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A few years ago, I found myself in a flea market in downtown Montreal. Amid dusty furniture and faded French-Canadian comic books, I saw something that piqued my interest: a large black plastic box—a cross between a Nintendo 64 and something you might pull from the wreckage of a jetliner. Placed on top of it was a pair of sleek gray boomerang-style controllers and what appeared to be a modem. The device was simple and utilitarian, yet it had a hint of style. The colorful logo on the front of the device read "Pippin @WORLD." What the hell was this thing?
A chain-smoking salesman seated nearby told me it was some kind of gaming system from Apple. It was mine if I had a hundred bucks. I contemplated snapping it up, but I figured it was unlikely to work—not to mention the fact that I'd have to track down games for it. The Pippin, however, always stuck in the back of my mind.
Today, the Pippin is a curious footnote in Apple's corporate history, a device long since laid to rest alongside the TurboGrafx-16 and the Sega Dreamcast; dug up and enjoyed almost exclusively by a few masochistic hardware modders and eBay traders. And yet, Apple is now a leader in the video game industry, with players choosing from countless titles on the iPhone and iPad. In fact, last year, iOS and Google Play apps outsold portable games from Nintendo and Sony, according to a recent industry analysis. Is it any wonder that the internet was abuzz with recent (and later debunked) rumors of Apple once again entering the console market?
Apple's rise to the top as a gaming giant, however, has hardly been quick or easy. In fact, the company's first big foray into video games was a complete disaster.
Send In The Clones
The story of the Pippin reads like a geekier, technological version of a Greek tragedy. It has its heroes and its villains. There's a strange artifact with supposedly untold magical powers. And like all good tragedies, it's a story filled with its fair share of hubris, with characters who were destined to fail almost before they even began.
To really understand the Pippin, we have to jump back almost 20 years to December 1994, shortly before the ill-fated device was unveiled at a crowded Tokyo trade show. In the chaotic tech boom of the early '90s, Apple was a very different company. Steve Jobs had been ousted several years earlier after a humiliating and much-publicized boardroom coup, and the company was now under the control of CEO Michael Spindler, an eccentric German engineer who had risen through the ranks of Apple's European division.
Spindler's tireless work ethic and hard-nosed policies had earned him the nickname "Diesel." And while he was an exceptional engineer and strategist, Spindler's people skills left something to be desired. He was known for leading incomprehensible meetings in which he'd rattle off stream-of-consciousness talking points and scribble illegible notes on a whiteboard. He'd then leave the room without answering any questions, relying on his assistants to explain what he'd actually meant. In one infamous anecdote, Spindler had landed a front page interview with the prestigious PCWeek magazine, but the conversation was such a mess—Spindler rambled aimlessly, jumping from one non-sequitur to the next—that the magazine's editors had to schedule another chat. Spindler remained equally inarticulate the second time. The story was never published.
Michael Spindler c. 1994
Under Spindler's watch, Apple remained the largest computer manufacturer in the world, but it was losing ground as a slew of inexpensive Windows computers flooded the market.
To make matters worse, Apple's once-sizable coffers were being drained on a number of failed experimental consumer products, with Apple dabbling in digital cameras, portable CD players, speakers, and even TV appliances. Millions of dollars had been funneled into the Newton, a handheld computer that was the butt of jokes in Doonesbury and on The Simpsons. Apple was spending more on research and development than almost any other tech company—$600 million in 1992 alone—yet this investment wasn't producing successful products.
Faced with mounting financial pressure and an eroding market share, there was increased talk of Apple merging with other companies or even selling off its assets. Spindler, however, was determined to turn Apple's fortunes around. He came to the conclusion that licensing the Mac operating system to other hardware manufacturers—emulating Microsoft's Windows model—was the only viable option to keep Apple from running aground. As such, Spindler approved the "clone" initiative. Starting in 1995, Apple-approved third-party manufacturers could create their own Mac-compatible computers.
The Pippin came directly out of the clone initiative. Based largely on the Macintosh, the console used a simplified version of the Mac OS. In terms of processing power and speed, the Pippin was a Ferrari compared to the lumbering Pintos of other game consoles at the time. The device packed a speedy PowerPC processor and, more importantly, included built-in internet access and a CD-ROM drive that could run a variety of multimedia programs. Apple pictured the Pippin being more than just a game console. It could easily be modified for use in business and education—a two-headed beast that would let you blow up evil aliens as well as surf the net on your TV.
Kill Them With Kindness
In keeping with the clone program, Apple's plan was to license out the Pippin design to third-party manufacturers who would then customize their own versions of the system. Video games, in particular, were considered the low-hanging fruit that Apple hoped to snatch.
Bearding the lions of the home-gaming den was no easy task. The PC market was exploding, and the console market was dominated by Nintendo and Sega, with the Sony PlayStation hitting stores in Japan shortly before the Pippin was launched. Apple's fledgling console would essentially be going toe-to-toe with industry giants who had crushed any competition that came their way. (A decade later, the same could be said of the iPhone, although with a very different outcome.)
I recently spoke with Julian Wilson, a veteran of the tech industry who was a director in the New Media division at Apple during the Pippin's development. "What you have to remember is that at that time, there were multiple different games consoles coming out. But the leaders, the big guys, were the Nintendo—and the PlayStation later—and the [Sega] Genesis product," Wilson said. "And these guys had already sold twice as many games consoles, up to '96, than the entire PC industry. And they had what appeared to be a very aggressive, dominant relationship with the developers, where the developers accepted that their software was redundant as soon as a new [console] product came out."
The idea, then, was for Apple to cozy up to developers, offering a console that would allow them to create a single game that could—in theory—run on multiple consumer versions of the Pippin as well as the Mac OS. It was billed as being a win-win, offering more bang for developers' buck.
Apple "was committing in a contract to give you a longer shelf life for your code," Wilson said. "In the traditional games console model, the device is subsidized because of the cost of the applications and the fact that every time a new device comes out, a new license needs to be bought." So Apple's model should have been attractive to developers. "They were tired of having to redo things."
With Apple facing financial turmoil and losing its standing in the marketplace, the Pippin quickly became more than just another in a long line of experimental consumer products. Spindler instead saw the device as a chance to generate serious revenue by breaking into a new market. There was a lot riding on the outcome of the Pippin, not only in terms of Spindler's reputation, but also the future of Apple itself.
Enter Bandai
As Apple courted developers to produce games and content for the Pippin, the first to bite was the Japanese toymaker Bandai. Founded 50 years earlier by Naoharu Yamashina amid the ashes of post-war Japan, Bandai had grown into one of the world's largest toy manufacturers.
When Apple began its preliminary discussions with Bandai, the company was under the control of Naoharu's eldest son, Makoto. Unlike his father, the younger Yamashina had grown up with a life of privilege and luxury, typifying the Japanese "Keio Boy" and spending much of his time driving fast cars, dining at exclusive Tokyo night spots, and sailing his private yacht.
As Bandai's CEO, Makoto clashed with his aging father. The elder Yamashina had run Bandai using an extremely bare-bones production model. A toy line could be shut down at any moment with only minimal loss of resources and revenue. Electronics and more complicated products, on the other hand, require more investment in design and tooling, making them a riskier proposition. Naoharu preferred a traditional approach that focused more on developing well-established brands rather than taking a risk with entirely new product lines.
For his part, Makoto Yamashina was determined to modernize the company and make Bandai more than just an action-figure assembly line. The young CEO dreamed of creating an entertainment company that rivaled Disney and could target young audiences on a global scale.
Under Yamashina's tenure, Bandai had branched out into a number of risky but lucrative fields, inking deals with a number of entertainment companies. The company purchased the rights to the Sailor Moon and Power Ranger characters from Toei, a Japanese film and television production company. Yamashina also went into business with (and later purchased a large share of) the Japanese animation studio Sunrise, which produced a series of popular animated films featuring Bandai's Gundam robot action figures.
Makoto Yamashina in 1997
By 1994, Bandai had become a force to be reckoned with, generating $330 million in the U.S. alone from the sale of Power Rangers merchandise, according to Anne Allison, author of Millennial Monsters: Japanese Toys And The Global Imagination. Despite Bandai's success, however, the two Yamashinas continued to butt heads. The company's founder once publicly complained that his son had adopted a strategy of bringing out 10 toys in the hope that three would become successful.
Despite the internal squabbling, Apple viewed Bandai as an ideal partner. Bandai had some experience with game consoles, having created a number of systems in the '70s and '80s. The Nintendo Power Pad, a floor-mat controller for the NES, was originally a Bandai prototype. More importantly, Bandai had two things Apple coveted at the time: a portfolio of popular intellectual property, which could be licensed to game studios, and a lot of cash.
The details of the Apple-Bandai deal did not take long to hammer out. Bandai would be responsible for manufacturing and marketing the device, while Apple in turn would absorb all the research costs, collecting royalties for every Pippin sold and retaining the right to license Pippin to other companies. (Lacking the technical expertise to manufacture the device within their own production facilities, Bandai brought on Mitsubishi as a subcontractor to produce the Pippin.)
The Pippin ATMARK (Photo: Evan Amos)
In March 1995, shortly after the ink dried on Apple and Bandai's deal, the first white Bandai Pippin—christened the ATMARK—went on sale in Japan. Retailing for a costly 64,800 yen (roughly $650 at the time), the console included a dial-up modem and four bundled titles. Yamashina was betting big, predicting sales of 200,000 Pippin ATMARKs in the first 12 months.
A few months later, the black-colored Bandai Pippin—this model was called @WORLD—was released in the United States. At launch, it retailed for $600, three times the price of the popular Nintendo 64. The @WORLD bundle included a six-month unlimited internet account from PSINet at an additional cost of $25 per month. Yamashina was confident again: He forecast that 300,000 @WORLD systems would be sold within a year.
For Bandai, there was as much riding on the Pippin as there was for Apple. Yamashina was determined to dethrone Nintendo and Sega, cementing Bandai's place as an international entertainment juggernaut. As such, he earmarked nearly $100 million for Pippin manufacturing and marketing. Even with Bandai's war chest, a Pippin failure would mean a major blow to Yamashina, both from a personal and professional standpoint. For Yamashina, it was the chance not only to take Bandai into the future, but also to prove his father wrong.
Bungie Jumps
Since the Pippin ran a stripped-down version of the Mac OS, the conventional wisdom on Apple's Cupertino campus was that existing games and other software could be ported over to the Pippin with relatively little effort. One of the leading developers that Apple hoped to bring on board was Alex Seropian, the co-founder of Bungie Studios. Bungie had released Marathon, a hit first-person shooter, exclusively on the Mac—a rare triumph for Mac gaming at a time when computer game makers were focused on Windows.
Seropian, whose studio would later go on to create the Halo series, was directly involved in porting over Bungie's Mac-exclusive title Marathon to the Pippin. "I remember us being kind of excited. We were focused on the Mac, and here was an opportunity to maybe reach more people," Seropian told me in an interview. "I think we were somewhat skeptical but supportive at the time. It was something that Apple and Bandai really wanted us to do, and we had a really good relationship with them."
With financial and technical support from Bandai and Apple, Bungie set to work on Super Marathon, a Pippin title that would contain both Marathon and Marathon 2: Durandal. Apple and Bandai were hoping to lure game enthusiasts with titles that were exclusive to the Pippin, and Super Marathon would spearhead that effort.
While their corporate patrons brimmed with confidence, Seropian and his team had mixed feelings. "My recollection of that whole experience—and the introduction to the Pippin, and the console space—was it was certainly made easier by the fact that it was Apple and we were big on Mac. But we didn't have huge expectations out of it." In fact, Super Marathon was fated for obscurity, barely remembered among the handful of titles that ever saw the light of day on the doomed console.
The Collapse
By the middle of 1996, it was clear that sales of the Pippin were catastrophically low, with no prospect for improvement on the horizon. Yes, Apple had Bungie on board, but developer interest was minimal otherwise. The resulting lack of software and the exorbitant consumer price tag were simply too much for Pippin to bear. Apple was also distracted by an internal crisis. Spindler's attempt to reorganize the company was unraveling. Struggling to manage Apple's numerous, disparate divisions, the discipline-focused CEO had implemented a more rigid structure that focused simply on product development, marketing, manufacturing, sales, and customer relations. The reorganization only muddled Apple's structure further, however, and exacerbated Spindler's lack of control. Moribund projects were allowed to limp along, siphoning away much-needed cash and resources, and employees struggled to reconcile conflicting messages from the marketing and sales teams. Spindler was losing his grip on Apple.
Despite this chaos, and despite the console's dismal sales, an increasingly desperate Spindler took every opportunity to calm investor fears with his vision of the silver-bullet Pippin. In Business Week magazine, a financial analyst said that Spindler talked about Pippin "like it would be the savior of the company"—and, implicitly, the savior of Spindler himself.
It wasn't. In 1996, Spindler was ousted from his position as CEO and replaced by Gil Amelio. The demise of the Pippin was the final death knell for Spindler's career at Apple.
The Pippin was a financial disaster for Bandai, as well. The Japanese company failed to recoup practically any of their investment. As the elder Yamashina had predicted, the cost of developing and marketing the Pippin had been astronomical. The lean production model that had made Bandai's fortune simply wasn't practical for complex electronics. For both Spindler and Makoto Yamashina, the Pippin was a disastrously bad gamble.
As the Pippin continued to implode, Apple made a last-ditch effort to lure in manufacturers for the device. Unfortunately, the only other company to express any interest was a little-known Norwegian software company called Katz Media, which signed an agreement in June 1996 to produce its own version of the Pippin. Faced with the same lack of interest that Bandai had faced, Katz desperately attempted to repurpose and repackage the Pippin—as an interactive kiosk display, as an internet appliance for hotel rooms, and as a low-cost computer for hospitals, among other schemes. None of them caught on.
By 1997, the Pippin was dead. The device was a complete flop in Japan, Europe, and North America. (Apple's diligence had ensured that Pippin failed in every market possible.) Sales were particularly dismal in the U.S., with Bandai shipping thousands of unsold units back to Japan. Exact sales figures of the device are hard to find, but estimates from several sources suggest that in all likelihood, only 12,000 to 42,000 @WORLD units were sold in North America. A far cry from Spindler and Yamashina's lofty projections.
So what went wrong? "You could do a PhD on deconstructing what happened," said Wilson, the former Apple manager. "I learned a lot at Apple, but one of the things that sticks with me is the importance of a vision. A vision provides a context for every decision." He regards Pippin as a project that was never given a chance to succeed. "It was a distraction at the time, Apple had other things to consider and it was probably right that it didn't spend too much time on Pippin."
For Seropian and his fellow developers at Bungie, the death of the Pippin was a blip. They would soon go on to develop Halo for the Xbox in partnership with another tech giant, Microsoft. But when Apple was developing the Pippin, "we didn't think too much of console gaming," Seropian said. "Console gaming was a whole other industry that had its own jargon, and having Apple show up with Bandai—it was sort of like meeting a girl who went to school on the other side of the tracks, but we had a mutual friend, so we went on a couple of dates. But we didn't have an expectation we were going to get married or anything. And I guess you could say she turned out to be a drug addict that ODed, and we never hung out anymore."
When Steve Jobs became Apple's CEO again in 1997, one of his first orders was to dismantle the clone initiative. That meant shelving the Pippin project once and for all, with Bandai stopping all production of the machine. Bandai felt the ripples of the Pippin disaster that same year, as the financially troubled company was briefly courted by SEGA, who hoped to absorb Bandai into its fold. The deal fell through, with both sides citing "cultural differences." Some speculated that Bandai's executives still had a sour taste in their mouth from their ill-fated dealings with Apple, another powerful tech company that approached Bandai with big promises.
Yamashina resigned as CEO of Bandai shortly after the SEGA deal fell through. His dream of elevating his father's company into a global entertainment brand was over. Yamashina faded into the background, later dabbling in film and television production.
Officially, Bandai continued to support the Pippin until 2002. By that point, the damage had been done, with the Pippin effectively draining hundreds of millions of dollars from Apple and Bandai—and contributing to the downfall of both its chief executives.
Today, Apple maintains almost obsessive control over its hardware and software. The third-party wheeling and dealing that gave birth to the Pippin is a thing of the past. What's more, the once-dominant console makers have felt the sting of Apple, as the company continues to attract consumers' time and money with countless easily digestible games developed for the iPhone and iPad.
As for the Pippin itself, Apple acknowledges it with a single product information page buried on their corporate website. A financially ruined Katz Media later sold off its remaining Pippin stock to a company called DayStar Digital, which sold several thousand units before shelving the remaining stock. Thousands more Pippins remain unaccounted for, presumably lost, destroyed, available for sale online by niche collectors, or cluttering dusty thrift store shelves like the one I discovered in Montreal. The final resting place for a video game dream project that simply wasn't meant to be.
Words by Adam Volk. Illustrations by Dana Wulfekotte.
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112 Responses to "Apple's Folly: The story of the Pippin game console"
George_Liquor says:
Great article! This is the most attention ever paid to the Pippin by anyone, including Apple.
Incidentally, it's too bad you didn't buy it. Working or not, the Pippin's worth a lot more than a hundred bucks on the ironic game console collector's market these days.
Minor point, though: December of 1994 is not technically more than 20 years ago. At least not yet.
zerocrates says:
Next week's article about the Xbox One's time warp features will make everything clear.
William Hayes says:
It is now
Marozeph says:
There is such a thing as a "ironic game console collector's market"? Maybe it's time to stock up on Gizmondos…
neodocT says:
I still have a Virtual Boy stashed away at home, and I don't even own any games for it…
(that's not true, I had some games but I'm pretty sure I lost them all, save for the one that is currently inside the Virtual Boy cartridge slot. Mario Tennis, maybe?)
At least the Virtual Boy wasn't a money-laundering front for the swedish mafia.
Twilight Sparkle says:
VB has a HUGE market now. 250 NIB consoles, 150 loose. The plastic stabilizer alone is 60 bucks (a 1 inch piece of plastic).. seriously now.
The "legitimate businessman's" game console.
Citric says:
But the Gizmondo has Colors, or almost had Colors, since it was clearly too hot for Gizmondo.
PaganPoet says:
I was reading a list of every video game console ever released a few months ago and was really struck at how there were just so many! I had never even heard of most of them. For every runaway success story like the NES or the PS2, there are at least a dozen other consoles that were doomed to utter failure.
It makes me wonder what the business model is for these developers are when it comes to a new console. It seemed like many were hyped to death so that everybody would ideally go out and buy one as soon as it was released. When that didn't happen, it was deemed a failure and then forgotten forever. It seems tto me that it would be smarter to have a long term goal, that way if your console doesn't set the world on fire on its opening weekend, that isn't the end of the line. Hell, look at what a slow burner the PS3 was.
Mr. Glitch says:
Every decade for the last 40 years has been littered with the corpses of dead game consoles: The 70s had its explosion of Pong knock-offs, the 80s had scads of Atari competitors rise and fall in the span of three years, the 90s taught us a valuable lesson about FMV, and the '00s proved that the state of portable gaming has not improved at all since 1989. I'll be keeping a light on for the overpriced, always-connected, DRM-slathered megaconsoles that are yet to come.
The_Helmaroc_King says:
"[T]he '00s proved that the state of portable gaming has not improved at all since 1989."
Wait, you aren't talking about the GBA and the DS, are you? If you are, well, I have some words for you, you cad! Words like "I disagree" and "you cad"!
They're both great systems, but they're still the exception to the rule. See below.
"the '00s proved that the state of portable gaming has not improved at all since 1989."
Huh? We're talking a time period with the GBA, DS, and a certain device from the header of this very article. I guess a few people played the PSP too.
Let's not consign an entire decade to the dustbin of history for the sins of the N-Gage.
The N-Gage, the Neo Geo Pocket, the Wonderswan, the Tapwave Zodiac, the Gizmondo, the Game.com, the PSP Go…
You're right, though. It's unfair of me to lump the DS and GBA in with this crowd. I very much enjoy them both.
@Mr_Glitch:disqus Jeez, now that you mention them, I've definitely heard of at least three or four of those. How could I have forgotten such inglorious failures?
Oh, right, I was playing my DS.
Dariusz G. Jagielski says:
Mr. Glitch, don't forget about POPStation.
I do actually get what you're saying about portables, though it was perhaps phrased wrong. The PSP is the only one among that list I've owned – though every picture of the Wonderswan makes me wonder how the hell you play the Wonderswan – but it's very much a Sony GameGear. Great looking games, the screen is better than Nintendo's offerings, but it's cumbersome and uncomfortable to hold, has terrible battery life, and eventually the developer support dried up completely. When I use it, I find myself thinking it's a pretty terrible piece of hardware, whether I like what I'm actually playing or not.
It is also possibly the easiest console in the world to pirate games on now, making it slightly worse for business than the GameGear.
Richard Mason says:
Oy, I forgot about the GameGear's battery life. It would've been more cost effective for parents to let their kids burn money for fun.
That blasted thing must've padded Duracell execs' pockets with bajillion dollar bills. ..
Avatar X says:
gamegear, nomad and turboexpress were very very enjoyable for hours and hours ONLY if you wee smart an bought the battery powerpacks and used rechargeable batteries. Otherwise it was indeed like burning money like Richard says.
belgand says:
Yeah, I had one of the power packs and it was never really an issue. Of course, it meant that to play it I also had to drag along an additional appendage, but how often did you ever carry a portable around with you? It's more often something used while on a long car trip or flight. Even today I could carry my DS on the bus, but it's not really ideal. I just sit and play it at home wishing that the games had been released on another, more convenient platform.
Shelve this one away for later; you'll only have to change some nouns and dates for the Ouya and Steam Box retrospectives in 2033.
CrabNaga says:
And probably the Wii U, if things keep going like they are.
The thing about the Steam Box is that it's basically just a PC, so even if it fails (and Valve actually supports it vocally) it probably won't be lumped into the same category as consoles.
Dikachu says:
And, god willing, the X-bone. Anything with DRM that megalomanical deserves to fail so bad it drags down entire company divisions with it.
Force Crater says:
Get used to not owning physical media – in a few years there will be NO physical media – will you still cry then? No, you'll type in your credit card number because your mouth will be open and watery.
Ouya and failure? http://images2.wikia.nocookie.net/__cb20120220215354/fanball/images/d/dc/Impossibru.png
ManInTheMiddleMan says:
Ouya is already a failure, hardware is dated, software awful and full of bugs ( I know I have one).
A failure is you.
You knew exactly that you'll basically get prototype when you backed Ouya on Kickstarter. As it is prototype, it contains alpha software. Retail, finished version will be much better.
Nah I'm fine thanks for asking, I see that use of proper etiquette is somewhat lost on you. Since you opened that can of worms here I go in the same vein.
You are either brainwashed by the Ouya people (which is highly unlikely since they are evidently incompetent) or are one of Ouya people. If latter is the case, two things to comment, the product is awful from software side and I would know it, since I worked with Android for a long long time on a low level. Secondly I want my money back.
I suppose you should invest some of that pent up trolling energy and do something worthwhile, I don't know like petition them to make (I'll use a simple term so you can understand) it less sucky.
Ryan Thompson says:
I also own one and I am quite happy with it. There are a few bugs, but guess what its in beta we Kickstarters are beta testers that's why we got it a month and a half early. Everyone of the problems I had have been resolved with all the software updates that have come through this month. Software is not perfect it takes time.
Mohamad Taufiq Morshidi says:
Well, speaking of Apple and gaming:
My Hackintosh OSX partition runs Steam better than my Windows partition.
Also, i'm still using a shitty old Geforce 9500 and Bioshock on OSX runs better than Bioshock on Windows.
I think OSX has a lot of potential in gaming. And Apple has a great history with the video gaming community.
I can foresee Apple TV as a gaming console TBH. One day, they might bring GamesCenter to AppleTV and walla! You might just get a console cheaper than the Wii! It might be inevitable as Apple is advancing Apple TV with a lot cool features.
fieldafar says:
Nah, if Apple wants to bring gaming to the Apple TV, then it will be with iOS-style games (Angry Birds, Letterpress, Tiny Wings, etc).
OSX, on the other hand, definitely has untapped gaming opportunities. Right now, many triple-AAA games get ported months after their PC and console counterparts are released, while indies do one better and mostly release their wares at the same time on Windows, Linux, and (in some cases) PSN and XBLA. Perhaps if Apple could sell the platform better to developers and publishers, who knows?
The thing is nobody wants to play Angry Birds on the big screen. BTW you can already do that, in a limited way with AirPlay. Apple's success with gaming came in spite of them, not because of them. They just don't have the DNA for gaming (as evidenced by history), it's a good thing they are not making a real console, since it would be a flop.
Kilzor says:
If Apple had just had an ounce of sense and named it "The Phantom of the Opera" instead, they would have been swimming in an Uncle Scrooge sized money vault. Lesson learned? Theatre degrees aren't useless after all (I try and still stay confidently)!
Wait, theatre degrees are useless?
Since when?
Don't you have theatres in your town?
Why not move to New York and work at Broadway with your theatre degree? Or go to Moscow and do some Bolshoi?
I actually work at Juilliard, but, uh, my degree isn't the best license to print money in the history of licenses to print money.
Girard says:
You should stop living comfortably doing what you love and start living egregiously doing something you hate! Get and engineering degree! Make those fat stacks! And then hate what you've become!
@paraclete_pizza:disqus Diff'rent strokes, yo. I'm an engineer and I don't hate what I've become; I very much enjoy it. It's challenging, rewarding work, and it has the added bonus of not leaving me penniless at the end of each month.
Enkidum says:
There may be a small oversupply of people with theatre degrees compared to the demand for such people…
Remember that one console that never go made, "The Phantom"? Remember all those jokes people made about the name? Good times.
Mattman Begins says:
Glory, glorrrrrrry!
Apple's problem here was in failing to ink that Ben Vereen Simulator deal in time before the consoles shipped.
Alternate take-away from this article: videogame owners really, really hate Stephen Schwartz.
Hunsweasel says:
Isn't Ben Vereen Simulator just Frogger?
To be fair, "Pippin" is probably the stupidest name for a console system ever. Well, at least til Nintendo decided "Wee You" was a good name.
Spacemonkey Mafia says:
Fantastic illustration. These are really great.
It was good of Sonic to don his grey mourning spines. Though he can't seem to lose the red kicks. Him and Pope Benedict.
And Peach is too oblivious about everything to actually dress for the occasion. Either that or she just doesn't OWN a black dress and the royal Toad Tailors couldn't finish a new dress in time.
Of course, part of the failure to succeed here, as evidenced by Dana's marvelous graveyard illustration, was that the Pippin didn't have an iconic, cuddly character to pair with a console-launch title, endearing it to more than 500,000 global customers.
Which brings me to my audition piece for all of you today–although it's mainly for the Juilliard representative in the back there, so please take your fingers out of your ears, @Kilzor:disqus . I will be singing a selection to the melody of Pippin's "Corner Of The Sky". *ahem*
SEGA gave us Sonic the Hedgehoggggg
Nintendo's got Peach and those two guyyyyyys
But if Jobs' fucks
Want all my hard-earned bucks,
Gotta bake me an Appllllllllle
Apple piiiiiiiiie.
I thank you. Mattman Begins, number twenty-seven. (exits stage left, tripping over Xbox cords in the process)
Well, the Playstation somehow succeeded without a mascot. I know that Crash Bandicoot was supposed to be Sonys answer to Mario/Sonic, but he never really took off.
Of course, an anthromorphic Apple Pie as mascot totally would have turned the Pippin from a Fiasco into a Secret Success.
Playstation briefly had the not-at-all-hideous-or-terrifying-honest Polygon Man as a mascot, too!
Chalkdust says:
Oh wow, I was always confused as to why this thing was the last boss in PS All-Stars. I thought it was some weird invention for that game alone, and now I learn it's a legit Sony deep cut. Kudos, PS All-Stars dev team, for doing your homework!
Unexpected Dave says:
Crash's fame was fleeting, but he was pretty important to the Playstation's early success. The Playstation's affordable retail price had made it more successful than previous CD-ROM consoles like the 3D0 and Pippin, but it was the Crash-centric marketing blitz that elevated the Playstation to Nintendo and Sega's level.
They also had Lara Croft, Cloud and Spyro. I'm not sure they were quite the "face" of the console, but I remember a lot of hoopla in the gaming press about these characters, and not being able to play those game because I was a N64 owner.
By the way, it's strange that Playstation All-Stars Battle Royale (or PASBR, for short) features none of these characters.
If i'm not mistaken, Spyro and Crash are now owned by Activision, so Sony probably didn't want to pay licensing fees. And i'm pretty sure Tomb Raider was first released on the Sega Saturn.
@Marozeph:disqus Yeah, I'm sure it was because the licensing deals fell through, but it's still a bit strange for Sony's Smash Bros. not to feature characters so strongly associated with the Playstation brand.
And I completely forgot about the Saturn! It seems that the original Tomb Raider was released for the Saturn first, but the sequels were only on Playstation and PC (and Mac).
Original Tomb Raider – surprise! – was first released for PC and then ported first for Saturn, then for PSX (Saturn port is awful btw).
Colliewest says:
In the UK the Playstation was marketed as a more "grown up" console, without all that multicolored kiddie stuff. I remember WipeOut having a "real" soundtrack of Chemical Brothers, Leftfield and Orbital being a big deal.
Or maybe that's how people justified having one at college.
Actually, in Japan, Sony DOES have a simple mascot character: Toro the Cat!
CNightwing says:
My dad brought home an Apple Newton II from work one day, and I loved that thing. It could turn my handwriting into computer writing! That's the only thing I can remember about it. It was freaking heavy too. Still, I was disappointed when I had to give it back.
Zack Handlen says:
Yeah, my dad was always bringing home computer stuff from work–I think we had an Apple II+ for a while, which I mostly remember because it had no start up screen or operating system; if you wanted to do anything, you had to insert a floppy disc first. I played hours of The Hobbit text adventure on that damn thing, although I never managed to get much further than Lake Town. (We also had Where In The World Is Carmen Sandiego, which I played until I realized it was just a lot of page flipping.)
Did any of you have a Texas Instruments keyboard? We had that before the Apple II; you plugged it into the TV and could use it for games and, I dunno, spreadsheets or something. I mostly remember a Pac-Man knock off where you were supposed to cover an entire maze with your tail.
Really, the biggest thing I remember from those days was how big the gulf was between my expectations for what a game could do, and what that game actually did. I knew I was being conned every time I looked at the box art, but I fell for it anyway.
Fantastic article. And while it's neat that Apple has success these days with iOS stuff (well, neat for them, anyway), I really hope that the future of gaming isn't just a bunch of stuff I play for thirty seconds and then never remember to go back.
Oooh, I did! The TI 99/4A! It was our first family computer. I spent hours on that sucker playing TI Invaders & Star Trek, and transcribing BASIC programs from that big, green volume of examples that came with it.
Just throwing this out, as I'm sure nobody gives a shit, but The Attack is the very first video game I've ever played.
Flying_Turtle says:
I remember the "no operating system" days, and we used the Apple II at school from time to time. The first computer my family had was the Commodore 128, which had an OS, and I was fascinated by the ability to actually send commands directly to the computer. I probably spent as much time playing around in BASIC as I ever did actually running programs.
The odd thing about the 128, though, is that almost nothing seemed to actually be written for the 128, so the command I sent most often was GO64, which then dropped you into Commodore 64 mode.
And it's definitely true that the box art in that era and the gameplay were not the same thing. Back then, even the video games required some imagination.
Cloks says:
With apologies to TS Eliot
Apple is the cruellest developer, breeding
Consoles out of marketing reports, mixing
Bandai and Katz Media, stirring
Giant robots with hospital screens.
Bungie kept us warm, covering
Pippin in exclusive games, feeding
More than a marathon with rehashed levels.
ianprikryl says:
Please do an article on the ill-fated Vectrex! I loved that machine…
An article on the Vectrex would indeed be interesting – IIRC it was actually pretty successful in Europe. And was there ever another console that used vector graphics?
The last Atari console tried to do vector graphics AND backwards compatability.
That would be terrific. I picked up a working Vectrex at a Goodwill for 10 bucks a few years ago. Best thrift score ever!
The rise and fall of 3DO would make for a pretty entertaining read, too.
duwease says:
Wow, either I've never heard of this or I've completely forgotten it. Considering I voraciously read gaming magazines at the time and still remember the Lynx, the N-Gage, the Neo Geo, and the Jaguar, I'm wondering if they had an advertising budget higher than triple digits.
WarrenPeace says:
Likewise; I had never heard of this thing before. I do remember some of the various consoles from back then, like the Jaguar. Remember when everybody was really into how many bits each system had? Nintendo (Ultra) 64 was such a big deal, holy cow, 64 bits! That doesn't even really mean anything to the consumer, except that it's a higher number than what previous systems had (SuperNES was 16-bit, and wasn't Saturn 32-bit?). The funny thing about the Jaguar was their slogan was "64 bits. Do the math." because it had two 32-bit chips. I don't know why, but nearly two decades later, that cracks me up. It adds up to 64 bits! What a selling point!
Of course, we're not much better these days, are we? What the hell is 4G anyway?
We're really not.. the advent of the new console generation has re-opened the numbers-based hardware fanboy arguments all across the internet again. One would think that the two consoles being pretty indistinguishable graphics-wise this generation would temper that this go-round, but it doesn't seem to be the case.
Guess those marketers really know what they're doing, eh?
I always feel sad reading these stories about grand enterprising ideas that don't work out. It's like dining at an empty restaurant. It's just heartbreaking!
And it's too bad, too. I actually really like the Pippin console design (though the controller's a mess). It's nice to have more competition, and I'd like to see what Bungie and Bandai would have cooked up, had the Pippin worked out. Oh well…
Every time it's brought to my attention that Apple is now a leader in gaming, I feel a bit sick to my stomach. I'll play Tiny Wings or Dungeon Raid while I'm waiting in line or am otherwise indisposed, but I wouldn't compare anything on the iPhone to an experience that I'd get from a console or on PC. Most of these games are so simplistic (by design and also because of the limitations of touch controls) that it's like comparing hamburger to prime rib.
I'm scared that game developers (and publishers especially) are going to learn the wrong lessons from this era, where cheap, $0.99 games give a massive return on investment and bloated $59.99 games with credits sequences that are longer than the ending to Return of the King sell 5 million copies and are deemed failures.
On the other hand, we're getting tons of quality games from small independent studios, so if the AAA market collapses in favor of ten Angry Birds clones a year, core gamers will probably flock to these games like never before. That's just my speculation, at least.
While i would say that a crash like 1983 is possible, i don't think it will kill off the industry like it did back then. The commercial and (to a lesser extend) artistic potential of Video Games has been proven, so someone (maybe even Apple) will be there to pick up the pieces and start again if everything comes crashing down.
Maybe it's just time to scale down a bit. The current "more is better" policy can't go on forever. Does a game like Tomb Raider really need multiplayer? Wouldn't AC3 actually be better with a smaller world an less pointless features? It's fascinating how quick Video Games evolve (a game from the Atari era might as well have come from Mars), but this immense speed can lead to a lot of dead ends.
I think the market is too diversified at this point for a "crash" to happen, at least a crash of the same magnitude as the one in 1983. Publishers are hilariously risk-adverse (see: why Kickstarter is popular now). They'll just shutter the bloated studios that churn out the Resident Evils and Tomb Raiders and instead just focus their efforts on Resident Evil: Zombie Shooter and Tomb Raider: Tomb Runner for iOS. At $2.99 a pop (with $1.99 level packs, $0.99 ammo packs, and $5.99 skin packs), it's the future of gaming!
You're probably right about the gaming market as a whole, but the consoles might be in for some trouble: the Wii U isn't exactly selling like hotcakes, the XBone probably put off a lot of people with it's "Fuck the customer"-attitude and the PS4 is still a cipher in many ways.
But who knows? Maybe the E3 will show tons of can't-miss-games and everyone starts lining up for Next-Gen (or is it Next-Next-Gen?) again…
DoctorMemory says:
…still waiting to hear the problem…
Problem is $.99 games = farting apps, $59.99 = proper games like Tomb Raider or GTA. So they probably go into farting apps. Would like more farting apps or maybe proper games?
$0.99 iOS games that I have enjoyed substantially more than any entry in the Tomb Raider series since the first one, an incomplete list:
Super Hexagon
Minotron
And that's off the top of my head without even looking back at my app store purchase history. Increase the price ceiling to $9.99 and the list gets much longer.
So yeah, still not really seeing the problem here. To paraphrase Jello Biafra, mobile gaming is killing the AAA gaming market and we should all do our part to help.
gbc204 says:
Apple leading in gaming kind of makes sense when you think about how much time people have spent playing solitaire and minesweeper. Just great games to play when you're supposed to be doing something else, specifically, sitting in a cubicle. Except now you can get that escape anywhere- grocery store line, during the 30 min of trailers at a movie, on the toilet… I'd venture to say that if you measured how much time people spend playing games on Apple devices while sitting in their living rooms at home, it would be WAY lower.
TheGameroomBlitz says:
I'd like the game industry to scale down a bit, actually. Microsoft and Sony have spent billions on their respective machines without turning a profit… Sony has spent three billion dollars on the Playstation brand last year, making the Pippen's losses seem inconsequential by comparison.
It's not sustainable. These two companies can't dump money down a hole forever, and the lion's share of publishers (already pinched by the high cost of game production) won't be able to keep up with a new generation of cutting edge hardware. Something's got to give. If developers need to make phone games or indie games to turn a profit (and this is what most of the game industry has forgotten… you need to TURN A PROFIT to stay in business), I'm all for it. Either the game industry needs to get back to basics or risk not BEING at all.
blue_lander says:
I have a Pippin, you can import them from Japan for a lot less than $100 and they're fully compatible with whatever American titles you can find. The only thing worth playing for it is Super Marathon. There's a decent size library of Japanese titles, but they're mostly Anime games like you'd find on the PC-FX. There's no reason to buy the thing unless you're a collector, although I do like the controllers. The track ball on them works suprisingly well.
I feel if I ever saw a Pippin when it released, I'd be inordinately excited to try the track ball.
Is the Pippin in any way compatible with older (PowerPC) Macintosh computers? I thought it used similar architecture…
The Pippin is basically a PPC mac in a console case. It even has a vga port, printer port, etc. You can run Pippin games on a Mac but you can't run regular mac games on a Pippin but only because of a software lockout. Supposedly there's a developers BIOS out there that will let the Pippin run any mac software. Not sure how that would work since the Pippin doesn't have ADB ports for a keyboard or mouse.
For keyboard you could make on-screen, virtual one and trackball plus one of gamepads buttons could work as mouse.
Smilner says:
Splendid article. Reminds me a lot of the old gamespot.com opus The Rise and Fall of Trilobyte. I love tech eulogies, for some reason.
Matthew Vose says:
"Apple and Bandai were hoping to lure game enthusiasts with titles that were exclusive to the Pippin, and Super Marathon would spearhead that effort."
Amazing how history repeats itself somewhere – this has been the Xbox strategy for the last two consoles!
Great article, really fascinating and well researched.
Kyle O'Reilly says:
God bless you Gameological for taking the time and the effort to write well-researched and expertly written* articles such as this one. This site is a light in the stormy sea of video game journalism. May it shine on for a hundred years.
Also, who names game console after a Hobbit with a propensity for messing things up. Ill omens my friend.
*front-runner for sentence of the year is "Bearding the lions of the home-gaming den was no easy task."
biff says:
http://www.youtube.com/watch?v=lKITYu7z-AY
hang em high!
spying on my family!
Eric Knibbe says:
I once found a Pippin at a rummage sale; a developer unit, including its floppy drive. It now sits in the Personal Computer Museum in Brantford, Ontario where they have it working and playing games.
Very interesting article overall, though I must quibble!
"…the Japanese animation studio Sunrise, which produced a series of popular animated films featuring Bandai's Gundam robot action figures."
That's backwards! Gundam was originally conceived as a TV series in conjunction with a different toy company (Clover), but the toys Clover produced did not sell well, as Gundam's more serious tone proved popular with older audiences. Bandai came in soon after Clover bowed out, producing model kits based on the show's robots, which were popular with the older fans.
Following Bandai's involvement and subsequent investment in Sunrise, Gundam has become a hugely successful franchise in Japan, often described as that country's Star Wars, spanning multiple TV series, films, manga, video games, etc. (but no musicals yet, alas).
So, more accurately:
"Yamashina also went into business with … the Japanese animation studio Sunrise, for which Bandai produced a series of model kits featuring the studio's Gundam robot designs."
It's fun. It's like a plastic marble.
Halloween_Jack says:
It might seem silly now (and, yeah, that controller is just painful-looking now), but at the time, it was a pretty good deal for what might have been a decent Internet appliance/game console, if, you know, any company not named "Bungie" had developed decent games for the Mac. (I'm not counting ports of Doom or Wolfenstein 3D.) I was a big Marathon fan, and if I hadn't already gotten an LC 475 (which I held onto until the early aughts), I'd have given serious thought to getting this thing.
Come to think of it, the Pippin's not too far removed from the iDevices of today. After all, the iPad is basically a single-task Internet/entertainment appliance with an underlying OS that's well-hidden from the average user. Maybe the Pippin was the right product at the wrong time.
CreepyKin says:
This was a sad
nostalgia trip; made all the more surreal by my vivid recollection of the nineties.
I haven't spent a lot of time on gameological, but the most striking thing to me about this article is how civilized the comments actually are. ESPECIALLY since this article deals with an Apple device. Well done, internet!
Aple sux lol onli n0bs uz dem lolol *fahrt*
(Well someone had to lower the tone.)
I never had this machine, nor have ever found it at any thrift store, pawn shop, or flea market. However, I DO own a Commodore CD32, another ill-considered game console by a computer manufacturer that was in way over its head.
As the legend goes, Commodore first released the system in Europe, and after a successful run in that territory, tried to bring it to America. Unfortunately, a tech company which Commodore owed royalties filed an injunction against the company, and a court blocked sales of the CD32 in the United States. Commodore had ordered thousands of consoles from the Philippines, but the injunction prevented them from selling the units, ultimately leading to the company's bankruptcy.
I've not spent much time with my CD32, because peripherals are difficult to find and the system won't play burned games unless they're on older, lower capacity CDs. (Heaven help you if you try to find official games…) Still, it's a nice conversation piece for my collection, and it is backward compatible with Amiga computers if you've got the right equipment.
It was really just an overpriced Amiga with a CD player bolted on rehoused in a big black box. Kind of looked like an xbone. I think they were an attempt to cash in on the CD-rom hysteria but the only thing I remember it having that the Amiga didn't was some crappy encyclopedia.
You're thinking of the Commodore CDTV. The CD32 is actually pretty cool looking.
The CD32 is a much much better console if you mod it to play UK titles, or better still buy a UK CD32 in the first place. There's a rather huge library of CD32 games over there, and most of them won't play on an American CD32. There's all sorts of unofficial "best of" ISOs out there with 100's of older floppy based Amiga games on a CD, too.
Another cool Computer-to-Console machine is the FM Towns Marty. Even though it was only released in Japan, there are a few good shmups for it as well as most of Lucasarts' early 90's adventure games.
You're totally right.
William Burr says:
Odyssey^2, I had it. My kids will have it. I came out with above average reflexes and mental agility, and I don't have much faith in my personal genetics, so environment it is! THEY'RE GETTING DA CUBE.
Molses says:
Apple should now buy out nintendo wii and rebrand it. That way they can conquer tv.
DrakFrak says:
Sounds to me like someone hasgot it down pat, Wow.
http://www.AnonStuff.tk
Alexandre Richer says:
"Bungie had released Marathon, a hit first-person shooter,
exclusively on the Mac—a rare triumph for Mac gaming at a time when computer game makers were focused on Windows."
I would note that at the time Marathon was released (December 1994), Windows games were marginal; this was pre-Windows 95, and even after 95 was released it took a while for DOS games to fade away.
Ryan Fanus says:
Nice. Now I know what happened to Apple's console days. Thanks. Still, I think that Apple could pull of console gaming if they really tried.
CHRISTOPHER TESTA says:
How much did each unit cost to manufacture and how much was spent on it total?
What was the cost of manufacturing for each unit and how much was spend on the Pippin total?
johnny rocket says:
Good article. I collect consoles and have considered getting a pippin for a long time but it really is a crappy console to collect for. When one cant make a top ten best games list you know youre in trouble ;-)
And at this moment in time, some of the asking prices on ebay are absurd.
The Gameological Society is an Onion Media Network Partner.


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redpajama_set_name: RedPajamaGithub


text:
Senior Spotlight: Josh Lugo
Gabby Piasecki, Staff Writer|September 23, 2022
Name: Joshua Lugo
Grade Started at Ascension: Pre-K3
Favorite Teacher: Auntie Bourque
Favorite Ascension Memory: Leading the Little Red Wagon Chant at football games or being Batman for the 2021 Homecoming Superhero Day
Future Plans: "Tryna survive and live in the moment. Whatever life throws at me"
Joshua Lugo has gone to Ascension since Pre-K3, but many of his friends call him Lugo. Lugo's favorite Ascension memories are leading the Little Red Wagon Chant at football games and dressing up as Batman for the Superhero Day during the 2021 Homecoming Week. While being at Ascension, Lugo has been involved with the basketball team since 5th grade, and he has been very devoted to basketball in high school. He was also a member of the tennis team.
His favorite class was marketing during his junior year, and in that class they learned about what exactly persuaded you to buy or do something by being involved in creating ads and commercials. He also enjoyed getting to watch Shark Tank to "study" marketing strategies.
During his free time, he stays away from his house more often than not because he cannot sit still. Lugo enjoys working out and going out eat with his friends or just hanging out with anyone who wants to go eat. One fun fact about Lugo is that he is Puerto Rican, and he can speak and understand Spanish completely. Lugo also says about himself: "I have 2 nails on one toe. No context." A secret talent of his is that he is really good at the eight-ball pool game on the phone.
When Josh was asked to give advice to the underclassmen he said, "Be brave and get out of your bubble. Take every opportunity you can get. You only have high school for 4 years so why not take advantage of it. I remember I was scared as an underclassman. But it takes courage to step out of your comfort zone. With doing that, your going to see failure. But with failure comes learning. I had the courage to out of my comfort zone, and it was the biggest difference maker and the reason I am the way I am today."
The best advice that stuck with him was when Ms. Beth Acevado said, "If you're going to be late, be late with food." Lugo said his favorite thing about Ascension is that "The students are like my family. Most students in my grade have been together most of our lives so we have seen each other's failures and successes. The students here love each other, and it's not just a friend group type of connection but like a cousin to cousin friendship." Lugo will always be remembered as the goofball kid who always showed his love for Ascension.
Gabby Piasecki, Staff Writer
Hi! My name is Gabby Piasecki, and this is my first time being a staff writer in Journalism! I am also a junior, and I'm on the volleyball and soccer teams. This year I am on the leadership team, and I am one of the publicity leaders! I love Ascension because you can be involved in so many things. I try to be involved in as many things as I can, such as supporting all the athletes at games, planning pep rallies, and planning the Gator Cup games. I am so excited to work with such a great team in Journalism!
A Very Chili Day
The End of the World…Again
Senior Memories
A Transcript of Madeleine Sorrell's Chapel Talk

redpajama_set_name: RedPajamaCommonCrawl


Dr. Kayode Fayemi, the new incumbent governor of Ekiti State.
KAYODE Fayemi, the new governor of Ekiti State said on Tuesday during his inauguration that Ekiti would know the true position of things in 100 days.
This was contained in the speech read at his swearing-in celebration at Ado- Ekiti, the state capital.
According to the governor, Ekiti state's debt profile has ballooned to over N170 billion which was expended on white elephant project.
Fayemi said his administration's four pillars through which he would deliver his promises to the people would be agriculture and rural development, social investment, infrastructure and industrial development, and knowledge economy.
He welcomed the Ekiti people to a new era and emphasised his readiness to reclaim the state to achieve greater heights.
Fayemi said his government would thoroughly review all documents and widely disseminate the present state of affairs for all to see what has become of the state. He promised to seek out the truth and present it to the people.
He, however, added that his comeback was not a revenge mission but a healing balm to the painful wound of the past administration. The governor said he is committed to promoting sustainable development goals, and transform the state in the areas of agriculture, tourism, infrastructure, and education.
In furtherance of his commitment to jobs and wealth creation, Fayemi said he would revisit the abandoned projects which included the road network, tourism project and to take on new infrastructure projects in advancing the economic growth of the state.
In order to achieve sustainable food security and foster agro-based industrial development for poverty alleviation, Fayemi said, the approach must change from the current focus on farming, and agriculture as a social service to a commercial and private sector driven agribusiness.
He assured the people of Ekiti that he would not sacrifice prompt payment of salary for indulgence in pursuance of projects of minimum benefits to people.
He noted that quality health care is important to the people especially the aged, and called on residents to join hands with him in achieving the goal.
He promised to pay workers' salaries and the social security benefit to the elderly.
Born on February 1969 in Isan-Ekiti of Oye Local Government, Fayemi had previously held the governorship position between 2010 and 2014. He contested for a second term in 2014 but lost to Ayodele Fayose of Peoples Democratic Party. Fayemi resigned as the Minister of Mines and Steel Development in May 2018 after he became the APC candidate for the governorship election which he won.


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Mist entire face, neck and chest area.
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Celebrating wins, successes and achievements.
More recently however, I've begun to explore and promote the concept of Soul Care, specifically in relationship to living your purpose and fulfilling your Soul's Calling.
Your Soul's Calling is your true essence, divine nature and ultimate purpose. It is remembering, honoring and expressing who you're meant to be and what you're born to do. Your Soul's Calling is the wholeness, authenticity, integrity, and sovereignty that energizes, motivates and sustains you! It is your inheritance and your legacy!
Soul Care is fulfilling your Soul's Calling; being true to yourself, trusting your intuition and allowing every thought, word and action to evolve from your soul. In this way you maintain alignment, balance, coherence. You emanate peace and bliss!
Soul Care is living your Soul's Calling doing what you most love in utmost service to people and the planet. Doing so means that you are in the divine flow of being who you're meant to be and doing what you're born to do!
In what way(s) are you living your Soul's Calling?
What does Soul Care mean to you?
How do you describe your contribution(s) to people and the planet?
For what are you most proud or content?
Is there something different or more that you want to be or do?
May is National Mental Health Awareness Month. The theme for 2018 is #CureStigma. According to the National Alliance on Mental Health, NAMI, one in 5 Americans is affected by mental health conditions. Stigma is toxic to their mental health because it creates an environment of shame, fear, silence that prevents many people from seeking help and treatment. However, stigma is 100% curable with compassion, empathy and understanding.
What is your response to the term mental illness?
Do you have family members or friends who contend with mental health challenges?
What keeps you functioning optimally in body, mind and spirit?
When I retired from the public service sector, seeking to operate The Wright Resort on a full-time basis, I faced a steep learning curve through unfamiliar terrain; sales, marketing, social media, networking and revenue generation. New terminology, new technologies and new relationships characterized my entry into solo-entrepreneurship.
If anyone had told me that being in business for myself was a spiritual journey, and that I was embarking on the next phase of my personal and professional evolution, I would not have initially understood. However, having been tested, stretched, challenged, strengthened and compelled to "grow" in every aspect of my life, I now understand that The Wright Resort has evolved based on my own spiritual and creative evolution, and thus programs and services are flowing from self-care to soul care to social change, incorporating elements of spiritual activism, expressive arts and community building.
Be authentic, vulnerable, compassionate and loving with yourself and your clients/customers.
Be willing to stretch beyond comfort, familiarity and routine. Be willing to risk new learning, so that you can up-level your skill-set and offerings based on your increased capacity to "grow" your clients/customers.
Be clear about your expertise solving a specific problem that your ideal client is willing to invest in solving. Become recognized as an expert and authority for your unique brilliance.
Be focused on breakthroughs and benefits that you facilitate for and with your ideal clients/customers. Establish fees based on the "value" of the transformation that you facilitate; the methodology is secondary.
Be willing to invest in a support team of paid and volunteer assistants who can handle routine, clerical or project-specific tasks that free you up to share your valuable expertise with clients/customers.
Be open to collaborating with partners whose client base is similar and skill-set is complementary with yours, so that you create a win-win-win arrangement that optimizes value to clients/customers and revenues to you.
Be vigilant about investing in and retaining a coach or mentor that keeps you accountable, stretching and growing, so that you excel beyond self-imposed limitations to be and do the best in highest service to yourself and your clients/customers.
These lessons are applicable if you're an entrepreneur, career professional, community leader or volunteer. Based on your experience, what lessons would you add?
As many of you know, I've been celebrating my birthday throughout April, making quality time to review achievements and set intentions. I'm so excited and grateful that I already have visions for celebrating my 70th birthday in 2019! And, I'm establishing a birthday account at the credit union!
If you'd like to join me…and I hope you do, please share your ideas, suggestions, resources and contacts. Let's make it a global affair!
The holiday season can sometimes feel like a rollercoaster ride from anxiety to exuberance to depression, all within a matter of weeks. Attitudes change as temperatures drop and colder weather sets in. In North America, while we may experience an abundant harvest time, nature is actually slowing down and animals are preparing to hibernate. Yet many people are caught in a consumption frenzy, rushing through shopping malls, overwhelming themselves physically and financially.
What can I change to cope more effectively?
Is there a healthier way to move through the holiday season?
How can I experience greater ease, serenity, and joy at this time?
Optimize Self-Care Practices to Release Stress and Create Serenity.
Spend quality time outdoors in nature. Go to a park, the beach, forest or mountains and attune yourself to nature's wisdom. Allow the sights, smells and sounds to enliven your senses.
Make pampering a priority. Relax in a hot tub or soak in your home tub with bubbles, aromatherapy candles, and soothing music. You can also treat yourself to therapeutic massage, reflexology or a Reiki treatment.
Check into a retreat center or engage in a silent retreat. Make it your way of slowing down, turning in and hibernating to renew your energy and spirit.
Give gift certificates or handmade gifts. Exchange items that you've never used or no longer use with friends. It's a gift for the new recipient.
When gathering with family or close friends, make it a potluck or go to a favorite restaurant agreeing that everyone will chip in on the tab.
Take advantage of the post-holiday sales and share gifts in the New Year.
Create a holiday season savings account and make monthly deposits.
Reconnect with the true meaning and rituals of the Holy Day season within your faith tradition.
In addition, you may choose to engage in community service or volunteer at a shelter. Help gather and/or distribute care packages to the homeless. The gift of your time and talent can make a positive difference for people, as well as boost your level of gratitude.
I've shared several options to help you experience optimal bodymindspirit well-being during the holiday season. Implement one or two options that appeal to you or one that you and a family member or friend can do together. Create your own stress-free, fun-filled strategies. Furthermore, if you've slacked off your normal health regime, don't wait until the New Year. Resume it now, so that you start the New Year invigorated and empowered.
Whatever strategies you choose to navigate the holiday season, do so with an attitude of gratitude, appreciation and celebration. Make time to relax, re-assess and rejoice, allowing yourself to end this year and begin next year joyfully.
How would you describe the past 6-8 months?
What has changed for you during that time?
For what can you take conscious action now?
The accelerating pace of change is unsettling. Regardless of your allegiance, widening polarity between political rivals is alarming. For young and old, uncertainty about finances, health, housing and livelihood is growing.
How are you to deal with these stresses and regain your balance?
Prayer, Meditation, Hatha Yoga and Tai Chi are practices that can easily be incorporated into your daily routine. These anchors help you manage and minimize stress, and generate a greater sense of balance and harmony. In spite of the demands on your time and energy, you can experience peace of mind when you make spiritual practices a priority.
What spiritual practice keeps you steady and calm?
We know that some kind of daily exercise is essential for good health. Cardio workouts are great, especially when you're angry, frustrated and feel you can't take it anymore. Do some kick-boxing or karate jabs. Play one of your favorite party jams and boogie down. Swim laps or join a zuumba class. Or simply power-walk at a comfortable pace. Team up with a partner for tennis, racquetball or golf! Any of these workouts will shift your energy. My favorite workout is hula-hooping because regardless of how I feel when I start, I'm laughing by the time I've finished!
How did you exercise today?
Although I have been journaling for years, keeping a gratitude journal is an empowering practice. Yes, you can certainly be shaken up, worried or even pissed off about the news, the commute, the weather, your boss or spouse. And, you can always find something for which to be grateful; you woke up this morning, from a comfortable bed, with a roof over your head. You got a bargain deal on something that you've wanted or needed. Someone complimented you on a suggestion you made, or the way you handled a challenging situation. You and your family arrived home safely. Expressing gratitude not only shifts your perspective, it generates more to be grateful for!
Name at least 3 things for which you are grateful today.
Call on your prayer partner, accountability buddy or coach. They can listen without judgment, help you consider options or offer a different outlook. In turn, be willing to help someone else. In the process of supporting them to problem-solve, you are also likely to see things differently for yourself.
Who might you call on for help?
Earlier this year, I joined a cross-cultural, multi-generational group engaged in peaceful efforts to challenge systems of inequity and polarization, and secondly utilize communication strategies to diplomatically engage with the presumed "other." It is an empowering work in progress that can ultimately lead to community-building and positive change from the ground up. It has been a very stimulating coping strategy!
What local organization or group would you join to contribute to positive social change during these challenging times?
What strategy are you willing to incorporate in your life now?
Would you share other healthy strategies to cope during tumultuous times in the comments section?


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As a diabetes mom of nearly 20 years, I'm like a walking museum of diabetes technology. Our first meter, the Lifescan, was bulky, expensive, took a "hanging drop of blood" and nearly a full minute to count down. Our first pump, the Minimed 507, was amazing to us at the time. But today? It's a relic. It clicked around the clock. I remember hearing a father talk about walking his daughter down the aisle at her wedding. He said he listened to the click of her pump the whole way down, and then, as he put her hand in her husband's and walked away, he thought, "the clicking reminder is passed now." Back then, A1c tests were drawn, and we waited days to hear the results. No on-the-spot tweaks based on lab results back then. And logging? We actually used paper log books. Yes, I'm here talking to you from the olden days, but hugely excited about CNBC's news that Tim Cook was spotted at the Apple campus test-driving a glucose monitor connected to his Apple Watch.
Now I'm thinking back to my daughter's diabetes in 1997. I'd just scored my first "dream job" and I'd be heading off to ski and do other adventurous things for work! I'd be in remote places where even finding a pay phone was a challenge. In order to travel and be reachable in case there was an issue with my daughter's diabetes, I had to get phone numbers of hotels and resorts so my husband could leave me messages. Sometimes it would be hours before I'd get those hand-written messages.
Then came the heady rush of uber cool technology: I got a beeper. Then, the sitter, or my spouse, or a friend could page me when they needed me – I mean, how cool was that? I remember feeling so free and modern. Selfish me loves tennis and I used to play in a league. Instead of having to leave the phone number of the tennis club with the school nurse every time I went off to play a match, I could just have her page me (I'd leave the beeper at the front desk with specific instructions NOT to come get me unless the special emergency code we had worked out showed on it.) The school nurse could also could page me glucose readings throughout day if there was concern. I thought, how could things get better?
Of course, you know the answer to that. Cell phones. Faster meters. CGMs. Dexcom's Share technology. Smarter Pumps. And now even Apple cares about diabetes.
It makes me reflect when I hear newer parents fret about how hard it all is. Don't get me wrong: diabetes is hard – and we need even more advancements. But as a mom who came from when we practically had to send up smoke signals to get information about our kids while they were at school, sports, or off playing, it's an amazing new world. And it's so much easier.
I love that Apple is pondering what we need and I'm hoping they improve life with diabetes the same way they've furthered how we buy, store, and listen to music, how we talk on the phone, how we get news alerts, and how we connect in every way.
So as Apple considers our needs and tries out some possible tools, here are my diabetes mom suggestions for the next steps: for things that will feel as super cool and transformative as that pager did way back when.
Camera vision carb counting. Wave your phone over your meal or snack and it instantly tells you the exact carb count.
An app that replaces health insurance reps so things happen quickly, without frustration and there is no 'please hold for two hours' every single time you call.
I realize we might put a man on Mars first, but I suspect that if anyone can take diabetes technology to the next, next, next level, it's Apple.


text:
mjadmin Press Release
25th February 2020 mjadmin
MIAMI, Feb. 25, 2020 (GLOBE NEWSWIRE) — Touchpoint Group Holdings, Inc. (OTCQB: TGHI) (Company or Touchpoint) a media and digital technology holding company, today announced the sale of Browning Productions & Entertainment, Inc. ("BP&E").
Pursuant to TGHI's stated strategy of disposal of non-core businesses, the Company today is pleased to announce the sale of BP&E to its founder and previous owner, William Browning.
Mark White, Chief Executive Officer of Touchpoint, stated, "We are pleased to announce the sale of BP&E to William. This sale allows us to further concentrate resources and efforts on the further expansion of our customer and fan base software application, through our subsidiary Touchpoint Connect Limited. We wish William all the best in his future endeavors."
"The Touchpoint app represents a new paradigm in how content is delivered to subscribers. Importantly, this app provides content providers, which can include sports teams, athletes, trainers, or other celebrities and brands, with greater control over how and when their content is delivered, in order to maximize fan engagement, sponsorships, advertising and more. We look forward to providing further updates on this platform and new revenue opportunities under development."
Crescendo Communications, Inc.
David K. Waldman / Natalya Rudman
tghi@crescendo-ir.com
TOUCHPOINT Group Holdings Inc
4300 Biscayne Blvd,
Tel. + 1 (305) 420-6640
We invest primarily in sport, entertainment and technology where we see an opportunity to assist in identifying and realising significant capital growth.


text:
Ainis (en , IPA: [ajˈniːs], , IPA: [eˈniða]) ou Énianie, est une région de la Grèce antique située près de Lamía dans la Grèce centrale moderne, correspondant à peu près à la haute vallée du Sperchiós.

Nom
La région tire son nom de la tribu des Énianiens ou Énianes, qui habitait dans la région. Le nom Éniane apparaît pour la première fois à l'époque romaine ; le seul nom antérieur connu de la région était « la terre des Énianiens », Ainianōn khōra (Théopompe).

Géographie
L'Énianie est située dans la haute vallée du Sperchiós, en bordure de la Dolopie à l'ouest, de l'Œtée au sud, du Malis à l'est et de l'Achaïe au nord. Les frontières exactes avec l'Œtée et le Malis n'ont jamais été établies. Le fleuve Sperchiós coule à travers la région en descendant vers le golfe Maliaque et est rejointe en Énianie par son principal affluent, l'Inachos. La zone est limitée au nord par le mont Othrys et à l'ouest par un éperon des montagnes du Pinde, avec le sommet du Tymphreste visible de la majeure partie de la région. Au sud se trouvent les pics de Goulinas et du mont Œta, séparés par la rivière Inachos.

La majeure partie de l'Énianie se compose aujourd'hui d'une plaine fluviale fertile ; ce n'était peut-être pas le cas pendant l'Antiquité. Comme pour la Grèce en général, il y a une certaine activité sismique avec des sources chaudes près du village de Platýstomo. Après l'introduction du chauffage moderne, les contreforts autrefois chauves des montagnes environnantes sont maintenant couverts de fourrés denses de lierre et de figue de Barbarie.

L'histoire
Plutarque écrit que les Énianiens ont été une fois expulsés de Thessalie par les Lapithes pour errer dans la péninsule grecque jusqu'à ce qu'ils s'installent finalement dans la haute vallée du Sperchiós. Selon Plutarque, lorsque les Énianiens se sont finalement installés dans ce qui allait devenir l'Énianie, la terre était déjà occupée par les Inachiens et les Achéens. Phémios, roi des Énianiens, tua cependant Hyparochos, roi des Inachiens, avec une pierre tandis que ce dernier avait la tête tournée, gagnant ainsi la région pour son peuple.

Les Énianiens ont frappé des pièces de monnaie à Hypata avec la tête de Zeus à l'avers et le légendaire roi Phémios au revers.

Villes
On sait très peu de choses sur les villes de l'ancienne Énianie, à part celle d'Hypata. Plusieurs polis (Kapheleis, Korophaioi, Phyrrhagioi et Talana) sont mentionnés dans les inscriptions à Delphes, mais à part Hypate, aucune n'a encore été identifié de manière convaincante. En outre, d'autres villes qui n'étaient pas des polis ont été identifiées, notamment Sosthenis et Spercheiai. Une ville plus petite, celle de Makra Kome, est également mentionnée dans un passage de Tite-Live comme ravagée par les Étoliens pendant la Seconde Guerre de Macédoine. Il existe cependant plusieurs sites connus dans la région, pour la plupart de l'époque hellénistique, certains d'entre eux à caractère urbain.

Hypata
La « capitale » de l'Énianie, Hypata (), était située sur le site de la ville moderne d'Ypáti sur le versant nord du mont Œta ; le nom est probablement dérivé d'une corruption de l'hypo Oita (, signifiant « près du mont Œta »). La ville antique était probablement divisée en une ville fortifiée inférieure située approximativement à l'emplacement de la ville moderne, et une acropole qui est encore visible plus haut dans la montagne. Hormis quelques fortifications et inscriptions et une mosaïque, il reste très peu de la ville antique aujourd'hui ; les voyageurs du début du  ont remarqué d'anciens blocs et dalles construits dans les maisons modernes, mais la plupart d'entre eux ont probablement été détruits lorsque la Wehrmacht a démoli la majeure partie de la ville pendant la Seconde Guerre mondiale. La tour dominant de l'acropole est d'une date ultérieure, construite au Moyen Âge. La zone politique d'Hypate s'étendait probablement loin au nord sur la plaine fluviale, qui est également mentionnée dans plusieurs inscriptions. Une route sur le mont Œta menait vers le sud depuis Hypata vers Kallion en Étolie.

La majeure partie de L'âne d'or d'Apulée se déroule dans et autour d'Hypate, qui à l'époque du roman était une ville romaine florissante. Après l'introduction du christianisme, Hypate est devenu un évêché métropolite dans la province romaine d'Achaïe. Dans l'Antiquité tardive, Hypata est devenu le refuge des citoyens de Patras qui ont fui l'invasion slave de la Grèce ; en conséquence la ville a changé son nom en Neopatras (« Nouvelle Patras »), qu'elle a gardée jusqu'à l'établissement de l'état grec moderne au .

Kastrórachi
Une colline allongée près du village de Vítoli porte le nom de Kastrórachi (, « crête du château »), sur son sommet il y a des restes d'un mur avec de nombreuses tours ainsi qu'une porte impressionnante. Le mur englobe toute la colline, qui a la forme d'un « T » incliné, et n'est conservé que dans une mesure limitée. Aucun reste de structures autres que la paroi du mur n'a été trouvé. L'importance stratégique des fortifications ne doit pas être sous-estimée puisque l'emplacement domine la plaine supérieure de la vallée ainsi que la confluence du Sperchiós avec son affluent, la Papagourna.

L'emplacement est souvent associé à l'ancienne polis de Spercheiai, mais l'identification reste incertaine.

Stählin, visitant le site au début des années 1910, a écrit qu'il est impossible de voir si le site était habité dans l'Antiquité en raison de l'utilisation agricole ultérieure de la colline. Il n'a pu trouver que des traces de poterie rougeâtre à cet endroit, qu'il datait de la période hellénistique. Quelques décennies plus tard, Béquignon rapporte que l'état des murs était médiocre, probablement en raison du vol de pierre.

Áno Fterí
Juste au sud de Kastrórachi, sur la pente de Fterí, se trouve un autre site de taille considérable, connu sous le nom dEllinika. Un mur circulaire s'étend autour d'un plateau entre deux ravins. La vue est assez impressionnante ; tous les sites connus de l'Énianie sont visibles depuis cet endroit, ce qui en fait un lieu d'importance stratégique.

Les restes d'Ano Fterí, comme c'est aussi le cas de Kastrórachi, ont été liés à l'ancienne polis de Spercheiai, mais cette théorie n'a pas encore été prouvée. Le corps d'une statue féminine en tuf a été retrouvé ici vers 1973, aucune autre découverte n'a été publiée. Béquignon a présenté le site comme un simple poste d'observation et non comme une position de défense.

Située au centre de l'ancienne Énianie, la colline du Profítis Ilías (Προφήτης Ηλίας) surplombe la plupart des basses plaines du Sperchiós et garde le col de Giannitsoú, menant au nord de la Thessalie. Un mur circulaire entoure les deux sommets de la colline, créant une double acropole avec une selle peu profonde entre les deux. Il reste peu à voir sur le site ; la majeure partie du mur circulaire a disparu, la partie la plus marquante étant située le long du versant sud-ouest avec plusieurs fondations de tours. Béquignon indique qu'il y avait des restes de fondations de maisons, principalement sur le pic nord au moment de sa visite dans les années 1920.

Dans les contreforts et dans la plaine en contrebas de la colline, Georges Roux a noté en 1954 des vestiges d'une possible ville basse, ainsi que du matériel épigraphique dans le village voisin de Platýstomo. Roux et la plupart des autres savants du début du  ont interprété les restes de Profítis Ilías comme les restes de Makra Kōmē (Μακρὰ Κώμη), brièvement mentionné par Tite - Live, et la ville voisine de Varybombi a depuis changé son nom en Makrakomi ensuite.

Stählin, Béquignon et Roux datent tous les vestiges du Profítis Ilías de la période hellénistique (fin du ), c'est un avis étayé par des découvertes provenant de fouilles menées par l'éphorat local du service archéologique grec de Lamía dans les années 1970. Cela a été contesté par certains auteurs locaux qui affirment que la colline est l'emplacement de la Phthie semi-mythique, la patrie d'Achille. Cela est basé cependant sur des lectures philologiques et n'est étayé par aucune preuve archéologique.

Le site du Profítis Ilías fait actuellement l'objet d'une enquête archéologique menée par le 14e Éphorat de Lamía et l'Institut suédois d'Athènes.

Références

Pages avec des traductions non relues
Géographie de la Grèce antique

redpajama_set_name: RedPajamaWikipedia


text:
Diabetic Renal Diet Menu Plan
Diabetic diet plan pdf
1.5 million people
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Mark Bittman's Best Diabetic Diet Plan According to the American Diabetes Association, about 34 million people in the United States — both adults and children — are living with diabetes, and an additional 1.5 million people are diagnosed every year. Adding to the problem, approx… Low Carb And keto diet plan For diabetic type 2 If you've recently been diagnosed with
Free Printable On A Diet Plan For A Diabetic Novartis Diet Plan For Diabetes According to the American Diabetes Association, about 34 million people in the United States — both adults and children — are living with diabetes, and an additional 1.5 million people are diagnosed every year. Adding to the problem, approx… Diabetes impacts the lives of more than 34 million americans, which


Bollywood's girl-next-door actress Sonakshi Sinha looked gorgeous at the launch of premium eyewear brand Foster Grants. Sonakshi Sinha was recently announced as the Indian Brand Ambassador for Foster Grant. Not only did she look fabulous, but Sonakshi also hosted the event gracefully talking about her admiration for the American brand Foster Grant.
Next: Why Saif And Kareena Goes Pataudi Regularly?


text:
package de.longri.cachebox3.utils;

/**
 * Created by Hoepfner on 24.08.2016.
 */
public interface Showable {

    public void onShow();

    public void onHide();

}


Rofo researches and displays commercial real estate listings from top brokerage firms and landlords in Tontitown, AR making it easier to find available commercial space and compare current asking rental rates. In Tontitown, AR there are currently 1 real estate professionals to help you find the right space for you. Filter your search below and get free advice from recommended brokers in Tontitown, AR.
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Universal Pictures has released the trailer for new sci-fi adventure film, Jurassic World.
Executive produced by Steven Spielberg, Jurassic World is set 22 years after the horrific events of the original Jurassic Park.
Guardians of the Galaxy 's Chris Pratt leads the cast, alongside Bryce Dallas Howard, Ty Simpkins, Jake Johnson, Nick Robinson, Irrfan Khan, Vincent D'Onofrio, BD Wong, Omar Sy, Judy Greer, Katie McGrath, Lauren Lapkus and Andy Buckley.
Jurassic World is released in cinemas on June 12, 2015.


Athletic and Fine Art opportunities become an important part of the lives of many students at Rochester Catholic Schools and are enthusiastically embraced as a means to support our students in their journey to becoming well-rounded young men and women.
To offer some of our extracurricular and cocurricular activities, a fee is assessed in some activities. It is the goal of Rochester Catholic Schools to financially support any student that would like to participate in an activity, but needs financial assistance. Please contact the Rochester Catholic Schools Business Office at (507) 289-1702 or email jbarnick@rcsmn.org to request financial assistance.
Please click below to view Eagle Athletic and Fine Arts opportunities for students in grades 4-12.
Athletic opportunities become an important part of the lives of many students at Rochester Catholic Schools and are enthusiastically embraced as a means to support our students in their journey to becoming well-rounded young men and women.
Beginning in grade 5, RCS athletic programs promote sportsmanship and teamwork while teaching the fundamental skills and understanding of each sport. All students wishing to participate in athletics are given opportunity to play.
Additionally, students have the opportunity to participate in Lourdes High School athletic programs. The Minnesota State High School League (MSHSL) allows for students in grades 7 and 8 to take part in high school sponsored athletic programs and activities.
Fine Art opportunities become an important part of the lives of many students at Rochester Catholic Schools and are enthusiastically embraced as a means to support our students in their journey to becoming well-rounded young men and women.


Food Events, born from the experience of Fabrizio Barontini, for years national coordinator of the Italian Restaurateurs Union and of the Compagnia degli Chef, offers every kind of service for national and international food-based events, using the best professionals in every sector.
1) Cooking Shows, exclusive happenings – so more considering the level of the chefs – turning events into a realm of taste, colours, aromas and music. Free or themed programs can include culinary competitions among chefs, tastings or even talk shows with cultural insights. Guests taste the courses in buffet-style or placée dinners, lavishly organized and set up in tailored top venues.
2) Master Classes, upgraded version of the kitchen-based team-building. One-of-a-kind competitions combining quality, gastronomic excellence and world-class expertise all in one. Participants compete in the preparation of a course and/or a dessert under the supervision of starred chefs and the evaluation of a jury composed of starred chefs as well. The outcome of such events isn't only a strengthened team spirit, but also a sense of belonging and the pride of "being there".


LESLIE: Carol in Texas is on the line and needs some help with a driveway asphalt repair. What's going on?
So it might be that there's a combination of things that you're going to do here but you can do the sealing and the patching yourself. If you want to replace it then, of course, that's a job for a pro. And there's sort of an in-between step, too, and we'd have to have a pro look at this to determine if this is possible. But sometimes, you can add an additional layer of asphalt to it and leave what you have in place but put another layer on top of it that's maybe an inch to 2 inches thick, that could be less expensive than tearing the whole thing out. Does that make sense?
CAROL: Right. Well, more than anything, we just want it to look better than what it does because we plan on putting our house on the market this summer, because we're 69 and 71. And so what we're going to do is downsize because the farm is a lot of work.
When is the bad shape of a driveway bad enough that a new layer should be considered. Cracks are normal, sinking where cars are normally parked happens all the time, and small holes aren't a big deal. When do all of these little things add up to be enough to warrant an entire resurfacing?


text:
namespace Microsoft.Azure.Management.WebSites.Models
{
    using Microsoft.Azure;
    using Microsoft.Azure.Management;
    using Microsoft.Azure.Management.WebSites;
    using Newtonsoft.Json;
    using System.Linq;

    /// <summary>
    /// Rules that can be defined for auto-heal.
    /// </summary>
    public partial class AutoHealRules
    {
        /// <summary>
        /// Initializes a new instance of the AutoHealRules class.
        /// </summary>
        public AutoHealRules()
        {
          CustomInit();
        }

        /// <summary>
        /// Initializes a new instance of the AutoHealRules class.
        /// </summary>
        /// <param name="triggers">Conditions that describe when to execute the
        /// auto-heal actions.</param>
        /// <param name="actions">Actions to be executed when a rule is
        /// triggered.</param>
        public AutoHealRules(AutoHealTriggers triggers = default(AutoHealTriggers), AutoHealActions actions = default(AutoHealActions))
        {
            Triggers = triggers;
            Actions = actions;
            CustomInit();
        }

        /// <summary>
        /// An initialization method that performs custom operations like setting defaults
        /// </summary>
        partial void CustomInit();

        /// <summary>
        /// Gets or sets conditions that describe when to execute the auto-heal
        /// actions.
        /// </summary>
        [JsonProperty(PropertyName = "triggers")]
        public AutoHealTriggers Triggers { get; set; }

        /// <summary>
        /// Gets or sets actions to be executed when a rule is triggered.
        /// </summary>
        [JsonProperty(PropertyName = "actions")]
        public AutoHealActions Actions { get; set; }

    }
}