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We're four game developers – Douglas Wilson, Ramiro Corbetta, Bennett Foddy, and Noah Sasso – joining forces to release Sportsfriends, a compendium of four highly acclaimed local multiplayer games:
• Johann Sebastian Joust
• BaraBariBall
• Super Pole Riders
• Hokra
All four games are accessible, spectator-friendly, and deeply replayable.
They already exist as playable prototypes, and have been exhibited around the world at festivals and parties. They've received lots of honors and awards, including three IndieCade awards and the Innovation Award at the 2012 Game Developers Choice Awards. Most importantly, we know they're super fun. Sony does too, and they've already given us the go-ahead to put Sportsfriends on the PlayStation 3!
We want to take the current prototypes to completion, adding tons of different ways to play while keeping them simple at heart. Publishers aren't interested in local multiplayer-only games, so that's where you come in. We need Kickstarter funding to make this project happen.
Back us with $15 or more, and you'll get this package of four games PLUS exclusive rewards. And you'll make it possible for us to finally bring these games to the broader public and to YOU!
"This is a game that people need to play." –Ben Kuchera, The Penny Arcade Report
"Joust rides at the vanguard of a genre that's as old as written language, but entirely new to video game culture." –Griffin McElroy, The Verge
Johann Sebastian Joust is a no-graphics, digitally-enabled playground game that I designed for motion controllers like the PlayStation Move. Players try to jostle their opponents' controllers while protecting their own. How fast you can move your controller depends on the varying tempo of the music. If your controller is ever moved beyond the allowable threshold, you're out! The goal is to be the last player remaining.
I first prototyped the game in 2011 at the Nordic Game Jam. Right after the jam, a large throng of people assembled to play the game for hours. From then on, I knew I had stumbled upon something special. Over the past year I worked on J.S. Joust on the side as I finished my PhD, showing the game at exhibitions and festivals around the world. At this year's Game Developer Choice Awards, J.S. Joust even won the Innovation Award, beating out heavy hitters like L.A. Noire and Portal 2.
One of the design goals behind J.S. Joust was to make a motion-control game where people look at each other, rather than at a screen. The kind of raucous experience I wanted to design was influenced by my previous work on experimental party games like B.U.T.T.O.N.
Now I'm eager to expand and polish the game! The final version of J.S. Joust will contain a variety of new play modes, music options, and adjustable settings - for instance, Traitor Mode. In one new music mode, I want to assign a separate instrument to each player, such that their "voice" drops off when they're eliminated. More generally, I want to allow players to tweak the base game system in a whole bunch of ways, so that each player community can find their own preferred ruleset.
It turns out that J.S. Joust is a little too weird for publishers. After all, what do you do with a game that has no graphics or single-player mode? But I know the game is a blast, and I hope you'll help support a commercial release!
Reach me on Twitter: @doougle
"It has that perfect mix of pixel elegance and stellar fluid motion, like watching basketball through mosaic sunglasses."
–Marc Weidenbaum, Disquiet
"... like Super Smash Bros from a superior reality."
–Adam Smith, Rock Paper Shotgun
BaraBariBall is a fighting/sports game for two or four players. Players score by dunking the ball in the water on the opposing team's side but lose a point for falling into the water themselves.
In addition to a wide range of tactical maneuvers, players have seven air jumps, allowing for unprecedented control and ridiculously awesome aerial combat. BaraBariBall favors responsive controls, improvisation and tactics, and currently features three unique characters with a wide variety of attacks and special abilities.
Check out my illustrated How To Play manual.
BaraBariBall has been featured at events such as the NYU Game Center's 2012 No Quarter, the EVO 2012 Indie Showcase, the Tokyo Game Show's Sense of Wonder Night, IndieCade's Night Games, Eurogamer's Rezzed, Juegos Rancheros, Fantastic Arcade, Wild Rumpus and many more.
Should this Kickstarter be funded, I will continue development with an eye toward new arenas, improved animation and audio, additional game types (team battle! challenge mode! three player mode!) and further balance and playtesting.
The BaraBariBall team also includes Richard and Marcus Terrell, as well as Michael Fisher on tabla.
Reach me on Twitter: @getdizzzy
Super Pole Riders will be an enhanced, extended version of my hit pole-vaulting polo game, Pole Riders. In Pole Riders, two athletic men pole-vault into the air to try to kick a ball, suspended on a rope by a pulley, into their enemy's goal. It's a no-holds-barred sport of launching yourself off your opponent's head, kicking him off his pole, and flipping the other guy into orbit with your pole. It brings the awkward physics-based controls of my single player game QWOP to a local multiplayer battle.
Since I shipped the original Pole Riders, we've shown it at a number of parties and events around the world. It debuted at Babycastles in New York before the web launch. It was at Prince of Arcade in Montreal, Juegos Rancheros in Austin, Wild Rumpus in London and San Francisco, among others. I've heard from a number of game developers that they play Pole Riders tournaments in their office, at places like Maxis and Harmonix. The more I watch people play Pole Riders competitively, the more I've seen how it could be developed further. Now I want to make an enhanced edition that can do things that were technically impossible in the web version.
First, I want to make the game playable by four players at once, so that each game in the Sportsfriends set can be played by a party of four. More players means more poles, which will place more strain on the physics engine, but I think a downloadable title can handle it.
Second, I want to have a number of arenas with more interesting geometry. In some, you'll only be able to reach the ball by vaulting into the air. In others, you'll have to work quite hard to reach the goals, which will be at the top of hills or at the exits to a greco-roman amphitheater.
Finally, the most important addition of all: you'll be able to impale your opponent on your pole, and wave his lifeless body around as a kind of club.
Reach me on Twitter: @bfod
"In the sense of creating true human connection, Hokra shoots and scores." –Jessica Conditt, Joystiq
"It's got all the fast-paced competitive teamwork and maneuvering of a game like NBA Jam." –Ryan Rigney, Wired
Hokra is a minimalist digital sports game. A fast-paced, competitive game for two teams of two players each, Hokra features simple controls and minimal rules while retaining the depth that makes multiplayer games exciting for advanced players. Like the sports from which it draws inspiration, Hokra is engaging to both player and spectators.
Hokra has been shown at over a dozen events all over the world, from its debut at NYU's No Quarter exhibition to Babycastles, Wild Rumpus, and IndieCade 2012, where it won the Audience Choice Award.
People have already had a lot of fun playing Hokra at these events, but I'm still working to make the game even better. I'm currently experimenting with new arenas, including some with moving goals, walls that impede movement, and special terrain where players move slowly. I'm also adding a super hectic 8-player mode. I can't wait to get the final version of Hokra into everybody's hands!
Reach me on Twitter: @RamiroCorbetta
With Sportsfriends, our goal is to bring people together to the same physical space to enjoy simple, spectator-friendly videogames.
Online multiplayer is great and everything, but there's nothing quite like gaming together with friends who are there with you in person, or competing in front of a cheering crowd. Think back to those games you played at the arcade, or on the playground, or on your friend's couch. Many of our favorite gaming memories come from local multiplayer games, and we want to celebrate that kind of co-located play.
Sportsfriends takes some our favorite aspects of popular sports – playful competition, performance, and spectatorship – and tries to make those elements more palatable to a broader game-loving audience. You don't have to be a sports fan or even a fan of sports games to enjoy Sportsfriends.
We want to draw attention to what's happening in front of the screen, between the human beings playing and watching.
Sportsfriends is more than your typical "bundle" of games. It's one tight-knit package of multiplayer games that all embrace a similar design philosophy. The four of us made our games around the same time, and we've all influenced each other. By collaborating on one project, we hope to make something that transcends any of the individual games.
Developing videogames is expensive, especially for console and for multiple platforms. Games like ours that require joypads or motion controllers make the task even trickier.
Chief among our project costs, we'll need to hire two expert multi-platform programmers to port all the games. The four of us are primarily designers, so we can't do it ourselves. We're eager to get these games out to the public, so we want to hire programmers who can help us do this efficiently.
We'll also need a bit of graphic design and sound design work to help tie the four games together into one cohesive, quadrathlon-tastic package.
The good news is, Sony likes the games enough that they'll help us a little on the back end and with marketing. But we're still far short of the funds we need to port the games and wrap them together in one package. The fact is, our four games don't look or play like most console titles. We need your help and support to get us to the finish line and to prove that, yes, people are interested in these games.
By self-publishing this compendium, we want to show that the gaming public does indeed care about local multiplayer; that the future of this medium concerns more than just fancy graphics, but also innovative design and replayability; that sometimes, the best games of them all are the simplest.
• We plan to debut on PlayStation 3 (digitally via PSN) in Fall 2013, with a Mac/PC/Linux release shortly afterwards.
• If you donate at $30, you'll get alpha versions of the games shortly after the Kickstarter campaign ends.
• Hokra, Super Pole Riders, and BaraBariBall require controllers, and cannot be played with a keyboard. We'll try our best to support a wide range of controllers.
• For J.S. Joust we're investigating Sixaxis support and also Wiimote support (for the Home Computer version), but in the meantime PlayStation Move controllers and Bluetooth will be required.
• Due to Bluetooth issues, native Windows support for J.S. Joust may not be possible. We'll look into it. Meanwhile, for you Windows users, you'll be able to boot your PC directly into a special Linux version from a standard USB thumbdrive. We'll provide full directions.
• We hope to support additional platforms in the future, but we want to target PlayStation 3 and home computers first!
• Right now we can only guarantee the PlayStation 3 version to the following countries: United States of America, Canada, Mexico, Austria, Belgium, Croatia, Czech Republic, Denmark, France, Germany, Greece, Israel, Italy, Luxembourg, Netherlands, Portugal, Slovenia, Spain, Sweden, Switzerland, United Kingdom. We hope to support additional countries too - stay tuned.
All backers receive a set of special high-res (digital) Sportsfriends wallpapers - perfect for your desktop background! Illustrated by Nils Deneken:
Everything above, PLUS a copy of Sportsfriends when it's all finished!
See "Release Plans" above for technical specifications, platforms, applicable countries, and release schedule.
All RELEASE COPY backers (no matter which version you choose) will also receive a copy of Jan Willem Nijman's unreleased tennis game, TENNNES.
Much like Hokra and BaraBariBall, TENNNES is a minimalist sports game commissioned by the NYU Game Center's No Quarter exhibition. It features sound by Eirik Suhrke (of Spelunky and Super Crate Box fame). JW has graciously agreed to donate an exclusive copy of the game in support of our Kickstarter campaign.
Sure, there are already lots of tennis videogames out there, but none of them feel quite as good as TENNNES. JW, co-founder of Dutch game studio Vlambeer and one of the minds behind Super Crate Box, excels at designing game systems that feel "juicy" and are tweaked to perfection. TENNNES is no exception. Stripped down to the bare essentials, TENNNES captures the elegance of tennis, yet is fun even if you aren't a tennis fan.
(Note: Windows only; requires Xbox 360 controllers)
In addition to everything above, EARLY ALPHAS backers will receive current alpha versions of the games. Start playing now, before we're even done! The alpha versions aren't thoroughly tested, but we've shown them at many events around the world, and they're already super fun. Here's some more info about each alpha:
Johann Sebastian Joust alpha
• Expected delivery date: mid December
• Requirements: Mac only (OSX 10.5 or above), Bluetooth, two or more PS Move controllers
Hokra alpha
• Expected delivery date: early December
• Requirements: Windows only, two or more Xbox 360 controllers
BaraBariBall alpha
• Expected delivery date: January
• Requirements: Windows only, two or more gamepads
At this tier we're also throwing in five unreleased local multiplayer games (for PC/Mac), donated by some of our favorite indie designers.
More info here.
In addition to everything above, backers at the SUPER SPORTSFRIENDS level will receive three additional unreleased games/prototypes:
QWOPFRIENDS by Bennett Foddy - race your friends in a game of precision QWOP using dual analogue sticks. Hop, skip and jump your way to victory across three events. Based on the highly popular QWOP for iOS. Requirements: for Windows, Mac, and Linux. Requires Xbox 360 controllers.
Miracle Adventures in 2113 by Noah Sasso -- an experimental action game with one foot in the bullet hell/shmup tradition. Players alter the trajectory of bullets using a mouse-controlled magnet, and attempt to dodge the inevitable chaos that ensues. Requirements: for Windows and Mac. Supports both Xbox 360 controller and mouse/keyboard.
Boss Battle (working title) by Ramiro Corbetta - a local multiplayer shmup boss fight in which the boss is controlled by a human player. A game for 2 to 4 players. Requirements: for Windows only. Requires Xbox 360 controllers.
Backers at this level will also receive access to an exclusive series of podcasts that we'll produce throughout the development process. The four of us will go in-depth on the design process, explaining how we balance the games and what new features we're playtesting.
In addition to everything above, backers at the SPORTSFRIENDS FOREVER level will receive a stylish t-shirt. Wear your Sportsfriendship proudly, for the whole world to see!
(Update: we've posted the t-shirt designs here)
Backers at this level will also get their name into the game credits. Show your support and become a part of Sportsfriends history!
Everything above, PLUS we'll mail you seven brand new Move controllers, and you'll be able to put them to use with your early alpha build.
For each controller, we'll also include a special controller "charm" - a decorative memento to clasp onto the wrist strap.
UPDATE: More info here.
Everything in the SPORTSFRIENDS FOREVER tier and above, PLUS we'll send you everything you need to run Bennett's and Doug's popular Mega-GIRP, a game installation exhibited at galleries and parties around the world and at venues like GDC's Experimental Gameplay Session.
Mega-GIRP is a game played on four modified dance pads. It takes Bennett's award-nominated web game, GIRP, and transforms it for public events and spectators, combining the game's cheeky physics system with physical, performative play. Read more about it here.
This package includes four Xbox 360 dance pads specially modified by us, a USB hub, and an exclusive full-screen build of GIRP.
(Note: United States of America only)
The Bluetooth hardware spec only allows up to seven controllers. That's why the normal version of J.S. Joust supports 2 to 7 players.
But in early 2012, Doug, together with psmoveapi wizard Thomas Perl, prototyped a special 18+ player version of J.S. Joust by networking together three MacBook Pros. Doug also modified the design of the game to include a special "traitor" feature. It's kind of like J.S. Joust with a strong dose of the famous parlor game Mafia.
Doug has since exhibited this special version of the game at several public events, including a raucous showing at PAX 2012. Ben Kuchera of Penny Arcade Report chronicled the event in this in-depth account.
Backers at this tier will receive everything in the SPORTSFRIENDS FOREVER tier and above, PLUS we'll ship you 18 Move controllers, a full set of 18 controller charms (see above), three charging stations, a wireless router, and the specially prepared J.S. Joust build required to network the computers together.
(Note: you will need three Bluetooth-enabled Mac computers to support 18 players - not included in this package).
Backers at this tier will receive everything in the SPORTSFRIENDS FOREVER tier and above, PLUS one of us will travel out to you in person to run the Sportsfriends games for your very own private (or public!) event. We'll even even bring 18-player J.S. Joust, as described above.
Want to hear more? Contact us at kickstarter at gutefabrik dot com.
To backers at the ULTIMATE TRAMPOLINE PACKAGE level, we're offering everything in the SPORTSFRIENDS FOREVER tier and above, PLUS an erotic, physics-based wrestling trampoline game by Bennett and Doug, called Get On Top (see Kotaku coverage here). Get On Top pits two players head-to-head in a contest to see who can dump their opponent's avatar on the ground. Thanks to a set of gyroscopes attached to the trampolines, you make your avatar jump by jumping on the trampoline yourself! Players also hold a Move controller, which they use to control their avatar's arms.
We recently exhibited the game in public at GameCity, at the Venus Patrol Training Facility. Suffice to say, it was a big success!
We'll ship you everything you need to run the game, including two specially prepared trampolines, the game controllers, and an exclusive build of Get On Top. A wildly fun installation for public events!
(Note: ULTIMATE TRAMPOLINE PACKAGE United States of America only)
Douglas Wilson is a Lead Game Designer and Partner at Die Gute Fabrik, a small games studio based in Copenhagen, Denmark and New York City. Doug recently finished a PhD dissertation at IT University of Copenhagen, where he wrote about designing games that embrace an aesthetic of confrontation, silliness, and brokenness. His games have been shown around the world, in venues such as the Independent Games Festival, IndieCade, and the Museum of Modern Art. He grew up playing simple folk games, and also videogames like GoldenEye 007, Mario Kart, and Dance Dance Revolution, and wants to help carry those kinds of experiences into today's world.
Noah Sasso has a background in audio and web development, and spent the mid 00s managing and recording music for the record label/collective Kracfive, as well as paying dues working for clients like Major League Gaming and Zeitgeist Films. After several years developing game prototypes, freelancing and working as a game designer at NYC's This is Pop, he was awarded a commission to produce an original game for the NYU Game Center's No Quarter exhibition. The result was BaraBariBall, a crowd favorite that has since appeared at festivals and tournaments around the world. His work has also appeared at the Star Pine Cafe in Tokyo, New York's Knitting Factory, Vice Magazine, Pitchfork, the Los Angeles Times, XLR8R and many more.
Bennett Foddy is a philosopher at Oxford University, who writes about things like new technology and medicine. But he is better known for writing videogames that explore rhythm, muscle power, and the immoral abuse of players. He is best known for the single-player web games QWOP, GIRP, and CLOP, and local multiplayer games Winner vs. Loser, Pole Riders, Fistmonger and now the new trampoline game, Get On Top. His games have been shown at the Museum of Modern Art and the Pulse Art Fair in New York, GameCity in Nottingham and at the Indiecade festival in Los Angeles, and nominated for an IGF award at the 2012 Game Developer's Conference. The free web versions of his games have been played by tens of millions of players worldwide. His games have been featured in Wired magazine, Popular Science, and on the television show The Office. All of the best gaming experiences in his life have been played sitting or standing next to another real-live human being.
Ramiro Corbetta is a New York based independent game developer. His work has been shown all over the world, including at The New Museum, Babycastles, the Independent Games Festival, and IndieCade. Ramiro designed Glow Artisan, winner of the 2010 Independent Games Festival award for best mobile game design. He grew up in Brazil with a balanced diet of Super Nintendo, soccer, and surfing.
Video trailer music by David Kanaga.
Thanks to all our fellow devs who gave us video testimonials, as well as the following people who provided footage for our trailer: Johan Lindegaard, Robert Meyer, Gwynna Forgham-Thrift, Colin Snyder / Gameifesto, George Buckenham / Wild Rumpus, Will Smith / Tested.com and Matt Broach.
Risks and challenges
Our biggest challenge will be porting the games to the PlayStation 3. Console development isn't trivial, and it's expensive. Nevertheless, if we can make our funding target, we'll have enough money to pay programmers who have console experience.Learn about accountability on Kickstarter
Funding period
- (31 days)


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shadowpriest aggro
In my previous post MK noted that VE is somewhat situational. While in the context of basic evaluation I disagree, in the overall scheme of things he's right, and I'd like to dig a little deeper in something I suspect most spriests don't pay attention to.
To start, let's revisit aggro and threat. While we don't have The Word from Blizzard, we've studied this enough almost everyone has a good handle on the deal. So we can take this as the way things work for now. What we think that is, is for every point of damage you do to a mob, you generate one point of threat. Additionally, every time you heal you do half the healing as threat, which is FURTHER spread about all the mobs in the fight. (That is kind of important. It means that when things are really, really busy, as long as everything is getting a love tap your healing won't get much attention at all.) One more really important point that's going to be applicable here – mana restoration is treated as healing.
OK, you're a shadow priest. You've got Improved Vampiric Embrace (2/2) and Vampiric Touch DoTs running. You hit the mob the tank is on for 1000 points. How much threat did you just generate? Well, there's the thousand. The 250 healing you did to every member of your party – all five of you if you all were damaged – is another 625. And the 50 mana for each of your casters – we'll assume three of you for 150 – is another 75. You did 1700 threat for that thousand points of damage. 700 of it will be divided among all the other mobs engaged, if they are present.
Can you say "ouch?"
A shadowpriest who is bouncing against the top of the threatmeter may forgo VE for a couple of cycles. This actually improves the DPS rate (Instant cast/GCD of something that doesn't do damage is time you can do damage instead) but puts a little more burden on the healers. Given time, warning them might be good. Thing is, the shadowpriest should never forgo VT – which is going to be another 2.5% threat across all mobs.
As an SP you need to be aware of what you're doing besides the damage that's affecting threat, and when you should choose to stop healing for better benefit to the whole party. There are a number of SPs who respec to remove Improved VE so as to reduce the healing aggro by, well, by that 10% healing. It's a tradeoff.
Just do it knowingly, aware of all the reasons good and bad, when you do it. ok?
5 Responses to "shadowpriest aggro"
In a raiding situation, if a Shadow Priest has Blessing of Salvation, and a hunter to misdirect the tanks, there should be no reason (aside from aggro dumps) for them to be able to pull aggro, even in cases with AOE damage (VE healing 5 people without overheal). If not, its very likely a severe gear disparity, or the tank isn't generating enough threat.
Without Blessing of Salvation (or Tranquil Air Totem) threat is something that must be watched diligently.
I completely disagree with not using VE (and not having 2 points Improved VE). If a situation arises where VE actually makes the difference between pulling aggro and not, is a situation where it is definitely needed.
Also, any Shadow Priest that uses Shadow Word: Death regularly should always keep VE up to keep themselves healed, otherwise they become high maintenance DPS which causes a drain on healer mana, but more importantly takes their attention away from their healing assignment.
As for your "ouch" comment, I tend to "raid face down" on trash alot of times…unless I put on my PVP gear and enjoy 11.5k hitpoints with raid buffs, thus giving the healers time to get a heal off when I decide to tank…
I always seem to generate a lot of threat when I run PUG's. This is non-heroic 5 mans. If I try to do max dmg I can often pull aggro off a tank during a boss fight. Do shadowpriests in general do more aggro than some other dps classes?
Excellent information. Since getting my +damage up over 1K I've had extreme difficulty managing aggro – especially with a warrior tank. Your post has given me some real food for thought. Kudos!
Something I like to do is wait till the tank and other threat combined is around 4-5k before I case my first sw:p followed up immediately by VE and VT then just kinda stand there watching my meter. If it is a good tank then I start pulling out the stops when the tank reaches 7-8k threat, but if it is just an average tank I end up waiting till the have build 10-12k threat. I also spam my fade every time the cooldown is up.

subset: commoncrawl


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Food & Drink
Grenache a red wine with a bright future in Washington
A wine grape famous in France and Spain long has been grown in Washington but has caught on as an important variety in only the past several years.
Grenache is a late-ripening red variety that thrives in hot climates, such as the Rhne Valley in southern France, Spain (where it's known as Garnacha), California and eastern Washington's Columbia Valley.
As a standalone wine, grenache tends to be lighter in color and exhibits bright red flavors with mild tannins. It also plays an important role in blends with syrah and Mourvdre, two other Rhne Valley reds.
Last fall, Washington winemakers crushed 900 tons of grenache — a small amount that makes this a grape made in relatively small lots. At nearly $1,900 per ton, grenache also was the state's most expensive grape variety overall, showing just how much in demand it is at this time in the state's history.
We recently tasted through a large number of Washington examples of grenache. Here are a few of our favorites. All are made in small amounts, so ask for them at your favorite wine merchant or contact the wineries directly.
Zerba Cellars 2010 Grenache, Columbia Valley, $38: Doug Nierman continues to make some of the finest wine in the Pacific Northwest at this winery on the Oregon side of the Walla Walla Valley. Aromas of coconut, chocolate, clove and plum give way to flavors of blueberry, black cherry, black tea and red plum in a big finish.
Bunnell Family Cellar 2009 Grenache, Columbia Valley, $34: Ron Bunnell, who emigrated to Washington from California in 1999, continues to burnish his reputation with Rhne varieties with this impressive grenache. It opens with aromas of black licorice, toast, plum and blueberry, followed by a rich entry that leads to flavors of red plum, raspberry, chocolate and plum.
Daven Lore Winery 2011 Grenache, Yakima Valley, $35: Yakima Valley winemaker Gord Taylor has crafted a superb wine from a cool vintage. This opens with aromas that reminded us more of pinot noir than grenache, with notes of red currant, violet and rose petals. On the palate, it reveals distinctive flavors of raspberry, cherry and sweet herbs.
Kerloo Cellars 2011 Grenache, Horse Heaven Hills, $40: This Walla Walla winery reaches into the Horse Heaven Hills for its grenache grapes. This opens with aromas of maple, plum and berry, followed by rich flavors of black pepper and ripe plum. There's a lot going on in this pretty wine.
Mercer Estates Winery 2010 Spice Cabinet Vineyard Grenache, Horse Heaven Hills, $30: The Mercer family planted Spice Cabinet in a bowl overlooking the Columbia River with a palette of varieties. This grenache features aromas and flavors of cranberry, rhubarb, strawberry, black pepper and rich red plum. It's a beautiful wine with a memorable finish.
Whidbey Island Winery 2011 Grenache, Horse Heaven Hills, $29: Longtime western Washington winemaker Greg Osenbach reached into famed Alder Ridge Vineyard in the Horse Heaven Hills for this grenache, which also includes a dose of syrah. Bright aromas of strawberry and red licorice give way to bright, classic flavors of cherry, raspberry and chocolate.
Sigillo Cellars 2011 Grenache, Snipes Mountain, $23: This is just the second release from a winery in the Cascade Mountains town of Snoqualmie. Winemaker Steve Bailey used grapes from Upland Vineyard in the Yakima Valley to craft a pretty and focused grenache with aromas and flavors of cherry, raspberry, dark chocolate and a hint of blueberry.
Upland Estates Winery 2011 Grenache, Snipes Mountain, $32: Grape grower Todd Newhouse manages one of Washington's oldest vineyards, with vines going back to 1917. This grenache, made by winemaker Robert Smasne, opens with classic aromas of cranberry, cherry and strawberry, followed by round, juicy flavors of high-toned red fruit backed with bright intensity and modest tannins.greatnorthwestwine.com


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Roger Clemens emerged after a year of hibernation to appear on the "Mike and Mike" show to defend himself against some of the latest allegations about his steroid use. He didn't do so hot.
Predictably this was a PR move orchestrated by Team Clemens (which, thankfully, Greenberg and Golic didn't pretend it wasn't) done to defuse any of the renewed interest in Clemens' case thanks to today's release of "American Icon." If this wasn't obvious during Clemens' interview, the 20 minute warm-up act with Gene Grabowski, The Rocket's new well-paid "crisis communications expert," sealed it. Grabowski is not only an expert at damage-controlling celebrities, but has also done wonders for many inanimate objects, such as spinach, pet food, and toys. Greenberg and Golic asked Grabowski, given all the evidence against Clemens, how he knows he's telling the truth?
"I looked him in the eye," the Crisis Communications Expert said.
Brilliant. Clemens probably paid six figures for that. But, hey, this man saved the spinach industry so he knows what he's doing.
Here are some of the highlights from the Clemens interview:
• On McNamee: He "never injected me with HGH or steroids." Why? "Common sense — "my family has a history of heart conditions." Clemens notes that both his brother and stepdad had heart attacks and it would be "suicidal" for him to take any of these drugs. He also finds these allegations "dishearting" (sic).
• On Andy Pettitte admitting that he was injected by McNamee and that he had a conversation with Clemens about HGH: Clemens reiterates: "Andy misremembers."
• On Manny: Surprised, you know, because, as Roger's stated many, many times before MLB has great testing: "We have great testing." Oh, did you know Roger Clemens passed all of his tests? No? You didn't. WELL HE DID. Move on please. Want to know how committed to the testing he was? He asked testing people come to his house and they went to his personal gym so he could show his son how "evasive"(sic) it was. "I think the program works!"
• On A-Rod: "I hope none of the things he took do damage to his body and ruin his career."
• "How do you defend against the negative?": Skew positive! "Steroids are bad for these kids — but again, I can't defend the negative, when you've got somebody out there who's just crawling up your back to make a buck..." Mentions his charities, golfing, foundations, charities, fundraising, his foundations, charities, banquets, and all of the good he's done for people since 1991, and "I know how tough it is raising money for charity these days..." and HOW COULD I TAKE STEROIDS WHEN I'M DOING ALL OF THIS GODDAMN CHARITY WORK? (I'm paraphrasing there, by the way.)
• On "American Icon": "Garbage," "not true," "skimmed it."
• He was friendly, though: Clemens kept referring to Greenberg as "Greeny" and Mike Golic as (ha) "Goli."
Full Clemens Interview Transcript Here [Sports Radio Interviews]


text: 'A Terrible Beauty' is a unique film that offers a fresh approach to the 1916 Rising in Dublin. It tells the little-known stories of the ordinary Irish Volunteer, British soldier and civilian caught up in the fighting. It is centered on two linked events during that Easter week, the battles of Mount Street Bridge and North King Street, culminating in the massacre of fifteen innocent young men and boys.


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Soil health at risk on fallow fields
risks to next year's crops, soil experts from The Ohio State University warn. If wind or rain carry away ... a soil fertility specialist with Ohio State University Extension, the outreach arm of Ohio State's College of Food, ... Agricultural, and Environmental Sciences (CFAES). Topsoil is the layer richest in microscopic organisms, which ...
Ohio farm incomes forecast to rise-again
to an agricultural economist with The Ohio State University. That's primarily because of higher ... of the farm income enhancement program at the College of Food, Agricultural, and Environmental ... national farm income trends and forecasts at the Nov. 12 Agricultural Policy and Outlook Conference at ...
Ohio Farm Incomes Forecast to Rise—Again
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text:
Brenz' Defense of the Things Which Schwenckfeld Noted in Brenz' Exegesis of John Concerning the Sacrament. Part I.
Preached Dec. 7, 1891 for his farewell to the congregation of St. Matthew's, Milwaukee.
Philip von Zesen (1619-1689) was a very influential German writer and poet. The son of a Lutheran pastor, many of his writings contain references to Christianity. This hymn, which specifically describes the joy of Jesus' coming at Christmas, is set to the melody "Wie Schön Leuchtet" (CW 79).
Johannes Olearius (1611-1684) served as a pastor and General Superintendant. Other hymns by him include "Comfort, Comfort All My People" (CW 11) and "Lord, Open Now My Heart to Hear" (CW 282). This beautiful Christmas hymn basks in the glow of the incarnation of our God.
Johannes Brenz may not be the first name that comes to mind when you think about the fathers of the Reformation like Luther and Melanchthon. Many Lutherans have never even heard of him before. Yet this Lutheran father played an important part in spreading the Reformation and nurturing its growth.


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South East Florida is truly the most complete vacation area you will find. With an abundance of waterways and the Atlantic Ocean at your door, there is no place quite like it. Oceanside communities range from the charming and quaint to the bustling city environments. All offer a casual elegance that defines SouthEast Florida.
Florida Vacation Beach Rental properties are located on Florida's warmest thermal belt that provides a lush tropical climate and endless recreational activities. Florida's east coast benefits from the Gulfstream breezes enjoying warmer weather in the winter and cooler temperatures in the summer, which does not happen on the west coast of Florida. Visitors to our vacation rentals rave about the beaches, water sports, cycling, tennis and golf. However, if you prefer a quieter vacation, you will find beaches and pools where you can relax and rest. Few visitors leave the beach but when they do they find a host of museums, theaters, restaurants, nightspots, and shopping.
Our standards for our vacation rentals are higher than most other property managers and/or vacation rentals by owner. If we describe a home as oceanfront, it is directly on the water, not a few lots away with a distant view. We strive to obtain the highest quality vacation rental properties available on Florida's South East coast, so most homes do not fit our minimum requirements. We make sure all homes are impeccably clean prior to arrival and all features work as designed. If you encounter an issue during your stay, one of our managers is available 24/7 to resolve the problem.
Florida Vacation Beach Rentals homes are your best choice for vacationing in SouthEast Florida. Our two office locations ensure that your stay will be as carefree as possible. Most properties are oceanfront and offer accommodations for a party of one or ten. Many of our homes are pet friendly so you can bring your favorite companion along.


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Data sheet
Data sheet
- Ingredients
- amandelmeel
- Type
- Overige eetbare
- Application
- Koken
- Warning
- Dit product wordt verpakt en/of bewaard in een omgeving waar ook producten met noten, pinda, mosterd, selderij, gluten, sesam, soja en sulfiet worden verwerkt. Ondanks alle voorzorgen is het mogelijk dat dit product sporen van deze allergenen bevat.
- Country of origin
Shipping and returns
Shipping cost:
On ietsGezond.nl you do not pay for shipping from €34. If you would like to make order under €34 then you have to pay €5,99 for shipping. For orders to Belgium please take a look below.
Term for shipment:
We delivery our products mostly to the Netherlands. Small orders on ietsGezond.nl will be shipped with PostNL. Orders are delivered withing 1-3 working days. Sometimes it can happend it takes longer, for example if you place order in the evening.
Note: on Sunday and Monday packets are not delivered. If you order on Friday evening, Saturday or Sunday, your order will be delivered on Tuesday.
Orders from Belgium:
You can also order from Belgium. Because of sending abroud we have to charge extra shipping costs. Shipping is free for orders over €56. If you order for amount between €56 and €34 you pay €3,99 for shipping. Orders under €34 we send with extra cost of €9,98.
All orders can be returned within 15 days from the purchase day. You can return only unused products in the original packaging. If you would like to return some products please login on your account on ietsGezond.nl or write to us: email@example.com.
Our payments goes by our partner: Mollie BV. Thanks to it all payment details are 100% safe. On ietsGezond.nl you can pay by iDEAL, Creditcard, Bancontact or bank transfer.


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JandalMan necesitaba un nuevo diseño de logotipo y lanzó un concurso de diseño en 99designs.
Un ganador ha sido elegido entre 138 diseños de 18 diseñadores freelance.
Handle The Jandal Entertainment /(interchangeable with)/ The Jandal Vision
"Handle The Jandal entertainment" is a new TV production company.
Spawned from the mind of a fully grown man with the emotional age of a 14year old boy, we never endeavor to take ourselves too seriously.
We are based in the middle east, by way of Samoa, NZ, Europe and where-ever the hell we've been in the last few years, but don't let this focus your mind-set to any particular market, because we will be creating products for a world-wide audience.
We specialize in the conception, production and post-production of TV shows, Documentaries, Corporate Videos, Music Videos, Short Films and general awesomeness!
"The Jandal Vision" is a non-profit creative space that we're setting up to help up-and-coming filmmakers and musicians collaborate with and get guidance from willing and experienced TV and Film veterans.
Everyone! But that's no help to you guys, is it!?
Our clients are either male or female and aged anywhere between 20 and 60.
So I would approach this with the mentality that we are young, cool, creative and funky... at least that's what we tell ourselves.
It needs to be something that looks cool to younger people, but something that doesn't look to unprofessional to middle aged/older clients.
Handle the Jandal is a common coloquial saying in New Zealand. It basically means "to deal with it" or "take the pain".
It comes from the mysticism (trauma, in my case) of old polynesian ladies smacking misbehaving kids with a jandal, and so you needed to learn how to "handle the jandal".
Jandals are also known as "Flip Flops" - ""Thongs" - "Sandals".
Essentially we need 1 main thing from you, but it will be split into 2:
A logo for "Handle The Jandal Entertainment", where the motif will remain the same but text will be interchangeable with "The Jandal Vision". (so one logo, two versions).
In terms of the feel of the design we want something simple, funky, sleek, sexy, cool, perhaps with a 50's/60's retro feel. Don't let it get too cluttered.
The color palette is up to you. Whatever works best for your design, but preferably some bold colors in it... something that makes the logo stand out. Please include the name in the logo, with the focus on "Handle The Jandal". "Entertainment" should be smaller. (In "The Jandal Vision" version just remove the idea of "entertainment" from your conception).
It's up to you if you want to have all capitals as the first letter of each word or not, again, whatever works best for your design. I may come back to you later and ask you to change it.
In terms of imagery, no matter what, I want to see a jandal! But also play with the idea that we are a visual production company, so you could incorporate a TV, a Film-reel, a projector, a camera... whatever. Be creative.
The winning designer will provide us with:
1920 x 1080 PSD
"Handle The Jandal Entertainment" logo.
"The Jandal Vision" logo.
The Motif alone (with out the text) - (if you have done a motif that is easily separated from the text)
Descubre cómo funciona un concurso de diseño u obtén más información sobre nuestros servicios de diseño de logo.


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Jack Reacher returns in Lee Child's 'Personal'
Jack Reacher reads an ad in a newspaper left on a bus and knows it was meant for him in "Personal," Lee Child's latest thriller to feature his larger-than-life hero.
The ad specifies that he call a particular individual. Less than an hour after he contacts military man Rick Shoemaker, Reacher is on a flight to an unknown destination.
An assassination attempt on the president of France has failed, thanks to bulletproof glass. The shot came from an extremely long distance, and only a few people in the world could successfully make the shot. The military wants Reacher's opinion on likely suspects, and he can think of only one person: John Kott. Reacher arrested him 15 years ago for murder and he's still in jail, or so Reacher believed. When he learns that Kott is out of prison -- and has a personal vendetta against him -- Reacher reluctantly agrees to help. Is Kott the sniper who is responsible for the attempt on the French president's life? Or is something even more sinister at work?
Reacher gets to explore Europe this time around, and the fish-out-of-water scenario mixed with the fear of cross hairs focused on him makes for an intriguing and different story from Child.
The final confrontation between Reacher and Kott is a bit of a letdown after an amazing buildup. Still, Child is the best thriller writer in the business, and "Personal" is sure to be on the best-seller lists.
"Personal"By Lee Child
Delacorte Press, 368 pages, $28, leechild.com/


text:
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Now you can turn any webpage into your own personal royalty free stock media store, complete with production music, sound effects and audio, stock footage, and stock photos, thanks to our brand new remote store widgets. While setting up your own remote store widget it super simple, we've put together a short tutorial of how to get up and running in a matter of minutes.
Step 1: Log in to your Productiontrax contributor account, and click on the "Remote Store Widget" link in the main menu bar on the left side of the page. Don't have an account? Create one — it's simple and it's free. From there, click the link to create a new widget, or select one from your widget list if you already have one set up.
Step 2: Once you're in the widget editor, add a catchy title and tag line using the editor options on the right hand side, and select the contributor logo image you want to use on your widget. As soon as you make changes, your changes will save, and the widget will update automatically.
We've added some display filters to the widgets that make them uber-useful for any contributor. First, you'll notice a menu that allows you to either show media from just your account or show media from all of Productiontrax. The former will come in useful for those wanting to sell just their own stock audio files, while the latter option is great for leveraging the entire Productiontrax royalty free library, essentially creating a complete copy of the library on your site. You'll also notice that you can specify which kinds of media to display in your widget – either royalty free music, sound effects, stock photos, or stock footage. You can select one, all, none, or any combination in between.
When designing your widget, remember that you can create as many widgets as you like, and put them on as many websites as you like. So, you might want to create a separate widget for your stock music and sound effects (or one for each), one for your stock footage, and a separate one for your stock photos. Figure out if multiple stores works best for your media, and if so, set your filters accordingly.
Step 3: Select your colors and theme out your widget to match your website. In most cases, you'll need to use our color pickers or you'll have to know the hex color codes to match your website's look. Our editor allows for both, and we have some pre-styled buttons to match. Here's where you can take a little shortcut, and use one of our pre-set themes (check out the dark hive theme at right). Using these themes are what we like to call inline style overrides — so any changes you make to your widget's colors will be changed at launch time when a visitor happens on your your site. To use a style override, just scroll to the bottom of the editor, and pick the style you like.
Step 4: Get your code and paste it in to your website's HTML. We provide the code you need to display your widget on your website seamlessly. And it's a single line of simple HTML. Simply copy and paste from the code box at the top of the editor (or from the selected inline style override panel at the bottom, if you're using one of those. Then launch your website, and bask in the glory that is your remote store widget.
Some features to note:
• All credit card processing AND file downloading is done via SSL right in the widget. Your visitor never leave your site for any part of a transaction. The widget is a fully-featured track preview, shopping cart, checkout and download tool. We recommend strongly that you use HTTPS on your site, and an HTTPS connection is required in the widget's src attribute.
• The widget is stretchy horizonatlly. It will expand to fill the space if you change the widget's width attribute in the HTML code. The widget will not change height at this time.
• As of this writing, video playback may not work on all browsers due to a browser security restriction. We're working on this, but the widget plays video on most browsers to a barebones extent.


text: Home Page» Newsletter Archive» PA Trout Spring 2013 Current Newsletter Pennsylvania TROUT Newsletter, Spring 2013 Click above to view the Spring 2013 Pennsylvania Trout newsletter. (Adobe Flash is needed to view the file. Click HERE to download.) To download a .pdf version of the newsletter click HERE. Click HERE for back issues.


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External web-sites
Third Hand
A mechanical human-like hand that is attached to my right arm as an additional hand. It is made to the dimensions of my real right hand.
Cosmetic Cover
Cast in latex from my right hand. It was thought necessary to protect the sensors and to provide adequate friction for gripping. It was never permanently worn over the mechanism because for performance purposes only the visual motion and operation was important.
Aluminium, stainless steel, acrylic, latex electronics, electrodes, cables and battery pack.
Pinch-release, grasp-release, 290 degrees wrist rotation (clockwise and counter-clockwise), and a tactile feedback system for a sense of touch.
Control System
The motions of the hand are controlled by the electrical signals of the muscles (EMG), typically from the abdominal and leg muscles for independent movements of the three hands. Simply, signals from muscle contractions are picked up, pre-amplified, rectified and sent to the switching system.
The hand was completed in 1980 in Yokohama. It was based on a prototype developed at Waseda University. It was constructed with the assistance of Imasen in Nagoya. It has been used in performances by the artist between 1980- 1998 in Japan, the USA, Europe and Australia. It has become the best- known and longest-used performance object for the artist. Originally it was designed as a semi- permanent attachment to the body, but because of skin irritation from electrode gel and the weight of the hand, support structure and the battery pack (approx. 2 kgms), it could not be worn continuously and thus it became a special performance device. The Third Hand has come to stand for a body of work that explored intimate interface of technology and prosthetic augmentation- not as a replacement but rather as an addition to the body. A prosthesis not as a sign of lack, but rather a symptom of excess. The Third Hand performances, with amplified body signals and sounds, have contributed to cyborg discourses on the body, included in more recent performances such as FRACTAL FLESH, PING BODY and PARASITE. See documentation of the performance postcards for a conceptual context.
© 2019
| Web:
Andreas Lustig
Find on stelarc.org:


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WannaB wrote:It's really a great compilation. It has 7 matches with Tiger Mask on there. 2 of them are rated by Highspots as 5 star matches and I would concur. The second of the two ends after Billington almost breaks his back on the guardrail when Tiger Mask does a suicide dive onto him. Billington then tries to stab Tiger Mask and the referree with a broken bottle after the match is stopped. Great stuff. One of my favorite matches of all time.
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OCALA, Fla., Aug. 21 (UPI) -- A Florida neighborhood lost a 5-acre lake that drained in a few hours, probably to a sinkhole.
The property manager in Woodland Village in Ocala noticed that something appeared to be amiss Tuesday afternoon, WKMG-TV reported. By 4:30 p.m., callers told him the lake was all but gone.
When the sun went down, the lake, which had been 8 feet deep in some places, was completely drained.
The subdivision, which has 700 residents living in a mix of condos, townhouses and houses, lost a lake under similar circumstances in 1996.
Florida, with a top layer of limestone, is especially prone to sinkholes. A recent one swallowed a house, killing a man.
While sinkholes forming underneath lakes can drain them, they can also become lakes. Kingsley Lake, a 2,000-acre body of water near Starke in northern Florida that is almost perfectly round, is believed to be an old sinkhole.


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