From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #11124 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Saturday, April 15 2023 Volume 14 : Number 11124 Today's Subjects: ----------------- RE: Customer Service Follow-Up (URGENT) ["Tactical Dash Camera" ] Your fedex order Has arrived ["Package Notification" Subject: RE: Customer Service Follow-Up (URGENT) RE: Customer Service Follow-Up (URGENT) http://soumatedfield.rest/9VonFJMM9hVZ5SC-1ulVTPI_BCsK-HjQqtX-h-cUYYnItLXE0A http://soumatedfield.rest/80_XNjA8dluttne3EwN1Wi0jpuAUfg1SWDeu4Y2aThRe1c4lVg evelopment of The Longing began in 2014 and lasted six years. Developer Anselm Pyta had a background creating flash animations that were released on Newgrounds, until he co-founded Studio Seufz in 2017. The concept for The Longing came from Pyta's experience hiking in the Barbarossa Cave. According to the KyffhC$user legend, the cave was home to an old king who slept inside for hundreds of years; a related poem mentioned a dwarf checking on the king once per century to see if he would awaken. Perplexed about how the dwarf lived its life with so much waiting, the character stuck with Pyta. He created most of the game alone, including its art, sound design, and mechanics, but received some help with the coding. He used Photoshop to draw the backgrounds, and Adobe Flash to animate the characters; both elements were coded and merged in Unity. The Longing was influenced by idle games such as Clicker Heroes. Although he was impressed with their ability to progress when not in use, Pyta disliked their lack of endings. He sought to create a story-focused idle game containing elements of adventure games, and with emotional stakes. Pyta was especially interested in exploring time-based and waiting mechanics, believing that video games are the only medium that could uniquely use extended time to tell a story. Though waiting is often seen as a negative by players, he believed that it could cultivate user investment if com ------------------------------ Date: Fri, 14 Apr 2023 16:41:56 +0200 From: "Track & Trace" Subject: We missed you - schedule your next delivery date We missed you - schedule your next delivery date http://redlobstr.shop/w9T6L53iB_rRB3Zqe8xmuy4RZGADu3z9LrKIjDerOWrfBkND0w http://redlobstr.shop/9K15HT14GLt5ZX3dhLZJ7zODY6hTY3k8AYdvNxgv-LjYMZfL6A Banksia brownii was first collected near King George Sound in 1829 by William Baxter, who named it in honour of botanist Robert Brown. A formal description was published by Brown in his 1830 Supplementum Primum Prodromi Florae Novae Hollandiae; thus the full botanic name of the species is Banksia brownii Baxter ex R.Br. Under Brown's taxonomic arrangement, B. brownii was placed in subgenus Banksia verae, the "true banksias", because its inflorescence is a typical Banksia flower spike. Banksia verae was renamed Eubanksia by Stephan Endlicher in 1847. Carl Meissner demoted Eubanksia to sectional rank in his 1856 classification, and divided it into four series, with B. brownii placed in series Dryandroideae. When George Bentham published his 1870 arrangement in Flora Australiensis, he discarded Meissner's series, placing all the species with hooked styles together in a section that he named Oncostylis. This arrangement would stand for over a century. In 1891, Otto Kuntze, in his Revisio Generum Plantarum, rejected the generic name Banksia L.f., on the grounds that the name Banksia had previously been published in 1776 as Banksia J.R.Forst & G.Forst, referring to the genus now known as Pimelea. Kuntze proposed Sirmuellera as an alternative, referring to this species as Sirmuellera brownii. This application of the principle of priority was largely ignored by Kuntze's contemporaries, and Banksia L.f. was formally conserved and Sirmuellera rejected in 1940. Alex George published a new taxonomic arrangement of Banksia in his landmark 1981 monograph The genus Banksia L.f. (Proteaceae). Endlicher's Eubanksia became B. subg. Banksia, and was divided into three sections, one of which was Oncostylis. Oncostylis was further divided into four series, with B. brownii placed in series Spicigerae because its inflorescences are cylindrical. In 1996, Kevin Thiele and Pauline Ladiges published a new arrangement for the genus, after cladistic analyses yielded a cladogram significantly different from George's arrangement. Thiele and Ladiges' arrangement retained B. brownii in series Spicigerae, placing it in B. subser. Occidentales along with B. occidentalis (red swamp banksia), B. seminu ------------------------------ Date: Fri, 14 Apr 2023 16:34:22 +0200 From: "Build Any Shed" Subject: How to Build ANY Shed in A Weekend or less! How to Build ANY Shed in A Weekend or less! http://clavusinfungusfelife.best/4BzuslIzBaJy3stpdeKupJOTzzxIZtmOJppWTDJ2NjALvOhIbw http://clavusinfungusfelife.best/t7qnogzdECrwU1HT4uRuJvMMb-YdsxMHkig5jJtNNeraE8qtQg perimental premise. Adventure Gamers recommended it to players who liked unusual gameplay, or enjoyed video games as an art form. PC Gamer in Swedish called it a "fascinating experiment" with plenty of atmosphere. The Washington Post said that it demonstrated the potential of what video games could do. The slow-paced gameplay divided reviewers. The Washington Post praised the slowness for allowing the player's mind to wander, comparing it to the works of filmmaker BC)la Tarr. Similarly, Hardcore Gamer said that the appeal of the Shade helped pass the time, and eased the player into the pacing naturally. On the other hand, many critics thought that players would become impatient while playing, and the sedate pacing would not be for everyone. Nintendo Life shared this opinion, and although the reviewer liked its reflection on loneliness, he criticized the wait times as tedious. Other critics enjoyed caring for the Shade, and positively compared the protagonist to the Tamagotchi virtual pet. The Longing's artistic direction was subject to significant commentary. Journalists variously described the game's atmosphere as "gloomy", "lonely" and "eerie". The visuals were highlighted as a strength. Nintendo World Report felt that the caves were well-drawn and distinct. 4Players and Der Spiegel compared the art to that of German cartoonist Walter Moers. In a more critical review, Nintendo Life commended the art and sounds for their boldness, but found the atmosphere to be dull and uninteresting. The soundtrack also received praise from critics. Adventure Gamers appreciated the music for representing a medley of emotions, feeling that the songs expressed the Shade's small size in such a large subterranean kingdom. The Games Machine similarly felt that the sound effectively blended the movement of the Shade with the overall atmosphere. Due to the release during the COVID-19 pandemic, commentators frequently compared the game experience to life under quarantine. GamesRadar+ likened The Longing to experiencing a COVID-19 lockdown, saying it "best sums up life in ------------------------------ Date: Fri, 14 Apr 2023 13:22:49 +0200 From: "Cleansing Foot Pad" Subject: Best-seller Japanese Patches Now Back In Stock Best-seller Japanese Patches Now Back In Stock http://soumatedfield.rest/IdYxxTKzHSY6mQA_rqJOAlylim5XQwuioIv-2iJ8D7zHcOiJuA http://soumatedfield.rest/v-LuBoWesD8zBjO_X9u9eqGLfG2ykJc4xk3Z4Q2PQhhTH69SJA e Longing begins with an old king informing the Shade that he will sleep for 400 days to recover his powers. After that time has passed, the Shade may awaken its master, and will be rewarded with "a world without longing". The king permits the Shade to wander inside his underground kingdom but warns it against leaving. While waiting to awaken the king, the Shade contemplates its own loneliness and muses over the nature of the king's reward. It considers leaving the kingdom for the outside world and recalls that an exit from the caves exists far above where the king sleeps. If the Shade waits all 400 days and awakens its master, the stirring of the king causes a cave-in. Once the event subsides, the king explains that he has given the Shade exactly what he promised and created a world without longing "by destroying everything inside of it". The world ceases to exist, and the king and Shade rule over the endless void of the universe for eternity. Alternatively, if the Shade explores enough of the caves close to the surface world, it discovers a dark cavern at the edge of a bottomless pit. The Shade can either commit suicide by throwing itself into the pit, or continue onward to face the Darkness, a mysterious creature that resembles the Shade in appearance. Depending on how the player previously interacted with the Shade, it will either hide itself from the Darkness by closing its eyes, or be caught by the creature and sent back to its home. If the Shade hides from the Darkness and continues walking, it arrives at a cave just below the surface. There, the Shade is given the option of abandoning the kingdom by leaving through a well. If the Shade decides to leave, it is taken out of the well by either a ------------------------------ Date: Fri, 14 Apr 2023 15:35:50 +0200 From: "Dr Leo Shub" Subject: Canāt pee? Try this strange gorilla secret Canbt pee? Try this strange gorilla secret http://redlobstr.shop/OmzwgDaiWvQ3DhIWXF-UgV9aa70Uwxz34BYZ--KH4XXPy11I http://redlobstr.shop/Uq2zjcn-pmM7-5qpzgiTsO_FYyzqaXztpfpe_Ds_8-XgRd_OBA xperimental premise. Adventure Gamers recommended it to players who liked unusual gameplay, or enjoyed video games as an art form. PC Gamer in Swedish called it a "fascinating experiment" with plenty of atmosphere. The Washington Post said that it demonstrated the potential of what video games could do. The slow-paced gameplay divided reviewers. The Washington Post praised the slowness for allowing the player's mind to wander, comparing it to the works of filmmaker BC)la Tarr. Similarly, Hardcore Gamer said that the appeal of the Shade helped pass the time, and eased the player into the pacing naturally. On the other hand, many critics thought that players would become impatient while playing, and the sedate pacing would not be for everyone. Nintendo Life shared this opinion, and although the reviewer liked its reflection on loneliness, he criticized the wait times as tedious. Other critics enjoyed caring for the Shade, and positively compared the protagonist to the Tamagotchi virtual pet. The Longing's artistic direction was subject to significant commentary. Journalists variously described the game's atmosphere as "gloomy", "lonely" and "eerie". The visuals were highlighted as a strength. Nintendo World Report felt tha ------------------------------ Date: Fri, 14 Apr 2023 13:20:08 +0200 From: "Weight Loss" Subject: 10 Seconds/Day = Flat Belly 10 Seconds/Day = Flat Belly http://earcleaner.shop/Gatyp8TqsqinDQvFcyA_ckx9nriexp3qSjC0fA1RG-P-7JlCeQ http://earcleaner.shop/qFWhYYLes7ecMLmNKqAzeUsc509dCyghLHSHbP7S8Yy67JyNRQ he Longing is a point-and-click adventure game that takes place in an underground kingdom. The player controls the Shade, a lonely creature serving an elderly king. After the king falls asleep to regain his diminished powers, the Shade is tasked with awakening its master after 400 days in real time. The Shade can explore caves, gather resources to furnish its home, or perform other activities such as reading classical literature and drawing. Interaction with the world is slow-paced, with the Shade's walking speed being particularly slow. Many aspects of gameplay depend upon the passage of time, including puzzles that require the player to wait for a certain period to progress. Performing actions inside the Shade's home causes time to pass at an increased rate. For example, reading books and decorating the walls with drawings results in the in-game timer advancing more rapidly. Other mechanics are reminiscent of idle games, which share a common theme of progressing despite little or no interaction, including when the game is closed. The player can cause the Shade to perform several tasks without outside input, such as reading books. Another mechanism called the "bookmark system" can be accessed through a menu, and the player can use it to instruct the Shade to automatically walk to a previously saved location, return to its home, or randomly wander arou ------------------------------ Date: Fri, 14 Apr 2023 16:33:44 +0200 From: "Package Notification" Subject: Your fedex order Has arrived Your fedex order Has arrived http://redlobstr.shop/LYVYcGdGyQcEuxhiGXsY4KQZx3ej7BuvhxyiCtQEI8x03-dNMA http://redlobstr.shop/h0Qf5NIozFTXy5edG0wE4V0gPyRPgVOD5YVy-2W3sQMRq0jkVg Banksia brownii was first collected near King George Sound in 1829 by William Baxter, who named it in honour of botanist Robert Brown. A formal description was published by Brown in his 1830 Supplementum Primum Prodromi Florae Novae Hollandiae; thus the full botanic name of the species is Banksia brownii Baxter ex R.Br. Under Brown's taxonomic arrangement, B. brownii was placed in subgenus Banksia verae, the "true banksias", because its inflorescence is a typical Banksia flower spike. Banksia verae was renamed Eubanksia by Stephan Endlicher in 1847. Carl Meissner demoted Eubanksia to sectional rank in his 1856 classification, and divided it into four series, with B. brownii placed in series Dryandroideae. When George Bentham published his 1870 arrangement in Flora Australiensis, he discarded Meissner's series, placing all the species with hooked styles together in a section that he named Oncostylis. This arrangement would stand for over a century. In 1891, Otto Kuntze, in his Revisio Generum Plantarum, rejected the generic name Banksia L.f., on the grounds that the name Banksia had previously been published in 1776 as Banksia J.R.Forst & G.Forst, referring to the genus now known as Pimelea. Kuntze proposed Sirmuellera as an alternative, referring to this species as Sirmuellera brownii. This application of the principle of priority was largely ignored by Kuntze's contemporaries, and Banksia L.f. was formally conserved and Sirmuellera rejected in 1940. Alex George published a new taxonomic arrangement of Banksia in his landmark 1981 monograph The genus Banksia L.f. (Proteaceae). Endlicher's Eubanksia became B. subg. Banksia, and was divided into three sections, one of which was Oncostylis. Oncostylis was further divided into four series, with B. brownii placed in series Spicigerae because its inflorescences are cylindrical. In 1996, Kevin Thiele and Pauline Ladiges published a new arrangement for the genus, after cladistic analyses yielded a cladogram significantly different from George's arrangement. Thiele and Ladiges' arrangement retained B. brownii in series Spicigerae, placing it in B. subser. Occidentales along with B. occidentalis (red swamp banksia), B. seminu ------------------------------ Date: Fri, 14 Apr 2023 17:34:14 +0200 From: "Conservative Zone" Subject: Your Brain Cuts Off Your Hearing When You Lack This Mineral Your Brain Cuts Off Your Hearing When You Lack This Mineral http://smartbloodsugarr.rest/71ClkHiZPDQ6j09ykhOh9q7PLYqqIjqG5JjH9tYjvNh_RpBRsQ http://smartbloodsugarr.rest/MYwuI4m4v6S4Zbja4rWgJ6iwQlSWmrE0Q-5TEBqQzCI1hdUL2g he Longing is a point-and-click adventure game that takes place in an underground kingdom. The player controls the Shade, a lonely creature serving an elderly king. After the king falls asleep to regain his diminished powers, the Shade is tasked with awakening its master after 400 days in real time. The Shade can explore caves, gather resources to furnish its home, or perform other activities such as reading classical literature and drawing. Interaction with the world is slow-paced, with the Shade's walking speed being particularly slow. Many aspects of gameplay depend upon the passage of time, including puzzles that require the player to wait for a certain period to progress. Performing actions inside the Shade's home causes time to pass at an increased rate. For example, reading books and decorating the walls with drawings results in the in-game timer advancing more rapidly. Other mechanics are reminiscent of idle games, which share a common theme of progressing despite little or no interaction, including when the game is closed. The player can cause the Shade to perform several tasks without outside input, such as reading books. Another mechanism called the "bookmark system" can be accessed through a menu, and the player can use it to instruct the Shade to automatically walk to a previously saved location, return to its home, or randomly wander around. The player is provided a to-do list of things to improve the Shade's life, but no inter ------------------------------ Date: Fri, 14 Apr 2023 15:20:21 +0200 From: "AspireRewards" Subject: Pre-Qualify Without Impacting Your Credit score. No Initial Deposit Pre-Qualify Without Impacting Your Credit score. No Initial Deposit http://eysightmax.cloud/nyaxns_who6INRkf9xB89Y8GjBdL-wwZhKyEZIBTefg0VtzT http://eysightmax.cloud/J8hPmtu7DddwP4YVfzE-z6lXmlP_m1C8JpmK4rWrhAZfKvxSGg he Longing was influenced by idle games such as Clicker Heroes. Although he was impressed with their ability to progress when not in use, Pyta disliked their lack of endings. He sought to create a story-focused idle game containing elements of adventure games, and with emotional stakes. Pyta was especially interested in exploring time-based and waiting mechanics, believing that video games are the only medium that could uniquely use extended time to tell a story. Though waiting is often seen as a negative by players, he believed that it could cultivate user investment if combined with a strong story. Pyta defined The Longing's theme of loneliness while he was studying, and the lonely and subterranean atmosphere was inspired by dungeon synth music. He imagined three possible routes that the player could take: waiting idly for the timer to advance, trying to make the Shade's life comfortable during the 400 days, or abandoning the king and leaving the caves. Waiting offered a stress-free way of playing the game; leaving forced the player to solve puzzles and navigate increasingly dangerous caves. He described the greatest development challenge as coming up with novel ways to use the waiting mechanic without too much repetition. The Shade was purposefully designed with a cryptic appearance and motivation, so the audience could project their own feelings onto the character. Due to the game's long duration, Pyta had difficulty with playtesting, and had to use personal intuition to pace The Longing and ensure that players would not give up. He realized that empathy between the player and the protagonist would be es ------------------------------ Date: Fri, 14 Apr 2023 12:15:32 +0200 From: "Kohls Unlocke" Subject: Welcome to Our Ninja Air Fryer Survey Zone Welcome to Our Ninja Air Fryer Survey Zone http://translatorvivaslim.life/i9FYQCEgVeWvzVjoqbYg58-Hk5cUagUufeHyFWgqGHPZv_33 http://translatorvivaslim.life/D5cvHx25E2-35q8fkA9QrbZBha_IBqqkyNvYmhepThOcgtimcw Point-and-click adventure games are those where the player typically controls their character through a point and click interface using a computer mouse or similar pointing device, though additional control schemes may also be available. The player clicks to move their character around, interact with non-player characters, often initiating conversation trees with them, examine objects in the game's settings or with their character's item inventory. Many older point-and-click games include a list of on-screen verbs to describe specific actions in the manner of a text adventure, but newer games have used more context-sensitive user interface elements to reduce or eliminate this approach. Often, these games come down to collecting items for the character's inventory, and figuring when is the right time to use that item; the player would need to use clues from the visual elements of the game, descriptions of the various items, and dialogue from other characters to figure this out. Later games developed by Sierra On-Line, including the King's Quest games, and nearly all of the LucasArts adventure games, are point-and-click-based games. Point-and-click adventure games can also be the medium in which interactive, cinematic video games comprise. They feature cutscenes interspersed by short snippets of interactive gameplay that tie in with the story. This sub-genre is most famously used by the defunct Telltale Games with their series such as Minecraft: Story Mode and their adaptation of The Walking Dead. Escape the room games Main article: Escape the room Escape the room games are a further specialization of point-and-click adventure games; these games are typically short and confined to a small space to explore, with almost no interaction with non-player characters. Most games o ------------------------------ Date: Fri, 14 Apr 2023 17:36:03 +0200 From: "Exclusive Reward" Subject: Exclusive Reward. Participation Required Exclusive Reward. Participation Required http://clavusinfungusfelife.best/8C-k6Bs8oLmfct3uHFVn2gFzjhRF1fkz01v1yZfZsPtUF-vNvw http://clavusinfungusfelife.best/oLzIMHvc_oEvUAT5kwtXMkm-BdwjUr8WMmU2T4XRqJ7-3a3RFQ he Longing begins with an old king informing the Shade that he will sleep for 400 days to recover his powers. After that time has passed, the Shade may awaken its master, and will be rewarded with "a world without longing". The king permits the Shade to wander inside his underground kingdom but warns it against leaving. While waiting to awaken the king, the Shade contemplates its own loneliness and muses over the nature of the king's reward. It considers leaving the kingdom for the outside world and recalls that an exit from the caves exists far above where the king sleeps. If the Shade waits all 400 days and awakens its master, the stirring of the king causes a cave-in. Once the event subsides, the king explains that he has given the Shade exactly what he promised and created a world without longing "by destroying everything inside of it". The world ceases to exist, and the king and Shade rule over the endless void of the universe for eternity. Alternatively, if the Shade explores enough of the caves close to the surface world, it discovers a dark cavern at the edge of a bottomless pit. The Shade can either commit suicide by throwing itself into the pit, or continue onward to face the Darkness, a mysterious creature that resembles the Shade in appearance. Depending on how the player previously interacted with the Shade, it will either hide itself from the Darkness by closing its eyes, or be cau ------------------------------ End of alt.music.moxy-fruvous digest V14 #11124 ***********************************************