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acheseustabuleiros · 21 days
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rhysdarbinizedarby · 6 months
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Couch surfer in his 30s. Oscar winner in his 40s. Why the whole world wants Taika
**Notes: This is very long post!**
Good Weekend
In his 30s, he was sleeping on couches. By his 40s, he’d directed a Kiwi classic, taken a Marvel movie to billion-dollar success, and won an Oscar. Meet Taika Waititi, king of the oddball – and one of New Zealand’s most original creative exports.
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Taika Waititi: “Be a nice person and live a good life. And just don’t be an arsehole.”
The good news? Taika Waititi is still alive. I wasn’t sure. The screen we were speaking through jolted savagely a few minutes ago, with a cacophonous bang and a confused yelp, then radio silence. Now the Kiwi ­ filmmaker is back, grinning like a loon: “I just broke the f---ing table, bro!”
Come again? “I just smashed this f---ing table and glass flew everywhere. It’s one of those old annoying colonial tables. It goes like this – see that?” Waititi says, holding up a folding furniture leg. “I hit the mechanism and it wasn’t locked. Anyway …”
I’m glad he’s fine. The stuff he’s been saying from his London hotel room could incur biblical wrath. We’re talking about his latest project, Next Goal Wins, a movie about the American Samoa soccer team’s quest to score a solitary goal, 10 years after suffering the worst loss in the game’s international history – a 31-0 ­ignominy to Australia – but our chat strays into ­spirituality, then faith, then religion.
“I don’t personally believe in a big guy sitting on a cloud judging everyone, but that’s just me,” Waititi says, deadpan. “Because I’m a grown-up.”
This is the way his interview answers often unfold. Waititi addresses your topic – dogma turns good people bad, he says, yet belief itself is worth lauding – but bookends every response with a conspiratorial nudge, wink, joke or poke. “Regardless of whether it’s some guy living on a cloud, or some other deity that you’ve made up – and they’re all made up – the message across the board is the same, and it’s important: Be a nice person, and live a good life. And just don’t be an arsehole!”
Not being an arsehole seems to have served Waititi, 48, well. Once a national treasure and indie darling (through the quirky tenderness of his breakout New Zealand films Boy in 2010 and Hunt for the Wilderpeople in 2016), Waititi then became a star of both the global box office (through his 2017 entry into the Marvel Universe, Thor: Ragnarok, which grossed more than $1.3 billion worldwide) and then the Academy Awards (winning the 2020 best adapted screenplay Oscar for his subversive Holocaust dramedy JoJo Rabbit, in which he played an imaginary Hitler).
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Waititi playing Adolf Hitler in the 2019 movie JoJo Rabbit. (Alamy)
A handsome devil with undeniable roguish charm, Waititi also slid seamlessly into style-icon status (attending this year’s Met Gala shirtless, in a floor-length gunmetal-grey Atelier Prabal Gurung wrap coat, with pendulous pearl necklaces), as well as becoming his own brand (releasing an eponymous line of canned ­coffee drinks) and bona fide Hollywood A-lister (he was introduced to his second wife, British singer Rita Ora, by actor Robert Pattinson at a barbecue).
Putting that platform to use, Waititi is an Indigenous pioneer and mentor, too, co-creating the critically acclaimed TV series Reservation Dogs, while co-founding the Piki Films production company, committed to promoting the next generation of storytellers – a mission that might sound all weighty and worthy, yet Waititi’s new wave of First Nations work is never earnest, always mixing hurt with heart and howling humour.
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Waititi with wife Rita Ora at the 2023 Met Gala in May. (Getty Images)
Makes sense. Waititi is a byproduct of “the weirdest coupling ever” – his late Maori father from the Te Whanau-a-Apanui tribe was an artist, farmer and “Satan’s Slaves” bikie gang founder, while his Wellington schoolteacher mum descended from Russian Jews, although he’s not devout about her faith. (“No, I don’t practise,” he confirms. “I’m just good at everything, straight away.”)
He’s remained loyally tethered to his ­origin story, too – and to a cadre of creative Kiwi mates, including actors Jemaine Clement and Rhys Darby – never forgetting that not long before the actor/writer/producer/director was an industry maven, he was a penniless painter/photographer/ musician/comedian.
With no set title and no fixed address, he’s seemingly happy to be everything, everywhere (to everyone) all at once. “‘The universe’ is bandied around a lot these days, but I do believe in the kind of connective tissue of the universe, and the energy that – scientifically – we are made up of a bunch of atoms that are bouncing around off each other, and some of the atoms are just squished together a bit tighter than others,” he says, smiling. “We’re all made of the same stardust, and that’s pretty special.”
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We’ve caught Waititi in a somewhat relaxed moment, right before the screen actors’ and media artists’ strike ends. He’s ­sensitive to the struggle but doesn’t deny enjoying the break. “I spent a lot of time thinking about writing, and not writing, and having a nice ­holiday,” he tells Good Weekend. “Honestly, it was a good chance just to recombobulate.”
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Waititi, at right, with Hunt for the Wilderpeople actors, from left, Sam Neill, Rhys Darby and Julian Dennison. (Getty Images)
It’s mid-October, and he’s just headed to Paris to watch his beloved All Blacks in the Rugby World Cup. He’s deeply obsessed with the game, and sport in general. “Humans spend all of our time knowing what’s going to happen with our day. There’s no surprises ­any more. We’ve become quite stagnant. And I think that’s why people love sport, because of the air of unpredictability,” he says. “It’s the last great arena entertainment.”
The main filmic touchstone for Next Goal Wins (which premieres in Australian cinemas on New Year’s Day) would be Cool Runnings (1993), the unlikely true story of a Jamaican bobsled team, but Waititi also draws from genre classics such as Any Given Sunday and Rocky, sampling trusted tropes like the musical training montage. (His best one is set to Everybody Wants to Rule the World by Tears for Fears.)
Filming in Hawaii was an uplifting experience for the self-­described Polynesian Jew. “It wasn’t about death, or people being cruel to each other. Thematically, it was this simple idea, of getting a small win, and winning the game wasn’t even their goal – their goal was to get a goal,” he says. “It was a really sweet backbone.”
Waititi understands this because, growing up, he was as much an athlete as a nerd, fooling around with softball and soccer before discovering rugby league, then union. “There’s something about doing exercise when you don’t know you’re doing exercise,” he enthuses. “It’s all about the fun of throwing a ball around and trying to achieve something together.” (Whenever Waititi is in Auckland he joins his mates in a long-running weekend game of touch rugby. “And then throughout the week I work out every day. Obviously. I mean, look at me.”)
Auckland is where his kids live, too, so he spends as much time there as possible. Waititi met his first wife, producer Chelsea Winstanley, on the set of Boy in 2010, and they had two daughters, Matewa Kiritapu, 8, and his firstborn, Te Kainga O’Te Hinekahu, 11. (The latter is a derivative of his grandmother’s name, but he jokes with American friends that it means “Resurrection of Tupac” or “Mazda RX7″) Waititi and Winstanley split in about 2018, and he married the pop star Ora in 2022.
He offers a novel method for balancing work with parenthood … “Look, you just abandon them, and know that the experience will make them harder individuals later on in life. And it’s their problem,” he says. “I’m going to give them all of the things that they need, and I’m going to leave behind a decent bank ­account for their therapy, and they will be just like me, and the cycle will continue.”
Jokes aside – I think he’s joking – school holidays are always his, and he brings the girls onto the set of every movie he makes. “They know enough not to get in the way or touch anything that looks like it could kill you, and they know to be respectful and quiet when they need to. But they’re just very comfortable around filmmakers, which I’m really happy about, because eventually I hope they will get into the ­industry. One more year,” he laughs, “then they can leave school and come work for Dad.”
Theirs is certainly a different childhood than his. Growing up, he was a product of two worlds. His given names, for instance, were based on his appearance at birth: “Taika David” if he looked Maori (after his Maori grandfather) and “David Taika” if he looked Pakeha (after his white grandfather). His parents split when he was five, so he bounced between his dad’s place in Waihau Bay, where he went by the surname Waititi, and his mum, eight hours drive away in Wellington, where he went by Cohen (the last name on his birth ­certificate and passport).
Waititi was precocious, even charismatic. His mother Robin once told Radio New Zealand that people always wanted to know him, even as an infant: “I’d be on a bus with him, and he was that kind of baby who smiled at people, and next thing you know they’re saying, ‘Can I hold your baby?’ He’s always been a charmer to the public eye.”
He describes himself as a cool, sporty, good-looking nerd, raised on whatever pop culture screened on the two TV channels New Zealand offered in the early 1980s, from M*A*S*H and Taxi to Eddie Murphy and Michael Jackson. He was well-read, too. When punished by his mum, he would likely be forced to analyse a set of William Blake poems.
He puts on a whimpering voice to describe their finances – “We didn’t have much monneeey” – explaining how his mum spent her days in the classroom but also worked in pubs, where he would sit sipping a raspberry lemonade, doodling drawings and writing stories. She took in ­ironing and cleaned houses; he would help out, learning valuable lessons he imparts to his kids. “And to random people who come to my house,” he says. “I’ll say, ‘Here’s a novel idea, wash this dish,’ but people don’t know how to do anything these days.”
“Every single character I’ve ever written has been based on someone I’ve known or met or a story I’ve stolen from someone.” - Taika Waititi
He loved entertaining others, clearly, but also himself, recording little improvised radio plays on a tape deck – his own offbeat versions of ET and Indiana Jones and Star Wars. “Great free stuff where you don’t have any idea what the story is as you’re doing it,” he says. “You’re just sort of making it up and enjoying the ­freedom of playing god in this world where you can make people and characters do whatever you want.”
His other sphere of influence lay in Raukokore, the tiny town where his father lived. Although Boy is not autobiographical, it’s deeply personal insofar as it’s filmed in the house where he grew up, and where he lived a life similar to that portrayed in the story, surrounded by his recurring archetypes: warm grandmothers and worldly kids; staunch, stoic mums; and silly, stunted men. “Every single character I’ve ever written has been based on someone I’ve known or met,” he says, “or a story I’ve stolen from someone.”
He grew to love drawing and painting, obsessed early on with reproducing the Sistine Chapel. During a 2011 TED Talk on creativity, Waititi describes his odd subject matter, from swastikas and fawns to a picture of an old lady going for a walk … upon a sword … with Robocop. “My father was an outsider artist, even though he wouldn’t know what that meant,” Waititi told the audience in Doha. “I love the naive. I love people who can see things through an innocent viewpoint. It’s inspiring.”
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After winning Best Adapted Screenplay Academy Award for JoJo Rabbit in 2020. (Getty Images)
It was an interesting time in New Zealand, too – a coming-of-age decade in which the Maori were rediscovering their culture. His area was poor, “but only ­financially,” he says. “It’s very rich in terms of the ­people and the culture.” He learned kapa haka – the songs, dances and chants performed by competing tribes at cultural events, or to honour people at funerals and graduations – weddings, parties, ­anything. “Man, any excuse,” he explains. “A big part of doing them is to uplift your spirits.”
Photography was a passion, so I ask what he shot. “Just my penis. I sent them to people, but we didn’t have phones, so I would print them out, post them. One of the first dick pics,” he says. Actually, his lens was trained on regular people. He watches us still – in airports, ­restaurants. “Other times late at night, from a tree. Whatever it takes to get the story. You know that.”
He went to the Wellington state school Onslow College and did plays like Androcles and the Lion, A Midsummer Night’s Dream and The Crucible. His crew of arty students eventually ended up on stage at Bats Theatre in the city, where they would perform haphazard comedy shows for years.
“Taika was always rebellious and wild in his comedy, which I loved,” says his high school mate Jackie van Beek, who became a longtime collaborator, including working with Waititi on a Tourism New Zealand campaign this year. “I remember he went through a phase of turning up in bars around town wearing wigs, and you’d try and sit down and have a drink with him but he’d be doing some weird character that would invariably turn up in some show down the track.”
He met more like-minded peers at Victoria University, including Jemaine Clement (who’d later become co-creator of Flight of the Conchords). During a 2019 chat with actor Elijah Wood, Waititi ­describes he and Clement clocking one another from opposite sides of the library one day: a pair of Maoris experiencing hate at first sight, based on a mutual suspicion of cultural appropriation. (Clement was wearing a traditional tapa cloth Samoan shirt, and Waititi was like: “This motherf---er’s not Samoan.” Meanwhile, Waititi was wearing a Rastafarian beanie, and Clement was like, “This ­motherf---er’s not Jamaican.”)
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With Jemaine Clement in 2014. (Getty Images)
But they eventually bonded over Blackadder and Fawlty Towers, and especially Kenny Everett, and did comedy shows together everywhere from Edinburgh to Melbourne. Waititi was almost itinerant, spending months at a time busking, or living in a commune in Berlin. He acted in a few small films, and then – while playing a stripper on a bad TV show – realised he wanted to try life behind the camera. “I became tired of being told what to do and ordered around,” he told Wellington’s Dominion Post in 2004. “I remember sitting around in the green room in my G-string ­thinking, ‘Why am I doing this? Just helping someone else to realise their dream.’ ”
He did two strong short films, then directed his first feature – Eagle vs Shark (2007) – when he was 32. He brought his mates along (Clement, starring with Waititi’s then-girlfriend Loren Horsley), setting something of a pattern in his career: hiring friends instead of constantly navigating new working relationships. “If you look at things I’m doing,” he tells me, “there’s ­always a few common denominators.”
Sam Neill says Waititi is the exemplar of a new New Zealand humour. “The basis of it is this: we’re just a little bit crap at things.”
This gang of collaborators shares a common Kiwi vibe, too, which his longtime friend, actor Rhys Darby, once coined “the comedy of the mundane”. Their new TV show, Our Flag Means Death, for example, leans heavily into the mundanity of pirate life – what happens on those long days at sea when the crew aren’t unsheathing swords from scabbards or burying treasure.
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Waititi plays pirate captain Blackbeard, centre, in Our Flag Means Death, with Rhys Darby, left, and Rory Kinnear. (Google Images)
Sam Neill, who first met Waititi when starring in Hunt for the Wilderpeople, says Waititi is the exemplar of a new New Zealand humour. “And I think the basis of it is this,” says Neill. “We’re just a little bit crap at things, and that in itself is funny.” After all, Neill asks, what is What We Do in The Shadows (2014) if not a film (then later a TV show) about a bunch of vampires who are pretty crap at being vampires, ­living in a pretty crappy house, not quite getting busted by crappy local cops? “New Zealand often gets named as the least corrupt country in the world, and I think it’s just that we would be pretty crap at being corrupt,” Neill says. “We don’t have the capacity for it.”
Waititi’s whimsy also spurns the dominant on-screen oeuvre of his homeland – the so-called “cinema of ­unease” exemplified by the brutality of Once Were Warriors (1994) and the emotional peril of The Piano (1993). Waititi still explores pathos and pain, but through laughter and weirdness. “Taika feels to me like an ­antidote to that dark aspect, and a gift somehow,” Neill says. “And I’m grateful for that.”
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Something happened to Taika Waititi when he was about 11 – something he doesn’t go into with Good Weekend, but which he considered a betrayal by the adults in his life. He ­mentioned it only recently – not the ­moment itself, but the lesson he learnt: “That you cannot and must not rely on grown-ups to help you – you’re basically in the world alone, and you’re gonna die alone, and you’ve just gotta make it all for yourself,” he told Irish podcast host James Brown. “I basically never forgave people in positions of responsibility.”
What does that mean in his work? First, his finest films tend to reflect the clarity of mind possessed by children, and the unseen worlds they create – fantasies conjured up as a way to understand or overcome. (His mum once summed up the main ­message of Boy: “The ­unconditional love you get from your children, and how many of us waste that, and don’t know what we’ve got.”)
Second, he’s suited to movie-making – “Russian roulette with art” – because he’s drawn to disruptive force and chaos. And that in turn produces creative defiance: allowing him to reinvigorate the Marvel Universe by making superheroes fallible, or tell a Holocaust story by making fun of Hitler. “Whenever I have to deal with someone who’s a boss, or in charge, I challenge them,” he told Brown, “and I really do take whatever they say with a pinch of salt.”
It’s no surprise then that Waititi was comfortable leaping from independent films to the vast complexity of Hollywood blockbusters. He loves the challenge of coordinating a thousand interlocking parts, requiring an army of experts in vocations as diverse as construction, sound, art, performance and logistics. “I delegate a lot,” he says, “and share the load with a lot of people.”
“This is a cool concept, being able to ­afford whatever I want, as opposed to sleeping on couches until I was 35.” - Taika Waititi
But the buck stops with him. Time magazine named Waititi one of its Most Influential 100 People of 2022. “You can tell that a film was made by Taika Waititi the same way you can tell a piece was painted by Picasso,” wrote Sacha Baron Cohen. Compassionate but comic. Satirical but watchable. Rockstar but auteur. “Actually, sorry, but this guy’s really starting to piss me off,” Cohen concluded. “Can someone else write this piece?”
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Directing Chris Hemsworth in 2017 in Thor: Ragnarok, which grossed more than $1.3 billion at the box office. (Alamy)
I’m curious to know how he stays grounded amid such adulation. Coming into the game late, he says, helped immensely. After all, Waititi was 40 by the time he left New Zealand to do Thor: Ragnarok. “If you let things go to your head, then it means you’ve struggled to find out who you are,” he says. “But I’ve always felt very comfortable with who I am.” Hollywood access and acclaim – and the pay cheques – don’t erase memories of poverty, either. “It’s more like, ‘Oh, this is a cool concept, being able to ­afford whatever I want, as opposed to sleeping on couches until I was 35.’ ” Small towns and strong tribes keep him in check, too. “You know you can’t piss around and be a fool, because you’re going to embarrass your family,” he says. “Hasn’t stopped me, though.”
Sam Neill says there was never any doubt Waititi would be able to steer a major movie with energy and imagination. “It’s no accident that the whole world wants Taika,” he says. “But his seductiveness comes with its own dangers. You can spread yourself a bit thin. The temptation will be to do more, more, more. That’ll be interesting to watch.”
Indeed, I find myself vicariously stressed out over the list of potential projects in Waititi’s future. A Roald Dahl animated series for Netflix. An Apple TV show based on the 1981 film Time Bandits. A sequel to What We Do In The Shadows. A reboot of Flash Gordon. A gonzo horror comedy, The Auteur, starring Jude Law. Adapting a cult graphic novel, The Incal, as a feature. A streaming series based on the novel Interior Chinatown. A film based on a Kazuo Ishiguro bestseller. Plus bringing to life the wildly popular Akira comic books. Oh, and for good measure, a new instalment of Star Wars, which he’s already warned the world will be … different.
“It’s going to change things,” he told Good Morning America. “It’s going to change what you guys know and expect.”
Did I say I was stressed for Waititi? I meant physically sick.
“Well…” he qualifies, “some of those things I’m just producing, so I come up with an idea or someone comes to me with an idea, and I shape how ‘it’s this kind of show’ and ‘here’s how we can get it made.’ It’s easier for me to have a part in those things and feel like I’ve had a meaningful role in the creative process, but also not having to do what I’ve always done, which is trying to control everything.”
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In the 2014 mockumentary horror film What We Do in the Shadows, which he co-directed with Jemaine Clement. (Alamy)
What about moving away from the niche New Zealand settings he represented so well in his early work? How does he stay connected to his roots? “I think you just need to know where you’re from,” he says, “and just don’t forget that.”
They certainly haven’t forgotten him.
Jasmin McSweeney sits in her office at the New Zealand Film Commission in Wellington, surrounded by promotional posters Waititi signed for her two decades ago, when she was tasked with promoting his nascent talent. Now the organisation’s marketing chief, she talks to me after visiting the heart of thriving “Wellywood”, overseeing the traditional karakia prayer on the set of a new movie starring Geoffrey Rush.
Waititi isn’t the first great Kiwi filmmaker – dual Oscar-winner Jane Campion and blockbuster king Peter Jackson come to mind – yet his particular ascendance, she says, has spurred unparalleled enthusiasm. “Taika gave everyone here confidence. He always says, ‘Don’t sit around waiting for people to say, you can do this.’ Just do it, because he just did it. That’s the Taika effect.”
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Taika David Waititi is known for wearing everything from technicolour dreamcoats to pineapple print rompers, and today he’s wearing a roomy teal and white Isabel Marant jumper. The mohair garment has the same wispy frizz as his hair, which curls like a wave of grey steel wool, and connects with a shorn salty beard.
A stylish silver fox, it wouldn’t surprise anyone if he suddenly announced he was launching a fashion label. He’s definitely a commercial animal, to the point of directing television commercials for Coke and Amazon, along with a fabulous 2023 spot for Belvedere vodka starring Daniel Craig. He also joined forces with a beverage company in Finland (where “taika” means “magic”) to release his coffee drinks. Announcing the partnership on social media, he flagged that he would be doing more of this kind of stuff, too (“Soz not soz”).
Waititi has long been sick of reverent portrayals of Indigenous people talking to spirits.
There’s substance behind the swank. Fashion is a creative outlet but he’s also bought sewing machines in the past with the intention of designing and making clothes, and comes from a family of tailors. “I learnt how to sew a button on when I was very young,” he says. “I learnt how to fix holes or patches in your clothes, and darn things.”
And while he gallivants around the globe watching Wimbledon or modelling for Hermès at New York Fashion Week, all that glamour belies a depth of purpose, particularly when it comes to Indigenous representation.
There’s a moment in his new movie where a Samoan player realises that their Dutch coach, played by Michael Fassbender, is emotionally struggling, and he offers a lament for white people: “They need us.” I can’t help but think Waititi meant something more by that line – maybe that First Nations people have ­wisdom to offer if others will just listen?
“Weeelllll, a little bit …” he says – but from his intonation, and what he says next, I’m dead wrong. Waititi has long been sick of reverent ­portrayals of Indigenous people talking to kehua (spirits), or riding a ghost waka (phantom canoe), or playing a flute on a mountain. “Always the boring characters,” he says. “They’ve got no real contemporary relationship with the world, because they’re always living in the past in their spiritual ways.”
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A scene from Next Goal Wins, filmed earlier this year. (Alamy)
He’s part of a vanguard consciously poking fun at those stereotypes. Another is the Navajo writer and director Billy Luther, who met Waititi at Sundance Film Festival back in 2003, along with Reservation Dogs co-creator Sterlin Harjo. “We were this group of outsiders trying to make films, when nobody was really biting,” says Luther. “It was a different time. The really cool thing about it now is we’re all working. We persevered. We didn’t give up. We slept on each other’s couches and hung out. It’s like family.”
Waititi has power now, and is known for using Indigenous interns wherever possible (“because there weren’t those opportunities when I was growing up”), making important introductions, offering feedback on scripts, and lending his name to projects through executive producer credits, too, which he did for Luther’s new feature film, Frybread Face and Me (2023).
He called Luther back from the set of Thor: Love and Thunder (2022) to offer advice on working with child actors – “Don’t box them into the characters you’ve ­created,” he said, “let them naturally figure it out on their own” – but it’s definitely harder to get Waititi on the phone these days. “He’s a little bitch,” Luther says, laughing. “Nah, there’s nothing like him. He’s a genius. You just knew he was going to be something. I just knew it. He’s my brother.“
I’ve been asked to explicitly avoid political questions in this interview, probably because Waititi tends to back so many causes, from child poverty and teenage suicide to a campaign protesting offshore gas and oil exploration near his tribal lands. But it’s hard to ignore his recent Instagram post, sharing a viral video about the Voice to Parliament referendum starring Indigenous Aussie rapper Adam Briggs. After all, we speak only two days after the proposal is defeated. “Yeah, sad to say but, Australia, you really shat the bed on that one,” Waititi says, pausing. “But go see my movie!”
About that movie – the early reviews aren’t great. IndieWire called it a misfire, too wrapped in its quirks to develop its arcs, with Waititi’s directorial voice drowning out his characters, while The Guardian called it “a shoddily made and strikingly unfunny attempt to tell an interesting story in an uninteresting way”. I want to know how he moves past that kind of criticism. “For a start, I never read reviews,” he says, concerned only with the opinion of people who paid for admission, never professional appraisals. “It’s not important to me. I know I’m good at what I do.”
Criticism that Indigenous concepts weren’t sufficiently explained in Next Goal Wins gets his back up a little, though. The film’s protagonist, Jaiyah Saelua, the first transgender football player in a FIFA World Cup qualifying match, is fa’afafine – an American Samoan identifier for someone with fluid genders – but there wasn’t much exposition of this concept in the film. “That’s not my job,” Waititi says. “It’s not a movie where I have to explain every facet of Samoan culture to an audience. Our job is to retain our culture, and present a story that’s inherently Polynesian, and if you don’t like it, you can go and watch any number of those other movies out there, 99 per cent of which are terrible.”
*notes: (there is video clip in the article)
Waititi sounds momentarily cranky, but he’s mostly unflappable and hilarious. He’s the kind of guy who prefers “Correctumundo bro!” to “Yes”. When our video connection is too laggy, he plays up to it by periodically pretending to be frozen, sitting perfectly still, mouth open, his big shifting eyeballs the only giveaway.
He’s at his best on set. Saelua sat next to him in Honolulu while filming the joyous soccer sequences. “He’s so chill. He just let the actors do their thing, giving them creative freedom, barely interjecting unless it was something important. His style matches the vibe of the Pacific people. We’re a very funny people. We like to laugh. He just fit perfectly.”
People do seem to love working alongside him, citing his ability to make productions fresh and unpredictable and funny. Chris Hemsworth once said that Waititi’s favourite gag is to “forget” that his microphone is switched on, so he can go on a pantomime rant for all to hear – usually about his disastrous Australian lead actor – only to “remember” that he’s wired and the whole crew is listening.
“I wouldn’t know about that, because I don’t listen to what other people say about anything – I’ve told you this,” Waititi says. “I just try to have fun when there’s time to have fun. And when you do that, and you bring people together, they’re more willing to go the extra mile for you, and they’re more willing to believe in the thing that you’re trying to do.”
Yes, he plays music between takes, and dances out of his director’s chair, but it’s really all about relaxing amid the immense pressure and intense privilege of making movies. “Do you know how hard it is just to get anything financed or green-lit, then getting a crew, ­getting producers to put all the pieces together, and then making it to set?” Waititi asks. “It’s a real gift, even to be working, and I feel like I have to remind ­people of that: enjoy this moment.”
Source: The Age
By: Konrad Marshall (December 1, 2023)
195 notes · View notes
randomnameless · 9 months
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"Like, Miss “I already sent my troops to conquer your lands even if you are not the one harbouring the evil lizard lady I’m trying to get rid off” would really stop her war of conquest if the evil lizard lady dies?" You could say Clout's reasoning smacks of naivete.
Clout? Reasoning?
lol
Imo, in GW, Clout is playing on levels after levels of PR (like an onion!), and this "let's kill Rhea so the war will stop" is imo a PR excuse to justify invading Faerghus and getting Rhea out of the board.
Now, why the hateboner for Rhea herself, your guess is as good as mine (at least Supreme Leader has her "negative views based on Rhea's race", but I don't know it that's any better...).
(ramblings about Claude/Clout under the cut)
Claude isn't stupid (uh...) and knows Fodlan created the locket and the Officers Academy to fight back invasions of Almyra, and yet he seems to really believe (in FE16 at least) that Rhea is the reason why Fodlan apparently doesn't like foreigners, before discovering water is wet.
Worst reading, but one I can get behind, is Claude doesn't understand and resents the fact that Rhea, who is not a head of state, is listened to and loved by the randoms in Fodlan, she can influence them (only when they want to be infuenced though!) and the CoS, as an institution, is part of Fodlan's history and DNA/backbone.
If Claude wants to shatter everything to bring a "new age" where Fodlan will welcome with open arms their very friendly Almyran neighbours, Rhea has to be "shattered" too.
Take VW's ending :
Country, faith, history... All that had once formed the order of the world was wiped clean. The heroes whose very hands saved Fódlan from a dark fate commenced with the building of a new society. The leaders of this new, unified Fódlan began their walk down a seemingly endless path—one towards a world that would cherish differences in race and belief, one where all life would be valued equally. Those leaders clung to the hope that their path would not end with Fódlan, that it would someday span the seas to Dagda, and beyond the Throat to Almyra...
You get rid of the old and existing society/structure, to build a new one, based on lofty ideals, sure, and yet, again, how can you cherish differences in beliefs in you wipe Fodlan's faith, aka the thing people believed in? What about their history and individualities/differences ? It's wiped clean too?
A bit like Tru Piss's mistranslated ending where people thought it will erase retroactively Faerghus from history books, are we supposed to understand , from this ending, that Claude will erase Adrestia, Faerghus and Leicester from memory?
And the ominous last paragraph, what does it mean, they hope to export their path of "wiping clean" the world of "country, faith, history" too?
If we take this reading, Rhea and the CoS are inherent parts of Fodlan's identity and History. If Claude wants a blank chessboard to play "melting pot" with and ultimately add it to his future pot including Almyra, Dagda and whoever else, Rhea and the CoS, but also, the different states from Fodlan, had to disappear. Supreme Leader helped him with the "get rid of 3 states" and arguably with Rhea's death, so in a way, Claude reaps what Supreme Leader started.
But not to MAGA, to create a new land encompassing everyone (whether they want it or not!) and being one of its heads.
This is, imo, the darkest take/reading on Claude's situation and plans, but bear in mind yellow units in FE Jugdral (the game tool inspiration from Jugdral per the devs!) are antagonists, add to that Nopes and even FE16's Claude who, albeit not on the level of Supreme Leader, keeps his plans to himself - and always mentions tearing down the "walls" that separate Fodlan from the outside world, without ever mentionning the fact those walls were built for some reason.
It's not important anyways, and if you think otherwise, it's because you were led to think otherwise, we should all be friends.
Sure, interacting with outsiders doesn't contradicts Seiros's tenets, but in the end, what is Claude saying?
If I can realize my dream, Fódlan will be reborn. The old age will end and we'll welcome a new dawn.
The current Fodlan, that is supposed to follow Seiros's tenets will... end? Seiros' tenets says something, but they still need to be ignored to build a new world that will promote the same thing those tenets preached.
Hm.
The issue, imo, isn't about what is being preached, but with the "Seiros tenets" in themselves.
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TV Guidance Counselor Episode 550: Paul Gannon
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Look-In January 16-23, 1988
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This week Ken welcomes comedian and co-host of the Cheap Show Podcast, Paul Gannon.
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Ken and Paul discuss how they first met, the Geek Night Out live show, having strange interests, the history of television in the UK, how Paul loved board games, Party Til You Puke, Radio Times, TV Times, The Jr. TV Times, Channel 4, Channel 5, ITV, regional UK programming, Thames TV, LWT, Angelica TV, the phenomenon of UK Annuals, US Comic Book annuals, Alan Moore, NOW Comics, Ralph Snart, The Ghostbusters, Star Comics, Charlton Comics, Marvel UK, Cannon and Ball, Worzel Gummidge, Michael Crawford, Some Mothers Do Ave Em, Man About the House, exporting comedy, UK Movies based on UK Sitcoms, Stella Street, On the Buses, Sapphire and Steel, Street Hawk, Wuzzles, Disney TV animation, No. 72, Tiswas, SMTV, loving Cat Deeley, aHa, Bros, Five Star, skinheads, breaking sausage news, Whetabix, stealing the Gillete logo, The Trap Door, Jonathan Ross, hating Mick Hucknall, Masters of the Universe, Airwolf, quizzes, The A-Team, Argos, Service Merchandise, the strangeness of UK TV schedules, Ghost Busters Jeans, Roger Ramjet, bookleg Garfield, writing letters to complain about Scooby Doo, and strange drawings of Miriam d'abo.
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Aside from poetry, what other traditional art forms dunmer practise?
We Dunmer have a long history with a wide variety of art forms, most that date back to our Chimer ancestors. Brush painting, dance, theater, ash painting, music, calligraphy, pottery, weaving, sculpture, and so many more.
Of these, the ones most commonly known outside of Morrowind, other than poetry, that is, would probably be calligraphy and brush painting. They tend to be our biggest artistic exports. Unless you count things such as brewing and incense rolling, those are also major exports. And our ink stones are highly prized as well. Charcoal is in large supply in our lands and it makes for high quality inks, paints, and makeups.
Within Morrowind dance, music, and pottery are far more highly esteemed. Poetry and calligraphy are also considered important and no Dunmer of high birth is without extensive lessons in poetry and calligraphy. There is an entire set of annual competitions and games that determine your social acumen that are entirely based off your skills in both. Well, that paired with incense listening and your knowledge of history. I could go into great depth about the intricacies of being able to determine which of the 36 lessons a particular blend of incense is meant to denote or which of the great heroes it is meant to represent.
Nobility has a great number of social games to be played and few of them involve a board with pieces. There is a great deal of training that goes into understanding how to appreciate the intricate details of the way a poem and flower arrangement pair together. Or how to spot a theme from the use of particular words and motifs in an alcove scroll. Even the way a tea, its bowl, and an accompanying bite of food come together are messages. They are always meant to be subtle, but clear for your guests to understand. The interplay of the implied. It is its own form of art. A compilation of a variety of artistic skills and specific knowledge.
As I have heard it, it is very much a holdover from our Altmeri roots, not that any Dunmer alive would care to acknowledge it. But I do believe that our people have taken such skills and refined them to such a degree that unless one has been raised specifically to understand each part of it, you would miss all the signs, save that it was a lovely bit of aesthetic pairing.
In a way, I believe that is part of what defines it as art. Even if someone were not to understand the history or intricacies, there is still an ability to appreciate how it comes together. Is that not what good art does? To evoke emotion, even where the context may be inaccessible to the viewer? That someone might look upon the arrangement and see how the blue of the sacred lotus stands out against the golden kanet, without understanding that it is to signify Almalexia among her Hands. The balance created by the careful placement of blossoms is still able to be appreciated without knowing that it is a representation of anything spiritual.
Listen to me prattle on like a grandmother on a bench outside the Temple after service. Surely if you have any other questions about particular forms of art or the different varieties, such as court dance versus martial dance verses folk dance, you will reach out again to me.
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The Insane Engineering of the Gameboy
Video Source: Real Engineering
Read and complement the information in the video with the History of Nintendo:
Nintendo History " Nintendo Co., Ltd., headquartered in Kyoto, Japan, has created franchises that have become household names worldwide, including Mario™, Donkey Kong™, The Legend of Zelda™, Metroid™, Pokémon™, Animal Crossing™, Pikmin™ and Splatoon™, through its integrated hardware and software products.
Nintendo aims to deliver unique, intuitive entertainment experiences for everyone, manufacturing and marketing video game devices such as the Nintendo Switch™ family of systems, developing and operating applications for smart devices, and collaborating with partners on a range of other entertainment initiatives like visual content and theme parks.
Nintendo has sold more than 5.5 billion video games and over 800 million hardware units globally. From the launch of the Nintendo Entertainment System™ more than 30 years ago, through today and into the future, Nintendo’s continuing mission is to create unique entertainment that puts smiles on the faces of people all over the world.
A wholly owned subsidiary, Nintendo of Europe, based in Frankfurt, Germany, serves as headquarters for Nintendo's operations in Europe.
History of Nintendo Worldwide
History of Nintendo Worldwide 1889-1979 1889 Fusajiro Yamauchi began manufacturing "Hanafuda" (flower cards) Japanese playing cards in Kyoto.
1902 Mr. Yamauchi started manufacturing the first western-style playing cards in Japan. These were originally intended for export, but the product became popular in Japan as well as the rest of the world.
1933 The company was established as an unlimited partnership, Yamauchi Nintendo & Co.
1947 Mr. Yamauchi began a distribution company, Marufuku Co. Ltd.
1950 Hiroshi Yamauchi took office as President and headed the manufacturing operation of Yamauchi Nintendo & Co.
1951 The name of the company was changed to Nintendo Playing Card Co. Ltd.
1952 The company's consolidated factories were dispersed in Kyoto, Japan.
1953 Nintendo Playing Card Co. Ltd. became the first to succeed in manufacturing mass-produced plastic playing cards in Japan.
1959 The company started selling cards printed with Walt Disney characters, opening up a new market in children's playing cards and resulting in a boom in the card department.
1962 The company listed stock on the second section of the Osaka Stock Exchange and on the Kyoto Stock Exchange.
1963 The company changed its name to Nintendo Co., Ltd. and started manufacturing games in addition to playing cards.
1969 Nintendo expanded and reinforced the game department and built a production plant in Uji City, a suburb of Kyoto, Japan.
1970 The stock listing was changed to the first section of the Osaka Stock Exchange. A reconstruction and enlargement of corporate headquarters was completed. The company began selling the Beam Gun series, which employed opto-electronics, introducing electronic technology into the toy industry for the first time in Japan.
1973 The company developed a laser clay shooting system which rivaled bowling as a major pastime in Japan.
1974 Nintendo developed an image-projection system and employed the 16mm film projector in amusement arcades. The company began exporting these arcade machines to America and Europe.
1975 In co-operation with Mitsubishi Electric, Nintendo developed a videogame system using an electronic video recording (EVR) player for Japan.
1976 The microprocessor was introduced into a videogame system created by Nintendo.
1977 The company developed home-use videogames in cooperation with Mitsubishi Electric: "TV Game 15" and "TV Game 6".
1978 In March, Nintendo released a simplistic arcade cocktail table game based on the board game Othello, entitled Computer Othello. On the screen, green, white and black Othello pieces were replaced with square and plus symbols, respectively. Computer Othello had no joystick, only ten coloured buttons per player.
1979 Minoru Arakawa, son-in-law of Nintendo's Japanese chief Hiroshi Yamauchi, opened Nintendo of America in New York City. Nintendo started an operations division for coin-operated games.
History of Nintendo Worldwide 1980-1990 1980 The company created a wholly owned subsidiary, Nintendo of America Inc. in New York. Nintendo began selling the "GAME & WATCH" product line in Japan, the first portable LCD videogames with a microprocessor.
Nintendo artist Shigeru Miyamoto created the game Donkey Kong. The hero, originally called Jumpman, is a carpenter racing to save his girlfriend, Pauline, from a crazed ape. Jumpman was later renamed during the establishment of Nintendo of America's headquarters by Nintendo Co., Ltd. In honour of Jumpman's resemblance to their office landlord, Mario Segali, he was later renamed 'Mario'.
1981 Nintendo developed and distributed the coin-operated video game "Donkey Kong." This video game quickly became the hottest-selling individual coin-operated machine in the business.
1983 The company built a new plant in Uji City to increase production capacity and to allow for business expansion. In July, Nintendo listed stock on the first section of the Tokyo Stock Exchange and started work on the home videogame console "Family Computer" (Famicom), employing a custom CPU (Custom Processing Unit) and PPU (Picture Processing Unit).
1984 Nintendo developed and started selling the unique, twin-screen interactive coin-operated videogame "VS. System". At the same time, the company launched the Famicom system in Japan, later renamed Nintendo Entertainment System (NES) when it launched worldwide. Stellar software titles were developed one after another, from Excitebike, Super Mario Bros. and Metroid to The Legend of Zelda and Punch-Out! From these titles, it was Super Mario Bros. that quickly became a smash hit around the world. Studies at the time showed that children were as or more familiar with Mario as they were with Mickey Mouse and Bugs Bunny.
1986 The Nintendo Entertainment System was launched in Europe and instantly became a major hit and a must-have in homes across the continent. Nintendo developed and began selling the "Family Computer Disk Drive System" in Japan to expand the functions of the Famicom. Also in Japan, the company began installation of the "Disk Writer" to rewrite game software.
1987 Nintendo sponsored a Famicom "Golf Tournament" in Japan as a communications test using the public telephone network and Disk Faxes to aid in building a Famicom network.
1988 The company researched and developed the Hands Free controller, making the NES accessible to even more Nintendo fans. The game library for the NES grew to 65 titles, helping to broaden the system's appeal to include more adults.
1989 The Game Boy, the first portable, handheld game system with interchangeable game cartridges, is introduced in Japan along with Tetris.
1990 Japan entered the 16-bit market by releasing the Super Famicom in the autumn. Game Boy was launched in Europe and established what would become an astronomical worldwide installed base for the Nintendo handheld console.
In June, Nintendo of Europe was set up as a wholly owned subsidiary of Nintendo, based in Grossostheim, Germany.
History of Nintendo Worldwide 1991 - present 1992 The Super Nintendo Entertainment System (Super Famicom) was launched in Europe in June. The console went on to sell more than 46 million units worldwide. Japan saw the release of the Super NES Super Scope and Mario Paint with the Super NES Mouse Accessory. The long-awaited Zelda sequel, The Legend of Zelda: A Link to the Past, also arrived for the Super NES.
1993 The Super FX Chip was announced: a breakthrough technology for home video systems. The first game using the Super FX Chip, Star Wing, was released in April.
Nintendo of the Netherlands was established and Nintendo products, which had previously been distributed and managed by Bandai in the Netherlands, were handed over. Other subsidiaries were also established in France, UK, Spain, Belgium and Australia.
1994 The Super Game Boy accessory was released, expanding the library of games that could now be played on the Super NES. Nintendo helped pioneer the development and implementation of an industry-wide rating system in the United States. This year also saw the introduction of a game that would set a new standard in video game excellence - using proprietary Advanced Computer Modeling (ACM) graphics, Donkey Kong Country took the US holiday season by storm.
The Nintendo Gateway was launched, putting Super Nintendo units and a selection of SNES games into commercial planes for the enjoyment of passengers.
1995 Thanks to the success of Donkey Kong Country, ACM graphics were introduced to the Game Boy system by way of Donkey Kong Land. Along with this boost to the Game Boy system line, Nintendo also introduced the Play It Loud! series of Game Boy systems with colour casings. ACM graphics made another appearance on the Super NES with the release of the arcade smash-hit, Killer Instinct. In Japan, Nintendo began selling the SatellaView adapter for Super Famicom, enabling the system to receive digital data from a broadcast satellite. At the same time, Nintendo introduced a 32-bit Virtual Immersion system known as the Virtual Boy.
Nintendo enhanced the quality of ACM graphics for the upcoming release of Donkey Kong Country 2: Diddy's Kong Quest and released Cruis'n USA and Killer Instinct in arcades.
Nintendo produced its one billionth game cartridge.
1996 Nintendo 64 launched in Japan on 23 June. Thousands lined up to be the first to experience the world's first 64-bit home videogame system. More than 500,000 systems were sold on the first day. Another system launch occurred in early September when Nintendo introduced the Game Boy Pocket, a sleeker, 30-percent-smaller version of the world's most popular handheld.
Super Mario 64 was proclaimed by many as "the greatest video game of all time." Meanwhile, the Super NES saw the release of the third game in the continuing Donkey Kong series, Donkey Kong Country 3: Dixie Kong's Double Trouble. Pokémon, a new gaming phenomenon on the Game Boy, was released in Japan on 26 February.
1997 In March, Nintendo 64 launched in Europe and sold 2.3 million in the first year. Nintendo introduced the Rumble Pak, which enabled players to feel the realistic vibrations contained in the game.
1998 Nintendo introduced Game Boy Color and the innovative devices Game Boy Camera and Printer, bringing new life to the longest-running hit in the history of interactive entertainment. Game Boy Color systems were cased in two brand-new colours: purple and clear purple.
The highly anticipated The Legend of Zelda: Ocarina of Time for Nintendo 64 was released, setting new standards and breaking pre-order records for any videogame to date.
1999 Nintendo released Pokémon throughout Europe on 8 October. Nintendo expanded the library of high-quality software with innovative titles such as Pokémon Snap and Pokémon Pinball, the latter including a built-in rumble feature. Hits such as Mario Golf, Donkey Kong 64 and Perfect Dark were launched. Also, during the summer, the range of Game Boy Color coloured casings expanded with red, green, yellow and blue added to the collection.
Nintendo first announced plans for a new system utilising an IBM Gekko Processor and Matsushita's Unique DVD Technology.
2000 The Nintendo Game Boy became the most popular selling console ever as sales surpassed 100 million. Meanwhile, the Pokémon franchise continued to be a worldwide phenomenon, and Nintendo celebrated its success with a limited edition release of Pikachu Nintendo 64. The N64 expanded its library of classics with hits such as The Legend of Zelda: Majora's Mask, Ridge Racer 64 and Mario Tennis.
The Nintendo of the Netherlands office became responsible for both Belgium and the Netherlands market and changed its name to Nintendo Benelux. Meanwhile, the headquarters of Nintendo Co., Ltd were relocated to Minami-ward of Kyoto, Japan.
2001 Nintendo UK was established in January, and a new office opened in Slough, Berkshire, UK. Pokémon Gold and Silver for Game Boy Color were simultaneously and successfully launched in Europe on 6 April, 2001. Over its launch weekend, one million units of Pokémon Gold and Silver were sold, making it the fastest selling game ever in Europe. Game Boy Advance launched on 21 March in Japan, 11 June in US and 22 June across Europe. It set the mark as the fastest selling console ever with 500,000 units being sold within the first week in Europe. Game Boy Advance launch successes included first-party favourites such as Super Mario Advance and F-Zero: Maximum Velocity.
Nintendo GameCube was launched on 14 September, 2001 in Japan and 18 November, 2001 in America. In all, 2.7 million units were shipped by December, of which 95% sold through. The sales success of Luigi's Mansion and Super Smash Bros. Melee marked both popular games as flagship titles for the console.
Game Boy Advance e-Reader hardware launched in Japan on 1 December and brought a new meaning to portable gameplay. Different game information stored on e-Reader cards could be swiped through the e-Reader and transferred onto the Game Boy Advance.
2002 Nintendo Italia was established on 2 January and opened an office in Milan. Game Boy Advance - now available in new Black and Platinum editions - smashed the 5 million hardware units barrier across Europe. Pokémon mini, the world's smallest console, was launched on 15 March across Europe with four titles, including Pokémon mini Party and Pokémon mini Pinball.
Nintendo, Sega and Namco announced joint development of 3D computer graphic board "TRIFORCE" on 22 February for next generation arcade machines. Nintendo GameCube launched in Europe on 3 May with 1 million units, a recommended retail price of €199 and 20 launch titles. Since that time, it's been joined on the shelves by spectacular new Mario adventure Super Mario Sunshine, revolutionary wireless controller Nintendo WaveBird, and over 100 titles of every genre and description.
At the end of May, after 52 years at the helm of the company, Nintendo Co., Ltd, President Hiroshi Yamauchi announced his retirement, naming Satoru Iwata as his successor. By the end of 2002, more than 25 million Game Boy Advance units were in homes around the world.
2003 In March, the Game Boy Advance SP was released, building on the massive success of the Game Boy Advance by adding a smart clam-shell design. The new system was an instant success.
March also saw the release of the stunning Metroid Prime, hailed by fans and critics alike as one of the best games for Nintendo GameCube. In May, to celebrate the first birthday of Nintendo GameCube, the eagerly awaited The Legend of Zelda: The Wind Waker arrived, bringing one of Nintendo's flagship characters to the system in striking, cel-shaded style.
In June, the release of the Game Boy Player for Nintendo GameCube meant that gamers could experience Game Boy and Game Boy Advance titles on their television sets. With the release of Pokémon Ruby and Sapphire in July, the Pokémon phenomenon erupted for the first time on Game Boy Advance.
October saw the return of a well-loved franchise in the form of Mario Kart: Double Dash!! for Nintendo GameCube.
2004 January saw the worldwide announcement of Nintendo's ‘mystery system’: the Nintendo DS, a dual-screened handheld with Touch Screen technology.
In the autumn, Pokémon FireRed and LeafGreen are launched for Game Boy Advance, continuing the success of the Pokémon phenomenon.
2004 also saw the arrival of many different special editions of the Game Boy Advance: Tribal Edition (June), Classic NES Edition (July), Limited Pink Edition (October), Zelda Limited Edition (November) and Mario Limited Edition (November) were all released across Europe.
Toward the end of the year, the Nintendo DS was released in the US and Japan to immediate success. The new dual-screened system also featured wireless multiplayer, Touch Screen technology and backward compatibility with Game Boy Advance titles.
2005 On 11 March, the Nintendo DS was launched in Europe to immediate success. By June the system had sold a million units throughout Europe.
Meanwhile, Nintendo introduced the Game Boy Micro. Measuring just 4 inches wide by 2 inches tall, the ultra-stylish Game Boy Micro featured a backlit screen.
2006 In 2006, Nintendo DS rose to the top of the gaming world as the most popular portable console, thanks to games suitable for everyone. Players all over Europe made Animal Crossing: Wild World, New Super Mario Bros and Metroid Prime Hunters best-sellers.
Nintendogs ushered in the Touch! Generations brand of games, a range of titles that let people play like never before. Dr Kawashima's Brain Training - the top Touch! Generations title - became a huge hit even among people who never played before.
Nintendo DS renewed its look in June with the Nintendo DS Lite, which features brighter screens along with its slim design.
The year ended with the launch of Wii. The new home console with its innovative control system found an audience with both Nintendo fans and those who don't traditionally play videogames. The console's success is bolstered by titles such as Wii Sports and the newest episode in the Zelda series, The Legend of Zelda: Twilight Princess.
Prior to the launch of Wii, Nintendo President Satoru Iwata conducted a series of internal interviews with Nintendo staff as well as external developers providing an in-depth look behind the scenes of the company and the process of bringing new hardware and software to market. The “Iwata Asks” series of interviews would be continued in years to come, often candidly revealing information about the inner workings of the company, both past and present.
2007 With Wii’s emergence at the end of 2006, the stage was set in 2007 for the arrival of a range of titles that took advantage of the system’s unique capabilities and threw the door wide open to a whole new gaming audience.
Games like WarioWare: Smooth Moves, Endless Ocean and Big Brain Academy for Wii invited everyone to dive into the fun regardless of previous experience, while the arrival of Super Mario Galaxy and Metroid Prime 3: Corruption brought cherished Nintendo franchises back into being with the addition of new features only possible on Wii.
Fans of classic games rejoiced in September when the first Hanabi Festival was celebrated on Virtual Console. Millions of European Wii players could get their hands on titles like Super Mario Bros.: The Lost Levels for the very first time, as the Hanabi Festival saw the launch of gaming classics never before released in Europe.
The Mii Contest Channel launched on Wii in November, allowing players to enter Mii characters of their own creation in themed competitions. The Channel resides in an ongoing tradition of providing players with tools to allow them to express their creativity and get more actively involved with Nintendo products, further highlighting the shift from passive playing to active involvement.
On Nintendo DS, Sight Training: Enjoy Exercising and Relaxing Your Eyes as well as More Brain Training from Dr Kawashima expanded the Touch! Generations range of software and continued to attract new users, a feat also achieved by the newest instalment in the Legend of Zelda series, Phantom Hourglass - which invited players to control all the exploration and action on the Nintendo DS Touch Screen.
6 December saw the launch of the revamped website for Nintendo of Europe. From the purple colours of the Nintendo GameCube and Game Boy Advance, the new website strives to convey the look and feel of Nintendo DS and Wii on the worldwide web.
Link’s Crossbow Training arrived alongside the Wii Zapper also in December, expanding the ways for everyone to play with Wii and bringing the curtain down on a year which saw a vast new audience experiencing games for the first time via Nintendo systems.
2008 Building on the growing number of people discovering videogames for the first time through Wii and Nintendo DS whilst continuing to cater to long-time Nintendo fans, 2008 saw the release of more software that quickly scored a direct hit with public affections.
In April, Wii Fit and the Wii Balance Board took Europe by storm, inviting whole families to have fun at home whilst becoming more aware of their personal fitness levels. Later in the year, the launch of Mario Kart Wii and the Wii Wheel accessory brought players of all ages and experience levels together for classic Mario Kart action that was straightforward for beginners and engrossing for experts.
Continuing the trend on Nintendo DS, Professor Kageyama’s Maths Training and ‘Cooking Guide: Can’t decide what to eat?’ expanded on the traditional uses for games systems by turning calculation into a fun diversion and offering users a helping hand in the kitchen, while the arrival of Professor Layton and the Curious Village had players young and old scratching their heads for solutions to problematic puzzles.
The month of May saw the launch of WiiWare, a game download service that offered Wii owners access to a host of affordable and varied new titles that could be purchased from the comfort of their sofas via the Wii Shop Channel. Another new service, the Nintendo Channel, was also launched on Wii, providing users with access to info, news and interviews relating to upcoming titles.
In June Nintendo of Europe’s website welcomed another country with the inclusion of South Africa.
Towards the end of the year two more high-profile titles were released for Wii. Shigeru Miyamoto’s entry into the music game genre, Wii Music, allowed families to get together and freely experiment simulating the playing of a wide variety of music instruments. Closing the year was Animal Crossing: Let’s Go to the City which supported the Wii Speak accessory, connecting living rooms across an Internet connection, allowing players to talk to each other as they visited each other’s towns in the game.
2009 In March 2009 Nintendo Iberica S.A. opened a branch office in Lisbon to provide marketing and commercial services of Nintendo products in Portugal. During the same month Nintendo also announced it had shipped its 100 millionth Nintendo DS system worldwide.
A month later the Nintendo DS range grew with the arrival of Nintendo DSi in Europe. The new handheld system included new camera and sound features that took the experience of using DS to the next level and made it an indispensable asset for those who picked one up.
Another major new feature was the introduction of Nintendo DSiWare, allowing players to download an ever-growing range of games and applications to give their handheld an even more personal touch. Notable releases that gave players a platform to let their creative juices flow were Mario vs. Donkey Kong: Minis March Again that allowed players to create and share their own levels, while the free Flipnote Studio paved the way for an entire community of budding animators to share their handmade flipnotes with the world.
2009 also saw the release of the eagerly awaited Pokémon Platinum Version as well as Professor Layton and Pandora’s Box, while the active play phenomenon was extended to Nintendo DS with the release of ‘Walk With Me: Do You Know Your Walking Routine?’ which included two Activity Meters allowing players to keep track of their walking routines in a playful way.
In the Summer things really heated up with the launch of Wii Sports Resort, accompanied by the Wii MotionPlus accessory for greatly improved motion controls. Set on the sunny Wuhu Island resort players could experience activities ranging from swordplay to archery in an unprecedented way thanks to Wii MotionPlus. Later in the year the game also became part of a limited edition Wii Sports Resort Pak featuring an all-black version of the Wii hardware.
Wii Fit returned in a new shape, with Wii Fit Plus offering users more ways to monitor their fitness. The addition of a Calorie Check tool and the option of customising workouts around a player’s own personal needs ensured it was even more convenient for everyone to find their feet with the hit fitness software.
November saw the eagerly awaited launch of New Super Mario Bros. Wii, which offered the first four-player experience in a Mario adventure, letting experienced players help newcomers along as they stormed Bowser’s castle together and catering for the continued expansion of the gaming audience as well as long-time Mario fans. It was also the first game to introduce the Super Guide feature which allowed players struggling with a particular level to let Luigi finish the level for them, thus preventing them from getting stuck before seeing the end of the game.
2010 In January Nintendo announced it would be distributing Monster Hunter Tri for Wii in Europe, as part of an ongoing effort of providing strong third party support for quality titles. With free online play and full Wii Speak support the Japanese gaming phenomenon made its first entry on a Nintendo system.
February saw the launch of a limited edition Pink Nintendo DSi bundle including Nintendo presents: Style Boutique, the 2009 game that lets players experience the ins and outs of running their own fashion emporium.
The Nintendo DS range of handheld systems grew even larger in size in March when Nintendo DSi XL went on sale in Europe. Including all the features of the original Nintendo DSi, the Nintendo DSi XL boasted larger screens, a wider viewing angle making it suitable for playing games together, as well as a larger, more comfortable stylus and pre-installed Nintendo DSiWare games and applications.
Pokémon HeartGold Version and Pokémon SoulSilver Version joined the system on shop shelves in the same month, while more bite-sized fun came in April with the release of WarioWare: Do It Yourself for the Nintendo DS family of systems.
Summer gaming got off to a flying start with Super Mario Galaxy 2 on Wii. The sequel to 2007’s Super Mario Galaxy included brand new power-ups, the return of Yoshi and more gravity-based hijinks. In August, Nintendo continued to expand the gaming population with the release of Art Academy: Learn Painting and Drawing Techniques with Step-by-Step Training. Using the Nintendo DS Touch Screen, even people who had never considered themselves artistic before could learn to create impressive works of art. On Wii, a Nintendo heroine returned in September when METROID: Other M launched across Europe.
September saw another gaming icon reach a milestone, as Nintendo commenced celebrations for Mario’s 25th anniversary. Marking a quarter of a century since the release of Super Mario Bros. in Japan, the campaign included several limited edition hardware bundles released to celebrate Mario’s career.
The celebrations culminated in the release of Super Mario All-Stars 25th Anniversary Edition on Wii in December. Mario was joined on shop shelves by his old adversary with the release of Donkey Kong Country Returns on Wii.
2011 Early 2011 saw the release of Nintendo 3DS, which allows users to see stereoscopic 3D visuals without the need for special glasses. The system launched with a varied software line-up, including Nintendo-developed games Pilotwings Resort and nintendogs + cats, and its catalogue expanded in May with Steel Diver and Dead or Alive Dimensions, distributed and marketed in Europe by Nintendo. Meanwhile, Wii owners were not left in the cold with the releases of Mario Sports Mix and Kirby’s Epic Yarn in February.
Nintendo continued to enhance the offering of Nintendo 3DS throughout the year, giving users access to innovative and unique games exclusive to Nintendo 3DS, Virtual Console classics, and over 1,000 DSiWare games with the launch of Nintendo eShop in June. The same month also gave Nintendo 3DS owners the opportunity to enjoy a fresh take on an old favourite in The Legend of Zelda: Ocarina of Time 3D, including remastered graphics and new features such as Boss Challenge and motion controls.
Wii owners were treated to one of the system’s biggest games in August with the release of Xenoblade Chronicles. This expansive role-playing game featured an innovative combat system, a cast of unique characters and a rich, compelling game world for players to explore. Nintendo DS owners could embark on a unique journey of their own in Inazuma Eleven, a blend of RPG and football from LEVEL-5, developer of the Professor Layton games.
Nintendo commemorated 25 years of The Legend of Zelda in 2011, with a range of activities throughout the year. In September, Nintendo made The Legend of Zelda: Four Swords Anniversary Edition on DSiWare available for free for a limited time, and later in the year London played host to a special one-off concert, The Legend of Zelda 25th Anniversary Symphony Concert Tour. The anniversary celebrations culminated with the November launch of The Legend of Zelda: Skyward Sword for Wii, alongside a special limited edition gold-coloured Wii Remote Plus.
November and December truly offered experiences for everyone: Mario took to Nintendo 3DS to discover new worlds in SUPER MARIO 3D LAND and race off the start line in Mario Kart 7, while Professor Layton and the Spectre’s Call, Kirby’s Adventure Wii, and Pullblox completed a year packed with varied and innovative gaming.
2012 2012 was a landmark year for Nintendo, seeing the launch of a new home console, Wii U, and also a new handheld system, Nintendo 3DS XL.
The Last Story, an epic RPG from the creator of Final Fantasy, launched on Wii in February. The first European Nintendo Direct was also broadcast, connecting Nintendo with its fans to deliver news directly. In March, Mario Party 9 and PokéPark 2: Wonders Beyond entertained Wii owners, while Pit burst back into the limelight on Nintendo 3DS in Kid Icarus: Uprising, the first title in the Kid Icarus series in over 20 years.
Nintendo 3DS XL, a new handheld system featuring the largest screens yet found in a Nintendo portable console, was released in July. The summer also saw varied titles launch in succession: the zany music action of Beat the Beat: Rhythm Paradise on Wii, the strategic Pokémon Conquest, and New Art Academy, which continued to teach players a range of artistic skills. August rounded out with the launch of New Super Mario Bros. 2, which challenged players to reach a whopping one million gold coins.
October saw the launch of some fan-favourite portable offerings as Pokémon White Version 2 and Pokémon Black Version 2 arrived on Nintendo DS, while the puzzle professor returned in Professor Layton and the Miracle Mask on Nintendo 3DS.
November 2012 heralded the launch of a new Nintendo home console: Wii U. Nintendo’s first high definition home console boasted dual screen gaming thanks to the Wii U GamePad’s built-in screen, which opened up new gameplay possibilities and ways to interact in the home. Wii U was backed up by a strong software line-up at launch, including New Super Mario Bros. U and Nintendo Land, introducing new ways for friends and families to play together.
2013 It was another year of innovative software in 2013 as Nintendo established strong software line-ups across both Nintendo 3DS and Wii U.
In March, Luigi’s Mansion 2, a sequel to the original Nintendo GameCube launch title, was launched for Nintendo 3DS as part of The Year of Luigi, celebrating 30 years of Mario’s younger brother.
Nintendo also worked with TT Games to release two exclusive LEGO titles: LEGO® CITY Undercover on Wii U, and prequel LEGO® CITY Undercover: The Chase Begins on Nintendo 3DS. In April, strategy came to Nintendo 3DS in the form of Fire Emblem: Awakening, and the portable console also received a double dose of Donkey Kong in May as Donkey Kong Country Returns 3D launched alongside Nintendo eShop title Mario and Donkey Kong: Minis on the Move.
Animal Crossing: New Leaf arrived on Nintendo 3DS in June, giving players the chance to live life at their own pace as mayor of a town populated by quirky animals, while The Year of Luigi continued in full force in July with the release of Mario & Luigi: Dream Team Bros. on Nintendo 3DS and New Super Luigi U on Wii U. The eagerly-anticipated Pikmin 3, the first wholly original entry in the real-time strategy series in nearly ten years, also arrived on Wii U in July.
In August, Nintendo released Wii U mass-action game The Wonderful 101 in collaboration with PlatinumGames Inc., and October brought experiences both new and nostalgic. On Wii U, The Legend of Zelda: The Wind Waker HD was released, a high definition remaster of the 2003 Nintendo GameCube classic. This was followed up by an exclusive title in the Sonic the Hedgehog series, Sonic Lost World, on Wii U and Nintendo 3DS, while Wii Party U and Wii Karaoke U by JOYSOUND brought a party atmosphere to round off October.
Nintendo 2DS, a handheld with the ability to play all Nintendo 3DS titles in 2D, was introduced in October. It was accompanied by the launch of the new Pokémon titles, Pokémon X and Pokémon Y, which gave players new Pokémon and new mysteries to discover in the spectacular Kalos Region.
In November, SUPER MARIO 3D WORLD, the first high definition, multiplayer 3D Mario platform game, was released on Wii U. A trio of sporty titles also arrived to warm players up in the cold winter months: Mario & Sonic at the Sochi 2014 Olympic Winter Games, Wii Fit U and Wii Sports Club.
Nintendo 3DS also ended the year on a high note. In November, The Legend of Zelda: A Link Between Worlds was launched, while Nintendo released a home version of its Louvre Museum audio guide on Nintendo eShop, named Nintendo 3DS Guide: Louvre. Finally, the year was topped off with the release of Bravely Default, a new Square Enix RPG for Nintendo 3DS.
2014 Nintendo continued to provide unique experiences to players around the world in 2014, launching engaging software throughout the year to cater for players of all tastes and skill levels.
Mario Party: Island Tour’s January launch put a portable party in the hands of Nintendo 3DS players, while February showcased the breadth of Nintendo’s software offerings, with titles like Steel Diver: Sub Wars, Inazuma Eleven 3: Team Ogre Attacks! and the return of a gaming icon in Donkey Kong Country: Tropical Freeze.
More of Nintendo’s big names continued to come out in force, with Yoshi’s New Island, Professor Layton vs. Phoenix Wright: Ace Attorney, Mario Golf: World Tour, Kirby: Triple Deluxe and Kid Icarus: Uprising all releasing in the first half of the year.
May saw the highly anticipated release of Mario Kart 8 on Wii U. The first high-definition entry in the popular kart racing series launched to strong review scores, and sold over 1.2 million copies worldwide in its first weekend.
The release of Pullblox World offered up hundreds of brainteasers for Wii U fans over the summer, while Nintendo 3DS players explored their social, creative and artistic sides with titles like Tomodachi Life, Chibi-Robo! Let’s Go, Photo! and Pokémon Art Academy.
In September, Wii U players were charging into epic battles with The Legend of Zelda characters in Hyrule Warriors, before being dazzled by the climactic action of Wii U exclusive Bayonetta 2, which released in October.
Meanwhile, Nintendo 3DS owners were enjoying LEVEL-5’s stellar action RPG Fantasy Life, exploring a whole new world in Disney Magical World and settling scores in Super Smash Bros. for Nintendo 3DS, the first portable iteration of the fan-favourite fighting series.
In November, Pokémon Omega Ruby and Pokémon Alpha Sapphire arrived on Nintendo 3DS to provide a fresh take on a classic adventure, while Ultimate NES Remix, new add-on content for Mario Kart 8, and the much-anticipated release of Super Smash Bros. for Wii U kept players busy long into the winter months.
Even those curious creatures known as Pikmin were thrust into the spotlight to star in PIKMIN Short Movies. This trio of short animated movies could be downloaded from Nintendo eShop and enjoyed in glorious HD on Wii U or dazzling 3D on Nintendo 3DS.
Finally, Nintendo rounded out 2014 with the launch of amiibo, with iconic characters such as Mario, Link, Donkey Kong and Samus available at launch. These interactive figures – and later, cards – work with select software and encompass some of Nintendo’s best loved worlds and characters.
2015 In 2015, Nintendo continued to surprise and delight fans with a strong software line-up that leveraged innovative takes on well-known franchises.
Nintendo’s most iconic game series was the centre of attention throughout the year as the original Super Mario Bros. marked its 30th anniversary. As part of the celebrations, Nintendo launched the Let’s Super Mario campaign, encouraging fans to create and submit videos showing their love of Mario.
For the first time ever, Toad starred in his own adventure when Captain Toad: Treasure Tracker launched on Wii U in January, while February saw the arrival of two new additions to the Nintendo 3DS family of systems: New Nintendo 3DS and New Nintendo 3DS XL, each introducing a number of enhancements. These handhelds were accompanied by the launch of Monster Hunter 4 Ultimate and The Legend of Zelda: Majora’s Mask 3D – a full remaster of the fan-favourite Nintendo 64 game.
Mario Party 10 arrived on Wii U in March, bringing with it the first wave of amiibo figures in the Super Mario Collection, and Xenoblade Chronicles 3D put a sprawling RPG adventure in players’ pockets in April, thanks to the enhanced processing power of New Nintendo 3DS and New Nintendo 3DS XL.
May saw Wii U owners restoring Dream Land to its colourful best in Kirby and the Rainbow Paintbrush, then splatting ink and claiming turf in Nintendo’s colourful new title Splatoon. This fresh take on the online multiplayer shooter proved to be a massive hit, selling one million copies worldwide in its first month.
Nintendo kicked off the summer period in June with the release of the utterly adorable Yoshi’s Woolly World for Wii U, which launched alongside three equally cute Yarn Yoshi amiibo.
In September, Tatsumi Kimishima took office as President of Nintendo Co., Ltd.
Meanwhile, Mario fans were given the chance to craft the courses of their dreams to share with others online when Super Mario Maker arrived on Wii U. By the end of the month, sales had already reached one million globally.
October brought innovative takes on classic series for Nintendo 3DS with the co-operative multiplayer adventure The Legend of Zelda: Tri Force Heroes, as well as Animal Crossing: Happy Home Designer which introduced the first series of Animal Crossing amiibo cards.
November served up multiplayer fun on Wii U with the release of Mario Tennis: Ultra Smash and Animal Crossing: amiibo Festival. On Nintendo 3DS, players were plugging into adventure with Chibi-Robo! Zip Lash and becoming stars of the fashion industry in Nintendo presents: New Style Boutique 2 - Fashion Forward.
Nintendo then rounded out the year with two epic RPG adventures – Nintendo 3DS owners embarked on a hilariously mixed-up quest in Mario & Luigi: Paper Jam Bros., while Wii U owners dove into the massive open-world of Xenoblade Chronicles X. "
Source: Nintendo
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futureailist · 6 months
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Receiptor AI: Streamlining Receipt Extraction from Emails In the fast-paced world of business, efficient financial management is essential for success. One crucial aspect of this is the management of receipts and invoices. Receiptor AI steps in as a revolutionary tool, powered by artificial intelligence, to streamline the process of extracting and organizing receipts and invoices from emails. In this article, we will delve into the features, use cases, pricing, and frequently asked questions about Receiptor AI, showcasing how this tool can transform your financial tracking and save you precious time. Features: Making Financial Tracking Effortless Receiptor AI is the time-saver you've been waiting for. Say goodbye to manual searches and the tedious task of downloading receipts one by one. This AI-powered tool automatically identifies, extracts, and categorizes receipts and invoices from your email, simplifying your financial tracking process. Automatic Extraction Receiptor AI identifies emails containing receipts, attached receipts, or links to receipts, and extracts the information for you. This feature alone can save you hours of manual searching, ensuring that no important receipt slips through the cracks. Retroactive Email Analysis Have you ever worried about missing invoices or receipts from previous years? With Receiptor AI, that concern becomes a thing of the past. This innovative tool can retroactively analyze your entire email history, gathering and organizing receipts from the past. It's a game-changer for those who need to maintain a comprehensive financial history. Comprehensive Information Receiptor AI goes beyond basic extraction. It captures crucial receipt and invoice details such as purchase amounts, categories, dispute deadlines, and more. This detailed information provides a more comprehensive view of your financial transactions. Reports & Integrations Simplify your accounting and financial tracking processes with Receiptor AI's easy-to-export reports in CSV and PDF formats. Additionally, this tool seamlessly integrates with popular expense management systems like Xero, Quickbooks, and Expensify, further streamlining your financial management. Multi-Language Support In an increasingly globalized world, Receiptor AI stands out with its support for invoice and receipt extraction in multiple languages. This makes it a versatile tool for international businesses and non-English speaking users, ensuring inclusivity and usability across the board. Intelligent Contextual Categorization One standout feature of Receiptor AI is its ability to understand the context of your transactions. It doesn't rely solely on keywords but dives deeper into the actual purchase details, offering an extra layer of precision in your financial tracking. In the words of Jason Staats, Founder of Realize & Podcast Host, "Receiptor AI connects to your email inbox, automatically detecting and pulling out receipts and invoices. It's not reliant on manual action, making the process super cool and efficient. A novel approach that seems to streamline accounting like never before." Use Cases: A Versatile Tool for Various Industries Receiptor AI's applications span a wide spectrum of industries. Here are some key use cases where it can make a significant difference: Freelancers and Contractors For individuals who need to track business expenses and tax deductions, Receiptor AI simplifies financial management. SaaS Users Manage multiple subscriptions effortlessly by letting Receiptor AI identify and organize recurring expenses. Accounting & Bookkeeping Services Enhance your service offerings and client value proposition by integrating Receiptor AI's automated receipt extraction and management. Digital Nomads Travel worry-free as Receiptor AI efficiently tracks your work-related expenses for tax purposes. Academic Researchers Spend more time on research and less on administration by letting Receiptor AI track and categorize grant-related expenses. Non-Profit Organizations
Streamline the management of donation receipts with Receiptor AI's automated extraction and categorization. Event Planners Simplify bookkeeping by automating the extraction of invoices and receipts from multiple vendors and suppliers. Travel Bloggers & Influencers Let Receiptor AI take care of gathering and organizing your travel-related receipts, freeing up your time to focus on content creation. Real Estate Investors Manage property-related expenses efficiently by extracting and categorizing related receipts from your emails. E-commerce Operators Automate the extraction and categorization of invoices and receipts from your suppliers to streamline bookkeeping and inventory management. Pricing: Tailored to Your Needs Receiptor AI offers flexible pricing plans to match your email volume and business requirements. Choose the plan that best suits your needs, whether you're an individual, a small business owner, or a large enterprise. Courier Ideal for individuals or solo entrepreneurs. $19 per account per month Up to 1,000 emails Unlimited receipts and invoices CSV export PDF reports Auto-forwarding to third-party EMS (i.e., Expensify) 24-hour support response time via chat or email Freight Designed for individuals or entrepreneurs managing a high volume of receipts. $49 per account per month Up to 10,000 emails Unlimited receipts and invoices CSV export PDF reports Auto-forwarding to third-party EMS (i.e., Expensify) 24-hour support response time via chat, email, or phone With Receiptor AI, you'll never lose a receipt again. Embrace the convenience of this automated, fail-proof system to transform the way you manage your receipts. FAQs: Addressing Common Questions Let's address some frequently asked questions about Receiptor AI: Q: Does Receiptor AI automatically identify emails containing receipts? A: Yes, Receiptor AI can identify emails containing receipts, attached receipts, or links to receipts and extract the information, saving you hours of manual searching. Q: Can Receiptor AI analyze my previous emails for receipts? A: Absolutely! Receiptor AI can retroactively analyze your entire email history to identify and extract receipt information. Q: What kind of information does Receiptor AI extract from receipts? A: Receiptor AI extracts crucial receipt details such as purchase amounts, categories, dispute deadlines, and more. Q: Can I export reports in PDF format? A: Yes, you can easily export reports in PDF format with Receiptor AI, simplifying your accounting and financial tracking processes. Q: Does Receiptor AI help with tax preparation? A: Yes, Receiptor AI allows you to instantly generate a spreadsheet with all your necessary financial information, reducing the chances of missed deductions and saving you time on tax preparation. Q: Who can benefit from using Receiptor AI? A: Receiptor AI is designed to benefit a wide range of users, including individuals filing tax returns, small business owners, and accountants. Q: Does Receiptor AI save my emails in its database? A: No, Receiptor AI does not save any message in our database. We only save message IDs to keep track of what message has been processed and which have not. Q: Does Receiptor AI comply with Google's API Services User Data Policy? A: Yes, Receiptor AI's use of information received from Google APIs adheres to Google API Services User Data Policy, including the Limited Use requirements. Q: Has Receiptor AI passed any security assessments? A: Yes, Receiptor AI has successfully completed a Cloud ApplicationSecurity Assessment (CASA) and has been validated by the App Defense Alliance (ADA). This assessment ensures a high level of security for our users. In conclusion, Receiptor AI is a game-changing tool that empowers business owners, bookkeepers, and accountants by automating routine tasks and eliminating errors. It transforms hours of work into mere moments, ensuring that you can focus on what truly matters in your business.
Say goodbye to manual receipt management and embrace the future of financial tracking with Receiptor AI.
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mccfilm · 10 months
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Dear USA Today:
Here is “Jumanji”:
The 1995 feature film “Jumanji” directed by Joe Johnston is a live-action packed adventure and biopic of a narrative having gotten lost and absorbed into a board game with levitational qualities. A dazzling work of art, Jumanji is brilliantly presented as a daily board game having gone berserk brought alive. The action-packed adventure having traveled through each timespan is bound to reawaken itself. Each reawakened timespan comes alive in each newer generation of an entirely newer age group directly from some ancient pendant. Each newer generation of an entirely newer age group are bound to rediscover some crossword puzzle having turned to some theatrical version of “The Jungle Book”. The board game having gone berserk is almost the same as each coconut skin having turned to decay over time. The revealing of some ancient pendant may lead to the wildest of dreams having been brought alive. Robin Williams and Adam Hann-Byrd portray the older and younger image of Alan Parrish. Bonnie Hunt and Laura Bell Bundy portray the older and younger image of Sarah Whittle.
Alan Parrish is the main character; the adventurous school boy always attending to both his classes and recreation has come to rediscover a hidden board game in a nearby construction site. The adventurous school boy is characterized as extroverted and widely intellectual; the personality traits of a generational influence are of a certain academic influence that may turn to personality greater importance than behavior. Ability to alternate between each ambition and recreation is widely characteristic in Alan himself. Alan is unusually characterized as not petty but perverted; while extroverted and widely intellectual, he often neglects his grasp of daily activities. While extroverted and widely intellectual, his grasp of daily activities is the typical school boy having gone disorganized whose poorly neglected hygiene need cleaning. The disorganized tendencies of the typical school boy having went through cleanliness are a direct influence of his heritage who expect of his cleanliness to apply. He is clumsy, yet, well mannered; the school boy of exceptional intellect has to loosen up in order to show through his qualities. In order to show through his qualities, the ardent figure has to stay true to his ardente his entire life, otherwise, arrogance would only begin to set in. The little white masculine has to see to his playfulness in order to determine his evolving image in his growing process.
The story takes place in Brentford, New Hampshire, USA. The earliest settlement of New England origins is often misconceived as Boston, Massachusetts, USA when the truth is, it is exactly Brentford, New Hampshire, USA that has turned out to be the earliest settlement. Known for its wildlife preservation and grassroots progressivism, Brentford, New Hampshire, USA is where the wildlife preservation and grassroots progressivism has spread to the rest of the U.S. The renown destination of origin is primarily a tea leaf exporter in addition to all of New England. The tea leaf exporter is how grassroots progressivism had begun on its own. Wildlife preservation shares borderline relations to that of Vermont. Each Brentford origin carries its own complete progressivism that has all stood out from the rest of New England. The grassroots progressivism having risen is the result of borderline relations to Vermont. Complete environmentalism is uniquely embedded within New Hampshire more than Vermont.
The father of Alan Parrish is a domineering parent whose expectations over his son are of a grueling nature that may turn to explosive cruelty. Played by Jonathan Hyde, Sam Parrish is a complete traditionalist in all education and an entrepreneur. The domineering parent he has turned out to be is shaped up by a prior history of educational and entrepreneurial alternation, from a partially and completely restricted perspective. From a partially and completely restricted perspective, the supposedly live-action packed adventure is widely adaptable to newer generations of newer ambitions while Sam Parrish is purely emblematic of predeceasing influences. The emblem himself is that of Harvard heritage. Sam Parrish on and after those days has come to envision his own lineage ahead of him, whose expectations are deeply educated in Harvard and nowhere else. The Harvard graduate demands respect to the emblem, in comparison to every other alma mater. In comparison to every other alma mater, Harvard stays true to its traditional settings in the shaping of newer values across every other alma mater. Harvard tradition is to the shaping of newer values amongst every other alma mater.
Sarah Whittle is the supporting character; she is characterized as a fine example of early tomboy who has come to engage within dirtiness directly from elderly influences. The little white feminine could be seen as enormously dull if she were to engage within courtesan rule, much to Alan Parrish not wanting to attend to Harvard. The dirty little girl would always be able to see to her behavior if she were to immerse herself within the dirt. The cleanliness of her opposite sex companion has encouraged her to get all the more dirty each day. The supposedly opposite sex reverse psychology is the result of behavioral exchange and exchange of gender roles; the more clean Alan has turned out to be, the more dirty Sarah has turned out to be. Each behavioral exchange and exchange of gender roles is widely remarked as early life phasing. Early life phasing has to remain anti-LGBT in order for the behavioral exchange and exchange of gender roles to see into the supposedly opposite sex reverse psychology. The clean masculine and dirty feminine are of the finest behavioral exchange and exchange of gender roles, thus the anti-LGBT ideology. As anti-LGBT as it may be, it is exactly behavioral exchange and exchange of gender roles that thoroughly explain the clean masculine and dirty feminine.
The adventures of a foreshadowed younger generation lies within the Parrish mansion where Alan has all disappeared twenty-six years earlier. The resemblance to a mirage is way too clear: the prior younger companions and the successive younger counterparts of a different generation have come to seek the central generation to reconvene each other. The prior younger companions having parted from each other have all turned Sarah herself into depressive manic disorder as she got older each day. The depressive manic disorder she has absorbed is the result of reflecting on a childhood friend having gotten soaked into a board game that would only turn egomaniac. The egomania is a direct flashback to the arrival of the successive younger counterparts, Judy and Peter Shepherd. The successive younger counterparts of a different heritage are indeed of a different lineage. Judy and Peter Shepherd having entered through the mansion with their parents have come to catch up with rumors of Alan Parrish having disappeared. Rumor has it that Alan Parrish has all gotten magically disappeared by the wind. It was not until a fine morning that Judy and Peter Shepherd have come to rediscover the board game that was once hidden within the attic.
Judy and Peter Shepherd are fatefully characterized as two younger counterparts to a supposedly two older counterparts as to their innocent image. Alan Parrish and Sarah Whittle are of a Catholic influence whereas Judy and Peter Shepherd have all surrendered to the irreligious environmentalism. The Catholic influences of the past and irreligious environmentalism of the future are held true to the past and future. Each past Catholic influence is widely nostalgic to the apothecary that lies ahead of each future. Every other monotheist signal for gathering is also a thing of the past that seeks future resonance. The more each signal, the more the nostalgia; the more the resonance, the more the resonant lies ahead of itself. Each atheist sovereignty belongs to current trends of things. The more each current trend of atheism, the more each monotheism of the past and future resonance. The more the irreligious environmentalism, the more the future resonance to each past monotheism may have turned to polytheism, but the regularity in all atheist sovereignty is of current trends of things.
The background to the full length feature film exposes the finest cult figure to all 1990s society: discounters. The more the discounter, the more the HUMILITY embedded within the CULTURAL AND SOCIETAL GENERATION as to the differing AGE GROUPS. The more the HUMILITY embedded within the CULTURAL AND SOCIETAL GENERATION as to the differing AGE GROUPS, the more the DAILY AND COSTLY EXPENSES. Each DAILY AND COSTLY EXPENSE is determined by the RED TAG. Each RED TAG is a PRICE LABEL of its own. The more the RED TAG and PRICE LABEL, the more the DAILY AND COSTLY EXPENSE. Each discounter demands quality SATISFACTION IN PLACE OF TAXATION, NO SETTING ASIDE THE SALES REPRESENTATION. The more each CAUGHT UP TAXATION, the more each SALES REPRESENTATION. DAILY AND COSTLY EXPENSES RED TAGS AND PRICE LABELS is what creates SALES REPRESENTATION.
It is exactly the full length feature film that exposes the direct reflection and counter-reflection of each older and younger image of a previous generation and successive generation. As the board game begins to get absorbed into itself, the past reflections of Alan Parrish and Sarah Whittle begin to redirect their older image back into their younger image, in which the newer generation of Judy and Peter Shepherd is not there yet. As Alan Parrish and Sarah Whittle bring back their younger image, they profess to stay true to their companionship. The growing process that lies ahead of them and the prior company of the past has turned to reflections of the board game. Their growing process and company of the past has all turned to setup for marital life. The fateful board game that separates each age group from each other is multiplicand the value of each age group. That multiplicity would only turn to delayed development and early fruition, which, in reality, is dysfunction. In reality, development is completely sequential as early fruition has to seek natural change of behavior. The board game is a test of sequential development that seeks each neuropathological rise and fall as opposed to growing process.
Sincerely,
Michael Chang
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tc-doherty · 1 year
Note
Happy Worldbuilding Wednesday!
A bit of a meta question today: you know these long lists of questions on weather, flora, fauna, fashion, religion, government, etc. that are supposed to help you flesh out the setting?
Which section do you find is inapplicable to your setting? Be it because the plot doesn’t let you explore it or because it’s just not a thing in your setting (e.g. fashion may not be applicable in animal xenofiction).
Hello, happy WBW!
The thing about this is that if you break storytelling into character, world building, and plot, the one that's the least important to me is plot. I generally go pretty in-depth with my world building but here are some things that a don't usually talk about in as much detail:
Economics. I might briefly make some mention of the monetary system, and things like imports, exports, and trade agreements, but it's not something I devote a lot of time to because I'm just not interested in economics.
Recreational activities along the lines of sports, board games, and card games. It depends on the story because sometimes I will talk about these, but it's pretty rare.
While I will often talk about biome and weather in broad strokes, and have a general idea of what the landscape looks like, I don't go very in depth into geography most of the time. This is because I have a terrible sense of direction and a really hard time reading maps, let alone making them.
Things you are likely to get from me are fashion, architecture and city planning, folktales, history, and religion, the magic system if there is one, languages/language differences between countries, politics, logistics, and strategy, and also things like the evolution of the local animals and animal husbandry/farming methods.
It's really important to me that the worlds my stories take place in feel real, so I tend to think about my world building very carefully and come up with tons of detail that may not even make it into the book but allows me to fully flesh out the setting.
For instance, for several drafts of Dragon's Daughter (I only ended up taking it out right at the end) there was a whole conversation about different fabric weaving methods between countries. Like how, because they were nomadic, the Serzeks couldn't cart around big looms and make fabric in large sheets, instead they used hand looms, knitting, or crocheting, and combined the fabric sections later. Whereas the Runerians used large traditional looms and sheet fabric. And that led to different methods of making clothing between the two countries.
That's just the kind of author I am hahaha
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azaharkhan2022 · 1 year
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animal25 · 1 year
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Welsh terrier: Height, Weight, Care, Health Special Info
Welsh terrier, a strain of terrier native to Wales, where has been used as a huntsman of foxes, otters, and badgers. The Welsh terrier is a small, Airedale- suchlike canine with a characteristically game and energetic nature
It has a hard, wiry fleece, generally black- and- tan stands about 15 elevations ( 38 cm) high, and weighs about 20 pounds( 9 kg). Wide-set eyes and a flat cranium give the strain a distinctive, “ intelligent ” expression.
HEIGHT: 15 inches
WEIGHT: 20 to 22 pounds
COAT: Dense, hard, and wiry outer coat with a soft undercoat
COAT COLOR: Tan and black
LIFE SPAN: 12 to 15 years
ORIGIN: Wales
Breed Charactariseity
The Welsh Terrier is as alert and spirited as any self-respecting terrier, but a bit calmer than most’¿’game, not quarrelsome,’ as breed fanciers say. The Welshman was bred to do battle with badgers, otters, and other dangerous opponents
Sturdy, compact, and rugged, with a tight-fitting black-and-tan coat and a rectangular head featuring folded ears and a jaunty beard, Welsh are constructed along the classic lines of Britain’s long-legged terriers
They stand about 15 inches at the shoulder, a little larger than the Lakeland Terrier but much smaller than the mighty Airedale
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History of the Welsh Terrier
While its exact origin time is unknown, the Welsh Terrier is regarded as one of the oldest terrier types. Native to Wales, there are references to black and red terriers as far back as the 15th century.
In the 18th century, this type of canine came more popular in the rugged, mountainous regions of Wales among growers and nimrods of foxes, otters, rodents, and badgers. It takes a valorous, tenacious, and robust canine to dig an aggressive badger from its sett, and this strain was clearly up to the task.
By the 19th century, the Welsh Terrier came more popular, and the scruffy-looking strain was meliorated for the show ring. In their early days, these tykes were simply classified as Old English Terriers( along with several other terrier types).
The Kennel Club honored the Welsh Terrier in the UK in 1887, and it was around this time that the strain was exported to the United States.
Welsh Terriers are still fairly rare, but those that fall for the charms of this contentious, characterful canine frequently come suckers. U.S. President JFK possessed a Welsh Terrier named Charlie, and U.K. Prime Minister Clement Attlee was also an addict of the strain.
Appearance
Because cookies are a cross-strain, there is no” strain standard” that defines what these tykes should look like. Indeed Yorkie puppies born in the same waste may look completely different. But each parent has some cute, hand traits that Yorkie puppies could inherit.
Short and stout, dachshund tykes are nicknamed” link” or” Weiner” tykes because of their stocky little legs that support a long, barrel- suchlike body. Yorkies, on the other hand, are among the smallest of terriers and wear their hair in long, glam, silky permanents or trimmed shorter into a cute” puppy dog cut.”
When it comes to cookies, the fleece colors, patterns, and lengths can be each over the board. Dachshunds alone can have smooth, line-haired, or long-haired fleeces in a variety of colors and patterns.
Yorkies tend to have silky fleeces that come in color combinations like black and tan, black and gold, blue and tan, and blue and gold. Common fleece colors for Yorkies, however, include red, black, brown, and blue. Both parent types exfoliate some and have low- to-moderate grooming requirements.
But no matter what combination of traits they inherit, full-overgrown cookies will always be small canines. Dachshunds vary from 11 – 32 pounds while Yorkshire terriers are bitsy tykes that generally weigh under 7 pounds.
When these two types are crossed, the result is a doggy that tends to be slightly larger than her Yorkie parent, a wharf between 5 – 12 pounds with a height that can vary between 5 – 10 elevation.
Temperament
You could say that the Welsh terrier is a little Energizer Bunny — cute, compact, cuddly, and agile. Welsh terriers were first bred as working tykes who would help cover cropland or aid in hunting passages by locating and chasing prey.
This high prey drive has not faded down over time, so it’s natural for Welsh terriers to want to chase small beasties like lizards, squirrels, and pussycats
With this natural and strong impulse to chase, the Welsh Terrier Club of America( WTCA) recommends noway letting your Welsh terrier bat off-leash in an unfenced area — no matter how well-trained he is.
Because the Welsh terrier is a fairly intelligent strain, you will need to work out his brain along with his body. Giving him internal stimulation can be as simple as allowing him to loiter and whiff new smells on walks( a” sniffer,” if you will) or giving him mystification toys to play with.
” As with other terriers, Welsh terriers are strong-conscious, tenacious, and confident,” says Linda Simon, MVB, MRCVS, consulting veterinarian at FiveBarks.” They can be boisterous to say the least — always on the lookout for commodities to do.
They need a plenitude of internal and physical stimulation. However, these tykes can be prone to behavioral issues, If not handed. inordinate barking, theater digging, and cabinetwork chewing can each snappily develop within this strain if their requirements are not met.”
With proper internal and physical exercise, the Welsh terrier can be calm and tender at home. A tired Welshie will love a good snuggle to end the day!
More details:https://animalatoz.com/welsh-terrier/
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kidskingdomgo · 2 years
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How 3D Printing Can Boost Learning?
"Simply put, creation is an act of will." This Jurassic Park remark has never been more relevant than it is now, thanks to technology. The use of 3D printing and computer-aided design (CAD) in the classroom enables pupils to create like never before. A young industry, 3D printing has the ability to "print" everything from houses to cars to household products and much more.
Teachers may use this new technology to smoothly incorporate STEM into any classroom while also engaging students with their state standards in fresh and interesting ways. My students and I have grown to enjoy the 3D printer I got for my school because it improves lessons and fosters classroom community.
Community in the classroom and 3D printing
By providing incentives and fostering relationships with the students, my Prusa MINI 3D printer improves the classroom environment. After a class change, when I enter the room, I frequently notice children gazing intently at the 3D printer while it works. After finishing a unit of study in my social studies class, we play review games like Kahoot, Quizz, and Jeopardy. I 3D-printed Baby Yoda, the Ammit statue from Moon Knight, and different reptiles, for instance, for the Kahoot winners.
Almost anything with Dwayne Johnson's face is a student favourite. Dwayne Johnson's face has been affixed to various objects on the website Thingiverse, including a squirrel, a Tyrannosaurus rex (referred to as T-Rocks), a hawk, an octopus, etc. Despite how absurd it may appear, students adore it.
These 3D printed items can be given as rewards to every student, not only Kahoot contest winners. Students may receive a Dwayne Johnson face reward if they are behaving well, going through a difficult time, participating in class discussions when they ordinarily don't, or showing up on time.
With rewards in mind, 3D printing can strengthen relationships with pupils. For me to print, several students have used Thingiverse or produced their own 3D models. For instance, a student discovered a 3D skink item at her house, which also happened to be one of her pets. I printed the file for her after she sent it to me. She was thrilled when I gave her the skink because it was something incredibly easy for me to do. Another kid wanted to print a mallard, so he located the file, emailed it to me, and we all put it on the 3D printer together.
We have been publishing many anime-related items because many pupils are anime fans. The likelihood that my pupils will work harder in class increases if we can collaborate and interact positively.
IMPROVE LEARNING WITH 3D PRINTING
Beyond being entertaining, 3D printing has significant implications for boosting teaching and improve students' overall learning experiences. This covers both routine tasks and more substantial project-based learning (PBL) units. Students in my U.S. history class utilised Tinkercad to create a Monopoly piece to use when they play the board game as part of a subject on the Gilded Age.
The correct file type (.stl) was exported when students finished designing their 3D Monopoly component. Supports were then placed in a slicer tool that produced a g-code file, and the g-code file was then uploaded to the 3D printer. Support is added to assist prevent print jobs from failing. The moment the pupils held something they had created in their hands after printing, which can often take eight to ten hours, they were overjoyed.
PBLs can also be built using the technology of 3D printing. We've finished two PBLs in my class that involved 3D printing. In the first, students had to create a bridge that was as light as feasible while yet being able to support the required weight. The bridges were created by the students, printed, and tested using a small concrete weight. Following that, students returned to Tinkercad and continued to fiddle with their bridge in an effort to make it lighter and lighter.
The second PBL involves creating and printing a tool to assist an elderly person or a person with a disability. The task for the class was to design for a real individual. To continue brushing his own teeth despite having arthritis in his fingers, one student's granddad was given a toothbrush holder that fit around his wrist. Both of these PBLs used 3D printing to encourage students to think practically and with empathy.
I've discovered that 3D printing significantly improves the learning environment in the classroom, whether the objects are utilised as incentives or in courses to increase student engagement. According to my observations in social studies classes in high school, pupils really enjoy it. I would consider that a victory if it were the only thing they were anticipating that day.
And applications for 3D printing in high school classes are just getting started. Science, math, and culinary arts could all benefit in some way from 3D printing. Students' imaginations can be sparked and the process of creating can become more tangible thanks to 3D printing.
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sendlong · 2 years
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Pokercruncher android
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Pokercruncher android update#
Pokercruncher android full#
Pokercruncher android license#
Most poker odds/equity calc apps are nowhere as powerful as PokerCruncher. > Advanced features like hand ranges, Deal-To-Flop, flop texture analysis, and many stats for serious strategy analysis. (See our website.) -> Super fast and easy to use for basic hand matchups. essentially functions as an advanced version of the PC’s PokerStove application." - Bluff Magazine Great reviews from poker experts, pros, and coaches, and on our TwoPlusTwo forum thread. *** Tutorial and videos on our website *** *** New: Links to videos and blogs on PokerCruncher (by pros/coaches) directly inside the app. *** Pay once and enjoy forever *** No in-app purchases/fees. (The *Advanced* version of PokerCruncher.) Take your game to the next level with PokerCruncher, an advanced professional-level hand ranges and flop texture analysis Texas Hold’em odds/equity calculator that goes well beyond the standard features. The App Store’s top Texas Hold’em odds/equity calculator. On your device go to the Settings app, Accounts section, and verify your Google account.
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Otherwise the license checking process will think you’re a different person and haven’t purchased this app. On your device, you need to be signed in as the *same* Google account you used when you purchased this app. a few reviews that say they’re getting an “app not licensed” message: Please see the PokerCruncher Tutorial and videos on our website for more information.Īpp reviews are greatly appreciated, thank you. + Generate random player and board cards to set up what-if and test scenarios + Specific cards, random/unknown cards, fully general hand ranges, for each player + Fast Monte Carlo simulation, complete enumeration for some common cases + Runs locally on device, internet connection not needed
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See our website for our strong free app update history over many years. If thinking in terms of hand ranges and flop texture analysis (techniques advanced players and pros use) are new to you, no problem, see the PokerCruncher Tutorial and videos on our website. Save/Load Scenarios (Hands) and Hand Ranges, Export Scenarios (Hands), Export/Import Hand Ranges Hand type stats (OnePair, TwoPair, etc.), flop hit stats, odds for flopping draws and combination draws, OnePair breakdown stats, … Deal-To-Flop and Flop Texture Analysis. Full grid of all 169 starting hands, top x% of hands slider, select hand combos (suits and weights) in hand ranges, extensive built-in hand ranges, save/load and export/import hand ranges, … range equity breakdown heat maps and hand combo stats. PokerCruncher surpasses the standard features, e.g. Poker is a game of incomplete information we need to think in terms of *ranges of hands*. Up to 10 players, with specific cards, random/unknown cards, or hand ranges for each player. IPhone, iPad, and Mac(Expert) versions also available Many more great reviews from poker experts, pros, and coaches, and on our TwoPlusTwo forum thread. "… essentially functions as an advanced version of the PC’s application." - Bluff Magazine "… incredibly powerful tool … must-have application.". Start using PokerCruncher today to improve your game and your results!
Pokercruncher android full#
PokerCruncher is the full real deal, and has a clean and easy-to-use interface. Some don’t even support random hands (let alone hand ranges), some don’t let you enter hands for multiple players, some make an incomplete attempt at hand ranges, … > Super fast and easy to use for basic hand matchups. New: Links to videos and blogs on PokerCruncher (by pros/coaches) directly inside the app. *** Tutorial and videos on our website *** Take your game to the next level with PokerCruncher, an advanced professional-level hand ranges and flop texture analysis Texas Hold’em odds/equity calculator that goes well beyond the standard features. (The *Advanced* version of PokerCruncher.) The top Texas Hold’em odds/equity calculator on iOS comes to Android! Is used by many poker pros/coaches, see our website for their links, videos, blogs.) (ONE-TIME purchase, no further in-app purchases or continuing fees / tricks.
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tvguidancecounselor · 2 years
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TV Guidance Counselor Episode 550: Paul Gannon
Look-In January 16-23, 1988
This week Ken welcomes comedian and co-host of the Cheap Show Podcast, Paul Gannon.
Ken and Paul discuss how they first met, the Geek Night Out live show, having strange interests, the history of television in the UK, how Paul loved board games, Party Til You Puke, Radio Times, TV Times, The Jr. TV Times, Channel 4, Channel 5, ITV, regional UK programming, Thames TV, LWT, Angelica TV, the phenomenon of UK Annuals, US Comic Book annuals, Alan Moore, NOW Comics, Ralph Snart, The Ghostbusters, Star Comics, Charlton Comics, Marvel UK, Cannon and Ball, Worzel Gummidge, Michael Crawford, Some Mothers Do Ave Em, Man About the House, exporting comedy, UK Movies based on UK Sitcoms, Stella Street, On the Buses, Sapphire and Steel, Street Hawk, Wuzzles, Disney TV animation, No. 72, Tiswas, SMTV, loving Cat Deeley, aHa, Bros, Five Star, skinheads, breaking sausage news, Whetabix, stealing the Gillete logo, The Trap Door, Jonathan Ross, hating Mick Hucknall, Masters of the Universe, Airwolf, quizzes, The A-Team, Argos, Service Merchandise, the strangeness of UK TV schedules, Ghost Busters Jeans, Roger Ramjet, bookleg Garfield, writing letters to complain about Scooby Doo, and strange drawings of Miriam d'abo.
Check out this episode!
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robertreich · 3 years
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Bessemer and the Power Shift
The most dramatic change in American capitalism over the last half century has been the emergence of corporate behemoths like Amazon and the simultaneous shrinkage of organized labor. The resulting imbalance has spawned near-record inequalities of income and wealth, corruption of democracy by big money, and the abandonment of the working class.
All this is coming to a head in several ways.
Next week, Amazon faces a union vote at its warehouse in Bessemer, Alabama. If successful, it would be Amazon's first U.S.-based union in its nearly 27-year history.
Conditions in Amazon’s warehouses would please Kim Jong un – strict production quotas, 10-hour workdays with only two half-hour breaks, unsafe procedures, arbitrary firings, “and they track our every move,” Jennifer Bates, a warehouse worker at Bessemer, told the Senate Budget Committee last week.  
To thwart the union drive, Amazon has required Bessemer workers to attend anti-union meetings, warned workers they’d have to pay union dues (wrong – Alabama is a so-called “right-to-work” state that bars mandatory dues), and intimidated and harassed organizers.
Why is Amazon abusing its workers?
The company isn’t exactly hard-up. It’s the most profitable firm in America. Its executive chairman and largest shareholder, Jeff Bezos, is the richest man in the world, holding more wealth than the bottom 39 percent of Americans put together.
Amazon is abusing workers because it can.
Fifty years ago, General Motors was the largest employer in America. The typical GM worker earned $35 an hour in today's dollars and had a major say over working conditions. Today’s largest employers are Amazon and Walmart, each paying around $15 an hour and treating their workers like cattle.
The typical GM worker wasn’t "worth" more than twice today’s Amazon or Walmart worker and didn’t have more valuable insights about how work should be organized. The difference is GM workers a half-century ago had a strong union behind them, summoning the collective bargaining power of over a third of the entire American workforce.
By contrast, today's Amazon and Walmart workers are on their own. And because only 6.4 percent of America’s private-sector workers are now unionized, there’s little collective pressure on Amazon or Walmart to treat their workers any better.  
Fifty years ago, “big labor” had enough political clout to ensure labor laws were enforced and that the government pushed giant firms like GM to sustain the middle class.
Today, organized labor’s political clout is miniscule by comparison. The biggest political players are giant corporations like Amazon. And what have they done with their muscle? Encouraged state “right-to-work” laws, diluted federal labor protections, and kept the National Labor Relations Board understaffed and overburdened.
They’ve also impelled government to lower their taxes (Amazon paid zero federal taxes in 2018); extorted states to provide them tax breaks as condition for locating facilities there (Amazon is a champion at this game); bullied cities where they’re headquartered (Amazon forced Seattle to back down on a plan to tax big corporations like itself to pay for homeless shelters); and wangled trade treaties allowing them to outsource so many jobs that blue-collar workers in America have little choice but to take low-paying, high-stress warehouse and delivery gigs.
Oh, and they’ve neutered antitrust laws, which in earlier era would have had companies like Amazon in their crosshairs.
This decades-long power shift – the emergence of corporate leviathans and the demise of labor unions – has resulted in a massive upward redistribution of income and wealth. The richest 0.1 of Americans now has almost as much wealth as the bottom 90 percent put together.
Corporate profits account for a growing share of the total economy and wages a declining share, with multi-billionaire executives and investors like Bezos taking home the lion’s share.  
The power shift can be reversed -- but only with stronger labor laws, tougher trade deals, and a renewed commitment to antitrust.
The Biden administration and congressional Democrats appear willing. The House has just passed the toughest labor law reforms in over a generation. Biden’s new trade representative, Katherine Tai, promises that trade deals will protect the interests of American workers rather than exporters. And Biden is putting trustbusters in critical positions at the Federal Trade Commission and in the White House.
I’d like to think America is at a tipping point similar to where it was some hundred twenty years ago when the ravages and excesses of the Gilded Age precipitated what became known as the Progressive Era. Then, reformers reversed the course of American capitalism for the next 70 years, making it work for the many rather than the few.
Today’s progressive activists -- in Washington, at Amazon’s Bessemer warehouse, and elsewhere around the nation -- may be on the verge of doing the same.
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tanadrin · 3 years
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Of the Moon and her myriad nations
[Earth's Moon], though naturally quite barren, was for centuries an attractive prospect for explorers, colonizers, would-be rebels, and utopians of various stripes. Unlike the other bodies of the Solar System, it can be reached with even simple rockets in just a few days, its gravity is low enough to make export-oriented industries feasible, and, perhaps most importantly, it has a psychological connection to Earth found nowhere else in outer space. The rest of the Universe is beyond that first celestial sphere, beyond the gravitation influence of our home, where the Earth is reduced to a dot in the sky, or entirely invisible. But on the near side of the Moon, the home of your species hangs in the sky, resplendent and cloud-marbled in the darkness, only a glance away--as the Moon in turn has hung, with its pale and shining face, in the skies of Earth since the beginning.
Although several scientific outposts and a handful of desultory attempts at industrial projects dotted the lunar surface at the start of the Second Space Race, settlement of the Moon did not begin in earnest until novel propulsion technologies put most of the Inner Solar System within easy reach, and asteroid-based mining and manufacturing began in high Earth orbit. For processes that required more than microgravity, the Moon was a more attractive production site than Earth, with its low escape velocity and lack of atmosphere. Helium-3 could be found there in relative abundance, along with water, and although the base materials had to be imported from Earth, hydroponically grown and synthetically manufactured foodstuffs could be more easily exported than they could from the Earth's surface. Because of its close proximity to Earth, the Moon was initially dominated by terrestrial political structures: tellurian corporations and states, and a handful of orbital and Moon-based organizations with close ties to them. The rest of the Solar System was too distant to either rely upon Earth or to be drawn into its political sphere of influence, once the colonists their achieved self-sufficiency. Should disaster befall them, Earth could be of no help, so what was the use of trying to stay forever in her good graces? Not so, on the Moon.
Nowadays, of course, things are quite different. Between Tranquility Base and Maskelyne Anchorage, one may cross through a dozen major or minor sovereign polities, free estates, or discrete political condominiums. Lunar politics, and consequently lunar law, is a tangle of overlapping jurisdictions, most with some form of sovereign right or privilege, that resembles nothing so much as the ancient Holy Roman Empire, or perhaps India in the wake of the Mughal Empire's collapse. None of these statelets are dependent on Earthbound sovereignties, and indeed they are nothing if not a little scornful of their decadent neighbors, with their wide seas and rich atmosphere. They are resentful of outside meddling, to the point that the surest way to end any dispute on the Moon is to barge in as an offworlder with your own opinion--for then every single party to the argument will turn as one against you. And this is as true in a game of cards over drinks as it is in international relations.
The transition from a shared fiefdom of Earth to world of truculent, free-spirited micronations was occasioned by early experiments in lunar law that at the time seemed quite unimportant. While for the most part, Earth law was imported whole during the initial settlement of the Moon, in keeping with the notion of that body being the common heritage of mankind and no state or corporation having truly sovereign jurisdiction over any part of it (as opposed to temporary usufruct rights), several pan-lunar and pan-orbital coordinating bodies were set up under the auspices of the United Nations. As individual factions relentlessly pursued their own interests, these bodies were mostly hobbled and reduced to symbolic status, but the coordinating body on personal and property disputes, the Private Law Board, operated primarily below the level of interest of the sovereigns, and managed to exercise a free hand rather effectively. Early on in lunar history, it gave legal protection to a new kind of domestic institution arising in the tunnels and domes, the extended polycule. Polyamorous relationships and family arrangements were not then new: they were common in several Earth cultures of the era, but they existed in parallel to, or entirely outside, the legal institution of binary marriage. Rather than try to adopt that system to a larger group of persons, where sexual, romantic, and childrearing relationships were not automatically commutative throughout the entire group (but could be), the Private Law Board created the Shared House as an adjunct to it.
If you are not familiar with it, a Shared House may be described thus: it is a formal relationship and contract, much like binary marriage, in which the members of the House are considered close kin, whatever their genetic or historic relationship. The only closer degree of relationship is created by marriage, which may occur within or outside a Shared House, but only between two individuals. If a person dies intestate, their personal property devolves, in the absence of a married partner, to the House, where it may be divided or disposed of as its members see fit. Houses may have their own rules or agreements within themselves, as in any domestic relationship, though these rules cannot overcome or extinguish legal rights and obligations. In the interest of protecting their rights, children are automatically members of the House into which they are born, and on the age of majority have equal status with their parents and the other adults of the House. Marriage between children of the same House is theoretically possible, but extremely rare, with children of a House overwhelmingly preferring partners from outside the community (the so-called 'kibbutz problem,' though on the Moon it is considered largely beneficial). Marriage with close genetic kin is still impossible.
Two or more people of no house, or of separate houses, may together establish a new Shared House. Two may marry, creating a kinship relation outside the House; in some quarters this is viewed unfavorably, undermining the interests of the House, while in others it is seen as neutral or even beneficial. A person who wishes to commit to a partner of another House may also opt to join that House, and this is the most common form of family-building on the Moon.
The fact that Shared Houses possessed legal personalities of potentially unlimited duration was initially regarded as an oversight on the part of the Private Law Board. For the first few generations of colonists who formed such Houses, they often lasted no more than ten or fifteen years, dissolving de jure or de facto into groups of binary marriages, or small triads. Over time, however, as the amount of wealth on the Moon grew, and individual property holdings with them, the economic benefit of the Shared House became obvious. Marriages had long been considered by some as a "welfare state of two," a legal institution that provided stability not only through the usual human desire to share and flourish with one's spouse, but from state sponsorship, intended to promote family life. The Shared House was a welfare state of many; and through cunning investment, political connections, and sometimes a generous portion of luck, some Houses became very well-off indeed.
It was a quirk of lunar law that, while corporations and states could not exclusively possess land or resources of the Moon permanently, persons could: the Outer Space Treaty, even as revised and expanded over the course of numerous annexes and amendments, was intended to forestall competition between states, not private persons. Political agitation by the colonists and a desire to ensure the profitability of lunar development led the states of Earth to strengthen private property rights on the Moon further, with the result that eventually the Houses had more rights to the land they controlled that any sovereign state. And they were better at it: like a tight-knit religious community, or an extended family of bankers, close ties between members of a Shared House, even if indirect, created Moon-spanning trust networks that could operate with much less overhead than any Earth firm, and the Houses displaced them in a few decades. One hundred and fifty years after Tranquility Base was re-founded, the Shared Houses reigned supreme.
I have elided many details, of course. Many Houses continued to have only loose personality; the overwhelming majority had no property to speak of, and there was (and still is) a real risk of a kind of landed aristocracy emerging on the Moon, with the richest Houses becoming feudal lords themselves. Several other private organizations given sanction by lunar law eventually came to compete with the Houses: the Cooperative Fellowships, strongest in Mare Imbrium, the Mining Unions at the poles, the Seven Sodalities, four of which were offshoots of Earth universities, and of course traditional joint-stock corporations, and several territorial states originally founded along Earthlike, constitutional lines. The extreme costliness of armed conflict in an airless environment, where one small bomb could kill hundreds or thousands of people if it breached the right wall, the pan-lunar institutions set up by the people of the Moon on their own initiative, and a shared legal framework that reached maturity in this era, have prevented large-scale violence. Which is not to say they have prevented conflict: political antagonism is, as I have noted, alive and well, and the number of breakaway factions, de facto independent provinces, unrecognized states, and squatters' militias may in fact rival the number of "legitimate" political entities.
The independent-minded nature of the lunar peoples ultimately dismantled the largest of the Shared Houses; modern individualism made a repeat of true medieval dynastic politics impossible. Of the original so-called Hotels (this name originates in a very old and very tiresome joke about monopolies and a forgotten Earth board game), which numbered between twelve and fourteen depending on the criterion used, all had split up before the Conference Muscoviensis adopted rules to prohibit such sprawling empires in the future. Now, only about sixty-four percent of land on the Moon is held by Shared Houses, often through complex schemes involving holding companies and investment vehicles. The Lunar Customs Union, the Uniform Lunar Commercial Code, and various geographically rather than politically based currency unions, together make the Moon seem, to the outside observer or the casual tourist, no more fractious than any other human world, and possibly one of the most unified of them all. This is an illusion, borne of mutual suspicion of outsiders, but it is also a gift; for I can attest that, once you have won the trust of a few lunar friends, and they have come to see you as one of their own number, suddenly all their disputes and rivalries are laid bare, all their petty squabbles and decades-old feuds, and these stories are as tiresome as they are repetitive, and you may cast your eyes about desperately, looking for an unattended airlock to throw yourself out of.
Let us move on. For we have discussed the history of four of the Inner Worlds, and we have seen that, though the result in each case was quite different, similar forces governed their development; only the different balance of those forces determined the outcome in each case. But now we must speak of Venus. Ah! Venus! The world most utterly inimical to human life, except for the gas giants themselves. Yet still peopled: for the pale Cytherian clouds hide one of perhaps the most astonishing tales of the Second Space Race era. It begins on the eve of a war....
--Tjungdiawan’s Historical Reader, 3rd edition
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