construct a list


New Lethes (Colestia)

New Lethes (Colestia)

"New Lethes is an experimental first person exploration game. It examines the role of architecture and geography in human life through the lens of Situationist theory" - Author's description

Purchase for $5 itch.io (Windows)


Told No One (NAWKSH)

Told No One

"five short sound puzzles / interactive experiments in greyscale" - Author's description

Download on itch.io (Windows)


Fitz Packerton (Brendon Chung, Teddy Dief, Ryan Cousins, Sarah Elmaleh)

Fitz Packerton

"Pack what you must. Pray you won't need it." - Author's description

Download on itch.io (Windows)


ANATOMY (Kitty Horrorshow)

ANATOMY

"Explore a suburban house, collect cassette tapes, study the physiology of domestic architecture." - Author's description

Purchase for $2.99 on itch.io (Windows, Mac, Linux)


Arachne (PNJeffries)

Arachne

"the game takes place on a dynamically deforming spiderweb that you can build and destroy while you play." - Author's description

Download on itch.io (Windows, Mac, Linux)


Cartas (Julian Palacios)

Cartos

"Cartas is a short narrative game about the journey of a man adrift. It's based on a couple of letters that were written by inmigrants at the end of the 19th century in Argentina." - Author's description

Download on itch.io (Windows)


The Great Palermo (We Are Müesli)

The Great Palermo

"an interactive ballad about street food, folklore and transformations in the city of Palermo, Sicily" - Author's description

Download on itch.io (Windows, Mac)


Morning Makeup Madness (Jenny Jiao Hsia)

Morning Makeup Madness

"It draws from my personal experiences of waking up late in the morning and having very little time to get ready." - Author's description

Play on itch.io (Browser)


In Search of Paradise (Henrik Hermans)

In Search of Paradise

"Far from the metropolises of the modern world, to one of the lesser-visited stretches of the American interstate system, a traveler has arrived, in search of Paradise." - Author's description

Download on itch.io (Windows)

Video


These Monsters (Strangethink)

These Monsters

"You are trapped in an infinite series of island museums, you can try and escape through the black doors but you are just getting yourself deeper into trouble." - Author's description

Download on itch.io (Windows, Mac, Linux)


ᗢ (takorii, kat)

ᗢ

"kat & tak" - Author's description

Download on itch.io (Windows, Mac)


Mu Cartographer (Titouan Millet)

Mu Cartographer

"Manipulate an abstract machine

To shape and explore colourful landscapes

And find the mysteries hidden in a shifting world" - Author's description

Purchase for $5 on itch.io (Windows, Mac)

Video


Dépaysement (atuun)

Dépaysement

"I don't have a ton to say about this, it's just about some stuff that's been on my mind recently. Also, wanted to make a moderate-sized thing to try and figure out unity." - Author's description

Download here (Windows, Mac)


Triennale Game Collection (Santa Ragione)

Triennale Game Collection

"Each week for five weeks a new game will be available in the collection. These games are self-contained takes at interactive narrative, puzzles, and exploration." - Author's description

Author's note: "The five featured artists are: Mario von Rickenbach & Christian Etter (Dreii, Plug & Play), Tale of Tales (Luxuria Superbia), Cardboard Computer (Kentucky Route Zero), Pol Clarissou (Orchids to Dusk), and Katie Rose Pipkin (Mirror Lake)."

Download on Steam (Windows, Mac)

Download on the App Store (iOS)

Download on Google Play (Android)


The Endless Express (Florian Veltman, Alexandre Taillefert, Martin Gugger, Felix Meunier, Baptiste Virot)

The Endless Express

"Explore some cool places by taking the train, get lost and find your way back home(?)!" - Author's description

Download on itch.io (Windows, Mac, Linux)


Sethian (Grant Kuning)

Sethian

"Sethian is a sci-fi puzzle game in which you master a fictitious language." - Author's description

Purchase for $4.99 on Steam (Windows, Mac)

Purchase for $5 on itch.io (Windows, Mac)

Trailer


Accurate Coastlines (Clément Duquesne)

Accurate Coastlines

"A most comprehensive atlas" - Author's description

Play on itch.io (Browser)


Walkie Talkie (Daniel Linssen)

Walkie Talkie

"Send + Receive + Play" - Author's description

Download on itch.io (Windows)


t- e ni hтm-are of·`a c ty (Pol Clarissou)

t- e ni hтm-are of·`a c ty

"it is late and i am lost" - Author's description

Download on itch.io (Windows, Mac, Linux)


ISLANDS: Non-Places (Carl Burton)

ISLANDS: Non-Places

"A surreal trip through the mundane" - Author's description

Purchase for $4.99 on Steam (Windows, Mac)

Purchase for $4.99 on itch.io (Windows, Mac)

Purchase for $4.99 on the Humble Store (Windows, Mac)

Purchase for $2.99 on the App Store (iOS)

Trailer


29 Dec 14:57

Burnt Matches (Pippin Barr)

by Chris Priestman

Burnt Matches

"Snow, but made of text! Rooms, but made of text! Stairs, but made of text! An elevator, but made of text! You'll probably die, but made of text!" - Author's description

Play here (Browser)

Trailer


28 Dec 03:59

Pocket Tactics Presents: Gift Card Guide 2016

Taylor Swift

Anyone try any of these out?

Happy Holidays, dear readers, tis the season for gaming! Ok, sure…family, food, yada yada—but definitely gaming. More to the point, tis the season for App Store and Google Play gift cards  - the most noble of gifts, although on the effort scale it takes its place just above real money.

But how best to use those gift cards? Well, that's why I'm here with a handy guide. Much more handy than those "guides" to putting together your new whatchamajigit from IKEA, anyway.

Frostguide

Before I get to details lets lay down some basic assumptions:

  • First, I use games and prices from Apple's App Store, mainly because I am an iOS user. Many of these games don't exist on Android yet, which is a real bummer, but here we are. I did my best to include some extra Android-compatible games in the honorable mention section below.
  • Second, these are 2016 games only. There are a ton of great older games to be sure, but I only have so much time in my day and the scope had to be limited somewhere.
  • Third, I'm working in US dollars with a 7.1% tax because that's what I pay. If you're in the US it'll probably be close, but I'm not sure about other nations of the world. Prices are correct at time of writing, but things may have changed slightly between then and publication.
  • As a follow-on point - the prices listed below are before tax, so just bear that in mind.
  • Finally, I endeavoured to use every part of the gift-card buffalo. The guiding principle was to get as many great games as possible.

With that out of the way, on to the guide!

$15 Gift Card

Grandma thinks $15 is a lot of digital scratch? That's alright, you can still get some great games with that:

Concrete Jungle ($4.99) [Android] is a unique deck-building, city-simulating puzzler and quite possibly my favorite game of 2016. It anchors this gift-buying guide as a result. You play as a freshly hired city planner in Caribou City where you must build up parts of the city as efficiently as possible despite the best efforts of others to hinder you. Get this one first on either iOS or Android.

Lost Portal ($1.99) is card-collecting, deck-building, RPG that will be quite familiar to fans of Magic: The Gathering. It scratches the same itch and does it well. There is a ton of content in this game, with more to come in 2017, so it's a gift to yourself that will keep on giving. I'm a big fan and if not for Concrete Jungle, this would be my favorite card game of the year. Sadly, it is only available on iOS.

I Keep Having This Dream ($1.99) is perhaps the most underrated game of 2016. It is a tile-placement game that takes place inside of a nightmare. Your nightmare. You're being chased by your vaguely identified "nemesis" and must lay tiles to reach the exit of successive levels of the dream. Tof gave it four stars and I whole-heartedly agree, I Keepf Having This Dream is clever and fun and available on iOS.

Warbits ($3.99) is a turn-based tactical-combat game where you smash your robotic army into that of an enemy—AI or fellow human—and to the victor go the…bragging rights, I guess. Warbits is brilliant from story mode to multiplayer. A twenty-mission single-player challenge mode is coming in early 2017 as well. Warbits is easily one of the best strategy and tactics game available on the App Store.

Check out the Pocket Tactics five-star review for more. 

Stencilsmith ($.99) is a tile-sliding game reminiscent of Threes, but with swords…and dragons. You combine tiles to create tools and harvest raw materials. You also forge weapons and look to slide them into the monsters that come marauding onto the game board. If those same monsters run into one of your tools, you lose a life. Lose three lives and it's over. The game is all about gaining as much XP as possible through crafting and battle before that happens. Stencilsmith feels a lot like a crazy Rubik's cube and is available on iOS.

Concrete Jungle

$25 Gift Card

A $25 gift card? Now we're talking! Here are a couple more games to add to the fifteen-dollar haul.

Guild of Dungeoneering ($4.99) [Android] is quite simply a fantastic tile/card/puzzle/role-playing game. You've opened a new guild and are hiring adventurers to go forth to dangerous locales and come back with loot. You play both dungeon master—building the dungeon with randomly drawn tiles, and trying to lure players to the ultimate goal—and the player character who fights monsters using a deck of cards full of abilities, and gathering what loot they can. Adventurers will die—the graveyard is one of the earliest sections of the guild hall after all—but they are just the fodder, more will come. The game is exceedingly clever and tons of fun and you should grab it now.

Solitairica ($3.99) [Android] is part Solitaire, part RPG, and all fun. You pick one of six decks based on the traditional fantasy classes—Wizard, Warrior, Paladin, Bard, Rogue, and Monk—and go to battle in a game of competitive solitaire with a series of strange and unfriendly monsters. This is all part of the quest to reach a distant tower and defeat the dastardly Emperor Stuck. Solitairica is a lot of fun and has fantastic replay value thanks to the different decks, each with its own play style, and the powers and magic items you can add to your arsenal along the way. It's four bucks on iOS and free-to-play on Android, though I recommend you go ahead and pay the developers to unlock the premium game there.

Guild of Dungeoneering

$40 Gift Cards

You got a couple of cards totaling forty bucks? Perfect. Here’s what you can snag by on top of the the previous tiers:

Crashlands ($4.99) [Android] by the awesomely named Butterscotch Shenanigans, defies general gaming classification. It's a mix of a whole lot of things gamers will find readily familiar, but which are rarely blended together. It is an action-adventure game with fast-paced, real-time combat. It is a role-playing game with a storyline full of quests to complete, pets to meet, and gear to collect. It is a crafting game with an ever-evolving technology tree. Crashlands is part Minecraft, part Don't Starve, part tactical-RPG, part Diablo, and all awesome. You can play this one on iOS or Android.

Imbroglio ($3.99) is a turn-based strategy game that has you seeking gems in a constantly changing dungeon while being chased by an assortment of dangerous monsters. You attack monsters with the weapon depicted by the tile on which you stand. You have the option of changing the board itself, and deciding what tiles go where, to give yourself an edge. There's a lot of replay value with a bunch of different characters—each with a different special power—as well as various monsters. The goal is to grab as many gems as you can. This one is also iOS only, and well worth grabbing.

Invisible, Inc. ($2.99) puts you in command of a super stealthy crew of special operatives who are on the run from the corporate oligarchy of 2074 who are bent on their elimination. It doesn't pay to know all the secrets, I guess. This is a turn-based gem full of tough, nail-biting decisions. It's also one of the best games of 2016 and definitely worth picking up on iOS. Invisible Inc. is $1 off for the holidays (normally $3.99), which makes room for another game…

Mini Metro ($.99) [Android] is a beautiful and intuitive game that lets you build the metro system for various real-world cities. It is out on iOS and Android and an easy choice to add at the bargain holiday price of $.99. If you’re reading this late and the sale is over this serves as a good swap-in game at its normal price of $4.99.  

Crashlands

$50 Gift Card

Fifty bucks? Somebody’s making it rain. Enjoy your newly acquired patronage and add these great titles to your list:

Twilight Struggle ($4.99) [Android] is, for my money, the best digital boardgame of 2016 and high on my all-time list as well. The Cold War flavor is spot on and the game is a veritable history lesson. The gameplay is fun, challenging, and really rewards smart, tactical play. Oh, and the multiplayer is asynchronous and actually works and works well. Kelsey gave this one five-stars and I must agree. Twilight Struggle just hit Android, has a new expansion coming, and is currently on sale (normally $10) so act fast!

Dungelot Shattered Lands ($1.99) [Android] is a very fun tactical role-playing game filled with monsters, traps, magic items, and other loot. Oh, and an undead cow. There's plenty of fun and content in this one and you'll definitely find yourself sucked into one more level. Check out my four-star review for more info and you can get this one on either iOS or Android. It is currently $2 off, which makes room for…

Dungeon Warfare ($1.99) [Android] is another great game on sale for the holidays (normally $3.99). It is a super fun tower defense game where you, a dungeon lord, must protect your mass of treasure from thieving adventurers. If you like the genre, Dungeon Warfare is a must—set traps now on iOS or Android.

Tiny Armies ($.99) is a game of conquest writ small. Very small. You command Team Blue, five blue squares that you take to battle against the hated Team Red. Your goal is to hit them before they hit you, as the attacker always wins. Your problem is navigating forests, mountains, lakes, and other obstacles to get to the vile reds. Tiny Armies has a bunch of levels and is very deep for such a small price. There's also an accompanying Apple Watch app that plays just as well. This one's worth buying on your iOS device.

Cm 1wJNUIAEYA0W.jpg large

Honorable Mentions

One size doesn't fit all, here are some honorable mentions to swap in at various price points. Depending on your local app-store set-up you may have some money left over as well, which can also be used on any of the below:

The Battle of Polytopia ($.99 and up) [Android] is a free game, for starters, so go get it. It's also a great tactical war game. You get to play the full game with three tribes for nothing. In-app-purchases will get you more tribes (most are $.99), and there's a bunch of them, so you can audible to this in any amount to expand your options.

Frost ($3.99) [Android] is a deck-building game of survival in which every element—sound, visuals, gameplay—supports the frigid narrative. I really enjoyed it and certainly recommend it to both iOS and Android gamers.

Arena Quest RPG ($1.99) [Android] is a combat-centric role-playing game distilled down to the key elements to support combat encounters—a map and inventory and character management screens. There are no NPCs, no quests, and not much of a story to speak of. What Arena Quest delivers is seriously challenging combat. It's worth noting that there are free/lite versions of the game on both platforms.

To The Throne ($.99) is a puzzle game with a minimal design, clear old-school Game Boy aesthetic, and matching retro soundtrack. In it you must help King Kingsley and royal adviser Bitsworth navigate the Tower of Trials to claim the scattered pieces of the Royal Emblem. There are a ton of levels, each a cleverly constructed puzzle of escalating difficulty. This one is available on iOS only.

Starting tomorrow, Pocket Tactics' Game of the Year content will start. We'll be announcing the winners of all the categories between now and New Year. Awards articles may run-over into January 2017 depending on schedule. Enjoy your holiday break!

27 Dec 18:09

Top Ten for Boston Hassle by Jacob Berendes

by Boston Hassle

by Jacob Khepler of Mothers News etc.
twitter: @mothersnews insta @lilchamp__

Rough year. List is in no order.

10. ROCKS- Gems are nice but basically all rocks are cool to look at.

9. PLANTS- I don’t buy big plants, I just get tiny clippings and grow them. It takes a while and it’s very nice to watch them change slowly over time.

8. FRIENDS- You see them in the street or at a show, they have a smile or a hug for you if you need it. Fun to talk to. You change when you’re around them, in a nice way. You both meet in an undefined place somewhere in the middle of who you both are. That’s nice. Even when you don’t see them for a while, they’re still out there. They’re always a part of you.

7. OLD BOOKS- New books keep coming out but old books are still there. It’s nice to read old books to remind you that people were always pretty far out, making crazy decisions, getting swept away with emotion, playing music that people around them didn’t understand, and hanging out in an apartment on drugs. From day one! From before day one, even!

6. RECORDS- By records I mean “recorded music released on purpose”. Except in a few extreme cases, even the shittiest record has someone somewhere in there putting their heart, their talent, their awareness, or their intent into it. I have a “Persuasive Percussion” record, you’ve probably flipped past it at the record store a million times, it has a black and white cover that’s just a bunch of circles. It and many records like it were sold in the 50s and 60s, mostly because stereo was just invented and the industry needed records that could show off stereo sound and entice buyers. It’s very tight and the arrangements are pretty crazy and fun, and if you listen on headphones, right before a particularly dizzying marimba passage, you can hear someone take a quick, deep breath. It’s like suddenly zooming in on a single Argonaut as they row their mighty vessel through a particularly hairy storm. Sometimes people are really trying to open up a link, and sometimes the only way to speak is in a language you are inventing directly in the moment.

5. BREATH- Of all the things the body absolutely has to do, maybe breathing is my favorite, more so than eating, sleeping, and going to the bathroom. If you’re reading this soon after I wrote it, and you’re in the northern hemisphere, it’s winter– breathing is crisp and clear. If you get too stressed, try to focus on your breathing- it is and isn’t under your control.

4. SUN RA, MOON DOG, SOME GLAM ROCK, GLENN GOULD, ETC. – It’s such a blessing that in addition to having a complete unflinching approach to life and the creative act, they were also truly good. They didn’t just look good, or say wild stuff! They were so good it washed over everything they did. Not a cart leading a horse but a horse alone, deciding where to go of its own volition.

3. WATER- I spent some time this year in Omachi, a small town in the mountains of Nagano prefecture, Japan. They were very proud of their water, It rolled right off the mountain, into pipes, and into big mossy stone cisterns that dotted the main drag. We drank from it every day. Recently Xander and I were talking about Abner Jay – Xander’s favorite songs of his are all the sad ones- my favorite is “Swaunee” https://www.youtube.com/watch?v=SRPUVHnzGCc&utm_source=rss&utm_medium=rss , about laying down on your belly on the banks of the Swaunee River and drinking directly from the source. “I wouldn’t want to use a cup, it might be diseased!” Probably the best song I know about water.


Abner Jay “Suwanee”

2. MUSIC- It’s so wonderful that music remains so mysterious but also so helpful! Albert Ayler said that music is the healing force of the universe, I guess that’s the best theory so far. Sometimes you tell someone that you’re in a band or whatever, and they ask you if you really think you’re going to make it. I think that’s a massive disconnect from what’s good about playing music. Although it’s a blessing when you share it, just playing music is its own richly satisfying reward, an activity that is strongly recommended to anyone that enjoys music in any capacity.

1. MATSUKAWA KYOGAKU- Taiko drummers youth ensemble. They played a set as part of a festival and went on immediately following a ponderous obsequious blowhard. They quietly and quickly loaded in a lot of equipment, set up on the stage of a temple in the woods, exploded my heart mind and face, and then loaded out. to the best of my understanding, the intermittent yells are up to the individual drummer’s discretion, and mean only “I’m here right now”.

27 Dec 17:27

id m theft able’s a “top ten list” 4 U

by Boston Hassle

1. A little girl wearing mostly purple walked into the store, stared at me for about 30 seconds without responding to my hello, then pulled a purple rubber glove out of her pocket and inflated it.

2. The last time I ever got to go to Paul’s Food Center before they closed for good, the U2 song “With or Without You” began as I stepped into the store. I walked around, looking for nothing in particular, listening to the droning tones in the song harmonize with the droning pitches of the various refrigeration fans throughout the store (which were often so loud as to momentarily drown the song out completely until I got further from the fan and closer to a speaker). Three or four people, one being a woman in a wheelchair, were wordlessly singing along…..none of them seemed to know any of the words, but had the notes of the melody, so their voices occasionally matched the pitches of the refrigeration fans. None of these singers were within earshot of one another, they were just moving about the store like I was, also seemingly looking for nothing in particular. (By this point, the shelves were mostly empty, the end was near, everything was on sale.) I passed them and their “da da da dumms” or “mm mm m mmmms” again and again. Everyone not singing seemed to somehow move about in sync with the rhythm of the song. Everyone seemed sad. I was sad.

3. A little girl asked no one in particular, with acute irritation “WHAT DOES THEME MUSIC HAVE TO DO WITH ANYTHING?! I will NEVER have theme music. NEVER!”

4. I stumbled upon a record store and decided to pop in. There was a man behind the counter eating a massive amount of scrambled eggs right out of the pan and laughing hysterically at an episode of INFOWARS, which was playing on a flatscreen TV mounted high up on the wall. The volume was cranked, but his laughter was louder. It was impossible to discern if he was laughing out of a sort of perverse excitement (Alex Jones was laying out the next few months in American politics, how Donald Trump will be immediately impeached, how this is bad, blah blah George Soros, blah blah Hillary etc.), or if he just thought it was really, really stupid (I know I did). I couldn’t help but laugh along as I flipped through records.

Eventually, I went up to the counter and shout-asked “Hey, how much are your cassettes?” and he said “shit, I don’t work here, I just snuck in here to watch Alex! You keep browsin’ though, okay?”

5. There were two maybe 8 year old boys about a mile out into the woods emptying a fire extinguisher up into the sky. When they saw me, the boy not holding the fire extinguisher ran away, the one holding the fire extinguisher stared at me vacantly, not responding to my hello, all the while still shooting foam into the air.

6. Someone lost an entire pizza to the wind. The way the box flew out of the persons hand, flipped once in the air, then the pizza sort of billowed out of the box and sailed a few feet before slapping down onto the sidewalk, face down. Moments later an especially large man let out a wicked laugh and shouted “GOOD LUCK SKINNY PEOPLE!” at a gaggle of folks across the street from him, who were indeed skinny and struggling against another tremendous gust.

7. Upon the 10 jillionth listen, that first part of “Band on the Run” made me cry (driving past a row of dilapidated Lewiston apartments).

8. I took a taxi to the venue. The taxi was a minivan with a sliding side door in the back. When we arrived I went to reach for my wallet but realized I couldn´t. I had just barely fit into the seat I was in, and I could not move my body much at all. I tried opening the side door so that I could stretch my leg out and reach into my too deep pocket, but as soon as I did, the taxi driver shouted at me in German, and somehow closed the door remotely. I told her what my problem was, in English, pointing at my wallet trapped in my pocket, then tried to open the door again. Again she closed the door remotely, shouting the same exact sentence she had just shouted, this time a little louder. I explained again, pointing even more emphatically at my pocket, then tried to open the door again. Same result, door closes, same sentence fired at me. I paused. Our eyes met in her rearviewmirror. She said something else, this time gently. I felt slightly kidnapped.

I then leaned over into the other seat, grunting all the while, and tried to get my body into a position where I could actually dig into my pockets, knowing it wouldn´t be possible but hoping to convey what my problem was. After ten or so seconds of this, the door came rolling open, I stretched out my leg, got my wallet, gave her the money and got out hastily.

9. A bee flew in my door, landed in my yogurt, dug itself in and quietly died before I could do anything about it.

10. She drunkenly grabbed the front of my shirt, and through my shirt, also grabbed a clump of my chest hair, ripping some of it out and declared “I cannot find a man such as this in Ukraine”.

11. I walked into a hardware store where Whitney Houston’s “I Will Always Love You” was playing at an unusually loud volume. An employee, a fella of maybe 50 or so, was singing along, missing only the really high notes, but he didn’t seem to know a single word of the song, he just sang “ha he ha heee ha ha ho ha aAAAa! he ha ha ho haaAAAa!” I listened to him do this for about 2 minutes before working up the courage to interrupt his reverie to ask him where they kept the shelf brackets in this place. He turned to me, starry eyed, and said “Man, I really, REALLY want to marry this DJ. I’m thinking she’s twice divorced, has some kids that are out of the house now, ahh, my heart!”

He then sang another bar or so of “ha heEEe ahh ha ho ha ho haAAa!” before asking me “what about you, don’t you want to marry this singer? Listen to her! That’s for you, man!”

“She’s dead” I said.

“Well, then I guess it’s just you and the shelf brackets tonight!” he said, then continued singing, this time pointing in the general direction of the shelf brackets.

12. Sadly, there was no time to stop at the toddler operated lemonade stand like business with the sign that read “MAGIC 1$”.

13. From a bus window, I saw three kids, each running in their own independent circles as fast as possible. Their circles formed three points of a triangle. A crowd of other kids was standing around watching them. From the center of the triangle, a soda bottle launched into the air, the top down, spraying foam behind it like a rocket. The other kids cheered and jumped up and down. It was still going up as the bus took me out of sight of it.

14. There was a woman at a show who looked almost exactly like my mother did 20 years ago. I kept catching her staring at me and she kept catching me staring at her. Eventually she asked to take my picture.

15. I cut myself on the same nail I cut myself on 25 years ago.

16. In the middle of a harsh noise set. I looked up and noticed a man standing there with my backpack slung across his back. Most of our subsequent exchange was speak-shouted so as to penetrate the pummel.

“Sir? I’m sorry, but it seems you’ve mistakenly grabbed my backpack”

“No, I’m an honest man, and this is mine. Want to look inside and see?” He seems a bit drunk or…..something.

“I do”

He unzips the biggest pocket (I imagine the zipper sound though it can’t be heard through the din) looks inside, but keeps the bag away from me so I can’t see. “What’s in this pocket?”

“A laptop and a torn up notebook covered with stickers.”

He unzips the second pocket , again keeping it out of site from me, “No, this is MY back pack, what’s in THIS pocket?”

“A couple of t-shirts and a tape recorder”

He looks discouraged, but moves ahead, opening a third, much smaller pocket “what’s in THIS pocket?”

“A bag with a toothbrush, toothpaste, and mouthwash in it. A pair of fingernail clippers and a few pens”

He looks pleased. In this moment the noiser drops the volume down on their loud wall to an abrupt, quiet rumble. The quizzer adjusts his speaking voice to accomidate. I feel like I’m hearing his actual voice for the first time when he asks, excitedly, “is that it?”

“Oh, um, I guess there are a couple of old condoms in there?”

He looks disappointed, hands me my backpack back with all the pockets still unzipped and walks away.

27 Dec 15:36

Arturia MiniFilter V Introduction Tutorial - Free Filter for the Holidays

by matrix
Taylor Swift

Arturia pack owners just got this for free for Xmas, this is a great little intro to what it is and how it works

Published on Dec 22, 2016 ARTURIA MiniFilter V puts the power of a legendary analog filter into your DAW, and opens up exciting new creative possibilities for producers and musicians. 00:24 - Powerful Ladder Filter (Used on an acoustic guitar) 01:02 - Intuitive Step Sequencer (Used on an electric guitar) 01:40 - Creative Inspiration (Used on a general Mix) 02:09 - Layer & enrich your sound (
25 Dec 19:42

Lynn, Lynn, city of sin, roosters never come out the way they went in

by adamg
Taylor Swift

Garbs what is your family doing

WBZ reports the MSPCA has taken custody of a rooster found strutting around Lynn painted bright orange from head to, um, toe. The society reports this is the first time in its 100-year history that it's ever gotten a bird painted orange.

23 Dec 14:22

Blanck Mass – D7-D5

by edwardo

It’s been a very long and very bad year, so let’s end with a very long and very good song. See y’all in 2017!


[Video][Website]
[7.71]

Ian Mathers: Coming on the heels of his amazing noise-goes-to-the-club record Dumb Flesh, it’s not surprising that Benjamin Power’s newest work as Blanck Mass has such a relentless beat, one that Power surrounds with lushly industrialized walls of noise, then adding a vocal-esque element chopped past the point of inscrutability and scrambled into something queasily compelling, and finally briefly soaring into the abyss on suitably synthetic orchestra sounds. You can definitely dance to it, but it’s just as fitting an accompaniment to high-speed transit, competitive-level brooding, or indeed what the gentlemen in the accompanying video is doing. 
[9]

Alfred Soto: Its momentum, stutters, scratches, and orchestral pretensions are not cool now, thank god. Rather than an oatmeal-voiced white man with the shakes at the mike, “D7-D5” expresses itself as pure aural sensation. 
[7]

Iain Mew: For an eight minute electro rock thing, this is weirdly… low-key? Genteel? Close to providing an answer to the unasked question “what if Kasabian were interesting but not, you know, too interesting?” It takes me on a journey and I don’t feel cheated out of my time at all, it just doesn’t achieve much for me past that.
[6]

Edward Okulicz: Perfect music for driving at 100 miles an hour through a sort of post apocalyptic wasteland. Sadly, there’s a higher chance that we will have all-out civilisation destroying war than my ever getting my driver’s licence, but at least I can be glad for this song’s hypnotic and menacing throb.
[8]

Will Adams: It takes its sweet time laying out its tricks, from the bass slowly filtering from growl to gurgle, the frenetic vocal chops, and the dramatic string melody that acts as a chorus of sorts. A radio edit might earn more repeat plays from me, but there’s plenty good in “D7-D5.”
[6]

Ramzi Awn: Blanck Mass’ Garbage-inspired chopped-up Victoria’s Secret ad is worth the eight minutes. It trembles and builds aggressively with ominous chords and quality sampling. For as loud as it is, “D7-D5” is pretty subtle.
[8]

Brad Shoup: I’m on the back patio of my neighborhood coffeeshop. Facing away from the door, I can see the man-high chainlink, with barbed wire looping largely atop. There’s a black mesh over me, and an electric pole staring down; the mesh is splitting the light into a saltire, like the flag of the Confederacy. It is, apparently, the first day of winter. It’s dark when I leave work, it’s dark when my son cries in the morning. It was dark when I crossed the parking lot here, turning to watch two cars weave and honk because one cut the other off. For a second, I was sure someone would shoot. That’s how this starts: muffled bangs and roars, like a massacre caught on a camcorder. But the real horror is the constant dark progress: the tide that’s only comprehensible once you’ve been swallowed. Voices rise up; they break forth and collide, they cancel each other without outside help. I spent a whole week holding our son, wandering from room to room. I talked to my sister about the flood. I listened to this song, focusing on how the ghastly synths shriek even louder in the final minute, the warning of a judgment passed. The title is a play on Manuel Göttsching’s seminal album E2-E4, itself named for a popular opening move in chess. D7 to D5, if my research is right, would be another opener: the Queen’s Gambit, a famous start with the short-term possibility of a pawn’s sacrifice. But it’s impossible. D7 is a black position, and white moves first. So where does that leave this? How far could this bleakness stretch? Is it real? Is any of this?
[10]

22 Dec 20:26

A Time of Endings, Part 2: Epyx

by Jimmy Maher
Taylor Swift

Holy shit, the Atari Lynx was designed by what became of EPYX?!?!?!?!

On a beautiful May day in 1987, Epyx held a party behind their offices to celebrate the completion of California Games, the fifth and latest in their hugely popular Games line of sports titles. To whatever extent their skills allowed, employees and their families tried to imitate the athletes portrayed in the new game, riding skateboards, throwing Frisbees, or kicking around a Hacky Sack. Meanwhile a professional BMX freestyler and a professional skateboarder did tricks to show them how it was really done. The partiers dressed in the most outrageous beachwear they could muster — typically for this hyper-competitive company, their outfits were judged for prizes — while the sound of the Beach Boys and the smell of grilling hamburgers and hotdogs filled the air. Folks from the other offices around Epyx’s came out to look on a little wistfully, doubtless wishing their company was as fun as this one. A good time was had by all, a memory made of one of those special golden days which come along from time to time to be carried along with us for the rest of our lives.

Although no one realized it at the time, that day marked the high-water point of Epyx. By 1990, their story would for all practical purposes be over, the company having gone from a leading light of its industry to a bankrupt shell at the speed of business.

In the spring of 1987, Epyx was the American games industry’s great survivor, the oldest company still standing this side of Atari and the one which had gone through the most changes over its long — by the standards of a very young industry, that is — lifespan. Epyx had been founded by John Connelly and Jon Freeman, a couple of tabletop role-players and wargaming grognards interested in computerizing their hobbies, way back in 1978 under the considerably less exciting name of Automated Simulations. They hit paydirt the following year with Temple of Apshai, the most popular CRPG of the genre’s primordial period. Automated Simulations did well for a while on the back of that game and a bevy of spinoffs and sequels created using the same engine, but after the arrival of the more advanced Wizardry and Ultima their cruder games found it difficult to compete. In 1983, a major management shakeup came to the moribund company at the behest of a consortium of investors, who put in charge the hard-driving Michael Katz, a veteran of the cutthroat business of toys. Katz acquired a company called Starpath, populated by young and highly skilled assembly-language programmers, to complete the transformation of the stodgy Automated Simulations into the commercially aggressive Epyx. In 1984, with the release of the huge hits Summer Games and Impossible Mission, the company’s new identity as purveyors of slick action-based entertainments for the Commodore 64, the most popular gaming platform of the time, was cemented. One Gilbert Freeman (no relation to Jon Freeman) replaced Katz as Epyx’s president and CEO shortly thereafter, but the successful template his predecessor had established remained unchanged right through 1987.

By 1987, however, Freeman was beginning to view his company’s future with some trepidation despite the commercial success they were still enjoying. The new California Games, destined for yet more commercial success though it was, was ironically emblematic of the long-term problems with Epyx’s current business model. California Games pushed the five-year-old Commodore 64’s audiovisual hardware farther than had any previous Epyx game — which is to say, given Epyx’s reputation as the absolute masters of Commodore 64 graphics and sound, farther than virtually any other game ever released for the platform, period. This was of course wonderful in terms of this particular game’s commercial prospects, but it carried with it the implicit question of what Epyx could do next, for even their most technically creative programmers were increasingly of the opinion that they were reaching an end point where they had used every possible trick and simply couldn’t find any new ways to dazzle. For a company so dependent on audiovisual dazzle as Epyx, this was a potentially deadly endgame.

Very much in tandem with the question of how much longer it would be possible to continue pushing the audiovisual envelope on the Commodore 64 ran concerns about the longevity of the platform in general. Jack Tramiel’s little computer for the masses had sold more and longer than anyone could ever have predicted, but the ride couldn’t go on forever. While Epyx released their games for other platforms as well, they remained as closely identified with the Commodore 64 as, say, Cinemaware was with the Commodore Amiga, with the 64 accounting for well over half of their sales most quarters. When that market finally took the dive many had been predicting for it for years now, where would that leave Epyx?

Dave Morse

It was for these big-picture reasons that Freeman brought a man with a reputation for big-picture vision onto Epyx’s board in January of 1987. All but unknown though he was to the general public, among those working in the field of home computers Dave Morse had the reputation of a veritable miracle worker. Just a few years before, he had found ways to let the brilliant engineering team at Amiga, Incorporated, create a computer as revolutionary in its way as the Apple Macintosh on a budget that would barely have paid Steve Jobs’s annual salary. And then, in a coup worthy of The Sting, he’d proceeded to fleece Atari of the prize and sail the ship of Amiga into the (comparatively) safe harbor of Commodore Business Machines. If, as Freeman was starting to suspect, it was going to become necessary to completely remake and remodel Epyx for a second time in the near future, Morse ought to be a darn good man to have on his team.

And indeed, Morse didn’t fail to impress at his first Epyx board meetings. In fact, he impressed so much that Freeman soon decided to cede much of his own power to him. He brought Morse on full-time as CEO to help run the company as an equal partner in May of 1987, the very month of the California Games cookout. But California Games on the Commodore 64 was the present, likely all too soon to be the past. For Freeman, Morse represented Epyx’s future.

Morse had a vision for that future that was as audacious as Freeman could possibly have wished. In the months before coming to Epyx, he had been talking a lot with RJ Mical and Dave Needle, two of his star engineers from Amiga, Incorporated, in the fields of software and hardware respectively. Specifically, they’d been discussing the prospects for a handheld videogame console. Handheld videogames of a sort had enjoyed a brief bloom of popularity in the very early 1980s, at the height of the first great videogame boom when anything that beeped or squawked was en vogue with the country’s youth. Those gadgets, however, had been single-purpose devices capable of playing only one game — and, because it was difficult to pack much oomph into such a small form factor, said game usually wasn’t all that compelling anyway. But chip design and fabrication had come a long way in the past five years or so. Mical and Needle believed that the time was ripe for a handheld device that would be a gaming platform in its own right, capable of playing many titles published on cartridges, just like the living-room-based consoles that had boomed and then busted so spectacularly in 1983. For that reason alone, Morse faced an uphill climb with the venture capitalists; this was still the pre-Nintendo era when the conventional wisdom held videogame consoles to be dead. Yet when he joined the Epyx board he found a very sympathetic ear for his scheme in none other than Epyx President Gilbert Freeman.

In fact, Freeman was so excited by the idea that he was willing to bet the company on it; thus Morse’s elevation to CEO. The plan was to continue to sell traditional computer games while Mical and Needle, both of whom Morse hired immediately after his own appointment, got down to the business of making what everybody hoped would be their second revolutionary machine of the decade. It would all happen in secret, while Morse dropped only the vaguest public hints that “it is important to be able to think in new directions.” This was by any measure a very new direction for Epyx. Unlike most game publishers, they weren’t totally inexperienced making hardware: a line of high-end joysticks, advertised as the perfect complement to their games, had done well for them. Still, it was a long way from making joysticks to making an entirely new game console in such a radically new form factor. They would have to lean very heavily on Morse’s two star engineers, who couldn’t help but notice a certain ironic convergence about their latest situation: Amiga, Incorporated, had also sold joysticks among other gaming peripherals in an effort to fund the development of the Amiga computer.

R.J. Mical and Dave Needle in a very… disturbing picture. Really, perhaps it’s best if we don’t know any more about what’s going on here.

RJ Mical and Dave Needle were a pair of willfully eccentric peas in a pod; one journalist called them the Laurel and Hardy of Silicon Valley. While they had worked together at Amiga for quite some time by June of 1984, the two dated the real genesis of their bond to that relatively late date. When Amiga was showing their Lorraine prototype that month at the Summer Consumer Electronics Show in Chicago, they found themselves working together really closely for the first time, doing some jerry-rigging to get everything working for the demonstrations. They discovered that they understood each other in a way that “software guys” and “hardware guys” usually do not. “He was the first software guy I ever met,” remembered Needle in a joint 1989 interview, “who had more than an inkling of the real purpose of my work, which is building hardware platforms that you can launch software from.” “I could never get hardware guys to understand what I was doing,” interrupted Mical at this point in the same interview. “Dave couldn’t get software guys to understand what the guts could handle. We found ourselves a great match.” From that point forward, they were inseparable, as noted for their practical jokes and wacky antics as for their engineering brilliance. It was a true meeting of the minds, the funny bones, and, one might even say, the hearts. As illustrated by the exchange I’ve just quoted, they became the kind of friends who freely complete each other’s thoughts without pissing each other off.

The design they sketched for what they liked to call the “Potato” — for that was envisioned as its rough size and shape — bore much the same philosophical stamp as their work with Amiga. To keep the size and power consumption down, the Potato was to be built around the aged old 8-bit 6502, the chip at the heart of the Commodore 64, rather than a newer CPU like the Amiga’s 68000. But, as in the Amiga, the chip at the Potato’s core was surrounded with custom hardware designed to alleviate as much of the processing burden as possible, including a blitter for fast animation and a four-channel sound chip that came complete with digital-to-analog converters for playing back sampled sounds and voices. (In the old Amiga tradition, the two custom chips were given the names “Suzy” and “Mikey.”) The 3.5-inch LCD display, with a palette of 4096 colors (the same as the Amiga) and a resolution of 160 X 102, was the most technologically cutting-edge and thus for many months the most problematic feature of the design; Epyx would wind up buying the technology to make it from the Japanese watchmaker Citizen, who had created it as the basis for a handheld television but had yet to use it in one of their own products. Still, perhaps the Potato’s most innovative and impressive feature of all was the port that let you link it up with your mates’ machines for multiplayer gaming. (Another visionary proposed feature was an accelerometer that would have let you play games by tilting the entire unit rather than manipulating the controls, but it would ultimately prove just too costly to include. Ditto a port to let you connect the Potato to your television.)

While few would question the raw talent of Mical and Needle and the small team they assembled to help them make the Potato, this sort of high-wire engineering is always expensive. Freeman and Morse estimated that they would need about two years and $4 million to bring the Potato from a sketch to a finished product ready to market in consumer-electronics stores. Investing this much in the project, it seemed to Freeman and Morse, should be manageable based on Epyx’s current revenue stream, and should be a very wise investment at that. Licking their chops over the anticipated worldwide mobile-gaming domination to come, they publicly declared that Epyx, whose total sales had amounted to $27 million in 1987, would be a $100 million company by 1990.

At first, everything went according to plan. Upon its release in the early summer of 1987, California Games became the hit everyone had been so confidently anticipating. Indeed, it sold more than 300,000 copies in its first nine months and then just kept on selling, becoming Epyx’s biggest hit ever. But after that nothing else ever went quite right for Epyx’s core business. Few inside or outside of the company could have guessed that California Games, Epyx’s biggest hit, would also mark the end of the company’s golden age.

From the time of their name change and associated remaking up through California Games, Epyx had been almost uniquely in touch with the teenage boys who bought the vast majority of Commodore 64 games. “We don’t simply invent games that we like and hope for the best,” said Morse, parroting Epyx’s official company line shortly after his arrival there. “Instead, we pay attention to current trends that are of interest to teenagers. It’s similar to consumer research carried out by other companies, except we’re aiming for a very specific group.” After California Games, though — in fact, even as Morse was making this statement — Epyx lost the plot of what had made the Games line so successful. Like an aging rock star grown fat and complacent, they decided to join the Establishment.

When they had come up with the idea of making Summer Games to capitalize on the 1984 Summer Olympics, Epyx had been in no position to pay for an official Olympic license, even had Atari not already scooped that up. Instead they winged it, producing what amounted to an Olympics with the serial numbers filed away. Summer Games had all the trappings — opening and closing ceremonies; torches; national anthems; medals of gold, silver, and bronze — alongside the Olympic events themselves. What very few players likely noticed, though, was that it had all these things without ever actually using the word “Olympics” or the famous (and zealously guarded) five-ring Olympic logo.

Far from being a detriment, the lack of an official license had a freeing effect on Epyx. Whilst hewing to the basic templates of the sports in question, they produced more rough-and-ready versions of same — more the way the teenage boys who dominated among their customers would have liked the events to be than the somewhat more staid Olympic realities. Even that original Summer Games, which looked itself a little staid and graphically crude in contrast to what would follow, found room for flashes of wit and whimsy. Players soon learned to delight in an athlete — hopefully not the one they were controlling — landing on her head after a gymnastics vault, or falling backward and cracking up spectacularly instead of clearing the pole vault. Atari, who had the official Olympic license, produced more respectful — read, boring — implementations of the Olympics that didn’t sell particularly well, while Summer Games blew up huge.

Seeing how postively their players responded to this sort of thing, Epyx pushed ever further into the realm of the fanciful in their later Games iterations. World Games and California Games, the fourth and fifth title in the line respectively, abandoned the Olympics conceit entirely in favor of gathering up a bunch of weird and wild sports that the designers just thought would be fun to try on a computer. In a final act of Olympics sacrilege, California Games even dropped the national anthems in favor of having you play for the likes of Ocean Pacific or Kawasaki. As California Games so amply demonstrated, the Games series as a whole had never had as much to do with the Olympics or even sports in general as it did with contemporary teenage culture.

But now Epyx saw another Olympics year fast approaching (during this period, the Winter and Summer Olympics were still held during the same year rather than being staggered two years apart as they are today) and decided to come full circle and then some, to make a pair of Games games shrouded in the legitimacy that the original Summer Games had lacked. Epyx, in other words, would become the 1988 Olympics’s version of Atari. In October of 1987, they signed a final contract of over 40 pages with the United States Olympic Committee (if ever a gold medal were to be awarded in legalese and bureaucratic nitpicking, the Olympic Games themselves would have to be prime contenders). Not only would Epyx have to pay a 10 percent royalty to the Olympic Committee for every copy of The Games: Winter Edition and The Games: Summer Edition that they sold, but the same Committee would have veto rights over every aspect of the finished product. Giving such authority to such a famously non-whimsical body inevitably spelled the death of the series’s heretofore trademark sense of whimsy. While working on the luge event a developer came up with the idea of sending the luger hurling out of the trough and into outer space after a major crash. The old Epyx would have been all over it with gusto. But no, said the stubbornly humorless Committee in their usual literal-minded fashion, lugers don’t ever exit the trough when they crash, they only spill over inside it, and that’s how the computer game has to be as well.

When The Games: Winter Edition appeared right on schedule along with the Winter Olympics themselves in February of 1988, it did very well out of the gate, just like any other Games game. Yet in time the word spread through the adolescent grapevine that this latest Games just wasn’t as much fun as the older ones. In addition to the stifling effect of the Olympic Committee’s bureaucracy, its development had been rushed; because of the need to release the Winter Edition to coincide with the real Winter Olympics, it had had to go from nothing to boxed finished product in just five months. The Summer Edition, which appeared later in the year to coincide with the Summer Olympics, was in some ways a better outing, what with Epyx having had a bit more time to work on it. But something was still missing. California Games, a title Epyx’s core teenage demographic loved for all the reasons they didn’t love the two stodgy new officially licensed Games, easily outsold both of them despite being in its second year on the market. That was, of course, good in its way. But would the same buyers turn out to buy the next big Games title in the wake of the betrayal so many of them had come to see the two most recent efforts to represent? It wasn’t clear that they would.

The disappointing reception of these latest Games, then, was a big cause of concern for Epyx as 1988 wore on. Their other major cause for worry was more generalized, more typical of their industry as a whole. As we’ve seen in an earlier article, 1988 was the year that the Nintendo Entertainment System went from being a gathering storm on the horizon to a full-blown cyclone sweeping across the American gaming landscape. Epyx was hardly alone among publishers in feeling the Nintendo’s effect, but they were all too well positioned to get the absolute worst of it. While they had, generally with mixed results, made occasional forays into other genres, the bulk of their sales since the name change had always come from their action-oriented games for the Commodore 64 — the industry’s low-end platform, one whose demographics skewed even younger than the norm. The sorts of teenage and pre-teen boys who had once played on the Commodore 64 were exactly the ones who now flocked to the Nintendo in droves. The Christmas of 1988 marked the tipping point; it was at this point that the Nintendo essentially destroyed the Commodore 64 as a viable platform. “Games can be done better on the 64 than on a Nintendo,” insisted Morse, but fewer and fewer people were buying his argument. By this point, many American publishers and developers had begun to come to Nintendo, hat in hand, asking for permission to publish on the platform, but this Epyx refused to do, being determined to hold out for their own handheld console.

It’s not as if the Commodore 64’s collapse entirely sneaked up on Epyx. As I noted earlier, Gilbert Freeman had been aware it might be in the offing even before he had hired Dave Morse as CEO. Over the course of 1987 and 1988, Epyx had set up a bulwark of sorts on the higher-end platforms with a so-called “Masters Collection” of more high-toned and cerebral titles, similar to the ones that were continuing to sell quite well for some other publishers despite the Nintendo onslaught. (The line included a submarine simulator, an elaborate CRPG, etc.) They also started a line of personal-creativity software similar to Electronic Arts’s “Deluxe” line, and began importing ever more European action games to sell as budget titles to low-end customers. All told, their total revenues for 1988 actually increased robustly over that of the year before, from $27 million to $36 million. Yet such figures can be deceiving. Because this total was generated from many more products, with all the extra expenses that implied, the ultimate arbiter of net profits on computer software plunged instead of rising commensurately. Other ventures were truly misguided by any standard. Like a number of other publishers, Epyx launched forays into the interactive VCR-based systems that were briefly all the rage as substitutes for Phillips’s long-promised but still undelivered CD-I system. They might as well have just set fire to that money. The Epyx of earlier years had had a recognizable identity, which the Epyx of 1988 had somehow lost. There was no thematic glue binding their latest products together.

R.J. Mical with a work-in-progress version of the Handy.

Meanwhile Epyx was investing hugely in games for the Potato — investing just about as much money in Potato software, in fact, as they were pouring into the hardware. Accounts of just how much the Potato’s development ended up costing Epyx vary, ranging from $4 million to $8 million and up. I suspect that, when viewed in terms of both hardware and software development, the figure quite likely skews into the double digits.

Whatever the exact numbers, as the curtain came up on 1989 Dave Morse, RJ Mical, and Dave Needle found themselves in a position all too familiar from the old days with Amiga, Incorporated. They had another nascent revolution in silicon in the form of the Potato, which had reached the prototype stage and was to be publicly known as the Epyx Handy. Yet their company’s finances were hopelessly askew. If the Handy was to become an actual product, it looked like Morse would need to pull off another miracle.

So, he did what he had done for the Amiga Lorraine. In a tiny private auditorium behind Epyx’s public booth at the January 1989 Winter Consumer Electronics Show, the inventors of the Handy showed it off to a select group of representatives from other companies, all of whom were required to sign a strict non-disclosure agreement before seeing what was still officially a top-secret project, even though rumors of the Handy’s existence had been spreading like wildfire for months now. The objective was to find a partner to help manufacture and market the Handy — or, perhaps better, a buyer for the entire troubled company. Nintendo had a look, but passed; they had a handheld console of their own in the works which would emerge later in the year as the Nintendo Game Boy. Sega also passed. In fact, just about everyone passed, as they had on the Amiga Lorraine, until Morse was left with just one suitor. And, incredibly, it was the very same suitor as last time: Atari. Déjà vu all over again.

On the positive side, this Atari was a very different company from the 800-pound gorilla that had tried to seize the Lorraine and carve it up into its component parts five years before. On the negative, this Atari was run by Jack Tramiel, Mr. “Business is War” himself, the man who had tied up Commodore in court for years after Atari’s would-be acquisition of the Amiga Lorraine had become Commodore’s. From Tramiel’s perspective, getting a stake in a potential winner like the Handy made a lot of sense; his Atari really didn’t have that much going for it at all at that point beyond a fairly robust market for their ST line in Europe and an ongoing trickle of nostalgia-fueled sales of their vintage game consoles in North America. Atari had missed out almost entirely on the great second wave of videogame consoles, losing the market they had once owned to Nintendo and Sega. If mobile gaming was destined to be the next big thing, this was the perfect way to get into that space without having to invest money Atari didn’t have into research and development.

For his part, Morse certainly knew even as he pulled the trigger on the deal that he was getting into bed with the most devious man in consumer electronics, but he didn’t see that he had much choice. He could only shoot from the hip, as he had five years before, and hope it would all work out in the end. The deal he struck from a position of extreme weakness — nobody could smell blood in the water quite like Jack Tramiel — would see the Handy become an Atari product in the eyes of the marketplace. Atari would buy the Handy hardware design from Epyx, put their logo on it, and would take over responsibility for its manufacturing, distribution, and marketing. Epyx would remain the “software partner” only, responsible for delivering an initial suite of launch titles and a steady stream of desirable games thereafter. No one at Epyx was thrilled at the prospect of giving away their baby this way, but, again, the situation was what it was.

At this point in our history, it becomes my sad duty as your historian to acknowledge that I simply don’t know precisely what went down next between Atari and Epyx. The source I’ve been able to find that dates closest to the events in question is the “Roomers” column of the December 1989 issue of the magazine Amazing Computing. According to it, the deal was structured at Tramiel’s demand as a series of ongoing milestone payments from Atari to Epyx as the latter met their obligations to deliver to the former the finished Handy in production-ready form. Epyx, the column claims, was unable to deliver the cable used for linking two Handys together for play in the time frame specified in the contract, whereupon Atari cancelled a desperately needed $2 million payment as well as all the ones that were to follow. The Handy, Atari said, was now theirs thanks to Epyx’s breach of contract; Epyx would just have to wait for the royalties on the Handy games they were still under contract to deliver to get more money out of Atari. In no condition to engage Atari in a protracted legal battle, Epyx felt they had no choice but to concede and continue to play along with the company that had just stolen their proudest achievement from them.

Dave Needle, who admittedly had plenty of axes to grind with Atari, told a slight variation of this tale many years later, saying that the crisis hinged on Epyx’s software rather than hardware efforts. It seems that Epyx had sixty days to fix any bugs that were discovered after the initial delivery of each game to Atari. But, according to Needle, “Atari routinely waited until the end of the time period to comment on the Epyx fixes. There was then inadequate time for Epyx to make the fixes.” Within a few months of inking the deal, Atari used a petty violation like this to withhold payment from Epyx, who, of course, needed that money now. At last, Atari offered them a classic Jack Tramiel ultimatum: accept one more lump-sum payout — Needle didn’t reveal the amount — or die on the vine.

A music programmer who went by the name of “Lx Rudis” is perhaps the closest thing to an unbiased source we can hope to find; he worked for Epyx while the Handy was under development, then accepted a job with Atari, where he says he was “close” with Jack Tramiel’s sons Sam and Leonard, both of whom played important roles within their father’s company. “The terms [of the contract] were quite strict,” he says. “Epyx was unable to meet all points, and Atari was able to withhold a desperately needed milestone payment. In the chaos that ensued, everyone got laid off and I guess Atari’s lawyers and Epyx’s lawyers worked out a ‘compromise’ where Atari got the Handy.”

No smoking gun in the form of any actual paperwork has ever surfaced to my knowledge, leaving us with only anecdotal accounts like these from people who weren’t the ones signing the contracts and making the deals. What we do know is that Epyx by the end of 1989 was bankrupt, while Atari owned the Handy outright — or at least acted as if they did. Although it’s possible that Tramiel was guilty of nothing more than driving a hard bargain, his well-earned reputation as a dirty dealer does make it rather difficult to give him the benefit of too much doubt. Certainly lots of people at Epyx were left feeling very ill-served indeed. Dave Morse had tried to tweak the tiger’s tail a second time, and this time he had gotten mauled. As should have been part of the core curriculum at every business school by this point: don’t sign any deal, ever, with Jack Tramiel.

Dave Morse, RJ Mical and Dave Needle walked away from the whole affair disgusted and disillusioned, having seen their baby kidnapped by the man they had come to regard as Evil incarnated in an ill-fitting pinstriped suit. Their one bitter consolation was that the Handy development system they’d built could run only on an Amiga. Thus Atari would have to buy dozens of specimens of the arch-rival platform for internal use, and suffer the indignity of telling their development licensees that they too would need to buy Amigas to make their games. It wasn’t much, but, hey, at least it was something to hold onto.

The erstwhile Epyx Handy made its public debut at the Summer Consumer Electronics Show in June of 1989 as the Atari Portable Entertainment System. But when someone pointed out that that name would inevitably get abbreviated to “APES,” Atari moved on from it, finally settling on the name of “Lynx,” a sly reference to the ability to link the machines together via cable for multiplayer action. Thus christened, the handheld console shipped on September 1, 1989. Recent unpleasantness aside, Mical and Needle had good cause to be proud of their work. One far-seeing Atari executive said that the Lynx had the potential to become a revolutionary hit on the level of the Sony Walkman of 1979, the product which largely created the idea of personal portable electronics as we think of them today. Now it was up to Atari to realize that potential.

The Nintendo Game Boy and the Atari Lynx

That part of the equation, alas, didn’t go as well as Atari had hoped. Just one month before the Lynx, Nintendo of America had released the Game Boy, their own handheld console. Purely as a piece of kit, the black-and-white-only Game Boy wasn’t a patch on the Lynx. But then, Nintendo has always thrived by transcending technical specifications, and the Game Boy proved no exception to that rule. Like all of their products, it was laser-targeted to the needs and desires of the burgeoning Generation Nintendo, with a price tag of just $90, battery life long enough to get you through an entire school week of illicit playing under the desk, a size small enough to slip into a coat pocket, and a selection of well-honed launch games designed to maximize its strengths. Best of all, every Game Boy came bundled with a copy of Tetris, an insanely addictive little puzzle game that became a veritable worldwide obsession, the urtext of casual mobile gaming as we’ve come to know it today; many a child’s shiny new Game Boy ended up being monopolized by a Tetris-addled parent.

The Lynx, by contrast, was twice as expensive as the Game Boy, ate its AA batteries at a prodigious rate, was bigger and chunkier than the Game Boy, and offered just three less-than-stellar games to buy beyond the rather brilliant Epyx port of California Games that came included in the box. Weirdly, its overall fit and finish also lagged far behind the cheap but rugged little Game Boy. Atari struggled mightily to find suppliers who could deliver the Lynx’s components on time and on budget with acceptable quality control. According to RJ Mical — again, not the most unbiased of sources — this was largely a case of Jack Tramiel’s chickens coming home to roost. “The new ownership of the Lynx had really bad reputations with hardware manufacturers in Asia and with software developers all over the world,” says Mical. “Suddenly all those sweet deals we’d made for low-cost parts for the Lynx dried up on them. They’d be like, ‘We remember you from five years ago. Guess what — the price just doubled!'” Mical claims that a “magnificent library” of Lynx games, the result of many deals Epyx had made with outside developers, fell by the wayside as soon as the developers in question learned that they’d have to deal from now on with Jack Tramiel instead of Dave Morse.

California Games on the Lynx’s (tiny) screen.

In the face of these disadvantages, the Lynx wasn’t the complete failure one could so easily imagine it becoming. It remained in production for more than five years, over the course of which it sold nearly 3 million units to buyers who wanted a little more from their mobile games than what the Game Boy could offer. By most measures, the Atari Lynx was a fairly successful product. It suffers only by comparison with the Game Boy, which spent an astonishing total of almost fifteen years in production and sold an even more astonishing 118.69 million units, becoming in the process Nintendo’s biggest single success story of all; in the end, Nintendo sold nearly twice as many Game Boys as they did of the original Nintendo Entertainment System that had done such a number on Epyx’s software business. So, a handheld game console did become worthy of mention in the same breath as the Sony Walkman, but it wasn’t the Atari Lynx; it was the Nintendo Game Boy.

Needless to say, Dave Morse’s old plan to make Epyx a $100 million company by 1990 didn’t come to fruition. In addition to all their travails with Atari, the Commodore 64 market, the old heart of their strength, had imploded like a pricked balloon. After peaking at 145 employees in 1988, when work on the Handy as well as games for it was buzzing, frantic layoffs brought Epyx’s total down to less than 20 by the end of 1989, at which point the firm, vowing to soldier on in spite of it all, went through a Chapter 11 bankruptcy. Just to add insult to the mortal injury Jack Tramiel had done them, they came out of the bankruptcy still under contract to deliver games for the Lynx. Indeed, doing so offered their only realistic hope of survival, slim though it was, and so they told the world they were through developing for computers and turned what meager resources they had left entirely to the Lynx. They wouldn’t even be a publisher in their own right anymore, relying instead on Atari to sell and distribute their games for them. Tramiel had, as the kids say today, thoroughly pwned them.

This zombie version of Epyx shambled on for a disconcertingly long time, plotting always for ways to become relevant to someone again without ever quite managing it. It finally lay down for the last time in 1993, when the remnants of the company were bought up by Bridgestone Media Group, a Christian advocacy organization with ties to one of Epyx’s few remaining employees. By this time, the real “end of the Epyx era,” as Computer Gaming World editor Johnny Wilson put it, had come long ago. In 1993, the name “Epyx” felt as much like an anachronism as the Commodore 64.

What, then, shall we say in closing about Epyx? If Cinemaware, the subject of my last article, was the prototypical Amiga developer, Epyx has a solid claim to the same title in the case of the Commodore 64. As with Cinemaware, manifold and multifarious mistakes were made at Epyx that led directly to the company’s death, mistakes so obvious in hindsight that there seems little point in belaboring them any further here. (Don’t try to design, manufacture, and launch an entirely new gaming platform if you don’t have deep pockets and a rock-solid revenue stream, kids!) They bit off far more than they could chew with the Handy. Combined with their failure to create a coherent identity for themselves in the post-Commodore 64 computer-games industry, it spelled their undoing.

And yet, earnest autopsying aside, when all is said and done it does feel somehow appropriate that Epyx should have for all intents and purposes died along with their favored platform. For a generation of teenage boys, the Epyx years were those between 1984 and 1988, corresponding with the four or five dominant years which the Commodore 64 enjoyed as the most popular gaming platform in North America. It seems safe to say that as long as any of that generation remain on the planet, the name of Epyx will always bring back memories of halcyon summer days of yore spent gathered with mates around the television, joysticks in hand. Summer Games indeed.

(Sources: Questbusters of November 1989; ACE of May 1990; Retro Gamer 18 and 129; Commodore Magazine of July 1988 and August 1989; Small Business Report of February 1988; San Francisco Business Times of July 25 1988; Amazing Computing of June 1988, November 1988, March 1989, April 1989, June 1989, August 1989, November 1989, December 1989, January 1990, and February 1990; Info of November/December 1989; Games Machine of March 1989 and January 1990; Compute!’s Gazette of April 1988; Compute! of November 1987 and September 1988; Computer Gaming World of November 1989, December 1989, and November 1991; Electronic Gaming Monthly of September 1989. Online sources include articles on US Gamer, Now Gamer, Wired, and The Atari Times. My huge thanks to Alex Smith, who shared his take on Epyx’s collapse with me along with some of the sources listed above.)


Comments
22 Dec 15:36

Nintendo digs up original The Legend of Zelda design docs

Nintendo has served up a festive treat by uploading some of the original design documents from The Legend of Zelda, which was released on the NES around 30 years ago.  ...

22 Dec 15:22

REVIEW: La La Land (2016) dir. Damien Chazelle

by W. Logan Freeman
Taylor Swift

Sharing explicitly for the surprise Wario halfway through the review

I wanted to enjoy La La Land. I really did. I was, in fact, fawning over the idea of a big Hollywood musical directed by Damien Chazelle, whose 2014 film Whiplash remains one of my favorite features of the last five years. But unfortunately, despite the rave reviews and Oscar buzz, La La Land is a mess. Worse, it is 2016’s The Artist — an uneven film propelled to acclaim due to its veneer of greatness and allusions to old Hollywood.

However, this is not to say I didn’t enjoy La La Land. I think anything that tries this hard to win you over is going to work occasionally, and I’ll be damned if Chazelle didn’t put a lot of effort into this movie. But at the end of the day, fancy shots, well-orchestrated choreography, and catchy songs mean nothing when devoid of purpose and meaning. As media consumers, we usually have gut reactions to well done manipulations: Oh, that was fun. Oh, that was pretty. Oh, that was a good shot. This can help hide a movie’s flaws on the first viewing. Like how I, and no one else, complained that The Force Awakens had a another Death Star after leaving the midnight screening…

But it’s not hypocritical for me to say I enjoyed the movie (or The Force Awakens). I’m merely acknowledging that Chazelle used his cinematic tools effectively, and I acted in kind. In La La Land‘s big sweeping moments of song and dance and primary colors, of course I found myself smiling! Much like the two main characters, I was caught up in the sweep of things. And, for the first act, I was willing to look past any flaws. But once the film gets introducing its two lead characters out of the way things fall apart.

la-la-land-ryan-gosling-emma-stone

My face watching La La Land with disappointment.

For starters: Who are these two lovebirds? What are these characters really like, as people? Why are they drawn to each other? Unfortunately, Chazelle never really delves into what drives them. Emma Stone plays a white, twenty-something, barista-by-day, struggling-actress who is… frustrated by her lack of success. And Ryan Gosling plays a white, thirty-something, jazz purist frustrated by the lack of jazz appreciation in modern day society… who is also frustrated by their lack of success. Okay: And?

Ryan Gosling has always been able to channel his hangdog countenance and limitless charm into any role — and make no mistake, he has done that here — but without that, would this character have had any appeal at all? He’s just kinda grumpy and up his own ass about jazz. Emma Stone’s character, meanwhile, never even shows shades of complexion. While once again, she as a performer is charming, the character she’s embodying is lifeless. I can’t even remember their damn names. It’s easier to just think this movie featured characters named Emma Stone and Ryan Gosling.

What really damns the movie, however, is how these two hollow characters seem to be traversing a carefully laid out narrative plot that didn’t actually consider how its main players would react to it. You can imagine Chazelle laying out the final scene on paper, imagining its beauty, but failing to see how little sense it makes.

250px-wario_mp10

Wario agrees! This-a-movie had some deep-tissue problems. Wah!

Some explaining: So Gosling, to commit or something to Emma Stone, sells-out and joins a band with John Legend that combines elements of jazz with other genres (because if you’re a fan of innovators, playing anything but their standards is selling out). He seems to achieve quite a bit of fame and money… BUT: Now he has to tour all the time! This is a problem because now he can’t dedicate all his time to Emma Stone… WHO is working on a one woman show she decided to put on under the encouragement of Gosling. On the show’s opening night, Gosling has to do a photoshoot for this band he doesn’t really seem to care about and so he misses her performance. Cue contrived twenty minutes of break-up. Cue him winning her back. Cue scene where powerful agent was actually at her show and now she has a movie offer.

Yay. Everyone wins. But then because now that she must be a famous actress their relationship is unsustainable. Okay. Five years later, they are broken up, Emma Stone is uber-famous and Ryan Gosling runs the jazz club he had always wanted to. But they still think about each other… and what could have been.

Yeah, spoiler alert, but if you read that you’ll notice that nothing is really influenced by character reactions; it is merely a synopsis about two characters who happen to drift through the circumstances of their plot. And this doesn’t even begin to mention how out of fucking nowhere Ryan Gosling’s sudden fame was in the film.

La La Land was the movie Chazelle tried to fund for years before he made Whiplash. Perhaps he should have moved on instead of stepping backward, because in every narrative sense this movie feels like a creative step behind Whiplash. Where Whiplash was taut and cohesive, this movie is loose and nonsensical. Where everything was driven by a singular motivation in Whiplash, in La La Land motivation serves as character-detail but not a plot-generator. I could go on…

It’s sad, because the movie seems self-aware enough to be aware of these problems. Gosling himself says of Hollywood in the flick that it “worships everything, values nothing.” It’s weird I feel I could say the same about the film itself.

Oh well. Time to watch it sweep!

La La Land
2016
dir. Damien Chazelle
128 min.

Now playing at Coolidge Corner Theatre, Kendall Square Cinema, and elsewhere

22 Dec 15:19

Eleonora Yumizuru x Tsubasa Oribe – Dream☆Catcher

by edwardo
Taylor Swift

I am SO DELIGHTED that Singles Jukebox took on the soundtrack to the Shin Megami Tensei x Fire Emblem crossover title for Wii U

Let’s play a game or a song…


[Video][Website]
[7.00]

Iain Mew: This year Japanese video game developers Atlus, who have touched on idol culture previously in Persona 4 and its spin-offs, took things to a new level with Tokyo Mirage Sessions. Despite being a crossover with Nintendo’s medieval fantasy war series Fire EmblemTokyo Mirage Sessions features a cast of trainee idols who gain new battle moves via releasing new pop songs, supported by a vocal software character and a blatant Marty Friedman analogue. I loved it. It uses the music industry as a handy hook for the usual RPG themes of friendship and belief and progression, but it also puts its music at its centre, providing many of its biggest story payoffs. It pastiches everything from Vocaloid to traditional ballads with clear knowledge and love, and listening to impressively strong songs sung by characters you’ve spent hours with is a good way to increase their impact. Yet I was still unprepared to be knocked back as much as I was by “Dream☆Catcher.” The identity of Its source material is as obvious as many, but it draws really effectively on a range of Yasutaka Nakata productions, mixing the electro chaos of “Invader Invader” with more refined Perfume grace. And producer KOH and vocalists Ayane Sakura and Inori Minase help it to do much more than replicate, filling an ode to an unattainable moon with yearning emotion that seeps through all of its bouncier moments. Perhaps the fact that the singers are voice actors with half a music career between them helps the precarious vulnerability, the sense of just clinging onto happiness. Perhaps it’s the worlds colliding coincidence of the kind of game I love getting such a specific music I love so right, but my first time seeing the music video in-game I could only react to with disbelieving wonder.
[9]

Katie Gill: Coming soon to a DDR arcade near you! I’m honestly surprised that Tokyo Mirage Sessions #FE is a single-player RPG because this song has “rhythm game” written all over it…which isn’t surprising, as Yoshiaki Fujisawa (the composer) also did Love Live. That SHOWS. “Dream☆Catcher” is still a good song but it suffers from the fact that as someone who used to play Love Live religiously, I feel like I’ve heard it before.
[7]

Ian Mathers: I’ll admit to liking the concept of the game more than the reality of this particular song, which is fine — it’s a pleasantly gentle bosh, if you know what I mean. Maybe I’m just too stuck on the notion that pop songs with supernatural effects ought to be more overtly dramatic, explosive, etc.
[6]

Juana Giaimo: It always seemed to me that the music of video games could fully transport you to another galaxy, and make you forget that you are sitting down in a chair in your room. But in “Dream☆Catcher,” that galaxy is detached from the game. It stands by itself with its upbeat and fast beat, and childish vocals that have a certain lightness, as if they were flying between the moon and the stars.
[7]

Brad Shoup: I think I like the text best — dreamscape as a vast galactic playground — but to be fair, the wish to stay asleep is so strongly rendered that it’s fine that the track isn’t dreamy. Instead, it mirrors the singers’ will to avoid, kicking furiously against sunrise. (Literally kicking, in the case of that cod-filter house bridge.)
[7]

Ramzi Awn: The straightforwardness of this single is a squeaky clean take on familiar synths and polka dot melodies.  
[6]

Edward Okulicz: There are days when I think Capsule’s “Step on the Floor” is the greatest thing ever, and other days when I think it, and much of Yasutaka Nakata’s work is too busy, too buzzy, too twitchy. For those latter days, pop this clean, uncluttered and frisky sounds like everything I could ever want — music I’d be too embarrassed to dance to in public but could bop around to while playing video games. For that mood, I want something lean and hooky and bouncy, and something drawing on my love of 90s happy hardcore and rave-pop as much as J-pop, which are all the things I listened to while playing console games in the 90s anyway. Which makes this 100% fit for purpose and pretty damn catchy. Its tricks are obvious and cheap but it’s fast and flicks from upbeat melody to upbeat melody to not feel like a bore at more than 4 minutes.
[8]

Adaora Ede: In recent times, I’ve realized that I’m way too lazy to actively search for new music. In my desperation, I am assuaged in the recapitulation that is rhythm game soundtracks (although I lack the dexterity to even play them, seriously I can’t even keep Sims alive long enough), tracks that thump along happily, but don’t fare too well when it comes to straying from an exact pattern. “Dream ⭐️ Catcher” makes a grand introduction as a possible polka house banger (with instrumentation that reminds me strangely of The Fame Monster) but rapidly dissipates into shredded synth pop/chiptune. The breaks are legendary in the line of the familiar axiom “DROPS IS LIFE” and at the end of this journey from the grasps of late nougties weeb hell, you end up with shimmery, unreasoned fast paced fun. I’d expect nothing less.
[6]

22 Dec 14:59

The Legend of Zelda: A Link to the Past – Live Japanese Script Viewer

by Clyde Mandelin
sample1 sample2

In late 2016 I threw together a quick program as an experiment. I wanted to see if I could take The Legend of Zelda: A Link to the Past (Super NES) and work some magic to display the Japanese lines of text whenever English lines text appeared. I posted about the entire process here.

Many readers asked to try the program out for themselves, but because it was a quick experiment, I had never intended it to be user-friendly or stable. Even so, I decided to add a little bit of error-checking and then upload it here for others to try:

Be sure to read the info below and/or the included README.TXT file before running the program!


DESCRIPTION:

This is an experimental program that displays the Japanese line from Zelda: A Link to the Past whenever an English line appears while running in an emulator. It’s very likely this won’t run on your system, as it was designed for a specific environment, but if you’d like to try it, try it at your own risk.

REQUIREMENTS:

  • The program likely requires a 64-bit version of Windows (I’ve tested it on Windows 7 and Windows 8.1) and possibly the MonoGame, XNA, and/or .NET frameworks to be installed. If you have a recent version of Windows you probably already have most of this installed, though.
  • Snes9x emulator, version 1.53 (not tested on/meant for any other versions)
  • ROM of the Japanese version of A Link to the Past, named z3j.sfc (needs to be headerless, 1,048,576 bytes in size exactly)

TO USE:

  • Place the Japanese ROM in the same folder as Zelda3RAMWatcher.exe
  • Load the English version of A Link to the Past in Snes9x 1.53
  • Run Zelda3RamWatcher.exe

CONTROLS:

  • Esc: Quit program
  • Up/Down: Scroll Japanese text up/down
  • Left/Right: Refresh text and reset text position

If you have an XBox/Windows controller attached, you can use the right stick to scroll the text as well, and press the right stick to refresh the text.

NOTES:

The program is a bare-bones “proof of concept” experiment. There’s no guarantee that it will work on your system/setup. It’s not intended to be user-friendly or receive any bugfixes/upgrades. I do hope to create a better, more customizable, general-purpose solution in the future.

Follow @ClydeMandelin
20 Dec 18:01

Advice

by Dorothy

Comic

20 Dec 14:58

Babymetal – Karate

by Will
Taylor Swift

Reflexive BABYMETAL share

It’s “We Like Guitars” Day!


[Video][Website]
[7.29]

Ryo Miyauchi: Though they first seemed to fail to read the room, Babymetal in 2016 weren’t naive or out of touch. They understood people these days took far more losses than wins. More than a cheerleader, Su-Metal rallies in “Karate” like a captain leading an army in a losing war: she knows she first has to get people back up before they can fight. Sure, they may ring too idealistic in a year that needed real, tangible solutions. But if there was anyone who led by example to go against all odds in 2016, it was Babymetal. Here was a pop act from maybe the number-five nation in Western pop coverage; who’s not taken serious by either metal or pop; whose root sound of riffs is declared powerless by a synth-filled culture; and out globally spreading the message that “love can save the world” in 2016, the year of lost hope. The results? A score of US magazine covers. Metal icons not only embracing but also defending them against purists. A bigger mark made overseas than in their own country. But even not counting their hard work, their powerful conviction in their own mission made their sentiment believable even for a few minutes.
[10]

Katie Gill: I adore Babymetal. I adore them so much that I can’t even pretend to be objective and give this review nuanced commentary about genre mixing, the backlash Babymetal’s gotten from “real metal fans” (aka: whiny men), or the way the band navigates both idol culture as well as metal culture. I just can’t do that. I love this group way too much, and they perfectly hit my aesthetic and my musical tastes. The only reason it’s not a ten is because it’s not “Gimme Chocolate.”
[9]

Iain Mew: I’ve been down on Babymetal here before and expressed surprise they made it to 18 months, which goes to show what I know, as here they are several years on and with a much wider, still-growing following. The way they’ve managed to evolve beyond novelty while still keeping that basic appeal has been genuinely impressive, and even if “Karate”‘s slam and soar alternation still isn’t fun or powerful enough for me to go for, their breakthrough in the West is a bit pleasing.
[5]

Will Adams: The trio of opening sections are presented in quick succession at the start, each one finding a different way to let you know this is METAL: a brash riff, then double time antics, then chromatic verse melody. But “Karate” seems to care primarily about its major-key chorus. Which, fair enough, it soars wonderfully, but by the end it’s all but taken over, leaving the other sections to the wayside.
[6]

Brad Shoup: Metal… in timbre, maybe. I think it’s more #ezcrab? The chorus staffs the pop-punk defenses; martial drums and millennial whoops bash together during the bridge. They’re not betting the house on brutality, which is likely a sign of good confidence.
[6]

Jonathan Bradley: Clattering and spirited, with a fevered hook exactly as pop as metal should be. An idol group whose commitment to concept proved durable enough to attract an audience outside Japan and amongst a subculture usually suspicious of concessions to the mainstream, Babymetal demonstrate how much of the metal creed lies within its adherence to aesthetic. That makes sense: between its grinding racket and its codified subject matter, imagery is vital to metal. The hold-outs might have correctly recognized that, beyond the specific motifs of its costumes and sets, Babymetal have more in common with other objects of Akiba adoration than it does your average Ozzfest line-up, but they’ve missed out on how much metal is costumes and sets. Better to believe this is as authentic as the next black leather guitar growler than to miss out on this fun.
[7]

Olivia Rafferty: How much does one have to look into the way that a song or a band is produced in order to dislike the music just on principle? It’s no secret that Babymetal come from an industry that manufactures its bands on an assembly line, and the girls themselves weren’t into metal before being brought together as the group. So there’s a degree of falsehood, one could argue. But if you’re really into sitting behind your computer and arguing about the integrity of music, you’re kinda missing out on the massive dance party that everyone’s having to this banger.
[8]

20 Dec 00:28

Grow Cinderella

by Goudakitty
Taylor Swift

!!!!!!!!!

Platform: Flash — Grow Cinderella I don't have many game developers' sites bookmarked, but Eyezmaze is one of them. So when I go through and check these sites at midnight when really I should be sleeping, not really expecting anything because, hey, developing a game... Tagged as: browser, eyezmaze, flash, free, game, grow, linux, mac, on, puzzle, rating-g, unique, windows
19 Dec 18:14

Blog: The math of idle games - Part II

Taylor Swift

Ouch, my brain!

Part II of a 3-part, in-depth series on the math of idle games, this time looking at alternative growth models and generator relevancy. ...

19 Dec 17:56

PSUDOKU – DEEP SPACE PSUDOKUMENT

by Chris Defalco
Taylor Swift

EXCUSE ME???? WHAT IS THIS??? THIS IS WONDERFUL???!?!?!?!

Psudoku’s latest masterpiece will hopefully be dropping early in 2017, but until then we’ve got a few tracks available to stream from the upcoming 9-song scorcher Deep Space Psudokument. Psudoku plays, as he puts it on his Bandcamp, grindcore that “didn’t develop from hardcore punk and thrash metal but from 70s prog from the future.” The future alluded to is a cosmic one; space may very well be the place. The result? Psudoku blends abrasive psychedelia and jazz thrashery into an all encompassing universe of galactic prog grind. Naked City and Discordance Axis are two decent frames of reference, but Psudoku’s three albums are their own beast. Keep your eyes peeled, Deep Space Psudokument is sure to be one of the top grindcore albums of next year – especially if you like your grind off in the aether.

Deep Space Psudokument by PSUDOKU

16 Dec 21:29

The used-car lot where you couldn't buy a car

by adamg
Taylor Swift

Wow!!!!!!!! Wow wow wow!!!!!!!!

Barely anything left after FBI raid on Tuesday.

Take a look at a June, 2016 photo of the lot at Pacific Auto Sales, 221 Hancock St. in Dorchester and you see a couple dozen cars, all under bright pennants.

But, federal officials say, none of the cars were actually for sale - just their contents were.

In a statement and court filing this week, the US Attorney's office in Boston and a DEA special agent say the small lot, just a quick jag down Hancock from Dorchester Avenue, was a place where a large-scale drug ring run by Deiby Victoria of Saugus and Starling Bladmil Gonzalez of Roslindale sold heroin, fentanyl and cocaine to smaller Boston-area dealers.

According to the US Attorney's office, the ring used the cars on the lot as storage bins for drugs: "The members of the organization collected payments and then directed drug buyers to the cars in which the drugs were hidden." Most of the cars were seized during raids Tuesday morning.

State records show Pacific Auto Sales being owned by Ramon Bernabel, who lists addresses in Roslindale and Dorchester. In an affidavit filed in connection with the charges in US District Court, however, a DEA agent says that's an alias for Wilson Baez, whose brother, Vinicio Baez, was one of 19 people charged Tuesday with conspiring to distribute heroin, Fentanyl and cocaine.

Wilson Baez was not among those charged on Tuesday. Officials say Vinicio Baez ran the lot with his brother - and that they have video and audio recordings tying him and the lot to the drug ring.

In early September, for example, the affidavit said Vinicio Baez, who had recently been robbed of 3 kilograms of cocaine at gunpoint, likely right at the used-car lot, met with a man at the lot he thought could help him either get back the cocaine or the equivalent amount of money. He gave the man - who was a "cooperating witness" working with the feds - "a sample of drugs" and urged him to tell other dealers the lot was open for business. "The CW gave this sample to FBI agents, and the sample field tested positive for Fentanyl."

The affidavit continues:

On September 21, 2016, investigators intercepted a call over Target Telephone #1 between VICTORIA and a drug customer who VICTORIA called SANTANA. During the call, VICTORIA and SANTANA discussed that no cars were sold at Pacific Auto. SANTANA said, “I don’t like being there either. You know they deal their stuff there. It is very hot there.” VICTORIA replied, “That’s where they do ever ything buddy. You heard?” As detailed above, SANTANA told investigators that he believed VINICIO was selling drugs from Target Location #5. I believe SANTANA and VICTORIA were talking about how VINICIO sells drugs from this location (“deal their stuff”).

The affidavit also describes video from Nov. 30 that shows a woman driving into the lot and appearing to arrange a drug purchase with Vinicio Baez - who directed a lot employee to get the woman what looked like a drug package and then hand it to her as she sat in her car.

Innocent, etc.

15 Dec 10:50

Boston City Council rejects tax on alcohol sales

by adamg
Taylor Swift

The state of alcohol addiction treatment in MA is fucking ghoulish. It's a miracle that anybody with the strength to seek recovery gets anything out of it, and infinitely moreso for people without a support system in their family or friends. Disgusting and shameful that we are instead CUTTING ADDICTION SERVICES, much less in the middle of this surge of white, middle-class opioid deaths. Get it together, you fucking vampires.

The City Council today overwhelmingly rejected a proposal by councilors Frank Baker (Dorchester) and Bill Linehan (South Boston, South End, Chinatown, downtown) to add a 2% tax on liquor sales to fund addiction treatment programs.

Council President Michelle Wu joined Baker and Linehan in voting for the tax; the other 10 councilors voted against.

Baker, who rarely speaks at council meetings, and Linehan both gave impassioned pleas for the $20 million they said the measure would raise to help alcoholics and drug users break their addictions.

They said Boston needs to do something at a time when addiction rates are on the rise and suburbs keep sending their addicts to Boston, taking up what relatively few treatment beds the city has available.

Baker, whose father battled alcoholism, said the money could pay for mandatory 30-day "lockdown" beds, which would help addicts get past the five-day drying out period now more typical in recovery units, which only leaves addicts "sick in the head and sick in the stomach," he said.

And he said Boston and local recovery programs need to "stop coming up with bullshit names for things," such as trying to recast Methadone Mile as Recovery Road.

Linehan said the tax would fall heavily on big-spending tourists, not residents, and that Boston needs to start coming up with revenue sources that do not include increasing property taxes.

Linehan also tallied up the costs of addiction on everything from police and fire departments to schools.

"Think of 'The Night of the Living Dead," Linehan said. "That virus they have in the movie makes them want to bite somebody else. ... This is a progressive disease. ... The gift of sobriety to our city is what this bill would do to us. And next Christmas would be a better Christmas."

But Councilor Ayanna Pressley (at large), whose father was addicted to opioids, said the measure was simply too vague. Pressley said she's not opposed to such a tax but that one thing she's learned in 23 years in government - 8 as an elected official - is that "good intentions and more money do not solve problems," that the city needs specific plans before she would vote for any sort of addiction-related tax increase.

She added, "Boston should not uniquely bear the entire burden for an issue that is affecting the entire state."

Pressley and councilors Annissa Essaibi-George (at large) and Tito Jackson (Roxbury) agreed that it would be unfair to burden local residents and small businesses with a tax to solve a problem that is statewide and national in scope.

"This isn't a battle we can fight alone," Essaibi-George said. "We need other cities and towns, the state, and the federal government, to step up. ... I will not lay that burden on the backs of our small business owners before others step up."

Essaibi-George and Jackson aid Gov. Baker should be ashamed of himself for cutting nearly $2 million from addiction services last week.

Other councilors did not speak before voting.

14 Dec 22:25

Studio Science: Suzanne Ciani on the Buchla

by matrix
Taylor Swift

THIS! IS! FIFTY WHOLE MINUTES OF SUZANNE CIANI TALKING IN DETAIL ABOUT THE BUCHLA!!!!!!!!

Published on Dec 14, 2016 Red Bull Music Academy "Created in the early 1960s by Don Buchla, the Buchla synthesizer revolutionized electronic music through its innovative design and endlessly variable modular system, encouraging new methods of creation and performance. Few artists pursued the emotional and sonic possibilities as comprehensively as Suzanne Ciani, an early disciple of Buchla and
14 Dec 21:40

Deios II :: Deidia (BARCHboi)

by Chris Priestman

Deios ii :: Deidia

"Deidia is an exploration glitch-venture game where you explore a lonely unstable world, with glitches, forgotten ruins, and unknown lands abandoned in lonely BBS systems." - Author's description

Purchase for $9.99 on Steam (Windows, Mac)

Purchase for $9.99 on itch.io (Windows, Mac)

Trailer


Deios ii :: Deidia

Deios ii :: Deidia

14 Dec 21:17

At crack of midnight, you can get it on, smoke a bong

by adamg
Taylor Swift

Can't wait to try out this crazy new plant at midnight, and not one second earlier!

The Globe reports the Governor's Council performed one of its obscure constitutional tasks today and certified the passage of Question 4, which means that recreational marijuana becomes legal at midnight.

The city of Boston forwards these tips for people at least 21:

  • Adults may carry up to one ounce of marijuana in public. Five grams of that may be a marijuana concentrate.
  • Adults cannot have more than ten ounces of marijuana in their residence.
  • Each resident in the state can grow up to six plants, but there can be no more than 12 plants in a household. Adults must grow plants in their primary residence in a locked or secured location.
  • Plants cannot be visible from a public space without the use of binoculars, an aircraft or other visual aids.
  • Residents and visitors cannot smoke in public parks in Boston. This includes marijuana and tobacco.
  • "No smoking" means residents cannot inhale, exhale, burn or carry any: lighted cigar, cigarette, or pipe, lighted or vaporized substance in any manner or form. This includes marijuana, even if it's used for medical reasons.
  • Under the law, resident cannot have an open container of marijuana or marijuana products in their motor vehicle. Offenders can be fined up to $500 for each offense. "Open container" means a package of marijuana or marijuana products with a broken seal, or with some of the contents removed. Residents must keep an open container in a locked glove compartment or trunk.
  • The new law doesn't change the existing state laws for operating a vehicle under the influence of marijuana. It's still illegal, and subject to the same fines and penalties.
14 Dec 19:30

Studiologic Sledge Synthesiser Tutorial 41 Tomita Snowflakes are Dancing

by matrix
Published on Dec 14, 2016 David Clements "George Hall recreates sounds used on Isao Tomita's album Snowflakes are Dancing (The Newest Sound Of Debussy) on a Studiologic Sledge synthesiser. Learn synth programming with George Hall." You can find all parts in the series here.
14 Dec 16:54

How to Make a Chrome Extension to Delight (or Troll) Your Friends

by feeds@allinthehead.com (Leslie Zacharkow)
Taylor Swift

ATTN Garbs

Leslie Zacharkow presents the purrfect solution for anyone who’s ever dreamt of creating their own Chrome browser extension. So kick back, and while your chestnuts roast on an open fire, roast your friends and colleagues in an open tab.


If you’re like me, you grew up drawing mustaches on celebrities. Every photograph was subject to your doodling wrath, and your brilliance was taken to a whole new level with computer programs like Microsoft Paint. The advent of digital cameras meant that no one was safe from your handiwork, especially not your friends. And when you finally got your hands on Photoshop, you spent hours maniacally giggling at your artistic genius.

But today is different. You’re a serious adult with important things to do and a reputation to uphold. You keep up with modern web techniques and trends, and have little time for fun other than a random Giphy on Slack… right?

Nope.

If there’s one thing 2016 has taught me, it’s that we—the self-serious, world-changing tech movers and shakers of the universe—haven’t changed one bit from our younger, more delightable selves.

How do I know? This year I created a Chrome extension called Tabby Cat and watched hundreds of thousands of people ditch productivity for randomly generated cats. Tabby Cat replaces your new tab page with an SVG cat featuring a silly name like “Stinky Dinosaur” or “Tiny Potato”. Over time, the cats collect goodies that vary in absurdity from fishbones to lawn flamingos to Raybans. Kids and adults alike use this extension, and analytics show the majority of use happens Monday through Friday from 9-5. The popularity of Tabby Cat has convinced me there’s still plenty of room in our big, grown-up hearts for fun.

Tabby Cat

Today, we’re going to combine the formula behind Tabby Cat with your intrinsic desire to delight (or troll) your friends, and create a web app that generates your friends with random objects and environments of your choosing. You can publish it as a Chrome extension to replace your new tab, or simply host it as a website and point to it with the New Tab Redirect extension.

Here’s a sneak peek at my final result featuring my partner, my cat, and I in cheerfully weird accessories. Your result will look however you want it to.

Preview

Along the way, we’ll cover how to build a Chrome extension that replaces the new tab page, and explore ways to program randomness into your work to create something truly delightful.

What you’ll need

  • Adobe Illustrator (or a similar illustration program to export PNG)
  • Some images of your friends
  • A text editor

Note: This can be as simple or as complex as you want it to be. Most of the application is pre-built so you can focus on kicking back and getting in touch with your creative side. If you want to dive in deeper, you’ll find ways to do it.

Getting started

  1. Download a local copy of the boilerplate for today’s tutorial here, and open it in a text editor. Inside, you’ll find a simple web app that you can run in Chrome.
  2. Open index.html in Chrome. You should see a grey page that says “Noname”.
  3. Open template.pdf in Adobe Illustrator or a similar program that can export PNG. The file contains an artboard measuring 800px x 800px, with a dotted blue outline of a face. This is your template.

Note: We’re using Google Chrome to build and preview this application because the end-result is a Chrome extension. This means that the application isn’t totally cross-browser compatible, but that’s okay.

Step 1: Gather your friends

The first thing to do is choose who your muses are. Since the holidays are upon us, I’d suggest finding inspiration in your family.

Create your artwork

For each person, find an image where their face is pointed as forward as possible. Place the image onto the Artwork layer of the Illustrator file, and line up their face with the template. Then, rename the artboard something descriptive like face_bob. Here’s my crew:

Faces in Illustrator
As you can see, my use of the word “family” extends to cats. There’s no judgement here.

Notice that some of my photos don’t completely fill the artboard–that’s fine. The images will be clipped into ovals when they’re rendered in the application.

Now, export your images by following these steps:

  1. Turn the Template layer off and export the images as PNGs.
  2. In the Export dialog, tick the “Use Artboards” checkbox and enter the range with your faces.
  3. Export at 72ppi to keep things running fast.
  4. Save your images into the images/ folder in your project.

Add your images to config.js

Open scripts/config.js. This is where you configure your extension.

Add key value pairs to the faces object. The key should be the person’s name, and the value should be the filepath to the image.

faces: {
    leslie: 'images/face_leslie.png',
    kyle: 'images/face_kyle.png',
    beep: 'images/face_beep.png'
}

The application will choose one of these options at random each time you open a new tab. This pattern is used for everything in the config file. You give the application groups of choices, and it chooses one at random each time it loads. The only thing that’s special about the faces object is that person’s name will also be displayed when their face is chosen.

Now, when you refresh the project in Chrome, you should see one of your friends along with their name, like this:

Faces in config.js

Congrats, you’re off and running!

Step 2: Add adjectives

Now that you’ve loaded your friends into the application, it’s time to call them names. This step definitely yields the most laughs for the least amount of effort.

Add a list of adjectives into the prefixes array in config.js. To get the words flowing, I took inspiration from ways I might describe some of my relatives during a holiday gathering…

prefixes: [
    'Loving',
    'Drunk',
    'Chatty',
    'Merry',
    'Creepy',
    'Introspective',
    'Cheerful',
    'Awkward',
    'Unrelatable',
    'Hungry',
    ...
]

When you refresh Chrome, you should see one of these words prefixed before your friend’s name. Voila!

Adjectives

Step 3: Choose your color palette

Real talk: I’m bad at choosing color palettes, so I have a trick up my sleeve that I want to share with you. If you’ve been blessed with the gift of color aptitude, skip ahead.

How to choose colors

To create a color palette, I start by going to a Coolors.co, and I hit the spacebar until I find a palette that I like. We need a wide gamut of hues for our palette, so lock down colors you like and keep hitting the spacebar until you find a nice, full range. You can use as many or as few colors as you like.

Copy these colors into your swatches in Adobe Illustrator. They’ll be the base for any illustrations you create later.

Now you need a set of background colors. Here’s my trick to making these consistent with your illustration palette without completely blending in. Use the “Adjust Palette” tool in Coolors to dial up the brightness a few notches, and the saturation down just a tad to remove any neon effect. These will be your background colors.

Choosing complimentary background colors with Coolor

Add your background colors to config.js

Copy your hex codes into the bgColors array in config.js.

bgColors: [
    '#FFDD77',
    '#FF8E72',
    '#ED5E84',
    '#4CE0B3',
    '#9893DA',
    ...
]

Now when you go back to Chrome and refresh the page, you’ll see your new palette!

Background colors in your app

Step 4: Accessorize

This is the fun part. We’re going to illustrate objects, accessories, lizards—whatever you want—and layer them on top of your friends.

Your objects will be categorized into groups, and one option from each group will be randomly chosen each time you load the page. Think of a group like “hats” or “glasses”. This will allow combinations of accessories to show at once, without showing two of the same type on the same person.

Create a group of accessories

To get started, open up Illustrator and create a new artboard out of the template. Think of a group of objects that you can riff on. I found hats to be a good place to start. If you don’t feel like illustrating, you can use cut-out images instead.

Hats in Illustrator

Next, follow the same steps as you did when you exported the faces. Here they are again:

  1. Turn the Template layer off and export the images as PNGs.
  2. In the Export dialog, tick the “Use Artboards” checkbox and enter the range with your hats.
  3. Export at 72ppi to keep things running fast.
  4. Save your images into the images/ folder in your project.

Add your accessories to config.js

In config.js, add a new key to the customProps object that describes the group of accessories that you just created. Its value should be an array of the filepaths to your images. This is my hats array:

customProps: {
    hats: [     
        'images/hat_crown.png',
        'images/hat_santa.png',
        'images/hat_tophat.png',
        'images/hat_antlers.png'
    ]
}

Refresh Chrome and behold, accessories!

Hats in the application

Create as many more accessories as you want

Repeat the steps above to create as many groups of accessories as you want. I went on to make glasses and hairstyles, so my final illustrator file looks like this:

Final illustrator file

The last step is adding your new groups to the config object. List your groups in the order that you want them to be stacked in the DOM. My final output will be hair, then hats, then glasses:

customProps: {
    hair: [     
        'images/hair_bowl.png',
        'images/hair_bob.png'
    ],  
    hats: [     
        'images/hat_crown.png',
        'images/hat_santa.png',
        'images/hat_tophat.png',
        'images/hat_antlers.png'
    ],
    glasses: [
        'images/glasses_aviators.png',
        'images/glasses_monacle.png'
    ]
}

And, there you have it! Randomly generated friends with random accessories.

Final Beep

Feel free to go much crazier than I did. I considered adding a whole group of animals in celebration of the new season of Planet Earth, or even adding Sir David Attenborough himself, or doing a bit of role reversal and featuring the animals with little safari hats! But I digress…

Step 5: Publish it

It’s time to put this in your new tabs! You have two options:

  1. Publish it as a Chrome extension in the Chrome Web Store.
  2. Host it as a website and point to it with the New Tab Redirect extension.

Today, we’re going to cover Option #1 because I want to show you how to make the simplest Chrome extension possible. However, I recommend Option #2 if you want to keep your project private. Every Chrome extension that you publish is made publicly available, so unless your friends want their faces published to an extension that anyone can use, I’d suggest sticking to Option #2.

How to make a simple Chrome extension to replace the new tab page

All you need to do to make your project into a Chrome extension is add a manifest.json file to the root of your project with the following contents. There are plenty of other properties that you can add to your manifest file, but these are the only ones that are required for a new tab replacement:

{
    "manifest_version": 2,
    "name": "Your extension name",
    "version": "1.0",
    "chrome_url_overrides" : {
        "newtab": "index.html"
    }
}

To test your extension, you’ll need to run it in Developer Mode. Here’s how to do that:

  1. Go to the Extensions page in Chrome by navigating to chrome://extensions/.
  2. Tick the checkbox in the upper-right corner labelled “Developer Mode”.
  3. Click “Load unpacked extension…” and select this project.
  4. If everything is running smoothly, you should see your project when you open a new tab. If there are any errors, they should appear in a yellow box on the Extensions page.

Voila! Like I said, this is a very light example of a Chrome extension, but Google has tons of great documentation on how to take things further. Check it out and see what inspires you.

Share the love

Now that you know how to make a new tab extension, go forth and create! But wield your power responsibly. New tabs are opened so often that they’ve become a part of everyday life–just consider how many tabs you opened today. Some people prefer to-do lists in their tabs, and others prefer cats.

At the end of the day, let’s make something that makes us happy. Cheers!


About the author

Leslie Zacharkow is a designer/developer and the creator of Tabby Cat. She likes spending time outside and contemplating where to get the best soft pretzel. Follow her on Twitter at @lslez.

More articles by Leslie

13 Dec 19:33

What You Can Do To Save The World: 12/12 – 12/21/2016 A calendar of protests, discussions and other events that aim to improve the world.

by Greg Cook

What You Can Do To Save The World: 12/ to 12/21/2016
A calendar of protests, discussions and other events that aim to improve the world.

To submit events to the list, email details and links to Weloveyoursubmissions At Gmail. Note: Event times and places sometimes change. Please follow the links to confirm details. Also we are unable to vet all of these events. And some trolls have been announcing fake events. Be careful.

Monday, Dec. 12
10:30 a.m. “MA Reading of the DefendDemocracyDeclaration at State Capital.” Stop Trump + Defend Democracy host a public reading of their “DefendDemocracy Declaration” to Electors of the electoral college to keep “those who are disqualified from office from gaining the power to destroy our country.” At 24 Beacon St., Boston.

11 a.m. “Women & Allies, Strike Out and Protest.” “Women/self-identified women and their allies will gather together in solidarity, in cities across the United States, to protest the normalization of sexual assault, racism, sexism, homophobia, xenophobia, unconstitutional behavior, cronyism, and hate promoted by Trump and his cohorts.” At Massachusetts State House.

2 p.m. “Providence Women & Allies Strikeout and Protest.” “Women/self-identified women and their allies will gather together in solidarity, in cities across the United States, to protest the normalization of sexual assault, racism, sexism, homophobia, xenophobia, unconstitutional behavior, cronyism, and hate promoted by Trump and his cohorts.” At Rhode Island State House, Providence.

4 p.m. “Massachusetts Patient Advocacy Alliance Testimony Working Session.” Learn about proposed regulatory changes “and how to prepare testimony.” At Massachusetts Patient Advocacy Alliance, Boston.

6 p.m. “Conversation with Human Rights Campaign Boston – Volunteer Night.” Discussion of issues on which you’re most focused … in the wake of the election.” At Market Lounge, Boston.

6 p.m. “Oppose Mass Deportations / Muslim Registry.” Massachusetts Human Rights Commission holds a discussion on ways to oppose mass deportation and Muslim registry. At YMCA in Worcester.

7 p.m. “Let’s Progress!” Community leaders and advisors discuss “effective and peaceful ways to raise your voice, reach out to your representatives, and elevate your community and your country” in response to “discriminatory, disrespectful, and dangerous rhetoric we’ve heard from President-Elect Donald Trump, his chosen advisors, and some of his supporters.” At Somerville Theater, Somerville, but note the event is “currently sold out” but a live-stream is planned.

Tuesday, Dec. 13
8 a.m. “Progressive Power Hour: Congressman Jim McGovern.” The Alliance for Business Leadership hosts the Massachusetts congressman as part of a series connecting “in-demand business leaders with top public figures and thought leaders for networking and Q&A.” $75 for non-members. At 699 Boylston St., Boston.

8:30 a.m. “3rd Annual Leadership Summit.” Vital Village Network hosts two days of “presentations and workshops as we continue to foster hope and generate solutions to the issues affecting our community.” At Boston’s NonProfit Center.

10 a.m. “JobsNotJails – Event and Rally.” Neighbor To Neighbor Massachusetts Education Fund hosts this “call for reform to end racial disparity to our criminal justice system.” At Boston Society of the New Jerusalem, Boston.

10 a.m. “Oppositon to LNG in PVD Press Conference.” Mashapaug Nahaganset Tribe deliverss communications to the RI Department of Environmental Management opposing the proposed Fields Point Liquefied Natural Gas Liquefaction Project in Providence and the proposed Clear River Power Plant in the Burrillville. At State of Rhode Island Environmental Management Department, Providence.

3 p.m. “Programming Toward Inclusivity.” Panel of theater and museum leaders discuss “programming an inclusive season.” At Emerson/Paramount Center.

5 p.m. “Hearing on Harvard Square Development.” Held by the city of Cambridge’s Economic Development and University Relations Committee. At Cambridge City Hall.

6 p.m. “Providence Citywide Conversation.” Providence Mayor Jorge O. Elorza hosts a “conversation about how we can work together to benefit our city.” At Dr. Martin Luther King Jr. Elementary School, Providence.

7 p.m. “Just Checking In.” As part of Survivors of Homicide Victims Awareness Month, men “experiencing the loss of a loved one, and are taking time to care for the needs of others and have neglected your own needs, please come and join us as we seek difference resources that will help us on our journey to wellness.” At Dudley Café, Boston.

7 p.m. “Tzedek Salon: Post Election Analysis.” The Jewish Alliance for Law and Social Action presents a talk by Alan Solomont, dean of the Jonathan M. Tisch College of Civic Life at Tufts, on “Youth Voting and its Impact on the Election.” At Lir, Boston.

7 p.m. “Rhode Island Council for Muslim Advancement.” “Dr .Wendy Manchester Ibrahim, vice president of Rhode Island Council for Muslim Advancement, addresses “the issues being presented by” President Trump. At Hera Gallery, Wakefield, Rhode Island.

7 p.m. “How we can Defend Ourselves Against Nuclear War.” Metrowest Peace Action hosts a talk by Elaine Scarry, author of “Thermonuclear Monarchy: Choosing Between Democracy and Doom.” At Gallery 55, Natick.

Wednesday, Dec. 14
4:30 p.m. “Stand Out: Dismiss the Convictions.” Families for Justice as Healing is planning this protest “to demand that District Attorney Dan Conley dismiss the 24,000+ tainted convictions from the Drug Lab crisis.” Outside Massachusetts District Attorney Dan Conley’s Office, 1 Bulfinch Place, Boston.

5:30 p.m. “Remembrance Community Vigil In Loving Memory of all Victims.” New Bedford Survivors of Homicide Victims hosts this vigil. At Monty Playground, New Bedford.

6:15 p.m. “National Vigil to End Gun Violence.” Moms Demand Action host a candlelight vigil “to remember the more than 120,000 Americans killed by gun violence since the Sandy Hook massacre.” At First Church in Boston Unitarian Universalist.

6:45 p.m. “MassMovement Salon #3.” MassMovement hosts this “weekly gathering for intersectional organizers and activists in the crossroads of many issues.” At 80 Border Road Cultural Exchange Center, Boston.

7 p.m. “Follow Up Meeting #2.” Ongoing “student-led efforts to organize and mobilize against the Trump administration.” At Massachusetts College of Art and Design, Boston.

Thursday, Dec. 15
3 p.m. “Native American Slavery in New England and the Caribbean.” A talk about colonial history by Brown University Professor Linford Fisher. At Colonial Society of Massachusetts, Boston.

4:20 p.m. “Smoke Up.” At the high-end sneaker boutique Laced, 426 Massachusetts Ave., Boston. “We are going to have a smoke up to celebrate the legalization of marijuana in Massachusetts. This is the date the law will be in order officially.”

5:30 p.m. “Dudley Grows Quarterly Meeting.” Boston Public Schools’ new Director of Food & Nutrition Services Laura Benavidez talks about school food. And “updates on Dudley Grows’ ongoing campaigns to bring more great local food to neighborhood stores and restaurants and to transform vacant land into productive growing spaces.” At Dudley Street Neighborhood Initiative, Roxbury, Boston.

6 p.m. “The History Project’s 2016 Holiday Party.” The group, which documents LGBTQ Boston, holds a party including discussion of “2016 accomplishments, our plans for 2017, and discover your connection to Boston’s LGBTQ history.” At Club Café, Boston.

6 p.m. “Jobs with Justice Holiday party.” Massachusetts Jobs with Justice will “celebrate our victories and prepare to fight in the new year.” At their Jamaica Plain headquarters.

6:30 p.m. “Stories of Welcoming.” “Let’s explore together what we know about building a welcoming and inclusive community. At True Story Theater events, audience members spontaneously share moments from their lives based on the evening’s theme. Actors then instantly portray the heart of each story.” At Medford Library.

7 p.m. “Pink Hats for Progress with the Knitting Club (Drop In).” Medford Knitting Club and Mystic Makerspace meet up to knit “Pink Hats for the Women’s March for Equality.” At Medford Public Library.

7 p.m. “Thinking Black Men of Boston.” Group of African American men that promotes “critical thinking within the African diaspora” and then aims “to initiate actionable projects within the community.” At Vine Streeet community Center Council, Boston.

7 p.m. “Not My President! Standing Against Trump.” Panel of activists “discuss the threat Trump poses and how we can build a united fight back.” At International Socialist Oganization Boston, Dorchester.

7 p.m. “Benefit for families affected by the devastating fire in Cambridge.” Concert featuring The James Montgomery Blues Band, Tigerman Woah, Lady Pills, STL GLD, Killer Cortez and more. Downstairs at the Middle East Restaurant and Nightclub, Cambridge.

7 p.m. “National Bird.” Screening and Q&A with director Sonia Kennebeck of her documentary about “three whistleblowers who are determined to break the silence around … the secret U.S. drone war.” At UMass Boston Campus Center.

7 p.m. “How to Survive a Plague—Discussion and Q&A.” Talk by David France, author of “How to Survive a Plague: The Inside Story of How Citizens and Science Tamed AIDS.” At Harvard Coop, Cambridge.

7 p.m. “State Rep Mike Connolly.” The incoming incoming Massachusetts legislator speaks “about his experiences fighting money in politics.” At Democracy Center, Cambridge.

Friday, Dec. 16
3 p.m. “9c Cuts Protest & Die-In.” Protest of Governor Baker’s cuts to budgets for alleviating homelessness and housing, substance abuse prevention programming, HIV/AIDS prevention and treatment, and services for terminally ill children. At Massachusetts State House, Boston.

6:30 p.m. “The 243rd Anniversary Boston Tea Party Reenactment.” Old South Meeting House and the Boston Tea Party Ships & Museum host this reenactment of the famous precursor to the American Revolution. Begins at Old South Meeting House, Boston.

8 p.m. “Cambridge Fire Benefit Show: The Values/Jamichael Frazier/Tenfold Path/Hype.” Benefit for those affected by the 10-alarm fire in East Cambridge on Dec. 3. At Out of the Blue Too Art Gallery & More, Cambridge.

Saturday, Dec. 17
8 a.m. “Bike Advocacy Boot Camp.” MassBike hosts leaders in statewide transportation policy for a daylong forum on bicycle advocacy. At Fresh Tilled Soil, Watertown.

11 a.m. “Fidel Castro speaks to Harlem, 1995.” Mass Action Against Police Brutality screens a 1995 speech by Castro, then hosts a discussion on “his contributions to the struggle against racism, economic exploitation, and colonial oppression in Cuba and worldwide.” Parker Hill Branch of the Boston Public Library, Boston.

11:30 p.m. “Documental de Berta Caceres.” Screening of the documentary “Guardiana de los Ríos,” about Honduran environmental activst Berta Cáceres, who was murdered earlier this year. At Vine Street Community Center Council, Boston.

1 p.m. “Rally for Chelsea Manning.” Stand-out to ask for a presidential pardon for “whistle blower Chelsea Manning, who is serving a 35-year sentence for having leaked many documents about the wars in Iraq and Afghanistan in 2010.” At MBTA Park Street Station, Boston.

2 p.m. “NH Marches for Humanity #TurnOut.” New Hampshire Unites for Humanity protests “the president elect’s discriminating words, actions, decisions, and policies.” At Manchester City Hall, New Hampshire.

4 p.m. “WWP Tribute to Fidel/J20 DC CounterInaugural Mobilizers Mtg.” Workers World Party-Boston meets to remember, reflect, recall experiences, learn from Fidel Castro. Then discussion of mobilizing “to stop the Trump agenda of racism, discrimination, union-busting and war.” At Workers World Party-Boston, Jamaica Plain.

6 p.m. Closing reception for the exhibition “Against the Wall: Artists Respond to Police and Policing.” At Make Shift Boston.

7 p.m. “Art/Politic Open Mic.” Event for musicians, dancers, poets and visual artists “to present works related to politics.” At CityPop Egleston, Boston.

7:30 p.m. “From The Blue Hills to Standing Rock Benefit Concert.” Song Keepers, the Mashpee-based nonprofit for the “preservation and continuation of traditional and contemporary music of Native American people,” hosts this fund-raiser. At Hibernian Hall, Roxbury, Boston.

Sunday, Dec. 18
11:30 a.m. “Sandy Hook Remembrance Service.” Service honoring the 26 victims of the 2012 school shooting. At Calvary United Methodist Church, Arlington.

1:30 p.m. “Anne Bernays: Feminism & Publishing.” The Cambridge novelist speaks about “maneuvering through the thickets of a patriarchal culture. Some of the topics will include publishing in the fifties, Betty Friedan and the tempest caused by the second wave of feminism.” At Humanist Hub, Cambridge.

3 p.m. “Black&Pink Downtown Volunteer Drop-In.” Black & Pink—“an open family of LGBTQ prisoners and ‘free world’ allies who support each other” and “work toward the abolition of the prison industrial complex”—writes correspondence to “our incarcerated family.” At Encuentro 5, Boston.

9 p.m. “Planned Parenthood Benefit” concert at Great Scott, Allston, Boston.

Monday, Dec. 18
8 a.m. “Massachusetts: Stop Trump. Defend Democracy.” “We the People will come together at every state capitol across the United States to call on the Electors of the Electoral College to refuse to cast their ballots for Donald Trump.” At Massachusetts State House, Boston.

8 a.m. “Rhode Island: Stop Trump. Defend Democracy.” “We the People will come together at every state capitol across the United States to call on the Electors of the Electoral College to refuse to cast their ballots for Donald Trump.” At Rhode Island State House, Providence.

6:30 p.m. “Making Art for Social Change: A Community Discussion.” Discussion “about the role of art and performance in creating social change.” At Esh Circus Arts, Somerville.

Wednesday, Dec. 21
10 a.m. “Sit-in to Oppose the DAPL.” Organizers plan to deliver a letter to Gov. Charlie Baker “politely requesting that he call” North Dakota Governor Jack Dalrymple” requesting support for “the protectors at Standing Rock. … We will bring our letter, signed with as many signatures as possible and keep him company until he calls Dalrymple.” At Massachusetts State House, Boston.

Noon. “27th Annual Interfaith Homeless Memorial Service.” Music, prayer, candle lighting, and stories to remember “those unfortunate enough to be un-housed whom we have lost in the past year.”
At Church on the Hill, Boston.

5 p.m. “Chanukah Solidarity March Against Islamophobia.” Jewish Voice for Peace Boston organizes this “march from the State House to say no to Muslim registries, no to state surveillance of the Muslim community, no to more immigration restrictions, no to racist hate speech and hate crimes, no to Neo-Nazi anti-Semitism, and no to racial and religious profiling.” At Massachusetts State House, Boston.


above photo credit:
“No Trump / No KKK / No Facist U.S.A.” “Silence Is Complicity.” “This Is Not Normal.” “Immigrants Welcome / Racists Are Not.” “Stop Hate!” “Alt-Right = Neo-Nazi.” At “Protect Our White House” rally at Massachusetts State House in Boston, Dec. 9, 2016. (Greg Cook)

http://gregcookland.com/wonderland/?utm_source=rss&utm_medium=rss

13 Dec 17:59

Manuel Göttsching doubleheader confirmed for 2017’s Convergence festival

Taylor Swift

Oh my stars and garters

The German composer brings the The Ash Ra Tempel Experience and E2–E4 to London’s The Barbican

As part of 2017’s Convergence festival, German composer and multi-instrumentalist Manuel Göttsching will present two projects in one night at London’s The Barbican. The evening will open with The Ash Ra Tempel Experience, featuring Ariel Pink (vocals, bass), Shags Chamberlain (keys, synthesizer) and Oren Ambarchi (drums) alongside Göttsching on guitar. This new incarnation of Göttsching’s legendary early 1970s group Ash Ra Tempel first came together in Melbourne 2015 to play music from Schwingungen (1972) and Seven Up, the 1973 album Ash Ra Tempel made with Timothy Leary. In the second half, Göttsching will perform his E2–E4 solo album in its entirety.

E2–E4 + Ash Ra Tempel Experience will take place on 22 March 2017. An Ash Ra Tempel Experience live album will follow later in the year.

13 Dec 17:47

Police, Paradise say pushy woman who was thwarted in effort to get to front of concert started Macing people

by adamg

A petulant woman struggling to get to the front of a concert at the Paradise on Oct. 19 decided one way to clear her way was to get a small cannister of Mace out from her purse and start spraying the people around her, police and venue officials told the Boston Licensing Board today.

EMTs rushed to the scene to help numerous patrons sprayed in the face shortly after 9 p.m. during a concert bill that highlighted Yelawolf, BPD Det. Eddie Hernandez said at a hearing this morning. Hernandez said police found four people in the front of the club complaining of face and eye pain and several more in a men's room, trying to wash the stuff out of their eyes.

Club General Manager Lee Zazofsky said this was the first time in 40 years of running concerts that he's ever had to deal with a Mace attack. "It's an example of someone who didn't get their way and decided this was an appropriate mechanism," Paradise attorney Dennis Quility said.

In the ensuing commotion, Paradise officials and police say, the attacker, a 5'6" white woman in dark clothing, escaped.

Zazofsky said Paradise security was vigilant that night in checking bags and patting and wanding people, and gave the board a photo of some of the items staffers had confiscated - including several pepper-spray containers. He noted that pepper-spray cannisters now come in sizes small enough to fit on a key chain.

Four people who were sprayed that night attended the hearing to praise the Paradise for quickly coming to their aid - and calling them a couple days later to make sure they were OK.

The board decides Thursday what action, if any, to take.

13 Dec 17:47

Theater District club says pushy New Yorker forced waitress to pour scotch down his throat

by adamg

The Boston Licensing Board decides Thursday what to do about an Oct. 17 incident at Bijou on Stuart Street, in which detectives watched a waitress at a VIP table tip a one-liter bottle of Johnny Walker Black Label into a patron's mouth as he gulped down the amber liquid.

Bijou attorney Karen Simao acknowledged that's what happened at a board hearing this morning.

But she pleaded for mercy on her client's behalf, saying "that is absolutely not a practice at Bijou" - since Boston regulations forbid customers at bottle-service tables from ever touching the bottles or drinking directly from them.

Simao said that what happened was that the customer in question was from New York, where "bottle service is run differently" and that he grew more and more adamant that the waitress assigned to his table pour the scotch right into his maw and that the waitress finally did so in an attempt to "calm down the patron."

Board Chairwoman Christine Pulgini, however, called that action "juvenile and unprofessional" and said she doubted that a place like Bijou wouldn't have enough security on hand to quickly quell the insistent New Yorker.

Simao acknowledged the waitress could have handled the situation differently and that she was issued a warning and briefly suspended for the incident.

In addition to breaching the ban on pouring alcohol into a customer's mouth, detectives also cited Bijou for violating a state ban on letting a customer have more than two drinks at once, based on the number of shots they saw him gulp down.

Simao argued that this was one area in which the waitress maintained control - that the amount of liquid the guy gulped was not more than the equivalent of two shot glasses of the stuff.

12 Dec 14:27

Zero Wing Had 32 Weird Secret Endings in Japan

by Clyde Mandelin
Taylor Swift

Oh my god

A while back, a reader named Dhillon521 submitted a question about Zero Wing’s ending text:

Hello, A little while ago I saw your article about Zero Wing. I decided to look in the game. So I got a Japanese rom and looked at some of the endings. Apparently the Japanese version has 4 endings while the English only has 3! And more interesting the fourth ending is the only one with text. Maybe the bad translations had something to do with laziness? Do you think you could do a article on it? Here is a screenshot of the ending Just in case.

I was all set to translate the line when I decided to do some double-checking to make sure that the screenshot was real and that the Japanese really did have another ending. It turns out that not only is the screenshot 100% real, the Japanese version of Zero Wing has 35 endings! In contrast, the English version only has 3. For those not familiar with Zero Wing, the ending changes with each loop through the entire game.

Anyway, after learning this, I went and documented each Japanese ending, organized them into a table, and tried my hand at some simple translations. You can see all 35 endings below, but there are a few things to note first:

  • From Ending #4 and on, the villain character starts to talk in very unusual Japanese. Most of the time he speaks in a very effeminate way, but sometimes he speaks in heavy dialects. Sometimes he talks normally, and sometimes he talks like a kid. His speech style is all over the place and is pretty silly.
  • Due to a limited character font, some of the writing in the endings is presented unusually.
  • Many of the extra endings feature references to old comedy routines, music, anime, and more. A lot of this information isn’t well-documented on Japanese sites, and it’s even harder to find info on it in English. The age of the references suggests this text was written by someone who grew up in the 1960s or 1970s. Some of the references seem to elude Japanese players, so I’m sure I’m missing a lot of them myself.
  • After Ending #35, the endings simply loop around and start with Ending #4 again.

All right, here are all of Zero Wing’s Japanese endings!

Ending #1

A bunch of Pipiru creatures – which were the developer’s mascots at the time – do a lot of silly dancing to the famous Can-Can/Infernal Galop tune

Ending #2

Some fancy graphics and a staff roll

Ending #3

The Zig ship gets scooped up by its mothership and taken to a green planet, then a giant Pipiru appears and winks at the screen

Ending #4

You aren’t a member of the Federation government forces! Just who are you?! Want to join CATS?

Ending #5

C’mon, stop already. We’re busy, you know. There’s nothing left to see here.

Ending #6

The gomashio* at our base is delightful! You should stop by.
* A dry condiment made from a mixture of salt and toasted sesame seeds

Ending #7

Gomashio is our doo-doo! If you put it on rice and mix it with an egg… it’s super-yummy!

Ending #8

Come on! Go to sleep already! This is bad for your health. I have no end, just so you know!

Ending #9

Okay, okay. You win. I would like to ask for your help! I hope we can be friends.

Ending #10

Do you know my name? It’s John Climen*! What’s your name?
* Other possible spellings: John Clemen, John Climent, John Kurimen, many others

Ending #11

My Maylene is gone. I wanted her to be with me! Do you know where she is?

Ending #12

I used to sell bananas in Kagoshima a long time ago. I sell apples now.

Ending #13

The battle isn’t necessarily over. Ha ha ha. Bwwoing! Oh, my butt’s itchy*!
* This appears to be a reference to Hazama Kanpei’s classic itchy butt comedy gag

Ending #14

Sheesh. Let me go home already! I’m at the peak of my beauty, after all!

Ending #15

Our CATS organization is sopping wet now, all because of you. You’d BETTER make this up to us! Kani, kani*
* “Kani, kani” sounds like a familiar gag to me but I can’t place it. If anyone has info, let me know!

Ending #16

CATS hereby issues you an order. “Sui-sui-sūdara-datta, sura-sura sui-sui-suī.”* Go on, try to say it.
* This is a reference to Hitoshi Ueki’s famous comedy song, “Sūdara-bushi”. I cover this very topic in more detail in the EarthBound Legends of Localization book!

Ending #17

A cow or a horse would look oh-so-delicious if it exploded. Hmm, what to do…

Ending #18

Oh my god! We never expected the Federation government forces to have someone like you! You made CATS sobby-sobby teary-weary! We can’t take this anymore!

Ending #19

I’m your mom. I gave birth to you 22 years ago on a Federation military base. Call me “Mommy”!

Ending #20

Don’t be dumb! You can’t beat us in a straight fight, so join us and have some fun!

Ending #21

The battle has only just begun. Are you ready? Ha ha ha. Okay, here goes! Heave-ho! Heave-ho!

Ending #22

After I beat you, I’m gonna clean-clean the world. And then I want to build even more bases!

Ending #23

Thanks to your Federation assistance, our CATS organization is BASU-GASU-BAKUHATSU*! How was that? Muhahahaha…
* This is a Japanese tongue-twister meant to be said quickly – it literally means “bus gas explosion”

Ending #24

“Niwa niwa niwa niwatori ga iru. Momo mo sumomo mo momotarō.”* Can you say it too?
* These are also Japanese tongue-twisters that literally mean “There are two chickens in the yard” and “Peaches and plums are both Momotarō”.

Ending #25

Ta-ratta-ratta-ratta! This is the CATS dance. What do you say? Won’t you dance with me?! Wahahahahaha!

Ending #26

Lulu lives for 10,000 years! Oh, I can’t stand it! Don’t let your cold get you down! SHE! HER! HER!
* Lulu is a reference to a cough medicine, and the phrasing here is apparently referring to an old commercial for Lulu. This is wrapped up with wordplay on an old proverb and a dialect/comedy gag. The last part could refer to a number of things – it’s originally a phrase used to learn English pronouns but has gone on to be used for all sorts of things, including songs and mint gum. I’m not sure what was intended in this case, though.

Ending #27

Is reading me really that fun?! You’re gonna make me cross, y’know! Just stop it already! Seriously, please!

Ending #28

C’mon, it’s time we stop this. I’m hungry, tired, and sleepy. Unnngh… Please! Let me leave!

Ending #29

Howdy, mister. If you quit now, I’ll introduce ya ta some nice gals. Whatcha say?!

Ending #30

I’m gonna go pee-pee behind you! Now do you give up?!

Ending #31

Wh-who are you?! A c-cow? Or maybe a crab? I dunno. Oh! I bet you’re an elephant.

Ending #32

Look up into the sky. You just might see me flying across it. CATS can fly through the sky…. Not! Ha!

Ending #33

You’re that determined to keep this from ending. I give up, good sir! Ha ha ha! HANA TAKADAKA! TAKADAKKA!*
* This appears to be referring to a decades-old comedy gag, but I can’t find much info about it. I assume it’s a play on the phrase “hana takadaka” which roughly means “filled with pride” or “elated”.

Ending #34

Acroooozzz the skyyyyy la la la…
…beyooooond the…
Hmm. I forgot the lyrics.*
* He’s trying to sing the lyrics of the famous Astro Boy/Mighty Atom /Tetsuwan Atom anime song.

Ending #35

Input: S
C u B Da A re West B C C West re West A Da
then S.*
* This is a secret code that remained hidden for over 20 years until a fan posted it on the Japanese Nico Nico video site. Viewers worked together to decipher it, but the code just didn’t seem to work for some reason. An astute fan figured out the issue, though – for some reason “West” means “right” here instead of “left”. The code is now well-documented across the Internet as:Press Start to pause the game, then press C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down and Start. This brings up the game’s “Test Mode”, which works in the English version of the game as well.

 
So there we go, all 35 Japanese Zero Wing endings. Again, most of this text is so silly, is filled with unusual speech patterns, and is brimming with pop culture references that I’m sure I’m missing something or gotten something wrong. If you can help fill in the blanks or correct anything above, definitely let me know in the comments or on Twitter!

Update: I compiled all of this into a single, handy video for your viewing/sharing pleasure!