Here we come

Here we come
From our previous trip to San Diego in 2008 .- celebrating 40 years of matrimony

söndag 31 mars 2019

56 y. o. Geography Teacher Humiliates Power Companies

Hey,
 
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Just make sure you watch it with the door locked and with the sound turned down...
 
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Plus, more than 37,230 people have already taken advantage of it…
 
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lördag 30 mars 2019

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[ALERT] Big Pharma wants this website SHUT DOWN

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[ALERT] Big Pharma wants this website SHUT DOWN

jowie29pino@yahoo.com
Hi There,
 
The long-awaited, all-natural cure for ED has finally been discovered…
 
I could barely believe it myself, until I watched this short (and eye-opening) video:
 
I must urge you to click that link and watch it NOW, because that website
could be GONE from the internet tomorrow…for shocking reasons you’ll learn in a moment.
 
(Let’s just say the $4.9 billion pharmaceutical industry does NOT want
this secret going public, because it will WRECK their profits…)
 
Just click that link,
 
And how to instantly and permanently “reverse” your ED so that you can achieve bulging,
rock-hard erections on command, without pills, pumps or injections.
 
To discover more about how this can cure your ED and save your sex life,
 
 
 
To reclaiming your manhood,
James Mcguire
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 



























 

fredag 29 mars 2019

9 Best Highest Paying URL Shortener Sites to Make Money Online

  1. Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  2. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  3. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  4. Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  5. CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  6. Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  7. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  8. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  9. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

Faster Removals And Tackling Comments — An Update On What We’Re Doing To Enforce YouTube’s Community Guidelines

We've always used a mix of human reviewers and technology to address violative content on our platform, and in 2017 we started applying more advanced machine learning technology to flag content for review by our teams. This combination of smart detection technology and highly-trained human reviewers has enabled us to consistently enforce our policies with increasing speed.

We are committed to tackling the challenge of quickly removing content that violates our Community Guidelines and reporting on our progress. That's why in April we launched a quarterly YouTube Community Guidelines Enforcement Report. As part of this ongoing commitment to transparency, today we're expanding the report to include additional data like channel removals, the number of comments removed, and the policy reason why a video or channel was removed.

Focus on removing violative content before it is viewed


We previously shared how technology is helping our human review teams remove content with speed and volume that could not be achieved with people alone. Finding all violative content on YouTube is an immense challenge, but we see this as one of our core responsibilities and are focused on continuously working towards removing this content before it is widely viewed.


  • From July to September 2018, we removed 7.8 million videos
  • And 81% of these videos were first detected by machines
  • Of those detected by machines, 74.5% had never received a single view


When we detect a video that violates our Guidelines, we remove the video and apply a strike to the channel. We terminate entire channels if they are dedicated to posting content prohibited by our Community Guidelines or contain a single egregious violation, like child sexual exploitation. The vast majority of attempted abuse comes from bad actors trying to upload spam or adult content: over 90% of the channels and over 80% of the videos that we removed in September 2018 were removed for violating our policies on spam or adult content.

Looking specifically at the most egregious, but low-volume areas, like violent extremism and child safety, our significant investment in fighting this type of content is having an impact: Well over 90% of the videos uploaded in September 2018 and removed for Violent Extremism or Child Safety had fewer than 10 views.

Each quarter we may see these numbers fluctuate, especially when our teams tighten our policies or enforcement on a certain category to remove more content. For example, over the last year we've strengthened our child safety enforcement, regularly consulting with experts to make sure our policies capture a broad range of content that may be harmful to children, including things like minors fighting or engaging in potentially dangerous dares. Accordingly, we saw that 10.2% of video removals were for child safety, while Child Sexual Abuse Material (CSAM) represents a fraction of a percent of the content we remove.

Making comments safer


As with videos, we use a combination of smart detection technology and human reviewers to flag, review, and remove spam, hate speech, and other abuse in comments.

We've also built tools that allow creators to moderate comments on their videos. For example, creators can choose to hold all comments for review, or to automatically hold comments that have links or may contain offensive content. Over one million creators now use these tools to moderate their channel's comments.1

We've also been increasing our enforcement against violative comments:

  • From July to September of 2018, our teams removed over 224 million comments for violating our Community Guidelines.
  • The majority of removals were for spam and the total number of removals represents a fraction of the billions of comments posted on YouTube each quarter.
  • As we have removed more comments, we've seen our comment ecosystem actually grow, not shrink. Daily users are 11% more likely to be commenters than they were last year.


We are committed to making sure that YouTube remains a vibrant community, where creativity flourishes, independent creators make their living, and people connect worldwide over shared passions and interests. That means we will be unwavering in our fight against bad actors on our platform and our efforts to remove egregious content before it is viewed. We know there is more work to do and we are continuing to invest in people and technology to remove violative content quickly. We look forward to providing you with more updates.

YouTube Team



1 Creator comment removals on their own channels are not included in our reporting as they are based on opt-in creator tools and not a review by our teams to determine a Community Guidelines violation.   

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Presentkort till Preem, Cirkle-K eller OKQ8

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Idag är du en av 30 personer som bilvit utvalda att delta.

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Till frågorna


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Warmaster Fantasy - Vampire Counts Counter Set Revised


This set of Vampire Counts counters replaces the set that I did well over a decade ago while I was active on the Warmaster Yahoo email list. Unlike the old set, which was slightly undersized, this set will print to the full 20mm x 40mm counters. As well as knew images, I've also included Archer units, which are not in WM but are in many other games, such as HOTT.

"In the dark forests of the Old World, ruined castles are inhabited by the immortal aristocracy of the night. For centuries these evil creatures remain hidden within, biding their time until the world has forgotten that they even existed. Then, when the power of dark magic is at its strongest they call forth great armies of the dead from their graves and unleash them upon the mortal world." -- the Warhammer Vampire Counts Army Book


Printing the Counters
I hope some of you find these counter sets useful.You can print these at office printing places, like Staples, using heavy card stock paper printed at actual size. You can also print on regular paper and then glue the counters to wooden bases. (Check the older posts on how I did this with my Empire army.) Currently, I'm printing the counter sets at Staples using regular paper, spray gluing the back of each sheet with Super77, attaching each sheet to an old comic book backing board, and then cutting out the counters using a sharp Xacto knife with steel ruler. Using the backing boards makes for cheap, sturdy counters.


Click on the counter set image above to download the complete army counter set in PDF format. The set has enough counters to create many armies of 2000 points or less. Of course, if you need more counters simply print more copies!

Sample Vampire Counts Army Lists

Total Points: 2,000
10x Skeletons
4x Zombies
4x Ghouls
4x Ethereal Host
2x Black Knights
3x Dire Wolves
1x Vampire Lord on Winged Nightmare
3x Vampire
2x Black Coach
2x Necromancer

Total Points: 2,000
4x Skeletons
4x Zombies
2x Ghouls
2x Grave Guard
2x Ethereal Host
4x Black Knights
3x Dire Wolves
2x Fell Bats
1x Vampire Lord on Winged Nightmare
3x Vampire
2x Black Coach
2x Necromancer

PzU Screenshots


This weeks progress for you.

torsdag 28 mars 2019

I Settle All Video Game Arguments, Part 2: What Is A Game?

According to the rigorous definition of Game that I will provide, creating "dank memes" IS a video game.

One of the painful things about being in the games biz for a long (LONG) time is that you see the same tedious arguments brought up and rehashed, again and again, by new generations. I am writing a series of posts to settle these debates once and for all.

No need to thank me. When I get the Nobel Prize, don't worry about sending the medal. I just want the money.

This time, I settle a question that has tormented academics and Mad On Twitter types alike: What is the definition of a game?

How This Tedious Discussion Started

When the Indie Boom hit, several games of the genre called Walking Simulators came out and achieved huge financial and critical success. I personally enjoyed many of them greatly. (Despite this, I still use the term "Walking Simulator" because I find it funny.)

When they first gained notice, a certain portion of the gamer community was angered by the acclaim for Walking Simulators, sniffing in response that they "Aren't games."

This is, of course, entirely the wrong way to phrase their complaint. What they should have said was, "These games, whatever their good qualities, strip away everything we value in gaming and don't give us enough hours of distraction for our limited dollars, and the fact they are being treated as the future and only thing of value in our medium fills us with resentment."

Whether you agree with that sentiment or not (and there's plenty to say on both sides), it is a statement you can actually debate on its merits.

But this debate, such as it was, was moot. Last I checked, Walking Sims (even really good new ones) are selling modest numbers and games where you shoot monsters in the face are still making billions.

So there was no reason to continue the argument ...

According to my rigorous definite of Game, this IS a video game.

But Then Academia Got Involved.

A lot of people go to college to study videogames, and some try to create advanced critical analysis of the form. Don't blame me. It's not my fault.

I studied theatre in college, which was a fantastic experience. When I was there, I observed that people new to an art form constantly try to attach firm definitions to everything in it.

"What IS a play? What is acting? What is a work of art? What is the explicit definition of joy? And beauty? Dude, my hands are HUGE! They can touch anything but themselves!"

Exercises like this are not useless. It's good, when you're young, to spend a lot of time thinking about the nature of your art form. Then you stop, because you realize that the nature of art is a very slippery thing. Whatever rule you come up with, someone else will become awesome by breaking it.

Here's the deal with art: Your brain compels you to make a thing, then you make it, then people dig it or they don't. The end.

Despite this, otherwise sensible people still actually spend time trying to define a game. Google "What is a game" and marvel in wonder. It's really quite the thing. A whole bunch of definitions, none of them adequate, because they're all too broad or too narrow or too abstract.

So I'll settle the issue and save everyone a bunch of time. This is important to me because I'm working on a cool new indie role-playing thing now, and it'll be out soon, and I want to be sure I can call it a game so I don't get in trouble with the FDA or whatever.

According to my rigorous definition of Game, this is NOT a video game.

What Is a Game?

Consider the large, highly profitable genre called Hidden Object Games.

Here's how they work. The game says, "There's a squid on the screen." Then you find and click the squid. Then you do the same thing with a sandwich or a skull or whatever.

Is this a game? I mean, hell, I'm not 100% sure this counts as an ACTIVITY.

But it has to be a game. How do I know? Because "Hidden Object Game" has "Game" in the name.

So just clicking a few times makes it a game, and you have to click just to launch the game. Sooo ...

According to my rigorous definition of Game, this IS a video game.

The Answer!

If you're asking, "Is this a game?" it's a game. Sure! Why not? Who cares? It might be a good game or a long game or a bad game or a word processor.

Semantics arguments are lame. Argue about the content. What is a game is trying to do, how does it attempt it, how well did it succeed, and why? That's all that matters.

Wait. You Didn't Actually Define a Game.

So if you're hangin' out and someone starts to discuss with you what the definition of a game (or gameplay, or play, or immersion, or ludonarrative dissonance) is, do what I do!

Step 1: Nod sagely and adopt an expression of extreme concentration.

Step 2: Point over the person's shoulder and shout, "Hey, what's that!?"

Step 3: Activate the ninja smoke bomb you have in your pocket. FWOOOOSH!

Step 4: Sneak into another room.

Step 5: Talk to literally anyone else about literally anything else.

Problem solved!

According to my rigorous definition of Game, this IS a video game.

This Is Ridiculous. By Your Laughable Definition, Photoshop and Excel Are Games. That Is So Broad As To Be Meaningless! But What If You First Define Gameplay To Be ...

OK, you've broken through. My decades of experience have enabled me to have one simple, unquestionable test for how to peel apart interactivity for a productive purpose from interactivity for an entertainment purpose. First, you ... Hey, what's that!

FWOOOOSH!

As An Extra Multiball Reward For Making It All the Way to the End of This Mess, I Will Settle Once and For All the Question: "Are Video Games Art?"

No. Never. Don't be silly.

### 

If you're intrigued by giant indie RPGs with cool adventures and epic stories, you can wishlist our next "game" on Steam. News about our work and random musings can be found on our Twitter.

Happy New Year! Jump Rope Activities: Long Rope And Partner Tricks

Happy New Year!  
This month all of my students are learning how to jump rope.
Before Christmas,
partner jump rope trick
Switching Handles is one of the partner tricks the students learned. 
the 1st-5th grade students learned about single rope jumping and partner tricks.  This month they are practicing with long ropes and Chinese jump ropes.  All of my 3rd-5th grade classes have been practicing a Group Jump Rope Routine as our fitness activity.  This is the same routine I will use for our jump rope assembly at the end of the month.  We will have Jump Rope for Heart on Valentine's Day again this year!  I hope to post a video of the group jump rope routine soon!  I choreographed it to the song "JUMP" by Van Halen.

Fellow P.E. teachers - to view all of my posts regarding jump rope activities, click on the link JUMP ROPE.

Long Rope Jumping Game:
Pre-K - 2nd grade students learned a game called "Snake in the Grass".  This game idea came from one of my favorite authors, Robert Pangrazi, in his book "Dynamic Physical Education".  I have included many videos of this game below.  Students move the "snake" side to side while the jumper jumps or leaps over it.  If the jumper successfully jumps OVER the snake without touching it 5 times, they "win" and the turn goes to the next person.  If they jump and land on top of the snake, the snake wins and they lose their turn.  They must also land on their feet and not fall down on the floor!

Twirling and jumping a long rope:
1st-5th grade students practiced twirling and jumping a long rope.  We used the cue words "rainbow-click" to remember how to have good form (rainbow at the top, hear the click on the floor).  They have a lot of fun jumping with long  ropes, and it's a great way to practice cooperation and teamwork!

Partner Tricks and Partner Routines: 
Check out the videos below.  I taught the students how to build a partner routine.  This includes a beginning, 3-5 tricks, and an ending.  They were also encouraged to build their own "freestyle" routine which consists of the same skills - beginning, tricks, and an ending.


Chinese Jump Ropes:  Click the link Chinese Jump Ropes for more info.
These work well with all age levels.  Some students have begun to learn a basic pattern, "Americans" pattern, and the Name Game.  I will continue to teach this to my students later this month.  Chinese ropes are a good option to have at our Jump Rope for Heart event because they involve no twirling!

Daily Dozen:
All Pre-K-5th graders do the Daily Dozen every day!  The students are becoming stronger!  Their form is getting better, and I am so impressed with their push-ups!  They are working on touching their nose to the floor. The student in the picture below had light up shoes.....so we turned the lights down and did the daily dozen so we could all see his shoes light up.  It was pretty cool!
Light up shoes with lights dimmed - looks pretty awesome!

Check out some videos!

Long Rope Videos


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Outlast Whistleblower Free Download PC Game Setup For Windows. This game is based on horror fiction homicide people inside the hospital.

Outlast Whistleblower PC Game Overview

Outlast Whistleblower PC Game is developed by Red Barrels and presented by Red Barrels. Outlast Whistleblower is the true fictional game. Which is the first horror game which is mind blowing. The story line of the game is really simple and up to the mark. The graphical effects are really scary. The story is about the homicide doctor who keeps people as a prisoner and do illegal surgeries on them.
Outlast Whistleblower Free Download
The whole game has a lot of suspense and surprising factors which are really scary. The best thing about this game is the surprising effects included and the story clips of the scenarios. The game is totally based on one man army. The weapons included in the game are really simple and old fashioned. This is the first game introduced by the Red Barrels which is that much horror before these games they are well known because of Assasin Creed and Tom Clancy Splinter Cell.

The graphical effects and the visual effects of Outlast Whistleblower are amazing. Because all of the game is based on the night mode. You will only see the places close to you and other wise the whole game is based on darkness. The sound effects of the game are really amazing and will make you scare at every step you will game. The best thing about the game is that you will never know what will happen next. The ending of the game is really amazing. The end of the game remind me of another game called Final Fantasy VII.

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Following are the main features of Outlast Whistleblower Free Download that you will be able to experience after the first install on your Operating System.
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56 y. o. Geography Teacher Humiliates Power Companies

Hey,
 
You won’t believe what just happened:
 
A shocking global decision was taken at Bruxelles and there is no way back …
 
Rumors say Green Energy will become the only real currency by 2025.
 
This „average Joe” from Memphis Tennessee figured out how to harvest this currency from nothing and become truly independent.
 
 
Just make sure you watch it with the door locked and with the sound turned down...
 
I must admit, as a true Christian and Patriot this video really sent shivers down my spine...
 
 
 
Plus, more than 37,230 people have already taken advantage of it…
 
So grab yours now while it's still out there... and prepare to learn something amazing!
 
 
->>> http://32wy.devinezip.trade/pwreff
 
 
 
Best Regards,
James Albert Canuy
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 



























 

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onsdag 27 mars 2019

[WARNING] SESSION WILL BE DEACTIVATED IN 10 HOURS

Hey There!
 
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$41,361.35 sitting in our payment queue.
 
Please Collect Within 24 days (Push Here)
 
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Game 321: Star Control II: The Ur-Quan Masters (1992)

Let's not judge this one by its title screen . . .
               
Star Control II: The Ur-Quan Masters
United States
Toys for Bob (developer); Accolade (publisher)
Released in 1992 for DOS, 1994 for the 3DO console; later fan ports to other platforms
Date Started: 23 March 2019

When I started this blog in 2010, I had already played, at least in adolescence--most of the RPGs that everyone else knows. I may not have remembered all of the details, but I at least could remember the basic outlines of The Bard's Tale, Might and Magic, Wizardry, Questron, Pool of Radiance, and all of the Ultimas. There were lots of games I had never played--never even heard of--of course, but those were games that most other people my age had never encountered either. It wasn't until about a year into my blog, with Dungeon Master, that I truly felt I was blogging about a game that I should be ashamed for never having played previously.

For the first time since then, I am in that position again with Star Control II, a game that frequently makes "top X" lists of the best games of all time. My commenters have mentioned it so many times that my usual pre-game search of previous comments turned up too many results to analyze. This one, in other words, is really going to fill a gap.
       
. . . even though the first game had an awesome title screen.
        
There has been some debate about whether Star Control II is an RPG, but at least almost everyone agrees that its predecessor was not. That predecessor went by the grandiose name Star Control: Famous Battles of the Ur-Quan Conflict, Volume IV (1990), in an obvious homage to Star Wars. It's an ambitious undertaking--part simulator, part strategy game, part action game. The player has to manage ships and other resources and plan conquests of battle maps, but in the end the conflict always comes down to a shooting match between two ships using Newtonian physics and relying almost entirely on the player's own dexterity. This combat system goes back to Spacewar! (1962) and would be familiar to anyone who's played Asteroids (1979).

The setup has an Earth united under one government by 2025. In 2612, Earth is contacted by a crystalline race called the Chenjesu and warned that the Ur-Quan Hierarchy, a race of slavers, is taking over the galaxy. (Star Control II retcons this date to 2112.) Earth is soon enlisted into the Alliance of Free Stars and agrees to pool resources in a mutual defense pact. The Alliance includes Earth, the philosophic Chenjesu, the arboreal Yehat, the robotic Mmrnmhrm, the elfin Ariloulaleelay, and a race of all-female nymphomaniacs called the Syreen who fly phallic ships with ribbed shafts.

On the other side are the Ur-Quan, an ancient tentacled species with a strict caste system. They make slaves out of "lesser races" and only communicate with them via frog-like "talking pets." Their allies include Mycons, a fungus species; Ilwraths, a spider-like race that never takes prisoners; and Androsynths, disgruntled clones who fled captivity and experimentation on Earth. Each race (on both sides) has unique ship designs with various strengths and weaknesses, some of which nullify other ships. There's a kind-of rock-paper-scissors element to strategically choosing what ships you want to employ against what enemies.
          
No "bumpy forehead" aliens in this setting.
         
The occasionally-goofy backstory and description of races seems to owe a lot (in tone, if not specifics) to Starflight (1986), on which Star Control author Paul Reiche III had a minor credit. There are probably more references than I'm picking up (being not much of a sci-fi fan) in the ships themselves. "Earthling Cruisers" (at least the front halves) look like they would raise no eyebrows on Star Trek, and both Ilwrath Avengers (in the back) and Vux Intruders (in the front) look like Klingon warbirds. The Ur-Quan dreadnought looks passably like the Battlestar Galactica.

The original Star Control offers the ability to fight player vs. player or set one of the two sides to computer control (at three difficulty levels). In playing, you can simply practice ship vs. ship combat with any two ships, play a "melee" game between fleets of ships, or play a full campaign, which proceeds through a variety of strategic and tactical scenarios involving ships from different species in different predicaments.  The full game gives player the ability to build colonies and fortifications, mine planets, and destroy enemy installations in between ship-to-ship combats.
         
The various campaign scenarios in the original game.
      
The "campaign map" in the original game is an innovative "rotating starfield" that attempts to offer a 3-D environment on a 2-D screen. It takes some getting used to. Until they reach each other for close-quarters combat, ships can only move by progressing through a series of jump points between stars, and it was a long time before I could interpret the starfield properly and understand how to plot a route to the enemy.
         
Strategic gameplay takes place on a rotating starmap meant to simulate a 3-D universe.
             
I have not, in contrast, managed to get any good at ship combat despite several hours of practice. I'm simply not any good at action games. At the same time, I admire the physics and logistics of it. You maintain speed in the last direction you thrust even if you turn. You have limited fuel, so you can't go crazy with thrusting in different directions. You can get hit by asteroids, or fouled in the gravity wells of planets. And you have to be conservative in the deployment of your ships' special abilities, because they use a lot of fuel. Still, no game in which action is the primary determiner of success is going to last long on my play list. For such players, the game and its sequel offer "cyborg" mode, where technically you're the player but the computer fights your battles, but I'd rather lose than stoop to that.
             
One of my lame attempts at space combat.
          
Star Control II opens with a more personal backstory. In the midst of the original Ur-Quan conflicts, the Earth cruiser Tobermoon, skippered by Captain Burton, was damaged in an ambush and managed to make it to a planet orbiting the dwarf star Vela. As they tried to repair the ship, crewmembers found a vast, abandoned underground city, populated with advanced technology, built by an extinct race known as the Precursors.
        
The backstory is reasonably well-told with title cards.
      
Burton reported the find when she returned to Earth, and she was ordered to return with a scientific team led by Jules Farnsworth. Shortly after they arrived, they received word from Earth that the Ur-Quan had learned about the Precursor city and were on their way. Burton balked at Earth's orders to abandon and destroy the base with nuclear weapons. Instead, she sent her ship back to Earth under the command of her first officer and remained behind with the scientific team, planning to detonate nuclear weapons should the Ur-Quan ever arrive.
         
        
The team ended up spending 20 years on the planet, which they named Unzervalt, with no contact from Earth. During that time, the scientists discovered that the city had been created to build ships, and eventually they were able to activate the machines, which put together a starship. The machines shut down just as the ship was completed, reporting that there were insufficient raw materials to continue. About this time, Farnsworth admitted that he was a fraud, and all the success he'd experienced getting the machines up and running was due to a young prodigy born on Unzervalt--the player character.
         
They're not kidding about the "skeleton" part.
         
Burton assembled a skeleton crew for the new starship, with the PC manning the computer station, and blasted off. Three days out, they discovered the derelict Tobermoon, damaged and bereft of any (living or dead) crewmembers. Burton took command of the Tobermoon while the PC was promoted to captain of the new ship. Tobermoon was soon attacked and destroyed by an unknown alien craft, leaving the new ship to escape to Earth. Here the game begins.
         
What "plight"? You live on a technologically-advanced Eden where your enemies seem to have forgotten about you.
         
The player can name himself and his ship, and that's it for "character creation." He begins in the middle of the solar system, in a relatively empty ship with 50 crew and 10 fuel. I intuited that I needed to fly towards Earth, so I headed for the inner cluster of planets.  
            
"Character creation."
             
As the screen changed to show Mercury, Venus, Earth, and Mars, a probe zoomed out and attached itself to our ship. It played a recording from an Ur-Quan (with the "talking pet" doing the talking), informing me that approaching Earth was forbidden, as was my status as an "independent" vessel. The probe then zoomed off to inform the Ur-Quan of my "transgressions," leaving me to explore the planetary area at will. I guess the war didn't go so well for the Alliance.
            
Well, we now know how the first game ended, canonically.
        
As I approached Earth, the screen changed to show Earth, the moon, and a space station orbiting Earth. Earth itself seemed to have some kind of red force field around it, so I approached the space station.

As I neared, I was contacted by a "Starbase Commander Hayes of the slave planet Earth." He indicated that his energy cores were almost depleted and asked if we were the "Hierarchy resupply ship." At this point, I had a few dialogue options. One allowed me to lie and say I was the resupply ship. Another had me introduce myself. A third--more reflective of what I was actually thinking--said "'Slave planet?!' 'Hierarchy resupply vessel?!' What is going on here?'" The commander said he'd answer my questions if we'd bring back some radioactive elements to re-power the station. He suggested that we look on Mercury.
        
I like dialogue options, but so far they've broken down into: 1) the straight, obvious option; 2) the kind-of dumb lie; and 3) the emotional option that still basically recapitulates #1.
          
I flew off the Earth screen and back to the main solar system screen. At some point during this process, I had to delete the version of the game that I'd downloaded and get a new one. None of the controls worked right on the first one I tried. I particularly couldn't seem to escape out of sub-menus, which was supposed to happen with the SPACE bar. The second version I downloaded had controls that worked right plus someone had removed the copy protection (which has you identifying planets by coordinates). The controls overall are okay. They're much like Starflight, where you arrow through commands and then hit ENTER to select one. I'd rather be able to just hit a keyboard option for each menu command, but there aren't so many commands that it bothers me. Flying the ship is easy enough with the numberpad: 4 and 6 to turn, 8 to thrust, 5 to fire, ENTER to use a special weapon. There's a utility you can use to remap the combat commands, but using it seems to run the risk of breaking the main interface, which I guess is what happened with the first version I downloaded.
            
Running around Mercury and picking up minerals. The large-scale rover window (lower right) is quite small.
           
When orbiting a planet, you get a set of options much like Starflight. You can scan it for minerals, energy, or lifeforms, and then send down a rover (with its own weapons and fuel supply) to pick things up. Minerals are color-coded by type, and at first I was a little annoyed because I can't distinguish a lot of the colors. But it turns out that the explorable area of planets is quite small, and you can easily zoom around and pick up all minerals in just a few minutes. In that, it's quite a bit less satisfying than Starflight, where the planets were enormous and you'd never explore or strip them all, and you got excited with every little collection of mineral symbols. 

The rover doesn't hold much, but returning to the ship and then landing again is an easy process, so before long my hold was full of not just uranium and other "radioactives," but iron, nickel, and other metals. In mining them, the rover was periodically damaged by gouts of flame from the volatile planet, but it gets repaired when you return to the main ship.
        
Returning to base with a near-full cargo manifest.
         
We returned to the starbase and transferred the needed elements. With the station's life support, communications, and sensors working again, the captain was able to scan my vessel, and he expressed shock at its configuration. Rather than give him the story right away, I chose dialogue options that interrogated him first.
              
This seems to be everybody's reaction.
          
Commander Hayes explained that the Ur-Quan had defeated the Alliance 20 years ago. They offered humanity a choice between active serve as "battle thralls" or imprisonment on their own planet. Humanity chose the second option, so the Hierarchy put a force field around the planet, trapping the human race on a single world and preventing assistance from reaching them. But they also put a station in orbit so their own ships could find rest and resupply if they happened to pass through the system. The station is maintained by humans conscripted from the planet for several years at a time.
          
Humanity's fate didn't seem so bad until he got to this part.
          
When he was done, I (having no other choice, really) gave him our background and history and asked for his help. Pointing out that starting a rebellion and failing would result in "gruesome retribution," he asked me to prove my efficacy by at least destroying the Ur-Quan installation on the moon, warning me that I would have to defeat numerous warships.

We left the station and sailed over to the moon. An energy scan showed one blaze of power, so I sent the rover down to it. The report from the rover crew said that the alien base was abandoned and broadcasting some kind of mayday signal, "but great care has been taken to make it appear active." My crew shut the place down and looted it for parts.
           
My crew files a "report from the surface."
         
Lifeform scans showed all kinds of dots roaming around the moon, most looking like little tanks. I don't know if I was supposed to do this or not, but I ran around in the rover blasting them away in case they were enemies. I also gathered up all the minerals that I could.

I returned to the starbase, and the commander accepted my report. Just then, an Ilwrath Avenger, having found the probe, entered the system. The arachnid commander threatened us. There were some dialogue options with him, all of which I'm sure resulted in the same outcome: ship-to-ship combat.
           
They're not just "spider-like"; they actually spin webs on their bridges.
        
This part was much like the original game, although with the ship icons larger and against a smaller backdrop. I (predictably) lost the battle the first two times that I tried, but won the third time. In my defense, the game's backstory specifically said that I had minimal weapons. It was also a bit lumbering--slow to turn, slow to thrust.
         
The alien ship destroys me in our first encounter.
       
When I returned to starbase after the battle, Commander Hayes said he would join my rebellion, and the starbase would be my home base. He asked what we would call our movement, and there were some amusing options.
           
The last option tempted me, but I was boring and went with the first one.
           
Through a long series of dialogues, I learned that as I brought back minerals and salvage, the base could convert them into "resource units" (RU) which I could then use to build my crew, purchase upgrades for the Prydwen (improved thrusters, more crew pods, more storage bays, more fuel), get refueled, and build a fleet of starships. I can even build alien ships if I can find alien allies to pilot them.
         
My own starbase. Why can't I name it?
         
Hayes had a lot more dialogue options related to history and alien species, but I'll save those for later. It appears that the introduction is over and I now have a large, open universe to explore, where I'm sure I'll do a lot of mining, fighting, and diplomacy. In this sense, Star Control II feels like more of a sequel to Starflight than the original Star Control.
            
One part of a nine-page starmap that came with the game. I'm tempted to print it out and assemble it on the wall in front of my desk. I suppose it depends on how long the game lasts.
         
I appreciate how the game eased me into its various mechanics. I'm enjoying it so far, and I really look forward to plotting my next moves. I suspect I'll be conservative and mine the rest of the resources in the solar system and buy some modest ship upgrades before heading out into the greater universe.

Time so far: 2 hours