Friday, March 29, 2019

Game 321: Star Control II: The Ur-Quan Masters (1992)

Let's not judge this one by its title screen . . .
               
Star Control II: The Ur-Quan Masters
United States
Toys for Bob (developer); Accolade (publisher)
Released in 1992 for DOS, 1994 for the 3DO console; later fan ports to other platforms
Date Started: 23 March 2019

When I started this blog in 2010, I had already played, at least in adolescence--most of the RPGs that everyone else knows. I may not have remembered all of the details, but I at least could remember the basic outlines of The Bard's Tale, Might and Magic, Wizardry, Questron, Pool of Radiance, and all of the Ultimas. There were lots of games I had never played--never even heard of--of course, but those were games that most other people my age had never encountered either. It wasn't until about a year into my blog, with Dungeon Master, that I truly felt I was blogging about a game that I should be ashamed for never having played previously.

For the first time since then, I am in that position again with Star Control II, a game that frequently makes "top X" lists of the best games of all time. My commenters have mentioned it so many times that my usual pre-game search of previous comments turned up too many results to analyze. This one, in other words, is really going to fill a gap.
       
. . . even though the first game had an awesome title screen.
        
There has been some debate about whether Star Control II is an RPG, but at least almost everyone agrees that its predecessor was not. That predecessor went by the grandiose name Star Control: Famous Battles of the Ur-Quan Conflict, Volume IV (1990), in an obvious homage to Star Wars. It's an ambitious undertaking--part simulator, part strategy game, part action game. The player has to manage ships and other resources and plan conquests of battle maps, but in the end the conflict always comes down to a shooting match between two ships using Newtonian physics and relying almost entirely on the player's own dexterity. This combat system goes back to Spacewar! (1962) and would be familiar to anyone who's played Asteroids (1979).

The setup has an Earth united under one government by 2025. In 2612, Earth is contacted by a crystalline race called the Chenjesu and warned that the Ur-Quan Hierarchy, a race of slavers, is taking over the galaxy. (Star Control II retcons this date to 2112.) Earth is soon enlisted into the Alliance of Free Stars and agrees to pool resources in a mutual defense pact. The Alliance includes Earth, the philosophic Chenjesu, the arboreal Yehat, the robotic Mmrnmhrm, the elfin Ariloulaleelay, and a race of all-female nymphomaniacs called the Syreen who fly phallic ships with ribbed shafts.

On the other side are the Ur-Quan, an ancient tentacled species with a strict caste system. They make slaves out of "lesser races" and only communicate with them via frog-like "talking pets." Their allies include Mycons, a fungus species; Ilwraths, a spider-like race that never takes prisoners; and Androsynths, disgruntled clones who fled captivity and experimentation on Earth. Each race (on both sides) has unique ship designs with various strengths and weaknesses, some of which nullify other ships. There's a kind-of rock-paper-scissors element to strategically choosing what ships you want to employ against what enemies.
          
No "bumpy forehead" aliens in this setting.
         
The occasionally-goofy backstory and description of races seems to owe a lot (in tone, if not specifics) to Starflight (1986), on which Star Control author Paul Reiche III had a minor credit. There are probably more references than I'm picking up (being not much of a sci-fi fan) in the ships themselves. "Earthling Cruisers" (at least the front halves) look like they would raise no eyebrows on Star Trek, and both Ilwrath Avengers (in the back) and Vux Intruders (in the front) look like Klingon warbirds. The Ur-Quan dreadnought looks passably like the Battlestar Galactica.

The original Star Control offers the ability to fight player vs. player or set one of the two sides to computer control (at three difficulty levels). In playing, you can simply practice ship vs. ship combat with any two ships, play a "melee" game between fleets of ships, or play a full campaign, which proceeds through a variety of strategic and tactical scenarios involving ships from different species in different predicaments.  The full game gives player the ability to build colonies and fortifications, mine planets, and destroy enemy installations in between ship-to-ship combats.
         
The various campaign scenarios in the original game.
      
The "campaign map" in the original game is an innovative "rotating starfield" that attempts to offer a 3-D environment on a 2-D screen. It takes some getting used to. Until they reach each other for close-quarters combat, ships can only move by progressing through a series of jump points between stars, and it was a long time before I could interpret the starfield properly and understand how to plot a route to the enemy.
         
Strategic gameplay takes place on a rotating starmap meant to simulate a 3-D universe.
             
I have not, in contrast, managed to get any good at ship combat despite several hours of practice. I'm simply not any good at action games. At the same time, I admire the physics and logistics of it. You maintain speed in the last direction you thrust even if you turn. You have limited fuel, so you can't go crazy with thrusting in different directions. You can get hit by asteroids, or fouled in the gravity wells of planets. And you have to be conservative in the deployment of your ships' special abilities, because they use a lot of fuel. Still, no game in which action is the primary determiner of success is going to last long on my play list. For such players, the game and its sequel offer "cyborg" mode, where technically you're the player but the computer fights your battles, but I'd rather lose than stoop to that.
             
One of my lame attempts at space combat.
          
Star Control II opens with a more personal backstory. In the midst of the original Ur-Quan conflicts, the Earth cruiser Tobermoon, skippered by Captain Burton, was damaged in an ambush and managed to make it to a planet orbiting the dwarf star Vela. As they tried to repair the ship, crewmembers found a vast, abandoned underground city, populated with advanced technology, built by an extinct race known as the Precursors.
        
The backstory is reasonably well-told with title cards.
      
Burton reported the find when she returned to Earth, and she was ordered to return with a scientific team led by Jules Farnsworth. Shortly after they arrived, they received word from Earth that the Ur-Quan had learned about the Precursor city and were on their way. Burton balked at Earth's orders to abandon and destroy the base with nuclear weapons. Instead, she sent her ship back to Earth under the command of her first officer and remained behind with the scientific team, planning to detonate nuclear weapons should the Ur-Quan ever arrive.
         
        
The team ended up spending 20 years on the planet, which they named Unzervalt, with no contact from Earth. During that time, the scientists discovered that the city had been created to build ships, and eventually they were able to activate the machines, which put together a starship. The machines shut down just as the ship was completed, reporting that there were insufficient raw materials to continue. About this time, Farnsworth admitted that he was a fraud, and all the success he'd experienced getting the machines up and running was due to a young prodigy born on Unzervalt--the player character.
         
They're not kidding about the "skeleton" part.
         
Burton assembled a skeleton crew for the new starship, with the PC manning the computer station, and blasted off. Three days out, they discovered the derelict Tobermoon, damaged and bereft of any (living or dead) crewmembers. Burton took command of the Tobermoon while the PC was promoted to captain of the new ship. Tobermoon was soon attacked and destroyed by an unknown alien craft, leaving the new ship to escape to Earth. Here the game begins.
         
What "plight"? You live on a technologically-advanced Eden where your enemies seem to have forgotten about you.
         
The player can name himself and his ship, and that's it for "character creation." He begins in the middle of the solar system, in a relatively empty ship with 50 crew and 10 fuel. I intuited that I needed to fly towards Earth, so I headed for the inner cluster of planets.  
            
"Character creation."
             
As the screen changed to show Mercury, Venus, Earth, and Mars, a probe zoomed out and attached itself to our ship. It played a recording from an Ur-Quan (with the "talking pet" doing the talking), informing me that approaching Earth was forbidden, as was my status as an "independent" vessel. The probe then zoomed off to inform the Ur-Quan of my "transgressions," leaving me to explore the planetary area at will. I guess the war didn't go so well for the Alliance.
            
Well, we now know how the first game ended, canonically.
        
As I approached Earth, the screen changed to show Earth, the moon, and a space station orbiting Earth. Earth itself seemed to have some kind of red force field around it, so I approached the space station.

As I neared, I was contacted by a "Starbase Commander Hayes of the slave planet Earth." He indicated that his energy cores were almost depleted and asked if we were the "Hierarchy resupply ship." At this point, I had a few dialogue options. One allowed me to lie and say I was the resupply ship. Another had me introduce myself. A third--more reflective of what I was actually thinking--said "'Slave planet?!' 'Hierarchy resupply vessel?!' What is going on here?'" The commander said he'd answer my questions if we'd bring back some radioactive elements to re-power the station. He suggested that we look on Mercury.
        
I like dialogue options, but so far they've broken down into: 1) the straight, obvious option; 2) the kind-of dumb lie; and 3) the emotional option that still basically recapitulates #1.
          
I flew off the Earth screen and back to the main solar system screen. At some point during this process, I had to delete the version of the game that I'd downloaded and get a new one. None of the controls worked right on the first one I tried. I particularly couldn't seem to escape out of sub-menus, which was supposed to happen with the SPACE bar. The second version I downloaded had controls that worked right plus someone had removed the copy protection (which has you identifying planets by coordinates). The controls overall are okay. They're much like Starflight, where you arrow through commands and then hit ENTER to select one. I'd rather be able to just hit a keyboard option for each menu command, but there aren't so many commands that it bothers me. Flying the ship is easy enough with the numberpad: 4 and 6 to turn, 8 to thrust, 5 to fire, ENTER to use a special weapon. There's a utility you can use to remap the combat commands, but using it seems to run the risk of breaking the main interface, which I guess is what happened with the first version I downloaded.
            
Running around Mercury and picking up minerals. The large-scale rover window (lower right) is quite small.
           
When orbiting a planet, you get a set of options much like Starflight. You can scan it for minerals, energy, or lifeforms, and then send down a rover (with its own weapons and fuel supply) to pick things up. Minerals are color-coded by type, and at first I was a little annoyed because I can't distinguish a lot of the colors. But it turns out that the explorable area of planets is quite small, and you can easily zoom around and pick up all minerals in just a few minutes. In that, it's quite a bit less satisfying than Starflight, where the planets were enormous and you'd never explore or strip them all, and you got excited with every little collection of mineral symbols. 

The rover doesn't hold much, but returning to the ship and then landing again is an easy process, so before long my hold was full of not just uranium and other "radioactives," but iron, nickel, and other metals. In mining them, the rover was periodically damaged by gouts of flame from the volatile planet, but it gets repaired when you return to the main ship.
        
Returning to base with a near-full cargo manifest.
         
We returned to the starbase and transferred the needed elements. With the station's life support, communications, and sensors working again, the captain was able to scan my vessel, and he expressed shock at its configuration. Rather than give him the story right away, I chose dialogue options that interrogated him first.
              
This seems to be everybody's reaction.
          
Commander Hayes explained that the Ur-Quan had defeated the Alliance 20 years ago. They offered humanity a choice between active serve as "battle thralls" or imprisonment on their own planet. Humanity chose the second option, so the Hierarchy put a force field around the planet, trapping the human race on a single world and preventing assistance from reaching them. But they also put a station in orbit so their own ships could find rest and resupply if they happened to pass through the system. The station is maintained by humans conscripted from the planet for several years at a time.
          
Humanity's fate didn't seem so bad until he got to this part.
          
When he was done, I (having no other choice, really) gave him our background and history and asked for his help. Pointing out that starting a rebellion and failing would result in "gruesome retribution," he asked me to prove my efficacy by at least destroying the Ur-Quan installation on the moon, warning me that I would have to defeat numerous warships.

We left the station and sailed over to the moon. An energy scan showed one blaze of power, so I sent the rover down to it. The report from the rover crew said that the alien base was abandoned and broadcasting some kind of mayday signal, "but great care has been taken to make it appear active." My crew shut the place down and looted it for parts.
           
My crew files a "report from the surface."
         
Lifeform scans showed all kinds of dots roaming around the moon, most looking like little tanks. I don't know if I was supposed to do this or not, but I ran around in the rover blasting them away in case they were enemies. I also gathered up all the minerals that I could.

I returned to the starbase, and the commander accepted my report. Just then, an Ilwrath Avenger, having found the probe, entered the system. The arachnid commander threatened us. There were some dialogue options with him, all of which I'm sure resulted in the same outcome: ship-to-ship combat.
           
They're not just "spider-like"; they actually spin webs on their bridges.
        
This part was much like the original game, although with the ship icons larger and against a smaller backdrop. I (predictably) lost the battle the first two times that I tried, but won the third time. In my defense, the game's backstory specifically said that I had minimal weapons. It was also a bit lumbering--slow to turn, slow to thrust.
         
The alien ship destroys me in our first encounter.
       
When I returned to starbase after the battle, Commander Hayes said he would join my rebellion, and the starbase would be my home base. He asked what we would call our movement, and there were some amusing options.
           
The last option tempted me, but I was boring and went with the first one.
           
Through a long series of dialogues, I learned that as I brought back minerals and salvage, the base could convert them into "resource units" (RU) which I could then use to build my crew, purchase upgrades for the Prydwen (improved thrusters, more crew pods, more storage bays, more fuel), get refueled, and build a fleet of starships. I can even build alien ships if I can find alien allies to pilot them.
         
My own starbase. Why can't I name it?
         
Hayes had a lot more dialogue options related to history and alien species, but I'll save those for later. It appears that the introduction is over and I now have a large, open universe to explore, where I'm sure I'll do a lot of mining, fighting, and diplomacy. In this sense, Star Control II feels like more of a sequel to Starflight than the original Star Control.
            
One part of a nine-page starmap that came with the game. I'm tempted to print it out and assemble it on the wall in front of my desk. I suppose it depends on how long the game lasts.
         
I appreciate how the game eased me into its various mechanics. I'm enjoying it so far, and I really look forward to plotting my next moves. I suspect I'll be conservative and mine the rest of the resources in the solar system and buy some modest ship upgrades before heading out into the greater universe.

Time so far: 2 hours



Wolf & Hound

Game: Wolf & Hound
Manufacturer: Ninja Star Games
Year: 2016


Personal History:
I followed Ninja Star Games' first Kickstarter campaign for "The Majority" pretty heavily, advertising it here on the blog when it was going. I liked the company's mission of bringing games from the "East" to folks in the "West", plus the artwork for "The Majority" was pretty great. The game's actually pretty fun and I'm a bit ashamed that, as much as I plugged it here, I've not actually written a review for it yet. I'll have to work on that.

Anyway, "Wolf & Hound" hit Kickstarter sometime later. I have an on-again-off again relationship with Kickstarter. I'll back a bunch of games, they'll inevitably release late, I'll get upset and boycott Kickstarter for several months, and then something will come along to suck me back in. Wolf & Hound was probably during a boycott period because it's astoundingly cute and I'm sure I would have otherwise tossed them some money.


As it is I ended up with this copy in a trade on Board Game Geek, and then tracked the Kickstarter bonus standees down on the company's website and ordered them separately. All told after shipping and the cost of whatever I traded for it (it's been a while) I probably spent about the same as I would have to just back it in the first place.

Condition:
The cardboard bits have a little "foxing" on the edged since you have to slide them together in parts to build them. Otherwise the game is complete and in great shape.


Gameplay: 
Wolf & Hound is a game meant to be played as two teams of two. There are rules for three and two player games included, however it's a two vs. two structure that is ideal. The teams members sit across from each other and takes their corresponding player cards as well as a pasture board, three sheep and four cards. You will notice that in a majority of my photos there will be small standees featuring shepherds, a sheepdog and a wolf. These standees were actually intended to be bonus items for Kickstarter backers, and replace cards featuring those characters which come in the retail version of the game.  I mention this so that nobody opens their copy and wonders where their standees are.


The players are numbered such that the player with the blue male shepherd begins the game, and starts with both the wolf and sheepdog in front of him. On his turn each player does basically the same two actions. First, the player plays a card from his hand. Generally speaking cards will either move the Wolf (white card) or the Hound (black card) a certain number of spaces around the board. The Hound moves clockwise, the wolf moves counterclockwise. After playing a card and moving the appropriate animal, the player picks another card from the deck until no cards remain.


Where the Wolf and Hound wind up is important. When a player begins his turn with the Wolf in front of him he loses one of the sheep from his pasture. If a player has an empty pasture before he can play a card his team loses the game. When a player begins his turn with the hound in front of him he regains one of his lost sheep, if any. If both the Wolf and Hound are present, the player neither loses nor gains a sheep.


The game can also come to an end if a player has no cards to play on his turn. Both teams then add up the number of sheep in their combined pastures, and the team with the most wins.


While those are the basics of the game, there are a number of variations which can be played by substituting in special Wolf and Hound cards. These variant cards change the way those cards move, or who they effect. One of these cards may, for example, move at half speed, or a Wolf card may damage the neighbor of the active player instead.


There are also "Metamorphic" cards which change from Wolf to Hound and back when moving past the active player. All of these add different challenges and levels of strategy.


There are also optional "Sheep" cards which can be played along with the Wolf and Hound. These cards do various things and again, add to the difficulty and strategy of the game.


So How Is It?:
This game is almost painfully cute, and it's that cuteness that drew me to it. Unfortunately for me this game was not a lot of fun and didn't hang around long in my collection. The game works well, it's definitely a team based take-that kind of game with lots of opportunities to screw over your opponent and BE screwed over in turn. The different varieties of game that can be played give it plenty of life and help it's replay factor (although the two-player version is sort of awful as too much becomes based on luck). I guess what I've discovered is that I don't particularly like games where all players are basically moving the same pawns around. It's completely a taste thing and for me I just don't have a lot of fun playing that sort of game. Maybe I'll find one down the road that suits me better, but Wolf & Hound just wasn't it.

Final Verdict:
Wolf & Hound is a very cute game full of teamwork and take-that gameplay. It's not really my style it turns out, though I do admit that it works well as a four-player and has a lot of ability to modify it to your tastes. For me it scores an "Average" 3/5.

Lessons From "Rocky" And "Creed"


SPOILER ALERT!!! Spoilers for the Rocky and Creed films are discussed below.





The Rocky films don't get enough credit for being consistently entertaining. While it is true that none of the sequels have yet to match the power of the original, they don't really have to. They just need to keep setting up exciting boxing matches, and aside from Rocky V, each entry has succeeded in giving us just that. The first Rocky is a classic of the "American Dream", telling the story of a man, tough on his luck, who finds success through persistent effort and endurance. I went into the sequels skeptical, after all, once Rocky Balboa loses his "underdog" factor, why would you still root for him as hard? What I came to understand was that the sequels have just as much, if not more to say than the original film.

If you have a pursuit, a passion, be it a game like chess, an art like painting, or a sport like boxing, there inevitably comes a point where you reach a certain level of success. Leaping over that first hurdle, breaking through that first wall, it strengthens your confidence, as it should. You put in the work and are reaping the benefits. However, there is always a danger in victory, and that is in seeing it as stationary, fixed, eternal. It is easy to feel so confident after having reached a certain height, that you become lax, and feel little need to work as hard as you used to.

As inspiring as the first Rocky is, those of us who rise through the ranks as established teachers and champions start to feel a bit of a distance from it. We're not always going to be scrappy misfits out to prove that we're good enough. The world already knows we're good enough, and sometimes, our competitors will have more of an "underdog" feel than we do. What the Rocky sequels understood was that proof of greatness doesn't occur only once, but repeatedly throughout one's life.

You will fall. Get back up.

You would think that after his glorious bout with Apollo Creed, it'd be smooth sailing for Rocky's career, but alas. Rocky let's his fame get to his head and becomes wasteful with his money, so much so that winning the Apollo Creed rematch becomes a matter of financial necessity. So even though Rocky has found success, he still makes stupid mistakes. This happens again in Rocky III, when the Italian Stallion gets so cocky that he trains with laxity for his first bout with Clubber Lang. For this laziness he predictably gets a sound beating.

Some viewers may find it uninspiring that in spite of Rocky's many triumphs, he continues to fall right back into his old problems. The meaning I derive from this situation, however, is the opposite: In spite of his failures, he finds the strength to get back up again. I can't tell you how many times when, after having passed a Spanish test or broken a board with a side kick, did I think I had a firm grasp on my discipline. I thought to myself: I'll get better from here on out, no more stupid mistakes. How arrogant of me.

And, boy! How demoralizing! I mean, really, after having spent so many hours in study or practice, and still, you just can't get it right. There are moments when the struggle feels Sisyphean, a baleful cycle of stunted growth and pyrrhic victory. You may make some progress, and make note of it, but it never seems to be fast enough. You may find yourself on the verge of quitting, and may even quit for a time. What I learned, however, was that the struggle itself is worthwhile, no matter how meager the victory or how slow the progress, the struggle is worthwhile. To endure, in and of itself, is its own victory. As endurance during the malestorm is not easy feat, a triumph that belongs to the champions. As Rocky said to his son,

"The world ain't all sunshine and rainbows. It's a very mean and nasty place, and I don't care how tough you are, it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard you hit. It's about how hard you can get hit and keep moving forward. How much you can take and keep moving forward. That's how winning is done! Now if you know what you're worth, then go out and get what you're worth. But ya gotta be willing to take the hits, and not pointing fingers saying you ain't where you wanna be because of him, or her, or anybody! Cowards do that and that ain't you! You're better than that!"


Be humble enough to return to the basics.

Once you've learned something, you don't feel much need to re-learn it. This is especially true when it comes to the basics. Once you learn who to add fractions, the use of "に" in Japanese, or a simple punch in karate, you kind of expect your memory to handle the rest. You move on to more advanced techniques, hoping that the basics will take care of themselves, and they do, until they don't. And when they don't, you end up looking like a Neanderthal in a room full of Einsteins. The worst part of this humiliation is in what feels like having to go back to kindergarten and re-learn how to spell Mississippi.

After the Rock's loss to Clubber Lung in Rocky III, he has to re-train with his rival, Apollo Creed. Apollo starts him back from the bottom up. Rocky has to change his whole boxing dynamic with an emphasis on speed. To get faster he has to improve his swimming and outrun Apollo. Apollo's son, Adonis, has to undergo a similar trial after his loss to Ivan Drago in Creed II. Rocky takes him out to a place in the desert for boxers who want to "start over." There's no fancy, hi-tech equipment out there. You rise or fall based on your own skill.

I myself had a similar experience when I first traveled to Japan for study abroad. I tested into a class lower than expected, due to failing to grasp the basics of particles. My listening skills admittedly weren't very good, either. So I had re-learn the basics, but more significant than that, I had to re-learn them differently. Training the exact same way over and over makes your form stale. You always have to be on the lookout for sharper and more challenging modes of practice.

Do it for you.

If your heart and soul aren't in what you do, then you're better off not doing it at all. Some people forget that Rocky loses his first fight with Apollo Creed. The reason we don't feel this loss is because Rocky proved himself. He proved to the world that he could hold his own against the champ, and that was good enough for him. He also loses his last fight against Mason Dixon in Rocky Balboa, but again, the outcome is irrelevant. Rocky, now an old man, showed that he could still fight. He proved his own self-worth, and sometimes, we need that proof to know our lives haven't been a waste.

All throughout Creed, Adonis struggles with his father's legacy. He wants to show that he's worthy of his father's name, but at the same time be his own man, and not simply his father's son. There's a pivotal scene during the boxing match, when Rocky asks Creed what he's fighting for. Creed replies that he's fighting for himself. This is what truly makes him his own man. This isn't about his father, or even Rocky anymore, it's him forging his own path forward.

I was once taught by one of my martial arts teachers that if you really like something, you're going to feel like quitting at some point. The best way to overcome this impulse is to remind yourself why you do it. Put your life on the line, throw your heart into your passion. Let it fulfill you, let it satisfy you. Make it personal, make it yours. By the end of the day, you only live once, so might as well stop worrying so much about meeting other's standards, and start surpassing your own.





Wednesday, March 27, 2019

3Rd Year Student , Peter Dimitrov Makes His Mark.

Really well done to our third year Games Design student, @AnirnPeter for his passion and skill in completing the Feudal Japan 3D Game Environment Challenge on @ArtStationHQ 'The Shogunate'




Peter has now completed this ArtStation challenge where his work is showcased amongst submissions of a very high standard alongside highly professional artists from industry.

In Japanese culture, as well as in lots of others, the animals Peter has depicted are a common feature. In Japan rabbits are thought to bring fertility, cranes were thought to be immortal and as such were considered secret. Frogs, some say, bring luck. This is all referenced in text on the walls of the Calligraphers building.

Some some screenshots here:




















See:



Jump Rope For Heart, Special Guest, And Volleyball

I love how Valentine's Day at my school is celebrated with a "Healthy Heart Day".  The students
long jump rope
Long Rope Jumping at JR4H
spend half of the day doing activities that teach them about having a healthy heart.  This is when I hold our Jump Rope for Heart event in the gym!  We also have a Yoga/Dance center, and a Nutrition center in the cafeteria.

We had a JR4H assembly in January, and a group of my students performed a Jump Rope Routine.  I think it turned out awesome!  See the video below and here!  (practice video here- this one shows the cool cartwheels some of them began the routine with). All of my 3rd-5th grade students were able to do this routine together in P.E. class for the month of January.  It's a fun way for them to practice their skills together.

THANK YOUs - I would like to thank Mrs. Fisher for volunteering twice this month!  Mrs. Fisher is a parent and also a fitness instructor and personal trainer at the YMCA.  She led my classes for a whole day and taught them a variety of fun activities.  See pictures and videos below!  She also spent the Healthy Heart day with us leading a Yoga/Dance session.  She is amazing!

I would also like to thank all of the parents who came to volunteer for our Healthy Heart Day!  You are very much appreciated!  See pictures and videos below of our JR4H event.  Our school raised over $7,600 for the American Heart Association!  Thank you to all of our families who donated.  This is our highest amount ever raised, and that is all because of your generosity.

Other activities my students participated in this month include:  Volleyball activities, (Underhand Serving, Newcomb - Video), Obstacle Courses Video, Catching/Throwing.

Since we had 100+ in the gym for Jump Rope for Heart, I had these short obstacle courses in our upper level.  I taught all of my students this in P.E. class, so they would know what to do on our JR4H day.  




Hungary Hippos with Mrs. Fisher

Relay Activity with Mrs. Fisher!

Tug of War with Mrs. Fisher

JR4H

JR4H - A parent volunteer playing a jumping stick game.  The kids LOVED this!

JR4H Long Rope Jumping



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Fantasy, Gender, And Game Of Thrones

While I should not have been surprised about the new HBO series Game of Thrones turning into a referendum on fantasy, it has somehow turned into a huge discussion on gender in geek culture, which is somewhat more surprising.

The initial reason for this is that the highest-profile negative review, from the New York Times, specifically genders enjoyment of fantasy, calling it "boy fiction." This review's foolishness is well-documented (I took a few shots at it in my last post myself) and has led to a thriving mini-genre of female geek blog posts - see here.

However, as usual with gender, this is a multi-layered affair. Many of the writers who have treated Game of Thrones with the most disdain, and whose links are being passed around and mocked, and presumably have had their comments sections taken over by irate fans of the novels, have been female themselves. Myles McNutt, my co-AV Club writer, has documented and discussed this here, while my editor Todd Vanderwerff went into the subject a little bit deeper in the comments, citing both the male numerical dominance of online TV criticism, and even more interestingly, a masculine definition of what makes for a quality TV show.

This is without even getting into the text itself, where a gender analysis of the books, show, and the show compared to the books could all be fruitful. One consistent criticism of the show from people who haven't outright dismissed it for its genre has been an excessive amount of distracting boobage, which is also an issue I and others had with HBO's Boardwalk Empire. More subtly, I've heard suggestions that some of the impressive female characters from the novel are hard-done-by early on the show, since they don't have the internal, point-of-view monologue on-screen.

To sum up the different gender arguments, in case you're looking for a senior project, thesis, or dissertation topic:

  • Treatment of gender in the A Game of Thrones novel
  • Treatment of gender in the Game of Thrones series
  • Comparing and contrasting gender in the book and the series
  • Gender of reviewers responding to the show
  • Gender of TV reviewers overall
  • Gendered discussion of "quality television"
  • Stereotypes about gender of Game of Thrones fans
  • Stereotypes about gender of fantasy fans in general
  • And, finally, the one that I haven't seen mentioned often: the gendered discussion of fantasy literature as a whole
You see, I've long had the impression that fantasy was gendered female, especially compared to its fraternal twin, science fiction. Science fiction is largely written by men, and the subgenre of "hard" science fiction focuses on rational concerns, extrapoliting current science out into time and space (and note the gendered terminology, hard=rational=masculine, soft=imaginative=feminine). Fantasy, on the other hand, is written by women as or more often than men, and is reliant on magic, an irrational flight of imagination. I even had a creative writing textbook once which said that science fiction was a good genre because it could say something about the world we lived in today, whereas fantasy was pure escapism and totally unserious.

My personal experience bears this out as well. In the 90s, I spent a lot of time on CompuServe's Science Fiction & Fantasy forums, and found that yes, the fantasy forum seemed to have a much better balance of male and female contributors, whereas the science fiction forum skewed much more male. Interestingly, I also talked about Robert Jordan's Wheel of Time series in another subforum, and recall that being a primarily male forum.

To be fair: it is possible that, despite my possibly-accurate impression of the fantasy genre and its fans skewing female, A Game of Thrones is actually a more masculine-oriented novel, much as I found The Wheel of Time to be male. Perhaps there is something in the structure of the neverending fantasy series preferred by Jordan and Martin which fits in with masculine concepts, in the same way that Todd described "quality television" (usually serialized, dense, and overly serious) as seeming to have a masculine orientation. It could also be that by keeping magic largely on the sidelines, as I mentioned in my post yesterday, A Game of Thrones possesses a more historical, rational, and masculine appeal. On the other hand, one of the fantasy authors I would describe as the most "feminine" (despite his apparent male gender), Guy Gavriel Kay, also tends to write "fantistoricals." Or I'm theorizing excessively and this is all total nonsense.

Regardless, if I have a point here, it's that much like yesterday, it's hardly fair to attach qualities of gender to the Game of Thrones series in such a generalized, conclusive fashion. There are layers upon layers here, and as ever, I say it's more complicated than it may seem at first glance.

Sunday, March 24, 2019

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Friday, January 4, 2019

sgiaeaglesnest.blogspot.com's impact on internet security

Hello there,
My name is Adam and I am doing some research online regarding free security tools for a project.
Your page helped me a lot with finding stats so I wanted first to say thanks!
(This is the page I refer to http://sgiaeaglesnest.blogspot.com/ )

As I dig in a bit more, I found this source that was published just now, and I figured you might want to add to your page so your users would have some fresh figures.
https://www.safetydetective.com/blog/free-security-tools-that-you-need-to-start-using-now/

Again, thanks for being the first step in my research, and I hope I returned the favor.
Adam Roger
Security Expert @ SecurityPrivacy.org