Fun fact: I first saw the Screen Gems 1963 and 1965 logos on old syndie prints of The Flintstones, particularly ones that used this ending. I thought the S was so cool back in the 1980s, and it genuinely shocked me when I found out how many people it scared years later.
Fun fact: I first saw the Screen Gems 1963 and 1965 logos on old syndie prints of The Flintstones, particularly ones that used this ending. I thought the S was so cool back in the 1980s, and it genuinely shocked me when I found out how many people it scared years later.
welp, you know what blog THIS is going to be posted on
as for the fun fact: I can understand the music being creepy, but the S is cool. The whole "bygone era" vibe that Screen Gems has around it somehow makes it cooler.
You are the end result of a “would you push the button” prompt where the prompt was “you have unlimited godlike powers but you appear to all and sundry to be an impetuous child” – Zero, 2022
Technically the .pptx files used in PowerPoint 2007 and later are ZIP files, but yeah, it's not an all-purpose zip extractor
I've learned to tolerate drama...except on the boat
Also, at the end of the credits, you can see the 1994 "Comedy" Hanna-Barbera logo for a split-second. I don't know why decent videos of that and its Action counterpart aren't on YouTube anymore...
I want to do a LARP Nonary Game but I'm having trouble coming up with a central mechanic that will work without outside intervention (read: Me.)
Oh and I have a pretty limited selection when it comes to locations. I wish I could use a school or something but as it stands my only option is my or my friends' houses.
Any suggestions?
Note: The Nonary Game is the basis of 999 and Virtue's Last Reward, which you may recognize as those games I never shut up about. The idea behind both is that you and eight other people work your way through a place by solving puzzles. In 999, the tension came from the time limit and the fact that there was clearly at least one murderer among your number, but that kind of organic approach to crafting tension won't work because it'd require, y'know, actual death. In VLR, the tension came from the fact that this version of the Nonary Game allowed players a choice between cooperating with or betraying the others to escape. That's the kind of thing I'd like to go for, but it seems difficult to implement.
I like coffee, but I don't disagree that big business and the general racist shittiness of the Portuguese aristocracy conspired to really screw the place over.
Make the game such that many puzzles can be bypassed by sacrificing another player. Like, say there's a door that needs to be opened. You can solve a puzzle to open it, or you can have Mr. X hold a lever so that everyone else can go through. And maybe two or three puzzles down the road, you can find a way to go back and get the other person.
And to make things interesting, each player has some sort of item or knowledge that relates to one puzzle. So if you leave the wrong person behind, the next puzzle becomes much, much harder.
I like coffee, but I don't disagree that big business and the general racist shittiness of the Portuguese aristocracy conspired to really screw the place over.
in my own universe, it will likely be literal Anarchists instead, given the way things are going.
Just goes to show that asshattishness transcends party lines
Here's the thing- the "hook" of what I want to try to do is that I want at least one player to be trying to escape alone by any means possible. I need a means for that player to be able to do so.
Provided there would be a way to do it without other players seeing, I'd like "death" to be present in some form as a driving source of tension.
Also note that I'm working with very limited space and resources here.
I like coffee, but I don't disagree that big business and the general racist shittiness of the Portuguese aristocracy conspired to really screw the place over.
oh for sure, cash crop economies are often rather awful, but i'd rather it be for coffee than, say, tea ;)
Here's the thing- the "hook" of what I want to try to do is that I want at least one player to be trying to escape alone by any means possible. I need a means for that player to be able to do so.
Provided there would be a way to do it without other players seeing, I'd like "death" to be present in some form as a driving source of tension.
Also note that I'm working with very limited space and resources here.
Well, since actually killing your peons is out of the question, the best method to simulate death would be confinement of some sort. Zip-ties, novelty handcuffs, stuff like that. But that might not be within your price range.
Panopticon is intensely emotional and atmospheric Black Metal that transcends the genre
with both boots deeply submerged in the grim aggression that keeps the underground flame burning.
This is black metal unafraid to experiment with other musical genres and styles. It is steeped in history, Pagan Norse mythology, and a well-educated philosophy of anarchism in support of a strong, small community versus a nation of complacency and spinelessness.
Panopticon proudly defends the artist's ideals and does so intelligently with true strength and courage.
Panopticon can transform you and prepare you for the imminent collapse of industrialized society as we know it.
What I mean is something along the lines of isolating all the players, then privately visiting one of them and telling them that because [reason] they are now dead. Something like that.
What I wonder is what mechanic do I come up with to justify that.
An idea I came up with was that every player has two cards that can in some way be used to kill them; they know the location of their own card and someone else's. But I don't know where to go from there or even if it's a good idea.
The Sunshine State. I should smack the guy who came up with that name. Or whoever his children are. The sins of the father and so on.
We haven't had a clear sunny day in what seems like ages. There's been a thunderstorm east of here going on for the last hour, and the last peal of thunder shook the house.
So, an intelligent (but not talking; he communicates via growling and paw movements and everyone just parses it on the fly) bear gets appointed as junior town ombudsman. Somehow. As part of his job, he gets this office in the middle of the city, a salary, and a decent apartment. Every day, citizens come to complain to him about civil problems (and eventually, crime problems, social problems, or just what's bothering them today), and he takes care of these problems as only a bear can. And there's the senior town ombudsman, who has a huge crush on the bear, and they communicate through an old black rotary phone on one of those three-legged wheely stands. And we never get to see the senior ombudsman; the bear just takes the phone everywhere with him, including on investigations and dates that the senior ombudsman convinces him to go on.
It's just.
Imagine a bear and a rotary phone watching a romantic movie together, going on walks on the beach together, taking the tunnel of love together. And the bear looks bored throughout the whole thing and the voice on the phone is just babbling about how beautiful the whole thing is.
And the bear's always wearing a white shirt and a tie and one of those gun harnesses that 80s cops are always wearing.
Bear and Telephone's Wacky Adventures is still one of the best things I've ever made.
Nestle also uses slave labor and buys up wells in developing nations, adds minerals to the water, and then resells the water at high prices so only the upper class in those nations, and the first world, can afford it.
They already are privatizing water in poorer nations.
Also, Nestle, as a multi billion dollar company, demanding that Ethiopia pay them back six million dollars from a loan. They made this request while Ethiopia was in a major famine and could not possibly pay them back. Also note, that Nestle made more than six million dollars off of the resources they bought in Ethiopia, they really just gave the loan to make money off of the interest and knock six million dollars off of their gross income for tax reasons. Also, they made a big stink about how Ethiopia's unpaid loan was harming Nestlé's profits and that Nestle was the one hurt in this scenario.
Comments
Dude, Kexruct can beat the final boss, the Mike Tyson recolor himself, Mister Sandman, blindfolded.
Seriously, this is punch out, a game known for being dangdang hard.
Sincerity mode, I'm impressed at anyone who can get to mister sandman, let alone beat him, let alone beat him blindfolded.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
RESURGAM.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Coffee plantations, for the love of god
coffee isn't even good.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Just goes to show that asshattishness transcends party lines
*blows kazoo*
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
who could forget the drink made from the noble Mountain Dew Flower
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
And then he saaaaang a sooong
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Nestle also uses slave labor and buys up wells in developing nations, adds minerals to the water, and then resells the water at high prices so only the upper class in those nations, and the first world, can afford it.
They already are privatizing water in poorer nations.
http://www.businessinsider.com/nestles-infant-formula-scandal-2012-6?op=1