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Safety and Efficacy of Triple Combination Therapy in Patients With Primary Open-Angle Glaucoma or Ocular Hypertension
This study has been completed.
Information provided by (Responsible Party):
ClinicalTrials.gov Identifier:
First received: October 7, 2010
Last updated: October 12, 2015
Last verified: October 2015
- Full Text View
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|Tracking Information
|First Received Date ICMJE
|October 7, 2010
|Last Updated Date
|October 12, 2015
|Start Date ICMJE
|January 2011
|Primary Completion Date
|September 2014 (final data collection date for primary outcome measure)
|Current Primary Outcome Measures ICMJE
|Change From Baseline in Mean Worse Eye Intraocular Pressure (IOP) [ Time Frame: Baseline, Week 12 ] [ Designated as safety issue: No ]
Intraocular pressure (IOP) is a measurement of the fluid pressure inside the eye. IOP is evaluated at Hour 0 and Hour 2 in the worse eye, defined as the eye with the worse (higher) IOP at baseline. The mean of Hours 0 and 2 is calculated at Baseline and Week 12 in the worse eye. A negative number change from baseline indicates a reduction in IOP (improvement) and a positive number change from baseline indicates an increase in IOP (worsening).
|Original Primary Outcome Measures ICMJE
|Intraocular Pressure (IOP) [ Time Frame: Week 12 ] [ Designated as safety issue: No ]
|Change History
|Complete list of historical versions of study NCT01217606 on ClinicalTrials.gov Archive Site
|Current Secondary Outcome Measures ICMJE
|Not Provided
|Original Secondary Outcome Measures ICMJE
|Current Other Outcome Measures ICMJE
|Not Provided
|Original Other Outcome Measures ICMJE
|Not Provided
|Descriptive Information
|Brief Title ICMJE
|Safety and Efficacy of Triple Combination Therapy in Patients With Primary Open-Angle Glaucoma or Ocular Hypertension
|Official Title ICMJE
|Not Provided
|Brief Summary
|This study will evaluate the safety and efficacy of Triple Combination Therapy compared with Fixed Combination brimonidine tartrate/timolol ophthalmic solution in patients with primary open-angle glaucoma or ocular hypertension.
|Detailed Description
|Not Provided
|Study Type ICMJE
|Study Phase
|Phase 3
|Study Design ICMJE
|Allocation: Randomized
Endpoint Classification: Safety/Efficacy Study
Intervention Model: Parallel Assignment
Masking: Double Blind (Subject, Investigator, Outcomes Assessor)
Primary Purpose: Treatment
|Condition ICMJE
|Intervention ICMJE
|Study Arm (s)
|Publications *
|Not Provided
* Includes publications given by the data provider as well as publications identified by ClinicalTrials.gov Identifier (NCT Number) in Medline.
|Recruitment Information
|Recruitment Status ICMJE
|Enrollment ICMJE
|Completion Date
|June 2015
|Primary Completion Date
|September 2014 (final data collection date for primary outcome measure)
|Eligibility Criteria ICMJE
Inclusion Criteria:
Exclusion Criteria:
|18 Years and older (Adult, Senior)
|Accepts Healthy Volunteers
|Contacts ICMJE
|Contact information is only displayed when the study is recruiting subjects
|Listed Location Countries ICMJE
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|Other Study ID Numbers ICMJE
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|Plan to Share Data
|Not Provided
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|Information Provided By
|Verification Date
|October 2015
ICMJE Data element required by the International Committee of Medical Journal Editors and the World Health Organization ICTRP


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Paris Jackson is finally following her father into show business.
The 13-year-old daughter of Michael Jackson will star in the upcoming Lundon's Bridge and the Three Keys, a mixed live-action and animation movie, as a girl who survives being brainwashed by a jellyfish queen in the ocean.
Filming begins in January. Three Keys is first in a series of five Lundon O'Malley movies to which she's committed, producer Stephen Sobisky tells PEOPLE.
"She wants to be an actress," says Sobisky. "She wants to take on her dad's legacy and do something good for the world and our product does that."
He says that half the profits from the movie and book versions of the story, featuring Paris on the cover, will be donated to schools.
Paris will appear as a live-action "human character" along with animated characters voiced by Larry King and wife Shawn, Joey Fatone and The Love Boat's Ted Lange.
The release date is not set yet and the filming locations are being kept under wraps.
"She is a sweet, smart girl," says Sobisky. "Our goal is to make sure she has a fun time doing something that keeps her busy. We're a family-driven group. For me, Paris is going to be like one of my children and I'm going to protect just like I do my other three kids. We want her to enjoy this experience."
Michael Jackson's Daughter Paris Gets First Movie Role
Jeff Bottari/Getty
updated 12/09/2011 AT 05:25 PM EST
•originally published 12/09/2011 AT 04:50 PM EST

subset: commoncrawl


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Ty Pennington Style 7 Ft Clear Pre-Lit White Artificial Christmas Tree
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Specifications & Dimensions
Product Documentation


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Welcome to Willows Pediatrics! We love kids and are passionate about what we do every day: practicing state-of-the-art medicine in an environment dedicated to the health and well-being of your family.
For over 40 years, Willows Pediatric Group has served our community by providing comprehensive and compassionate medical care for infants, children and adolescents. Drawing from decades of experience, we are able to continually add new services and incorporate medical advances in a way that has made us leaders in the practice of pediatrics in our community. Our physicians, physician assistants, nurses and staff look forward to getting to know you and your children in our modern, child-friendly office.
Within this site we hope to present an overview of our practice and show you why we are one of Fairfield County's premier newborn, pediatric and adolescent practices. Here you can find answers to questions you may have about our office and some common medical issues. Please don't forget to sign up for e-mail communications and notices. We will post regular updates on our "Bulletin Board" and track trends in child and adolescent health in our blog. We hope you find our website helpful and visit us often.
- We are available to see patients in our office 7 days a week and have 24/7 urgent night call coverage
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- We provide complete care for children with special needs
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- All of the pictures on our website were taken in our office


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Community Status Updates
So I have this fluid build-up in my left knee. It doesn't hurt or bother me, but it does make funny sounds when I fully extend my leg from a seated position, and you can feel it doing weird things when I extend it. Part of me wonders if I should schedule an appointment to have it looked at. The other part of me wonders if I should just leave it be and continue on my day to day. I mean, I'm in no pain - and I'd be at a significant mobility disadvantage if they need to go in and draw out any o...Oct 29 2013 04:17 PM


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Overview of Services
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At Harborside, most patients we assist suffer from conditions that may cause pain sleeplessness and stress. Up until recently, it was thought that people with these conditions should avoid physical acitivity. However, new studies indiciate that low intensity excercies, like yoga, can actually help decrease most pain caused by inflammation. If you are suffering from such symptoms or interested in taking up a low-intensity acitivity, yoga or t'ai chi are great places to start. Harborisde in Oakland offers FREE classes to all of our patients. At Harborside, we are all about getting well and being well.
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Harborside has specially designed programs in many areas that help serve our mission and community, such as discount programs for veterans and seniors, and support groups that lend on-going guidance to those in need. If you have any questions regarding our programs or their facilitators, feel free to contact us at any time. All programs are complimentary to Harborside patients.
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Villa star Stephen Ireland 'not jealous of his Manchester City pals'
Aston Villa midfielder Stephen Ireland today insisted there is no bitterness or jealousy towards his old Manchester City team mates as he prepares to face his former club.
Ireland left the Etihad Stadium to join Villa in August 2010 as part of the deal which saw James Milner move in the other direction for £24m.
Since the 26-year-old Irishman left City they have signed a host of superstar names and have gone on to win the FA Cup and the Premier League title.
But Ireland conceded his departure was an inevitable part of City manager Roberto Mancini's spending spree bankrolled by Sheikh Mansour, and does not begrudge any of the players at his old club the success they have had.
"I have no envy whatsoever. I was just delighted for friends of mine like Micah Richards, Vincent Kompany and Joe Hart," said Ireland.
"They've worked hard, for years they have talked about it, so I was thrilled for them. If I had stayed there I wouldn't have been involved anyway.
"I don't think I'm good enough to get in that team because they have so much quality.
"I live in the same area as Roberto – I bump into him occasionally and we have a chat. I understand it was a football decision. It was the right time for me to leave."Subscribe to our Newsletter


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Paleobird thanks for stopping in
My pushups have been a gradual thing I have been working on i put my feet for in a V than straight back and it makes them easier for me. I push them out as fast as I can Mark says that when you do your reps the quick motions enables your muscles to respond better and build more muscle fiber. i'm surprised that I am actually able to do them like I have been I just stop pn my walks/hikes and do them right there. I do them fast too b/c if anyone were to come down the road and see me - hey check out the fat chick doing push ups. lol
Judg - hey no worries here about pull ups anytime soon - I actually have P90x and they are BIG on the pull ups BUT if you want to simulate pull up muscles you take your bands and secure them to the door with the wedge that comes in the kit kneel on one knees and pull back so that your pulling a bar towards your chest from above. Almost the same back muscles are engaged to enable you to work into and assisted pull up eventually - progress not perfection
Today i sit here and admire my new fridge - still in a funky mood as i can feel the hormonal changes and my girls are hurting - the fridge is HUGE. lol lots more space for my veggies and fruits and HUBS lovingly put all of them away in their little drawers. And the ice make makes the cutest little ice cubes. lol
i need to get motivated - I have a day of BORING at work b/c I did most of my work yesterday we are very slow.
My DSD had a procedure done on her leg the yesterday she had a BIG mass of veins lumped up on her leg that has cause her problems since she was little - her knee is twice the size of her other one. DH just forgets to tell me these things - i will call her tonight and get the story.
Well we will have another heatwave today and that's too damn bad b/c I'm gonna walk anyway. just walk i won't try for the heat stroke today lol.


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Two homosexual men have been sentenced to 14 years in prison with hard labour in Malawi for gross indecency and unnatural acts.
In a ruling that provoked international condemnation, Judge Nyakwawa Usiwa-Usiwa told the men, who were arrested after a public engagement ceremony, that he wanted to protect the public from "people like you".
Steven Monjeza, 26, and Tiwonge Chimbalanga, 20, who have been in jail since December, were then driven away from the packed courthouse in the old colonial capital of Blantyre, jeered by a large crowd.
The British Government, Malawi's largest donor, expressed "dismay" at the sentences, but


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M & D Printing to Upgrade to EFI Monarch to Increase Efficiencies and Provide Platform for Growth11 May, 2011
M & D Printing to Upgrade to EFI Monarch to Increase Efficiencies and Provide Platform for Growth
Foster City, CA (May 11, 2011) – EFI™ , a world leader in customer-focused digital printing innovation, today announced that M & D Printing Company, Inc. has chosen to upgrade its EFI print management system to EFI Monarch and to immediately implement key modules. The company has also purchased EFI PrinterSite Internal to automate their request for quote process.
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Kingery is most excited about the improvements Monarch Planner will bring to the operation. "The ability to graphically explain a job ticket will mean fewer errors and far fewer headaches," he says. "For instance, we have one monthly order that calls for 250,000 copies of a magazine in 14 different versions. We receive the job on a Friday and the printed magazines are delivered the next Tuesday. With Planner and its scalable imposition templates, we'll be able to handle the job ticket development and prepress quickly and easily."
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I think we're sort of talking past each other at this point. In any case, I love survival games and psychology so I look forward to playing whatever you come up with. Best of luck!
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#5137261 Quantifying insanity.
Posted by tim_shea on 07 March 2014 - 10:18 PM
#5137259 Quantifying insanity.
Posted by tim_shea on 07 March 2014 - 09:30 PM
The issue here is that I can't account for how deep in character the player is.
So, this is not strictly true. In fact, there are entire genres built around accounting for exactly that. To be sure, game design based on player immersion is much more artistic and subjective than game design based on systems, but it is definitely not out of reach.
It relies on player immersion to be any more than that.
Player immersion is not something that the player chooses to engage in. They have to set the conditions for it, but you as the developer have to actually create it, if that's the route you want to take. And keep in mind, it may not be the best option. Immersion and entertainment are orthogonal attributes of game design. Particularly in a sandbox or procedural game, it could be incredibly difficult to construct an immersive experience, and even if you did it might not be as entertaining as a more rule-driven experience.
#4974160 Monster thinking in an action rpg
Posted by tim_shea on 28 August 2012 - 10:28 AM
You're smarter already than the best NNs and Genetics out there
I don't think I agree with these sentiments, but the advice is good. Neural networks and genetic algorithms are among the most promising subjects in AI research. They are the only techniques with a good likelihood of producing real emergent behavior or machine learning. However, most implementations *are* unpredictable, training intensive, and unlikely to provide a whole lot of benefit in a typical rpg.
not waste time in irrelevant methods like neural networks and genetic programming.
I would say if you want to look at something more advanced than finite state machines or scripts, the most fertile ground would be production systems. These are kind of (not really) like a large collection of interrelated if-then-else statements. The idea is to build up a collection of productions (sometimes called rules) that represent all of the 'mental' considerations of the AI.
In my opinion, this type of representation is much more authentic than a real-time plastic method like a GA or NN. Consider, during the course of a battle, it is pretty unlikely that a monster will be learning and incorporating a whole lot. It seems a bit more realistic to say that a monster or enemy has a lot of knowledge and experience (in the form of productions) that it brings into the battle, but that set of knowledge doesn't necessarily change a whole lot.
#4973023 Self-storing class-instances on creation
Posted by tim_shea on 24 August 2012 - 10:07 AM
On the other hand, if you really do think there are enough operations and data to justify defining an object, and it does in fact make sense to instantiate one, then by avoiding singletons you actually gain a lot of flexibility (one lightweight gui manager handles the hud, another for the pause screen menus).
I think if you embrace the fact that a single program can incorporate multiple paradigms, you should see the need for singletons decline.
#4972886 Monster thinking in an action rpg
Posted by tim_shea on 23 August 2012 - 10:53 PM
a) I am an instinctual sort of creature, like an alligator or maybe an ogre, and in the clutch I tend to rely upon particular strategies. These strategies will most likely be widely applicable and crudely effective (having gotten me this far in life) but due to their generality may be exploitable. So as an alligator if I smell a hero crossing my swamp I likely try and take a bite out of him. As an Ogre, I put my club to use. There is probably not going to be much decision-making involved for an instinctual sort of creature.
b) I am a sneaky, crafty, or cunning sort of monster like a goblin shaman or a street urchin. I am not very intelligent, but I may come up with some unexpected way to approach a confrontation. In my view, as the cunning monster I'm not so much comparing a bunch of options and deciding on the cleverest one, rather I'm just more likely to try something unorthodox rather than always rely on a standard approach. So, again I don't need complex decision making, what I really need is some mechanism for simulating creativity (a simple solution might be a lot of prescripted behaviors, that are randomly selected from so as to appear emergent). The key to my cleverness as a goblin shaman isn't that I pick the best possible move, rather, that I tend to try unexpected things, potentially gaining an advantage.
c) I am a normal, competent, human-equivalent intelligent being. This one is pretty complex, because there is such a range of cognitive behavior in humans, let alone fantasy races. However, I would say some good approximations are certainly possible. For one thing, depending on how your system works and whether it can handle this, you might consider the fact that the most important (and often the only) decision that a typical soldier makes in a brief conflict is whether to fight, and a lot of the time only one side makes even that decision. So, an orc hunter might put some effort into sizing up his opponent and deciding whether he feels lucky, but once he's charged in, he probably isn't spending a lot of time deciding who to swing his axe at. I would say, there are a few decisions (whether to fight, whether to run, maybe others?) that could benefit from a weighted statistical model *or* a fuzzy approach, but honestly for these kinds of monsters the choice of which action to take should probably be really simple.
d) I am a highly intelligent being, such as a wizard, a battlefield commander, an elder dragon, or whatever. For this category, I am somewhat divided. Traditionally, games tend to assign the least flexible, and least intelligent cognitive simulations (almost always a simple, scripted pattern) to ostensibly the most intelligent type of enemy. I understand why, as games have to maintain a certain level of fun, and often have to follow certain conventions to do so, but I still dislike it. If I am a seasoned, veteran troop commander, I am not entering a battle without a plan that stands a high chance of success (unless I'm in a desert badum-bum-tsh!). So, for these kinds of monsters, I could see employing a fairly elaborate cognitive model, perhaps even a perfectly rational algorithmic model. But, if you plan on keeping with RPG tradition, then actually you don't even need that for these guys, just some state machines and scripts will do it.
I hope this helps. I'm not disagreeing with anything else said, just offering my take on how certain monsters could think in battle. I probably over-simplified the human-types, because there is really a whole lot that you could do there. Good luck.
#4958991 Can you make a big game by starting small?
Posted by tim_shea on 13 July 2012 - 09:30 PM
As a counterpoint though, you could just as easily pick out, say one or two core features, build up a prototype with those features, and then slowly add content that way. So, you don't have to chunk development spatially (in terms of levels), you can break it down in whatever way will be most convenient given your development plan (e.g. if you expect it to take only a few weeks to build the game world, but many months to build the graphics engine, then you might split up rendering components instead).
#4958989 Ways of forcing players to play together without risk of getting griefed?
Posted by tim_shea on 13 July 2012 - 09:10 PM
Nope. In fact, most of the time if a person is causing trouble for their teammates, doing stupid things, or intentionally not contributing it's exactly because they simply don't care very much what the outcome is.
Cause everyone wants to beat the game, right?
I think this is exactly the wrong idea. Players will mess around more the less consequence and interest the game maintains. A fairly slow paced game like WoW is not going to keep a player's attention all the time, so you'll inevitably have people playing games inside the game. The highly repetitive nature of WoW doesn't help. I would guess that it applies less so to Left 4 Dead, but it's much the same thing. L4D was awesome, scary, and intense the first (and perhaps second) play through each level, but by the time you've played each level 5 or 6 times, they get a bit mundane (personally, I think this is because of the linearity). Cue the griefers.
I think it might not be possible?
And only thing they can do to make it less destructive when you get griefed is to make the game as casual as possible... no penalties for losing.. just small almost meaningless rewards for winning.. just some fun gameplay you can get into and be done with in a few mins.
My suggestion would be, if you're really worried about people not taking your game seriously, eliminate unnecessary repetition, and produce more exciting content. When a player is having a great time, their much less likely to try and ruin someone else's.
#4958093 Weekly Discussion on RPG Genre's flaws [Week 3 : Attrition]
Posted by tim_shea on 11 July 2012 - 10:48 AM
Also, WoW is not particularly relevant to balancing a turn based retro rpg. I know we've already introduced plenty of outside examples to support the discussion, but there are limits to how far you can take an example. It might be useful to look at why the designers made the pacing decisions they did, but it would probably be fruitless to try and port them into this model.
However, I actually think your example of a petrify (or potentially death spell, or other, really negative things) effect which would increment over time, forcing the player to avoid engaging the Medusa until he was ready to fully commit, that might be fun. It's maybe not a good basis for the basic attrition system in a game, but in a dungeon or two I think it has a lot of promise.
#4957435 Fathoming the Unfathomable
Posted by tim_shea on 09 July 2012 - 04:26 PM
To me, that is really what made Limbo successful. I didn't get immersed in the game because I was emotionally involved, I was able to get emotionally involved because I was immersed.
'Uncanny valley' is actually only a dip in the perceived realism of a construct, as it approaches human-like. Perceived realism decreases, as we notice and magnify tiny imperfections and flaws in the construct, but as modern CG shows, it increases again on the other side. A good artist with modern tools can make it to the other side of the valley. Thus, it wouldn't be impossible to make a realistic and immersive game, just impossible with current technology and less than millions of dollars.
There was some robotics theorist who talked about the "unreal valley" (or something) where humans would reject robots as they got more human-like, because we would sense subtle differences between them and ourselves.
#4957405 Programming Techniques
Posted by tim_shea on 09 July 2012 - 02:36 PM
Sorry if it wasn't clear, my advice was given in the spirit of "if you aren't sure how to acquire the taste for function decomposition, then..." and not as a general practice. I believe there are few, if any, situations where a long, complex process with multiple levels of detail should be all thrown into a single function, but it takes some forced practice to determine when a function will benefit from a split.
That's a little extreme. You shouldn't break a function up into many smaller functions unless you need to. You seem to be advocating doing this for the sake of doing it.
So, to be clear, I am not saying that all functions must be a particular length, or that they should be split arbitrarily if no obvious distinction arises. What I am saying is that obvious distinctions are often present, and there are advantages to capitalizing on them.
Edit: Also, I don't believe "you need to" do anything with regards to styling in code, rather, some styles promote code reuse, some promote readability, some promote maintainability, etc. In my experience, function decomposition is a very beneficial style, and to only employ it only when I am compelled would be to forego its benefits altogether.
#4955630 My Dream Game
Posted by tim_shea on 04 July 2012 - 08:32 AM
Now, if you are very interested in game development and just want to learn, there's no reason you can't start teaching yourself about graphics (using say, C# and XNA, or C++ and OGRE), and game physics, and animation, and content pipelines, and for that matter, artificial intelligence (if you can easily write and solve an equation to determine some behavior, it's unlikely the AI will be very interesting or emergent). And while you are learning, you could try to make some progress on the game idea.
Honestly though, if what you know is basic java and your goal is to play this game, not to make it, or make money from it, stick with what you know (you might use a basic GUI to organize the info on a civ, instead of pure CLI). It won't be pretty, but you are already imagining the epic battles and sprawling civs in your head anyway, what's wrong with that? Anyway, good luck whichever route you choose.
#4955387 Weekly Discussion on RPG Genre's flaws [The "Fight" Command]
Posted by tim_shea on 03 July 2012 - 12:28 PM
Ok, so, what I was trying to get at is that, I don't believe there is any simple catch-all method of reducing the reliance on the fight button without completely devaluing it, all other things being equal. My proposed solution would be to revise the number and quality of encounters, so that players never feel the need to settle into a rut; however, you make a good point about grinding, and I can definitely imagine many core rpg gamers being upset if this feature were completely removed. I think your ideas for training and/or optional areas would mitigate that, but possibly at the cost of throwing off the balance we've just worked to achieve.
Like I said however, we're terribly off topic.
On that note, next week's topic will definitely be related to grinding as I believe we've reached a natural bridge here.
I think here you are making a lot of assumptions about the nature of the game and the nature of the player. Not everyone is going to approach even a traditional rpg in the same way. Nowhere is it implied (and it's often not the case) that mashing fight will provide the maximum damage per second, and in a turn based rpg I find it unlikely that most players even care about dps in terms of strategy, rather, when playing strategically a player will consider damage per turn and enemy damage per turn, but if the player starts thinking in terms of dps they have probably already abandoned all strategy. On the other hand, I agree that once a player settles into a one-button rut, they will probably not break out of it unless the game forces them to. But, I don't think that's because they want to play in such a single-minded manner, I think it's just because the game allows them to.
Can you provide an example of a situation a player would chose not the maximum dps way ???
1) A player would only replace the 1 button max dps macro only if a situational effect grants him more damage.
Thus bots are always better than human players, because they can always follow the max damage rotation, automatically following the damage buff "ifs".
Note: a monster forces you to cancel the "max dps strategy" only if it kills you. If it doesn't kill you, it is cheaper (timewise) to finish it as fast as you can and heal to full in 1sec with no resource costs after the battle finishes.
I wasn't implying (nor do I believe) that Oblivion was 'bugged', just that the incentive to improve was reduced (not removed entirely) compared to the other Elder Scrolls games. Also, the goblin thing is basically what I was getting at. If level in your game is just an arbitrary or abstract concept that will be manipulated at will to balance difficulty, fine, but if level is a number intended loosely to measure the combat prowess of a creature (as in D&D) then it just seems silly to say that the goblins gain levels to match my own. Certainly, some goblins might have higher and others lower level, and the average level might change as the game progresses, but not implicitly as my characters develop, otherwise there is no benefit to developing my characters (and no, I don't agree that people want bigger numbers just for the sake of bigger numbers, those numbers have to mean something to be interesting at all).
I dont agree, just because a game is bugged doesn't mean that everyone that uses this system is bugged.
Oblivion was bugged because :
1) unlimited hp monsters : regenerating trolls were unkillable and took hours to kill, and it was only a crappy trash mob, that you met every 10 steps.
2) unlimited damage monsters, 1 shot : Also there were some fiora humanoid monsters that just 1shotted you with their elemental spells.
In my game a lvl 1 monster is as hard as a lv 100000 monster when you fight em at same level. Why is that ? because i don't switch their monster type, a goblin remains the same, just higher level.
#4954003 Weekly Discussion on RPG Genre's flaws [The "Fight" Command]
Posted by tim_shea on 29 June 2012 - 11:05 AM
I think you are one the right track with your suggestion that battles have to be more balanced to involve players (I think n00b0dy is trying to get at the same thing), but I think the most important lesson from TES: Oblivion was that game difficulty should not scale to the player. This is especially important for retro-rpgs, where a core component of the game is leveling up. In any game, though, it's going to reduce the incentive for a player to improve.
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
To me, bashing the "Fight" command is precisely that. It can be removed without reducing the game depth in it. The only reason it is there is like what others here have said to give players a way out if they run out of potions to use the other options. There are many ways to prevent users running out of potions and therefore get into a point of no return.
I think the issue is bigger than just the problem of always bashing the "Fight" command. The issue with those Retro/Console (J) RPG i played is that All Attack commands(Fight, Magic, skills, summon) or whatever you called it is strategical irrelevant.
In a roleplaying game, there are 3 components:
Resource Management (getting enough hp and mana pots)
Character Power(Levels, Skill power of attacks, Stats)
Tactical decision in fight( Who to choose to fight who, with which attack command)
The problem is that if Character Power is high enough, you can kill anything just by bashing the "Fight" or any attack command for that matter.
The solution is then to
a) keep the balance between Character Power and Tactical decision in fight or
b) Make them incomparables.
A better way, I think, would be to put more effort into designing meaningful, well balanced encounters (balanced for the intended player level) and then maybe restricting the player from over-leveling. After all, a goblin is only a goblin, it doesn't make sense for him to become super powered just because my character is super powered. But, at the same time, there is no good reason to allow me to run around slaughtering goblins indefinitely.
I see two ways to accomplish this restriction:
1) Offer only a finite number of encounters. This would be my preferred method. It better reflects reality (how many goblins live in this freaking cave?). Having fewer encounters alone has some considerable benefits, mentioned above, but also having a completely limited number of encounters will encourage players to make every one count (you could even scale experience based on how 'well' the player performed), and prevent them from breaking the carefully balanced difficulty. Although, I still believe there should be considerable latitude for players to improve within any area, possibly by making many of the encounters optional (yay it all comes together!).
2) Limit player grinding in some other, artificial way. Time limits, scaling experience sharply downward with increasing player level, etc. This is what rpgs that offer random battles have done historically, to lesser or greater extent. I think the benefit here is that the player's level can be loosely contained, while offering unlimited "play" for those that want it. Really, though, I've spent a lot of time grinding in retro-rpgs in order to max my characters out, but never because it was inherently enjoyable. The enjoyable part was having maxed out characters and getting to fight the few vicious end-game battles with them. So, unlimited "play" for me is kind of a non-argument.
So, obviously I think 1) is the way to go. If retro-rpgs are going to maintain any appeal compared to other games, the entertainment value per minute (or hour) has got to be more consistent.
#4953708 Weekly Discussion on RPG Genre's flaws [The "Fight" Command]
Posted by tim_shea on 28 June 2012 - 11:17 AM
That being said, I have long believed that the first step should be reducing the number of encounters. The problem with long encounters is that (using the default fight mechanism) they get boring or frustrating, and when there's a whole lot of boring, frustrating encounters the game pretty much sucks. So, don't have so many encounters, and now you are free to make them more challenging and more strategically involved. This is exactly why tactical rpgs have always featured fewer encounters than static rpgs, the increased complexity requires more time and more time requires fewer repetitions.
I have such fond memories of FF1 (3 dead, 1 barely hanging on, 4 dead once you leave the dungeon and accidentally step back in the poison swamp, or even better, 4 level 20s, awesome gear, promoted to Knights and Wizards and whatnot, saviors of the land, 'Oh hey, what's this Greenish dragon do?').
Some of the old era rpgs had the concept of attrition built into them. Where getting through the dungeon and to boss with enough hp and mana to beat them was part of the challenge. Rather having the player recover after each fight force them to carry the damage, fatigue, and injuries along until they can set up camp or return to town. I remember playing FF1 back in the day and limping back to town after a tough dungeon with 3 characters dead and 1 barely hanging on and then not having enough gil to resurrect my entire party.
I suppose the real question for me is what problem are you trying to solve? Do you want to make each random battle more meaningful and challenging. Or should the challenge be in the journey. I'd prefer to see the challenge be about getting from town through the deadly swamp down into the depths of dark cave to retrieve the crown from its guardians and then making home again.


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I hate: torterra, empoleon, spiritomb........... basically every pokemon in the sinnoh pokedex. There all copies of different pokemon.
hate evry pokemon except torretara
I hate: torterra, empoleon, spiritomb........... basically every pokemon in the sinnoh pokedex. There all copies of different pokemon.
^Credit to SSBB Lover
Normally I would say I hate all Pokemon, but the one I can't stand the most is Dewgong. He makes that loud "DEEEEWW GONG GONG!" noise and it makes me want to stab him.
Current systems: Wii, PSP, DS(sux), N64, and PS2.
PM me if you want to play Socom Fireteam Bravo 2 online! Need wii friend codes!
hennry, why the ..... do you want to post on every thread to see your name on every thread? stop it. I can tel this is your for sure next target.
i hate fake poks
shut up plz. Do not do that. As I forgot, but a post with less than 5 words is considered spam. So .... off plz.... I hate.........[SARCASM]chingling [/SARCASM]Originally Posted by henrry2
I personally love dewgong. Of course I love ice types period. All the pokemon make some freiky noise. I think pikachu's is annoying. "pikachu pppppiiiiiiiiiiikkkkkkkkkkkkaaaaaa"Originally Posted by Chase&Fred
^Credit to SSBB Lover
the first 150 rocked and then the pokemon artist discovered crack cocaine and came up with hundreds more of WE-DONT-MAKE-NO-SENSE-MON
but in my rant i would like to say of the new ones PIPLUP is an exception
i hate slaking and blissy
please dont start with me i dont wanna start war its wiichat ,just to have fun and chat with friends , i can start war and tern wiicht to wiichit but im better than you m***** f*****. if u want to start a war be a man about it and dont tell the mods ,and i wasnt spaming you fool i wrote what i hate isnt this thred about poks u hate,that makes u the spamer not me >>>>>i hate abraOriginally Posted by Slimi


text:
Phillips is a senior health care executive with more than 20 years
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As the president of Bryn Mawr Rehab Hospital, Ms. Phillips is
responsible for strategic long-range planning and management of the
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Executive Campaign Champion for 2010–11 and 2011–12.
Ms. Phillips earned her Master of Business Administration from Eastern
College and her Bachelor of Science degree in Registered Record
Administration from Long Island University.
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myFC PowerTrekk PowerTrekk
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Artemis is a family-owned Jewellery and Gift shop based on the Gloucester Road, one of Bristol's most loved Independent Shopping Streets.
Best known as the home of Catherine Amesbury Contemporary Jewellery , Artemis has our complete collection available to browse and buy. We also have an in-house workshop where customers can sit and take their time to either customise or commission bespoke pieces in a relaxed atmosphere, guided through the creative process by one of our artistically trained members of staff.
At Artemis we pride ourselves on the presentation of our gifts, after all - presentation is everything. Everything in our shop comes gift-wrapped in a uniquely boutique style we have only ever seen in La Clusaz, a picturesque skiing village in the French Alps.
Run by mother and daughter team Catherine and Carrie, Artemis also stocks a diverse range of gifts, all linked by their beautifully feminine nature. Described as an Aladdin's cave of treasures you're sure to find something for every occasion - from Eco-Fashion handbags to unique Sri Lankan hand crafted pottery, stylised soaps, decorative lights and small token gifts and decorations.
Because we believe that the difference between "ordinary" and "extra-ordinary" is that little extra, we hope that we can go one step further to help you find that perfect gift.


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Hi! My name is pearley
I am Domestic Shorthair from derry, NH
Nicknames: princess
Age: 9 years old
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Coat: short haired
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Where I hang out: my moms dale ernhart chair
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What I love about my owners: she saved my life when those bullys were hurting me
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my mom was out wallking one day it was a summer day and she found me lying there some neighbor hood kids were not very nice to me she took me to the vet and i was real sick they thought for a while i might just have to be put to sleep cause i was so sad i did not want to get better but my mom came everyday and i knew sime one really loved me and she would not hurt me so i started to get stronger and i finally went home to my new home and i am very loved and spoiled i have a sometimes obnoxious brother midnite but other wise hes cool he protects me so thats my story
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NFL: Broncos' Fox Get's New Contract
John Fox had an interesting 2013 season, he had surgery to repair a valve in his heart and he also took the Denver Broncos to the Super Bowl. Now he is getting a new three-year extension for his efforts.
For more on this story visit: ProFootball Talk, Mike Florio


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Aspen House Vacation Rentals
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All rates and availability subject to change without notice!
Rentals in Aspen:
Aspen Rental: Our Premier Suite Aspen Condominium Rental has an incredible location 1 block from Aspen Mountain's #1 ski lift and has ski in ski out access to the Aspen Mountain Gondola. The 22' cathedral ceilings with south and west windows give you spectacular views of Aspen Mountain with front row seats for the World Cup finish.
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Visual Art 2
The course introduces a wide variety of approaches leading to a substantial and varied portfolio of work suitable to assist admission to art and design studies at university level. Studio space restricts class size. Class work includes: exercises and discussions to extend creative and personal expression; the development of observational skills through attitudes and processes in selected 2-D and 3-D areas reinforced by independent studies and home projects; thematic developments, inter-media experiments and exhibition preparation and presentation. Visits to art galleries provide insights into current art practice. An understanding of the language of art criticism and research methods will be provided.
- Semester 2 - 2017
- Semester 2 - 2017
Learning Outcomes
On successful completion of the course students will be able to:
1. Establish basic practical skills, techniques and approaches;
2. Investigate concepts, materials and applications within a contemporary framework, related to the history and theories of art;
3. Stimulate interest in creativity in fine art areas;
4. Expand the sources of research material;
5. Develop independent study skills
History/Theory topics, which are, as far as possible, integrated with the studio activities, will be selected from:
1.Major approaches in contemporary art: Postmodernism and beyond, including contemporary Aboriginal Art, photography and digital media; installation art;
2. Development of Visual Art Research Journal;
3. Art Gallery practices;
4. Art studio practices: case studies.
Studio topics will be selected from:
- Development of themes and concepts in painting, drawing and selected 2-D media.
- Further exploration of 3-D forming, construction techniques and processes.
- Critical observation and research methods.
- Exhibition organisation and presentation skills.
This course is only available to students who have completed EPARTS156 and are active in the Open Foundation Program or the Yapug Program.
Assessment Items
Essay: Essays/Written Assignments
Presentation: Seminar
Journal: Visual Art Research Journal
Portfolio: Final Portfolio
Contact Hours
Callaghan and Ourimbah
Face to Face On Campus 1 hour(s) per Week for 12 Weeks
Face to Face On Campus 2 hour(s) per Week for 12 Weeks


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GRAND RAPIDS, MI — Crews are working to extinguish a "small fire" in an attic at a home on the 1000 block of Alto Avenue SE.
Grand Rapids fire crews arrived on scene around 8:45 p.m., and at first said no smoke was visible from the two-story home's exterior. Firefighters on scene then revised that assessment, and found smoke pouring from the attic.
The fire appears to have been caused by an electrical shortage. It damaged a back bedroom in addition to the attic.
Crews started attacking the blaze reported as a "small fire" in the attic's east corner. Authorities said the house had been evacuated.
No damage estimate is available at this time.


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Vacancy has expiredShow me jobs like this one
|City of Scottsdale
|Job Category:
|Job Type:
|Full Time
|Arizona (AZ)
|Post Code:
|Salary and Benefits:
|$85,238.40 - $123,593.60 Annually
|Post Date:
$85,238.40 - $123,593.60 Annually
CLASSIFICATION: Unclassified
STATUS: Full-Time Regular
Plans, organizes and performs responsible administrative and managerial duties in maintenance management and operations of streets, shoulders, drainage systems and traffic control systems.
Education and Experience
A Bachelor's Degree or equivalent years of education and experience in Engineering, Construction Management, Business, Public Administration or related field from an accredited institution. Five (5) years of recent experience in public works management as a supervisor/manager in an engineering or maintenance operations environment. Equivalent years of experience are equal to two (2) years of relevant experience for every one (1) year of education required.
Licensing, Certifications and Other Requirements
A valid driver license with no major driving citations in the last 39 months may be required.
Other pertinent licenses and/or certifications may be required of some positions depending on division/department/service assignment.
Knowledge, Skills and Abilities
Public works management; M.A.G., M.U.T.C.D and F.H.W.A. standards; pavement management systems and administrative and management practices and procedures used in budgeting, planning, organizing, staffing, coordinating and supervising. The requirements of Department of Transportation (DOT) Federal Motor Carrier Safety Administration (FMCSA) regulations, relating to CDL license holders in the performance of safety-sensitive functions and the use and/or misuse of alcohol and controlled substances. Principles and practices of safe motor vehicle operation and maintenance. Traffic laws, ordinances and rules involved in motor vehicle operation. Microsoft Office products and other relevant technologies.
Ability to:
Prepare and present effective oral and written presentations and reports. Enter data into a software database and utilize the information to forecast and plan effectively. Communicate effectively with citizens and business owners regarding service requests, as well as co-workers, staff and administrators. Conduct research and analyze results. Make mathematical calculations and draw logical conclusions. Provide thoughtful and thorough analysis. Proficiently perform computerized word processing, comprehension, summarizing and writing/editing. Attend or conduct various meetings as needed. Supervise staff. Observe, review and check the work of staff members to ensure conformance to standards. Establish and maintain effective working relationships with water and sewer users, other professionals and government jurisdictions, co-workers and the general public. Complete OSHA/Safety Training as required.
Performs duties and responsibilities commensurate with assigned functional area which may include, but are not limited to, any combination of the following tasks:
Manages, plans, organizes, staffs, directs and evaluates all activities in Street Services of the Public Works Department, which includes but not limited to Roadway Sweeping, Shoulder Maintenance, Unimproved Roadway and Alley Maintenance, Herbicide Application, Bridge Maintenance, Natural Drainage Way Structures and Channels Maintenance, Asphalt and Concrete Maintenance, Pavement Management, Drainage Inspection, Sidewalk and Concrete Inspection, Pavement Condition Inspection, Pavement Construction Inspection, Traffic Signals, Signs and Markings, Street Lighting, Intelligent Transportation Systems. Performs administrative and managerial work, including preparing budgets, designing preventive maintenance programs and automated maintenance operations systems to control and monitor maintenance costs while effectively managing equipment and employee resources. Utilizes a G.I.S. and pavement management system to accurately budget and plan for effective pavement maintenance. Prepares, justifies and administers budgets; and monitors contracts for compliance. Develops and administers design, construction and maintenance standards for areas of responsibility. Determines maintenance responsibility for roadway and drainage rights of way and easements. Responsible for environmental compliance relating to road and drainage systems. Selects maintenance equipment and provide annual data report for environmental compliance. Responsible for coordination, notification and complaint resolution arising from major street resurfacing projects. Determines and implements long- and short-range objectives for Street Operations. Responds to special maintenance requests. Supervises and coordinates the activities of the staff including training, scheduling, hiring decisions, written performance evaluations. Work with employees to correct deficiencies and, if necessary, implement disciplinary procedures. Reviews cost accounting reports to determine effectiveness and efficiency of operations. Provides technical advice to Executive Director and makes recommendations to top management and City Council. Prepares and presents reports and recommendations to the Executive Director and City Council. Meets regularly and coordinates activities with other departments or agencies that will assist reaching community goals and programs. Supervises and coordinates staff. This may include mentoring, recommending, and/or delivering training, and assigning work. Participates in employee evaluations up to and including preparation and delivery of written performance appraisals. Works with staff to grow and develop each employee's performance. Works with employees to correct deficiencies and identify corrective actions. Recommends and implements employee recognitions and rewards or, in some instances, disciplinary procedures. Often participates in the hiring process up to and including the hiring decision. Performs other duties as assigned.
The physical demands and work environment characteristics described here are representative of those that must be met by an employee to successfully perform the essential functions of this position or that an employee encounters while performing the essential functions of this position. Reasonable accommodations may be made to enable individuals with disabilities to perform the essential functions.
Most work is performed in a normal City office environment, with occasional site visits. Exposure to dust, noise, inclement weather, temperature extremes and unpleasant odors. Lift and carry materials weighing up to 30 pounds. Operate a variety of standard office equipment including computer, telephone, calculator, copy and fax machine requiring continuous and repetitive arm, hand and eye movement. Travel to/from meetings and various locations. Operate a motor vehicle.
EQUAL EMPLOYMENT OPPORTUNITY: All applicants will be considered for employment without regard to race, religion, color, sex, national origin, age, disability, veteran status or marital status. When advised reasonable accommodations will be made in order for an "otherwise qualified applicant" with a disability to participate in any phase of the recruitment process. Please contact Human Resources to request an accommodation.
Persons with a disability may request a reasonable accommodation by contacting HR Receptionist at (480) 312-2491. Requests should be made 24 hours in advance or as early as possible to allow time to arrange the accommodation. For TTY users, the Arizona Relay Service (1-800-367-8939) may contact HR Receptionist at (480) 312-2491.
This position description does not constitute an employment agreement between the employer and employee and is subject to change by the employer as the needs of the employer and requirements of the position change.
Position #14-00088
Street Operations Director Supplemental Questionnaire
Do you possess a Bachelor's Degree or equivalent years of education and experience in Engineering, Construction Management, Business, Public Administration or related field from an accredited institution? (two (2) years of relevant experience for every one (1) year of education is required)
Do you possess recent experience in public works management as a supervisor/manager in an engineering or maintenance operations environment?
No experience
* Required Question
To apply: Visit our website at http://www.scottsdaleaz.gov


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Justin Bieber caught smoking weed
planbskater posted on Jan 07, 2013 3:41:12 AM - Report post
In related news, weed just got a lot less cool.
[url]www.tmz.com/2013/01/04/justin-bieber-marijuana-pot-blunt-smoking-picture-photo/' target='_blank'>Link
And it might sound funny, but I would buy a O-Z just to get you in my bedroom.
dstates posted on Jan 07, 2013 4:09:44 AM - Report post
i don't get why it's such a big deal. he probably has a medical card for the weed anyway.
Secretmaster posted on Jan 07, 2013 8:12:40 AM - Report post
no problem there, im Dutch, and lately i have the feeling that the whole frikkin country smokes weed.
"I want to play a game"
latios_power posted on Jan 07, 2013 9:45:30 AM - Report post
~King of Dark~
My Past has determined your future
My torrential pain will be your unspeakable suffering
Your days are numbered
Don't fear the end
Pray for it
and unlike your own mortality
My thirst for vengeance
[Married to Raha <3]
My Past has determined your future
My torrential pain will be your unspeakable suffering
Your days are numbered
Don't fear the end
Pray for it
and unlike your own mortality
My thirst for vengeance
[Married to Raha <3]
Evanscense posted on Jan 07, 2013 10:51:30 AM - Report post
I'm going to say what I said about Miley Cyrus smoking salvia before.
I think that the pap and the public get way too much information on "stars". It's as if everyone wants to know every detail of everyone else's lives. Not a good thing, especially if you want to highlight the bad in everyone else. I liked it better when people had some form of privacy and respect for other's privacy. We don't need to know everything about someone. He's reached almost legal age.
Weakness is what brings ignorance, cheapness, racism, homophobia, desperation, cruelty, brutality, all these things that will keep a society chained to the ground, one foot nailed to the floor.
AdmiralP posted on Jan 07, 2013 11:34:55 AM - Report post
This reminds me of when Vanilla Ice came out proclaiming that he smoked "the hootie mack." I'm not joking, that is exactly what he called it. That for me was the day that smokin' grass became much less entertaining. In fact, I may not have smoked ever since.
That is the smartest thing I have ever heard anyone say about anything.
-P. Griffin
-P. Griffin
Dhampy posted on Jan 07, 2013 11:42:45 AM - Report post
Hopefully it is a gateway drug for him and next he's caught cracking apart pain pills and inserting them rectally wrapped in a damp paper towel. And then he's dead from an overdose by age 30. The world would be a better place.
In the end they will lay their freedom at our feet and say to us, 'Make us your slaves, but feed us.'
List of CHU'ers on deviantART--SUPPORT YOUR LOCAL DEVIANTS!
List of CHU'ers on deviantART--SUPPORT YOUR LOCAL DEVIANTS!
deeppurple posted on Jan 07, 2013 11:44:47 AM - Report post
Smoking "the hootie mack" is the shiznit motherf*****......
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A fuel for cellular respiration and a starting material for making other organic molecules
Plants use sugars as
Absorb more CO2 than the plants under the green light
Based on your knowledge of the process of photosynthesis, the plant in the container placed under red light would probably
Burning wood contributes more to acid rain than burning fossil fuels
Which of the following statements regarding photosynthesis and carbon dioxide is false?
Mitochondria transfer ______ energy from ______ to ATP; chloroplasts transform _______ energy into the chemical energy of ATP
Which of the following has been a major source of ozone destruction over the past 50 years?
Chlorophyll a
Which of the following photosynthetic pigments can be found at the photosystem reaction center?
CO2 is needed to produce sugars in the Calvin cycle
Carbon dioxide absorption is an appropriate indicator of photosynthesis because
Each preferentially absorbs slightly different wavelengths of light
How do the reaction centers of photosystem I and II differ?
The Calvin cycle constructs _______, an energy-rich molecule that a plant cell can then use to make glucose or other organic molecules
In photophosphorylation, energy from electron flow is used to transport _______ from the ______ to the thylakoid compartment, generating a concentration gradient of _______.
In photosynthesis, carbon dioxide is reduced to form sugar, while in respiration, sugar is oxidized to form carbon dioxide
Which of the following statements concerning the role of redox reactions in photosynthesis and cellular respiration is true?
NADP+ is reduced to NADPH
As a result of the cascade of electrons down the electron transport chains of the light reactions
What is the name given to organisms that can make their own food and the food for the biosphere?
Reduced by photosynthesis, which removes carbon dioxide from the atmosphere
The greenhouse effect is
Shuttle electrons along in a series of redox reactions
The electron transport chains of the light reactions
In the chloroplast, sugars are made in a compartment that is filled with a thick fluid called the
The bottom of the electron transport chain
The electrons lost from the reaction center of photosystem I are replaced by electrons from
The final electron acceptor is NADP+ and not oxygen
Photophosphorylation differs from oxidative phosphorylation in that
The greenhouse effect is exacerbated by the use of fossil fuels
Which of the following statements about the greenhouse effect is true?
The release of energy by the excited electron can be as heat, light, or fluorescence
Which of the following statements about the absorption of photons by pigment molecules is true?
Through an electron transport chain molecule
According to this figure, how do H+ ions make their way from the stroma to the thylakoid interior?
Thylakoid membranes...stroma
The light reactions occur in the ______, while the Calvin cycle occurs in the _______


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My Ambition: To Find Why Others Lack It
MEECO offers workers the chance to expand their educations and climb the corporate ladder. Why, I wonder, do so few seize the opportunity?
By Lisa Bergson
Over her second-anniversary lunch, I encourage Robin Bielucke, our tiny, sharp-featured shipper, to consider advancing her career by taking evening classes at one of the local colleges. (MEECO offers tuition reimbursement.) Bright and very hardworking, she listens patiently, the hint of a smile in her bright green eyes. Robin has two children and puts in 14-hour days, with a second job in the stockroom at the new Target across the street from our plant. "I like the hustle and bustle of shipping," she says.
"But you could study history and English and major in manufacturing engineering," I wax, imagining how wonderful it would be. How I wish for enough time to learn more English and History!
"I never liked English or history," Robin says. "I took vocational ed in high school, and I only really liked one thing."
"What was that?" I ask, my voice a bit shrill.
"Flower arranging."
In general, the women of MEECO/Tiger Optics are not what you would call ambitious about their careers. While they take pride in a job well done, work comes second to their families, which they tend to start young. Our smart, sassy, hyper-kinetic purchaser, Kelly Gaydos, turns down my offer to attend a materials-management certification program offered at a nearby college. It conflicts with family time. "Sorry, Lisa," she writes on the cover of the course brochure.
I respect their priorities. But what concerns me is the lack of support they and their male co-workers tend to show the rare woman who does try to bootstrap her way up. Often, such women are sabotaged at every turn -- the subjects of unfounded criticism, endless undercurrents of gossip, and almost universal disapproval. (Come to think of it, at least one of my male protégés -- promoted into management from the floor -- met the same fate.) No surprise, then, that I've yet to see one rising star survive and succeed at her job.
Compounding the problem, these talented but undereducated women often suffer from very low confidence levels and performance anxiety. They overcompensate by keeping extremely long hours, taking piles of work home, and sweating every ounce of small stuff, sinking under the weight of what my husband calls "administrivia." The harder they try to excel professionally while trying to be well liked, the worse it gets. I keep Kleenex handy for the days they show up teary-eyed in my office, behind a rapidly closed door.
Here, I've observed an unfortunate double standard. The women who come to MEECO with established credentials in, say, science, engineering, or accounting, garner automatic acceptance -- so long as they are "nice" and don't put on airs. Competent, confident, and down-to-earth, our CFO, Eileen Jacob, enjoys widespread respect. "Absolutely," she says. A small woman who's always looking to expand her professional horizons, Eileen reflects for a second and says: "It's been that way wherever I worked."
Perhaps working-class women who win promotions into managerial roles threaten the status quo and certain entrenched values. When Kelly did nothing more radical than come back to work after having her second baby, one of my apparently open-minded male managers expressed his conviction that a mother's place is with her children. "But Kelly would be restless and frustrated if she stayed home. She'll be a better, happier mother this way," I reason, alas to no avail.
I wish I could be more of a role model for these women. But as a childless, globe-trotting, twice-wed, self-styled sophisticate, my life and values are too removed to offer an acceptable alternative. My scrub-faced, 23-year-old newlywed assistant, a college grad, spends the better part of our monthly lunch rhapsodizing about babies: "Their eyelashes, their little hands and feet." Normally quite impassive, she reveals an enthusiasm I've rarely seen. It's so infectious, I find myself chiming in with goo-goo tales. But, at her age, my aspirations centered on bylines and adventures with grown-up boys. We really couldn't be more opposite.
What I share is the common tendency to hold ourselves back. The Haitian psychiatrist and social theorist, Franz Fanon documented that oppressed people internalize a negative self image, a sense of inferiority that, in turn, perpetuates their oppression. Up until a few years ago, I suffered from a severe case of "impostor syndrome." Lacking even an engineering degree, who was I to think I could run a high-tech company?
Short on self esteem, I surrounded myself with men and women who reined in my own expansive tendencies. My advisory board and my women's group both discouraged me from publishing my stories, pursuing new technologies, and setting up business in Europe. As a result, I was a wannabe writer -- and MEECO was a ho-hum little company, with excellent, but mature products that frequently fell prey to big, well-capitalized competitors.
Only now, after over a decade of therapy and almost as many years in a supportive marriage, have I begun to unbuckle my self-imposed professional straitjacket. I've started to initiate meetings with venture capitalists on behalf of my new business, Tiger Optics. We're using so-called lean manufacturing techniques and re-engineering to transform MEECO into a more dynamic enterprise as well. Maybe it's about time I applied to that owner-manager program at Harvard I've dreamed of for so long.
Lisa Bergson is President and CEO of both MEECO and Tiger Optics. Before joining MEECO in 1983, Lisa Bergson worked as a business journalist at BusinessWeek and freelanced for many business publications. You can visit her companies' Web sites at www.meeco.com and www.tigeroptics.com, or contact her at email@example.com


text:
As riders and online shoppers, we know it can be tough to buy a new bridle or pair of boots without trying them on. That's why we moved the fitting room to your living room (or barn)! From breeches to blankets, if you or your horse can try it on, you can return it, free! Just use the pre-paid return label included in your order within 60 days from the purchase date. And of course, please make sure the item is in like-new condition with original packaging (we said 'fitting room', not 'war room'!).
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TGS: Hip Tanaka Shares His Thoughts
We talk about weird music, the perils of long dev times, and fandom in this pre-TGS interview excerpt with Hirokazu Tanaka.
Hirokazu "Hip" Tanaka's career has spanned from making sound effects for forgotten arcade games like Space Firebird as a junior engineer at Nintendo to co-managing the development of the unstoppably pervasive Pokémon as the president of Creatures, Inc. But the hardest of hardcore Nintendo fans also recognize him as the composer of some of gaming's most innovative soundtracks, including the ethereal sci-fi dirges of Metroid and the surreal soundscapes of EarthBound.
EarthBound has one of the most unconventional soundtracks ever heard in a game. It was technically inventive, making extensive use of sampling before that technique had become commonplace in mainstream popular music. And it was often unsettling, with discordant melodies, eerily isolated tunes, and frequently distorted instruments lending the entire game a sense of strangeness and unease. This fits the iconoclastic style of EarthBound itself, but when Matt Leone and I interviewed Tanaka yesterday, we were curious to know why the game's sound stylings turned out so radically different from the norm of 16-bit video games.
"It's because the game was in development for so long," Tanaka says. "It was a game that would normally have been created in four years, but we spent eight years working on it instead. So, there were a lot of unfinished ideas thrown into the game."
"You're saying that the long period of development time means that instead of game elements being fully refined, they were instead included from all along the production timeline?" we asked. "Normally, it would seem that more time would mean more polish would be added, not less."
"Rather than polishing the game in one direction...," Tanaka said, and paused to gather his thoughts. "I've always felt, strongly, that it's important to create something different from what other people have made in the past. I want to create things that stand out and haven't been heard before. Sometimes that results in work that seems scattered or strange, I think.
"I've been a huge fan of rock music for a long time, and I feel like the music we created was all within the rock genre. So I don't feel like the sound was too scattered in the end."
We noted that very few games have ever lingered in development as long as EarthBound did -- L.A. Noire, Duke Nukem Forever, and a handful of others -- and asked Tanaka if he thought such a long creative process was good or bad.
"I don't think it's a good thing," he says. "Too much money is spent when that happens. I don't know the detailed numbers for EarthBound, but I think Nintendo felt that [Mother/EarthBound writer] Shigesato Itoi is a very interesting person to work with and invest in, so they probably did have a large budget."
"In America, the uniqueness of EarthBound has led to it developing a small but loyal fan base. How is it seen here in Japan?" we asked.
"It's pretty similar over here," he said, and began to illustrate a Venn diagram on a nearby white board.
"Mother fans are pretty unique. They don't really overlap with Zelda or Final Fantasy or Dragon Quest fans. So, they don't bond too much," he said while drawing. "You have the Dragon Quest fans and Final Fantasy fans, and the Mother fan base... hmmm. Actually, it isn't that big."
After a moment's consideration, Tanaka scuffed out the Mother/EarthBound circle and redrew it much smaller, and then smaller again.
Hip Tanaka: Pokémon boss, legendary composer, and amusingly self-effacing game designer.
"You mentioned the atmosphere of my music," he said. "I wanted to create something different from Final Fantasy or Dragon Quest, to properly reflect the nature of EarthBound. So that's where that comes from."
We'll have the full text of our lengthy interview with Tanaka after the madness of Tokyo Game Show has died down.
See Also
Comments (12)
EarthBound's SoundtrackPosted: Sep 14, 2011 12:00AM PST by kadrom
I'm a huge EB fanboy so I'll try to reserve my gushing, but for an example of some of the brilliant samplings they did in EB (that I never knew about as a kid):
Listen to "The Place," the disturbing ambient song for the final area of the game, and then listen to the first few seconds of Deidre by the Beach Boys. The entire song is pretty much just a sample of that opening line.
Listen to "The Cliff that Time Forgot" and then compare it with "All You Need is Love" by the Beatles
When I was 12Posted: Sep 13, 2011 12:00AM PST by 6StringSamurai
When I was 12 I took a chance on buying Earthbound when I saw it on a store shelf. I was looking to buy Final Fantasy IV at the time and that was hard to find. Bought Earthbound and fell in total love with it. I kept that damn manual/magazine with me and read it everywhere I went. I hated going to school and would just pull out the book and read it until I got home to play Earthbound. I even got a tattoo of it on my arm. Love that game. Greatest child hood memory of all time.
Keiichi Suzuki was the composer, wasn't he?Posted: Sep 13, 2011 12:00AM PST by Moggraider
Wait, I thought Keiichi Suzuki was the main guy behind Earthbound's music. That's what I've always heard before. And it definitely makes more sense based on Suzuki's songs for his MOON RIDERS band.
Mother 3 Confusion?Posted: Sep 13, 2011 12:00AM PST by Fyrebrand
Is it possible that Tanaka was partially confusing the development cycles of Mother 2 and 3? I know Mother 3 took a long time to finally get released, and was even being developed for the Nintendo 64 for a time.
In any case, it'll be neat to see the full interview when it appears. Though, I don't agree that Mother fans don't overlap with Final Fantasy or Dragon Quest fans. I would think FF and DQ fans, or at least RPG enthusiasts, would be the only people who like Mother games.
8 Years?Posted: Sep 13, 2011 12:00AM PST by RockXLight
Hip's memory is rusty. Mother 2 was not in development for 8 years, because 8 years hadn't even passed since the first game was out.
Big FanPosted: Sep 13, 2011 12:00AM PST by DamianOgre
I remember the first time playing Mother and thinkg WTF. I think i am a fan of all those game mentioned and more. Some of us just have the ability to see good games beyond what the masses are playing.
God I still wish I had my copy of Mario RPG.
...and for you people wondering about Dead Island, you'll wish you had played this game...
Fanbases do overlap!!Posted: Sep 12, 2011 12:00AM PST by D'ark Ouer
I'm a huge fan of Mother (imported 1+2 and 3 on GBA and own mother 2 -- erthbound --) and I'm also a huge fan of DQ, Phantasy Star, and was a big fan o FF, before Tetsuya Nomura screwed it...
8 years of Production timePosted: Sep 12, 2011 12:00AM PST by Exevalon
I would have never imagined it, even if I knew that some games take a long time to make.
I wonder if they would have been able to do everything they wanted to do with Earthbound, would the game have been less successful than it is in its current state or would it be something simply so amazing that no game can even come close to it.
Eight years...?Posted: Sep 12, 2011 12:00AM PST by OKei/KeijiDragon
That can't be right.
MOTHER 2 (The Japanese version EarthBound) was released in Japan on August 1994. MOTHER 1 for the Famicom, was released on July 1989.
That's a five year difference, which Shigesato Itoi pointed out in an interview that took place in 1994 (Look for the Weekly Famitsu -- September 2, 1994 section) after Mother 2's release. I'm not sure if Tanaka is just mixing up numbers here or what.
mmmmPosted: Sep 12, 2011 12:00AM PST by chickdigger802
Such a small circle for Mother and probably not even close to scale, would be more like a drop of rain =P
Can't wait for the full deal!
With Jeremy in charge, can't wait to see what interesting features and stuff comes out of this TGS ;)


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Previous abstract Next abstract
Session 44 - Double Stars.
Display session, Thursday, January 08
Exhibit Hall,
Since Monte Carlo radiative transfer methods provide straightforward numerical modeling of the interaction of light with matter in complex configurations, they are ideal tools for investigating accretion-disk systems. Most previous Monte Carlo treatments of disk scattering have considered the problem of a disk illuminated by a central source (e.g. Wood et al. 1996, Whitney and Hartmann 1992). In this study, we apply a Monte Carlo code to the case of a geometrically thick disk illuminated from outside, for example, by a binary companion to the disk's central star. The results may help decipher the structural complexities of binary systems such as Beta Lyrae, where it is unclear whether the light polarized by scattering off the accretion disk edge arises from the secondary star within the disk or the external primary star (Hoffman, Nordsieck, amp; Fox 1998, AJ, submitted).
The author(s) of this abstract have provided an email address for comments about the abstract: firstname.lastname@example.com
Program listing for Thursday


text:
Winter Carnival set for Feb. 9 in Durham
Event now in its fourth year
The Durham Parks and Recreation Department will hold its annual Winter Carnival and free Chili/Mac & Cheese Cook-Off on Saturday, Feb. 9, from 1 p.m. to 4 p.m. at Churchill Rink on Old Piscataqua Road.
The event, now going into its 4th year, will feature an Open Skate at Churchill Rink.
"With the Winter Carnival going into its fourth year, it is getting to be a popular event in town," said Durham Parks and Recreation Director, Stefanie Frazee.
Cook-Off competitors are made up of restaurants, businesses, organizations and residents from Durham, Lee and Madbury.
In 2012, there were 14 recipes entered. Carnival attendees are encouraged to sample all of the recipes and vote on their favorite. Those who want to get in on the tasting should arrive early, as quantities are limited.
Those interested in entering the cook-off can contact Durham Parks & Recreation Director Stefanie Frazee at 603-817-4074, email@example.com.
Copyright 2013 by WMUR.com. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.


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Valve isn't Showing Any Games at E3
You can let go of any hope for a Half-Life 3 reveal at this year's E3.
Valve won't be showing off any of its games at this year's E3.
In an e-mail sent out to the press today regarding E3 appointments, the developer delivered the news quite simply. "Lots of folks have mailed asking about appointment times, etc., with Valve," the e-mail reads. "Well, we are not showing any titles at this year's show. So no appointment is needed."
Coming off Portal 2's release last month, there had not been any specific indication that it was coming, but there had been hope that Valve would finally reveal the next Half-Life title. Following Half-Life 2, Valve began releasing games in an episodic format to reduce the amount of time between releases. After a 16-month gap between Half-Life 2: Episode One and Episode Two, it's been more than three-and-a-half-year wait for the next game to be shown. So, unless Valve is planning to surprise everyone by throwing us off its tracks now, Episode Three will have to continue to wait.
We know one project Valve has in development is a sequel to Defense of the Ancients, Dota 2. Some concept art made the rounds earlier this year after a fan and then members of the press visited Valve's headquarters, but it remains unknown if any of it is for an upcoming game.
See Also
Half-Life Development Hindered by Steam, Suggests Ex-Impulse Boss
Comments (14)
justPosted: May 23, 2011 12:00AM PST by smile_kill
gots to wait abit more *sighs*
(sigh)Posted: May 23, 2011 12:00AM PST by Hardwire666
It's become so hard to care any more.
But waitPosted: May 20, 2011 12:00AM PST by Captain_Gonru
why does "we're not showing anything at E3" have to mean "nothing is coming out in the next year"? Is it possible that Valve figures that it doesn't need the hype machine of E3 to sell games? And as such, isn't bothering with the expense of going? Could this speak less to Valve's release schedule for the next year, and more their perception of E3 as not relevant to their success?
I've given up hope.Posted: May 19, 2011 12:00AM PST by ZachTheImpaler
Half Life 3 will never come out. It's going to be Left 4 Dead rehashes and Hat Fortress 2 until the end of time.
Who Cares ValvePosted: May 19, 2011 12:00AM PST by sj420
You aren't showing anything because YOU DON'T HAVE ANYTHING TO SHOW.
All of these old developers that have been "making games" for years but haven't shown anything, are getting left in the dust. By the time they release whatever it is they want to make it will be on such old engine tech that no one will care about it. (Novalogic, if you ever release AF its going to be outdated, does it even have destructible environments? Same goes to HL3 or EP3... try N/A3)
"E3" hasn't been the same for years, its completely dull now. All for the suits.
Nothing at E3Posted: May 19, 2011 12:00AM PST by Shai_Hulude
But I'm sure they are hard at work on more hats for TF2...oh wait! The community does that work now. So what does Valve do anymore?
This is why Valve games are always amazingPosted: May 18, 2011 12:00AM PST by born.prodigy
Because they can take 7 years to make a game. It is a little frustrating not knowing whats going on but hey, this is Valve and we all remember the leak of HL2. If taking another year or two means we'll see another masterpiece, then I could really care less. A 10 out of 10 score for HL isn't good enough. It needs to be a 15 out of 10. Plus, its almost certain episode 3 has turned into HL3. "Good things come to those who wait".
Really frustratingPosted: May 18, 2011 12:00AM PST by Bmfstunner
I like Valve, but this issue has gotten extremely annoying. They could extend a courtesy to the fans by keeping us in the loop about Episode 3, but it seems like they dont want to even give us that. I'm not going to say, "I'm not playing anymore Valve games" because that would be B.S., but Valve could let us in on what's causing the delay.
Or at the very least Valve could be like, "Half Life fans, don't worry, we haven't forgotten about you :)"
Total and complete bullPosted: May 18, 2011 12:00AM PST by AlphaBovine
I am going to be collecting social security checks by the time Half Life 3 comes out. There is something to be said for taking your time, but not enough time for 3 presidents to come and go through the White House.
Even if they have pulled an RE:4 and gone all the way back to the drawing board at least tell us that. Give us something, anything that says, "Yes, we all know you want the next/final chapter for Gordon Freeman. It is coming, just be patient," would mollify some of us at least.
Like Half Life episode 3Posted: May 18, 2011 12:00AM PST by xAlphaZerox
...would even be relevant anymore. Time to start working again Valve, new engine, Half Life 3 to show it off...
well shit...Posted: May 18, 2011 12:00AM PST by halo2master
see title


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The Illinois Senate approved a bill today that allows Winnebago County and its municipalities to raise their hotel tax rate by 2 percentage points to support regional sports tourism.
Senate Bill 1859 passed 39-6 today. The bill was sponsored by Sen. Steve Stadelman, D-Rockford, and Sen. Dave Syverson, R-Rockford.
Reclaiming First is the name given to the proposal to transform the former Ingersoll building in downtown Rockford into a riverside indoor sports complex, while making a series of improvements to Sportscore One in northwest Rockford and Sportscore Two in Loves Park.
The 2 percent hotel tax is expected to generate $15 million over 20 years to help pay for the improvements. The new tax would be shouldered by out-of-town visitors, Stadelman said.
"Currently in Rockford, hotel guests pay a 12 percent tax at checkout. But surrounding areas like Peoria and Galesburg have a 13 percent tax, and Chicago has a 16.4 percent tax. So Rockford will still be competitive in attracting tourists," Stadelman said in a news release. "The majority, if not all, of the estimated $37.5 million needed in funding for the new project would come from non-local sources including grants, charitable contributions and state funding."
The measure now moves onto the state House for consideration.
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REI Hoodie
It's been great. I have had it for six months and…
Price Paid: $32
It's been great. I have had it for six months and seems that I am always wearing it both inside and outside. With the hood up I stay dry for those constant dog walks. After large number of machine wash cycles it still feels nice and soft like new.
The only complaint I get from family is that it appears to be the only thing I own.
REI Hoodie
$11.83 - $59.50
The Hoodie has been discontinued.previously retailed for:
$11.83 - $59.50
The REI Hoodie is not available from the stores we monitor. It was last seen December 2, 2009 at REI.
If you're looking for a new fleece jacket, check out the best reviewed current models.


text:
American Airlines Expands and Renames Its Seat Product as Preferred Seats
FORT WORTH, Texas, Aug. 25, 2011 /PRNewswire/ -- American Airlines has expanded and renamed its Express Seats offering, now called Preferred Seats. The expanded seat choice is now available to all American Airlines customers 24 hours prior to departure through all of American's direct booking channels including AA.com, AA.com Mobile, self-service check-in machines, American's phone reservations, and via travel agencies with a direct connect link to American's fares and schedules.
Preferred Seats provide customers the option to select and reserve more desirable seats, with prices beginning at $4 per segment and varying based on length of flight and time of day.
Preferred Seats are now complimentary for Elite and full-fare customers and their companion traveler(s) on the same reservation, including:
- AAdvantage Executive Platinum®, Platinum®, and Gold® members;
- Full-fare customers, AAirPass and oneworld® elite customers.
Elite and full-fare customers will also continue to have exclusive access to certain more desirable seats, including toward the front of the plane, available 331 days in advance. These seats are now called Preferred Plus Seats.
Preferred Seats are also complimentary for active duty military personnel and their family members traveling on the same reservation.
Previous Product
New Name
Customer Change
Express Seats
(for all customers)
Preferred Seats
Complimentary for elite and full-fare.
More channels to access.
Preferred Seats
(for elite customers)
Preferred Plus Seats
No change.
For more information about the Preferred and Preferred Plus Seats products, please visit www.aa.com/seats.
About American Airlines
American Airlines, American Eagle and the AmericanConnection® carrier serve 250 cities in 50 countries with, on average, more than 3,600 daily flights. The combined network fleet numbers more than 900 aircraft. American's award-winning website, AA.com®, provides users with easy access to check and book fares, plus personalized news, information and travel offers. American Airlines is a founding member of the oneworld® Alliance, which brings together some of the best and biggest names in the airline business, enabling them to offer their customers more services and benefits than any airline can provide on its own. Together, its members serve approximately 900 destinations with more than 9,000 daily flights to 145 countries and territories. American Airlines, Inc. and American Eagle Airlines, Inc. are subsidiaries of AMR Corporation. AmericanAirlines, American Eagle, AmericanConnection, AA.com, and AAdvantage are trademarks of American Airlines, Inc. (NYSE: AMR).
Current AMR Corp. releases can be accessed on the Internet.
The address is http://www.aa.com
SOURCE American Airlines


text:
APSV 1100 - Appliance Servicing OBI (1-5-3)
This course introduces students to household appliance service requirements in an actual job placement or practicum experience. Students undertake job responsibilities through realistic work situations and complete the tasks necessary to conduct appliance service operations. Topics include: customer relations, service call records maintenance, service call requirement estimation, service call planning, equipment and supplies management, and safety.
Pre-requisites: None
Co-requisites: None


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The moviemaking and recording policy up for adoption Monday night by the Muskegon City Commission is not larded with many specific requirements, but is aimed more generally at working with filmmakers and adapting to their needs.
In a discussion of the policy at the commission's Monday night work session, Public Safety Director Tony Kleibecker, whose department was peripherally involved with the filming of an independent horror film in Muskegon over the summer, said such a policy should be broad enough to cover many situations.
"What they wanted changed hour by hour -- on the fly," Kleibecker told commissioners of the filming of "Offspring." "We're willing to work with them as long as they pay our costs."
The language of the proposed policy will likely be tightened up in at least a of couple spots, however.
Mayor Steve Warmington said he thought that the meaning of "police assistance during filming" as part of a $50 permit fee should be spelled out, as well as what services the city will charge extra for.
More oversight over what filmmakers can do in city neighborhoods -- such as filming with bright lights at night -- will also be tightened up somewhat, at the request of Commissioner Larry Spataro.
As proposed, the city's Leisure Services Department would be assigned to work with filmmakers. But the mayor requested that, at least initially, the first contact filmmakers have with the city be through Cathy Brubaker-Clarke, who is the city's director of community and economic development and the staff member closest to the writing of the policy.
E-mail Robert C. Burns at firstname.lastname@example.com