Shared posts

07 Nov 18:20

KRAUTROCK-POWERED MOTORCYCLES

by Lost Turntable
Taylor Swift

OH MY GOD PLEASE PLEASE PLAY THE STREET HAWK VIDEO

The Tigers won. America won’t default. I’m functioning on very little sleep. This post is silly. I apologize.

Yes
Rhythm Of Love (Dance To The Rhythm Mix)
Rhythm Of Love (Move To The Rhythm Mix)
Rhythm Of Love (The Rhythm Of Dub)
City Of Love (Live Edit)
Fuck yeah, Yes remixes! Is synthpop Yes the best Yes? Probably not. But it is the “best” Yes.

I have a strange fascination with Yes that I still can’t really explain. I don’t know why. I only own a handful of Yes records, and I don’t even think I’ve listened to all of them. I actually know very little about the band, a fact that I’ve been wanting to remedy in recent months. Actually, I’ve toyed with the idea of buying all of Yes’ records and reviewing them all, in chronological order, simply as a writing exercise and as a personal quest to find out for myself what the hell they’re all about. I might still do it someday. Prog rock is hella big in Japan after all. This despite the fact that drugs of any kind are nearly impossible to find there. The wonders never cease.

Anyways, these remixes really aren’t prog rock. As I said before, this is synthpop Yes. Like all synthpop Yes, this song was co-written and produced by Trevor Horn, so sometimes I like to close my eyes and imagine Frankie Goes To Hollywood covering it.

Can you imagine a Frankie Goes To Hollywood/Yes collaboration!?! Oh man, why didn’t that happen? That’s the greatest tragedy of the 1980s.

Tangerine Dream
Streethawk (Radio Remix)
There was a TV show in 1985 called Street Hawk. It was about an ex-cop who fought crime with the help of a super-powered motorcycle. The theme song was by Tangerine Dream.

So…yeah. So…okay…so…I don’t even know where to begin with that entire statement. I need to let that sink in. Y’know what? Let me watch the opening credits to the Street Hawk TV show, maybe that will help me figure out how to put my thoughts to words.

HOLY SHIT HOW COME MORE PEOPLE DIDN’T WATCH THAT SHIT IT’S LIKE KNIGHT RIDER BUT WITH A MOTORCYCLE AND A SOUNDTRACK BY TANGERINE DREAM OH MY GOD.

Ahem.

Yeah, okay. I can’t comment on that. It speaks for itself. I got noting – maybe if I watch that opening again.

AND THE DUDE’S NAME IS JESSE MACH!? WHY? WAS “JOHNNY FAST” TAKEN?!

Wow. Okay, seriously, all of you need to read the Street Hawk wiki, because someone put a lot of effort into making sure everyone knows that Street Hawk is currently available on DVD (ORDERING NOW) and that at one point there were Street Hawk toys and even freakin’ Street Hawk novelizations.  And then check this incredible Street Hawk fansite. Because if you don’t, who will? Aside from the apparently millions of dedicated Street Hawk fans out there.

Wait a second, this site even has Street Hawk fan-fiction.

I have to go. I have reading to do.

Fuck your Breaking Bad nonsense, Street Hawk for life.

 

06 Nov 15:27

Game 121: Moria (1975)

by CRPG Addict

Moria
Developed by Kevet Duncombe and Jim Battin for the PLATO system at the University of Illinois at Urbana-Champaign
Development started in 1975. Copyright dates listed as 1978 and 1984.
Played today through the efforts of Cyber1.
Date Started: 04 November 2013
Date Ended: 05 November 2013
Total Hours: 6
Difficulty: Moderate (3/5)
Reload Count: 4 (characters played)
Final Rating: (to come later)
Ranking at Time of Posting: (to come later)

It's about time I wrapped up my coverage of the earliest CRPGs that I started a couple of years ago with The Dungeon (AKA pedit5, 1975) and continued with The Game of Dungeons (AKA dnd, 1975) and Oubliette (1978). There are three more of these pioneering CRPGs left to review: Moria (1975), Orthanc (1978), and Avatar (1979). These games are collectively responsible for setting the direction of computer role-playing games for decades, by influencing the students who would go on to become the developers of the first commercial RPGs.

In contrast to the other games being developed concurrently in 1975, which were both top-down, iconographic affairs that would inspire the DND/Telengard line, Moria is a first-person game in which the players navigate a series of wireframe mazes (shown in a tiny window) to slay enemies and collect treasure. We recently had a discussion about the extent to which the developers of Wizardry had borrowed from Oubliette. Well, we need not feel too bad for the latter, because they clearly adapted much of their game from Moria. (Though we have to be careful, as the game underwent continuous development until 1984; it's not possible now to know what the first version looked like.)

A late game screen shot. Chester has encountered a witch on Level 1 of the "Caves" dungeon. You can see his active spells, equipment, and supplies on the left and his skills on the right.
 
If Moria wasn't quite the first computer role-playing game, it was nonetheless unique in that it wasn't based on Dungeons & Dragons. According to author Kevet Duncombe (in a 2007 interview with Matt Barton), neither he nor co-author Jim Battin were even aware of the existence of D&D when they began programming Moria, nor had Duncombe read The Lord of the Rings. Instead, they were inspired by the stories that the authors of The Game of Dungeons told of their development woes and decided to see what they could do with the same concept.

The game really does feel like something written by someone who had heard about D&D through the filter of another game. There are four attributes, but they're not quite like anything derived from D&D: cunning, piety, valor, and wizardry. Each exists on a scale of 0-100 rather than 3-18, and they actually increase with use--a mechanic that until now I thought appeared for the first time in Eamon. There is otherwise no experience or leveling. "Vitality" replaces hit points and magic points. All items are called "weapons," even armor.

 If any of these characteristics feel a bit odd to those used to the D&D paradigm, they are completely overshadowed by the game's innovations. In Moria, we have a lot of firsts: first to require food and water; first to allow dual-wielding; first to assign offensive and defensive ratings to weapons; first to segregate arcane and priestly magic; first to deal with secret doors by having players walk through a blank wall; and first in which groups of adventurers could team up and fight monsters together (in teams of up to 10). There are elements that we see no where else, including the ability to establish a camp for storage of excess gold and food, or the way that instead of inquiring about the cost of everything in a shop, you can tell the shopkeeper how much you want to spend, and he'll make suggestions. Perhaps the neatest element in the game is the ability to "tie a string" to a location and later instantly "follow" it when you want to return to safety--sort of a progenitor of the "mark" and "recall" spells used by later games.

There aren't many choices in character creation. You can choose from among four options, each of which gives a 10 in one skill, 7s in two other skills, and a 5 in the last one, essentially determining the starting "class" of your character (fighter, thief, priest, mage). Nothing prohibits you from using whatever skills you want after creation, though. Every time you use a skill (successfully or not) by tricking (cunning), attacking (valor), praying (piety), or casting a spell (wizardry), there's a small chance that the skill will increase a point. The chance gets smaller the higher the skill level. I imagine it must be impossible to get up to 100 in one character's lifetime; in about six hours of play, I was able to increase cunning by 10 points, valor by 13, piety by 6, and wizardry by 8.

Creating a new character on the game's main screen.

Characters age during the game. You start at the tender age of 13 and can theoretically live to 100 before expiring of old age. (If you don't quit your session after dying of old age, you can pass your items to an "heir"--your next character.) Food and water supplies are measured in months, and one month passes for roughly every 8 minutes of game time, irrespective of the number of moves you make. So a full character's life span is a maximum of 139 hours.

Since Moria is a persistent universe with other players, there's no "reloading," though you can stop play and save your character at any point by simply logging off. The game remembers his status and position when you log back in. Death, when it occurs, is permanent.

The fate of my first three adventurers, before I got the hang of it.

Combat takes place randomly in the wilderness and dungeons (not in the town) with varied enemies such as zombies, swordsmen, evil priests, reapers, orcs, trolls, dragons, devils, and elementals. The game classifies them into several categories--humanoid, undead, magic users, mythical, animals, elementals, clerics, and "lawful"--but I never really noticed a difference in their abilities or power. I could slay dragons and devils at the outset; enemy difficulty is far more dependent on dungeon level than type of foe.

In combat, you have six options: fight, "trick" (get the enemy to drop his guard for an instant kill), pray for divine intervention (including both healing and instant death for the enemy), cast a spell, "evade" (only useful with other players), bribe the monster to leave you alone, and run. Every action but running draws on the probabilities associated with one of your skills. Combat takes place in quasi-"real time" in that enemies will continue wailing on you if you just stand there when your turn comes up.

Facing a werelioni. Note the combat options at the bottom, including the ability to call for help from other players in the dungeon.

Both fighting and defending are heavily influenced by the equipment you carry. There are four types of items, all sold in the "weapon" store: weapons, body armor, head armor, and arm armor. Each item has an offensive and defensive rating associated with it, which you can easily assess with the "Inspect" command. (I played the game for a long time before I realized you have to "use" the items you buy and find to equip them. I was wondering why they didn't seem to be doing anything.) Some items require minimum skill scores to use, and if your raise your valor to 30, you can dual-wield weapons.

This turns out to be an excellent weapon for both offense and defense.

The magic system is a little primitive, yet still has some interesting spells. Combat spells are paralysis, charm, sleep, dispel magic, and magic missile. Non-combat spells are light (never had a use for it), pass-wall (very handy when trying to cut through a dungeon), precognition, and protection. There's a separate set of "prayers" (explicitly not called "spells," unlike in D&D) for combat: holy word (when successful, kills enemies instantly), escape, miracle, and "unction" (healing). Outside of combat, you can pray for replenishment of food and water. Spellcasting draws directly from your vitality, so you can't cast too many spells in combat.

Preparing to cast a spell against an "evil monk."

The outset of the game, when you have no equipment and little gold to buy it, is quite difficult, and the successful player makes judicious use of the "run" command in combat. But once the skills start to improve and you get hold of some magic items, it becomes much easier--even too easy at times. Vitality replenishes very quickly from just standing around, and monsters don't attack unless you move into their squares, so if you can defeat one combat, you can heal up easily before the next one.

Finding treasure after a combat.

By far, the more difficult challenge is navigation. The game consists of a town of 48 x 42 squares, a "wilderness area" (with doors and everything, looking just like the town) of 30 x 36 squares, and four dungeons accessible from the wilderness are: caves, forest, desert, and mountains. Each of the dungeons contains 60 levels about as big as the town. The amazing thing is that all of these levels are fixed--the creators must have used some kind of random process to generate them, but they don't change during or between games. With the sizes involved, mapping is almost a necessity, even with the "string" feature. But can you imagine mapping 242 huge areas?

My map of the "wilderness" area. It hardly makes sense to map the town since there are no encounters there. Once you know where to find the stores and guilds, you're all set.

Of course, the 242 areas are bereft of any NPCs or special encounters. We're not quite at that era yet. Instead, we get increasingly difficult monsters as we move down the levels. (The game remembers monster placements, too, such that if one character is killed by a monster, he'll still be there when you reload.) The lower the level, the harder the monster, the bigger the treasure, the higher the score for each haul. The explicit goal in the game is to achieve as high a score as possible and impress all your friends. The scoreboard lists the highest scoring player as "Quebec" with an amazing 8,590,248. I can't imagine the dedication that went into that score. In my six hours, I only achieved 448 points.

But I made the monthly record!

Of course, I missed out on a huge part of the gameplay by playing by myself; no one else was logged into the game during any of my sessions, and apparently there was only one other player all month. It's amazing to think that the third CRPG ever created was the equivalent of today's MMORPGs, but the fundamentals were all there. You can adventure as a group, with the maps organized into blocks of 6 x 6 squares in which members can move independently before the guide moves everyone to a new block. In combat, you can talk to your party or "whisper" to a single ally. If caught in a dangerous situation, you can "yell" for someone's help (even if you're not in a group), and other players have the ability to immediately respond (across great distances) to assist. Amazing stuff.

With no way to "win," I set a goal for myself to raise my abilities high enough to join a guild. You need 20 points in cunning to get into the thieves' guild, and the same in their respective skills to get into the Union of Knights, the Brotherhood, or the Circle of Wizards. Once you join, you must continue to develop your skills and donate gold to the guild to rise in rank. Each guild comes with some advantage, such as improved combat skills (fighters) or quick teleportation to other areas (mages). After about six hours of work, I had the requisite skills in both valor and cunning, and I ended up joining the Union of Knights.


The game does set a kind-of goal: to find the Reaper's Ring. Moria's otherwise-excellent documentation is a little hazy here. It says that "the ring starts on Level 1 and moves down a level each time it's found. It may be found on any terrain, so the search may be long and arduous." This suggests to me that when the game was brand new, the Ring was randomly placed on the first level of one of the four dungeons, but it's since migrated downward. Given the number of players over the last nearly-40 years, it seems impossible that it's not on Level 60 somewhere now. Certainly not an achievable goal in any manageable time frame.

Another major goal of the game is to become the master of a guild, which requires 50 in the guild's primary skill. "Master" is the third rank, and going up each rank requries the donation of $5 million, meaning that the player would have to earn $15 million for master level. In six hours of playing, I earned just over $100,000. While I did become mildly addicted to the game--watching the skill points increase incrementally is particularly intoxicating--I don't have that kind of time.

Do you suppose this means that none of those guilds ever had guildmasters?Or were they removed when their user accounts were deleted?

A GIMLET score for the game should approximate what I'd give to, say, Telengard or any other game with a bare bones plot in which the driving goal is the accumulation of wealth, the development of a character to higher levels, and the earning of points. In this case, I gave Moria:

  • 1 point for the game world. You learn the name of the place and that's about it.

The "game world" as introduced in the documentation.

  • 3 points for character creation and development. The game's approach to the attributes/skills is unique and fun, and I love that guild membership is tied to the development.
  • 0 points for NPC interaction. There aren't any.
  • 1 point for encounters and foes. The depth of the encounters is shallow and the enemies aren't well distinguished.
  • 3 points for magic and combat. Primitive, but quick and fun.
  • 5 points for equipment. A great part of the game. Lots of things to wield and wear, either bought from shops or found among slain enemies' treasures. The game makes it easy to evaluate these items, and there are neat little touches like dual-wielding and skill requirements.

The documentation for the game outlines all the weapons available.

  • 4 points for economy. Earning gold never stops being useful. You need it to rise in guild membership and to buy some of the shockingly expensive items at shops.

Any chance you have a layaway plan?

  • 2 points for quests. There isn't a man quest, but there are some goals that would be very difficult to achieve.
  • 3 points for graphics, sound, and inputs. The graphics are good for the era, especially the little monster icons. No sound, but the keyboard inputs work fine.
  • 2 points for gameplay. Though the game is definitely "nonlinear," the enormous dungeon levels, buy not containing anything interesting except combats, ultimately become a bit boring.

I'm going to add 2 points for the cooperative multiplayer options and the game's other innovations, such as the "string," for a final score of 26. (As it happens, I gave Telengard a 28, so I was pretty close.) It's an excellent score for such an early game.

Part of the superb in-game manual
 
Every time I play a PLATO game, I'm impressed with the depth of the programming and the quality of the graphics, especially considering that they were so early in the development of CRPGs. We have to remember, though, that PLATO was a powerful multi-million dollar system developed to handle complex educational lessons and to facilitate collaboration among students and professors. To accommodate engineering designs and models, it was capable of intricate vector graphics. The very software that allowed students to learn together allowed them to venture into dungeons together. Perhaps more important, it had data storage abilities that absolutely dwarfed what could fit on a tape drive or floppy drive. There was nothing like this power in the personal computer market for nearly a decade. Think of what the PLATO programmers could have done if they'd thought of things like NPCs, dialogue, game lore, and special encounters. Every CRPG lover would be signing up for a Cyber1 account instead of playing the first versions of Wizardry and Ultima.

Oubliette's borrowings from this game (assuming Moria didn't copy Oubliette in a later version) include the WAXD movement keys, the use of a capital "W" to go through a door, the secret door system, the real-time combat approach, and many of the multi-player options, including the use of a leader or "guide." I don't want to overemphasize this, though, because Oubliette introduced greater complexity in the combat, spell, and trap systems. Still, Moria is clearly the origin point for many of the elements we saw well into the Wizardry series, and I'm glad I got to experience it. Let's return to the modern era with Legend of Faerghail.

06 Nov 13:28

Ninja Turtle References in Metal Gear Rising: Revengeance?

by Mato
Taylor Swift

WAIT WAIT WAIT WAIT WAIT. GO DOWN TO THE END OF THIS AND CLICK THE TMNT ANIME. I AM SO WEIRDED OUT

A question I got a while back was about the recently-released Metal Gear Revengeance – I can’t recall who from, but it was about a scene that takes place in a sewer.

Basically, this is the situation: Raiden, a ninja-like cyborg, is in a Mexican sewer and fighting evil machines for whatever reason. At one point, Raiden comes across a little boy in the sewer who’s being attacked by some of these evil machines. Raiden prepares to fight the machines, and the boy says in English:

A ninja? Cowabunga!

Go ninja, go ninja go–

You might recognize this as a reference to the Teenage Mutant Ninja Turtles! And if you’re a fan, you might recognize the second line from this Vanilla Ice song that was featured in the second live-action film:

All right, so let’s get to the question at hand – how does the Japanese version handle this? First, here are the two scenes in both games:

And here’s the kid’s text in both versions:

Japanese Version (basic translation) English Version
A ninja? Awesome! (Cowabunga!) A ninja? Cowabunga!
It’s a ninja! You can do it! Go ninja, go ninja go–

So it looks like the Japanese text includes the cowabunga line! It’s actually written in the subtitles as “Awesome!” but given the alternate reading of “cowabunga”. It’s hard to explain quickly, but it’s a common practice in Japanese to have alternate readings and meanings to ordinary words.

It looks like the ninja rap reference isn’t in the Japanese text, though. But I think the “cowabunga” reference is enough for Japanese fans to enjoy, since they did get plenty of our Ninja Turtle stuff over there, and even had their own Ninja Turtle anime!


(Just a note – the translations here seem to be pretty poor in places, so take them with a grain of salt)

Anyway, that answers that question I’ve had for many months! Now I need to actually finish the game someday, I’ll probably just end up starting over at this point.

Actually, I think I’ve gotten another question about this section of the game, so we’ll probably be revisiting this kid at some point. So I hope you don’t mind visiting sewers!

05 Nov 15:09

What Does that Tourist Lady Say in Pokémon X/Y?

by Mato
Taylor Swift

Minor Pokémon post-game spoilers!

Darien asked a question recently about Pokémon X/Y. I haven’t played the game, but it’s such an interesting question that I HAVE to share it:

This one’s a little bit different, I think. In Pokémon X/Y, after beating the main game, there’s an optional set of quests you can do involving a detective agency in Lumiose City.

One step of this quest involves a woman (described as a tourist) who comes to the agency seeking help, but she doesn’t speak English — all of her dialogue is in untranslated Japanese.

I’ve taken shots of it and enclosed them; I’d be curious to know what she says, since the game never actually tells you, and I wouldn’t trust it even if it did — dialogue like this is notorious for being a spot to hide easter eggs. There’s quite a bit of it, so if it’s too much to ask, I dig that, but I thought I’d give it a whirl.

Wow! This is actually really cool! And I’m curious to see how it might’ve been handled in other languages – does the Japanese version have her speaking entirely in English, for example? I’d love to know!

Anyway, as I’m not aware of the full context and have no idea what the flow of these screenshots are or how they relate to each other, treat these translations only as crutches or as trivia tidbits!

Please! Please help me!
My dear little Pokémon was stolen!
Oh, you understand my language. Whew, that’s great! What a relief!
I understand this land’s language, but I can’t speak it!
The truth is, my dear little Pokémon was stolen at the station!
So, since I heard this was a detective agency, I came here!
Please, I beg of you!
Could you get my Pokémon back for me right away?
I- I’m sorry… But I’m in a hurry!
I can’t return to my homeland unless I get my dear little Pokémon back!
My plane is leaving soon, too!
Sheesh, what’s with that person?! He doesn’t understand me at all!
This is no time for me to be casually drinking tea!
Hurry and rescue my little Pokémon!
Whoa, what’s with this girl?
How rude, calling me old!
I guess people who dress filthy talk filthy, too!
Does this kid belong to that dumb man named “Looker” who left earlier?
……Hold on, old lady. What are you saying……?
Say what you want about me……
But I WON’T let you talk bad about Mr. Looker……
……Besides, there’s no way I’d be his kid.
That’s rude to him, you know.
Oh, my!?
You can understand my language?
Yeah, sorta, more or less.
When you hang out around this town you hear people talking in all sorts of languages, so I wound up learning it at some point.
Oh…… What a relief…… There’s someone I can communicate with.
Please forgive me for my rude remarks just now…… I was just feeling stressed out.
I was agitated because my dear little Pokémon was stolen, and it means more to me than my life……
I see…… So, where was it stolen?
This town’s station!
Some mean-looking people walked up to me, and before I knew it, they had stolen my bag and the ball inside it!
……Station.
……Mean-looking people.
Do you think it might be…… them?
Y-you can’t be serious!!
Please, I beg you!!
Please get my little Pokémon back for me!

So there you go! Hopefully it makes sense for people who’ve played through the game. If I’ve messed anything up (like, who is this Looker guy? Is he possibly the little girl’s uncle?) let me know in the comments! And definitely let me know if you know how this was handled in other languages!

UPDATE: BB Gang Zombie has sent me screenshots from the Japanese version of the game. Apparently the Japanese version and every other non-English version has this tourist lady speaking in English. So here’s a look at this scene in English!

Please! You must help me! My precious Pokémon was stolen!
Oh, thank goodness, you can understand me!
I can follow some of the language here, but I can’t speak a word!
Please, you must listen.
My precious Pokémon was stolen from me at the station.
I heard that this place is a detective agency, so I rushed right over!
Please find my beloved Pokémon and get it back for me immediately!
I’m sorry to be so abrupt. But I’m in a terrible hurry!
I can’t return to my home country without my darling Pokémon!
And my flight is about to depart!
What’s wrong with that man?!
He hasn’t understood a single thing I’ve said!
I didn’t come here to drink tea and chat!
I want my Pokémon back, NOW!
What’s wrong with this girl?!
She just called me an old woman! How rude!
What do you know, people with foul looks have foul mouths as well!
I’ll bet she’s the daughter of that useless detective, Handsome!
…Hey, old lady! Watch your mouth!
You can say all you want about me, but I won’t let you insult Mr. Handsome!
And I’m not his kid, I’ll have you know. You’re being very rude to him yourself.
O-oh? You understood me?
More or less.
You get to hear all kinds of languages on the streets of this city.
Growing up on these streets, I naturally picked up some bits and pieces.
Oh good. At least, there’s someone who can understand me.
Please forgive my hasty words earlier. I’ve been in a panic.
My darling Pokémon is more important to me than anything else in the world!
I just can’t hold myself together when it’s missing like this…
Hmm… Anything else? Where was it stolen?
At the town train station!
I was approached by a ruffian, and the next thing I knew, my Bag was gone–
and my Poké Balls with it!
A ruffian…at the station… That’s who it must have been…
Oh, please! You must help!
I beg you–please! Please find my precious Pokémon!

Neat! I wonder which was written first for this – the Japanese or the English. It’s also interesting to see the little differences that are hiding in the two versions, like singular/plural changes, plus the fact that they call him by his Japanese name “Handsome” while also using the English term “Poké Ball” rather than the Japanese term “Monster Ball”.

Thanks to everyone who’s commented with more info and sent me e-mails with more details!

04 Nov 16:44

Crop-Top Chronicles: The Strange History of Konami Ads

A look at Konami's 1980s arcade flyers and the prevalence of different models wearing the same cut-off tank top over the years.
03 Nov 05:00

National Novel Generation Month Begins

by Nick Montfort
Taylor Swift

YAY DARIUS! This is so fucking cool.

Read all about it! And sign up. It’s the brainchild (or brainbot) of Darius Kazemi.

02 Nov 02:47

The Cry of Jazz

by Erik Loomis

Edward Bland’s 1959 documentary The Cry of Jazz is one of the most remarkable films I’ve ever seen. An early statement of the black nationalism that would become famous in the late 60s, Bland argues in this 30 minute film that only African-Americans have the soul and history to play jazz and that whites need to understand their inferiority in the genre is precisely because of their racist history. It’s an amazing film.

Shot for nearly nothing, The Cry for Jazz has bad acting, cheesy dialogue, and an awesome political point. There’s some sort of jazz club meeting. Whites and blacks are both there. They start arguing about race and jazz. The whites typically eschew any sense that blacks are better at jazz or that they have any responsibility for racial inequality or the legacy of slavery and racism. And for Bland, those two things are inseparable. The rest of the film switches from a narrator explaining the relationship between race and music (along with some quite technical information about the music, not every casual fan would get all the references) and the conversation continuing onto new points. The black characters in the room utter such lines as “The Negro is the only Human American” and “If whites had souls, they wouldn’t have tried to steal the Negro’s.” The legacy of racism creates the suffering that allows jazz to exist, thus “Jazz is the one element in American life where whites must be humble to Negroes.”

At the point of maybe convincing the whites, the lead narrator makes an even more shocking statement–Jazz is dying. Why? Because it can’t contain the black experience. New forms of music are needed, a clear reference to rock and roll. One assumes Bland saw hip hop as the extension of this late in life, but I wonder. And let’s face it, jazz is pretty white in 2013. Not exclusively so. But pretty white.

Who thus was Bland’s choice as the vanguard of the African nationalist music at the time? Why Sun Ra and his Arkestra! First, it’s of course the appropriate choice but who knows how obvious that was in 1959? Second, this is the first known footage of the Arkestra! It’s shot very darkly so most of it is of John Gilmore and you only see Ra’s back. But wow.

The film was quite controversial within the African-American intellectual community. Ralph Ellison hated it. LeRoi Jones, later known as Amiri Baraka, loved it. For a period where assimilationism dominated the civil rights movement, this is quite the forward thinking statement.

Certainly not the best movie I’ve ever seen but judged for its jaw-dropping message and audacity, it’s a must see.


    






02 Nov 02:42

Mattson Syntar 1st KeyTar ever made, at thee MMTA Meetup in Seattle 2013

by matrix
Taylor Swift

PLEASE watch the 33-second video accompanying this post of an unassuming guy FUCKING SHREDDING on this thing: http://www.youtube.com/watch?v=PjMFvg3T8fY

Published on Nov 1, 2013 http://www.synthrotek.com "Mattson Syntar 1st KeyTar ever made, at thee MMTA Meetup in Seattle 2013 Some kid slaying it on the Mattson Syntar. Only 1 of 15 made!" See the Syntar & MMTA SYNTHFEST 2013 channels below for more!
02 Nov 00:01

Prescient Augury Fromm 1941

by DCB
"Since modern man experiences himself both as the seller and as the commodity to be sold on the market, his self-esteem depends on conditions beyond his control. If he is "successful", he is valuable; if he is not, he is worthless. The degree of insecurity which results from this orientation can hardly be over-estimated. If one feels that one's own value is not constituted primarily by the human qualities one possesses, but by one's success on a competitive market with ever-changing conditions, one's self-esteem is bound to be shaky and in constant need of confirmation by others. Hence one is driven to strive relentlessly for success, and any setback is a severe threat to one's self-esteem; helplessness, insecurity, and inferiority feelings are the result. If the vicissitudes of the market are the judges of one's value, the sense of dignity and pride is destroyed."


"His prestige, status, success, and the fact that he is known to others as being a certain person are a substitute for the genuine feeling of identity. This situation makes him utterly dependent on the way others look at him and forces him to keep up the role in which he once had become successful."

01 Nov 16:17

Chorizo Sweet Potato Chili

by Beth M
Taylor Swift

[[ DINNER TARGET ACQUIRED ]]

So, it finally got cold here. Like, I actually had to wear a sweater when I left the house the other day! :o  That made me crave chili. Warm, hearty chili… But of course, I needed to try something new.

Ever since I discovered how awesome spicy Mexican chorizo and sweet potatoes are together (remember these enchiladas?), I’ve been looking for new ways to pair the two up. This chili is a super easy and fairly quick way to do just that. Because chorizo is so heavily spiced, you barely need to add anything else to the chili to achieve maximum flavor. It’s almost too easy. But that’s good, cuz I got places to go, panda costumes to wear, and birthdays to celebrate (yesterday was my birthday y’all!)

Anyway, the combination of spicy chorizo and creamy sweet potatoes didn’t disappoint once again. This chili is the shit.  My new favorite chili, for sure.

Chorizo Sweet Potato Chili

Chorizo Sweet Potato Chili

4.9 from 9 reviews
Chorizo Sweet Potato Chili
 
Prep time
Cook time
Total time
 
Total Cost: $8.63
Cost Per Serving: $1.44
Serves: 6 (8 cups total)
Ingredients
  • 3 links (3/4 lb.) Mexican chorizo $2.51
  • 1 medium onion $0.42
  • 2 cloves garlic $0.16
  • 1 medium (1 lb.) sweet potato $1.00
  • 1 (14.5 oz) can diced tomatoes $0.69
  • 1 (15.5 oz.) can kidney beans $1.09
  • 1 (15.5 oz.) can black beans $1.12
  • 1 (6 oz.) can tomato paste $0.55
  • 1 Tbsp chili powder** $0.30
  • ½ tsp cumin $0.05
  • ½ tsp oregano $0.05
  • 2 cups water $0.00
  • 1 bunch green onions $0.69
Instructions
  1. Squeeze the chorizo out of its casing and into a large pot. Cook the chorizo over medium heat, breaking it up as it browns. After it is fully browned, drain the excess fat from the pot (if desired).
  2. While the chorizo is browning, dice the onion and mince the garlic. Add them to the pot after draining the fat. Continue to stir and cook. Peel the sweet potato and cut it into ½ inch cubes. Add them to the pot and continue to stir and cook.
  3. Rinse and drain the beans in a colander. Add them to the pot along with the diced tomatoes (with juices), tomato paste, chili powder, cumin, oregano, and water. Stir until everything is well combined. Place a lid on the pot and allow the chili to come up to a simmer. Let the chili simmer for 30 minutes, stirring occasionally, or until the sweet potatoes have softened. Serve hot, topped with sliced green onions.
Notes
Optional toppings: cheese, tortilla chips, sour cream.

**Chili powder is not the same as cayenne pepper. It is a blend of mild red chilies and other spices.

3.2.2124

 

Chorizo Sweet Potato Chili

 

Step by Step Photos

Chorizo

This is the Mexican chorizo that I used. Mexican chorizo is different than Spanish chorizo. Mexican chorizo is a fresh meat product and the links are soft, whereas Spanish chorizo is a hard, cured meat like salami. I used three links, or about 3/4 lb. The other two links will be frozen for later use.

Brown Chorizo

Squeeze the chorizo out of the casings and into a large pot. Cook over medium heat, breaking it up into pieces as you go. Cook until it is fully browned. Chorizo is fairly fatty, so you can drain the fat off after it is fully browned, if you’d like.

Onion and Garlic

While the chorizo is browning, dice the onion and mince the garlic. After draining the fat from the chorizo, add the onion and garlic and continue to cook over medium heat.

Sweet Potato

While the onions and garlic continue to cook, start dicing the sweet potato. First peel it, then cut it into medallions.

Dice Sweet Potato

Stack a few of the medallions at a time and cut them into strips. Then, cut across the strips into small cubes. You want the sweet potato to be in fairly small pieces (1/2 inch cubes) so that they’ll cook quickly and so there won’t be huge chunks in the chili.

Add Sweet Potatoes

Add the diced sweet potatoes to the pot and continue cooking.

Caned Goods

Add the diced tomatoes (with juices) to the pot. Rinse and drain the beans in a colander, then add them to the pot. Also add the entire can of tomato paste. I accidentally got seasoned black beans, but if you use regular black beans it won’t affect the flavor much.

Seasoning

Also add the chili powder, cumin, oregano, and two cups of water. 

Chili Powder

Please note: Chili powder in the United States is not the same as cayenne or red pepper, which are both very hot. If you use 1 Tbsp of cayenne pepper you’ll burn a hole through your mouth. This chili powder is a blend of mild chiles and other spices. If you don’t have this, you can sub all of the spices for one packet/envelope of chili seasoning.

Stir and Simmer

Stir it all together until the tomato paste has fully incorporated. Put a lid on the pot and let it come up to a simmer. Let the pot simmer for 30 minutes, stirring occasionally. After 30 minutes the sweet potatoes should be soft. Now it’s ready to serve!

Chorizo Sweet Potato Chili

Slice the green onions and sprinkle over each serving. You can also add a little cheddar cheese or sour cream…

Chorizo Sweet Potato Chili

I dipped some tortilla strips in it. YUM.

 

The post Chorizo Sweet Potato Chili appeared first on Budget Bytes.

01 Nov 14:19

Twitterpated

Taylor Swift

PHILLIPE IS IN HUGSCREW

Achewood strip for Friday, November 1, 2013
01 Nov 05:59

PCE.js

Taylor Swift

I know it's just because Javascript is newly-rich with dev influx, but it is CRAZY how fast people are cranking out in-browser emulators right now.

very usable Mac Plus emulator running System 7 in the browser  
01 Nov 04:12

Ha Ha Never Come Back

by michaeldeforge


01 Nov 03:09

Quietly free on GOG: Realms of Arkania 1 and 2

by Phil Scuderi
Taylor Swift

Holy shit, this totally works.

That's not clothing, that's a postage stamp.

So what do you suppose he looks like underneath all those clothes?

The good people of r/patientgamers noticed that Realms of Arkania 1 and 2 are free on GOG. All you have to do is log in to your GOG account and click this link, then wait a few moments while a quick bandwidth test does its thing. Not too bad, right? I’m sure big Ogrim, Son of Olgosch up there has endured worse. And inflicted worse, too.

The Realms of Arkania games were among the few good RPG’s of the mid ’90s, after the Gold Box era but before the great Bioware/Black Isle awakening. They’ve got full-blown six-member parties, turn-based isometric combat, and nearly naked blacksmiths (friendly, but firm, so very firm). The games use a complex German roleplaying system that models effects like hunger, weather, and illness. There are even character quirks like claustrophobia, superstition and ill temper.

It’s hard to say how long this deal will last; I don’t see it promoted anywhere on GOG’s site. The redditor who found this must have tortured a Bothan or something.

Phil Scuderi
Quietly free on GOG: Realms of Arkania 1 and 2
Red Door Blue Key
Red Door Blue Key -

31 Oct 21:23

Blackwell Deception is free for Halloween

by Phil Scuderi
Taylor Swift

ALERT ALERT ALERT ALERT ALERT

Maybe *he* is the answer.

I’ll be sure to ask Owen. He’d know.

For my money, no living studio does adventure games better than Wadjet Eye Games. For no money at all, you can find out what you’ve been missing: until Friday the company is handing out copies of Blackwell Deception, the most recent game in the series. Just head on over to the game’s website and click Buy Now to complete your $0.00 transaction.

At first they were handing out Steam codes too, but Dave Gilbert says he had to put the kibosh on that when people started stockpiling codes to sell later. Yesterday’s pay-what-you-want Big Brother Bundle had the same problem. You hear that, scientists? Forget about colliding hadrons. Your new research priority is to figure out how to give away Steam codes en masse without being exploited.

After the jump, the Blackwell Deception trailer, as though the free game weren’t enticement enough. Oh, and in case you missed it, be sure to check out my interview with Dave and Janet Gilbert, the husband-and-wife duo behind Wadjet Eye. That’s where Dave revealed that the upcoming Blackwell Epiphany will be the final entry in the Blackwell series.


Phil Scuderi
Blackwell Deception is free for Halloween
Red Door Blue Key
Red Door Blue Key -

31 Oct 15:16

Legowelt gives away Roland JD-800 sampler pack to “let the creative juices drip”

by Chal Ravens
Taylor Swift

1. This is fucking amazing. 2. The DL link is wrong, here's the right one: http://awolfe.home.xs4all.nl/Legowelt_RolandJD800_SampleKit.zip

Legowelt gives away Roland JD-800 sampler pack to "let the creative juices drip"

God bless Danny Wolfers.

Workaholic techno producer Legowelt has just given away yet more free stuff we don’t really deserve, this time in the shape of a massive sampler pack of sounds from his Roland JD-800 – a highly flexible, almost infinitely customisable early ’90s synthesiser which also does a neat line in the kind of lush ambience required for Legowelt’s gloopy, shadow-filled music.

The download contains 350 WAV samples including “colossal juicy thick basses, bizarre unearthly pads, uncanny strings, mystifying effects, entrancing chords and lots lots more all ready for u to use in your sampler, DAW, tracker, workstation, MPC, Octatrack or whatever u use,” as the Dutchman explains, adding:

“Let the creative juices drip from your sampler
Rub yourself in the sap of this giant beast and break through
the event horizon of music production”

Are you ready for event horizon? Head to Legowelt’s website to download the pack – it’s free, but “if you make a hit record or these sounds took you into a new dimensional hyper existence” the producer has also pointed the way to his online donation box.

FACT TV tracked down Legowelt at last month’s Dekmantel festival in Amsterdam, where he laid into flabby Ibiza tech-house and talked about different Dutch cities’ takes on clubbing. Earlier this month he released his Teen Romance EP on the ever-reliable L.I.E.S. label.

Hear his “infomercial” for the pack below:


    






31 Oct 15:15

Tonfolge

by ry
Taylor Swift

NOTE TO SELF: dig this back up the next time u make another "lonely and horny" space synth mix

Download "Tonfolge" from Monotonprodukt7 by Monoton (1982)

31 Oct 14:54

Winners!

by adamg
Taylor Swift

Ahahahahahahaha

Love that dirty water!

Parade on Saturday, apparently.

Across the city, people were partying like it was 1918. Fireworks were shot off accross the region. Iza Rey reports:

Someone is driving really slowly down Centre St in JP and honking their horn in a repetitive pattern

A bunch of bananas joined the celebration. People walked to the Marathon finish line in the Back Bay and bent down and kissed it.

There were scattered reports of bottles and even shoes being thrown at cops along Boylston Street, from the Landmark Center to Park Drive, but nothing like the standard rioting at UMass Amherst.

30 Oct 22:00

Q&A: Final Fantasy Tactics Has Little Money

by Mato
Taylor Swift

Oh my god

A common request I get is that I someday take a look at Final Fantasy Tactics, as its translation was supposedly pretty poor and/or unintentionally funny. It’s tough to admit, but I’ve yet to play the game. I really hope to someday, but for now here’s a question I’ve been asked a couple times before!

This comes from Stephen P.:

Final Fantasy Tactics on the Playstation has a pretty spotty translation, but there’s one particular part that stands out for a different reason.

In the intro to each chapter, there is a very slow text crawl with each letter appearing one by one. I’m guessing this speed worked well enough in Japanese since they use less characters per word, but it’s a little tedious. However, the phrase “little money” appears even more slowly, and I was wondering if there was some particular reason the game would be programmed to do this in the original Japanese game (since there certainly isn’t one that I can see for the English game).

Note that the offending phrase appears just as the player is starting to get fed up with the slow speed, almost as if they thought it would be funny. “Yeah, then we make it even slower and they’re like OH COME THE HELL ON ALREADY!”

For reference, here are clips of the scene in question, in both Japanese and in English:

I can sort of see why the translation is known for being iffy – the original text doesn’t even mention “little money” at all! Now I also understand what ol’ HCBailly is referencing all the time :P

Anyway, as you can possibly tell from the Japanese version, the text goes at an okay pace and pauses for a moment at logical pausing points as if someone were reading it aloud. It’s well-done and there’s no super slowdown at all.

It looks like the English translation retains the speed of the Japanese text, which does make it a little more annoying. And then it slows down to an amazing, infuriating crawl once it hits the “little money” line.

I’m not sure why this happens, my guess is that it’s another control code issue accidentally introduced by the localization team. How it passed quality control is another thing altogether. But at the very least it looks like this wasn’t an issue in the original text – the original line doesn’t even have text that moves this slowly.

If anyone out there has experience hacking Final Fantasy Tactics, could you look into this? I really do think it’s a control code problem, but now I’m dying to know for sure!

29 Oct 14:59

Lou Reed: “It all started with the guitar.”

by humanizingthevacuum
Taylor Swift

Bless Carl Wilson's lovely heart.

Bits from my favorite Lou Reed obits. Rob Sheffield reminds us of Reed’s prodigious guitar skills, not often heard solo:

It all started with the guitar. By the time he started the Velvets, Lou Reed was a master of every rock & roll rhythm — Bo Diddley and Chuck Berry, surf and doo-wop and rockabilly, James Brown breaks and Jimmy Reed shuffles — to the point where he could play any style of music and make it throb like rock & roll. So he could incorporate the avant-garde ideas of John Coltrane, La Monte Young, Albert Ayler, Ornette Coleman and others, just by absorbing them into his guitar.

Kudos for this sentence too: He followed up his infamous negativist statement, the 1975 noise-fest Metal Machine Music, with his warmest, friendiest, funniest record, Coney Island Baby, which began with the girl-group homage “Crazy Feeling,” the missing link between the Stylistics’ “Betcha By Golly Wow” and Madonna’s “Angel.”

What Lou Reed taught Ann Powers:

Reed’s songs are actually often quite pretty, his pop ear well-tuned by the ’50s rockabilly and doo-wop he loved as a Long Island teenybopper kid. But he would always show the sweat on the lips of the beauty queens and muscle boys he sang about. The fact that those queens were often in drag, and the boys were paying the rent with their erotic encounters, is in some ways secondary. (In another way it’s central, since few other rockers fleshed out those characters, especially the queer ones, the way Reed did.) Reed was just as willing to explore conventional married life unsparingly, as he did on his turning-40 album The Blue Mask, the New Wave crossover hit New Sensations or his late-in-life albums about partnered bliss with his artistic soulmate Laurie Anderson. What matters most in Reed’s music is the commitment to what’s difficult, whether it’s expressed through distorted guitar, lyrics whose exposure of a self or a situation peels deeper with each verse, or the kind of melodic richness that doesn’t comfort but instead renders a song’s singer vividly vulnerable.

Carl Wilson sees Reed’s heirs on every corner:

With this weekend’s news it is as if a magnetic field has lost its pole, as if I’d just been told that there are no more foxes left in any forests. It’s just difficult to factor that the world is without a Lou Reed in it. But then I walked down my street to get a coffee and saw a young woman with a nose ring, peroxide-white hair, leather jacket, and scowl sauntering up the other side and thought, Oh, good, there he is. Thanks in particular to his six or seven most intense years of soul-breaking effort, for a long while to come there still will be Lou Reeds everywhere, needling strangers for no reason while looking ’round the corner for the viola player they need to help them change everything.

29 Oct 14:00

BAXAMAXAM – BAXAMAXAM

by Patrick Collins
Taylor Swift

STOP THINKING, PATRICK COLLINS (this is a dope song though)

Baxamaxam have a flash-pan selling point: they’re a Senegalese griot and an Italian electric guitarist duo, so listen in as West African cyclical grooves and cross-cycle melodies absorb loop-pedaled psych blues. But on their self-titled vinyl (Black Sweat) this is no shtick, because both guys are ridiculous musicians and transcend being a momentary interest piece.

Cristiano Buffa’s tone is crystal clear yet his improvisations are kaleidoscopic around the central riffs. The remarkable hand percussion, such as the precise off-accented wooden claps of “Retiou,” is made more impressive by the fact that Abdou Mbaye sings even-phrased melismas overtop. I want to start every day with the jubilance of “Mama.” My favorite songs, though, are the rhythmically simpler and more devotional “Demb” and “Mission,” where Mbaye plays thumb piano and expands the vocal melodies.

This record is not about an immediate clashing of cultures (the two musical sides are second cousins anyway). Within the songs, the placement of globalized Diaspora style within West African genre and form is not the distinguishing act. The main event is the head-nodding interplay between the two individual musicians. Why trace any route of influence or argue for source legitimacy when these guys can rattle off jams like closer “Nabi Blues,” which could very effectively soundtrack scenes of HBO whoopee-time for the next year?

Some more questions this record poses: Are this record and other creative cross-pollination records representative of what happens to regional music in our time? Are we sliding towards homogenization or relishing the free exchange of ideas? At what point does modernization cease to update but overtake its source, regardless of one’s opinion of the result?

The post BAXAMAXAM – BAXAMAXAM appeared first on The Boston Hassle.

28 Oct 19:42

Hissssssss – by Patrick Dean

by sgmaster_main

Hissss_01

Hissss_02

Hissss_03

Hissss_04

28 Oct 15:38

The Strongest Next-Gen Lineup from the Unlikeliest Source

Taylor Swift

I agree with the conclusion of this article even though I think the rest of it is terrible. (Why... there were good games here all along! And they—they're colorful??) Some things it bafflingly fails to address:
- Nintendo's now-reliable habit of waiting a year or two to open the Good Game Floodgates
- The thorough lack of differentiation between the XBox One and the PS4, aside from just "BROWN LAUNCH SHOOTERS"
- The fact that the Steam Box's casual, comfortable slide into the console race only serves to underscore the above
- That Nintendo's machines are devices that play first-party exclusives first and foremost, which is now the inverse of how every other gaming platform operates
- I could keep going but I should probably do some actual work at some point

An exploration of why Nintendo's currently underperforming Wii U console could be the strongest next-gen console this Christmas.
28 Oct 03:15

The awful irony

by SEK

Lou Reed’s Magic & Loss has helped me deal with many an untimely death in my life, and now it must do the same for his.

But there are things that we can’t know,
Maybe there’s something over there,
Some other world that we don’t know about,
I know you hate that mystic shit.

So say we all.


    






27 Oct 20:45

Pretty Juliette et Justine Dress, Victorian Maiden & Butterflies in Harajuku

by tokyo
Taylor Swift

Holy fuck

Misaki is a 20-year-old Harajuku girl who caught our eye on the street near the famous LaForet Department store. Her favorite fashion brand is the Japanese lolita label Juliette et Justine.

Misaki’s beautiful print dress is by Juliette et Justine. She’s wearing it over a lace ruffle top, net tights, and ballet flats. Accessories include a butterfly and lace hat, several butterfly rings, a floral bracelet, and Victorian Maiden leather purse decorated with a cute rabbit pouch from AHCAHCUM.muchacha.

Misaki also told us that she enjoys the music of Ali Project.

Juliette et Justine Dress in Harajuku Ruffle Top & Lace Hat Lolita Style Butterfly & Lace Lolita Hat in Harajuku Victorian Maiden Leather Purse Pretty Butterfly Rings in Harajuku Net Tights & Ballet Flats in Tokyo

Click on any photo to enlarge it.

25 Oct 23:13

The Internet Archive launches its Historical Software Collection

Taylor Swift

This is the greatest fucking thing I've ever seen.

with in-browser emulation thanks to the remarkable JSMESS project [via
25 Oct 15:26

Witching Mastery

25 Oct 14:45

PROSTITUTES – SHATTER AND LOSE

by Dan
Taylor Swift

Dumb annoying name but this is pretty dope

Some somewhat cleaner underground electronic dance music sounds have been giving me the ol’ wet willie recently. Yes it is true, these sounds forced themselves into my ears and left something behind to remind me of them by. I’ve been wallowing in the blown out fuzz, and rumble of apex/nadir kick drum and bass sounds, and all manner of flagrant skronk that it is a quasi-delight to be made to stand up and listen to some more direct, and essentially brutal sounds.

PROSTITUTES has just released the EP called SHATTER AND LOSE, a four song thing that features tracks like “Poison The Masses” a minimal piece of work featuring a drum beat that will crush your head right in before its just over 3 minutes are up. This track in particular could almost be an electro remnant of a bygone era, if not for the inherent meanness that exists somewhere hidden beneath the flippant drums and taunting cosmic synthesizer. That synthesizer continually pokes its head up from the hiding places it has found in the music; like some snake that knows it will strike and kill, but is in no rush to do so. The UK’s DIAGONAL RECORDS has released this new EP for PROSTITUTES, or producer James Donadio of Cleveland, USA. Donadio has released records on some great labels over the last few years, recording a split for OPAL TAPES, and an LP called CRUSHED INTERIOR for DIGITALIS. His music is blunt and forceful and grimy less in its sounds and more in its movement and flow. Another track from SHATTER AND LOSE, “Sold A Decade At A Time”, seems to sum up PROSTITUTES’ sound, as an otherworldly bass slowly oozes over the crass attack of gnarly, pointed synth hits. Minimal, body moving, and maybe even sometimes eerie electronic music. Couldn’t find a good sharable stream of any variety anywhere! Had to settle for the preview stream of the EP below, sorry.

The post PROSTITUTES – SHATTER AND LOSE appeared first on The Boston Hassle.

25 Oct 14:43

WORTHY CAUSE: MOTHER’S NEWS SUBSCRIPTION DRIVE FUNDRAISER

by Dan
Taylor Swift

This is a SUPER worthy cause, Mother's News is fucking great and deserves to persist and expand.

In case you didn’t know, there is an absurd AND ridiculous AND most wonderful collective artistic endeavor that takes the shape of a newspaper, and calls itself MOTHER’S NEWS operating out of our sister city of Providence, RI and projecting itself across the known universe.

And as artistic endeavors, and many independently run newspapers in 2013, need to do: THEY ARE FUNDRAISING.

I SUGGEST YOU CLICK ON THIS URL RIGHT HERE: http://www.mothersnews.net/year4/

If you do you will be given an opportunity to peer into the hive mind of artists of every stripe that concoct MOTHER’S NEWS each and every month very nearby to where you now stand (if you are standing, say, in New England). We here @ the Boston Hassle share a special bond with the MOTHER’S NEWSERS not just because we also publish an arts and art-centric newspaper in 2013 (ours is of course the BOSTON COMPASS. also what is wrong with all of us?!), and not just because we’re all New Englanders and criss cross each other on the underground art railroad, but also because some of us go to a 24 Hour Science Fiction Movie Marathon together every year.

So you see, we are tight. We here @ the Hassle love what the folks @ MOTHER’S NEWS do, and we think it would be awesome if you checked out their wild outbursts of creativity that they choose to put to newsprint. Send some dollars their way. GIVE THEM SOME MONEY. Check out MOTHER’S NEWS.

http://www.mothersnews.net/year4/

 

The post WORTHY CAUSE: MOTHER’S NEWS SUBSCRIPTION DRIVE FUNDRAISER appeared first on The Boston Hassle.

25 Oct 14:09

Browser Pick: Cast JavaScript "spells" in CodeCombat

by Lena LeRay
Taylor Swift

Reshare from Garber. This looks awesome???

codecombat.pngCodeCombat is a free game put together by a three-person team to teach web development, specifically JavaScript, skills. They were inspired to do this by the problems in web development they faced when embarking on their previous endeavor, an application for learning Japanese and Chinese characters called Skritter. I'll understand if you don't see much of a connection between a kanji-learning application and a game for learning programming, but my past experiences with Skritter have me rather excited for CodeCombat's prospects.

As you can see above, the game is fantasy themed. It looks a lot like Kingdom Rush, with fun cartoony graphics and a sense of humor that people of all ages can be attracted to. Thematically, it has nothing to do with computers or hacking or anything like that. CodeCombat does exactly what an educational game should do, which is make the material to be learned a skill to be mastered so that the game can continue, rather than pounding the material into every sense it can appeal to. That's how you learn to control jumps in games, isn't it? You don't just drill your jumping skills. The game gives you a place to go, and if you want to get there you have to learn to jump.

Each stage in CodeCombat is a puzzle to be solved. You have a starting setup, with a map shown on the left and code on the right. By hitting play, you can run the code and clearly see what each unit is doing marked with animated lines and check points. You can see where the puzzle is hanging up and it's easy to compare the map to the code and see exactly which line is doing what. Hints and instructions are displayed in code comments, and at the bottom of the code box is your list of "spells" which can be typed into the code to make things happen. Hovering over a "spell" gives you more information on how to use it and each stage adds one new skill to your mental coding toolbox.

codecombat02.png

The game is currently free and in beta, and is built on a huge foundation of open source libraries and software. The developers have stated that they want the game to stay free, since they want people to learn to code, and that they are considering making the game open source altogether. Their current monetization plan is to eventually branch into recruitment, connecting companies that need web developers with people they've trained up with the game and charging the companies a recruiting fee, though they aren't ruling out charging a subscription in the future. It's built to run in a browser using HTML and JavaScript and is therefore platform agnostic.

I personally have quite a bit of faith in these guys from my own days using Skritter. It may seem like learning to write kanji and learning to write code don't have a lot in common. In a lot of ways they are very different, but they have one thing in common: both require a lot of time spent just doing it over and over again. Most brains get tired of that quickly, and these guys have made it their thing to enable people to practice repetitive tasks in a way that is painless, engaging, and provides useful feedback.

If you're at all interested in learning to code, I really recommend you check out CodeCombat. If you already know how to code, they are looking for people to help create new levels.