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Pikmin ~Seed 1~ Introducing the Gamecube, Miyamoto's Habits, and Reveries
My college work schedule is finally winding down..time to get this thing started!
It is 2001.
The next generation of video games had begun to seep in. Sega's Dreamcast, the first combatant, was announced to be discontinued. Famously known to the gaming masses as Nintendo's ultimate rival, Sega was doomed thanks to its practices of pouring money into ill-fated console peripherals and failed hardware launches, and the once mighty company was relegated into a third-party developer. Sony had launched its Playstation 2 the year before, and the system wasted no time in breaking sales records. Microsoft, new to the gaming world, was preparing its entry into the sixth video game generation with its Xbox, stated to be the most powerful system the world had ever seen.
On the Nintendo side, things were looking up. The Nintendo 64 was breathing its last, but not before releasing its swan songs in the form of the innovative, lively Paper Mario, and the shocking Conker's Bad Fur Day. The Game Boy Color was still selling steadily thanks to the explosive success of Pokemon Gold and Silver, and was set to enjoy one more year of popularity. The Game Boy Advance, its successor, was slated for a summer release complete with remastered ports of classics Super Mario Bros. 2 and Rayman.
And then you had, of course, the Gamecube console. Nintendo's main combatant.
This writer recalls very little of what Sony and Microsoft had presented the E3 Expo during that year, as he was quite occupied with what Nintendo had to show off. Luigi's Mansion had been designated as the launch title for the Gamecube, symbolizing Luigi's big break in a starring role. Metroid Prime was to revive the legendary Metroid franchise with a first-person perspective, a decision that had mixed, yet passionate reactions from the fanbase. Star Fox Adventures was to ground the Star Fox team for land-based combat on Dinosaur Planet, and at the time was a graphical marvel. Third party content such as Star Wars: Rogue Squadron 2 impressed the media, but the biggest surprise came with the announcement of Sega developing for the Gamecube platform with a new title in the form of Super Monkey Ball and a port of the Dreamcast's Sonic Adventure 2.
A favorite memory, and what will always be the main star of the expo in many ways for yours truly, was the announcement of Super Smash Bros. Melee. Trailers and screenshots depicted Nintendo's all-star cast, characters who I had grown to know and love for the past three years, in 128-bit glory and ready to throw down with each other. My fanboy senses were stroked with each piece of news, rumors, and screenshot. I was flipping out as my mind went wild with possibilities of new characters, modes, and levels. Who would be in? When would it come out? Whatever the case, I was sure I had found the equivalent of the Messiah in my life.
Man, I just had a total nostalgia bomb.
Then we had this.
My thoughts were synonymous with the rest of the gaming populace: What in the world was this?
Shigeru Miyamoto, the man responsible for Super Mario Bros. and The Legend of Zelda, is acclaimed and hailed as a genius by gamers everywhere for not just his vital contributions to the video game industry, but for his signature ability to think outside the box (a technique that some might suspect is second nature for him). Who would have, for instance, deduced that the most successful video game character would be a plumber who wields superhuman strength and fire magic, yet possesses an affable, friendly outlook on life? Innovation and creativity are without a doubt Mr. Miyamoto's most enduring attributes, and is the exact reason as to why Nintendo games don't just appeal thanks to their strong gameplay, but for their abundant artistry which fuels the imagination.
Perhaps his greatest strength, however, stems from his desire is to always make sure his games are comfortable and accessible to every facet of the gaming culture. The entire structure of Super Mario Bros., for example, was tailor-made to the budding game market. While the game was still incredibly hard, the mechanics found in the first set of levels made sure the player could easily figure out what was going on and always made sure they could spring right back after a Game Over. Thanks to these two elements, the man can seemingly get away with any game he wants.
It should not come as a surprise, then, that many of his creations were born from his hobbies.
During his transition to the expanded market, Nintendo fans have picked up an amusing pattern of our whimsical developer. His famed explorations into forests and mountains as a child served as the inspiration for The Legend of Zelda. After welcoming a dog into his family and taking the Sheepland to training classes, he pondered the idea of an interactive puppy simulator. The end result was 2005's Nintendogs on the DS. While taking part in his family's effort to get healthier, he came up with the concept of the smash-hit Wii Fit while standing on his scale, curious about how he could include health control into a video game. Even his familiarity with the guitar led to the controversial release of Wii Music.
While gardening, he came up with the concept of Pikmin.
Without a doubt the big oddity of E3 2001, the outlandish concept of Pikmin befuddled journalists and gamers alike. The game's scenario involved an astronaut who, upon crash landing on a distant planet, enlists the help of mysterious plant creatures he dubs Pikmin to help him repair his rocket ship. The game was set to be in the Real-Time Strategy genre, a type of video game in which you control your troops all at once to utilize them immediately; as opposed to your normal strategy game, in which you intricately plan out each and every one of your moves, unit by unit. It was something people never expected from the Big N, but journalists who played the game's demos at E3 were delighted to find that the game oozed with Miyamoto's creative style, and while some didn't find it to be their cup of tea, many still gushed about his latest masterpiece.
Gamers watching the events unfold at home, however, weren't sure how to percept this new title. Bizarre concept aside, it was surreal to learn this title had originated from the noggin of Mr. Miyamoto himself. While he had supervised franchises such as Kirby, Star Fox, and F-Zero, gamers had long since associated him with Super Mario Bros., The Legend of Zelda, and Donkey Kong. The game that had made him famous. Games that were permanently ingrained into Nintendo fans' minds as being on the top of the gaming pyramid. The games that were Nintendo.
And now you had a new game to contend with.
Many were split on this new title. Convinced that Miyamoto's killer app for the Gamecube was a cutesy flower game, embittered Nintendo fans foresaw Pikmin as further distinguishing Nintendo's then-unfortunate status as being a "kiddie" company. Others were more open to the title, delighted that Nintendo was branching out to new ideas instead of relying on their usual brand of tricks. Then you had those who simply shrugged the title off, looking forward to the shiny sequels for Smash Bros., Star Fox, and Metroid.
Being an exuberant nine year old boy, I was, of course, the last one.
But then came a trailer contained with Luigi's Mansion.
This is the Gamecube.
I remember many, many things about this console. A lot of these things are negative. I remember gaming sites criticizing the "gaming drought" (or lack of games) between the port of Sonic Adventure 2 and Nintendo's release of Super Mario Sunshine between the months of February and August 2002. I remember even the most loyal of Nintendo's fans bashing every one of Nintendo's releases, including said Super Mario Sunshine, Zelda: The Wind Waker, and Donkey Kong: Jungle Beat. I vividly recall Xbox fanboys labeling the system as for kids and I got pissed off over that label a lot. People loved to hate on the console, and they were right about one thing: Nintendo's business strategies for the console didn't work, and it ended taking third place in the sixth video game generation.
But I didn't care.
I possess so many more precious memories of the Gamecube than I do of ill ones. I remember waking up to find my mom had already purchased it from Target. I remember my brother watching me play Luigi's Mansion with interest, asking me if it was better than Goldeneye. I remember worshiping Super Smash Bros. Melee for two years straight and the same was true for the entire population of the internet. I remember me and my friend Josh being obsessed over Sonic Adventure 2, especially with the game's Chao Garden. I remember diving into the euphoria of Pikmin's detailed environments, bringing a warm, nostalgic fuzz in my heart that I shared with only Nintendo games. I remember playing Super Mario Sunshine in New York City a week before the game launched. I remember hosting three towns at once in Animal Crossing, a feat that only served to showcase my absolute adoration for the game. I remember my mom playing Animal Crossing and Super Monkey Ball 2. I remember grasping the feeling of being a legendary explorer, exploring the ancient crevasses of Zelda: The Wind Waker and finally managing to fall in love with the fabled franchise. I remember trying to complete all of the missions in Kirby Air Ride, screwing over my friends in multiplayer mode as I did so. I remember laughing my head off playing Paper Mario: The Thousand Year Door, marveling at just how much the game touched me on an emotional level.
I remember the Gamecube itself. I remember worrying about how I was going to play with that funky controller, but was instead astounded at how comfortable it felt. I remember waking up every morning and the system was the very first thing I saw every day. The thing of the future was sitting on my bureau, a fact I thought I would never be able to get over. I would make my way over to the purple cube and caress it, staring in wonder at its compact size. I would press a button and the lid would pop open. To this day, it is the only system I know that has a smell.
In terms of sales and numbers, the Gamecube was the loser of the sixth console generation. It was anything but, however, in terms of innovation. The Playstation 2 and the Xbox made their point with guns, vulgarity, your typical RPGs, and football; all which had immense appeal to the American market. The Gamecube didn't follow with conformity. It brought Mario a water jetpack, it turned the world of Legend of Zelda into a breathing cartoon, it made us see through the visor of Samus Aran, and it grounded the Star Fox team. We rolled eggs, explored Wario's plunge into insanity, stared with awe as Sonic the Hedgehog became a common staple on Nintendo consoles, leaped into the movie screen and became a superhero, made plant creatures perform our every bidding, placed two racers on a go-kart, migrated into the forest with talking animals, and yes, even played with monkeys in balls.
Nintendo made a lot of mistakes with the Gamecube, and this was obvious even when I was a preteen. But it didn't matter. I loved the Gamecube not just because it was manufactured in the name of my favorite brand, but because everything on it was just so different than everything else. The system may have lacked DVD playback and a genuine online structure, but being enveloped into the beautiful, creative realm of Nintendo's outpour of innovation made those complaints essentially worthless. My huge respect for Nintendo hails from the fact they're not afraid to deviate from the norm, for better or for worse, and that's why I stand by them no matter how many mistakes they make.
There are an abundance of things I associate with the Gamecube. I could tell you what my favorite cartoons were. My favorite school memories. What I did with my friends. What I read in both books and on the internet. The stories I had created. The websites I had visited. My vacations. Even my favorite internet memes. The Gamecube represents so much to me that I could probably write an essay on it, but I only have room for one thing.
With the Gamecube, I remember childhood. And that is why it is my second favorite Nintendo console.
I wasn't too interested in Pikmin.
My exposure to the content from E3 2001 was thanks to a webpage known as Nintendojo, and I was focused on initiating a salivating assault upon the screenshots and trailers for Super Smash Bros. Melee. I was too accustomed to taking in monthly news of video games thanks to magazines such as Nintendo Power and Electronic Gaming Monthly, but I suddenly had the latest news of Nintendo at my fingertips. It was during the midst of my Melee frenzy that I came across the title Pikmin. I thought the site editors had misspelled "Pokemon," but nope, it was a new game.
I took a brief stroll through the plethora of screenshots provided and thought the game looked mildly interesting, but the captivating allure of Melee and Star Fox Adventures made me forget about the quirky title, and traveled back to the frustration of making those Melee images load.
It is November 2001. The Gamecube had just launched and I was making my way through Luigi's Mansion. The game held me captive without a moment's rest and I took in the essence of the Gamecube, exploring every square inch of the game and the console's features. It was about when I was arriving at the game's end when I took a troll through the option menu that I found a trailer for Pikmin.
I was spellbound.
In print, the concept of amassing an army of aliens while fighting for survival against carnivorous creatures wasn't too engaging in print, but seeing Pikmin in action was a different story. The vibrancy and animation of the creatures and characters showcased were unlike anything I had ever seen before. And the setting...never before had I been blown over by how beautiful a video game had looked, and proved to be a powerful moment as just how far video games had come in terms of graphical prowess. And that music...
I watched that trailer over and over without pause, falling deeper and deeper in love with this mysterious oddball.
It was so new.
What had originally been born as a mild curiosity was transformed into a passionate craving. I needed this. On Christmas, my wish was fulfilled.
Pikmin has become one of the defining staples in my experiences with the Gamecube. In terms of creativity and the innovation I had long since associated with the console, nothing ever matched the eccentric, artistic levels experienced in this one game and its 2004 sequel, Pikmin 2. When considering Miyamoto's goals, it's clear the game's strategic gameplay is not nearly as accessible as a simple game of Donkey Kong and Wii Fit. But it doesn't matter. Much like Super Mario Bros., Pikmin is special in that it's flexible enough to be played however you want to . The game's structure, time limit, attributes, and goals all mesh into one game that, with practice, anyone can play by their own rules.
But Pikmin granted me a gift even more special that that.
When I first received the game, it was around that time that two special elements were born within me that eventually grew into my defining backbones for playing video games. One, as I've already introduced in my Kirby's Adventure Dreams, was nostalgia.
"As I began to explore more of Nintendo's history, whether it was indulging myself in Earthbound or visiting websites such as Nintendo Land, something strange was happening. The more I read about these famous games that I hadn't played, their impact and legacy became known to me. Whenever people would lovingly recall what they loved most about Super Mario Bros. 3 or Kirby Super Star, I could feel as if I right there in the early 1990s, sitting down and playing Super Nintendo, watching Doug, and reading comic books. I was feeling nostalgia from other people's perspectives...feeling nostalgia for games I had never played. For times I never experienced or lived in."
Its counterpart was just as special, and central to my experience with Pikmin.
"While to this day I still have not been able to find a name for it yet, on a retrospective scale it's virtually synonymous with nostalgia. When taken into consideration the wild imagination of a growing child, it wasn't long before I began absorbing the very world of the games I was indulging myself in. The wide, open worlds of Super Mario, Zelda, and Kirby enveloped me immediately with their combination of lively characters, engaging musical scores, and beautiful backgrounds that only gave a hint of the supposed paradise my idols lived in.
When I remember my childhood, I tend to relive in the feelings I had felt while experiencing my hobbies. I still recall the soaring reverie of playing a Kirby game, soaking in the beautiful atmosphere, whether it was rolling fields filled with flowers or beautiful carnival atmospheres with auroras hanging in the sky. When exploring the cave levels in Super Mario 64 or the aquatic preservation of Hyrule Castle in Zelda: The Wind Waker, I felt as if I was a solitary archaeologist, discovering the world's greatest long-lost treasures and somehow living to tell the tale. When I played Earthbound, I was reminded of an earlier urban culture long lost, complete with the eccentric townspeople, hidden treehouses, and quaint houses found only in books and cartoons. I took the atmosphere of every Nintendo game I had played and created mental simulations of them in my mind, reveling in the beauty of the worlds I had visited."
It was a form of special daydream that I cherished so much. I would stare into the open forests and oceans of Pikmin, feeling as if I was exploring a whole new world separate from mine. I still feel it. It's not as strong from when I was a child, but I still feel it. It was around the very same time that Melee and the Super Nintendo's Earthbound and Kirby Super Star also contributed their own versions of these reveries. But for Pikmin, it was the core experience. It's something I can't really imagine the game without, and to me will always be central component of the game itself.
This is something I've wanted to discuss ever since I've started the blog.
For my Pikmin Seeds, these will be my goals.
-Going over how well Pikmin works with its creative gameplay structure, despite being short.
-Explaining just WHAT those aforementioned reveries are, how they were essential to my experience with the game and how they still make an impact on me today.
-how friggin adorable those Pikmin are.
-To be finished by either the end of May or (very) early June. Expect seven or eight posts.
Man, do I want Pikmin 3 already.
So, a couple of announcements.
-You won't be seeing Pikmin again for a week or two. I'd like to get all school-related work out of the way (college ends on May 9th) so I can concentrate entirely on this. To make up for it, though, the next post will be a new "Games I've Been Playing" involving Pilotwings Resort and Street Fighter VI!
-I did mention a new feature would be arriving this month, but unfortunately it'll have to be put on hold. Unfortunately, the tsunami of work that swamped me last month left me unable to get it off the ground and of the future posts I had in mind, it was the only one I could halt. It's not quite dead, however, and I do have some plans for it in mind. I'll give you a shout when it happens!
Seeya in week or two.
Posted by Anthony at Tuesday, April 26, 2011 1 comment:
Pokemon White: Impressions
It's funny. As pivotal as Pokemon was in my youth, it's the one franchise I now share a strained relationship with. The endless, pointless parade of spin-offs after Pokemon Ruby and Sapphire still haunt my memory, and I'm of the opinion that Diamond and Pearl were rather dull. As you can guess, my thoughts aren't too popular with the contemporary Pokemon crowd. But hey, at least I'm not one of the posers who ditched the franchise after the original fad ended, mirite?
In any case, when info began trickling in for Pokemon Black and White, I found myself becoming gradually mixed. On one hand, the graphical enhancements and the exciting additions to the gameplay (three against three battles? Yowza!) had me pumped for a refreshed Pokemon experience. On the other hand, however, there was the most intimidating deterrent: The new Pokemon designs. While I initially approved of Zoroark and the new starter trio, the immediate flood that followed almost had me vomit in disbelief. What was up with the gears? Can I really take that giant garbage bag seriously? Sweet Jesus Christ, did they seriously just take a ball of lint and add wings to it?
Needless to say, I crossed off the new games as a lost cause. Could I simply ignore the designs and just have fun playing the game? Perhaps a true gem lies under the bland look of Zelda: Skyward Sword, but a different story lies in the essence of Pokemon. The creatures are the game. The silent bonds you forge with the creatures you capture and train, whether they're small or frightening or cool or adorably squishy, are what makes Pokemon, well, Pokemon. How on earth could I forge a bond with that?
Still, my dormant, yet terminal diagnosis of Pokefever once again nipped at me from within, and in the end I succumbed to the hype. While it would add on to the stress of managing several games (I recently obtained a Playstation 3) and schoolwork, what sort of Nintendo fanboy would I be to deny my childhood love another chance? It was fate. Plus, hey, who can say no to Amazon.com credit on future purchases?
I've been playing Pokemon White over the past month. Thanks to my mountain of school work, I'm only just training to defeat the Elite Four (for those not in the know: the customary end bosses at the end of every Pokemon game). But playing it I have been, and...I'm...
...I'm enjoying it.
No, I love it!
It's truly something magically finally enjoying a new Pokemon game. Yes, I adored last year's Soul Silver, but that was only a remake. This is a completely new Pokemon title, and I'm loving it!!! It feels so good to say out loud and express it in writing! I love a new Pokemon game!!! And the game feels...fresh! Invigorating! Absorbing! All Pokemon-related emotions I thought had been tossed away long ago.
Where should I start?
One of the things I felt Diamond and Pearl took a big step back in was the world map. To this day, the number one reason why I feel Ruby and Sapphire were the pinnacle of the series was because of the sheer amount of variety that Hoenn provided. You didn't just have towns, fields, caves, forests, and an ocean. You had rainforests! And volcanoes! And a desert! And underwater fields! And a sunken ship! And ancient ruins! It was as if I was exploring the African wilderness, which gave Pokemon a brand new, more realistic feel. Hardly of this was present in Diamond/Pearl, and it only reverted back into the town/field/dungeon pattern of the first two Pokemon generations. The environment just didn't suck you in.
Is Black and White absorbing in the same sense? Not quite as much, but it beats out Diamond/Pearl in more ways than one. The folks at Game Freak have clearly taken full advantage of the DS's graphical prowess, as the aesthetic presentations you'll experience are impressive. Many of the towns feel much larger and not quite as compact as in previous titles, so it no longer feels like you're exploring a ghetto town. Perhaps most awe-inducing is the dynamic camera, which is the big key to the three-dimensional focus of Castelia City (pictured above). It's a big step forward for the franchise in terms of both upgrading to the next generation and distilling my pesky suspension of belief (I've always wondered why the residents never have anything in their houses).
Pokemon White also introduces a nifty seasonal system, in which the game changes seasons once a month. Since there hasn't been much of a change in the routes/strips of wilderness you'll be exploring, it serves as a way to shake things up not just aesthetically, but it can also effect the terrain as well (as in, say, sliding on now-frozen lakes). Many familiar elements also return, such as the deserts and water currents found in the Hoenn region of Ruby and Sapphire. Just like those titles, all of these areas have their own niches that I can't wait to explore once I'm finished with the main quest (Hellloooo surfing!). Of course, the biggest new feature to your road trip are the abundance of bridges you'll be cross, most notably of which is the Sky Arrow Bridge. The camera works its magic once again in treating the player to an awe-inducing view (it'll blow your mind the first time you cross it).
Much ado has been made regarding the storyline found in Black and White, which take a more mature, personal approach in handling the world of Pokemon. This time, the games tackle the big question we've always been asking: Are we treating our Pokemon the right way? Some believe we simply catch them, taking them away from their homes and train them just so we can use them as our tools and not as our friends. Team Plasma, the game's antagonist, preaches to the denizens of Unova of the plight regarding their Pokemon, and causes numerous sensations thanks to their ground-breaking schemes.
Pokemon White doesn't make an overt attempt to let the player decide who's right or wrong in the debate (despite their sympathy towards the critters, Team Plasma has no qualms stealing other people's Pokemon for their ideals). Not that this is a knock against this particular plot, but I've never been able to take the storyline of Pokemon as seriously as, say, your typical Legend of Zelda or Fire Emblem. On the other hand, though, I'm glad that Game Freak not only took the initiative to talk about such a controversial subject, but didn't try to dumb it down for a younger audience or get preachy. This is also aided by the presence of Bianca and Cheren, two childhood friends of the player who's individual goals and bonds of friendship add a warmth I've never quite felt from a Pokemon game before. I'm interested in seeing how this story ends.
And then you have deal breaker: The Pokemon themselves. It goes without saying that, for the most part, I take back what I initially believed about the designs. It really is strange how most of the ones that weirded me out somehow grew on me after a while, and upon reviewing the Pokedex lists online, you actually have some really awesome designs here. A double-bladed dragon with a long neck? Check. A huge robotic sentinel made of stone? Check. An oversized killer centipede? Check. A badger with steel claws? Check. I've come to realize that you can categorize Pokemon in three types: Cute, Silly, and Cool. And for this generation, Pokemon White provides a very healthy selection of "cool" Pokemon that I can't wait to check out once I beat the main game (I do all the extra stuff afterwards).
However, it falters with the silly category. While it goes without saying that we've always had goofy Pokemon (Mr. Mime, Spoink, Smeargle, Jynx, Nosepass, and Loudred being the most prominent examples), the problem here is that the goofy Pokemon present in White are a little..too goofy. I think the underlying factor here is previous goofy Pokemon worked because while they may have had the attitude of a jester, their charm was undoubtedly infectious and grew on you immediately. The same can't be said for most of the doofs here (most notably the Ice Cream guys, several of the legendaries, and Crustle), and while it's obvious that the designers had fun making them, they don't really exude a Pokemon vibe and as a result I cannot take them seriously. As for the ones I had specifically mentioned early in the review...I've made my peace with Woobat and Garbodor, but sweet Jesus Christ those gears are painful to look out. It doesn't help that not only did I have to traverse a cave with them as the MAIN POPULATION, but its evolutions are so lazy and nonsensical that it's a wonder they got past the drawing board process (a potential factor to discuss in my review? Hmm..).
Can't be helped, I guess.
...so who's on my team? The De Facto leader of my team. Originally the Snivy I had chosen at the beginning of the game, this beautiful Serperior was born with the abnormal defect of forever holding a smug look on its scaly face. However, he began to take note of his delight in defeating his opponents while sending them off with the said smug look, and began to treasure it as a natural element of his gorgeous body. A trickster, he delights in using Leech Seed to slowly suck away the opponent's HP while using Coil to boost his Attack and Defense, shielding himself as he hacks away at their health with Leaf Blade and Giga Drain. All the while, his smug demeanor succeeds in pissing off his opponents. ...which is how I gave him the name of Smugbob. It's my first time picking a Grass starter. It's pretty difficult. The badass of my team. Gurdurr (Of who I have given the name of Ryu) smashes his foes with his giant STEEL BEAM, which in my imagination happens when he uses Cross Chop. His nature specializes in Defense, so he's pretty sturdy. If I trade him to another friend's game, he can evolve into Conkeldurr. WAITING ON YOU KENNETH This giant puppy just so happens to be one of the reasons why I was initially apprehensive about purchasing this game. I mean, I love goofy designs as much as the next guy, but his giant mustache rendered him rather out of place when juxtaposed with older Pokemon. Then again, I suppose one could make the same argument with Lickitung and Nosepass. Still, his goofy facial features grew on me and Stoutland (who I have named Tugger after my friend's dog) is now a valuable member of my team. I'd like to improve his moveset though...something tells me Earthquake would come in handy. When I was eleven, I probably would have flipped out if I found out a future Pokemon entry was going to have elemental monkeys, so I guess that's why I've inducted Simipour into my team. Despite his horrid defense, he sweeps the competition away with his Water attacks (feel dat Surf!).
I've named him Calvin after the comic strip Calvin and Hobbes. I suppose Simisear would've been a better choice given his fiery nature, but that's just the way the cookie crumbles. Ah, now here's an example of a new awesome Pokemon I initially overlooked! Upon discovering Sandile, I was interested in the prospect of a ground crocodile, so I checked out his future evolutions and liked what I saw immediately. Now he's a big, scary Krookodile...and he's half Dark type! He's especially intimidating with the Moxie ability, which raises his Attack power every time he defeats an opponent. ...he seems to go down easily though. Ever since Ruby, I've found it necessary to induct a tiny mascot member of my team. For Ruby, it was the bouncy Spoink. For Diamond, it was Pachirisu, an electric squirrel. For White, it's Emolga, the electric FLYING SQURRIEL. Believe me, this little scamp wasn't easy to find, but it's totally worth it. He's surprisingly effective if he can dodge his attacks, and his Acrobactics move, which doubles its power if he isn't holding an item, is fun stuff.
Pretty neat, huh?
There's much more I'd like to go over, but I'm afraid I'd end up wasting material I could be using in my review. Plus, not every feature of the game is avaliable until the online update tomorrow. So yeah, while I diiiiiiid say I'd write a review the month after a game comes out, I think I'll need a bit more time to fully digest everything in this little game card before I can write my inevitably humongous review. Expect it by mid-May!
Seeya then.
In other news, I've been listening to this nonstop for the last three days.
It's so weird. I never even played Super Mario Kart all that much and here I am drowning myself into this haunting, euphoric remix of the Rainbow Road song. I just feel like..this one remix defines everything I've ever been through when it comes to Nintendo, and it just takes me back to the days of Super Mario World and Mario Kart 64.
I'll never abandon this hobby. For as long as I live.
Posted by Anthony at Tuesday, April 12, 2011 2 comments:
Nintendo 3DS: Impressions
Not an April Fool's joke...I'm finally back!
I came.
I saw.
And I...am partway to conquering.
What did I arrive at? A new chapter of video gaming. What did I see? I've witnessed an entirely new form of playing games. What have I only begun to conquer? Comprehension.
Setting the pretentious fluff aside, it's obvious as to what has occurred. The Nintendo 3DS has arrived.
It's strange how my anticipation for video games work now. When I was a child, I would bounce off the walls without pause, eager to ravage my latest game. Now? I simply wait in silent patience, secretly daydreaming of the games of the future. Despite being an exuberant person, my enthusiasm has dulled as my youth came to end, as I now percept games at a blunt value. My love for video games, however, has never dwindled.
And that was how I woke up on Sunday morning, realizing I could not wait any longer. These days, it always seems to be the day before (or in this case, the day on) that I get excited for a new video game experience. I suppose this was born after having a dream on Friday, in which I was playing a port of Zelda: The Wind Waker on the 3DS. I didn't care what the bitter crowd on the internet thought of the console. I needed this new system, and I needed it now.
It's now been about five days. I suppose it's time for some impressions.
I'll just come out and say it: The 3DS is amazing. While I wasn't skeptical regarding its promised achievements, I'm sure most of the more cynical Nintendo fans out there (i.e. what makes up 99.8% of the current fanbase) weren't convinced. I mean, seeing a three-dimensional effect popping out of the system without the contemporary method of glasses? A load of baloney, some would say. But yet, it works! And best of all, it sucks you in the moment it begins a countdown to its first display of 3D.
How does it work, though? Well, after playing it all week, I've found that there's numerous versions of the 3D effect that span throughout the console's games and built-in system modes. Let's explore our first example with one of the system's launch titles: Pilotwings Resort. It's difficult to describe my experience with the game, as the serene nature of the title clashes with its eye-grabbing detail. Pilotwings Resort is a title that takes place on Wuhu Island (a location previously explored in Wii Sports Resort and Wii Fit) and has the player, who is in control of their customized Mii avatar, fly around the island via planes, jetpacks, and hand gliders.
The game is fun by itself, but what amplifies its potential is the 3D effect. While most of game's content doesn't pop out at you, you'll notice that your character and his/her vehicles of choice are much more vibrant and expressive than they would be with the effect turned off, and it's as if they're slowly coming out of the screen! It's amazing how I'll slowly cruise around the island with a handglider, and yet my eyes my focus on the character's legs, which dangle just about an inch off the screen. Call it a gimmick all you want, but I believe it's an engaging method of absorbing you further into the game. I even tried to touch the characters to make sure they weren't alive!
Many online critics have said that launch games for the system aren't the best example of the 3D effect, and they're probably right. While we'll no doubt see some amazing displays from upcoming titles such as Kid Icarus: Uprising and the Metal Gear Solid 3 port, you would be surprised to learn that the best 3D effects come from the wealth of options offered in the 3DS hub, which leads us to example two: The Augmented Reality Cards (or AR cards, for short). These cards, which come with the system, are embedded with a special code that reacts to the 3DS' camera. Once activated, the cards spring to life through the camera!
Lemme tell you, it's surreal to see some of my favorite characters on top of my furniture. What makes this so engaging is that not only can you change their sizes, but each character has several sets of poses, such as Mario assuming his Mario Galaxy flight pose and the Pikmin carrying a number pellet. Despite some limitations, there's an endless amount of possibilities to set up the characters, and I'm having an awesome time making them take group photos and interacting with my Nintendo stuffed animals. I sense a Facebook album coming...!
Also, I get the nostalgic fuzzies whenever I hear the Kirby's Adventure sound effect when Kirby pops out of his card.
So how does the 3D work here? While there are a couple of cool effects (Watch out for Samus' beam cannon), the Archery mode is where it's at. The camera succeeds in tricking the player that the archery playground has more depth then it really has, as it forces you to angle the system around to succeed. Impressive stuff! The only downside? There's not a lot of variety after the first time. Here's to hoping for DLC, Nintendo!
Speaking of game modes, I'm surprised at how much there is to do with the system itself. Frustrated that the online store isn't avaliable yet? You'll forget about that instantly the moment the system opens up with a hub of various modes that exploit the system's 3D capabilities. The camera, music player, AR Mode, Mii Plaza, and Street Pass are all avaliable out of the box, and several have garnered extensive playtime from me.
I'm impressed by the music player in particular. Believe it or not, the 3DS comes with its own SD card, so you can install your favorite songs on it right away. The music player has a ton of options to fool around with, such as several sets of percussion buttons, which include a guy yelling and animal noises. You can also alter the music currently playing with effects such as echoing (great for orchestras) and radio (complete with crackling!)
And the visualizers! I've only really been exposed to the usual set from Windows Media Player, but these are just outstanding! They range from a retro space shooting simulator to a Game and Watch styled soccer game, and what truly makes them stand out is their interactivity. For example, in the space shooting sim, pressing the percussion button will make it shoot at floating tiles! Some of them even react to the music playing, such as a homage to Excitebike, where the ramps and bumps form depending on the intensity of the track played. And yes, the 3D effect is there the whole time (check out the Space Shooter/Stair Climbing ones!) While the sound quality doesn't quite nab the caliber as, say, an iPod, the features included make it well worth a listen.
Just like the original DS' Pictochat, the 3DS contains a built-in minigame by the name of Face Raiders. It works like this: You take a picture of someone's face, and suddenly that face equips a diabolical flying helmet and attacks you with multiple versions of itself...in 3D! How do you fight back? By shooting balls smack dab in their face. It's a simple concept, but the absurdity of the execution makes it far more amusing than it should be.
What enhances the experience is the 3DS' camera, which records where you are and imprints that location for the game. For example, if you're playing the game in your house, it will be the real-time background for the assault! It's awesome pretending your home is under attack by an evil version of your psychologist, which is aided by constant explosions ripping holes into the space-time continuum. Dad, if you're reading this...you're next!
An interesting feature is promised in the form of Street Pass, which is entwined with both the system and several of its games. Let's say you're at the mall and you have the mode turned on in your 3DS. Even if your system is closed, if you walk pass another user's 3DS, you'll receive some of their data. For example, you can acquire a Mii, a puzzle piece, or even a challenge in Street Fighter! Unfortunately, I haven't encountered anyone yet, so I'm planning on making a trip to the mall soon!
So...I guess I should mention the backwards capability on the system. That is, playing your old DS games on the new system. Complaints regarding blurriness of the screen and long load times have popped up, but it doesn't seem to be a big deal. I tested out Pokemon White on the system and while the character sprites are indeed blurred, I actually enjoy it more thanks to the wider screen and broader sound! And..my god! Mario Kart DS! Fans of the game have to try it out on here, as the game looks way more crisp and runs at an incredible fluidity on the 3DS! I'm planning on trying out some other DS titles to see how they've handled the transition.
While I would like to do a full review of the 3DS, the absence of certain modes would leave it a little bare-boned. As such, I'll make up for this by penning a dual-review of Pilotwings Resort and Super Street Fighter IV at the end of this month. Look forward to it!!
A little shorter than I planned it to be, but I hope the dual review will make up for it! Expect Pokemon White in a few days.
Posted by Anthony at Friday, April 01, 2011 No comments:
Pikmin ~Seed 1~ Introducing the Gamecube, Miyamoto...


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After a hoot of a time on Mt Mundoonen Al VK1RX and I moved to Bowning Hill VK2/ST-042. Did I consider the possibilities of continuing the QSO with Jim VK3II on 2m SSB over 507 km, no I didn't. Did I consider completing a third short QSO on 2m SSB with Bernard VK3AV over 430 km yes I did.
For directions to this summit see my post SOTA Activation – Bowning Hill 10 March 2014. The ascent to the summit is 209 metres over 1.9 km taking 35 minutes. On this occasion Al VK1RX had sought permission from the land owner to drive to the summit.
Al set up his HF station 10 metres north of the Trig and I set up the 2m and 70cm antennas a few metres west of the Trig with a clear outlook south-east towards Canberra and south-west towards Melbourne.
Summit to Summit contact on 70cm. I hadn't paid any attention to SOTAWatch for updates to VK1 and nearby VK2 alerts. To my surprise Paul VK1ATP was activating South Black Range VK2/ST-006 and called in at 23:58 for S2S on 432 MHz over 100 km or 62 miles. Thanks Paul, great to make the 70cm S2S contact, for the life on me I can't figure out why we didn't follow-up with a second S2S after UTC change?
Without the aid of aircraft enhancement, Jim VK3II answered a 'CQ South-West' call and as we did at Mt Mundoonen the conversation with Jim continued for 15 minutes, yes 15 minutes on 2m SSB over 504 km, amazing. Jim's signal was steady at 5-5 throughout the QSO, no signs of AE or multi-path propagation. Later in the session Michael VK3KH at QF21MT Mornington Peninsula, joined the list of callers for a short QSO over 506 km, my first VHF Dx contact with Michael, thanks. To finish off the 2m Dx session Gordon VK3EJ at Cobram 316 km called in with a 5-8 signal.
That's a pretty impressive distance on 2M.
At my operating power levels and SSB mode, I suspect the practical limit of AE will be in the 500 to 600 km range.
I would love to make a long distance VHF/UHF QSO along a tropo duct.


Nick is an intern in the Policy Department at the DC office. He goes to school at the University of Illinois at Urbana-Champaign where he is double majoring in History and Political Science. With minors in Global Markets and Society and Informatics, Nick plans to graduate in the Spring of 2020.


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HomeNewsFour-day holiday market returning to Huntsville for second year
Four-day holiday market returning to Huntsville for second year
By Martin Halek
Friday Nov. 18th, 2022
Downtown Huntsville in late November (Photo taken by Martin Halek)
A month before the holidays, the Downtown Huntsville BIA is whipping up the festive spirit.
The Muskoka Market: Huntsville Holiday Edition is coming back for a second year, with four days of festive offerings.
"People are so excited. We did it last year right out of a pandemic, and our Diggin Downtown' project with the road closure, and it was a really big success," says Morgan Lonsdale, the BIA's manager. "I'm hopeful this year will be just as big. Everyone's really excited for it, the businesses but also the community. We're getting a lot of good feedback."
It kicks off Nov. 24, with a customer appreciation crawl from 5:00 p.m. to 9:00 p.m., with shoppers filling out stamp cards at participating businesses for a chance to win a gift prize from one. The same night, the BIA will light a Christmas tree in Kent Park at 6:00 p.m..
On the 25th, the Huntsville Santa Claus parade will roll through downtown. The jolly elf will also be at the market with Mrs. Claus on the other three days.
The market enters full swing on the 26th, with Main St. closing from Centre St. to Brunel Rd., as Muskoka's vendors and carolers fill the downtown core from 10:00 a.m. to 7:00 p.m.. Lonsdale says it's a full slate of activities, with food, shopping, dancing, singalongs, and more.
Also on the 26th is the Holiday Restaurant Crawl, where live music will be played at several downtown restaurants from 5:00 p.m. onwards.
Lonsdale says the 27th is all about the kids, with vendors stocking $10-and-under gifts for children to buy for their loved ones, running 10:00 a.m. to 3:00 p.m.. There will also be a trackless elf-driven train running up and down Main St. for kids to ride.
"Hosting four days of Christmas activity is kind of special, right? So we're trying to make it quite a nice experience, whether you come the Friday or the Saturday, or more," says Lonsdale. "There's something different every day, which is why I think people maybe are more excited to come downtown."

redpajama_set_name: RedPajamaCommonCrawl


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People Store listed as one of the Countries Top 500 Growth Companies!
Sep 14, 2017 | Business
People Store achieved an overall rank of 169 out of the Top 500 growth companies across all industries in Canada.
TORONTO, ON, September 14, 2017 /24-7PressRelease/ — Recruitment firm People Store, announced their listing on the "CANADIAN BUSINESS PROFIT 500 ranking of the country's 500 Top Growth Companies". The prestigious report awarded the honor to the Canadian Staffing Agency having achieved a remarkably high sustained sales growth rate of 399% for the past 5 years. People Store achieved an overall rank of 169 out of the Top 500 growth companies across all industries in Canada.
Within the last year People Store was named as one of the 100 Best Companies to work for in Canada according to the Globe and Mail. This ranking is another in a series of the company's many other growth awards. People Store has also been named as the "the best staffing firm to do business with" according to Readers Choice Magazine for the last 11 years.
"The PROFIT 500 ranking in the CANADIAN BUSINESS Magazine is such a great way to monitor a company's growth," says People Store's President & CEO, John Nalli as he commented on the announcement. "We have a strong and dedicated team that is hungry for success. Recognition on the list is a big confirmation that we're on the right road to becoming Canada's most reputable and highly respected staffing services provider."
"It is never easy to earn a spot on the PROFIT 500, but this year's applicant pool was the most competitive yet," says Deborah Aarts, PROFIT 500 Program Manager. "This year's winners demonstrate the resilience, innovation and sheer management smarts it takes to build a thriving business today. Canada–and the world–needs more entrepreneurial success stories like these."
People Store also believes in leading by example. This is demonstrated with an internal code of ethics embracing honesty, integrity and partnership towards both clients and employees. This spirit and dedication has proven to be one of the company's greatest assets. "This is the outcome of a lot of hard work," says People Store President & CEO John Nalli. "I'm really excited for the future of this firm and all the employees who help make this a great place to work. If we're able to achieve these milestones year after year, the sky certainly is the limit. We will continually strive to help shape the future of the Canadian Staffing Industry."
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Do inaudible sonic weapons exist?
The US is investigating whether diplomats in Cuba were subjected to a sonic weapon that caused hearing problems:
The Guardian, 11 Aug 2017
One or more Canadians affected after suspected use of sound weapon against US personnel in Havana led to expulsion of Cuban diplomats from Washington
In the autumn of 2016 a series of US diplomats began suffering unexplained losses of hearing, according to officials with knowledge of the investigation into the case. Several of the diplomats were recent arrivals at the embassy, which reopened in 2015 as part of President Barack Obama's re-establishment of diplomatic relations with Cuba.
Some of the US diplomats' symptoms were so severe they were forced to cancel their tours early and return to the United States, officials said. After months of investigation US officials concluded that the diplomats had been attacked with an advanced sonic weapon that operated outside the range of audible sound and had been deployed either inside or outside their residences.
On the scientific side, is it plausible the existence of these "sonic bombs" that go undetected by the victim? This article in a (more or less) scientific site suggests two mechanisms:
The IFLScience! web-site conjectured about the technology:
The curious thing about these incidents in Havana, though, is that the suspected sonic devices haven't been accompanied by audible noises. They appear to be operating at a frequency beyond that of human hearing, and yet they've reportedly caused hearing loss and headaches in the targets.
There are two ways in which this could be achieved. The first would be to use microwaves. Imperceptible to people lacking detection technology, it has been shown that small beams directed at people's heads rapidly heat tissue within the brain, generating a small shockwave. [...]
Infrasound – sound that is at a lower frequency than the range that's picked up by human hearing – can also cause hearing loss in some cases. According to the US National Institutes of Health, being exposed to concentrated infrasound can cause "fatigue, apathy, and depression, pressure in the ears, loss of concentration, drowsiness, and vibration of internal organs."
At this stage, it's deeply unclear which is more plausible – but the point is that "silent" acoustic weapons do exist, and they certainly could have been deployed in Havana.
The iflscience article references a document by the US NIH. But this document itself, on page 9, states that
One argument against the feasibility of the use of infrasound in nonlethal weapons is that infrasound's wavelengths (17 m and above) are so long that they spread out too rapidly to be focused".
Is the existence of such "sonic bombs" plausible?
Oddthinking♦
MiguelMiguel
Note: Microwaves can be "focused" like lasers: Maser – Oddthinking♦ Aug 12 '17 at 10:01
There have been a number of cases of injury apparently caused by super-low frequencies -- I'm guessing below 10Hz. Generally these are just upset stomachs and the like, with no major permanent injury, but it's hard to say what prolonged exposure would cause. Problems with high frequencies would be less likely, as they are so rapidly absorbed by any intervening materials. (And I'm wondering why, if this sort of thing has happened before, US embassies don't have sonic detectors.) – Daniel R Hicks Aug 12 '17 at 23:10
Somehow relevant to the question: cartasdesdecuba.com/… This article summarises the general opinion in Cuba about the topic. – yms Aug 14 '17 at 20:40
A few days ago I was reading that there are documented cases of hearing-injuries in babies as result of ultrasound tests during pregnancy, a journalist was arguing that someone may have "weaponized" this technology... but I still find it unrealistic. – yms Aug 14 '17 at 20:48
There is a new hypothesis now that the injuries might have been self-inflicted, by accident. See here (in Spanish): radio-miami.org/2017/08/14/rayo-la-muerte. Then here: technorobot.eu/en/pdf/LRAD-RX.pdf. Specially were it says "The LRAD-RX advantage: High Direccionality, reduces the risk of exposing nearby personnel to excessive audio levels" – yms Aug 15 '17 at 3:57
In 2008, WIRED magazine came out with this article: "Sonic Blaster + Laser = New Weapon"
Imagine being hit by a nonlethal blast that seems to explode in front of you – a deafening and blinding combination of light and sound. As the battle for "sonic blasters" heats up, a number of companies are looking at innovative ways to combine light and sound into new, nonlethal devices. One company, Wattre Corp., is working to couple its acoustic technology with a nonlethal laser. In a recent interview with DANGER ROOM, Curt Graber, president of Wattre Corp. explained this newfangled device, which puts together the company's collimated beam of sound with another firm's laser (which creates a sort of mid-air plasma ball). "It's a laser that basically ignites the air in front of the person," Graber says. "It creates fireworks right in front of you."Hs60_promo_big
The combined effect is what Graber calls a "psycho-acoustical event."
Wattre's technology, called Hyperspike, is a Guinness Book of World Records winner for "loudest speaker." As for the laser portion, produced by a company called Stellar Photonics, DANGER ROOM's David Hambling actually has a good writeup of the technology at New Scientist. "The device uses a technology known as dynamic pulse detonation (DPD). A short but intense laser pulse creates a ball of plasma, and a second laser pulse generates a supersonic shockwave within the plasma to generate a bright flash and a loud bang," he writes. The Plasma Acoustic Shield System will eventually combine a dynamic pulse detonation laser with a high power speaker for hailing or warning, and a dazzler light source."
While the combined sound/laser weapon is certainly a novelty, Wattre Corp. has its eye on the growing long-range hailer market. It competed for a recent Navy contract that was ultimately awarded to American Technology Corp., which produces the Long Range Acoustic Device (Wattre protested the contract award; Graber says the Hyperspike technology has better beam forming capabilities in the human voice range, among other advantages).
While Wattre lost its protest, they've sold units to foreign navies, among other customers; Wattre has also made sales to France for riot control. "Now it's just a mater of people trying to figure out the best possible usage," he says.
According to Wikipedia, the range of frequencies that people hear is from 20 - 20,000 cycles / second. But according to Electronics.StackExchange contributor Chris Stratton:
Can computer speaker emit ultrasound?
Generally, yes (confirmed by both theory and experiment) though probably not as effectively as they can lower frequencies.
Provided that ordinary computer speakers may emit inaudible sound...
It is most certainly plausible that the engineering work of Wattre Corp or other researchers could produce directed sound waves that are both inaudible and high-energy, in parallel with the ongoing work developing sonic weapons that are deafening and blinding.
elliot svenssonelliot svensson
Please read the claim. A key feature of the sonic weapon in the claim is that it is undetected by the victim. The sonic weapon in your answer is detected by the victim when it produces "a deafening and blinding combination of light and sound" – De Novo Oct 9 '18 at 16:50
@DeNovo, the more interesting applications are deafening and blinding... but the long-range hailer would most certainly be usable as a directional source of acoustic energy above the audible range. – elliot svensson Oct 9 '18 at 16:52
You obviously want to contribute to skeptics.SE, and you've made some good contributions, but please stop writing answers like this. If you can't find good evidence about a specific claim, it's better to not answer than to speculate. FYI, I'm not your downvoter here. I'm waiting to see if you can give some evidence about the claim before I vote. – De Novo Oct 9 '18 at 16:54
@DeNovo, the OP wanted to know if a claim was plausible, and the Wired article absolutely confirms that the claim is plausible. – elliot svensson Oct 9 '18 at 16:59
I've downvoted this answer. As far as evidence, it contains a wikipedia reference re: the range of human hearing, a link to an electronic.SE answer (with no supporting references) about computer speakers being able to produce ultrasound, and a reference with a long irrelevant quote about a sonic weapon that doesn't fit the claim. I'll convert my downvote to an upvote if you can follow these guidelines. The key things you're missing is references that support the answer. – De Novo Oct 9 '18 at 19:22
Not the answer you're looking for? Browse other questions tagged weapons .


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Discover All Of Amazing Thailand In A Single Day At Ancient Siam!
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If time is short and you want to get a feel for Thailand's culture, heritage, and architecture, the large open-air museum of Ancient Siam is a perfect day trip from Bangkok. Known in Thai as Mueang Boran and also sometimes referred to as the Ancient City, Ancient Siam is home to large replicas of many of Thailand's most important sites. Some of the monumental buildings no longer exist today, and have been replicated to show how they once looked in their former glory. There are also reconstructed historical buildings that have been moved from other parts of the country.
Wander through stunning gardens, feast your eyes upon spectacular buildings, step inside to admire ornate and decorative interiors, and visit several mini museums within the main park for a fabulous overview of Thailand's past. Unlike many model villages, Ancient Siam's buildings are huge!
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Getting to Ancient Siam
This wonderful museum can be found in the province of Samut Prakan to the south of Bangkok. It is around 40 kilometres (25 miles) from the city and the journey should take approximately one hour. Parking is available at the museum should you choose to drive yourself, and an abundance of taxis in the city centre will also take you there. Depending on your starting point, a one way taxi fare should cost no more than 500 THB (approximately 14 USD).
You could also take the BTS sky train to Bearing station and then continue by bus; there are several bus services to Ancient Siam throughout the day. Numerous tour operators can also arrange your transportation to and from the museum.
See our full list of recommended Hotels in Samut Prakan, Central Thailand, Thailand and also compare the prices with airbnbs in Samut Prakan, Central Thailand, Thailand
Getting around Ancient Siam
There are several ways to explore the large and beautiful park … but walking probably isn't one of them! Covering around 240 acres, the size combined with the hot temperatures and often blazing sun encourage most visitors to use some form of transportation to get around the park. Bicycles are available for rent, and visitors who have their own car can pay an additional fee to take their vehicle inside and drive around the park. Hopping onto a golf buggy to explore independently is a popular option and tickets are also available for an open sightseeing bus that travels around the park with regular photo stops.
Buildings in Ancient Siam
Divided into five zones that roughly represent the different parts of Thailand, you can explore carefully and skillfully created replicas of most of Thailand's most significant historical buildings.
Enjoy a journey through the North, Northeast, East, South, and Central parts of the country and see more than 100 different sites. Whilst you may have seen some of the fantastic places in real life, such as those of Bangkok's elaborate and opulent Grand Palace and Chiang Mai's impressive Chedi Jet Yod, there are plenty more that many people cannot get to, largely due to time, distance, and general accessibility. Pay a visit to the Cambodian border and enjoy gorgeous examples of intricate ancient Khmer designs at Buri Ram province's Phranon Rung and Sa Kaeo's Prasat Sadok Khok Thom. Corn-like pagodas, bas reliefs that tell numerous tales of folklore, legends, and historical events, and grand walls are just a few of the excellent details.
You can also visit a replica of the spectacular Preah Vihear, a magnificent Khmer era temple in Si Sa Ket province. The real Preah Vihear sits high in the lush Dongrek Mountains and is a stunning Hindu temple that predates Cambodia's famous Angkor Wat by some 100 years. The ruins are in a great state of preservation, with sweeping stone courtyards, towering walls, striking pavilions, and the main hall that today houses a Buddhist temple. Due to ongoing ownership disputes between Thailand and Cambodia, visits to Preah Vihear are strongly discouraged. So Ancient Siam offers the perfect chance to admire the glory of this large, mystical, and beautiful monument in a safe and easy-to-access environment.
Even more fabulous monuments in Ancient Siam
Temples from Surat Thani and Nakorn Si Thammarat are just a couple of the jewels that you will find from the south of Thailand, and whilst Phetchaburi's striking Tiger King's Palace, originally housed in Ayutthaya but later moved, is just a few hours away from Bangkok, you can enjoy a replica of the serene teaching hall without travelling so far away. Be in awe of replicas from the mighty Siamese kingdoms of Ayutthaya and Sukhothai, see reconstructed buildings from the north that showcase the fine details of Lanna architecture, and explore an old fortress based on the Red Block Fort at Chanthaburi.
The Bang Rachan Heroes Monument shows a small band of fearless men who went to war against invading Burmese forces in the past (original monument in Sing Buri province) and you can feel the tranquil air of spirituality at a duplicated Buddha Footprint from Saraburi province. And, that is just a small selection of the many fantastic buildings that can be explored all around Ancient Siam!
Other attractions in Ancient Siam
Visitors can get a feel for the daily life and diverse cultures of the Thailand of times gone by with a stroll through the reconstructed village and by visiting traditional homes that were lovingly dismantled and rebuilt within Ancient Siam. Villages contain an array of objects that really make you feel like you have taken a journey back in time. With cooking equipment, agricultural tools, period furnishings, and life-size models of people dressed in historic clothing, it certainly feels like you have travelled to the Thailand of old.
Step into the medicine man's shop to see a range of traditional herbal remedies, visit the old prostitute's home, see how monks used to meditate deep in the countryside, and learn more about animist beliefs with a visit to the spirit house exhibition.
The floating market is a terrific spot to stop for lunch, with sellers offering a tempting assortment of traditional Thai food from their small wooden boats. The aromatic smells of meals being freshly cooked are sure to appeal to your taste buds as you take a seat alongside the water's edge and admire the views. Dine on red, yellow, and green curries, the famous Pad Thai noodle-based dish, and a rich assortment of rice-based meals. Watch as vendors bash their ingredients with a pestle and mortar, as they prepare the northeastern favourite of Som Tam – spicy papaya salad. Or perhaps slurp on a bowl of the ever-loved spicy shrimp soup – Tom Yam Gung.
There are charming gardens, complete with babbling streams, small waterfalls, fountains, and intriguing statues – perfect for taking a break, relaxing for a moment, and enjoying the peaceful atmosphere.
Shopping at Ancient Siam
The park also boasts its very own small Thai market. Vendors sell a variety of interesting souvenirs and gifts along the market street, some traditional and some modern. There are also plenty of delicious Thai snacks to be found at the stalls as well as other places throughout the park.
Extra information about Ancient Siam
A wonderful place to experience the history and culture of Thailand and learn more about the many different influences that helped to shape modern Thailand into what it is today, did you know that the park is arranged so as to closely resemble the shape of the country? Open daily between 8am and 5pm, the park seeks to preserve Thai heritage for future generations and visitors to enjoy. Don't miss Ancient Siam when visiting Thailand's vibrant city of Bangkok and treat yourself to a fascinating journey of discovery.
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Have you seen our new Shin Maywa pump page that went live a couple weeks ago? If not (or even if you have - I've checked it about 10 times myself), you've got to check it out here. We're excited to be offering Shin Maywa pumps to our customers. ShinMaywa (America), Ltd. offers the CNWX series of heavy-duty, non-clog submersible pumps for the industrial and municipal wastewater markets. These submersible pumps are specifically designed for your problematic lift stations. You know the lift stations that keep you up all night, clogging every other week? The one that already has a "non-clog" impeller that isn't living up to it's name? That's what these guys are made for.
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Curious? Have a lift station where you think it might be a good fit? Shoot me an email or give me a call.


text:
A Síndrome de König (também conhecida como Síndrome da válvula ileocecal) é uma síndrome que causa dor abdominal durante as refeições, e constipação alternada com diarreia, meteorismos, sons gorgolejantes devido ao hiper-peristaltismo na auscultação, especialmente na fossa ilíaca direita, além de distensão abdominal.

Seu nome é uma homenagem a cirurgião alemão Franz König (1832 - 1910), o primeiro a descrever a síndrome.

Causas

É causada por uma obstrução intestinal incompleta do intestino delgado, mais especificamente da válvula ileocecal, como por exemplo, na doença de Crohn, ou em raros casos de câncer do intestino delgado. Esta síndrome em geral também sugere a existência de uma estenose no intestino delgado.

Sintomas

A síndrome é caracterizada por peristaltismo visível (chamado de ondas de Kussmaul) geralmente na região do mesogástrio. Observa-se um "tumor" de aparecimento repentino, visível e palpável acompanhado de dor em cólica e ruídos hidroaéreos.

Ver também

 Doença de Crohn

Síndromes
Termos médicos

redpajama_set_name: RedPajamaWikipedia