text:
Nils Madsen (født 26. marts 1943 i Tølløse) er en dansk arkitekt og professor emeritus.

Han er søn af redaktør Gunnar Madsen og Hanna Voss Jensen og blev uddannet på Kunstakademiets Arkitektskole under Erik Christian Sørensen, Ejnar Borg og Jørgen Bo 1962-68. Han var efterfølgende ansat hos Jørgen Bo og var samtidig var lærer på Kunstakademiets Arkitektskole som assistent for Bo 1969-70, hos Dall & Lindhardtsen 1971-72, Friis & Moltke 1972-75 og 1978-80, C.F. Møllers Tegnestue 1975-78 og Warner, Burns, New York 1979-80. 1980 etablerede han egen tegnestue i Aarhus og i London 1986.

Madsen har været censor ved Arkitektskolen i Aarhus fra 1981, var gæstelærer sammesteds 1993 og blev lektor ved samme skole 1994 og 1997 professor. I 2009 blev han fyret efter at have kritiseret ledelsen af arkitektskolen.

Madsen modtog i 1991 Træprisen; blandt andet for Aarhus Stiftstidendes daværende bladhus på Oluf Palmes Allé. Han har ofte stræbt efter additive byggesystemer, og det gælder også Aarhus Stiftstidendes bygning, som er opdelt i blokke, tiltænkt henholdsvis tekniske og administrative funktioner. I 1990'erne fokuserede Nils Madsen på projekter i udviklingslandene som flygtningeboliger og vaccinationsklinikker.

Værker
 Tekniske hjælpemidler for fysisk handicappede børn, Geelsgård Kostskole, Virum (1970)
 Eget hus, Havgårdsvej 43, Risskov (1976)
 Andelsboligerne Drivhuse, Randers (1982-84)
 Vadestedet, Ry (1982-84)
 Solfang og Regnbuen, Fredericia (1982-84)
 Torshammer, Skive (1982-84)
 Ombygning og opførelse af InWear-butikker, København og London (1986-87)
 Aarhus Stiftstidende, trykkeri, pakkeri og administration, Aarhus (1986-89)
 Udvikling af byggesystem til flygtningehuse (1992-93)
 Saphir, mobile vaccinationsstationer til udviklingslandene (1993)
 Dansk udstillingsstand, Expo '93, Seoul (1993, sammen med Peter Bysted)

Projekter:
 Riksdagsbygning, Stockholm (1970, sammen med Svend B. Nielsen)
 Museum for regalskibet Wasa, sammesteds (1980, sammen med Susanne Kjær)
 Hovedbibliotek, Ballerup (1980, for Dall og Lindhardtsen)
 Showroom for Södahl Design i Athen (1981)
 Uddannelsescenter, Hadsten (1982, 1. præmie)
 Udbygning af centralsygehus, Herning (1983, 2. præmie, sammen med Peter Bysted og Jan Fugl)
 Ombygning af enfamiliehus i Eindhoven, Holland (1983)
 Dansk eksportcenter, Valencia, Venezuela (1984, sammen med Peter Bysted)
 Hotel i Canterbury, England (1987)
 Tokyo International Forum, Tokyo (1989)
 Om- og tilbygning til Holloway Sanatorium, Virginia Water, England (1991)
 Musikhus, København (1993, 1. præmie, sammen med Friis & Moltke)
 Udvikling af økologiske byggesystemer, Tyskland (1993, sammen med samme)

Kilder

Ansatte ved Kunstakademiets Arkitektskole
Ansatte ved Arkitektskolen Aarhus
Arkitekter fra Danmark
Personer fra Tølløse
Danskere i 1900-tallet
Danskere i 2000-tallet
Modernistiske arkitekter


How Much is Inside A Sharpie Marker?
How Much is Inside A Sharpie?
How Many DVDs can you label with a single Sharpie?
Sharpie fine point permanent markers are an office-worker's second-best friend. Not only do they provide a strong, legible mark, the comfortable shape and low price make marking fun!
They are great for all kinds of jobs!
Perhaps the only problem with Sharpies is that eventually they run out, and those little refill kits never seem to work. How far could a Sharpie go before that happened?
Before the testing began, I had to decide on the best surface to mark. After weighing the alternatives, I decided that the #1 most common use for Sharpies is labeling DVDs. How many DVDs could we mark with one sharpie? On Saturday night, we decided to find out.
In preparation, I had taken advantage of a sale at Fry's electronics. They were selling 50-packs of blank DVDs for just $8. Unfortunately, they limited the sale to one-pack-per-customer, so I was forced to go back inside seven times, masquerading as a different Fry's customer each time.
I went first as myself, then the anime junkie, the turbo-executive, the wargamer, the bearded programmer, the P2P DJ, and finally as the shameless pirate. The outfits worked, and I was able to buy 7 packs of DVDs without the cashiers noticing. I wondered if these 350 DVDs could all be labeled by one Sharpie.
We tried to think up realistic titles and labels for the DVDs, simulating actual Sharpie use. Mix albums, software titles, ebooks, clip art, fonts and photo collections were imagined and labeled.
Labeling DVDs with a Sharpie isn't as classy as those round paper labels that run through your inkjet printer, but you can't beat a Sharpie for speed and enticing odor.
Here is a sample of the titles we were composing. You'll be able to painstakingly examine every single DVD at the end of this story.
Before the first 100 were finished, Tom expressed his concerns about how long this experiment might last. The plastic DVDs didn't absorb very much ink at all.
Amy took her turn. The process would have been faster if we could have all used the pen at the same time.
Tara could have labeled two DVDs at a time... heck, maybe more!
Some DVDs were illustrated. This was one of Mike's.
After the first 200, it became more challenging to think up funny ones. Luckily we were drinking and the sharpie was degassing butyl and propyl alcohol, so they still seemed just as funny.
The action stopped when Tara inadvertently slashed across her jeans.
We rushed to the hospital, only to be turned back when the doc explained that Sharpies aren't actually sharp.
Just to be safe, we decided to stop labeling DVDs for the night.
The next morning I decided to weigh the pen. I wanted to know if we were close to the end, or if we were still at the beginning of the pen's writing potential. The sharpie weighed exactly 7.5 grams.
I weighed a new, green sharpie and found a disappointing surprise: The new sharpie only weighed 7.8 grams. 220 DVDs had only used 1/3rd gram of ink!
I started to cry... then my tears turned to anger! I struck back, sawing apart the marker.
Under the solid plastic body was the heart of the Sharpie. It appeared to be a 3½" drinking straw filled with ink-saturated fiber. This modern ink reservoir was invented in 1890, replacing the taro root our ancestors used for centuries in their permanent markers.
The tip of the pen was also saturated with ink.
The combined weight of these ink-bearing components was 3.7 grams, which meant that I had a lot of DVD labeling ahead of me.
I bought more DVDs and brought them with me to visit Mark, Tara and Karen in San Francisco. I put everyone to work. By the time I returned to Sacramento, nearly 400 DVDs were labeled.
Unfortunately, the Sharpie was still going strong.. although, sometimes, on the first stroke of a DVD label, it took a bit of coercion to get the ink flowing properly.
I embarked upon a series of grand DVD labeling projects.
And the Sharpie kept going! Not since the "How much is inside batteries" episode had a product so utterly outpaced my expectations. I was amazed!
More than 800 DVDs were labeled and I was running out of ideas, running out of patience, and running out of disguises.
I invited Tony to label some.
Chris helped too. He labeled 64 DVDs with the names of famous composers.
Finally, while labeling the "Birds of the World" collection, somewhere between "shags" and "boobies", the pen began to struggle. I could write one whole word without the expected delivery of ink bursting forth. The end was near!
I kept at it, and on August 22nd, almost two months after I began, the Sharpie died. The marker could still muster black streaks, but for legible labeling, it was finished.
The total was 968 DVDs labeled with one Sharpie marker. You can view tiny images of the DVDs on the gallery page.
I estimate the total distance marked to be 1,800 feet.
Mike helped hold the towering stack for this photo. The pile was 54¼" tall (138 cm). The wall was visible through the side of the stack.
Now all I have to do is to convince the Sharpie people to start making ink cartridges for my printer.
Special thanks to Sarah for sponsoring "How much is inside a Sharpie".


text:
Title: Bardia to Enfidaville
Author: Stevens, Major-General W. G.
Publication details: Historical Publications Branch, 1962, Wellington
Part of: The Official History of New Zealand in the Second World War 1939–1945
This text is the subject of: 'Something of Them Is Here Recorded': Official History in New Zealand
Bardia to Enfidaville
The Enemy on 15 January
The action of 4 Light Armoured Brigade had been vigorous enough to force 33 Reconnaissance Unit's southern outposts back towards El Faschia, where there was an Italian garrison. On Dor Umm er Raml 15 Panzer Division, with 3 Reconnaissance Unit on its right, resisted attacks all day and claimed to have inflicted heavy losses on British tanks. The reconnaissance unit reported during the morning that it was in action against a strong enemy force (2 NZ Division) and later that it had fended off an attempt to get round its flank. The German army narrative notes that about midday the Commander-in-Chief (Rommel) ordered a concentration of artillery against the British assembly areas, which no doubt explains the severity of the shelling experienced by 2 NZ Division.
While Rommel thought that the German defence had done well during the day, he was vividly aware of some unpleasant facts. He expected Eighth Army's attack to be intensified next day; he was outnumbered in men and his own supplies were most inadequate; and he could not offer prolonged resistance. By midday, therefore, he had already issued the codeword MOVEMENT RED, which meant that a retirement was to commence to a line running from Sedada to Bir el Churgia (20 miles north of Gheddahia), starting at 8 p.m. But the remaining Italian troops, except Centauro Battle Group, began withdrawing in the afternoon to the Homs–Tarhuna line.

redpajama_set_name: RedPajamaCommonCrawl


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Tag Archives: wayback machine
DEMOlition – Katamari Forever
Katamari Forever is a game that a lot of fans have been eagerly waiting for. While already out in Japan, Forever promises to deliver all kinds of nonsensical awesome mixed with the requisite Katamari flair.
Sony has kindly released a playable demo on PSN today and though I have already beaten most of the Japanese import (That's right, I'm awesome……), I decided to give this demo a try to see what Sony has in store.
The demo has a generic title screen that is essentially the logo and "Press Start," (along with some strange Notice about taking breaks and not using projection televisions). Once you skip that, you are taken to the main map that looks sort of like a pop-up book. It's pretty neat, but it definitely gets annoying to navigate. You only have one option (other than Vibration settings) to play with, so once you click there, the mission select screen appears.
Thankfully Sony decided to include levels exclusive to Forever in the demo, so everything you play is brand new content (if you didn't know, Katamari Forever works like a "Best Of" collection with levels from the first two games mixed with new things). The main level is a generic roll everything until you reach the goal and it definitely isn't challenging. The goal they set for you is something that the first game had you doing in the 2nd level, meaning a Veteran of the series should have no problem.
The second level is where some of the unique charm of the series comes in (and is sort of inspired by We Love Katamari). You are tasked with rolling your Katamari into some water and then rolling across a desert to water up the place. While it's not the most difficult thing you will ever do, it's definitely a fun diversion from just rolling over stuff like a monster.
The grass is always greener and Katamari proves that.
This desert level, in particular, brings out the best of the 1080p graphics. There is definitely some slow down (which doesn't hurt as much as you would think), but the textures have a nice filter over them that makes everything seem like watercolor. Now, the final version features 4 different graphical filters, but the demo only lets you tinker with one.
The game's controls have been literally unchanged from the previous Katamari titles, except that now you can jump. You jump by either using SIXAXIS or just pressing R2 (which definitely makes more sense). It can let you get to higher places in levels so that you can roll more and it even lets you clear some obstacles in your path (allowing you to soar over a pesky zebra or human).
The musical selection for the demo is a little lacking, but you can rest assured that the final title provides enough tracks to keep you satisfied. The demo has remixes for "Katamari on the Rocks" and the main theme, but neither one is really that outstanding. It kind of hinders the experience of Katamari when the songs are a little subpar.
In the end, though, Katamari Forever is definitely a fun little title. I may not be able to call it a classic like the first two, but the demo does give you something to bite into until the game comes out.
If you're wondering what else the final game has, I will enlighten you a bit. There are about 24 levels of rolling madness that is composed primarily of We Love Katamari. Along with that you get a neat co-op mode that only has 6 levels, though it kind of wears thin after a bit.
The other graphical filters are things like a Wood finish and a Comic Book style and they definitely are a sight to behold in HD. The musical selection takes most of the tracks from We Love Katamari and gives those 2 or 3 remixes each (making for a colossal amount of music).
You also have the different cousins to change between, though there are really not any more than in We Love Katamari (the demo also lets you change, but you get about 7 of them). Along with the cousins, the presents return and let you change your character on 3 different levels (Head, Body and Feet).
So even though the demo is extremely short and lacking in much of a first impression, the final game will provide for fans clamoring for more. Give the demo a shot just to see how Katamari HD looks and maybe to get yourself acquainted if you've never tried a Katamari game before.
Posted in Gaming, Preview
Tagged demolition, early years, g1, HD remake, katamari damacy, old-school, preview, ps3, remastered, screwattack, sony, wayback machine
September 9, 2009 by KingSigy
Beatles: Rock Band – Review
After a few days of completely destroying The Beatles Rock Band, I can rest assured that a final verdict is ready. I've seen nearly all of the games challenges and conquered them and I've managed to play the harmony sections with a friend, so I definitely think everything is covered.
The Beatles Rock Band is Harmonix's next game in the highly regarded Rock Band series. Instead of trying to focus all their effort into creating a mixed setlist, Harmonix focuses their efforts on one band and does everything to the fullest. You will not be displeased with this title if you are a Hardcore Beatles fan.
What may displease you is the gamer inside. Now, I'm a massive fan of the Beatles. I own all of their albums and even their 2 B-Sides collections and Live Albums. There is not a Beatles track that I don't have in my possession. But what irks me about Beatles Rock Band is how nothing is dramatically changed over the previous titles in the series.
To start off, the game launches you into a story mode where you and 3 friends will follow The Beatles throughout their career with some animated cutscenes that detail little to nothing about the actual event you will be playing. The arenas and areas you play at are locations like "Shea Stadium," "Abbey Road Studios" and "Apple Corp. Rooftop," which all take the form of Chapters (there are 8 in all). While this is definitely an amazing touch in providing fans to see how the Beatles existed, it definitely leaves out the parts where Ringo and Lennon quit or any of their in-discrepancies.
Still, the setlist is what matters the most in this game and it definitely delivers the goods. Every song is a hit, though some may be a bit boring on Bass or Drums. The only real problem I have is that not enough is offered. The Beatles have 14 studio albums and while every one has at least 1 track in the game, some albums only have 1 track in the game. The game offers up 45 hits and this is a marked improvement over both Guitar Hero band based games, but it still amounts to about 3 hours of gameplay, at best.
Why not pull more from the catalog to give fans a more enticing package? Considering Rock Band 2 shipped with 84 songs and another 20 for free as DLC, thinking about why Harmonix chose to leave out such a large chunk of their work (and even singles like "I Wanna Hold Your Hand" and "Penny Lane") is puzzling.
Never been better.
The graphics in the game are something to behold. There is definitely a slight cartoon edge to the look of the group, but their charm has never been capture in a digital form any better than it is here. Each song showcases its own music video of sorts in the background and the more trippy songs from the catalog have equally trippy backgrounds to accompany them. The only problem you may run into is running this on an SDTV, as the bright colors can often be distracting.
The note charting on the instruments is the weakest part for hardcore fans of Rock Band. Virtually nothing will give you challenge other than trying to 100% a few songs. But, even at my worst, I managed 98's on songs (even on Drums, which I am quite awful at). The way this game tries to add challenge is by giving you achievements that relate to songs.
The achievements sort of work like the challenge based career mode that Guitar Hero 5 exhibits. Things like, "Play Dig a Pony and hit every hammeron/pulloff without Strumming" is neat, but relegating them to the achievement screen means a lot of players will simply never bother to figure out what is next.
There is a challenge mode in the game, but it simply tasks you with playing each chapter from the story mode with the songs running back to back (almost like an endless setlist). You never have to play the entire game from start to finish, but even replaying the game without any added challenge makes it worthless. Why not give gamers something unique to perform while replaying the game?
Harmonies can definitely be a pain, but they also provide some fun.
The one new addition to the gameplay is vocal harmonies. While these are not a dramatic change, their implementation is flawless. Harmonix made the game so that you can connect 3 microphones to your 360 and have 3 players singing at different pitches all at once. But instead of just assigning mic 1 to harmony 1, the game never tells you which part you need to specifically sing. This allows your friends to help you out of tough spots or even just have 3 players singing 1 single part.
Even with that innovation, this feature is not something that a lot of music games will adopt. There is limited appeal to singing in the first place, but having a group of people who even want to try singing together is just asking for trouble. What doesn't help with the harmonies is the way the screen looks during these sections. Words for Mic 2 and 3 are shown on top, but Mic 1 is at the bottom. Since we've been trained to stare at the bottom of the screen since Rock Band 1, trying to look at the top is just confusing (there is no real other way to fix this, though).
What does help this game along is the promise of DLC. Harmonix plans to release full Beatles albums in the coming months to further flesh out the games catalog of music. If the entire discography of the group were to be released, this definitely would be the ultimate band based title you could ever buy. What hurts this feature is how the music is not exportable to other Rock Band titles (nor does the DLC even work in other games). You will always need to have this disc, which means that you can never expect a sequel to improve upon any aspect of the game you feel is weak.
Also, you have to think about the appeal of this title. If you truly don't like The Beatles, there is absolutely nothing in here that will change your mind. I have nothing against all Beatles songs in a game about them, but trying to market this to other players seems impossible.
So for my verdict, I have to say rent this game. If you truly are a hardcore Beatles nut who needs everything with the groups name on it, just buy the thing. If you are getting extremely tired of music/rhythm games, there is nothing here that will sway your opinion. The game is of extremely high quality, but the gameplay aspect is so unchanged to really make waning fans take notice.
Posted in Gaming, Review
Tagged discussion, dlc, ea games, early years, gaming, harmonix, LSD, music, old-school, ps3, remastered, Review, screwattack, songs, the beatles, wayback machine, wii, xbox 360
First Impressions – Guitar Hero 5
With every month, Activision seems to be releasing a new Guitar Hero game. In rolls September and Activision has put out the next numbered sequel in their series, Guitar Hero 5. Today I'll be giving my first impressions of the game and giving g1's some advice as to whether they think their dollars are best spent on this new title.
Starting off, Guitar Hero 5 has heavily touted a new "Party Mode" all over the internet. This mode supposedly allowed you to use 4 instruments of the same or differing types to play all at once and even change difficulty on the fly and drop out whenever. The mode works just like that, even if it is a little misleading.
See, instead of having an option in the main menu that says "Party," Activision put a button on the bottom of the screen that says it. So for the first 5 minutes, my friends and I were looking around for this fabled party mode. Once we figured it out, a song almost immediately launched and we found ourselves confused again.
The game gives absolutely no instructions on how to use the actual mode, so we scanned the bottom and top of the screen to figure out just exactly what was going on. We saw a yellow button for joining, so we were able to get 3 guitars going in seconds. The game automatically scrolled the screens and kept the song moving without any hindrance in framerate or even button presses.
Choosing a setlist requires one person to press start and pick "New Playlist." You also press start to change your difficulty or instrument from Guitar/Bass (since you can't switch from Drums to Guitar without first unplugging your controller). The menu also lets you drop out, or you can just walk away and let the game do it for you. Once you figure this all out, Party Mode is exactly what Activision said it would be. It works flawlessly and songs load at the end of the previous one, so you never have to wait around with pesky load screens. Once your list finishes, another random song starts and you can just keep playing or quit.
So as flawless as that mode is, the new career mode is definitely something special. While it may not be completely different (i.e. it's the same thing) from Rock Band 2's "Challenges," having some kind of requirement to meet during a song is definitely a fun way to pass time. The only downside to this mode is that you cannot use 4 of the same instrument like in party mode.
Some of the challenges actually require a full band. Things range from "Complete a Song with X Score" to "Have Bass/Guitar perform X Hammer-On's and Pull-off's in X Song." The challenges are definitely well thought out and help provide challenge to expert Guitar Hero players.
Along with revamping the career mode comes some new character options. While I didn't tinker with the creation tool, Guitar Hero 5 allows you to use your avatar (on 360 only) as a character. It definitely looks funky with how realistic the graphics are trying to be, but it's also pretty funny to see your midget of a person strut around on stage.
As for the game's actual setlist, there are definitely some amazing songs, but most of the list fails. There is a lot of modern and emo music, so if you are not into that, just skip this game. You can import songs from World Tour, but for some reason you are only allowed 35 of them. Your DLC from World Tour will work, but you just need to download a free update, which isn't bad. That 35 song thing really kills any interest you may have in wanting to import, though.
There really aren't any new features other than a "Band Moment" mode, but that simply works like Rock Band's "Band Multiplier." It works like flames over notes and just ups your points if you hit them. It's nothing fancy, but it certainly helps in scoring well over 1 million points on some stupidly short songs.
In the end, my first impression of Guitar Hero 5 was generally positive. I may not particularly enjoy the graphics or really find anything innovative with the game, but the revamped career and the ability to play with 4 of your favorite instrument make the game more accessible. And hell, if you suck at drums, now you can just forget them entirely.
I'd say to give this game a shot if you are still interested in rhythm games or are a newbie to the whole fad. If you really have given up hope, this probably will not change your mind, but it never hurts to try.
Tagged activision, band hero, discussion, early years, gaming, gh5, guitar hero, music, old-school, preview, ps3, remastered, Review, setlist, star power, wayback machine, wii, xbox 360
August 18, 2009 by KingSigy
My Summer – Day 1: Prototype
After not having written a blog in 3 months, I've come back with A VENGEANCE! For the next week, I will be doing daily write-ups on all of the games I played this summer. I will double up on a few days for games I played that had sequels (which I also played).
While you may think these are reviews, I am trying to put my opinion on the matter while also pointing out flaws and general praises that I have for a game. I will not be dolling out scores, or even sectioning off my texts into topics.
Without any further delay, I present to you, Prototype.
Ah Prototype, a game that received a lot of controversy for being similar to a certain PS3 title (and a coming overview from me in a few days). While not the best game in its genre (Open World Adventure), Prototype is certainly a thrilling experience from beginning to end.
The game starts off with a rather amazing looking cutscene that tries it's best to rip-off every Quentin Tarantino movie ever made. You start the game off at the end of the story and your character, Alex Mercer, works his way backwards. Not only that, but you play a part that chronologically takes place almost at the end of your adventure.
This shows off some of the impressive abilities you (eventually) have at your disposal. Things like blades growing out of your arms, tentacles that destroy everything they touch; even massive Hulk like arms. This is all exhilarating and you really get a sense that you are a WMD. Not only that, but you are unleashed into Times Square with a pretty accurate representation.
Just one of your many abilities at work!
After you complete this part, you are thrust into the main plotline. While you don't know anything about your character, the story does little to shed light on the cause at the moment. All you kind of get is that Alex is wanted DOA, so you need to work fast to thwart your enemies.
Missions are what propel you through this game and they certainly are fun, at first. While everything is a bit generic, the game gives you a large quantity of experience points to upgrade your character. Doing 1 mission early in the game pretty much guarantees you 2-3 upgrades each time. You even get the ability to copy an individuals image so you can cloak in the crowd; Sweet.
ROSA! GIVE ME YOUR PEE!
When you slowly begin to build back your abilities, you learn some neat tricks. Alex has super speed, a devastating last stand attack and even the ability to glide in the air. This harkens back to Spider-man 2 with its amazing webslinging. Running through the city is definitely fun for a bit, but just trying to build your speed and jumping distance make traveling fast a simple act.
After about 2 hours in, though, Prototype takes a massive turn for the worst. The graphics were never astounding (even with the first cutscene being ridiculously good), but they really show a lot of pop-in and repetition in building design. You run down the streets of NYC and feel like you entered a perpetual warp zone. Not only that, you should have a few upgrades for your speed, which makes the pop-in even worse then you jump for a building that doesn't exist yet.
Not only that, Alex is definitely an extremely generic dude. While the story started off vague, it never clears anything up. There is an answer to why Alex is such a beast, but it feels like a cop-out and, to a lesser extent, a copy of Bourne Identity. Alex also just acts pissed off because he can. Are the police getting on your nerves? "I F*#@ING HATE THEM! HULK SMASH!"
I smolder with generic rage!
The enemy A.I. is also some of the worst of any open-world game I've recently played. Instead of trying to balance the difficulty by, say, making the enemies use cover tactics or any type of actual warfare, Prototype just throws horde after horde of beasts in your direction. You eventually get to a point in the story where you fail until you upgrade your health or run around like a fool.
Not only is the generic enemy A.I. bad, but the bosses are even stupider. I know boss battles in the past have had patterns, but the Prototype bosses rarely move. They just sit there sprouting out insults and using the same attack over and over. Once you get past the horde of 16 million generic enemies bum rushing you, the boss gets a cheap shot and you have to repeat the process. This gets extremely trying on your nerves and I almost gave up at a few points. I'm sure Easy difficulty could have alleviated this problem, but who wants to play a game on Easy?
These guys will definitely piss you off.
These problems wouldn't be so bad to me if the game just varied its design more. In addition to the main quests, you have short activities that are supposed to use your powers for objectives. The only thing that stands out is a Gliding mini-game where you have Alex time his jumps to reach a small circle about 5 city blocks away (and one in the middle of a lake). It really sticks out in the otherwise generic objectives that are thrown at you in every other mission.
The other minigames consist of Speed Trials and Killing (even if you kill with the cause being A) Time Limit, B) Amount or C) With an Ability). These are overly difficult at times and at others are too simple. There is no real balance between what you should be able to do with patience and what you just cannot do at all.
I have to say, though, that I did enjoy the initial game I played. If Activision put a lot more time polishing the things like Story, Graphics and Variety, I may have been inclined to sit here and tell you that Prototype is an amazing game. I do recommend it to people who like their combat bloody and hardcore, but if you have been burnt out on Open-World games recently, you are better off skipping this and picking up a certain clone (inFamous).
MOAR CLAW!
Tagged activision, alex mercer, classic, discussion, early years, g1, gaming, prototype, ps3, remastered, Review, screwattack, summer, wayback machine, xbox 360, youth
April 20, 2009 by KingSigy
Prince of Persia (2008) Review
Prince of Persia (2008) is a very interesting title. On one end you get an alienation of the fanbase that made Sands of Time such a hit (though not a massive one considering sales). On the other end you have an extremely approachable and often times serene game that should make any intrigued gamer pleased.
I recently have tread through both the main game and the epilogue DLC, so I would like to review the main game to give my fellow g1s some thoughts. I in no way expect people to take my word as final and I will try my best to point out any bias that I may have with game design.
To get bias section out of the way, I enjoy dying…Sounds weird, doesn't it? Still, I enjoy the fact that games challenge you by making you die. Another bias I have is against overly complicated combat systems for platformers.
On to the review. I am going to break down the main game into 4 sections: Gameplay, Graphics (more like artistry instead of actual game engine), Storyline and Replay. Obviously the main game has DLC, but I am not factoring that into the replay factor.
Prince of Persia (2008):
Storyline – The plot within Prince of Persia is rather weak. While The Sands of Time did not have the strongest storyline ever conceived, you grew to fall in love with the characters. This enhanced their struggle and had you crying (was I the only one?) when the entire thing was reversed and the Prince got ripped off.
2008 doesn't really capture that same magic. The plot starts off decent, but just falls flat towards the end (I will not use spoilers). The first scene has our hero (called the Prince but really just a vagabond) walking through a sandstorm looking for his donkey (named after the heroine of Sand of Time, Farah…too bad I enjoyed her enough to think this joke is funny). After a certain amount of time (maybe hours?), he stumbles upon a fleeing Princess.
We soon learn that this Princess is named Elika. She is fleeing from her father who is trying to force her to stay in his Kingdom for one reason or another. With the aide of the Prince, Elika is able to escape the clutches of her father for awhile. While fleeing, the Prince learns that Elika has magical properties.
Once Elika and the Prince get time to talk, we learn that the Kingdom is under the threat of a powerful god named Ahriman. Ahriman wants to conquer the Kingdom and destroy the world (maybe). Elika clings on the the idea that her father is only trying to get her to help save the place, but that is obviously garbage.
The rest of the game revolves around the interactions between the Prince and Elika while they are going around and removing spots of "corruption" that Ahriman has plagued the land with.
Now, this all seems really generic (how many games have save the world plots anyway?), but what really drives the fact home is A) The plot never gets into any deep talk about why Elika's father is helping Ahriman and B) the lackluster conclusion. I will not mention anything, but there is a ridiculously stupid (and possibly game breaking) closer in the end of this game.
The other aspect of the plot that gets glossed over is any real reason why this is happening. Ahriman must be pissed, because destroying a people makes no sense without context. It's really fantastic that I can learn about his minions that conquer certain areas, but why am I not given the information about why he himself wants to kill everyone?
Gameplay – At least the game is good, right? Well…yes and no. What do I mean? Well, let's just dive right in.
The game is built around an open-world style map with many different areas to explore (I believe 24 in total). What you are tasked with doing is choosing an area to start with and platform running your way through it. You hop, flip, jump, skip and even fly your way to the end goal of a boss fight and healing the area.
Once reaching this boss, you go into combat mode and are given a pretty beefy combat system. Your enemies range in style and design and give a reasonable amount of challenge in their final offerings. You are able to link attack combos together by mixing up your button combinations. Hitting XXXX (or Sqaure, Square, Square, Square for PS3 users) is the most basic of attacks, but you can mix things up with a throw (mapped to B or Circle), an acrobatic move (A or X) or your partner Elika (Y or Triangle) can be called in to do some magic damage.
While this seems deep, the problem is the A.I. design. Your enemies have one main attack pattern and one QTE (quick time event) sequence that is used to defeat them. Once you get them towards the edge of your combat arena, the QTE will trigger and you will knock them down for an instant kill.
If you fail the event, you often just get knocked aside. Some bosses don't have any instant kill QTEs, so you are stuck trying to figure out which combo deals the most damage to them. The main problem with such a free-flowing combat system is that your patterns make no sense. I've managed to input an attack that was XYYBAXYB and it does the same amount of damage as XYYBAB. Notice the lack of 2 attacks on the end there?
Another thing is the boss patterns and A.I. design. All the bosses do is stick to their one routine and never change up. There happens to be 4 different bosses, but the smallest change doesn't bring about anymore enjoyment. You also run into smaller drones during your journeys between areas, but they are essentially smaller versions of their boss brethren.
You also have no way of incorporating the platform aspects of the game into the combat. Once you reach a boss, you are locked into a 1 on 1 (or 2 on 1 considering Elika). This also brings to mind the fact that you never get to face more than 1 opponent at a time. Why not, is that too challenging?
The final nail in the coffin for the combat is the repetitive nature. The 24 areas of exploration are divided into 4 sections. Each section has one boss who rules over the areas. Once you run through the areas, you fight the boss. There are 6 sections to each area, meaning you fight all 4 of the bosses 6 times. I've heard of padding out the length of a game, but this is just stupid.
The platforming aspects of the game are real winners, though. The downside to this part is that you cannot die…ever. You miss a jump and Elika brings you back with her magic (her magic also applies in combat with dying). Still, the controls are so smooth that simply jumping at a wall starts a wallrun.
Once running, you simply wait for your platform of interest to come into view and jump for it (with A or X). You also get to climb and jump from poles, swings off of flagpoles and even run on ceilings to reach door knockers (I think). The best part of this platforming is your claw.
The Prince has some gauntlet on his left hand that acts like a claw. You are able to grind down almost anything with this claw. If you mistime a jump, you may have redemption if you are able to slide down the wall and jump back to the beginning (though this usually doesn't work). Your claw also lets the developers have some fun with level design.
After platforming and fighting, you get to heal the land you just crossed. Healing the land is like taking that small step towards re-imprisoning the evil god chasing you. All the healing does is make the "corruption" go away and bring about a beautiful panoramic vista to look at. The game also tasks you (after the healing) with collecting power-ups for Elika known as light seeds.
The game requires about half of the total amount of light seeds in the game to be collected. There are 1001 in total. All that is really needed to get to these seeds is repeating the platforming you did in the first place.
The collecting of these seeds is possibly the worst aspect of the game. Why should one have to repeat something they did? While there is probably no other way to creatively give gamers a reason to revist their creations, couldn't the developers have not included the seeds? Was simply accomplishing a level too simple of a task?
Graphics – The art style for this game is rather bland. I can't say that I enjoyed anything in particular about the way this game looked, artistically speaking. I was impressed with how well the water-color style was pulled off, but the Prince and Elika have a far too Western and modern look to be believable as Persians.
The Prince is dressed believably as a Vagabond, but at the same time he has some semblance of modern living. No person back in Persian times would have the technology to build a metal claw (just not happening). His build is also very bulky and muscular, which is something that the modern man is made out to be (though not Chris Redfield muscular).
Elika, at first, looks very appropriate, but you soon learn about her background and wonder what the hell? Elika is a Princess, so why does she look like my sister? Her clothes are extremely generic and her torn shirt seems, to me, to be a way to cash in on hormone enraged males. Her tattered hair never changes when running around, so her looks come off as synthetic. She gets points for staying fully clothed throughout the game, though.
The rest of the cast is awkward, to say the least. The King (Elika's father) is just like any other King you've probably ever seen. Purple Robe, beard, long set of hair. He doesn't really look Persian, though, so that fails with the name of the game.
The enemies have very bright and eye-catching colors, but their styles are just weird. The "corruption" that Ahriman spreads is just black blobs mixed with human bodies, so the main bosses of the game just come off as lazy. Anyone can create a concubine that is all slime.
Replay – There isn't much to say about replay value for this game. Beating the platforming sections is fun, but the only reason that you'd do them again (other than collecting the necessary light seeds) is to collect the remaining light seeds after your grand total. Collecting those extra seeds gives you achievements/trophies for your gamer profile, but if you don't care about that, then there is no point.
The combat is extremely weak, so replaying that (which you have to do), just sucks. I cannot really think of any reason to return to this game other than plot (which is of lackluster quality).
For a final score, I am going to give this a 7.5/10. If you want that broken down more, here would be my scores:
Gameplay – 7
Graphics – 8
Storyline – 6
Replay – 5
The combat and lack of difficulty with the platforming really destroy a lot of fun you may have with the title. Nothing else falls into place either, so you are left with a game experience that just does not work. The game is immediately approachable to casual gamers, though, so that is a win in one respect. The graphics are nice, too, despite lacking in style.
This game has me torn, but not really as much as the failure of DLC that is provided for it. I will review that tomorrow (and I promise that it will not be an epic dissection like I did with this game). If you managed to get this far with the text, I applaud you.
Tagged early years, french, g1, microsoft, old-school, prince of persia, ps3, remastered, Review, screwattack, sony, ubisoft, wall of text, wayback machine, xbox 360


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Head Coach Billy Lange
2018-19 Awards
2018-19 Statistics (PDF)
2018-19 Team Photo
Season Boxscores (PDF)
2018-19 Media Guide (PDF)
2018-19 Broadcast Schedule
Hawks in the News
Atlantic 10 Men's Basketball
Men's Basketball Begins Play in Atlantic 10 Championship on Thursday vs. Xavier in Brooklyn
PHILADELPHIA - Saint Joseph's (17-12) will begin play in the 2013 Atlantic 10 Men's Basketball Championship against seventh-seeded Xavier (17-13) on Thursday, March 14 at 6:30 p.m. at the Barclays Center in Brooklyn, N.Y. The game will be televised nationally on the NBC Sports Network.
The winner of the SJU-Xavier game will advance to meet second-seeded VCU, which earned a first-round bye, in the quarterfinals on Friday at 6:30 p.m.
The game will be televised nationally on the NBC Sports Network. It will also be broadcast on SportsRadio 610 WIP with Matt Martucci and Joe Lunardi calling the action. Audio streaming of the game will be available on SJUHawks.com free of charge. LISTEN LIVE
Fans can also access the broadcast on their mobile devices by going to IRadioPhilly.com
Championship Bracket
• Saint Joseph's finished the regular season winning two of the last three. • The Hawks ended the regular season with a 52-40 loss at Charlotte. • Carl Jones continues to climb the all-time scoring list and now has 1,784 points to rank fourth in SJU history, needing just five points to surpass Ahmad Nivins (2005-09) and move into third place. With 206 three-pointers in his career, he ranks sixth on the all-time list (more on pg. 5). • This is SJU's 31st consecutive appearance in the Atlantic 10 Tournament and the Hawks have won two straight openers in the tournament and six of their last seven. • If the Hawks advance, they will meet second-seeded VCU in Friday's quarterfinals (6:30 pm). That game would be televised in Philadelphia on The Comcast Network.
BOTH ENDS OF THE SPECTRUM: The Hawks went from scoring 80-plus points in two consecutive games to just 40 points in the regular-season finale at Charlotte. The Hawks shot 29.2 percent in the game and 13.6 percent from three-point range for their lowest point total since Feb. 6, 2007, a 56-39 loss at Villanova.
TOURNAMENT FIXTURE: The Hawks have qualified for 31 consecutive Atlantic 10 Tournaments, and have played in every one since joining the league in 1981-82.
FOR OPENERS: SJU owns a 12-3 all-time record in Atlantic 10 First Round games, and scored an 80-64 win over Charlotte last year at Hagan Arena. The Hawks are seeking their third consecutive berth in the conference quarterfinals.
TOURNEY TALES: Saint Joseph's has posted a 33-28 all-time record in the Atlantic 10 Tournament. The Hawks have reached the championship game five times (1986, 1997, 2005, 2006, 2008).
REPEAT PERFORMANCE: The Hawks have already played here at the Barclays Center, with their appearance in the 2013 Coaches vs. Cancer Classic in November. SJU defeated #20 Notre Dame in overtime, 79-70, and then lost to Florida State, 73-65. Among the memorable efforts from the Notre Dame win were 21 points and 16 rebounds from Ronald Roberts; Chris Wilson scoring a career-high 19 points; and Langston Galloway scoring 13 points, but losing a tooth while going for a loose ball. Roberts would go on to earn All-Tournament honors.
HAWKS' HOMECOMING: The trip to Brooklyn will be a homecoming of sorts for three Hawks. Senior walk-on Christopher Coyne is from Brooklyn and played at Xavier High School. Junior Halil Kanacevic is from nearby Staten Island (Curtis H.S.) and although Ronald Roberts, Jr. is not from New York, he is closer than most, hailing from Bayonne, N.J. (Saint Peter's Prep).
EXTRA WORK: Saint Joseph's went into overtime in two games this year and owns a 1-1 record. The first was against #20 Notre Dame here at the Barclays Center in the Coaches vs. Cancer Classic, which was a 79-70 win. The Hawks then fell to #22 VCU in overtime, 92-86, on the road.
THIS TIME LAST YEAR: In last year's A-10 Tournament, the Hawks were the fifth seed and defeated 12th-seeded Charlotte, 80-64, in the opening round at Hagan Arena. Carl Jones had 23 points to lead four Hawks in double figures. SJU then went to Atlantic City for the quarterfinals to face fourth-seeded St. Bonaventure, and fell in a heartbreaker, 71-68, to the eventual league champion. Jones again led the Hawks' scoring with 24 points in a contest that had 24 lead changes and nine ties.
RACKING THEM UP: Ronald Roberts, Jr. became the 29th Hawk to surpass 600 rebounds in his career and now has 603. He also went over the 900-point mark vs. Rhode Island and currently has 916 career points. C.J. Aiken also scored his 900th point recently and now totals 923.
PLANTING THE SEED: This is SJU's lowest seed in the A-10 Tournament since the Hawks were 12th in 2011 with a 4-12 record. That squad defeated George Washington in overtime on the road and then upset fourth-seeded Duquesne in overtime in the quarterfinals in Atlantic City. The Hawks took ninth-seeded Dayton to the wire in the semifinals, before losing, 64-61.
DEE-FENSE: The Hawks currently lead the A-10 in field goal percentage defense at 40.5 percent. SJU has limited its foes to shooting under 40 percent 17 times in 29 games.
MODEL CITIZEN: Langston Galloway is one of 20 college basketball student-athletes to be named to the inaugural Allstate NABC Good Works Team® and Allstate WBCA Good Works Team®, as announced by The National Association of Basketball Coaches (NABC), the Women's Basketball Coaches Association (WBCA) and Allstate Insurance Company. The award recognizes a unique group of men's and women's college basketball student-athletes who have made outstanding contributions in the areas of volunteerism and civic involvement. Galloway and the other men's players will make a trip to the 2013 NCAA Final Four in Atlanta and participate in a community service project there. Over the years, Galloway has done community service, including collecting sneakers and shoes for the needy and working with his parents to raise donations for the Heroes Program, which helps high school students take college preparation courses.
LEGENDARY HAWK: Former SJU great Mike Bantom will be the school's men's basketball representative in the inaugural Atlantic 10 Legends Program and will be honored on Saturday. One of the greatest post players in SJU history, he earned All-America honors in 1972-73. The three-time All-Middle Atlantic Conference selection ranks as the Hawks' second leading all-time rebounder with 1,151 and is ninth in career points with 1,684. He averaged a double-double in his career with 20.0 points and 13.7 rebounds. He was selected by the Phoenix Suns in the first round (8th pick) of the 1973 NBA Draft, and tallied over 8,500 points and 4,500 rebounds in a nine-year NBA career with five different teams. Bantom capped his career as a member of the 1982 Philadelphia 76ers team that reached the NBA Finals. He played professionally in Italy, and was the only SJU player to be a member of the U.S. Olympic Team, with his participation in the 1972 Summer Games. He was inducted into the Big 5 Hall of Fame (1979) and the SJU Basketball Hall of Fame (1981). He was also inducted into the Saint Joseph's Athletics Hall of Fame in 2000 and had his uniform number (44) retired by SJU on March 1, 2003.
LOOKING AHEAD: If the Hawks defeat Xavier to advance to the quarterfinals, they will meet second-seeded VCU on March 15 at 6:30 p.m. VCU defeated the Hawks in overtime, 92-86, earlier this year in Richmond.
TICKETS: A limited supply of All-Session Tickets can be purchased through the Hawk Ticket Office. Ticket packages cost $175. Email tickets@sju.edu to place your order. (SJU seating will be situated behind the Hawk bench in Section 7.)
Single Game Tickets should be purchased directly through Ticketmaster, the Barclays Center or by calling 800-745-3000.
- Barclays Center Seating Chart


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Denzel Washington 'safe' after firefighters respond to smoke call at his L.A. home
Sometimes Denzel Washington saves the day — and other times helpers come to his rescue.
The Los Angeles Fire Department was called to the Oscar winner's home in the Beverly Crest neighborhood on Wednesday night after a report of smoke, which was seen coming from the second floor of the mansion. Luckily, the source of the smoke was determined, no fire broke out and there were no injuries.
Denzel Washington and family are OK after a fire call at his Beverly Hills, Calif., home. (Photo: REUTERS/Mario Anzuoni)
"There is no fire and everyone is OK and safe," Washington's publicist tells Yahoo Entertainment.
According to the LAFD, firefighters searched the walls of the 28,887-square-foot, four story mansion with thermal imaging cameras to determine the source of smoke. No concealed flames were found. The source of that smoke was determined to be one of several furnaces in the home that was recently serviced. The furnace was "taken safely off-line."
The final report from firefighters confirmed, "There were no injuries, and all occupants have been allowed to return inside the residence" at about 10:30 p.m. However, it's not immediately known if Washington was at the home at the time.
Washington and his wife, Pauletta, are parents to four adult children. However, their actor son, John David Washington, had moved back home during the pandemic, he has said, into his old bedroom.
Read more from Yahoo Entertainment:
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53 Two book Lot! White�s Complete Arithmetic: A Complete Arithmetic Uniting Mental and Written Exercises in A Natural System of Instruction by E.E. White. Both printed in 1870. They have some wear and condition issues as shown but they are complete.


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Sasha Chmelevski Scouting Report: 2017 NHL Draft #54
Ben Kerr
OTTAWA, ON - DECEMBER 04: Sasha Chmelevski (89) of the Ottawa 67's in Ontario Hockey League (OHL) action at TD Place Stadium on in Ottawa, Canada on 4 December 2016. (Photo by Sean Burges / Icon Sportswire)
Welcome back to Top Shelf Prospects, the daily column that brings you the next crop of professional hockey players. Each day I will bring you a new player profile or topical article in the lead-up to the 2017 NHL Draft. Be sure to bookmark the site, follow me on Twitter, and spread the word for the site that will bring you analytical and critical profiles and scouting reports! Last Word On Hockey Prospects is your new headquarters for everything "NHL Draft"! We have a complete listing of our draft articles here.
When the Sarnia Sting decided to load up for the 2016 OHL Playoffs, one of their trade deadline moves included trading for Ottawa 67s star Travis Konecny. While it was a major deal with many pieces, the centerpiece of the package the 67s got in return that day was Sasha Chmelevski. At the time the rookie centre had 17 points in 29 games for Sarnia. Injuries would limit him to just five games for Ottawa last season.
From Ottawa's perspective, this was a trade for the future. Chmelevski has showed why they looked to acquire him when they made the decision to rebuild. He has put up 21 goals and 43 points this year. He also added four points in six playoff games. That said, after seeing his dominant performance in last summer's Ivan Hlinka Tournament, where he had nine points in just four games, Chmelevski may have just scratched the surface of his potential. He helped the U.S. squad to a silver medal.
Chmelevski was named OHL Scholastic Player of the year, with a 98% average in his high school courses.
Center — shoots Right
Born June 9th, 1999 — Northville, Michigan
Height 6'0″ — Weight 186 lbs [183 cm / 84 kg]
An incredible skater, Chmelevski has outstanding speed as well as excellent acceleration. He is dynamic off the rush, and can use his ability to change speeds as a weapon. If defencemen don't respect his speed, he can beat them to the outside and cut to the net. If they back off too far, he can slow down and use the open space to make plays. He also has excellent edge work. Chmelevski has the ability to change directions on a dime. This makes him extremely elusive, both with and without the puck. He could stand to add a little more lower body muscle and be stronger on the puck.
Offensive Game
Chmelevski reads the play extremely well and makes very good decisions with and without the puck. His stick handling is very good, with the ability to control the puck and make fancy moves while moving at top speed. Chmelevski can control the puck, protect it, and make plays in very tight spaces. He also has a strong wrist shot and a quick release. He couples this with an excellent one-timer, and the ability to score in tight to the net to be a pure sniper.
Chmelevski also has good passing skills, but can sometimes focus a little too much on his own shot. When he is moving the puck effectively, he has good vision and the ability to feather the puck through tight areas. Chmelevski has nights where he fights in traffic, gets to the net, makes plays in the corners, and generally looks like a first rounder. He also has nights where he is completely invisible. Maintaining his intensity will be a huge key going forward.
Defensive Game
Sasha Chmelevski's defensive game is a real work in progress. The issues with intensity affect him in the defensive end as well. He has a tendency to float a bit defensively, waiting for his teammates to get the puck and start the transition. He also can fly the zone early, looking to create a breakaway before its even sure that the puck will clear his end. Its something he must fix, or it will continue to drive coaches crazy.
Projection and Comparison
This is a real boom or bust pick. Sasha Chmelevski has incredible offensive talent, but there are real questions about his intensity on a night-to-night basis. There are games we have watched where he is the best player on the ice, and looks like an easy top 20 pick in the draft. Then there are games where he is invisible and looks disinterested. If he can solve this issue, Chmelevski could be a dynamic NHL player. In terms of a stylistic comparison, his game can be reminiscent of a centre version of Artemi Panarin. This is not a talent based comparison though.
The following is a compilation of videos, assembled from Youtube.
Check back tomorrow for the next prospect available on our draft board.
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The Bourne Society
Society Shop
Our Local History: a collection of original articles
Posted on 28th November 2016 30th October 2018 by Ray Howgego
The Shops and Shopping Parades of Coulsdon & Old Coulsdon, Surrey, from 1914 to 2018
Free download of tables collated in association with articles written by Margaret Davison & Jean Emery for the Bourne Society Local History Records.
Between August 2014 and May 2017 the Bourne Society Local History Records carried a comprehensive history of shops in Coulsdon and Old Coulsdon, Surrey. The complete survey was issued in twelve consecutive parts under the titles:
'Over 100 Years of Shopping in Coulsdon', by Margaret Davison & Jean Emery, parts I to VIII, LHR, vol. 80, August 2014 to vol. 87, May 2016.
'The Shopping Parades of Coulsdon and Old Coulsdon', by Margaret Davison, parts I to IV, LHR, vol. 88, August 2016 to vol. 91, May 2017.
The text of these articles was based on an extensive series of tables assembled by the authors from archival material, directories, maps, and local knowledge. These tables provide immediate reference to all addresses in Coulsdon and Old Coulsdon that are or were once occupied by shops, together with the businesses that over the past century have operated from them. The tables have never before been published, but are here made available for public download.
To download the tables please click or tap here.
Gwyneth Fookes awarded the British Empire Medal
Click or tap here to read a brief biography of Gwyneth, written on the occasion of her receipt of the British Empire Medal in the New Year's Honours List 2017.
The Asprey Fountain
A Concise History of Caterham
Click or tap here to download a concise illustrated history of Caterham condensed into two sheets. These are edited copies of the two information boards located behind the Asprey Fountain in Caterham Valley, courtesy of Gwyneth Fookes and Robert Warner.
A Concise History of Warlingham
Click or tap here to download a concise illustrated history of Warlingham condensed into five sheets of words and pictures prepared by Ken Harman, with contributions by Roger Packham and Robert Warner.
A Concise History of Sanderstead
Click or tap here to download a concise illustrated history of Sanderstead condensed into five sheets of words and pictures prepared by Ken Harman, with contributions by Roger Packham and Robert Warner.
The History of Manor Park, Whyteleafe
Click or tap here to download Gwyneth Fookes's 'History of Manor Park, Whyteleafe' first printed in Local History Records, vol. 26, 1987, pp. 10-15.
For a summary of the above article in two handy print-ready sheets of maps and plans, please click or tap here. These were drawn by Gwyneth for the benefit of those who accompany her very popular midsummer guided walks around the park, in a tradition pioneered by James Batley many years ago. We look forward to the next walk in the summer of 2017.
Snapshots in Time: Coulsdon 2000
Snapshots in Time, otherwise known as 'Coulsdon 2000', was a projected publication commissioned by Coulsdon residents which intended to record for posterity the many aspects of daily life in Coulsdon in the year 2000. Edited by Pauline Payne, it featured around 150 photographs by Andrew Scott. For various reasons the book never materialised in print format, but some years later the Bourne Society agreed to place an electronic version on the website. To download Part 1, consisting of 82 pages in PDF format, please click or tap here.
Businesses in the Whyteleafe area from Victorian times
Peter Skuse, a former vice-president of the Bourne Society, has collected together and analysed details of the shops and businesses that have operated in the Whyteleafe area from 1842 until the present day. The material, which has been collected from a variety of sources, shows details of the business name, the proprietor and the address where known.
In some cases only the road name is known, or in others only a more general description of the location. The information is presented as a table with the data sorted by the address, firstly by road or street name and then by number where this is known. Please click or tap on Whyteleafe Businesses to get a full sized display of the complete table, which you may read and/or print on your own computer.
Local History Records
Bourne Society Maps
Landscape Walks
Pub & Brewery History Group
Local History in Words & Pictures
A Celebration of the Bourne
Local History Links
Local History Records Index
© The Bourne Society 2020. All material on this website is owned by the Bourne Society (Registered Charity No. 293109) or, where indicated, by a contributing author. This website is written, maintained and updated by Raymond John Howgego. The number of unique visitors since 1 March 2016 is indicated below.


It's best to keep your information up to date in case your church or organization needs to reach out for any reason. If you follow the instructions below, you can update your account information either through the Giving setup or through the app.
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The LilyTiny is a tiny little LilyPad board designed to add flashy functionality to your project without taking up a lot of room. Even though it's as small as some of the LilyPad sensors, this board actually has an ATtiny microcontroller on it so it's actually pretty smart! Simply sew on 4 LEDs and connect a battery and the LEDs will each blink or fade differently.
One will blink on and off (2), another will flash a heartbeat pattern (1), another will do a "breathing" fade (0) and the other will do a random fade (3). LilyTiny is a quick and easy way to add twinkling lights to a project without any programming or a bulky Main Board. It's also a great educational tool for showing a range of functionality without having to get out the computers. If you're an advanced user and want to re-program the LilyTiny, the ICSP programming connectors are broken out on the back.


As an organisation, we are pleased to have been awarded funding of £1,000 from The Earnest Cook Trust towards our 'Grow Your Own Food project, for resources to help children get outdoors, growing, harvesting and cooking food. Activities will give children new practical skills outdoors which will also boost physical and mental health and wellbeing.
Heart Research UK and Subway Healthy Heart Grants are funded by the Subway helping Hearts family 5K events and in-store fundraising across subway stores. Funding of up to £10,000 is now available for communities in wales for projects that promote heart healthy lifestyle.
Funding is awarded for original, innovative projects that promote heart health and help reduce the risk of developing heart disease. Projects should aim to promote activities such as cooking skills, healthy eating, improving physical activity levels and mental well being, all with a focus on a heart healthy lifestyle.
Applications are open from 1st Februay 2019 and close on 14th March 2019.
Please visit the website for further information and to apply.
The Community Foundation in Wales are working with Provident, as part of Provident's commitment to Wales, we are delighted to launch the Provident Social Impact Fund ( Wales) which aims to support social inclusion. The programme will invest in activities that seek to alleviate the underlying problems that prevent social inclusion and enjoyment of a full modern life.
Providing people with opportunities to reduce inequality, exclusion and disadvantage, including projects which increase access to employment.
Have a Constitution or other relevant governance document.
Have a management committee/ board of directors/ trustees of at least three unrelated people.
Have a bank account under the name of the group with at least two unrelated signatories.
Provide a signed copy of your Organisation's most recent bank statement.
Have an income of £250,000 or under in the most recent financial year.
Priority will be given to small, community Organisations in areas of social, financial and welfare disadvantage.
Grants of between £1000 and £5000 are available. Please note only one application per organisation can be considered. Applicants MUST be able to demonstrate the financial and social need the grant will address.
The FFFC converts the funds it has gathered through sponsorship or donations etc., into grants which are determined and issued quarterly (usually in January, April, July. and September of each year). These small grants, (as funds allow), are awarded to those groups or charities who, in the view of the Trustees, are helping children in their community to achieve their best potential through counselling, healthcare, sport, social skills or through other activities, or by providing equipment which will be of positive benefit to the children.
Good Luck- and please tell your Childcare Business Development Officer if you have successful applications so we can share your news with others! If you have any funding queries, comments or suggestions, email us!
os bu rhai o'ch ceidiadau'n llwyddiannus, fel y gallwn rannu eich newyddion ag eraill!
Os gennych unrhyw ymholiadau am ariannu, unrhyw sylwadau neu awgrymiadau, anfonwch ebost!
Disclaimer: Inclusion of third party information in Clybiau Plant Cymru Kids' Clubs E-News does not constitute an endorsement. Clybiau Plant Cymru Kids' Clubs takes no responsibility for the quality of third party events, products or services featured in this bulletin. Whilst every care is taken to provide accurate information, neither Clybiau Plant Cymru Kids' Clubs nor the editor undertakes any liability for any error or omission.
Ymwadiad:Nid yw cynnwys gwybodaeth gan drydydd parti yn E-Newyddion Clybiau Plant Cymru Kids' Clubs gyfystyr a'i gymeradwyo. Nid yw Clybiau Plant Cymru Kids' Clubs yn cymryd unrhyw gyfrifoldeb am ansawdd digwyddiadau, cynnyrch na gwasanaethau a ddarperir gan drydydd parti a enwir yn y bwletin hwn. Tra cymerir pob gofal i roi gwybodaeth gywir, nid yw naill ai Clybiau Plant Cymru Kids' Clubs na'r golygydd yn atebol am unrhyw gamgymeriad nac anwaith.


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The Lake Erie region is home to the nation's largest grape-growing territory outside of California. A drive through this area will transport you to a bygone era, with friendly people, quaint Victorian towns, beautiful views, and some of the absolute best wine that Pennsylvania has to offer. Visit this wine trail's website by clicking here.
Take in Lake Erie Wine Country by embarking on a bike tour along the shores of Lake Erie. Whether you prefer a private or self-guided tour, the old-world charm of biking to the region's wineries while enjoying the scenic backdrop will make for an exciting and unique experience. Once you've seen the beauty of the outdoors, check out the views that rival them indoors at the Erie Art Museum. With an extensive collection of Folk Art, works by local artists, international collections and children's exhibits, this award winning museum will captivate all who visit! For even more information, check out visiterie.com.


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The constitution of the state of Rhode-Island and Providence Plantations by Rhode Island
Published 1842 by Printed by Knowles and Vose in Providence .
LC Classifications JK3225 1842 .A34
Pagination cover-title, 24 p.
Download The constitution of the state of Rhode-Island and Providence Plantations
CONSTITUTION OF THE STATE OF RHODE ISLAND & PROVIDENCE PLANTATIONS Done in Convention at Providence this fourth day of December, A.D. Includes all amendments approved as of November 4, Novem The new Rhode Island Constitution, much of it modeled on the Royal Charter, was adopted in This Constitution was changed over the years by amendments proposed by the General Assembly.
In the s, after the Rhode Island Supreme Court reversed an earlier decision prohibiting Constitutional Conventions, several brief one-day or two. The history of the The constitution of the state of Rhode-Island and Providence Plantations book of Rhode Island and Providence Plantations Paperback – Aug by Thomas Williams Bicknell (Author) out of 5 stars 1 rating.
See all 36 formats and editions Hide other formats and editions. Price New from 4/5(1). Constitution State of Rhode Island Providence Plantations. We, the people of the State of Rhode Island and Providence Plantations, grateful to Almighty God for the civil and religious liberty which He hath so long permitted us to enjoy, and looking to Him for a blessing upon our endeavors to secure and to transmit the same unimpaired to succeeding generations, do ordain and establish this constitution of government.
constitution of the state of rhode island and providence plantations PREAMBLE We, the people of the State of Rhode Island and Providence Plantations, grateful to Almighty God for the civil and religious liberty which He hath so long permitted us to enjoy, and looking to Him for a blessing upon our endeavors to secure and to transmit the same, unimpaired, to succeeding generations, do ordain and establish this Constitution of government.
rhode island state library annotated edition constitution of the state of rhode island and providence plantations done in convention at providence on the fourth day of december, a.d. published by: the office of secretary of state Constitution of the State of Rhode Island and Providence Plantations PREAMBLE We, the people of the State of Rhode Island and Providence Plantations, grateful to Almighty God for the civil and religious liberty which He hath so long permitted us to enjoy, and looking to Him for a blessing upon our endeavors to secure and to transmit the same.
The History of the State of Rhode Island and Providence Plantations, Volume 1 The History of the State of Rhode Island and Providence Plantations, Thomas Williams Bicknell: Author: Thomas Williams Bicknell: Publisher: American Historical Society, Original from: the New York Public Library: Digitized: Export Citation: BiBTeX.
The history of the state of Rhode Island and Providence Plantations Item Preview remove-circle Share or Embed This Item. The history of the state of Rhode Island and Providence Plantations by Bicknell, Thomas Williams, cn.
Publication date Topics genealogy Publisher. Full text of "The History of the State of Rhode Island and Providence Plantations" See other formats. The official name of Rhode Island is "State of Rhode Island and Providence Plantations." Voters will have a chance in to remove the reference to "Providence Plantations" as part of a referendum pushed by advocates who argue that the reference to "plantations" is insensitive to blacks and perpetuates a racist image.
The smallest state of the union, Rhode Island, also has the longest official name of any of the states: "State of Rhode Island and Providence Plantations". The state is one of the most densely populated and heavily industrialized for its size.
State of Rhode Island and Providence Plantations Gina M. Raimondo Governor EXECUTIVE ORDER Decem CREATING THE RHODE ISLAND COMPLETE COUNT COMMITTEE WHEREAS, Article I, Section 2 of the United State Constitution requires an enumeration of the population every ten years to apportion congressional representation among the states.
The First Record Book of the Society of Colonial Wars in the State of Rhode Island and Providence Plantations, Constitution and By-laws, Officers and Members Historical Papers. [Contains the following papers: King Philip's War, by John Austin Stevens, Historian; The Rehoboth Fight, by Lt.
Commander Joseph Ballard Murdock, USN; Some Contemporary. It was an English colony from untiland then a colony of Great Britain until the American Revolution inwhen it became the State of Rhode Island and Providence Plantations (commonly known simply as Rhode Island).Capital: Providence, Newport.
It was established by a group of colonists led by Roger Williams who left Massachusetts Bay Colony in order to establish a colony with greater religious freedom.
Providence Plantation became the Colony of Rhode Island and Providence Plantations, which became the State of Rhode Island and Providence Plantations after the American d by: Roger Williams.
He has published twenty-six books, including Catholicism in Rhode Island: The Formative Era (),Democracy in Decline: Rhode Island's Constitutional Development – (), An Album of Rhode Island History, – (), The Constitution and the States (), The Bill of Rights and the States (), with John Kaminski Author: Patrick T.
Conley. Thirteenth state; adopted the U.S. Constitution on State capital: Providence Nicknames: The Ocean State; Little Rhody; Plantation State State motto: Hope State bird: Rhode Island red hen State drink: Coffee milk State flower: Violet (Viola palmata) State folk art: Charles I.D.
Looff Carousel (Crescent Park. Carousel) State fruit: Rhode Island greening apple State. Rhode Island information resource links to state homepage, symbols, flags, maps, constitutions, representitives, songs, birds, flowers, trees.
The Rhode Island Royal Charter provided royal recognition to the Colony of Rhode Island and Providence Plantations, approved by England's King Charles II in July It outlined many freedoms for the inhabitants of Rhode Island and was the guiding document of the colony's government (and that of the state later) over a period of (s): John Clarke.
Map of the State of Rhode Island and Providence Plantations. Contributor Names - United States--Rhode Island - Available also through the Library of Congress Web site as a.
6, of the Rhode Island Constitution as identical to the Fourth Amendment to the United States Constitution." State v. Taylor, A.2d(R.I. ) (quoting Pimental, A.2d at ). Only in rare cases has our Supreme Court found that the Rhode Island Constitution.
Vol.2 has title: History of the state of Rhode Island and Providence plantations. From the settlement of the state,to the adoption of the federal constitution, v v 16Pages: Initial Text, Acts and Orders ofRhode Island Constitution Made and agreed upon at the Generall Court of Election, held at Portsmouth, in Rhode Island, 20, 21 of May, Anno.
for the Colonie and province of Providence. John Coggeshall is chosen Moderator of the present Assembly. At the General Assembly of the Governor and Company of the State of Rhode-Island and Providence Plantations, begun and holden (by adjournment) at Providence on the last Monday in February, [].
(Providence: Bennett Wheeler, ). State of Rhode Island and Providence Plantations: We have audited the financial statements of the State of Rhode Island and Providence Plantations (the State) for the year ended J and have issued our report thereon dated Decem File Size: 1MB.
Define State of Rhode Island and Providence Plantations. State of Rhode Island and Providence Plantations synonyms, State of Rhode Island and Providence Plantations pronunciation, State of Rhode Island and Providence Plantations translation, English dictionary definition of State of Rhode Island and Providence Plantations.
Book/Printed Material State of Rhode-Island and Providence plantation. In General Assembly, January session, A. An act for calling a convention, to take into consideration the constitution proposed for the United States, passed on the 17th of September, A.
The Seal of the State of Rhode Island and Providence Plantations features a blue field with a golden maritime anchor as its central image below the phrase "HOPE."The anchor has been used as a symbol for Rhode Island since the colony's founding in Armiger: State of Rhode Island.
Roger Williams (c. 21 December – between 27 January and 15 March ) was a Puritan minister, theologian, and author who founded Providence Plantations, which became the Colony of Rhode was a staunch advocate for religious freedom, separation of church and state, and fair dealings with American Indians, and he was one of the first : between 27 January and 15 March.
Rhode Island was the 13 th and last of the original colonies to ratify the newly written constitution of the United States. Origin of the Name Rhode Island and Providence Plantations: Despite its name, most of Rhode Island is located on the mainland of the United States.
Rhode Island (state), RHODE ISLAND, state in N.E. United States. America's smallest state, it was the last of the original 13 colonies to ratify the Constitution and the Moorea, Society Islands, island group ( pop.
,), South Pacific, a part of French Polynesia. The group comprises the Windward Islands and the Leewar. RHODE ISLAND. The name of one of the original states of the United States of America. This state was settled by emigrants from Massachusetts, who assumed the government of themselves by a voluntary association, which was soon discovered to be insufficient for their protection.
Inthese towns founded the Colony of Rhode Island and Providence Plantations: Providence, Portsmouth, Newport and Warwick.
It was in the year when John Coggeshall served as the first President of the Colony, when the first General Assembly met, and when the Code of Laws and the Seal of the Colony were adopted. The government of the state of Rhode Island and Providence Plantations is prescribed from a multitude of sources; the main sources are the Rhode Island Constitution, the General Laws, and executive governmental structure is modeled on the Government of the United States in having three branches: executive, legislative,and judicial.
The official name of Rhode Island is "The State of Rhode Island and Providence Plantations". It can be traced in this form back to the Royal Charter. CONSTITUTION OF THE STATE OF RHODE ISLAND AND PROVIDENCE PLANTATIONS.
PREAMBLE. We, the people of the State of Rhode Island and Providence Plantations, grateful to Almighty God for the civil and religious liberty which He hath so long permitted us to enjoy, and looking to Him for a blessing upon our endeavors to secure and to transmit the same. Rhode Island (/ ˌ r oʊ d-/ (), like road), officially the State of Rhode Island and Providence Plantations, is a state in the New England region of the United States.
It is the smallest U.S. state by area and the seventh least populous, but it is also the second most densely Island is bordered by Connecticut to the west, Massachusetts to the north U.S. House delegation: 1: David Cicilline (D), 2:.
in me as Governor of the State of Rhode Island and Providence Plantations, pursuant to Article IX of the Rhode Island Constitution and the Rhode Island General Laws, including, but not limited to, Ti Chap and Ti Chapter.
in me as Governor of the State of Rhode Island and Providence Plantations, pursuant to Article IX of the Rhode Island Constitution and the Rhode Island General Laws, including, but not limited to, Ti Chap do hereby order and direct the following: Benefit Determination and Utilization Review (BDIUR) 1.
Find many great new & used options and get the best deals for The Public Laws of the State of Rhode-Island and Providence Plantations: As Revised by a Committee, and Finally Enacted by the Honorable General Assembly, at Their Session in January to Which Are Prefixed the Charter, Declaration of Independence, AR by Rhode Island (, Hardcover) at the best .RIL Site Press Release.
Rhode Island Constitution. Home; Representatives; Senators; Commissions; Legislation.STATE OF RHODE ISLAND AND PROVIDENCE PLANTATIONS. PROVIDENCE, S.C. SUPERIOR COURT. RHODE ISLAND COALITION AGAINST: Rhode Island Constitution, Art.
I § 2, and the Uniform Declaratory Judgment Act, R.I.G.L. § et seq. The Uniform Declaratory Judgment Act vests the Superior.


Another fab thing I did last week was to go to Flywheel Festival at Bicester Heritage*. Bicester Heritage is the UK's only centre for historic motoring excellence. It was founded in 2013 on the site of a derelict RAF base, that was marked at risk in 2008. It has 19 listed buildings and 11 areas of Scheduled Ancient Monuments. Now there are over 30 specialist businesses based at Bicester, making it the largest centre in the industry.
The first recorded flight here was in 1911, way before becoming an RAF base. So I don't think there could be a better location for the Flywheel Festival.
The Flywheel Festival was great, both my husband and I had a wonderful time. It took me a while to pick only a "few" pictures for this post, as I had almost 500 to choose from. I also made a 8 minutes clip with highlights of the day.
The last flying display we saw was a dogfight between a Spitfire and a Buchon Messerschmitt. Both planes were piloted by two champions of Red Bull Air Race, Paul Bonhomme and Steve Jones. When I heard the commentator saying that I was ecstatic. I watch Red Bull Air Race (RBAR) and I know them from the races. If you are not familiar with RBAR, search online, I'm sure you will find it fascinating.
The commentator said we should search on youtube two clips: Two Planes Fly Through a Hangar – Red Bull Barnstorming (same team as the one at Flywheel: Paul Bonhomme and Steve Jones) and Spitfire under bridge. Both clips are amazing, do search for them.
At the Festival there was a marque filled with vintage items. They all looked so nice. I was tempted to buy some props for my food blog.
Of course, there were lots of stands with all sort of interesting things like model cars and planes, army style clothing. Lots of things for children too.
In the Live Music Marque we listened to a few songs by The Candy Girls, a vintage style harmony trio. They are singing songs from the 30s up until the 60s. I really enjoyed it even though it's not the kind of music I usually listen to. In the clip is a part of one of their songs.
The flying displays were great too. I enjoyed all of them. They were flying in close formation at times and the commentator was telling us interesting facts about them, like when they were used, if it's the real plane or a replica.
One of the two helicopters in the Sioux/Scout helicopter pair flying display.
Besides the airplane field, there were some army style stands with old items from the wars. It was really nice to have a look at them. The ones mending the stalls were dressed in vintage army costumes. It was lovely. I also liked the soldiers, showing a glimpse of how it was like in the old days.
Every Festival has food stalls and this vintage tea room was lovely, very popular. Huge queue of people wanting to have a delicious cream tea. The crockery was vintage and they were different. It looked really nice.
There were other food stands, but, unfortunately, not many vegetarian options for us. Other people were having a picnic and that was lovely too.
Among other attractions were pedal powered planes for children, very cute and fun for kids. There was also a Motorcycle Wall of Death, the thing where they are driving a motorcycle in circles on the wall. Sorry, but I can't explain it better.
At one end of the field there were the tank rides. That is something really different, I haven't seen them before. They were very popular too with lots of people queuing.
Tiger 9 Aeronautical Display Team. It was very impressive.
In the Great War Display Team flying display there were planes from the First World War, most of them replicas if I remember correctly. It was an amazing flying display with sounds and fake bombs. I can't imagine how it would have been in real war.
This is an 1931 Invicta S-Type.
It might look old, but this car is just 1 year old, made in 2016. Atalanta Motors made only 22 cars in late 1930s, all with different specifications. The new cars are built to order, hand crafted from scratch, all British made. The company is based at Bicester Heritage.
A 1901 Toledo Steam Car, isn't it fantastic?
The last car I'm sharing is the 1914 Fafnir Hall-Scott Special.
* I was invited. All opinions are my own.
This looks like such a great day out! My dad would love something like this, he's really into planes.
Wow! What a great day, it sounds like such an interesting experience. You always make me more aware of all the cool events taking place in the UK – I definitely need to explore a bit more.


The ego's purpose is to prove that fear is real. Fears only manifest themselves in the mind that believes it.
Hold on, though—you're not alone. Much of life is spent in the exhausting assertion to prove fear is real and what is essential is not here, it is elsewhere. You're chasing your tail.
We've all heard it that there's nothing in this world that can provide lasting peace, happiness, and fulfillment. Yet we do seek it in this world. The ego-driven life is ordered and determined to wrest lasting fulfillment where it does not exist. When we realize and admit this truth, it can bring defeat, despair, and destitution. Many who see this never recover from the despair of believing the world will fulfill them. The majority of people pursue it relentlessly—then discover it won't. If you have ever found yourself at this point, you can understand how death can look like a solution to life. This is Hell's Gate.
"Narrow is the gate" has been said in so many ways. It seems the only way to freedom in this world—"heaven on earth," as it may be called—is right through Hell's Gate!
From this perspective, death in millions of illusive forms is chosen figuratively and literally. These "choices" are but living death or dying to avoid living death.
Rather than pass through Hell's gate, most—almost all—turn back to the world to yet again wrest fulfillment where it cannot be found. The fact that lasting peace and happiness cannot be found in the pursuit and attainment of the temporary gadgets, sensations, feelings, emotions, work/life balance, money, health, and relationships is almost always swept aside as you return to chasing your tail. The promise of appearances of this world, life on Earth, are not available in their form…or any form for that matter.
So then what do you do if The Red Dot that says "You Are Here" finds you located at Hell's Gate?
Walk right through it…on purpose!
A world that cannot bring you lasting peace, happiness, and fulfillment also cannot possibly bring lasting defeat, despair and destitution. The world is not the source of either of these. The source of your suffering is seeking and pursuing fulfillment where it is not. Chasing your own tail. If the world cannot bring lasting peace, it cannot bring lasting defeat, either. Therefore, the world is benign save the value you assign it. Now the problem and the solution come together where you are. Stop seeking fulfillment where it is not and you will stop being despaired over having not found it there.
You are here to give a gift, live a purpose, and build a vision of a better self and world. Do this on the approach to Hell's Gate, at the entry, and on the other side too. Do this no matter what.
As you forgive and accept every fear in every form, it is metabolized into freedom. Know fear = No fear.
This is the key to "living in this world, but not of it"! Go on—walk right through Hell's Gate…on purpose. There is nothing in there but ghosts and illusions.