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Musings from the Public Domain
by Scott Sharkey
23 May 2012 at 5:47pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

Musings from the Public Domain Cover Story: A view from a world where the "Mickey Mouse" copyright extension act never became law.

T

he spring release season is now fully upon us, and with it comes the usual trickle of new IPs and a torrent of sequels to comparatively recent franchises. The biggest deal of the season, however, has to be the absolute flood of Lord of the Rings: Return of the King games and films. A&E's blockbuster LotR miniseries is finally moving on to its conclusion, and It's pretty much impossible to visit a flash game portal without tripping over a Minas Tirith tower defense game. Meanwhile, Rockstar's open world take on Rebel Without a Cause has emerged as the definitive reimagining of the flick even against all the major studio remakes, to say nothing of the glut of halfassed student films. Finally, Edmund McMillan's deeply unsettling take on Lolita as a dungeon crawler played from the point of view of the title character is still looking for a bold enough publisher despite sweeping this year's IGF awards.

That's just a small sample of a motley assemblage of games that all have one thing in common: They're all based on properties that entered the public domain this year. The yearly rollout of old properties, both celebrated and obscure, has long since become something we've taken for granted. We even make a point of taking a annual look at what will be emerging from the copyright cage once we're done breaking all our new year's resolutions, and we barely bat an eye when we're treated to a glut of weird furry Lady and the Tramp dating sims. Geeks around the world are already anticipating next year's Superman revival, or dreading his inevitable crossover appearance in every other comic in existence. It's so much a part of the culture at this point that it's easy to overlook the fact that it can all be traced back to a single momentous decision.

We certainly wouldn't be seeing so many films and TV shows based on Sherlock Holmes if the character were still the IP of a single publisher, and we sure as hell wouldn't be seeing him fight Dracula quite so often.



The Nintendo Play Station: A Retrospective
by Jeremy Parish
23 May 2012 at 4:52pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

The Nintendo Play Station: A Retrospective Cover Story: As Nintendo and Sony prepare to announce the Play Station 4 at E3, we remember the console that set the stage for modern gaming.

A

s we gear up for E3 2012, the biggest announcement expected to come out of the L.A. Convention Center this year is the latest generation of gaming's console goliath, the Play Station 4. Based on early reports from trusted third-party developers and info leaks from Chinese parts suppliers, the PS4 seems a given -- and with its arrival, the continued dominance of the games industry by joint Sony/Nintendo venture Taido should be a lock as well.

With the PS4 right around the corner, now is as good a time as any to look back at the history of the Play Station family and how two Japanese giants teamed up to put an entire medium in a 20-year hammerlock.



Diablo III Sales Bode Well for PC Games, Poorly for Always-Online Haters
by Chris Pereira
23 May 2012 at 4:31pm

Diablo III was expected to do well, but with so many factors to take into account -- competition from Torchlight II, an always-online requirement, and complaints about a supposedly dumbed-down skill system and colorful art style -- it was hard to say for sure exactly how well it would do. It turns out it did tremendously well; Blizzard has announced the long-awaited sequel has already broken sales records, something the folks over at Activision are pretty accustomed to thanks to Call of Duty. However, Diablo's success may have more far-reaching effects than simply ensuring Blizzard and company are flush with cash.

More than 3.5 million copies of the game were sold in its first 24 hours of availability, according to Blizzard. This figure does not include the freebie digital versions handed out to those who signed up for the World of Warcraft Annual Pass. Over 1.2 million people took advantage of that offer, bringing the total number of gamers with a copy of the game on launch day up to 4.7 million, good enough to make it the "biggest PC game launch in history." After the first week, that figure now sits at 6.3 million.



What If Shigeru Miyamoto Had Become a Manga Artist?
by Kat Bailey
23 May 2012 at 10:29am

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If Shigeru Miyamoto Had Become a Manga Artist? Cover Story: A timeline from an alternative universe where gaming lacks input from one of its most prolific creators.

I

t's kind of a fascinating story really. Shigeru Miyamoto, maybe the most influential designer ever, had little interest in videogames until the late 1970s, when he played Space Invaders. Up until that point, he had wanted to be a manga artist. Well, what if he had followed his original dream and done just that? What would have happened to Nintendo? Or videogames in general? Here's one possible timeline.

1979 -- Miyamoto the Manga Artist: Shigeru Miyamoto graduates from the Kanazawa Munici College of Industrial Arts and Crafts. Because Miyamoto's father is a friend of Hiroshi Yamauchi, he soon receives an offer to work for Nintendo. But Miyamoto is something of a free spirit, and he has little interest in videogames. He decides instead to pursue a career as as manga artist.



Does One Award Warrant a Game of the Year Edition for Dead Island?
by Chris Pereira
22 May 2012 at 5:19pm

Dead Island is set to be re-released in a Game of the Year Edition package next month, a fact that is the source of some complaints. It's not so much that the game is being bundled with its DLC that is the problem; it's the labeling of the game as Game of the Year, a title which many feel it is not deserving of.

It is completely understandable why a publisher would want a game re-release to be positioned as a "Game of the Year Edition." That title carries with it a certain connotation of quality, that it was among the very best, if not the best, games released during the year it originally came out. Game of the Year Editions are commonly associated with the likes of Morrowind, Oblivion, Fallout 3, Red Dead Redemption, and other critically acclaimed games. There is a certain expectation that a GotY Edition consists of a terrific game and bonus content (be it downloadable content or expansion packs) that early adopters had to pay extra for, with all of this often coming at a sub-$60 price.



What If the Cost of Games Continued to Rise Since the '80s?
by Marty Sliva
22 May 2012 at 5:07pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If the Cost of Games Continued to Rise Since the '80s? Cover Story: A sad look at a hobby that became too damn expensive.

December 12, 1985

You'll never guess what I got for my birthday! I woke up this morning, walked into the living room, and saw Dad playing Nintendo in front of the TV! He was having trouble with the first level of Mario, so I sat down and helped him jump over the pits until we got to the flagpole at the end. After that, we brought out the Zapper and played Duck Hunt until dinner time. Mom got kinda mad at Dad for buying something so expensive, but he told her that my birthday only comes once a year.



What If the 1993 Video Game Violence Hearings Resulted in Government Censorship?
by 1UP Staff
22 May 2012 at 3:30pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If the 1993 Video Game Violence Hearings Resulted in Government Censorship? Cover Story: Peer into a dark and twisted present we'll (thankfully) never know.

I

n late 1993, state senators and certified oldsters Joseph Lieberman and Herb Khol got a whiff of this whole "video games" thing and decided to use their unholy powers to investigate the issue. While our friends in Germany and Australia often find amazing games banned outright or plagued with hilariously conspicuous censorship, we Americans escaped with a barely perceptible slap on the wrists thanks to the efforts of testifying industry vets who actually knew the subject at hand. But one can only wonder what the '90s gaming landscape (and beyond) would have looked like if the iron fist of government oppression punched the living daylights out of our beloved hobby...



Book Review: Exploring Video Gaming's Near-Death with "1983"
by Jeremy Parish
22 May 2012 at 2:18pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

Book Review: Exploring Video Gaming's Near-Death with "1983" Cover Story: Thirty years ago, video games almost died. We examine the possibilities.

W

ith his latest book, 1983, game journalist and historian Chris Kohler has chosen to take a slightly different tack then he employed for his massive treatise Power Up: How America Gave Video Games an Extra Life a few years back. Rather than approaching the topic of video games from a wide-ranging, all-inclusive perspective, Kohler instead drills down here into a single crucial moment in time for the young medium: The near-crash of the industry in year 1983.

Despite the Orwellian overtones of the title Kohler has selected for his work, there's nothing ominous about the story contained herein -- perhaps, except, the idea that video gaming could have been snuffed out entirely a mere decade after Pong's debut. A combination of gold-rush greed, incompetence, and '80s corporate culture nearly suffocated the fledging entertainment medium just as it was hitting its stride. The Warner corporation's eagerness to cash in on their purchase of Atari, combined with the influx of low-quality, externally developed 2600 games after Activision broke away to become the first third-party developer, nearly buried the industry beneath a deluge of self-cannibalizing mediocrity.



Breaking the Illusion: Not Playing by the Rules
by Chris Pereira
21 May 2012 at 7:07pm

I like to play games in what I imagine is an unusual manner, or at least I thought this to be the case until 1UP members revealed they share some of my habits. One of these things, my propensity for systematically exploring an area before moving on, has reared its head in particularly noticeable fashion as I make my way through Max Payne 3. Playing in this way was clearly something the game's designers accounted for, as evidenced by the collectables scattered throughout, and yet it feels almost as if I'm being punished for deciding to be a completionist.

My process for approaching each area in Max Payne 3 follows the same pattern, only being altered if I'm low on health and out of painkillers (health packs in Max Payne's world). I kill everyone and then proceed to sweep over the entire room, seeking out any hidden spots or areas which do not appear to lead to the next area. As I make my way from one combat area to the next, I'm mindful of my surroundings and am sure to double back to check behind staircases and to see which doors can be opened. I do this all while searching for golden gun components, painkillers, and clues which can be examined. The latter can fill in the backstory but is hardly needed to get the gist of the narrative. I'm able to comfortably do this because there is no ticking clock, even if what Max is doing at any given time suggests there should be, and because enemies come in limited numbers and only in certain areas.



What If?: Gaming's Alternate Realities
by 1UP Staff
21 May 2012 at 6:27pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If?: Gaming's Alternate Realities 1UP explores what might have happened had video game history gone differently.

People love to look back at the past and ask, "What if things had gone differently?" Navel-gazing at history spans cultures and races. Whether it's author Harry Turtledove making a fortune by contemplating how differently the American Civil War would have gone if someone had time-traveled to give the Confederate Army machine guns, or the manga Konpeki No Kantai in which the Japanese navy beats up America in World War II before teaming up to kill Hitler, second-guessing ourselves seems to be human nature.

Maybe it's the competitive nature of the medium, but video gamers seem especially fond of revisiting the past and wondering about alternate outcomes. As the Three Fates in the image above suggest, games have woven a rich and complex tapestry in their mere half-century of existence -- a tapestry whose design and nature could have changed radically had things turned out differently.





Playhut Travel Lounge

An Innovative Design for Beach Lounge Chairs

Who wouldn't like to identify a problem with a popular product and improve it to make it better? Then develop that improvement into a successful business of your own? That is what Ostrich did with beach lounge chairs. Discover their path to the American dream and the innovative changes they made to an ordinary product.

There are a lot of great beach lounge chairs on the market today, made by some very good companies. Today we are going to take a look at one of these companies and at the beach lounge chairs that they offer.


One of the more innovative beach lounge chairs on the market today is manufactured by a newer company called Deltess, but their products are better known under the name of Ostrich. Like many great companies, they got started by finding a solution to a problem.


Their story starts in 2003 when Dave D'Alessandro was relaxing on a beach while on his honeymoon. He was lying on his back on his lounge chair, reading and soaking up the rays when he decided to turn over and tan his back. The problem was that he wanted to continue reading his book, but couldn't find a comfortable position - a predicament many of us may be able to relate to ourselves. It did not take him long to think, "If only this lounger ..." - a solution to the problem. When he returned home, he started working on a design for an improved lounger, the basic design which is found today in Ostrich 3N1 beach lounge chairs.


But before I tell you about the chair, how did he bring it to market? He teamed up with an old High School friend, Adam Tesser, who had business and finance experience, and formed the Deltess Corporation in January of 2004. But a good idea and a business background does not a successful business make, you have to pay the price. It took a year and a half to develop and patent their 3N1 beach lounger, but since then the momentum has snowballed as they have expanded to include other revolutionary products to their product line.


Let's take a look at the initial idea that launched them to success: the 3N1 Ostrich Beach Chair. The problem that Dave had was that he wanted to lie on his stomach on his beach lounge chair and comfortably read his book. The only way to accomplish this is to hang over the end of the chair. This gives no support to your head and places your arms at uncomfortable and awkward angles. The basic, and rather obvious solution to this problems was to put strategically placed holes in the lounger. The primary hole was put where your head rests when you are sitting on the lounger in a normal position, but when sitting normal that could be inconvenient, so a headrest, or pillow, is placed there that can be flipped back to reveal the hole when you want to turn over. Then, a bit lower down there are two armholes. These really do not interfere with sitting on the chair since there is still plenty of support for your back. But, now when you flip onto your stomach, simply place your book on the sand under the face hole, and keep reading! You can easily reach through and turn the pages.


Ostrich 3N1 beach lounge chairs not only solve this dilemma, but has other great features as well. They are lightweight and fold up for easy carrying, the frame is made from durable aluminum that is treated so that it doesn't rust, it has classy wooden arms with a cup holder in one, five adjustable chair positions and three adjustable positions for the foot rest. It stands 12" off the ground, and comes with a handy carrying strap. This comfortable lounger is offered in three great color combinations (blue and white striped, hot pink, and cool blue), so you are bound to find one that you like.


The idea of taking a problem, solving it, and turning it into a successful product is the American dream, and Dave and Adam fulfilled their dream by improving the design of beach lounge chairs.

Article Tags: Beach Lounge Chairs, Beach Lounge, Lounge Chairs

Source: Free Articles from ArticlesFactory.com

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'Heretical' bestseller basis of new 'devotional' - WND.com

21 May 2012 at 7:51pm 

'Heretical' bestseller basis of new 'devotional'
WND.com
Less than two years later, Young asked friends to read the early draft of a novel he was writing as a Christmas gift for his children. Though highly impressed by the manuscript's potential, the friends were opposed to the universal reconciliation they ...



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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 ...

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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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Comic ideas stretched to absurd proportions - This is Bristol

12 May 2012 at 1:06am 

Comic ideas stretched to absurd proportions
This is Bristol
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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