text:
William Granara is an American author, translator and scholar  of Arabic language and literature. He studied at Georgetown University and the University of Pennsylvania, obtaining his PhD from the latter in Arabic and Islamic studies. He has worked for the American University in Cairo and for the US State Department in Tunis. He is currently director of the Arabic language program at Harvard University.

Granara is an expert on the history of Muslim Sicily, and on the Sicilian Arab poet Ibn Hamdis. He has also contributed to a volume entitled The Architecture and Memory of the Minority Quarter in the Muslim Mediterranean City.  Among his translations are:
 The Earthquake by Tahir Wattar
 Granada by Radwa Ashour
 The Battle of Poitiers by Jurji Zaydan

Granara's work has appeared in Banipal magazine.

Granara is a member of the board of trustees at The American College of the Mediterranean (ACM), an American-style degree-granting institution in Aix-en-Provence, France which includes a study abroad institute for American undergraduate students, IAU College.

See also
 List of Arabic-English translators

References

Georgetown University alumni
University of Pennsylvania alumni
Academic staff of The American University in Cairo
Harvard University faculty
American translators
Arabic–English translators
American Arabists
American expatriates in Egypt
Year of birth missing (living people)
Living people
Place of birth missing (living people)


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text:
Game 237: The Rescue of Lorri in Lorrinitron (1991)
There's no title screen, so this opening screen is the best we can do.
The Rescue of Lorri in Lorrinitron
Independently developed using the DCGAMES creation kit; published as shareware
Released in 1991 for DOS
Date Started: 12 December 2016
Date Ended: 13 December 2016
Total Hours: 4
Difficulty: Very Easy (1/5)
Ranking at Time of Posting: 39/238 (16%)
At the end of my recent tour of Legend of Lothian, I wondered whether any Ultima clone really "got" Ultima. Plenty of clones have copied the iconographic interface, the tileset, and the commands, but none have even tried to match the best Ultimas for dialogue, setting, and story.
The Rescue of Lorri in Lorrinitron is, alas, not that game--but the creation kit that it was built with could have, I think, supported such a game. It is called "DC-PLAY" in the documentation that game with Lorri, but it seems to have been renamed "DCGAMES" at some point. It is credited to David Hernandez of "DC Software" in Plano, Texas. Most of the information that I can find on the kit comes from archived pages with broken links, but it appears to have gone through several variations shared on Compuserve in the early 1990s. You can still download the creator here. Registering the product cost $40.
Exploring a world clearly inspired by Britannia.
The kit boasts a surprising number of features, including recorded voices for characters, scripts to control NPCs, and up to a thousand maps of 256 x 256 tiles. In mechanics, it is clearly inspired by the Ultima line and plays like a combination of the first six games in the series. The use of most of the letters from A-Z for commands goes back to the original Ultima, and the game superficially looks like Ultima or Ultima II. But it supports the detailed NPC dialogue (via keyword) of Ultima IV, a complex inventory system reminiscent of Ultima V, and an approach to combat that blends Ultima V and Ultima VI. Aside from a roguelike approach to some equipment (where colors and descriptions are randomized for various objects at the start of the game), the kit is so heavily indebted to Ultima, in fact, that I have to wonder if Origin ever became aware of it and, if so, what its reaction was. An unsourced comment on one abandonware site says that Origin threatened legal action against the maker of Lorri, but it would have made more sense to go after the maker of the kit.
In any event, we don't judge creativity on the CRPG Addict; we judge results. It is therefore too bad that the only way we can experience the DCGAMES kit is through a fairly sloppy implementation via The Rescue of Lorri in Lorrinitron. Old archive pages hint at other games created with the software--DBQuest, Knight Fall, Other World, Legends of Old, The Slovennian Saga--but if any of these ever existed and did a better job than Lorri, they're lost to history.
Swarmed by skeletons and rats in the dungeon.
Almost everything about Lorri is inept, including rampant misspellings, inconsistencies in the use of upper and lower case, completely wasted NPCs, almost no documentation, a bungled ending, unexplained spells that seem to do nothing, and overall gameplay so easy that I'm convinced the starting character could win as-is with no companions, equipment, or leveling required. The developer, Robert Cristello, only wanted $5.00 for it, but I'm sure there were better games available as freeware. I looked up the address of Cristello's company--the location to which he wanted the $5 sent--and I saw it was a prep school in Bath, Maine. I briefly had an image of a 16-year-old boy programming this game and then using his school's address to get some quick cash, and the game was excused--almost redeemed--in my eyes. Then I got hold of Cristello's c.v. and saw that he was, in fact, Director of Computer Sciences at the school at the time, and probably about 30.
The only background you get on Lorri, independent of the kit, is as follows:
Hello Adventurer, Rumor has it that the Beautiful princess Lorri has been kidnapped by a terrible being and is being held in a secret location. The King is in dire need of help, perhaps you could go to his castle and offer your services to him. It is said that the King is wealthy and would reward a brave adventurer such as yourself for the safe return of his daughter.
Character creation follows the standards of the kit, which blends races and classes: you can be a human, elf, dwarf, wizard, archer, or fighter, each of which has different modifiers to stating strength, speed, aim, dexterity, IQ, magic power, and hit points. You get a pool of 25 points to distribute among these starting attributes and can choose your icon from a small selection. The game begins near your house (which you can enter and loot for a few items); nearby is a town and the castle of King Altheon.
Creating a character.
Most of the letters on the keyboard are used for various actions, from (A)ttack, (B)oard, ad (C)amp to (W)ield, (X)it, and (Z)ap with a staff; some of the specific selections suggest a Rogue or NetHack influence rather than a simple Ultima one. (I don't think Ultima ever uses the word "quaff.") The small town maps are stocked with Ultima-style counters where you sidle up to buy or sell weapons, armor, and food. Bars are supposed to offer tips, but I never got any.
Magic armor is not only cheap; it's unnecessary.
My doubts about the game began to form when I first started speaking to NPCs in the towns. The kit supports long textual responses to any keywords--yes, NAME, JOB, and BYE all seem to work--and yet the maker of Lorri hardly programmed any such interactions. Throughout the entire game, in fact, the only thing I could find that was useful to do with NPCs is have them JOIN the party. I eventually supplemented Chester the wizard with Balthazar the dwarf, BOBCAT (yes, we're suddenly in uppercase) the human, and "elf" who never had a name.
Getting a character to join the party.
In the two-room Castle Altheon, I ran into a guard who demanded I not pass, then did nothing when I passed. King Altheon was standing next to his throne. The kit supports designating certain NPCs as "questers," which brings up a specific interface to receive and turn in quests. The developer here forgot to rename the generic title with the actual name of the king. In any event, I was able to get the game's one and only quest from him, but he had no other keywords.
I won't do it for less than 11,460.
The game world is about 200 x 200 squares with a few towns, dungeons, and castles, none of them very big. Terrain like trees, mountains, water, and shoals keeps you from visiting every location right at the beginning, and the key mechanism of proceeding on the quest is to find the next vehicle you need to overcome the terrain.
Monsters spawn at regular intervals. They consist of typical fantasy types--orcs, trolls, skeletons, zombies, "gouls," rats, spiders, dragons, demons--and if any of them have special attacks, I couldn't tell. The kit uses a derivative but still unique combat system. It takes place on the regular map, but when you enter battle, your party icon fans out to represent each individual character, even if it doesn't make much sense given the terrain (e.g., one character might appear on the other side of a wall or mountain). Enemies do the same. Each character's ability to hit an enemy, including considerations of range and obstacles in between, seems to be based on the lead character's position.
My two-character party fights a troll.
Characters get experience for each successful hit against an enemy, and more if they actually strike the killing blow. Throughout the game, even when fighting hard-sounding enemies like demons, most died in one blow. Most of their attacks did nothing to my characters, and I only ever had to reload once when someone died of poison.
A character levels up just for hitting an evil wizard.
When they die, enemies follow the Ultima V tradition of leaving individual bags of treasure, items, or treasure chests. Even sea monsters leave treasures floating on the waves. Other than gold and food, these treasures can include rings, staves, potions, and scrolls. The game honestly didn't last long enough for me to bother figuring out how these items worked or what their various effects were. Hit points regenerate quickly just by walking around.
Spiders leave items and gold in their wake.
Within just a few combats, I had enough money to buy the best magical weapons and armor sold in the towns, and since everything else was so easy, by mid-game, I was just leaving equipment on the battlefield after combat.
"Let it sink!"
Characters level up at reasonably regular intervals, gaining a couple extra hit points, magic power points, and bonuses to attributes per level. As if this wasn't enough to win an easy game, I soon found a training facility at the end of a hedge maze where the trainer will increase any of your attributes by a few points, for no money. I mean, there's a money interface, and I think the developer intended to put a cost to the training, but in the game all the lessons are $0. You can get everyone up to 99 in all attributes for free. It's a measure of how easy the game is that I just upgraded a couple of stats and left. Healing, incidentally, also costs no gold--even resurrection.
Limitless development thanks to a trainer who never posted his prices.
The game has a food mechanic. When it started, I bought 225 units for about 8 gold pieces. When it ended, I still had 185. There's also a fatigue mechanic that makes you (C)amp every 1,000 moves or suffer hit point losses. But you can camp anywhere and it offers no risk.
Early in the game, I entered a city called Spectronis, which featured about a dozen rows of empty houses plus a few shops. One of the shops was a fortune teller who said I would need to "find the magicians [sic] castle to recieve [sic] transport to demon island!"
No need for all the other NPCs...one of them tells me everything I need to know.
To do his, I first had to get a boat. There was one at the end of a dock on the other side of a one-room mountain dungeon appropriately called "Boat Gateway." The boat allowed me to visit another island, which had a one-room dungeon called "Crystal Cave," where I found a Sword of Might.
Nice for someone to just leave this here.
Another boat-accessible area leads to a larger dungeon called the Underground. Here, you find a portable skiff that allows you to cross the smaller bodies of water in the dungeon (shades of Ultima VI) to the far exit, which brings you to an area encircled by mountains.
Out of one dungeon and into another.
In this area is the entrance to the "magic dungeon." You explore for a few minutes, find the evil wizard, kill him, and get his flying carpet.
Yeee-haaa!
The flying carpet works much like the Ultima V version except that you can fly over mountains with it. You use it to get to the Dark Castle. Two or three small levels of the castle lead you to the final battle against a group of demons guarding Lorri--as easy as any other battle in the game.
Lorri joins the party with the JOIN command. Her name is apparently PRINCESS, though, not "Lorri." Taking the exit near her brings you to an all-black area that says "welcome to end of game."
Use your indoor voice, Lorri.
It's rather dark in end of game.
Leaving this area brings you back to the outerworld near the castle. You enter and turn in the quest to the king, who screws you by giving you only $10 rather than the "11,459 in gold" that he originally promised. Or maybe the exchange rate just really sucks in Lorrinitron.
This is perhaps the first game in which the subject of a quest gets to level-up upon completion of that quest.
This is an example of a game whose implementation is so bad that it drags down what would otherwise be high GIMLET scores. For instance, the kit itself supports a decent approach to equipment--each character can have a variety of weapons, armor, shields, rings, necklaces, staves, and so forth--but Lorri is so easy that it's more of a hassle to micromanage inventory than it's worth. Similarly, the economy takes a big hit because the developer failed to provide anything important to spend money on.
Combat is so easy that I didn't even get into spells, half of which don't seem to do anything anyway.
Thus:
1 point for the game world. I know it's called Lorrinitron and it's ruled by King Altheon. The kit supported much more detail but the developer didn't provide it.
Instead of using these books to flesh out the game's backstory, the developer showcases his inability to spell the names of famous literary characters or get their lines right.
3 points for character creation and development. A reasonable approach to both is undone by a game so easy that development is neither satisfying nor rewarding, nor do you have to try hard to get a mix of skills among your party members.
2 points for NPC interaction. A solid mechanic that was unused.
The most useless "tavern tip" ever.
1 point for encounters and foes. Enemies are only really distinguishable by icon; they have no special attacks or defenses, strengths or weaknesses. There are no other puzzles or encounters in the game.
3 points for magic and combat. Again, a potentially 5- or 6-point system was under-utilized.
This should have been just a little more epic.
3 points for equipment. Same story.
1 point for economy. Same story.
I forgot that this potion-seller even existed until I was going through my screen shots.
2 points for a main quest.
2 points for graphics, sound, and interface. It gets all that for "interface." The graphics are uglier than Ultima and the developer of Lorri did not use the sound capabilities.
1 point for gameplay. Linear, non-replayable, far too easy, at least it didn't last long.
That gives us a subtotal of 19, from which I'm going to subtract 2 points for overall sloppiness for a final score of 17.
I am nonetheless convinced that DCGAMES is capable of a 40-50 point game, and I can't help but wonder if any of the other titles made with it fit the bill. I'd appreciate hearing from anyone who has experience with this creation kit.
Posted by CRPG Addict at 12:33 AM
Avvy December 17, 2016 at 2:05 AM
I got the shareware of the kit as a young boy from our local computer shop, and while I never made anything worth playing, I had a good time with the kit. I've still got the documentation for version 1.30 (labeled DC-WORLD and dated April 1991) printed out on tractor paper. I keep it to this day in the filing cabinet next to my computer desk.
DCGAME was my first introduction to the word "quaff" and that demon could be spelled "daemon". Find memories...
Atantuo December 17, 2016 at 4:19 AM
A quick (wait, has it really been over an hour?!) search of the internet archives--such as they are, for those acient times--revealed mostly the same list of games, or rather projects, that you must have come across. Sadly (or maybe not) I could find no evidence that any of those other games were ever finished or available to the public in any form.
Except for one, that is. I know, I know, this kind of "help" is not unreservedly welcome, but I feel obligated to report that "DBQuest" is still available. For what it's worth, it does seem quite a bit better than Lorri from a brief play testing on my part.
Not sure about posting links in a comment, but googling "dbquest game" should bring up an archived website that offers an online-playable version as well as a download, whereas "lostdragon dbquest" should find the developer's website with what might be a more recent version of the game.
In any case, it's apparently from 1993, so it won't be played for a while either way.
DBQuest is available on Internet Archive, no need to track it down: https://archive.org/details/DBQuest_1020
There's also a lot of other old games tagged as CRPG in the archive that aren't listed on the master games list, but I've been trying to avoid mentioning those. Because most of them seem pretty bad and not worth playing. Not even for the sake of completionism.
But if you want a list of the missing ones, lemme know.
Tristan Gall December 17, 2016 at 6:31 AM
I'm sure Chet is dying to play more games of this quality. Sign him up ;)
Most of them aren't close to this quality. If he played them, he'd have to adjust the scoring to cover negative ratings.
But since I had nothing better to do, I made a list of ones that actually work. And then pruned it down to ones that don't seem like utter garbage.
Here's the list, 12 new games - https://www.dropbox.com/s/8psdd2txafj5xuu/Missing.xls?dl=0
I remember playing some of these when I was younger.
Champions of Zulula might not count as an RPG, but I included it just in case. It kind of fits most of the criteria. And I it's an interesting concept: fight in arena death matches, hoping to eventually grow strong enough to destroy the monsters that are plaguing the land.
CRPG Addict December 18, 2016 at 1:53 AM
Well, I have to say that most of the ones o your list seem like legitimate games. I'll go ahead and add them.
As for other shareware games, I think I'll adopt the expedient that I'll play them if someone cared about them enough to catalog them on MobyGames or Wikipedia. Otherwise, no. I'll probably also adopt a "one game per kit" rule if necessary.
waretaringo December 18, 2016 at 5:27 AM
One game per kit sounds like something both very limiting and possibly necessary - otherwise you might never make it out of the RPG Maker era. But you could be missing out on a lot of fan favourite games, some of which have been fairly influential on indie developers in a low-key way.
Gnoman December 18, 2016 at 8:56 AM
One possible solution would be to assign the kit itself the game number (with different major versions (basically anything you'd have to buy again instead of just updating) having their own) and consider it to be completed if you find a game worth finishing OR if you've tried enough games to get a feel for the potential (or lack their of) of the build kit.
GregT December 18, 2016 at 3:15 PM
You guys, stop giving Chet more games, particularly if they're (a) terrible and (b) of basically no historical significance because no one's ever heard of them.
Steady progress towards Baldur's Gate is the only thing keeping him sane in the dark, unending era of Fate.
Bluerazor December 18, 2016 at 5:58 PM
Progress can be measured different ways. While finding more games with 6-10 hour play times technically slows down chronological progress, it increases the total count of games covered by the blog faster than moving forward into games which take a long time each.
PK Thunder December 18, 2016 at 9:22 PM
For some of us, the "games no one's ever heard of" are the main draw of projects like this! Anyone who's ever attempted a project based in completism -- watching all the movies by this person, listening to all the pieces by this composer, etc. -- knows the feeling of wading through a lot of middling work and awful dreck, but also knows the feeling of unearthing an unknown gem, or finding out how often conventional wisdom is wrong (or is simply oblivious to really good stuff).
Don't get me wrong, I want Chet to stay sane and I know you're joking around. But I love the fact that he tries to engage everything that meets his criteria, no matter how primitive or unpromising it might be, and doesn't offer some curated, crowd-pleasing subset of Greatest Hits. It means something significant to me that he's shedding light where it's needed most, not just in the popular places. Somehow that feels like a small act of rebellion against the way things have been going in our world, and I value that a lot.
Brian Gillispie December 18, 2016 at 9:59 PM
Just be glad it's impossible for me to release the 3 games I made with this. See, I decided to store them on 5.25 inch floppies, and those are kinda hard to read nowadays.
That and I made them when I was 12. They'd probably get a -15 score.
Andreas Mattern December 19, 2016 at 12:24 AM
There I wanted to proove you wrong, but it seems while there are plenty of 3.5 inch floppy usb drives available (I just bought one), 5.25 are too small a market. Looks like your epics can rest in peace. At least till a geeky reader who still has an old PC in the cellar offers to transfer them for you... :)
tlhonmey December 19, 2016 at 3:19 PM
DCGAMES sparked the creativity of a lot of people who'd always wanted to write ultima-style games but didn't know how...
Most of those people gave up about six months later when they discovered that, even with a game engine, making a good game is a *lot* of work...
So most of the games for this engine are of about this quality. Started, obviously never finished, and generally not even published. Dbquest is one of the few "finished" ones. http://web.archive.org/web/20010816014834/http://web2.airmail.net/davidh1/index.html lists six others that were good enough for people to actually care about. Unfortunately, some of them were hosted on services which forbade archive.org to crawl them, so they may be lost. I will attempt to find them if anyone is interested.
http://web.archive.org/web/20020204005350/http://www.dcgames.com/ftp/ has the latest, uncorrupted version of the engine that I can find. Version 5.0 seems to be gone due to archive.org's policy of not crawling ftp sites.
@Brian Gillespie There are a number of data recovery services that could read them for you. I would even be willing to do it as long as you're not in a hurry and don't mind waiting until the next time I have the equipment out for a paying customer. 5.25 to usb adapters are theoretically available as well, they're hand-made by one particular fellow and can read most of the formats that were used. They don't come with a drive, so you'd have to hit ebay too. I can send you the information on it if you want.
I did play some of those when I was a youngling, so it can't be said that nobody's heard of them. Though I already regret adding couple of them, I should've pruned the list more. All three Bit Brother games are quite similar, and one should've been enough.
But the rest I consider worth covering. For example, and Advanced Xoru is worth covering because it's one of the rare interactive fiction / CRPG hybrids like Beyond Zork and Zyll. Azalta, Lords of Doom: The Black God, and The Bratockian Saga are notable for features that are rarely seen in games from that era. Such as dialogue trees and full-screen cutscenes.
Not so sure about Konrad the Warrior or Elysian Fields. Those I haven't played, and they might turn out to be misses.
Well, another heroic deed done by our esteemed crpg hero Chester :)
It takes some nerve to play 'gems' like this one while there are plenty of other, more play-worthy games around.
Raifield December 17, 2016 at 7:29 AM
So there is a DCGames v4.0 available at https://archive.org/details/DCGAMES4, which appears to either be a newer 1995 build or the registered version of the 1991 version.
Going to mess around with this, maybe create a world called "Chet's Quest", unreleated to the cereal FPS of a similar-sounding name.
Brian Gillispie December 17, 2016 at 8:55 AM
From what I remember, the creator used to release the older version as shareware, and the newer version was the registered version. I had 1.2 (I think it was) in 1991/1992, and 2.0 was the registered version then. Sometime in 1994 I got my hands on 2.0 as the creator released that as shareware then, so I'm guessing 3.0 was the registered version then? No idea after that as I stopped working with the engine in 1994.
Vonotar December 17, 2016 at 8:25 AM
I have this vague recollection that the comedian Bobcat Goldthwait went around capitalizing his first name like that in the 80s / 90s. Perhaps the developer was a big fan?
I used to work with version 2.0 of this engine, and the truth is, it is very limited. Just to list a few of the limitations:
-Creators had no control over how game ending worked. The engine might or might not resurrect you if the party was killed, but you were stuck with what the engine decided to do, and as a creator could not overrule it.
-Everyone had to use the same spells. The ones you had were prebuilt by the engine, creators did not get to select them.
-It was impossible to delete the default items. If you tried, the game would still attempt to drop them, which would cause glitches. This was really bad if you wanted to prevent enemies from dropping stat raising food.
-Monsters were set up so that you could only have a leader and helpers. The leader could have as high as 255 HP, but all helpers had 1/3 the leader's stats. You had no way to overrule it.
-The Kill spell did 100 damage, no resistance. 3 casts of it killed any monster in the game.
-You could rest anywhere with no consequence, as long as no visible monsters could attack you.
-No control over passage of time. You had to 'get cute' with the engine to simulate passage of time.
It is possible some of this was eventually fixed, but after version 2.0 I moved onto Unlimited Adventurers myself, as it felt much more polished in the end.
Debo December 18, 2016 at 12:09 AM
Unlimited Adventures really was fantastic.
Thanks for letting us know about the kit's limitations. It's always good to hear from someone with direct experience.
Brian Gillispie December 18, 2016 at 10:01 PM
Unlimited Adventures was great! Sure you were restricted to the ruleset used in Pools of Darkness, but it was still fun to dabble in when I was in high school.
Most of that stuff was editable, even before 2.0, but you had to be willing to dig into the game's internal script files to tinker with it. The DCEDIT and DCWORLD programs were sufficient for world layout and creating NPCs and quests, but if you wanted to change any of the mechanics you had to take the time to learn the custom scripting language that backed it all.
Someone is actually making an Ultima 4 style game right now, complete with C64 version. It's called Unknown Realm and there's a Kickstarter going on for it right now. Just thought I'd mention it in case someone is interested.
sucinum December 18, 2016 at 2:27 AM
This reminds me of the game I once created with adventure game construction kit. That's not a compliment, I was 16.
I was 12 when I made a game with DBQuest. I'm pretty sure it was grade A garbage.
Mag Wielki i Szelki December 20, 2016 at 4:16 AM
I remember my own module for unlimited adventures. Starting area was shining - it had many dialogs and NPCs and quite a few challenging fights, then there was single, sprawling dungeon of much lower quality, and then there was a short road to a single-room dungeon with an orc, a final boss. I believe that was around time when I realized that creating games is HARD.
Wow... Someone had the gall to try to charge money for this? Honestly, you'd probably be better off playing the sample adventure that came with the kit to demonstrate its features. That, at least, had shops that actually charged money and, I think, demonstrated use of keys and needing passwords to get past the guards and such. (Incidentally, it was also the adventure in which it was discovered that Princess Lorri had been kidnapped. So this one was probably intended to be a sequel of some sort, and then never finished.)
My memory of the balance was that it was also significantly more challenging than this particular module, but I was only about thirteen or fourteen at the time, so take my recollections with a grain of salt.
Canageek December 20, 2016 at 9:08 PM
I've got to say: There is something special about your posts about obscure games like this. They bring people reminiscing about them out of the woodwork, they preserve things that are almost lost. When you play Fallout, everyone has played it. I own a copy or two of it even if I haven't played it. But stuff like this? You are pretty much the only one writing about stuff like this.
Fate: Killing Time
Knightmare: Won! (with Summary and Rating)
Game 235: Legend of Lothian (1991)
Fate: Land and Sea
Game 236: Mafia (1986)
Fate: Moonwandering
Game 238: Fer & Flamme (1986)
Fate: Nothing to Show but the Maps
Game 239: Silmar: Volume I - The Dungeons of Silma...

redpajama_set_name: RedPajamaCommonCrawl


text:
Legal Roundup: Uber's $2 Million+ Settlement, Amazon Sues Facebook and More
The DOJ accused Uber of ADA violations by overcharging disabled passengers who took more than two minutes to get into a vehicle.
By: Jared Shelly | August 1, 2022
Topics: Legal/Regulatory
Uber Settles with Disabled Passengers For $2M+
The Case: In November 2021, the U.S. Department of Justice filed a discrimination suit against Uber in U.S. District Court in San Francisco.
The DOJ alleged that disabled passengers were overcharged because it took them more than two minutes to get into a car, triggering an excessive wait time fee, according to Reuters. The rideshare company was accused of violating the Americans with Disabilities Act.
Scorecard: Uber has settled with the DOJ and will pay out over $2 million.
Takeaway: The DOJ announced that "as part of a two-year agreement, Uber will waive wait time fees for certified disabled riders and pay more than $1,738,500 to more than 1,000 riders who complained about the charges and $500,000 to others harmed by the practice," according to Reuters.
Uber will also credit the accounts of more than 65,000 riders.
MLB Settles Minor League Wage Dispute for $185M
The Case: A class-action suit filed against Major League Baseball and all 30 M.L.B. teams in the U.S. District Court for the Northern District of California alleged that "players were not paid for any time spent outside of the championship season, including time spent working out during the off-season, and their pay, once all of their time was accounted for, was generally below minimum wage," according to The New York Times.
The district court denied class status to the Arizona, Florida, and Federal Rule of Civil Procedure 23(b)(2) classes. Plaintiffs in Senne, et al. v. Kansas City Royals Baseball, et al. appealed.
The case went before the Ninth Circuit Court, and was appealed to the Supreme Court, which declined to review the lower court's class certification.
Scorecard: MLB will pay $185 million to settle the case.
Takeaway: The class includes around 23,000 players, each receiving $5,000 to $5,500, "but the real significance of the agreement may be in how minor league players are compensated in the future, which will be up to M.L.B.," per the NYT.
"Under the proposed agreement, which still needs to be approved by the judge in the case," the NYT reported, "M.L.B. must formally notify all clubs that they can no longer prohibit teams from paying players during spring training, extended spring training or any work period that is not during the championship season, which includes the regular season and the playoffs."
Amazon Sues Facebook Admins Over Fake Reviews
The Case: Amazon has filed suit against Facebook administrators in King County Superior Court to stop "what it says are more than 10,000 Facebook groups used to coordinate fake reviews of Amazon products," according to the Wall Street Journal.
Amazon alleges that the fake reviews, which are against company rules, may result in free products or money for reviewers. The reviews may also increase product ratings and therefore the likelihood of purchase.
Scorecard: The case was recently filed and has not reached a resolution.
Takeaway: The names and locations of the administrators have not been disclosed. The WSJ pointed out a group called "Amazon Product Review" that had over 43,000 members.
"Facebook removed the group earlier this year," according to the WSJ. Meanwhile, the U.S. government has been trying to take action against sham reviews.
In 2019, lawmakers "questioned Amazon's efforts to tackle fake reviews in a letter to then-Chief Executive Jeff Bezos."
Also in 2019, the Federal Trade Commission fined a website "that paid a third party to post reviews on Amazon, in its first case against the use of fake paid reviews," per the WSJ. &
Jared Shelly is a journalist based in Philadelphia. He can be reached at [email protected]
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Mirus - Extraordinary Journeys
Experiences>
New Zealand offers some of the most diverse landscapes of any country on Earth and is only roughly the size of the UK, Italy or the State of Colorado; and only about 4 million people live there. New Zealand has three world heritage sites, 14 national parks and in total more than 17,000 protected areas covering almost a third of the country, safeguarding stunning scenery, important ecosystems, and places of historic and scientific interest. With spectacular rugged mountains, volcanic plateaux, glaciers, rolling hills, subtropical forests, lakes, picturesque fiords, vast open plains, geothermal mud pools, geysers, hot springs and 14,000km of coastline it is no wonder Peter Jackson chose New Zealand to film Tolkien's Lord of the Rings Trilogy there.
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The Accommodation (9)
Huka Lodge
Huka Lodge is the iconic, grande dame luxury lodge of New Zealand situated in 17 magnificent acres on a bend in the Waikato River not far from Lake Taupo just upriver from Huka Falls.
Eagles Nest is New Zealand's ultimate Private Villa Estate. The five world class cutting edge designed luxury villas are located on a private hilltop 75 acre estate with incredible views over the...
Kauri Cliffs
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The Farm at Cape Kidnappers is a supremely luxurious lodge set within a 6000 acre working sheep and cattle farm.
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Matakauri Lodge is stunningly located on the edge of Lake Wakatipu just a short 7 minutes from the bustling mountain town of Queenstown.
Blanket Bay Lodge in Otago is one of the world's most fabulous properties in a spectacular lakeside location. Each of the 12 rooms and suites take full advantage of this magnificent setting with...
Minaret Station
Minaret Station in New Zealand's Southern Alps can only be accessed by helicopter and offers one of the most life-changing experiences on Earth with only 4 incredibly luxurious tented rooms
Otahuna Lodge
Otahuna Lodge was the largest private historic residence in New Zealand. It was built in 1895 as the private residence of Sir Heaton Rhodes and his wife Jessie and remained a private residence until...
Eichardt's
Eichardt's Private Hotel is one of New Zealand's most exclusive South Island retreats and one of the best located lakeside hotels in the world.
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IT insights for business
Toyota and Panasonic team up on smart homes
By Anthony Spadafora 2019-05-09T17:49:18Z Computing
New joint venture will develop connected services for homes and cities
Image credit: Toyota
(Image credit: Image credit: Toyota)
Toyota and Panasonic have announced that the two Japanese companies will form a new joint venture with the aim of developing connected services that will be used in homes and urban development.
This isn't the first time that the two businesses have agreed to join forces and in January they announced a separate joint venture to build batteries for electric vehicles by combining the automaker's R&D and manufacturing strength with Panasonic's prowess in batteries.
Toyota and Panasonic will set up a new company early next year with a focus on technology that will allow the two companies to offer personalized services in the home.
Toyota showrooms use augmented reality to let customers 'see' inside cars
The future of IoT connectivity
Panasonic launches monthly payment model for Toughbook devices
The two companies will be 50-50 partners in the new business and will also increase cooperation at their respective housing operations in their home country of Japan.
Connected homes
Toyota and Panasonic's announcement comes at a time when the auto industry has been beset by increased competition from ride sharing services such as Uber and Lyft and from lower-emission vehicles. This has led automakers to seek out alternate revenue streams in other industries.
Toyota for instance, has been developing connected cars with the ability to share usage information which could be leveraged for on-demand ride-sharing services, insurance and maintenance.
The company is prepared to tap into its partner network and its other operations to hopefully expand into new transportation and home energy services.
Toyota's President Akio Toyota offered more details on its plan to leverage this network to reporters during the announcement of its new joint venture with Panasonic, saying:
"If we are able to use this network going forward not only to manufacture and sell vehicles but to also provide new services, our future possibilities will greatly expand. In addition to cars, I think that having our own housing business and connected business will be a big advantage for us."
This is everything you need to know about the Internet of Things
Via Reuters
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Kent reliance offer a range of fixed rate bonds with different terms to suit your needs. Although customers are allowed to make withdrawals, they will be subject a no interest period after the withdrawal is made.
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Potomac Valley Assembly Church is affiliated with the Assemblies of God. For 31 years, we have celebrated God's faithfulness as a church congregation. Who we are and what we do as a church must always be securely rooted in what we believe about God. The Bible is the source that shapes our understanding of Him. We are convinced that the Bible is the inspired message to humanity and that it provides for us a clear path toward a relationship with Him.
Click here to read the 16 Fundamentals of Faith through the Assemblies of God.


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Critic's picks: The best coffee table books for Christmas gifts this year feature David Bowie, Dolly Parton, Disney, San Antonio at Christmas and more
Judson ISD investigating possible 'disturbing' photos of students
The story of Enchilada Wednesday in S.A.
Omicron's assault on San Antonio is fast, and felt everywhere
S.A.-area schools extend MLK holiday due to COVID-19 surges
San Antonio's most famous chef is moving to California
Look up! A 3,451-foot asteroid will soon pass by Earth
James Marsden buys Austin home and gushes over 'small-town feel'
Battered by virus absences, S.A. public schools are hanging on
Arts & Entertainment // Arts & Culture
Jim Kiest, Staff writer
A portrait of David Bowie by Markus Klinko for British GQ. Klinko is one of 25 photographers whose images of the rock star are included in "David Bowie: Icon."
Markus KlinkoShow MoreShow Less
"David Bowie: Icon" by Iconic Images
ACC Art BooksShow MoreShow Less
Artist Bob Wade's famous boots at North Star Mall have been a San Antonio landmark for 40 years. Wade's work is the subject of a new survey, which he worked on until his death a year ago, called "Daddy-O's Book of Big-Ass Art."
Express-News file photoShow MoreShow Less
"Daddy-O's Book of Big-Ass Art" by Bob "Daddy-O" Wade
Texas A&M University PressShow MoreShow Less
The River Walk at Christmas is awash in lights in a photograph from the book "Sí, San Antonio."
Courtesy Natalia King-SunShow MoreShow Less
Architect Charles Moore's residence in Austin is one of scores of interiors of the homes of creative people featured in "Life Meets Art."
Kevin Keim / Charles Moore FoundationShow MoreShow Less
"Life Meets Art" by Sam Lubell
PhaidonShow MoreShow Less
"The Look of the Book"
Ten Speed PressShow MoreShow Less
"Face to Face" by Camilla McGrath
KnopfShow MoreShow Less
"The Disney Princesses" by Charles Solomon
Chronicle BooksShow MoreShow Less
"The Nolan Variations" by Tom Shone
"Songteller' by Dolly Parton
Through October, the sale of print books in the U.S. was up almost 7 percent compared to the previous year.
Perhaps that should have been expected. Amid everything that's been lost or delayed during this pandemic year, books remain an escape and a solace — all within the safe confines of our homes.
With the gift-giving season upon us, books can help again. While we may not be able to go to concerts, see blockbuster movies on the big screen or visit the homes of people outside our bubbles or pods, a bounty of striking new coffee-table books allow fans to indulge those interests from a distance.
Here's a look at some of the most notable.
"Daddy-O's Big-Ass Book of Art," Bob "Daddy-O" Wade (Texas A&M University Press, $35): Daddy-O Wade may have been the most popular artist in the Lone Star State, even though, as Kinky Friedman points out in his introduction to this survey, he sometimes made his work "a little difficult to collect." That's certainly true of the giant cowboy boots in front of North Star Mall. Fans can have it all now in this book, which Wade had all but completed before his death a year ago: the two-headed longhorn; Iggy the iguana, which once lived on the roof of New York's Lone Star Cafe; a giant yellow golf ball that was installed for a time at Sunset Station; and, of course, the boots, which moved to their rightful home from Washington, D.C., 40 years ago.
On ExpressNews.com: New book spotlights "Revolutionary Women of Texas and Mexico"
"Sí, San Antonio" by Patricia Hart McMillan and Natalia King-Sun
"Sí, San Antonio," by Patricia Hart McMillan and Natalie King-Sun (Schiffer Publishing, $34.99): Can you be nostalgic for a mere year ago? In a series of essays and images, author McMillan and photographer King-Sun capture the sights of San Antonio at Christmastime, both secular and spiritual. The lights on the River Walk and at the Pearl are fantastic, but the photos that will make you wistful are the ones where people are gathered to sing carols or listen to the San Antonio Symphony play holiday music.
"Life Meets Art," Sam Lubell (Phaedon, $59.95): Get lost in the homes of artists, musicians, authors and designers in this collection of interiors from homes from more than 30 countries, with some homes as hundreds of years old. Some reflect the owners' vocations, such as William Faulkner's book-lined study in Oxford, Mississippi, and Ellsworth Kelly's studio in upstate New York. Others just exude wealth and success, like Ralph Lauren's Bedford, N.Y., estate. But the best seem to almost manifest in the real world the creative instincts of their inhabitants: furniture designer Wharton Esherick's Malvern, Pennsylvania, home, which appears to be whittled from blocks of wood; and architect Charles Moore's fantastical Austin residence.
"The Look of the Book," Peter Mendelsund and David J. Alworth (Ten Speed Press, $47.99): You may not be able to judge a book by its cover, but you certainly can just judge the cover. "The Look of the Book," a beautifully designed object in its own right, traces the history of book covers from the 1820s, when the first plain dust jackets appeared, to the e-book covers of today, with lots of boundary-pushing graphics in between. The authors explain how book covers are designed and why they work, from mass-market paperbacks to classics such as "Ulysses" and "Moby Dick."
On ExpressNews.com: San Antonio author Sherry Kafka Wagner's 1960s novel 'Hannah Jackson' is back in print
"Face to Face," Camilla McGrath (Knopf, $75): For years, Us magazine has tried to persuade its readers that stars are just like us. They're not. For one thing, you're not invited to their parties. That's OK, because socialite Camilla McGrath, who hosted many of those parties at her homes in New York and later L.A., owned a camera. This collection of her photos, drawn from almost 60,000 now housed at the New York Public Library, will be catnip to stargazers, with hundreds of shots of famous faces from the music, art, literary and even political worlds. There's the Rolling Stones jamming with Eric Clapton, Andy Warhol sampling something in the kitchen, Sharon Tate laughing at something Roman Polanski just said, and on and on.
"David Bowie: Icon," Iconic Images ($70, ACC Art Books): David Bowie was a rare musician whose sense of style was as finely tuned as his music, so of course photographers flocked to him in his many incarnations, such as Ziggy Stardust and the Thin White Duke. "David Bowie Icon" collects the work, with commentary, of 25 photographers including luminaries such as Mick Rock — he says Bowie "was always relaxed and came to play" — and Lynn Goldsmith. The images are presented chronologically from pre-fame to global stardom. Many of the images and costumes are familiar, but there are surprises both outrageous (Markus Klinko's photo for British GQ of Bowie and a snarling wolf) and mundane (Bowie at work while polishing off a six-pack of Coors, by Terry O'Neill.)
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A two-page spread on the making of "Sleeping Beauty" in "The Disney Princesses."
"The Disney Princesses," Charles Solomon (Chronicle Books, $50): This lavish, gilt-edged book recounts the creation of every Disney princess from Snow White to Moana, in words and amazing art: full-color studies, reference photos, character sketches, storyboards and stills from the completed films. No matter their origin, animator Glen Keane says, Disney films would define characters like Cinderella or Ariel, the Little Mermaid, so a lot of care and effort went into their creation. Much of that preliminary work stands out as art in its own right: a dreamlike painting of the royal ball from "Cinderella" by designer Mary Blair, or a pastel study of Belle and the Beast at dinner by Mel Shaw that looks like a scene from a Universal horror movie.
"The Nolan Variations" takes a deep dive into all of director Christopher Nolan's movies, including the sci-fi film "Inception."
"The Nolan Variations," Tom Shone (Knopf, $40): Inspiration can come from anywhere. In this deep dive into the movies of Christopher Nolan, film critic Shone reveals that one of the sparks that led to the high-concept blockbuster "Inception" was a TV series based on the "Nightmare on Elm Street" movies, with dreams within dreams a device in both. From "Memento" to "Tenet," this photo-packed book makes those kind of connections, delivering serious amounts of film and art history along with behind-the-scenes stories from the director's Batman movies.
"Storyteller," Dolly Parton (Chronicle Books, $50): Country superstar Dolly Parton may be the closest thing we have to a living saint, from her uplifting personality to her philanthropy. (She's given more than 100 million books to children and even helped fund a COVID-19 vaccine). All her good work started with brilliant songs like "Jolene" that led to hits like "Nine to Five" and "I Will Always Love You." She tells the stories behind them all in this big book, which includes archival photos, photos of artifacts like stage costumes and instruments and handwritten lyrics — like "Coat of Many Colors," which Parton "scribbled down" on one of her musical partner Porter Wagoner's dry-cleaning receipts.
Jim Kiest is the arts and entertainment editor for the San Antonio Express-News. To read more from Jim, become a subscriber. jkiest@express-news.net | Twitter: @en_salife
Jim Kiest
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Jim Kiest is arts and entertainment editor for mySA. He writes the Pop Topics blog on mySA.com.
MLK Day: What's open, what's closed around San Antonio
Not sure what's open, closed or if your bus is running on a normal schedule? Here you go.
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2 fires burned hundreds of acres east of San Antonio; none hurt but 1...
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Fire danger high today; take steps to prevent disaster


:What State do you live in?
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Marion Crepes is currently in San Diego at the Mitsuwa marketplace. They will be there until April 27.
Marion Crepes, which is from Japan, sets up a booth inside various Mitsuwa locations a few times a year. The make harajuku-style crepes, which are very popular in Japan. The thin crepes use a rice flour, giving them a slightly chewy texture. They are filled with fruits, ice cream, whipped cream, etc and eaten like an ice cream cone.
I've had harajuku-style crepes a few times. My favorite place to get them is at Harajuku Crepe in Los Angeles. Angels & Hearts in San Diego also makes them but I'm not fond of the texture or the very small amount of filling.
We actually had Marion Crepes when they were at the Costa Mesa Mitsuwa last year. I didn't have a great experience because instead of making the crepes fresh, they were just taking out pre-made frozen ones. However, I noticed this time that they were making them on the spot, so we decided to try again.
The menu contains about 18 different options, including a few savory ones. I noticed some are labeled "warm" and so I decided to order one of those to ensure a freshly made warm crepe.
The line was quite long, but luckily the crepes cook quite quickly. We didn't have to wait too long.
We chose a warm chocolate banana crepe. The crepe was warm, crispy around the edges, and thin with a slight chew on the inside. There was a good amount of banana and chocolate filling. We enjoyed this crepe much more than our first experience with Marion. I still think Harajuku Crepe in LA store makes the best harajuku crepes I've experienced, but Marion's was a decent version and better than Angels & Hearts in my opinion.
As I mentioned above, they will be in San Diego until April 27th, so hurry if you want to try it. They are set up in a booth right inside the entrance of Mitsuwa.
haha, yup! Now you can do both at once. I need to go back to Matcha love. I've been craving their soft serve all week especially since it was so hot!
It has a slightly chewier texture from the rice flour. Nutella one looks yummy!
Wow, they are early this year. Last year Cathy blogged about them in late June and their last day was mid-July. They did fresh crepe instead of frozen. I would have been mad if they gave me a pre-made one. I like that your crepes were pretty generous in size and with fillings!
Yeah I was pretty pissed with the frozen ones we got at Costa Mesa…But this one was better. I do wish they had more topping choices like ice cream! And it'd be nice if you could build your own fillings instead of having to choose a preselected one.
Hi Kirbie – I think you can kind of customize your crepes here, since they have a toppings list you can add to your crepe (50 cents for most toppings, and 1 dollar for ice cream). I had the strawberry azuki bean paste with green tea ice cream – the green tea ice cream just made me crave the matcha ice cream from Matcha Love! I really want to get a crepe and then go over to Matcha Love and get a cup of softserve to spoon into the crepe.
I actually thought they were just ok – definitely need to try the Harajuku one you're praising.
Oh I didn't see the option to customize! thanks for letting me know. I also wish they could do some joint collab with Matcha Love so I could put the soft serve on mine! I thought the crepes here were just okay too. The one in LA is a lot better IMHO, so I hope you get a chance to check it out!