1960 escort

RockAuto ships auto parts and body parts from over 300 manufacturers to customers' doors worldwide, all at warehouse prices. Easy to use parts catalog. 1960 Ford Country Squire The Ford Escort was first released as a model in Europe in 1968. One of the most iconic Ford brands on the continent, six generations were produced over a 36-year period throughout the world. Escort for Hire (1960) User Reviews Review this title 4 Reviews. Hide Spoilers. Sort by: Filter by Rating: 5 /10. To Escort the Main Feature boblipton 9 October 2017. Pete Murray and Noel Trevarthen are unsuccessful actors who become escorts. While Noel is waiting for one of his regulars to finish dressing, he discovers she has been murdered. ... Introduction: Exit the Anglia, Enter the Ford Escort Mk 1. The Ford Escort Mk 1 is one of the most beloved British cars of its generation with styling that quickly embedded itself into the British and European pantheon of humble commuter cars that made good on the race tracks of the Continent, not to mention the circuits of Australia, South Africa, New Zealand and further afield. 1960 Ford Ranchero 200/ 6 cylinder c5 trans. American racing wheels 195-65x15. Power brakes, period topper, new sheet metal from doors back, am/fm cd radio, bucket seats, new interior, no visible r... 1960 Ford escort estste For Sale, £6900 Ford Escort /Squire estate (similar to the 300e van) yet which it is like a car but fold flat rear Looking for a 1960 Ford Escort cars for sale ? Use our search to find it. We have thousands of listings and a variety of research tools to help you find the perfect car or truck We’ve got amazing prices on 1960 Escort Transmission & Drivetrain and Tools, Fluids & Garage parts. Plus, our selection of 1960 Electronics & Navigation parts for your Escort are some of the lowest in the market. Find replacement parts and upgrades for your 1960 Ford Escort. Ford Escort 2gen (1991-1996) Ford Escort 3gen (1997-2000) Ford Excursion (2000-2005) Ford EXP (1981-1988) Ford Expedition 1gen (1997-2002) ... Ford Galaxie Starliner 352 Interceptor Special V-8 overdrive (man. 4) , model year 1960, version for North America U.S. (up to October) ... Directed by Godfrey Grayson. With June Thorburn, Pete Murray, Noel Trevarthen, Jan Holden. Unemployed actor Steve gets a job with Miss Kennedy's agency as an escort-bodyguard, but ends up being framed for murder after a wealthy client, Miss Elizabeth Quinn, is killed.

U.S. Marshalls escorting the extremely brave Ruby Bridges, 6 years old, to school in 1960. This Courageous young girl is known for being the first African American child to attend an all-white elementary school in the South.

2020.09.23 19:08 Paul0416 U.S. Marshalls escorting the extremely brave Ruby Bridges, 6 years old, to school in 1960. This Courageous young girl is known for being the first African American child to attend an all-white elementary school in the South.

U.S. Marshalls escorting the extremely brave Ruby Bridges, 6 years old, to school in 1960. This Courageous young girl is known for being the first African American child to attend an all-white elementary school in the South. submitted by Paul0416 to interestingasfuck [link] [comments]


2020.09.23 16:21 mtp6921 [RF] Cancun

I was a kid from divorced parents. Both of my parents got remarried and started over with their new kids.
I was the kid that both of my parents regretted and they both wished, I would just go away. Both of my parents wanted to start a new life and both of my step parents saw me nothing more than trouble.
I wound up staying at my grandmother’s house, who unfortunately passed away my first year of college in 1994.
I was basically alone in life as a freshman at East Stroudsburg University.
My desperation for a sense of acceptance and belonging really did nothing more than push people away from me.
I would drink whatever and smoke whatever as long as people would notice my existence.
I stayed in the freshman dorms. It was close to spring break and the guys in the dorm were planning a trip to Cancun through a travel agency.
The guys in my dorm had a group of 10 people, which they needed to get a discounted group rate to go to Cancun.
Of course nobody would even bother to ask me if I was interested in going.
Then, a week before they were supposed to leave, one of the guy’s couldn’t pay the required deposit.
It was a bit demeaning, but after 20 other guys declined to go, then they asked me. I had enough money from my grandmother’s passing, so I said why not.
We had a Taxi take us to Newark airport and our trip was for three days.
Even though, I was the tag along, I still had a really good time.
The last night we were there I got completely intoxicated to the point where most of the night was a blur.
I do remember that we had to catch the shuttle bus the next morning to the airport, so I made sure the alarm clock was set for 8:00 am. I shared the room with four other guys from my college.
The next morning came and I remembered being alone in the hotel room. I looked at the clock and it said 6:00 o’clock. I thought everyone had returned to the room from the night before.
I was now awake and I wanted to know where the other guys in my room went. I opened my hotel door and I could see a row of housekeeping carts.
I walked towards the other hotel room, where the other five guys were staying and I saw housekeepers had finished cleaning their room.
I think to myself that the guys probably got up early and went to the hotel lobby for the free continental breakfast.
I walk over to the lobby and I realize that it is completely empty of any tourist. I don’t see the nine other guys from my college or any other college kids.
I am now a little bit nervous because I don’t know what the hell is going on.
I go back to my room and realize that my wallet’s missing but my suitcase is still there.
I am now hyperventilating because I’m 18 years old and I have no idea what is going on.
I walk back to the lobby and I talk to the person at the front desk. She informs me that it’s 6:15 pm and everyone has checked out.
Both of my hands grab my hair on top of my head and I am totally shocked. I explain my situation to the woman at the lobby and she basically tells me that without money, I had to leave the property.
I asked her to use their phone and she pointed to the pay phone.
I tried calling first my mother and then my father and neither of them would accept my call. I also never told them that I was going to Mexico, so perhaps they didn’t know it was me calling.
So now I’m pleading with the woman in the lobby to help me. She eventually gets tired of me and gets security to escort me off the property with my bag.
It is now dark out and I’m alone with no money. I was so hung over and overwhelmed that I just fell asleep on the sidewalk in front of the hotel.
The next morning, I just started walking in a direction that I felt was north. I knew it was over a thousand miles to the Texas border and I really had no plan.
So, I walked and walked and walked. I had a water bottle and a bag of chips and no other food. My face and arms are now completely sun burnt.
I feel like a complete outsider. I get occasional looks of mistrust from the local people. I now knew what it was like to be a homeless immigrant. All I need is help and I only know a few words of Spanish.
My watch says 5:00 pm and I hear a large gathering coming from a bar. I get closer and I see that there boxing going on. I see a sign with the words that included $1000 Pesos, which I assume is the prize money for each fight.
I really have no choice, so I eventually get the organizers to understand, that I want to box. It was a small step above bare knuckles, where I was given basically two ace bandages to wrap around my fist.
I first eat the remaining chips I have left and I then wrap my hands up. I didn’t do it right, so I kept on wrapping them until it kind of looked like the other fighters wrapped hands.
I wait on the side of the ring until it’s my turn. I watch in horror as fighter after fighter pummel each other. I have been beaten up before by bullies, but I never have won a fight.
All of these fighters are short and completely ripped and I’m tall and skinny.
My thoughts were to use my reach and not let my opponent get close to me.
Each fight is one five minute round.
I get cued from the announcer that it’s my turn. I hear the word “gringo” and I couldn’t make out anything else. I am trembling in absolute fear. Everyone is yelling and screaming and nobody wants me to win. I see the crowds faces and everyone is grimacing at me.
I hear the sound of the bell and my opponent, who is about my weight but eight inches shorter than me, lunges towards me. I move backwards around the ring and continually throw punches. I don’t know if the punches are hurting him, but I continually land them.
A few times he corners me against the ropes and lands a bunch of punches to my face. My adrenaline is racing that I barely feel the punches. I kept on managing to get myself off the ropes and I kept on punching him as I moved backwards. I don’t know how much time is left but my arms get tired and I can barely keep them up. I also know that if I loose, then I starve to death. I finally hear the bell ring and I try not to show my exhaustion.
The referee consults with the side judges and then he comes to the center of the ring with my opponent. The announcer say a bunch of words that I don’t understand, then he holds my hand up in victory. Everyone in the crowd boos and the announcer gives me an envelope with the money in it.
My jaw starts to feel sore as I open and close my mouth. My arms and legs hurt from fatigue and from being sunburnt.
I fill up my water bottle from a public water fountain. I come up with a plan to drink only water and buy the cheapest food.
I decide to pass out under a tree not far from the bar. The only real motivation I have is revenge on the nine guys that left me to die and stole my money.
I’m so exhausted that I pass out. I wake up and continue to walk. I ditch my suitcase because it’s to cumbersome and heavy. I come across a church and I meet a man. I couldn’t understand a word he said but he gave me a map. I think he realized that I was trying to go to the United States. I now feel better that I have a map and I have some sense of direction.
So, I continue to walk and walk about 30 miles a day, I estimated. I fill my water bottle up at every opportunity. I start traveling at night to avoid the sun.
I am terrified of the darkness most of the time of whatever awaits me as I push forward.
I have now completed a week and estimate that I’ll probably need three more weeks to reach the border.
I’m now approaching the second week and I’m walking at about 3:00 am in the morning and a pick up truck filled with armed men force me in the back of the pickup.
They drive me to a heavily guarded compound.
They force me off the truck and into the middle of a courtyard. I see a man holding back a husky Rottweiler.
A large group of men form a circle around me. The men give money to one guy and I quickly figure out that there betting going on in a dog fight, but it’s not two dogs it’s me vs the dog.
Once the bets are settled then the man releases the dog. The dog looks like it’s possessed. It looks like it wants to eat me. The dog growls at it runs towards me. As the dog lunges at me I instinctively try to grab its neck with both hands and pin it to the ground. I pound the dog unmercifully against the ground until it stops moving.
The men stop yelling and open the door to let me exit the compound. At this point, I feel like a complete animal.
I haven’t showered in almost two weeks and I’m wearing the same clothes as well. I pass through virtual deserts in the middle of the night and I eventually come across small towns.
I hear coyotes and wolves continually throughout the night.
I don’t know if I’m starting to get delirious, but I start to see people walking with me. The only thing is the people are dead. They are dressed in tuxedos from the 1960’s.
I’m not sure if these are the images a person see’s before they die themselves. I can make them out pretty well in the moonlight.
I’ve been petrified the whole walk and seeing these figures kind of adds a new dimension of fear. They kind of walk aimlessly in my same direction. I constantly look over my shoulders and look around me to make sure their not too close.
I lie to myself and think they were sent by my Grandmother. Eventually, I convince myself there fake and they disappear.
The sun starts to come up and I see a sign for Texas and the U.S. border showing 180 miles and I figure, I can do it in six days. I find a shady spot and I pass out. I’ve been coming across avocados sporadically and I eat as much as I could as I’m running out of Pesos.
I have been buying mostly cheapest bread from wherever I can. I feel deficient of every vitamin and mineral.
I am envisioning what horrible things I’ll do to those nine guys who left me to die.
I wake up and force my legs forward. All I need to do is make it to the US border.
I’m on a desolate road and I see two cars coming from behind me. I have a sense that there trouble and I count eight men total in both of the cars.
The two cars drive in circles around me and cause a tornado of dust. They eventually stop their cars and all of the men get out.
Then, they all move towards me and just beat the crap out of me. I crawl up in a fetal position and do my best to protect my head. Eventually they stop and drive off. I am bruised all over my body and i'm certain i broke a couple of ribs.
I can’t really move so I decide to pass out on the side of the road.
I wake up as the sun comes up and I’m greeted by a lifesaver. It is an old beat up bus that asks me if I wanted a ride to the border. I jump at the opportunity, but soon realize that I can barely walk and when I do it’s extremely painful.
I head on the bus and the ride takes about four hours to make it to the border. I felt bad for the people on the bus because I must of stunk so bad.
I fill out the necessary paperwork at the border for someone who has no ID. I’m assisted by a social worker to access money from my bank account.
I get money wired to me from my bank and once I get the money, then I rent a room. I buy a bunch of candy bars and Soda. I buy whatever clothes from the tourist shop and I take an hour long shower. I then pass out for 12 hours.
I then head to the bus stop and I take four different busses to get back to a East Stroudsburg University.
I get to the University and head to my dorm room. I decide to play it off that my father helped me and I’ve been staying at his house all this time. The semester is almost over and I don’t bother with going to class and now I focus on pure revenge towards those nine guys who left me to die.
I’m still in pain and I wait a few days before I plot my revenge.
Eventually, I see each one of the nine guys and they all acted like nothing happened and shrugged it off as oh well you just missed your plane.
What I figured out was those bastards gave my ID to some Mexican kid and he taped himself up with a bunch of narcotics and flew back using my plane ticket. Prior to September 11 nobody really took airport security serious and all you had to do was flash your ID and have a plane ticket.
So, I decided to use the remaining money my Grandmother left me and I rented a house under a fake name. I played it off to the nine guys, that it was my fault for over sleeping in Mexico and that I really just wanted to be friends with them.
I then convinced them to come to this house party I was throwing. I got a bunch of ecstasy and alcohol and I also purchased a bunch of male transvestites. I let the ecstasy and alcohol work it’s magic, then I videotaped all nine of them in sexual acts with the transvestites.
I made over a hundred copies and I sent the copies to their families, to everyone in our dorm, ....
Needless to say they all dropped out from the embarrassment and at least I got a little solace.
submitted by mtp6921 to stories [link] [comments]


2020.09.23 16:17 mtp6921 [RF] Cancun

I was a kid from divorced parents. Both of my parents got remarried and started over with their new kids.
I was the kid that both of my parents regretted and they both wished, I would just go away. Both of my parents wanted to start a new life and both of my step parents saw me nothing more than trouble.
I wound up staying at my grandmother’s house, who unfortunately passed away my first year of college in 1994.
I was basically alone in life as a freshman at East Stroudsburg University.
My desperation for a sense of acceptance and belonging really did nothing more than push people away from me.
I would drink whatever and smoke whatever as long as people would notice my existence.
I stayed in the freshman dorms. It was close to spring break and the guys in the dorm were planning a trip to Cancun through a travel agency.
The guys in my dorm had a group of 10 people, which they needed to get a discounted group rate to go to Cancun.
Of course nobody would even bother to ask me if I was interested in going.
Then, a week before they were supposed to leave, one of the guy’s couldn’t pay the required deposit.
It was a bit demeaning, but after 20 other guys declined to go, then they asked me. I had enough money from my grandmother’s passing, so I said why not.
We had a Taxi take us to Newark airport and our trip was for three days.
Even though, I was the tag along, I still had a really good time.
The last night we were there I got completely intoxicated to the point where most of the night was a blur.
I do remember that we had to catch the shuttle bus the next morning to the airport, so I made sure the alarm clock was set for 8:00 am. I shared the room with four other guys from my college.
The next morning came and I remembered being alone in the hotel room. I looked at the clock and it said 6:00 o’clock. I thought everyone had returned to the room from the night before.
I was now awake and I wanted to know where the other guys in my room went. I opened my hotel door and I could see a row of housekeeping carts.
I walked towards the other hotel room, where the other five guys were staying and I saw housekeepers had finished cleaning their room.
I think to myself that the guys probably got up early and went to the hotel lobby for the free continental breakfast.
I walk over to the lobby and I realize that it is completely empty of any tourist. I don’t see the nine other guys from my college or any other college kids.
I am now a little bit nervous because I don’t know what the hell is going on.
I go back to my room and realize that my wallet’s missing but my suitcase is still there.
I am now hyperventilating because I’m 18 years old and I have no idea what is going on.
I walk back to the lobby and I talk to the person at the front desk. She informs me that it’s 6:15 pm and everyone has checked out.
Both of my hands grab my hair on top of my head and I am totally shocked. I explain my situation to the woman at the lobby and she basically tells me that without money, I had to leave the property.
I asked her to use their phone and she pointed to the pay phone.
I tried calling first my mother and then my father and neither of them would accept my call. I also never told them that I was going to Mexico, so perhaps they didn’t know it was me calling.
So now I’m pleading with the woman in the lobby to help me. She eventually gets tired of me and gets security to escort me off the property with my bag.
It is now dark out and I’m alone with no money. I was so hung over and overwhelmed that I just fell asleep on the sidewalk in front of the hotel.
The next morning, I just started walking in a direction that I felt was north. I knew it was over a thousand miles to the Texas border and I really had no plan.
So, I walked and walked and walked. I had a water bottle and a bag of chips and no other food. My face and arms are now completely sun burnt.
I feel like a complete outsider. I get occasional looks of mistrust from the local people. I now knew what it was like to be a homeless immigrant. All I need is help and I only know a few words of Spanish.
My watch says 5:00 pm and I hear a large gathering coming from a bar. I get closer and I see that there boxing going on. I see a sign with the words that included $1000 Pesos, which I assume is the prize money for each fight.
I really have no choice, so I eventually get the organizers to understand, that I want to box. It was a small step above bare knuckles, where I was given basically two ace bandages to wrap around my fist.
I first eat the remaining chips I have left and I then wrap my hands up. I didn’t do it right, so I kept on wrapping them until it kind of looked like the other fighters wrapped hands.
I wait on the side of the ring until it’s my turn. I watch in horror as fighter after fighter pummel each other. I have been beaten up before by bullies, but I never have won a fight.
All of these fighters are short and completely ripped and I’m tall and skinny.
My thoughts were to use my reach and not let my opponent get close to me.
Each fight is one five minute round.
I get cued from the announcer that it’s my turn. I hear the word “gringo” and I couldn’t make out anything else. I am trembling in absolute fear. Everyone is yelling and screaming and nobody wants me to win. I see the crowds faces and everyone is grimacing at me.
I hear the sound of the bell and my opponent, who is about my weight but eight inches shorter than me, lunges towards me. I move backwards around the ring and continually throw punches. I don’t know if the punches are hurting him, but I continually land them.
A few times he corners me against the ropes and lands a bunch of punches to my face. My adrenaline is racing that I barely feel the punches. I kept on managing to get myself off the ropes and I kept on punching him as I moved backwards. I don’t know how much time is left but my arms get tired and I can barely keep them up. I also know that if I loose, then I starve to death. I finally hear the bell ring and I try not to show my exhaustion.
The referee consults with the side judges and then he comes to the center of the ring with my opponent. The announcer say a bunch of words that I don’t understand, then he holds my hand up in victory. Everyone in the crowd boos and the announcer gives me an envelope with the money in it.
My jaw starts to feel sore as I open and close my mouth. My arms and legs hurt from fatigue and from being sunburnt.
I fill up my water bottle from a public water fountain. I come up with a plan to drink only water and buy the cheapest food.
I decide to pass out under a tree not far from the bar. The only real motivation I have is revenge on the nine guys that left me to die and stole my money.
I’m so exhausted that I pass out. I wake up and continue to walk. I ditch my suitcase because it’s to cumbersome and heavy. I come across a church and I meet a man. I couldn’t understand a word he said but he gave me a map. I think he realized that I was trying to go to the United States. I now feel better that I have a map and I have some sense of direction.
So, I continue to walk and walk about 30 miles a day, I estimated. I fill my water bottle up at every opportunity. I start traveling at night to avoid the sun.
I am terrified of the darkness most of the time of whatever awaits me as I push forward.
I have now completed a week and estimate that I’ll probably need three more weeks to reach the border.
I’m now approaching the second week and I’m walking at about 3:00 am in the morning and a pick up truck filled with armed men force me in the back of the pickup.
They drive me to a heavily guarded compound.
They force me off the truck and into the middle of a courtyard. I see a man holding back a husky Rottweiler.
A large group of men form a circle around me. The men give money to one guy and I quickly figure out that there betting going on in a dog fight, but it’s not two dogs it’s me vs the dog.
Once the bets are settled then the man releases the dog. The dog looks like it’s possessed. It looks like it wants to eat me. The dog growls at it runs towards me. As the dog lunges at me I instinctively try to grab its neck with both hands and pin it to the ground. I pound the dog unmercifully against the ground until it stops moving.
The men stop yelling and open the door to let me exit the compound. At this point, I feel like a complete animal.
I haven’t showered in almost two weeks and I’m wearing the same clothes as well. I pass through virtual deserts in the middle of the night and I eventually come across small towns.
I hear coyotes and wolves continually throughout the night.
I don’t know if I’m starting to get delirious, but I start to see people walking with me. The only thing is the people are dead. They are dressed in tuxedos from the 1960’s.
I’m not sure if these are the images a person see’s before they die themselves. I can make them out pretty well in the moonlight.
I’ve been petrified the whole walk and seeing these figures kind of adds a new dimension of fear. They kind of walk aimlessly in my same direction. I constantly look over my shoulders and look around me to make sure their not too close.
I lie to myself and think they were sent by my Grandmother. Eventually, I convince myself there fake and they disappear.
The sun starts to come up and I see a sign for Texas and the U.S. border showing 180 miles and I figure, I can do it in six days. I find a shady spot and I pass out. I’ve been coming across avocados sporadically and I eat as much as I could as I’m running out of Pesos.
I have been buying mostly cheapest bread from wherever I can. I feel deficient of every vitamin and mineral.
I am envisioning what horrible things I’ll do to those nine guys who left me to die.
I wake up and force my legs forward. All I need to do is make it to the US border.
I’m on a desolate road and I see two cars coming from behind me. I have a sense that there trouble and I count eight men total in both of the cars.
The two cars drive in circles around me and cause a tornado of dust. They eventually stop their cars and all of the men get out.
Then, they all move towards me and just beat the crap out of me. I crawl up in a fetal position and do my best to protect my head. Eventually they stop and drive off. I am bruised all over my body and i'm certain i broke a couple of ribs.
I can’t really move so I decide to pass out on the side of the road.
I wake up as the sun comes up and I’m greeted by a lifesaver. It is an old beat up bus that asks me if I wanted a ride to the border. I jump at the opportunity, but soon realize that I can barely walk and when I do it’s extremely painful.
I head on the bus and the ride takes about four hours to make it to the border. I felt bad for the people on the bus because I must of stunk so bad.
I fill out the necessary paperwork at the border for someone who has no ID. I’m assisted by a social worker to access money from my bank account.
I get money wired to me from my bank and once I get the money, then I rent a room. I buy a bunch of candy bars and Soda. I buy whatever clothes from the tourist shop and I take an hour long shower. I then pass out for 12 hours.
I then head to the bus stop and I take four different busses to get back to a East Stroudsburg University.
I get to the University and head to my dorm room. I decide to play it off that my father helped me and I’ve been staying at his house all this time. The semester is almost over and I don’t bother with going to class and now I focus on pure revenge towards those nine guys who left me to die.
I’m still in pain and I wait a few days before I plot my revenge.
Eventually, I see each one of the nine guys and they all acted like nothing happened and shrugged it off as oh well you just missed your plane.
What I figured out was those bastards gave my ID to some Mexican kid and he taped himself up with a bunch of narcotics and flew back using my plane ticket. Prior to September 11 nobody really took airport security serious and all you had to do was flash your ID and have a plane ticket.
So, I decided to use the remaining money my Grandmother left me and I rented a house under a fake name. I played it off to the nine guys, that it was my fault for over sleeping in Mexico and that I really just wanted to be friends with them.
I then convinced them to come to this house party I was throwing. I got a bunch of ecstasy and alcohol and I also purchased a bunch of male transvestites. I let the ecstasy and alcohol work it’s magic, then I videotaped all nine of them in sexual acts with the transvestites.
I made over a hundred copies and I sent the copies to their families, to everyone in our dorm, ....
Needless to say they all dropped out from the embarrassment and at least I got a little solace.
submitted by mtp6921 to DarkTales [link] [comments]


2020.09.21 00:42 classicreddit_bot /r/ThatsInsane locks "After a Federal court ordered the desegregation of schools in the South, in 1960, U.S. Marshals escorted a 6-year-old Black girl, Ruby Bridges, both to and from the school." (+31885) (945 comments)

https://reddit.com/thatsinsane/comments/iwgggu
https://ceddit.com/thatsinsane/comments/iwgggu
submitted by classicreddit_bot to Openandgenuine [link] [comments]


2020.09.21 00:41 commentunlockbot [ThatsInsane] After a Federal court ordered the desegregation of schools in the South, in 1960, U.S. Marshals escorted a 6-year-old Black girl, Ruby Bridges, both to and from the school.

[ThatsInsane] After a Federal court ordered the desegregation of schools in the South, in 1960, U.S. Marshals escorted a 6-year-old Black girl, Ruby Bridges, both to and from the school. submitted by commentunlockbot to CommentUnlock [link] [comments]


2020.09.20 18:00 mtimetraveller After a Federal court ordered the desegregation of schools in the South, in 1960, U.S. Marshals escorted a 6-year-old Black girl, Ruby Bridges, both to and from the school.

After a Federal court ordered the desegregation of schools in the South, in 1960, U.S. Marshals escorted a 6-year-old Black girl, Ruby Bridges, both to and from the school. submitted by mtimetraveller to ThatsInsane [link] [comments]


2020.09.10 15:33 No_Persimmon7090 Osean carriers through Time

i was in a discussion about Osea's carriers I decided to chart the Osean Carrier size through time
Osean carriers through time of 100 years
1920s
1x langley class aircraft carrier
2x lexington class aircraft carrier
1x wasp class aircraft carrier
1x akagi class aircraft carrier
1x kagi class aircraft carrier
1x hosho class aircraft carrier
1930s
3x Yorktown class aircarft carrier
1x langley class aircraft carrier
2x lexington class aircraft carrier1x wasp class aircraft carrier
1x ranger class aircraft carrier1x akagi class aircraft carrier
1x kagi class aircraft carrier1x hosho class aircraft carrier
1x ryūjō-class light aircraft carrier
2x hiyō-class light aircraft carrier
1940s
1x langely class aircraft carrier
2x lexington class aircraft carrier
1x wasp class aircraft carrier
3x yorktown class aircraft carrier
24x essex class aircraft carrier
3x midway class aircraft carrier
1x hosho class aircraft carrier
1x akagi class aircraft carrier
1x kaga class aircraft carrier
1x soryu class aircraft carrier
2x shokaku class aircraft carrier
1x hiryū class aircraft carrier
2x unryū-class aircraft carrier
1x taihō-class aircraft carrier
9x independence class light aircraft carrier
2x saipan class light aircraft carrier
1x hōshō-class light aircraft carrier
1x ryūjō-class light aircraft carrier
2x hiyō-class light aircraft carrier
2x zuihō-class light aircraft carrier
2x chitose-class light aircraft carrier
1x ryūhō-class light aircraft carrier
2x long island class escort aircraft carrier
1x charger class escort aircraft carrier
45x bogue class escort aircraft carrier
4x sangamon class escort aircraft carrier
50x casablanca class escort aircraft carrier
35x commencement bay class escort aircraft carrier
3x taiyo class escort aircraft carrier
1x kaiyo class escort aircraft carrier
1x shinyo class escort aircraft carrier
1x shimane maru class escort aircraft carrier
1x yamashio maru class escort aircraft carrier
1950s
22x Essex class aircraft carrier
1x Enterprise class aircraft carrier
3x Midway class aircraft carrier
4x Forrestal class aircraft carrier
1960s
20x Essex class aircraft carrier
3x Midway class aircraft carrier
4x Forrestal class aircraft carrier
4x Kitty-Hawk class aircraft carrier
1x Enterprise class aircraft carrier
1970s
4x Kitty-Hawk class aircraft carrier
1x Enterprise class aircraft carrier
3x Midway class aircraft carrier
4x Forrestal class aircraft carrier
14x Essex class aircraft carrier
1980s
4x Kitty-Hawk class aircraft carrier
1x Enterprise class aircraft carrier
2x Midway class aircraft carrier
4x Forrestal class aircraft carrier
1x Essex class aircraft carrier
1995 - Belkan war
1x Nimitz class aircraft carrier
4x Kitty-Hawk class aircraft carrier
1x Enterprise class aircraft carrier
1x Forrestal class aircraft carrier
2010 - Circum-Pacfic war
7x Nimitz class aircraft carrier
1x Enterprise class aircraft carrier
2019 - Lighthouse war
2x Gerald r ford class aircraft carrier
6x Nimitz class aircraft carrier
2x Izumo class aircraft carrier
2020 - Present
1x Gerald r ford class aircraft carrier
5x Nimitz class aircraft carrier
2x Izumo class aircraft carrier

Now to give a total breakdown
1920s - 7
1930s - 14
1940s - 208
1950s - 30
1960s - 32
1970s - 26
1980s - 12
1995 - 72
2010 - 8
2019 - 10
2020 - 8
as you can see from the numbers the Osean navy's carrier force started small only to grow rapidly peaking in the 40s which would fit with a possible conflict in the 40s something hinted at from an AC0 assault record of Fredi Starke
from Acepedia quote'He is the grandson of the top 1940's Belkan ace Jonas Starke.'
after the jet age likely came in the 40s and 50s the carrier size fluctuated then began declining as the carriers grew in size until now with the OMDF having a carrier force size equal to where they were in ac5
so where do i think Osea will be in carrier strength in the years to come well AC7 has shown they are building the new ford class and as the Nimitz class entered service in 1990s instead of the 1970s like in real life then they likely will still be in active use by the 2040s or 2050s so here's my prediction for the carrier force size in the future
9 Gerald.R.Ford class aircraft carrier, 5 Nimitz class aircraft carrier and 2 Izumo class light aircraft carriers
so the evolution of Osean Carriers over the last century is quite interesting so i'll see you all next time
;) :)
submitted by No_Persimmon7090 to acecombat [link] [comments]


2020.09.04 10:47 HaulA4Sepl Bri-tish Mat-ure An-al Hu-ge Por-n Dw

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2020.08.31 10:48 HaulA31Augl Ama-teur Po-rn of D-ad Fu#king Da-ughter Vuz

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submitted by HaulA31Augl to u/HaulA31Augl [link] [comments]


2020.08.27 16:35 Serjongo Horizon 3 - Car packs to purchase before the game gets delisted?

Hello!
I'm a Horizon 3 newbie and absolutely loving the game. Since horizon 3 will unfortunately be delisted soon I'd like to know if there's any "essential" dlc which I might not have at this point.
I have purchased the Horizon 3 Ultimate edition (ultimate my ass =( ) along with the expansion pass, so really the only car packs that I don't have are:
- "Mountain Dew Car Pack"
- "Porsche Car Pack"
- "Hoonigan Car Pack"
Would you guys recommend getting any of those before it all gets delisted? Many thanks!
submitted by Serjongo to forza [link] [comments]


2020.08.25 10:08 odelio Clear up some disturbances on why it seems that men hate women.

I don't agree with Radical feminists, pink pilled Feminists or liberal feminists when it comes to many things.
However, I'm disturbed by something that extreme feminists seem to believe, which is that most men hate women and are misogynistic.
Men usually deny this to be true, but, I can really see how and why an extreme feminist would believe this to be the case.
Not to argue, but to perhaps to give explanations to why this might not be the case for some examples that I have. I will try to compose a list as to why I suspect this premise to be true.
The reasons I think men hate list isn't in order of importance, but by what comes to my mind first.
1) Men seemed to have banned women from almost everything throughout most of history. And usually the most ridiculous excuses were given as to why she was banned. Being in an orchestra was seen as indecent. Couldn't be on a ship or go to a mine because that was bad luck. Couldn't get an education because of her ovaries being compromised, can't run in a marathon because of the uterus falling, it wasn't lady like to be a writer, etc. Even in America women weren't allowed to go to a restaurant alone even in the early 20th century. They would kick her out without a male escort. It just seems like men don't like women around so they invent any excuse to get rid of women. Why were women banned from most things if not hatred?
2) Throughout history, men from most professions such as biology, theology, philosophy, and psychology wrote many books mentioning how women are inferior, weak, stupid, evil, etc.
3) Many men online complain about how women are boring and have boring hobbies. However, if women start doing male hobbies men complain that women are invading their spaces. It again just seems that men don't like women around if they have things in common or not.
4) Men online also complain a lot about how women are stupid because they don't know about their male interests. However, women were banned from many male interests until just recently. Even in the 1960s women were still not allowed in many engineering schools. Being banned from politics, business, sports and science made many interests develop into something that seems very masculine. This would make it seem very uninteresting sometimes to women.
---Many women online report that though they are technically allowed into these interests today, they feel very osracized and alienated by their male co-students and co-workers to the point of having to quit for their sanity. I've heard of many stories by women who reported that ALL not some, but ALL of their male peers were mean and awful towards her. Stories sounds like they ganged up against her.
It doesn't seem like a rare fluke but the common norm for men to treat their female co-workers in science, tech, law, and finance like 2nd class citizens. For example, the drop out rate from male dominated school majors and jobs in the field for women is very high. In tech, in the first 10 years they drop out at double or triple the rate of men. Surveys report feeling like they are being treated unfairly was the main reason women left. Men don't seem to like to work with women.
5) The orchestra was only 5% women, then they were sued. They started having blind auditions and the level of women came to be 50%. Men didn't seem to want to hire women if they knew she was a woman.
Since the 1980s, around 70% of the degrees in art, design, and journalism had been given to women. However, in the industry, it's men hiring men, so most 70% of the journalists and graphic designers are men. Men seem to hire men and promote men. Women often only get entry level positions, even for female dominated professions such as teaching, medical, and Fashion, most of the leaders are male.
Startups by women hire both men and women more often. But startups by men hire men at a rate of 95%.
6) Girl or women gamers say they can't show that they are a female online or they won't be able to play the game. They say things like that 9/10 times they try to vote kick them off, even sabatoge their game by killing the woman playing. It's so bad that 80% of women pretend to be a man when playing.
Men say stop being such sensitive victims, the gaming community is very rough and being picked on is normal. However, since 80% of women pretend to be men, they know what type of harassment is normal for men. And you don't see men pretending to be women online to avoid harassment the way women are doing.
What women are getting is something else. Men make it close to impossible for women to play. They are often either gender harassed or sexually harassed. They aren't harassed for how they are playing. This disturbs me because it shows me that men don't see women as human if under anonymous circumstances they focus so much on sex and gender. It also makes it seem like men doesn't like to interact with women since they try to get her to leave the game a lot.
7) Many men seem offended and humiliated if a woman does better than her at work or while playing a game. This is like assuming that all men should be better than all women and get very emasculated if he didn't do as well. It's to the point that women who have achievements at work doesn't feel congratulated, or recognized. They say things like when her male coworker does well it's like fireworks. When the woman does well, it's crickets. Women feeling ignored and unrecognized at work is part of why they quit.
8) The way men communicate shows a lack of respect. Studies show that men interrupt women much more than other men. Also, many, many women in social media and in news articles report their male co-workers stole their ideas. That she'll say something, five minutes later a man would repeat what she said, and he'd get the credit. Many women say that men just won't listen to them. They will only hear it if it comes from a man. Many men talk down to women in a condescending way. Mansplaining is common. Men argue this not to be the case, however, Transgender women often report that they were treated like they were stupid and talked down to a lot by other men after their transition. They were shocked by how badly women are treated. They say that they are dismissed and not believed. Transgender men report the opposite, that they are treated with more respect, are listened to more, and not dismissed, not inturrupted after becoming men.
9) 9 is long. Listing out many double binds and hypocrisies that I see men judging women by. This makes it so you will hate women no matter what.
Double binds:
For example, let's say there are only two options A and B. In many ways women are hated if she chooses A or B.
--They criticize poor single mothers on welfare a lot but then they criticise women who are Golddiggers...i.e. cares if the man can provide.
Hipocrisy:
-- They say women are inferior because of emotions but they use that excuse that animals aren't emotional and don't feel pain as to a reason to justify eating them.
-- They say that men are logical when masculine culture is embracing the three most dangerous emotions of lust, pride and anger. Somehow these aren't counted as emotions.
10) Statistics aside, I've seen three different articles written by three different marriage counselors saying that the number one reason that women divorce men by far is emotional neglect. This partially meant that he wouldn't talk to her, or spend time with her. He could also be very selfish and never considered her feelings or point of view in making decisions. Marriage counselors said that they would have a really hard time convincing the men that they were doing something wrong so this problem usually ended in divorce. To me that's shocking because from her perspective, she doesn't even feel like there is a relationship at all. I could only understand this shocking idiocy by men as being because men doesn't enjoy being around their wife to the point that they don't see that as a problem.
11) Men often doesn't listen to music by women, read books by women, or watch movies about women. Men seem to not like to have empathy or interest in women. They may watch movies with female leads, however, it's only if it's for a very male genre, such as a video game or comic book based movie. They don't have an interest in women. Spotify said that men streaming played songs by men at a rate of 93%. JK Rawlings didn't use her full name because they were afraid men wouldn't read Harry Potter of they knew a woman wrote it. She also writes under a male name.
12) Women who have daughters versus sons are more likely to get divorced and less likely to get married. For every daughter born, that increases the chance of divorce by 5%.
13) Many believe that men and women can't be just friends because of sexual attraction. However, there are many women not sexually attractive at all. But men often don't try to be friends with them. Men only think to talk to hot women. Without any excuse, men doesn't seem interested in being friends.
14) Gang rape is a thing. Men who are a member of a sports team or fraternity are 300% more likely to be rapists. Men seem to encourage other men to rape if a part of a group.
15) Transgender men report that men talk really badly about women when women aren't present. I don't know if that's true, but they are saying that men talk badly often, for no reason, like talking about the weather. They say that no man ever stands up and defends women when this is done. Men don't speak up so this group of men together increasing the chances of rape makes sense. Some men seem to bond with other men by being misogynistic.
16) The number of women dying from their SO murdering them was double the number of soldiers that died in both the Iraqi and Afghanistani wars. I know men's rights say women abuse more or too, but the deaths and injuries aren't there for men. I know a number of women that divorced due to domestic abuse. It's really common for women to be in physically and emotionally abusive relationships. It's even like some men like to destroy a woman's self confidence to control her.
17) A lot of men are interested in sadistic, humiliation and demeaning porn. Seems like making hate rather than making love.
18) Bias studies show that men rate things much higher if they believe a man did it instead of a woman. This goes for rating news articles, art, teachers, beer, marketing etc. For example, an AI program drew 100 paintings. They gave 50 paintings a male artist's name and 50 female artists's names. Most art dealers were men. These men paid much more for the "male artists" by many thousands of dollars. There is an extreme amount of bias studies done showing intense bias of rating things much better if they believe a man did it.
19) Male doctors and police officers seem to be less likely to help women with female diseases and female crimes. They both dismiss and don't help out. Women are 1.6 times more likely to die if they see a male doctor. That's 35k more women dying each year. Male medical panels don't approve funding for research for very painful female diseases that are common, however, they study their male diseases more. Breast cancer is the exception. Many rapes go uninvestigated and the police doesn't do a test on the rape kit or even interview the accused in many cases. Men seem to not be empathetic to female problems.
20) A woman who moved into a small Amish community in the west learned their language. She was shocked to find out many of the women were molested and sexually abused growing up. She overheard the men laughing about sexual assault. They blamed the girl for being friendly and outgoing as to why she was raped. Amish women are dressed from head to toe so they can't blame how she was dressed. Instead, they blame her personality. Men have a tendency to not take responsibility for their crimes but scapegoat women. It's worse that men do this collectively, and support other men in this mentality.
21) Sometimes, in the Amish communities, if a woman accused a man of rape, they'd take her to an Amish mental health facility and give her drugs for schizophrenia. She'd be in a zombie state because of these drugs. Women who accuse men are treated like they are crazy. Many men also have this pattern. They call women hysterical, crazy, sensitive, manipulative, but all she did was call out his bad behavior. She's sensitive for calling out abuse. This is another male pattern of scapegoating.
submitted by odelio to AskTheMRAs [link] [comments]


2020.08.23 10:20 globalwp [CONFLICT] The United Arab Republic Recognizes the Tabriz Government of Iran, Mobilizes to Stop Genocide

"The UAR can no longer stand by as Arabs in neighboring Khuzestan are being slaughtered, and protestors are being bombarded from the air. Their people in camps, their wives raped, and their languages banned. For too long has the arab nation stayed silent about the injustices occuring to its brothers. The time has come to support freedom and democracy in Iran. The United Arab Republic has pledged its full support to the government of East Azerbaijan, and recognizes it as the true government of all of Iran. A no fly Zone has just been established over the country and we call upon the regime of Ibrahim Shirivani to surrender at once, and for all Iranian troops to turn on the fascist regime and fight for their emancipation. We will no longer tolerate fascism in the middle east." - Prime Minister Mouteb Shenan

Initial Aerial Operations

Operation Zulfiqar: Eliminating the Nuclear Facilities
The United Arab Republic will launch a preemptive strike on all known Iranian nuclear facilities. The UAR will launch an initial salvo of 150 Nuh-Class cruise missiles at three Iranian nuclear sites using its two Los Angeles class submarines located in the Mediterranean Sea alongside the large naval deployment in that theatre. The salvo will be fired simultaneously with an aerial attack by F5C Delta Dart Squadrons. The ships will then make their way to friendly ports in Yemen and/or the Red Sea.
Using F5C Delta Darts, three squadrons of 25 aircraft will take off and will destroy the three remaining Iranian nuclear sites before they attempt to break out yet again, entirely neutralizing what's left of the Iranian nuclear program. The aircraft will fire JASSM munitions on the sites using their superior range to strike the nuclear sites with impunity at standoff range with a total of 150 JASSMs fired at the following sites:
  • Ardakan Yellowcake Storage Sites
  • Darkovin Nuclear Power Plant
  • Fordow Fuel Enrichment Plant
Prior to the aircraft's arrival in Iranian airspace, the UAR will utilize two EC-130 ELINT aircraft to perform a similar operation using the suter system to what Israel managed to do to disable Syrian air defenses during their raid on a Syrian nuclear facility. The ELINT aircraft will paint a picture of a clear sky, making it difficult for Iran to detect that it is coming under attack.
If the facilities are destroyed, then the next phase can begin. Otherwise, a followup cruise missile strike will once again hit the facilities with another 150 missiles and an additional wave of JASSMs.
Summary
The UAR will neutralize enemy nuclear facilities by spoofing the signals on their radar and firing 300 Cruise missiles coupled with 150 JASSMs fired by 6th generation stealth aircraft that Iran is unlikely to detect or lock onto.
Operation Saqr: Enforcing a No Fly Zone
In a simultaneous operation, the UAR will target Iranian air defenses with the objective of destroying as many radar installations and air defense positions as possible. Alongside the attack on the nuclear sites, two squadrons of 25 6th generation F-5C Delta darts alongside two squadrons of 25 F-35 Block Vs will launch SEAD operations to neutralize the enemy's air defenses before they can scramble a significant amount of aircraft.
Iran's aircraft are old and inefficient, with their newest aircraft being a poorly made copy of the Northrop F-5, a fighter from 1960, not to be confused with the modern F-5C Delta Dart. Thus the UAR does not believe that the Iranians are capable of locking onto the F-35 or F-5C Delta Dart with their existing aircraft. With the F-35 alone proving it is capable of defeating the F-15 with 20:1 odds, needless to say targeting aircraft on the ground is a secondary objective.
Following the first strikes on the nuclear facilities and on their anti-air defenses, a further deployment of 10 JH-9 stealth fighter-bombers and 50 Shenyang F-31 5th generation stealth fighters will perform a second strike on Iranian ADS positions, targeting remaining anti-air assets and potential missile sites. The JH-9 and F-60 aircraft would perform several followup strikes to ensure that all air defenses are properly neutered and that the UAR can act with impunity in the skies. To supplement the air strikes, the UAR will launch 200 conventional ballistic missiles of the Ghadr-110 model to strike Iranian air defense sites and any known missile depots. If the initial two waves of air strikes don't destroy them, the conventional missiles will.
In order to secure the skies and defeat whatever cold war era aircraft Iran does manage to scramble, the three F-5C Delta Dart squadrons previously mentioned will begin performing aerial reconnaissance operations, trained by the Sierra Republic and equipped with the best quantum radar and battlefield management systems, the 75 aircraft should be able to destroy much of Iran's cold war era aircraft. This force will be escorted by 150 Skyborg companion UCAVs to further improve the ability of the Delta Darts to detect and neutralize targets.
In addition to the Delta Darts, 70 Eurofighter Typhoons, 80 Panavia Tornados, and 40 Chengdu J-10Cs will fly sorties above Iranian airspace to enforce the no fly zone and establish air superiority.
Iranian missiles will then be hunted ruthlessly using aerial surveillance techniques. The Skyborgs deployed alongside the F-5Cs would use their high resolution imaging and battlefield reconnaissance techniques to identify potential missile launch sites and neutralize them before the enemy can fire. Extensive use of HALE, and MALE drones will be made for these purposes. 30 Ababil-3 MALE UCAVs (100 km), 30 Fotros UCAVs (2000 km), and 10 Mobin Stealth UCAV (400 km) alongside existing UAR satellite systems including the Yaogan satellite system and Saudi Sat 5A and Saudi Sat 5B satellite reconnaissance systems.will be used to detect enemy missile sites and counter the enemy’s mobility.
The total deployment will thus include:
  • 75 F-5C Delta Dart 5.5th Generation Multirole
  • 150 Skyborg Companion autonomous fighter assistant
  • 50 F-35 Block V 5th Generation Multirole
  • 10 JH-9 Fighter-Bomber
  • 50 Shenyang F-31 5th Generation Mutliroles
  • 70 Eurofighter Typhoon
  • 80 Panavia Tornado
  • 40 Chengdu J-10
  • 2 EC-130 ELINT
Summary
The UAR boasts a capable fleet of 6th and 5th generation fighters that the Iranians cannot hope to intercept within range. The few air defenses that they do have will be destroyed in a surprise attack, and any aircraft they scramble can be immediately detected by the UAR's aerial and ground radar systems which would allow them to be intercepted without being able to retaliate, thus establishing aerial supremacy and the destruction of the Iranian air force.
Operation Badr-II
Operation Badr-II seeks to prepare the UAR for a future engagement with Israel as well as any missile threats from Iran. While our troops are present in Iran, it is possible that Israel will use this to its advantage thinking that the UAR is weak. Unluckily enough for them, the UAR is perfectly capable of fighting a two front war if need be.
Airborne early warning systems via the Boeing E-3 aircraft, in addition to satellite and radar intelligence from the Quantum radar would be able to detect any aircraft that may take off from Israel and thus allow our own fighters the ability to scramble in time. The UAR's nuclear triad has been prepared, with Mudafi' highly maneuverable missiles designed to counter the Arrow being primed and ready to fire at a moments notice should Israel be foolish enough to invade, the Nuh SLCM, and an F-5C armed with the Fajr air to ground nuclear missile.
With several hundred aircraft at the UAR's disposal in addition to close allies capable of firing missiles and wreaking havoc on the enemy, Israel will likely be dissuaded from acting rashly as we attempt to bring democracy back to Iran. With superiority in terms of air technology and superiority in the sea, any invasion by Israel will come at a high cost.
As a precaution 250,000 men, largely already in Syria and Lebanon will make preparations for a defense if needed. Note that this does not constitute a militarization of the area as these troops would have presumably already been here given the tense relations between the UAR and Israel.
Air defense systems will be on high alert, with the UAR's 45 HQ-90 Quantum-Radar based Anti-Ballistic Missile and air defense systems being activated in addition to 43 Ramah-II Quantum-Radar based Air Defense System and its 40 LPD-1 Laser batteries, all placed near key sensitive locations such as nuclear sites, population centers, and military bases. An additional 6 THAAD Batteries, and 23 Patriot Batteries will be activated and shall protect sensitive sites on the Arabian Gulf, Jordanian Border, and Red Sea. This provides the UAR with a layered air defense system consisting of Ballistic Missile interceptors (THAAD and HQ-90), Anti-Cruise missile systems (Ramah-II), anti-aircraft systems (HQ-90, Ramah-II, and Patriot), and a laser point defense system (LPD-1).
50 F-5C aircraft will patrol the UAR coast and friendly airspace, using their quantum AESA radar to detect any incoming threats. Additional AWACs aircraft such as the 2 Saab 2000s and 3 KJ-3000s will be deployed in the air for full battlefield airspace awareness. These aircraft will be supported by 50 F-15Es, 30 Panavia Tornados, and 48 Chengdu J-10Cs.
Summary
The UAR has prepared a contingency plan for a counter-invasion of Israel and potential nuclear strike should Israel decide to invade the UAR. The UAR has prepared sufficient amounts of aircraft with war readiness measures and AWACS to launch counter-strikes before the first Israeli aircraft leaves the ground.

The Ground War

MAP OF GROUND OPERATIONS
The UAR cannot allow a genocide to occur right on its doorsteps, acting swiftly, the UAR will launch a large assault on the Khuzestan province which is the Arab territory on the border with Iraq. The UAR will similarly recognize the Democratic Islamist Azeri rebels which control East and Western Azerbaijan as the legitimate government of Iran, and will work towards assisting their advance through any means necessary. Thus the ground war comes with three main components, Iran proper via the rebels, the southern coast, and Iranian Kurdistan.
Operation Khalid: Iranian Rebellion
A brutal dictator has taken power in Iran, something that would surely be seen poorly by its populace that was in the process of protesting the brutality of the previous administration. With the MEK rising in the polls, and an Islamist socialist rebellion in the east, any advances by the rebels would be seen as liberation, thus the UAR will assist the rebels by providing them with military materiel, humanitarian aid, and air support.
A force of 50,000 UAR forces will join the rebels, providing them with equipment from the UAR armed forces that was to be decommissioned (but likely close to par with Iranian equipment anyways), the rebels are to be provided with:
  • 700 T-62 Tank
  • 1000 T-55 Tank
  • 1000 BMP-1 APC
  • 100,000 AKM Rifle
  • 50 S.A.U.D Drone Vehicle
  • 500 Al-Masmak MRAP
  • 1000 HMMVW
  • 100 2S3 Akatsiya Self Propelled Artillery
  • 2,000 military trucks for supply
The logistics will be handled by the UAR which would provide fuel for the vehicles via regular shipments through the border crossing with Azerbaijan, with thousands of trucks moving to and from the front lines to deliver fuel, food, and humanitarian support. The UAR’s large fleet of 8x8 trucks should assist us with this endeavor, in addition to the abundance of transport aircraft and helicopters available.
In addition to the rebel advance, the UAR will deploy 50,000 men to assist the rebel group in its advance, being equipped with modern technology when compared to Iran, and with mass public support in the ethnic Azeri and Kurdish territories that are discriminated against by the Sadeghi administration, in addition to general promises of freedom and democracy. In addition to essentials such as personal minidrones and service rifles, the deployment will include:
  • 250 Engesa EE-50
  • 10 Jobaria MLRS
  • 2 Chinese Artillery Battery
  • 100 Raad Self Propelled Laser Guided Artillery
  • 20 Astros II MLRS
  • 200 Fahd APC
  • 100 S.A.U.D Drone carrier APC
  • 1000 Al-Masmak MRAP
  • 500 HMMWV
  • 25 Denel Rooivalk Helicopters (with SAUD drone capabilities)
  • 10 Boeing AH-6 Utility helicopter
  • 100 CAIG Wing Loong MALE UCAV
  • 10 LPD-1 Mobile Laser Point Defense System
  • 2,000 military trucks for supply
The UAR will utilize its forces largely as a force multiplier, with tanks outranging their Iranian counterparts, and artillery barrages and laser guided counter-artillery being utilized to the UAR’s advantage. A key component of this however is the S.A.U.D Drone carrier,, which allows for the use of swarms of minidrones in urban combat that would be able to eliminate hidden targets and provide UAR troops with the necessary edge to defeat the enemy in urban engagement through superior battlefield awareness. With a battlefield management system integrated into an augmented reality helmet with a direct connection to the various drones, the enemy cannot possibly hide. While one drone may provide EW capabilities, another may provide visual data, and another may provide thermal data. This would prove to be a boon to Democratic Iran.
Another important component of the UAR’s combat doctrine is superior firepower with respect to artillery and MLRS systems. The Jobaria system alone is able to cover up to a 1 km2 area with munitions, and the abundance of self propelled artillery coupled with aerial reconnaissance and surveillance provides the UAR with a highly mobile force that can deal significant damage to the enemy and change positions prior to an artillery counterbarrage. Augmented by helicopters that are in turn able to deploy additional drones, and with a large number of MALE drones flying overhead, the rebels will surely seize victory.
With what should be UAR air superiority established, the rebels would be able to push forward into the Iranian heartlands to seize Tehran via Zanjan, Qazvin, and Tehran provinces, by seizing areas populated by northern minorities who would presumably be sympathetic to the cause and join the rebellion.
Lastly, these troops would be supported by several fighters in the UAR’s possession, including 2 F-16CJ ELINT aircraft that would be key to disabling any remaining air defenses close to the capital of Tehran. The following will be deployed to assist in Close Air Support Operations:
  • 10 F-5C
  • 20 Skyborg Escort
  • 40 F-15E
  • 30 Eurofighter Typhoon
  • 10 F-35 Block V
The Southern Coast
Arguably the trigger of the war, the southern coast of Iran will be a main flashpoint between UAR and Iranian troops. 400,000 UAR Troops will flood across the border to liberate the Lurs and Arabs of Khuzestan from the oppressive rule of the Persian nationalist dictator. Unlike the north of Iran, the south is mostly plains, allowing for swift advances.
It is known that the enemy attempted to place mines in direct contravention to the Ottawa Treaty relating to mine warfare. The UAR has devised a counter to this utilizing project SAUD minidrones which would be able to scout ahead for mines and assist in disarming them from a distance. In addition to this, unlike Iran which left the project alone and did not procure vehicles, the UAR has invested significantly in autonomous vehicles such as the Heydar Swarm unmanned ground vehicle, procuring hundreds of models. Using this small but cheap drone, mines can be remotely triggered from a distance greatly nullifying the Iranian attempt at area denial. This is coupled with other aerial techniques of de-mining areas, and Iraqi and Syrian experience at dealing with IEDs against insurgent forces. It is hoped that the futility of these attempts will anger the local populace who will most likely have to deal with the mines post-war, further turning public opinion away from the dictator. Any large minefields would also be struck by cluster munition packages fired from 25 Panavia Tornados to detonate anything in the area and prevent UAR loss of life.
The UAR Advance would involve over 25 bridgelayers to allow for a rapid crossing of any rivers in the area with the first immediate goal being the border town of Khorramshahr. Unlike in the Iran-Iraq war, the UAR possesses sophisticated BMS systems and is trained in urban warfare, making the city far easier to surround and take. The objective would thus be to push down the flat coastal areas seizing not only Khuzestan, but all coastal southern territories up to Bandar Bushehr in the south-east, and Khorammabad in the north.
The territory will come under the administration of the democratic Islamist Azerbaijan government and will be freed of any SIAI agents terrorizing the populace and abducting its people. Coming under a pluralist Iranian administration, the UAR will thus be able to shed the perception of a foreign occupying force, and instead embrace one of liberation and freedom against what is objectively the most repressive regime in the world.
UAR Troops, equipped with advanced BMS systems, modern electronic warfare, hardened cybersecurity infrastructure, a ridiculous amount of drones, satellite intelligence, modern tanks (relative to Iran at least), mass artillery power, and a large amount of UCAVs should be able to make a rapid advance and leverage its experience fighting in various wars including the Lebanese civil war, the Syrian war of liberation, and the Yemeni civil war. The experienced officer corps bolstered by Sierran intelligence and assistance should give the UAR the necessary edge to succeed.
With the largest offensive occurring here, the UAR will deploy the following equipment to defeat the Iranian regime:
  • 400,000 men
  • 400 Engesa Main Battle Tank
  • 200 Type 99 Main Battle Tank
  • 400 T-26 Main Battle Tank (m: In game Successor to the T-14 Armata, not the ww2 tank obviously)
  • 200 Jungjaiein MBT (Successor to the Karrar MBT)
  • 100 T-90
  • 2000 M113 APC
  • 200 M2A2 IFV
  • 400 SAUD Drone Vehicle
  • 100 PHZ MLRS
  • 10 Jobaria MLRS
  • 20 Hm-20 MLRS
  • 400 Raad Self Propelled Artillery with laser guided munitions
  • 200 M114 Howitzer
  • 200 M109 Self Propelled Artillery
  • 3000 Al-Masmak MRAP
  • 1000 Oshkosh M-ATV MRAP
  • 700 Heydar UGV (to be used to de-mine ahead of vehicles)
  • 1700 BABR military 8x8 truck, as well as a ridiculous amount of other trucks that would be excessive to include for logistics
  • 75 Denel Rooivalk Attack Helicopter (with SAUD Drone capabilities)
  • 50 AH-64 Apache helicopter
  • 15 Boeing AH-6 Scout Helicopter
  • 10 Bell 212 Utility helicopter
  • 200 Caig Wing Loong UCAV
  • 10 LPD-1 Mobile Laser Point Defense System
  • 2 HQ-90 ABM/ADS system (analagous to the S-500) [Range 600 km]
  • 2 Ramah-II ADS system [Range for cruise missiles 100 km]
  • 10,000 military trucks
This operation will be assisted with close air support by the following aircraft which are highly effective in eliminating large enemy armored columns from the air in open ground (overlapping units with the initial salvo):
  • 50 F-5C Delta 5.5th generation Fighter
  • 100 Skyborg escorts
  • 50 F-30 Shenyang 5th generation fighter
  • 60 F-15E Strike Fighter
  • 10 JH-9 Fighter-bomber
Whenever useful, conventional missiles fired via mobile TEL such as the Ghadr-110 MRBM or the Qiam SRBM may be used to soften enemy defenses and destroy armored columns. With air superiority, it is hoped that Iranian military units are forced to flee from the zone of control.
Kurdistan
Iranian kurdistan is yet another region neglected by the Sadeghi regime, with a history of seperatism as a result of historic mistreatment, the Sadeghi regime and now the even more fascist regime in power will surely bring public opinion towards the more tolerant and pluralist islamists.
The UAR does not seek a protracted engagement through the Zagros mountain ranges due to supply concerns. On the bright side, the Iranians can similarly not sustain such an engagement. Thus this provides us with ample opportunities to grow domestic resistance by sending in a small amount of troops to keep the Iranian army preoccupied and away from Khuzestan. Liberated areas, with support from the Peshmerga in the UAR will be allowed to form people’s protection units. With the similar socialist mindset, Kurdish regional autonomy within the UAR, and severe repression by the Shirivani government, it is hoped that the Kurds will work with the rebels towards establishing a democratic state and ending the rule of the fascist secularists that have made life difficult for Iran’s Kurdish minorities.
Thus, the UAR will deploy 50,000 men to this front, supported by another 50,000 deployment in the rear to prevent any potential counterattacks. Many of the men on the front lines would be Kurdish speakers to better connect with the natives of the area. As a seizure of Khuzestan would effectively cripple the Iranian economy and represent a massive victory for Democratic Iran, it is believed that the Iranians will be less enthusiastic about attacking through mountains on this front, allowing for a slow and steady UAR advance forward instead.
With similar tactics to what was done in Azerbaijan on the road to Tehran, mass air support combined with artillery firepower will be key to taking lands in rural areas, while urban combat would ultimately be dictated by battlefield awareness provided by the numerous UCAVs flying overhead in addition to the personal minidrones and superior urban warfare training that each UAR squad possesses. Ultimately, the deciding factor would be the local Kurdish unrest. A dictator putting minorities in mass prisons and raping their wives is surely not popular. No, seriously
Local Kurdish militias and political dissidents will thus be supported, and those convicted of political crimes in prisons liberated.
Thus, the following will be deployed:
  • 50,000 men
  • 300 Altay Main Battle Tank
  • 100 SAUD Drone Vehicle
  • 100 M2A2 IFV
  • 100 AMX-10P IFV
  • 1,000 M113 APC
  • 100 LAV-6 APC
  • 100 Fahd APC
  • 100 Tuwaiq-2 APC
  • 100 Al-Shibl APC
  • 20 Astros II MLRS
  • 20 M270 MLRS
  • 1000 Toofan MRAP
  • 100 M109 Self-Propelled Artillery
  • 3,000 military trucks
  • 1 Chinese Artillery Battery
  • 100 Nazir Unmanned Ground Vehicle
  • 2 HQ-90 ABM/ADS system (analagous to the S-500) [Range 600 km]
  • 2 Ramah-II ADS system [Range for cruise missiles 100 km]
  • 5 LPD-1 Mobile Laser Point Defense System
  • 40 AH-64 Attack Helicopter
  • 25 Denel Rooivalk Attack Helicopter (with SAUD Drones)
  • 10 Bell 412 Utility Helicopter
  • 3 Aerospatiale Gazelle Scout/Anti-Armor helicopter
  • 10 Mobin UCAV
  • 10 Sayeh UCAV
  • 10 Fotros UCAV
The following will provide close air support:
  • 34 F-16C 4th gen multirole
  • 40 Eurofighter Typhoon
  • 10 F-5C 5.5th gen multirole
  • 20 Skyborg escorts
Summary
The UAR will deploy 50,000 men to the Kurdistan region which would use their air superiority and advanced conventional tactics to bog down Iranian troops attempting to cross the Zagros mountain range, preventing them from deploying more to relieve Khuzestan and Azerbaijan at the same time. A slow and steady advance towards Kermanshah will be ordered to link Khuzestani holdings in the south with the rebels in the north, and local Kurdish minorities who would definitely oppose the regime will be used as part of hte pro-democracy anti-racist Iranian faction alongside the Azeris.

Humanitarian Support

The people of Iran, first suffering under the regime of Darius Sadeghi had seen an erosion of public services as the nation's wealth was largely privatized by a corrupt elite. The same elite which hijacked a democratic revolution for their own benefit, eroding democracy to establish a Persian supremacist state where the SIAI oppresses all those who dare to speak against the supreme leader. Sadeghi has invested billions in projects of vanity such as nuclear weapons while his people suffered. He has murdered protestors in the street, he has bombed them, and now his successor is raping women and placing ethnic minorities and political dissidents in camps.
In Khuzestan, the discrimination affects the majority of citizens by far as the Lurs and the Arabs make up a supermajority, with the Arabs making up a plurality, this is the same Khuzestan that protested for independence and freedom.
In Iranian Azerbaijan, the brave men and women have rallied around the islamic banner to restore their rights and democratic process. Iranian Azeris have suffered under the National Republic.
In Iranian Kurdistan, the Kurds, an ethnic minority have historically been targetted by the government. With repression against Lurs and Arabs, it is but a matter of time before the kurds too see genocide.
The UAR sees the plight of these minorities and wishes to establish a free, democratic, and egalitarian Iran, and wishes to end fascism in all of its forms. The UAR will thus begin radio broadcasts about the message of freedom, decrying the national republic and calling upon the Iranian people to join us in our noble struggle in supporting the Tabriz government.
In liberated areas, political dissidents will be freed, and UAR humanitarian aid will be distributed to the populace without any discrimination based on race, language, or religion. The areas would come under temporary UAR military administration, with a transitional democratic authority established by the Tabriz government at the soonest convenience.
This is not but a conventional war, but a war of hearts and minds.The National Republic administration through its concentration camps, surveillance, and repression, is losing the battle. Fascism is inherently unsustainable, and shall fall. Long live a free Iran! Long live the UAR!
m:Addendum to clarify the MO due to the presence of a naval section in the other post, if this edit is not acceptable, please disregard the following

Naval Protocol

The UAR's fleet will avoid engaging in any open conflicts in the Arabian gulf as that would be very un-good for both Iranian and Arab petroleum exports. Instead, any ships deployed by Iran will be targeted from the sky through the use of AShMs fired both from TELs on land as well as by aircraft. Aircraft engaged in air defense mentioned in Operation Badr-II and in the Southern Coast operations will fire AGM-158C LRASM strike packages at enemy ships at standoff ranges to neutralize them. These will be launched alongside MALD strike packages to help confuse the defenders even more. Iranian ships lack the sophisticated point interception systems to prevent several direct hits making this strategy one that would pay off.
Further strikes using several hundred Qiam SRBMs with guidance via satellite at Iranian positions should further reduce the efficacy of the Iranian Navy. The UAR Navy, while capable, does not wish to threaten trade through the Arabian gulf, and will thus wait in port for reinforcements, harassing any ships that come near their port with a barrage of anti-ship missiles, and supported by naval drones such as the Sayeh Naval UAV which will perform reconaissance in addition to intel from satellite data. With air cover, Iranian ships theoretically would not be able to get close enough to pose a threat.
submitted by globalwp to worldpowers [link] [comments]


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2020.08.13 00:15 Taxi_Dancer From The Halls of Montezuma to the Depths of Outer Space: The Long Deployment (part2)

From The Halls of Montezuma to the Depths of Outer Space: The Long Deployment (part2)
“Private First Class Hitchiro Chensi,” said Lieutenant Gabriel, in a tone sounding like a father getting ready to scold a disobedient child.
“I’m sorry, sir,” she said. “But that jerk…”
“Good job, Chensi,” Gabriel said in a whisper. “Now do you think you can help the rest of the platoon unload our stuff without breaking off someone’s arm?”
“I’ll try,” Chensi said as she raced around the gunship to where the main hatch opened into the cargo bay and where her platoon was offloading equipment, weapons and ammunition. Lieutenant Gabriel looked to see Chapman and Palkovic standing awkwardly there, staring dumbly at him and Warrant Officer Nasri. It was no secret in the platoon that Gabriel and Nasri had the hots for each other. “And what the hell are you two clowns looking at?” said Gabriel.
“I..umm...” said Palkovic.
“We just…” stammered Chapman.
“Palkovic! Chapman!” yelled Sergeant Hernandez, sticking his head around the back of the gunship. “Get your asses back here and help us unload these damn 35 mike-mike rounds!”
“HOOAH, Sergeant,” the two Marines said, almost gratefully as they ran around to the other side of the gunship.
“So,” said Warrant Officer Nasri, finally removing her flight helmet and shaking her head to let her red hair fall down past her shoulders. She smelled like body odor and sweat, but Gabriel didn’t mind. He probably smelled worse. “Two weeks in Vegas once we get back to San Diego Orbital Naval Base.”
“Wait. What?” said Gabriel. “I thought you said one week!”
“Sam,” she said, “Have you smelled the inside of that damn cockpit? Jeez, that VIP that you saddled me with blew up the whole place when she slept! I mean, she played her ass trumpet like a champ, and now my personal battle space smells like caviar, boiled eggs, and high society! It’s going to take a week just to air out my gunship! Nope! Two weeks, mister!”
Gabriel held up his hands in surrender. “I’ll see what I can do, Jenn,” he said.
“Yeah, promises, promises,” said Warrant Officer Jennifer Nasri as she rolled her eyes. Then turning, she yelled to the rest of her gunship crew, “Let’s get her refueled and reloaded! And call maintenance up here to get the dash twenty and dash thirty level checks done and, for God’s sake, someone crank open the window slats in the cockpit!”
The hanger bay was abuzz with organized chaos as Marine platoons left the carrier aboard Helios gunships on missions while other Marine platoons, such as the 4th Platoon, returned from missions. Meanwhile, maintenance and refueling operations were being conducted on squadrons of aerospace fighters while yet other fighters were being launched above decks for escort and patrol missions. Although the USS Kitty Hawk had only one week left on station before heading back to the San Diego orbital base, it didn’t mean that her operational tempo was going to slack off. The USS Kitty Hawk’s crews would be busy almost until the hour she was scheduled to leave station to be replaced by the assault carrier USS Ranger.
Lieutenant Gabriel watched Jennifer disappear into the hold of her gunship, talking with a maintenance chief about an issue with two of the gunship’s starboard maneuvering thruster control links. He walked around to the back of the gunship, pulling SSgt Boyer aside and telling his First Squad leader that he’d be in charge of the platoon while he went to the brief the Delta Company commander on their mission. He instructed Boyer to make sure that the platoon got fed and showered after the squad and team leaders ensured that all the equipment was clean and serviceable and function checks were conducted on all the weapons and turned in to the company arms room. He also wanted all ammunition accounted for and called for all NCO’s to be in the company conference room in two hours.
By this time, post mission activities were all routine for this well-oiled platoon of combat seasoned Marines, but Lieutenant Gabriel still had to go through the formality of telling SSgt Boyer what he expected during his absence. SSgt Boyer was smirking. “What?” said Lieutenant Gabriel.
“My brother manages a hotel on the Vegas strip.” Boyer’s thin moustache curled up like a smiley face. “I can get you and Warrant Officer Nasri a good deal on a room when we get back.”
“Shut up,” said Gabriel laughing. He turned and left the hanger, knowing that his platoon was in good hands, and stepped through a hatch which would lead down to a lower desk where the two companies of Marines were housed. He didn’t even notice when the VIP’s fancy civilian SAAB-Lear shuttle took off.
The commander of Delta Company was a short and stocky Marine named Captain Marko Sims who liked his briefings just like he was: short, to the point, and with no bullshit. He had been Delta Company commander for the past two and a half years and was up for promotion to major once this deployment was over. Lieutenant Gabriel liked Captain Sims as he was one of those rare commanders who never micromanaged his company and trusted his platoon leaders to actually lead their Marines with minimal supervision but with maximum command support.
“I’m not going to shit you, Sam,” said Captain Sims. “The Vice President’s son and Senator Killary’s daughter are threatening to bring you up on war crimes accusations for destroying the Mont Caberu. But the vid-card feeds which you sent back, along with the final vid-feeds we received from the crew of the Mont Caberu before they all morphed into real life Hell’s Angels more than support your initial reports of what happened during your mission. You have my full support as well as the support of the detachment commander and the commander of the K-Hawk. Hell, even Fleet command will even vouch that you had fully followed the rules of engagement for this type of incident.”
“No good deed goes unpunished, huh, sir?” said Gabriel, finally taking a long sip of real coffee that he had snagged from the galley.
“Yeah,” agreed Captain Sims. “But expect them to file some kind of complaint after their little jaunt to Willow’s World is complete, especially since little Chensi put the former VP’s son down on the deck. Again, it probably won’t go anywhere, but it more than likely will show up on your fit-rep when you come up for promotion.”
Lieutenant Gabriel shook his head, wondering how bad it would really have been if Jennifer had actually ejected Senator Killary’s daughter into space. He closed his eyes, trying but failing to remove such an unprofessional thought from his head. “Willow’s World?” he said, instead.
“Yeah. Apparently there’s some local disturbance there and the popular narrative that’s being broadcast on our favorite Galactic News Network is that the colonists are protesting against the president’s oppressive and racist policies against the outer ring colonies. The former vice president and Senator Killary are looking to unseat the president in the fall, so they sent their kids to Willow’s World to address their issues against President Helania so that they can use it to hurt her in the elections.”
“Gotta’ love the politicians,” said Lieutenant Gabriel, remembering something Hunter Hyding said about his father wanting to defund the military. “Create the narrative, then set out to prove that the narrative is true. I’m glad we aren’t part of that circus side show.”
“Same here,” said Captain Sims. “I’d almost rather turn down my promotion to major and forego shore duty at some earth base to stay deployed out here in space where we’re safe from all of that political bullshit.”
“I’ll drink to that, sir,” said Gabriel, raising his cup of coffee to his commander.
“Anyway, Sam, good job,” said Captain Sims. “You completed the mission and brought all your Marines home. Can’t say the same for Golf Company’s First Platoon.”
“What happened with them?” said Gabriel, remembering that he and the Golf Company First Platoon leader graduated OCS together in Quantico.
“They were doing initial recon on WNR-019C, a Class One, low grav planet. Sixty-seven percent of earth’s gravity. Dense jungle. Lots of indigenous wild life. Floating mountains. That kind of shit,” said Captain Sims. “They were using hover packs and were floating about thirty feet above the jungle canopy doing aerial mapping of terrain features when they came across a long and wide canyon. The canyon was deep and dropped into darkness. Heat and motion sensors indicated a mass of life forms were living down in that canyon, but the platoon leader still ordered his Marines to jet across as their LZ was ten klicks to the east of their current location.”
“The Marines were still floating about thirty feet above the canyon, their hover packs taking almost twenty seconds to cover the two hundred meter wide gap when suddenly, the heat and motion sensors indicated that the mass of life forms inside the canyon was rising. Most of the platoon had already made it across to the other side, but something thin, pink, sticky and long had suddenly shot up from the canyon and wrapped itself around the Marine who was tail-end Charlie of the platoon and yanked her down into the darkness. The rest of the platoon began unloading at whatever it was that was climbing out of the canyon. It wasn’t a mass of life forms, but one giant one. Their vid-cams showed what looked to be some kind of giant, red, dinosaur looking iguana dragon about eighty feet long. It still had half of the dead Marine in its mouth.”
“Anyway, they hit the thing with their 20mm cannon and 35mm auto grenades until it toppled back into the canyon, but all that firing had stirred up a bunch of long necked flying alligator things with webbed wings which flew out of the canyon. The Marines had to land to avoid being bitten by the damn things and humped the remaining ten klicks to the clearing where their gunship could land and extract them. They returned to the K-Hawk two days ago.” concluded Captain Sims.
“Do we know the Marine’s name who died?” said Gabriel.
“Private Meli,” said Sims. “Brand new, just graduated Parris Island a few months ago. This was her first deployment. Anyway, since we only lost one Marine during the initial recon, the big globo-corporations will more than likely want to begin research, colonization, and exploitation efforts within the next year or two on planet WNR-019C.”
Gabriel nodded, glad that he did not know a Private Meli. When he had the chance, he’d make his way to Golf Company’s area and offer his condolences to his friend. He knew from experience that it was hard for a new platoon leader to lose a Marine.
“Anyway,” continued Captain Sims. “First and Third Platoons will be returning from their missions sometime within the next 48 to 72 hours, and Second will be back sometime after that. Your 4th Platoon has down time for the next 48 hours, after which, 4th Platoon will be the ready platoon should another mission come down. I’ll have either First or Third relieve you afterwards, although this close to us leaving station, I don’t expect that we will be handling any more missions. In the meantime, get some rest and see about reserving your vacation in Vegas. It’s the tourist season, so you’ll need to get them in early.”
“Good to go, sir,” said Lieutenant Gabriel, coming to attention and saluting his commander, all the while wondering if there wasn’t anyone on the USS Kitty Hawk that didn’t know about him and Warrant Officer Nasri. He had enough time to take a long, hot shower and got dressed in a clean set of duty uniforms before heading down to the galley for a sandwich and another mug of coffee. Refilling his mug again, he strolled back into the Delta Company conference room where he had his debriefing with the commander earlier. As expected, his three squad leaders, SSgt Talley, SSgt Boyer and Sgt. Hernandez were there along with team leaders Sgt. Barlow and Cpl. Hatcher of First Squad, Cpl. Cotto and Cpl. Parker of Second Squad, and Sgt. Watson and Cpl. Palkovic of Third Squad. Although corporals weren’t officially considered NCOs, they were still given the duties of NCOs, and Lieutenant Gabriel felt that it was important that his corporals also attend his NCO leader meetings as it gave them more experience and insight into their duties once they finally advanced in rank to become actual sergeants. Setting his subordinates up for success in the Corps was a big thing with Lieutenant Gabriel and his corporals appreciated him for it, although it meant that they had less down time than the lower ranking Marines.
After getting confirmation from his first line leaders that all gear had been serviced, cleaned and stowed and damaged or non-mission capable equipment had been turned in to supply, Gabriel debriefed his Marines on the mission which they had just undertaken, congratulating them on a near textbook operation. He then conducted a detailed After Action Review, or AAR, going over every action that each team, and each squad, and each individual Marine had taken in order to examine went right, what went wrong, and what could be improved upon later for subsequent missions. Gabriel never rushed his AAR’s and took extensive notes on the opinions and suggestions from his NCOs in order to incorporate them into future training scenarios.
He then briefed his NCOs on the loss of the Marine in Golf Company, encouraging his Marines to go over and give their condolences and support to their sister company in the tradition of esprit de corps which made the Marine Corps unique among all other branches of service. Finally, he informed his first line leaders that they were off duty for the next 48 hours and to relax and decompress as they would be the ready platoon after their 48 hour down time was over. However, seeing as they were so close to leaving station, this was likely their last mission of the deployment. Congratulating them once again on a job well done throughout the last fifteen months, he gave his NCOs one last assignment to submit the recommendation paperwork for their subordinates to receive awards and honors. In particular, he wanted to submit little Pfc. Chensi a recommendation for award as she literally ran her flame-gun dry holding off the mutated-human creatures at a particularly narrow corridor inside the Mont Caberu as they made their withdrawal to the air lock. Not a bad feat, considering Pfc. Chensi wasn’t even of legal age to drink yet. The briefing lasted close to two hours before Lieutenant Gabriel finally released his first line leaders for the day. Usually, he was loathe to keep them so long, but seeing as this would likely be his last briefing with them before the K-Hawk made its way back to earth, he felt it was appropriate. Once the Kitty Hawk entered hyperspace, his Marines would have next to nothing to do for the next six days until the carrier came out of hyperspace at around Uranus’s orbital path, after which the Kitty Hawk would basically coast for the next day or so, while her reverse thrusting engines slowed her speed until the assault carrier finally reached earth orbit.
Lieutenant Gabriel ascended up one level to where the Marine officer’s quarters were located. Though his quarters were still cramped, he had considerably more space than his enlisted Marines, who usually slept six or seven to a bay. He shared his quarters with one other Marine officer, a gunship pilot who was currently out on mission with Second Platoon, Delta Company, and not scheduled to return for at least three to five days. Finally alone for the first time in almost two weeks, Gabriel again fished out his data pad from his ruck sack and racked his head on how to submit his report without sounding like he wrote it in crayon. Of all the myriad of subjects which he excelled at during OCS and the Marine Corps Advanced Infantry Space/ Terrestrial Combat Leadership Course, report writing was his kryptonite. After about three minutes, he was fast asleep.
“Lieutenant Samuel Gabriel to the Tactical Operations Center! Lieutenant Gabriel to the TOC!” came a robotic sounding voice over the ship’s internal comms system which echoed down the Marine barracks area and inside Lieutenant Gabriel’s quarters. Lieutenant Gabriel’s brain said “Oh, shit,” before he came fully awake. It had been five days since his 4th Platoon had returned to the USS Kitty Hawk from their last mission and only 48 hours before the K-Hawk was to leave station. The USS Ranger had already arrived on station three days ago, cruising thirty klicks off of the K-Hawk’s starboard side as the K-Hawk’s crew conducted the battle hand-off to the newly arrived assault carrier. Forty-eight hours! The powers that be couldn’t give 4th Platoon forty-eight freaking hours before someone called needing his Marines to save their asses from space boogiemen. But, to be fair, 1st and 3rd Platoons had returned only two days ago, so they were still technically on their 48 hour down time, while 2nd Platoon returned to the K-Hawk just ten hours ago. Gabriel’s roommate, the gunship pilot working with the 2nd Platoon, was in his rack, snoring.
Groaning, Lieutenant Gabriel rolled out of his rack and pulled on his duty uniform top. He considered getting in a quick shave, but decided against it and quickly made his way to the TOC which was several levels above where the Marines were staying in a part of the assault carrier’s superstructure that overlooked the flat-top’s hanger deck and fighter launch platforms. He entered the very well lit tactical operations center with its 3D navigational tactical maps of the rim worlds, galactic positioning and tracking matrix of all spaceborne traffic lanes and hyperspace jump points, as well as countless other data streams which were projected on monitors and computer screens and watched over by dozens of fleet personnel. On the large conference table that was the centerpiece of the TOC, a 3D image of a planet was suspended over a circular projector in the middle of the table. At the table studying the rotating planetary image was not only Captain Sims, the Delta Company commander, but also Major Halfacre, the Marine battalion’s detachment commander, as well as Captain Von Luck, the USS Kitty Hawk’s commanding officer and Rear Admiral Hipper, the Naval Fleet Commanding Officer, as well as several other officers who outranked Lieutenant Gabriel. Immediately, he regretted not getting a shave, but still entered the TOC as if he owned it. He came to attention and offered a sharp salute to the assembled officers, but faced Rear Admiral Hipper, the senior ranking officer. “Lieutenant Gabriel, 4th Platoon Delta reporting as ordered.”
“At ease, Lieutenant Gabriel,” said Rear Admiral Hipper. “Thank you so much for quickly coming. Please step up to the conference table. I apologize for calling you. I know you and your Marines have just come off a mission, but this developing situation is critical.”
“No need to apologize, sir. That’s what the Marines are here for.” Lieutenant Gabriel approached the conference table, nodding to Captain Sims and Major Halfacre who, in turn, nodded back. He studied the 3D projection of the rotating planet displayed hovering two feet above the table. The illuminated data plaque projected underneath the planet read: Planet-BHO-666A// Class One// Atmosphere: Breathable- No external tanks required// Gravity: 0.0982% less than earth//
Gabriel’s heart sank when he read the planet’s name.
Name designation: Willow’s World.
“Commander Dixon,” said Admiral Hipper, turning to a slender female naval officer whose light brown hair was tied in a tight bun behind her head. “Could you please give us a brief run down on the latest history of planet BHO-666A, called Willow’s World?”
“Yes, Admiral,” Commander Dixon, the naval intelligence officer began. “Planet BHO-666A, named Willow’s World after the astrophysicist Carter Willow who discovered it while charting the rim worlds a decade ago, was finally colonized eight months ago when the colonizer ship CSNS Sydney Point reported that she was in orbit around the planet and was preparing to make planet fall.”
“Like all Magellan Class colonizer ships, the CSNS Sydney Point is large, roughly the size of one of our Triumph Class carriers and holds approximately 6,000 colonists and crew along with equipment, vehicles, terraforming modules, and construction materials to begin building a viable and profitable colony. Before descending, the CSNS reported a slight anomaly on the planet’s surface, but nothing seemed out of the ordinary and there was no distress or alert beacons which followed. That was the last transmission we received from the Sydney Point. We have not heard from the Willow’s World colony since then and they have missed their monthly status reports back to earth. This is not unusual as we have very few retrans satellites out in the rim worlds. So while rare, it’s not beyond the norm for colonizer transmissions to not reach earth for months after they are broadcast. For instance, Sophia Colony was dark for two and a half months before we received word that their colony was up and running, and Beltmore VI was dark for three months before we got word that they were progressing nicely.”
“But eight months is a long time for a colonizer ship to go dark,” said Lieutenant Gabriel.
“Agreed,” said Commander Dixon. “It is. We assume it may be because of some atmospheric or solar interference which may be hampering any communications. Plus, we do not have any retrans satellites in that sector, so a transmission from Willow’s World will likely take longer than usual to be received.”
“So we’ll be doing sort of a health and welfare inspection of the Willow World colony?” said Gabriel.
“Well, not exactly,” said Admiral Hipper. “I mean, your mission is to ascertain the status of the colonists there, but your platoon’s main focus will be asset recovery.”
“Sir?” said Gabriel.
Another naval commander, this one the chief operations officer, spoke up. “About six hours ago, we picked up the following transmission from the CSNS New Castle in orbit around Willow’s World. That’s the luxury star liner which brought Vice President Hyding’s son and Senator Killary’s daughter to the planet. Take a listen,” he said, signaling a comms technician to replay the transmission.
A garbled and heavily static noise filled the room, with warbling that increased and decreased in pitch and tone. Lieutenant Gabriel tilted his head , trying to make out any voices in the sea of static and interference which sounded like electrical ocean waves crashing on shore. Suddenly, a frantic male voice came over the speakers. “static…ayda…static…mayd…static…CS…static…New Castle being…static…lanet fall…static…ayday…static…”
Lieutenat Gabriel leaned back, crossing his arms in contemplation. “Sounds like the CSNS New Castle sent out a mayday while in orbit above Willow’s World. The speaker used the word ‘being’ meaning that something external had happened to the ship. And did I hear the words ‘planet fall?”
“That’s what we think we heard as well,” said Major Halfacre. “But the CSNS New Castle wasn’t designed for planet side landings as it doesn’t have landing struts. They have landers, but we aren’t sure if they launched to the surface.”
“Maybe the New Castle landed in a body of water?” Gabriel speculated.
“Possible, “said Admiral Hipper. “We don’t know for sure. Hell, for all we know, the Willow Colony actually did rebel against the government and shot down the New Castle. We just don’t know. That’s why we’re sending your Marines to find out.”
In less than an hour, 4th Platoon Delta was back aboard their Helios gunship headed for a rendezvous with the USS Galveston City, a Long Ranger class corvette built for high endurance and speed which the fleet used for long range patrols and escort duties. The corvette had a small hanger bay which could only just accommodate the Marine’s gunship and Lieutenant Gabriel addressed his platoon as they sat beside their gunship.
“So we lost contact with the ship that brought the Vice President Hyding’s son and Senator Killary’s daughter to Willow’s World,” he began. “They were in orbit around the planet when they sent a distress signal saying, we assume, that they were making planet fall.”
“Did the colonists attack them?” said SSgt Talley. “Maybe Seashell Killary was right after all and the colonists actually did rebel against the government.”
“That is one of many assumptions and possibilities which we are being dispatched to find out, although the equipment manifest of the colonizer vessel does not include surface to space weaponry. Still, if the colonizers do prove to be hostile, our rules of engagement are not to engage if at all possible. Our overarching objective is to secure Miss Seashell Killary and Mister Hunter Hyding along with the other occupants of the CSNS New Castle and return them to earth.”
“What was the manifest of the CSNS New Castle, sir?” asked SSgt Boyer.
Lieutenant Gabriel pulled out his data pad and scrolled to the mission objectives which the operations officer had downloaded. “Okay,” he said. “The CSNS New Castle had a complement of twenty-two, including sixteen ship’s crew, the four hired security body guards, and the two VIPs from the opposition party sent to show solidarity with the colonists against the current administration. Those emissaries, of course, were Seashell Killary and Hunter Hyding. I’ll send the mission and concept of operations to each of the squad leader’s data pads for you to study, including planetary specs and potential opposing force hostiles. As usual, we have very little to go on so stay flexible and be ready for anything. The Galveston City will be entering hyperspace in an hour so make sure we’ve secured everything down and be in your assigned restraining seats in thirty mikes. The trip to Willow’s World will take about three days. The Kitty Hawk is going to stay on station until we return.”
The first twenty to thirty minutes of hyperspace travel is the hardest for the human body as the ship increases to beyond the speed of light. The restrictor seats basically keep the bodies still as face masks force feed oxygen into the lungs while air bladders built into the seats expand and contract to assist in the flow of blood to the rest of the body. Once the ship reaches its light cruising speed, the ship’s internal gravity compensators kick in, adjusting for forward velocity and inertia. It takes the average person roughly fifteen to thirty minutes to get over the vertigo feeling, but they usually recover with no significant after effects. Once the compensators activate, the Marines were basically free to move about the ship until it was time to emerge from hyperspace, where the process of securing in the restrictor seats is repeated again while the ship decelerated into real space. Outside, the bulkhead port windows shown with a brilliant bright white as all of the stars in the galaxy merged into one color as they zoomed past at incredible speeds as the corvette reached light cruising speed.
There was a small galley in the corvette and most of the Marines spent the next three days eating, cleaning and servicing their weapons, playing virtual-games, or sleeping. Pfc. Houser’s classical movie collection was fast becoming popular with his fellow young Marines and they watched over and over with great fascination a vintage Marine Corps training video called Full Metal Jacket which showed the arcane ritual of ancient Marine Corps recruits murdering their drill instructors at the end of each training cycle. If modern day Marines were tough, they were nothing compared to the Marines of the 1960’s. For his part, Lieutenant Gabriel kept playing possible scenarios over and over again in his head. There was something that didn’t add up in this mission. But then again, nothing ever did add up when you had absolutely no idea what you were heading into. The crew of the CSNS Sydney Point, the colonizer ship that originally landed on Willow’s World, had said something about an anomaly on the planet’s surface before it attempted planet fall. After that, all comms was lost with the ship.
The opposing party emissaries led by Hunter Hyding and Seashell Killary then travelled to the planet on a good will mission, assuming that all was well and that the communications black out was simply the result of the colonists staging a revolt against a president that was disliked immensely by her political rivals. That was a very big jump in logic to make, but logic wasn’t really what you would expect from politicians who desperately wanted to win an election. The popular political narrative was that the colonists of Willow’s World were staging a protest against the alleged president’s racism and bigotry against the outer rim worlds and, come hell or high water, the popular political narrative was going to be the truth, whether the truth liked it or not.
Three days later, the Marines unstrapped themselves from their restraining chairs which lined both sides of the corvette’s bulk head with a second row of seats which ran down the middle. The porthole windows darkened again as the stars stopped zooming past and the galaxy began to look normal once again.
“Deceleration to real space has been achieved,” came the static sounding voice over the intercom of the corvette’s commander. “Secure from hyperspace. We will continue deceleration in real space for the next nine hours until we reach Willow’s World orbit.”
Lieutenant Gabriel unstrapped quickly, ignoring the slight vertigo that wracked his body as he stood up. “Squad leaders give me a thumbs up when your squads are good to go,” he said as he exited the bay which contained the platoon’s restraining chairs. Walking to the rear of the bay, he crossed over a hatch to a metal landing which overlooked the hanger bay. Descending the metal stairs, he walked to the gunship sitting in the middle of the hanger. Warrant Officer Nasri, her navigator and her gunner rode out the deceleration from hyperspace inside the gunship as the padded seats in the cockpit were much more comfortable that the regular restrictor seats that the regular grunts had to strap into. By the time Gabriel got there, Jennifer and her crew were already up and performing post hyperspace deceleration checks on the gunship, ensuring that it was mission capable when the time came to drop into Willow’s World.
Gabriel caught up to Jennifer as she checked the actuating links of the two maneuvering thrusters which needed adjusting.
“How do we look, Jenn? Are we good?”
“Nope,” said Jennifer. She had been in a foul mood ever since they left the Kitty Hawk.
“You’re still mad that the politicians wouldn’t authorize you to upload any ordinance on the gunship,” said Gabriel.
“Not even one damned 35 mike-mike round! We are a gunship! Hell, it’s in the name! GUN! How the hell are we supposed to support you if we don’t have anything to fire?”
It was literally a last second decision made by the politicians back on earth. An hour before the Helios gunship left the K-Hawk to link up with the Galveston City, the civilian big wigs half a galaxy away ordered that no ordinance was to be loaded on the gunship, “…to prevent unintended civilian casualties…” The order was signed by Senator William J. Killary himself. All ordinance had to be removed from the gunship, effectively making her a simple, unarmed, transport.
“Our civilian overlords know best,” said Gabriel. “Besides, you can still scout for us. We’re the ones that will be boots on the ground,” he said, trying and failing to sound optimistic. When out-of-touch civilian politicians dictated military operations from posh, air conditioned offices light years away from where the danger was occurring, more Marines tended to fill bore body bags at the end of the mission.
“This is bullshit, Sam,” said Jennifer. “We never go into an unknown situation with our hands tied behind our backs. It’s crazy!”
“We can call for orbital fire support from the corvette,” said Gabriel.
“If we have comms from the ground,” said Jennifer. “Remember that both the New Castle and the Sydney Point had communication issues once they reached orbit.”
“Then I’ll use your gunship as a communication relay to the corvette,” said Gabriel.
The gunship pilot threw up her hands in frustration and rolled her eyes. “Why the hell should a ground maneuver element need to use a gunship as radio retrans for orbital fire support when the gunship should have all of the fire support right there ready to go? Plus, the gunship is only a few klicks away from the grunts we’re supporting. The damn corvette is going to be in orbit!”
That’s why Gabriel loved Jenn so much. She was a true Marine, dedicated and determined to support the grunts who were boots on the ground. She was passionate about getting in and helping her fellow warriors, no matter what type of damage her gunship may take. Ever since close air support was invented, Marine pilots were the best in the galaxy, and Jen had proven to be one of the best of the best. Gabriel pursed his lips, rubbing his chin in thought.
“Senator Killary personally signed the order saying that no ordinance was to be loaded on the gunship,” he said.
“Asshole,” said Jennifer.
“But I didn’t see the order saying that ordinance couldn’t be loaded inside the gunship,” said Gabriel. Jennifer’s green eyes sparkled as she smiled.
Four hours later, Lieutenant Gabriel, Warrant Officer Nasri, the corvette’s commander Lieutenant Commander Travis, and his chief ordinance officer Lieutenant Soon-Ye, were standing inside the cargo bay of the gunship. With all of the ordinance reload containers removed, there was plenty of space for their impromptu, though technically unauthorized, ordinance load out. They stared down at two aluminum pallets, on which were securely strapped down two Mk67, 388mm, torpedoes. They were an older model anti-shipping torpedo that was currently being replaced in the fleet by the more modern Mk81, and the USS Galveston City had sixteen of the older models in her arsenal. Fortunately, Fleet Command had ordered the USS Galveston to expend all of her Mk67 torpedoes in live fire training exercises prior to her returning to earth so that they could convert to the newer torpedoes.
“Will this work?” said Warrant Officer Nasri.
“Oh, it’ll work,” said Lieutenant Soon-Ye, the female ordinance officer. “We’ve removed the internal guidance systems and the primary and secondary propellant sources from these torpedoes and filled the space with additional explosives, in effect making each of these torpedoes a 350 pound dumb bomb. The fuzes have been set to PD, or point detonating, but we’ve also installed secondary detonators that are set to go off five seconds after the ordinance leaves the gunship, or bombship, as it were.”
“You can use the retractable rollers in the cargo bay to roll the ordinance out of the back ramp flying straight and level, but I would suggest you pitch up angle at least 15 to 20 degrees before rolling them out to give yourself a greater measure of safety and accuracy.”
“Keep in mind,” said Lieutenant Commander Travis, the corvette’s commander. “This isn’t the most accurate way of ordinance delivery. Dropping dumb bombs out the back of a gunship isn’t the most optimal course of action. Remember that you’ll have to calculate angle, trajectory, arc, wind speed, gravitational pull, and even then, weapon delivery on target will be tricky. I’d say any attempt to deliver the ordinance within 500 meters of friendly forces would be danger close.”
Warrant Officer Nasri nodded, looking at her weapon systems officer. “Think you can handle those calculations, Erin?”
“I’m from Kentucky,” 2nd Lieutenant Erin Vargas said. “Windage is my specialty.”
A few hours later they had assembled again on the bridge of the corvette. Gabriel also had his squad leaders with him, although that made the cramped bridge feel even tighter, but they needed to know what they were inserting into. The Galveston City was well within range to pick up Willow’s World on long range monitors, and Commander Travis had it pulled up and magnified on the large display screen. What they saw was a planet roughly 91% the size of earth which boasted green continents and bright blue seas which seemed to cover a third of the planet. White blankets of clouds floated lazily overhead, presenting the picture of an almost perfect looking Class One planet. Life scans revealed a multitude of carbon based organic life forms on the surface of the planet and in the seas, but there were no traces of radio signals or any other technologically produced communications. This was troubling, as, if the colony had successfully landed or if Hyding and Killary’s ship were in the area, there would certainly have been some type of indication, even if the corvette’s planet scanning sensors weren’t as powerful or sophisticated as her larger class sister ships.
“We have achieved orbit, sir, approximately 250 miles above her surface,” announced the helmsman.
“Very good, Lieutenant,” said Travis. “Keep us steady on this orbital trajectory. Let’s do a few sensor passes before we commit to anything.”
A few moments passed as the lovely blue-green planet, so much like earth, rotated serenely below. Suddenly, a Chief Petty Officer monitoring the topographic scanners announced, “Sir, I’ve got an anomaly on what appears to be the northern continent just above the planet’s equator!”
“Put it on screen, please, Chief Morgan,” said Commander Travis.
A second screen appeared, overlaying the main viewing screen as Chief Morgan magnified what his sensors had picked up on the surface. In the middle of what seemed to be a lush, green, unspoiled landscape of rolling hills, mountains, and plains sat a dark grey patch of land which seemed to be stamped right in the middle of its surroundings. This dark patch of land looked to resemble dead earth, and was roughly circular in shape.
“Diagnostics, Chief Morgan,” said Commander Travis.
“All sensor tests are green, sir,” answered Chief Morgan. “That is no glitch. Whatever that anomaly is, is actually on the surface of the planet.”
“Helmsman,” said Travis. “Put us in geosynchronous orbit over the anomaly. Chief Morgan, magnify the anomaly to maximum.”
“Aye, sir,” said Morgan. The dark anomaly increased on the monitor, now revealing the giant slabs of basalt colored rock, deep crevasses, and desolate canyons of the black dead landscape… and ships. Dozens and dozens of derelict looking ships of all sizes and shapes littered the ground for miles around and seemed to have been rotting on the surface of the planet for untold eons. Their destroyed hulking shells towered over the bleak and forlorn landscape. Whatever the ships original colors were, they were all now black with age and covered in ash and soot and displayed varying stages of decay. None of them seemed to be of human origin or of earthly design. There was a collective gasp in the bridge, as Commander Travis said, “Chief, what is the area of land we are looking at?”
“Sir,” said Chief Morgan. “This topographical anomaly is roughly 122 miles in diameter and… oh, hang on. Sir, there seems to be some kind of a slight energy spike coming from the exact center of the anomaly!”
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2020.08.06 05:46 FunPeach0 Part 4: Amazing In Depth Essay About Sopranos Symbolism and Subtext (credit: FlyOnMelfisWall source: thechaselounge.net)

Cleaver Forces Tony to Confront Christopher's “Paternal” Hatred

Chris' secret hatred towards Tony is expressed in his Cleaver horror movie via its parallel tale of a mid-40s mob boss named "Sally Boy" and his mob protégé, Michael. Like Tony, Sally Boy is ill-tempered, physically imposing, foul-mouthed, and wears a white robe while conducting important business in his basement. Like Chris, Michael is 30-something and described in the movie as being “like a son” to Sally Boy.
In the key plot points, Sally Boy incorrectly concludes Michael is a rat and whacks him. Later he seduces Michael's fiancé in clear reflection of Chris’ persistent belief – shared by many others – that Tony seduced and had sex with Adriana. Michael's dismembered body somehow reassembles, but with a cleaver in place of one of his missing hands. He exacts his murderous revenge on Sally Boy by repeatedly slamming the cleaver through Sally Boy's skull.
What remains undepicted in the movie, for obvious reasons, is the crucial element of the real story, that after learning of Adriana’s cooperation with the FBI, Chris came to Tony rather than flip and apparently maintained some very faint hope that his loyalty would spare her life. When that didn’t happen, his hatred towards Tony was surely cemented, even though it took the next 18 episodes for it to fully manifest.
During the movie’s premiere, Silvio, Ro, and Carmela, among others, all recognize that Sally Boy is based on Tony. Carmela even whispers to him in the theatre, “That’s you,” as Sally Boy, played by Daniel Baldwin, angrily smashes a jar in the basement clad in his boxers, wife beater T-shirt, and white robe. “No,” Tony smiles, oblivious at first to the obvious parallels. By the end, however, he sees the truth of it and is, incredibly, quite pleased.
Tony pours his coffee the next morning into a mug conspicuously shown in closeup emblazoned with the word “CLEAVER” and the movie’s logo: a meat cleaver dripping with blood. Carmela confronts him with her concerns about the depiction of Sally Boy. “Imitation’s a form of flattery,” he chirps. “You think that was flattering?” she asks incredulously. “It was okay,” he replies defensively. “He’s a tough prick, that Baldwin.”
When Carm mentions “the girlfriend” and “the cleaver guy’s entire motive for revenge,” Tony is genuinely ignorant. “I don’t know. You lost me Carm.” “Sally Boy, the boss, he fucked the guy’s fiancé,” she exclaims. Only then does the Ade parallel even occur to him. He reminds Carm that he never had sex with Ade. “Apparently your nephew feels otherwise,” she explains. “Ro pointed it out to me, but if she saw it, that means other people did.” “It’s a movie; it’s fictional,” he notes, dismissing the coincidence. Carmela has to spoon feed him the truth: “It’s a revenge fantasy, Tony, which ends with the boss’ head split open by a meat cleaver.”
Finally her words appear to make an impression. Silvio’s reaction to pointed questions by Tony a short time later, as well as JT Dolan’s transparently coerced effort to take credit for originating the movie’s plot, support her theory.
In therapy, Tony tearfully admits to Melfi the truth that the film reveals: Christopher hates him with a passion and would like to see him dead. He revisits with Melfi the origins of his paternal feelings towards Chris, holding him as an infant and riding him around in the basket of his bicycle a few years later. He painfully recounts that Christopher’s father had been for him what he hoped to be for Chris, not just a mentor but “a friend, a fuckin’ guy you could look up to” and that he hoped to “pass that shit down, the respect and the love.”
Melfi asks Tony if it’s at all possible that he is reading too much into Chris’ feelings from the Cleaver story, prompting a reply that would be purely hilarious if Tony weren’t so sincere. “I’ve been coming here for years,” he replies. “I know too much about the subconscious now.”
That is a big, huge, wildly waving red flag to the audience, one of those moments where we are to appreciate that the real truth is the exact opposite of what we just heard. Tony’s entire reaction at the screening and in the kitchen with Carmela the next morning shows just how incredibly, unusually oblivious he is to the subconscious.
He is especially oblivious to his own. For that reason, Cleaver’s subtle symbols and parallels to Tony’s life, along with its story of a son’s hatred and revenge against his “father”, could heat Tony’s repressed paternal hatred to magma and still leave him completely unaware of the pre-volcanic processes inside him. And I believe that’s exactly what happened.

The Importance of the Cleaver Symbolism

The first and most important of the Cleaver symbols is the cleaver itself. As previously noted, a bloody meat cleaver is the emblem for Tony’s lost childhood innocence, a symbol of the epoch most influential in shaping him into the kind of man his father wanted and expected him to be. Accordingly, it carries tremendous psychological weight with Tony, even if that weight is deeply submerged in his consciousness.
In contrast, a cleaver has no particular significance for Christopher, a point subtly made in a scene with his AA sponsor when he reports that the “inspiration” for the cleaver idea came when he was watching Edward Scissorhands and suddenly imagined his screen alter ego wielding a cleaverhand in place of the scissorhand. He then immediately corrects himself, saying he first imagined a ball peen hammer but then decided a cleaver was better. Scissors, a hammer, a cleaver, it’s six of one, half a dozen of the other to Chris. None of them means anything in particular to him, but the cleaver means everything in particular to Tony.
Another important parallel is the name of the Tony character in the movie. Yes, he dresses like, talks like, and acts like Tony, but his name bears a striking resemblance to the name “Johnny Boy”. Obviously that gives Cleaver the potential to subtextually evoke Johnny Boy as the object of a son’s murderous rage and to stir latent feelings of paternal hatred in Tony’s subconscious. In effect the movie serves as a transgenerational mirror for paternal hatred, from Tony towards Johnny reflected in Christopher’s hatred towards Tony.

Remember When

“Much like a child, a film has many parents.”
That line was spoken by Little Carmine in Stage 5 when he addressed the audience at the Cleaver premiere. But it highlights an obvious truth fundamental to all this talk of father figures and surrogate sons, namely that significantly older persons who are close to a child in daily life can wield a parental-like influence on their values and behavior, particularly if the child perceives a vacuum of love or support from his actual parents. That truth is explored in two parallel storylines in the episode Remember When.
The principle story begins with Tony and Paulie on an extended road trip as they await the outcome of a new and sudden murder investigation into the 1982 killing of a bookie named Willie Overall. Overall was Tony’s first murder, assigned to him by his father, and Paulie was the man at the scene to literally coach and encourage Tony through his own “magic moment”.
The event is obviously indelible in Tony’s memory. He remembers his exact age at the time; remembers that Meadow was born only a week later; remembers the bright light overhead in the room where it happened; remembers the moment he hesitated with the gun aimed at his victim, who was on the ground, bleeding from a beating and attempting to shield himself from the expected gunfire with his outstretched hands. He remembers Paulie urging him to pull the trigger: “Come on, kid, do it.” Tony remembers pulling the trigger twice, though he apparently – and curiously – doesn’t remember seeing Overall’s flesh splintered by the bullets. His recall jumps from pulling the trigger to shoveling dirt over the victim’s crumpled body.
As Tony relives those fleeting moments in flashback, Paulie observes, “You made your bones with that prick, eh?” “Yeah,” Tony replies in somber voice, clearly reliving not only the event but his inner emotional conflict at the time. Paulie continues, “You were shaky a little, but you did good. I remember tellin’ your old man.”
Paulie continues his insouciant nostalgia about the killing as they are driving to Florida. “Remember we took you to Luger’s after? Me, Puss, Ralphie?” He laughs his double laugh as though recalling a great camping trip.
Without either of them realizing it, by mentioning Ralph, Paulie provides Tony’s conscious mind with a much-needed release valve for the rage quietly building inside him over the way that Paulie and his father teamed up to help him become a murderer. A few minutes after Paulie drops Ralph’s name, Tony exhumes out of the blue a presumed act of betrayal almost as archaic as the bones of Willie Overall, the fact that someone in Tony’s crew must have told Johnny Sac about Ralph’s “95-pound mole” joke regarding Ginny Sac. All of a sudden, after all these years, after Ralph and Johnny Sac are both 6 feet under, and while knowing that Paulie was in prison at the time the joke was told, Tony wonders who would have told Johnny Sac that joke. “How should I know,” Paulie replies defensively. But it’s only the beginning of Tony’s escalating effort in the episode to make Paulie admit he was the traitor.
Over drinks in a hotel bar that evening, Paulie’s nostalgia begins again, all of it centered around Johnny Boy. He recalls the trips he and Johnny used to make to Florida related to some of their criminal enterprises. He specifically mentions traveling in Johnny’s black 1959 Cadillac Eldorado. “The Biarritz,” Tony replies with a smile. “He used to let me steer.” Clearly that car is a metaphor that just keeps on giving.
After a few more Johnny Boy anecdotes, Paulie turns more serious. “He loved you my friend. I remember the night you were born. Only time I ever saw him cry.” There’s a mix of emotions on Tony’s face as he hears this. “It’s funny, you know, I . . . never knew where I stood with him. Like he didn’t believe in me or somethin’.” Paulie tries to squelch Tony’s doubts. “Fuckin’ kiddin’? He trusted you enough to give you the Willie Overall thing, and you were, what, twenty-four?” “Twenty-two,” Tony quietly corrects him. “So there you go, then,” Paulie argues. The thought that his capacity to commit murder was apparently a metric by which his father judged his stature and worth is clearly too much for Tony to contemplate in that moment, and he immediately gets up and leaves the table.
Throughout the trip, Tony becomes increasingly irritated at Paulie’s glibness, the degree to which he readily shares details about his life and his past with total strangers in an effort to entertain and enjoy a laugh. It’s not new behavior, of course. It’s Paulie. But like the suddenly revived Ginny Sac matter, Tony’s conscious mind is now seeking outlets for the violent rage building within him, and Paulie’s loose lips are a rational reason for concern in the context of an ongoing FBI investigation into a murder they committed together.
They meet up with Beansie in south Florida, and Tony gifts him with a Cleaver baseball cap, prominently emblazoned with the trademark blood-drenched meat cleaver. Beansie wonders why there’s no DVD, and Tony lies and says it never occurred to him. Perhaps he didn’t lie since he would never have thought to purvey to his friends what he perceives to be an epistle of Chris’ personal hatred towards him. But the continuing symbolic propagation of the bloody cleaver is what’s important here. Each time it’s renewed in Tony’s consciousness, it stokes the coals burning in his unconscious.
Beansie breaks out some old photos he recently found, one of which depicts a 20-something Paulie wearing a wide leather wristband and very revealing shirt while flexing his prized biceps. Tony comments that he and his friends all went out and got leather wristbands like Paulie’s because they wanted to be a “tough guy”, like him. It’s a thoroughly unsubtle anecdote, but it underscores the degree to which children shape their values and goals by imitating those who, by design or default, function as their role models.
The next picture depicts Johnny Boy and Junior standing by the 1959 Eldorado in front of Satriale’s. The photo looks to have been from the 1960s, roughly contemporaneous with the finger-chopping incident. (There’s some inconsistency regarding the color of Johnny’s car in the early season flashbacks. But from season 4 onward, his signature automobile during Tony’s childhood is understood to be the black Cadillac Eldorado.) Tony’s expression changes upon viewing this photo. Whatever good-natured nostalgia could be derived from seeing a youthful, muscle-bound Paulie dissipated for Tony upon seeing the uncle that tried to kill him twice and the father that used a bloody meat cleaver, inside that very same pork store, to demonstrate what it meant to be a man, the father who taught him to drive that 1959 Eldorado, literally and metaphorically. The triggers are conscious (Junior) and unconscious (everything else in the photo, plus the Cleaver hat given to Beansie), but they cooperate to continue to stir Tony’s paternal rage.
Later that evening, Tony’s “escort” comments that she initially thought Paulie was Tony’s dad. “There was a time when I wished he was,” Tony replies. Along with his unusually strong attachment to Junior and his persistent doubt about “where he stood” with his father, this anecdote from Tony’s early life further suggests he never received sufficient love or approval from Johnny, creating a paternal vacuum that Tony looked elsewhere to fulfill.
Near the episode’s end, Larry Barese tells the FBI that Jackie Aprile perpetrated the Overall murder, getting Tony and Paulie off the hook. This should have been a huge relief to Tony, but even as Sil gives him the news, Tony can’t help but feel there is “another shoe” waiting to be dropped. He’s in a clear state of agitation and unrest, even though he doesn’t really know why.
Instead of sharing the good news right away with Paulie, Tony stands on his hotel balcony glaring at him in the next room through an adjacent balcony window, downing small bottles of liquor in disgust as Paulie laughs at a harmless sitcom. Tony’s conscious mind is clearly frustrated at no longer having an urgent, rational basis for pursuing the rage he is feeling towards Paulie (and towards his father and uncle). So his annoyances mount over trivial and long-standing personal traits.
Tony takes a reluctant Paulie on an impromptu fishing trip the next day that is highly reminiscent of the trip they took Pussy on before whacking him and throwing him in the ocean. Onboard, Tony insults and mocks Paulie over the way he laughs. “You ever have yourself checked for Turret’s? . . . Seriously. ‘Eh heh, Eh heh.’ Maybe you got a tick or somethin’.” He wastes no time dredging up the Ginny Sac joke again, lying through his teeth to put Paulie at ease in hopes of eliciting a confession that will “justify” his murderous impulses. “Come on, you told John about that joke, right?” Meanwhile he eyes a hatchet hanging on the boat that looks eerily similar to – you guessed it – a meat cleaver. Had Paulie made the mistake of believing Tony, that it was “no big deal” to admit he told Johnny about the joke, that hatchet would surely have been planted in his skull in a virtual re-enactment of the end of Cleaver. As it was, Tony came within a hair’s breadth of jamming a fishing knife into Paulie’s gut instead of a promised beer.
In the parallel storyline of the episode, Junior befriends a fellow patient in the mental hospital named Carter Chong, a young Asian man from a rich family with an unspecified embarrassing secret involving the father, who is apparently deceased. Carter seems genuinely fond of Junior, gladly helping him organize an asylum version of the executive poker game and pleased when Junior shows him favorable treatment by inviting him into his room for tea and Kit Kat bars at night and by giving him his “taste” of the poker profits. Carter is especially impressed with Junior’s take-no-bullshit-from-anyone assertiveness and roots him on in various hostile encounters with staff and fellow patients.
We glimpse the roots of some of Carter’s emotional issues when he relates his father’s response long ago to Carter receiving a 96 -- highest grade in his class -- on a third grade spelling exam. “What happened to the other four points,” his father had asked. Carter’s repressed rage over this ostensibly patterned inability to please his father is glimpsed in the next moment when he screams “Fuck you!” twice and violently punches his open palm several times with his other, clenched fist. Even Junior is stunned at the explosion.
More insight is provided when Carter’s mother visits. “Dr. Mendel says you’ve been acting aggressively towards other patients,” she reveals. “Now apparently you are becoming a bully. Dr. Mendel feels you’re modeling your actions on the wrong people.” “Really? Like who,” Carter sarcastically asks. “You know who. That gangster,” his mother replies. Betraying his fundamental perception that he can never please his parents, no matter what he does, Carter responds, “It’s never enough, is it? My whole time at MIT, you told me ‘get out and make friends.’ Now I finally do, learn to assert myself a little, suddenly that’s a negative.” He storms off.
Clearly Junior has come to fill a parental/paternal void in Carter’s life, giving Junior a degree of influence over Carter’s personality and behavior that would likely not exist in the absence of that void. But things turn sour between them when the hospital staff learn that Junior has been deliberately skipping his medications. Threatened with the prospect of being transferred to a state facility if he doesn’t resume the prescribed meds, Junior gives in, much to Carter’s hurt and chagrin since Carter has taken the daily risk of distracting the staff everyday when Junior was supposed to be swallowing his pills. Realizing that Junior doesn’t even care about that, and resenting even more that Junior is not in fact the indomitable “lion” that Carter believed him to be, Carter attacks him at episode’s end in a violent fit of rage.
So the two threads in Remember When are very similar. In the JunioCarter thread, a role model for violent aggression suddenly catches a boomerang when a disillusioned surrogate son with father issues releases his own rage and turns that aggression back on the surrogate father. The Paulie/Tony thread is very similar to the JunioCarter thread, differing critically only in that Tony ultimately stifles the impulse to act out violently towards Paulie. But a volcanic rage towards fathers is the theme in both threads.
Part 1
Part 2
Part 3
Part 5
Part 6
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2020.08.05 05:14 MJORH Your Favorite Kurosawa Scenes?

Six months ago I started watching Kurosawa movies. Kicked off his vast filmography with High and Low and got hooked, watching the rest of his films in a couple of weeks. Suffice to say he's become one of my fav directors, one that I think, from a purely visual perspective, is the best. In the following I will explain why, talking in-depth about my favorite scenes, and I'd love to know yours, so feel free to chime in (Btw, I would appreciate it if you read it on the website: https://thetwingeeks.com/2020/08/03/akira-kurosawa-top-10-scenes/ )
Half-way through my Kurosawa marathon, a realization dawned on me: every single frame in Kurosawa movies either tells a story or is aesthetically pleasing, or, in many cases, both. Upon closer inspection, my realization proved right. I would choose his movies at random, pause at a random scene, and marvel at his craft, pondering how he has achieved this level of consistency throughout his diverse filmography. Putting aside his flair for painting, I arrived at two factors: movement in general, blocking in particular.
You can always find something in his frames that moves. First, it’s the movement of nature, like rain pelting down in Rashomon (1951), fire in Dersou Uzala (1975), snow in Ikiru (1952), wind in Yojimbo (1961), mist in Throne of Blood (1957), and water in Dreams (1990). Second, it’s the movement of bodies – eyes in particular – that make his reaction shots vivid, like the mastershots of The Bad Sleep Well (1960) and High and Low (1963). Third, it’s the movement of groups as they go from one scene to another, like in Sanjuro (1962), Ran (1985), and Seven Samurai (1954). And finally, it’s the movement of individuals that brings me to the second factor: blocking. This might sound hyperbolic, but I’ve never seen any director leveraging blocking to the extent and perfectionism that Kurosawa does. He blocks the characters such that you could instantly glean their relationships, who has the upper hand, who holds power, and what’s their emotional state. Further, through blocking, he creates specific geometries and maintains them throughout the movie, like circles in Seven Samurai or triangles in The Bad Sleep Well. The first half of High and Low might be his most exemplary work in terms of blocking and staging, one of the scenes of which I have explained in detail later on. The following scenes are not ordered in terms of quality or superiority, nor are they actually his best works; rather, they are an excuse to celebrate one of the most influential artists in cinema’s history.
Before delving into the top scenes, I would like to offer my honorable mentions, all of which could easily replace the following top ten.
Stray Dog (1949), the showdown scene
Rashomon, the scene where the spirit of the husband is summoned to testify
Seven Samurai, the final battle scene
Throne of Blood, the ending (arrow scene)
The Hidden Fortress (1958), the duel scene
The Bad Sleep Well, the ending
Yojimbo, the confrontation between the two parties as Sanjuro watches in delight
Sanjuro, the opening scene
High and Low, the chase scene
Red Beard (1965), the scene between the doctor and the madwoman
Kagemusha (1980), the assassination scene
Ran, the ending
Dreams, the Vincent Van Gogh scene

Seven Samurai - Kanbe Introduction

The gauntness of poverty and the looming threat of the bandits have led the villagers to seek summaries. So far, for one reason or another, every samurai they’ve beseeched have rejected them. Amid the altercation over their next move, their attention reverts to a crowd following a samurai. Kurosawa keeps the samurai at the center of the frame, filling the background with the crowd who, just like us, are wondering about his intentions. The atmosphere is curious, laden with clamorous anticipation. Without any murmuring, the crowd is elbowing each other as they peep cautiously. The absolute silence accentuates the ambient sound contributing to the brilliant visual storytelling. The wind is whisking, sweeping the dust, bending the trees, and flapping the clothes. Combined with the roaring sound of the river, the wind lends itself to the foreboding atmosphere. As the samurai cuts his topknot and shaves his head, Kurosawa takes a few ensemble shots of the crowd who are beaming with anticipation. Through a well-placed exposition, we learn that a thief has kidnapped a child, and the samurai has asked for two rice balls and a monk robe, agreeing to help the family. Still, neither the crowd nor we are privy to his scheme. Kurosawa brings another samurai into focus: Kikuchiyo. He blocks Kikuchiyo at the center of the frame in the foreground with the samurai in the background, hinting at their relationship through mere looks, glances, and the insinuation of the eyes. So far, the shots have been wide, encompassing the crowd moving from one frame to another with cuts occurring with the movement, creating a smooth transition. Now we get three medium shot-reverse-shots of the samurai and Kikuchiyo as the strained silence between the two lingers. Disguised as a monk, with two bowls of rice, the samurai heads towards the thief’s hideout with the crowd following him. Upon introducing himself as a monk to the agitated, nervous thief, he tries to calm him down. The thief keeps letting out a shrill wail of anger as the samurai attempts to coax him into submission. He gives the bowls of rice to him, then seizes upon the short window and pounces. The next shot is of the crowd and Kikuchiyo reacting to the sudden attack. Then, Kurosawa shows the thief in slow-motion as he descends to the ground. The samurai throws his blood-tainted sword into the ground, and we know the thief is killed. The villagers know this fierce, hard-boiled, gruff samurai is the guy, hence their desolate, doleful demeanor turns gleeful as they get ready to beseech him. They know he is the anodyne for their anguish, and so do we.
This five-minute scene beams with Kurosawa’s mastery over his craft. It’s a fantastic character introduction that sears into one’s mind the whole character of the samurai Kambei. We glean he’s a methodical, ruthless ronin whose identity goes beyond being a samurai. He’s willing to look like a monk, the antithesis of a samurai, for a sheer act of compassion. Further, the scene introduces another key character. It hooks you on Kikuchiyo, the wild, idiosyncratic samurai with his sword slung over his shoulder that will entrance you for the rest of the movie. Finally, the scene is a testament to Kurosawa’s excellent use of movement to create smooth transitions and aesthetically pleasing frames.

High and Low - A scene from the first half

High on his lofty mansion, Gondo, a suave, ambitious man, is entangled in a dilemma. As one of the shareholders of a lucrative shoe company, he has hatched a scheme to raise his shares above everyone else. The scheme has come to fruition, but one thing keeps pecking at his brain: to save a child’s life for whom he feels responsible. Low in the stifling heat, cooped up in a stuffy room, is a mysterious man hell-bent on kneading Gondo into submission. He is threatening to kill the child – who is the son of Gondo’s chauffeur.
Kurosawa dominates the first half of the movie with his revealing mastershot. Thanks to informative composition, one can simply glance at the frames and glean what’s going on. For instance, in this scene, Kurosawa has Gondo and his assistant blocked at the opposite end of each other, with a vast free space departing them. It gives the impression that Gondo steers clear of his assistant who’s pushing him to make the last move. When the two are alone, there’s nothing there to stop Gondo to finalize his scheme. As the story goes on, however, more people fill the empty space, assailing Gondo’s conscious. First, it’s the chauffeur who kneels in front of him; then, his wife enters the frame; and finally, his son, who proves to be the last straw. Every time the phone rings, chaos ensues, in one of which the mysterious man makes it clear the child is alive. During this phone call, Gondo is in profile, and we can’t read his mind. The chauffeur, however, is looking directly at him, and the detectives are just in the middle of the story. The composition speaks volumes of what’s going on in the minds of the characters: Gondo is conflicted, the chauffeur is hopeless and desperate, and the detectives are clueless. The next frame has the chauffeur, who is in the throes of the dreary outlook for his son, besieging Gondo relentlessly, forcing him to the edge of the frame. Gondo, with his back towards the others, is trapped at the edge of the frame with conflicting ideas chasing each other in his mind. Knelt before Gondo is the chauffeur who keeps begging, hoping that he might penetrate through his guard. The greedy assistant, who has already made up his mind, is standing upright at the other end of the frame, waiting for Gondo’s call. And finally, the clueless detectives are in the middle, waiting to see what will transpire.

Ran - The Betrayal Montage

The dark clouds obscure the sun as all hell breaks loose. Streams of soldiers along with galloping horses march towards the castle, catching off-guard the men of the forsaken lord. The air is dim with dense mist, piercing through which is the red glare of the rifles that never cease firing. The lord is in a frenzy, bolting in panic as he tries to fend off the mass of men thronging the castle by the order of his sons. The dead pile on and the defense wears thin as one by one his men are drenched with blood, suffering the sheeting rain of arrows. Finally, the lord gives in to the tsuris of his own making. Shell-socked, he sits with his eyes bulging as the slings and arrows abound the facade and interior of the castle. Outside, a few soldiers are escorting one of his sons who fills in the static, low-angle shot of the castle. The son’s picturesque shot on his horse lingers as he relishes the triumph only to face a roaring bullet besmirching his yellow gear red. “What happened?” the viewer wonders.
Kurosawa flaunts his mastery over color and visual storytelling in this five-minute, harrowing montage that brims with bleak imagery. The vexatious music tugs at the heartstrings as every wide shot sears into your mind the bleak, hellish atmosphere. The colors white, red, and yellow not only contrast the shots, embellishing them aesthetically, but also tell the story of the lord in white along with two of his sons, Jiro in red and Taro in yellow. There’s a lot more to the montage than meets the eye, but no matter how many times I watch it, I revel in its sorrow, mayhem, and sheer horror.

Ikiru - The Doctor Visit

Away from the stagnant, meaningless decay that is his job, the slouched, meek Kanji Watanabe is waiting for his turn to visit the doctor about his stomach, during which, someone strikes a conversation with him. The guy starts joking about his stomach, elevating the mood of the scene for a few moments. Then he starts delineating the agonizing symptoms of stomach cancer, painting a dismal fate. Upon hearing them one by one, Watanabe grows frightful while his once neutral facial expression slowly morphs into a hopeless, desolate one. What I found fascinating about this two-minute scene is how Kurosawa opts for a mastershot and leverages blocking to reflect the inner turmoil of Watanabe. First, he moves the guy closer to him; then, once the symptoms start to seep into his consciousness, he blocks him so that he gets closer and closer to the camera and away from the guy. It’s as though Watanabe is running away from the truth and the foreshadowed fatality. Extending the idea further, I see the guy as the personification of death looming over him. Kurosawa also draws upon the brilliant performance of Shimura to complement the blocking. The revealing body language and facial expressions of Watanabe culminate in the last shot that shows him clasping his coat, shuddering with horror as the inevitability of death grips his heart.
No generic close-ups, no bland shot-reverse-shots, and no hasty cuts, just a simple mastershot with a perfect composition that draws upon effective blocking and the profound performance of Takashi Shimura.

Dersu Uzala - The Ending

Dersu Uzala might be Kurosawa’s most underappreciated work, in which he depicts a memorable friendship between Dersu, an old, stout hunter who’s in harmony with nature, and the tall, slender Capitan who’s fascinated by Dersu. Throughout the movie, we see a medley of shots framing Dersu with fire as Kurosawa attempts to show the relationship between him and nature. The connection between the two pays off in two scenes: at Captain’s home, where he’s staring at the fire as he longs to reunite with nature, and in the final scene. Dismayed, Captain is waiting for the burial of his beloved friend in the bone-chilling weather. Kurosawa opts for silence to accentuate nature. He has four shots here, two of which are wide, framing Captain, the workers, and Dersu’s body, and the other two are medium, capturing the aghast Captain. Here’s the touch I’m enamored with: in the first wide shot, Kurosawa frames fire in the bottom-right portion of the shot, then he shows Captain in medium, and once he returns to the wide, the workers have finished burying Dersu. In the second wide shot, there’s no fire. Dersu is buried, and so is the fire.

Yojimbo - The Showdown

Yojimbo is neither bleak like Ran nor an epic behemoth like Seven Samurai. It’s a lighthearted, action-adventure where Kurosawa portrays a cunning, dexterous ronin who stumbles upon a city, tangling up inextricably in its web of politics. The final showdown is a funny, suspenseful scene with the ronin, Sanjuro, going against the established characters of the movie, each of whom has their own peculiarities. My favorite is Unosuke (Tatsuya Nakadai), with his devilish smirk, distinguishing stripes, and a revolver that, given the context, feels quirky.
Synching music with movement, Kurosawa frames Sanjuro in a wide-shot as the wind sweeps up dust, spicing up the frame. Stern and steadfast, Sanjuro slowly approaches as Kurosawa frames him in the background, filling the foreground with guards keeping an eye on the old man, whose life he’s trying to save. I love how he keeps the momentum by not cutting. He moves the camera while the guards flee to let others know of Sanjuro, fixes it on the old man whose forehead is sweating like hell, then moves it as the other men swarm the deserted street. Now the showdown officially begins. He lingers in anticipation for two minutes, taking a myriad of shots with different angles and sizes, while the payoff is over within 20 seconds as Sanjuro slashes through them with ease. This stark difference between the build-up and payoff works on suspense and story levels. The former is evident as suspense is all about the dopamine rush, and the latter adds to the comedic tone of the movie, showing what utter windbags the thugs are. Another nice touch of the scene is Sanjuro’s shoulder swing – which is established already – that comes with his scornful smile at Unosuke’s intimidation. Finally, the payoff comes to an end when Sanjuro accepts the screaming man’s plea and spares his life “children shouldn’t play with swords,” he says in a resolute tone, “Go home to your mother and live a long life eating gruel.”

Sanjuro - The Ending

Kurosawa ramps up the humor and dilutes the gruesome intricacies of politics in Yojimbo’s sequel, where our reticent ronin is having a field day bestowing his wisdom upon the rookies. Throughout the movie, he outmaneuvers the lofty antagonist Muroto who, notwithstanding the utter embarrassment, has challenged him to a duel. In a wide shot, Kurosawa frames the duel in the foreground, filling the background with the rookies holding their breath like we the viewers. He stretches the scene for just the right amount to make it nail-biting, letting the silence accentuate the suspense. In a rather peculiar move, Sanjuro outmaneuvers Muroto yet again as the deafening music lends itself perfectly to the blood spurting like a coffee machine. Then, Kurosawa frames the stunned rookies in three medium shots to convey the gravity of what has transpired. The move fills me with admiration for Sanjuro, and when one of the rookies voices my accolades – “That was brilliant!” – Sanjuro casts him off with a harsh remark, leaving the rookies and me in recoil. Sanjuro has learned a lesson and imparts it upon the rookies and me, leaving the city as he swings his shoulder upward for one last time.

The Bad Sleep Well - The Opening

The opening wedding sequence of The Bad Sleep Well is laden with crucial information, and Kurosawa uses the knots of reporters to relay them. The culmination of it is the scene where the mysterious “rose cake” catches everyone off-guard, in which Kurosawa leverages the following to punctuate the air of controversy:

It’s no wonder why the movie is Francis Ford Coppola’s favorite Kurosawa and why he was inspired by this sequence in creating the wedding scene of his seminal work, The Godfather (1972).

Kagemusha - The Ending

Compared with his previous works, Kurosawa uses a different approach to shooting the climactic battle scene of Kagemusha. For instance, in one of the battle scenes of Seven Samurai, in which the sodden samurai are fending off the bandits under the sheeting rain through the morass of mud, Kurosawa shows the consequence of every single action: the spear piercing through someone, the sword slashing the other, and so forth. In Kagemusha, however, he doesn’t double down on the sheer action or violence itself; rather, he emphasizes the bloody aftermath. We get wide shots of the three primary forces of the Takeda clan – Wind, Forest, and Fire – marching towards the enemy, of whom we also get wide shots as they let fly the succession of bullets through slatted beams. Then, we get the sanguinary aftermath accompanied by a bleak score. Adding to the emotional weight of the scene, Kurosawa lingers on the slow-motion shots of the dying horses twitching their hooves or blood-soaked soldiers clutching to life. Further, his use of color contributes to the scene’s utter gore as the red, green, and black blend, culminating in striking imagery.
Another essential piece, or what one might argue the point of the whole scene, is the thief Kagemusha, or the Shadow Warrior. Amid taking wide shots of the battle, Kurosawa takes a few mediums of him as he, aghast and helpless, witnesses the clan’s eradication. His arc is one of the most profound aspects of the movie. At first apathetic, he resisted to abide by the wishes of the generals, but now, he feels a deep connection to the clan, acting as the embodiment of the lord Shingen. I would go as far as to say it’s as though Shingen is resurrected and witnesses how his incompetent, arrogant son orders his soldiers to march towards the slaughterhouse, and they go down like swathes of hay before the rows of roaring rifles. The scene ends with the fatally wounded Kagemusha running towards the sea where Lord Shingen is buried. His corpse floats beside the banner of the clan, which reads “Swift as the Wind, Quite as a Forest, Fierce as Fire, Immovable as a Mountain”.

Madadoya - The Ending

The last scene of Kurosawa’s long, stellar run is a peaceful, serene dream of a frail professor. In a green, sleek landscape, behind which mountains are stretched away into the distance and sun is lying low, children are playing hide-and-seek. The back and forth between “Are you ready?” and “Not yet (madadoya)” stirs up in me the happy, innocent memories of my childhood. Hypnotized, I’m finding solace in this solemn dream as the child professor staggers to find a place to hide. Once hidden, the sun suddenly grows brighter, attracting the attention of both character and audience. As he stares at the sun, the camera pans upwards towards the clouds, and the frame morphs into a scenery straight out of a child’s painting. The somber score starts playing, the credits roll, and I find myself crying for some reason.
Besides my deep, personal connection with the scene, I love how it encapsulates the revered professor’s character. Throughout the movie, his students relish the care-free, jubilant company, and this scene reflects his inner world, showing how even in his dreams, he’s as jolly as a child. Further, given his dire health, one might argue that the scene is actually his last dream as he passes away.
I would like to imagine Akira Kurosawa’s last dream was akin to a child’s painting; innocent, tranquil, and peaceful.
submitted by MJORH to TrueFilm [link] [comments]


2020.08.04 17:26 YTWhiteWolf 20 Point and Click Games You Should Play Right Now!

1. Monkey Island 2: LeChuck's Revenge
Monkey Island 2 follows Guybrush's continuing adventures some time after defeating the Ghost Pirate LeChuck. His arrival on Scabb Island was in pursuit of the legendary treasure of Big Whoop. LeChuck's Revenge plays like most SCUMM-based point-and-click adventure games. Actions and dialogues are depicted on an Animation Window which covers the top of the screen; verbal commands are listed in the lower left-hand corner of the screen, while Inventory items are shown as icons on the lower right-hand corner. A Sentence Line is located below the Animation Window and serves in describing the actions of the player.The game was one of the few adventure games that offered the player a choice in levels of puzzle difficulty. In some versions, before starting the game, the player is prompted to choose between regular version and "Monkey 2 Lite", a relatively stripped-down experience that bypasses many puzzles entirely. On the back of the game's packaging it is (jokingly) stated that this mode is intended for video-game reviewers.
2. Day of the Tentacle
The game, a loose sequel to Maniac Mansion, is focused on Bernard Bernoulli — the only one of the three playable characters that was featured in the first game — and his friends Laverne and Hoagie, as they help Dr. Fred Edison using a time machine to prevent Purple Tentacle from taking over the world. The game utilizes time travel and the effects of changing history as part of the many puzzles to be solved in the game. Day of the Tentacle follows the point-and-click two-dimensional adventure game formula, first established by the original Maniac Mansion. Players direct the controllable characters around the game world by clicking with the computer mouse. To interact with the game world, players choose from a set of nine commands arrayed on the screen (such as "pick up", "use", or "talk to") and then on an object in the world. This was the last SCUMM game to use the original interface of having the bottom of the screen being taken up by a verb selection and inventory; starting with the next game to use the SCUMM engine, Sam & Max Hit the Road, the engine was modified to scroll through a more concise list of verbs with the right mouse button and having the inventory on a separate screen.Day of the Tentacle uses time travel extensively; early in the game, the three main protagonists are separated across time by the effects of a faulty time machine. The player, after completing certain puzzles, can then freely switch between these characters, interacting with the game's world in the separate time periods. Certain small inventory items can be shared by placing the item into the "Chron-o-Johns", modified portable toilets that instantly transport objects to one of the other time periods, while other items are shared by simply leaving the item in a past time period to be picked up by a character in a future period. Changes made to a past time period will affect a future one, and many of the game's puzzles are based on the effect of time travel, aging of certain items, and alterations of the time stream. For example, one puzzle requires the player, while in the future era where Purple Tentacle has succeeded, to send a medical chart of a Tentacle back to the past, having it used as the design of the American flag, then collecting one such flag in the future to be used as a Tentacle disguise to allow that character to roam freely.The whole original Maniac Mansion game can be played on a computer resembling a Commodore 64 inside the Day of the Tentacle game; this practice has since been repeated by other game developers, but at the time of Day of the Tentacle's release, it was unprecedented.
3. The Secret of Monkey Island
It takes place in a fantastical version of the Caribbean during the age of piracy. The player assumes the role of Guybrush Threepwood, a young man who dreams of becoming a pirate and explores fictional islands while solving puzzles. The Secret of Monkey Island is a 2D adventure game played from a third-person perspective. Via a point-and-click interface, the player guides protagonist Guybrush Threepwood through the game's world and interacts with the environment by selecting from twelve verb commands (nine in newer versions) such as "talk to" for communicating with characters and "pick up" for collecting items between commands and the world's objects in order to successfully solve puzzles and thus progress in the game. While conversing with other characters, the player may choose between topics for discussion that are listed in a dialog tree; the game is one of the first to incorporate such a system. The in-game action is frequently interrupted by cutscenes. Like other LucasArts adventure games, The Secret of Monkey Island features a design philosophy that makes the player character's death nearly impossible (Guybrush does drown if he stays underwater for more than ten minutes).
4. Loom
Loom is based on a serious and complex fantasy story. With its experimental interface, it eschewed the traditional paradigm of graphical adventures, where puzzles usually involve interactions between the game character, the environment, and items the character has in their possession. Loom's gameplay centers instead around magical four-note tunes known as "drafts" that the protagonist, Bobbin Threadbare, can play on his distaff. Each draft is a spell that has an effect of a certain type, such as "Opening" or "Night Vision." Some drafts can be reversed by playing their notes backwards, so the "Dye" draft played backwards becomes "Bleach," while others, such as the "Terror" draft, are palindromes (e.g. C–E–E–C) and so cannot be reversed in this manner. Bobbin can learn drafts by observing an object that possesses the qualities of the desired draft; for example, by examining a blade while it is being sharpened, Bobbin can learn the "Sharpening" draft. When the game begins, Bobbin is only able to play drafts using the notes C, D and E, limiting his ability to reproduce more powerful drafts. As the game progresses and additional notes become available, so his ability to play new drafts increases. The game can be played at three difficulty levels, each differing in how clearly the notes being played are labeled. For example, the "Standard" level indicates the notes on a scale below the distaff, while the "Expert" level shows no notes and must be played by ear. In the original release, expert players are rewarded with a cutscene that does not appear for the other two difficulties. The later CD-ROM release, however, shows an abridged version of this scene to all players.
5. Beneath a Steel Sky
Beneath a Steel Sky is a 2D adventure game played from a third-person perspective. The player uses a point-and-click interface to interact with the environment and to guide protagonist Robert Foster through the game's world. To solve puzzles and progress in the game, the player collects items that may be combined with one another, used on the environment, or given to non-player characters (NPCs).The protagonist converses with NPCs via dialogue trees to learn about the game's puzzles and plot.Clues and other information are obtained by clicking on items in the inventory and on objects in the environment.Unlike in most adventure games at the time, the protagonist's death is possible, after which the player starts from the last save point.The player controls a character called Rob Foster. Rob was rescued by a tribe of bandits as a child after he was found as the only surviving member of a helicopter crash, on which his mother was also a passenger. He is raised by the tribe and comes to look upon them as his family, learning skills such as hunting and building himself a robot from discarded scraps found in local garbage dumps. They inhabit a barren wasteland known as "The Gap", a deserted area that was once part of the Australian outback, a harsh place where daily survival is a struggle.
6. Indiana Jones and the Last Crusade: The Graphic Adventure
Last Crusade was one of the most innovative of the LucasArts adventures. It expanded on LucasArts' traditional adventure game structure by including a flexible point system—the IQ score, or "Indy Quotient"—and by allowing the game to be completed in several different ways.The point system was similar to that of Sierra's adventure games, however when the game was restarted or restored, the total IQ of the previous game was retained. The only way to reach the maximum IQ of 800 was by finding alternative solutions to puzzles, such as fighting a guard instead of avoiding him.This countered one common criticism of adventures games, whereby since there is only one way to finish the game, they have no replay value.Also, the point system helped the game to appeal to a variety of player types. Some of the alternative fights, such as the one with the Zeppelin attendant, were very difficult to pass, so the maximum IQ was very difficult to achieve.
7. Indiana Jones and the Fate of Atlantis
The plot is set in the fictional Indiana Jones universe and revolves around the eponymous protagonist's global search for the legendary sunken city of Atlantis. Sophia Hapgood, an old co-worker of Indiana Jones who gave up her archaeological career to become a psychic, supports him along the journey. The two partners are pursued by the Nazis who seek to use the power of Atlantis for warfare, and serve as the adventure's antagonists.Fate of Atlantis is based on the SCUMM story system by Ron Gilbert, Aric Wilmunder, Brad P. Taylor, and Vince Lee, thus employing similar gameplay to other point-and-click adventures developed by LucasArts in the 1980s and 1990s.The player explores the game's static environments while interacting with sprite-based characters and objects; they may use the pointer to construct and give commands with a number of predetermined verbs such as "Pick up", "Use" and "Talk to".Conversations with non-playable characters unfold in a series of selectable questions and answers.Early on, the player is given the choice between three different game modes, each with unique cutscenes, puzzles to solve and locations to visit: the Team Path, the Wits Path, and the Fists Path.In the Team Path, protagonist Indiana Jones is joined by his partner Sophia Hapgood who will provide support throughout the game.The Wits Path features an abundance of complex puzzles, while the Fists Path focuses heavily on action sequences and fist fighting, the latter of which is completely optional in the other two modes.Atypical for LucasArts titles, it is possible for the player character to die at certain points in the game, though dangerous situations were designed to be easily recognizable.A score system, the Indy Quotient Points, keeps track of the puzzles solved, the obstacles overcome and the important objects found.
8. Gabriel Knight: Sins of the Fathers
Sins of the Fathers follows the eponymous Gabriel Knight, owner of a rare book store, and fledgling writer, as he investigates a series of local murders he plans to use as the basis for his new novel.Its story unfolds, mostly linearly, over a sequence of "days", each of which has a required set of actions which must be performed before proceeding to the next day. However, within each day, play may be nonlinear. Throughout the game, a running score is kept as new challenges, both required and optional, are completed.Unlike newer graphical adventure games using context-sensitive cursors that change based on what the cursor is hovering over, Sins of the Fathers uses "dumb icons" or "dumb cursors" so that the correct cursor must be chosen for a specific interaction with an on- screen object. The various cursors are accessed by either selecting the respective icon from the "icon bar" or by cycling through the cursors in a predefined order. The available cursors are: "WALK", "LOOK", "ASK", "TALK", "PICKUP", "OPEN/CLOSE", "OPERATE", and "MOVE". Inventory items can also be used as cursors with the active inventory item also available in the cursor cycle.Also located on the "icon bar" are the "INVENTORY" and "RECORDER" buttons, the active inventory item window, score, and the "CONTROLS" and "HELP" buttons. Clicking on the "INVENTORY" button will open the inventory window, where items can be selected and combined as well as cursor icons that allow the player to use "READ", "OPEN", and "LOOK" commands with any inventory item.The "ASK" and "TALK" cursors differ in their functions. The "TALK" cursor functions as a short, general, interaction with most characters. The "ASK" cursor is available in "interrogation mode" and is only available with main characters. Interrogation mode allows the player to ask the main characters questions by clicking on a topic from the displayed list. Global Topics may be asked of any character and are always present in the lists, while specific topics are unique to each character and are subject to change. Past conversations are accessible through the "RECORDER" button which opens a recorder tapes window that displays tapes for each of the main characters.At certain points during the game, the player is required to translate and send Drum Codes and Voodoo Codes. This is done by either selecting the correct character for the Voodoo code or by selecting the correct sequence for the drum code.
9. Full Throttle
Set in the near future, the game's story follows Ben, the leader of a biker gang, who is framed for the murder of a beloved motorcycle manufacturing mogul and seeks to clear his and his gang's names. Players can move the player character to any place on the scene, interact with objects that are highlighted by the cursor, or leave scenes via exits - either on foot for most scenes, or via the character's motorbike, both types denoted by their own icon. As with other LucasArts graphic adventure games of the era, dialogue plays a large part in the game, presenting story elements and information necessary to advance, as well as fleshing out the characters. During conversations with other characters, several choices of dialogue are presented. The currently selected choice is highlighted, and once clicked, the player character responds with the selected choice. Choosing the correct response allows the player to advance the conversation and ultimately advance the scene.Following on from LucasArts' previous graphic adventure, Sam & Max Hit the Road (1993), which introduced a new inventory and interaction system to replace those of their prior games,Full Throttle continued to refine on the changes introduced in Sam & Max Hit the Road: Objects or characters with which Ben can interact are indicated by a red square appearing around the cursor's crosshairs when it is placed over the object. When this occurs, holding down the control on this causes a contextual pie menu to appear - designed upon the emblem of Ben's biker gang: a flaming circle topped by a skull and flanked by a boot and a gloved hand. The player hovers the cursor over elements of the emblem and then releases the mouse button to attempt various interactions with the object; for example, selecting the skull's mouth to speak to a character, its eyes to examine an object, or the hand to pick up, use, or pull the object. Right-clicking anywhere on the screen brings up the player's inventory of collected objects, which can be examined or dragged and dropped in order to use them with other items in the inventory, or with objects or characters in the scene.
10. Sam & Max Hit the Road
Based on the 1989 Sam & Max comic On the Road, the duo take the case of a missing bigfoot from a nearby carnival, traveling to many Americana tourist sites to solve the mystery. The player uses Sam to explore the pre-rendered cartoon environments of the game and solve a series of puzzles using a simple point-and-click interface.The game's puzzles have logical solutions, although a number of them have far-fetched solutions due to the game's cartoon setting. Players can set the game's cursor in a particular mode to designate how Sam interacts with the environment: Sam can walk around an area, talk to other characters, look at objects, pick them up or otherwise try to use them.The cursor's graphic changes when it is hovered over an in-game entity that Sam can interact with. When talking to another character, the player is given a choice of subject areas to discuss, depicted in a conversation tree as icons at the base of the screen. In addition to specific topics involving the game's plot, Sam can inject unconnected exclamations, questions and non sequiturs into a conversation.The game incorporates an inventory system for items that Sam picks up during the course of the game. Items can be used on other entities in the game world, or can often be combined with other inventory items to provide a new object necessary for solving a puzzle. Although Max's character will walk around the game's areas by his own will, Sam can also use Max at various points by using an inventory icon of Max's head on game objects—usually on characters where the solution to a problem involves violence.Sam and Max travel to different locations in the game using their black and white 1960 DeSoto Adventurer, which when clicked on in-game will present a map of the United States with all the available locations the pair can travel to shown. As the game progresses, the number of locations on the map increases.In addition to the main game, Sam & Max Hit the Road includes several minigames. Some of these, such as a carnival game based on Whac-A-Mole but involving live rats, must be completed in order to receive new items and further the game's plot, while others, such as a car-themed version of Battleship, are entirely optional as to whether the player uses them.As with the majority of LucasArts adventure games, Sam & Max Hit the Road is designed so that the player characters cannot die or reach a complete dead-end.
11. Simon the Sorcerer
The game follows a boy named Simon, who is transported to a parallel universe to embark on a mission to rescue a wizard called Calypso from an evil sorcerer named Sordid. As a point-and-click adventure game, the player controls Simon using the mouse.Gameplay involves moving Simon around and interacting with objects and other characters. The player can make Simon perform actions such as giving an item to another character, talk to another character, and pick up (add to inventory), examine, use, move, consume, wear, or open or close an item. Some actions are binary: they involve two objects and the player sometimes, after telling Simon to use an item, needs to specify what to use it with.A map that enables Simon to instantly transport to a major landmark (if it has been discovered) is provided.The postcard is used to load, save, or quit the game.The game includes parodies of various popular books and fairy tales, including Rapunzel, The Lord of the Rings, Discworld, The Chronicles of Narnia, Jack and the Beanstalk, and the Three Billy Goats Gruff.
12. Simon the Sorcerer II: The Lion, the Wizard and the Wardrobe
The Evil wizard Sordid is brought back to life when a magic-book of his is set ablaze and thrown into the middle of a chalkboard pentagram by the father of Runt, a young boy wanting to become a mighty sorcerer. Sordid promises him that he can become his apprentice if he helps him exact his vengeance on Simon.Several months later, Sordid's Fortress of Doom is reconstructed and Sordid has a new robotic body. He sends a magical wardrobe to fetch Simon but it accidentally ends up on the doorstep of Calypso, the wizard Simon had to save in the last game. Simon then starts to look for a fuel called mucusade which he needs to power the wardrobe in order to get home.
13. Flight of the Amazon Queen
Flight of the Amazon Queen is a point and click graphic adventure game. It follows a pilot for hire named Joe King who is hired to fly a famous actress to her next job, but ends up in a lightning storm and crashes deep in the Amazon Jungle. In the jungle, Joe uncovers a plot by a mad scientist to take over the world by creating an army of dinosaur women created from Amazon women.
14. Dark Seed
Unlike most point-and-click adventure games, which give the player time to explore, many actions in Dark Seed must occur within precise time limits, or the game will end up in an unwinnable state. As a result of this, one must start over repeatedly to win without resorting to a walkthrough. Amiga Format, in its review, stated with regards to Darkseed's gameplay: "Too many things in the game need to be done within a specific time, or in a certain order, and you don't necessarily know when you've passed that 'critical point' after which you're fighting a lost cause. As a result, you often have to play the game several times over, going through scenes you've seen countless times before." Certain events/puzzles rely on the player dying and then learning from there what to do: for instance, on day two, police wait outside Dawson's house in the afternoon to arrest him if he steps outside the front door, with no clue as to their presence until it's too late, resulting in a game over. Similarly, the player must take a painkiller each morning in the bathroom or the protagonist continually complains about a headache after every line of dialogue; there is no hint or indication to do this.The player has three real time hours within which they must complete the game, which is the equivalent of three in-game days. Time can also be passed by using the in-game wait function, and the time can be checked by looking at Dawson's watch, or by inspecting the grandfather clock in the house. At the end of each day, Dawson goes to sleep and upon going to bed, each night he has a nightmare of the Dark World. Dawson automatically goes to sleep at ten P.M. each night, regardless of where the player is. If it becomes night while Dawson is in the Dark World, he will fall asleep and die, resulting in a game over. Dawson is able to access the Dark World on day two upon receiving a piece of a mirror in the mail and re-assembling it with the rest of the mirror, creating a portal to the Dark World. Every room, person and object in the normal world has a Dark World equivalent and this is often necessary for puzzle solving.When interacting with objects, the options available to the player include look/inquire, touch/manipulate, and move, denoted by a "?", a hand, and four arrows pointing inwards respectively. Looking at an object and manipulating an object are context-sensitive: the "?" becomes a "!" when the cursor is over items or areas of interest and the hand icon points upwards when the cursor is over items that can be picked up or manipulated.
15. The Dig
In the game, the player takes the role of Commander Boston Low, part of a five-man team planting explosives on an asteroid in order to avert its collision course with Earth. Discovering the asteroid is hollow, Low and two of his team are transported to a long-abandoned complex, filled with advanced technology, on a strange alien world. Low and his companions must utilize xenoarchaeology to learn how the technology works, discover the fate of the alien race that built it, and solve other mysteries to find a way to return home. The Dig is a point-and-click adventure game, where the player, as Commander Boston Low, uses the mouse cursor to point to people, objects, and other parts of the environment to look at or interact with them, collect and use items in their inventory, and talk to non-player characters. The game runs on the SCUMM game engine, and was the eleventh LucasArts game to do so. A minigame can be found on the communicator menu, consisting of "Asteroid Lander", a Lunar Lander like game. During development, there were plans to include role-playing game elements, but these were scrapped before the game's release.
16. Maniac Mansion
It follows teenage protagonist Dave Miller as he attempts to rescue his girlfriend Sandy Pantz from a mad scientist, whose mind has been enslaved by a sentient meteor. Maniac Mansion is a graphic adventure game in which the player uses a point-and-click interface to guide characters through a two-dimensional game world and to solve puzzles. Fifteen action commands, such as "Walk To" and "Unlock", may be selected by the player from a menu on the screen's lower half. The player starts the game by choosing two out of six characters to accompany protagonist Dave Miller: Bernard, Jeff, Michael, Razor, Syd, and Wendy. Each character possesses unique abilities: for example, Syd and Razor can play musical instruments, while Bernard can repair appliances. The game may be completed with any combination of characters; but, since many puzzles are solvable only by certain characters, different paths must be taken based on the group's composition. Maniac Mansion features cutscenes, a word coined by Ron Gilbert, that interrupt gameplay to advance the story and inform the player about offscreen events.The game takes place in the mansion of the fictional Edison family: Dr. Fred, a mad scientist; Nurse Edna, his wife; and their son Weird Ed. Living with the Edisons are two large, disembodied tentacles, one purple and the other green. The intro sequence shows that a sentient meteor crashed near the mansion twenty years earlier; it brainwashed the Edisons and directed Dr. Fred to obtain human brains for use in experiments. The game begins as Dave Miller prepares to enter the mansion to rescue his girlfriend, Sandy Pantz, who had been kidnapped by Dr. Fred. With the exception of the green tentacle, the mansion's inhabitants are hostile, and will throw the player characters into the dungeon—or, in some situations, kill them—if they see them. When a character dies, the player must choose a replacement from the unselected characters; and the game ends if all characters are killed. Maniac Mansion has five possible endings, based on which characters are chosen, which survive, and what the characters accomplish.
17. The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel
In November 1888, Sherlock Holmes is engaged by Inspector Lestrade of Scotland Yard to help with the murder investigation of a young actress, Sarah Carroway. She was killed outside a theatre in the Mayfair area of London. Lestrade thinks the manner of her death shows that this is another strike by Jack the Ripper, but Holmes believes someone else committed the crime. It appears that the victim was killed with an unusual knife, one shaped like a scalpel but with a serrated blade.The investigation takes Holmes and Dr. Watson to many parts of late 19th Century London, including a perfume shop, the zoological gardens, the morgue, a pub, several dwellings, Surrey Commercial Dock, Savoy Street Pier, St Pancras Station, and of course 221B Baker Street. They encounter a number of characters connected to the case and also get assistance from Inspector Gregson, the leader of the Baker Street Irregulars named Wiggins, and the invaluable tracking dog Toby. The player moves around London via an elaborate overview map. Additional locations become available when Holmes finds additional leads. In each location, the player can select nine different verbal options to interact with objects or people. When accessing the inventory menu, the player has three different verbal actions to manipulate any items Holmes has picked up. When talking to people, Holmes has different dialogue options to gain information or try to get their cooperation. Dr. Watson can give his views, which may serve as puzzle hints. He may even help Holmes to perform an action he cannot do alone. Dr. Watson's journal also references the events in the gameplay.The graphics are VGA, with MIDI music and a few scenes with digitalized speech (in the intro and end sequence, and the cutscene at St Pancras Station. In the other scenes there are sound effects, but no speech). The player interacts with the characters through a command menu with verb icons that is intuitive for anyone who had played other adventure games of the period. The 3DO version consists of full voiced dialogue and the portraits of the talkers were replaced by clips with filmed actors, but also drops Dr. Watson's journal feature.In the video clips in the 3DO version, Sherlock Holmes was played by David Ian Davies, and Dr. Watson was played by Laurie Main.
18. Zak McKracken and the Alien Mindbenders
The story is set in 1997, 9 years after the game's production. The plot follows Zak (full name Francis Zachary McKracken), a writer for the National Inquisitor, a tabloid newspaper (the name is a thinly veiled allusion to the National Enquirer); Annie Larris, a freelance scientist; along with Melissa China and Leslie Bennett, two Yale University coed students, in their attempt to prevent the nefarious alien Caponians (who have taken over "The Phone Company", an amalgamation of various telecommunication companies around the world) from slowly reducing the intelligence of everybody on Earth by emitting a 60 Hz "hum" from their "Mind Bending Machine". The Skolarians, another ancient alien race, have left a defense mechanism hanging around to repulse the Caponians (the "Skolarian Device"), which needs reassembly and start-up. Unfortunately, the parts are spread all over Earth and Mars.
19. The Curse of Monkey Island
The game's story centers on Guybrush Threepwood, a wannabe pirate who must lift a curse from his love Elaine Marley. As the story progresses, he must deal with a band of mysterious pirates, a rival stereotypical French buccaneer, a band of cutthroat smugglers, as well as his old nemesis Captain LeChuck. The Curse of Monkey Island is a point-and-click adventure game. The SCUMM engine was also used in this Monkey Island installment but it was upgraded to a "verb coin" (modelled after Full Throttle), an interface that consisted in a coin-shaped menu with three icons: a hand, a skull, and a parrot, basically representing actions related to hands, eyes and mouth, respectively. These icons implied the actions Guybrush would perform with an object. The hand icon would usually mean actions such as picking something up, operating a mechanism or hitting someone, the skull icon was most used for examining or looking at objects and the parrot icon was used to issue Guybrush commands such as talking to someone or opening a bottle with his teeth. The inventory and actions were thus visible on click, rather than on the bottom of the screen as previous point-and-click games by Lucasarts.The player controlled a white 'X' cursor with the mouse, that turned red whenever landing onto an object (or person) with which Guybrush could interact. Holding left click over an object, whether in or outside the inventory, would bring up the coin menu, while right clicking it would perform the most obvious action with this particular object. Right clicking a door, for example, made Guybrush attempt to open it, while right clicking a person meant talking to him or her.
20. Grim Fandango
Grim Fandango takes place in the Land of the Dead (the Eighth Underworld), where recently departed souls aim to make their way to the Land of Eternal Rest (the Ninth Underworld) on the Four Year Journey of the Soul. Good deeds in life are rewarded by access to better travel packages to assist in making the journey (such as sports cars and luxury ocean cruises), the best of which is the Number Nine, an express train that takes four minutes to reach the gate to the Ninth Underworld. However, souls who did not lead a kind life are left to travel through the Land of the Dead on foot, which would take around four years. Such souls often lose faith in the existence of the Ninth Underworld and instead find jobs in the Land of the Dead. The travel agents of the Department of Death act as the Grim Reaper to escort the souls from the Land of the Living to the Land of the Dead, and then determine which mode of transport the soul has merited. Each year on the Day of the Dead, these souls are allowed to visit their families in the Land of the Living.The souls in the Land of the Dead appear as skeletal calaca figures. Alongside them are demons that have been summoned to help with the more mundane tasks of day-to-day life, such as vehicle maintenance and even drink service. The souls themselves can suffer death-within-death by being "sprouted", the result of being shot with "sproutella"-filled darts that cause flowers to grow out through the bones. Many of the characters are Mexican and occasional Spanish words are interspersed into the English dialogue, resulting in Spanglish. Many of the characters smoke, following a film noir tradition; the manual asks players to consider that every smoker in the game is dead. Grim Fandango is an adventure game, in which the player controls Manuel "Manny" Calavera (calavera being Spanish for 'skull') as he follows Mercedes "Meche" Colomar in the Underworld. The game uses the GrimE engine, pre-rendering static backgrounds from 3D models, while the main objects and characters are animated in 3D. Additionally, cutscenes in the game have also been pre-rendered in 3D. The player controls Manny's movements and actions with a keyboard, a joystick, or a gamepad. The remastered edition allows control via a mouse as well. Manny must collect objects that can be used with either other collectible objects, parts of the scenery, or with other people in the Land of the Dead in order to solve puzzles and progress in the game. The game lacks any type of HUD. Unlike the earlier 2D LucasArts games, the player is informed of objects or persons of interest not by text floating on the screen when the player passes a cursor over them, but instead by the fact that Manny will turn his head towards that object or person as he walks by.[2] The player reviews the inventory of items that Manny has collected by watching him pull each item in and out of his coat jacket. Manny can engage in dialogue with other characters through conversation trees to gain hints of what needs to be done to solve the puzzles or to progress the plot. As in most LucasArts adventure games, the player can never die or otherwise get into a no-win situation (that prevents completion of the game).
submitted by YTWhiteWolf to GraphicAdventureGames [link] [comments]


2020.07.30 13:41 swithinboy59 "NFS 2021"

So. Now that Heat is as good as dead and with Criterion working on the next NFS (which will supposedly be launched/announced in 2021), let's get some discussion/suggestions on what would make an ideal next game. I'll go first.
1) I would like to see the next game be in the same vein as NFS Heat, same/similar physics, same atmosphere (I absolutely hate changes in physics, relearning how to do everything I could easily do in the previous game is such a pain in the backside, and I've really enjoyed the clashing outrun/dystopian/authoritarian aesthetic Heat had going).
2) MOAR CARS, AND MOAR ENGINE SWAPS!!! Also driveline mods. Seriously. Things like the 1990 Nissan 300ZX, Ferrari F50, Mitsubishi Evo 3, Mitsubishi Evo 6, 1999 Mitsubishi Eclipse GSX, Mitsubishi 3000GT, Eunos Cosmo Type S (the 20B REW powered one), Ferrari F355, Ferrari 360, Ferrari F430, Lotus Esprit V8 S4, Proton Satria GTI, Isuzu Impulse RS, Porsche 959, Porsche Carrera GT, Mazda RX3, Nissan Stagea RS4, Nissan Skyline R33 GTR, Nissan Skyline R31 GTS-R, 1999 Volvo V70R, Audi RS2 Avant, Mitsubishi Evo 9 Estate, Mitsubishi Galant VR4 Estate, Peugeot 205 GTi, Mk3 VW Polo, Ford Escort RS Cosworth, Mk3 Ford Fiesta RS Turbo, Renault 5 Turbo 2, Renault Clio V6, Ford RS200, Koenigsegg CC8S, Koenigsegg CCX, Pagani Zonda, Pagani Zonda R (let's be honest, the Zonda is better looking than the Huyra). And maybe we could get things like the Mk3, Mk4 and Mk5 Toyota Supras, Toyota Corolla AE86, 1999 Toyota Celica GT4, 1970 Toyota Celica GT and Toyota 2000 GT (just a small list of other cars to add to the ones already in Heat). Then the ability to change the driveline option on some FWD/AWD cars would be nice. Who doesn't want a RWD drift missile Civic or a demonic AWD time attack 205 GTi, or even a super slidy RWD R32 GTR? And finally, if people like Rob Dahm can have a turbo 4 Rotor, turbo 6 Rotor and a turbo 3 Rotor, us NFS plebs should be able to get turbo 2, 4 and 6 Rotors, a 2 Rotor swap being the only Rotary swap available is a bit pathetic.
3) More music…seriously, most people aren't Saudi princes driving gold-wrapped Mercs, most of us aren't wannabe "gangstas" or rappers, and most of us aren't chavs. So can we PLEASE, for the love of god get some better music? After 3 games, I have absolutely no tolerance or patience for trap and modern rap. It's just grating at this point. Can we please get some old favourite party/chart toppers from the 1960s, 1970s, 1980s, 1990s, 2000s and early 2010s, some Synthwave, a bit of 2000s-2010s DNB and Dubstep, some classic 1980s and 1990s thumping Happy Hardcore and House, some modern Rock and a bit of Metal from throughout the ages to spice things up a bit? And can we have an option to completely disable certain tracks and an option to disable entire genres? And maybe an option to cycle between tracks? Just add more music and add some kind of 'radio' functionality like GTA 5 has. That'd be grrreat.
4) The map. I honestly wouldn't mind if they kept the Heat map and just expanded it. But I would like to see a NFS game that takes place in/is based on Puerto Rico. From the little I've seen and heard, the car scene there is incredible. Either that, or Australia. Whatever happens, it'd be nice if there were more twisty mountain/hilly roads and it would be nice if there were a few more long, straight highways/freeways. And a few race tracks would be appreciated. 2 race, 2 mile long drag (with Central dividers to stop asshole rammers) and 2 off-road/dirt tracks sounds like a good number.
5) Traffic. I have no idea why Heat's traffic is as bad as it is, but the next game seriously needs to fucking fix it. Traffic should swerve/attempt to swerve when you're in the oncoming lane, traffic shouldn't make random asshole maneuvers - like going from the passing lane to suddenly exiting at the last possible moment, and traffic absolutely should not pull out on you and then stop in the middle of the junction, directly in your way. Oh, and traffic absolutely should not just spawn out of absolutely nowhere directly in front of you while you're going over 200mph. Burnout Paradise's traffic is better than Heat's traffic, and Burnout Paradise was made in 2008. One other thing: reduce the amount of traffic. Especially at night (it doesn't matter if the next game goes back to the day/night cycle or if it keeps the current day/night modes, it really shouldn't be too hard to write a bit of code that says "between the hours of a and b, only spawn x amount of traffic", or "in day mode spawn X amount of traffic, but in night mode only spawn Y amount of traffic).
These are my thoughts on what a hypothetical "NFS 2021" should do and be like. Feel free to disagree with me or add to what I've said. I'd be interested to see what kind of things you'd want to see in a new NFS and why.
submitted by swithinboy59 to NFSHeat [link] [comments]


2020.07.25 10:18 Digital_Zone Pakistani Girls Battle to Discover Their Individualities

They have never heard of Hunza Pie in Hunza...Instead, I settle for a mountain-style cappuccino built on a small equipment that an enterprising young Hunzakot has delivered up from Karachi, much to the south They've never heard of Hunza Pie in Hunza. Nowhere one of the bazaars and tea stores of high Karimabad can I get the succulent wedge of cheese, spinach and wholemeal pastry that epitomised 1970's "hippie vego" cuisine - and that got, one imagined, with lashings of durability and quasi-Himalayan wisdom. In place of Hunza Pie, I settle for a mountain-style cappuccino produced on a little equipment an enterprising small Hunzakot has sent up from Karachi, much to the south.

The Karakoram mountains of upper Pakistan increase in a vertical background above ancient Karimabad, the greatest settlement in Hunza. Saw enamel wedges of air and planet interlock while, much under, the Hunza Lake, colored like moist concrete, churns their way south, returning the hills to the Indian Water wheat by grain. A small but regular flow of tourists tackle the large road to Hunza. Finding there's over fifty percent the adventure. The Karakoram Highway (jointly created by China and Pakistan between 1958 and 1978) is often affected by glaciers and washouts - after all, Karakoram is just a Turkic term for "failing rock" - and fearless Pakistan Military bulldozer drivers are forever stationed to keep the "KKH" safe.

En approach to Hunza, our mini-bus has used this snow-fed torrent next to the Karakoram Road - which can be modestly lauded on one Pakistani tourism poster as "probably the most excellent achievement of mankind of the 20th century Escorts in Karachi ." We shall test the idea, firstly by climbing to Hunza, then on the 4733 metre Khunjerab Move to Kashgar in China's Xinjiang Province. A lot more than guiding us is Asghar Khan, an avuncular Hunzakut, whose volume to prepare for small mountains to be moved (if necessary by bulldozer), hands to be greased and meal to arrive promptly makes the KKH, for all of us at the least, a pushover. The fabled Empire of Hunza, extended an oasis on this path, wasn't always therefore quickly reached, nor therefore tranquil. Pilgrims, Cotton Path traders and imperial invaders when had to balance on thin foot paths etched in to the pit walls. "Loud with kingdoms" was Marco Polo's undertake this location in 1273. Even then, Baltit Fort towered over the city of Karimabad (formerly called Baltistan); eight centuries later, that 62-room palace-cum-fortress, after entertained by the Mir (king) of Hunza, however stands, framed by pinnacles of rock and snow.

We consume dinner in exactly the same palace space - now superbly repaired - in which Captain Francis Younghusband confronted the Mir in 1889, demanding he quit raiding the caravans that offered their way from Central Asia to English India. The Mir protested in phrases to the aftereffect of, "But it's our just money - but, if your King Victoria is unhappy, I can reduce her in on the booty "."Crazy idea!" Younghusband no doubt thought as he withdrew; then, as "Good Game" fighters were don't to complete, he sent in the British Army to better explain the imperial place of view. Hunza was integrated in to Pakistan only in 1974. The final Queen continues to be alive, aged 78, even though the existing Mir, now a local politician, no further holds the status of King. Certainly, as one of his true political opponents disapprovingly sniffed, "He's the simple remnant of a Mir."

The 10,000 folks of Karimabad inhabit one of the very benign vales of the Himalaya-Karakoram chain. Rich fields of maize are shaded by orchards measured with fruit; tourism offers a moderate income movement; as followers of the generous Ismaili sect of Islam, Hunza women (unlike numerous others in Pakistan) obtain equal knowledge with children, and girls aren't obliged to veil their faces. In sunny Karimabad you can look out from a number of reasonably relaxed resorts and see areas, corduroyed with plant lines, shining in the afternoon light. Moved terraces are threaded by brilliant irrigation stations that, over the ages, have converted this pile leave terrain into a breadbasket. Once we follow the particular level foot-trails that place through the hamlets of the valley, Asghar Khan points out a 200-year previous mulberry tree and, near yet another ancient fort, a gnarled, 500-year previous pine tree.

During the 1960s and 70s, the individuals of Hunza quickly turned popular in the West for supposedly residing to more than 100 years of age, experienced by real, 2,400 metre air and (it was said) a similarly genuine vegetarian diet - presenting, presumably, countless portions of Hunza Pie. Recent study shows no particular endurance (in fact, there is proof of inbreeding), or of the fabled pie. It would appear that the fable of spinach-powered centenarians was concocted, because it were, by the author of a Swiss veggie cookbook.Nevertheless, the Hunza diet may still set a vegetarian's tasty, being full of almonds, oranges, cherries and apricots and pretty short on meat. Meal (at least for tourists) is commonly a rice-and-chicken rinsed down by tea but number alcohol, for Pakistan is "dry ".My satisfaction then is fantastic at locating, on the list of carpet boutiques of Karimabad's climbing, rotating principal road, a bookshop with a cappuccino machine. Each morning I reunite for my coffee tweak, there to browse through Philip Hopkirk's numerous yarns about The Good Game, or even to jot a postcard, all to the sublime history tunes of Nuzrat Fateh Ali Khan. If the "Immortality through Hunza Cake" sect fixated upon this valley, therefore too did the "Shangri-La-ists", proclaiming that to be the prototype happy empire of John Hilton's 1933 novel, "Much Capabilities ".That numerous very far pavilions, from Bhutan to Mustang to Zhongdian, China, all maintain the mythic mantle of "the real Shangri-La" makes small huge difference to any one of their boosters.

"Where otherwise could you only travel in - as opposed to being forced to journey for a fortnight - and find yourself surrounded by 7000 metre snow peaks?" marvels among my friends. On our approach to Hunza, we've observed the huge peaks of Nanga Parbat (8125 metres) and Rakaposhi (7790 metres) radiant in gem serration against the sky. Waking at birth for a jeep excursion to an area called Eagle's Home, at 3200 metres, we scan a band of snow-capped mountains - Ultar, Rakaposhi, Lady Hand and Fantastic Maximum - slipping their substantial shadows down the alternative wall of the Hunza Valley, then across its fertile floor.
submitted by Digital_Zone to u/Digital_Zone [link] [comments]


2020.07.23 17:51 shad3 Spring Information Thread - Series 24

Series 24 Update  

FORZATHON SHOP

FESTIVAL PLAYLIST REWARDS

PHOTO CHALLENGE - 3%

FORZATHON

Earn 100 FP from the weekly challenge plus 10 per Daily, plus Bonus for all, double for owning the Lake Lodge

Weekly Challenge - 15%

Must be done in sequence to count.

Daily Challenges - 1% each, 7% total

Each challenge is open for 72 hours from 7:30am Pacific of the start day.

SEASONAL EVENTS - 6-7% each, 54% total

The unique reward listed for seasonal championship events requires you to place 1st against at or above the Highly Skilled Drivatar difficulty setting; the Trial requires Unbeatable difficulty. New this season: Playground Games rewards the car for all participants, win or lose.

Monthly Events - 21% total

submitted by shad3 to forza [link] [comments]


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https://preview.redd.it/aow3qw55e1c51.jpg?width=197&format=pjpg&auto=webp&s=d9c1410cd5d87623645760269febea9e6fcff8ef
submitted by savanna20Jul to Dino_Blue [link] [comments]


2020.07.20 04:36 tennesseecowboy15 So how do yall like my character bio, if yall would like to share yours comment below

Cam Norman Cam Norman was born to a family of hardworking frontiersmen and soldiers with 4 other siblings, his father was killed in the Indian wars in 1833 and in 1836 his family moved to Lemoyne to avoid attacks by Indians, Cam would do many jobs around town to support his family and with help from a local preacher he was able to provide for his family, in 1841 with the help of a friend of his late father he was able to become a captain in the 3rd US Dragoon regiment and earn good pay to help his family, when the war with Mexico broke out in 1846 the 3rd Dragoon’s led by Colonel Riley Favours (Father of Henry Favours) were among the first units in Mexico, Cam and the 3rd would serve valiantly at Riley’s Charge, Beuna Vista, Ceiro Gordo, and Monterey where he was wounded, Cam and his unit were among the first to enter Mexico City and for his actions in the war he was commended by President Polk himself, in 1850 Cam would marry his childhood sweetheart with whom he would have 5 kids and was stationed at fort Wallace where he and his unit would escort settlers into the unclaimed heartlands and help establish the towns of valentine and limpany, then in 1858 the great heartlands raid happened, battle larger than the battle of Cornwall kerosene and tar in 1899, where 1000 settlers escorted by 250 soldiers of 3rd led by Colonel Riley Favours and Major Cam Norman were attacked by 1300 wapiti Indians, the men of the 3rd fought bravely despite being outnumbered and half the regiment being killed or wounded, Cam would lose his close friend Riley at the battle, after he saved cam from being scalped, his son Henry would never forgive Cma and make it his mission to get revenge on the wapiti, at the end of the day the Indians were defeated. 20 settlers were killed, 107 soldiers killed, and 488 Indians killed, then in 1861 the civil war started, and Cam who always viewed Lemoyne as his true home joined the confederate cavalry at the rank of major and he would fought valiantly in the war until he was wounded and captured at the battle of Scarlett meadows, during the war he would lose another friend General John Reynolds who he had served with was killed at Gettysburg, after the war was over, Cam was offered the rank of major by the US Army who needed more men to help deal with the Indian threat after the army had rapidly been downsized after the war, Cam would prove his loyalty and show in courage in the Indian wars fighting in Red Clouds war 1866, Battle of the little Big Horn 1876 under Major Reno where he helped organize a retreat and form a defensive perimeter saving the soldiers who had not been with Custer, Nez Perce war 1877, battle of the red hills 1879, battle of black river 1881, raid on high peak ranch and the capture of Comanche chief bloody Scalp who was known for showing no mercy to all settlers he came across even women and children, for his actions he would be awarded the Medal of Honor by President Harrison, he would later become friends with Rains Fall and fight to improve conditions of the reservations, he would reach the rank of brigadier General and retire in 1892 to spend time with his family, in 1898 he was framed for the murder of Philip Le Clerk and was broken out of jail, after helping Mrs Le Clerk, he turned himself in and was proven innocent and released, later in 1898 he would form the 23rd US Volunteer Cavalry to fight in the Spanish American war although the war ended before they could be sent the 23rd would take part in defeating the wapiti army in 1899 after it had killed Colonel Henry Favours and most of his regiment, in 1901 he finally retired from the army and spent the rest of his life as a preacher in Rhodes, he died in 1911 at the age of 86 surrounded by friends and family, He was remembered as A humble, Quiet, Honorable, Courageous, Christian man, loving father and husband, and a merciful enemy for his negotiations with the natives and his attempts to improve their life on the reservations, When He died, President Taft ordered all flags flown at half mast that day and said “That America has lost a great hero today” His life would later be dramatized and featured in my books and several movies in 1950s and 1960s as the ideal American soldier and frontiersman
submitted by tennesseecowboy15 to RedDeadOnline [link] [comments]


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