From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #4108 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 Wednesday, May 6 2020 Volume 14 : Number 4108 Today's Subjects: ----------------- Get paid for your opinion ["Online Surveys" ] One of the world's best and most precise laser measurement technologies [] Blood circulation is the lifeline of your body. ["Food Cholesterol Cure" ] ---------------------------------------------------------------------- Date: Wed, 6 May 2020 06:31:05 -0400 From: "Online Surveys" Subject: Get paid for your opinion Get paid for your opinion http://instahards.us/r3ChBlsLu7HVjRNZD_x9llOxlrLyi184UgbcWzkuSRDW8KDa http://instahards.us/sU6UZ5pVBuWHh8VBAF-9eeF1Vcah2EICVZq5ln_2ffuUlWe8 Additionally, there is a long history of fashion in West Africa. The Cloth was used as a form of currency in trade with the Portuguese and Dutch as early as the 16th Century. Locally produced cloth and cheaper European imports were assembled into new styles to accommodate the growing elite class of West Africans and resident gold and slave traders. There was an Exceptionally strong tradition of cloth-weaving in Oyo and the areas inhabited by the Igbo people. The beginning in Europe of continual and increasingly rapid change in clothing styles can be fairly reliably dated. Historians, including James Laver and Fernand Braudel, date the start of Western fashion in clothing to the middle of the 14th century, though they tend to rely heavily on contemporary imagery and illuminated manuscripts were not common before the fourteenth century. The most dramatic early change in fashion was a sudden drastic shortening and tightening of the male over-garment from calf-length to barely covering the buttocks, sometimes accompanied with stuffing in the chest to make it look bigger. This created the distinctive Western outline of a tailored top worn over leggings or trousers. The pace of change accelerated considerably in the following century, and women's and men's fashion, especially in the dressing and adorning of the hair, became equally complex. Art historians are, therefore, able to use fashion with confidence and precision to date images, often to within five years, particularly in the case of images from the 15th century. Initially, changes in fashion led to a fragmentation across the upper classes of Europe of what had previously been a very similar style of dressing and the subsequent development of distinctive national styles. These national styles remained very different until a counter-movement in the 17th to 18th centuries imposed similar styles once again, mostly originating from Ancien RC)gime France. Though the rich usually led fashion, the increasing affluence of early modern Europe led to the bourgeoisie and even peasants following trends at a distance, but still uncomfortably ------------------------------ Date: Tue, 5 May 2020 12:18:31 -0400 From: "Primal Grow Pro" Subject: Hit This Pressure Point To Increase Your Size by 67% Hit This Pressure Point To Increase Your Size by 67% http://feverow.bid/4asJjdkPvCGnCV72Fzm2243tNfyZuT7iPShscJF9FVPz6w http://feverow.bid/FMa8NKG8uYvBNTKJGZzRfmwWRon6YuMrVjeHJWDYxK_X2YmH sign is necessary for two primary purposes - providing players with a goal and providing players with enjoyable play experience. Good level design strives to produce quality gameplay, provide an immersive experience, and sometimes, especially in story-based games, to advance the storyline. Skilled use of textures and audio is necessary to produce immersive player experience.[citation needed] Gameplay alteration Maps' design can significantly impact the gameplay. For example, the gameplay may be shifted towards a platformer (by careful placement of platforms) or a puzzle game (by extensive use of buttons, keys, and doors). Some FPS maps may be designed to prevent sniping by not including any long hallways, while other maps may allow for a mix of sniping and closer combat. Gimmick maps are sometimes created to explore selected features of gameplay, such as sniping or fist fighting. While they are briefly useful to level designers and interesting to experienced players, they are usually not included in final list of levels of the game because of their limited replay value. Player directing Levels are generally constructed with flow control in mind, that is directing the player towards the goal of the level and preventing confusion and idling. This can be accomplished by various means. Often the level layouts features power-ups and items aligned in path and combinations that collecting them inevitably progresses the game and advances the story-line. This is one of the basic player direction technique and is most often seen in platformers. Lighting and illumination, as well as distinctly coloured objects are often used to unambiguously steer the player towards the correct path. Similarly, clearly marked choke-points can be introduced. Another method is strategic placement of obstacles and aesthetic enviro ------------------------------ Date: Wed, 6 May 2020 09:45:20 -0400 From: "Casino Jackpot" Subject: The Death of Lottery http://cbdonly.guru/-9ehRY3TKyhkXDXBTZeW6UVlqWcnsawxWJRR-oTIxZCmnvUW http://cbdonly.guru/7xQ7Gd9nuBhj0yYUXBQIaLu4uOxNVWaQIdmj5iDJ0SFJe1Kg nown (also known as Unknown Worlds) was an American pulp fantasy fiction magazine, published from 1939 to 1943 by Street & Smith, and edited by John W. Campbell. Unknown was a companion to Street & Smith's science fiction pulp, Astounding Science Fiction, which was also edited by Campbell at the time; many authors and illustrators contributed to both magazines. The leading fantasy magazine in the 1930s was Weird Tales, which focused on shock and horror. Campbell wanted to publish a fantasy magazine with more finesse and humor than Weird Tales, and put his plans into action when Eric Frank Russell sent him the manuscript of his novel Sinister Barrier, about aliens who own the human race. Unknown's first issue appeared in March 1939; in addition to Sinister Barrier, it included H. L. Gold's "Trouble With Water", a humorous fantasy about a New Yorker who meets a water gnome. Gold's story was the first of many in Unknown to combine commonplace reality with the fantastic. Campbell required his authors to avoid simplistic horror fiction and insisted that the fantasy elements in a story be developed logically: for example, Jack Williamson's "Darker Than You Think" describes a world in which there is a scientific explanation for the existence of werewolves. Similarly, L. Sprague de Camp and Fletcher Pratt's Harold Shea series, about a modern American who finds himself in the worlds of various mythologies, depicts a system of magic based on mathematical logic. Other notable stories included several well-received novels by L. Ron Hubbard and short stories such as Manly Wade Wellman's "When It Was Moonlight" and Fritz Leiber's "Two Sought Adventure", the first in his Fafhrd and the Gray Mouser series. Unknown was forced to a bimonthly schedule in 1941 by poor sales and canceled in 1943 when wartime paper shortages became so acute that Campbell had to choose between turning Astounding into a bimonthly or ending Unknown. The magazine is generally regarded as the finest fantasy fiction magazine ever published, despite the fact that it was not commercially successful, and in the opinion of science fiction historian Mike Ashley it was responsible for the creation of the mode ------------------------------ Date: Tue, 5 May 2020 10:39:16 -0400 From: "Infrared Thermometer" Subject: One of the world's best and most precise laser measurement technologies One of the world's best and most precise laser measurement technologies http://feverow.bid/Hhaug4HIrXfCRgFd6cIZhSM1AFupfpEACQ_PVthMrrj5ByOs http://feverow.bid/F9bxHbX3s9zcNGD1aIzdhfpRMYvjtqKhCY1oLFbP8rFJuBP1 st level of the game usually designed to get players to explore the mechanics of the game, notably in World 1-1 of Super Mario Bros. Cut scenes may be triggered by events in a level, but require distinctly different skills, and may be created by a different person or team. The Level Design Process may be iterated several times before achieving the desired outcome. Level designers and/or concept artists may also be required to provide a pre-rendered map of the level (or entire game world) for the player. Level bugs There are many map bugs that level designers try to avoid, but sometimes go unnoticed for some time. A player might get stuck in map geometry with no way to escape or to die. A player might be able to find a specific spot where they do not have to move to gain experience, because monsters are constantly spawned but can be easily and immediately killed.[citation needed] In multiplayer maps, a player may be able to reach areas of the map designed to be inaccessible, for example, reaching an advantageous rooftop position and camping other players. In the worst case, a player might be able to fall out-of-bounds of a map where other players cannot reach them.[citation needed] Invisible walls are cited to be level design bugs, and might be "left-over geometry" from an earlier version of the level or an object's improperly aligned "collision box". In some cases, specific mapping tools can be designed to automatically detect problems such as falling "outside" a level, and reaching "stuck" areas. Careful level designers run these tools as the last step before releasing a new version of a level. In most cases, the best way to improve a map is by playtesting it with experienced players, and allowing them to try to exploit any problems. Level designer A level designer is a game designer who creates environments and scenarios using a level editor and other tools. Level designers will usually work on a level from pre-production to completion; working with both incomplete and complete versions of the game. Video game programmers usually produce level editors and design tools for the designers to use. This eliminates the need for designers to access or modify game code. As opposed to the level editing tools sometimes available to the community, level designers often work with placeholders and prototypes aiming for level consistency and clear layout before required artwork is produced by game artists. Many level designers have skills as both a visual artist and game designers, although in recent years the responsib ------------------------------ Date: Wed, 6 May 2020 10:42:44 -0400 From: "Food Cholesterol Cure" Subject: Blood circulation is the lifeline of your body. Blood circulation is the lifeline of your body. http://healthzilla.us/tf3aJ5o-WCDjfnsD0n1oK-ELr3CeX8QcFohURXCsgGl09YcI http://healthzilla.us/wl3m9vmXBQnKOEX8xkwuP-TiprBmXjWqtJW2_GJr5Lzk3pW3 race, has been described by SF historian Mike Ashley as "a strange mixture of science fiction and occult fantasy". Campbell asked Russell for revisions to the story to emphasize the fantastic elements, but still demanded that Russell work out the logical implications of his premises. This became a defining characteristic of the fiction published in Unknown; in Ashley's words, Campbell "brought the science fiction rationale to fantasy". The first issue also contained Horace L. Gold's "Trouble with Water", a comic fantasy about a modern New Yorker who offends a water gnome; in its whimsicality and naturalistic merging of a modern background with a classic fantasy trope, "Trouble with Water" was a better indication than Sinister Barrier of the direction Unknown would take. Campbell commented in a letter at the time that Sinister Barrier, "Trouble with Water", and "'Where Angels Fear ...'" by Manly Wade Wellman were the only stories in the first issue that accurately reflected his goals for the magazine.[note 2] Under Campbell's editorial supervision, the fantasy element in Unknown stories had to be treated rigorously. This naturally led to the appearance in Unknown of writers already comfortable with similar rigor in science fiction stories, and Campbell soon established a small group of writers as regular contributors, many of whom were also appearing in the pages of Astounding. L. Ron Hubbard, Theodore Sturgeon, and L. Sprague de Camp were among the most prolific. Hubbard contributed eight lead novels including Typewriter in the Sky, Slaves of Sleep, and Fear, described by Ashley as a "classic psychological thriller"; SF historian and critic Thomas Clareson describes all eight as "outstanding". De Camp, in collaboration with Fletcher Pratt, contributed three stories featuring Harold Shea, who finds himself in a world where magic operates by rigorous rules. The title of one of these, "The Mathematics of Magic", is, according to SF critic John Clute, "perfectly expressive of the terms under which magic found easy mention in Unknown". Cover for the February 1942 issue b an example of the more dignified cover layout that was adopted in July 1940 Other Astounding writers who wrote for Unknown included Robert A. Heinlein, whose "The Devil Makes the Law" (reprinted as "Magic, Inc.") depicts a world where magic is a part of normal everyday life. Heinlein also contributed "The Unpleasant Profession of Jonathan Hoag" and "They", described by Ashley as "perhaps the ultimate solipsist fantasy". A.E. van Vogt, a frequent Astounding contributor, appeared in the final issue with "The Book of Ptath" (later expanded into a novel). Isaac Asimov, despite multiple attempts to write for Unknown, never appeared in the magazine. On his sixth attempt, he sold "Author! Author!" to Campbell, but the magazine was canceled before it could appear. It eventually appeared in the anthology The Unknown Five. In addition to the overlap between the writers of Unknown and Astounding, there was a good deal of overlap between their readerships: Asimov records that during the war, he read only these two magazines.[note 3] SF historian Paul Carter has argued that the spectrum of fantastic fiction from Weird Tales through Unknown to Astounding was far less cleanly separated than is sometimes assumed: many stories in the early science fiction magazines such as Wonder Stories were more like the works of Edgar Allan Poe than they were tales of scientific imagination ------------------------------ End of alt.music.moxy-fruvous digest V14 #4108 **********************************************