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Your Retro Reference Guide to Community's "Digital Estate Planning"
by 1UP Staff
18 May 2012 at 7:57pm

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By: Bob Mackey and Marty Sliva May 18, 2012

Community creator Dan Harmon isn't a stranger to video games; he's been public about his love for the medium, so it wasn't surprising to see the first episode of last night's season finale hat trick devote itself completely to old-school gaming references. What would have been a throwaway gag in any other sitcom took over most of "Digital Estate Planning's" 22 minutes, as Jeff, Britta, Pierce, Shirley, Abed, Annie, and Troy found themselves participating in a multiplayer platformer in an attempt to wrest the Hawthorne Wipes fortune from the grasp of a bastard child. This episode overflowed with visual gags devoted to the blocky roots of gaming culture, most of which flew by at a blink-and-you'll-miss-it pace; but, thankfully, your friends at 1UP are here to comb over this chunk of comedy gold to dig out the purest pieces of retro gaming nostalgia. Read on, and be sure to let us know if any references slipped past our intricate knowledge of gaming's past.


"Digital Estate Planning's" title sequence doesn't seem to point to any specific title; it's more of a pastiche of retro games that gave the player a brief preview of all the playable characters and their awesome abilities. Though Gilbert's fake game offers a resolution and color depth the NES could only dream of, the opening credits feel a lot like the intro to the NES version of Teenage Mutant Ninja Turtles.



EA to Piggyback Origin on Popular Kickstarter Games
by Chris Pereira
18 May 2012 at 4:44pm

As Electronic Arts continues to work toward having Origin reach feature parity with Steam -- and hopefully finding something unique it can offer in the process -- it also is focused on getting the software installed on as many computers as possible. Bundling it with EA's own computer games has proven to be one effective way of doing this, whether it be with Battlefield 3 or Mass Effect 3, as has exclusively offering the digital version of its big MMO, Star Wars: The Old Republic, through the service. Now it's extending a helping hand to independent developers who have turned to crowd-funding to get their games made in a move that will further help to increase the size of Origin's userbase.

The publisher today announced it will waive Origin's distribution fees for 90 days for any developer wanting to bring its crowd-funded, downloadable PC game to the service, just so long as the game is ready to publish. Develop notes the only costs developers will be subjected to are those pertaining to transactions, such as the fee charged by credit card companies. Even with that small caveat, this is still a potentially great deal for independent developers who will be able to receive a significantly larger portion of revenue on each game it sells in the three months following release. Particularly when you consider many of the games that have been funded by Kickstarter are unlikely to ever be multi-million unit sellers, that extra money could prove to be a major boon.



What a Horrible Night to Have a Curse: Eight Games Where Danger Lurks After Dark
by 1UP Staff
18 May 2012 at 4:35pm

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By: 1UP Staff May 18, 2012

Before the advent of electricity, mankind rightly feared the darkness and the thousands of hungry wolves lurking within. Now that we live in a world where eternal daytime can be summoned with the flick of a light switch, the lessons taught by every fairy tale put to print -- stay out of dark, spooky places -- can safely be ignored, since our smartphones alone can easily cut a swath through the blackness of night. Still, crushing the anxieties of our lizard brains often proves impossible, as a simple evening power outage can quickly turn us from rational human beings into quivering masses who refuse to take candlelit trips to the bathroom alone for fear of wandering House Draculas. And we're not even safe in retreating to the escapist fantasies of video games; over the years, savvy developers have learned to exploit these primal phobias by designing worlds that turn from bad to ugly with the setting of the sun. The following games serve as fitting proof that -- as the popular Nickelodeon show once posited-- yes, we are afraid of the dark. Or if we're not, maybe we should be?



Diablo III's Launch Issues Bring its Always-Online Requirement Back to the Fo...
by Chris Pereira
18 May 2012 at 1:00pm

While it could have gone worse, Diablo III's first few days of availability have been plagued with a variety of issues. There were problem logging in including the dreaded Error 37, and similar sorts of issues have continued to crop up since then, leading to several instances of the servers being taken offline. This has all been widespread enough that Blizzard apologized for the situation, but really, these sorts of problems are to be expected following the release of an enormously popular online game. But not everyone wants Diablo III to be an online game, and those players have suffered right alongside those who do.

Aside from the times that the servers have been brought down for emergency maintenance, which invariably affect everyone, not everyone has been subjected to a less-than-ideal experience. Having skipped the launch rush on Tuesday, I've yet to run into any problems myself, save for one where I'm occasionally told someone I'm chatting with is not online, which requires me to re-send my message. Annoying, sure, but hardly a big deal, especially in light of people who are losing their Achievements or having trouble playing at all for one reason or another.



Capcom Reveals 3DS Spin-off to Lost Planet Series
by Nick Todd
17 May 2012 at 6:14pm

With Lost Planet's roots firmly planted on consoles, it comes as a surprise that the series will soon be making a trip to portables in the form of E.X. Troopers for the Nintendo 3DS. Taking an anime-inspired look and featuring gameplay similar to its console brethren, it appears that the franchise will be bringing some familiar elements to Nintendo's smaller screens. As sudden as the announcement is, Capcom seems to be taking an unexpected approach for the franchise on portables.



Activision's "Project Icebreaker" Could Hurt its Reputation Among Devs
by Chris Pereira
17 May 2012 at 4:56pm

More than two years after Infinity Ward founders Jason West and Vince Zampella first sued Activision, their case is finally set to head to trial on May 29. But before the case can be heard, documents have been released which shed light on some unsavory moves Activision made prior to firing West and Zampella in March 2010.

Prior to the start of the case, there have been some developments of note. Electronic Arts, the publisher of the game being produced by West and Zampella's new studio, Respawn Entertainment, was added in late 2010 as a defendant in Activision's counter-suit; Activision alleged EA conspired with the former IW heads to derail the Call of Duty franchise, among other things. Bloomberg reported yesterday the two publishers have reached a settlement, details of which were not made available.



Should We Expect Voice Acting In Every Game?
by 1UP Staff
17 May 2012 at 2:49pm

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By: Dennis Farrell May 17, 2012

Some people approach games with a checklist of required features. "No multiplayer? Not even a half-hearted mode thrown in for the heck of it? No thanks!" "Where are my arbitrary achievements?" If internet forums are to be trusted -- and in my experience they always should be -- voice acting is increasingly becoming one such expectation.

When a game fails to check off enough boxes, it runs the risk of coming under scrutiny. Sometimes, though, the pressure to be all-inclusive is directly at odds with the experience a game is attempting to create. Sometimes, voice acting can be a detriment.



With Infinity Blade Dungeons, Epic Doubles Down on iOS
by Jeremy Parish
17 May 2012 at 12:23pm

You may think of Gears of War when you hear the name "Epic Megagames." Or maybe Jazz Jackrabbit, if you live a lifestyle of old-school cred. Or perhaps what comes to mind is Unreal Engine 3, the behind-the-scenes game technology that's proven to be the current generation's Renderware. And these things are well and good! But over the past few years, Epic's made something of a name for itself with chair's Infinity Blade games.

Infinity Blade and its recent sequel boast what may well be the most spectacular graphics yet seen on iOS (running, not surprisingly, on a modified version of Epic's own Unreal Engine 3), but they impress less in the gameplay department. Certainly they're entertaining enough, but they amount to high-fantasy Punch-Out!! -- simple and limited. Now that the series is a bonafide money-maker for Epic, they're taking a much more direct approach to the property... and a more ambitious one, too. Infinity Blade Dungeons doesn't simply represent a new genre for the series; it's also the first Blade developed internally by Epic.



Akai Katana Review: A Bleedin' All Right Time
by Ray Barnholt
17 May 2012 at 8:26am

Everyone's favorite purveyor of exceedingly niche shoot-em-ups, Cave, is back again with Akai Katana, a welcome -- and rare -- appearance of one of their console games localized for the West. Not only that, it's a boxed retail game, and crazier yet, it's another horizontal bullet-hell shooter, just like their last Western retail release, Deathsmiles. And if Deathsmiles' gothic lolita stylings sent you running in the opposite direction, Akai Katana is a much more palatable action game, set in a world where young rebels use their warplanes and the power of the mystical Blood Swords to combat the endless hordes of imperial forces. Yeah, no one really plays these for the plots.

As in every shooter, you fly around the screen destroying enemies that appear from the other side of the screen, using regular speedy fire or more powerful, focused fire that slows your movement. The wrinkle in Akai Katana is that killing enemies earns energy orbs that will let you summon your "phantom." With enough energy you can switch to phantom form, where you become your humanoid spirit partner, who is invincible as long as you don't use the stronger fire. As enemy bullets bounce off the phantom, you can move left and right to bat the bullets around and turn them into point value tokens, though they don't last forever and neither does the phantom energy meter, so you'll have to know when to switch forms and collect them for your big scores.



Game of Thrones Review: An Example of Mediocre Interactive Fanfiction
by Thierry Nguyen
16 May 2012 at 5:51pm

Consider the following scenario from the Game of Thrones RPG: you get tasked with infiltrating a secure location, and beforehand you assemble a proper uniform -- gauntlets, boots, cape, and helmet -- to gain access. This sequence conjures up the same sort of tension as watching Tywin Lannister and Littlefinger's conversation at Harrenhal in the current season of the show, or reading the duel between The Red Viper and The Mountain That Rides from A Storm of Swords. There's a lot at stake, and one mistake could turn the whole affair catastrophic; but this time, you're in control of this tense situation. You walk up to a guard at a checkpoint, and he asks if he knows you because you seem familiar to him; to this, you reply that you have a very common face that elicits such a question often. Except, as noted earlier, not only are you in disguise, but as part of that disguise, you had put on a full helmet that completely envelops and obscures your face.

That kind of moment embodies playing Game of Thrones, where the occasional moments of intrigue and interest get stymied by bizarre little gaffes, mistakes, and janks. Why is there a conversation about the look of my face when I have a helmet on? It's not an instance of randomized NPC chatter that delightfully skips over the detail of whether the player is wearing a helmet or not -- it's a specific and scripted moment in a mandatory story quest that somehow got past the game's writers and testing.





Accordion

Introductory Piano Accordion

Instrument layout, technique, basic chords

This article will explain the basic layout of a monotonic piano accordion, with a focus on understanding chords and the bass side organization. Basics of how to hold and play the accordion will be covered.

The Piano Accordion

The layout of a piano Accordion is not obvious, however the instrument is laid out in a regular way, so it is very understandable.

Figure 1. A standard 120 bass piano Accordion.

The Bellows

The bellows is the "squeezebox" portion of the instrument. In Fig 1, its the region with the white diamond painted on it. Inside, it contains your reeds, which when air is drawn over them, they resonate and produce sound. Thats as much detail as you really need. In a full size Accordion, you will ofter have multiple sets of reeds, this is to give the instrument a greater range, and various switches can be seen on both the piano and bass sides of the instrument. The three piano reed switches are seen in the middle left of the keyboard, and the two bass reed switches are to the right of the rows of bass keys in figure 1.


The Piano

A piano is laid out in a regular patter which covers the seven "natural" notes of the C scale (A, B, C, D, E, F, G), and the repeating pattern is called an Octave. These are the white keys on your instrument. The black keys form the semitones that are not part of the C scale (C/D, D/E, F/G, G/A, A/B) (Fig. 2). The black keys are denoted sharp () if it is being referred as a half step above the adjacent white key, or flat () if its is being referred as a half step down from the adjacent white key. A is the lowest note of the scale, while G/A is the highest. Moving one full octave, and the pattern repeats, just in a higher register.

Figure 2. Piano Octave.

The most important idea to understand, is that by moving up to an adjacent note, you are essentially moving up one semitone. Sometimes white keys are only one semitone apart (B to C), but usually the white to black key transition is one semitone. The transitions between notes are important for understanding how scales are built up, as we will see below. This gives us 12 total semitones in an octave (7 white, 5 black).

A full size adult piano accordion covers just over 3 octaves. It may also have multiple reeds (generally 2 to 3 sets) that can expand the range of the instrument. Switches located usually above the keyboard allow you to select one or more reed sets, the basic choice being one low (bassoon) and one high (piccolo) set, separated by one octave. In this setup, the accordion has three switches, one to select basoon, one to select bassoon and piccolo (called Master), and one to select piccolo (Fig. 3). Most songs are played in Master, as it has a nice multi-tonal sound.

Figure 3. The keyboard side of a full size accordion. The three white buttons above the keyboard are the reed switches.

The Bass Keys

Depending upon your accordion, the bass side will vary slightly in size, both in number of columns and number of rows. I will call the rows the long direction (running parallel to the keyboard) and the columns the short, angled direction (Fig. 4). A full size, adult piano accordion has 120 bass keys, and depending upon the number of reeds your instrument has, some of the keys redundant. Smaller versions of the bass exist, such as 32 button and 48 button, however they follow the same layout pattern, so the 120 button layout is the most general for explanation purposes.


Figure 4. The bass keys. The left to right line of buttons is called a row. The angled lines of buttons are the columns. The home row is denoted as the second from the top and has tactile markers.

One of the central challenges of learning the accordion is that you realistically cannot see your left hand while playing. Accordion makers do take some pity on you however by giving your finger tips indentations, Rhine stones, or some other tactile marker to tell you where you are. Every accordion has a marker at C, and my accordion has another indentation every fifth key to help me keep my place while playing. You can also find what note you are at by playing the accompanying key on the piano and listening for a match.

In a 120 bass layout, you have 6 rows with 20 columns (Fig 4). The "home" row is the second row, with the tactile markers for your finger tips. Buttons on home play whole bass notes. The top row in Fig. 4 also plays whole bass notes, however offset by 4 semitones. One row below home plays the major chords, which the home note as the base note of the chord. Below the majors, is the minor chords, seventh chords, and finally diminished sevenths.

We change note by moving up or down a row (left to right in Fig. 4). Unlike the keyboard, where adjacent keys move up one semitone, the bass keys step up seven semitones. There are 12 semitones in the octave, and we have 20 keys in a row, so much like the piano side, the pattern will repeat after 12 keys. The notes do not go up on Octave like on the piano as the pattern repeats, instead the notes wrap around. This is to aid the one relatively immobile hand to reach any necessary keys without too much movement. As you only really need 12 keys in a row, fewer bass key accordions do exist, such as the 48 button (12 keys to a row, 4 rows), however it becomes extremely difficult to play the semitones on the opposite ends of the bass, something that would be trivial with the repeating 120 bass system. Although it seems overwhelming, the 120 button accordion is the easiest to play. Finally, the top row follows the same pattern as the home row, however it is offset by 4 semitones. Therefore, directly above home C is E. Again this aides in playing one handed by providing more notes in a smaller proximity.

This unusual pattern is a major hurdle in learning the accordion, and it is best to start early memorizing the bass pattern. The layout is:

... - D - B- F - C - G - D - A - E - B - F - C - G - ...

where the bolded keys should have indentations. For the top row, E is above C and the pattern is the same.

Playing The Accordion

Lets start simple. You play the keyboard with the right hand, and the bass keys with the left. To hold the accordion, place your arms in the shoulder straps so the instrument is against your chest. Your right hand is free to play the keyboard, your left hand goes under the strap, giving just your fingers access to the bass buttons. This means your left arm is responsible for opening and closing the bellows.


Operating the Bellows

Unless your are pulling or pushing on the bellows, no sound will come out. The harder you push, the louder the instrument, and also the further the bellows open. Basically you want to maintain a balance between not playing at a comfortable wingspan while still leaving yourself plenty of bellows to play with.

Our goal here is to make playing the bellows second nature. The main concerns are first, not wearing yourself out opening and closing, and second, picking good times to switch between opening and closing.

Its more tiring to open than to close. However, you have the weight of the bellows itself that wants to fall open as you hold keys down, and much like rock climbers conserving their energy by holding their body weight on their skeleton, we will conserve our energy by letting the bellows fall open naturally. This is most readily done by keeping your left elbow close to your body. Your forearm then drops out and in, primarily opening the bellows along the top, while the bottom stays more compact. Get comfortable with this motion and you can play easily for extended periods.


Switching between opening and closing the bellows will cause a dead space in your sound. Its unavoidable, however it is a manageable problem. Try to switch between stanzas in your sheet music for example. Two out, two in, two out, two in... Try to keep the average bellow range in a comfortable range for your arm. Playing louder chews through more air, so your have to switch more often, but still time your switches between stanzas. Nothing sounds worse than missing the last note because you run out of bellows to close. It takes mindful practice to pace your opening and closing.


Playing the Piano Keyboard

Practice, practice, practice. The most important thing to focus on when learning a song is proper fingering, as it turns a tricky, broken section, into a beautiful fun section that you look forward to playing. Draw on your sheet music with what fingers are needed (1: thumb - 5: pinkie). Learn your scales, specifically practice:

C scale: C D E F G A B C. Played with fingers 1 2 3 1 2 3 4 5. The thumb steps underneath your middle finger on the way up, and your middle finger climbs over your thumb on the way down.
Practice over multiple octaves so you have the ring finger to thumb transition.

D scale: D E F G A B C. Played just like the C scale. Trickier because you hit the black key with your ring finger!

F scale: F G A B C C E. 1 2 3 4 1 2 3 4. Thumb under ring finger. Ring finger over the thumb.


Playing the Bass Keys

Unlike the piano where intricate keyboard fingering is a necessity, the bass keys can be played in many simpler ways that are very rich. Most basic fingering involves only your three central fingers (ring, middle and index) with the occasional pinkie to reach a faraway note.


Position your hand so that your fingers run down the column (Fig. 5). Place your ring finger at the home row. Your middle finger should be on the major chord, and your index finger is on the minor chord.

Figure 5. Finger position on the bass notes.

Disclaimer before going further

The final few sections are meant to a bit of a silly introduction to playing some basic songs on the bass side. I call some chords sad or happy, and I ignore the sevenths. That doesn't mean you should. Its really quite interesting to actually learn more about the chords, and it will make you a better player, but this suffices for an introduction.

Lets Play a Sad Song :'(

Minor chords are the sad ones. We complement our chords with the base note. So a basic sad bass hand would go: C, C minor, C minor. C, Cminor, Cminor... Fingering that should be 4 2 2. 4 2 2. 4 2 2...

Now move your hand up one column to G. Play 4 2 2, 4 2 2, 4 2 2. Oh my, what a sad song.


Lets Play a Happy Song :D

Major chords are oh so happy. Go back to C and play C, C major C major. C, C major C major. Fingering is 4 3 3, 4 3 3, 4 3 3, 4 3 3. Move it up to G and play something happy for G. Move that happy song around, you are just so happy to do so!


Lets Make it a More Interesting :3

Go back to our sad song, however now we want to play something slightly harder. Play C, C minor, G, C minor. Remember G is one column up from C, they are neighbors (by 7 semitones after all). Place the ring and index as before, on C and C minor. Take your middle and put it next to your ring on G. Now play 4 2 2, 3 2 2, 4 2 2, 3 2 2, 4 2 2, 3 2 2. Oh man, I thought that was a sad song before, now its REALLY getting sad.


Playing the happy version of that is slightly trickier, don't be upset if you find it less natural. Basically your middle and index fingers need to flip places. Place your ring on C, your middle finger on C major and your index on G. Play 4 3 3, 2 3 3, 4 3 3, 2 3 3, 4 3 3, 2 3 3.


The final basic move uses the top, previously ignored row. Forget the chords, we are playing the notes all by themselves. Shift your fingers up one row, so your middle finger is now on C, your ring is above it on E, and your index falls on G. These three notes, when played together form the C major chord. So go ahead and try that, but also try to step up the scale. 3 4 2, 3 4 2... and then head back down the scale 2 4 3, 2 4 3, 2 4 3... or go up and back down 3 4 2 4 3.


Generally some combination of this fingering will get you through most basic and intermediate songs.


Rock like a Bass Guitar

Most bassist seem to do clever little repeating patterns of whole notes. I find it easiest to turn my hand square to the whole notes to play most of these. This means ignoring the chords down below, but you can usually handle the bassline no problem while playing the lead guitar on the piano. All you are missing is the drummer.


I'm buying an Accordion and need some advice! First timer.?
Hey all, i'm a young man from the UK and i'm looking at a Hohner Single Row Button Melodian in C to learn and play Zydeco/Cajun music.... is this particular type of instrument limiting to what i can do on it? Is it restricted to rhythm or can i play lead on it too? is the sound nice and full on it? Need a real warm and rich sound. Also, is this an ideal instrument for the music type? Just a little concerned as i'm paying £700 for the bloody thing! I want to be able to use it as i please. Thanks very much, Best answer will go to the most helpful answer.

Get the answers...


I Need to know the song! EASY 10 POINTS!?
I heard this song on a car radio, it was Spanish and there was an accordion part in it. I think the guy said rabiosa, mariposa e mardi sente mara or something like that. Please help meeee

Get the answers...


Auditioning for Got Talent?
I'm 16 years old and live in New Zealand and they've re-introduced New Zealand's Got Talent and I'm keen to audition. I'm just not sure what I should do and if I'll be good enough. I play the piano (I'm working towards Grade 8) which is my main instrument, though I also play saxophone and piano accordion which I'm not as good at (about grade 4 on both) but these may be more unique. My other skills are humour (one friend suggested stand up comedy) and ballet but I wouldn't be confident enough doing either of these. What are some suggestions? Do you think I'm good enough to have a shot? I'm not expecting to win but it would be fun and a great learning experience.

Get the answers...

[[ct]]: Accordion

MF DOOM - Madvillain - Accordion

14 Jan 2008 at 1:22pm


Extreme Accordion Skills

5 Oct 2009 at 4:03pm


Family Matters - Dueling Accordions

10 Jul 2007 at 3:56am



Next page: Kettler Classic Flyer Kettcar Racer


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16 May 2012 at 2:22pm 

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Stars Add Glitter to Jeweler's Designs - New York Times

16 May 2012 at 8:46am 

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In 2008, Ms. Jolie asked the jeweler to help her design a pendant bearing a hidden message as a Christmas gift for Mr. Pitt, setting the stage for a co-designed collection inspired by ancient tablets. ?We studied all different kinds of tablets ? old ...



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Comic ideas stretched to absurd proportions - This is Bristol

12 May 2012 at 1:06am 

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It's when Gilbert elaborates on the kernel of a comic idea and stretches it to absurd proportions that the show flies highest. An unwanted Christmas gift of a computerised toothbrush which prompts a disaster of national proportions and "suicidal" ...



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From cowgirl to dominatrix, the most fun you can have for $100 - Royal Gazette

8 May 2012 at 6:25am 

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She said her latest book is the result of a Christmas gift she gave her husband of 29 years, Paul. ?I just couldn't give him another book, another CD, another tie; pair of pyjamas. I just couldn't get excited about getting him anything, ...



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