Thứ Hai, 2 tháng 10, 2017

Waching daily Oct 2 2017

(beeping)

(keyboard clicking)

(dramatic music)

- Hello friends,

and welcome to Poland.

We're in the capital city, Warsaw,

a place that survived countless eras of human devastation.

Battles, sieges, empires come and gone,

revolutions, socialism, and a couple of world wars too.

It's a resilient city

with historical scars that are impossible to ignore.

The place we're standing in right now is a great example,

a 20th century reconstruction

of the original Middle Ages town

that was flattened along with most of the rest of the city

during World War II.

The city planners using paintings from that era

to ensure it looked the same,

a modern adaptation

of something of significant cultural importance,

not too dissimilar from the story we're about to tell you.

The Witcher series turns 10 years old this month,

which gave us a wonderful excuse to fly across the world

to talk to the various people

behind the design of each game.

We spent a week here in Warsaw interviewing developers,

spending time with the team,

and learning about the place

that brought these stories to life.

In fact, it's impossible to talk about the Witcher

without taking into account the cultural landscape

that brought it about.

This is a uniquely Slavic game,

both in its lore, and the way in which it was designed.

And the company that created it is uniquely Polish,

born out of decades of bleak socialist rule.

So before we talk about Novigrad, neckers, and noonwraiths,

we must first tell the story of CD Projekt.

Our series on the Witcher

starts decades before a single line of code is ever written,

in a place called the Polish Peoples' Republic.

(foreboding music)

- You didn't have your passport at home,

you were not allowed to have it,

so every single time you wanted to go abroad,

you had to go to the passport office,

and then there was an interview.

Every single time you wanted to go abroad,

even for a few days, it was like, "Why are you going?

"So your family left and so, hmm, sorry.

"Cannot grant you the passport

"on the risk of you fleeing the country."

They had the greatest place on earth, you know.

So there were two kinds of leaving Poland.

So you could leave to the friendly bloc countries,

so like the eastern countries like Eastern Germany,

Deutsche Demokratische Republik, DDR,

Czech Republic, Slovakia, that was fairly easy,

and you were getting a special passport for that.

And I remember, even at the sudden point

they allowed you to have this passport

for these countries at home, it was unbelievable.

But then, going to the Western world was,

first of all, hard to get a passport,

but even if you had one, it was super expensive,

because you are, I mean, like, you know, a tiny fraction,

the average income was 5% or 10% what was in the West,

so not many people were able to afford it.

- [Danny] Marcin Iwinski, the co-founder of CD Projekt,

grew up behind what we in the West call the Iron Curtain.

When the Warsaw Pact was signed in 1955,

Europe was effectively split in half politically:

the capitalist West, and the socialist East.

Marcin grew up in Warsaw,

about as close to the West as you could be.

His parents did their best to protect him

from the reality of the world he grew up in.

His father, a documentarian,

would take work in the West a few months of the year

to earn money to bring back home.

- Sort of the socialists

started to sort of loosening the grip,

so first you were going,

the first trips were obviously Czechoslovakia,

Eastern Germany, Hungary.

And then, my first real, like, Western trip,

I went to Sweden, and that was the first time

I boarded a plane, and I was on a plane.

It was incredible because,

just remember, I was early in my teens,

I don't know, 11, 12 years old,

so I had a stewardess sort of walking me through.

I was a kid and I boarded the plane, I arrive in Stockholm,

and then my parents picked me up,

and the first moment we stopped at a supermarket,

and it's a supermarket, what's that?

And, you know, the jaw is dropping,

that's an abundance of everything, like,

I still remember the crates of 7-Up, and I was like

you know, or like the toys department,

simple things like that.

So Poland had none of that, like zero.

You had places to buy some imported stuff.

It was super expensive.

You were normally never buying them,

and suddenly you go to the West

and you see they have everything.

Why don't we have it?

So, yeah.

For me, this period of time was never, like, really painful.

The difference,

for example, when I'm watching the all-Polish comedies

from these times, or movies, for me it's funny.

For my parents, it's not funny at all.

So two different realities.

(portentous music)

- [Danny] Presumably then,

things that were brought in from the West

was it more colorful or something?

- Yeah, totally, totally.

Like,

it's actually a very good point because, for me,

the predominant color of, not even Poland, Warsaw: gray.

So socialism for me is gray.

And then, after several years,

I went for the first time to Moscow,

and I said, "Wow, that's where the color comes from!"

That's gray.

Everything here is gray, you know.

So, and then the West started to bring colors, variety.

I still remember, they opened the first Burger King

right next to my high school.

It's like, okay, I'm a vegetarian since 25 years by the way,

but anyway, back in the day I wasn't,

so we were queuing four to five hours

to get into the Burger King, and it was like a

like a temple of

of the

of the Western, you know, symbols.

Like, I think it sounds very high-level,

but that's what it was for us.

We could actually taste the West.

- [Danny] Things from the West carried a cultural weight

once they made it across the border.

So for somebody who was interested in games,

few things were more wondrous

than the computers that ran them.

- There was the Atari, I think 65XE.

Or the cassette player and the cartridges: that was popular

because someone started importing them here.

But those two were fairly expensive,

and then the Commodore 64.

And in high school, it was already started opening up,

so it was more, I think,

then, of course, the technology was progressing,

so PCs were still kinda like the Hercules and the EGA cards,

so that wasn't really very attractive,

but then there was Amiga, and Amiga here in Poland was huge,

and actually from Spectrum, I moved directly to Amiga,

and it was like, I don't know,

from Famitsu moving to, probably PS4.

- [Danny] Right. Did you have 500 or 600?

- I had the 500. That was

that was the best one.

- [Danny] And also, all of these systems,

incredibly easy to copy games for.

- Of course, that's a very important thing,

because initially it was small,

so it was really like a hobbies thing.

The computer market here in Warsaw

and every single big city,

geeks and hobbyists exchanging things they have,

but then it started growing into business,

so when more people got Amigas and, actually, you know,

then some people were bringing these Amigas

and selling them here, going every week to Berlin,

buying them, and reselling them here with a profit,

then it started growing, so it's sort of the

it was still kinda small for, like, the

looking the size of the market,

but then, in my class, I don't know, out of 30,

I don't know, maybe eight kids had computers.

So it started growing.

- [Danny] Players would flock to computer markets

to get games and magazine,

like miniature conventions every weekend,

with friends and strangers exchanging games,

making copies on cassette tapes,

and discussing rumors about the games that were coming out.

The mysticism of these analog talismans comes across

when Marcin tells me about these days.

In fact, because the data was based on tapes,

some Polish radio stations would even

broadcast games over the airwaves for players to copy.

- So they were like, "Hey, tune in at

"5:10pm, and then

"start recording,"

and then it was like, "doo-doot, doo-dldldldlddldldldl,"

and then

and then people were just recording

and then replaying them to their computers,

but we had all these Grundigs, and are using TDK tapes,

and then, you know, recording, and then replaying,

and we were like, "Wow, it's so cool."

And then, you know, some people had collections

which were like couple thousand tapes.

- [Danny] Right.

- Yeah, couple thousand tapes, all with games.

- The Polish video game community

was ravenous for new games,

trading them at markets, copying them from their friends,

even recording them off the radio for damn's sake,

but to get games into that ecosystem,

first of all you had to get them into the country,

and that's where Marcin found his angle.

- You know, I wasn't a coder.

I wasn't like a music composer.

I wasn't an art guy.

So the only thing I could do, be probably a swapper, yeah?

There was the magazine called Your Sinclair, about Spectrum,

and they were reviewing games.

At the end, there was a section with

with ads, like the tiny ads.

People were advertising, like,

"Hey, if you wanna swap games," I don't know,

"send me a list," and it was all happening by mail,

so you'd have to go to the post office, post a letter,

then they were writing you back.

How crazy it sounds today, yeah, a letter.

Writing something on paper (laughs).

- [Danny] It's like an e-mail that takes a week.

- Yeah, no, actually two (laughs).

Guy was from Greece.

I wrote in that, "Hey, I'm Marcin,

"and I would like to swap games.

"The problem is that I don't have any new ones.

"If that's okay, I will be sending you every single time,

"two cassette tapes.

"One you will keep for yourself,

"and the other one you will record

"whatever new stuff you have and send it back to me."

And then I thought he will not write me back,

and then one day a tape arrives with games that

nobody has in Poland.

And then I'm bringing them to the computer market,

and I'm the man.

Yeah, I'm the king of the hill.

How cool is that?

And that's how my swapping career started.

- [Danny] Technology evolved, and so too did the swappers.

Marcin got his hand on a modem

and began logging onto BBS systems,

and pulling games off the Internet.

Suddenly, his stand at the market

had the latest games every single week,

and what's most important about this is that none of it,

the swapping, downloading, copying off the radio,

was technically illegal.

Copyright law was a worry for the West,

but in socialist Poland, it simply didn't exist.

- There was no copyright law in Poland.

Even if there would be one back in the day,

people wouldn't buy software

because they were not able to afford it.

The legal market was super tiny.

There were already some companies working,

but as we are emerging out of socialism,

you know, they wanted to civilize

part by part, piece by piece, and at a certain moment they,

in '94 actually, that they established a copyright.

That's actually when we started CD Projekt.

At a certain point, one of my friends from the scene said,

"Wow, I just got a CD-ROM, and it's so cool,

"and I'm playing 7th Guest, Mad Dog McCree,"

and I really got a lot of my savings,

and I bought one of the first CD-ROMs in Poland.

And then I got these games,

he put me in touch with a wholesaler

somewhere in, I think, Indiana.

They were not specializing in games, per se.

They had a very huge offer of XXX stuff,

but we were not tempted.

(laughter)

We (laughs)

so whenever we are get

getting a

a catalog, big part of it was

you know, Crazy Pamela's, and all that stuff.

But there was 7th Guest, you

you could

you could be suspicious

about the name of Mad Dog McCree could also,

but actually you could take any gaming name, Diablo, hmm?

- [Danny] Yeah (laughs), right yeah.

Marcin's school friend, Michal Kicinski,

was selling on the market that he was importing for.

Together, they were able to take advantage

of the expanding market for compact discs.

CD-ROMs were a huge disruptor for the games market,

while even in Poland there were manufacturing plants

spitting out floppy discs,

CD-ROMs were incredibly expensive to create.

Single-speed burners ranged in the thousands,

while an individual CD-R in Poland

could cost a weeks wages.

It simply cost too much and took too long to make copies,

but at the same time,

the amount of data that they could hold

made them incredibly valuable to consumers.

Encarta encyclopedia may seem

like an expensive way of using Wikipedia today,

but back then it was effectively replacing

entire shelves of books.

For games, this meant far more data, music,

voiceovers, richer textures, FMV video.

Marcin and Michal started importing American laser discs

and packaging them with Polish boxes and Polish manuals,

but the team wanted to do more with localization,

even if their peers in the market disagreed.

You see, at the time, the accepted market knowledge

was that there wasn't a market

for localized games in Poland.

Gaming was a niche market there,

and so localized games were even more niche.

But what CD Projekt reckoned

was that that was actually the wrong way around.

The reason they thought games were niche,

was that so few of them were available in Polish,

especially in the '90s,

where the country had only just opened up to the West,

and levels of English-speaking

were far less than they are today.

To test this theory, they needed a guinea pig,

so they started with a kids' game.

- [Marcin] One of the first titles we localized,

fully localized, was Ace Ventura,

and we actually found a guy who helped us to localize it.

He did a bloody good job.

- [Danny] Wow!

What's the Polish for alrighty then?

- Uh...

(laughter)

I don't remember, actually. (laughs)

Ace Ventura was the first one,

and actually there were some songs,

so we recorded the songs in the studio, and it was a blast.

People loved it.

Lower price point, like a typical mass-market proposition,

and, you know, also the first game, so

instead of hundreds, we started selling small thousands.

- [Danny] Localization was working.

Polish players were willing to pay

to have games in their native language,

but what Marcin would learn

is that they were actually solving a cost problem

for the publishers too.

Back then, games were translated into other languages,

but usually at a high cost to the publishers.

Developers would take on the work themselves,

and usually charge high Western rates

to translate games into French, German, Spanish,

and other common European languages,

but languages like Polish were considered exotic

and charged even more,

so translating them made little sense,

considering the size of the market.

The other issue

with creating a Polish language option for these games

was the risk that these Polish versions of the game

would flood back into Western Europe.

The cost of living in Poland was but a fraction

of that in the West, so games had to be much, much cheaper.

If they'd made multi-lingual versions of the game,

the publisher would risk cheap Polish copies of the game

arriving in Germany and beyond,

but if CD Projekt were able to create

a purely Polish version of the game,

this would never happen.

Few people in the West spoke Polish either.

The guys had their business model.

After Ace, they struck a deal with MGM

to localize the Pink Panther,

and it wasn't long before they were setting their sights

on bigger fish.

While established Polish distributors

were concerned with big companies like EA,

CD Projekt managed to strike a deal with Interplay.

Their first few deals weren't great.

They ended up sitting on a stockpile

of Dungeon Keeper 2 they couldn't shift,

but it started a conversation

which would eventually lead them

to securing a publishing deal for Baldur's Gate,

3,000 units with all the risk on CD Projekt's shoulders.

They needed to make this work.

- [Computer] (speaking in Polish)

- First we took famous Polish actors

for the main characters, for the narrator,

and then the NPCs,

and they are still, like the iconic voices.

We prepared a huge, beautiful-looking box with the five CDs.

We struck a deal with the local D&D book publishers,

so we actually added their D&D,

totally not related to Baldur's Gate,

but it didn't matter because the value was there,

it was the flavor, and then we added a map.

A true collector's edition.

Just to put it into perspective, before we signed a deal,

we were shitting our pants with Michal

that these 3,000 units can bankrupt us,

because if we'll fail, you know, we're done.

We're never seeing a lot of money in it,

and maybe we'll not sell 3,000, or 1,000, maybe do more.

Of course, you have these doubts, you have these fears.

By the time we are going to the market,

we have fixed orders for 18,000 units--

- [Danny] Oh my God!

- Yes, so, like, that's

that's the proportion,

and before, the best game that we are selling

was maybe 1,000, maybe 2,000,

and to put it into perspective,

there is not even one retail chain

in Poland back in the day,

so it's all wholesalers,

guys dealing on these computer markets, mom and pop stores.

Our warehouse, where our office is

our warehouse

our room (laughs)

was able to take 5,000 units, maybe.

- [Danny] Oh my Gosh.

- Maybe eight if we put it all around the corridors,

and desks, and shit.

So we actually took a separate warehouse.

There was a queue of these wholesalers early in the morning,

and they actually

there was a fist fight in front of the warehouse:

who will get the stock first?

We sold the whole 8,000 units.

Within the first year we sold 50,000 units.

- [Danny] God.

- That's what happened.

That's--

- [Danny] That's the making of a company.

- Yeah.

Why should I buy something when I have it for free?

Software is free, how it was would you pay for?

And suddenly you have this collectors' piece,

with the cultural seal of quality,

and of course the first and foremost,

most important thing, the game was great (laughs).

- [Danny] It helps that it was also Baldur's Gate, yeah.

- Yeah, sorry, sorry, I should have mentioned that

very beginning because, like, "Hey, we created it,

"and Baldur's Gate was crap, by the way.

"Don't play, man."

No, no, the game was amazing,

so people couldn't wait to play it, but it was for them,

it was in their local language,

and actors signed up for it,

the value of the package was great,

so it was amazing to have it on your shelf.

And this was sort of beating the pirates to the punch,

because of course they copied it a few days later,

they had all our games copied 24 to 48 hours later.

- [Danny] Did you go down there?

- Yeah, of course, we would.

And they had

they had this

we had this sort of seal of quality,

the professional Polish version,

they were putting on every goddamn game,

whether it was our stolen version or not.

They were actually even localizing themselves

quite often with really badly

bad Polish, like with a Ukrainian accent,

recorded in a kitchen

(imitates woman speaking in Polish)

Mom, I'm recording, "And then they came, and la-la-la,"

you know, you had stuff like that, you know.

And I think it's pretty much all around the world.

Right now, don't buying, but downloading from torrents,

but if there is a game you deeply care about,

you don't pirate it.

- [Danny] Yeah.

CD Projekt understood the Polish market more than anyone,

but over the next few years,

as they'd helped to legitimize it,

publishers were trying to get more and more involved.

Marcin knew that the long-term health of the company

required that they diversify.

They had never made a game,

but the money being brought in from their distribution wing

put them in the unique position where they had the capital

to self-fund a game if they wanted to.

- And then we went to

E3, and it was

the first and only time

when we visited Interplay in Irvine.

They invited us over, and it's amazing.

It was just, you know, blown away

like the kids in a chocolate factory.

We saw the Baldur's Gate Dark Alliance,

because it was the first presentation,

and at the end of the presentation,

they tell us that it's just a console title,

almost like PlayStation II I believe, and

the market here, 90, 95% PC,

console, still Super ID,

and then we started thinking,

"Hey, could we make a PC version?

"I don't know.

"Can we convince them to make a PC version?

"Yes? No?"

So at the end of the day, during the dinner,

we approached our Interplay contacts from Interplay Europe,

and said, "Hey guys, you know,

"why don't you do a PC version?"

It was like, "Hey, we have no resource for that.

"Why don't you do it?"

We're like, "Hmm, okay, let's think about it."

So like a few weeks later,

we flew over to London to talk to them.

They gave us the PS2 dev kit,

and we smuggled it back to Poland in our carry-ons.

So we already had the dev kit; we had the source code.

And so we found the guy that was--

- [Danny] PS2 dev kit was pretty big.

- Oh, yeah, it was huge.

I actually was

I was actually afraid that the customs would control us.

We had no papers for it.

The customs was kinda hard back in the day.

- The guys returned from Poland

with their PlayStation 2 development kit,

and got in touch with Sebastian Zielinski,

the creator of the Mortyr engine,

to see about creating a port,

but soon after, news about Interplay went sour.

Their UK contact sent them over a contract,

but advised them not to sign it,

as the company looked like it was folding,

and sure enough, the inevitable happened.

The deal was off, and the guys were left with a dev kit,

but the seed had been planted.

For years, they had just been middlemen.

Now was the time for them to take the leap

into games development.

When CD Projekt initially went down the road

to try and create their own video game,

somebody on the team suggested that

before they create their own IP,

maybe they should check in

to see if they could get the license

for a particularly popular set of fantasy novels.

Now these novels were basically unknown

to anyone living outside of Poland,

but to Marcin and his generation,

it was one of the most important pieces of literature

in their life.

- But we really signed the Polish Lord of the Rings,

and we couldn't believe that.

I still remember, because I was,

during my high school times and at the university,

I was totally into science fiction and fantasy.

Sapkowski comes with the first story, it's about the striga,

and I read it in the Science Fiction Monthly,

and then he publishes books, and, you know,

it's a cult thing.

For my generation,

it's totally the best thing we've ever read.

Actually, we never really thought about it

as a monetary value, so like,

"Hey, we signed it for this amount of money."

It was never, like, a part of our calculation.

We had a chance to build a game

on something we were totally passionate about,

and that was the most important part.

So, like, obviously if the price that would be so high

that we wouldn't be able to afford it,

we just wouldn't sign it, but it was

it was really totally

not a commercial calculation, and then, you know,

we spent five years dealing with the first games,

you can say, yeah,

we could say we are very naive by signing it,

and thinking that we'll deliver a game on it,

and we were, actually.

- [Danny] The first year of development was difficult.

They worked on a tech demo,

and flew to 10 meetings all around Europe

to try and secure a publisher.

Of those 10, only two replied,

and both told them they should maybe try a little harder.

They knew they needed to work on the engine,

but couldn't come to an agreement

on the direction of the technology

with Zielinski and his team in the city of Lodz,

so Marcin decided to take production in house

under the name CD Projekt RED.

They offered jobs in Warsaw

to the other members of that team.

They all agreed.

One of them was a graphic designer called Adam,

who's now head of the studio.

- We always wanted to combine the story with the open world,

and in the Witcher one, we wanted to do this,

and the second level is like

the most open level in the game,

and this is the direction that we wanted to go, to follow.

Technology didn't allow us to do it,

but we always wanted to combine these two things.

It's like magical thinking, very optimistic thinking,

but the Witcher one established this direction.

- [Danny] CD Projekt had big ideas

about the game they wanted to create,

but they needed an engine, so at the next E3,

they approached their friends at BioWare

about licensing the Neverwinter Nights engine.

To their surprise, BioWare agreed,

and so the team went on to work on the Witcher.

A year later, before the following E3,

they flew to Edmonton to show the doctors their game.

- We arrive, and the demo doesn't work,

and then overnight they download some deals,

and it's super stressful,

and even in the morning it works poorly,

but for the meeting, magically, it does,

and then we come into the meeting, and, you know,

super friendly people, not a publisher, nothing like

there is no, like, that will cancel the agreement.

It's more, again, ambition,

and what they will think about us,

and you talk to the RPG gods,

and they will rule on your demo if it's good or not,

so imagine the amount of stress, yes?

And they say they like it,

and so

we have this

they grant us this corner at their booth, and I'm

I said it many times,

but I'm really grateful until today about that, because

this was like putting a bio or a seal of quality

on CD Projekt RED.

Really, honestly, that's what it was,

because they were showing Jade Empire at that time.

The first Xbox-exclusive Jade Empire,

so all the media are like,

all the giant games are Xbox,

and we are like, you know,

like a tiny little mosquito from Poland,

and Gamer was like, "Oh, Jade Empire this, Jade Empire that,

"and by the way, we have these pretty cool guys

"here from Poland, and they have this game called Witcher.

"Take a look."

And we had all these guys coming in, and they mention us.

They write about the game, incredible stuff.

And we sit in this pub with Greg,

he's asking us about the staffing plan.

We didn't have HR at all,

and already we saw that BioWare had, like, a strong HR,

but we were on the, "Pssh, why the hell?

"Why do you need that?

"Makes no sense.

"We can do it ourselves."

We were, so initially we thought, we'll finish the game.

Actually in the original design,

it was like we'll finish in 20 people, whatever, you know,

blah, blah, but you don't know it.

People tell you that, many times,

and you're like, "Ha, come on.

"We're Polish people, work harder." (laughs)

Shit, not five times harder,

maybe, you know, one and a half maybe.

And he's telling me, "You know, Marcin,

"what you see today is just the tip of an iceberg,

"and there is a whole huge part of it

"underneath the surface,"

and yeah, I understood his words,

probably only a few years later, really,

because Witcher 1, we finished in 80, 80-something.

- [Danny] To finish this game,

CD Projekt were going to have to become

a real games development studio,

scaling up and working on the project full-time,

but if they thought the work had been hard

up until this point,

they had no idea how difficult it was about to get.

In our next video, we tell the story

of how these games were made,

and reminisce over the developers' favorite moments

from the Witcher 1 and the Witcher 2.

Throughout the rest of this series,

we're gonna talk to the folks

behind the design of the Witcher franchise.

We're gonna explore the creation of its various worlds,

how combat changed throughout the series,

things like music, quests,

and how the game has been adapted and localized

for people all around the world to enjoy it.

Hello friends, we're shooting B-roll.

There are pigeons and lots of tourists.

Way more tourists than the last time I was here.

So that's

that's fun.

How you doin'?

I'm getting sunburned again,

for the second time in two weeks.

(beeping)

(keyboard typing)

For more infomation >> The Story of CD Projekt - Witcher Documentary - Duration: 29:37.

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アメリカのスーパーマーケットでお買い物 アメリカ生活・テキサス暮らし編 #27 - Duration: 11:52.

For more infomation >> アメリカのスーパーマーケットでお買い物 アメリカ生活・テキサス暮らし編 #27 - Duration: 11:52.

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Mediation essays - Duration: 6:35.

The idea the following. You all know that in every school, especially in higher and secondary technical there are people who do not like to do anything themselves, and they are usually able to pay someone to do the work for them. Also in most of these institutions there are guys who make good money from such negligent. But I am by nature a lazy man, I feel the tails to pass struggling, what about writing essays and other things for the children left to speak. But to earn extra money on ice cream for beer have always wanted. So, I decided to play on the price difference. Roughly: one page term papers, which they write in the library, not just download them from the Internet, costs about 25 rubles. What is most interesting is in demand and plenty, and not only during the session. But the only thing I could really find is 22 per page, and when a bunch of conditions. With this problem I coped in two ways, prices can safely say that one shot to kill two birds with one stone. We have in the three main universities (and even in my town of 650 thousand people). I made a very simple. Initially I took my friends some CDs with abstracts and conducted their sampling. If you have ever faced such kind of disks, navernika know that not all of the essays listed on this disk are present, and they are usually archived. So I spent a lot of time to process the available disks, but the result was decent uncompressed collection of essays, which happily and rolled up on a pig. My second step was submission of a Declaration in a local "hand in hand", as well as mass gluing of the boards and pillars of the adjacent territory of our leading universities. The essence of the ad was simple: I offered all recording, writing and willing to write essays to call me and spend a couple of their minutes to listen to my suggestions. I must say that the local reparticularly lived only for their regular customers (at least I think so). The fact that I have to feed their ads began to ruthlessly destroy any ads of my competitors. It is not difficult to do, I had to ride after the lectures in a few universities, right before leaving her to comb the area. I don't know what worked, but I had a call-back five times a day and usually took my suggestions. What do those who did not accept, do not know, but their ads I never saw. So, what I suggest to people. First, if people wrote essays, I offered him: 1. I find orders for him, I guarantee to him a certain and stable level. He agrees to work according to my orders. Then came the haggling about the price per sheet. Usually, with proper explanation of all the benefits, but they are not enough (he doesn't have anywhere to run, no need to meet with a client, he works with one person, but it does not require anything, sit down and write, well, etc.), it is possible to gain 7-8 rubles discount. Shout that you provide is, and the paper now expensive and the toner is expensive and generally, you have ten people working. Feel free to pressure, threaten not worth it, but to say that you have a team and you simply would drop the price quite worth it. Often write girls, and to negotiate with them is not difficult, because they are not very nice at 17:30 meeting to go to. In General, 80% agree, if you talk convincingly and compelling voice. 2. The client refused to cooperate on your onerous (as it seems). Well, it's not a problem, feel free to kick him a discount of 3-4 rubles and recorded in a database for emergencies. Money therefore for many it won't, but his face (to the client), save. 3. Oh and don't forget to sell your base, the best gift company for beginners. So, it seems, all told. Yes, I want to say that ads of any competitor tear is regularly and mercilessly, by his own serve (to refurbish) at least 2-3 times a week. On the essays, reports and course you should not stop there, there are many interesting objects on which the written test, pass reports, etc. just say that you need to act tough and run you a lot, but everything can be overcome. Profit think for yourself, but keep in mind: 500 sheets = 130 RUB 1 sheet = 0,26 RUB. 1 sheet = 2 ad. 1 case 9 floors = 50 ad = 25 sheets = 6,5 RUB. Housings, each of our institution an average of 6, so: 18 buildings = 117 rubles. I have a massive wrapping of the buildings takes about 5 hours given the travel by bus from one University to another. From each University, I get in the worst scenario 10 orders on average, 10-15 pages each. 1 page = 20 rubles 10 pages = 200 rubles 100 pages = 2000 rubles My 5 rubles from the page giving the results of 500 rubles from the University and 1500 with the 3. net of expenses get your 1383 of the ruble. Prices I overestimated, and everything else is understated (profit that is). Print ads I on a laser printer, and xerocopie from a friend on his paper, sometimes just give him a beer and everything. In principle, we have everything you Xerox can 2 rubles per A4 sheet, then the costs will take another 300 rubles, but the cost of purchasing paper can safely be attributed, for 2 RUB to print on their own. The result: a profit with all the maximum costs would be: 1500 - 900 = 600 rubles. It's somewhere for 3-4 days receive calls and transfer tasks to his "work". Tasks are performed for 4-7 days, not more, and any, except that cursac for the programmer, but the reward, then the corresponding to need. In fact, when run over, and have to run the procedure, especially if you have no car, I recommend to find a couple of walkers, less profit, but more time and my legs are sore. I WOULD APPRECIATE ANY COMMENTS ON THE CASE. P. S. in Addition to universities, there are institutes, colleges, and damn those that still have it, so go for it, good luck and success. Friends just say the above idea works, and I quite feel good. So please leave criticism of my abilities, I'm specifically interested in your opinion about told me, and I would particularly like to hear about the legal side of this enterprise, and also to get good advice for improvements or any automation (a really long time, the infection eats, and sometimes these guys calling you all day long that evening the head like a watermelon bursting overripe).

For more infomation >> Mediation essays - Duration: 6:35.

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Existe culpa sem sofrimento? - Duration: 1:05.

For more infomation >> Existe culpa sem sofrimento? - Duration: 1:05.

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ZILLION: The Light Gun That Made Sega Millions | Nostalgia Nerd - Duration: 11:14.

Light guns.

They were once the wondrous accessory which seemed to elevate our home computers and consoles

to new heights.

We'd played Operation Wolf in the arcades, but to experience this in the home was mind

blowing.

Of course, the in home experience never quite lived up to the arcade sensations, but these

accessories provided enough respite from the standard fare of game-play to rejuvenate the

whole experience and add an additional level of fun to proceedings.

Of course, these days, LCD televisions prevent most of these accessories from working.

They require the direct connection to a CRT television, so those white flashes of light

can be timed perfectly for reception by the light gun sensor.

Modern flat screens inhibit this direct precision, but it's worth grabbing a CRT just to re-live

these charming light phaser days.

In this short historical episode, I'm going to be focusing on one light gun in particular,

or at least a spin off of it; The Sega Light Phaser, designed for the Sega Master System.

A sturdy slab of plastic, which looks pretty menacing in it's all black aesthetic.

The later American versions had an orange cap added onto the end, to prevent confusion

with the real guns which are seemingly abundant throughout the country.

You don't want to be firing a Glock 17 at your CRT television, or likewise, attempting

to hold up a bank with your Sega Light Phaser.

So this orange beacon thankfully, removed any doubt from the situation.

Interestingly, the Sega Light Phaser looks very similar to the Amstrad and Mastertronic

released 1987 Sinclair Magnum Phaser, which would gain popularity with +2 game bundles

in 1989, and clearly it takes inspiration from Sega's model, released in 1986.

You might think they've been run from the same mould, but they're slightly different

in size and aesthetic, with the Sinclair model feeling distinctly cheaper to hold and use,

but otherwise performing the exact same job.

A gun which shares an even more striking appearance with the Sega Light Phaser is the Zillion

Laser Tag Toy.

In fact, the mould is identical.

But why?... and where did it lead?

Let's begin with Zillion.

Zillion was a Japanese anime television series which ran from 12th April 1987 to the 13th

December 1987, consisting of 31 episodes and produced by the people who would become the

acclaimed Production I.G with some episodes even scripted by "Ghost in the Shell" director,

Mamoru Oshii.

5 of these episodes were dubbed into English and released in North America on VHS.

The basic story takes place on the planet Maris in 2387.

A race known as the Nohzas have started a genocide program to kill all humans in order

to lay eggs and reproduce on the planet, however thanks to the appearance of some mysterious

guns collectively called "The Zillion Weapon System", their plans are somewhat thwarted.

Three soldiers, known as the White Knights... or disturbingly, "The White Nuts" post translation,

are chosen to operate these weapons, and so the fight plays out in this typically bizarre

story-line.

Now this is an Anime which had Sega tied in from the beginning.

In fact, the Anime was sponsored by Sega Enterprises to go hand in hand with the home video game

due for release on 27th May 1987; 1 month after the series first aired.

This sponsorship is evident from the fact the the gun used in Zillion is based entirely

on the Master System Light Phaser, even down to the trailing wire which connects the weapon

to your console.

It also features Opa-Opa, really the Master System's original mascot starring in the awesome

game, Fantasy Zone from 1986.

As well as providing kids entertainment, the anime had a dual purpose; The first was to

help push sales of the Master System and their exclusive Zillion game, in an attempt to try

and gain ground from Nintendo.

The second was to sell a line of merchandise released by Sega at the same time, including

an Opa-Opa toy!

One obvious question which may pop up with this knowledge is; Why doesn't the Zillion

game actually make use of the Master System Light Phaser, given it's seemingly obvious

tie in?..

The answer to that is given the Light Phaser wasn't actually released in Japan, it wouldn't

have made for very good sales.

But maybe Sega were hoping for a bigger impact when taking the Anime overseas to light gun

owning regions, where the connection could be made..... or, if the series was successful,

maybe Sega had hoped to launch the Master System light gun in Japan as well.

I can't be sure, but unfortunately, the anime failed to gain even enough interest to herald

a second series in even it's home land and therefore didn't really help with Sega's console

sales.

Over in North America, The Sega Light Phaser had been released in 1986, followed by Europe

in 1987, and bundled with Marksman shooting, Trap shooting and Safari hunt.

Although not available in Japan, it's anime tie-in would not be wasted, as the moulds

were re-used for the Zillion Laser Tag toy, released in Japan, Europe and Brazil.

The gun aesthetic fitted the show and of course, using a pre-moulded, Sega associated design

saved money.

Along with the series, the main merchandise didn't sell terribly well, but the tag laser

gun clearly proved the most popular spin off, especially in Japan, and was seemingly sold

for several years after the series finished.

*Japan had both the basic gun releases and JJ's upgraded Zillion gun.

Keen viewers might also spot that the gun changes in the latter episodes.

This is because Sega fell out with Zillion's creators, Tatsunoko Production mid way through

the series due to financial issues,; this being a further and possibly more pertinent

reason why the series was wrapped up early.*

The Zillion laser gun was released in Japan by Sega and in Europe by Matchbox.

This is the version I have, although as we didn't have the anime, it's not adorned with

tied-in box art.

Instead featuring 80s tron like packaging which radiates nostalgic feelings of electronica.

Inside the packaging of the UK version we have, the gun, a power pack, a target and

there should be an instruction sheet, but I don't have it...

Inserting 2 C cell batteries powers your err, power pack.

The gun then plugs into the power pack, and is ready for use.

If you're playing solo, then your objective is really to hit the triangle target, which

you can place anywhere.

This has 3 accuracy settings and beeps and flashes upon successful impact.

You could also get a counter accessory to plug-in and record your hits.

The range is actually quite impressive.

You can achieve 20 meters in daylight and about 30 in the dark, projecting a fierce

flash of white light on whatever it hits.

The box gives you some ideas for how to feel less of a loner using reflective surfaces

to mix up your target practice.

But the real fun was evidently with more than 1 person.

If you have 2 guns and are playing with friends, then you can wear the triangle clip somewhere,

on your belt maybe and fire at each other, just like a light gun game should be played.

You can of course also play with friends using one set.

In a cat and mouse type scenario where one person runs around with the target and the

other shoots frantically with the gun.

Something fun to play perhaps in a shopping mall, or down the pub when you're bored.

Over in Brazil, the Zillion light gun was released in 1988 and distributed through TecToy.

This in fact marks, the beginning of the relationship established between Tectoy and Sega which

would ultimately end up with Tectoy manufacturing and distributing Sega's consoles up until,

well, today really, with a limited edition, SD card ready Mega Drive released earlier

this year.

This relationship created a market which accounted for a substantial portion of Sega's console

share, selling millions of both Master System and Mega Drive consoles, which even led to

exclusive game titles for both consoles running into the late 90s, and a string of all in

one game machines.

Stefarno Arnhold, TecToy's then CEO has said in an interview that sales of the Zillion

pistol in Brazil were crucial to Sega closing the TecToy partnership.

The Brazilian tag gun itself, was based on the upgraded Japanese design, looking somewhat

more fanciful than the Master System Light Phaser mould... *although the Master System

and a TecToy version of it's phaser, would naturally follow in the region.*

Zillion didn't garner the success Sega had hoped, the game was popular enough to warrant

a sequel, with Zillion II launching in December 1987 in Japan, and arriving later in 1988

on Western shores.

Although this game does feel more rushed than the first, so maybe Sega just got it out there

because it was already half way through development!

Ultimately, however, it ended up forging an even bigger market than Sega had envisaged,

just in a different part of the world.

The Zillion light gun toy was phased out at the end of the 1980s, with the Sega Lock-On

guns picking up the laser tag batton from 1992 onwards.

Mimicking the experience of laser game venues like Quasar and Mega Zone, which were particularity

popular throughout the 80s and 90s.

I was always incredibly pleased when a party invite was a Quaser party!

Games were still being launched for the Sega Light Phaser into the 90s, helped in part

as it was bundled with many Master System packs throughout the 80s.

Proving it's niche popularity with those who sometimes enjoy pointing a gun at the screen

rather than dabbling with a control pad.

As for the White Nuts... well, I recommend you don't enter it as a search term on Google

these days.

Thanks for watching this video about light guns and Zillion. You can watch more documentaries by clicking here, you can subscribe, support me through Patreon or just leave. In any case, I hope you have a great evening!

For more infomation >> ZILLION: The Light Gun That Made Sega Millions | Nostalgia Nerd - Duration: 11:14.

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AVENIR de la chaine YOGA chez Katia 🌴☀️✨ - Cours de YOGA en video - Duration: 2:36.

For more infomation >> AVENIR de la chaine YOGA chez Katia 🌴☀️✨ - Cours de YOGA en video - Duration: 2:36.

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САМЫЕ ИНТИМНЫЕ СЕКРЕТЫ ВЕСЫ ♎ - Duration: 5:45.

For more infomation >> САМЫЕ ИНТИМНЫЕ СЕКРЕТЫ ВЕСЫ ♎ - Duration: 5:45.

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Дом 2 новости 3 октября 2017 (3.10.2017) Раньше эфира - Duration: 4:19.

For more infomation >> Дом 2 новости 3 октября 2017 (3.10.2017) Раньше эфира - Duration: 4:19.

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САМЫЕ ИНТИМНЫЕ СЕКРЕТЫ ВОДОЛЕЙ ♒ - Duration: 5:24.

For more infomation >> САМЫЕ ИНТИМНЫЕ СЕКРЕТЫ ВОДОЛЕЙ ♒ - Duration: 5:24.

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A Night of Legends! - RETURN OF HEADHUNTERZ - Duration: 5:09.

Hello everybody! Welcome at the first party vlog of this indoor season!

If you're not Dutch, please turn on the subtitles.

As I said, today I'm going to the first party of this indoor season, and I'm really excited

I've so many great plans for this season, but we're starting with The Return of Headhunterz!

I'm going to be honest with you: I've never seen Headhunterz play before, neither house or hardstyle.

So this is going to be a first for me, I'm very curious.

It takes place in Ziggodome, just an hour drive for me.

I'm going to have a quick dinner and get into my car, I'll see you there!

An hour later, and I've arrived! It took a while, but that's ok.

Let's dance!

Damn, that's the best set in my life!

Seriously, he's doing it all; collabs, remixes, edits, I don't care, everything!

Absolutely insane!

However we had to pee and were really thirsty. If this vlog is 80% Heady; sorry not sorry.

That was one of the best parties we've ever been too.

That Headhunterz set, wow, wow, wow.

And Sub Zero Project, as always, really good.

The set with Noisecontrollers was incredible, but I would've liked it better if it was earlier in the night

It felt like it slowed down the tempo instead of building it up.

However, the whole night was incredible.

I hope you can actually hear what I'm saying right now.

I broke my phone by the way

I'll see you at Funky Cat, next week.

I'll see you next week. Like & subscribe, byebye!

For more infomation >> A Night of Legends! - RETURN OF HEADHUNTERZ - Duration: 5:09.

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Puzzle Princesa Sofia, Ariel la sirenita y Blancanieves Disney - Duration: 2:22.

For more infomation >> Puzzle Princesa Sofia, Ariel la sirenita y Blancanieves Disney - Duration: 2:22.

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INTERVIEW KPOP : MARMELLO (FR/EN SUBTITLES) - Duration: 18:15.

I hope you are doing well

We are here today because we are going to do the interview of Marmello

So Marmello is a girl-band which has just begun in the kpop world

And I managed to get an exclusive interview with this girl-band

You will see, it's a bit different from all the kpop groups that you know

Whether it's Twice, A.O.A etc, now, here's what Marmello sounds like

And thanks to some messages we sent directly to the agency

well we get to interview them now in about 45 minutes

I feel kind of stressed really, because it's my first time interviewing idols.

Even if they are beginners, even if it's not the greatest band you know,

well it's always a pleasure to see the bands' background and especially what they live on a daily basis

Let's do this, small interview. Let's go, we meet directly in front of the agency.

So we meet right before the Marmello label,

we are in a small concert room that they have in the basement of their building.

They'll be there in a dozen of minutes.

I'm waiting for my girlfriend who's gonna translate everything from French to Korean.

Anyway, if we look around, here are the concert rooms where they can perform, especially in front of a public

They're coming in ten minutes, a bit stressed,

I caught a glimpse of them at the label, and I can tell you that this is gonna be pretty nice.

Anyway, stay put with us we're about to interview the Marmello, we are with them!

We are with Marmelloooooo !

Thank you so so much, really they said yes to this meeting, and we'll ask them a dozen of questions.

They'll answer in Korean but no worries the subtitles will be on the video.

We'll begin with some questions about their life as idols, the start of their career,

their feelings about it all now, their plans for the future! Let's begin!

One, two, three, Hello!

We are Marmello!

Hi, I'm rock & roll loving, Yuna!

What sould I say?

Hi, I'm Marme...

Hi, I'm a cutie from Marmello.

Marme! Doeun!

Hello, I'm from Marmello...

I'm Gaeun.

sober but simple

Hello, I'm Marmello's leader, Daeun!

Am I the last one?

Hi, I'm the...

sexiest girl,

Hyunah!

So, to begin with, we will try to understand why they call themselves Marmello.

Why they choose this name

Our band name, Marmello, stands for

the quince flower in Europe.

This flower symbolizes

temptation.

We chose this name

to seduce you with music.

Well of course when you talk about kpop idols,

you know that they will practice for years and years before becoming stars and great singers.

They will explain why and especially when do they have their singing practices

We've all majored in music.

All of you?

Practical music major.

Some of us graduated

and some are still in school.

We started music since high school.

Since you were kids?

Yes.

We've all been friends since then.

We first met in school band

and still together until now.

So they've been together for years, practicing to become singers and that's how Marmello appeared,

it really is an old story.

They are friends, real buddies you can feel it and I think you're gonna see it during the interview.

The farthest we'll go the better you might see the relations they have.

So you know it on Makestar they're gonna release their first album

and the question is what is its concept,

what's the message they want to give through it

On 22th of October,

our new album will be released.

We wrote this song, 'Can't stop'.

The lyrics deliver hopes to people.

It's a cheerful and upbeat song.

So you will enjoy it.

So we, at least we French people, discovered Marmello thanks to the Makestar website,

you know it's a crowd funding website where they get money to launch their album.

They really had a unexpected success,

lots of people helped on the website and so, were they surprised

by the enthusiasm over the album they put on makestar ?

We aimed to get 5 million won

from crowdfunding.

It took only a week,

which was really surprising.

We all got excited.

Go for 200%, 300%, 1000%!

So we set our own goal.

Until now the crowdfunding

keeps increasing.

We really appreciate it.

So surprised.

so you know when we talk about kpop idol, about those stars,

we are always asking ourselves regarding their schedule.

We always wonder if they don't sleep a lot, if they start the day at 4h a.m and end up at midnight.

Well, it's what will ask ourselves with Marmello. What is their typical day,

if they can sleep, if they have time, when are they training and performing.

So Marmello, what is your typical day ?

Our routine is like...

Play music together.

Sleep at home.

Or go to school.

Eat our supper.

We just have ordinary lives.

Pretty much the usual.

But we're also

recording music for new album,

writing and playing songs.

We also have concerts

scheduled at some events.

So we're working on them

and also interview.

What a busy life!

A bit busier these days.

A difficult life for idols,

as soon as their album will be released and got their schedule very full,

you will see that they won't have enough time to sleep,

but they are motivated to do their album and it's great to see.

Now, we will wonder for a young band like them, what are the groups they like in the kpop world

and especially with which band Marmello would like to work this.

if they would like to work with a boy-band or a girl-band,

We will know with who they would like to work with in the futur to make the next album.

We have quite a lot.

A lot of them.

Each of us have different taste.

My favorite musician is...

Orianthi, female guitarist.

Since I also play a guitar,

she is my role model.

I Hope to be on the stage with her.

My favorite is Coldplay.

Yes.

A big fan of them.

I really love their music

and also the visual effects

they display at concerts.

I like their stellar performance but...

how they keep in tune with the audiences,

that was my favorite part

when I watched it live.

Since then, I've respected them.

Love you, Coldplay.

I like...

The pretty reckless...

is my favorite band.

Papayiton!

No reason!

She just likes it!

He's handsome.

Well, I used to like...

If I'd been asked before,

I'd say Romantic Punch from Korea.

That was my favorite band.

But I got a new favorite band.

Like Doeun,

I always listen to music of Coldplay.

Romantic Punch might be sad.

You changed!

I haven't been to their concert

but suddenly got addicted to their music

and filled up my playlist with them.

I really like Ailee.

She sings very well.

Right! She dances well,

how she controls the stage,

everything of her is perfect!

I saw her performance in person.

Luckily I got the ticket

so I went to her concert.

She is a beauty.

Awesome!

If I have the chance,

but I'd need to practice more

and collaborate...

I wish I could.

As you could see, there is everything

There is Coldplay, Ailee,

Depends if they are guitarist, singer in the group

So there are different tastes

They receive more and more love from fans, especially international fans

And that's pretty surprising for a new group

So we will ask what they think about it

Is it important for them to have international fandom?

We didn't expect,

to have any foreign fans at all.

But on Instagram, Twitter, Youtube

I saw they left comments

or posted pictures of us.

It was really stunning.

Amazing.

Even from Brazil and France

we get love from different countries.

We knew them from SNS.

I was surprised and grateful.

They're so cute.

Really cute.

If we post a picture,

Comments like Gaeun...

They copy it in a second,

leave comments.

They leave cheerful comments,

I feel really grateful.

It's encouraging and I'm thankful.

What are the comments like?

Pretty! I love you?

Cute.

I love you!

Sometimes, we didn't understand,

had to search for the meaning.

For example...

My love...?

Those kinds of comments.

Emojis with hearts.

When I see them, I feel so happy.

Some translated their comments into Korean.

That was so cute.

They are really cute.

Send of lot messages to Marmello

They love to receive messages in English, with heart emoticons

They think it's really cute

So please continue to support then on Instagram, Twitter

They love it and receive lot of energy

to produce their album

We will continue because, you, who watches the video,

you are, most of the time, french or living in France

so we will ask them

When they think about France, what is the first word in their mind?

Eiffel tower.

Paris.

I want to go.

To see the Eiffel tower

and take a picture.

Country where I wanna travel.

Want to travel there.

I really wanna go.

Have you eaten french bread?

Baguette bread.

Tasty.

Delicious!

They said delicious!

Why not for you?

I don't like Baguette.

They love Baguette, good point for Marmello

We will ask them, in the future,

with the new album coming in few months,

do they have plans for concerts especially in Europe?

We definitely have to go to France.

Right!

We're always ready.

How about concert?

Japan!

You like to perform in Japan.

Heard Japanese bands are great.

We wish to perform in Japan.

Southeast Asia!

Like Thailand.

Philippines.

I just heard of it.

How to say...

A lot of them...

love Rock music and good at it.

I want to go someday.

I like...

anywhere if they call me.

An outdoor performance...

With the Eiffel tower on the back.

We have two questions left for Marmello

and the first one is for you, because we will ask,

If you have one message for international fans, what is this message?

First of all, I want to thank everyone

for your attention and love.

We'll meet you with new music.

Please keep loving us.

Thank you.

I think we all think alike.

Thank you for cheering and loving us.

We wish to show you our songs live.

Someday in France

we hope to have a concert.

Until then, we keep improving our music.

Thank you.

What I want to say is

what they just said.

I love you.

That's what i'm gonna say!

How to say I love you?

What was it?

Je t'aime!

How cute!

A lot of fans leave us comments

writing cheering messages in French.

I wish I could reply to everyone of you

so I'm sorry.

And since I can't speak French,

I feel sorry.

Someday, we'll learn French

and go to Paris where Eiffel tower is

and have our concert there.

Please keep on watching on us,

cheering and loving us.

french fans, we love you!

The second part is hard.

One...

One last time.

Small cute message for french fans

We were really lucky to have the interview with Marmello

It's really nice!

And to finish this interview, last question for Marmello.

What is their hope for the future?

What is their wish for next months, years?

Marmello, what do you wish?

The last question is...

We are...

In the world...

Conquer the space!

Conquer the space!

It's like...

And the stars.

Forget that.

If we get asked what our goal is,

we say conquer the world and space,

and the Earth is Marmello's.

But it's just words.

Well, take it seriously,

We love music

going forward with music

and keep going with music.

Music loving girls we are.

We hope...

Hope people see us

as musicians loving music.

All people know us, Marmello.

Until then, we'll keep doing music.

That's it.

We will!

Conquering space means

being a world famous band.

So people in the world,

Why are you staring at me?

Because you're pretty.

Want to be a world-known band!

Thank you very much for this interview!

This is a group i really like, i love Marnello

We will help them to become a famous band. Thank you! Thank You!

One, two, three!

Thank you marmello for this interview!

Don't forget you can help Marmello with their albumm project

Go on makestar.co and choose one of the package available

For example the package number 3

where you can have Marmello New Album signed by all members

So don't wait more if you want to help them!

Go on Makestar and buy your album!

For more infomation >> INTERVIEW KPOP : MARMELLO (FR/EN SUBTITLES) - Duration: 18:15.

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TOP 6 Ventriloquists WORLDWIDE on Got Talent | Got Talent Global - Duration: 22:05.

hi say hi Pizarro I say hi properly oh hello nice trade you don't do that to

Miss French she's a married woman yes be nice hello Jerry

all right really careful we don't want to wake up the baby gonna wake the baby

up yes why should you think Oh No hold it I think she's about to wake up now

open your eyes hello everyone

hello would you cou could you could you cou cheeky little puppy you're a moron

are you my daddy oh no I'm not you I'm not your daddy

he's just an idiot the place with dolls I want you to be quiet

I want cherry cherry Oh Jerry that's the pretty lady down there oh the one with

the lead the pretty lady in oh she no not me no I'll be her daddy thank you

I want you to be quiet I want Jerry I want a drink now yeah

what do you want to drink juice you can have water milk bodies tequila what what

the killer you can't have tequila no no it's alcohol it's bad for you yes

it's a slow poison I'm in no hurry no alcohol is bad tequila is bad for you

yes like if you get a bottle and you put a worm in in and you put water in the

worm will swim around to be happy yes if you get the same bottle you put tequila

in and then you put a worm and you know what'll happen

no the worm will shrivel up and die that doesn't that tell you something if I

drink tequila I won't get worms

I'm a little bit sick of you I want tequila no I want Jerry no I tell

you I want what what

fresh judge colored me Rosie what are you doing and please what with the

Italian the fresh judge followed me

Rosie I said we're going to Soweto yes so rental so we're told

sorry not so little sorry doll song we're told so lean dough

so we're so rosy in South Africa

it's always hard to sing an Italian song that's right

well luckily I know some Soweto

it's raining I'm gonna go out I'm gonna let myself get absolutely soaking

Vicki the cougar ladies and gentlemen so wow how you doing oh I see some new

faces here and one of them is mine if I get one more facelift neither of us are

gonna move on mouths when I talk you want to say anything to the judges yes

I'd like to say hello to Howie and Howard you want to say anything to the

to the ladies okay Vicky the cougar ladies inches

cuz I sit around into city and they cannot enormous counter the awesome

creepy

drawing the curve Sing se the ladies gentleman country legend Walter tierre

del thank you so much thank you hey hey Jerry hey Terry what I just you know we

do impressions yeah you do any impressions yeah I do an impression of

Hallie Howie okay do it okay take my hat off all

right

do any other impressions yeah I actually do an impression of Heidi oh I'd love to

hear your Heidi impression

that's Patty sounds to me thank you very much thank you

thank you very much yeah

careful you're gonna lose my voices oh I got the loyal car after huh

we got the wild card what's it got deal you make you talk

I know you do the finest listen I'm a ventriloquist what's that right there

chickadee trying to the tiny chicken the other dogs thinking yo you tossing take

it away to annoy to go go

he's a little weird you know now a hypnotist puts people to sleep

so you missed the manda this week yeah I didn't think I was gonna see you again

des you know what she didn't call on me this week

what's the man have been calling you HD pcs that because we're on television and

you're in high definition no it's because on a hot Donnie

Simon oh not you I thought I'd sent you home finish my act yet you see you're a

sensation with the ladies all over the world yes I am just tell me can you let

me in on your little secret where I speak different languages

really can you speak Spanish can you know how am I going to do it then

I'm gonna count to ten in English and then you translate okay let's see what

you got one uno two dos three hang on what this

isn't going to work no no you're gonna count to ten

yes how do I know when you get to six

is this going to hurt

shut up Lily that's not really

it looks just like him already

hello Sunita

listen to me yes you two always together mask as we go together so well

we go together

together another neat little tunes

and it's a big practice

good evening how're you doing why oh you're bright oh it's bring you right

sorry I couldn't find a babysitter thank you very much he's

now that what you've done

sorry be right with you

mirror star mirror that's how II know

so listen you go to sleep now it's time for the story no no we haven't got okay

okay all right I'm really sorry if I tell you a quick story you promised me

you go to sleep straightaway this is the story of Little Red Riding Hood

I heard she was walking through the woods on the way to her granny's house

when all of a sudden out jumped a big bad wolf well yes a nasty one with

bigger was it no but it's part of it has to be okay all right okay I'll change it

what what what you'll me to change it to duck the thing is with the story it

won't work as a story if it's a duck okay

okay it wasn't a big bad wolf it was a big bad duck

Little Red Riding Hood was really frightened

well because she wouldn't be frightened of a fluffy yellow dot would she yeah

hence you've done it again in my story doesn't work you keep doing this to my

story you keep making me put ducks in them they don't work your stories when

they were ducks in them what about yesterday's Goldilocks and the three

ducks snow right in the seven duck why do you keep saying dark

this is fun for the whole family's a big family show

and you're a big family act how many of the puppets have you got I have I have a

couple more there's more to me than what you've seen so far right oh she wants

this year puppet

well I just think that your material is really really clever and you do make us

believe like they're real they're really two people on the stage you know you're

a cartoon come to life I felt like I was watching a great cartoon you and this

baby and this dialogue is so fabulous you're gonna be a main contender I mean

I don't think there's anyone sitting in this room right now who doesn't believe

that you are not

it was wonderfully orchestrated the joke telling was great he'd made a grown man

feel like he was a kid and I just felt myself just laughing and I felt joy and

I want that feeling and I want everybody to feel that feeling of joy so I love

comedy and I love you so

well guys here we are and the finals of America's Got Talent

how are you feeling nervous I hate dress rehearsal I'm Oscar yeah

this is live Oscar Oscar Dorothy don't worry about him

but more importantly do you think the cameras getting that good sign what

Oscar Oscar you guys get it together we're about to perform in front of 16

million people Oh terrific and I have a faded Mouse and a bunny who thinks she's

a diva say wha yeah all right Oscar Oh guys we need to figure out

who's going to sing tonight um obviously it should be me I'm the reason we're all

here excuse me I'm the reason we're here

I got us to the city finals I need better singer no I know better guys

shh-shh okay Oscar exactly which one of us got the golden buzzer hmm petunia

guys you shouldn't fight you need to work together like some of the famous

duo's like lure Laurel and Hardy Hall & Oates

Simon an LP

ah well at least two out of those three are good examples sorry you know what

guys I think everyone here is wanting us all the same so I was thinking that we

could sing a song it's by Paul McCartney and John Lennon it's called a little

with a little help for my friends that's funny a mouse and a bunny singing

a song written by two Beatles well great so guys what part am i singing

Oh Darcy you just stand there with her mouth closed like you always do

what you do

No

Oscar hurry

For more infomation >> TOP 6 Ventriloquists WORLDWIDE on Got Talent | Got Talent Global - Duration: 22:05.

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destiny 2 LOOT RAID LOOT OPENING #Revolver's ? xbox one - Duration: 5:44.

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