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The Great Escape Room Marathon: Xcape, Unravel, Lost.sg, Escape Hunt, Roomraider
written by Lhu Wen Kai
I've always wanted to try an escape room. As puzzling as it is for Singaporeans to pay a sizeable chunk of cash to get locked up, there's no denying the fact that these real-life reality games were 'trending' wildly in 2014. Upon catching the movie "Escape Plan", where Rocky and the Terminator guy attempt to break out of the most secure prison in the world, I decided that now would be the perfect time to embark on an escape room marathon.
For those who might not be aware of what escape rooms are, let me check my calendar real quick. Nope, I wasn't wrong. It's really 2015.
Anyway, escape rooms are a type of physical adventure game whereby a group of people are locked in a themed room, usually with a relevant storyline as a pretext for our captivity. They would be required to collaborate with each other and use the elements within the room to solve a series of puzzles, find clues and subsequently find their way out before the time runs out. What started out as a basic solve-and-go game modelled after "escape the room" video games has quickly evolved into one that utilises state-of-the-art technology, with concentration and critical thinking holding more significance than ever before.
I grabbed five of my friends (Jing Yi, ODS, Khim, Shamemi, Kok Yin), and we commenced our little prison run at about 11 on a bright Saturday morning. The escape rooms we visited were located on a metaphorical straight line as shown on the map below. Starting off from Bugis, we made our way westwards and ended our job at Orchard around 10 hours later. There'll be a more informative and interactive map at the end of the post if you guys are interested to go on the exact same run during your off day or something.
I was expecting the escape rooms to be vastly similar to each other since they all shockingly revolve around the concept of escaping. I left surprised because it was simply impossible to find clear points for comparison. All the five outlets offered different experiences and proving that one is better than the other would be a rather insurmountable task.
I'll be listing down the unique points about each escape room, the room for improvements and my opinion on who the place is for. There wouldn't be many pictures of the rooms itself as the brands do not want to ruin the experience for future players, and I, too, will try my best to minimise the spoilers for the same reason.
There's enjoyment metrics as well for ya'll to kinda gauge the experience the place offers. Fun, Difficulty, Scariness, Design, Detail, and Technology are pretty self-explanatory, while Pace denotes how smoothly the game runs. Storyline Relevancy basically reflects how well the room incorporates the plot/story that was given to us before the game. I strongly believe that a storyline should be encompassed seriously into a user's gameplay, instead of it being a lazy pretext on how someone got stuck in the room.
The escape rooms I've featured below each kindly sponsored a game for review purposes. Views, thoughts, and opinions expressed are not influenced in any form of monetary compensation, in-kind products, and/or complimentary services. For more information, please take a look at my Ethics Statement.
Xcape
Xcape is probably one of the most renowned providers of escape rooms in Singapore, being one of the trailblazing pioneers to kickstart a trend that would grow spectacularly in popularity over the years. We were welcomed into a lobby plastered with Xcape's iconic neon green and black upon our arrival, and proceeded for a briefing after storing our bags in the lockers.
Game Played: Vampire Diaries (Season 2)
Source: Xcape
The first thing that surprised me was how everything happens in a single room. I was expecting to pass through several different places during our escape, but we ended up spending an hour trying to put together clues to escape from a solitary room. It would 'grow bigger' as more hints are discovered (or given, in our case), something which I initially thought would be an easy task.
The way the room was designed deserves special mention because there was an element that, while everyone thought would only be possible in movies, turned out to be the key to progressing in the game.
There was also a roleplaying element involved which, besides being sparingly incorporated into the main gameplay, would deliver a rude and dramatic shock if you make it to the latter stages of the game.
Let me tell you this though; if you do make it that far within the time limit, this particular event will make your money's worth in just 30 seconds. However, as noted below, it's going to take some doing to reach that stage of the game.
I didn't notice anything significantly bad at Xcape, but that doesn't mean there were no room for improvement. The room was so hard that it was terribly painful for me to immerse myself in the game while trying to observe the dynamics of the place. It was taxing to focus on two things at once, so I stuck with trying to find and solve the puzzles with varying degrees of success. It came to a point whereby I wasn't even going like "Ohhhh" when they revealed the solutions because they were something that was so dumbfounding I couldn't have possibly thought of them even if I tried.
Xcape was also billed as having more high-tech gears compared to the rest of its peers, and while that holds true to a certain extent, it was disappointing to not be able to interact more with lasers, sensors or other mechanisms. Based on the feedback from others, Season 1+, the older set of games were pretty 'advanced' in terms of technology, so it was quite a surprise when we hardly got exposed to any fancy contraptions in Season 2.
We were also stuck in an endless cycle of figuring out codes for the locks and solving a huge array of puzzles to advance the game, which proved to be demoralising and tiresome over time, especially when everything hits a dead end.
None of these could be entirely blamed on the R&D team though as our inability to work and process as acutely as Patrick Jane played a huge factor in lowering the enjoyability of the game. Others will definitely enjoy the riddles and obstacles presented in the experience, but it was a li'll too much, too hard for us to handle.
Who is it meant for?
I would like to think that Xcape would be better suited for people who are total newbies, or seasoned veterans. The exhausting experience served as a good introduction to the awe-inspiring world of escape rooms, enabling us to know where to look for clues and how to solve them for the rest of our trip. It would be a fun challenge for experienced pros to take up as the whole journey will require smarts from a sharp mind and a great deal of concentration. It's not too shabby for the casual escape room fan (as in like a person) though if you like the idea of linking clues together and working within a single room (which is pretty unique to be honest), but if you're anticipating deltas of rooms to explore and escape from, be prepared to be disappointed.
I would suggest going in a large group, despite Xcape recommending just 4-8 persons. It'll be damn near impossible for four, or even six people to break out on their first try. I'm not sure about the other rooms, although their difficulty ratings suggest that it won't be as baffling as Vampire Diary.
Enjoyment Metrics:
Fun – 6
Difficulty – 9
Scariness – 0 (N/A)
Pace – 5
Design – 8
Detail – 7
Technology – 5
Storyline Relevancy – 5
Did we succeed? Not even close.
Special Thanks: Freya Zhao
$22 – $28 / person
Monday to Sunday: 1100 – 2330
Bugis Village, 160A (Season 2), 158B (Season 1+)
Rochor Road S188435
Tel: 6337 4905 (Season 2), 63384451 (Season 1+)
For more details, visit http://www.xcape.sg.
Unravel is the latest player in the escape room scene, and my oh my did they make an impression. They were recommended to me by Lost.sg, another escape room I'm going to cover later on.
Perhaps helped by a severe drop of expectation due to it's newly-opened status, the huge, sprawling 'arena' coupled with friendly staff and a mighty detailed explanation of the game's dynamics contributed to our overwhelmingly positive experience, which I'll elaborate more as we move along.
Game played: The Haunting
Source: Unravel
Perhaps what set Unravel widely apart from the rest is the fact that its concept revolves around local urban legends and iconic landmarks, which is something other escape rooms overlook in favor of more cliché themes based off overseas franchises and cultures. For example, The Betrayal, is based on rumours of underground tunnels that link Fort Siloso to Fort Pasir Panjang for the British army to protect Singapore against enemies, while The Wish is inspired by the Old Ford Factory, notoriously known as the place where the British surrendered to the Japanese during WWII.
The front of the store features a long, impressive and, as they say, "awesome" mural featuring iconic Singapore landmarks, some which have been demolished. Ian, one of the staff members, explained that the elements from the 70s were painted in black and white, 80s in a sepia pink tone and full colour from the 90s onwards. For versus games, mechanisms were in place to allow teams to slow each other down in their conquest to be the first to escape.
The Haunting, which we went for, is tantalisingly based on the old Changi Hospital. Kai, Unravel's resident detective, claimed that it was "fun and experimental", and in the next 120 minutes, we proved that that was a severe understatement.
What first struck me most was how intricate and detailed the whole place was. It was mind-numbing and jaw-dropping to see how smartly the rooms were set up and played with our emotions, with most items serving a well-derived purpose, be it to deliver scares or to provide actual clues while maintaining the realism of the theme. There were tunnels, narrow corridors shrouded in cold, abysmal darkness, and props that served their functions well.
Again, there were some mechanisms that we thought would only exist in movies being implemented into the gameplay, and these really added to the suspense as we're constantly being kept on our toes, the unpredictability further hampering our ability to think rationally. The feverish need to switch between normal torchlights and UV lights also proved to be a challenge as there was no straightforward way to find any clues.
There were walkie talkies provided to us as well, instead of a direct telecom option utilised by the other escape rooms, along with a briefcase which, apparently, is something "no self-respecting detective will be without", that contains a wide range of tools.
For the first time in my life as well I saw directional locks, which are locks that require users to shift a large movable plate in certain directions before the lock successfully opens. Along with the briefcase and subtle gestures that added to the experience, the 'support cast' and complementing items were brilliant.
To pay testament to how scary the place was, one member of our group dropped out within 15 minutes, and another cried within 20 before leaving. It is not cool being trapped in a place that reeks of creepiness and unhealthy vibes, more so when we're required to interact, intimately even, with certain elements in the room. Even I was genuinely scared despite laughing at the other two for chickening out.
There's no other words to put this. I can't reveal the scare areas because it'll spoil the experience, but you'll scream. You'll definitely scream, while the staff, who are monitoring your actions outside via CCTV are busy laughing. The place looks like and feels like an old hospital, and it's a wonder how the cafe opposite, or any other shops in the level for that matter, not lodge complaints against the place for disrupting the serenity of the otherwise quiet mall.
As stupefyingly sensational this place was, it did contain some 'cons'3, which ruined the experience a little bit.
Firstly, there were still pencil marks visible around the area where the words warning of our impending doom were painted on. That looked amateurish, and it shouldn't have happened in the first place, but to their credit, everything after that lacked in cosmetic laziness.
Secondly, the circuits were not functioning well, resulting in a temporary delay as the completed puzzle refuses to work and lead us to our next clue. At that point in time, it was peculiar because it suddenly felt like we weren't part of the game anymore. The in-game realism was gone as the staff needed to come in to fix something that, for once, didn't originate from our questionable ability to escape.
Thirdly, Jing Yi managed to accidentally pull down a rope that was supporting a crucial part of an element. The fault was in our stars, but the rope could have been more secured, especially when the theme of horror was in play. I wasn't looking when the incident happened, but when a 5 ft. 3 in. girl manages to dislodge a rope with substantial weight and thickness, I think more can be done, both to protect the players and to save the staff trouble.
Lastly, while the amount of puzzles were just right, they got really groggy towards the end. The pacing got severely affected as Unravel strangely abandoned their repertoire of tricks that made and defined the main part of the game, instead opting for a mostly conventional puzzle system that made the game end on a slight, wearisome whimper.
Unravel is for anyone who wants an experience that draws the line excellently between a haunted house and an escape room. It is the real McCoy, and I'm excited to see how the company progresses in 2015. The potential is boundless, and I can only imagine them getting better and improving the year goes by.
To fully experience the game, I would suggest going in fours. Six is a little bit too much, and it can get quite frustrating when you want to proceed but the ones who are afraid can't stop screaming or being utterly petrified.
For couples, this could turn out to be quite a romantic experience.
To put it briefly, it's like Halloween Horror Night without the queue.
With that being said, if you're easily scared, don't bother. There's really no value in going in and 'escaping' after 10 or 20 minutes due to your fear. The other rooms should be fine, but expect the same amount of physical activity, if not more. I do hope to go back one day to try out the remaining themes, and see if Unravel can continue impressing against the big boys.
Fun – 8.5
Scariness – 9
Pace – 7.5
Design – 8.5
Technology – 7.5
Storyline Relevancy – 7.5
Did we succeed? We did, but not within the allocated 60 minutes. The staff gave us two extensions to complete the game, and we busted through the doors to freedom only after about 90 minutes.
Special Thanks: Kai
Great Customer Service Mention: Kristal, Daniel, Ian
Monday to Thursday: 1200-2300
Friday & Saturday: 1200-0100
Sunday: 1200 – 2300
Bugis CUBE, 470 North Bridge Road
For more details, visit http://unravel.sg.
Lost.sg
As mentioned above, Lost.sg referred me to Unravel, which I thought was something very noble because businesses rarely help their competitors nowadays. In fact, I was quite surprised the five businesses agreed to be on a list of escape rooms. Maybe there'll be collaborations or even continued storylines in the future, who knows?
Following an intense session at Unravel, we proceeded down the street to Peace Center and Lost.sg, the next in our line of prisons to break out from. The four-month-old Singapore outlet originated from Hong Kong, where escape rooms were springing up as early as 2006. The increasing popularity of the games resulted in an evolution to the second generation of entertainment, as rudimentary pick-and-lock systems made way for newer and more sophisticated mechanisms. The brand has since advanced outside the Pearl of the Orient into places like China and even North America.
Game Played: Exodus
Source: Lost.sg
Wow, you probably won't find another escape room in Singapore which can boast an even wider range of the newest and latest technologies to be implemented in escape rooms. The mechanisms on show here will leave your jaw hanging. From musical instruments that are played via lasers (like are you kidding me), human circuits and sliding almost-everything, this is as sophisticated as a panic room can get. Even if you're not a fan of escape rooms, you'll be forgiven for wondering how this place was put together. The gizmos are proudly flaunted at nearly every corner and turn, and utilising them is something that even people in the movies wouldn't even get to try.
Also, for once, here is an escape room that doesn't focus on locks. In fact, I can only remember just one lock being present in our entire journey. You have no idea how relieving this was as it really allows you to fully enjoy what Lost.sg is providing instead of dwindling with digit combinations that can really insinuate a lack of creativity sometimes. It also gives players the opportunity to really be part of the game and marvel at the doodah on display.
It is worth noting that the individual rooms were huge compared to the others. They're full-fledged sections instead of smaller, more isolated areas which are a common occurrence in the other escape games. A large group would serve players well as the clues are scattered all around the room, which allows everyone a chance to feel like part of the team as they go about investigating their own findings and conundrums.
I think the use of technology is a double-edged sword for Lost.sg. While it really delivers a darn good experience, all the more impressive considering this was incorporated relevantly into a storyline that dealt with gods, it might proved to be a little too overwhelming for first time players. When you try to escape from a room, would the first solution to pop into your head be playing an instrument with laser beams or forming human circuits to unlock clues?
The placement of certain items had to be inch-perfect, as we had an issue with certain mechanisms despite solving the clue correctly. Staff had to be called in to fix the problem as a result. I also harbor doubts as to whether anyone can complete this within an hour on their first try. It is really extensive, and there are also your traditional puzzles to contend with.
A large group might serve you well in this case, but don't get into each other's way and follow each line of reasoning independently.
Lost.sg should definitely be the first choice for those who wants to experience the next generation of escape games. The technology on show here, as mentioned above, is precedented by none, and the nature of the game strikes a nice balance with the difficulty and the storyline relevancy. Teamwork will turn out to be mighty crucial, and with that being said I recommend a large group of roughly 7-9 people. I can't foresee anyone breaking out on their first try with just three or four teammates, although it might be a different story for the other rooms.
Did we succeed? No.
Special Thanks: Ivan Loo
Great Customer Service Mention: Ivan Loo
$20.90 – $26.90 / person
Sunday to Thursday: 1100-2300
Peace Center
1 Sophia Road, #03-31/02/03
For more details, visit http://lost.sg.
The weather reared its ugly side as we trudged down to Escape Hunt, located in Concorde Hotel and Shopping Center. The brand, which started in Bangkok barely half a year ago, will be expanding to 26 countries by May 2015, and it's not that hard to see why.
Game Played: Bomb in the Cellar
Source: Escape Hunt Singapore
Escape Hunt was the only room in our journey that felt like we were in a computer game. The game was held in a 3v3 format, and each room only held a maximum of six players, a stark contrast to others where double-digit capacity are a common occurrence. The rooms wasn't trying too hard to create an impression, the homely concoction of beautiful fictional interior design and a small size group producing a more intimate and quicker-paced experience.
Instead of a rotating staff helping us out when we needed hints, the game masters are 'dedicated', meaning each group would have their own, specific go-to person during the game itself.
What I really like about the gameplay was the fact that there are different lines of enquiry to go on simultaneously, meaning everyone would be under stress and having their hands full for most parts of the game, again, a sharp variance from the other escape rooms. There would be a few possible clues leading to the subsequent breakthrough, meaning that a failure to decipher a code or a puzzle for example won't signal the end of the world, as you're still able to proceed with another hint.
The area is relatively small, and the puzzles were straightforward, not particularly hidden from view or anything. While this formula might not work in other escape rooms, it did progress the game more realistically as we spent more time putting the pieces together instead of looking aimlessly for well-hidden props.
And because I was so invested in the game instead of sitting around and looking at others solving puzzles, I genuinely felt hopeless and stressed out when something didn't work as planned. Neither did the dwindling clock, nor the element of competition between the other group helped our cause greatly. In short, it was the only escape room which I legitimately felt the need and desire to escape before the bomb supposedly goes off.
Moving past the gameplay, the lobby, or the waiting area, was really grand. The interior design was superb, though it was a little dark (I had to crank up my ISO till the maximum in order take an, at-most, decently exposed photo). The entire working staff were females due to the attire they had to don during the job (skirts/kilts), which seemed strangely odd at first. We were presented with a huge array of tea and Marks and Spencers jelly biscuits after the game as the results were being calculated. We got dressed up in period costumes for photos while posing with props; a nice touch to end the whole vintage experience that was remarkably enjoyable.
The penalty should you require a hint would be an addition of one-minute to your final escape timing, which was definitely not severe enough. Solving something successfully usually requires an upwards of five to ten minutes, which meant that it was faster to ask for a clue than to actually attempt to solve the obstacle presented in front of you. The other group ended up with a time of about 57 minutes, after using three hints, but we lost after completing the escape without any help in 59 minutes and 20 seconds. Technically, we were so much faster than the other group, yet we lost plainly on paper. While the penalty is a good thought, it is more of an incentive right now than a deterrent, which might ruin the experience for some customers as it's human nature to constantly look for the easiest and quickest way out of things.
Five minutes would be perfect.
That's all to it for Escape Hunt really in my opinion. It's a well thought-out and designed game with the props (a legit sewing machine and typewriter among other things, damn) complementing the story and gameplay well. The fictional world that Escape Hunt is building upon conceivably removes the need for super-realistic structures or fancy mechanisms, but the existing design had nonetheless successfully enhanced the journey.
Bomb in the Cellar, the game we attempted, was apparently the hardest room at Escape Hunt. I'll recommend Escape Hunt to the youths and teenagers, as I expect the other two rooms to be easier. It's also a great place for those who want to experience a retro, Sherlock Holmes type of vibe, a nice break from the contemporary and high-tech options the other escape rooms are offering. You'll get to enjoy yourself in a wonderful setting, and get your sense of accomplishment as well.
Difficulty – 7.5
Technology – 3 (N/A in my opinion)
Did we succeed? Yes. And we did it within the 60-minute limit.
Special Thanks: Ben and Sabrina
Great Customer Service Mention: Natalie, Carolyn, Huijing
Monday to Sunday: 1000-2200
100 Orchard Road, Concorde Hotel and Shopping Mall
#02-43/44/45/46
For more details, visit http://singapore.escapehunt.com.
Roomraider
To cap off a wonderful day, we headed towards Roomraider, the only escape room on our list that existed in a stereotypically 'proper' shopping mall as the evening rain fiercely lashes down on us.
Game Played: Prison Break
Source: Roomraider
Again, we were split into two groups, but we were both on the same team this time round. It was pretty interesting to collaborate from different 'cells' before meeting to continue the rest of the escape. One team was thrown into a room filled with various items while mine was entrusted into complete darkness as we spent the first few minutes blindly touching each other, literally. The tools the other team needed to break out of their cell were in ours, and vice versa, so communication played quite a huge bit during the first part of the game.
Another unique point about Roomraider was that we took on more of a spy role than one of a detective. The tools we used were real life devices used by actual intelligence officers worldwide, albeit a li'll less powerful than theirs. We didn't need to solve any math problems, which made the game more realistic because it really doesn't make sense for someone to solve arithmetic problems when they're escaping. How ridiculous would it be if James Bond had to figure out the surface area of Saturn with an abacus before he could barge out an exploding building?
The pacing of the game was just right, as we were able to move to each stage in about the same duration as the previous. The straightforward sequences meant that we needed to keep active instead of feeling stuck and demoralised in a certain stage of the game. That was especially important as the team was really enervated from solving puzzles. From hacking into a radio's frequency and monitoring rooms via a watch, to crawling in tunnels and watching television with a twist, it is perhaps the most realistic escape room amongst the rest as these are things that people actually do in real life, not just in movies or video games.
The rooms weren't intricately designed, with roofs not covered and the glass panes not shielded, which takes the realism down a notch as you can happily see shoppers going about their business in the mall. It felt a bit like escaping from your typical cubicle office setting.
However, that might not be a bad thing depending on preference. It is quite apparent that Roomraider focuses more on their gadgets and contraptions, and the plainly decorated rooms allowed us to really focus on the game instead of having to deal with the environment or to look for clues on the walls and such. I personally felt that the 'office' vibe was pretty cool. It is really hard to put it in words, but it was a different experience altogether compared to the other four.
The storyline weren't really a huge part of the game till the latter stages, so it can feel really one-dimensional as it seems as though you're just merely solving one puzzle after the next for the sake of it. To their credit, they did manage to tie up the story in unbelievable fashion at the end though, and for us to come all the way after cracking clues and smartly utilising our spy wear, it was embarrassing that we didn't realise how easy it was to escape even though we had already solved the final clue and got what we needed in our very hands.
The place itself, I think, was set up decently, and if a straightforward, distraction-free environment is not something you mind, Roomraider is the one for you, blending a mixture of traditional set-ups and real-life spy tools into a thrilling brew of no-nonsense, uncomplicated fun. I would recommend going in with three or four people. The rooms aren't really that big, and you have to be on the move constantly, rendering a large entourage useless, more burdensome even. The obstacles weren't hard to overcome as it was more of figuring out how to piece the clues together and subsequently using the technology provided.
Special Thanks: Adrian Chan
Great Customer Service Mention: Iqbal
Orchard Central, 181 Orchard Road
For more details, visit http://roomraidersg.com.
So that about concludes our miserable quest and our dreams of being professional escape artists. The escape room scene in Singapore is getting more and more exciting, and I can only imagine what new additions 2015 will bring about to this ever-changing landscape. While it is apparent that all five outlets have their own distinct selling point …
1. In every escape room, we stumbled upon situations whereby a clue that we're supposed to solve only after a certain stage was solved first, and it really messed up the flow and dynamics of the game as we got stuck multiple times trying to figure out if we did something wrong. If the gameplay was designed to be more cohesive and that clues that are meant to be solved first, got solved first, or at least in a decently logical order, that would be excellent.
2. 60 minutes is a little too short in my opinion. Most of the escape rooms can't boast a reasonably high success rate, and it isn't hard to see why. An hour goes by quickly, so a 90-minute option should be something the businesses consider. It's understandable to go by the hour since it maximises profit (the rent in Singapore is just too damn high), but if there are users that are willing to pay for a longer experience, then I would like to think that it is a win-win situation for all the parties involved.
3. The price point is a little too steep for most Singaporeans, especially the younger generation. The average pricing of $22 is pretty substantial for the normal Singaporean joe. Maybe a 15% discount, or even a 20% discount for groups of 8 and above could be something that entices more people, especially teenagers, to come and try out the games.
I hope you guys enjoyed this piece, and I'm looking forward to doing a part two or even part three should the opportunity arises. Escape rooms are undoubtedly a cool alternative to your usual East Coast Parks, and I strongly urge you guys to jump on the bandwagon and visit the places. I enjoyed myself immensely throughout the journey, and I'm sure with the right company (and the right weather), you guys would too!
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If you're planning to embark upon the same marathon I underwent, here's a map with the details of all the places and their surrounding roads:
Have you tried any of the escape rooms I listed above? What was your experience like with them? Do you have any escape rooms you would like to recommend as well? Share them with me in the comments section below!
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This entry was posted in: Fun
Tagged with: escape hunt singapore review, escape room singapore review, escape rooms singapore, high tech escape rooms singapore, lost sg singapore review, professional escape artists singapore, roomraider singapore review, singapore escape rooms review, the great escape singapore, unravel singapore review, xcape singapore review
by Lhu Wen Kai
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Melvyn says
Thank you for a really well written walkthrough. Enjoyed reading.
Lhu Wen Kai says
Glad you enjoyed it Melvyn!
Hi, I played Vampire Diary at Xcape Before, it's not single room ah.. Did you discover the hidden "cage" on the first room?
Hi Joey! Yup we did, but I still considered it a single room because that was what it was ultimately; a large room, split into three sections. The rest of the places felt way more like a maze.
Sherryn says
Hello! If it's for corporate events, which would you recommend?
Hi Sherryn! All of the escape rooms cater to corporate events, so it boils down to what your team likes or wants. For me personally, I would recommend Unravel (game: The Haunting) because not only are they the best (in terms of customer service and the game itself), people tend to bond more in scary situations and Unravel provides just that. Escape Hunt allows you guys to go head to head so it's a nice way to bond thru competition. You can see my suggestions under the "Who Is It Meant For?" sections of each escape room and make a more informed choice :) I hope you and your colleagues have fun nonetheless! Have a great weekend!
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sindyblue10 says
Ever since I first heard about these Escape Rooms I wanted to try it. I first thought, 'really? you can actually plays these type of games?'
I would definitely be trying something like this out when I get the chance to in the future years.
Anyway I really enjoyed this post! It was really interesting.
Hey! How has 2015 been for you so far? Haha it's actually really fun, but the price point is really steep in my opinion. I'm not sure about the prices over in your country, but if you get the chance to try out one do blog about it. I believe the dynamics of the room changes with the differing cultures, so it'll be interesting to see how different the escape rooms in other places are like. Thanks for your kind words and have a great day!
Thank you =D my 2015 so far had been relaxing. I would definitely blog about it in the future if I actually get to participate.
You too. =)
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A: Because your overwriting $person on each iteration.
Hold it in a $person[] array if your expecting more then one. Then loop through it with a foreach loop when you intend to output.
Not related but your also querying twice, you only need 1 $result = mysql_query($sql);

Update (Simple Outputting Example):
<?php
$person=array();

while($row = mysql_fetch_array($query)){
 $person[] = array('full_name'=>$row['full_name'],
                   'email'=>$row['email'],
                   'somthing_else1'=>$row['some_other_column']);
}

//Then when you want to output:
foreach($person as $value){
    echo '
Name:'.htmlentities($value['full_name']).'
';
    echo '
Eamil:'.htmlentities($value['email']).'
';
    echo '
FooBar:'.htmlentities($value['somthing_else1']).'
';
}
?>

Or an alternative way to is to build your output within the loop using concatenation.
<?php
$person='';
while($row = mysql_fetch_array($query)){
 $person .= '
Name:'.$row['full_name'].'
';
 $person .= '
Email:'.$row['email'].'
';
}

echo $person;
?>

Or just echo it.
<?php
while($row = mysql_fetch_array($query)){
 echo '
Name:'.$row['full_name'].'
';
 echo '
Email:'.$row['email'].'
';
}
?>

redpajama_set_name: RedPajamaStackExchange


PRODUCERS behind one of the most-talked-about TV thrillers made donations to a primary school and residents' associations after filming in Highgate.
Where Was 'On Chesil Beach' Filmed? Location Is Central To This Sensitive Drama.
Behind-the-scenes pictures of upcoming BBC law drama The Split being filmed in County Hall, Kingston, have been released.
Filming took place for five days in September and November 2017, with the hall being used to depict a courtroom.
The drama features a female-led cast and focuses on the Defoes, a family of divorce lawyers.
School runs were rerouted, scenic routes were taken home from work, and shopping trips were re-scheduled as news that Idris Elba had been spotted in Brockley.
With reports of numerous women and some men spotted swooning on the streets, the actor was seen at the Rivoli Ballroom.


text:
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Scoop  Sci-Tech
Glivec Given Go Ahead
Wednesday, 2 October 2002, 12:13 am
Press Release: Leukaemia and Blood Foundation
The Leukaemia and Blood Foundation is pleased that Pharmac has finally agreed to fund Glivec, the life-saving new drug, for Chronic Myeloid Leukaemia (CML) patients.
"The Foundation is relieved that an arrangement has been reached after months of intense lobbying. After the trauma of this past year, patients, their families and friends will be heartened by this good news," says Jim Hamilton, executive director for the Foundation.
"This is a great result for all those who have battled with bureaucracy over the past year to secure the funding for this amazing drug," said Mr Hamilton.
"Pharmac has announced funding for all three stages of CML. This includes patients in the early stages of the disease who have failed the current standard therapy, interferon, as well as those with advanced disease.
Earlier this year, the Foundation launched the high profile "Save-the-90". Campaign to put pressure on Pharmac and the Ministry of Health to fund Glivec. CML patients fronted the campaign highlighting the unique benefits of Glivec and amassing wide spread public and political support.
Thousands of people responded by sending submissions to Pharmac requesting that the drug should be funded for all patients with CML.
"Our message that Glivec is the most effective treatment for CML has sunk in and I would like to thank the thousands of New Zealanders who helped the Foundation's Savethe90Campaign," Mr Hamilton said.
For further information about the Leukaemia and Blood Foundation or to make a donation go to www.leukaemia.org.nz < http://www.leukaemia.org.nz >
Find more from Leukaemia and Blood Foundation on InfoPages.
PlaceMakers Christchurch Teams Up With Mates In Construction To Target Mental He... 11:45 AM
A Covid Smokescreen Protected Organisations In 2021 10:36 AM | Blackland PR

redpajama_set_name: RedPajamaCommonCrawl


text:
package org.graphframes.lib

import org.apache.spark.graphx.{lib => graphxlib}
import org.graphframes.{GraphFrame, Logging}

/**
 * Parallel Personalized PageRank algorithm implementation.
 *
 * This implementation uses the standalone [[GraphFrame]] interface and
 * runs personalized PageRank in parallel for a fixed number of iterations.
 * This can be run by setting `maxIter`.
 * The source vertex Ids are set in `sourceIds`.
 * A simple local implementation of this algorithm is as follows.
 * {{{
 * var oldPR = Array.fill(n)( 1.0 )
 * val PR = (0 until n).map(i => if sourceIds.contains(i) alpha else 0.0)
 * for( iter <- 0 until maxIter ) {
 *   swap(oldPR, PR)
 *   for( i <- 0 until n ) {
 *     PR[i] = (1 - alpha) * inNbrs[i].map(j => oldPR[j] / outDeg[j]).sum
 *     if (sourceIds.contains(i)) PR[i] += alpha
 *   }
 * }
 * }}}
 *
 * `alpha` is the random reset probability (typically 0.15), `inNbrs[i]` is the set of
 * neighbors which link to `i` and `outDeg[j]` is the out degree of vertex `j`.
 *
 * Note that this is not the "normalized" PageRank and as a consequence pages that have no
 * inlinks will have a PageRank of alpha. In particular, the pageranks may have some values
 * greater than 1.
 *
 * The resulting vertices DataFrame contains one additional column:
 *  - pageranks (`VectorType`): the pageranks of this vertex from all input source vertices
 *
 * The resulting edges DataFrame contains one additional column:
 *  - weight (`DoubleType`): the normalized weight of this edge after running PageRank
 */
class ParallelPersonalizedPageRank private[graphframes] (
      private val graph: GraphFrame) extends Arguments {

  private var resetProb: Option[Double] = Some(0.15)
  private var maxIter: Option[Int] = None
  private var srcIds: Array[Any] = Array()

  /** Source vertices for a Personalized Page Rank */
  def sourceIds(values: Array[Any]): this.type = {
    this.srcIds = values
    this
  }

  /** Reset probability "alpha" */
  def resetProbability(value: Double): this.type = {
    resetProb = Some(value)
    this
  }

  /** Number of iterations to run */
  def maxIter(value: Int): this.type = {
    this.maxIter = Some(value)
    this
  }

  def run(): GraphFrame = {
    require(maxIter != None, s"Max number of iterations maxIter() must be provided")
    require(srcIds.nonEmpty, s"Source vertices Ids sourceIds() must be provided")
    ParallelPersonalizedPageRank.run(graph, maxIter.get, resetProb.get, srcIds)
  }
}

private object ParallelPersonalizedPageRank {
  /** Default name for the pageranks column. */
  private val PAGERANKS = "pageranks"

  /** Default name for the weight column. */
  private val WEIGHT = "weight"

  /**
   * Run Personalized PageRank for a fixed number of iterations, for a
   * set of starting nodes in parallel. Returns a graph with vertex attributes
   * containing the pageranks relative to all starting nodes (as a vector) and
   * edge attributes the normalized edge weight
   *
   * @param graph     The graph on which to compute personalized pagerank
   * @param maxIter   The number of iterations to run
   * @param resetProb The random reset probability
   * @param sourceIds   The list of sources to compute personalized pagerank from
   * @return the graph with vertex attributes
   *         containing the pageranks relative to all starting nodes as a vector and
   *         edge attributes the normalized edge weight
   */
  def run(
      graph: GraphFrame,
      maxIter: Int,
      resetProb: Double,
      sourceIds: Array[Any]): GraphFrame = {
    val longSrcIds = sourceIds.map(GraphXConversions.integralId(graph, _))
    val gx = graphxlib.PageRank.runParallelPersonalizedPageRank(
      graph.cachedTopologyGraphX, maxIter, resetProb, longSrcIds)
    GraphXConversions.fromGraphX(graph, gx, vertexNames = Seq(PAGERANKS), edgeNames = Seq(WEIGHT))
  }
}

redpajama_set_name: RedPajamaGithub


text:
Home LUNGELINE Great Meadow's Under-40 Board Promises Exciting New Year
Great Meadow, gleaming golden at dawn, a paradise for horse sports, outdoor events, artists and photographers -- and so much more. Photo Courtesy of the Great Meadow Foundation
Great Meadow's Under-40 Board Promises Exciting New Year
Lauren R. Giannini
January 25, 2019 Modified date: January 25, 2019
The invigorating energies of "new blood" within the Great Meadow Foundation describe the recently launched Under-40 Board whose members are committed to increasing community support and raising funds to help protect and perpetuate Great Meadow.
Cate Magennis Wyatt, in her first year as Chair of Great Meadow's Board of Trustees, instigated the idea of the U-40 Board when she realized how much Great Meadow could benefit from more young people to strengthen their loyal community of supporters.
"It is exciting to attract the talents and insights of the brightest young professionals in the region to help Great Meadow envision and bring its future to reality—all while having fun as we make it easier for new visitors to enjoy Great Meadow," Magennis Wyatt said.
U-40 Chair Nate Chambers with the hallowed Gold Cup course in the background.Photo by Kira Topeka, Director of Marketing, Great Meadow Foundation
Enter Great Meadow's new Under-40 Board: Nate Chambers as U-40 Chair and Lucy Drinkwater, U-40 Co-Chair, plus eight more U-40 members: Mo Baptiste, Sarah Mars Bowie, Isa Bryant, August Erikson, Markus Malmgren, Danielle Quinn, Andrew Richards, and Cat Wyatt. Considered Generation Y or Millenials, they're at home with digital devices, smartphones, Twitter, Facebook, Instagram, social networking—all the myriad wonders of the Internet.
"These individuals bring a wealth of experience and expertise in their fields and will be tremendous assets to our Foundation as we further our mission of preserving open space for public enjoyment, non-profit events, community service, and equestrian sports," Magennis Wyatt stated.
Great Meadow is much more than a fantastic venue for horse activities. It's a reminder of the wide-open spaces such as the hills between The Plains and Middleburg where buffalo roamed. Great Meadow is a bit of heaven on earth, simply breathtaking. It can accommodate 50,000 visitors on a single day. The annual key horse events are the Virginia Gold Cup and International Gold Cup, two immensely popular sanctioned National Steeplechase race meets. If you haven't been to a Gold Cup yet, you're missing topnotch racing and a great day in the country. The July 4th Celebration is the third huge spectator event.
Great Meadow relies on the community's generosity to maintain the entire 380-acre outdoor events facility and to run events. The U-40 Board's task is to bring in the next generation of supporters to ensure The Foundation's future. The big project is The Meadow Club although others are in the works.
Chambers, Drinkwater, and Magennis Wyatt mapped out exactly how the Meadow Club would work. The U-40 Chair and Co-Chair came up with the content and provisions for their Under-45 members. They plan to build a network of like-minded young professionals, under-45, in the DC-Maryland-Virginia (DMV) community through social, fundraising, and volunteer opportunities. The U-40 Board gets to plan special parties for the Meadow Club.
Members sign up for the "Meadow Club" by paying an annual subscription that includes three exclusive parties at the Virginia Gold Cup, International Gold Cup, and the 4th of July celebration—all held at The Great Meadow Foundation. Individual membership costs $1,000, and couples join for $1,500; members can invite guests, but each one pays per event. The result: you're in a posh tent on Members Hill, resplendent with hospitality, catering, bar, gorgeous horses running and jumping on hallowed ground made great by past Gold Cup champions—a special event in a beautiful place.
"Great Meadow is for friends of all ages," said Robert L. Banner, President of the Great Meadow Foundation. "U-40 gives younger members an opportunity to support at the level they can afford. I want everyone to feel like they've had a hand in the success of The Foundation. That way, we can look forward to a bright future for Great Meadow as new generations get involved."
It's so simple: tap into young professionals with their thumbs that dance on virtual keyboards and turn them loose. Areas of expertise include Private Equity, Finance and Banking, Conservation, IT, Technology, and equestrian professional riders and trainers involved in foxhunting, racing, eventing, hunter-jumper showing, etc. With backgrounds from urban to rural, with or without horses, they all have a great affinity for Great Meadow and what it represents.
Chambers recalled loving Great Meadow from the first time he competed there many years ago as a junior in 3-Day Eventing. He went on to earn two gold medals, individual and team, as a Young Rider, then turned professional, competing at the upper levels and winning three national championships. About five years ago, Nate was the Director of Development at Great Meadow. Today, he runs CS Holdings, the DC-based private equity firm he started several years ago. He's totally into his work on the U-40 Board.
"Great Meadow is a non-profit with small office staff," Chambers said. "We want the U40 to be independent, financially and time-wise, because we don't want to burden the Foundation. We're looking to give to Great Meadow, not take any of their resources. That's why Meadow Club is being entirely run by the U-40 Board and the only funds we'll use for our activities will be funds we raise. We're going to bring in more people from all different areas and expand our reach even as we retain the involvement of the extensive community of people who have been so supportive of Great Meadow through the years."
Great Meadow's perfect for sporting competitions, Twilight Polo, grass polo, Twilight Jumpers, eventing, rocketry, Fourth of July, and steeplechasing. But it's also a working classroom for land conservation and the perpetuation of outdoor activities and traditions that are part of Virginia's unique heritage. It's a community treasure with a focus on its family-friendly atmosphere.
"We're from all different backgrounds and we're all volunteers," Chambers said. "We're all doing this because we love Great Meadow."
Ana-Elisa (Isa) Bryant, an eventer who tries to get out foxhunting at least once every season, stated, "There are no other facilities like Great Meadow, especially so close to DC, and it provides such a wide range of events and an escape from the city life. I currently work for the Land Trust of Virginia so land conservation is close to my heart and it's exciting for me to help a propert] that's protected by a Conservation Easement bring so much value to a larger community. I'm excited to be part of the process of growth for The Foundation."
For several years, Sarah Mars Bowie has been on the planning committee for the University Row tents, which brings more than 1500 alumni to the Virginia Gold Cup each May. "I personally enjoy the social aspects, tailgates, and picnics that are associated with many of the events held at Great Meadow," she said. "Every time I visit Great Meadow I leave feeling recharged."
Andrew Richards was a kid when his family moved from Arlington and embraced country living on their farm in Delaplane. He grew up riding and showed jumpers under the tutelage of Joe Fargis. He also enjoys polo. "I attend Gold Cup with my family every year. I have competed in the equine events on the grounds at Great Meadow, including Twilight Polo and Twilight Jumpers. I have celebrated Fourth of July at Great Meadow many times, too. This is a place I hope to share with my own family one day."
Markus Malmgren grew up on a horse farm in Warrenton. His parents took him to Gold Cup and Twilight Polo before he could walk. "In 24 years I missed only two Gold Cups, once for my sisters' confirmation and once for Homecoming at the University of Mary Washington," he said. "When I started pursuing internships while at UMW, Great Meadow was the first place I thought of. I wanted to give back to the place that gave me so many great memories growing up. Now that I have the privilege of serving on the U-40 Board, I can help to ensure that future generations can continue making memories at Great Meadow."
Be more than a visitor. Become a Friend of Great Meadow.
For more information: GreatMeadow.org
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International Gold Cup


text:
Q: Why is it not recommended to use a heap to sort a LinkedList? I know how to sort a linked list using merge sort. The question is, why don't we just use a heap to create a sorted LinkedList?

*

*Traverse the linked list and keep adding items to a min-heap.

*Keep taking the items out of the heap and heapify the heap and add to a new result LinkedList.

step one will have O(n) for traversing the list and O(nlogn) for adding items to the heap. Total O(nlogn)  [Correct me if I am wrong].
Getting an item out of heap is O(1) adding an item as the next node in a LinkedList is O(1). [Correct me if this is wrong].
So the sort can be done in O(nlogn) if my understanding is correct. This is the same as the merge sort. In terms of memory, we are using an extra heap so total memory can be O(nlogn) I assume. Merge sort can also take O(nlogn) but can be improved to O(logn).
The heap logic is the same as the "merging k sorted linked list". I am assuming each linked list has 1 item.
I might be completely wrong about my complexities on the heap version. If someone knows the exact reason why heap should not be[Why merge sort is better] used, please explain. This is not heap sort and this is not an in-place algorithm. If the time complexity is O(n²logn), I am not sure how.

A: As far as I know, there is no law that forbids using a heap for sorting a linked list, but consider this:

*

*With the same approach you can use any sorting algorithm that is used on arrays: copy the values of the list in an array; sort the array with your favorite algorithm, and recreate a linked list from the array.

*Most code challenges that concern linked lists will expect you to not use any other O(n) data structures, but stick to linked lists only. Depending on the challenge, there might even be a requirement to use only O(1) auxiliary memory.

*If O(1) auxiliary memory is a requirement, then turning the linked list into a heap-organised one is not practical: it cannot offer an efficient traversal from a node to its heap-child nor to its heap-parent. On the other hand, other efficient algorithms like merge sort and some flavour of quick sort can be implemented using a linked list structure.

A:
I know how to sort a linked list using merge sort. The question is,
why don't we just use a heap to create a sorted LinkedList?

*

*Traverse the linked list and keep adding items to a min-heap.

*Keep taking the items out of the heap and heapify the heap and add to a new result LinkedList.

Several reasons, among them:

*

*Asymptotic complexity is not the end of the story.  Merge sort is especially clean and efficient to implement for linked lists, so it is among the best performing of the O(n log n) linked-list sorts.

*But asymptotic complexity is still part of the story.  Heap sort of an array can be done with O(1) auxiliary space by using relationships among array indices to provide an implicit representation of the tree.  This supports sorting in O(n log n) steps overall because accessing an array by index is O(1), but the same is not true of a linked list.  To get an O(n log n) heap sort of a linked list, you have to build the heap as an actual tree or as an array, which requires O(n) overhead.  And then it's a bit strained to call it a linked-list sort, because you could have done exactly the same thing with an array, or many other data structures.

*Also, merge sort can easily be made stable, but that's harder for heap sort and it probably requires additional overhead.

So the sort can be done in O(nlogn) if my understanding is correct.

Sure, any data set that can be enumerated in O(n) steps can be loaded into an array and sorted via any applicable O(n log n) array-sorting algorithm in O(n log n) steps.  In the particular case of a linked list, one can also reform the nodes into a sorted list without increasing the asymptotic complexity.

This is the same as the merge sort.

The same asymptotic complexity does not mean the same performance.  A large difference in the constant factor can still make an important difference.  Plus, even if all else were equal, the much simpler code of linked-list merge sort vs what you describe is an enormous engineering advantage.  It means faster development and fewer bugs.

In terms of memory, we are using an extra heap so total memory can be O(nlogn) I assume. Merge sort can also take O(nlogn) but can be improved to O(logn).

I have no idea where your O(n log n) idea comes from for either case.  I count O(n) overhead for an auxiliary array in the heap sort case.  On arrays, typical merge sort implementations have O(n) overhead, but on linked lists, O(log n) overhead is natural for merge sort.
Regarding this comment:

In a book, I saw we won't be able to sort a singly linked list with quick sort or heap sort.

That book was wrong, even if we disallow reading the linked list out into an auxiliary array or other data structure on which to perform the actual sorting.  If you do disallow such an auxiliary structure then I don't think you can do heap sort on a singly-linked list in less than o(n2 log n) steps, but you can do it.  And you don't need fast random access or bi-directional traversal to perform an O(n log n) quick sort.

A: Pushing items to the heap and popping from it are both logarithmic operations. Removing an element from the heap is logarithmic because the heap needs to adjust its elements to guarantee the heap invariant. So, you would do 2 * n * log n, and while this is still linearithmic in Big O terms like merge sort, it is probably slower. Or let's say at least that you can do better by using a linearithmic sorting algorithm, instead of using a heap for sorting.
What you could do, and I didn't see you mentioning it, is to add all the elements in the linked list to the heap's data store in O(n) time and then heapify it, which runs also in O(n) if implemented correctly. Then you would have 2n + n * log n which reduces to O(n * log n) with better constants.
The additional space used by the heap isn't O(n log n). It is linear and while this depends on the heap implementation, let's say that many standard heap implementations provide that.
When merging k sorted linked lists with a heap you are benefiting from the fact that k is much smaller than the length of the lists themselves. This leads to a O((n1 + n2 +...) * log k) algorithm where n1, n2,... are the lengths of the involved lists. If you didn't use a heap, that algorithm would have run in O((n1 + n2 +...) * k) time.
At the end of the day, if a heap is correctly implemented and used, you will have linearithmic time complexity and linear space complexity for sorting the linked list. But whatever you do, all other variables equal, a standard sorting algorithm has better constants than a heap when it comes to sorting, unless there are some special requirements and constraints. Let me reiterate, both methods are linearithmic in terms of Big O, but sorting algorithms can have better constants for this specific purpose which can mean a lot in real world applications. The reason is that a heap needs to guarantee access in O(1) time to the smallest/largest element at any time. This puts constraints on its behavior and you wouldn't be able to optimize it as much as a standard sorting algorithm when it comes to sorting.


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text:
Q: Building an Image From Multiple UIImageViews I am interested in building a Collage style app for the IPhone and IPad. I have been looking at other apps and trying to work out the method that they use to create the final image.
I am guessing that the app has a UIView and then each individual image is a UIImageView and is a subview of the main UIView. The user is then able to move each UIImageView and position them as they intend.
Now my question is, after the user has positioned all the UIImageViews on screen how do you then create the final image from what is on the screen. This of course takes into account that you will be upscaling the images to create lets say an A4 sized final print.
Can anyone share some information?
Thanks

A: You should take a look at CGContext Reference. You can do something like the following to combine imageView 1 and 2 to imageView 3.
Sample Code :
UIGraphicsBeginImageContext(imageView1.image.size);
CGRect rect = CGRectMake(0, 0, imageView1.image.size.width, imageView1.image.size.height);
[imageView1.image drawInRect:rect];
[imageView2.image drawInRect:rect blendMode:kCGBlendModeScreen alpha:0.5];
UIImage *resultingImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[imageView3 setImage:resultingImage];

GoodLuck !!!

A: If you use an UIView to include more 2 Images to merge, that you can try to capture the view to be an image to use.

    //Capture View to Image
    -(UIImage *)captureImageFromView
    {
        UIView *theView = self; //self extends UIView
        if( NULL != UIGraphicsBeginImageContextWithOptions )
        {
            UIGraphicsBeginImageContextWithOptions(theView.bounds.size, NO, 2.0f);
        }
        else
        {
            //iOS 4.0
            UIGraphicsBeginImageContext(theView.frame.size);
        }
        [theView.layer renderInContext:UIGraphicsGetCurrentContext()];
        UIImage *captureImage = UIGraphicsGetImageFromCurrentImageContext();
        UIGraphicsEndImageContext();
        return captureImage;
    }

    //Merge 2 Images to be an Image.
    -(UIImage *)mergeBaseImage:(UIImage *)_baseImage
                    underImage:(UIImage *)_underImage
            matchBaseImageSize:(BOOL)_matchBaseImageSize
    {
        UIGraphicsBeginImageContext(_baseImage.size);
        [_baseImage drawInRect:CGRectMake(0, 0, _baseImage.size.width, _baseImage.size.height)];
        if( _matchBaseImageSize )
        {
            [_underImage drawInRect:CGRectMake(0, 0, _baseImage.size.width, _baseImage.size.height)];
        }
        else
        {
            [_underImage drawInRect:CGRectMake(0, 0, _underImage.size.width, _underImage.size.height)];
        }
        UIImage *_mergedImage = UIGraphicsGetImageFromCurrentImageContext();
        UIGraphicsEndImageContext();
        return _mergedImage;
    }

Wish it can help you.


text:
#1,138. Batman Returns (1992)
Directed By: Tim Burton
Starring: Michael Keaton, Danny DeVito, Michelle Pfeiffer
Tag line: "The Bat, the Cat, the Penguin"
Trivia: The Batman costume weighed 55 lbs
A sequel to his runaway 1989 hit Batman, director Tim Burton again returns to the dark world of Gotham City, which, in this movie, seems more ominous than before.
It's Christmas in Gotham, though the nights are anything but silent. Having already subdued the Joker, Batman (Michael Keaton) now finds himself facing off against two arch-criminals.
First on the list is Oswald Cobblepot, better known to the world as The Penguin (Danny DeVito). Born with a deformity, he was discarded by his parents (Diane Salinger and Paul Reubens), who tossed him into the sewers when he was an infant. Instead of meeting his doom, however, Oswald was raised by a flock of Penguins! Ready to rejoin "normal" society after decades underground, he turns to corrupt millionaire Max Shreck (Christopher Walken) for guidance, and before long, the Penguin is well on his way to respectability. In fact, he even decides to run for Mayor!
Next up is Selina Kyle (Michelle Pfieffer), the meek secretary who, after being pushed out a window by Shreck (her boss) and falling several stories into an alley, changes her entire persona. Donning a homemade costume, she becomes Catwoman, and plots her revenge against her former employer. Things take an unexpected turn, however, when Selina falls in love with Batman's alter ego, Bruce Wayne.
The Gotham of Batman Returns is every bit as dark as that of Batman (the opening sequence, where we flash back to Oswald's birth and eventual abandonment, is appropriately disturbing). But while the look and feel of the city remains essentially the same, the set pieces this time around are more elaborate, with larger buildings and even a sprawling sewer system, giving the characters plenty of room to spread out.
As for the villains, DeVito disappears behind his grotesque make-up, bringing an animal-like intensity to the Penguin that makes him completely unpredictable (in one scene, he bites the nose of an assistant hired to work on his campaign for Mayor). Pfieffer is deliciously seductive as Catwoman, slinking around in tight black leather, while Walken's shifty performance as Max Shreck (gotta love the name!) adds another effective baddie to the ranks. Keaton is again strong as Batman, but as with the first film, the caped crusader takes a back seat to his adversaries, who are the real stars of the show.
Burton would leave the series after Batman Returns, turning the reins over to Joel Schumacher, with mixed results (1995's Batman Forever, while not up to the standard of the first two movies, has its charms, though Batman & Robin is damn near unwatchable).
Yet, despite what followed, Batman and Batman Returns are solid films, and just as entertaining today as when they were first released.
#1,112. Sherlock Holmes and the Secret Weapon (1942)
#1,113. Ride the High Country (1962)
#1,114. I Spit on your Grave (2010)
#1,115. Nothing (2003)
#1,116, The Invisible Ray (1936)
#1,117. Sleeper (1973)
#1,118. Born to be Wild (2011)
#1,119. Stir of Echoes (1999)
#1,120. 7 Plus Seven (1970)
#1,121. Steamboat Bill, Jr. (1928)
#1,122. The House by the Cemetery (1981)
#1,123. The Long, Hot Summer (1958)
#1,124. An American Hippie in Israel (1972)
#1,125. 42nd Street Forever, Vol. 2: The Deuce (2...
#1,126. Jamaica Inn (1939)
#1,127. Deathtrap (1982)
#1,128. Gigi (1958)
#1,129. The Woman in Black (2012)
#1,130. The Mummy's Curse (1944)
#1,131. Aliens of the Deep (2005)
#1,132. Tommy (1975)
#1,133. Flash Gordon (1980)
#1,134. Hitchcock (2012)
#1,135. Un Chien Andalou (1929)
#1,136. Anchorman: The Legend of Ron Burgundy (2004)
#1,137. Yankee Doodle Dandy (1942)
#1,139. The Return of the Vampire (1944)
#1,140. The Three Stooges: The Curly Years (1932 ...
#1,141. 42nd Street Forever, Vol. 3: Exploitation ...


If you have been a follower on my blog, you would know that I have been on the road since the beginning of this year now. Throughout this time I have been asked a ton of questions about my travels. Most of them, more than questions have been doubts or concerns of a skeptical nature (disguised as questions) of what I'm doing and if I think I really should be doing this. The people who ask such questions do not really matter and I am not going to put any efforts in answering them either on my blog or in the real world. However, some of the questions are really genuine and it surprises me with regards to the simplicity of the questions raised. Even before quitting my job, I had been doing short backpacking trips for a very long time and there were some aspects of travel that were natural to me, but I was pleasantly surprised with the curiosity quotient of the people I interact with. So I decided to write a post about such FAQs. So here's me putting down the questions you may already have and the answers to the same as well.
Where do you stay for the night?
This is the most frequently asked question. And most of the times this comes from people who are well past their 40s. In my conversations with them, I have discovered that they never traveled beyond a few touristy places or their relatives. So they always wonder where do I stay for the night. I never thought this would be a question at all. I used to think that budget hotels, guest houses and lodges are available everywhere, even in small towns. And they are and that's where I'd stay. I also tried to couchsurf but my hosts were bit busy and could not host me. I also carry a tent with me and one time I camped in the open. In Gujarat there are lots of temples and trusts that provide free accommodation and I have used that to my advantage as well. And just in case there are no options to call it a night, I have just knocked the door in a village introduced myself and asked permission to sleep on the porch. And people have always been more than cordial inviting me for dinner as well.
Don't you get tired of riding the bike?
Well Yes and No! When I left for South India, my bike had undergone an engine overhauling and the mechanics had advised me not to push beyond 40kmph. And when you drive at such speeds even after 12 hours on the saddle you struggle to cover 250-300 kms. So Yes, it became very tiring. But then I am not riding my bike everyday as well. I ride to my next destination which usually is a day or twos ride from my current destination and then I stay put in that place for at least 3-4 days. That gives me enough time to relax, look around and be completely fresh when I get on my steed again. So No, I dont feel tired.
How do you decide on the next destination?
Isn't it risky and unsafe going solo on such a journey? Do you not feel scared?
But how did you think of doing all this and how did you manage the money, parents, et al?
This was the biggest and most important question of all. People were curious how someone with a nice job in a nice company could give it all up and go one one crazy ride. The idea started almost a couple of years back. I started of with covering the entire coastline of India by my bike because I love the sea. Somewhere down the line, it exploded out of proportion and I thought of riding without any plan and at times if I have to without my Beauty in Red as well. My parents were pretty cool with it but like parents around the world they had a few reservations as well which still exist but they let me to make my decisions. Money was never a factor for me, I had saved up enough to take care of my family expenses, expenses on the trip as well as some more money for unforseen situtations. Also I travel on a budget and till now I have never exceeded that.
This is one question for which I do not have any answer. I am still trying to figure this out. But whatever life throws at me I'll take it up and have a ball of a time!
Manali – Leh Highway : A Journey through Stunning Landscapes.	Srinagar – Leh highway – From one heaven to another!