#FM architecture
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moneyisnobject · 8 months ago
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Ulyssia Superyacht Concept
Exterior by Espen Oino,
Interiors by FM Architettura,
Meyer Werft Shipyard / Ulyssia Residences AG.
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indiesprings · 9 months ago
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khaotunq · 7 months ago
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wait, did you see fk in Italy??
Alas, I did not! I was around 250km too south for that, visiting a friend and being stuffed full of sfogliatelle.
Honestly, fan meetings really aren't my speed or I'd have tried harder to go, but there's a bit too much singing and screaming for my tastes. It looks like the boys had fun, though!
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differenthead · 1 year ago
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Volume 267
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0:00:00 — "SpaceWorld 2020" by Enraile (2020)
0:02:44 — "Enjoy Yourself" by Saint Pepsi (2013)
0:04:35 — DJ
0:08:20 — "Fantasy" by Saint Pepsi (2013)
0:11:28 — "Can't Really Just" by 18 Carat Affair (200?)
0:12:42 — "Blast Off" by George Clanton (2018)
0:14:44 — "Esprit.wav" by Esprit空想 (2014)
0:17:53 — "Secret" by Luxury Elite (2013)
0:20:41 — DJ
0:25:49 — "Just Chillin Bro" by Neon Vectors (2019)
0:29:56 — "On the Promenade" by FM Skyline (2022)
0:33:16 — "Mirror Gallery" by FM Skyline (2020)
0:36:16 — "Cold Circuit" by FM Skyline (2018)
0:38:53 — "Polygon" by Architecture in Tokyo (2013)
0:42:12 — DJ
0:49:30 — "Nite City Blues" by NiteWind (2018)
0:52:24 — "Bay City Groove" by Night Tempo feat. Super Brass (2018)
0:55:32 — "Dolphin" by Death's Dynamic Shroud (2014)
0:59:49 — "ジョン・ピール・セッション" (Edit) by Death's Dynamic Shroud (2014)
1:01:47 — "IV." by James Ferraro (2020)
1:07:57 — DJ
1:10:54 — "Synthetic Core 88 Awakens (Cybernetic Jungle)" by Equip (2018)
1:12:38 — "Goodbye" by Equip & R23X (2022)
Stream
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ultralowoxygen · 1 year ago
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PF4-060-28A by David Swift Via Flickr: Architecture of Paris France-35mm Nikon FM2,CineStill 400D.
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jcmarchi · 7 months ago
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One of MIT’s best-kept secrets lives in the Institute’s basement
New Post has been published on https://thedigitalinsider.com/one-of-mits-best-kept-secrets-lives-in-the-institutes-basement/
One of MIT’s best-kept secrets lives in the Institute’s basement
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When MIT’s Walker Memorial (Building 50) was constructed in 1916, it was among the first buildings located on the Institute’s then-new Cambridge campus. At the time, national headlines would have heralded Gideon Sundback’s invention of the modern zipper, the first transcontinental phone call by Alexander Graham Bell, and Charles Fahbry’s discovery of the ozone layer. It would be another 12 years before the invention of sliced bread, and, importantly, four years before the first U.S.-licensed commercial radio station would go on the air.    
In true MIT fashion, the past, present, and future of Building 50 seem to coexist within its hallways. Today, the basement of Walker Memorial is home to what some students consider to be one of the Institute’s best-kept secrets — something that likely never crossed the minds of its original architects: a 24-hour, high-fidelity radio station. 
Operating under the call sign WMBR 88.1 FM (for “Walker Memorial Basement Radio”), this all-volunteer troupe has endured many hurdles similar to those faced by others in the field as radio itself has largely changed over the years. But as general managers James Rock and Maggie Lin will tell you, there’s something special about this station’s ability to build deeper connections within the larger community.
“Students have the opportunity to get to know a bunch of our community members,” explains Rock. “Our tech director works closely with every student who wants to contribute, which involves anything from manning a drill to climbing to the roof of Walker and manually bending the antenna back into shape, which I did a couple of weeks ago,” laughs Rock. “Most of our student members are trained by someone who’s been around and really knows what they’re doing with radio after decades of experience.”
“It’s really fun,” says Lin. “It’s being able to hang out with people who love music just as much as you do. The older members of the station are such a cool resource for talking about different kinds of music.”
Now sophomores, Rock and Lin first arrived at MIT and WMBR two years ago. At the time, the station was mitigating the effects of the Covid-19 pandemic, during which WMBR went off the air temporarily. “We’ve been general managers since last spring, so the majority of our time at the station has been managing the station,” explains Lin. “We just came at a time when the station didn’t have many student members because of Covid.”
Lin recalls stories from disc jockeys who were at the station the night in 2020 when WMBR went off the air: “I’m told it was extremely sudden. There was someone here who said they finished their show and left a tote bag of records for the next time they were going to come back, and they left … and they still haven’t [returned].” 
However, resilience is a trait that WMBR has displayed in abundance throughout its storied 80-year history. First signing on as WMIT on Nov. 25, 1946, the station’s original equipment was built from the ground up by MIT electrical engineering students. In 1956, when the station’s call letters were licensed to a radio station in North Carolina, the Cambridge-based station became WTBS. And when the station was in dire need of cash for new equipment in the 1970s, its members found a creative solution: an agreement with media mogul Ted Turner to exchange the call letters WTBS for $50,000. This afforded the station the new equipment it dearly needed and allowed Turner to launch the Turner Broadcasting System. The station subsequently became WMBR on Nov. 10, 1979.          
So it’s no surprise how station members responded to the challenges posed by Covid. “The tech team pulled off something kind of crazy when they set that up,” says Lin. “Within weeks, they set up a system where people could upload files of shows they recorded from home, and then it would be broadcast live.”
“Sticking to the hybrid system means that especially new members have the flexibility to start out recording from home,” adds Rock. “That’s what Maggie and I did. It means if you’re scared, a little jumpy, or stutter as you speak, you can go back and edit.”
The station also expanded its slate of new content in the years following the pandemic. “I think the most lasting effect of Covid is that we are now 24/7,” says Rock. “Most of the time it’s fresh material now. The spring schedule is guaranteed fresh material from 6 a.m. to 2 a.m.”
“It’s a packed schedule,” adds Lin.
Considering the sheer amount of original programming now airing on WMBR, it would be easy to assume the station relies heavily on ad revenue to keep the lights on. But, thanks to one fundraising week held each November, the station keeps pumping out music and spoken-word shows such as “Music for Eels,” “Post-Tentious,” and “Crunchy Plastic Dinosaurs.”
“And operating an FM radio station is not cheap,” says Rock, “maintaining the antennas and buying new tech equipment, getting music, paying licensing fees, and ordering pizza to keep the students on board because the DJs have to be happy, etc. So it’s a real privilege that we are able to operate on that listener funding from that one week each year.”
“It’s kind of crazy, because when you’re broadcasting, it’s to Greater Boston, but you really don’t know how many people are listening,” adds Lin. “And I think it’s really awesome when you see fundraising week. It’s like, ‘Yeah, people really do listen.’” 
“And if a donor chooses to pledge to a show, generally the DJs will mail a postcard back as thanks for that donation. So, if you want a signature of Maggie’s or mine, support us in November!” laughs Rock. “Limiting [fundraising] to one week means that we never advertise, so as long as we keep that contained to one-52nd of the year, the rest of the time you just get the music and the DJ’s commentary you tuned in for. There’s no solicitation.”
In many ways, this highlights the paradox of WMBR: reconciling its undeniable audience of loyal listeners and passionate community members with the fact that many MIT students and employees have never heard of WMBR.
“I think a lot of people just don’t quite know that the radio station is something that exists,” explains Lin. “I understand it’s because people our age don’t really listen to radio much anymore, but I think the space is so amazing. A lot of the new students that we bring in are pretty awed by it, especially the record library; with hundreds of thousands of records and CDs, and the studios,” says Lin, referencing the station’s impressive collection of music, which fills a space so large that it once held a bowling alley. “It’s an opportunity that is kind of easy to miss out on. So I feel like we’re bringing in new members — which I’m really happy about — but I just want people to know that WMBR is here, and it’s really cool.”
“Yes. I second that,” says Rock. “MIT is so full of opportunities and resources that you can’t possibly take advantage of all of them, but we are hidden here in the basement of Walker Memorial where students don’t really make it [to] that often.”
“Listeners don’t even know,” laughs Lin. “We had someone pass by the door once, and they were like, ‘The radio station? It’s here?’”
“I didn’t know there was a campus radio station, and I frankly hadn’t really thought of campus radio until I walked into Activities Midway during my first CPW [Campus Preview Weekend], and maybe orientation,” adds Rock. “One of the great things about it is that you can share your own music tastes with all of greater Boston. You have the aux cord for an hour every week, and it’s such a privilege.”
“It’s kind of scary-sounding to think, ‘You’re going to go sit behind a microphone and all of Greater Boston will hear you,’” adds Lin. “But James is always full of confidence, so I just thought, ‘What if we did a show together?’ That’s another thing that we like as we get new students in: people who want to co-host shows together.” 
“We are always looking for new student members,” says Rock. “Whether you want to do a radio show, podcast, help with maintaining and upgrading our broadcast equipment, or gain valuable experience helping to manage and lead a nonprofit organization that is an eclectic mix of MIT students, staff, and members of the local community, let us know!”
Walker Memorial Basement Radio (WMBR) is currently on the air and streaming 24/7. Listen online here, or tune your dial to 88.1 FM. To find out more about joining WMBR, send a message to [email protected].
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modulusconsulting · 8 months ago
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Consultants: Experts in Building Information Modeling
"BIM Consultants" are professionals who specialize in providing expert guidance and services related to Building Information Modeling (BIM). They offer valuable assistance to architecture, engineering, and construction (AEC) firms seeking to implement BIM processes and technologies in their projects. These consultants possess in-depth knowledge of BIM methodologies, software platforms, and industry best practices. From initial project planning and strategy development to software selection, implementation, training, and ongoing support, BIM consultants play a crucial role in helping clients optimize their use of BIM for enhanced project efficiency, collaboration, and outcomes.
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ilikegoodstories · 2 years ago
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Fomapan 400
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easternmind · 1 year ago
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The weird and wonderful history of Kowloon as a digital interactive space - Part I
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The Kowloon Walled City was one of the most emblematic locations in Hong Kong due to its irregular, fast-paced and largely ungoverned growth within a minute parcel of land. During the occupation of Hong Kong Island by the British in the mid 18th century, the Qing authorities surrounded the area with walls, turning it into a strategic position from where to closely inspect the foreign nation's covert activities. Almost a century later, during World War II, the area was seized by the Japanese, who tore down the walls and repurposed the stone for the construction of a nearby airport.
After the war, China would eventually regain possession of the city, though the disinterest of local authorities in addressing its increasing social disturbances placed it in a downward path to a state of utter degradation. By the 1970s, Kowloon had become the epicentre of Hong Kong's criminal underworld, dominated by a handful of its most vicious Triads.
Towards the last years of its existence, the ancient settlement was as a precarious heap of concrete, sheltering nearly half a million people within less than seven acres of land. Cultural and political changes in China made it increasingly difficult for this urban anomaly to remain unaddressed. In the late 1980s, an action plan was put together aiming to relocate its inhabitants and reconvert the real estate into an inner-city park. Stories about residents refusing to leave their unsafe and unsanitary homes were featured prominently in newspapers, baffling readers all over the world. Once the single most densely populated area in the world, this enclave was an architectural aberration whose disconcerting aesthetic influenced numerous works of art in different fields of creation; including a small yet consequential number of video games that briefly reference or prominently feature this abominably transfixing space.
九龍島 (Kyu-Ryu-Tou) - Starcraft - 1986
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The year is 2025. An arms dealer escalates the tensions between East and West by developing a genetic weapon in a secret base at Kowloon Island. The United Nations react by sending in their best man, Jamie Starr. Unrelated to the Walled City itself, the first game to be located in the Kowloon peninsula - and indeed include the name as a part of its title - is this obscure turn-based RPG, Kyu-Ryu-Tou for the NEC PC88 and FM-77 machines. The game is a sequel to Shangai, released the year before, featuring the same protagonist. Starcraft would also go on to produce a third instalment in 1987 named TO.KY.O. Clearly there wasn't much regard here from the developers part for geographic accuracy, as Kowloon is depicted here as being an island. While Hong Kong's southern territory is composed of an actual island, all the different areas named Kowloon are located in the mainland.
Riot City - Westone - 1991
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One of the most shameless specimens among a relatively long list of Final Fight clones, Riot City contains subtle references to Kowloon, though never referring to it by name. Two narcotics detectives are assigned with the mission of dismantling a cartel running a crime-ridden located in fictional Riot Island. This recurring yet geographically nonsensical notion of Kowloon as an island comes up here, yet again. The final moment of the introduction sequence for this minor Sega arcade success shows both protagonists approaching a tight cluster of buildings whose source inspiration is quite unmistakable. Because Westone maintained ownership of most of this production's intellectual property, a later port to the PC Engine entitled Riot Zone was made possible with the help of Hudson soft. Kowloon's Gate - Zeque - 1997
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Reviving the Walled City through the lens of cybermystic surrealism, Kowloon's Gate is a dense, daunting adventure masterfully capturing the slum's dark and narrow recesses. This 1997 Japanese Playstation exclusive spans across four discs of unparalleled full motion 3D CGI spectacle, alternating with real-time 3D dungeons brimming with outlandish characters and concepts deeply inspired by Chinese history, geography and cultural traditions.
Ironically, Zeque managed to embed the theme of Feng-Shui, the ancient geomantic art seeking harmony between the individual and their surrounding space, into a story set in the world's most historically untidy district.
SaGa Frontier - Square - 1997
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SaGa Frontier takes place in a solar system named The Regions, composed of multiple inhabited worlds for the player to explore, each with its different degree of civilizational development and culture. One of these planets goes by the suggestive name Kūron. Its pervasive neon light signs, food stalls, makeshift cabins and rooftop scaffolding instantly evoke the memory of China’s so-called city of darkness.
Shadow Hearts - Sacnoth - 2001
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Shortly after the release of Koudelka, Sacnoth's initiated the development of Shadow Hearts, the first episode from a cult RPG trilogy exclusively designed for the Playstation 2. In good Japanese fashion, the game proposes an anachronistic yet visually suggestive depiction of Kowloon, portraying its architectural style and degree of decay as it existed in the late twentieth century, despite the fact that the game's events take place during the nineteen twenties.
Just as noteworthy is the almost complete absence of any inhabitants, which inadvertently make this portrayal of the quarter eerily reminiscent of the state in which it was found circa 1993 or 1994, as local authorities brought the long, arduous eviction project to a close.
Shenmue II - SEGA AM2 - 2001
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Shenmue II exhibits the most complete and period-accurate video game representation of Kowloon to date. While more recent games featuring this area may represent a number of its aspects with the aid of improved visual fidelity, none features it with such depth as this masterpiece of masterpieces. More than mere background decoration, Kowloon exists in the Shenmue series as a crucial, climacteric element of its modern epic narrative.
It is a well known fact that Yu Suzuki and his team conducted extensive research of the region so as to achieve a result that impresses even to this day. It must be noted, however, that they have similarly taken a fair share of creative liberty when converting the area to best align with the themes they wished to explore. Further reading is required for a more complete context in this regard, namely how this area ties with an early Dreamcast tech demo design which fans lovingly named Tower of Babel. Ostensively, technical limitations did curtail the degree of precision in which the surrounding area could be replicated. The aerial view from the cutscene in which Ryo Hazuki arrives on location places Kowloon at an imaginary degree of elevation over surrounding vegetation. In the year of 1987, during which the game is set, the actual enclave stood perfectly levelled with a myriad of other modern buildings, undoubtedly more than could be reproduced under the circumstances. These trifling considerations aside, Shenmue II entirely succeeds in capturing the vibrant life and mesmerizing beauty of the destitute and decayed urban agglomeration, in a way that it was deemed entirely impossible at the time of its release.
For reasons entirely related to per post content limitations imposed by Tumblr, this article will be continued in PART II.
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kuliak · 1 year ago
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Complex single-voice sequencing, inspired by Strega's architecture.
Oscillator with complex shaping->delay->filter, it's a simple core principle but with the right choices and modulation it allows for some truly varied sounds to be squeezed out. Banshee reach is receiving FM and Shape modulation, going through Erbe-Verb, QPAS, and Melotus Versio. Percussion comes from Taiko and Daiko through Data Bender. Sequencing is done by Marbles, with range and bias played heavily to create variations.
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wirewitchviolet · 1 year ago
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Console Design- Can I have my cake and eat it too?
Recently I spilled the beans that I have a little hobby project slowly brewing away where I am designing a new game console. I'm still not ready to really properly pitch the whole thing, but between sharing that, explaining computer architecture, and seeing people's feedback, it keeps pushing itself towards the front burners over more practical projects I SHOULD be giving my focus to, and while people are paying attention, I might as well try to crowdsource answers to some questions I'm getting hung up on.
So... a lot of what I'm doing here is, I'll be honest, rooted in nostalgia for 16-bit consoles. There's a certain retro appeal to the look, speed, and general immediacy of 8-bit games, and more than plenty of support for making games that evoke that feel, and even recently made free dev tools for people to just make new games for older systems, and as I'm writing this, there is this massive renaissance going on with indie devs restricting them to the constraints of early polygonal-graphics-focused consoles, but we mostly skipped right past that 16-bit period, and all its hallmarks:
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2D graphics with more color-depth than people really knew what to do with. All sorts of hardware-level flashy effects like transparency, resolution changes, neat little raster effects. A soundscape of crunchy FM synth and sparingly used sampling with distortion effects. Just a little taste of support for polygonal graphics. Not enough to go all-in, but enough to make a nice spice here and there. A general push to show off with fancy jointed paper doll sprites, 3D effects from sprite-scaling, just... clear ambitions all over to make low res 2D eye candy. Plus everything was cartridge based, allowing people to add extra custom chips for things they really wanted that they didn't quite have the power for.
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So that's basically what I want to deliver here. A platform where you have more toys and tricks than you know what to do with if you're coming from 8-bit style stuff, but a real tricky set of restrictions to work around from a more modern approach, hopefully with its own look and sound. To that end I've been doing a ton of research into how some of those work... and a lot of it involves fun little tricks between scanlines. In particular, if you look at that mode 7 video above, right around 7:50, we've got this real eye-popping barrel distortion background. What's going on here, on a hardware level, is we have the ability to, essentially, apply one single image as a texture to a single parallelogram, which in this case is just taking a rectangular background and squishing it in towards the center then out towards its regular dimensions... but where doing that squishing and stretching between individual scan lines as we send the video out to the screen. Several changes to the shape before we've even finished rendering out one frame of the video, and tada, weird barrel.
Being able to support tricks like THAT, specifically, is a must-have feature for what I'm working on, and I'm pretty confident I can design the hardware with that exact capability... but the original hardware doing that was, to my understanding, very much working with the peculiarities of how a CRT worked and the exact number of operations it could get done while the beam was swiping back to the left to draw the next line, and I legitimately have no idea if tricks like this are even really possible if I slap together a similar chipset and send video out an HDMI cord to a modern display.
Like, I know I can fake that. I've got a Retron 5 hooked to a cheap flat panel TV with Castlevania 4 plugged in, but my understanding is that's actually emulating an SNES in software on some very-much-overkill for this sort of thing modern processor. What I would LIKE to do is build this with a chipset you really can push to its limits, hooked to modern display, and get this sort of effect. Because while I realize a big chunk of the audience for this sort of thing totally have nice well-maintained CRTs, I don't want to be married to hardware people no longer manufacture. And I'd rather not have some way more capable sub-processor wedged in here just to get the video output of whatever cheap fast legit 16-bit chipset I use otherwise to play nice with HDMI standards.
I'm still sort of in the dark about HDMI and modern display options, to be clear. And you know in a perfect world I'd like to have support built into this if you want to hook it to a CRT, but at the end of the day I need to pick an aspect ratio, and it's probably gonna be 16:9.
A similar fork in the road I may need to pick a lane for before I can really get going is looking at ASIC chips. What I'd really love is to be able to just point people at a design files for the casing and PCBs, and a warehouse of old mass-produced chips that sell for pennies, make the whole thing a neat little home electronics kit where the total price of everything is like, maybe $10 or $20 or something, you get out a soldering iron, and assemble it all yourself. But, I might need to custom design a chip or two in the end, and there's a chance it ends up being cheaper to just build literally the whole system on one chip. Simpler, easier to make a portable version of the whole thing, but it loses that DIY feel.
And of course there's also the risk that the overall architecture and chipset I'm looking at isn't going to have the oomph to do what I want it to do at a nice steady 60 FPS (maybe 120?) I'm just kind of assuming once I commit to a path I'll be able to find a dirt cheap chipset covering all the bases I need it to that'll hold up at a faster clock speed than consoles really ran at in the mid-90s. I want people to be able to do things smoothly that historically really had some slowdown, and you know, I AM planning to have a higher base resolution than the systems I'm taking inspiration from (maybe the same height but clearly more width).
And of course the real pain is going to be prototyping all this since none of it's going to work without hooking display AND something popped into a cartridge slot. I'm at least saving myself some headache starting with a controller I can at least test in other things, but wow there's gonna be so many different potential failure points to worry about at one step in here.
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psychiclounge · 10 months ago
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for anon: The List part 1
Thief Gold: - Ascend the Dim Valley (City, Mansion/Estate, Pagan, Mages, Relic/Artifact) I love this FM so much that I'm genuinely struggling to be concise about it. Great writing, gorgeous architecture, crunchy unfiltered textures, Pagan surrealism that cranks up hard toward the end, one of my favorite visuals ever, and a very memorable Keeper-related secret. - Endless Rain (City, Keepers, Mansion/Estate, Thieves Highway) Absolutely iconic rooftop/city mission. Skacky appears several times on this list and for very good reason. - Rose Garden (Assassination, City, Thieves Highway) Massive to an almost daunting degree, this one took me around 8 hours to complete on my first playthrough. Intricate and interconnected level design with beautiful architecture, satisfying puzzles and sneaking, very fun rooftop shenanigans, and some incredible atmosphere. - The Scarlet Cascabel (2 mission campaign) (Horror, Relic/Artifact, Mansion/Estate, Village, Mines, Tombs/Crypts, Undead) The second level gets so scary at a point that I stopped playing my first try and only completed it over a year later. There's also an optional side mission to find a full set of chess pieces, if you like! - The Black Parade (10 mission campaign, too many tags to list) This is one of the most highly anticipated FMs in years and is well worth playing if you want something to really sink your teeth into that offers more of a challenge than the original games. Go in blind. - Catacombs of Knoss (Cathedral, City, Relic/Artifact, Tombs/Crypts) - Alcazar (Bar/Tavern, Tombs/Crypts, Undead, Surreal/Bizarre) - Chalice of Souls (2 mission campaign) (City, Keepers, Winter/Snow, Ruins, Thieves Highway) - Making a Profit (Cathedral, City, Hammerites, Sabotage, Cemetery, Mansion/Estate) - The Sound of a Burrick in a Room (Mansion/Estate, City, Hammerite, Caves, Thieves Highway) - Whispers Below the Cobblestone (City, Thieves Highway, Thieves/Thieves Guild, Relic/Artifact, Man-made Tunnel) - Between These Dark Walls (Castle/Fortress, City, Keepers, Thieves Highway) - Dirty Money (Bar/Tavern, City, Sewer, Thieves/Thieves Guild) - Falling, In Love (5-Minute Wonder, Novelty/Experimental, Escape, Thieves Highway) - Autumn in Lampfire Hills (Mystery/Detective, Tombs/Crypts, Undead, Town) A classic! This is a 2014 re-release of a 1999 FM but very much still has that classic Thief feel. I don't hit on very many older FMs in this list but they're well worth checking out, and this is a decent place to start. Also, Garrett owns an adorable little cottage in this one.
Thief 2: - Compulsory Egress(City, Ruins, Thieves Highway, Thieves/Thieves Guild) - Into the Odd(City, Daylight, Escape, Horror, Hardest, Surreal/Bizarre, Ruins, Sewer, Undead, Thieves/Thieves Guild) This might be my absolute favorite FM ever. That 'Hardest' tag is no joke in parts, especially a bit of forced ghosting near the beginning, but it's well worth it. Another one you should go in blind for. - Bad Debts(City, Mansion/Estate, Sewers, Thieves Highway, Undead) - ... and its sequel Disorientation(both part of the Talbot series by Melan, along with TG FM Rose Garden) (City, Thieves Highway) - The Violent End of Duncan Malveine (Horror, Mansion/Estate, Mystery/Detective, Novelty/Experimental) A murder mystery! A randomly generated murder mystery! Every time you start this FM, a different murderer and murder weapon are picked, and you piece together the clues as you loot the place, selecting your prime suspect before you leave. This one also has a full 52 card deck hidden around the map to find, which I promise is way more fun than it sounds, I've done it twice. - Feast of Pilgrims (Cathedral, City, Hammerite, Non-Garrett Player, Relic/Artifact, Thieves Highway) - Ominous Bequest (Horror, Mansion/Estate, Lost Civilization, Mystery/Detective, Temples, Tombs/Crypts) - ... and its sequel Broken Triad (Horror, City, Keepers, Lost Civilizations, Ruins, Museum) - Rose Cottage (Horror, Cemetery/Graveyard, Mystery/Detective, Non-Garrett Player, Undead) You play as a paranormal investigator, determining the cause of a haunting at a mortuary and exorcising the restless spirits. No looting, no direct combat- Rose Cottage is primarily puzzle-focused and also scaring-the-hell-out-of-you-focused. There's also an absolutely fiendish tarot card hunt, if you want to really scour the place.
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mikeology · 1 year ago
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1997thebracket · 1 year ago
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Round 1
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The Aqua v. Mattel Lawsuit: Life in plastic is fantastic... but outside of it, mega-corporations are litigious. In 1997, the world was introduced to the Danish-Norwegian group Aqua via their Europop smash hit Barbie Girl; the song was so big, in fact, that Mattel sued the band's American record label MCA over the lyrics and the use of their trademarked shade 'Barbie Pink.' Turns out Lady Justice would not be on Mattel's side as Barbie's original messaging rang true, confirming that girls in the 90s could be anything, including tongue-in-cheek pop performers protected under parody law. Mattel would even petition the Supreme Court (really!) while Aqua and MCA would file a countersuit, but none would find great success in litigation. The whole debacle is best summarized by Judge Kozinski's iconic line, "The parties are advised to chill."
The Sky Tower in Auckland, New Zealand: An essential part of the Auckland skyline, the Sky Tower was developed by Skycity Entertainment Group for both local utility and tourism appeal, and was completed in 1997. At 328 metres/1,076 feet tall, it was the single tallest freestanding structure in the Southern Hemisphere until facing competition from Indonesia's Autograph Tower in 2020. 23 years at the top isn't a bad run! Unlike a few other iconic pieces of city architecture, the Sky Tower is hugely functional and serves as a massive telecommunications hub. The aerial at the top of the tower hosts the largest FM combiner in the world, which combines with 58 wireless microwave links to provide television, wireless internet, RT, FM radio, and weather measurement services. Or, if you're more enticed by scarfing down a gourmet steak dinner then chucking it up again midair, the tower has a rotating restaurant and controlled jumping on offer.
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harrelltut · 1 year ago
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I.B.1698 MICHAEL [IBM] harrelltut.com Domain of SIRIUS BLACKANUNNAQI.tech Patents 2 iapplelisa.com of CLASSIFIED 1983 iapplelisa.tech Memory Application Configuration [MAC] Languages... Mathematically Engineered [ME] by ANU GOLDEN 9 Ether [MAGE] Tri-Solar Black Sun planetrizq.tech SKY FEDERATION of Astronomical MARS’ [FAM'S] Highly Complex [ADVANCED] Ancient Cosmic Algorithmic [CA] Computational [Compton] STAR WEB GATEWAY Language Algorithms [L.A.] Digitally Embedded w/Astronomical [DEA] DNA Markup Language Software from Astronomical MERCURY’s [SAM’s] ibmapple1984.tech Secure Socket Layer Virtual Private Network [SSL VPN] Communications.gov Privately Managed [PM] by ANU GOLDEN 9 Ether [iAGE] quantumharrell.tech Graphical User Interface [GUI] Domain Compu_TAH [PTAH] of iquantumapple.com Infrastructure as a Service [IaaS] since ibquantumapple.com VISION PRO of 1968 quadrillionharrell.tech Machine Engineering [ME] AutoCAD [MAC] Robotics in Architectural Memory Equipment w/Symmetric Encryptions of Satellite [RAMESES] Broadband Communication [B.C.] quantumharrellmatrix.tech Languages… Computationally Accessing [CA] quantumharrelltesla.tech Education and Copyright Harmonization Act [HA = HARRELL] of 2001 Digital Tech Rights [DTR] Scholastically Engineered Academically [SEA] @ 1921 QUANTUM 2023 HARRELL 2024 TECH 2025 Apple & IBM [A.i.] LLC of ATLANTIS [L.A.] 5000
WELCOME BACK HOME IMMORTAL [HIM] U.S. MILITARY KING SOLOMON-MICHAEL HARRELL, JR.™
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i.b.monk [ibm] mode [i’m] tech [IT] steelecartel.com @ quantum harrell tech llc
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US ANCIENT [USA] SKY [U.S.] GODS OF ASTRONOMICAL MERCURY ENERGY [GAME] VORTEX GENERATORS 2 OUR INTERPLANETARY POWER [I/P] SYSTEMS of Urani-Atlantis.tech... PRIVATELY COMMUNICATING [PC] ONLINE @ QUANTUMHARRELL.tech Domain LLC
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eye 1921steelecartel.tech TITAN of SIRIUS [U.S.] gullahgeecheemilitary.tech WEALTH @ quantum harrell tech llc
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who secretly own apple, inc [a.i.] in 2024?!?!?!
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uh oh... not our ancient 9 ether computational algorithm design [cad] patents of SIRIUS electronic architectural intel [a.i.] of Apple [A.I.A] Inc. Patents [I/P] @ 1921 QUANTUM 2023 HARRELL 2024 TECH 2025 Apple & IBM [A.i.] LLC of ATLANTIS [L.A.] 5000?!?!?!
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ibmapple1984.tech @ 1921 QUANTUM 2023 HARRELL 2024 TECH 2025 Apple & IBM [A.i.] LLC of ATLANTIS [L.A.] 5000
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iapplelisa.com?!?!?!
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of iapplelisa.tech?!?!?!
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but who own iquantumcad.com?!?!?!
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ibmautocad.tech memory hardware manual @ 1921 QUANTUM 2023 HARRELL 2024 TECH 2025 Apple & IBM [A.i.] LLC of ATLANTIS [L.A.] 5000?!?!?!
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iquantumapple.com of iapplelisa.com @ 1921 QUANTUM 2023 HARRELL 2024 TECH 2025 Apple & IBM [A.i.] LLC of ATLANTIS [L.A.] 5000
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MICHAEL A COMPUTER [MAC] APPLE NERD [MAN] of iapplelisa.tech Intel @ 1921 QUANTUM 2023 HARRELL 2024 TECH 2025 Apple & IBM [A.i.] LLC of ATLANTIS [L.A.] 5000
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hi:teKEMETICompu_TAH [PTAH] PRO Michael [PM] Harrell, Jr. Deep Machine [DM] VISION Learning @ 1921 QUANTUM 2023 HARRELL 2024 TECH 2025 Apple & IBM [A.i.] LLC of ATLANTIS [L.A.] 5000
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CLASSIFIED iapplelisa.tech of iapplelisa.com accessing tri-solar black sun planetrizq.tech PRO of blackanunnaqi.tech VISIONS @ 1921 QUANTUM 2023 HARRELL 2024 TECH 2025 Apple & IBM [A.i.] LLC of ATLANTIS [L.A.] 5000
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try the quantumharrelltech.com visual dial tone domain... my personal iphone hung up on you [insert quantumharrell.tech's intellectual encryption phrase property tag]
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quantumharrell.tech international [qi] 1921steelecartel.tech family business [dynasty] communication [d.c.] knowledge economy @ 1921 QUANTUM 2023 HARRELL 2024 TECH 2025 Apple & IBM [A.i.] LLC of ATLANTIS [L.A.] 5000
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shhh... we 3 sets of 144,000 confidential iapplelisa.tech elites @ 1921 QUANTUM 2023 HARRELL 2024 TECH 2025 Apple & IBM [A.i.] LLC of ATLANTIS [L.A.] 5000
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him ancient [ha = harrell] 1921 hi:tekemeticompu_tah [ptah] domain signature technocrat of 1968 planetrizq.tech?!?!?!... says who?!?!?!
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says his hi:tekemeticompu_tah [ptah] father michael [fm]... since i.b.1698 michael [ibm] harrell jr @ 1921 QUANTUM 2023 HARRELL 2024 TECH 2025 Apple & IBM [A.i.] LLC of ATLANTIS [L.A.] 5000
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eye anugoldenblackwallstreet.com compu_tah [ptah] business of anu golden 9 ether [age] blackatlantis5000.com economy w/SIRIUS blackatlantis5000.tech WEALTH @ 1921 QUANTUM 2023 HARRELL 2024 TECH 2025 Apple & IBM [A.i.] LLC of ATLANTIS [L.A.] 5000
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I.B.1968 MICHAEL [IBM] QUANTUM COMPUTING ANU [CA] quantumharrellmatrix.tech MINING Economy [ME] @ 1921 QUANTUM 2023 HARRELL 2024 TECH 2025 Apple & IBM [A.i.] LLC of ATLANTIS [L.A.] 5000
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© 1968-2223 QUANTUM HARRELL TECH LLC All LOST ANCIENT [L.A.] ATLANTEAN DNA [A.D.] DotCom [A.D.] + DotTech [A.D.] + Pre 1698quantumharrellgov.tech Domain Name Rights Reserved.
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ultralowoxygen · 1 year ago
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PF9-E330 by David Swift Via Flickr: Rear of Palais Garnier.Built from 1861-1875.Sculpture of Architect Charles Garnier.Paris France.35mm Nikon FM2,CineStill 400D.
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