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The planet Venus has been used as a setting in fiction since before the 19th century. Its impenetrable cloud cover gave science fiction writers free rein to speculate on conditions at its surface—a "cosmic Rorschach test", in the words of science fiction author Stephen L. Gillett. The planet was often depicted as warmer than Earth but still habitable by humans. Depictions of Venus as a lush, verdant paradise, an oceanic planet, or fetid swampland, often inhabited by dinosaur-like beasts or other monsters, became common in early pulp science fiction, particularly between the 1930s and 1950s. Some other stories portrayed it as a desert, or invented more exotic settings. The absence of a common vision resulted in Venus not developing a coherent fictional mythology, in contrast to the image of Mars in fiction.

When included, the native sentient inhabitants, Venusians, were often portrayed as gentle, ethereal and beautiful. The planet's associations with the Roman goddess of the same name and femininity in general is reflected in many works' portrayals of Venusians. Depictions of Venusian societies have varied both in level of development and type of governance. In addition to humans visiting Venus, several stories feature Venusians coming to Earth—most often to enlighten humanity, but occasionally for warlike purposes.

From the mid-20th century on, as the reality of Venus's harsh surface conditions became known, the early tropes of adventures in Venusian tropics mostly gave way to more realistic stories. The planet became portrayed instead as a hostile, toxic inferno, with stories changing focus to topics of the planet's colonization and terraforming, although the vision of tropical Venus is occasionally revisited in intentionally retro stories.
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I’m back baby
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Growing Up Absurd is a 1960 book by Paul Goodman on the relationship between American juvenile delinquency and societal opportunities to fulfill natural needs. Contrary to the then-popular view that juvenile delinquents should be led to respect societal norms, Goodman argued that young American men were justified in their disaffection because their society lacked the preconditions for growing up, such as meaningful work, honorable community, sexual freedom, and spiritual sustenance.

Goodman's book drew from his prior works, psychotherapy practice, and personal experiences and relations in New York City. The small New York press that originally commissioned the book asked Goodman to return his advance when the resulting book, written in late 1959, focused less on the commissioned subject of city youth gangs than on the American culture and value systems in which the youth were raised. Nineteen publishers rejected Growing Up Absurd before Norman Podhoretz used selections from the book to relaunch his magazine, Commentary. After Podhoretz encouraged Random House publisher Jason Epstein to reconsider the book, Goodman had a contract the next day. Random House published Growing Up Absurd in 1960 and a Vintage Books paperback edition followed two years later.

Growing Up Absurd became a bestseller with 100,000 copies sold in its first three years and translations into five languages. It was widely read across 1960s college campuses and popular among student activists and the New Left, who assimilated the author's ideology. Growing Up Absurd transformed Goodman's outcast career into mainstream notoriety as a social critic, including invitations to lecture at hundreds of colleges, though Goodman's fame did not endure long after his death in 1972. Many specifics of Growing Up Absurd became dated with time and, in later years, retrospective reviewers criticized Goodman's exclusion of women from his analysis. New York Review Books reissued Growing Up Absurd in 2012.
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Damn
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I win.
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Spacewar! is a space combat video game developed in 1962 by Steve Russell in collaboration with Martin Graetz, Wayne Wiitanen, Bob Saunders, Steve Piner, and others. It was written for the newly installed DEC PDP-1 minicomputer at the Massachusetts Institute of Technology. After its initial creation, Spacewar! was expanded further by other students and employees of universities in the area, including Dan Edwards and Peter Samson. It was also spread to many of the few dozen installations of the PDP-1 computer, making Spacewar! the first known video game to be played at multiple computer installations.

The game features two spaceships, "the needle" and "the wedge", engaged in a dogfight while maneuvering in the gravity well of a star. Both ships are controlled by human players. Each ship has limited weaponry and fuel for maneuvering, and the ships remain in motion even when the player is not accelerating. Flying near the star to provide a gravity assist was a common tactic. Ships are destroyed when they collide with a torpedo, the star, or each other. At any time, the player can engage a hyperspace feature to move to a new and random location on the screen, though in some versions each use has an increasing chance of destroying the ship instead. The game was initially controlled with switches on the PDP-1, though Bob Saunders built an early gamepad to reduce the difficulty and awkwardness of controlling the game.

Spacewar! is one of the most important and influential games in the early history of video games. It was extremely popular in the small programming community in the 1960s and the public domain code was widely ported to and recreated on other computer systems at the time, especially after computer systems with monitors became more widespread towards the end of the decade. It has also been recreated in more modern programming languages for PDP-1 emulators. It directly inspired many other electronic games, such as the first commercial arcade video games, Galaxy Game and Computer Space (1971), and later games such as Asteroids (1979). In 2007, Spacewar! was named to a list of the ten most important video games of all time, which formed the start of the game canon at the Library of Congress, and in 2018 it was inducted into the World Video Game Hall of Fame by The Strong and the International Center for the History of Electronic Games.
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Hurricane Willa was a powerful tropical cyclone that brought torrential rains and destructive winds to southwestern Mexico, particularly the states of Sinaloa and Nayarit, during late-October 2018. It was the twenty-fifth tropical cyclone, twenty-second named storm, thirteenth hurricane, tenth major hurricane, and record-tying third Category 5 hurricane of the 2018 Pacific hurricane season. Willa was the first major hurricane to make landfall in the Mexican state of Sinaloa since Lane in 2006.

Willa originated from a tropical wave that the United States-based National Hurricane Center (NHC) began to monitor for tropical cyclogenesis in the southwestern Caribbean Sea on October 14. However, the system subsequently crossed over Central America into the East Pacific, without significant organization. The NHC continued to track the disturbance until it developed into a tropical depression on October 20, off the coast of southwestern Mexico. The depression strengthened into Tropical Storm Willa later in the day as a period of rapid intensification commenced. Willa peaked as a Category 5 hurricane with sustained winds of 160 mph (260 km/h) on the following day. Afterward, a combination of an eyewall replacement cycle and increasing wind shear weakened the hurricane, and early on October 24, Willa made landfall as a marginal Category 3 hurricane in the Mexican state of Sinaloa. Following landfall, Willa rapidly weakened, dissipating later that day over northeastern Mexico.

Up to its landfall, Willa prompted the issuance of hurricane and tropical storm watches and warnings for western Mexico. The hurricane killed nine people, and caused MXN $16.1 billion (US$820 million) in damage,[nb 1] mostly around the area where it moved ashore. The storm knocked out power to nearly 100,000 people in four states. Willa caused significant damage to many schools, a hospital, and infrastructure in the city of Escuinapa, with totals estimated at MXN $6 billion (US$306 million). The overflow of multiple rivers damaged structures and left many areas in Sinaloa and Nayarit without a supply of potable water. In the surrounding states, flooding and landslides were the main sources of damage and injury. The remnants of Willa later entered the United States and caused flash floods in Texas. After the storm, multiple individuals did not receive direct help from the Mexican government until many months had passed. The Mexican people mainly relied on help from charitable organizations to recover and rebuild their damaged property. The Sinaloan state government delivered rotten mattresses to storm victims and the federal government lost track of funds it had appropriated for relief efforts. Reconstruction was not slated to begin in some areas until a few months after the storm.
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Hello there. So about that airplane food..
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"Made You Look" is a song by American singer-songwriter Meghan Trainor from her fifth major-label studio album, Takin' It Back (2022). Trainor wrote it with songwriter Sean Douglas and its producer, Federico Vindver. Epic Records released it as the album's second single on October 31, 2022. A doo-wop song that recalls earlier styles of popular music, it was inspired by Trainor's insecurities about body image and encourages listeners to embrace their natural beauty and confidence.

Music critics commented on the flirtatious composition of "Made You Look" and compared it to Trainor's past songs. An online dance challenge set to the song became a trend on video-sharing service TikTok in 2022. In the United States, the song peaked at number 11 on the Billboard Hot 100, becoming Trainor's first top-20 single since "Me Too" (2016). The song reached the top 10 in Australia, Belgium, Canada, Ireland, New Zealand, Norway, Singapore, the United Kingdom, and Vietnam. Its music video, which premiered on Candy Crush Saga in October 2022, features bright colors and cameos by social media influencers. Trainor performed the song on television shows such as The Today Show, The Tonight Show Starring Jimmy Fallon, and The Drew Barrymore Show.
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The Second Battle of Independence was fought on October 22, 1864, near Independence, Missouri, as part of Price's Raid during the American Civil War. In late 1864, Major General Sterling Price of the Confederate States Army led a cavalry force into the state of Missouri in the hopes of creating a popular uprising against Union control, drawing Union Army troops from more important areas, and influencing the 1864 United States presidential election. Price was opposed by a combination of Union Army and Kansas State Militia forces positioned near Kansas City and led by Major General Samuel R. Curtis; Union cavalry under Major General Alfred Pleasonton followed Price from the east, working to catch up to the Confederates from the rear. While moving westwards along the Missouri River, Price's men made contact with Curtis's Union troops at the Little Blue River on October 21. After forcing the Union soldiers to retreat in the Battle of Little Blue River, the Confederates occupied the city of Independence, which was 7 miles (11 km) away.

On October 22, part of Price's force pushed Curtis's men across the Big Blue River 6 miles (9.7 km) west of Independence in the Battle of Byram's Ford, while Pleasonton drove back Confederate defenders from the Little Blue. Confederate troops from the divisions of Major General James F. Fagan and Brigadier General John S. Marmaduke resisted Pleasonton's advance.

Two Union brigades forced the Confederates through Independence, capturing two cannons and 300 men. While Pleasonton brought up two fresh brigades, the Confederates regrouped southwest of town. Further Union pressure drove the defenders back, and fighting continued until after dark. By the end of October 22, almost all of the Confederate forces had fallen back across the Big Blue. The next day, Price was defeated in the Battle of Westport, and his men fell back through Kansas, suffering further defeats on the way before reaching Texas. The Confederates suffered heavy losses during the campaign. The expansion of the town (now city) of Independence into areas that were rural at the time of the battle has resulted in urban development over much of the battlefield, such that meaningful preservation is no longer possible.
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