text:
Crowners
"Any objections, lady?"
—Adam Malkovich
The second original Metroid game for the Wii, the first being Metroid Prime 3: Corruption, followed by its Compilation Rerelease Metroid Prime Trilogy. Developed by Project M — which includes team members from Team Ninja (of Dead or Alive fame), Nintendo SPD Production Group 1, and D-Rockets — the game is a third person action-adventure game that combines both 2D and 3D platforming. As an homage to the mechanics of the original Metroid as well as Super Metroid, the game is substantially different from the Prime trilogy.
Set after the events of Super Metroid but before those of Metroid Fusion, Other M finds our heroine Samus Aran resting on a Galactic Federation ship, convalescent after her battle against Mother Brain. Shortly after leaving, she picks up a Distress Call from a dormant bottle ship and sets out to investigate. Once there, she reunites with familiar faces from her days on the Federation Army: Anthony Higgs and her former commanding officer, Adam Malkovich. Following an attack from an alien being, the three split up to discover the nature of the strange threat.
Not to be confused with Project M.
Tropes used in Metroid: Other M include:
Action Commands: Samus's dodge-roll maneuver. In some cases it even becomes literally Press X to Not Die.
Action Girl: Samus, of course.
Aesop Amnesia: In spite of the trouble the Galactic Federation had with Metroids, Space Pirates, and Mother Brain, replicas are deliberately made of all three (with an accidental Ridley clone to rub salt on the wound).
A.I. Is a Crapshoot: MB sure didn't end up quite like her creators intended.
Alliteration Seriously Sophisticated Security System
Anticlimax: Are you pumped to charge into Sector Zero and kill some Metroids? Too bad. Adam steals it. Are you ready to find out who the Deleter is, and bring him to justice? Too bad. MB steals that one. Are you looking forward to a potentially awesome final battle with MB? Too bad. See Anticlimax Boss below.
Want to defeat Ridley once and for all and avenge Anthony's death? Too bad. The Metroid Queen steals it.
Anticlimax Boss: The fight against MB ends when you try to shoot her, instead of the monsters you're fighting. Many people finish this battle by accident.
Arc Words: Take a shot every time you hear the word "Baby."
A Taste of Power: You get to use Samus' Missiles, Bombs, and Power Bombs in the training section at the game's start, then are told you can't use them unless Adam says so once the game kicks off.
Although this is played straight in the case of power bombs, you merely need to get to the first boss before bombs and missiles are unlocked again.
Attack Its Weak Point: Many of the bosses.
Back-to-Back Badasses: Samus and Anthony in one of the trailers and this artwork [dead link].
Badass: Anthony and Adam.
Bag of Spilling / New Powers as the Plot Demands: Double Subversion. Samus retains all her upgrades from Super Metroid, but she needs Adam's authorization to use them. In practice, it works the same way; you still need to reach certain points to use certain abilities.
Oddly though, Samus arbitrarily decides to impose these restrictions on herself before ever officially teaming up with Adam.
Beauty Mark: Sakamoto always intended for Samus to have one, but this is the first time we see it (it's on the side of her chin).
BFG: What Anthony Higgs has on his back.
Big Damn Heroes: Samus does this a few times over the course of the game. Anthony does a less action-packed but still awesome one in the end.
Bigger Bad: Queen Metroid and Phantoon.
Bittersweet Ending
Black Dude Dies First: Inverted. Anthony is the only survivor of Adam's squad.
Bonus Boss: Phantoon, again.
Book Ends: Samus being referred to as an outsider, by Adam at the beginning, and by the Federation officer at the end.
The opening cinematic shows Samus' fight with Mother Brain in Super Metroid. MB, an AI based on Mother Brain, is the last antagonist you face in the main story.
Boss Rush: Sort of. In the epilogue, the corridor leading up to Phantoon features most of the minibosses you've fought throughout the game, including two Rhedogians.
Break the Cutie: MB/Melissa is a cutie who gets very, very broken, and ends up very dangerous as a result.
Brown Note: Little Birdie's cry seems to throw tougher enemies into a frenzy.
Call Back: The sheer volume of call backs to classic Metroid games (and in a couple cases, a Call Forward) will stun any long-time Metroid fan.
Call Forward: Being the prequel to Metroid Fusion, there are a number of plot points in Fusion that are set up in this game, such as Nightmare, That One Boss in Fusion, being a boss here (with his body mysteriously vanishing after the main storyline ends. Also, the frozen husk of Ridley in Fusion is given a backstory here as the Metroid Queen sucks Ridley dry.
Camera Screw: The fixed viewpoint camera when you're in the third-person mode can be quite off-putting for people who are used to the generally very good camera controls in Nintendo's main franchise games. Fortunately this usually isn't too obnoxious in actual gameplay, but it can lead to some annoying moments when you get ambushed by enemies lurking just off-camera, or in some cases behind the scenery.
Captain Obvious: Samus. Much of her dialogue has her restating what she'd just been told or by stating something that the player had just seen.
Chekhov's Gun: The Power Bombs. Adam forbids Samus from using them outright at the beginning of the game, citing their extreme destructive power. You can't use them until the very end of the game, but it's oh-so-satisfying to vaporize the Queen Metroid with them.
That is, if you realize you need to use them. The sequence in which you jump down the Metroid Queen's throat is the first time you can use them, and the game certainly doesn't go out of its way to tell you that.
Clap Your Hands If You Believe: The "Concentration" mechanic, but it can only be used in a Near-Death Experience, so it doubles as a Press X to Not Die.
Clipped-Wing Angel: Meta-Example. The Killer Rabbit throughout the game is actually a regenerating Ridley. You never fight him in this stage-he fully recovers and goes back to being a space dragon-but he's somewhat less scary, Death Glare aside.
Combat Wedges: Samus' Zero Suit.
Convection, Schmonvection: At first averted, but later played straight. In the infamous Sector 3 runthrough, Samus doesn't activate her Varia suit, and takes constant damage as a result. Later, when Samus saves Anthony, he doesn't seem to have any ill effects from being around the hot lava, though it is possible that the G-Fed army suits are very good at protecting from the elements. This is also in play when the miniboss you just fought suffers no ill effects from diving straight into the lava.
Continuity Nod: The fate of Ridley in Other M, sets up his appearance in the next game in the timeline, Fusion.
Similarly, Nightmare makes an early appearance, and its disembodied head remains on the ground after killing it. It's gone when Samus returns to the ship after the credits.
The final boss in the main story is the Queen Metroid from Metroid II. You even finish it off in a similar but even more awesome way.
Covered in Gunge: Blasting an enemy in the first person view sometimes results in the guts splattering on the viewscreen. Also, though it didn't show in-game, apparently Samus spent the last portion of the preceding game covered in the guts of the infant Metroid and Ridley, from which each was later cloned.
Cutscene: One hour's worth, and all replayable in theater mode when you beat the game.
Theater mode even adds sections of gameplay between the cutscenes, effectively making it The Movie of The Game.
Cybernetics Eat Your Soul: Played with. MB, at first, was just an artificial intelligence shaped like a human. After bonding with Metroids and Madeline Bergman, she gained self-awareness and emotions, effectively becoming "human". After feeling abandoned, said emotions go flying out the window and she decides to take revenge on "the humans".
Darker and Edgier: Not by much because it's a dark series, but the fact that a soldier is killing his own teammates in order to hide a government conspiracy, and thus makes it hard to trust ANYBODY pushes it in this direction. It's a situation that would have most people paranoid.
Death Is a Slap on The Wrist: If you die and continue, you'll usually respawn a few rooms away from where you died with as much health/missiles as you reached the checkpoint with. Considering how hard it is to regain health in this game, this is quite a blessing.
In Boss Battles (not counting mini-bosses) you only respawn back at the beginning of that fight, and even then, it's only at the beginning of the section where you died (if you die while inside the Metroid Queen, you just respawn and get eaten again right away, so you get as many chances of nuking the Metroid Queen as you'd like).
Death Glare: The Killer Rabbit mentioned below gives Samus an epic one when you first meet it. Given who he is, it would be Out of Character to do anything less.
Died Happily Ever After: Melissa/MB, Adam, and Samus' fallen teammates all appear as clouds of glittering gold space dust as she flies away from the Bottle Ship, suggesting that they have found peace.
Disney Death: Anthony Higgs
Doomed by Canon: Fusion, which takes place after this game, dictates that Adam must die in a Heroic Sacrifice and that Ridley must end up a frozen husk.
Dramatic Irony: The Galactic Federation had Samus destroy the Metroids because the Space Pirates intended to mass produce them and use them as bio-weapons. In this game and Fusion Samus find out that...the Galactic Federation intended to mass produce Metroids AND Space Pirates and use them as bio-weapons.
Dropped a Bridge on Him: The Deleter, to the point that his identity is never explicitly revealed.
Although it's easy to piece it together from the clues.
Eldritch Abomination: Phantoon. In Super Metroid, he's a bit taller than Samus, maybe three times as wide. In this game, he's the size of a mid-size space craft, spawns disembodied hands and shoots swirling portal vortex things at you. And according to the concept art, that "mid-sized space craft" sized head sits atop a vaguely humanoid body about as big as any of the starships in the Metroid universe; it's just all you can see in the visible dimension is his head.
Eleventh-Hour Superpower:
The Screw Attack may well be even more lethal than ever before.
The Power Bomb, which is only usable during the battle with the Metroid Queen and the epilogue would also apply.
Everything's Better with Rainbows: Samus' Overblast and Lethal Blows are punctuated with very pretty rainbows.
Everything's Better with Spinning: The famed Screw attack.
Evil Versus Evil: Ridley. Metroid Queen. FIGHT! Metroid Queen wins. Flawless Victory.
Also, there are several hints that James is the Deleter. He's killed by MB.
Fan Service: There's only a couple ass-shots in the game, but boy howdy.
Feed It a Bomb: You finish off the Queen Metroid by letting her swallow you and laying a Power Bomb in her stomach.
Fetal Position Rebirth: Samus, during the opening cinematic of the game.
Fingerless Gloves: Samus' military uniform.
Flash Back: The intro depicts the ending of Super Metroid.
Flunky Boss: The Queen Metroid.
For Want of a Nail: Consider what would happen later in the game if you don't rescue Anthony Higgs. It certainly wouldn't be pretty.
Four-Star Badass: General Adam Malkovich is the person Samus respects (or is intimidated by) the most in the game. But you have to be badass to do what he did at the end of the game; he could very well be the only human capable of killing Samus, judging from when he shot her, causing her to lose her power suit and most of her stamina. And this was only ONE shot!.
Foregone Conclusion: Fusion mentions several times about how Adam sacrifices his life at some time in the past to save Samus. As a prequel to Fusion, most of the fandom inevitably assumed that event would be shown in this game.
Force Field Door: Hilariously averted! Admit it, if you're a Metroid veteran, you tried to shoot the door to make it open!
Foreshadowing: There's a reason that scientist at the beginning of the game seems like a total douche.
James Pierce is the Communications man of the squad and he was trained by the Federation Central Information Agency, aka the CIA. As the game progresses, a mysterious traitor starts killing off members of the squad...
This may also explain why radio communications were severed throughout the entire story; perhaps James, a communications specialist, was carrying a device jamming radio signals.
If you listen closely to the song that plays when Samus is attacked by the "Mysterious Creature" in the Biosphere Test Area, you can hear hints of Ridley's theme.
Freudian Excuse: Those who defend Samus' emotional problems point to her backstory: her biological parents mercilessly killed in front of her (and the monster that killed them keeps coming back), her adopted Chozo parents disappeared, she had a falling out of some kind with father figure number three, and the baby Metroid she had some kind of maternal feelings for was just horribly killed protecting her.
Not to mention the fact that she is now under the command of said third father figure, so she's feeling a little uneasy (If you had a large fight with your parents and haven't patched things up, you'd feel pretty awkward around them too.) This can be seen as the largest contributing factor as she mentions that she feels a lot calmer when Adam dies. Although this could also be the fact that they "technically" patched things up.
Jump Scare: At the Exam Center part of the game, there's a room with six doors. You hear a strange monotonous beeping noise as you walk through the room. Five of these have nothing in them. However, the third door has what appears to be the lifeless corpse of a Zebesian; the camera immediately cuts to a close-up of it as it falls toward Samus. Even she jumps.
Freeze Ray: Samus always has one, that's not unusual. But you didn't expect the Army to have them as a secondary weapon.
Given the fact that the Galactic Federation is supposed to have access to Chozo tech it isn't all that surprising.
Gag Sub: Metroid: Other M - The reMovie which, among other things, has Samus monologuing about whether she should order baby-back ribs after her training exercise, and the authorization mechanic is explained away as Samus doing a low% run just to piss off Adam.
Game Breaking Bug: Several people have reported an issue where a door in Sector 3 (that you have to go through) will not open, no matter what you do. Nintendo had to accept mail-ins for cards with save files. They claim the cause of the bug is picking up the Ice Beam, going into the following room, killing all the enemies to open that room's next door, and then immediately backtracking into the Ice Beam room before continuing on into the room you just opened at least once. Prior to this, the fandom assumed the bug had to do with the Rhedogian boss (going back down the lift after beating the boss the first time and then saving, or going back and saving after the third fight with it).
Gameplay and Story Segregation: According to this Iwata Asks interview, a large focus during development was averting this. For example, in cutscenes, Samus retains her current health and missile count and even views things the same as the player does in first-person mode. She does still pull off some kick-ass moves the player can't do, however.
Played mostly straight with the "Concentration" mechanic. Samus actually uses it once in a cutscene, but the maneuver itself is never justified in-story, and is instead explained in various manga released years previously.
Genre Blindness: Adam sends Samus to a lava area without authorizing her Varia Suit (a suit that protects Samus from deadly heat and convection). Hardened Metroid players will automatically know that's virtually suicide. Only partially justified as, until the appropriate boss fight, he wouldn't expect her to do lengthy combat in that area.
Samus, you are in a space station with Everything Trying to Kill You, the cute furry thing just gave you a Death Glare, and you are obviously freaked out by it and you experienced things like this before so... KILL IT NOW!
Genre Savvy: Unlike the example with the Killer Rabbit, Samus knows (at least now) that, no matter how cute the baby Metroid is, it must die. Not that she gets to kill it.
Ghost Ship: The setting.
Giant Space Ghost From Nowhere: The bonus boss Phantoon.
The Rhedogian mini-boss that comes out of nowhere, shoots missiles and Eye Beams, and can apparently survive the high temperatures of lava.
Glass Cannon/Fragile Speedster: Samus tends to feel like this in comparison to other games in the series. It doesn't take many hits to wear down her shields, but adds the dodge mechanic to balance it out.
This is also true for most bosses, who usually don't take many hits to go down, but can kill Samus with just a few of their own.
Samus becomes the trope even more in Hard mode, where her energy is always at 99, making dodging attacks extremely crucial for survival.
Government Conspiracy: Everything that happened in the Bottle Ship was the work of a rogue faction in the Federation.
Gravity Master: Nightmare
Gravity Screw: The rooms leading up to Nightmare.
Guide Dang It: Thankfully averted for the most part, with the Pixel Hunt exceptions as noted below.
Using a Power Bomb to finish off the Queen Metroid. There is no indication they've been activated.
Locking on to a grapple point when you need to save Anthony. If you were the observant type you may have checked it on one previous trip through the room and not thought to check it again as you know you don't have the grapple beam and there is no indication that the game wants you to lock on to the grapple point. The "lock on to get the upgrade needed" thing was also never used before now and is only used once more after this. The second time, the game does tell you it wants you to lock on to something in first-person mode.
Healing Checkpoint: Save stations double as replenishing stations.
Heartbeat Soundtrack: Used extensively in the opening cutscene, and also used when Samus falls into lava.
Heroic BSOD: Samus, upon confronting a very much alive Ridley. This is probably the most controversial part of the entire game, as she had faced him multiple times before without breaking down. Bring it up at your own risk. She also happens to be going through a less severe one involving the death of the baby Metroid from Super throughout this game. Again, touchy subject.
Heroic Sacrifice: Adam, as implied back in Fusion. He sacrifices his life in order to destroy the Bottle Ship's Metroid hatchery.
Anthony's apparent death. While it turned out to be a Disney Death, it did save Samus' life.
Holding Back the Phlebotinum
Hollywood Chameleons: The chameleonlike Ghalmanians. Could possibly be handwaved as futuristic technology, though.
Hot Shoujo Father Figure: Either Adam rose through the Army's ranks with unreal speed or he's aged very gracefully.
I Did What I Had to Do: One explanation for Adam shooting Samus in the back, and the reason he let his brother die, and why he went into Sector Zero alone, committing his heroic sacrifice.
Samus: "He would understand that some must live and some must die... He knew what it meant. He made that sacrifice once."
Informed Ability: Adam is described as being "a father figure", and yet none of the scenes shown in-game support this statement.
Inner Monologue: A large portion of Samus' lines are this.
In Space Everyone Can See Your Face: Samus is able to adjust the opaqueness of her visor. It's solid yellow-green by default, but she makes it transparent whenever she's talking to people.
Interface Screw: When you are under the effects of Nightmare's gravity limitations, everything seems blurry and the sound seems to be softened a little.
Ironic Echo: Anthony's thumbs-down in the ending.
"Any objections, Adam?"
Joker Immunity: Not just Clone!Ridley, but some of the other enemies in the game just won't stay down.
Killer Rabbit: The bunny chicken thing nicknamed "Choogle" by the fans. Poor Lyle probably didn't even see it coming. To make it worse, it is actually two growth phases away from becoming Ridley himself.
Kinetic Weapons Are Just Better: The Federation Troopers use machine guns. Zig Zagged with Anthony's BFG Energy Weapon and the ice guns that appear to be a standard-issue secondary weapon for all Fed troops. They use them almost as much as their SMGs. Unfortunately, these machine guns are shown to be pretty ineffective against the creatures on the Bottle Ship.
Last Chance Hit Point: Any attack that reduces Samus to zero energy instead leaves her Life Meter flickering between 0 and 1, and she can take one more hit before a Game Over. She can get killed in one attack if multiple hits are involved and she's reduced to zero mid-way in the attack (for example: if Samus gets grabbed, slammed into the floor and then thrown across the ground, she'll be dead if the first hit knocks her down to her Last Chance Hit Point).
In Hard Mode, there is no last chance. Good luck with the Metroid Queen's flame attack.
Late Arrival Spoiler: The very first thing you see is a cutscene showing the events of the end of Super Metroid.
Le Parkour: It's a Metroid game.
Load-Bearing Boss: Averted. In a Metroid game!! Crazy huh? Not that you didn't have to escape an exploding Bottle Ship in the epilogue, if you didn't the game would be Ruined FOREVER!
Low-Level Run: By beating the game and getting One Hundred Percent Completion, you unlock this mode. No expansions, no addons except the ones given and acquired, and double the attack power of enemies.
Macross Missile Massacre: Rhedogian does this. After you beat it the last time, you get the Seeker Missiles.
Mauve Shirt: Adam's entire squad, save Anthony.
Meaningful Echo: "No objections, right, Lady?"
Also, Samus's "thumbs-down" in the above scene.
Minimalist Run: What Hard mode basically is; all item expansions (missles, energy, etc.) are removed.
Misblamed: A majority of people direct their complaints towards Team Ninja when in reality, the majority of the design, plot, and gameplay decisions were made by Yoshio Sakamoto, otherwise known as one of the Co-Creators of the original Metroid, and director for Super Metroid, Metroid Fusion, and Metroid Zero Mission. This includes the use of only the Wiimote sideways and a greater focus on story. Not to mention the scenario writing.
The Mole: Also known as "The Deleter."
Mood Whiplash: Twice at the end of the Playable Epilogue. One moment, Samus is in an intense fight with Phantoon, the next, Samus finds what she was looking for, the quiet "reminiscing" music is playing -- only for the moment to be abruptly interrupted by the self-destruct starting up.
The Movie: In a manner of speaking. After you beat the game, you basically unlock the ability to watch the entire game as a movie, with pre-recorded segments of gameplay between cutscenes. It even has a title when you decide to watch the whole thing: Metroid: Other M: The Movie.
Mythology Gag: One of Ridley's attacks has him slamming Samus against the wall and dragging her across it, much like his first appearance in Super Smash Bros Brawl.
Narrating the Obvious: Samus does this a lot in the game. Sometimes repeating what another character just said in monologue form so she can state her opinion on the subject or give a deeper analysis of the actions of another character, usually Adam.
Never Found the Body: Misawa. Justified in that he was dumped in magma, though.
Nice Hat: Adam's hat has become a minor meme in itself among the Metroid Community.
Nice Job Fixing It, Villain: Oh, Ridley. You had Samus right where you wanted her. If you had just ignored the other one and finished Samus first, you could have won. But no, you had to go and kill Anthony first, snapping The Hunter out of her Heroic BSOD and opening yourself to a world of hurt.
Nintendo Hard: This is basically Ninja Gaiden wrapped around a Metroid game. It'll take you a few tries to defeat some of the earlier enemies as you learn the combat mechanics, and even then, this game requires a lot more skill and attention than the other Metroid games.
A minimum powerup run would be incredibly hellish, and this is exactly what Hard Mode is. You're limited to 99 energy, and you're limited to 10 (rechargeable) missiles and a slowly charging charge beam, as all the expansion tanks are removed.
Nobody Poops: Still played straight as in previous games, but more noticeable in that there are a pair of restrooms aboard the station. A tad odd that there are only two? Considering at least two parts of the ship require gear for extreme heat or cold, you can forgive them for assuming your protective suit handles that as well.
If you look carefully, you'll notice that there are no toilets in the bathrooms, just stalls. Of course, the one stall you can open may have simply had its toilet removed and inexplicably replaced with an Accel Charge.
Nonstandard Game Over: Occurs if you let a certain boss kill Anthony before you use the just authorized Grapple Beam to get to him. Fortunately, he can't die during the actual boss fight.
There's one scene where Samus has to jump up a broken elevator shaft while enemies chase her. She has to make the elevator crash down on the enemies to dispatch them, but the elevator has just as good a chance of killing Samus as well.
Oddball in the Series: Aside from being the only 3D game that is not first-person, it's also the game with the most emphasis on plot and cutscenes, as well as the first to feature Samus' melee abilities outside of the non-canon Super Smash Bros..
Oh Crap: Ridley has one when he tries to recover from his battle with Samus and notices Queen Metroid is coming right for him.
One-Hit Kill: On Hard mode. Due to the player being stuck at 99 energy max, some enemy attacks halfway to near the end of the game will inflict damage more than a whole Energy Tank's worth and since there's no Last Chance Hit Point mechanic in Hard mode, Game Over.
One Hundred Percent Completion: Unlocks hard mode. Or rather, harder mode.
The Other Darrin: Samus is on her 3rd voice actor.
Permanently Missable Content: At one point in Sector 2, there is an area with a Missile Tank, which is behind a pillar. Unless you have a guide, chances are you'll miss it. Wouldn't be so bad except that the area suddenly succumbs to an avalanche after you solve the puzzle. This avalanche covers the entire area and you can never go back and get the items you missed, even after you beat the game.
Personal Space Invader: A couple of foes are like this, either trying to latch on to you or ram you, but where there's Metroids, there's only one thing to expect.
Pixel Hunt: Many of the forced first person segments fall into this. Others go straight into Guide Dang It territory.
Playable Epilogue: After the credits roll, you can explore the ship, and try to reach 100%.
Porn Stache: James Pierce.
Powered Armor: Samus, definitely; the Army, maybe, maybe not.
Pre-Mortem One-Liner: "Mother! Time to go..."
Press X to Die: It's possible to crush yourself under a broken elevator early in the game.
Press X to Not Die: When you're going through a tunnel in sector 3, the dragon worm...thing will smash through the tunnel. If you don't jump or sense-move out of the way, you will be killed by it.
Psycho Strings: Nightmare's battle theme has some flute/chorus in the beginning that serves a similar purpose.
Recurring Boss/Cowardly Boss: One miniboss appears four times, retreating after all but the last battle. Then he appears twice more, in the epilogue. Ridley tried to be this, but the Queen Metroid had other plans.
Redshirt Army: Surprisingly inverted Most of the named soldiers die, we see none of the nameless ones die.
Played straight with regular enemies.
Remember the New Guy?: Invoked by Anthony Higgs, despite this being his first ever appearance. See Memetic Mutation.
Retcon: A minor one, but still interesting to note. Samus describes Adam as "the only father-figure I ever had". This ignores Samus' backstory with Old Bird and the Chozo in general as her foster family. Again, touchy subject.
Scary Shiny Glasses: The scientist that directs the game's tutorial. He turns out to be the reason Metroids exist again.
Screw This, I'm Outta Here: After the fight with Ridley, he's so scared of Samus he flies face-first through a wall trying to get away. See also "Oh Crap" above.
Ship Sinking: Because I was so young when I lost both of my parents, there's no question that I saw Adam as a father figure. Ouch.
Many people have interpreted this as this game's version of Samus having an Electra Complex. A surprisingly large number of people both old and new fans still refer to Adam as being "Samus's ex boyfriend," even in reviews.
It's worth noting that the game makes subtle hints that Samus may or may not have been in a relationship with Adam's younger brother, Ian. Especially when it's not-quite-as-subtly hinted that his death is the reason she left the GF and became a bounty hunter
Shout-Out:
Quite a few Alien references as well, as per tradition:
One's of Lyle's lines near the beginning is "They're coming outta the walls!"
The only time Samus faces the Deleter, he attacks her and MB, using what appears to be some sort of construction vehicle (a load lifter), which just happens to have a close resemblance to the one Ripley uses at the beginning of Aliens, and at the end to fight the Alien Queen.
The title screen opens to a refreshing piano melody overlooking a starry backdrop, Like the first Metroid game.
The naked fetal Samus at the beginning almost seems designed to evoke memories of 2001: A Space Odyssey.
Shoulders of Doom: Samus, unsurprisingly, but what makes this particular time unique is that the cutscene that shows Samus in the army features the original power suit with the triangular shoulder pads. Samus now sports the shoulders without the Varia function on. Of course this can be explained by the fact that it is a now Varia function not a suit. The Varia suit is now an upgraded power suit with Varia and gravity functions.
Show, Don't Tell: Averted in the scene where Adam dies. Samus is told that the Metroids in Sector Zero are unfreezable, but we never see them, thanks to Adam's Heroic Sacrifice. The only two times that we do see them, they are freezable, for a different reason the second time than the first.
Played painfully straight elsewhere, however.
Shown Their Work: The Heroic BSOD scene is a very accurate depiction of PTSD, despite being a very touchy subject. (Warning: article contains spoilers.)
Slow Electricity: When you're reaching for Sector Zero, the lights begin to turn on this way.
Story to Gameplay Ratio: Two hours of the about ten hour game is cutscenes, and once you've beaten it, you have the option of watching it as if it were a movie (with the gameplay segments as videos.)
Space Pirates: Samus technically scattered them all, but through cloning, and using MB, an artificial human version of Mother Brain as a method of control, the Galactic Federation intends to use them as Super Soldiers. The plan goes to hell, of course, and damn near causes the resurrection of the very enemies they spent years to destroy.
Space Marines: Averted, Adam and his squad are from the Federation Army which explains the different armor design from the Prime Series. Still, Platoon 07 is just as Badass if not more so than the Marines. Too bad they had a Mole
Something Only They Would Say: "Any objections, lady?" Back in Fusion, it was Samus' sign that the AI was Adam; in Other M its use in the trailer was the first tip-off to the fans that it was a Metroid title.
And Anthony is the only person who calls her "Princess." That's the tip-off that he survived in the ending.
Start of Darkness: MB's general development, but somewhat diverted due to not becoming... you know. Fits nicely with the layout of how she Used to Be a Sweet Kid, but suddenly turned evil. It doesn't exactly fit with From Nobody to Nightmare since she was Experimented on with the close intent of many other Mad Scientists. Compare What Measure Is a Non-Human? below.
Suddenly Voiced: Samus has had grunts in the Prime series and brief taunts in Super Smash Bros.. Brawl, but this is the first time she speaks full lines and engages in dialogue and monologue (Well, first time that isn't Dummied Out).
Note that this isn't her first time actually talking. She talked and even did monologues in Fusion.
Suspicious Videogame Generosity: The room just before Ridley has an Accel Charge "and" an Energy Tank, both of which are blatantly easy to reach. Not at all suspicious.
This is a running theme in just about every Metroid game. When you find a save point after going a long time without one, saving (and healing) is a really good idea.
Taking You with Me: One of the rarer enemies jettisons a worm-like inner body from its exoskeleton when close to death. The new creature's only method of attack is wrapping around Samus and blowing up.
That Makes Me Feel Angry: Samus speaks in a very monotone voice and often uses this.
The Computer Is a Lying Bastard: At the beginning of the game, new upgrades receive either an inventory screen blurb, an appropriate dialog, or both, regardless of whether they're obtained or authorized. Trying to use them before they're unlocked, in the case of chargeable weapons, simply prevents the charge meter from completely filling, restricting you to the lesser weapon. At times, Samus will self-authorize, such as with the Space Jump/Screw Attack, but with the same indications; however, while fighting Queen Metroid, a later stage in the fight requires you to use the Power Bomb to survive - however, the usual indication that this weapon is available for use doesn't come until after the ending credits!
Took a Level in Badass: You cannot deny that Phantoon is MUCH harder this time around. He's also at least five times larger.
In previous games, Zoomers simply strolled along a set path, only bumping into Samus by accident. In Other M, they actively attack Samus.
Samus each time she gets one of her top weapons. The Screw Attack can one-shot many of the tougher regular enemies Samus faces, like the Zebesians. The Power Bomb can one-shot every non-boss enemy, including the Rhedogians (the flying anomalocaris-like creatures).
Transformation Sequence: When Samus first puts on her power suit.
Translation Convention: It's more than obvious (if you're playing the Japanese version) that everyone are speaking English but translated to Japanese for the players' benefit. Even in the Japanese voice acting, many characters (Samus included) uses lots of English loanwords that could be translated without problems like baby, princess, lady, etc.
Trigger Happy: Lyle kills a bug Deader Than Dead, and continues to pump lead after it exploded!
Video Game Cruelty Potential: After the destruction of Sector Zero, the access corridor starts to break off, leading to explosive decompression. While you're escaping, you see several Zebesians trying to cling on for dear life in the corridor—if you so wish you can help speed them to their demise by shooting them, which causes them to lose their grip and fly off into space.
Voice Acting: The second game in the series to use it, after Prime 3. Prime had it in the form of grunts and such. Prime 2 had some full voice acting. Prime 3 used it heavily, and Other M finally made Samus speak audibly.
Voodoo Shark: The Authorization system was intended to make more sense than the series's typical Bag of Spilling Once an Episode. Instead, every review notes the justification of possible harm to allies as a reason Samus can't use purely defensive or exploration based upgrades makes less sense.
Wall Jump: The second game in the series, after Prime 2, to explicitly tell the player that this is one of Samus' abilities.
What Happened to the Mouse?: Sort of. The subplot involving the Deleter is significant for a large portion of the game, but is effectively dropped after he attacks MB. However, observant players will notice James's dead body laying in the same room where Samus left him, implying that he was the traitor. There is, however, no indication that Samus realizes this.
What Measure Is a Non-Human?: MB in a very interesting case. She was designed just to be a humanoid version of Mother Brain to interface with Metroids. However, after bonding with a baby Metroid, and getting the name Melissa Bergman from Madeline Bergman, this caused her to develop self-awareness and, to Samus' reckoning, a soul. However, after Madeline does nothing to protect her from being taken away, she immediately loses said soul and goes on a rampage, which is very apparent in the final cutscenes where she talks in a Creepy Monotone and doesn't even attempt to hide her non-humanity.
When She Smiles: Samus in the ending.
The Worf Effect: You can tell that the Queen Metroid isn't going to be a pushover when you see it kill Ridley.
Why Did It Have to Be Snakes?: Poor Lyle Smithsonian hates bugs. Guess what has seemingly invaded the Bottle Ship?
The Worm That Walks: The first boss.
Your Princess Is in Another Castle: Did you really think Nightmare was down for the count?
Also, in the Extended Gameplay, did you really think it would be a Metroid game without a self-destruct countdown?
Imported Alien Phlebotinum: Anthony Higgs plasma gun, it fires a plasma beam just like Samus arm cannon but it takes a long time to charge compared to Samus plasma beam and does the same damage as the plasma beam at full charge.
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Philip Keezer
CEO of Playster
Top 10 Quotes About Success (And The Power Of Failure)
5 Innovative Snapchat Accounts Entrepreneurs Should Follow
Should Job Interviews Be More Creative?
Is Cheaper Entertainment The Answer To Stopping Piracy?
How To Run A Successful Business With Minimal Sleep
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3 Inspirational Olympians Who Have Written Must-Read Books
3 Documentaries I'm Currently Watching
5 Apps For Stress-Free Family Travel
Top 10 Fatherhood Quotes
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3rd floor corner unit with exceptional views of Buffalo Pass, downtown and Emerald Mountain from the condo. Sit on your balcony and enjoy sunsets and the changing seasons on Mt Werner and the Yampa Valley, and the occasional fireworks display on Howelsen Hill! Very versatile 2 bedroom / 3 bathroom Alpenglow unit. Jacuzzi tub in master and 2 fireplaces. Second bedroom has two queen beds plus a queen sofa sleeper and is OVERSIZED. Condo can sleep up to 12 people! 6-7 weeks of ownership each year. Great rental potential. Wonderful year round amenities including pool, hot tub, fitness facility, parking, restaurants, owner's ski storage and lounge in gondola square. Mountain views. RCI exchange program.


Located in Haselünne in the Niedersachsen region, Angelikas Ferienparadies - [#92243] features a garden. The apartment is in an area where guests can engage in activities such as cycling and fishing. With free WiFi, this apartment has a TV and a kitchen with a dishwasher and oven. The apartment has a terrace. If you would like to discover the area, hiking is possible nearby. Emmen is 29 miles from Angelikas Ferienparadies - [#92243], while Meppen is 11 miles away. Munster-Osnabruck Airport is 59 miles from the property.


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Apologies for the radio silence! We've been busy with Hot Docs preparations at POV including the new issue, which features a snazzy redesign and...baby's first cover story! Pick up a copy to read about new Hot Docs features like Grant Baldwin's This Mountain Life and Shasha Nakhai's Take Light, as well as picks for the hottest films from the first 25 years of Hot Docs.
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Antony, J. (2011) Six Sigma vs Lean: Some Perspectives from Leading Academics and Practitioners, International Journal of Productivity and Performance Management, 60 (2): 185–190.
Arnheiter, E.D., Maleyeff, J. (2005) Research and concepts: the integration of Lean management and Six Sigma, The TQM Magazine, 17 (1): 5–18.
Atkinson, P. (2004) Creating and Implementing Lean Strategies, Management Services, 2, 18–22.
Batsleer. J. (2011) 20 keys to workplace improvement. Available at: http://www.amelior.be/ndl/artikels/artikel.asp?c=4&sc=0&a=171&tc=1 (accessed on April 24, 2017).
Bendell, T. (2006) A review and comparison of Six Sigma and the lean organizations, The TQM Magazine, 18(3): 255-262 Snee, R. D. (2010) Lean Six Sigma – getting better all the time, International Journal of Lean SixSigma, 1 (1): 9-29.
Bessant, J., Caffyn, S. (1997) High involvement innovation through continuous improvement, International Journal of Technology Management, 14 (1): 7-28.
Bessant, J., Caffyn, S., Gallagher, M. (2001) An evolutionary model of continuous improvement behavior, Technovation, 21, 67–77.
Bessant, J., Caffyn, S., Gilbert, J., Harding, R. Webb, S. (1994) Rediscovering continuous improvement, Technovation, 14 (1): 17-29.
Bhuiyan, N., Baghel, A. (2005) An overview of continuous improvement: from the past to the present, Management Decision, 43 (5): 761–771.
Bicheno, J. (2004) The New Lean Toolbox, Picsie Books, Buckingham, United Kingdom.
Borror, C. M. ed. (2008) The Certified Quality Engineer Handbook, ASQ Quality Press, Milwaukee, USA.
Choo, A. S., Linderman, K. W., Schroeder, R. G. (2007) Method and context perspectives on learning and knowledge creation in quality management, Journal of Operations Management, 25 (4): 918–931.
Comoglio, C., Botta, S. (2012) The use of indicators and the role of environmental management systems for environmental performances improvement: a survey on ISO 14001 certified companies in the automotive sector, Journal of Cleaner Production, 20 (1): 92-102.
Dabić, M., Orac, M., Tugrul, U. D. (2016) Targeting sustainable competitiveness in Croatia by the implementation of "20 Keys" methodology, Journal of Innovation and Entrepreneurship, 5 (10): 1-26.
Deloitte CE (2004) Priručnik za upravljanje ključevima, Deloitte CE, Zagreb, Croatia.
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I came back to Montréal from Guca in 2014 determined to immerse myself in balkan brass band tradition. I had an overwhelming response from my brass colleagues at McGill and we formed our own "Trubaci", a brass orkestar I started where we would learn from the field recordings I took while I was in Serbia. We recorded this one song I picked up from a young band who was competing at Guca and named it rather arbitrarily as is the custom when names are unknown, or simply because it is more common to identify songs by the origin. Nonetheless, my travel-mates and I named it Power Shower. We lived in the basement of a local lady's house up the hill from the festival where many of the competing bands were also staying. The bands would practice outside our shower and this tune stuck with us the most.
I first heard this tune on Dave Douglas' podcast A Noise From The Deep and was immediately taken aback by the sublime brass chorale opening. I sought to recreate Carla Bley's arrangement with the help of live layering and guitar pedals. Here's the unedited take of me playing trombone and trumpet through Loopy, an Eventide harmonizer, and BiasFX.
For International Women's Day, So Wrong It's Right wanted to make some serious noise for female artists from medieval and pre-medieval times. We broke ground at National Sawdust musing on three remarkable women who formed a deep bedrock of source material for our recording session that evening. For each woman, we dedicated a station that showcased their work, a quasi-installation which dotted the room and formed a route for our exploration. The evening began with a feminist found object jam, a playground of private items from our loved one's arsenals.


My rat has been given anti biotics and anti inflammatories for a possible chest infection. I can't get him to take them. He isn't fooled by hiding them in tasty treats, I can't hold him still for long enough to get it into his mouth. I tried putting some on him to lick off during grooming and that didn't work either. Any suggestions would be amazing, I'm at my wits end and worried his illness will get worse.
I know you said you tried tasty treats but I always use a bread and peanut butter or avocado. If it is tablet form, crush up and mix with peanut butter or avocado or if liquid, squeeze into a small piece of bread (half a fingernail size) and already some peanut butter. The only time it fails is if the medicine is septrin, as the quantity of septrin they need to take is too large. So hopefully, one of these will work.
I find tuna is good for disguising baytril.
Been trying him with custard... He loves it but knows when it's medicated! He's sneezing all the time but the vet said he's otherwise very healthy... No wheezing or anything, lovely coat etc. We're inclined to think he's allergic to his bedding or something so my partner is going to get some different stuff tomorrow to see if that helps.
My boys will take most things mixed into a blob of red berry malt paste, although some prefer the blob to be presented on a finger rather than a spoon.
One of my boys will only take 'undoctored' malt paste but will happily eat anything disguised in a blob of liver paste, sold for dogs.
Years ago, a small piece of value mini roll, chocolate or vanilla worked well to disguise meds.
I've also found Ellas kitchen banana puree baby food a winner for some of my 'more discerning' boys.


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This week's cinema highlights
THIS week Ben Stiller stars in Night at the Museum 2, as hapless security guard Larry, who once again has to contend with exhibits that come to life.
Updated 17:07, 11 APR 2014
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Meanwhile the Royal Opera take us to the sun-drenched and sultry world of 19th-century Spain with their production of Carmen, and an adventurous girl finds another world that is a strangely idealised version of her home in Coraline 2D.
NIGHT AT THE MUSEUM 2 (PG) New release
Ben Stiller returns to the role of the unfortunate night watchman, Larry Daley who continues to encounter the living and breathing museum exhibits. This adventure takes the action to Washington D.C., where things at the Smithsonian aren't quite as quiet as one might think.
Running time: 2hrs 5
CARMEN (PG) New release
The Spanish heat and gypsy passion of Carmen take to the stage in Francesca Zambello's vibrant production.
Running time: 2hrs 41
ANGELS AND DEMONS (12A)
Tom Hanks reprises his role as Harvard religious expert Robert Langdon, who once again finds that forces with ancient roots are willing to stop at nothing, even murder, to advance their goals. When Langdon discovers evidence of the resurgence of an ancient secret brotherhood known as the Illuminati – the most powerful underground organisation in history – he also faces a deadly threat to the existence of the secret organisation's most despised enemy: the Catholic Church.
Small–town boy Shawn MacArthur has come to New York City with nothing. Barely earning a living selling counterfeit goods on the streets, his luck changes when scam artist Harvey Boarden sees that he has a natural talent for streetfighting. When Harvey offers Shawn help at making the real cash, the two form an uneasy partnership. As Shawn's manager, Harvey introduces him to the corrupt bare–knuckle circuit, where rich men bet on disposable pawns. Almost overnight, he becomes a star brawler, taking down professional boxers, mixed martial arts champs and ultimate fighters in a series of staggeringly intense bouts. But if Shawn ever hopes to escape the dark world in which he's found himself, he must now face the toughest fight of his life.
Running time: 2hr 5
STAR TREK (12A)
The Star Trek origin story gets a reboot as we go back to the days before the Enterprise crew had formed. James Kirk is a young rebel with no intention of following in the footsteps of his father, a well respected Starfleet captain who died in service. But all that changes when the world is threatened by an alien force and he meets Spock, Scotty and the rest of his future crew at the Starfleet Academy.
CORALINE 2D (PG)
A young girl walks through a secret door in her new home and discovers an alternate version of her life. On the surface, this parallel reality is eerily similar to her real life--only much better. But, when this wondrously off-kilter, fantastical adventure turns dangerous, and her counterfeit parents (including Other Mother) try to keep her forever, Coraline must count on her resourcefulness, determination and bravery to get back home and save her family.
X-MEN ORIGINS: WOLVERINE (12A)
Leading up to the events of 'X-Men', 'X–Men: Origins' tells the story of Wolverine's epically violent and romantic past, his complex relationship with Victor Creed, and the ominous Weapon X programme. Along the way, Wolverine encounters many mutants, both familiar and new, including surprise appearances by several legends of the X–Men universe whose debut in the film series have long been anticipated.
HANNAH MONTANA: THE MOVIE (U)
Miley Stewart struggles to juggle school, friends and her secret popstar persona; when Hannah Montana's soaring popularity threatens to take over her life – she just might let it. So her father takes the teen home to Tennessee for a dose of reality, kicking off an adventure filled with the kind of fun, laughter and romance even Hannah Montana couldn't imagine.
GHOSTS OF GIRLFRIENDS PAST (12A)
Celebrity photographer Connor Mead loves freedom, fun and women – in that order. A committed bachelor who thinks nothing of breaking up with multiple women on a conference call, Connor's mockery of romance proves a real buzz-kill for his kid brother, Paul, and a house-full of well wishers on the eve of Paul's wedding. Just when it looks like Connor may single-handedly ruin the wedding, he is visited by the ghosts of his former jilted girlfriends, who take him on a revealing and hilarious odyssey through his failed relationships-past, present and future. Together they attempt to find out what turned Connor into such an insensitive jerk and whether there is still hope for him to find true love... or whether he really is the lost cause everyone thinks he is.
STATE OF PLAY (12A)
Based on the highly acclaimed BBC TV series of the same name, Crowe leads an all-star cast in a thriller about a rising congressman and an investigative journalist embroiled in the cases of seemingly unrelated murders. Crowe plays D.C. reporter Cal McCaffrey, working to untangle a mystery of murder and collusion among some of the nation's most promising political and corporate figures in State of Play.
MONSTERS v ALIENS 2D (PG)
When California resident Susan Murphy mysteriously grows 49 feet, 11 inches tall, she is labelled a monster and taken in by the military to an institution housing other monsters, such as Dr. Cockroach, Ph.D., the Missing Link, B.O.B. and Insectosaurus. Soon this motley crew are called into action to protect the world when a UFO lands, and aliens demand that the earth be handed over to them.
Running time: 1hr 55
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text:
BBC Iranian Regime Propaganda Demonizing the MEK
Written by Mohsen Aboutalebi on November 13, 2019 . Posted in NEWS
BBC is running a demonizing campaign against MEK on behalf of Mullahs
The Iranian regime has responded to the continued uprisings in Iraq and Lebanon, tightening sanctions against regime Supreme Leader Ali Khamenei and his inner circle, and the rise of the Iranian Resistance and anti-regime protests in Iran with yet another smear campaign against the Mujahedin-e Khalq (PMOI/MEK).
Asking #BBC:
CULT!! What kind of cult is this, while #MEK invites hundreds of prominent international politicians including @RudyGiuliani and Albanian President @ilirmetazyrtar
Read more about BBC #FakeNewshttps://t.co/GJlJgazCQp #Iran #FakeNewsMedia https://t.co/tChlFLnrB6 pic.twitter.com/3Rme0KEcAM
— MEK Iran (Mujahedin-e Khalq) (@MEK_Iran) November 12, 2019
The most recent demonization campaign against the MEK and the Iranian Resistance is focused on eliminating the appearance of a viable alternative to the regime in order to convince the West that preserving the policy of appeasement is the only feasible path forward. A recent hit piece published by BBC, which used testimony from "former MEK members," is the latest example of this strategy in action.
Unreliable Sources
The BBC report is riddled with falsehoods about the MEK, but the biggest problem with the piece is its reliance on "former MEK members" as sources. Numerous previous investigations have established that these so-called former members are recruited by the regime's Ministry of Intelligence and Security (MOIS) and work as agents of the regime. A similar report on the German website Der Spiegel was taken down last year after a court found overwhelming evidence that the allegations against the MEK they presented in their article were fabricated by MOIS agents as a means of tarnishing the MEK's reputation in Albania.
Helping mullahs to escape the deadly crisis they are facing these days, once again #BBC showed up as a mouthpiece of the religious fascist regime ruling #Iranhttps://t.co/RUuZcxjIN1#MEK @USAdarFarsi pic.twitter.com/U3N4OY3CCe
German and Dutch security services have both warned in recent years that the Iranian regime uses individuals posing as "former members of the MEK" to conduct espionage activities and to set the stage for terrorist operations.
On October 23, 2019, the Albanian Police announced that details of an Iranian regime terrorist plot against MEK members living in Albania had been uncovered due to the services of "former members." This information likely saved lives. This information was excluded entirely from the BBC report, despite its relevance and currency. She also failed to mention that the regime's ambassador and station chief were expelled from Albania last year because of their terrorist activities against the MEK.
False Claims about Ashraf-3
The Iranian regime has long claimed that the MEK is a cult that brainwashes its members. This diverts attention from its constant terrorist threats against members living at the MEK's headquarters, which was recently relocated to Albania. The MEK hosted 350 dignitaries from 47 countries this summer at Ashraf-3, their new home. Guests were invited to see how the Ashrafis live up close and to dispel any rumors they may have heard. They were able to see that MEK members are not brainwashed, refused access to the Internet, or denied freedom of choice. There have been no mass defections.
BBC reporter Linda Pressly and several of her colleagues were also invited to visit Ashraf-3, and they spent several hours speaking privately with members and traveling freely on the grounds. Ms. Pressly said in her report that the MEK refused to be interviewed for her program, but she neglected to mention that she visited Ashraf-3 and that MEK representatives chose not to be part of her program that was wittingly or unwittingly part of an MOIS script. They also noted their objection to appearing alongside individuals whose objective and mission is collecting intelligence and assisting the Iranian regime to conduct terrorist operations against the MEK.
Lies about Members
The report contained a disturbing fabrication about prisoner-of-war Gholam-Ali Mirzaie, claiming that the MEK did not inform his that his family had come to visit him from Iran while he was in Iraq with the MEK. This blatant falsehood does not hold water. Representatives from the United Nations Assistance Mission in Iraq (UNAMI) and the United Nations Refugee Agency (UNHCR), as well as the U.S. military, were present at the MEK camp in Iraq and accessible to everyone there, so it would not have been possible to prevent anyone from knowing about a visitor.
Mirzaie was released on September 4, 2016, and sent to Albania to live as he pleased. Once he arrived in Albania, he requested in writing to join the MEK.
As for "former member" Hassan Heyrani, his claims against the MEK must be tempered with the knowledge that he was expelled from the organization due to "intelligence, security concerns, and his treason." Heyrani apologized for his actions and appealed the decision in his own handwriting. The documents supporting this were provided to the BBC prior to their report.
Tags: BBC fake news, demo, Demonization Camapaign against MEK, MEK, MEK Abania, MOIS, Mujahedin-e Khalq, People's Mojahedin organization of Iran, PMOI


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« "Forgotten Hollywood"- Bob Hope Home Saved…
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"Forgotten Hollywood"- Vin Scully's Final Week…
Vin Scully is heading into his final week behind the mic at Dodger Stadium before concluding his career on October 2nd in San Francisco, where the Los Angeles Dodgers end the regular season against the rival Giants. His 67 years with the Dodgers make Scully the longest-tenured broadcaster with a single team in professional sports.
Scully discovered his love of baseball walking home from grade school. He passed a Chinese laundromat and saw the score from Game 2 of the 1936 World Series. His aspirations came true at 22 when he was hired by a CBS radio affiliate in Washington, D.C. The next year, he joined Red Barber and Connie Desmond in the Brooklyn Dodgers' radio and television booths.
In 1953, at age 25, Scully became the youngest person to broadcast a World Series game, a mark that still stands. Though the years, Vin Scully has entranced generations of baseball fans with his dulcet tones as he spins stories about the game and its players while working alone on the air. He credits the birth of the transistor radio as the greatest single break of his career. In 1958, he accompanied the Dodgers when the franchise relocated to Los Angeles from Ebbets Field. Fans had trouble recognizing the players during the team's first four years at Los Angeles Memorial Coliseum. That habit carried over when the team moved to Dodger Stadium. Fans at the games held radios to their ears, and those not present listened from home or the car, allowing Scully to connect generations of families with his words.
The Dodgers plan to honor their second-longest tenured employee (behind former manager Tom Lasorda) starting Tuesday night with a Scully bobblehead giveaway. Friday is an appreciation day for Scully with a pregame ceremony featuring speakers from his career. Commissioner Rob Manfred will offer a $50,000 donation from Major League Baseball to the Jackie Robinson Foundation in Scully's name with Dodgers manager Dave Roberts toting the oversized check on stage. After the speeches, both teams will line up on each side of home plate, remove their caps, and listen to John Williams conduct the Los Angeles Philharmonic in the national anthem behind the mound. And, there will be a post-game fireworks show is set to the top calls of Vin's career. The first 50,000 fans at Saturday's game against Colorado will receive a limited edition solid bronze coin. On the front is an image of Scully with his signature introduction:
It's time for Dodger baseball
Previously, at the start of each series, the umpires have turned to face Scully's booth and tipped their caps to him. To his surprise and delight, players and managers have come to him. Throughout the season, they've made the long trek from the visiting clubhouse in right field to his fifth-floor broadcast booth in the press box named for him, bringing gifts. In San Francisco, the Giants will honor Scully at his final game. Two Bay Area television stations will carry an inning of his broadcast, as stations in other cities have done this season.
Now 88, Scully was adamant about not having an extended farewell. For the last time at home on Sunday, Vinnie will open his broadcast with the same reassuring greeting:
Hi everybody, and a very pleasant good afternoon to you wherever you may be
Vin Scully influenced me and hundreds of Southern California talent to enter radio broadcasting. Fittingly, his last game will be 80 years to the day he saw that 1936 score. The man who has been the voice of the Los Angeles Dodgers for my entire life and beyond has earned a serene retirement.
This entry was posted on Monday, September 19th, 2016 at 11:02 pm	and is filed under Blog by Manny Pacheco. You can follow any comments to this post through the RSS 2.0 feed. Responses are currently closed, but you can trackback from your own site.


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Яков Никифорович Логвиненко (23 октября 1895 — 9 апреля 1933) — активный борец за Советскую власть в Семиречье и Киргизии. Командир 1-го Пишпекского советского полка. Под его командованием в 1918 году был подавлен Беловодский мятеж.

Биография
Родился в 23 октября 1895 г. в украинской семье в селе Полтавка Семиреченской области. В 1912 году семья переехала в Пишпек.

Во время Первой мировой войны был призван в царскую армию и направлен на фронт.

В чине унтер-офицера после Октябрьской социалистической революции Я. Логвиненко, возвратившись домой в Пишпек, участвовал во главе отряда солдат-фронтовиков в разгроме оренбургского атамана Дутова.

В сентябре 1918 г. командуя 1-м Пишпекским советским полком, он участвует в боях на Семиреченском фронте, а в декабре этого же года в подавлении беловодского кулацко-эсеровского мятежа.

В 1919 году назначается начальником гарнизона г. Пишпека, позднее — военкомом Семиреченского тракта, работает в Уполнаркомпроде.

После окончания сельскохозяйственного университета в Ташкенте возвратился в Киргизию на работу агрономом.

В 1933 году после окончания Среднеазиатского государственного университета тяжело заболевает.

Скончался 9 апреля 1933 года. Похоронен в Дубовом парке в братской могиле с красногвардейцами.

Память
В 1934 году бывшая улица Больничная города Фрунзе была переименована в честь Я. Н. Логвиненко.

Примечания

Источники
 Евгения МАРТЬЯНОВА —  // Газета «Дело №…» от 25 мая 2016
 Светлана ШАРОВА — , 15.04.2013
 Ж.МЫРЗАЕВА —  // Газета «Общественный рейтинг», 19.10.2006

Участники Гражданской войны в России
Выпускники Национального университета Узбекистана
Персоналии:Бишкек
Похороненные в Бишкеке

redpajama_set_name: RedPajamaWikipedia


The Administration Department links all other operating departments and all city staff with the City Council. The City Administrator is responsible for implementing City Council policies. The City Administrator and other members of the department prepare City Council and EDA agendas and official minutes and keep the Council informed on issues that affect the City. Administration is also responsible for the coordination of elections, licensing, city newsletter, permits, and special assessments.
Riley Grams serves Osseo as the City Administrator. Contact Riley Grams by email or by phone at 763.425.3861.
Nancy Smebak Abts serves Osseo as the City Planner and as a liaison to the Parks and Recreation Committee. Contact Nancy Abts by email or by phone at 763.425.1454.
LeAnn Larson serves Osseo as the City Clerk. Contact LeAnn Larson by email or by phone at 763.425.4064.
Teri Portinen serves Osseo as the City Accountant. Contact Teri Portinen by email or by phone at 763.424.6752.
Karen Broden serves Osseo as the Administrative Assistant. Contact Karen by email or by phone at 763.425.2624.


As the weather warms and we begin to spend more time outdoors, giving you a deep tan along the way, it's easy to forget about taking care of your skin.
But the higher temperature, increased humidity and more active time of the year leads to sweating, the skin's production of more oil, and potential for sun damage.
So while our lifestyles become more relaxed during the summer, our skincare regime shouldn't.
As body temperatures rise, so too do we begin to sweat and our skin's oil production levels increase. This is coupled with a rise in testosterone caused greater physical activity, which additionally increases oil production.
These factors are not in themselves an issue, with sweating good for releasing toxins from the body, usually leading to brighter skin.
But because men's skin tends to be quite porous, sweat and oil often causes a waxy residue on the surface. This can trap pollutants in the pores, leading to blackheads, and cause breakouts and excess shine.
Despite extensive promotion, too few people are aware of the effects of sun damage. This is particularly the case in Australia, where our active lifestyles and positioning beneath a hole in the ozone layer exposes us to great UV damage.
While concern should be raised in terms of skin cancer, the sun also does damage to the skin's appearance, particularly beginning to show in a man's late 30s to 40s. At this age, sun spots, deep lines and wrinkles, redness caused by the stretching of blood vessels, pigmentation and dryness begin to appear.
Even those that work indoors, such as in an office, should wear a strong sunscreen, as UVA – the most damaging rays – can penetrate through glass. UVA rays penetrate multiple skin layers and can kill skin cells, speeding up the ageing process.
Unlike a cleanser in the winter to help restore hydration, a summer cleanser should contains ingredients that will help to breakdown the oily residue on the skin and clear the congested pores.
Salicylic acid is derived from Willow Bark it is an ingredient in many cosmeceutical skin care products and anti-acne products because of its ability to speed the shedding of epidermis cells. This helps to open clogged pores, killing bacteria within. The removal of dead skin cells reduces the size of pores, helping to reduce oil production. Ultraceuticals even skin tone is the perfect product to treat these concerns.
A Microdermabrasion will help to decongest the skin and regulate oil production, resulting in brighter, clearer skin. Book in for a consultation or treatment today.


Complementing the driver released in summer 2013, the SLDR Rescue features much of the same technology as its bigger brother. Noticeably absent to most will be the sliding weight seen on the driver, but that's no surprise considering the real estate needed for such a feature. Still, the basic concept TaylorMade introduced with low and forward center of gravity (cg) figures prominently into the club's design.
Like the rest of the SLDR line, but discussed most with the driver, TaylorMade is manipulating weight placement in the SLDR Rescue to the low and forward position. There are some big positives to this, along with some potential negatives.
The most striking thing that can be realized through this new weight configuration is the potential for more distance. This is achieved not as much through ball speed increases, but via ideal launch angles coupled with lower spin. What we are seeing are numbers that are more like what a driver produces than an iron, an incredibly tantalizing development.
Nothing comes without a price though, and in the SLDR's case, that price is the possibility of too little spin (causing distance loss) and decreased forgiveness.
TaylorMade is combating the former through a well-timed marketing campaign, conveniently named, "2014. The Year of Loft." Essentially, even Tour professionals are seeing the need to play the SLDR series with higher lofts than they may have with previous lines. By including a 12 position hosel adjustment sleeve offering +- 1.5° of adjustability (along with a variety of lie angles), users should find it easier to nail down a loft that gets them closer to ideal launch conditions.
Regarding the potential lack of forgiveness, while we didn't see as much of an issue with the fairway woods and Rescues, it has been a concern of many that have tested the SLDR driver. In the Rescues, our belief is the Speed Pocket, redesigned to be smaller and shaped differently, offsets some of that. While much of TaylorMade's marketing focuses on distance with this line, the language ambiguously supports this theory by saying the new Speed Pocket is "more efficient at increasing how fast the face flexes at impact, promoting faster initial ball speed across a wider portion of the face".
Preferences vary, but it is our opinion that the SLDR line blows away both RocketBallz lines when it comes to looks. Gone is the white (maybe for good?) and in its place is an eye-pleasing charcoal gray crown. While this won't please the purest of the purists, it's a huge step forward in our eyes. The "Chrome Back Button", along with a faint line, is supposed to provide some assistance with alignment, but mostly just looks hip and different.
Turning the club over, the Rescue's sole reveals TaylorMade's 2014 color of choice – a striking cerulean blue. Again, this is a marked improvement over the line's last two colors of choice, green and yellow. While it will never be described as clean or simple looking, the sole is still quite attractive with the Speed Pocket (now filled with a polymer – thank you TaylorMade) and mixture of shiny and satin chrome.
TaylorMade is great at color continuity with their products and they show that with the gray and blue accented Fujikura shaft.
The SLDR Rescue sits right in the middle when it comes to size. While not small by any means, it's still lacking the oversized fairway wood appearance that some hybrids possess. At address, it's plenty big to offer some confidence, but small enough that it doesn't seem like it will be hard to hit off the turf, even though it does have a slightly deeper face.
Center contact produces a slightly higher pitched, but pleasing sound void of hollowness or ear-splitting intensity. As a total package, the SLDR delivers attractive modern looks and above average feel.
THP tested the TP version of the SLDR Rescue, which only differs from the standard version in shaft offering. The specific model tested was the 19° TP Rescue with Motore Speeder TS 9.3 in stiff flex. Testing took place on the driving range, golf course, and using a Vector X launch monitor.
The SLDR Rescue delivered what we'd characterize as excellent distance – certainly above average in comparison to other offerings tested in the last year. A mixture of high ball speed, mid-high launch angles, and lower spin delivered the yards TaylorMade promised.
When compared directly to the SLDR's distant cousin, the new Adams Idea hybrid, the difference in launch conditions was even more evident, with the SLDR providing more speed, higher launch, and less spin.
The impressive distance carried over from the launch monitor to the golf course quit seamlessly, making the SLDR an attractive option both for tee shots on shorter holes as well as for long approaches.
Ball flight was surprisingly high given the low spin properties of the head. In fact, ball height was consistently in the 90-100 foot range off the tee (as measured by the Vector) and not much lower from the turf.
While not the absolute easiest hybrid in the world to hit, the SLDR wasn't difficult to use by any means. It will likely attract better player, but shouldn't be relegated only to low handicappers. Many players with consistent swings should find it playable enough that they are confident using it, assuming the lower spin properties are a fitting match. That wasn't the case with the SLDR driver for this tester, so definitely consider trying the Rescue even if you haven't found success with the rest of the line.
While the depth of the face and sole didn't impart an initial sense that the SLDR would be the greatest club from the turf, it proved to be reasonably versatile there. As noted above, ball height didn't suffer much, distance remained above average and solid contact was easy enough to come by.
As a victim of the dreaded hook miss with many hybrids, there wasn't any indication that the SLDR was more prone to producing them over competitors for this tester. That's often an issue of fitting of course, and the best possible advice that can be given is to take the time to demo and get fit rather than purchasing blindly. Still, dispersion with SLDR Rescue was definitely adequate. As a club for tee shots it proved to be quite reliable at finding fairways and it was sufficient for shots into the green. A 19° hybrid will rarely be characterized as a precision instrument for most amateurs, but with decent swings the SLDR kept the ball reasonably on line for this tester.
As mentioned earlier, there was little indication that the low and forward CG placement had a massive effect on forgiveness with the SLDR Rescue, but it still isn't the most forgiving hybrid on the market. Time after time it brought to mind the Adams Super LS, which while not the most punishing club on off-center contact still does lag behind most game improvement offerings on the market. This tester's typical toe misses saw a decrease in ball speed that dropped distance, but not at alarming levels. As a long iron replacement or utility club the SLDR should provide average forgiveness for most.
While many accuse TaylorMade of being purely a hype machine, the SLDR line shows that they are producing technology that demonstrably changes how golf clubs perform. The hybrid in particular proved to be a very enjoyable club to play and the distance claims were backed up both on the course and through launch monitor testing. As stated earlier, this line will likely attract better players, but the Rescue was certainly a playable club for this mid-handicapper. While not in the realm of the extremely easy to use and ultra forgiving hybrids, it produced many nice shots with reasonably good swings. To top it all off, the looks are exponentially better than the last two generations of TaylorMade hybrids. More information, including custom options and ordering instructions can be found at TaylorMade's website.
Very nice job on this review, packed with a good bit of tech info. I'm glad to see them move away from the white and very glad to hear that the forgiveness issues from the same named driver didn't leak into the hybrid.
Add in a 5h model, I'm a happy golfer.
Awesome review Ryan, I really enjoyed reading about the technology behind the SLDR. The looks on this line from TM are fantastic.
Well done as always Ryan. Alot of great information. The price tag is pretty steep especially for the TP model but if it works, thats all that matters. Would like to see the 5-24 degree available in LH as that is my go to club these days but would really love to hit it.
Great review, Hawk. From the first time I hit this one, I was a fan. Loved the higher ball flight and ease of hitting it off the deck.
Nice job Ryan, I can see a lot of the old Rescue line in the crown of this club and think a head to head with one might be very telling. The smaller, reshaped slot is interesting, I like seeing this tech improving.
Great write up Ryan. I was able to try this beast out with Ryan and Brian (Bhilln) and I enjoyed it. I think I liked it more because of the heavy weight than my Cobra Amp Cell hybrid. And one thing is for sure is that Brian can send some bombs with this.
Good stuff Ryan, I am really looking forward to hitting these clubs.
An excellent review Ryan, I finally got to see these in person, I can't wait to take a swing with them.
Good writeup Ryan. Can't wait to hit this hybrid.
I love the look. The reduced forgiveness is enough for me to take a pass on this one though. I am all about the forgiveness, and even though the look is very pleasing, I think it's beyond me at this time.
Great review Hawk! I think TaylorMade went in a great and unexpected direction with the entire SLDR lineup, and it's nice to hear the hybrid did not let you down.
Excellent review! This is definitely on my "must hit" radar for the coming season. Love the idea of increased launch with less spin. Works well in their irons, why not a hybrid?
Wonderful review Ryan! Looks like another solid hybrid to ponder for 2014!
Heck of a write up. Great job of going over the new tech and the differences from the previous lines. Sounds like a good option for a lot of players.
Nice review Hawk. Very thorough with lots of great information. Really is a great looking hybrid. They've done good with the looks on the SLDR line all around it seems.


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Impact of a Clinical Guidelines Program for Breast and Colon Cancer in a French Cancer Center
Author: Ray-Coquard I, Philip T, Lehmann M et al.
Content Contributor: Abramson Cancer Center of the University of Pennsylvania Posting Date - December 8, 1997
Source: The Journal of the American Medical Association 1997; Volume 278: pages 1591 - 95
In most European countries, medical (especially cancer) care isusually centralized in a few large hospitals. But as with mostmedical centers around the world, physicians who staff these centerscome from various backgrounds of training with their selectivebiases. Thus treatment of a certain disease could be adequatelypursued in a number of different ways. In an effort to unify thetreatment scheme, groups of physicians have introduced clinicalpractice guidelines (CPG). Essentially, these are treatment flowdiagrams that dictate how to approach, diagnosis, and treat a patientwith a certain disease. The intent is to use the establishedliterature to guide diagnostic and treatment decisions. Thispractice has been utilized for many years by numerous physicians andmedical institutions.
Between 1993 and 1994, the physicians at Leon Berard (a Frenchcomprehensive cancer center) developed and implemented their CPG's. Two patient populations (localized breast and colon cancer) wereassessed with computerized records for compliance to the establishedguidelines.
Ninety-nine and one hundred patients randomly selected withlocalized breast cancer treated in 1993 and 1995 were assessed,respectively. The median ages were 55 and 51 years, respectively. Most were T1 lesions with no nodal involvement. Most had positivehormone receptor status and a Karnofsky performance status greaterthan 70.
Fifty-five and seventy-three patients with colon cancer treated in1993 and 1995 were assessed, respectively. Nearly all patients withcolon cancer were selected. The median ages were 60 and 62 years,respectively. Asler and Coller stage D described most of the coloncancer patients. Performance status was greater than 70 for most.
They also analyzed treatment decisions that strayed from theCPG's but abided by established literature that justified theirchoice. They deemed this treatment based on "scientific evidence."
The compliance rate with CPG's in overall treatment sequencefor the breast cancer group was 54% versus 19% in 1995 versus 1993,respectively (p < 0.001). Main significant differences in the twoyears in CPG compliance was seen in the chemotherapy, radiotherapy,hormonal therapy and follow-up. The compliance rate overall to CPG'sand/or "scientific evidence" was 68% versus 42%, respectively.
The compliance rate with CPG's in overall treatment sequencefor the colon cancer patients was 70% versus 50% in 1995 versus 1993,respectively (p = 0.009). Main significant differences in the twoyears in CPG compliance was noted in the chemotherapy only. Thecompliance rate overall to CPG's and/or "scientific evidence" was 81%versus 71%, respectively.
This article describes the experience at the Frenchcomprehensive cancer center. Their attempt at unifying diagnosticand treatment decisions has been somewhat successful. It seems thatthere has been a significant trend in adhering to the CPG's. They donot, however, detail their guidelines. The compliance is not 100%,as should be expected, since not all patients are going to fallideally into the flow diagram. One must continue to individualizedcare as each patient is unique. This study was not designed tofathom out, but a look at the impact of CPG's on outcome (localcontrol, disease free survival, overall survival and complicationrates) would be very interesting.
March is Colon Cancer Awareness Month
Christina's Resource Round-Up March 2012: Co-Pay Assistance
Colorectal Cancer Screening (PDQ®) (Health professionals) Genetics of Colorectal Cancer (PDQ®) (Health professionals) Colon Cancer Treatment (PDQ®) (Health professionals) Nutrition in Cancer Care (PDQ®) (Health professionals) Colorectal Cancer Prevention (PDQ®) (Health professionals)


The B.C. government has added a month to its consultations on caribou conservation because of community concerns over logging, backcountry access and talks with First Nations.
"This is clearly an issue that has enraged some people and has inflamed passions," said Premier John Horgan in Dawson Creek, in the heart of caribou country.


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Genesis Duke's Misunderstanding (Montreal, June 1980)
The Forum, Montreal, Quebec, Canada – June 19th, 1980
Disc 1: Deep In The Motherlode, Dancing With The Moonlit Knight/intro, Squonk, One For The Vine, Behind The Lines, Duchess, Guide Vocal, Turn It On Again, Duke's Travels, Duke's End, mc, The Lady Lies, mc (The Tonight Show theme)
Disc 2: Ripples, Misunderstanding, In The Cage, Raven, Afterglow, Follow You Follow Me, Dance On A Volcano, Drum Duet, Los Endos, I Know What I Like. Bonus track: Tony Banks Interview
Duke's Misunderstanding is another soundboard liberated from The Farm, remastered and pressed by the Siréne label. The quality similar to the Dijon and Sao Paulo tapes with the music very well balanced and detailed and the audience sound very far away. There are two versions of this tape circulating. The first has the first five seconds of "Deep In The Motherlode" missing and the second have the missing piece restored. Siréne use the latter so this show is complete.
Two versions of this tape were released by fan produced cdr labels, Albert A La Carte (PRRP SAE 01) and Duke Of The Forum (GRU01). The GRU release was dehissed too much and doesn't sound as good as the PRRP version. Duke's Misunderstanding sounds superior to these two versions with much more depth to the bass and no distortion present whatsoever. The CDR label D3 copied the Sirene on Dancing With Genesis. Of all the Genesis releases so far this is probably the best.
This is also one of the best recordings from the Duke tour. It sounds as good as the May 7th recording (Musica, Duke's Source Live) and has an advantage over that because there are no cuts between songs. The performance is really good with the only imperfections being Banks' losing the beat in the disco section of "One For The Vine" and Phil's somewhat sore voice. The set list has some variations from earlier shows with "Dancing With The Moonlit Knight" serving as an intro to "Squonk" instead of "Carpet Crawlers" (which was dropped entirely), "Raven" added to the medley and the band's current single "Misunderstanding" being added.
The material from Duke is played for the most part as a suite from "Behind The Lines" to "Duke's End." The reiteration of the "Duke" theme in the final piece always sends shivers down my spine ("I am the one who guided you this far")! Both Gabriel and Collins customarily address the audience in their native language and Phil speaks to the Quebecois in basic French.
The second disc ends with a special Tony Banks radio interview done in Montreal before the show. He talks about the new album, the difference between progressive and traveling in the United States. It is a fascinating interview and a nice touch by the label to include it here. Labels should look around more for material like this for filler to give a more complete historical background to these concerts.
The cover art utilizes themes from the Duke LP with several Albert's running around in a circle and with a very strange picture of Phil on the inside cover with him standing on stage next to the cardboard cut out used for "Duchess" with him touching her exposed breast. Given the sound quality, presentation and the show this is one of the best releases from 1980 for Genesis and one of the best so far on the Siréne label to surface. It is nice to see a label pay attention to these recordings and give them the high-class treatment they richly deserve.
April 13, 2013 Posted by Jerry | Genesis Duke's Misunderstanding	| Bootlegs, Genesis | Leave a comment


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Stadion v Kollárově ulici je fotbalový stadion, který se nachází v středočeském městě Vlašimi. Své domácí zápasy zde odehrává fotbalový klub FC Sellier & Bellot Vlašim. Maximální kapacita stadionu činí 1 200 diváků, z toho 800 míst je k sezení. Stadion je bez umělého osvětlení.

Stadion byl vystavěn v roce 1927. V roce 2009 zde proběhla velká rekonstrukce, která prvně zahrnovala modernizaci kabin. Dále byly odstraněny zastaralé dřevěné lavičky, namísto kterých byly instalovány jednotlivé sedačky. V konečné fázi rekonstrukce byly postaveny dvě větší montované tribuny.

Odkazy

Reference

Externí odkazy

 Informace o stadionu na stránkách fotbalovestadiony.cz
 Informace o stadionu na stránkách erlebnis-stadion.de

Kollárova ulice Vlašim
Sport ve Vlašimi
Stadiony v okrese Benešov
Postaveno v Česku 1927