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Friday, March 29, 2019
17 Highest Paying URL Shortener to Earn Money Online 2019
Stanley Kubrick And Authorship
"One of his films... is equivalent to ten of somebody else's"
- Martin Scorsese

- Martin Scorsese

Speaking of the Auteur theory, Sarris (Cited in Chapman, 2003: 114) stated that 'the strong director imposes his own personality on a picture; the weak director allows the personalities of others to run rampant'. Film-making is undoubtedly the achievement of a group of people collaborating together, 'the single most consistent truth about movie making is its division of responsibilities, to look at a film as the idea of one man is to overlook the mechanics of making a picture' (Sultanik, 1986: 83). Despite this fact, Stanley Kubrick is an example of a director whose personality shines throughout his library of films, this contributes to many consistent thematic inclusions as well as cinematic techniques - some of which, such as symmetry have a bearing on both the narrative and cinematography.
Bordwell and Thompson (2010: 70) state that a filmmaker does not create a film from scratch, 'all films borrow ideas and storytelling strategies from other movies', since a director is thus seemingly unable to create a text that is completely devoid of influences from other filmmakers it puts into question whether their visions are truly unique. Indeed, Stoddard claims that the Cahiers writers 'neglected the origins of film production' (1995: pp. 40-41), but drawing on influences can be merely seen as an example of a director reflecting on their own personal preferences, since 'the way a film looks should have some reflection on how a director thinks and feels' (Sarris, 1962: 562). Robinson (2007: 192) points out that Kubrick held particular admiration for the works of the Soviet montage filmmakers; 'finding the ideas of Eisenstein and Pudovkin on editing, particularly cogent'. Rhythmic editing that develops in unison with the music is utilised within both A Clockwork Orange and Dr Strangelove (1964). When Alex De Large (Malcolm McDowell) is in his room, a montage gives the audience various close-ups of the four statues of Jesus that move in time with Beethoven's 9th, while at the end of Dr Strangelove, repeated nuclear explosions similarly occur in time with 'We'll Meet Again'. Even from early on, as the attack on the enemy cabin in Fear and Desire (1953) occurs, the way the stabbing is interspersed with the hands of the victims, cutting away before the audience sees the knife enter the soldiers is akin to the killing of the 'Cat Lady' (Miriam Karlin), when the impact of the phallic object is interrupted by various shots of her paintings. The way that violence is not actually shown in these scenes echoes Lolita (1962), which too uses an art piece to hide the actual impact of the bullet that kills Clare Quilty (Peter Sellers). These two instances of intertextuality are able to convey Alex's admiration for art and the pain of the victims of the ambush without resorting to speech, Gilbert (2006: 35) argues that such a method of editing occurred because 'Kubrick demanded so much from visual symbols and thus moved ever closer to the aesthetics of silent film'.
Speaking of his admiration for Orson Welles, Kolker (1988: 82) says that 'the Wellesian cinema is a cinema of space and spacial relationships', Alex is a lost and alienated individual when he leaves prison, shown through his positioning when he is eating at Frank Alexander's (Patrick Magee) house, the setting overshadows him and he is evidently nervous about the prospect of the writer poisoning him. Likewise, in Lolita, Quilty is manipulating Humbert Humbert (James Mason) while on the hotel veranda and through the use of a large depth of field, Quilty's dominance is shown through his position within the foreground of the frame, while Humbert is reduced to being placed in the background, unable to even see his tormentors face. Mather (2013: 243) states that high angle perspective establishes the location being filmed - 'often one that dominates the characters', while close ups of Alex's face characterised the first third of A Clockwork Orange, the prison that he finds himself in is captured in an extreme high angle shot, the camera 'reproduces the panoptic and impersonal gaze of the institution as it peers down on the grey stone prison'(Gehrkr, 2008:153). Similarly the chateau in Paths of Glory (1957) looms over the helpless soldiers during the trial scene, depth of field is reduced in order to create the opposite effect to that of Lolita, their isolation is captured in a telephoto lens which separates them from their environment. The placement of characters in their respective settings very often helps to reinforce the narrative, this is a trope that tracking also achieves. Mainar (1999:31) points out that tracking shots fulfil a specific task, 'they establish a link between at least two elements within the shot'. A Clockwork Orange establishes Alex's focus on sex in the opening at the Korova milk bar, when he is surrounded by naked mannequins while his love of music is encapsulated in a tracking shot that follows him walking around a record shop. In Paths of Glory, Colonel Dax (Kirk Douglas) is a 'brave, principled' (Perusek, 2006: 88) and resourceful man who is evidently respected by his soldiers that surround him as he walks through the trenches, again captured in a shot which follows him advancing forward. Unlike the objective camerawork that accompanied General Mireau (George Macready) through the same trenches earlier, this scene is combined with several point-of-view shots, as such it demonstrates how far removed Mireau is from the reality of war compared to Dax, he flinched at the explosions that went off around him while Dax is seemingly desensitised to them. In The Shining (1980), the fluid, long, steady cam sequences of Danny Torrence (Danny Lloyd) riding his tricycle through the winding corridors of the Overlook Hotel emphasise the maze-like nature of the setting, culminating in 'an astonished gaze into an impossible world' (Naremore, 2007 :191), which in this case makes Danny's stare reminiscent of Dave Bowman's (Keir Dullea) during the star gate sequence in 2001: A Space Odyssey (1968). In these instances the environments that surrounds the characters are used to reinforce their personality, demeanour and mentality.
While tracking shots, montage and the manipulation of the depth of field help to reinforce notions of power or a characters mental state, lighting too is another visual element which significantly contributes to the narrative. Kubrick always strived to move away from arbitrary lighting, instead 'it always had to appeal to the audiences emotional appetite for uncanny or menacing atmospheres' (Kuberski, 2012: 72). Reminiscent of The Killing (1956) and Killer's Kiss (1956), A Clockwork Orange contains a scene characteristic of the film noir movement, when Alex and his droogs come across the homeless man, the chiaroscuro lighting distorts the shadows of the teenagers, Spicer (2013: 319) argues that noir's visual style is 'informed by the themes of angst and anxiety'. Therefore, the scene in question uses a trope from the movement in order to portend to the violence that is about to take place, further evidence of the validity of Spicer's view is that fact that the shadows of the menacing teenagers bears a relationship to the scene in Killer's Kiss when Vincent Rapallo's (Frank Silvera) henchmen corner and murder Davey's manager. The heavily backlit war room of Dr Strangelove can thus be said to contribute to create a similar effect; the impending doom of nuclear war. In addition to the use of shadows, Powell (2005: 45) says that he used coloured light to 'create extra layers of meaning' - blue light appears from behind doorways and archways in A Clockwork Orange, Spartacus (1960) and Eyes Wide Shut (1999), when Alex pleads to Mr. Alexander's wife (Adrienne Corri) to let him in the house, after the bath scene in which Antoninus (Tony Curtis) decides to abandon Crassus's (Laurence Olivier) service and when Alice (Nicole Kidman) admits her fantasy to Bill (Tom Cruise). In addition, the whole exterior of the Overlook Hotel is bathed in the colour blue during the chase scenes in the snow; betrayal, distrust and fear characterise the scenes explained, with the uniform lighting foreshadowing such. The idea of communication; or lack thereof is a trope that plays a large role in A Clockwork Orange, the use of Nadsat language, spoken only by the teenagers emphasises the division between the two generations of citizens within its dystopian world, the language is reminiscent of the military and sexual slang used by the troops in Full Metal Jacket (1987), which like the Nadsat 'can't always be deciphered' (Wetta & Curley, 1992: 41) by the audience. Furthermore, during his interrogation in the police station, Mr Deltoid rather than 'actively communicate with his pupil, merely mocks him (Alex) and spits in his face' (Sperb, 2006 114); If the inability to communicate in this instance exacerbates Alex's hostility, miscommunication in Dr Strangelove is what causes the destruction of earth. The Soviets failure to inform the Americans of their Doomsday device undermines the whole intention of a deterrent, an unnecessary call to Buck Turgidson (George C. Scott) from his girlfriend interrupts his dealings in the war room and Lionel Mandrake (Peter Sellers) is unable to potentially save the world since he has no change for the phone booth, Cooke (2007: 27) argues that such a scene 'encapsulates the entire film'. Bar one of the calls in the picture, the audience is not shown and cannot hear who is on the other end of the phone; instead Tugidson has to be relayed messages from his secretary and Merkin has to first navigate a language barrier before he can talk to the Soviet Premier. The telephone serves a familiar role of both frustration and anxiety for Humbert in Lolita when the line goes dead before he is able to talk to her, Quiston (2013: 14) states that the phone is 'another rude intervention' between the two. The whole reason why Alex is able to enter the house of the writer and his wife is by convincing the two to let him use their telephone; the device appears to serve as both an unreliable, dangerous or undermined feature often causing physical or emotional harm to characters.
Even in The Shining, after Danny successfully communicates with Dick Hallorann (Scatman Crothers); it ultimately leads to the murder of him upon his return to the Overlook Hotel. Jack Torrence (Jack Nicholson) also blocks Wendy (Shelly Duvall) from using the radio, emphasising the alienation that befalls her and Danny as they attempt to flee him. Disinterest characterises attempts at communication in 2001 and in Eyes Wide Shut, just as how Alex refuses to testify in the aforementioned scene in the police station, Dr Floyd's daughter (Vivian Kubrick) and Frank Poole (Gary Lockwood) appear to give little gratification or attention to those who video call them. Likewise; when Alice asks her husband how she looks, William replies "perfect" without even looking at her; Kuberski (2012: 11) states that 'speech in Kubrick's films achieves an opacity and a physicality that frustrates attempts at communication and understanding', but it can be also argued that lack of speech serves an identical function. The theme may have been included by Kubrick because it served a large role within his own life; 'on the most basic level, communication underpins the whole process of making a film, someone who makes it the central feature of their working life will easily extend it to the intellectual concept of their films' (Walker, Taylor & Ruchti, 1999: 31).
When talking about Spartacus, Baxter (1997: 137) explains that Crassus and Gracchus (Charles Laughton) illustrate Stanley Kubrick's belief 'in the abiding evil at the heart of all power', similarly one of the overriding themes in A Clockwork Orange appears to be the criticism of authority and how the government abuses their overwhelming ability. Cox (2004: 28) states that Kubrick had 'an obsession with paternal authority', while a positive representation is evident between Spartacus (Kirk Douglas) and Antoninus, Barry Lyndon (Ryan O'Neal) and his step-son Lord Bullingdon (Dominic Savage) share an incredibly tempestuous relationship, the lack of an omnipresent father figure for Lyndon himself 'may explain his own shortcomings as a father' (Hughes, 2000:188) which ultimately leads to his downfall after losing a duel with Bullingdon. Alex too appears to have little interaction with his own father and is depicted as a helpless child prior to his Ludovico treatment, asking whether his time spent watching films will be "like going to the pictures", with the doctors coaxing him into a false sense of security. It establishes that the doctors in A Clockwork Orange become the mothers and fathers, 'judging as necessary… where the world was once his playpen, Alex is now a pawn being manipulated by the sciences and the state' (Gehrkr, 2008: 155-156). Private Pyle (Vincent D'Onofrio) in Full Metal Jacket is similarly humiliated and treated like a child when forced to walk behind the platoon sucking his thumb as a punishment; his character is the victim of the brainwashing from Sgt Hartman (R.Lee Ermey) which wipes clean his individuality while Alex is unable to exercise free will, thus removing his own personality too.
As Gerhrkr suggests, this theme of human authority over others may have emerged out of the directors love of chess, LoBrutto (1999: 19) says that it was 'more than a game to Stanley - it represented order and logic and embraced the young man's fascination with war and the military.' The battle scenes in Spartacus resemble such a pastime, as if a superior being is observing the events taking place from a vantage point, manipulating the arrangement of the Roman Army and is not dissimilar to how Jack oversees the model of the Overlook maze while his wife and son are in it themselves. While A Clockwork Orange depicts the government as an institution that chooses inhumane solutions to combat social problems, the generals in Paths of Glory punish the 'cowardice' of troops by murdering them, they are hypocritical figures who order men to certain death while viewing proceedings from a safe distance. Their indifference to the harrowing experiences that the troops have to undergo is almost identical to that of the Roman audience dis-interestingly observing the fight between Spartacus and Draba (Woody Strode). Mireau observes the battle through binoculars, 'emphasising war as a spectator sport for the high command' (Walker, Taylor & Ruchti, 1999: 73) and it serves to highlight the juxtaposition between the privileged superiors compared to the soldiers confined to the claustrophobic suffering of the trenches. Visually, motifs of the game of chess repeatedly manifest themselves several times, the checkered floor of Mr Alexander's hallway and the chateau in Paths of Glory can be seen at times when victims, or 'pawns' are at the mercy of other, more powerful individuals.
Symmetry and repetition permeates the work of Kubrick in terms of both in the mise-en-scene and the narrative; the corridors in The Shining, aboard the Discovery One in 2001, the barracks in Full Metal Jacket and the firing squad in Paths Of Glory are some of the examples of the visually balanced composition of shots throughout his work. The entire narrative of A Clockwork Orange revolves around such a theme, Kolker (1988: 134) describes the picture as a 'dismally cyclic vision', for Alex is forever going to be a sadistic individual who starts the picture in much the same way that he ends it. Symmetry too pervades the introduction of Killer's Kiss; the crosscutting editing that accompanies Davey (Jamie Smith) and Gloria (Irene Kane) as they prepare to leave their respective apartments shows them getting dressed and going down the stairs at the same time, which helps to establish the relationship between the two individuals before they have even met. Mamber (2006: 58) says that 'the narrative repetition and circularity of Kubrick's films have always emphasised the sense that playing games, repeating duels, fighting battles is all that people do'. Such a statement can also be applied to sex within Eyes Wide Shut, in which it is initially used by William in order for him to rid himself of his insecurity regarding his wife, Rasmussen (2001: 356) states that the last line of the picture 'returns, very bluntly, to sex as a solution for problems arising out of jealousy'. The circular motif is expressed quite literally in A Clockwork Orange, the inmates exercise by walking in one, demonstrating the strict order and routine of the environment. This is not unlike the rotating Space Station V in 2001 or the way Mireau is led on a circular walk by Major Broulard (Adolphe Menjou) around the chateau, the last example perhaps pertaining to the endless nature of conflict. Very often Kubrick's films end in a similar way to how they started, reinforcing the impression of an 'overture built out of repetitions' (Krohn, 2010: 24).A Clockwork Orange repeats Alex's encounters with the homeless man, his droogs and the writer when he leaves prison, as Falsetto (2001: 12) argues the film is 'structured around actions and their reversal', it is similar to the uncanny repetition within Paths of Glory, in which Mireau meets the same troops that he will send to their deaths. In addition, the intro and outro shots of A Clockwork Orange are strikingly similar; in both Alex is in the middle of a corridor-like environment surrounded first by mannequins and then by two rows of observers watching him in the snow. In The Killing, the repetition of the horses is used to re-establish the passage of time, and it has been observed that the massacre that follows Sherry's (Marie Windsor) ambush of her husband leads to the bodies to 'litter the room like the discarded betting slips on the floor of the racetrack at the start of the film' (Silver, Ursini & Duncan, 2004: 72). As with the use of the horses in The Killing, Dr Strangelove continuously establishes the return to the B-52 bombers through the use of the song 'When Johnny
Goes Marching Home'. Lolita repeats two key events, the first being Humbert's entry into Quilty's home and the second being the introduction, which shows a hand caressing and painting the toenails of a woman. In order to satisfy the censors, 'Kubrick was forced to downplay the erotic nature of the relationship' (Matereau, 2008: 205), in this instance this limitation is overcome by establishing the relationship between Humbert and Lolita (Shelley Winters) in the title sequence which did not actually show the faces of the two individuals, thus appeasing the censors. When this action is repeated later in the picture it is evident that it bears a relationship to what has come before it, despite the fact that the 'eroticism' has been minimised in comparison. Bernardoni (1991: 7) explains that as a concept of the auteur theory, 'authorial vision refers to a directors communication of a distinctive point of view in spite of the restrictions of mainstream narrative filmmaking'. Kubrick was able to overcome the restraints that came with censorship rules in an early example of his implementation of repetition, one of his signature narrative themes that is integral to the structure of A Clockwork Orange.
Goes Marching Home'. Lolita repeats two key events, the first being Humbert's entry into Quilty's home and the second being the introduction, which shows a hand caressing and painting the toenails of a woman. In order to satisfy the censors, 'Kubrick was forced to downplay the erotic nature of the relationship' (Matereau, 2008: 205), in this instance this limitation is overcome by establishing the relationship between Humbert and Lolita (Shelley Winters) in the title sequence which did not actually show the faces of the two individuals, thus appeasing the censors. When this action is repeated later in the picture it is evident that it bears a relationship to what has come before it, despite the fact that the 'eroticism' has been minimised in comparison. Bernardoni (1991: 7) explains that as a concept of the auteur theory, 'authorial vision refers to a directors communication of a distinctive point of view in spite of the restrictions of mainstream narrative filmmaking'. Kubrick was able to overcome the restraints that came with censorship rules in an early example of his implementation of repetition, one of his signature narrative themes that is integral to the structure of A Clockwork Orange.
Helping to dismiss the notion of collaboration rendering the Auteur theory invalid, Kagan (1972: 82) notes that Dr Strangelove marked the film in which Stanley Kubrick attained his 'creative freedom'. Yet even before this picture, it is evident that the depiction of the themes of communication and authority emerged out of the directors own life and thoughts, while technical elements from editing to cinematography were both consistent and stemmed out of what influenced him. Every picture within his overture bears some kind of similarity with one-another, yet at the same time his body of work remains versatile and still deals with an overwhelming diversity of topics.
References
Baxter, J., 1998. Stanley Kubrick: A Biography. London: Harper Collins Publishers.
Bell-Matereau, R. 2008. The Three Faces of Lolita: Or How I Leaned to Stop Worrying and Love the Adaptation. In J. Boozer ed. 2008. Authorship in Film Adaptation. Austin: University of Texas Press. pp. 203-229.
Bernardoni, J., 1991. The New Hollywood: What the Movies Did with the New Freedoms of the Seventies. Jefferson: McFarland Company.
Bordwell, D. and Thompson, K., 2010. Film Art: An Introduction. New York: McGraw Hill.
Chapman, J., 2003. Cinemas of the World: Film and Society from 1895 to the Present. London: Reaktion Books Ltd.
Cooke, E., 2007. Understanding the Enemy: The Dialogue of Fear in Fear and Desire and Dr Strangelove. In J. Abrams ed. 2007. The Philosophy of Stanley Kubrick. Lexington: University
Press of Kentucky. pp. 9-33.
Cox, G., 2004. The Wolf at the Door: Stanley Kubrick, History, & the Holocaust. New York: Peter Lang Publishing.
Falsetto, M., 2001. Stanley Kubrick: A Narrative and Stylistic Analysis. Westport: Greenwood Publishing Group.
Gehrkr, P., 2006. Deviant subjects in Foucault and A Clockwork Orange. In G. Cocks, J Diedrick and G. Peruesed eds. 2006. Depth of Field: Stanley Kubrick, Film and the Uses of History. Wisconsin: University of Wisconsin Press. pp. 146- 164
Gilbert, J., 2006. Auteur with A Capital A. In R. Kolker ed. 2006. Stanley Kubrick's 2001: A Space Odyssey: New Essays. New York: Oxford University Press.
Hughes, D., 2000. The Complete Kubrick. London: Virgin Publishing Ltd.
Kagan, N., 1972. The Cinema of Stanley Kubrick. London: Continuum Publishing Inc.
Kolker, R., 1988. A Cinema of Loneliness: Penn, Kubrick, Scorcese, Spielberg, Altman. New York: Oxford University Press.
Krohn, B., 2010. Masters of Cinema: Stanley Kubrick. Paris: Phaidon Press.
Kuberski, P., 2012. Kubrick's Total Cinema: Philosophical Themes and Formal Qualities. London: Continuum Publishing Company.
LoBrutto, V., 1999. Stanley Kubrick: A Biography. New York: Perseus Books.
Mamber, S., 2006. 'Kubrick in Space'. In R. Kolker ed. 2006. Stanley Kubrick's 2001: A Space Odyssey: New Essays. New York: Oxford University Press.
Mather, P., 2013. Stanley Kubrick at Look Magazine: Authorship and Genre in Photojournalism and Film. Chicago: University of Chicago Press.
McQuiston, K., 2013. We'll Meet Again: Musical Design in the Films of Stanley Kubrick. New York: Oxford University Press.
Naremore, J., 2007. On Kubrick. London: British Film Institute Publishing.
Perusek, G., 2006. Kubrick's Armies: Strategy, Hierarchy and Motive in the War Films of Stanley Kubrick. In G. Cocks, J. Diedrick and G. Perusek eds. 2006. Depth of Field: Stanley Kubrick: Film and The Uses of History. Wisconsin: University of Wisconsin Press. pp.77- 100
Powell, A., 2005. Deleuze and Horror Film. Edinburgh: Cromwell Press.
Rasmussen, R., 2001. Stanley Kubrick: Seven Films Analysed. Jefferson: McFarland Company.
Robinson, H., 2007. Russians in Hollywood, Hollywood's Russians: Biography of an Image. New England: University of New England Press.
Sarris, A., 1962. Notes on the Auteur Theory. In L. Braudy and M. Cohen eds. 2004. Film Theory and Criticism: Introductory Readings. New York: Oxford University Press. pp. 561-564.
Silver, A., Ursini, J. and Duncan, P., 2012. Film Noir. Los Angles: Taschen Publishing.
Spicer, A. and Hanson, H., 2013. A Companion to Film Noir. Oxford: Blackwell Publishing.
Stoddart, H., 1995. Auteurism and Film Authorship Theory. In J. Hollows and M. Jancovich eds.1995. Approaches To Popular Film. New York: Palgrave. pp. 37-59.
Sultanik, A., 1986. Film: A Modern Art. London: Cornwall Books.
Sperb, J., 2006. The Kubrick Facade: Faces and Voices in the Films of Stanley Kubrick. Oxford: Scarecrow Press.
Spicer, A. and Hanson, H., 2013. A Companion to Film Noir. Oxford: Blackwell Publishing.
Walker, W., Taylor, S. and Ruchti. 1999. Stanley Kubrick, Director: A Visual Analysis. London: Orion Publishing Group.
Wetta, F. and Curley, S., 1992. Celluloid Wars: A Guide to Film and the American Experience of War. Westport: Greenwood Press.
Veins Of The Heartland
What's going on everyone!?
Today for the #2019gameaday challenge dear ol' dad and I played a game of Ticket to Ride on our tablets.
Luckily for dad, I played an honest game and didn't cut him off on a route or two of his that he got on me which ended up winning him the game!
All in all, it was a great time and I can't wait to play again.
As always, thank you for reading and don't forget to stop and smell the meeples! :)
-Tim
A Very Underrated Invention
Perhaps the most underrated invention in history is the humble hourglass. Invented in Europe during the late 13th or early 14th century, the sand glass complemented a nearly simultaneous invention, the mechanical clock. The mechanical clock with its bell was a centralized way of broadcasting the hours day and night; the sand glass was a portable way of measuring shorter periods of time. These clocks were made using very different and independent techniques, but their complementarity function led to their emergence at the same time and place in history, late medieval Europe.
The sandglass was more portable than a water clock. Since its rate of flow is independent of the depth of the upper reservoir, it was also more accurate. And, important in northern Europe, it didn't freeze in winter.
The sandglass was more portable than a water clock. Since its rate of flow is independent of the depth of the upper reservoir, it was also more accurate. And, important in northern Europe, it didn't freeze in winter.
An advancing technology in 13th century western Europe very different from mechanics was glass-blowing. The origin of the sandglass is quite obscure, but its accuracy relies on a precise ratio between the neck width and the grain diameter. It thus required extensive trial and error for glass-blowers to arrive at hour glasses for sand, ground marble, eggshell, and other sized grains, and techniques for mass producing these precisely sized works of glass, besides a ready of market of users, which Europe turned out to be.From the point of view of later engineers, the mechanical clock was the more important invention -- they were on the cutting edge of technology from the time of their invention until the industrial revolution. However,There are no demonstrated cases of sandglasses before the 14th century. Manufacture and use of the sand-glass was widespread in western Europe by the middle of the 14th century. In 1339 Ambrosio Lorenzetti painted a fresco in Siena, one of the commercial cities of northern Italy, which shows a sandglass as an allegory for temperance (self-control). Mariners in the Mediterranean were likely using sandglasses to measure time and velocity by 1313. By 1394 French housewives were using recipes to make, along with food, glue, ink, and so on, marble grains for an hour-glass:
"Take the grease which comes from the sawdust of marble when those great tombs of black marble be sawn, then boil it well in wine like a piece of meat and skim it, and then set it out to dry in the sun; and boil, skim and dry nine times; and thus it will be good."Such a recipe presumably creates grains of a size in a precise ratio to a standard hour-glass neck size, thus producing an accurate time.
The sandglass, not the mechanical clock, became between the 13th and 16th centuries the main European timekeeper in activities as diverse as public meetings, sermons, and academic lectures. It was also the main navigational and scientific clock during that period. [*]
For contemporaries....the sandglass was equally or more important. Until the widespread use of small table-top mechanical clocks, the sandglass was the primary means of fair timekeeping. The sand glass was visible to all in a room, and it could only be dramatically and obviously "reset", it couldn't be fudged like a mechanical clock. [*]As I detail here, the sand glass also played an essential role in the technique of dead reckoning for ocean navigation, also developed in late medieval Europe. A strict regimen of turning the glasses was kept non-stop throughout a voyage:
During the voyage of Ferdinand Magellan around the globe, his vessels kept 18 hourglasses per ship. It was the job of a ship's page to turn the hourglasses and thus provide the times for the ship's log. Noon was the reference time for navigation, which did not depend on the glass, as the sun would be at its zenith.[8] More than one hourglass was sometimes fixed in a frame, each with a different running time, for example 1 hour, 45 minutes, 30 minutes, and 15 minutes. [*]Arab and Chinese navigators lacked this crucial piece, and thus by the time of the exploration explosion had not developed navigation techniques that could rival those of Western Europe.
Thursday, March 28, 2019
Cha'alt Kickstarter Struggling
In case you can't watch the video, here's a brief summary (actually, just read it. I expanded upon some things)...
Yeah, things could be going better. That's ok. I'm still plugging away, and so are a few of my fanatical supporters who want to see Venger Satanis and Cha'alt succeed!
I don't make safe, normal, pedestrian, commercial D&D (or any RPG content). Nor am I trying to out-shock anyone with super edgy, controversial on-purpose stuff. If you think a little T&A on the cover is over-the-top, then I can't help you. My writing occasionally comes across as weird or uncomfortable because I'm just being me. Sure, I keep the audience in mind, but at the end of the day, I'm creating content for myself.
Check out Prince of Nothing's blog post. It's insightful. Plus, there was a really nice comment at the end that I want to quote, "Venger Satanis does crazy stuff and when people complain, he doesn't apologize... he fights."
That will stick with me, no matter what. That is what's important. Even if Cha'alt is stillborn, I have a feeling it'll live on... Maybe it'll be one of those time-capsule near-misses of history like Jodorowsky's Dune. Almost got made; unfortunately, the stars just weren't right. But man, that would have been fucking awesome!
Obviously, I don't have a huge fan-base. The only crowd I cater to is the one that loves raw, fun, authentic gaming. Nevertheless, it would be cool to have help getting the word out about Cha'alt - only 19 days before the KS is over! We have a loooong ways to go.
Thanks,
VS
p.s. Almost finished with maps 2 and 3. Will blog about that tomorrow.
Kriegsspiel: Big Trouble In Little Lardas
Two weeks ago, I participated in a week-long online Kriegsspiel run by Nick Skinner and Richard Clarke of Too Fat Lardies fame. With a total of 13 participants, two umpires and one observer, it was quite an undertaking. Set within a fictional "Imaginations" campaign of the "Lard War II," the players commanded either the forces of the Kingdom of Blue or the Red Republic. As Nick explained in the game:
We confirmed that our organization and equipment was vaguely British. That meant I had three battalions of infantry, each with four companies of four platoons plus a support company. I was also assigned an ambulance company. This seemed a bad omen.
Early in the plans process, I chose to land my initial assault gliders directly on the forts. I figured my best chance was to take the enemy completely by surprise and jump right on top, like at Eben Emael. I had limited resources to get my brigade on the ground. It would take three lifts over the course of two days to get my complete brigade into the battle area. Given my resources at hand, on the initial landings, I would have 20 platoons out of 48 on the ground. Not great odds, I thought. But I had to risk it. Who dares, wins, right?
Plans were set, then changed and changed again as the brigade commanders weighed options and made their cases with the CG and COS for why they should get resources. A feature of Discord that we found handy are voice chat rooms where members can talk via VOIP for planning, rock drills, etc. Blue had two conferences and we found them very beneficial. By the time we had our first conference, we had our plan largely in place and were discussing some of the finer points. The final conference was to make sure everybody had their plans finalized and ask final questions.
The day of battle arrived. As time drew closer for us to climb in our imaginary planes and gliders, top level rooms were locked up and player-to-player communications stopped. We sat at our computers waiting for H-Hour. I received a message that I was on the ground at LZ Baker and could see paras taking heavy fire about a kilometer to the northeast. I could also see and here vicious combat in Fort 2, aka OBJ Grumpy. Then the various communication nets started going live in the form of restricted chat rooms in Discord.
My brigade net room was where I spoke with umpires to get reports from my battalions and request info from them. There was an "on the ground" room for commanders that were up on the division net. Finally there was a division HQ room for those who had established comms with the outside world. Receiving information, parsing it, confirming our own assumptions and then assessing it before putting it up in both the "on the ground" room and Division room was a significant challenge. Luckily, the game was set to last only three hours.
During the game, we were mostly interacting with the umpires and relying on them for information. Issuing orders and requests for information from my imaginary subordinates. I then had to process that info and relay it to my in-game superiors. But only once our in-game communication nets were established! One of the para commanders didn't have comms because his radios got shot up on the DZ. He had to "walk" to where I was and then we could talk to each other and the had to use my "radios" to talk to higher.
Fort 1, OBJ Bashful was taken almost immediately with 30% casualties. Fort 2, OBJ Grumpy, fell only after receiving help from a platoon that had landed on Bashful. Fort 3, OBJ Dopey, was a see-saw battle and I tried mustering forces from Bashful and Grumpy to push it over the edge. Fort 4, OBJ Sleepy, only reported in once their ammo was all expended and the last holdouts were cornered in a bunker and calling "God save the King."
Enemy armored infantry and self-propelled guns had been spotted in the vicinity of Sleepy, so I called for air strikes on the fort with machine gun and cannon only, then follow up with bombs and rockets on the enemy vehicles. Imagine my surprise when I received the report that Sleepy had been destroyed from the air.
In the meantime, I was still trying to get enough forces scratched together to make a difference at Dopey to find it had fallen and was being evacuated, my troops being led away by the enemy. When I asked for clarification if it was Sleepy or Dopey, i was told, "No, it's Dopey, dopey!" Thanks, Rich.
Then the game ended. Luckily, our troops were wholly imaginary and our decisions didn't result in any real casualties. It was an exhilarating, exhausting, madcap, sobering, nervous, mind-blowing experience. I'm planning a podcast with Nick, Richard and the two force commanders. Stay tuned.
I will definitely be looking to do one of these for my J3 group and possibly for my fellow OCS instructors in the near future. Stay tuned for that, as well.
Blue has invaded Red and achieved a breakthrough in the central South. Blue's armies are now pushing Northwards towards the crucial line of the NEMUNAS river and the strategically important city of LARDAS that stands at the confluence of two rivers. If they can push on, they will be threatening the capital city of REDBURG. Red forces though are well organised and aware of the danger. What will happen next?
For the participants, the planning portion was the meat and potatoes of the game. We started out by signing into a website and associated app called Discord. Nick set up a server and we joined it. We were immediately assigned to either the Blue or Red force rooms. From there we received our unit assignments and awaited orders.
The Blue forces, of which I was a member, consisted of an airborne division. We had as players the commanding general, chief of staff, two para brigade commanders, a special reconnaissance squadron commander, a divisional artillery battalion commander and me. I was assigned as the commander of a brigade of glider troops.
The Blue forces, of which I was a member, consisted of an airborne division. We had as players the commanding general, chief of staff, two para brigade commanders, a special reconnaissance squadron commander, a divisional artillery battalion commander and me. I was assigned as the commander of a brigade of glider troops.
| Speaking of gliders. This film and the real events it represents may have provided may have provided some inspiration. |
In the background, Nick was briefing the division commanding general and chief of staff with the division mission. A day or so later, after the CG and COS had some time to digest the mission, we received our unit missions. My mission in particular was to neutralize four forts that protect the southern flank of the city and conduct a follow on mission of clearing the two main routes to the city.
Early in the plans process, I chose to land my initial assault gliders directly on the forts. I figured my best chance was to take the enemy completely by surprise and jump right on top, like at Eben Emael. I had limited resources to get my brigade on the ground. It would take three lifts over the course of two days to get my complete brigade into the battle area. Given my resources at hand, on the initial landings, I would have 20 platoons out of 48 on the ground. Not great odds, I thought. But I had to risk it. Who dares, wins, right?
Plans were set, then changed and changed again as the brigade commanders weighed options and made their cases with the CG and COS for why they should get resources. A feature of Discord that we found handy are voice chat rooms where members can talk via VOIP for planning, rock drills, etc. Blue had two conferences and we found them very beneficial. By the time we had our first conference, we had our plan largely in place and were discussing some of the finer points. The final conference was to make sure everybody had their plans finalized and ask final questions.
The day of battle arrived. As time drew closer for us to climb in our imaginary planes and gliders, top level rooms were locked up and player-to-player communications stopped. We sat at our computers waiting for H-Hour. I received a message that I was on the ground at LZ Baker and could see paras taking heavy fire about a kilometer to the northeast. I could also see and here vicious combat in Fort 2, aka OBJ Grumpy. Then the various communication nets started going live in the form of restricted chat rooms in Discord.
My brigade net room was where I spoke with umpires to get reports from my battalions and request info from them. There was an "on the ground" room for commanders that were up on the division net. Finally there was a division HQ room for those who had established comms with the outside world. Receiving information, parsing it, confirming our own assumptions and then assessing it before putting it up in both the "on the ground" room and Division room was a significant challenge. Luckily, the game was set to last only three hours.
During the game, we were mostly interacting with the umpires and relying on them for information. Issuing orders and requests for information from my imaginary subordinates. I then had to process that info and relay it to my in-game superiors. But only once our in-game communication nets were established! One of the para commanders didn't have comms because his radios got shot up on the DZ. He had to "walk" to where I was and then we could talk to each other and the had to use my "radios" to talk to higher.
Fort 1, OBJ Bashful was taken almost immediately with 30% casualties. Fort 2, OBJ Grumpy, fell only after receiving help from a platoon that had landed on Bashful. Fort 3, OBJ Dopey, was a see-saw battle and I tried mustering forces from Bashful and Grumpy to push it over the edge. Fort 4, OBJ Sleepy, only reported in once their ammo was all expended and the last holdouts were cornered in a bunker and calling "God save the King."
Enemy armored infantry and self-propelled guns had been spotted in the vicinity of Sleepy, so I called for air strikes on the fort with machine gun and cannon only, then follow up with bombs and rockets on the enemy vehicles. Imagine my surprise when I received the report that Sleepy had been destroyed from the air.
In the meantime, I was still trying to get enough forces scratched together to make a difference at Dopey to find it had fallen and was being evacuated, my troops being led away by the enemy. When I asked for clarification if it was Sleepy or Dopey, i was told, "No, it's Dopey, dopey!" Thanks, Rich.
Then the game ended. Luckily, our troops were wholly imaginary and our decisions didn't result in any real casualties. It was an exhilarating, exhausting, madcap, sobering, nervous, mind-blowing experience. I'm planning a podcast with Nick, Richard and the two force commanders. Stay tuned.
I will definitely be looking to do one of these for my J3 group and possibly for my fellow OCS instructors in the near future. Stay tuned for that, as well.
Zak S And #MeToo
Just before going to bed, I noticed a post on MeWe about Zak S.
Normally, it would be about one of his books, since he is a good writer, and because by this time, I think a lot of people are tired of his drama, his attacks, his harassment, his arguments, his blocking people, his influence on such people as James Raggi and things like Lamentations of the Flame Princess.
It turns out that his former girlfriend just came forward with her story, corroborated with several other women, about Zak S' abuse, assault, and sheer awful behavior towards women.
Here is the public FaceBook post of Mandy Morbid.
Having been in conversations with Zak S, as well as, having lived in a hobby/industry where he parades around like the imaginary king of social justice and roleplaying, I 100% believe these women. Zak S. absolutely seems capable of what's described.
I feel bad for those he's hurt. I hope their recovery is swift and sure.
Authoritarians need to be recognized, confronted, and defused ASAP. Don't wait. Don't appease them, don't give into their demands, don't bend over backwards... just don't.
I heard that Zak S. was a socialist. Normally, this wouldn't be the time or place to mention this. In fact, at any other time, self-identifying as a socialist would be a "Who cares?" moment, rather than a sub-section of this #MeToo moment. However, with President Donald Trump coming out and saying that America will never be a socialist country in his State of the Union address, I think it's topical.
Socialism is based on government control. As government expands, that control broadens and strengthens. Power, especially when centralized like that, leads to horrific abuses. Like people being imprisoned and/or killed if they don't conform. Of course, authoritarians like it when they're the ones in control. They like to set everything in order - their order - that others have to follow... or else.
Well, I'll never lay down for tyranny. I don't care if it's Zak S, a foreign power, "democratic" socialists (like Bernie Sanders and Alexandria Ocasio-Cortez) within our United States, SJWs, armed and masked SJWs (Antifa), or anyone else.
The moment you try to force me to live by your arbitrary rules, against my self-interest, I know it's time to fight back.
Here's to fighting back against tyrants!
VS
p.s. James, I expect a full retraction of your statement disavowing Jordan Peterson. He's a goddamn Canadian treasure, and as you're probably aware, the world doesn't have many of those. Treat him with the admiration and respect he deserves.
Wednesday, March 27, 2019
God Of War 4 Clone Game For Android In Just 80Mb
Hello Friends That Is My Blog And I Am Telling About Games For Android And Outher Console I Give New And Big Android Game How to Download And Install On Android Devices.
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Tuesday, March 26, 2019
Update: Out Of Town This Weekend
Hey just want to let you know that I'll be out of town this weekend so if Bores posts something worth talking about in that time, don't expect a post on it for a while.
Thank you.
Thank you.
Clothes Game
Put on your clothes before it starts raining! A game to practise clothes vocabulary (trousers, jeans, shoes, sweater, raincoat, gloves, underpants, socks, T-shirt, boots, hat, cap, belt, shirt, tie, jacket...). Check out our Clothes Vocabulary List.
Outlast Whistleblower Free Download
Outlast Whistleblower Free Download
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Saturday, March 23, 2019
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