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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.





Antique White Gold Rings

Antique Jewelry Boxes Caskets

Jennnings Bros, Weidlich, Kronheimer, Benedict, Art Metal Works, Brainard & Wilson

Jewelry boxes have long been treasured, for they have held precious items-sometimes valuable in themselves, sometimes valuable for their memories. Throughout history, jewelry boxes were constructed and designed by craftsmen, one box at a time, each a unique piece reflecting the style of the time and locale. With the advent of the Industrial Revolution, all this changed. As we know, the concept of mass production was avidly adopted in the United States during the late 19th early 20th

centuries. And for the first time, metal objects like jewelry boxes, for example, could be cast in quantity and, therefore, were less costly to produce.

The Industrial Revolution also encouraged the development of the middle class in America which was now also able to purchase decorative items, not just the essentials. And international travel and trade brought their attention to new decorative styles all over the world. The Victorian Period, immensely popular in the United States about 1880-1900, had a great effect, and soon after, the Art Nouveau style emerged from France.

American ladies of the early 1900's aspired to the "high style" of the world's great cities like London and Paris. Mail order catalogs--Sears and Roebuck, Montgomery Ward, and Marshall Field--enabled the American family to peruse the products, jewelry boxes among them, and make purchases from their own homes. Of course, jewelry stores also carried a selection of jewelry boxes, "the latest" designs purchased from wholesalers and displayed in their windows. The sale of jewel boxes as souvenirs was another phenomenon. Increased travel to points of interest around the country, combined with a Victorian carry-over desire for trinkets, encouraged travelers to purchase mementos of their journey. Jewel boxes were always a popular selection.

Also called "jewel cases, " "caskets" and occasionally "trinket boxes, " they were classified as Art Metal Wares and usually made of cast metal, finished-or plated--in gold, silver, copper or ivory. A popular misconception today is that there may have been some iron in the metal. I often hear the remark, "A magnet will not stick to it." According to an October 1908 article in Jewelers' Circular-Weekly, the most common base metals for jewel boxes were actually spelter or antimonial lead. Almost all of the alloys used for jewel boxes were of metals with low melting points (or "soft" metal), thus explaining the weak or broken hinges often seen on jewel boxes today.

Art Metal manufacturers, during the early 1900's, experimented with many finishes. Jewel boxes were electroplated with gold (sometimes called "Ormolu"), silver, and a variety of other finishes such as "French Bronze, " "Roman Gold, " "Pompeian Gold, " "French Gray, " "Parisian Silver, " and others, among them copper. The copper finish was popular for souvenirs-particularly for copper mines-and easy to accomplish, since most jewel boxes were first plated with copper as a base for the gold and silver finishes. Around 1911, white or ivory finishes were introduced. Rather than the plating method, these finishes were achieved by painting with white enamel, then applying various oxides, resulting in "Old Ivory, " "Oriental Ivory, " "Old Antique Ivory, " and "Tinted Ivory." Ivory enamel finished boxes were advertised as "more lasting than gold or silver plated boxes" and, in fact, they were.

Jewel boxes were lined with fine pale-colored silks from Japan (sometimes referred to as "Jap silk") and China, and also with faille (a ribbed silk), satin or sateen, and were often trimmed with a fine twisted satin cord. Some jewel boxes were lined with velvet which tended to be in brighter colors. Jewel boxes were available in all sizes-from the smallest ring box to handkerchief- and even glove-size boxes! Often they were decorated as beautifully on the bottoms, as they were on the tops.

The most prominent decorative style of jewel box during the early 1900's, was Art Nouveau--a romantic style noted for its flowing, asymmetrical lines, with motifs relating to nature-flowers and vines, birds, women with flowing hair. While most people today associate Art Nouveau with the graceful "nymph-like" young women, it is important to mention that floral motifs held a major place in the American Nouveau jewelry box world. The "language of flowers" had become a particularly popular concept during the Victorian Period. At the turn of the century, these "sentiments" were also reflected in the Art Nouveau style on jewelry boxes: the four-leaf clover for good luck, daisies for innocence, roses for love and beauty, and so on.

Other motifs gained favor also. It was a time of great archeological discoveries. Ancient temples in Egypt and Pompeii were being explored, and those styles were copied. A resurgence of interest in Greek and Roman styles was another source for decorative motifs. And Americans began to reflect on their own history, with a renewed interest in its Colonial days. Many jewel boxes were depictions of pre-Civil War plantation life.

There were several American art metal manufacturers that designed and produced jewel boxes. Names that might be familiar are Jennings Brothers (JB), Kronheimer and Oldenbusch (K&O), Benedict Manufacturing Co., and N.B.Rogers. But there were others: The Art Metal Works, whose founder (Louis V. Aronson) invented a method for electroplating (ormolu) gold onto the base metal; the Brainard & Wilson Corporation (B&W) which patented one of the first Art Nouveau jewel box designs; and Weidlich Brothers (WB Mfg Co), which took several patents on their Colonial designs

Many manufacturers trademarked their pieces, others did not. Sometimes those that normally did sign their wares were asked not too. For example, Sears and Roebuck and Montgomery Ward implied in their catalogs that they were the manufacturer supplying the merchandise, so they would not want a manufacturer's trademark on the items they sold. For this reason, one may find two identical jewel boxes-one with a trademark, another without.

Even though these jewel boxes were "mass-produced, " peak production lasted fewer than 15 years (1904-1918). And remember, the term "mass production" during 1900-1910 held a completely different meaning then than that it does today. Fortunately, we can still discover examples of these (almost) 100-year-old decorative treasures. Gold and silver finished boxes are the most common. Regretfully, the silver-finished boxes have not fared well, unless actually "silver plate"-a rare find. Next most rare are souvenir jewel boxes with commemorative ceramic or photo discs. And the ivory finished boxes, although somewhat later in development, remain elusive. Their enamel finishes were more durable, so they may still be handed down within families.

These wonderful antique art metal jewel boxes were much treasured, and they held their popularity well until World War I, when the continuity of fashion was broken, re-directing interest from the decorative to the function and power of the machine.

To find more information about these quaint and beautiful art pieces, you may read about them in the first book published on the subject, The Jewel Box Book: The Definitive Guide to American Art Metal Jewelry Boxes 1900-1925. Inside the full-color, 208 page book is a wide selection of information including: styles (Art Nouveau, Victorian, Rococo, Revival); manufacturers; floral and other motifs pictured and explained; metal composition and finishes; period advertising; trademarks, patents, and copyrights.


How much can an antique ring be sized up?
Does anybody know if it's possible, and/or how much it should cost to size an antique white gold ring from a 6 to a 10? It has a diamond in the center, and a tiny one on each side.

Get the answers...

[[ct]]: Antique White Gold Rings


VEVO Presents: Demi Lovato - An Intimate Performance

18 May 2012 at 10:50am


Next page: Gold Mother Of Pearl Earrings


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10 of the Most Profound Sentiments Ever Uttered on Community - io9.com

17 May 2012 at 11:34am  ... a Christmas gift marked "Meaning of Christmas"] It's the first season of Lost on DVD. Pierce: That's the meaning of Christmas? Abed: No. It's a metaphor. It represents lack of pay-off . . . I get it. The meaning of Christmas is the idea that Christmas has meaning.

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Have the holidays become a financial black hole? - Ahwatukee Foothills News

16 May 2012 at 6:59pm  You go from being OK with just sending out Christmas cards and baking goodies for your loved ones, to buying a gift for what seems like everyone ... which are even more convenient. You get the idea. Now, on to the new year! ? Ahwatukee Foothills resident ...

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Remembering Carlos Fuentes - Examiner.com

16 May 2012 at 2:22pm 

Remembering Carlos Fuentes
Examiner.com
I was always going to be a writer; as a child, my favorite Christmas gift from my parents was a typewriter. I sold my comics to the other kids beginning in the first grade, started writing short stories as a boy, completed a hilariously bad science ...

and more »


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

16 May 2012 at 8:46am 

Stars Add Glitter to Jeweler's Designs
New York Times
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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