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text:
Битва при Синъяне — сражение, произошедшее в 190 в поздний период Восточной империи Хань во время военной кампании против Дун Чжо. Отступавшие силы Дун Чжо под командованием Сюя Жуна были настигнуты войском Цао Цао поблизости от Синъяна. Поспешность атаки и неподготовленность воинов Цао привели к тяжёлому поражению, но Сюй Жун не решился развить успех.

Обстановка
В 190 году региональные чиновники и командиры, несогласные с центральной властью, сформировали коалицию против чэнсяна Дун Чжо, который контролировал императора Сянь-ди. Дун Чжо считал, что столицу Лоян защитить сложнее, чем Чанъань на западе, потому все гражданские и придворные служащие, в том числе император, были отправлены в Чанъань, а военные вместе с Дун Чжо остались защищать Лоян. Во период массового переезда, 9 апреля 190 года Дун Чжо отдал приказ своим воинам разорить Лоян, отобрать ценности у богачей и опустошить гробницы императоров Хань.

Примерно в то же время участники оппозиционной коалиции находились в разных местах: Юань Шао — в Хэнэе (河內); Чжан Мяо, Лю Дай, Цяо Мао и Юань И — в Суаньцзао (酸棗, рядом с современным Яньцзинем); Юань Шу — в Наньяне (南陽); Кун Чжоу — в Инчуане (潁川); Хань Фу — в Ечэне. Дун Чжо располагал мощным войском, поэтому его противники не осмеливались преследовать его при отступлении в Чанъань.

Однако Цао Цао, находившийся тогда в Суаньцзао, увидели возможность для нападения на Дун Чжо, и обратился к нерешительным соратникам:

Мы объединили силы правды, чтобы уничтожить угнетение и беспорядок, и теперь, когда мы едины, почему вы осторожничаете? В начале, если бы Дун Чжо узнал, что воины поднялись (против него) в Шаньдуне, он бы полагался на императорский дом и занятую им старую столицу [Лоян] и повернул на восток, чтобы атаковать остальную часть империи; и несмотря на то, что он вел себя аморально, эта угроза оставалась бы реальной. Теперь он сжёг дворец, взял Сына Неба в заложниках и отправил его прочь. Империя в расстройстве, и никто не знает, что делать дальше. Теперь он осужден на Небесах. Один бой — и империя будет успокоена. Мы не должны упустить эту возможность.

По-видимому, Цао Цао не удалось привлечь никого, кроме своего друга Вэй Цзы (衛茲), который был в подчинении у Чжан Мяо. Тем не менее, отряд выдвинулся на запад от Суаньцзао с намерением занять Чэнгао (成皋).

Сражение
Цао Цао и Вэй Цзи достигли реки Бянь у Синъяна, важного перевалочного пункта на пути в Лоян, где встретил войско противника под командованием Сюя Жуна. В длившемся один день ожесточенном противостоянии войско коалиции, состоящее из неорганизованных слуг знатных семей и мародеров, не имело шансов против профессиональных воинов Дун Чжо. Коалиция понесла тяжёлые потери, Вэй Цзы был убит. Кроме того, Цао Цао был поражен стрелой, а его лошадь ранена. Его младший кузен, Цао Хун, предложил свою лошадь, но Цао Цао сперва не принял помощь. Тогда Цао Хун сказал: «Империя может обойтись без меня, но он не может обойтись без вас». Цао Цао верхом и Цао Хун за ним пешком ушли обратно в Суаньцзао.

Сюй Жун рассматривал ответный удар по Суаньцзао, однако отметил, что хотя люди Цао Цао были малочисленны, они яростно сражались на протяжении целого дня. Он предположил, что воевать в Суаньцзао против этих людей будет сложно и предпочёл отступить.

Последствия
Цао Цао вернулся в Суаньцзао, где обнаружил остальных военачальников праздно пировавшими и не собиравшимися атаковать Дун Чжо. Цао извлёк урок из своего поражения при Синъяне, где пытался в лоб атаковать Чэнгао, и разработал альтернативную стратегию, которую представил коалиции. Вместо того, чтобы пытаться раз нанести прямой удар из Суаньцзао, по новый плану предполагались занятие стратегических точек и организация блокады Лояна и Чэнгао. Тогда Юань Шу, генерал коалиция на юге, может вместо того, чтобы атаковать Лоян, создать угрозу новой столице Дун Чжо в Чанъане. Коалиция будет оставаться в укреплениях и не вступать в прямые столкновения. Этот подход, как утверждал Цао Цао, продемонстрирует всему миру активность коалиции и создаст давление на двор Дун Чжо. Цао Цао надеялся, что в этом случае в правительстве Дун Чжо усилятся противоречия, оно потерять доверие и потерпит крах. Цао Цао завершил свой план со словами: «Теперь, когда наши люди воюют за правое дело, если мы будем колебаться и промедлим, в нас разочаруется вся империя, и мне будет стыдно за вас».

Тем не менее, генералы в Суаньцзао не приняли новый план. Цао Цао покинул Суаньцзао, чтобы собрать силы в провинции Ян (揚州) в союзе с Сяхоу Дунем, а затем дойти до лагеря генерала Юаня Шао в Хэнэе (河內). Вскоре после ухода Цао Цао у генералов в Суаньцзао закончилась еда и они разошлись, а некоторые даже устроили стычки между собой. Лагерь коалиция в Суаньцзао уничтожил сам себя.

Спустя годы, когда Юань Шао и Цао Цао стали соперниками в борьбе за власть, перед битвой при Гуаньду Юань приказал своему секретарю Чэню Линю написать документ, осуждающий Цао. В нём Чэнь Линь в том числе использовал поражения Цао Цао в битве при Синъяне для отрицательной характеристики: «…Он проявил безрассудство и непредусмотрительность. Атаковав в спешке, он был быстро отброшен, понёс тяжёлые потери и бежал назад, оставив множество убитых».

Примечания

Литература
 Chen, Shou. Records of the Three Kingdoms (Sanguozhi).
 de Crespigny, Rafe]] (1996). «To Establish Peace: being the Chronicle of the Later Han dynasty for the years 189 to 220 AD as recorded in Chapters 59 to 69 of the Zizhi tongjian of Sima Guang». Volume 1. Faculty of Asian Studies, The Australian National University, Canberra. ISBN 0-7315-2526-4.

 Sima, Guang. Zizhi Tongjian.

Дополнительная литература
 Luo, Guanzhong. Romance of the Three Kingdoms (Sanguo Yanyi).

История провинции Хэнань
Сражения Китая
190 год
Сражения II века

redpajama_set_name: RedPajamaWikipedia


If you were looking for a good reason to visit your local Applebee's, look no further!
The restaurant chain just announced that, for the entire month of October, you can get a "Dollar Zombie" for, you guessed it, $1.
According to Applebee's, the 10-oz drink includes rum, pineapple, passion fruit, cherry and lime— oh, and a gummy brain on top.
This isn't the first time Applebee's has offered cheap-to-free drinks. Remember the Dollar-Rita?
The Applebee's website states that the Dollar Zombie will be available throughout the entire month, but that timing my vary depending on the location. So, if you're itching to get your zombie on, you might call your local Applebee's to double check that the promotion is running in your area.


Caryn Brooks (just "Brooks" to many who know her...except for her family, because that would be weird) is a Portlander by way of Philadelphia and still has the attitude to prove it. Her career has spanned both journalism and politics. Her writing has been published in Rolling Stone, Time Magazine, New York Magazine, and many other financially unstable bastions of the fourth estate. These days she's a civil servant with a stand up comedy habit as a member of the feminist killjoy comedy collective That's What She Said.
She is on the board of the Pride Foundation, an lgbtq community org that funds the movement in the Northwest.
Free time activities include playing softball, bicycle riding, driving around town in her Lezbaru, walking her rascally mutt Duchess, and wondering how she got to be such a stereotype.
Nov 9: That's What She Said "Get Stuffed" show benefitting Equi at Siren Theater.
D Martin Austin will appear at the september 11th, 2018 taping of my real portland.
Katie Nguyen is a comedian, sketch writer, improver and actress – Katie's performed with Bridgetown Comedy Festival, SF Sketchfest, opened for matt Braunger and Ron Funches, performed with the Brody Theater ensemble and teaches at Deep End Theater, and cohost of Earthquake Hurricane with Alex Falcone, Anthony Lopez, and Mohaned Elshieky. One of Portland Mercury's Undisputable Genius of Comedy, it's Katie Nguyen!
Katie will be featured on the August 14th recording of My Real Portland!
Joe Hieronymus has been part of Portland's comedy scene for years. He's an actor, improviser, writer, and standup comic. He's been seen At Curious Comedy, Helium Comedy Club, and Facebook show Live N'Portland.
Caitlin Weierhauser has been part of Portland's Bridgetown Comedy Festival, won Portland Helium Comedy Club's Funniest Person Competition and was voted Favorite Comedian in the Willamette Week Readers Poll in 2017. Caitlin came in top 3 at Big Sky Comedy Fest, and has performed for Bridgetown Comedy Festival (2015, 2016, 2017), Bumbershoot, Pickathon, All Jane Comedy Fest.
Melinda Pittman is a Portland legend of theater, comedy, music, literature. Her work in Oregon began at the Oregon Shakespeare Festival in 1975. She's the founder of the BroadArts theater and winner of the Oregon Book Award Angus Bowmer prize for Best Drama, Wonderbroads.
Melinda's on Facebook and also on Facebook as Broadarts theater.
Whitney Streed has been part of Portland's Bridgetown Comedy Festival and can be seen regularly with Becky and the Good Jokes and as the host of Helium Comedy Club's Rants Off Dance Off!


Six companies had their first biomarker-based tests cleared by FDA in 2013, and while they (and the tests they released) were quite diverse in many respects, company size is not one of them. Philips Healthcare is the one large company represented, and the remaining five have less than 300 employees on LinkedIn (and three have 50 employees or less on LinkedIn).
It makes sense that new market entrants would tend to be smaller, but these small players are also key sources of innovation. NanoString brought one of the first multiplex panels to the IVD market in 2013, and introduced 45 new biomarker targets to the market in the process.
Rapid Pathogen Screening brought another novel biomarker target to the IVD market with MMP-9, and the only other novel target to come to market in 2013 was EGR1, released in a test by Abbott.
This table lists all of the companies that had their first biomarker-based tests cleared by FDA during 2013, along with the test details and country of origin.
Companies from five different countries on three continents had biomarker tests cleared during 2013. Fifty-four different biomarker targets are used in all in these tests, and tests for diagnostic, prognostic, and companion diagnostic indications were all released.
It is encouraging to see Philips making its first foray into biomarker-based tests, and it will be interesting to see if more will follow.


text:
Interview: James and Michelle Silva of Ska Studios
October 16, 2016 / Damien Chambers
I recently had the privilege to speak with Ska Studios, which was founded by indie game development duo James and Michelle Silva. Perhaps best known for their breakout release, The Dishwasher: Dead Samurai and its sequel, The Dishwasher: Vampire Smile, Ska Studios also released Charlie Murder on Xbox Live Arcade in 2011. Recently, the duo released their first self-published title to PS4 and Steam in the form of Salt and Sanctuary, a Dark Souls inspired 2D action game. Ska Studios recently sat down with me via Skype to discuss their latest release, what it was like moving into self-publishing as an indie studio, and what games they are currently addicted to.
GUG: Where did the name Ska Studios originate?
James Silva: Uh..well… [Laughs] we get this one a lot. I used to listen to Ska music when I was younger but I don't really listen to it anymore. I guess for me Ska kinda felt niche at some point—at least it was for me. So it was kinda taking that same idea into forming a game studio that is finding its own comfortable, quiet, little niche and that's Ska studios. We have one Ska song in all of our games.
Michelle Silva: James was in a Ska punk band in highschool. There really isn't much to it other than he used to be really into Ska. But the studio name before that used to be called Totally Screwed Software before any of his bigger games. He then decided to make a little more professional sounding company name. Interestingly, there is only one Ska song in all of our games and that is in Charlie Murder.
GUG: If I am not mistaken, you developed the first game, The Dishwasher: Dead Samurai, all by yourself as Ska Studios correct? Is that the same way now with Ska Studios or have you moved to a larger team?
JS: Well it is just Michelle and me now. Charlie Murder I actually started before we became a duo. Yeah, it was a bit of a weird transition; we are going to put [Charlie Murder] on Steam hopefully this year.
MS: Yeah, I joined the team at the end of The Dishwasher: Vampire Smile, Ska Studios' second game. So I did a little work on that but it was still mostly James' project. After that Charlie Murder and our latest game, Salt and Sanctuary, were completed by both of us. So it was a team effort. Charlie Murder actually started as a smaller, 20 minute game and then Microsoft saw it and said they would love to see it as a full game and then four years later it came out as a full game on Xbox Live Arcade for Xbox 360. Yeah, hopefully [Charlie Murder] will be out on Steam by the end of this year. We might have alot coming out on Steam this year. We will see what happens.
The Dishwasher: Vampire Smile
GUG: I noticed that Salt and Sanctuary was your first self-published game. Have you moved into self-publishing now with your games?
JS: Yeah, ya know I still kinda feel like I'm new to this industry. Ska Studios has existed for 9 years now; we are coming up on our ten year anniversary next summer and I still feel like I have no idea what I am doing. But the biggest kind of development shock was transitioning from 1st party publishing with Microsoft on Xbox 360 to self-publishing on PS4 and Steam. Actually, Steam had fewer surprises. But it was actually a big shock to see how many little things Microsoft expertly took care of that we now had to take care of on our own. We have almost been through it all.
Salt and Sanctuary
GUG: Elaborating a little bit more on the difference between 1st party and self-publishing what would you say is one of the biggest challenges you faced with the transition?
JS: I mean really it was all the little things including QA. That is the most in-depth process while you're developing games. We actually contracted out QA through The Behemoth. They have a testing sister company called The Research Centaur and we contracted out to them for QA. That was probably the most straightforward part of it. Then there were little things like localization. We never got on top of localization and I guess we could have skipped out on it or tried to include it later. Yeah, we told Sony, "It's got Google Translate localization in there so it probably isn't good enough right?" and Sony responded, "No, that's actually pretty impressive." We were just like "Um…ok."
It felt like it was placeholder but it just never got fixed. So it shipped like that and I told myself that when I grew up playing Nintendo the localization was always terrible. I guess it's just a high level of tolerance for that sort of thing or maybe a spectrum of some people that would say it was funny and some would say that it is insulting. Yeah, so the localization is probably the big screw up that we were most embarrassed about. Another one was ratings. We were trying to get everything all lined up and then someone was like, "You guys have your ratings, right?" and we were like "Ratings?!?!" I think we just had to do ESRB and PEGI, but with PEGI there was a whole turnaround where we thought it would come through late and we had to wire money, send them the video footage, and make sure we were scheduled early enough in advance. So it was a little scary but not super hard. So I mean the nice thing about publishing with Microsoft was that all we had to do was send them a build, then they'd send a form reporting bugs, then we'd fill out another form and send it back and it was just a much smoother development whereas through self-publishing with Sony, it was just like, "Oh, so this is what Microsoft was doing the whole time." That said, I think we are still happier self publishing because you get so much more control that way and it is just a neat feeling. It all worked out and now 1st party publishing for games at this level is pretty much all but dead. We have moved on and are pretty much just doing the Sony/Steam stuff.
MS: Yeah, it would have been better to not have [localization] at launch but we launched [Salt and Sanctuary] with Google Translate and felt a lot of repercussions from it so it felt like a mistake. We were a bit confused by Sony's response to Google Translate localization but we just went with it. It was interesting seeing the reactions from different languages in response to the localization. Germany was probably the most vocal—not really upset, but just like "Hey, your translation is horrible. You need to fix that," and other languages were even nicer about it. I think part of it is just sales numbers. The US is the #1 country in Steam sales and then Germany is the number two country in sales so it could just be the number of people purchasing and playing the game.
GUG: With Salt and Sanctuary did it start out with Dark Souls inspirations or was that something that came about as development went on?
JS: The whole approach was like "What would happen if you took Dark Souls mechanics and put it into The Dishwasher's feel, look, engine, or whatever." Basically, take Dishwasher and add Dark Souls mechanics. Would it work? Would it not work? Would it just be weird? Would it capture certain things? Fail to capture certain things? The answer to all of those was, "Yes." [Laughs] I know I just have attention issues so the idea with Dishwasher and Charlie Murder was that everything was just like, "Ahhh! It's all happening!" I guess it's just a matter of the confidence you have to have to say, "No, it's just gonna be quiet with exploration." It's not gonna be intense action every two seconds. And it was not knowing if that would be fun, because with a game like Dishwasher it's all about the action, that twitchy, instant gratification feel. Like I can always pick it up and play, whereas Salt is more quiet and about exploration. Like with Souls games, it is exciting because it is so dangerous and unknown but when you're actually making the game, ya know, that unknown it doesn't really exist. You lose that whole discovery aspect of it as the developer so you keep reminding yourself that just because you've walked this path to wherever a million times that it's still gonna be exciting to have the confidence that this new experience for other people is gonna seem pretty cool.
Charlie Murder
MS: Yeah, it started out with "What would happen if we made a 2D Dark Souls?" It actually started out as a smaller hobby project. James had it on his laptop at PAX three years ago and some friends of ours came by to check it out and they all said "You know what, you need to make this into a full game." So we decided that would be our next project. The project actually started four..yeah, four years ago. So yeah, it worked out for us but the big question was will it work to add that stamina meter as our games were previously fast paced beat-em ups with little slow down.
GUG: What kind of success has Salt and Sanctuary seen so far? Is it comparable to the games you released on Xbox 360? Is it better? About the same?
JS: Yeah, we never did [Launch on Steam] with our 360 games and we're finally getting to it. But we are not doing it ourselves. We're working through a very talented gentleman named Ethan Lee who made this sort of middle-ware framework called FNA, which is basically an open-source XNA that works on PC, Mac, and Linux and he also does porting so he is working on the ports of Charlie Murder and The Dishwasher: Vampire Smile right now. So that's exciting that that's finally gonna be on Steam because we had this sort of wake up call when backwards compatibility was announced because we thought, "Well, hey we have all these games out on 360 and now new people will be able to play them," and uh…due to complications that we can't get into, our games actually can't work with backwards compatibility. Releasing on a console is so much more involved than simply releasing on Steam so we decided we will just release it on Steam and see what happens. I am pretty much content just to put them on Steam just to preserve them really. Right now, I am just thinking about working on our next project. We haven't started anything yet but have just been kind of planning it out.
MS: I would say that it's a lot better. I think part of that also is just being on multiple platforms. Being on Steam has been such a huge bump, not only for sales but also for awareness, because while not everyone has a 360 most everyone does have a PC. And these days a lot more people game on PC. It felt like a really good time to join Steam. So there is a thing where it could be on Xbox One but not backwards compat, so it would have to be like a re-release and we would have to put some work into it. Yeah, there has definitely been a lot more upkeep with Salt and Sanctuary than with our previous games so we are still doing a lot with that. The port is coming along—no timeline on that but it is coming along. We need to do one more patch on console before that releases.
GUG: Just to clarify, backwards compatibility will not work for your old games on current consoles and you currently have no plans for a re-release of your older titles on current gen consoles?
JS: Right, yeah. Just Steam. I mean for us to re-release our games on Xbox One, I just don't see it recouping what it would cost.
MS: There are two of us and only so much bandwidth. Maybe there would be a possibility of someone else handling the port for us but we would have to work on that and figure that out.
GUG: There is a similar art style that has been used in all of your games so far. Is there a shared universe or connected world between your games?
JS: It's as simple as that's just how I draw. My drawing style. In terms of shared universe, there has been some conjecture about that in the community and I kinda like to play to that. Actually there is a bit of an Easter egg. In Salt, in the skill tree, there is a prophecy about The Dishwasher.
MS: People have definitely found [The Easter Egg in Salt]. I've seen people talk about it on Reddit. It was a little bit retroactive since some fans saw certain connections and made interesting parallels between our games. Someone actually made this long fan-theory of how each of the game universes are connected. So we were like "Alright, cool, yes." We just go with it.
GUG: How is your relationship with Microsoft now that you've moved to a self-publishing development model? Are there plans to bring Salt and Sanctuary to the Xbox One at a later date?
JS: It is definitely a possibility, but we haven't committed to anything yet. It could be the kind of thing that would fall back into Microsoft's camp because of their current policies now. We agreed to an exclusivity program with Sony because they set us up on Pub Fund which is a program to help indie developers by guaranteeing minimum sales. Basically, if the game tanks you can keep making games. It would give us enough leeway to work on our next game. Total exclusivity was really short, which is why we're about to release on Steam. But the console exclusivity means we would have to wait 'til next year to launch on Xbox One, if we did. And then with ID@Xbox there is the parity clause which basically says that if the game is coming out on competing consoles it has to launch on Xbox in the same week. If it doesn't do that then it has to have a significant amount of original content to make it the Xbox One Special Edition or whatever. It's kind of a really stupid thing though because it could go one of three ways: either we can't release on Xbox One, or we create exclusive content that Steam and PS4 players would not have access to which would do a huge disservice to those fans, or Microsoft compromises and only wants a Master Chief armor set or something [Laughs]. That could maybe work like that. Something that wouldn't really anger a bunch of people. We have a little more time to figure out what might become of that. We have been asked about Xbox One a lot. It feels like at PAX last year that was a frequent question and Xbox One sales have really started to pick up.
GUG: What did you learn from developing The Dishwasher and Charlie Murder that you applied to Salt and Sanctuary?
JS: So Charlie Murder was the first game out of our studio that had a robust loot system. Especially, with just like, wearing clothes. So I figured that out, implemented it and that was kind of where I thought, "What if we took these mechanics into a Dishwasher-style 2D fighter that would then turn into a 2D action RPG?" And I am obsessed with Dark Souls so it could be a sort of 2D Dark Souls. Questions like, "Carrying weights and overburdening and how would that effect combat…how would that look? How would it play?" Those were all really fun challenges to figure out and to tweak until they felt right.
GUG: Speaking on gameplay, I don't know if you had a grudge against players of Salt and Sanctuary [Laughs] but that first boss worked me over pretty good.
JS: [Laughs] Yeah, the idea with that first boss was that originally the enemies in the first area were a lot more active. So then I swapped them out for dumber enemies so that going from that to the first boss was kind of a substantial lurch. The idea is that once you get past the first boss, you'll have all the tools you need to complete the game in terms of just gameplay. A bit like what Ninja Gaiden on the first Xbox did. The first boss in that, I thought, was one of those bosses that you can't beat. So actually the first boss in Salt and Sanctuary was probably tweaked the most because we let a bunch of streamers have some time with it before launch and they would figure out his patterns and it was just over. They would just beat him in no time so they would offer suggestions on how to make him more adaptive and make it a more interesting fight. We definitely are really glad we took their advice on that and it became this great crucible, like "Here are your challenges, here are your tools, and here is what you're up against." I think it came out really well. On Steam, the system with the candles works perfectly but on PS4, it doesn't work right. The candelabra before every boss fight has a feature where the number of candles currently lit represents the global win/loss percentage against that boss. The first boss is about 30% which means that most people will face the boss about three times before they finally beat him, which is a good number. I am happy with that.
MS: Yeah, like one of those bosses that you aren't supposed to beat [in response to James' comparisons to Ninja Gaiden]. Yeah, that's what I thought too. But nope, it is just a really hard boss.
GUG: That mechanic with the candelabras is very cool and I actually didn't realize its use at all when I played the game on PS4. Do you know why the feature doesn't really work on PS4?
JS: It comes down to how we got to use the back end development stuff. It's on me. It basically only compares the performance of the ten most recent players. So if the ten most recent players haven't gotten further than the third boss then the game won't add data for any of the bosses beyond that. Like later candelabras will have no candles lit because none of the recent players will have faced those bosses.
GUG: What do you hope fans gain from playing your games? Is there an underlying theme or message within your games? Any commentary or anything?
JS: I think with any of our games, I want to do the same things that I want to get out of games, which is just a sense of satisfaction and accomplishment—just that singular sense of doing the impossible through tenacity and willpower and I think it's something that only exists in games, that tight loop of overcoming something 100%. Our lives are struggles constantly but with games it's like, "Here's a challenge, do you have what it takes?" It's a special thing. So that is what I like to get out of games and it's what I like to put into games. It's like the feeling I get when it's a tough boss fight and I might be able to do it but I am nervous and my heart's racing. When I was like ten, it's that same intense anxiety of "Will I do this? Can I do this? Heart's racing," and I still get that exact same feeling now and it's so exciting. To finally pull it off is just so satisfying.
GUG: Are there any plans for DLC for Salt and Sanctuary or any type of additional content for the game?
JS: Um..so we aren't planning on DLC [Laughs]. Yeah, I would rather start work on a new game. That's just how I go. And then now that we are on multiple platforms the logistics of releasing DLC, to me, seems nightmarish. It feels easier to be like "Let's take all our ideas and build them into our next game." That's exciting to me and that's pretty much how we are going to do it.
MS: It's just a matter of we didn't plan for it ahead of time and we're not sure how it would work with the existing structure of the game and then any ideas for DLC would probably come together in the form of a new game instead.
GUG: When you come up with a new idea for a game do you always look at it as a single entry or do you envision it as a trilogy like with The Dishwasher? What is your strategy with that when coming up with new game ideas?
JS: So for me I like to really just get lost in the universes that we make so if I am thinking in terms of the universe it's like, "Well, what else could we add to it?" Starting it certainly, there was no plan of making it into a series. In fact, it was the same with with Dishwasher. When I finished Dishwasher I started working on a reboot of one of my first games, a zombie survival horror game I made in 2004 called Survivor Crisis Z. I started working on that and when Dishwasher was received so well and people started clamoring for a sequel I was like, "Well maybe I'll do that instead," and I just kind of shelved the Survivor Crisis reboot. We would have had a third Dishwasher game probably if not for Charlie Murder getting an XBLA contract. At the time of getting the contract I was like, "Wonderful, I must act on this." And, ya know, with The Dishwasher: Dead Samurai the reason it came to be was that it was a contest entry that won a contract. Like that's the prize, this coveted contract that everyone is battling over. So we won and we got signed. And after Dishwasher 2, they saw Charlie Murder and wanted to sign that too and we were like "Ahhh, we're getting contracts left and right!" [Laughs] At some point after getting a few contracts it's no longer this unattainable thing. Sort of like how it is to release on Steam now where we can just email someone and say "Hey, we have a new game can you send this up for approval." At the time of Charlie Murder, I was just so amazed that we got yet another contract and I started to think "Oh! This means that we're still Ok." I kind of wish though that instead of that I started working on Dishwasher 3 because Charlie Murder was the last game we were able to get onto XBLA.
MS: Mm hmm. It's like could we take the system that we have and continue on with it. Especially with Salt and Sanctuary since it was really successful and such a pleasure to work on. Like Charlie Murder, for example, is one that didn't do so well and wasn't very fun to work on so it probably isn't one that we would continue even though it easily could be continued. But for Salt it would easily make sense to do that. It depends on the game. Yeah, I don't know if Charlie Murder was the last game on XBLA but it was one of the last indie games that came out on 360. I guess everything is a learning experience. As a new developer you are excited about any new contract you get and now, you know, nine years later we are a bit more business savvy. We are lucky enough now to be able to choose what we get to do, like if Salt tanked we would be able to figure out other options. Now we are at a point where we can be a little more picky and choose what games we want to work on.
GUG: Now you touched on it briefly there, just a moment ago, but are there currently any plans for Dishwasher 3?
JS: It's been so long now that I look back at Dishwasher and Vampire Smile and like so much time has gone by and there are so many things I would have done differently that you can't retcon. It feels like a different era. I guess we could even reboot Dishwasher. It even comes down to how I play games now. I love games where I can create my own customer character and that really came through in Salt. Like Lords of the Fallen, you are just "this one guy and he is a brooding guy." Yeah, I wanna be my own guy. As a gamer that is what I want and as a developer that is what I like to make. That is where I'm at right now so for me the idea of a game where you play as the broody Dishwasher guy just doesn't appeal to me as a gamer anymore. It's not the kind of game that I really play anymore. I don't know; for me it makes more sense to continue in the Salt universe.
MS: Not immediately. It would be nice to finish out the trilogy since it was originally supposed to be one [laughs] but I don't know what kind of time frame that would be in. I guess it depends on how Vampire Smile does on Steam. I guess if it's a crazy hit then we would have a reason to continue it on. I guess that is the good thing if we did a third one years later is that we'd be able to change many of those things. [Laughs in response to James describing Lords of the Fallen] "He is Broody McBroodman. I don't wanna be that guy. I wanna be my own guy." I guess what it comes down to is we make the games we like to play and Dark Souls-likes are what we like to play I guess.
GUG: One of the things I definitely loved about The Dishwasher games and all of your games in general is that in all these different genres that you've done you always find a way to do something new with it. Especially with the Guitar Hero style sequences in Dishwasher which was really new for a metroidvania-like hack'n'slash title. I think that is what was so popular about those games for alot of people and those types of games are actually sort of making a comeback now. I think that is one of the best things about Ska Studios' design is the uniqueness of these elements in your games and how you always manage to make something new out of a genre that can sometimes feel overdone by other developers.
JS: Thanks. And ya know, I think a lot of it simply comes down to what I'm playing. I mean with Dishwasher that was when I lived in an apartment with a bunch of other guys and we all played Rockband like every night. [Laughs] Still I guess it's coming back because there was a big new Rockband booth at PAX. But yeah, I mean it all comes down to what I'm into, what I'm playing. Who knows where ideas come from, right? Yeah, [Divinity] totally does everything that Sword Coast Legends failed to do.
MS: [Laughs] Like, "Lets make use of these plastic instruments again." We've been playing alot of Divinity, that isometric fantasy RPG. It really like scratches the D&D itch and does everything right that Sword Coast Legends tried to do that didn't quite work out. I don't know if we could make an isometric RPG or would want to.
GUG: I know you've talked a bit about your love of games like Divinity and Dark Souls but are there any recent games that have come out that you've really been inspired by or enthralled by that you might take some ideas from for your next project.
JS: Yeah. That's not really applicable for us. At some point, I was like what if you had a game where the way magic works is all elemental combinations. Like poison lightning vs. fire lightning, what's even the difference? [Laughs]. Like, "Ok well poison lightning would make you move slow, so now it's like a slow spell." But it was just like something I did for myself when I was in community college and making like really bad games and you start to pencil out combinations and it's like "These are all just, ridiculous." I just played through the new Deus Ex and every time I play a Deus Ex game I'm like "I wanna make a Deus Ex game!" [Laughs] Deus Ex is just, like, a cyber version of D&D where you have multiple options. "Are you gonna try to talk your way through this? Are you gonna try to sneak your way through this? Are you gonna try to blast your way through this?" Maybe that only works so well in Deus Ex because there are so many grates in the future. Yeah, air vents, not grates. You're like a super sneaky cyber soldier and you just like go through these giant, human sized air vents and they're just wonderful. Right, you wanna rob a bank, there's an air vent. Take down the president? There's an air vent for that. If you look around hard enough you'll always find a really accessible air vent behind a giant vending machine, which you can just pick up and move over and no one seems to do anything about that either. But yeah, I really like the whole RPG problem solving with multiple approaches. I don't know how [a survival horror game from Ska Studios] would work or what that would look like. I would like to do that but I just have no idea how. We have some ideas but we haven't really explored them.
MS: Well, we've been playing alot of Overwatch but I don't really know if that carries over. Not in terms of the type of game it is but maybe what can be gleaned from it like how the different classes interact with each other. Like a rock, paper, scissors game of what kind of class beats another. Finding that perfect synergy [Laughs]. I always like it when skills blend well with each other like when someone casts a tornado and someone casts fire and now you have a fire tornado, or something like that. Those are always fun. So many air vents. [Laughs at James' description of the air vents in Deus Ex] And no one seems to think "Oh, maybe he went into the waist high air vent?" And [the vending machine] doesn't seem to make any noise at all. The idea that we keep coming back to that we have kind of dabbled with but haven't made a full effort on is horror games. We really like Silent Hill 2. It would be really cool to make some kind of survival horror game.
For more information on Ska Studios, both past and present, please visit the developers' website. To purchase either of The Dishwasher titles, or Charlie Murder please follow the purchase links on their site, here.
Damien Chambers
Before I became a Geek Under Grace I was a student of Journalism and have always aspired to write for a gaming and geek culture publication. I am truly blessed to have found an outlet to reach not only thousands of fans, but those who may not have yet found Christ. My favorite genre of games is third-person/sandbox games. I like the freedom that they allow both in gameplay and in scale and they just seem less bland and limited than more linear titles. I still have a soft spot for RPG games but I now enjoy JRPGs far less than I did as a child because they are still basically the exact same as they always were, with a few exceptions of course. I also enjoy playing more tactical third-person multiplayer shooters or first-person shooters that try to shake things up. I absolutely hate games based on WWII or Vietnam as those settings and those types of gameplay have been done to death. Though I am not opposed to a future Assassin's Creed title being set during one of these wars. I also typically tend to stay away from MOBA's as they are notorious for abusive, and generally unsavory online communities. My favorite game of all time is Chrono Trigger, which ironically enough is a JRPG but its one that I consider untouchable in quality. The runner-up for my favorite game of all time would be Star Fox 64.
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redpajama_set_name: RedPajamaCommonCrawl


Now I have to admit, this isn't my idea. I have seen this technique used to turn sticks into wands as party favours on Pinterest and I thought it was amazing! I don't remember seeing it done as a pencil though and I thought it would go great with the Monster Book of Monsters Notebook I showed you how to make yesterday. So all credit to the original idea creator, you are a genius, but here is my take on this idea – the wand pencil!
Use the sand paper to gently sand off any varnish from your pencil. This will help the glue and paint to stick.
Take the hot glue gun and apply layers and blobs of glue to the pencil. You want this to look really random like knobbles of wood! Apply a large amount of glue to the end of the pencil and wind the glue down to taper out an inch or so above the point. Stand the pencil up until the glue has dried.
Once the glue is dry, use the paint brush to apply the black paint all over the pencil and glue. Once this has dried, apply a layer of copper paint. You can be more carefree with this layer as you still want to be able to see some of the black. Lastly apply a thin coat of brown paint, again making sure that some of the black and copper show through. The aim is to get a wood effect with the paint layers.
It's that easy. I love this idea and I can't help but try to find other things in my house I could wand-ify; knives, forks, toothbrushes… (OK, I struggled for other things after those three :D) I will bring magic into my everyday life!


text:
Q: How to select values from two tables in mysql I want to display services table status='A', g1='G1'and add_servicess table g1='G1', type='E' titles.this is mysql query.
$services_sql="SELECT services.id, services.title,services.link,services.link_open,add_services.aid,add_services.tittle
FROM   services
LEFT JOIN add_services
ON  services.status='A' AND services.g1='G1' AND add_services.g1='G1' AND add_services.type='E'
";
$result = db::getInstance()->query($services_sql);
/*** loop over the results ***/
$chklogin_val = $result->rowCount();
foreach($result as $row) {
    if($acc_status=="A") {
        echo '

'.$row["title"].'

 ';
        echo '

'.$row["tittle"].'

 ';
    }
}

but its display same title in 2 times.eg i have column tittle "abc".it's display abc in two times.

A: Shouldn't your query be:
SELECT services.id, services.title, services.link, services.link_open, add_services.aid, add_services.tittle
FROM   services
LEFT JOIN add_services ON  AND services.g1 = add_services.g1 AND
WHERE services.status='A' and add_services.type='E' and services.g1 = 'G1'

A: You can use this query....
SELECT services.id, services.title, services.link, services.link_open, add_services.aid, add_services.tittle
FROM   services
LEFT JOIN add_services ON  services.g1 = add_services.g1 where services.status='A' and add_services.type='E'

redpajama_set_name: RedPajamaStackExchange


text:
Philippa Mingins
News Blogger
Laundrettes, Brexit Beano and the Valentino throw-back mini dress
By Philippa Mingins March 22, 2018
"You spin me right round, baby right round like a record, baby round round round round."
Oh hello there. I'll just turn the radio down. I'm at the laundrette, washing my clothes. Because we're all going to be doing this soon. Using laundrettes that is. They are popping back up everywhere. Perhaps not so much this side of the M25 but nevertheless, this is the future when it comes to washing, according to those in the fashion know.
Not perhaps as we once knew it. Carrier bags full of dirty washing self-consciously flung into big bellied washers, Dot Cotton-esque laundry assistants greeting you with a box of cheap soap suds, fag hanging out of mouth. It's all gone just that little bit chicer.
Hermes have launched a Hermesmatic laundrette service complete with bright orange, Instagrammable, machines specially to launder and service their Hermes silk scarves. Other brands are following suit, with the denim brand American Eagle opening a concept store and free laundry service near New York University for students to bring their washing to and have a beer whilst they wait.
The Japanese laundrette chain Wash and Fold offers a machine specially to wash trainers whilst Powder Laundry in Australia is millennial pink and coin free, washers operated via an app.
There is a green-side to this new trend - the hope that with more people using laundrettes again we will reduce our carbon footprint from indulging in over washing our clothes at home. Others spout that the appeal of the laundrette is about nostalgia and, in this increasingly socially disconnected world, having that human contact again.
Talking of yearning for nostalgia, there's news on Brexit. It appears Prime Minister Theresa May, like many an university student facing a dissertation deadline, works best under immense pressure. Because - despite having to deal with the potential threat of Cold War with Russia and the fallout from the Cambridge Analytica scandal, which has seen Facebook users irrationally deleting their accounts since it was revealed the social networking site had been mined for data - she has only gone and sorted out the Brexit transition period.
Mrs May has, inevitably, been much criticised for her chosen arrangements with the European Union over this curious limbo period between when we officially leave the EU (in March next year) and when we are "free, to do what we want to do", two years after that.
Staunch Brexiteer Nigel Farage has reportedly completely lost his nut, last spotted throwing fish off the back of a boat on the River Thames. The rumour is this is something to do with protest against Britain losing its fishing rights throughout the transition period but that doesn't appear to wash with the many pretty sure Farage has never cared about fish.
In a completely unconnected story, aquarium owners are said to have suffered a mysterious overnight diminishing of stock.
The best thing to come out of Brexit thus far, and the competition has obviously been immense (this reporter jests) is the Brexit Beano comic. This is a frankly genius monthly publication dreamt up and executed by illustrator and author Mike Dicks. Inspired, not just by the much-loved Beano comic of yesteryear, but 1960's children's TV classic Trumpton.
The Brexit comic, which - it gets better - comes in paper form, boasts characters including Reverend May and her Brexit Gang, David "Dealin" Davis and Boris "Captain Brexit" Johnson and also features a familiar, yet slightly altered, roll call to all those who enjoyed the Trumpton TV series the first time round or have had the joy of catching up with it on VHS since.
Instead of Trumpton's infamous "Pugh, Pugh, Barney, McGrew, Cuthbert, Dibble, Grubb", the Brexit Beano refrain runs "May, May, Johnson and Gove, Macron, Merkel, Mogg" - the two May characters reflecting the Prime Minster's shifting position on Brexit.
This reporter declares this is her kind of nostalgia. To celebrate let's don this Valentino dress. It has just the right amount of the 60's mod about it without trying to impose its sovereignty.
Boris Disaggregates the Barney and Rylan Jostles for PM
By Philippa Mingins June 28, 2019
WELCOME to This Reporter's weekly news round-up and this week there has been a concerted effort on This Reporter's part, not to discuss either Boris Johnson or the Tory leadership contest more generally. Let's see how that pans out.
Monday 24th June and Jeremy Hunt is leading the call for his Tory leadership rival Boris Johnson to come clean about the incident with his girlfriend at her London flat on Friday evening. Cabinet ministers, backbenchers and major party donors, not to mention the public, are all expecting Johnson to give some kind of explanation after police were called out by concerned neighbours who heard his girlfriend Carrie Symonds screaming "get off me" and "get out of my flat", accompanied by the sounds of slamming doors and smashing glasses.
Mr Hunt said Mr Johnson needed to show "he can answer difficult questions", before accusing him of appearing willing to "slink through the back door" of No 10 by "pathetica…
Neil Fromage, Scrapping the Sin Tax and Fantastic Arctic Fox
By Philippa Mingins July 05, 2019
Monday 1st July and Labour is calling for an investigation into an anonymous leak to the Times newspaper that Jeremy Corbyn was too frail to be PM. Corbyn's team have refuted the allegation their leader is not "firing on all cylinders", with a spokesperson elaborating: "Jeremy Corbyn is as fit as a fiddle - people 20 years younger struggle to keep up with him". The leak is believed to have come from civil servants who have been accused of undermining democracy.
Tory PM wannabe Jeremy Hunt meanwhile has said he was prepared to look family businesses in the eye and say their sacrifice was worth it, should they go bust as a result of no deal Brexit. These words came as he insisted a no deal would be necessary, if a deal could not be struck by October, to show the world the UK listened to its people.
Accompanied by the sounds of a whale chorus, TV naturalist David Attenborough made a surprise appearance on stage at Glastonbury to thank the crowds for making the fes…
Slugs and snails and puppy-dogs' tails - How we made Boris Johnson
"Beware those men, the jokers and the tricksters and the clowns. They will laugh us into hell" - Years and Years
Monday 17th June and the PM hopefuls took part in a televised debate on Channel 4 on Sunday evening. With the principle objective for Jeremy Hunt, Sajid Javid, Dominic Raab, Michael Gove, and Rory Stewart being, trying to prove more charismatic and interesting than an empty chair, as shoe-in Boris Johnson failed to turn up. It took until after the ad break for Mr Hunt to address the situation, saying: "I just want to say, where is Boris?" Whilst Rory Stewart, speaking of the leadership contest, gave us the profound: "It reminds me...I was trying to cram a whole series of rubbish bags into the...rubbish bin. And my wife said 'you're never going to get those three huge bags of rubbish in'. And I was tempted, like Michael, like Dominic, to say "believe in the bin! Believe in Britain! Right? It's nonsense", and the conspiratoria…
"Wacky Ambassador", #AbolishEton and Snowball the Dancing Cockatoo
Monday 8th July and incoming Prime Minister Boris Johnson has jabbed his whetted finger into the air, like a reverse dipstick, to test the latest mood swing of the nation and decreed this week he would best serve himself by backing a no deal Brexit. So here he goes saying he is going to make Britain "match fit" for a no deal departure "come what may", continuing, he was fed up with people claiming it cannot be done. "I have had enough of being told that we cannot do it - that the sixth biggest economy in the world is not strong enough to run itself and go forward in the world".
Over the weekend more than 30 Tories mumbled, in main part, anonymously, that they would block a no deal Brexit, should it be forced through Parliament. Rory Stewart, who became approximately two-eighths living legend for his earlier show in the PM leadership contest, for truth-saying, has gone a little off method with this more revolutionary idea. He declared he would organise an …
Rudd's resignation, Trump's visit and Kat Von D's indestructible eyeliner
By Philippa Mingins April 30, 2018
You better watch out. You better not cry. Better not pout. I'm telling you why. Donald Trump is coming to town.
More about that later. First, some serious news. (This reporter puts on her most sensible of news reading glasses). The Guardian reports today (Monday) that Amber Rudd has "dramatically" resigned as home secretary after "repeatedly struggling to account for her role in the unjust treatment of Windrush generation migrants."
The documenter of our times continues: "The home secretary was forced to step down after a series of revelations in the Guardian over Windrush culminated in a leak on Friday that appeared to show she was aware of targets for removing illegal migrants from Britain.
"The pressure increased late on Sunday afternoon as the Guardian revealed that in a leaked 2017 letter to Theresa May, Rudd had told the Prime Minister of her intention to increase deportations by 10 per cent - seemingly at odds with her recent denials that she w…


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Info | Cities | Historical | Pilgrimage | Hilstations | Adventure
The Valley of Gods, as the Kullu Valley has come to be known, if perhaps the most delightful region in the Western Himalayas. Situated on the banks of the river Beas, Kullu, the headquarters of the district, serves as a nerve centre of the valley and is the starting place for a number of treks.
Kullu is famous for it's shawls, caps, gudmas, puhla, namdas, patoos and Handicrafts. Akhara bazaar is the best to shop out there. Kullu is best to visit during it's festival of Dussehra. Every year in October, tourists and Indians come for Dussehra, a massive, vibrant festival celebrating the gods of this glorious valley.
For a lavish display of natural scenery, it is one of the principal snow places of the Kullu region. And Manali is at an altitude of beauty and gateway to Dhauli and Spiti.
Shimla or the "Queen of hill stations", as it is often called is one of India's most popular holiday resorts. The capital of Himachal Pradesh, Shimla is named after its patron, Shamla Devi and was a tiny village until it was popularized as a hill resort by the British who established their summer capital here in 1864. Shimla is situated in the north-west Himalayas, Shimla is the capital of Himachal Pradesh. Spread across 12 kms along a ridge that overlooks terraced hillsides and cultivations, Shimla is magnificently robed in dense forests of oak and pine, fur and rhododendron, and it is best to travel here on the slow train from Kalka. Shimla also is a convenient base for variety of adventure sports such as Skiing, Trekking, Fishing and Golfing etc.
Perched on a flat mountain shelf, the town of Chamba is known for its ancient temples and Chaugan - a public promenade. It is one of the oldest princely state and dates back to the sixth century . It is well known for its splendid and beautiful architecture and also has a district headquarters.
Mandi, which means 'market', is quite a good place to break the journey between Shimla and the Kullu Valley - a far better option to stay than Bilaspur. In Mandi, there are some cheap hotels, you will stumble across some of the 81 Hindu temples in the area, and can take a day trip to a nearby lake or two.
At less than 800m above sea level, Mandi is considerably hotter than other regional areas.
Dalhousie, nestling in the outer slopes of Dhaulandhar range, is a excellence hill station. It is known for its bracing climate and picturesque scenery.
Dharamshala stands on a spur of the Dhauladhar range amidst magnificent deodar and pine forests, tea gardens and beautiful hills. It is also known as 'The Lhasa in India'.
Kinnaur, Spiti and Lahaul
Located in the dizzy heights of the Himalayas, with passes that remain closed for six months, Kinnaur, Spiti and Lahaul were till now, a forbidden land. Now this area has been opened for the daring and adventurous who can discover what had been hidden from the world for centuries. From the riotous green of the Sangla Valley- filled with orchards of apricots, peaches, apples and Chilgoza pine forests, to the magnificent desolation of the Hangrang Valley, Mother Nature's portrait is everchanging in Kinnaur. This land lying on the ancient trade route between India and Tibet, ringed by the majestic mountains of the Himalayan and Dhauladhar range is a land of plenty.


So the polish today is NOT from the All Lacquered Up collection, but it is fun nevertheless. Sweet Addiction is somewhat of a creme pastel green, but there is a hint of deeper green that would stop me from saying it is a pastel. Hopefully this makes sense. Despite not necessarily a fall color, I will definitely be wearing this one before Spring pokes its head around the corner again because it is a nice green. Also, application on this one was great in 2 coats.


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Submit Bridal Announcement
Steverson appointed Vice Chair of House Ways & Means Committee
By Tina Campbell Meadows Managing Editor
Tina Campbell
JACKSON • District 4 Rep. Jody Steverson was appointed Vice Chairman of the Mississippi House Ways & Means Committee last week. The Ways & Means Committee plays an important part in funding for infrastructure and local cities, counties, colleges and universities
"I am honored to serve as Vice Chairman of the House Ways & Means Committee alongside my friend and Ways & Means Chairman Trey Lamar," said Steverson. "Thank you to Speaker Philip Gunn for this appointment."
The Ways & Means Committee has jurisdiction over all taxation and other revenue-raising measures for the State of Mississippi. Because the raising of revenue is vital to carrying out governmental operations, such a committee is tasked with finding the ways and means with which to raise that revenue. This committee works very closely with state agencies and local elected officials to address major capital expenditures across the state including at our public colleges and universities. The Ways & Means Committee is also critical to addressing infrastructure in the State.
"I look forward to working with state agency directors, local elected officials, Governor-Elect Tate Reeves and Lt. Governor-Elect Delbert Hosemann to identify funding priorities over these next four years. I'm honored to serve as a member of the Mississippi House of Representatives on behalf of the people of Tippah and Alcorn counties," concluded Steverson.
tina.campbell@journalinc.com
Ways & Means Committee
Jody Steverson
Mississippi House
Governor-elect Delbert Hosemann
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Cloudy skies early, then off and on rain showers overnight. Low 52F. Winds SSE at 10 to 20 mph. Chance of rain 50%..
Cloudy skies early, then off and on rain showers overnight. Low 52F. Winds SSE at 10 to 20 mph. Chance of rain 50%.
County Road closure blocks man from accessing his timberland
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Presidential primary, U.S. Senate and House, and School Board District 1 elections to be held this year
The House returns to session this week
Man who died after high speed chase committed suicide
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Columbia County presents Game Day @ Lady A!
Gates open at 5pm and the show starts at 6pm!
Big & Rich are an American country music duo composed of Big Kenny and John Rich, both of whom are songwriters, vocalists, and guitarists. Big Kenny was formerly a solo artist on Hollywood Records while Rich was a founding member of the country music band Lonestar and later a solo artist for BNA Records.


Beautiful Brick-Stone & Hardiboard Cape Cod in sought after Forest Hills of Western Springs. Four bedroom, four bath open concept with 1st floor bedroom & wood burning fireplace. Beautiful Foyer features Mosaic Tile. Upstairs includes three new bedrooms, master bedroom with vaulted ceiling & a view of your park like yard, walk in closet, luxury Master Bath, & laundry room. Additional bath features artisan tile work and dual vanities. Main level offers over-sized chef's dream kitchen featuring dining area, stainless appliances, Wine Fridge, imported tile , white maple cabinets and granite counter tops. Big addition features large family room with French Doors to a new deck set in your wooded backyard retreat. New garage highlights the exterior. Finished basement perfect for entertaining with huge Rec room & additional bath & gas fireplace. All NEW, plumbing, electrical,dual zone HVAC, roof, windows provides like new construction. Welcome Home!