text:
Severe story withdrawal...
[caption id="" align="alignright" width="300" caption="Image via Wikipedia - Throughout the book series I kept reading about a "balaclava" but had no idea what it was. Apparently the versatile piece of headgear in these silly pictures is a "balaclava". "] [/caption]
I don't know which is worse - waiting for a new book to come out in a series, or having a great book end and wishing for more. I guess it all depends on how close you are to the release of the next book, doesn't it? I was lucky enough to find Joseph Talluto's "White Flag of the Dead" series early enough to not be too far behind, but late enough to get in two volumes before the third came out. (Another caution: If you bought the self published version - you're waiting for the second book. If you're like me and you own the Severed Press editions, you are going to read "White Flag of the Dead", then progress to "Taking it Back", then progress to nail biting and anticipating until the third volume comes out.)
I finished "Taking it Back" a few days ago but haven't gotten a chance to really post about it until now. "Taking it Back" continued the story of survivor John Talon and his band of allies as they try to establish a network of surviving towns along a train track. Talluto surprises and delights with several close-calls and the usual band of miscreant survivors who seem hell-bent on causing as much additional misery as they possibly can.
Talluto's growth as a writer is heavily evident in this section of the book. Not only does he expound on previously created characters, but introduces an interesting array of other survivors. I was pleased to see the addition of a femme fatale, just because it avoids the usual stereotype of the woman as the helpless wench that just gets in the way. Sarah, John's closest female ally, is also another nice stereotype killer. Along the way we lose a few established characters - not too many, but just enough to make the story believable, which is always a good thing. (Relax - it's nobody you've probably become terribly attached to anyway...or is it?)
The action begins and doesn't stop. My favorite part is the roaming, ravenous, grey cloud that comes sweeping towards an unsuspecting town. What is it? A hoard of dead. When do they reach the town? TOO SOON. The obstacles that the townspeople and other survivors concoct for the dead are really fascinating - I'm absolutely positive that I'm doomed if there is a zombie apocalypse. I am bereft of certain common sense, let alone using boxcars to create a fence! Let alone having the skills to operate heavy machinery...
"Taking it Back" is by no means devoid of creepy moments. I chuckled out loud when John went walking with (Tommy I think?) through a recreation center that was turned into a first aid station. Obviously there would be zombies...but still they continue deeper into the building. They find about a hundred or so cots and a mess of blood, and they respond by flashing their lights around...only to illuminate about 100 starving ghouls who proceed to give chase. Thrilling scene, but by no means the best!
If you haven't jumped on the bandwagon and started reading these books, you really need to! They are fascinating and intriguing. Joseph Talluto is a great story teller that never ceases to surprise. Any self respecting zombiephile needs to add "Taking it Back" to their collection.
Labels: ampitheater, Joseph Talluto, Literature, railroad track, Severed Press, Taking it Back, town, White Flag of the Dead, White Flag of the Dead Part 2, zombie, zombie apocalypse
Before "The Walking Dead"...
Abounding Disappointment
Zombie Pulp (fiction - not puree)
Death falls
Sometimes a poor review is better than a good one!...


Yumiko Kayukawa grew up in the small town of Naie in Hokkaido, Japan. In these pristine, natural surroundings, she found her love of animals and nature which later became an important theme of her work. As she grew up, Yumiko drew inspirations from American pop culture such as Rock & Roll, film and fashion. These influences are fused with modern and traditional Japanese motifs to create her unique style.
This RUN comes signed, numbered and with a Certificate of Authenticity from Yumiko Kayukawa and 1xRUN.
This RUN includes a 1 inch black wood frame with UV-glass, foam core backing and ready to hang hardware.
"This is the piece named "Tiger Gate", in Japanese it's called TORANOMON. I wonder if it would sound more familiar to you if you've ever visit Tokyo?
Yumiko's debut as an artist was with a Manga feature when she was just 16. She later attended and graduated from Bisen Art School in Sapporo, Japan. She currently lives in Seattle, Washington. Yumiko has had recent solo exhibitions at The Shooting Gallery, La Luz de Jesus, Joshua Liner, and M Modern to name a few.


Paid parking is available in the Armoury Lot or Fraser River Parkade. For more information about parking at UBC, please visit their website.
For more information please contact University of British Columbia School of Music at 604-822-3113 or brass.fest@ubc.ca.


We are your local St. Albert mortgage broker.
We submit your application to one or more lenders to find you the best fit and interest rate. Mortgage a Home St. Albert, Alberta can find a lender for just about any type of credit situation.


text:
Archive Journals
Literature Updates
MarinLit
Historical Collection
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From the journal:
New Journal of Chemistry
Enantioseparation using carboxymethyl-6-(4-methoxybenzylamino)-β-cyclodextrin as a chiral selector by capillary electrophoresis and molecular modeling study of the recognition mechanism†
Yu Zhao,a Jinlong Wang,b Yanru Liu,a Zhen Jiang, a Yongbo Song*b and Xingjie Guo *a
* Corresponding authors
a School of Pharmacy, Shenyang Pharmaceutical University, No. 103, Wenhua Road, Shenyang, Liaoning Province 110016, P. R. China
E-mail: gxjhyz@gmail.com
b School of Life Science and Bio-Pharmaceutics, Shenyang Pharmaceutical University, Shenyang, Liaoning Province, P. R. China
E-mail: songyongbo@syphu.edu.cn
In this study, carboxymethyl-6-(4-methoxybenzylamino)-β-cyclodextrin (CMCDPN) was synthesized for the first time and managed to be used as a chiral selector to enantioseparate 13 kinds of chiral drugs (chlorpheniramine, brompheniramine, pheniramine, homatropine, homatropine methyl, clorprenaline, terbutaline, procaterol, tulobuterol, cycloclenbuterol, propranolol, pindolol and ofloxacin) by capillary electrophoresis (CE). The analysis was carried out by CE using a fused-silica capillary (50 cm × 50 μm i.d., 40 cm effective length) with 30 mmol L−1 phosphate buffer under an applied voltage of 20 kV. The effect of analysis conditions such as buffer concentration, buffer pH, applied voltage and concentration of the chiral selector on the enantioseparation results was systematically investigated. By the method established by us, eleven of the analytes reached baseline separation and the other two reached partial separation. The molecular dockings were applied to further demonstrate the mechanisms of chiral recognition. The docking results showed good agreement with our experimental results.
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Enantioseparation using carboxymethyl-6-(4-methoxybenzylamino)-β-cyclodextrin as a chiral selector by capillary electrophoresis and molecular modeling study of the recognition mechanism
Y. Zhao, J. Wang, Y. Liu, Z. Jiang, Y. Song and X. Guo, New J. Chem., 2020, Advance Article , DOI: 10.1039/C9NJ04771A
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redpajama_set_name: RedPajamaCommonCrawl


Ultimately, learning happens best when a child is relaxed, confident and having fun. That is exactly the environment we strive to provide.
Our day nurseries and pre-schools are located across Bromley, Chislehurst, and Downham.
Arrange a visit or call 0800 002 9700.
We nurture children from 6 months to 5 years to develop their confidence, social skills and enthusiasm for learning to prepare them for primary school.
Small is beautiful... All our settings have relatively small numbers of children so we can focus on quality, not quantity!
When it comes to childcare we're as choosey as you are. Parents often tell us that the quality of staff is the most important factor when choosing day care or pre-school services. We promote a culture where we see ourselves as educators, and recognise how we are making a difference to your child's development.
Your child's time here at Blossom Years shouldn't be a distant experience for you. You can chat with your child's key worker and setting manager and we encourage and suggest easy ways that you can partner with us on developing the results of their day.
Although it's not the ultimate factor when choosing a nursery it is important to be aware of gradings. All of our settings have Good or Outstanding OFSTED ratings – something we are very proud of.
The Early Years Foundation stage (EYFS) sets the standards that all early years providers must meet to ensure that children learn and develop well and are kept healthy and safe.
It promotes teaching and learning to ensure children's 'school readiness' and gives children the broad range of knowledge and skills that provide the right foundation for good future progress through school and life.
Reception Ready is our own exclusive programme devised to help prepare your child for their school experience by teaching them secure early skills in all seven areas of learning.
Blossom Years have 6 locations across Bromley and Lewisham: 3 in Chislehurst, 2 in Downham and 1 in Bromley. Use the drop down menu or click on the flags for more information on each setting, and zoom and drag the map for a closer look at the locations.
We regularly post updates about our nurseries, check out our blog posts to see latest job opportunities, general news and what parents say about us.
Easter Egg Hunt at Nightingale.
You're most welcome Renee. It's a pleasure to help you all. You do a wonderful job with our kids. Thank you to the lovely and caring team at Blossom Years Nightingale Lane. They do a wonderful job and my daughter feels incredibly happy and safe there."
Please fill out the form below and we will get back to you within 1 working day.
Alternatively, call 0800 002 9700 (Mon to Fri 9am – 3pm).
Which nursery would you like to visit?
The information provided in this form is used soley for us to contact you to arrange a visit.


Find your own way to Higher-Self development and liberation using a specially designed program of spiritual development based on all the spiritual traditions and Transpersonal Psychology called Return to Spirit. This is a series of guidebooks that includes spiritual practices, exercises to give you your own experience, information and suggestions of books to read that will give you access to the spiritual classics. This set of guidebooks is organized around the Yogic chakra system along with modern transpersonal psychology, and it is intended to help you discover higher levels of awareness and thus return to your divine identity. There are seven guidebooks, one for each level of spiritual development.
The series, Return to Spirit, is now complete. The Introduction should be read first to provide a context and for background information. If you wish to work with these materials, it is recommended that you download, save and print them out, so you can do the exercises in comfort and at your leisure. Also, the units should be done in the sequence presented as the process is cumulative. The images are diagrams which help explain the text. They may be downloaded separately from the units to which they correspond.
Note: The book, Emergence of the Divine Child, which is used as a text in the first two guidebooks, is now being sold under the title, Windows to the Soul.
These guidebooks have been accepted by the Parliament of the World's Religions as a gift to the world community.
SpiritSong, a quarterly newsletter, is now available.
Call to Loving Arms. This is a call from Spirit to establish a worldwide presence on the Internet seeking the Truth about and the guidance to undo the wrongs being committed in the world.
The Open Moment. This is a novel about the transformation of human desire into cosmic unity and love. The theme that carries this transition is a love story between Ariel Royalston and her spirit guide, David. This story came through Barbara Stone, not from her, and she gives the credit for it to Spirit.
The Author is Hiranya Barbara Stone, EdD, formerly Professor of Psychology at Drew University, Madison, NJ. She was a mentor for The Institute of Transpersonal Psychology in the Global Programs: Worldwide Transpersonal Education Division. Hiranya is certified to teach all forms of Yoga by Yasodhara Ashram, Kootenay Bay, B.C., and she spent a sabbatical year (1985-86) teaching and studying in the Contemplative Psychotherapy program at The Naropa Institute, a Buddhist graduate school in Boulder, Colorado. She recently completed a training program in The Art of Spiritual Guidance at the Silver Dove Institute in Burlington, VT under the leadership of Atum O'Kane. Barbara was the founder and director of House of Spirit Yoga and Retreat Center in Cedaredge, CO until 1997 when she moved to Massachusettes.


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Q: Distance between a point and a line in space I have two points $P_1(x_1, y_1, z_1)$ and $P_2(x_2, y_2, z_2)$ on a line, $L$,
and another point $P_0(x_0, y_0, z_0)$.
I want to find the distance between $P_0$ and $L$. Could someone help?

A: The shortest distance from a point to a line is always perpendicular to the given line.  Here, the given line is in the direction of the vector $\langle x_2-x_1, y_2-y_1, z_2-z_1\rangle$.  The plane $(x_2- x_1)(x- x_0)+ (y_2- y_1)(y- y_0)+ (z_2- z_1)(z- z_0)= 0$ has that vector as normal vector and contains the point $(x_0, y_0, z_0)$ so the shortest distance is through that plane.  Determine where the given line intersects that plane.  The shortest distance is the distance form that point of intersection to $(x_0, y_0, z_0)$.

A: The distance $h$ from the point $P_0=(x_0,y_0,z_0)$ to the line passing through $P_1=(x_1,y_1,z_1)$ and $P_2=(x_2,y_2,z_2)$ is given by $h=2A/r$, where $A$ is the area of a triangle defined by the three points and $r$ is the distance from $P_1$ to $P_2$. The values of $r$ and $A$ can be computed as follows:
$r=\sqrt{(x_2-x_1)^2+(y_2-y_1)^2+(z_2-z_1)^2}$ and $A=\frac{1}{2}\sqrt{a_1^2+a_2^2+a_3^2},$
where
$a_1=x_0y_1+x_1y_2+x_2y_0 - (y_0x_1+y_1x_2+y_2x_0),\\
a_2=y_0z_1+y_1z_2+y_2z_0 - (z_0y_1+z_1y_2+z_2y_0),\\
a_3=x_0z_1+x_1z_2+x_2z_0 - (z_0x_1+z_1x_2+z_2x_0).$

A: I thought to furnish a picture:

redpajama_set_name: RedPajamaStackExchange


The ozone layer slowly thinning and dissipating was, for a while, a tight focus in news stories about the environment–and this protective layer in our stratosphere remains an important part of our overall environmental protection.
Ozone is a molecule with three oxygen atoms, and the ozone layer's stability is determined by the amount of molecules existing at any given time. This layer absorbs some of the radiation from the sun–UVB, specifically–and helps keep the levels of UVB on Earth at a manageable level, as these rays are the perpetrators behind many skin cancers.
Ozone depletion has been linked to the heavy use of chlorofluorocarbons, or CFOs, which are primarily used in aerosol sprays. In the 1970s, a hole in the ozone layer was discovered over Antarctica, launching the world into a frenzy over global warming.
While the ozone layer seems to continue thinning over populated areas, over places like the North and South pole the stratosphere may make a full recovery by the mid-2030s.


The annual Space Between conference "Crossing the Space Between 1914-1945" will take place at the Institute of English Studies, University of London, 17-19 July 2014. Featuring keynote speaker Victoria Stewart (University of Leicester).
Those interested in attending should contact Nick Hubble at nick.hubble@brunel.ac.uk for more information.


Challenges in Diabetes (CID) is an endeavor of UDF to disseminate scientific information on a larger scale and help clinicians practice evidence and consensus based diabetes management in India.
There is a growing need to extrapolate data into a clinical strategy to treat patients. Challenges in Diabetes promises to deliver science at its best and knowledge at its peak. It is our effort to encourage post graduate students and improve their academic skills. With this sole aim in mind UDF had initiated an Award of excellence in Diabetology examination at its annual Conference CID 2015, as an acknowledgment to the enthusiastic response to the 1nd Award of Excellence in Diabetes; we are thrilled to continue the endeavor for the Third year. We have also decided to have a 100% waiver on the registration charges for CID 2018 for post graduate students appearing for the exam.
The said exam will be conducted on April 2019. This exam is open for all post graduate students of Diploma in Diabetology & students of Internal Medicine. Eligible and interested candidates are requested to fill up and return the attached registration form. You are requested to photocopy the said form if required.
Dr. Snehal Tanna is the coordinator from UDF for the event. Each student will be given a handbook/textbook of Diabetes as per availability.
Exam Venue : J W Marriott, Mumbai Sahar.
Download Application form from below link.
Paste recent passport size photograph.
Signature of Dean of Institute & Signature of HOD are mandatory.


text:
Top 3 Coca-Cola mobile apps - Open a Coke, Open happiness
Coke top 3 mobile apps
Coca-Cola is a carbonated soft drink produced by The Coca-Cola Company and it been used heavily by Indians. In this edition, we are looking at the apps which has been released by Coca Cola for branding and rewarding loyal customer with reward point, etc. There are many other apps which has been published by Coca Cola, however we are only looking at apps which is catering Indians and also which we feel make sense. Continue reading...
Coke Studio App has been released by Coca-Cola Music & Audio. The app description in Google Play read as "Coke Studio app allows you to stream music & enjoy other dynamic features"
Scan billboards and other creative material
Stream songs
Offline song playing
Make your own playlist
View all the artist profiles
View & download pictures from the gallery
See when the new episode will be aired on your favorite radio or TV channels
Find all official links for Coke Studio's social media platforms
Coke Studio has been installed between 500,000 - 1,000,000 times by users at the tim e of this review and has an average rating of 4.3 in Google apps store. Coke Studio app has been reviewed by 9428 Users and 6007 users have rated 5 stars. Coke Studio app size varies from device to device and can be installed on any Android device running version 4.0.3 and up.
Download Coke Studio app apk for free
Coca-Cola Ambassador App has been released by Coca-Cola Business. The app description in Google Play read as "The Coca-Cola Ambassador App is a place for Coca-Cola associates, friends and business partners to engage with our company and brands. It gives our Coca-Cola family simple ways to support Coca-Cola's business around the world, along with anytime access to news and information. You can share your favorite Coca-Cola stories with your social networks, learn more about our products, search for fast facts, find nearby customer locations and more."
Coca-Cola Ambassador has been installed between 10,000 - 50,000 times by users at the time of this review and has an average rating of 4.1 in Google apps store. Coca-Cola Ambassador app has been reviewed by 247 Users and 170 users have rated 5 stars. Coca-Cola Ambassador app size varies from device to device and can be installed on any Android device running version 4.0.3 and up.
Download Coca-Cola Ambassador app apk for free
Coca-Cola Happy Shopmate App has been released by Coca-Cola Lifestyle. The app description in Google Play read as "Getting perks and rewards is now as easy as getting a Coke! The Happy Shopmate App has the most exciting deals, perks, and freebies on mobile."
Redeem rewards such as:
Discounts from partner stores and restaurants such as Jollibee, Burger King, Greenwich, Mini Stop, SM Cinema, and more
Load and Free Data from Globe and Smart
Coupon codes from partners such as Zalora, iFlix, Metromart, and more
Limited edition Coca-Cola Items
Access pass to exclusive events
Coca-Cola Happy Shopmate has been installed between 100,000 - 500,000 times by users at the time of this review and has an average rating of 3.8 in Google apps store. Coca-Cola Happy Shopmate app has been reviewed by 1361 Users and 771 users have rated 5 stars. Coca-Cola Happy Shopmate app size varies from device to device and can be installed on any Android device running version 4.0.3 and up.
Download Coca-Cola Happy Shopmate app apk for free
If you are fan and addict of Coca Cola then you should have these apps as top 3 coco cola apps helps you to get rewarded for showcasing your brand loyalty. Install coco cola apps, open happiness.


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Everyone needs a little inspiration from time to time
Tag: CSGO
Buy CSGO Accounts- Play The Game Easily
Folks are keen on assorted kinds of games. They play games like racing, adventure, activity , arcade, etc.. An additional parameter to get categorization could be that the number of players engaged with playing. It is multiplayer or Saturdays. The multiplayer games enable individuals to perform in a team along side their buddies. Thus a large audience likes to play with these matches for pleasure. One particular game is CSGO. In addition they sometimes need to buy CSGO accounts to enjoy a few additional benefits.
CSGO:
CSGO Is the abbreviated kind of counterstrike Global Offensive. This really is one of the absolute most well-known games of the decade. People may play with their good friends having a max of five people in every single group. Additionally they also have a rank system based on the gameplay of an individual person. Men and women love to unlock each and every obstacle by enhancing their matches with every match. It's a game of strategy and game feel. Men and women want the practice to master it.
There Are 2 groups in every match for a total of thirty rounds. Each team gets to play 1-5 games on either side, and it changes after that. The two sides really are:
• Terrorist- The most important purpose of the team is to plant the bomb and stop it from becoming defused. They could eliminate the opponent crew players prevent them from hitting the bomb. So they will need to ditch their match to meet their objective.
• Counter Terrorist- This facet of this game is targeted on preventing the bomb from being planted or exploding. They're able to do this by detatching the entire opponent group or by preventing them from putting the bomb to get two minutes. They have an additional choice of jelqing it.
People Are partial to matches. They can Buy CSGO Accounts to enjoy the many advantages the game provides for its own paid consideration.
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© 2021	Ulysses


This handsome brick and stone church was built in 1718-19, perhaps designed by William Etty, who certainly played a part in fitting out the interior. Then in a quiet situation on the edge of a lively and vigorous port; now, again, it is surrounded by open spaces. In 1735 the apse and its 'Venetian' window were added, the west gallery and a new roof in about 1803, but many of the 1719 furnishings remain.
The interior is brightly lit through large clear windows and has many appealing features: the striking baroque chancel arch; an elegant font with a richly ornamented cover; west end stalls for constables, overseers and sidesmen; the fine memorial to the Revd Robert Gray (1838).
There is a shallow step into the church. Wheelchair users might need assistance accessing the church through the porch.


text:
package chunk

import "context"

// TableClient is a client for telling Dynamo what to do with tables.
type TableClient interface {
	ListTables(ctx context.Context) ([]string, error)
	CreateTable(ctx context.Context, desc TableDesc) error
	DescribeTable(ctx context.Context, name string) (desc TableDesc, status string, err error)
	UpdateTable(ctx context.Context, current, expected TableDesc) error
}

// TableDesc describes a table.
type TableDesc struct {
	Name             string
	ProvisionedRead  int64
	ProvisionedWrite int64
	Tags             Tags
	WriteScale       autoScalingConfig
}

// Equals returns true if other matches desc.
func (desc TableDesc) Equals(other TableDesc) bool {
	if desc.WriteScale != other.WriteScale {
		return false
	}

	if desc.ProvisionedRead != other.ProvisionedRead {
		return false
	}

	// Only check provisioned write if auto scaling is disabled
	if !desc.WriteScale.Enabled && desc.ProvisionedWrite != other.ProvisionedWrite {
		return false
	}

	if !desc.Tags.Equals(other.Tags) {
		return false
	}

	return true
}

type byName []TableDesc

func (a byName) Len() int           { return len(a) }
func (a byName) Swap(i, j int)      { a[i], a[j] = a[j], a[i] }
func (a byName) Less(i, j int) bool { return a[i].Name < a[j].Name }

redpajama_set_name: RedPajamaGithub


text:
Гумилёв — русская семинаристская фамилия, от  («низкорослый, приземлённый», либо же, как у католиков, «смиренный»), по другим указаниям — перевод фамилий Смиренский, Смирнитский (которые тоже похожи на семинаристские, произошедшие, скорей всего, от простого Смирнов).

Известные носители
 Гумилёв, Лев Николаевич (1912—1992) — русский историк-этнолог, философ, сын Николая Гумилева и Анны Ахматовой.
 Гумилёв, Николай Степанович (1886—1921) — русский поэт и прозаик, переводчик, литературный критик.

Другое
 (4556) Гумилёв — типичный астероид главного пояса, который был открыт 27 августа 1987 года советским астрономом Людмилой Карачкиной.

См. также
 Гумилевский

Примечания

redpajama_set_name: RedPajamaWikipedia


text:
Shelton House
Shelton History
Museum Founder
WNC Heritage & Crafts
Special Event Booking
Preservation & Restoration
Volunteers, Partners, & Patrons
Western North Carolina Heritage & Crafts
WNC Heritage & Craftsadmin2021-03-10T11:31:42-05:00
The Museum of North Carolina Handicrafts was founded in 1977 by dynamic Haywood County extension agent Mary Cornwell. Mary's vision was to establish a repository at the historic Shelton House to preserve and display traditional crafts created by the state's most renowned artisans as well as the Shelton family collection of Southwest Native American artifacts.
Today, The Shelton House is a Blue Ridge National Heritage Area Site and listed on the Blue Ridge Heritage Craft Trail, the
Appalachian Mural Trail and home to collections showcasing Appalachian agricultural living, Cherokee and Native American crafts, and North Carolina handicrafts. It was the first building in Haywood County to be recognized on the National Register of Historic Places and also provides insights to Western North Carolina's Revolutionary War and Civil War History.
History and Agriculture
The house, barn, and grounds are rich in Appalachian history and artisan handicrafts from yesterday and today. In the Dining Room of the main house, for instance, you'll see cabinets built in the 1800s by local craftsmen, and chairs hand-turned from Honduran mahogany by 5th generation chair maker Max Woody. The kitchen boasts a three-plank harvest table that was built around 1845 by Levi Caldwell of Cataloochee Valley, Dinnerware was made by master potter Ben Owen, and the eating utensils were donated by the Caldwell's and said to have been used in the 1700s. Both floors of the house contain rooms full of treasures that will transport you back in time.
In the barn, built in the early 1900s, you'll find antique farm equipment including items from the original dairy operation, several bucolic crafts by local North Carolina artisans in our Farm room, and equipment and implements within in the Stable Exhibit. Every year the Shelton House will hold a special exhibit throughout the summer, In 2019, the special exhibit was " A Garden of Quilts". This year, in 2020 we will have a special Haywood County Medical Exhibit.
Cherokee and Native American Collection
Our Native American room stands in homage to Cherokee and Navajo crafters of rugs, blankets, and silver turquoise jewelry – artifacts that are central to the national cultural narrative of the Cherokee and Navajo people – their triumphs and unbearable tragedies.
Visit our extensive collection of basketry including Cherokee, Navajo, Hopi, and more. The handiwork speaks to the need for utilitarian implements, the historical necessity of making them from what you have on hand, and the vision to turn them into incredible works of art!
Revolutionary and Civil War History
In the second story landing, visitors will see photos and military artifacts from the Civil War. You will also see photographs and history of the Shelton Family, an original copy of Waynesville's first edition of their first newspaper, dated January 16, 1884, and several other local Waynesville historical artifacts.
The Shelton House has a huge collection of quilts, coverlets, and other handicrafts. Our quilt collection alone includes items from [possibly] 1805 to 2012. In the Textile Room, you'll find a 1876 dressmaker's pattern for cutting dresses, a 1872 Wheeler Wilson sewing machine, and a great display of hand sewn, woven, crocheted, tatted, and other hand crafted items.
In addition we have early Seagrove pottery, early Brasstown wood carvings, and quilts and coverlets from the 19th through the 21st centuries.
Come Visit the Shelton House Today!
49 Shelton Street Waynesville NC 28786
Special Events – Open Year-round. Museum, Barn, and Gift Shop Open May through October 2022, Thursday – Saturday, 10am-3pm. Schedule adjusted for Covid-19. Gift Shop Holiday hours, Thursday – Saturday, 10 am – 3 pm until December 18, 2022. 828.452.1551
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How much water do you really need to drink a day?
Proper hydration is important for well-being.
Experts reveal 5 things they would never do in their field
Jan. 20, 2023, 2:43 PM UTC / Source: TODAY
By A. Pawlowski
Water seems to come with the rule of eight: Drink eight 8-ounce glasses per day for good health, according to popular and much-repeated advice.
But is that really the case? Here's what to know about how much water you really need:
What are the health benefits of water?
"There's a pretty long list of reasons why maintaining proper hydration status is important for maintaining someone's health," Brenda Davy, a professor in the department of human nutrition, foods and exercise at Virginia Tech, tells TODAY.com.
Davy, who is also a registered dietitian nutritionist, studies how water and beverage intake affects health. Proper hydration has been linked to good cognitive function, optimal energy levels, weight control, and a lower risk urinary tract infections and kidney stones, she says.
Water also helps your body keep a normal temperature, lubricate joints, and get rid of wastes through urine, perspiration and bowel movements, according to the Centers for Disease Control and Prevention.
Adults who aren't getting enough fluids — as measured by higher sodium levels in the blood — may be more likely to die younger, a National Institutes of Health study published in 2023 found.
"The results suggest that proper hydration may slow down aging and prolong a disease-free life," said Natalia Dmitrieva, a study author and researcher at the National Heart, Lung and Blood Institute, in a statement.
But the study doesn't prove that drinking more water will prevent chronic disease, experts told NBC News. The relationship between drinking fluids and age-related chronic diseases remains "highly speculative," said Dr. Lawrence Appel, director of the Welch Center for Prevention, Epidemiology and Clinical Research at Johns Hopkins University.
What to prioritize to improve your health in 2023
What is the recommended water intake?
There is no recommendation from the CDC for how much plain water everyone should drink every day. But when it comes to total daily fluid intake from a variety of beverages and foods, the agency points to recommendations from the National Academies of Medicine.
It suggests women drink 9 cups of beverages, including water, per day, while men should drink 13 cups of beverages, including water.
Those recommendations take into account that we get about 20% to 30% of our daily fluid needs from foods such as fruits and vegetables.
There is some research from the 1930s and 1940s to support the eight 8-ounce glasses per day rule, though it is only a "rough guideline," Davy says.
But a 2022 study published in Science casts doubt on whether people need to drink that much water.
"Most people will find that they don't need eight glasses per day," Herman Pontzer, co-author of the paper and a professor of evolutionary anthropology at Duke University, tells TODAY.com.
"Our study shows that 'one size fits all' doesn't work for hydration. People should listen to their bodies and drink when they're thirsty. Bigger people generally need more water. Athletes or those who work in physically demanding jobs need more water, as do people in hot environments."
You may also need to drink more if you are running a fever, or suffering from diarrhea or vomiting.
There's no harm to drinking eight glasses of water per day if you want to do it, but no clear benefit either, Pontzer notes. But Davy considers that amount a good general guideline: "I don't see a big problem with encouraging individuals to drink 8 cups of water a day," she says.
Does it need to be water?
Fluid intake doesn't have to mean just water, but "many of us would recommend water as the ideal beverage for hydration because it does not contain calories," Davy says.
Beverages like unsweetened coffee or tea are also good ways to maintain adequate fluid intake. Research shows moderate daily coffee drinking — three to six cups per day — isn't dehydrating.
Can you rely on thirst to know if you're getting enough fluids?
Our natural thirst sensation mechanisms are probably adequate to help us avoid more severe dehydration, but perhaps not sensitive enough to avoid milder degrees of it, Davy says.
Research shows it's common for adults to be 1% to 2% below optimal hydration levels, which could potentially impact cognitive function and lead to brain fog, she adds.
It may be a particular problem later in life. Our thirst mechanisms decline as we age, so older adults are more prone to dehydration than younger people, Davy says.
Besides thirst, how else does the body signal dehydration?
Check your urine color. The usual shade is usually straw yellow or a light lemonade color. A darker hue indicates you need to drink more. It's a pretty simple practical method, but be aware some vitamins and supplements may impact urine color, Davy says.
Also try the pinch test. Simply squeeze the skin on one of your finger knuckles for about 3 seconds, then let go.
If you're well hydrated, the skin will return to its original position in a couple of seconds. But if you're dehydrated, the skin loses its elasticity and will stay in a pinched position for a moment.
It is better to drink tap water or bottled water?
"I like to promote tap water as the ideal source of water because it is accessible and affordable and safe for most individuals," Davy says.
"Tap water also has the advantage of being fluoridated in most communities, which is important for good dental health."
How does water intake impact weight?
Davy and her colleagues have done studies showing that drinking about 2 cups of water before eating a meal may be a helpful weight management strategy for middle-aged people and older adults.
It might help promote feelings of fullness so people eat less and drink fewer calorie-containing beverages.
A. Pawlowski
A. Pawlowski is a TODAY health reporter focusing on health news and features. Previously, she was a writer, producer and editor at CNN.


This photograph, by J. Revillard for the Solar Impulse project, speaks well more than a thousand words. It exemplifies the aspirations those of us feel who want to see the skies filled with quiet, efficient aircraft. If the individuals who've made this beautiful sight possible want to inspire others, they've succeed admirably.
Follow the flight of Solar Impulse across America and see more pictures here.


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Home » Art Prints » Europe Prints » United Kingdom » England » London » Millennium Bridge & St Paul's Cathedral – London Art
Millennium Bridge & St Paul's Cathedral – London Art
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London is a cityscape filled with landmark architecture – buildings so iconic they are known the world over. And there's no question that St Paul's Cathedral is one of them. The landmark cathedral was built by architect Sir Christoper Wren after the great fire of 1666. There is something truly majestic and, yes, iconic, about the massive dome of Saint Paul's Cathedral in London. The way it rises above the skyline on the Thames is just unforgettable. And I've read that Wren's plan to put a dome on the new Saint Paul's was greatly resisted at the time. So resisted that he hid its construction.
It's amazing how architecture that was not widely popular when it was built can later become truly classic. The Millennium Bridge, also pictured here, has similarly met with criticism. Maybe the message here is that it takes bold architecture to leave a lasting memory?
Whatever the case I love that London is city that is not afraid to mix incredibly modern architecture with classics. After all, if you've visited London, you know that it is a thoroughly modern city not a period museum or amusement park. Yes, there's a wealth of history in London, but it's also the beating heart of modern-day Britain. And the Millennium Bridge and a host of postmodern architecture around the city shows that it's a city that's alive and thriving and always moving forward.
Ultimately, I think in years to come (if not already), the Millennium Bridge will be just as loved as the other landmark architecture in the city. After all, in my mind, it joins Wren's great cathedral with the river in a most dramatic fashion.
I have to comment on the clouds in this photo as they were incredibly dramatic and seemed to frame the dome of Saint Paul's. I am ever amazed by the clouds in Britain. They seem to practically hang in the sky just out of reach, not miles above. They loom and they have drama the likes of which I don't see as often anywhere else. For someone who is less thrilled with clear blue skies, London and Britain are this photographer's dream.
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SKU: 3069 Print Collection: London Prints Print Subjects: "bridges art prints" "skylines art prints" Architecture Prints Baroque Architecture Prints Cathedrals Art Prints Churches Art Prints Cityscapes Art Prints English Heritage Art Prints Modern and Postmodern Architecture Prints Scenic Waterfront Art Prints St. Paul's Cathedral Art Prints World Landmarks Art Prints


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Reviews by Kinetic Mouse Car
IFComp 2022
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Blood Island, by Billy Krolick
What could possibly go wrong?, November 14, 2022
by Kinetic Mouse Car
Related reviews: IFComp 2022, ChoiceScript, Horror
In a nutshell: Slasher horror + Reality TV + Dating sim = Blood Island
This is the only ChoiceScript game in the 2022 IFComp. Blood Island begins with a great start. You are watching a video of a contestant from the previous season of a reality TV show being stabbed by someone wearing a Barbie mask. The video ends and Chloe, a manager, enters the room. That's because you are a contestant for the upcoming season of Passion in Paradise!
Blood Island cleverly replicates the qualities we recognize in romance-oriented reality TV shows but adds a unique and gruesome twist while maintaining an underlying light-heartedness. Even if you do not typically like horror or romance, Blood Island may surprise you.
Scenes usually focus on character interaction. A chunk of gameplay choices is reserved for discussing the nature of horror and reality TV with the other characters. While I would have liked to have a few more action-oriented choices about doing instead of talking (both are valuable), I like how the gameplay introduces the player to key ideas about popular culture and then pitches the concept of a Final Girl as part of the discussion.
We learn that a Final Girl (or Final Guy/equivalent) is more than just someone who is the sole person standing when the smoke clears. It is also a series of designated characteristics packaged by social expectations, often with gender norms. The traditional idea of a Final Girl has qualities ranging from drinking habits (or lack of), expectations about purity, graciousness, beauty, all the way to having the right name. Interestingly enough, the player can pursue an inverted version of a Final Girl to challenge the tried-and-true mold.
There are stats although they are only shown at the end of the game which I usually do not see in ChoiceScript games. I guess the point to use it in a more reflective manner since (Spoiler - click to show) the game wraps up with the player being interviewed about their whole experience.
Some encounters have a measure for endurance. If a player has a high enough stat more choices are available. If it is lower, some of the choices will be greyed out and unavailable. For example, (Spoiler - click to show) when the player is swimming from the shark as fast as they can, their choices are about having enough endurance to out swim the shark. These choices look like:
Keep swimming.
Keep swimming!
Swim harder!
Swim like hell!
Swim, damn it!
Don't. Stop. Swimming!!!
If you are in good shape, most of these options will be available. Otherwise, the faster options are greyed out. The game seemed to take your previous gameplay choices into consideration. If you partake in less healthy habits the game will say, "You're not exactly out of shape, but you also haven't been making the healthiest choices since you joined the show," whereas healthy choices result in, "You take care of yourself, and it's paying off." I thought that if I played my cards right and increased my performance, I could out swim the shark. But no matter what I did the last choice of, "Don't. Stop. Swimming!!!" would always be greyed out. The outcome of the scene remained the same.
If there is any underlying content, I am more than ready to go digging for it, but so far, the game sticks to the same course no matter what I do.
I was hoping that the game would indulge the reality TV show premise for a little longer because it is not often that I see this envisioned in interactive fiction. Passion in Paradise tasks contestants to entering a relationship by the end of each week to avoid from being disqualified. Now that I think of it, if this were a real TV show it would probably have more than eight contestants total, but this size works perfectly for this game. Contestants also receive date cards that details a fun excursion they can go on with another contestant. The gameplay never goes past round 1, nor does it reach the point where a contestant is eliminated- (Spoiler - click to show) that is, eliminated according to the show's rules. By other means? Watch out. The stranger with the Barbie mask makes several appearances in this game.
Spoilers! (Spoiler - click to show) I thought it was sad at how the person you choose for the one and only date on the show dies but if you think about it most of the contestants (and even some non-contestants) get slaughtered in the last scene as well. Takes the idea of Final Girl literally. After all, this is a moment for slasher horror. In the epilogue the player receives a phone call about returning to Passion in Paradise. Considering how many contestants died, I am surprised that the show still manages to continue for another season.
There are seven romanceable contestants, and their introduction to the show is spot-on in creating a reality TV opening montage effect. What frustrated me about these intriguing contestants was how interchangeable the dialog and character interactions were after the opening chapters. They respond the exact same way for everything without any consideration of their unique characteristics that are portrayed when they are introduced at the start of the game reality TV-style. There are certain situations where I figured that Nick would have a different response than, let's say, Mona, but the writing is almost always the same aside from their names. I am being a bit unreasonable since it is a lot of work to write content for seven separate contestants but please understand that the writing is well done, and it will take time before you exhaust the content.
Now, I know the game is playing around with stereotypical concepts, particularly with the trope of an ideal character that the audience adores, but it also seems like all the NPCs are equally enamored by the player, which feels flimsy. The relationship between a Final Girl/Guy PC and NPCs almost skims the Mary Sue trope which is partly the point in Blood Island. Afterall, you are the package deal. I feel that just because a contestant wins the hearts and minds of viewers does not mean their fellow contestants automatically feel the same way. The NPCs are also competitive contestants who, unlike a TV audience, directly interact with the protagonist and have a chance to form a deeper opinion of them.
Final Girl or not, even if you try stir up drama, and there are opportunities to do so, they forget about it a scene later. It makes me wonder, (Spoiler - click to show) is it even possible to get them to reject me when I choose them for the date card activity?
Also, just for the heck of it, I decided to try an alternate path. The game almost hints at a (Spoiler - click to show) possible Chloe, although I cannot say that I like her character, route. Is it possible to go through with it?
Final (get it? Fine.) thoughts
I have played two of the author's games and I noticed a skill for taking a potentially seedy premises and making it work. Horror game in a retirement home? Slasher horror on a reality TV show? The author pulls it off. (By the way, consider playing The Waiting Room from last year's competition. Horror with a human touch.)
I was similarly impressed with Blood Island. This game offers a wild time. Your first playthrough is exhilarating and will likely leave you reaching for seconds. After some experimentation the allure fades, but there is enough content to sustain the player for a while. Its discussion of the Final Girl concept is especially memorable.
Question: If someone (Spoiler - click to show) stabs you with a cake knife in your stomach all the way to the hilt, would you survive that? It is surprising at how the human body can withstand major injuries but that sounds like it would test the limits. Then again, perfect for a slasher story.
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Esther's, by Brad Buchanan and Alleson Buchanan
Mice are nice, November 12, 2022
Related reviews: Children's, Twine, IFComp 2022
At Esther's cafe your adorable host / Served cheese to the mice when they wanted toast! / That won't bother Harold's robust appetite, / But Janie insists that the order's not right. Sounds like something out of a children's book!
Esther's is not a rhyming game, but as you can see, its description caught my eye. Janie and Harold are mice who like to visit their favorite joint for brunch every week. The café is run by a young girl named Esther. Unfortunately, there is a bit of a linguistic barrier. Esther does not understand the mice and ends up serving them cheese instead of their intended order.
There is no singular PC. The game's tone is in third person and the choices you make bounce between Janie and Harold. Gameplay is super easy and versatile for all ages partly because you will not get stuck, and partly because it gives the player space to experiment with choices. You figure out how to get Esther to serve you the right food through pointing or hand gestures. No matter what approach you take the game will guide you to the correct direction at the end.
The characters are endearing, especially the mice. Originally, I was picturing a fantasy world where animals hustle and bustle like humans to cafés and other establishments, but the game opts for a more basic approach. Esther's café turns out to simply be a little girl indulging some mice in playing a variation of a tea party. Or maybe it is the mice indulging the girl? Either way, this is a sweet premise that the game pulls off. It mixes relatability with imagination. My favorite line is, "Tapioca. I like that word! Tappy-OH-kuh…"
Visually, the game reminds me of a picture book. The text area is a white square set against a purple screen. The letters are black with colour coded text for character names. Avocado icons decorate the player's list of choices. I also really love how the authors included (Spoiler - click to show) a behind-the-scenes section at the end that shows drafts for the art as well as a node map for the Twine game.
Esther's is a sweet Twine story that only takes about five minutes to play. While aimed at younger audiences, and I do recommend it for younger audiences, players can still appreciate the thoughtfulness put into the game's creation.
Lost Coastlines, by William Dooling
It's time for a nap, November 8, 2022
Related reviews: ADRIFT, IFComp 2022, Fantasy
This game looks at what could happen when you fall asleep and dream.
I want to keep myself from going on a tangent of Lost Coastlines vs. Skybreak! since this review is ultimately about Lost Coastlines, but that is probably inevitable. Both are excellent games. They are also the only ADRIFT games that I have committed to playing because I always run into lag issues (not the authors' fault) that make me hesitant about long, epic pieces. These two are definitely worth it.
I must confess, Skybreak! wins me over a little more, probably because I am into science fiction. Sentient-computer-adventure-friend/narrator is tough to beat. But Lost Coastlines has a lot of great features not found in Skybreak! Ultimately, they both bring something new to the table while retaining similar structural framework. If you have previously played Skybreak! which came out a few years ago, you most likely will say to yourself, "this seems familiar" when you launch into Lost Coastlines. Same goes for the other way around. William Dooling has a distinct and creative style.
Lost Coastlines begins with character creation. You choose factors like where you fall asleep or what type of person you are in the day which then determines your skillsets and some of the gameplay content. I thought this was clever because it makes the gameplay more personalized to what interests you the most. You then decide who you want to be in the game, such as a Scientist or Mystic, which also sculpts your adventures. Lots of possibilities. I highly encourage you to use the author's nifty guidebook for this portion.
A key mechanic in the game is with stat related encounters where the game lists your options along with the skill used in each choice and the probability of success. It is also colour-coded! I thought that this was a consistent structure. It is easy to keep track of your stats for these encounters and I did not experience burnout after several hours of this. One of my favorite features was how you can wear individual clothing items to improve your stats.
The part that took me the longest to manage is the currency system. Believe it or not, gold and coins are not the standard. Emotions take center focus instead.
Pleasance:15| Sadness:5| Madness:42| Fury:36| Worry:218|
Emotions are generated through different encounters and can be used to make transactions or initiate opportunities. Some are easier to accumulate, for better or for worse, but it appears that they all have an application somewhere. The problem is that it can feel as if you always have the least amount of the emotion you need. There was a bit of a learning curve for me.
A complaint that some people had with Skybreak! is how the player can decide on everything except their destinations. Travel was random. Spaceships never used compass directions. But Lost Coastlines does. When you want to leave, you get back into your boat, pick a direction, and set sail. You have much more wiggle room with navigation. Many locations only allow you to perform one action, but it is easier to return to them because you can correlate their location relative to other areas. The in-game map is especially helpful. While travel is not always smooth sailing, the randomness is reduced. I think players will like that.
Story + Characters
As I already mention, gameplay content is molded by character customization choices. There is not an overarching story in the game's world, just the player's role-oriented objectives. You can find bite-sized story content in places you visit. Populated areas have legends or rumors that span across multiple regions. But the dreamlike quality of the gameplay means that there will be something to engage you.
Despite what the (lovely) cover art shows, I am pretty sure that the player is not puttering around in a little rowboat. Your vessel has a crew, a relatively anonymous and replaceable one that does everything automatically. You never truly interact with them, although I would not be surprised if you can recruit individual NPCs. If so, I never reached that point. You still have the chance to mingle with NPCs at destinations, particularly harbors, taverns, and markets.
My first playthrough
I will just stick this "dream" under one spoiler tag in case you want to know about my experience.
(Spoiler - click to show)
Character customization: (I decided to stick to a science-oriented theme for these choices, as was the case when I first played Skybreak!)
1. I fell asleep in class
2. Brought an old telescope with me
4. Scientist
Let's see... Highlights:
-I saw Natalie Portman in a bar (she was the bartender).
-Spent three years with a talking cat to learn about the magical arts.
-Found the Pendant of Fire (is that a big deal?)
-Crew supposedly came this close to eating me.
-Dueled it out with Schenckloth. Did not go as planned.
Challenge: At one point, my crew and I were stuck on a 3x3 grid of rooms consisting of eight jungle locations and one beach location, and I had no idea of how to leave. I tried "SET SAIL," "LEAVE," "LEAVE BEACH," but nothing. I spent the better part of an hour puttering around, studying insects, plundering ruins, and hunting for meat, but there was never any opportunity of leaving.
I wondered if I should have left it at that, but there was another issue. When you read the in-game help section it says, "As an open world game, there is no final goal or overarching story: do whatever you want! You can end the game at any time by typing WAKE UP." But if I try to do this, I get this response:
➢ WAKE UP
You are not asleep!
What does it mean I am not asleep? It is one big dream! I should be snoozing away here. Waking up was supposed to end the game and give me a final score, but I suppose not. Sadly, I had to end my first playthrough there. I wanted to keep playing but you can only search the same area for insects for so many times. That did not, however, stop me from replaying the game to sample the different character creation options. While I did not devote as much time to my other playthroughs of this game, I had fun experimenting with the gameplay. There is a lot to do.
Lost Coastlines is a beautifully descriptive game. Calming with an edge of danger. The best part of this game is the open world format. Go. Explore. I love it when games capture that notion. You have your boat and go wherever you want, assuming you can weather the challenges.
Ideally, play this game when you have several hours of time available for a leisurely playthrough. Don't try to cram it into your lunch break because it takes a while to accumulate items and stats that allow you to pursue some of the more daring opportunities. Then it becomes really fun.
Before you go: Maybe I am wrong, but isn't (Spoiler - click to show) Schenckloth, the Lord of Nightmares in Skybreak! as well?
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Campus Invaders, by Marco Vallarino
You've got this, November 6, 2022
Related reviews: Science Fiction, Inform, IFComp 2022
Oh no! Aliens have arrived and the fate of the city is now in your hands. Campus Invaders is a comedic sci-fi peril story about a normal citizen tasked with saving the day when aliens from space park a spaceship over Vigamus Academy's campus. And here all you planned to do was attend a seminar!
Campus Invaders has ups and downs. On one hand, this is a great game for newer players because the puzzle logic is not too difficult (Spoiler - click to show) (ex. teacher stuck in a vending machine? Look around to find a coin. And you do. It is laying out on the floor of another room) while also having the player think outside the box, such as dealing with the alien in the bathroom. Objectives are also easy to follow because NPCs tell you want to do and then point you in the next direction after you have fulfilled a task. The downside is that the implementation of the puzzles is not as well-fleshed as the concept behind them.
The main issue is that elements are scarce. Gameplay follows a show/trade pattern of showing or giving something to one NPC in exchange for something that you need to give to another NPC. I think there may be a term for that. Because the setting is a research facility and the protagonist is prospective student, the interactions tend to be about gaining approval or permission to access new locations. Nothing wrong there. What falls flat is that character interactions lack substance which drags the game down since character interaction makes up a chunk of the gameplay.
NPCs have their one moment before retreating into the background as awkward scenery. It feels unnatural. Lack of responsiveness is primary issue. I was a bit surprised at how faculty do not react when you run tearing into their office amid an alien invasion. They just sit there at their desk until you talk to them. When you first speak to them, they have a verbal response, but afterwards you get a pre-recorded message that does not even come from the character, or when you first meet Mica Hela the game says, "Mica Hela welcomes you to her office and tells you that anything (or almost!) she can do for you, she will," rather than her character speaking to you.
Besides character interactions, the other flimsy element in the game is with the scenery. While the room descriptions are interesting, the things inside them are only sparsely implemented. The description for the terrace is:
You went out on the terrace of the upper floor of the Vigamus Academy, on which a beautiful warm sun shines. From here you can clearly see the large alien spaceship that stands out in the sky and the thousand colored lights that turn on and off on the glittering metal hull. To the west, you can go back inside.
>x spaceship
You can't see any such thing.
I thought that the spaceship was clearly visible. It was frustrating to be unable to examine key items to learn more about them.
There are no true bugs that keep the player from making progress, but there some superficial ones. The game allowed me to pick up the trolley and carry it around in my inventory like a bookbag. It is ironic that it says, "You could use it to put in the bulky stuff you won't be able to carry by hand." You would still be carrying the bulky stuff anyway when you put it in the trolley. This was weak design.
It is not the most polished game but still decent. While most of this review has been spent analyzing the downsides of Campus Invaders, there is merit. It has spirit and is short enough to keep the story's enthusiasm from fizzling out. Never does it waver from its atmosphere. Perhaps some testing would have tightened everything to make it more of a finished piece, but it still offers a fun time battling with alien invaders. (Plus, I liked the inclusion of a (Spoiler - click to show) secret section in the game).
The Staycation, by Maggie H
Horror? Slice of Life?, November 4, 2022
Related reviews: IFComp 2022, Texture
The concept behind The Staycation is straightforward yet murky. The general premise is that the protagonist's housemate Claudia is going on vacation with her boyfriend, allowing the protagonist to have the house to themselves for a while. The protagonist is looking forward to some quiet time alone, hence calling it a "staycation." Everything soon becomes vague.
The gameplay looks like this: (Spoiler - click to show) You cannot sleep, you hear strange sounds, your cat startles you, you hear more strange sounds, you feel the urge to check your phone, and then you realize that you do not like being home alone after all. These events convey a simple enough narrative about someone reconsidering their comfort zone of being in an empty house. But there are horror elements injected into the gameplay that make this storyline feel undeveloped.
Horror elements consist of (Spoiler - click to show) being unable to stop scratching yourself and frantically wondering why you refer to Claudia as your housemate instead of as your own mom. You are not really sure of what is going on. Perhaps there is stronger horror themes in this game. However, part of the game is broken, which prevents the player from investigating what they see in the game.
I ran into a broken page that prevented me from moving forward when I tried to purse the (Spoiler - click to show) path of self-denial in the gameplay. It said, "You choose to ignore the cracks within your marrow." This game is made with Texture. You make choices by selecting boxes and dragging them over the text to see what words the box can be applied to. In this case, there were two boxes at the bottom of the screen, a green checkmark and a red X. Moving them around the screen failed to reveal any sections that could be connected to either box. I had to restart.
Also, the game's description says that there is imagery, but the only major visual was a (Spoiler - click to show) silhouette (a cute silhouette) of a cat in a doorway. There are also some creative emojis to illustrate certain actions. Otherwise, the game largely consists of text only.
To summarize, The Staycation is not as developed as it could have been, especially since part of the game is a dead end. If you have been planning to play it, I would still encourage you to give it a shot simply because it is so short. While the horror in the game is flimsy, the experience of unexpected nervousness while being at home alone is real. If anything, that human element is its one strength. Otherwise, it is not really something I would recommend. If it were more polished that could change.
4 Edith + 2 Niki, by fishandbeer
Not much here, October 31, 2022
Related reviews: IFComp 2022, Twine
This game is apparently about selecting parties. It is chaotic and confusing, but not in a good way. You are in a courtyard that contains several offices, within each is a character looking to have a fun time. (Spoiler - click to show) After browsing your options, you get to pick who to visit. A small paragraph describing the encounter appears on screen and the game just ends. There is no story structure.
I find it so frustrating when Twine games do not have any indicator that the game is over, and instead either leave the player with a blank screen or a screen with text minus a concluding passage (does not necessarily have to be link) that confirms that the game is over. Just some indicator will do. Otherwise, I get the impression that I came across a broken page. It is like someone singing and they decide not to sing the last line. This game (Spoiler - click to show) opts for the latter, and they hardly feel like endings.
Visually, everything is organized well enough. Then again, there is hardly anything to critique because the game is so short. It sticks with the standard visual model of black screen, white text, and purple links. But that is the only positive in this game.
4 Edith + 2 Niki is too incomplete for this competition. It was tough to even find the game's main idea and story. Feel free to check it out if you want, it will only take up a minute of your time.
One Way Ticket, by Vitalii Blinov
Next time, take a flight instead, October 31, 2022
Related reviews: Surreal, Custom choice-based, IFComp 2022
One Way Ticket is a surreal custom choice-based game about being stuck in a strange town after your train runs into an accident… the railway is covered in a big mountain of corn. These circumstances only get stranger. If you want to leave you will have to show initiative by pestering the locals, worming your way into off-limit areas, and maintaining your sanity is this odd, odd adventure.
This is a town where (Spoiler - click to show) people use golden sand as currency, night and day are determined by adjusting the arms on a clock, buildings have legs, everyone only eats corn, and lions hang out in the valley. There is also an NPC (Spoiler - click to show) who has arms and hands in place of legs and feet. Soon after your arrival, the mayor gives you a town map that already has the broken-down train marked on it, almost like a historical landmark. His also attitude suggests that the train (which, by the way, has *(Spoiler - click to show) eyes for wheels) and its passengers were meant to be trapped here, but that won't stop you from looking for a way out.
Despite this weirdness, this is not a horror game, more akin to a demented version of Thomas the Tank Engine (not Thomas himself but the human characters). These themes are subtle, and that is the whole point. If you like vague, slightly unsettling themes right under the surface in a surreal game, this might be for you.
After an intro in the train, you are essentially dropped into the middle of town to fend for yourself. This means wandering around and asking people questions. Later on, the gameplay becomes more complex.
The gameplay is structured for convenience and frustration, a surprising combination. The central mechanic revolves around the two icons at the top of the screen: a satchel icon (for inventory) and a notebook icon. The satchel icon keeps track of clues and observations which are added as you play. Any noteworthy information in a scene is underlined and sent to this section for future reference. For me, there was a learning curve with how the gameplay implements these two icons. In an interaction you can open the notebook or satchel to select an entry to be used in the encounter.
"By the way, if you want to eat or something else, say, do not hesitate!" she added cheerfully, without turning around.
Say goodbye.
Ask about the driver and conductor.
Above is an early scene where you talk to the hostess in the tavern. "Say goodbye" and "Ask about the driver and conductor" are action links, the latter of which only appears if you open the notebook section and select the clue about the driver and conductor's whereabouts in the notes section. Easy enough. The problem is that later in the game the objectives and puzzles become increasingly cryptic, technical, and confusing. I found myself just randomly trying every clue in an encounter until I found one that did something. At times, the number of clues and details can be overwhelming, especially if you have a hard time following the story.
The reason why I am giving this game three stars instead of four is because the last third of gameplay involves excess backtracking for solving the dozen or so final puzzles. You navigate by opening and clicking on a map which translates into, (Spoiler - click to show) go to the tavern, the trolley, another trolley, the cemetery, the trolley, another again trolley, the tavern, the southern trolley, the workshop, the southern trolley, the tavern, the- and so forth. Usually this is just to switch between night and day via the tavern, but it feels so repetitive, even more so since this is a long game. At least it was fun to see the night and day art for each location.
The gist with the story is that a mountain of corn is covering the train tracks, and that the only way for it to be removed is to eat it…………..it is hard to keep track of events in this game. It largely has to do with (Spoiler - click to show) dealing with the lions in the valley, but to get to that point you must do all these odd jobs (like obtaining some golden sand so you can actually buy something) to acquire the resources need to achieve that.
I was using the walkthrough for most of the second half of the game (Initially, I thought I was making speedy progress, but when I saw the walkthrough, I realized I had a long way to go). By the time I finished I was not even sure of what I accomplished. It was (Spoiler - click to show) snowing and everyone seemed miffed that I banished the lions. I can't even remember if I managed to leave.
It feels like you have to jump through hoops just to get some answers about the story. It is not as if the game simply skips over discussing exposition about the town but having played it for several hours, I find myself unable to piece it all together. While it is not really something I plan to play more than once, the optional achievements and bonus art galleries make it awfully tempting.
The game vaguely suggests that the protagonist is male, but there is a scene on the train that may or may not be an opportunity to choose your own gender. It has to do with examining and entering the bathroom doors, but it does this so vaguely that I cannot say for sure.
I thought it was interesting how the game uses a first person and past tense narrative. The protagonist is telling a story that already occurred, which I do not see as often in interactive fiction. We also do not get much background on the protagonist, only that they are on the train to leave an old life behind. Obviously, this debacle with the corn-oriented town derailed (hey!) their plans of starting a life somewhere new.
Some of the NPCs are a little intense, but others are mysterious in a cool way. It is hard to pinpoint characters' motives. Combined with being stuck in a strange town, that is a little worrying, but also the whole point.
I really like the art which uses basic lines and shapes to form an image but at times it's a little unsettling. Imagine taking several sticks and lining them up perfectly side by side except for one that is slightly bent. It is barely noticeable, but something at the back of your brain thinks, "huh, that's weird." This is not a complaint since it contributes to the bizarre weirdness that is lurking about. Most of the art though, is not like that. A great feature is a gallery section that collects the art you have found. There are quite a few.
There is also a handy in-game map of the town that expands as you explore more areas. You just click on where you want to go. If I had to describe the map's style, I would say that it looks like it was hand drawn and then processed through Microsoft Paint, but much nicer looking. And I like the style. It is just hard to describe.
A downside is that I noticed some mildly frequent spelling errors sprinkled about. The game is certainly not sloppy, but a final round of proof-reading would have added some polish.
One Way Ticket does an effective job at conveying a surreal setting featuring a flustered protagonist forced into bizarre and unexplained circumstances determined not to succumb to the wonderful life that the town claims to offers. I must say, this game's story is probably the most eccentric, but also memorable, out of all the entries I have played so far for this IFComp.
Ultimately, this is a quality game, and quite an adventure. However, based on its length and repetitiveness near the end, I recommended it if you are looking for a creative take on surrealism and have the patience to be in it for the long haul.
*When I saw the cover art, I had the impression that this would be a kids' game. It's not. But it was not until I played the game that I noticed the "wheels" on the train are supposed to be (Spoiler - click to show) eyes. I think since they blink on the menu page in the game.
No One Else Is Doing This, by Lauren O'Donoghue
Knock on those doors…you can do it, October 29, 2022
Related reviews: Twine, Slice of Life, IFComp 2022
In this short Twine game, you play as a volunteer collecting dues for a community organization group. It is time for your shift, where you go from door to door, trying to get people interested in signing up as members. You have a quota to meet, but lately your success rate with recruiting members has declined and your faith in the organization's ability to create change is wavering. Think about that later. Pull on your winter clothes, steel your nerves, and start your shift.
Collect £5 in dues within four hours. All right. There are 32 houses on your list. It is not possible to visit them all, nor is that the goal. Well, the goal is to knock on as many doors as possible, but your success is based on the dues you collect, not on how many houses you reach. Going to a house costs five minutes, and at some point, you also need to take at least one break, either to use the restroom or warm up from the cold, or you will have to end your shift early. So, it is definitely not possible to cover everything. But that is also a good reason for replays.
You can also take breaks for other things such as texting a coworker or checking the news. The game is set during the COVID lockdown restrictions in 2020, and checking the news gives some light background context which was a nice touch. Plus, there is an in-game glossary explaining the process of community organization.
The catch is that success is not really possible. Few people showed interest in my pitch. I made a simple list of which houses had people who answered the door, and then narrowed that down to people who would earnestly engage in conversation. Next, I replayed to find the dialog options that successfully convinced them to join. And it worked! I was so pleased with myself. My target was £5. I came back with (Spoiler - click to show) £8. Only to learn that (Spoiler - click to show) some people cancelled their memberships, resulting in me failing to meet my target after all. An exercise in futility, and that is where the main idea comes in.
The protagonist is coming to terms with the fact that their work is no longer as meaningful as they once thought it was. They joined to make a difference, and now they have a hard time envisioning people enthusiastically signing up for something pitched to them by a stranger on their doorstep. Early on in their job, the protagonist reached their targets with recruiting people but now not so much. They wonder if the time spent going from door to door to keep their numbers up could be better spent elsewhere. But the only thing they are told by their manager is to knock on more doors. The game ultimately shares some interesting perspectives.
There is a strong human element in this game. It captures the task of preparing to weather all sorts of people. When you first play the game there is a sense of anticipation of wondering who will open the door. Someone edgy? Someone friendly? No one at all? At the same time, you also see the other side of the story. There is a lockdown, everyone is cooped up inside, it is the dead of winter, and now here is someone knocking on your door asking you to sign up for something. Still, I wonder if the author has done community organization work themselves, and if so, whether the characters in the game are based on actual experiences.
On a brief side note, I really like the game's appearance which combines a purple background with white text and colourful links. It is organized and crisp looking.
No One Else Is Doing This was one of the earlier games I played for the IFComp and it immediately pulled me into the story. It is not particularly long, but its gameplay structure encourages multiple playthroughs. While generally lighthearted it does touch on topics about daily concerns such as upkeep of parks or cost of public transportation. It gives you some interesting things to think about, and I appreciated its relevance to the COVID related lockdown without it dominating the gameplay. The game is ultimately a mix of humor, determination, and frustration that puts the player in the protagonist's shoes.
The Pool, by Jacob Reux
(Don't) Dive in, October 27, 2022
Related reviews: IFComp 2022, Horror, Twine
All it took were the words, "research institute that studies aquatic life," in the game's description for me to tell myself, "I have to play this." Plus, it sounds like an unusual setting for a horror story. I was excited. But when it came to sink or swim, the game unfortunately could not hold its own.
The Pool begins at a casual staff party at the institute (we never learn its specific name), which is an attention-grabbing way of starting the game. But tension is in the air. Casual conversation informs us that the protagonist's boss had been missing for several days. People are working overtime to compensate. As the party wraps up, chaos breaks loose. Turns out (Spoiler - click to show) former friends and coworkers are looking to turn their colleagues into fish food. Not goldfish. Something worse.
The gameplay essentially features the protagonist trying to get out of desperate situations with the threat of death lurking around every corner. It becomes a stampede for survival. You are usually presented with two choices at a time, either having to do with character dialog or a generalized decision making. Stay or leave. Help or hide. Go with Ada or go with Marcus. A downside to this game is that everything feels a bit scattered. There are large passages of text with a mix of dialog, sudden changes in scenery, swearing, sea monsters, and other developments that can be hard to follow. But if you stick it out and trudge through, you will find an interesting story.
The redeeming quality in this game is its use of branching gameplay. In fact, the number of paths were fairly impressive. The branching begins at the start of the game where the player chooses who to mingle with at the staff party, and that branches off as well. What I like about this is how paths each have different ways of informing the player about the nightmare that unfolds because they determine where you are in the facility and who you are with when disaster strikes. For example, (Spoiler - click to show) in one path you directly see Ada betray everyone, but in another you may only learn about it second hand. A memorable case of the former is when nearly everyone from the party is chained to a rig that Ada slowly lowers into the pool. This occurs if you choose to hang out with Ada after the party. Sounds gnarly, but it conjures memories of renting horror movies from those Redbox stations for slumber parties. It occurs early in the game, and that is only one path.
The author makes a notable effort at diversifying what you see in each playthrough. If you play the game and think that you have seen everything, then you are probably wrong. Because of this, I played the game multiple times despite its lack of organization.
If you read the previous section, you already know that there is lots of branching to play with, and how it gives you different ways of experiencing certain events. Another upside is that it provides some exposition on the overreaching story, one broader than what we usually see in each playthrough. Common knowledge is that (Spoiler - click to show) the aquatic monsters bite humans to turn them into new monsters, almost like zombies. We also know that Ada and Marcus were involved. But there is more to it. You really have to dig* to find it all, (Spoiler - click to show) but the gist is a conspiracy between the institute and another lab about developing a new form of organism capable of unheard-of morphing abilities for "research." Dr. Chamber's phone even mentions a vague business deal. Feel free to play the game to learn more.
*(Did (Spoiler - click to show) you know that there are TWO locked door password-puzzles in this game?)
Endings. It depends (Spoiler - click to show) on whether you include the countless ways of dying as endings or merely premature ones. I found two endings where you walk away alive, only one of which truly feels like a "win." (Oddly enough, there are two paths that lead to this same ending). Strangely, the winning ending is the most lackluster since it features the protagonist going home and carrying on with their life without any mention of the aftermath of the whole incident. I take it that they no long work at the institute. If you feel like exploring every outcome in this game, it will keep you busy for a while.
Characters fall into familiar horror movie tropes, but that can be part of the charm. If you are looking for complex characters with multi-dimensional relationships with the protagonist, you should look elsewhere. But if you want tried and true character molds, The Pool is a decent example. You have the (Spoiler - click to show) lively acquaintance (Ada) who betrays everyone for personal gain. The spritely action-oriented character (Zara) who expertly pulls the protagonist out of danger and teams up with them. The best friend (or in this case the deceitful "best friend") Marcus. And other NPCs. But instead of chewing the fat I will just encourage you to test the game for yourself.
There is also some attempted character development about the protagonist who has always been timid about stepping outside of their comfort zone and making friends with people without worrying if they share the same interests. The gameplay often features segments where the protagonist has a chance to "break" out and become a new person. It is rather formulaic approach but fits in with the trope-ness seen throughout the game.
The game uses a basic Twine visual appearance: blue links, black screen, white text (with occasional animation). However, this is overrun by numerous spelling and punctuation errors that stick out everywhere. Instead of separating the text into paragraphs the author just crams everything together to create one big mass of unformatted text, especially for scenes with lots of dialog. Occasionally, some areas are a bit smoother. But overall, it looks unpolished and unorganized, and it is obvious.
Also, three links lead to a blank screen (frustrating since I was waiting to see what would happen next), whereas a few others lead to a screen with text but no link to move forward. A little proof-reading and testing would go a long way.
The author has a lot of promising ideas but right now it is simply not a polished piece. Not incomplete- it is playable and possible to reach endings- but more like a draft.
I would recommend The Pool to anyone interested in a creature horror story that conjures up familiar vibes of the "creature horror story" genre while adding a unique touch here and there. Plus, it is short enough for a few rounds. It is best enjoyed if you experiment with the gameplay paths. For me, each playthrough lasted about 15 minutes or less. Otherwise, this game needs some work before I would recommend it to all players.
(Oh, one more thing. I see we are getting close to Halloween. If you feel like burning through horror games while guzzling candy, The Pool has a little more appeal.)
Arborea, by richard develyn
Starting Program Arborea..., October 25, 2022
Related reviews: IFComp 2022, Inform
This game is not a mere skip through the forest, I can tell you that.
The subject of Arborea is hard to summarize in a sentence. I have never played a game quite like it. It has the slight sci-fi angle of being in a computer simulation that adds a unique flair without coming off as a sci-fi game. It has a strong history-based component and yet I would hesitate to write it off as a historical game. There are even a feel mythic and spiritual elements thrown in. And then there is the overarching question of what is Program Arborea? But first things first.
Arborea seems to be a rift off the word "arboreal" which refers to the overall nature of trees. The definition, "pertaining to trees" also surfaced when I looked up the word. Both descriptions are spot on because Arborea is all about trees and human's relationship with them, whether it may be for exploitation of resources, cultural traditions, or everything in between.
The game begins right after you step into a simulation room where a smooth computerized voice informs you that Program Arborea is about to begin. The next thing you know, you are in a vast forest with no exits and nothing but a gourd in your possession. On the gourd are markings that represent trees from different parts of the world. By identifying the trees, you can travel to eight world regions at different point of human history depicted in this game. It is not a time travel game. The player is not going back in time. Instead, they are simply in a simulation that brings the time periods to them.
Direction > Tree > Destination
North > Pine > The Pine Forests of Scandinavia
East > Palm > The Palm Tree Plantations of Indonesia
You are presented with the simple sounding but vague goal of finding a kernel. The game essentially cuts you loose to figure it out on your own. But it also seems like the more you try to make progress on your own, the more guidance you find in the setting and characters. It can be intimidating at first. You learn that you must "solve" each location, but this is not done independently where you solve one before moving on to the next. Instead, everything crisscrosses. Items from one location can be used in another. The puzzles are not always intuitive and given the size of the game it easy to lose track of your progress.
Once you (Spoiler - click to show) complete the content in each area, its corresponding icon on the gourd will crack (such as the frog for the Amazon). Turns out the kernel is inside the gourd. I spent all this time looking around for it, only to realize that I technically had it the entire time. The catch is that it is only retrievable once every icon is cracked. And that is not even the end of the game. Surprise! There is an endgame as well. Even though it took a while, completing the game felt satisfying.
The gameplay (and corresponding walkthrough) is long, and I figured that would never replay it after I was done. Turns out this was a game where I found myself eerily capable of remembering the exact solutions. Many puzzles seemed rather simple in retrospect, although (Spoiler - click to show) I still have lingering surprise over having to haul around a severed head for a chunk of the gameplay (it is less gory than it sounds). I have played games where the puzzles are cryptic and I need the walkthrough, and even after I complete the puzzle step-by-step, I still find myself unable to explain what I just did. Many of the puzzles in Arborea can be done in different order. I kept thinking to myself, "you know...I wonder what would happen if I did this first instead." I returned to the game and played around with the order in which you can complete things.
There are a few guess the verb puzzles that will probably leave players flipping through the walkthrough. A big roadblock for me was (Spoiler - click to show) crossing the Savannah to get to the carcass. If you try to go south, the PC understandably chickens out. I was not sure what syntax to use. In the walkthrough, there is a subtle clue on what word to use, which assumes that the player is familiar with Star Trek. I am, but even that did not help me make the connection. It is not a standard verb, either. Another guess the verb issue was with (Spoiler - click to show) banishing the demon in the Himalayas. Even though it had a few more small clues, I still needed the walkthrough.
Oddly enough, the some of the most challenging puzzles for me were (Spoiler - click to show) not from the main gameplay, but the endgame. For example, I did not put together the solution of dragging the cross while wearing the white robe and crown to scare off the man in the Scandinavian simulation room. Regardless, I thought that the endgame was a clever way of tying everything together (and the game keeps you guessing about whether the endgame is part of the simulation).
Arborea does make some commentary about real-world issues. The locations for Serengeti, Indonesia, and the Amazon all have subtle mention of current environmental concerns. The time period for these areas is set in more modern times. We see deforestation, poaching, and the production of palm oil for consumer goods (Spoiler - click to show) such as beauty products. Obviously, these issues are far more complex in real life, but the game focuses on identifying key ideas to convey a general message of how we use trees and the ecosystems connected to them.
My ongoing question about this game has to do with "Program Arborea." I borrowed the title of my review from the first line in the game where the computerized voice activates the simulation. The sci-fi aspect of the game stood out to me since the gameplay is essentially an advanced VR adventure. At the end of the game (Spoiler - click to show) when the Program finally ends, and a door opens so the protagonist can leave, while the voice in the background says, "Please take time to re-orient yourself and observe all normal safety precautions when exiting the building." A museum. A museum on natural history. That is my guess.
But maybe you are not meant to look too closely.
The characters are engaging and interesting (even likable for some) but also highly generalized to match their setting. I think it steers clears of stereotyping, although that is a fine, fine line to walk. That said, it is quite possible that I either overlooked or were not aware of certain important/contextual details. I would love for players to share their take on it. Character interactions do not have much depth since each character generally has their "scene" in a puzzle, but there are meaningful moments.
Actually, this (Spoiler - click to show) can be a bit awkward when you meet these characters again in the endgame where you discover that they were merely actors participating in the simulation. Unexpected but creative approach to character design.
Arborea is a long but thoughtfully constructive game. Reading this review may give the impression that the game is all about climbing trees and analyzing environmental issues, but that is not entirely accurate. Yes, those things are certainly included (especially the tree part), but the gameplay also has a broader scope in content that may appeal to you more than you would think. It is a long game, I know, but give it a shot and then decide. I was surprised at how much I enjoyed it.
(Arborea strongly reminds me of The Symbolic Engine. It is a one-room game entered in an IF Art Show and involves messing around with a machine that looks at the history of humans and their relationship with the planet. It also casts an eye on what that history could be in the future. The machine uses different voices and icons to tell the story. The gameplay experience is considerably different, but the themes are spot on. Like Arborea, it has a mix of sci-fi and historical elements. Unlike Arborea, it will only take up a sliver of your time.)


Roasted Chestnuts (Vegan, GF) - For the Health of it!
Cut an X on the flat side of each chestnut with a sharp knife.
Place chestnuts on a baking sheet and roast in oven for 25-30 minutes.
When done, take chestnuts out and allow to slightly cool.
Peel the shells off the chestnuts and discard.


The training courses, held by the master pizza chef Domenico Giovannini, are the key element of Alice Pizza franchise project.
The one of a kind format provides for an initial training period for pizza chefs at Alice Academy, where they will acquire the foundations of the job along with practical and theoretical knowledge, essential for an innovative approach to this job.
The training course is completed in one of Alice shops during a 3-month "on the job" experience. In this period, all the aspiring pizza chefs learn how to manage all the production phases, becoming part of our artisanal production delocalized in every point of sale, the true strength of Alice Pizza.
The training course for the sale staff is shorter and is provided directly in one of the shops of the chain.
During the start-up phase, Alice Pizza provides its affiliates with one-month support, while also helping them to deal with the administration, business and entrepreneurial sphere, also as far as standard and assisted finance is concerned.
Consult our technical documentation. Download pdf file.
You can schedule your appointment with the Franchisor in order to obtain more details regarding the franchising system, from choosing the right location to "turnkey contract".


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