this guy was watching sonic the hedgehog (the tv series) with me and now he’s educating himself how precious is that
he keeps asking me all these questions about aspects of speed and he’s like “so basically it’s about letting hedgehogs do what they want without being slowed down” and I was like yea and he was like “oh okay that’s so simple why isn’t everyone fast” it’s precious
update: I banged him
some nerd: communism will never work because human nature
Tonight’s Gender of the Night is: #000000.
sorinmarkovlordofinnistrad said: Just making sure you got my messages. My messages haven't been fully going through
i just got this one and no others.
Tonight’s Gender of the Night is: Skeletor
Now Then Whatever -
I wanted to write a poem that was long, angry, and contradictory. I wanted to write a poem about the future and do it lovingly. Did I come out on the other side of meanness? That’s not for me to say here, that’s not for me to know. At least not now. Ask me to write a prefatory note ten years from now, we’ll see what happens. I wanted to see what would happen, so I wrote NOW THEN WHATEVER. Now you can read it, if you want.
it’s hard to tell how many followers people have. some people have the energy and demeanor of someone who is mildly famous and have only 100 followers. treasure them
(Source: ragemovement, via peakcapitolism)
I’m 2000 posts into this blog, so I thought I’d reintroduce myself. I’m Jonathan Schoenfelder, I’m 26 years old, I live in Boise, Idaho where I currently work as an animal cremator. This blog was originally meant to be a companion piece to a poetry project I was doing, but that project kind of sucked and was pretty ill-conceived, so this blog has become a hodge-podge of things I like and write about. That’s mostly video games atm, but also some poetry and politics, music that is to my taste, a smattering of news, and puns as often as possible. I’ve been trying to make a better practice of writing critical or poetic work on this blog, but I’d rather not commit myself to anything concrete since I end up reblogging compulsively. All that said, I really like talking to people on tumblr, so if you ever have a question you’d like my take on, or if you’d like to strike up a conversation with me, I’d likely be enthusiastic to hear from you (esp. about poetry and video games).
» Apple, Carmen Sandiego, and the Rise of Edutainment The Digital Antiquarian -
The origins of the game that would become known as Where in the World is Carmen Sandiego? are confused, with lots of oft-contradictory memories and claims flying around. However, the most consistent story has it beginning with an idea by Gary Carlston of Brøderbund Software in 1983. He and his brother Doug had been fascinated by their family’s almanac as children: “We used to lie there and ask each other questions out of the almanac.” This evolved into impromptu quiz games in bed after the lights went out. Gary now proposed a game or, better yet, a series of games which would have players running down a series of clues about geography and history, answerable via a trusty almanac or other reference work to be included along with the game disk right there in the box.
Brøderbund didn’t actually develop much software in-house, preferring to publish the work of outside developers on a contract basis. While they did have a small staff of programmers and even artists, they were there mainly to assist outside developers by helping with difficult technical problems, porting code to other machines, and polishing in-game art rather than working up projects from scratch. But this idea just seemed to have too much potential to ignore or outsource. Gary was therefore soon installed in Brøderbund’s “rubber room” — so-called because it was the place where people went to bounce ideas off one another — along with Lauren Elliott, the company’s only salaried game designer; Gene Portwood, Elliott’s best friend, manager of Brøderbund’s programming team, and a pretty good artist; Ed Bernstein, head of Brøderbund’s art department; and programmer Dane Bigham, who would be expected to write not so much a game as a cross-platform database-driven engine that could power many ports and sequels beyond the Apple II original.
Gary’s first idea was to name the game Six Crowns of Henry VIII, and to make it a scavenger hunt for the eponymous crowns through Britain. However, the team soon turned that into something wider-scoped and more appealing to the emerging American edutainment market. You would be chasing an international criminal ring through cities located all over the world, trying to recover a series of stolen cultural artifacts, like a jade goddess from Singapore, an Inca mask from Peru, or a gargoyle from Notre Dame Cathedral (wonder how the thieves managed that one). It’s not entirely clear who came up with the idea for making the leader of the ring, whose capture would become the game’s ultimate goal, a woman named Carmen Sandiego, but Elliott believes the credit most likely belongs to Portwood. Regardless, everyone immediately liked the idea. “There were enough male bad guys,” said Elliott later, and “girls [could] be just as bad.” (Later, when the character became famous, Brøderbund would take some heat from Hispanic groups who claimed that the game associated a Hispanic surname with criminality. Gary replied with a tongue-in-cheek letter explaining that “Sandiego” was actually Carmen’s married name, that her maiden name was “Sondberg” and she was actually Swedish.) When development started in earnest, the Carmen team was pared down to a core trio of Eliott, who broadly speaking put together the game’s database of clues and cities; Portwood, who drew the graphics; and Bigham, who wrote the code. But, as Eliott later said, “A lot of what we did just happened. We didn’t think much about it.”
On Carmen Sandiego and the rise of edutainment gaming.
The New York Times front page is an article giving “equal” weight to the stories of Darren Wilson as a quiet tortured officer with a rough job and Michael Brown as a rough kid who “was no angel” and beat up store clerks.