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  <title>Offworld</title>
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  <id>tag:,2008-11-17:/5</id>
  <updated>2009-10-16T18:16:44Z</updated>
  
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    <entry>
        <title>Portrait of the blogger as a young D&amp;D addict</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/17/portrait-of-the-blog.html" />
        <id>tag:www.boingboing.net,2009://1.68460</id>

        <published>2009-11-18T02:09:00Z</published>
        <updated>2009-11-18T02:11:12Z</updated>

        <summary> Here&apos;s a mid-1980s CBC News scare-story about Dungeons and Dragons driving kids to suicide featuring (at 2:49 onwards) me and my classmates (the video is dated 1985, but I&apos;m pretty sure this couldn&apos;t have been later than my graduation from Junior High in 1984). Ignoring the crazy-ass fearmongering, it&apos;s incredibly nostalgic to see all those kids I grew up with, playing with their minis and rolling their dice. Dungeons &amp; Dragons D&amp;D Canadian Doc 1985 Part #2 (Thanks, Tim!)...</summary>
        <author>
            <name>Cory Doctorow</name>
            
        </author>
        
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<p></p>

<p>Here's a mid-1980s CBC News scare-story about Dungeons and Dragons driving kids to suicide featuring (at 2:49 onwards) me and my classmates (the video is dated 1985, but I'm pretty sure this couldn't have been later than my graduation from Junior High in 1984). Ignoring the crazy-ass fearmongering, it's incredibly nostalgic to see all those kids I grew up with, playing with their minis and rolling their dice. <br />
<p><br />
<a href="http://www.youtube.com/watch?v=Kcmx2wZqRTE&feature=player_embedded#at=170">Dungeons & Dragons D&D Canadian Doc 1985 Part #2</a></p>

<p>(<i>Thanks, <a href="http://www.timwu.org/">Tim</a>!</i>)</p>]]>
            
            

        </content>
    </entry>
  
    <entry>
        <title>Call of Duty: Secret Spielberg Level Unlocked</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/16/call-of-duty-secret.html" />
        <id>tag:www.boingboing.net,2009://1.68407</id>

        <published>2009-11-16T16:16:30Z</published>
        <updated>2009-11-16T16:14:43Z</updated>

        <summary> Video link. From James and Peter Serafinowicz....</summary>
        <author>
            <name>Xeni Jardin</name>
            <uri>http://www.xeni.net</uri>
        </author>
        
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            <![CDATA[<p><object width="512" height="328" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" id="ordie_player_32d666a5cd"><param name="movie" value="http://player.ordienetworks.com/flash/fodplayer.swf" /><param name="flashvars" value="key=32d666a5cd&vert=funnyordie_co_uk" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always"></param><embed width="512" height="328" flashvars="key=32d666a5cd&vert=funnyordie_co_uk" allowfullscreen="true" allowscriptaccess="always" quality="high" src="http://player.ordienetworks.com/flash/fodplayer.swf" name="ordie_player_32d666a5cd" type="application/x-shockwave-flash"></embed></object><p><br />
<a href="http://www.funnyordie.co.uk/videos/32d666a5cd/call-of-duty-secret-spielberg-level-unlocked">Video link</a>. From <a href="http://www.funnyordie.co.uk/">James</a> and <a href="http://twitter.com/Serafinowicz">Peter Serafinowicz</a>.</p>]]>
            
            

        </content>
    </entry>
  
    <entry>
        <title>Pretending and games, design, commerce and life</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/16/pretending-and-games.html" />
        <id>tag:www.boingboing.net,2009://1.68398</id>

        <published>2009-11-16T12:43:08Z</published>
        <updated>2009-11-16T12:46:15Z</updated>

        <summary>Russell Davies presentation on &quot;pretending&quot; and &quot;barely games&quot; from the Playful conference is a wonderful exploration of the importance of pretending to fun and games, a subject often missing when we talk about why and how games work. But it&apos;s not just a matter of dressing up. A successful pretending object has to delicately balance pretending affordance with not making you look like an idiot. That&apos;s why so many successful pretending objects are also highly functional. As anyone who&apos;s been down the Tactical Pants rabbit-hole can tell you it&apos;s easy to obsess for ages about exactly the right trouser configuration for your equipment (ooh-er), all with a perfectly straight face. But every now and then you have a moment of self-awareness and realise you&apos;re just pretending to be a cop or a soldier from the future or Val Kilmer. And of course, what you&apos;re really doing is both things at once. You&apos;re being practical and thinking about function and you&apos;re pretending. But you need some plausible deniability - the functional stuff needs to be credible. Which is why pretending objects that are too obvious don&apos;t work. You&apos;re no longer pretending in your own head, you&apos;re play acting in the world. Another thing - I&apos;ve always wondered why software/OS makers don&apos;t do more with the power of pretending. Look, for instance, at the average desktop. It&apos;s using a pretending metaphor - but it&apos;s not much of an imaginative leap is it? It&apos;s a desktop on your desk. I can see how this would have been useful in the early days, getting people used to interfaces and everything, but surely there&apos;s more opportunity to have some fun now - to make software more compelling by adding some pretending value to it. playful (via Wonderland) Previously:Theory of Fun: Understanding Comics for games - Boing Boing Boing Boing: Theory of Fun PDF - UPDATED Boing Boing: Photos of a girl pretending to eat her cat Woman sends stripper impersonator to highschool reunion as a prank ... Academic Warcraft guild seeks role-playing PhDs - Boing Boing...</summary>
        <author>
            <name>Cory Doctorow</name>
            
        </author>
        
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            <![CDATA[<p>Russell Davies presentation on "pretending" and "barely games" from the Playful conference is a wonderful exploration of the importance of <em>pretending</em> to fun and games, a subject often missing when we talk about why and how games work. </p>

<blockquote>
<img src="http://craphound.com/images/daviesplayful.jpg"><br>
But it's not just a matter of dressing up. A successful pretending object has to delicately balance pretending affordance with not making you look like an idiot. That's why so many successful pretending objects are also highly functional. As anyone who's been down the Tactical Pants rabbit-hole can tell you it's easy to obsess for ages about exactly the right trouser configuration for your equipment (ooh-er), all with a perfectly straight face. But every now and then you have a moment of self-awareness and realise you're just pretending to be a cop or a soldier from the future or Val Kilmer. 
<p>

<p>And of course, what you're really doing is both things at once. You're being practical and thinking about function and you're pretending. But you need some plausible deniability - the functional stuff needs to be credible. Which is why pretending objects that are too obvious don't work. You're no longer pretending in your own head, you're play acting in the world.<br />
<p><br />
Another thing - I've always wondered why software/OS makers don't do more with the power of pretending. Look, for instance, at the average desktop. It's using a pretending metaphor - but it's not much of an imaginative leap is it? It's a desktop on your desk. I can see how this would have been useful in the early days, getting people used to interfaces and everything, but surely there's more opportunity to have some fun now - to make software more compelling by adding some pretending value to it.<br />
</blockquote></p>

<p><a href="http://russelldavies.typepad.com/planning/2009/11/playful.html">playful</a></p>

<p>(<i>via <a href="http://www.wonderlandblog.com/">Wonderland</a></i>)</p>

<div class="previously2">
<em>Previously:</em><ul><li><a href="http://www.boingboing.net/2004/10/13/theory-of-fun-unders.html#previouspost">Theory of Fun: Understanding Comics for games - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2004/11/16/theory_of_fun_pdf_up.html#previouspost">Boing Boing: Theory of Fun PDF - UPDATED</a></li>
<li><a href="http://www.boingboing.net/2006/10/27/photos_of_a_girl_pre.html#previouspost">Boing Boing: Photos of a girl pretending to eat her cat</a></li>
<li><a href="http://www.boingboing.net/2009/04/23/woman-sends-stripper.html#previouspost">Woman sends stripper impersonator to highschool reunion as a prank ...</a></li>
<li><a href="http://www.boingboing.net/2006/12/04/academic-warcraft-gu.html#previouspost">Academic Warcraft guild seeks role-playing PhDs - Boing Boing</a></li>
</ul>
</div>]]>
            
            

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    </entry>
  
    <entry>
        <title>Please release me: Modern Warfare, Spore Islands, and Half Minute Heroes</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/15/please-release-me-mo.html" />
        <id>tag:www.boingboing.net,2009://1.68349</id>

        <published>2009-11-15T14:45:21Z</published>
        <updated>2009-11-15T14:53:34Z</updated>

        <summary> For most, there will have been only one game released this week (and that most includes a number of major publishers, who, gun-shy from the competition, have pushed their own releases to Q1 of next year): Infinity Ward&apos;s return to the Modern Warfare franchise they laid down in 2007. Modern Warfare 2 [Infinity Ward, PC/PS3/Xbox 360] The developer has twice courted controversy in recent weeks, one for the very unfortunately devised viral video gag (for which IW has yet to offer a formal apology), and the second with early leaked video of what it surely intended as its most emotionally charged level -- a scene in which an agent embedded with an arms trafficker is present for a civilian massacre....</summary>
        <author>
            <name>Brandon Boyer</name>
            
        </author>
        
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            <![CDATA[<p><object width="620" height="376"><param name="movie" value="http://www.youtube.com/v/429l13dS6kQ&hl=en&fs=1&rel=0&showinfo=0&autoplay=0&ap=%2526fmt%3D18"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/429l13dS6kQ&hl=en&fs=1&rel=0&showinfo=0&autoplay=0&ap=%2526fmt%3D18" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="620" height="376"></embed></object></p>

<p>For most, there will have been only one game released this week (and that most includes a number of major publishers, who, gun-shy from the competition, have pushed their own releases to Q1 of next year): Infinity Ward's return to the <em>Modern Warfare</em> franchise they laid down in 2007. </p>

<p><em><a href="http://modernwarfare2.infinityward.com">Modern Warfare 2</a></em> [Infinity Ward, PC/PS3/Xbox 360]</p>

<p>The developer has twice courted controversy in recent weeks, one for the <a href="http://fidgit.com/archives/2009/11/infinity_wards_coded_homophobi.php">very unfortunately devised viral video gag</a> (for which IW has yet to offer a formal apology), and the second with early leaked video of what it surely intended as its most emotionally charged level -- a scene in which an agent embedded with an arms trafficker is present for a civilian massacre. </p>]]>
            <![CDATA[<p>Infinity Ward were correct on one count: taking the scene out of context is misleading, as the premise is the hook on which the global geo-political fallout that guides the rest of the game is hung, and your involvement in it has its own twist of fate. But they otherwise squandered what could have been a multi-faceted moral quandary and flattened it into a paper-thin action scene with no real ramifications. </p>

<p>Players, who experience the scene looking down the barrel of their own gun, can easily simply play witness to the horrors around them without once pulling the trigger, but IW make it impossible to actually finish the level without killing at least a few of the SWAT team that arrives when the damage is done (unless I missed a route in my hour-long trial to do just that). But simply observing also never overtly raises the suspicion of the rogue team you're embedded with -- that only comes if you deliberately try to hang back away from the group for more than a minute (and, I don't know, say, distract yourself by taking a closer look at all of the hardcover jackets in the airport bookstore). </p>

<p>Devoid of any real freedom of choice, then, and coming -- as it does -- far too early in the game for players to first become emotionally invested in its world, its execution (no pun) falls flat. That's a shame, too, because its bombastic volume drowns out a number of more genuinely affecting subtleties. Chiefly, the return of 'Soap' McTavish -- the rookie recruit who served as the first <em>MW</em>'s player-character -- as a vet seasoned by your own actions in that game, now guiding and protecting you as an even fresher face (whose approval I found myself actively seeking in our duo levels). </p>

<p>As a summer-blockbuster-esque rollercoaster (and one clearly made by a team in love with the essence if not the lessons of HBO miniseries Generation Kill), it's hard to come away unaffected by the thrill of its ride, and -- as with the original -- its true long term draw the unique lite-MMO structure of its multiplayer (that unlocks abilities as you level up through wins and kills), but it's a shame that it doesn't require more of you than thinking -- in the Colbert-ian sense -- from your gut, for as much as it chides you for shooting from the hip.<br />
<img alt="sporeislands.jpg" src="http://www.boingboing.net/oimages/sporeislands.jpg" width="620" height="449" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p><em><a href="http://apps.facebook.com/sporeislands">Spore Islands</a></em> [Area/Code / Maxis, web]</p>

<p>Also recently launched and well worth your time is one of EA's first forays into the Facebook gamespace with one of its largest brands: <em>Spore</em>. Created by NYC developer <a href="http://www.playareacode.com/">Area/Code</a> (the studio behind <a href="http://www.playareacode.com/drop7/">masterful iPhone puzzler <em>Drop7</em></a>) in conjunction with original creator Maxis, the game feels more closely akin to the direction the <em>Spore</em> franchise was headed in in the earliest days of development. </p>

<p>Influenced by the biodiversity (and the high number of evolutionary experiments that died in their tracks) of the <a href="http://en.wikipedia.org/wiki/Burgess_Shale">Burgess Shale</a>, <em>Spore Islands</em> is a numbers game of statistic modifications to create a creature that can withstand both the elements and the set of creatures that inhabit your island -- or, with its deep social hook, the islands of your Facebook friends. </p>

<p>The catch is that your observations (the simulations that let you see first hand how your character is faring and what weaknesses or strengths it needs to focus on) and the DNA point modifications to tweak your character to flourish in its environment are unlocked over real-time (or by purchasing them outright), but it's one of the games on the platform that's actually worth that wait, and easily the smartest time-sink on Facebook.</p>

<p><object width="620" height="376"><param name="movie" value="http://www.youtube.com/v/yRTVz-0kIHs&hl=en&fs=1&rel=0&showinfo=0&autoplay=0&ap=%2526fmt%3D18"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/yRTVz-0kIHs&hl=en&fs=1&rel=0&showinfo=0&autoplay=0&ap=%2526fmt%3D18" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="620" height="376"></embed></object></p>

<p><em><a href="http://www.halfminutehero.com/">Half Minute Hero</a></em> [XSEED, PSP]</p>

<p>And finally, another game released just a week or two prior but still eating up most of my time (in very tiny chunks) is the PSP release of XSEED's <em>Half Minute Hero</em>, a game which tells you more about its premise in its title than you'd first believe. </p>

<p>Created originally as a miniscule freeware indie release that would be expanded to a full commercial production, <em>Half Minute</em>'s hook is that of a traditional RPG, shooter, and strategy game played out in a world where there's only 30 seconds before total demonic annihilation. </p>

<p>What this means as a player is that your 8-bit hero is tasked with leveling up via CPU-controlled random battles and player-controlled returns to town for better equipment while staring at a rapidly decreasing timer, desperately trying to save up the precious last seconds to defeat the inevitable time-controlling demon at the end (and undertaking various seconds-long missions in between to get there). </p>

<p>It's a slow-motion version of the three-second micro-games of Nintendo's <em>WarioWare</em> series, and -- split as it is into easily digestible chapter missions -- is the perfect addition to a platform that's been very much in need of more portable plays. Already too much overlooked even by the hardcore, there aren't many other recent games that are more deserving of your 30 seconds at a time. </p>

<div class="previously2">
<em>Previously:</em><ul><li><a href="http://www.boingboing.net/2009/11/06/please-release-me-le.html#previouspost">Please release me: Left 4 an IGF onslaught - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2009/10/30/please-release-me-bo.html%3Futm_source%3Dtwitterfeed%26utm_medium%3Dtwitter#previouspost">Please release me: Borderlands and Bomberlands, Hook Champ and ...</a></li>
</ul>
</div>]]>
            

        </content>
    </entry>
  
    <entry>
        <title>Hacklab.to&apos;s laser-cutter really *does* play the Mario Bros theme!</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/15/hacklabtos-laser-cut.html" />
        <id>tag:www.boingboing.net,2009://1.68386</id>

        <published>2009-11-15T13:27:12Z</published>
        <updated>2009-11-15T13:28:24Z</updated>

        <summary> I owe the Hacklab.to people an apology. Last spring I ran this post about how they&apos;d tuned the motor on their laser cutter to play the Super Mario Theme as it repositioned itself, and I mentioned that it was too perfect, and wondered &quot;if it&apos;s not just some video of a laser cutter with a flanged-out version of the theme cut into the soundtrack.&quot; Yesterday, I dropped in at the Hacklab in Kensington Market (it&apos;s an amazing place), and saw the laser cutter do its thing. And you know what? It plays an absolutely perfect Super Mario Theme. Seriously. Laser etcher plays Super Mario. It&apos;s real! Hacklab.to, Kensington Market, Toronto, ON, Canada.avi...</summary>
        <author>
            <name>Cory Doctorow</name>
            
        </author>
        
            <category term="Copyfight" scheme="http://www.sixapart.com/ns/types#category" />
        
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            <![CDATA[<p><object type="application/x-shockwave-flash" width="640" height="480" data="http://www.flickr.com/apps/video/stewart.swf?v=71377" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"> <param name="flashvars" value="intl_lang=en-us&photo_secret=2f866ce210&photo_id=4103554931&hd_default=false"></param> <param name="movie" value="http://www.flickr.com/apps/video/stewart.swf?v=71377"></param> <param name="bgcolor" value="#000000"></param> <param name="allowFullScreen" value="true"></param><embed type="application/x-shockwave-flash" src="http://www.flickr.com/apps/video/stewart.swf?v=71377" bgcolor="#000000" allowfullscreen="true" flashvars="intl_lang=en-us&photo_secret=2f866ce210&photo_id=4103554931&hd_default=false" height="480" width="640"></embed></object><br />
<p><br />
I owe the Hacklab.to people an apology. <a href="http://www.boingboing.net/2009/04/17/laser-cutter-motors.html">Last spring I ran this post about how they'd tuned the motor on their laser cutter to play the Super Mario Theme as it repositioned itself</a>, and I mentioned that it was <em>too</em> perfect, and wondered "if it's not just some video of a laser cutter with a flanged-out version of the theme cut into the soundtrack." <br />
<p><br />
Yesterday, I dropped in at the <a href="http://hacklab.to/">Hacklab in Kensington Market</a> (it's an <a href="http://www.flickr.com/photos/doctorow/tags/hacklabto/">amazing place</a>), and saw the laser cutter do its thing. And you know what? It plays an absolutely perfect Super Mario Theme. Seriously.<br />
<p><br />
<a href="http://www.flickr.com/photos/doctorow/4103554931/">Laser etcher plays Super Mario. It's real! Hacklab.to, Kensington Market, Toronto, ON, Canada.avi</a><br />
</p>]]>
            
            

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    <entry>
        <title>Roomba Pacman</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/13/roomba-pacman.html" />
        <id>tag:www.boingboing.net,2009://1.68340</id>

        <published>2009-11-13T11:43:25Z</published>
        <updated>2009-11-13T11:44:07Z</updated>

        <summary> The Roomba Pac Man uses indoor location sensors and Unmanned Aerial System software to create a playable (albeit slow) PacMan built on repurposed autonomous vacuum cleaners. Roomba Pac-Man (via Wonderland)...</summary>
        <author>
            <name>Cory Doctorow</name>
            
        </author>
        
            <category term="Copyfight" scheme="http://www.sixapart.com/ns/types#category" />
        
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            <category term="Happy Mutants" scheme="http://www.sixapart.com/ns/types#category" />
        
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            <![CDATA[<p><object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/7JHtX2JwZAY&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/7JHtX2JwZAY&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object><br />
<p><br />
The Roomba Pac Man uses indoor location sensors and Unmanned Aerial System software to create a playable (albeit slow) PacMan built on repurposed autonomous vacuum cleaners.</p>

<p>
<a href="http://pacman.elstonj.com/">Roomba Pac-Man</a>
(<i>via <a href="http://www.wonderlandblog.com/">Wonderland</a></i>)]]>
            
            

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    </entry>
  
    <entry>
        <title>The Edge Case: Indies Rally To Raise Copyfight Awareness</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/12/the-edge-case-indies.html" />
        <id>tag:www.boingboing.net,2009://1.68315</id>

        <published>2009-11-12T20:00:51Z</published>
        <updated>2009-11-12T20:21:28Z</updated>

        <summary>The story of Tim Langdell&apos;s relentless and darkly fascinating trademark fight against any and all users of the name &apos;Edge&apos; has been quietly storming under the surface for the better part of this year. In a nutshell: Langdell&apos;s Edge Games, a UK-based publisher in the earliest days of home computer games, has tirelessly struggled to maintain ownership over the word against any would-be competitor, regardless of discipline, growing more convoluted and ludicrous the farther down the rabbit hole you go (the Chaos Edge blog is the most damning at documenting just how bizarre it&apos;s become). For nearly two decades, it seemed to work. Edge Games successfully struck settlements with movie and comic book companies, further strengthening his grip on the four-letter word, but then Langdell attempted to swat down what should have been his easiest target: tiny French indie developer Mobigame, and their iPhone debut, titled, of course, Edge (pictured left). After successfully managing to get the game removed from the App Store, Langdell butted up against what could prove to be his downfall: the collective, unshakable &apos;might&apos; of the indie game community, who&apos;ve coalesced around the Mobigame struggle and mounted reams of evidence and circumstantial quotes about Langdell&apos;s business practices in his early days, seeking to shred the paper tiger and expose what little claim Edge Games has over the trademark. Now with the legal might of no less than Electronic Arts behind them (who recently filed this scathing suit against Edge Games after Langdell seemed to be targeting EA&apos;s Mirror&apos;s Edge, using much of the evidence gathered by the indies), and with Edge Games now having successfully convinced Apple to remove Killer Edge Racing from the App Store, the indie community has served its latest sardonic volley against Langdell, rallying together to show support for &apos;the fallen&apos; by incorporating the name into their own games. Below, then, a gallery of all the participants&apos; parodies. Whether the &apos;troll day&apos; has any effect other than situation-awareness and to what end the community will take its efforts remains to be seen, but either way it&apos;s a heartening reminder of the size and solidarity of the indie games movement....</summary>
        <author>
            <name>Brandon Boyer</name>
            
        </author>
        
            <category term="Featured" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
        
        
        <content type="html" xml:lang="en" xml:base="http://www.boingboing.net/">
            
            <![CDATA[<p><img alt="langdell.png" src="http://www.boingboing.net/oimages/langdell.png" width="180" height="180" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" />The story of Tim Langdell's relentless and darkly fascinating trademark fight against any and all users of the name 'Edge' has been quietly storming under the surface for the better part of this year. </p>

<p>In a nutshell: Langdell's Edge Games, a UK-based publisher in the earliest days of home computer games, has tirelessly struggled to maintain ownership over the word against any would-be competitor, regardless of discipline, growing more convoluted and ludicrous the farther down the rabbit hole you go (the <a href="http://chaosedge.wordpress.com/">Chaos Edge blog</a> is the most damning at documenting just how bizarre it's become). </p>

<p><a href="http://www.boingboing.net/oimages/edgetitlescreen.jpg"><img alt="edgetitlescreen.jpg" src="http://www.boingboing.net/assets_c/2009/11/edgetitlescreen-thumb-250x375-27822.jpg" width="250" height="375" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /></a>For nearly two decades, it seemed to work. Edge Games successfully struck settlements with movie and comic book companies, further strengthening his grip on the four-letter word, but then Langdell attempted to swat down what should have been his easiest target: tiny French indie developer <a href="http://www.mobigame.net/">Mobigame</a>, and their iPhone debut, titled, of course, <em>Edge</em> (pictured left). </p>

<p>After successfully managing to get the game removed from the App Store, Langdell butted up against what could prove to be his downfall: the collective, unshakable 'might' of the indie game community, who've coalesced around the Mobigame struggle and mounted reams of evidence and circumstantial quotes about Langdell's business practices in his early days, seeking to shred the paper tiger and expose what little claim Edge Games has over the trademark. </p>

<p>Now with the legal might of no less than Electronic Arts behind them (who recently <a href="http://bit.ly/GZWYQ">filed this scathing suit</a> against Edge Games after Langdell seemed to be targeting EA's <em>Mirror's Edge</em>, using much of the evidence gathered by the indies), and with Edge Games now having successfully convinced Apple to <a href="http://www.pocketgamer.co.uk/r/iPhone/Killer+Edge+Racing/news.asp?c=16636">remove <em>Killer Edge Racing</em> from the App Store</a>, the indie community has served its latest sardonic volley against Langdell, rallying together to show support for 'the fallen' by incorporating the name into their own games. </p>

<p>Below, then, a gallery of all the participants' parodies. Whether the 'troll day' has any effect other than situation-awareness and to what end the community will take its efforts remains to be seen, but either way it's a heartening reminder of the size and solidarity of the indie games movement. </p>]]>
            <![CDATA[<p><a href="http://www.boingboing.net/assets_c/2009/11/edgy-27807.html" onclick="window.open('http://www.boingboing.net/assets_c/2009/11/edgy-27807.html','popup','width=640,height=480,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.boingboing.net/assets_c/2009/11/edgy-thumb-620x465-27807.jpg" width="620" height="465" alt="edgy.jpg" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a></p>

<p>Derek Yu modifies his <em><a href="http://spelunkyworld.com/">Spelunky</a></em> with its new name, and a pixel-caricature of Edge Games' owner. </p>

<p><img alt="edgeliss.jpg" src="http://www.boingboing.net/oimages/edgeliss.jpg" width="620" height="403" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>Steph Thirion's iPhone debut <em><a href="http://www.toucheliss.com/">Eliss</a></em> gains <a href="http://www.flickr.com/photos/40057013@N06/4096463706/">an added dimension</a> to give the game more, well, edges. </p>

<p><img alt="edgeform.jpg" src="http://www.boingboing.net/oimages/edgeform.jpg" width="620" height="465" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p><em><a href="http://www.intuitiongames.com/effing-hail/">Effing Hail</a></em> designer Greg Wohlwend and <em><a href="http://www.closuregame.com/">Closure</a></em> creator Tyler Glaiel introduce their <a href="http://www.flickr.com/photos/aeiowu/4096211040/">latest work and company name</a>. </p>

<p><img alt="crittercredge.jpg" src="http://www.boingboing.net/oimages/crittercredge.jpg" width="620" height="270" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p><a href="http://www.boingboing.net/2009/10/21/like-ghibli-barfing.html">Recently featured</a> Toronto dev Capybara <a href="http://crittercrunch.com/">announce a title switch</a> for their game previously known as <em>Critter Crunch</em>.</p>

<p><img alt="atomicedge.jpg" src="http://www.boingboing.net/oimages/atomicedge.jpg" width="620" height="355" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>Also <a href="http://www.boingboing.net/2009/11/11/the-running-man-behi.html">recently featured</a> <em>Canabalt</em> creator Adam Saltsman unveils the largest of the efforts: a <a href="http://atomicedgegames.com/">new website for Atomic Edge Games</a>, pitch perfectly capturing the spirit of Langdell's amateur site-development skills, and following suit by renaming his games and using, as does Langdell, assets from pre-existing works to promote them.</p>

<p><img alt="edgeitmoves.jpg" src="http://www.boingboing.net/oimages/edgeitmoves.jpg" width="620" height="239" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>Austria's Broken Rules (now to be known as Broken Edge) <a href="http://www.brokenrul.es/blog/?p=77">converts</a> their PC/soon-to-be WiiWare game <em><a href="http://www.andyetitmoves.net/">And Yet It Moves</a></em> to its new name.</p>

<p><a href="http://www.boingboing.net/oimages/Edgeles.jpg"><img alt="Edgeles.jpg" src="http://www.boingboing.net/assets_c/2009/11/Edgeles-thumb-620x387-27815.jpg" width="620" height="387" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a></p>

<p>Mike Kasprzak <a href="http://www.toonormal.com/edgeles/">modifies his iPhone debut game <em>Smiles</em></a> down to the level of each mode.</p>

<p><img alt="space3.jpg" src="http://www.boingboing.net/oimages/space3.jpg" width="620" height="465" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>Art game master Messhof announces <a href="http://messhof.com/news/new-game/">his latest work</a>. </p>

<p><a href="http://www.boingboing.net/oimages/edgefeckless.jpg"><img alt="edgefeckless.jpg" src="http://www.boingboing.net/assets_c/2009/11/edgefeckless-thumb-620x465-27825.jpg" width="620" height="465" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a></p>

<p>Dejobaan take their already unlikely named game <em><a href="http://www.dejobaan.com/aaaaa/">AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity</a></em> to new heights. </p>

<p><img alt="FEDGE.jpg" src="http://www.boingboing.net/oimages/FEDGE.jpg" width="620" height="620" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>And finally, <em>Fez</em> creators Polytron unveil their decision to <a href="http://polytroncorporation.com/?p=724">re-introduce their game as <em>Fedge</em></a>.</p>

<p>To learn more about the Edge Games vs. The World efforts, visit <a href="http://chaosedge.wordpress.com/">the Chaos Edge blog</a>, TIGSource's <a href="http://www.tigsource.com/pages/edge-games">roundup of the ongoing story</a>, and Simon Parkin's <a href="http://www.eurogamer.net/articles/the-edge-of-reason">Eurogamer feature</a> laying out just how this all began. </p>]]>
            

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    </entry>
  
    <entry>
        <title>A Peek Inside a 17th-Century Guide to Magic Tricks</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/12/a-peek-inside-a-17th.html" />
        <id>tag:www.boingboing.net,2009://1.68316</id>

        <published>2009-11-12T19:19:35Z</published>
        <updated>2009-11-12T19:24:17Z</updated>

        <summary>The title is a mouthful: Hocus Pocus Junior The anatomy of legerdemain. Or, The art of iugling set forth in his proper colours, fully, plainly, and exactly; so that an ignorant person may thereby learn the full perfection of the same, after a little practise. The publication date is 1634. Although it&apos;s the earliest book devoted to magic as a performing art, it apparently takes its text almost exactly from a 1584 book called The Discoverie of Witchcraft. The Witchcraft book was meant to be a debunking text, proving to people that witches didn&apos;t exist and, thus, that we shouldn&apos;t go about condemning other people for witchcraft. Hocus Pocus Junior took the chapters on sleight of hand and slightly (heh) reworked them as an instructional manual. Comparing Hocus Pocus Junior and the Discoverie of Witchcraft at Early Modern Whale. Two Posts on the History of Hocus Pocus Junior from Bookride.com Thanks to Holly Tucker! Previously:Derren Brown live in London&#39;s West End -- astounding! - Boing Boing enigma: derren brown&#39;s new live mentalism and magic show on uk tour Chimp enjoys magic show - Boing Boing HOWTO Make a magic fireball (flaming oily rag) -- UPDATED - Boing ......</summary>
        <author>
            <name>Maggie Koerth-Baker </name>
            <uri>http://maggiekb.com/</uri>
        </author>
        
            <category term="Book" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Culture" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="History" scheme="http://www.sixapart.com/ns/types#category" />
        
        
        <content type="html" xml:lang="en" xml:base="http://www.boingboing.net/">
            
            <![CDATA[<p>The title is a mouthful: <em>Hocus Pocus Junior The anatomy of legerdemain. Or, The art of iugling set forth in his proper colours, fully, plainly, and exactly; so that an ignorant person may thereby learn the full perfection of the same, after a little practise</em>.</p>

<p>The publication date is 1634. Although it's the earliest book devoted to magic as a performing art, it apparently takes its text almost exactly from a 1584 book called <a href="http://en.wikipedia.org/wiki/Reginald_Scot">The Discoverie of Witchcraft</a>. The<em> Witchcraft</em> book was meant to be a debunking text, proving to people that witches didn't exist and, thus, that we shouldn't go about condemning other people for witchcraft. <em>Hocus Pocus Junior</em> took the chapters on sleight of hand and slightly (heh) reworked them as an instructional manual.</p>

<p><a href="http://roy25booth.blogspot.com/2009/11/how-to-vanish-glass-of-beer-hocus-pocus.html">Comparing Hocus Pocus Junior and the Discoverie of Witchcraft</a> at Early Modern Whale.
<br><a href="http://www.bookride.com/2009/08/hocus-pocus-1.html">Two Posts</a> on the <a href="http://www.bookride.com/2009/09/hocus-pocus-2.html">History of Hocus Pocus Junior</a> from Bookride.com</br></p>

<p>Thanks to <a href="http://twitter.com/history_geek">Holly Tucker</a>!</p>

<div class="previously2">
<em>Previously:</em><ul><li><a href="http://www.boingboing.net/2008/05/12/derren-brown-live-in-1.html#previouspost">Derren Brown live in London&#39;s West End -- astounding! - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2009/04/19/enigma-derren-browns.html#previouspost">enigma: derren brown&#39;s new live mentalism and magic show on uk tour</a></li>
<li><a href="http://boingboing.net/2009/08/27/chimp-enjoys-magic-s.html#previouspost">Chimp enjoys magic show - Boing Boing</a></li>
<li><a href="http://boingboing.net/2008/01/14/howto-make-a-magic-f.html#previouspost">HOWTO Make a magic fireball (flaming oily rag) -- UPDATED - Boing ...</a></li>
</ul>
</div>]]>
            
            

        </content>
    </entry>
  
    <entry>
        <title>Bioshock Hypo replicas</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/12/bioshock-hypo-replic.html" />
        <id>tag:www.boingboing.net,2009://1.68297</id>

        <published>2009-11-12T09:53:33Z</published>
        <updated>2009-11-12T09:53:51Z</updated>

        <summary> As Alice at Wonderlandblog points out, it&apos;s rare to see official merch as good as these Bioshock 2 EVE Hypos -- you usually have to find some fetishistic fan art. But this is an actual in-store tchotchke, and it&apos;s a corker. (via Wonderland)...</summary>
        <author>
            <name>Cory Doctorow</name>
            
        </author>
        
            <category term="Gadgets" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
        
        
        <content type="html" xml:lang="en" xml:base="http://www.boingboing.net/">
            
            <![CDATA[<p><img src="http://craphound.com/images/12259144x.jpg" align="left"><br />
As Alice at Wonderlandblog points out, it's rare to see official merch as good as these Bioshock 2 EVE Hypos -- you usually have to find some fetishistic fan art. But this is an actual in-store tchotchke, and it's a corker.<br />
<p><br />
<a href="http://www.play.com/Gadgets/Gadgets/4-/12259144/Bioshock-2-EVE-Hypo-Prop-Replica/Product.html"><Bioshock 2: EVE Hypo Prop Replica /a></p>

<p>(<i>via <a href="http://www.wonderlandblog.com/">Wonderland</a></i>)</p>

<p><br clear="all"></p>]]>
            
            

        </content>
    </entry>
  
    <entry>
        <title>The Running Man: behind the sketchbooks of Adam Saltsman&apos;s Canabalt</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/11/the-running-man-behi.html" />
        <id>tag:www.boingboing.net,2009://1.68171</id>

        <published>2009-11-11T19:00:25Z</published>
        <updated>2009-11-14T05:42:48Z</updated>

        <summary> Adam &apos;Atomic&apos; Saltman&apos;s one-button action-opus Canabalt (covered earlier in a previous column) will likely go down as 2009&apos;s biggest viral surprise -- to no less even than Saltsman himself, who admitted at this year&apos;s Austin GDC Indie Games Fest to squandering and then scrambling to capitalize on the success the game near instantly saw (the first 120,000 players the game captured by its second day, and subsequent 650,000 by the week&apos;s end, saw none of the cross-indie/Twitter/iPhone port promotions subsequently rolled out as quickly as possible). But there&apos;s almost no one in the industry that hasn&apos;t taken serious note of its acclaim and wondered what magic formula there might be hidden in its design that can be replicated elsewhere. And so -- in service to fans, would-be devs and established designers alike -- Saltsman has provided us with his sketches and notes, illustrating each leap to logical leap he made in finishing that first version. Interestingly -- though maybe not so surprisingly, given that the game was created for the Experimental Gameplay&apos;s &apos;Bare Minimum&apos; challenge -- the documents show a game more complex than what we eventually received, with its anonymous runner able to pull off sliding ducks on top of his now-singular jump, and &apos;edit&apos; and &apos;profile&apos; modes obviously stripped from the game (indeed, the entire game seems to now live inside what Saltsman originally had planned as a &apos;quick race&apos; option). And so, what follows is the necessarily brief notes and calculations for a necessarily brief production, neither any less worse off for it: let us know if you crack Saltsman&apos;s magic code. [Canabalt fan art at top by Georgia &apos;garlicbug&apos; Hurbgljjsa, via Pauli MadamLuna Kohberger&apos;s BBS, via Saltsman]...</summary>
        <author>
            <name>Brandon Boyer</name>
            
        </author>
        
            <category term="Featured" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Wide" scheme="http://www.sixapart.com/ns/types#category" />
        
        
        <content type="html" xml:lang="en" xml:base="http://www.boingboing.net/">
            
            <![CDATA[<p><img alt="83.jpg" src="http://www.boingboing.net/oimages/83.jpg" width="620" height="620" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>Adam '<a href="http://adamatomic.com/">Atomic</a>' Saltman's one-button action-opus <em><a href="http://adamatomic.com/canabalt/">Canabalt</a></em> (covered earlier in <a href="http://boingboing.net/2009/10/12/my-generation-how-in.html">a previous column</a>) will likely go down as 2009's biggest viral surprise -- to no less even than Saltsman himself, who admitted at this year's Austin GDC Indie Games Fest to squandering and then scrambling to capitalize on the success the game near instantly saw (the first 120,000 players the game captured by its second day, and subsequent 650,000 by the week's end, saw none of the cross-indie/Twitter/<a href="http://bit.ly/15coxv">iPhone port</a> promotions subsequently rolled out as quickly as possible). </p>

<p>But there's almost no one in the industry that hasn't taken serious note of its acclaim and wondered what magic formula there might be hidden in its design that can be replicated elsewhere. And so -- in service to fans, would-be devs and established designers alike -- Saltsman has provided us with his sketches and notes, illustrating each leap to logical leap he made in finishing that first version. </p>

<p><img alt="canabalt_slide.jpg" src="http://www.boingboing.net/oimages/canabalt_slide.jpg" width="620" height="159" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>Interestingly -- though maybe not so surprisingly, given that the game was created for the Experimental Gameplay's <a href="http://experimentalgameplay.com/blog/2009/08/canabalt/">'Bare Minimum' challenge</a> -- the documents show a game more complex than what we eventually received, with its anonymous runner able to pull off sliding ducks on top of his now-singular jump, and 'edit' and 'profile' modes obviously stripped from the game (indeed, the entire game seems to now live inside what Saltsman originally had planned as a 'quick race' option).</p>

<p>And so, what follows is the necessarily brief notes and calculations for a necessarily brief production, neither any less worse off for it: let us know if you crack Saltsman's magic code.</p>

<p><small>[<a href="http://www14.oekakibbs.com/bbs/madamluna/oekakibbs.cgi?mode=res_msg&resno=83&author=0&thumb=0&picwid=500&pichei=500&thisfile=83.png"><em>Canabalt</em> fan art</a> at top by Georgia '<a href="http://twitter.com/garlicbug">garlicbug</a>' Hurbgljjsa, via Pauli <a href="http://madamluna.livejournal.com/profile">MadamLuna</a> Kohberger's BBS, via <a href="http://twitter.com/ADAMATOMIC/status/5535034686">Saltsman</a>]</small></p>]]>
            <![CDATA[<p><a href="http://www.boingboing.net/assets_c/2009/11/canabalt_notes1-27765.html" onclick="window.open('http://www.boingboing.net/assets_c/2009/11/canabalt_notes1-27765.html','popup','width=1517,height=1240,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.boingboing.net/assets_c/2009/11/canabalt_notes1-thumb-960x784-27765.jpg" width="960" height="784" alt="canabalt_notes1.jpg" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a></p>

<p>Saltman's first page shows the rooftop decorations that would eventually make it into the game, as well as the first try at the fine-mist-making dropped bomb, with all other front menu options (and what appears to be a <em>Mirror's Edge</em> inspired vent system) having been stripped from the completed game. </p>

<p><a href="http://www.boingboing.net/assets_c/2009/11/canabalt_notes2-27768.html" onclick="window.open('http://www.boingboing.net/assets_c/2009/11/canabalt_notes2-27768.html','popup','width=1240,height=786,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.boingboing.net/assets_c/2009/11/canabalt_notes2-thumb-960x608-27768.jpg" width="960" height="608" alt="canabalt_notes2.jpg" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a></p>

<p>More <em>Mirror's Edge</em> parkour-acrobatics having never made it in are shown above, in the first sketchy mockup of how the runner would eventually move, along with Saltsman eschewing a day/night progression for the simple black and white palette the game would take on. </p>

<p><img alt="mockup.jpg" src="http://www.boingboing.net/oimages/mockup.jpg" width="960" height="320" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>And finally, the first color sketch of the look of the final game, and the first evidence of its un-expounded-on far-backstory with the giant invaders in the far background, and the military-dropship-esque vehicles passing in mid-ground. Also, note back to page one to see Saltsman arguing with himself over the size of the game's John Woo-esque scattered doves. </p>

<p>If you haven't already, by all means play the final game itself <a href="http://adamatomic.com/canabalt/">at its official site</a>, and pick up its essential <a href="http://bit.ly/15coxv">iPhone port at the App Store</a>, then check either the unofficial Twitter leaderboards set up by <a href="http://capndesign.com/canabalt/">CapnDesign</a> or <a href="http://canabalting.com/">Onstuimig</a> to see just where you rank in the eternal race.</p>

<div class="previously2">
<em>Previously:</em><ul><li><a href="http://boingboing.net/2009/10/12/my-generation-how-in.html#previouspost">My generation: How Indie Game Makers are Embracing Controlled Chaos</a></li>
</ul>
</div>]]>
            

        </content>
    </entry>
  
    <entry>
        <title>Space Mountain queue gets short-play video-games</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/10/space-mountain-queue.html" />
        <id>tag:www.boingboing.net,2009://1.68258</id>

        <published>2009-11-11T06:17:10Z</published>
        <updated>2009-11-11T06:17:47Z</updated>

        <summary> A reader writes, &quot;Passengers riding Walt Disney World&apos;s updated Space Mountain attraction will be able to play video games as they wait in line. Each game lasts about 90 seconds with a 90-second interval and the games can accommodate 86 players at one time.&quot; Space Mountain is a notorious slow loader (all coasters are, since they can&apos;t do that lovely continuous belt thing that characterizes, say, the Haunted Mansion; nor do they support giant boats like Pirates of the Caribbean). Anything to make the queue less dull is great news! Walt Disney World&apos;s Classic Space Mountain Attraction to Reopen with a Few Surprises Previously:Space Mountain fan-poster - Boing Boing Space Mountain fansite recreates ride virtually - Boing Boing Space Mountain 1977 eBay auction - Boing Boing Space Mountain car and other cool disneycrap for auction - Boing Boing Boing Boing: Space Mountain sim video Boing Boing: Own a Disneyland ride vehicle!...</summary>
        <author>
            <name>Cory Doctorow</name>
            
        </author>
        
            <category term="Culture" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Disney" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Gadgets" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
        
        
        <content type="html" xml:lang="en" xml:base="http://www.boingboing.net/">
            
            <![CDATA[<p><img src="http://craphound.com/images/space2LARGE.jpg"><br><br />
A reader writes, "Passengers riding Walt Disney World's updated Space Mountain attraction will be able to play video games as they wait in line. Each game lasts about 90 seconds with a 90-second interval and the games can accommodate 86 players at one time."<br />
<p><br />
Space Mountain is a notorious slow loader (all coasters are, since they can't do that lovely continuous belt thing that characterizes, say, the Haunted Mansion; nor do they support giant boats like Pirates of the Caribbean). Anything to make the queue less dull is great news!<br />
<p><br />
<a href="http://disneyparks.disney.go.com/blog/2009/11/walt-disney-world%E2%80%99s-classic-space-mountain-attraction-to-reopen-with-a-few-surprises/">Walt Disney World's Classic Space Mountain Attraction to Reopen with a Few Surprises</a></p>

<div class="previously2">
<em>Previously:</em><ul><li><a href="http://www.boingboing.net/2008/04/12/space-mountain-fanpo.html#previouspost">Space Mountain fan-poster - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2007/03/25/space-mountain-fansi.html#previouspost">Space Mountain fansite recreates ride virtually - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2004/07/15/space-mountain-1977-.html#previouspost">Space Mountain 1977 eBay auction - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2004/01/22/space-mountain-car-a.html#previouspost">Space Mountain car and other cool disneycrap for auction - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2005/11/09/space_mountain_sim_v.html#previouspost">Boing Boing: Space Mountain sim video</a></li>
<li><a href="http://www.boingboing.net/2005/02/16/own_a_disneyland_rid.html#previouspost">Boing Boing: Own a Disneyland ride vehicle!</a></li>
</ul>
</div>]]>
            
            

        </content>
    </entry>
  
    <entry>
        <title>Super Mario gloves</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/10/super-mario-gloves.html" />
        <id>tag:www.boingboing.net,2009://1.68257</id>

        <published>2009-11-11T06:12:54Z</published>
        <updated>2009-11-11T06:13:22Z</updated>

        <summary> Crafster member Leahseraph, the creator of these Super Mario Fire-Flower gloves &quot;just winged it,&quot; making up the pattern as she went. Geek Craft: Super Mario knitted flower gloves (via Wonderland) Previously:Super Mario cupcakes - Boing Boing Beatboxing flautist performs Super Mario theme - Boing Boing Super Mario vs NYC -- street art - Boing Boing Super Mario mosaic table - Boing Boing Laser cutter motors play Super Mario theme - Boing Boing Bill O&#39;Reilly discovers Super Mario -- Offworld - Boing Boing Hand-painted Mario shoes - Boing Boing Custom Super Mario underwear - Boing Boing...</summary>
        <author>
            <name>Cory Doctorow</name>
            
        </author>
        
            <category term="Copyfight" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Happy Mutants" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Old school" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="fashion" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="maker" scheme="http://www.sixapart.com/ns/types#category" />
        
        
        <content type="html" xml:lang="en" xml:base="http://www.boingboing.net/">
            
            <![CDATA[<p><img src="http://craphound.com/images/mario-gloves.jpg" align="left"></p>

<p>Crafster member Leahseraph, the creator of these Super Mario Fire-Flower gloves "just winged it," making up the pattern as she went.<br />
<p><br />
<a href="http://www.craftycrafty.tv/2009/11/geek_craft_super_mario_knitted.html">Geek Craft: Super Mario knitted flower gloves</a></p>

<p>(<i>via <a href="http://www.wonderlandblog.com/">Wonderland</a></i>)</p>

<p><br clear="all"></p>

<div class="previously2">
<em>Previously:</em><ul><li><a href="http://www.boingboing.net/2009/10/12/super-mario-cupcakes.html#previouspost">Super Mario cupcakes - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2009/05/22/beatboxing-flautist.html#previouspost">Beatboxing flautist performs Super Mario theme - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2009/03/07/super-mario-vs-nyc-s.html#previouspost">Super Mario vs NYC -- street art - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2009/03/26/super-mario-mosaic-t.html#previouspost">Super Mario mosaic table - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2009/04/17/laser-cutter-motors.html#previouspost">Laser cutter motors play Super Mario theme - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2009/04/15/bill-oreilly-discove.html#previouspost">Bill O&#39;Reilly discovers Super Mario -- Offworld - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2009/03/14/handpainted-mario-sh.html#previouspost">Hand-painted Mario shoes - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2008/04/07/custom-super-mario-u.html#previouspost">Custom Super Mario underwear - Boing Boing</a></li>
</ul>
</div>]]>
            
            

        </content>
    </entry>
  
    <entry>
        <title>Rushkoff on writing for a new alternate reality game</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/10/rushkoff-on-his-new.html" />
        <id>tag:www.boingboing.net,2009://1.68229</id>

        <published>2009-11-10T17:53:27Z</published>
        <updated>2009-11-12T01:44:02Z</updated>

        <summary> Douglas Rushkoff is the author of Life Inc., Coercion, the graphic novel Testament, and many other books. I&apos;ve written and even taught a whole lot about interactive narrative over the years, but rarely have the chance to play with this stuff. So last year, when a Canadian games company rang to see if I&apos;d be interested in collaborating with them on developing stories for a giant, multi-dimensional gaming universe, I jumped. It was like I was being given the chance to live out Jack Kirby&apos;s dream of world-building with Robert Anton Wilson&apos;s vision of multiple and overlapping perspectives. The early results are finally making it online as the preview of a graphic novel, which spills out into the trailhead of at least one Alternate Reality Game, and also comprises the back story of the coming videogame series. This is a big big universe - a giant war for the future of humanity, of course - with maybe one overall timeline but many different pathways through the material. So people might follow my characters through a series of graphic novels, and learn something about them that they can then use in the games, or an artifact they find in the game might help them decode something in the comics. And even the ARG that people are beginning to play right now - through which they are &quot;finding the others,&quot; and forging coalitions with other gamers in their own parts of the world to solve certain challenges - is a set-up for the bigger game, where these larger groups will be responsible for various aspects of the coming war. The object of the game right now is for the players to build the &quot;Darknet,&quot; an alternative network through which a global resistance can operate, and people can begin to piece together why NASA scientists are being rounded up and what the hell happened over the skies in Los Angeles....</summary>
        <author>
            <name>rushkoff</name>
            
        </author>
        
            <category term="Featured" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
        
        
        <content type="html" xml:lang="en" xml:base="http://www.boingboing.net/">
            
            <![CDATA[<p></p>

<p><img src="http://www.boingboing.net/images/lightsrusss.jpg" height="369" width="620" border="1" align="left" hspace="4" vspace="4" alt="Lightsrusss" /></p>

<p></p>

<p><br clear="all"><br />
<em><a href="http://rushkoff.com/">Douglas Rushkoff</a> is the author of <a href="http://www.amazon.com/gp/product/1400066891?ie=UTF8&tag=boingboing0e-20&linkCode=as2&camp=1789&creative=390957&creativeASIN=1400066891">Life Inc.</a>, <a href="http://www.amazon.com/gp/product/B000GG4K68?ie=UTF8&tag=boingboing0e-20&linkCode=as2&camp=1789&creative=390957&creativeASIN=B000GG4K68">Coercion</a>, the graphic novel <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref%255F%3Dnb%255Fss%26y%3D0%26field-keywords%3Dtestament%2520rushkoff%26url%3Dsearch-alias%253Dstripbooks&tag=boingboing0e-20&linkCode=ur2&camp=1789&creative=390957">Testament</a>, and many other books.</em><p></p>

<p><br />
I've written and even taught a whole lot about interactive narrative over the years, but rarely have the chance to play with this stuff. So last year, when a Canadian games company rang to see if I'd be interested in collaborating with them on developing stories for a giant, multi-dimensional gaming universe, I jumped. It was like I was being given the chance to live out Jack Kirby's dream of world-building with Robert Anton Wilson's vision of multiple and overlapping perspectives. <br />
<p><br />
The early results are finally making it online as the preview of a graphic novel, which spills out into the trailhead of at least one Alternate Reality Game, and also comprises the back story of the coming videogame series. This is a big big universe - a giant war for the future of humanity, of course -  with maybe one overall timeline but many different pathways through the material. So people might follow my characters through a series of graphic novels, and learn something about them that they can then use in the games, or an artifact they find in the game might help them decode something in the comics. And even the ARG that people are beginning to play right now - through which they are "finding the others," and forging coalitions with other gamers in their own parts of the world to solve certain challenges -  is a set-up for the bigger game, where these larger groups will be responsible for various aspects of the coming war. <br />
<p><br />
The object of the game right now is for the players to build the "Darknet," an alternative network through which a global resistance can operate, and people can begin to piece together why NASA scientists are being rounded up and what the hell happened over the skies in Los Angeles. <br />
<p></p>]]>
            <![CDATA[<p><br />
<img src="http://www.boingboing.net/images/exoriare2222.jpg" height="232" width="300" border="1" align="left" hspace="4" vspace="4" alt="Exoriare2222" /></p>

<p><img src="http://www.boingboing.net/images/exoriaree3.jpg" height="232" width="307" border="1" align="left" hspace="4" vspace="4" alt="Exoriaree3" /><br />
<br clear="all"></p>

<p>While I know a lot of this has been tried before in different contexts, I haven't yet seen it work as such an organic extension of the game and game world - and, of course, I've never gotten to play it out on this side of the game before. It's as if the creation of the world and characters were itself a videogame being played among all the creative crew. (Then again, you're looking at someone who has really never gotten to work with other people, before.) I build a character, and then they stick her into one of their squads in the game; or they build a weapon that I then steal for the climax of one of the scenes in my comic. If we were trying to figure out whose IP was whose, we'd be sunk before we began - which is why we've developed a more "communal" model of creative control and ownership. <br />
<p><br />
I'm proud of what we're doing, but I'm still intimidated by the audience and their expectations. A few months ago I went to Blizzcon, where I saw tens of thousands of Warcrafters more committed to a story and world than I realized was possible. I mean, people spend maybe ten or twenty hours with one of my books. They spend thousands of hours in a gaming universe, and moving through it with a level of awareness and expectation for novelty that people used to approach, say, James Joyce. <br />
<p><br />
So please come check out <a href="http://exoriare.com/">Exoriare</a>.</p>]]>
            

        </content>
    </entry>
  
    <entry>
        <title>Please release me: Left 4 an IGF onslaught</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/06/please-release-me-le.html" />
        <id>tag:www.boingboing.net,2009://1.67951</id>

        <published>2009-11-06T15:00:34Z</published>
        <updated>2009-11-06T13:59:45Z</updated>

        <summary> Though for die-hard RPG nuts it&apos;ll have been a red letter week with the release of Bioware&apos;s Dragon Age: Origins, it hasn&apos;t been enough to wean me off my daily regimen of pushing further into the Borderlands and compulsively playing through the two levels that make up the Left 4 Dead 2 demo (above, now fully released to the public) with each character, hoping for just one more scrap of rarely-triggered dialogue to more fully flesh out just who these characters are that I&apos;ll be spending most of the winter with. But it&apos;s without any facetiousness that I admit that there&apos;s one game release this week that&apos;s particularly pricked my ear:...</summary>
        <author>
            <name>Brandon Boyer</name>
            
        </author>
        
            <category term="Featured" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
        
        <category term="left4dead2" label="left 4 dead 2" scheme="http://www.sixapart.com/ns/types#tag" />
        
        <content type="html" xml:lang="en" xml:base="http://www.boingboing.net/">
            
            <![CDATA[<p><object width="620" height="376"><param name="movie" value="http://www.youtube.com/v/VU5UEbD4Gdw&hl=en&fs=1&rel=0&showinfo=0&autoplay=0&ap=%2526fmt%3D18"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/VU5UEbD4Gdw&hl=en&fs=1&rel=0&showinfo=0&autoplay=0&ap=%2526fmt%3D18" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="620" height="376"></embed></object></p>

<p>Though for die-hard RPG nuts it'll have been a red letter week with the release of Bioware's <em><a href="http://dragonage.bioware.com">Dragon Age: Origins</a></em>, it hasn't been enough to wean me off my daily regimen of pushing <a href="http://www.boingboing.net/2009/10/30/please-release-me-bo.html">further into</a> the <em>Borderlands</em> and compulsively playing through the two levels that make up the <a href="http://store.steampowered.com/app/590/"><em>Left 4 Dead 2</em> demo</a> (above, now fully released to the public) with each character, hoping for just one more scrap of rarely-triggered dialogue to more fully flesh out just who these characters are that I'll be spending most of the winter with. </p>

<p>But it's without any facetiousness that I admit that there's one game release this week that's particularly pricked my ear: </p>]]>
            <![CDATA[<p><object width="620" height="376"><param name="movie" value="http://www.youtube.com/v/uWXS5NJgKD0&hl=en&fs=1&rel=0&showinfo=0&autoplay=0&ap=%2526fmt%3D18"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/uWXS5NJgKD0&hl=en&fs=1&rel=0&showinfo=0&autoplay=0&ap=%2526fmt%3D18" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="620" height="376"></embed></object></p>

<p><em><a href="http://www.rockband.com/games/lego">Lego Rock Band</a></em> [Harmonix/TT Games, 360/PS3/Wii/DS]</p>

<p>The Lego version of Harmonix's staple has taken its fair share of heat from purists for the unconventional pairing, but for a version of <em>Rock Band</em> targeted toward the youngest among us -- which is, it should be noted, <em>LRB</em>'s central goal -- Lego seems just about the least offensive toy-aisle license for potential pairing, especially taken with the lightly chaotic and perfectly parodic tone <a href="http://www.ttgames.com/">TT Games</a> has brought to its own Lego series to date (<em>Star Wars, Batman, Indy Jones</em>). </p>

<p><em>LRB</em> caters to the youths with an added Super Easy difficulty and other low-failure-rate options, shortened versions of certain tracks to keep the attention deficit constantly hammering away without wading through intro/outros, and a selection of family friendly songs honestly no less recognizably <em>Rock Band</em> (including, even, the series' first Vampire Weekend), and includes the ability to export all the tracks back to <em>Rock Band 2</em> (for an additional charge) if your plastic-rock goes only so far. </p>

<p><small>[And as a side note: on top of the console releases, I'm just as intrigued by (but have not had a chance to play) the DS version, which promises to bring Harmonix's classic multi-track single player experience established by its original PS2 games like <em>Amplitude</em> down to size, as it did with <em><a href="http://offworld.com/2009/08/get-this-the-superlative-solo.html">Rock Band Unplugged</a></em> for the PSP, and did in lesser form with <a href="http://bit.ly/5byRS">EA Mobile's iPhone version</a> -- <a href="http://www.youtube.com/watch?v=cH1PDmeJaLE">as seen in action here</a>.]</small></p>

<p><object width="620" height="465"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=7346946&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=7346946&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="620" height="465"></embed></object></p>

<p>But the real reason I haven't had as much time as usual to make my way further through the bigger names is that, if you hadn't heard the faint eruption in the distance, the Independent Games Festival has unleashed the record <a href="http://www.igf.com/php-bin/entries2010.php">300+ strong list of entrants</a> in this year's competition, which means (being a judge) a thorough playthrough of as many as my machine can handle. </p>

<p>If you want a more compressed guide to start doing the same yourself, <a href="http://tale-of-tales.com/blog/2009/11/04/all-igf-2010-videos/">Tale of Tales</a> has provided a <a href="http://www.youtube.com/view_play_list?p=676B9D51A1FF7D24">YouTube</a>/<a href="http://vimeo.com/channels/67532">Vimeo</a> playlist to see as many in action as are available on the video services, and UK outlet SavyGamer is laboriously compiling direct download links for all currently released games <a href="http://savygamer.co.uk/2009/11/03/pretend-you-are-an-igf-judge-part-1/">in one place here</a>. </p>

<p>Interestingly, one game that'd caught my eye just a day or two before the list was announced is one that presumably came out of hiding just to make that list: <em><a href="http://www.rocketbirds.com/">Rocketbirds: Revolution</a></em> by Ratloop, creators of last year's "draw your own level solution" game <em><a href="http://www.ratloop.com/?games/mightier">Mightier</a></em>. </p>

<p>As you can see in the video above, the premise is quite easily summed as classic roto-scope-ish PC games like <em>Out of This World, Blackthorne</em> or <em>Flashback</em> meets <em>Oddworld</em>, done up gorgeously and playable online in Flash, with a wickedly darkly comic militaristic bent. Before you make your way through the rest, <a href="http://www.rocketbirds.com/">stop there first</a>. </p>

<div class="previously2">
<em>Previously:</em><ul><li><a href="http://www.boingboing.net/2009/10/30/please-release-me-bo.html#previouspost">Please release me: Borderlands and Bomberlands, Hook Champ and ...</a></li>
<li><a href="http://www.boingboing.net/2009/10/24/please-release-me-lo.html#previouspost">Please release me: Rock Band iPhone, Small Worlds, Eufloria ...</a></li>
</ul>
</div>]]>
            

        </content>
    </entry>
  
    <entry>
        <title>Venezuela bans violent video games: a first-person guest essay</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/05/venezuela-chavez-adm.html" />
        <id>tag:www.boingboing.net,2009://1.68113</id>

        <published>2009-11-05T20:40:00Z</published>
        <updated>2009-11-05T20:58:13Z</updated>

        <summary> Guido Núñez-Mujica, a 26-year-old Boing Boing reader in Venezuela who is an avid gamer, writes in with this extensive personal observation piece about a new law that widely criminalizes video games in the South American country. As you read the piece, please also bear in mind that publishing this sort of thing under one&apos;s full name is not done without personal risk. These games are a cherished part of my life, they helped to shape my young mind, they gave me challenges and vastly improved my English, opening the door to a whole new world of literature, music and people from all around the world. What I have achieved, all my research, how I have been able to travel even though I&apos;m always broke, the hard work I&apos;ve done to convince people to fund a start up for cheap biotech for developing countries and regular folks, none of that would have been possible hadn&apos;t I learned English through video games. Now, thanks to the tiny horizons of the cast of morons who govern me, thanks to the stupidity and ham-fisted authoritarianism of the local authorities, so beloved of so many liberals, my 7 year old brother&apos;s chances to do the same could be greatly impacted. After the jump, Núñez-Mujica&apos;s essay in full....</summary>
        <author>
            <name>Xeni Jardin</name>
            <uri>http://www.xeni.net</uri>
        </author>
        
            <category term="Civlib" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Featured" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="International" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Technology" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="guestblog" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="human rights" scheme="http://www.sixapart.com/ns/types#category" />
        
        
        <content type="html" xml:lang="en" xml:base="http://www.boingboing.net/">
            
            <![CDATA[<p><img alt="venezuelainvaders.png" src="http://www.boingboing.net/imags/venezuelainvaders.png" width="640" height="149" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /><br />
<p>Guido Núñez-Mujica, a 26-year-old Boing Boing reader in Venezuela who is an avid gamer, writes in with this extensive personal observation piece about a new law that widely criminalizes video games in the South American country. As you read the piece, please also bear in mind that publishing this sort of thing under one's full name is not done without personal risk. </p>

<p>

<blockquote><em>These games are a cherished part of my life, they helped to shape my young mind, they gave me challenges and vastly improved my English, opening the door to a whole new world of literature, music and people from all around the world. What I have achieved, all my research, how I have been able to travel even though I'm always broke, the hard work I've done to convince people to fund a start up for cheap biotech for developing countries and regular folks, none of that would have been possible hadn't I learned English through video games.</p>
<p>Now, thanks to the tiny horizons of the cast of morons who govern me, thanks to the stupidity and ham-fisted authoritarianism of the local authorities, so beloved of so many liberals, my 7 year old brother's chances to do the same could be greatly impacted. </em></blockquote>

<p>After the jump, Núñez-Mujica's essay in full.<p></p>]]>
            <![CDATA[<p><br />
<hr><p><br />
<strong>Last Thursday in Venezuela, a new <a href="http://translate.google.com/translate?prev=hp&amp;hl=en&amp;js=y&amp;u=http://ve.news.yahoo.com/s/afp/091030/tecnologia/venezuela_infancia_leyes_sociedad&amp;sl=es&amp;tl=en&amp;history_state0=">law criminalizing "violent" video games and toys was approved by the National Assembly</a>.</strong> <p>The law scapegoats gamers for the obscene levels of violence in our country (see below), and goes to extraordinary lengths to criminalize gaming, to the point of holding out long jail terms to people who buy the wrong kinds of games.</p>

<p>It's no joke. Last year, on a trip to the US, I was able to buy a Nintendo DS for my brother, and a puzzle game that deals with using weapons to defend the fish stock of penguins in Antarctica, <i>Defendin' de Penguin</i>. Early next year, when the law kicks in, bring such a game could land me in jail for 3 to 5 years, for importing forbidden violent games, as the penguins use snowball guns to ward off walruses, foxes (in Antarctica? OMG think of Biogeography!), polar bears and the Yeti.</p>
<p>The law is just the latest nail in the coffin of Venezuelans' right of dissent and broader civil liberties. A pitiful attempt to blame video games and toys for the widespread lethal violence in our country, instead of a defective judicial structure, systemic corruption and governmental (purposeful?) ineptitude to deal with the problem.</p>
<p>I am 26 years old. Ever since I can remember Venezuela has been a very dangerous place. Every year the body count seemed to climb <a href="http://venezuela-europa.blogspot.com/2009/10/bleeding-venezuela.html">higher</a> than the previous year. Being on the streets after dark, especially in the big cities, became a little bit more dangerous with each passing year, no matter who was in power or how high prices for our oil rose.</p>

<p><br />
<p>I believed it was just a <a href="http://venezuela-europa.blogspot.com/2008/01/murder-in-venezuela.html">fact of life</a>. Then, ten years ago, Hugo Chávez came to power promising change at every level, promising a new, less corrupt, wealthier, safer society. Most of my friends and family voted for him, to register their contempt for our traditional politicians, because they wanted justice and a decent country.</p><br />
<p>Ten years later, we are indeed wealthier, thanks to a feverish oil boom, but the country's also falling deeper into debt, issuing <a href="http://www.etaiwannews.com/etn/news_content.php?id=1083968&amp;lang=eng_news&amp;cate_img=35.jpg&amp;cate_rss=news_Business">bonds</a> and getting loans even from the <a href="http://www.guardian.co.uk/business/2007/may/01/venezuela.imf">despised</a> Capitalist tool that is the <a href="http://online.wsj.com/article/BT-CO-20090915-711387.html">IMF</a>, and printing money like there's no tomorrow, while our electric system collapses, many staples are hard to find on store shelves, our hospitals are <a href="http://translate.google.com/translate?prev=hp&amp;hl=en&amp;js=y&amp;u=http://www.lanacion.com.ar/nota.asp%3Fnota_id%3D1191302&amp;sl=es&amp;tl=en&amp;history_state0=">rotting</a> and <a href="http://translate.google.com/translate?prev=hp&amp;hl=en&amp;js=y&amp;u=http://ultimahoraonline.com/unt-solicita-a-la-fiscalia-investigar-%E2%80%9Cenriquecimiento-subito%E2%80%9D-de-arne-chacon-escamillo/&amp;sl=es&amp;tl=en&amp;history_state0=">corruption</a> and crime are still getting worse.</p><br />
<p>The official position is that crime is a byproduct of poverty and inequality. The official numbers say that poverty and inequality have decreased dramatically so, how is it possible that today we have one of the worst crime rates in the <a href="http://www.laht.com/article.asp?ArticleId=345858&amp;CategoryId=10717">entire world</a>? Our murder rates are among the top five in the world. Barinas, the rural State where Chávez is from and where his brother is governor, has the highest kidnapping rate in the world. (The governor's reply? People are kidnapping themselves to <a href="http://www.nytimes.com/2009/07/21/world/americas/21venez.html">make the government look bad</a>.) And if you live in Caracas today, you are at substantially higher risk of meeting a violent death than if you live in Iraq these days.</p><br />
<p>One thing is clear: either crime is not caused merely by poverty and inequality, as the <a href="http://en.wikipedia.org/wiki/List_of_countries_by_homicide_rate">murder rates in Bangladesh</a> seem to confirm, or the government has not reduced poverty and inequality as much as it claims (as a glance to the barrios of Caracas seems to confirm). Or perhaps both.</p><br />
<p>Either way, the government has proven grossly incompetent at protecting its citizens. The pseudo-socialist clique that governs us plainly cares much more about protecting its own members. Recent press reports show that <a href="http://translate.google.com/translate?prev=hp&amp;hl=en&amp;js=y&amp;u=http://www.el-universal.com/2009/09/20/sucgc_art_la-pm-tiene-mas-esco_1578403.shtml&amp;sl=es&amp;tl=en&amp;history_state0=">more cops in Caracas are devoted to protecting politicians and their families as body guards than to roaming the streets</a>, and let's not even talk about crimes carried out by the police. Amid all this, the authorities seem to spend what limited resources are at the justice system's disposal on criminalizing dissent.</p><br />
<p>Venezuelan chief prosecutor Luisa Ortega has repeatedly argued that having the wrong opinion (a.k.a. "publishing information that may destabilize the government" or "causing a perception of impunity through the press") should be made a crime punishable with 10 years in jail. After recent protests, she has put <a href="http://translate.google.com/translate?prev=hp&amp;hl=en&amp;js=y&amp;u=http://www.canaldenoticia.com/site/index.php%3Foption%3Dcom_content%26view%3Darticle%26id%3D12516:detenido-estudiante-en-carabobo-%26catid%3D13:general&amp;sl=es&amp;tl=en&amp;history_state0=">student protesters in our worse jails because they spray-painted walls</a>, and <a href="http://translate.google.com/translate?prev=hp&amp;hl=en&amp;js=y&amp;u=http://venezuela-centro.axxs.org/5872&amp;sl=es&amp;tl=en&amp;history_state0=">detained dozens labor movement protestors without trial for months on end for what amount to political crimes</a>.</p><br />
<p>While Venezuela burns, our authorities are busy criminalizing those who protest, rather than those setting the fires.</p><br />
<p>Let's put this in perspective. Last year, we had almost 14,000 deaths due to crime, out of a population of about 27 million people. Let's round it up to 28 million, and make some calculations: If Bangladesh had our murder rate, there would be 125,000 murder victims there every year, if the US had our murder rate, we would be talking about 150,000 deaths due to crime, if Japan had our problem, there would be 60000 Japanese dead due to crime every time our pretty planet goes around the sun. If China and India had our levels of violence, we would get rid of 1,100,000 people every year.</p><br />
<p>The numbers of death due to violence do not seem so big in Venezuela due to our smallish population, but this a serious problem that is only getting worse after almost 11 years of Bolivarian rule. The number of people mugged, assaulted and robbed are much greater than that. Some relatives of mine have been shot and stabbed, most of my friends have been robbed at least once, and I had to jump from a bus in motion to avoid being robbed a month ago, in Mérida, where I live, a university town that not so long ago used to be relatively safe. In Valera, where my parents live, it is unwise to go out after 9 in the streets, and after 8:30, it gets really difficult to find public transportation.</p><br />
<p>So, will the government correct its strategy, accept that we have a huge problem that has to be solved ASAP and will follow its rhetoric and work along the communities to tackle crime (Death penalty and traditional top-down approaches won't work)?</p><br />
<p>No. Instead, it will blame the gamers for the problem.</p><br />
<p>Yes, we are to blame, because we cannot tell fantasy from reality and because video games make us violent, morons who will throw people out of cars just like in Grand Theft Auto and kill them, because even though games come with ratings, just like movies, I, an adult citizen, cannot be trusted to use them wisely.</p><br />
<p>This law makes selling video games to anybody actually <a href="http://translate.google.com/translate?prev=hp&amp;hl=en&amp;js=y&amp;u=http://www.arkiagames.com/2009/11/en-venezuela-es-peor-darle-un-arma-de-juguete-a-un-nino-que-una-de-verdad.html&amp;sl=es&amp;tl=en&amp;history_state0=">worse</a> than giving real guns or cigarettes to a minor, or even forcing him or her to work, as you get less jail time and lower fines if you do any of those things.</p><br />
<p>I have to be protected from them, so I don't go into a killing spree. (If I were so impressionable, I would not be writing this, I would have swallowed completely the huge amount of propaganda they feed to us). Our Parliament, instead of addressing our real needs, behaves like the bunch of escapist, authoritarian demagogues they are, imposing their decrees on us, because they are know they are right, and those of us who dissent, surely are rich elitist bastards who hate the poor, traitors who hate Venezuela and work for sinister, evil and shady foreign powers (If you follow American politics, this attitude should ring some alarms to you).</p><br />
<p>Surely a government that calls itself Socialist would have corrected a gross mistake by previous administrations: our marginal tax rate for the richest citizens is <a href="http://www.kpmg.com/SiteCollectionDocuments/Individual-Income-Tax-Rates-Survey-2009_v2.pdf">34%</a>, which is less than what the American marginal tax rate was when Bush gave tax cuts to Donald Trump and Warren Buffet. One would think that after ten years of Socialist government focused on the poor and against the evil rich, the fiercely egalitarian Venezuelan MPs would have found the time to increase the taxes of the hated rich to the same level of such boring, bland, flavorless, countries as Finland, New Zealand, Sweden or Canada.</p><br />
<p>Instead, they have been too busy forbidding video games, <a href="http://www.gobiernoenlinea.ve/docMgr/sharedfiles/Ley_Contra_la_Delincuencia_Organizada.pdf">porn</a> (2 to 6 years in jail for filming porn, as it goes against "good customs" and family) and human genetic engineering (The law is written in such an imprecise language than creating Human Recombinant Insulin could lead me to jail), while our president befriends <a href="http://en.wikipedia.org/wiki/Teodoro_Obiang_Nguema_Mbasogo">murderers</a>, <a href="http://en.wikipedia.org/wiki/Omar_al-Bashir">genocides</a>, golpistas (coup makers, like Gambia's president <a href="http://en.wikipedia.org/wiki/Yahya_Jammeh">Yahya Jammeh</a>), and tyrants and replicas of the sword of <a href="http://news.bbc.co.uk/2/hi/americas/7090600.stm">Bolívar, The Liberator</a>.</p><br />
<p>Our president also <a href="http://translate.google.com/translate?prev=hp&amp;hl=en&amp;js=y&amp;u=http://www.emol.com/noticias/internacional/detalle/detallenoticias.asp%3Fidnoticia%3D370802&amp;sl=es&amp;tl=en&amp;history_state0=">claims</a> that despite shutting down <a href="http://www.reuters.com/article/bondsNews/idUSN0146551720090801">34</a> opposition radio stations based on administrative technicalities, despite the constant harassment of dissident cable stations, and criminalizing of protests, this is the country with most Freedom of Speech in the whole world, the same thing that <a href="http://news.bbc.co.uk/2/hi/8289166.stm">Silvio Scumbag Berlusconi said about Italy</a> and pretty much what American jingoists, immune to facts love to say, "America is the Freest Country in The World", despite America's sickening incarceration rates and its aversion to <a href="http://en.wikipedia.org/wiki/Cognitive_liberty">cognitive liberty</a>.</p><br />
<p>Venezuelan authorities' record on cognitive freedom is also laughable, with our authorities making <a href="http://translate.google.com/translate?prev=hp&amp;hl=en&amp;js=y&amp;u=http://informe21.com/actualidad/ona-super-marihuana-conduce-directo-al-mal-alzheimer&amp;sl=es&amp;tl=en&amp;history_state0=">wild claims</a> about super marijuana (provided by the evil Colombians) that causes <a href="http://translate.google.com/translate?prev=hp&amp;hl=en&amp;js=y&amp;u=http://www.rnv.gov.ve/noticias/index.php%3Fact%3DST%26f%3D21%26t%3D109403&amp;sl=es&amp;tl=en&amp;history_state0=">Alzheimer</a>, and <a href="http://news.bbc.co.uk/2/hi/8277129.stm">banning Family Guy</a> from the air because it promotes the evil liberal American attitudes to drugs.</p><br />
<p>Most likely, not that many people will end up in jail due to the anti-gaming law. But it could easily be used to coerce, to extort and to pressure people who find themselves on the revolution's shit list, to make you feel powerless, like a criminal, to make you ashamed and scared.</p><br />
<p>Laws here get enforced selectively, but when the government issues so many laws criminalizing so many behaviours, sooner or later you are going to break one, so you better be well behaved and, above all, you better not criticize the powerful. If you do, they'll go through your hobbies... and when they do, they're bound to use something they can use against you.</p><br />
<p>Another possibilities is that they may be trying to target cybercafés and Internet services for those who lack net connection at home, as Counter Strike and other on-line games are a big source of revenues for cybercafés. In any case, even if individuals don't go to jail, stores won't sell games anymore.</p><br />
<p>Whichever explanation you favor, what we have here is just another brick in the wall, another piece of a strategy to slowly but surely build a legal wall against political dissent, even as our society goes to the dogs.</p><br />
<p>This situation is painful to behold. Even if I barely game at all these days, I am a gamer at neocortex. I spent countless hours solving puzzles, riddles and fighting monsters in dungeons. I rescued Toadstool many times, only to be told that thanks, but my Princess was in another castle, later I joined Link and rescued Zelda from Agahnim and Ganon, using the Master Sword and the Silver Arrows. I got the Zantetsu sword and cut metal, I summoned Ifrit, Odeen and Behemoth. From Dragoon, I became a Paladin. I sneaked on Big Boss' fortress in Zanzibar and stopped doomsday with Solid Snake. I fought along a Double Dragon trapped on a Final Fight, using my Killer Instinct in a Mortal Kombat in which only the greatest Street Fighter would come alive. I was Linked to the Past by a Chrono Trigger, my Soul Blazing, as I lived my Final Fantasies, Wandering from Ys, arriving to a Lagoon, to learn about the Secret of Mana, and finally understood that there is Ever More to life.</p><br />
<p>These games are a cherished part of my life, they helped to shape my young mind, they gave me challenges and vastly improved my English, opening the door to a whole new world of literature, music and people from all around the world. What I have achieved, all my research, how I have been able to travel even though I'm always broke, the hard work I've done to convince people to fund a start up for cheap biotech for developing countries and regular folks, none of that would have been possible hadn't I learned English through video games.</p><br />
<p>Now, thanks to the tiny horizons of the cast of morons who govern me, thanks to the stupidity and ham-fisted authoritarianism of the local authorities, so beloved of so many liberals, my 7 year old brother's chances to do the same could be greatly impacted.</p><br />
<p>Even if my parents could afford to buy a NES or a SNES when the times were good for us, we could not afford to buy games, so I played Mario a lot. I used to go to game parlors and play, made friends there, speaking not only about swords and crystals, combo breakers and special attacks, but also about AI, the future and technology, about that mysterious thing called the Internet (I met a girl who tried Compuserve!) and about nuclear war.</p><br />
<p>Fifteen years later, my little brother lives in a world where the scarcity of games can be bypassed with the right tools, where mod chips and special cards allow him to emulate really old games on newer devices, where he needs to learn the basics about hacking if he wants to fully use his Nintendo DS.</p><br />
<p>Yesterday I was explaining to my little brother how any computer could in theory, emulate another computer, and how that made it possible to play really old games (Older than him!) on his DS. I was explaining what a terminal window and a program were and how I converted videos to a format that his DS can understand. And he was thrilled, his eyes lit with pleasure, technology was a bridge that got us closer. If we blindly follow the copyright and video game forbidding laws, we won't be able to do this anymore, and he will stop learning as much as he could gaming and hacking, finding his way to talk to machines to get them to do what he needs.</p><br />
<p>But I won't obey, I will be an outlaw gamer, and I vow to teach him as much as I can and as much as he is willing to learn, as early as possible. I refuse to give up my rights to a government that is commanded by <a href="http://www.reuters.com/article/worldNews/idUSN1351444020071214">Vuitton clad jerks</a> asking <a href="http://www.thaindian.com/newsportal/world-news/hugo-chavezs-three-minute-shower-formula-to-conserve-water_100264498.html">sacrifices</a> from us, I refuse to stop gaming because a bunch of control freaks tell me that I will become a killer and that the wonderful games that enriched my childhood are psycho factories.</p><br />
<p>If I get fined for writing this (<a href="http://www.scribd.com/doc/21813394/Proyecto-de-Ley-para-la-Prohibicion-de-Videojuegos-Belicos-y-Juguetes-Belicos">Article 13</a>, promoting the use of violent videogames), so be it. If I go to jail because I carry rooms in my hard drive or in an R4 card for my brother, next time I return to the country, so be it. But I'd rather go to jail than betray the gamer culture, partially responsible for making me the person I am today.</p><br />
<p>Enough is enough, and I am fed with this government of morons, pretending to be socialist while <a href="http://www.panfletonegro.com/volante/2009/09/24/smells-like-socialism-of-the-21th-century/">living</a> a <a href="http://news.bbc.co.uk/2/hi/8242756.stm">luxurious lifestyle</a>, paying very little taxes and plundering our oil money. This is a travesty, a pacifist government who gets loans from Russia to buy rifles, tanks and missiles, whose official motto is "Fatherland, Socialism or Death", whose leader calls other people <a href="http://boingboing.net/2009/05/11/hugo-chavez-eat-the.html">subhuman</a>, and constantly speaks about war. A socialist system that offers lower taxes than Bush for the rich people, that gives no-bid contracts to <a href="http://www.rnv.gov.ve/noticias/?act=ST&amp;f=&amp;t=4038">Chevron Texaco</a>, a progressive govt. spreading lies about marijuana and promoting a new law that requires education on breastfeeding for our girls, but no education on reproductive freedoms, a system that promotes sovereignty and dignity micromanaging my life and telling what I have to do, what I cannot do and stepping on my rights to mind my business as long as I do not harm anybody else.</p><br />
<p>The only thing more puzzling to me than liberals being eager of supporting this, is that social conservatives hate him despite his strong family values, opposition against vice and low taxes for the rich.</p><br />
<p>Now, that games have been outlawed, I am an outlaw, but there is hope. My brother is learning that sometimes being an outlaw is the right thing to do, that some laws are not fair and must be opposed and that breaking the law does not makes you a bad person.</p><br />
<p>That is a hard thing to explain to a seven year old, but now he understands it really well. I do not know if he will ever become a hacker, but he is already a rebel and a happy mutant.</p><br />
<p><b>More links about the situation in Venezuela:</b><br /><br />
• <a href="www.caracaschronicles.com/">Caracas Chronicles</a><br /><br />
• <a href="http://devilsexcrement.com/">The Devil's Excrement</a><br /><br />
• <a href="venezuela-europa.blogspot.com/">Venezuela-Europa</a><br /><br />
• <a href="www.nodo50.org/ellibertario/">El Libertario (In Spanish, Anarchist News)</a><br /><br />
• <a href="http://radardelosbarrios.blogspot.com/">Radar De Los Barrios (In Spanish, complains from the people living in the slums)</a></p></p>]]>
            

        </content>
    </entry>
  
    <entry>
        <title>iPhone game dev accused of stealing players&apos; phone numbers (UPDATED)</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/05/iphone-game-dev-accu.html" />
        <id>tag:www.boingboing.net,2009://1.68097</id>

        <published>2009-11-05T16:58:00Z</published>
        <updated>2009-11-17T07:03:18Z</updated>

        <summary>Iphone game developer Storm8 exploited an &quot;electronic backdoor&quot; to learn the phone numbers of players, according to a class action lawsuit filed in San Francisco. Filed on behalf of Lynnwood, WA resident Michael Turner, the suit claims that the practice is not authorized by Apple and involves the execution of &quot;malicious software code.&quot;...</summary>
        <author>
            <name>Rob Beschizza</name>
            <uri>http://gadgets.boingboing.net</uri>
        </author>
        
            <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
        
        
        <content type="html" xml:lang="en" xml:base="http://www.boingboing.net/">
            
            <![CDATA[<p><img alt="vampireslivethumb.jpg" src="http://www.boingboing.net/thumbs/vampireslivethumb.jpg" width="320" height="183" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;border:3px solid black;" />Iphone game developer <a href="http://www.storm8.com/">Storm8</a> exploited an "electronic backdoor" to learn the phone numbers of players, according to a class action lawsuit filed in San Francisco.</p>

<p>Filed on behalf of Lynnwood, WA resident Michael Turner, the suit claims that the practice is not authorized by Apple and involves the execution of "malicious software code."</p>]]>
            <![CDATA[<p>"Storm8 has written the software for all its games in such a way that it automatically accesses, collects, and transmits the wireless telephone number of each iPhone user who downloads any Storm8 game," the suit alleges. " ...  Storm8, though, has no reason whatsoever to access the wireless phone numbers of the iPhones on which its games are installed."</p>

<p>Storm8 makes popular multiplayer games such as iMobsters and Vampires Live, available in both free and paid versions for the iPhone and iPod Touch. Its titles allow players to spend money in-game to acquire better weapons and other competitive advantages. </p>

<p>(Update) In a statement released Nov 12., Storm8 apologized for the number transmissions and said it had immediately updated its games to prevent them from doing so in future. It said the lawsuit was without merit and that it plans to ask the judge to dismiss the lawsuit in its entirety: "We believe that we have always complied with all of the statutes referred to in the lawsuit and never took an action that harmed or impaired users or your devices in any way.  To our knowledge, no user has incurred any damage or loss as a result of the matters discussed in the lawsuit."</p>

<p>The number farming was not disclosed to players until an acknowledgement in August that described it as a "bug." The lawsuit claims that only "very specific and specialized software code" could do so, however, and seeks injunctive relief and damages.</p>

<p>Storm8 says that this code was used in development tests, only inadvertently remained in production builds, and removed as soon as it was alerted to the issue.</p>

<p><a href="http://www.boingboing.net/lawsuits/Complaint_Storm_8_Nov_04_2009.pdf">Text of the lawsuit</a> <small>(PDF)</small></p>

<p><strong>Update</strong>: <a href="http://forums.storm8.com/showthread.php?t=5849">Statement from Storm8</a></p>]]>
            

        </content>
    </entry>
  
    <entry>
        <title>The EXAMINE&apos;d Life: Keeping Interactive Fiction Alive</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/05/the-examined-life-ke.html" />
        <id>tag:www.boingboing.net,2009://1.68080</id>

        <published>2009-11-05T13:00:04Z</published>
        <updated>2009-11-05T12:43:30Z</updated>

        <summary> As with my earlier column on the new vanguard and returning classic franchises that are keeping point and click adventures alive a decade or more past their prime, there&apos;s one other genre that all but the hardest-of-the-core and its tight-knit community itself seem to have forgotten: the text adventure. It&apos;s a genre that -- if you grew up gaming -- probably makes up some of your earliest memories: my own definitely revolve around waiting impatiently for the TI99/4A&apos;s cassette deck to finish screeching its way through loading Scott Adams&apos; Adventure series (now playable online here) and pondering the etymology of &quot;pieces of eight&quot;, continuing through my teens to the unmistakably British worlds of Graham Cluely&apos;s Jacaranda Jim and Humbug (the games that first taught me the word &apos;whinge&apos;). And it&apos;s a genre that certainly is flourishing deep in the underground at places like The IFDB, the IFWiki, the yearly IFComp(etition), and the tireless work of people like Emily Short, but it took an Indiecade finalist and an iPhone app to hook me back in, with a short-list of the top games to try included below the fold....</summary>
        <author>
            <name>Brandon Boyer</name>
            
        </author>
        
            <category term="Featured" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
        
        
        <content type="html" xml:lang="en" xml:base="http://www.boingboing.net/">
            
            <![CDATA[<p><img alt="EDies.jpg" src="http://www.boingboing.net/oimages/EDies.jpg" width="620" height="324" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>As with my earlier column on the new vanguard and returning classic franchises that are <a href="http://www.boingboing.net/2009/10/20/click-track-a-guide.html">keeping point and click adventures alive</a> a decade or more past their prime, there's one other genre that all but the hardest-of-the-core and its tight-knit community itself seem to have forgotten: the text adventure. </p>

<p>It's a genre that -- if you grew up gaming -- probably makes up some of your earliest memories: my own definitely revolve around waiting impatiently for the TI99/4A's cassette deck to finish screeching its way through loading Scott Adams' <a href="http://www.msadams.com/"><em>Adventure</em> series</a> (now <a href="http://www.ifiction.org/games/index.php?cat=44">playable online here</a>) and pondering the etymology of "pieces of eight", continuing through my teens to the unmistakably British worlds of Graham Cluely's <em><a href="http://www.grahamcluley.com/jim.html">Jacaranda Jim</a></em> and <em><a href="http://www.grahamcluley.com/humbug.html">Humbug</a></em> (the games that first taught me the word 'whinge').</p>

<p>And it's a genre that certainly is flourishing deep in the underground at places like <a href="http://ifdb.tads.org/">The IFDB</a>, the <a href="http://ifwiki.org/index.php/Main_Page">IFWiki</a>, the yearly <a href="http://www.ifcomp.org/">IFComp</a>(etition), and the tireless work of people like <a href="http://emshort.wordpress.com/">Emily Short</a>, but it took an Indiecade finalist and an iPhone app to hook me back in, with a short-list of the top games to try included below the fold.</p>]]>
            <![CDATA[<p><em><a href="http://nomediakings.org/games/everybody_dies_takes_bronze_at_ifcomp.html">Everybody Dies</a></em> [Jim Munroe] </p>

<p>It was the inclusion of Jim Munroe's <em><a href="http://nomediakings.org/games/everybody_dies_takes_bronze_at_ifcomp.html">Everybody Dies</a></em> (pictured at top) as a <a href="http://www.indiecade.com/">2009 Indiecade finalist</a> that provided that first hook: a tale of life, death, suburban ennui and toilet-cleaning that inter-weaves the various employees of a remote Cost Cutters department store. Like most IF, it's a story and set of characters that you would be hard-pressed to find outside the text-only genre, and a setup that would be impossible to get through as neatly in almost any other way. Visit Munroe's post to play the game via Java (a necessary conceit to get the full impact of <a href="http://chodrawings.blogspot.com/">Michael Cho</a>'s interspersed artwork).</p>

<p>Playing Munroe's game, though, reminded me that there was a huge body of work at my fingertips that I'd long been neglecting, with the early App Store release of <a href="http://bit.ly/1QJD1M">Frotz</a>, an iPhone interpreter that lets you <a href="http://bit.ly/1QJD1M">browse, download, and play</a> a staggering number of IF games on the go. </p>

<p>It was with the reinstallation of Frotz that I went back to complete the one game that I'd heard repeatedly referred to as the new modern IF classic: </p>

<p><img alt="photopia.jpg" src="http://www.boingboing.net/oimages/photopia.jpg" width="175" height="175" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" /><em><a href="http://ifdb.tads.org/viewgame?id=ju778uv5xaswnlpl">Photopia</a></em> [Adam Cadre]</p>

<p>Now already more than a decade old, it doesn't take long to realize why the game's still only talked about in hushed, reverant tones: its own inter-woven tale is told so delicately and subtly, its emotional hooks and jabs hit you so softly you aren't even quite sure until minutes later that you've even been punched. <em>Photopia</em>'s also unique in the way it utilizes color -- that is, simply the background color over which the text is overlaid -- as signifiers and symbols tied to the story itself. It's dream-like, sobering, and a struggle to recommend without giving away any information that would spoil the story. </p>

<p>Play it via Frotz, or play in your browser through the free App Engine interpreter <a href="http://code.google.com/p/parchment/">Parchment</a> by <a href="http://parchment.googlecode.com/svn/trunk/parchment.html?story=http://parchment.toolness.com/if-archive/games/zcode/photopia.z5.js">clicking this link</a>. </p>

<p><img alt="violet.jpg" src="http://www.boingboing.net/oimages/violet.jpg" width="175" height="175" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" /><em><a href="http://ifdb.tads.org/viewgame?id=4glrrfh7wrp9zz7b">Violet</a></em> [Jeremy Freese]</p>

<p>And finally, the last game I've made my way through in recent weeks took top prize in the IFComp's 2008 competition, Jeremy Freese's <em>Violet</em>. Like both games above, it's a premise that seems virtually untranslatable to any other genre of games, but one universally recognizable: your goal is simply to write 1000 words of your grad school dissertation, hounded constantly by another thousand tiny distractions. What sets it apart, though, is how it plays with the narration of text adventures themselves, as it describes your surroundings and actions via the lovingly chiding and pet-name-calling mental-voice of the main character's (current? ex?) girlfriend, an omni-presence but a player never actually in the room. </p>

<p>Again, it's an essential play and perfect ambassador to the new guard of interactive fiction, playable again via Frotz or via Parchment by <a href="http://parchment.googlecode.com/svn/trunk/parchment.html?story=http://www.ifarchive.org/if-archive/games/competition2008/zcode/violet/violet.zblorb">clicking this link</a>.</p>

<p>Obviously by no means exhaustive, this article should whet your appetite for the hundreds more games available: please leave suggestions for least of all me as we dig down further via the comments below!</p>]]>
            

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    <entry>
        <title>15 Dots Enough: Alaskan Military School&apos;s low-res game demake videos</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/04/15-dots-enough-alask.html" />
        <id>tag:www.boingboing.net,2009://1.68049</id>

        <published>2009-11-04T15:30:37Z</published>
        <updated>2009-11-04T15:19:48Z</updated>

        <summary> With gaming&apos;s current trend toward the nostalgic taking us on Bit.Trips and Extreme invasions, and with indies giving us de-made versions of modern classics, it more or less follows logically that we&apos;d eventually see the imageat top. Recognize it? Likely not off the bat, but you&apos;d be surprised what a little motion and original sound can do to a 15-pixel panorama. Below the fold, then, the answer to the riddle plus several handfuls more in the lowest-res high-res gallery you&apos;ll ever witness, courtesy UK animation group Alaskan Military School and their viral videos for just-completed British games festival GameCity....</summary>
        <author>
            <name>Brandon Boyer</name>
            
        </author>
        
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            <![CDATA[<p><img alt="15pxSF.jpg" src="http://www.boingboing.net/oimages/15pxSF.jpg" width="620" height="341" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>With gaming's current trend toward the nostalgic taking us on <em><a href="http://www.commandervideo.com/">Bit.Trip</a></em>s and <em><a href="http://www.taito.co.jp/csm/sie2/">Extreme</a></em> invasions, and with indies giving us <a href="http://www.offworld.com/2009/09/retro-remakes-flipside-demakin.html">de-made versions</a> of modern classics, it more or less follows logically that we'd eventually see the imageat top. </p>

<p>Recognize it? Likely not off the bat, but you'd be surprised what a little motion and original sound can do to a 15-pixel panorama. Below the fold, then, the answer to the riddle plus several handfuls more in the lowest-res high-res gallery you'll ever witness, courtesy UK animation group <a href="http://alaskanmilitaryschool.com/">Alaskan Military School</a> and their viral videos for just-completed British games festival <a href="http://gamecity.org/">GameCity</a>.</p>]]>
            <![CDATA[<p><object width="960" height="528"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6969749&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=6969749&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="960" height="528"></embed></object></p>

<p>Alaskan's <em>Street Fighter II</em> video nails an honestly quite legible one-on-one bout, with Ken's whirling signature Tatsumaki Senpuu Kyaku rendered in a simple -| |- cycle.</p>

<p><object width="960" height="528"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6969822&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=6969822&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="960" height="528"></embed></object></p>

<p>Their version of foundational PlayStation rhythm classic <em><a href="http://www.us.playstation.com/PaRappatheRapper/">Parappa</a></em> might be less readable without first-hand knowledge of the game, but if you've spent any time in its <a href="http://www.youtube.com/watch?v=6eZcV1UuUzI">opening dojo level</a>, the dog-wonder and his erstwhile teacher's palette fill in all the gaps. </p>

<p><object width="960" height="528"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6969795&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=6969795&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="960" height="528"></embed></object></p>

<p>And the last of the short-version virals: <em><a href="http://o--o.jp/">Noby Noby Boy</a></em>, the PS3 follow-up to Keita Takahashi's cult classic <em>Katamari Damacy</em>, in which the low-res boy performs reaches his stretching point and pops into his bands of alternating colors. </p>

<p><object width="960" height="528"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=7284312&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=7284312&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="960" height="528"></embed></object></p>

<p>And finally, the team's epic finishing flourish: a mega-mix of the selections above bolstered by a handful of others that begs for a contest to recognize them all, with a hint that possibly its least recognizable section (the crowd-cheered guitar licks) comes from a very undeservedly overlooked game, but that the <em>Theme</em> is no less <em>Legendary</em>. </p>

<p>For more information on Alaskan Military School and their collected animated output, check <a href="http://alaskanmilitaryschool.com/">their official site</a> and <a href="http://www.vimeo.com/alaskanmilitary">Vimeo page</a>.</p>]]>
            

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    <entry>
        <title>Adorkable kids&apos; Mario and Luigi costumes</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/02/adorkable-kids-mario.html" />
        <id>tag:www.boingboing.net,2009://1.68000</id>

        <published>2009-11-03T06:19:39Z</published>
        <updated>2009-11-03T06:20:24Z</updated>

        <summary> Jim sez, &quot;In a fit of creativity, my wife dressed our son and daughter as the Mario Brothers. Throw together a few simple items, and one hat pattern later and you have a simple sibling costume set.&quot; Halloween 2009: Making Mario (Thanks, Jim!) Previously:Mario and Luigi: warrior plumbers tee - Boing Boing Boing Boing: Mario and Luigi rubber stamps Amateur band performs Super Mario theme on marimba - Boing Boing Super Mario sleeve tattoo - Boing Boing Boing Boing: Son of Super Mario illustrated fan-fic Super Mario Wii casemod - Boing Boing...</summary>
        <author>
            <name>Cory Doctorow</name>
            
        </author>
        
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            <![CDATA[<p><img src="http://craphound.com/images/DSC02103-4.JPG"><br><br />
Jim sez, "In a fit of creativity, my wife dressed our son and daughter as the Mario Brothers. Throw together a few simple items, and one hat pattern later and you have a simple sibling costume set."</p>

<p>
<a href="http://babytoolkit.blogspot.com/2009/11/halloween-2009-making-mario.html">Halloween 2009: Making Mario </a>

<p>(<I>Thanks, Jim!</i>)</p>

<div class="previously2">
<em>Previously:</em><ul><li><a href="http://www.boingboing.net/2009/01/14/mario-and-luigi-warr.html#previouspost">Mario and Luigi: warrior plumbers tee - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2006/12/15/mario_and_luigi_rubb.html#previouspost">Boing Boing: Mario and Luigi rubber stamps</a></li>
<li><a href="http://www.boingboing.net/2005/11/21/amateur-band-perform.html#previouspost">Amateur band performs Super Mario theme on marimba - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2007/08/14/super-mario-sleeve-t.html#previouspost">Super Mario sleeve tattoo - Boing Boing</a></li>
<li><a href="http://www.boingboing.net/2007/04/16/son_of_super_mario_i.html#previouspost">Boing Boing: Son of Super Mario illustrated fan-fic</a></li>
<li><a href="http://www.boingboing.net/2008/03/10/super-mario-wii-case.html#previouspost">Super Mario Wii casemod - Boing Boing</a></li>
</ul>
</div>]]>
            
            

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    </entry>
  
    <entry>
        <title>Big Head papercraft Hallowe&apos;en costume</title>
        <link rel="alternate" type="text/html" href="http://www.boingboing.net/2009/11/02/big-head-papercraft.html" />
        <id>tag:www.boingboing.net,2009://1.67997</id>

        <published>2009-11-03T06:09:52Z</published>
        <updated>2009-11-03T06:10:26Z</updated>

        <summary> Eric made this smashing papercraft &quot;Big Head&quot; costume for Hallowe&apos;en this year, based on the Big Head mode from classic video games. Head (Flickr) (Thanks, Eric!)...</summary>
        <author>
            <name>Cory Doctorow</name>
            
        </author>
        
            <category term="Funny" scheme="http://www.sixapart.com/ns/types#category" />
        
            <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
        
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            <![CDATA[<p><img src="http://craphound.com/images/4067409759_4cde91a8ed_o.jpg"><br><br />
Eric made this smashing papercraft "Big Head" costume for Hallowe'en this year, based on the Big Head mode from classic video games.<br />
<p></p>

<p><a href="http://www.flickr.com/photos/dutchct/sets/72157622591528101/"> Head  (Flickr)</a></p>

<p>(<i>Thanks, <a href="http://testroete.com/index.php?location=head">Eric</a>!</i>)</p>]]>
            
            

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