Thứ Hai, 27 tháng 11, 2017

Waching daily Nov 28 2017

Hello, and welcome back to The 8-Bit Guy.

There seems to be a bit of a revival lately when it comes to developing home-brew video

games for vintage systems.

I kind of joined that bandwagon myself with the design of Planet X2.

Now, I've gotten a lot of questions about how I developed the game and what it's like

to develop a game like that today in the modern world.

So, I thought I'd go ahead and make this documentary about "The Making of Planet

X2."

Now, I wanted to start with saying that I definitely wanted to target the Commodore

64 for my first game, and I definitely wanted to do something that was unique to the platform,

something you know, for example there's only so many times you can play Galaga or

Pac-Man or a clone of Galaga or Pac-Man no matter how new it is.

So, I definitely wanted to create something that was different and something that had

not been done before on this platform.

Back in 2009, I created a game for the Commodore VIC-20, known as Planet X1.

 This was really just a new take on an old game called Flash Attack.

 It required a full 32K RAM expansion for the VIC-20 but even then, fitting the game

in 32K was a challenge.

 I had made this game mostly as a challenge to myself because I had never really programmed

my own game on the VIC-20, despite it being my first ever computer.

 So, several years had gone by and I had considered porting Planet X1 to the Commodore

64.

Now, I knew the Commodore 64 had more memory and better graphics, so I had kind of wondered

what might be possible.

  As I thought more and more about the game play I realized that Planet X1 was almost,

but not quite a real-time strategy game.

 So, I began to wonder if I could add features to the game that would make it more like StarCraft.

 So, thinking about this for some time I started asking the question of what features

of StarCraft could and could not be done on the Commodore 64.

  I realized pretty early on that I would need to omit mouse support and reduce the

number of units that the player could control.

 So, I had to rethink the whole user interface to the game.

Also, originally I wanted the game to be on a cartridge.

There's a lot of benefits to having it on a cartridge.

First of all, there's no loading time, and heck, you don't even need a disk drive.

And that's really great for these people that are just buying a Commodore 64 from eBay

for example, for the first time and they don't even have a disk drive or any way to get any

information over there and I thought if the game were on a cartridge then all they would

need is the computer, they could stick the cartridge in and all they'd need is a monitor

or a television and they'd be ready to go.

Unfortunately, the cartridge ended up not being feasible from a financial standpoint

at the price point that I wanted to be able to sell the game.

However, as a consolation, since I did have to put the game on floppy disk, I figured

at least I could make sure that the entire game could load and run from RAM, that way

there wouldn't be any loading or saving during gameplay.

There's nothing I hated more than playing a game like Ultima on my C64 and every time

I took 2 steps the computer was pausing to load from disk, or stopping to tell me to

insert another disk.

 I absolutely did not want any of that.

 The more I thought about the game, the more I realized that the C64 was going to be a

challenge.

 Oddly enough, it wasn't the 1 Mhz CPU, the graphics, or sound that was going to be

the limiting factor, but it would be RAM.

 Most every design decision made would be about RAM.

 One of the first design decisions I had to make was to choose a graphics mode.

 The Commodore 64 offers essentially 5 different ways to display information on the screen.

 You have standard character mode, this is essentially what you see when you first power

on the Commodore 64.

 Each character can only contain two colors, a foreground color of your choosing and whatever

the background color is for the entire screen.

 This mode only consumes 1K of screen memory.

 However, another option is to redefine the characters on the screen, which can give you

256 custom characters, which you can use to make graphics.

 This takes an additional 2 Kilobytes of RAM to store the custom character set.

 And. you can also do multi-color characters which are half resolution but allow 4 colors

per characters.

 Another option is Bit Mapped Graphics mode.

 In this mode every pixel of the screen can be controlled, but it requires 8K of screen

RAM, and another 1K of color RAM.

 Also there is a multi color mode which, again, gives you more color at the expense

of screen resolution, but otherwise requires the same amount of RAM.

  I didn't believe I would be able to spare the RAM for graphics mode.

 Keep in mind that for the bit-mapped modes, I would still need to store the actual graphics

themselves somewhere in RAM, chewing up probably another 4 to 8 kilobytes.

  So I ended up settling on redefined character mode.

 Many C64 games actually did use this, including games like Ultima III.

 I finally decided on a screen layout, and I actually decided to use something similar

to Ultima.

 So, I came up with this idea.

 And I figured over here I'd use an 11 by 11 tile play area.

 I decided that each tile would be constructed of 4 characters.

 Since I'm using text mode, I am essentially dealing with monochrome graphics, but I can

at least define one color for each character.

 In order to help me design the tiles, I wrote a special program called TileDraw on

the Commodore 64, that way I could see exactly what the graphics would look like, even when

using a CRT display.

  The program is really simple, it allows me to plot monochrome pixels in a 16-by-16

grid.

 With tile draw, you can select any of the 16 colors and assign them to one of the 4

quadrants of the tile.

 So, with careful design considerations, I was able to draw things like this tree.

 As long as I kept in mind where the boundaries were, I was able to make the top of the tree

a different color from the bottom.

 Same with this tank, or even with this explosion.

 Doing it this way gives the illusion of a lot more color than what is really available.

 But it does take some thought because you can't just put any color anywhere you want.

 With something like water, for example, this tile needs to be able to line up with

itself on the other side so that it can create a contiguous area on the map.

 Tiledraw doesn't actually save anything.

 However, it displays this hexadecimal information on the side of the screen, which I use to

plug directly into my source code in the graphics section, which looks like this.

 So these are all of the different tiles and what they look like in the code.

Once I had created some tiles, I needed a way to create a map.

 So I created a program called Mapdraw.

 Again, very ingenious name for a program, huh?

 Anyway, this program essentially allows me to select one of the characters I have

created, and then plot those characters on the map.

 I added a few extra little features to help speed things up, like a screen fill feature,

and a copy paste feature.

 I actually drew the first map in this program.

 Now, once I had the layout and everything more or less set in stone, I was able to start

using PaintShop Pro to draw rough maps, by deciding where I wanted water go to, where

I wanted land to be.

 And, I could even sprinkle trees and grass in using the airbrush tool.

 Then, all I needed to do was save the image as a RAW binary file, which I could import

into map draw.

 Once in map draw I could add the fine details of where I wanted everything to go.

I designed all kinds of maps, including a snowy winter wonderland I called "frozen"

which features snowy pine tries, frozen rivers, and little snowmen everywhere.

 I also created a desert map with lots of sand, cactuses, an occasional skeleton, and

a few oasis here and there.

I ended up using the graphics routines from MapDraw in order to lay the foundation of

the actual game itself.

  And so Planet X2 was finally born.

 What you are seeing here is one of the earliest versions of the game once you could actually

move things around.

 And, If you've seen the final version of the game, you may notice a lot of the graphics

look very different.

 As far along as this version of the game looks, there isn't actually anything you

can do here besides drive around, and switch from one unit to another.

 But the basic interface was working.

 So what I came up with was that this area here would contain information about whatever

unit or building you are controlling.

 And this area here would tell you what options that unit has, and how to control it.

 And down here, much like Ultima, there is a little message window for information.

 The way I came up with to switch units was a combination of methods.

 If you can see the unit you want to switch to, the easiest thing to do, is press return,

which will pop up this browse feature.

 Then just browse over to the unit you want to control and press return.

 Simple.

 If the unit is off screen, you can press the corresponding unit number right on your

keyboard.

 Below the main area, you'll notice there are these numbers and these represent your

10 units that you can control.

 This little arrow represents which unit is active right now, and the ones in gray

don't actually exist.

Originally I tried having joystick control, but I honestly found it to be useless being

how much the keyboard is needed to control other things, especially being that Commodore

joysticks only have 1 button.

 So, to save RAM I just ditched the joystick control and made this game entirely keyboard

operated.

 I did give the user two methods to move, though, they can use the Commodore cursor

keys, which are sort of annoying for some people, so I also added the WASD controls

used by some other games.

 So you can use either one.

 I also wanted some music for the game.

 Now, I had written my own song and performed it in an episode of 8-Bit Keys, and I called

it "Oh No, More square waves."

 And, when I wrote the song I had imagined it as a background tune for something like

Ultima.

And so I thought it was only fitting to use that tune in my game.

 I didn't have much RAM to spare for the music routine, so I created my own very tiny

music play routine.

 I assigned each note of the piano keyboard a number.

 The easiest way for me to figure out what numbers go into the source code was to place

stickers on one of my actual keyboards, just so I could bang out the notes, and then look

at what numbers I just played.

 Once I knew the numbers, I added them into the data table in the source code like this.

 And in the end it worked out pretty well.

 Of course, you have to keep in mind that the SID chip is capable of some really incredible

music, but I couldn't spare half of the computer's RAM just for the music, I needed

all of the music and sound effects to fit within 4K.

 Still, I knew that would give me some room for at least a few other tunes.

 So, I asked Anders Jensen if he would compose a few more tunes for the game, especially

an intro tune.

 OK, so David's limitations made it clear that I had to think like I did back in the

old days of 8-Bit computing.

Only 3 voices, limited to a fixed tempo, 3 types of sounds, and of course a limit on

how long the songs could be.

I didn't have a proper C64 at the time David asked me.

So, I turned to my trusty Mac with digital performer for mootwo.

I needed some sort of rudimentary sound source that could output pure sawtooth and square

waves.

So, I went for a free plugin called PG-8X, which emulates the old Roland JX series.

It's usually easiest to start with a bass line based on a chord progression.

So, this became the foundation.

Then, I needed some chords, but I couldn't tie up both of the remaining channels this

way.

So, it became a little complimentary melody instead.

Lastly, I could then have a little lead part to put on top of the whole thing.

Normally, I would have gone all in with lots of bends and trills and other fancy things,

but there wasn't any room for it this time.

That's also why I went further playing with the idea of a potential MS-DOS port of the

game and made some elaborations on the theme using the Roland MT-32.

For the dedicated gamer, these sounds may sound familiar and that's no coincidence.

You see, I did use the same sounds they used in the game DUNE II, because I felt David's

game had many of the same qualities.

Also, since the game would be severely reduced in terms of music and sound, I thought the

player could listen to the songs on a good old music cassette while playing.

Therefor, I pitched the idea to David to add the cassette in the box to add a little extra

flavor.

The game wasn't anything that I thought it was, which turned out to be really cool,

because as I had realized the game was an RTS game, then I thought, wow, you know, how

does this game even fit into the memory of the C64.

That's a pretty impressive feat, and you know, almost on queue, the first page of the

manual talks about how the technical hurdles were overcome.

The Commodore 64 has 64K, and that was a big selling point of the computer in 1982.

 However, one thing that isn't really obvious is that not all pf the 64K is as easy to use.

 You see, the 6502 processor can only actually use 64K of address space total.

 And, while you might think it would be simple like just having 64K of RAM, people often

forget that ROM and IO space also count as part of this 64K.

 So how is this handled on the C64?

Well, it's done by banking.

 That means some parts of the memory can be changed on the fly to be either ROM, RAM,

or IO Space.

 For example, this part of RAM can also be used for a cartridge ROM.

 And this part here, by default is the BASIC ROM.

 However, it can also be a cartridge ROM too.

 This littke 4K area is used for IO space to communicate with things like the sound

chip, disk drives, etc.

 But it's also used to hold the character ROMs.

 And this last 8K chunk is where the Kernal ROM goes.

  In fact, when you first power up a C64, the memory banks look like this.

 Many people have asked why, when you look at the startup screen of the C64, that it

says it is a 64K RAM system, yet only has just under 40 kilobytes free.

 Well, when you look at this memory map, you can see that BASIC is allowed to use this

section of RAM here only, and then it all makes sense.

 So, let's take a look at how I ended up using the memory banks for Planet X2.

 This first 16K bank is where the main code goes.

 Then the next two banks are used to store the world map.

 As you can see, the map takes a sizable chunk of the C64's RAM.

 Now, because my game is written in assembly language, I do not need the BASIC ROM, so

I turned that off, so that it becomes RAM again.

 I use this area to store the unit variables and the different screen graphics.

 The music and sound effects are all crammed into this 4K section here.

  Now, what's really interesting is this last section.

You see, I need the KERNAL ROM to be there because I use many of the features such as

reading the keyboard, and accessing the disk drive.

 So originally, I wasn't using that area at all, at least not until my friend and beta

tester Lorin Millsap gave me some good advice.

I had become quite involved in the development of Planet X2 from fairly early on, mostly

just testing code, doing beta-testing and stuff.

And then, one day I asked David how Planet-X2 was coming along.

And he said to me, "oh, not very good, that I've basically run into a problem where

I'm running out of memory."

And so, I took a look a the memory map that he was using and I said, well, why don't

you move all your graphics data up into the Kernal area?

So it turns out that the memory management system in the C64 is pretty smart so if you

attempt to write to an area that has ROM, then the write automatically goes to the RAM.

 After all, there's no point in trying to write to a ROM.

 So, I can freely write to this area under the KERNAL all I want.

So, I configured the video chip to use this area as screen RAM and character data.

 And the video chip is smart enough to look only at RAM and ignore ROM, so that made this

area idea for that because, I never really need to read from that area.

 This 4K area here is currently unused by my code, since I need to be able to communicate

with the rest of the chips in the computer.

As I got closer to finishing the game, I continued to run out of space.

 As a result, a lot of the features I had planned to do got cut, and in many cases even

features I had already implemented had to be cut.

For example, I had a building called the research lab, where you could research weapons and

things like that.

 However, I ended up removing this in the final game for several reasons.

 Not only did it free up some code space, but also freed up some tiles.

 You see, with the C64 having 256 characters total, I reserved 64 characters for things

like numbers and letters, which are kind of necessary.

 So that left me with 192 characters to make tiles out of, and since I use 4 characters

per tile, that means I get 48 tiles total.

 That's for everything from landscape stuff like grass and trees, to actual units.

 Plus the larger objects like factories and alien pyramids, they actually use 16 characters

each.

 In fact, this is one of the reasons the units don't turn to face the direction they

are moving.

 Originally I wanted to be able to do that, but that would mean allocating extra tiles

for every unit, and there just weren't enough to go around.

Another thing that got removed was, I had some code that made the map more, you know,

alive.

Kind of like in Sim City, where for example if you blew something up, it would catch the

trees on fire and that fire would spread from one tree to the next until the whole forest

burned down.

And then, eventually like if you burned an area, whether it would be with a fire, or

with your weapons, the grass would eventually regrow to form back over that area.

In the end, those routines took up about 6K of RAM and they didn't really add anything

to the gameplay.

I mean, whether they were there or not really didn't affect how the game was played, lost,

or won, so I just decided to remove those to make space for more important features.

I had also originally planned to have a lot of other buildings.

For example, one building was going to be something you would build next to a mineral

deposit that way you could mine your resources and put them there rather than have to take

them all the way back to a factory, for example.

However, I didn't have enough RAM for that, so I cut that out and I consolidated that

feature into the factory.

I also wanted to have all other kinds of flying units and boats and just different buildings

and special weapons and stuff you could build, but ultimately there just wasn't enough

room them, so they just didn't make it into the game.

The A.I. for the aliens was kind of challenging.

  Every unit in the game gets exactly 14 bytes of RAM just to itself.

And so, these are things like the coordinates, what type of unit it is, it's current health,

destination, etc.

 So, there isn't enough RAM to store a long pre-plotted path for a unit to follow.

 So, the aliens move with insect-like intelligence.

 They can avoid small objects by taking a detour to the left or right.

 If they get stuck too long, they will go into a random movement mode for 10 cycles

and then try again to keep going to their original destination.

 This works pretty well for navigating around forests and rocks and stuff like that.

 But there was no way to navigate a complicated path around a large river or something like

that.

 So, one thing I did was add the ability for the aliens to swim across water at a reduced

speed.

 Nevertheless, I had to carefully design the maps to make sure there was always a functional

path between the alien bases and your default base location.

 Otherwise, the aliens could get trapped in oddly shaped obstacles and never get out.

 So, a lot of people asked why I didn't use random base locations, well that's the

reason.

I had also originally wanted some sort of mini-map, like you might see in games like

StarCraft.

 I knew there wasn't enough screen real estate for me to be able to put a mini-map

on screen with the rest of the game, but I was thinking, you know maybe I could push

some kind of key on the keyboard that would alternate the screen over to, you know, like

a full-screen map where you could kind of see where you were and where other features

like rivers and stuff were on the map.

But, even though I knew I couldn't use bit-mapped mode, I thought maybe I could just use some

crude character graphics, you know, just enough to give you an idea where things were.

Testing the game was a huge chunk of the development time.

 Early on in the game I could make a change, compile the code, and immediately see the

result when I started the game.

 But, as the game became more advanced, this became more and more time consuming.

 So, for example, if I changed the behavior of the enemy AI, I would have to play the

game for 10 or 15 minutes in order to see if the alien behaved the way I wanted him

to.

 And if he didn't, then I had to go make another change to the code, and start the

game all over again.

I did have a few beta testers, but I don't think anyone spent as much time helping out

as Lorin Millsap.

I did a considerable amount of beta-testing on Planet X2.

Early on it was about finding bugs and we did find a few and we were able to fix those,

and then later it became more about fine-tuning the actual game play.

The goal was to create a game that was fun and addicting.

It had to be challenging enough to engage a player's interest but not so difficult

that it becomes frustrating to play.

In the end, I think we achieved that goal and created a game that I certainly enjoyed

playing and I hope that other people do too.

I ended up playing about 10 hours or so of the game and I found a lot of bugs along the

way during the beta testing and I reported many of those to David and what I found out

was that he was very well aware of the issues I'd found.

Most of them were already fixed by the time I'd sent my email to him.

When I finished the game, I literally had 12 bytes left of RAM.

 However, I managed to get just enough features working that the game had some good dynamics

to it.

 So I was quite pleased with it.

As I begun to get closer to finishing the game, I realized that I needed to hurry up

and start getting some materials ordered like the box, the manuals, disk labels, and of

course all of that stuff had to be designed before hand because these things can take

weeks or months to arrive.

So, I wanted them all here by the time the game was done.

And, of course, for the box art, I had no idea who to even ask for that.

 Around that time, I got a donation from Neil Rieske and he had included this interesting

hand drawn artwork.

 So I sent him an email and asked if he'd be interested in designing the box art for

me.

 I offered to pay him $100, which isn't a lot, but I hoped it was enough.

 I sent him some screenshots of the game and told him I'd like to see the pyramid

and a tank in front of it.

 And, the next day he sent me this mockup drawing.

 I told him it was exactly what I was looking for, except that the sentry pods aren't

supposed to be flying.

 However, I really liked the way that looked, so I thought about it for a bit and I said,

you know, being that we see the sentry pods from top down, it is certainly possible that

they are raised up on a pole.

 So he modified the drawing a bit and added some poles to it.

 I thought that looked good, so we discussed a few small changes, and pretty soon he had

sent me this as a work in progress.

 That evolved into this, and all that was left was to do was add some stars and shadows,

and this became the final artwork for the game.

 Of course, having some artwork was great, but that's not a whole box design.

 Fortunately, Anders Jensen took on the task of designing the box.

 He happened to be over at my house one day and we were discussing what the box should

look like, and I picked up this old Origin box for the game Space Rogue.

 I am not a fan of the game that much, but I really liked the box design, which accommodates

a manual and 5 and a quarter inch floppy disk really well.

 So, he measured the box and started to design artwork for it.

After David showed me the Space Rogue box, I started throwing some ideas together.

For projects like this, I use Adobe indesigns, since we were going to print everything professionally

in the end.

Firstly, I had to make sure that all of the surfaces of the box are placed correctly.

So these brightly colored areas indicate where the design would wrap around the side of the

box.

I figured since this game is located on an alien planet, some sort of dark blue theme

with stars and possibly a planet in the background would set the mood.

To compliment that, I chose to use an amber or yellowish tone to create some contrast.

I had already spent some time designing the logo in different variations.

David liked the blue and yellow colors and had implemented this design into his opening

screen already.

So the bar was set at this point.

The rear side needed some attention too.

Using David's early screenshots, I started laying them out to get a feel and allocate

some areas for the text.

So, honestly, I am thrilled with the outcome of the box.

I don't think anyone could have done a better job had I asked them, so I'm really thrilled

with that.

Now, as for the manual, I had written the vast majority of the text, for the manual,

but as far as laying it out in a way that is comforting and organized to flip through

and read it, I knew I was going to need some help with that too.

Fortunately, Anders Jensen offered to do the manual as well.

And I was totally thrilled with that, because that was another load off my back.

I found that this was perhaps the one thing that needed the most attention.

It had to be informative and pleasing, but not too extensive and tedious.

So looking at other manuals and from prior experience, I laid down a structure that felt

natural, with some introduction to the game, a guide on how to install, run, and operate

the game, before going into detail about the various game components.

And at the end, the maps for reference.

So, in the end, I think we ended up with a pretty nice product after all.

Just like the box, I was totally thrilled with the outcome of the manual.

I couldn't have asked for a better manual for my game.

 Speaking of the manual, I decided to go ahead and include the maps on the back of

the manual, since there was no way to include any sort of on-screen mini map.

 I thought that was a good compromise.

 However, I did add a spoiler alert here that some people might prefer to explore the

maps on their own without using these.

 However, we also came up with the idea of leaving the last map out of the manual.

So "Urban Ruins," which is one of my favorite maps, where you get to play in the ruins of

a destroyed city,  is not actually shown in the manual.

 You'll have to explore it on your own.

 Of course, the real test of these materials is to see how they stand up to the scrutiny

of Lazy Game Reviews, so I sent him a copy and let's see what he had to say about them.

Even before diving into the gameplay, Planet X2 impresses by way of packaging alone.

I really appreciate the tidy, clean box design here.

It has a sturdy build and a matte finish that feels soft to the touch.

And, as far as the size, it's spot on for the time period that's being imitated, fitting

right in along side eighties C64 and 128 boxes from the likes of SSI, Microprose, and especially

those from Origin systems.

In fact, everything from the dimensions to the system requirements in the corner to the

layout on the back closely and delightfully sticks to the Origin formula.

And, of course, I am completely behind the inclusion of extra goodies like the soundtrack

on cassette tape and the full color manual.

The documentation in particular here is wonderfully put together, even better than many I have

from the eighties which were often in black and white and did not dive into extra stuff

like how the game was developed.

So yeah, as far as I'm concerned, huge thumbs up for the physical goodies from Planet X2.

I designed the disk labels myself and I sent them off to a professional label company.

 The labels came back on rolls of 100.

 These aren't paper labels either, these are made of plastic.

 See, you can't even rip these things if you try.

 So these should hold up for a long time.

 Of course, a lot of people ask where I got the floppy disks.

 While, it is true that I don't think anyone is making brand new floppy disks, there are

still tons of old stock you can buy.

 I actually bought hundreds of these KAO disks from ebay.

 They come in boxes of 100 and the inside there are individual boxes of 10.

 These are interesting because all of the boxes say "for government and educational

institutions only, not for resale."

So, I'm not sure what the story is on these.

 But the nice thing about them is they come with plain white sleeves.

 As opposed to that, you can still find boxes of like these Kodak brand disks, but the sleeves

are not really suitable for use as a commercial game.

 The other great thing about these KAO disks is that the brand labels come off very easily,

leaving no residue.

In order to get the game over to a real floppy disk, I use my SD-2-IEC connected to my Commodore

128.

 I simply copied all of the files over to a real floppy disk.

 However, this method is very slow and takes almost 7 minutes to copy a disk.

So, for actual duplication, I use an old program called Fast Hack'em.

 One of the neat things about this program is that the code is uploaded to the memory

inside the floppy drives and the code is executed there.

 So, I can actually unplug my 128 from the drives and shut it off, and the drives will

keep copying.

 When a copy is done, I can simply insert the next disk and the copy will start up again,

taking approximately 60 seconds for a full copy with verification.

 Of course, I still like to test every 5th disk or so, so I keep this Commodore 64 setup

nearby for testing.

 So far, I have yet to find a single disk that failed the copy, or failed to load on

the Commodore 64.

 After copying is done, I apply the label, like so.

 I'm very meticulous about getting it on straight.

 And once that's done I seal the disks in these clear plastic bags.

 The boxes came packaged several boxes like this, individually wrapped with plastic bags.

 So all I needed to do was take the boxes apart, insert the manual, insert the completed

floppy, insert the soundtrack cassette, and it's done.

Of course, some customers want an autographed copy, so I have to sign some of them.

 Then, they get boxed up like this, and shipped off.

  So, I was surprised how strong the demand was at first.

You know, I had chatted with some other home-brew game developers and I had been told to expect

sales you know somewhere between 300 and 800 copies.

So, you know, as a compromise, I ordered enough materials to produce 500 copies.

 200 of those went to Anders Jensen in Europe for him to distribute over there.

 I was surprised how strong sales were.

The first day I opened sales I sold over 80 copies.

I had several crates to take to the post office the next morning.

 I've already started getting some feedback on the game.

There were a couple of comments I read on the review where someone said, you know, if

this game was released in 1987, David would be a millionaire.

And you know, that could well be the case.

I mean, I think about if someone like Zap64 or Commodore Format in the UK reviewed this

game back then, they would have given it a pretty high score, in a probably around the

92 to 97 percent.

It would got the Zap Sizzler or the Gold Medal or something like that.

And, it would have been very, very popular.

I totally agree with that statement.

So, where do we go from here?

 Well, to be honest I'm a little disappointed that I wasn't able to include all of the

features that I wanted to include in the game.

Nevertheless, the game was really well received.

So, it makes me really want to create a sequel.

Now, to be honest, let's take a look at that memory map again.

I've thought about this quite a lot and I think if I wanted to spend a few months

re-writing bits of the code, I could probably make use of this 4K area here, and I could

probably tidy up some other code and maybe get an extra 5 or 6K to work with, allowing

me to add some more features for a sequel.

I could also do a port to the Commodore Plus/4.

It really wouldn't be that difficult.

It would probably take me maybe 5 or 6 weeks to do a full port to this platform, cause

it does have 64K as well and the video capabilities are perfectly adequate for Planet X2.

However, I thought if I'm going to do a sequel, I really ought to focus my attention

on a computer that just has more memory to begin with.

One prime example might be the Commodore 128.

This machine here would obviously be perfectly capable of running all of the features that

I originally wanted in there.

As well as, you know, something like the Apple IIgs, would also be definitely a good platform

for a game like that.

But I did a poll online shortly after the release of the game, and as you can see, MS-DOS

was the most requested port.

 One great thing about MS-DOS is that I'd have 640K to work with, which is 10 times

the amount I had on the C64.

 So, I started playing around with a paint program to see what the game might look like.

 So this is a screenshot from the Commodore 64 version.

 So, I just changed the colors around a bit to see what 4-color CGA graphics would look

like, and I came up with this.

 Obviously this isn't a real game, but it does conform to the CGA color palette.

 So, then of course I realized that the C64 version was designed in text mode, and so

much of the user interface is derived from that.

 So, being that CGA is in graphics mode, I realized I had more flexibility with where

I could put things, so I came up with this instead.

 And then, of course, I wanted to take this further and see what it might look like in

16 color EGA graphics.

 So this is what I came up with.

 It actually looks pretty cool.

But ultimately, I think if I go the MS-DOS route, I would probably need to hire a pixel

artist to come up with some better graphics for me, because I'm not that great at this

sort of thing.

 And even though I had originally planned to do the kickstarter for the C64 version,

but ended up not doing it, I think if I do the PC version, I probably will do a kickstarter

because I need to have a good idea of how much demand there really would be in that

market, because if it's as much as I think there would be, then I would like to outsource

you know, like some of the pixel art, and some of the music routines and stuff like

that to some people that are better suited for that, which I think would end up with

a superior product, but I would need the funds up front to be able to pay those people to

do that.

So, yeah, I think an MS-DOS port to something like this old Tandy 1000 would be a great

port to make.

And of course obviously if it runs on the older machines, then it would run on newer

machines like 386s and 486s and Pentiums as well so that wouldn't be a real issue.

Well, I hope I didn't discourage anybody from wanting to create their own home-brew

game.

It is a lot of work, but it's very rewarding.

So, I hope I've actually incentivized maybe some people to create their own home brew

games.

Other than that, that about wraps it up for this episode.

I hope you guys enjoyed and I definitely have a lot more interesting content coming up,

so stick around for that, and thanks for watching!

For more infomation >> Planet X2 for the Commodore 64, The Making Of. - Duration: 34:07.

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TORONTO || NOYALLA HAIR TRANSFORMATION || DIGITAL PERM || ( N15 HAIR SALON) - Duration: 4:53.

so hi i am kazu kazuma

so i am gonna do noyals hair today

make it straight at the top

and curl with digital perm ...

its going to be a multiprocess step today

so i hope you see the video

like share and comment on it

thank you

For more infomation >> TORONTO || NOYALLA HAIR TRANSFORMATION || DIGITAL PERM || ( N15 HAIR SALON) - Duration: 4:53.

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Ex-Secret Service Agent: Hillary Clinton is a fraud. - Duration: 11:15.

Ex-Secret Service Agent: Hillary Clinton is a fraud.

Former Secret Service agent Dan Bongino, who served on the presidential protection detail

during the Clinton administration, blames the Clintons for America's loss of confidence

in government.

Bongino said Hillary Clinton is a "fraud" during an appearance earlier this week on

Tucker Carlson Tonight, and –– based on his personal experience working for the Clintons

— he describes her as one of the most "deceptive and manipulative" people he'd ever met.

He butted heads with Democratic strategist Robin Biro on the issue, who claimed that

the former first lady and secretary of state had a "warm" personality.

For more infomation >> Ex-Secret Service Agent: Hillary Clinton is a fraud. - Duration: 11:15.

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They're Done: NFL Ratings Rocked After Thanksgiving, TV Networks Lose $500 Million Dollars From Kaep - Duration: 8:48.

They're Done: NFL Ratings Rocked After Thanksgiving, TV Networks Lose $500 Million Dollars From

Kaepernick Stunt.

As we have been reporting for months now, the NFL is in deep trouble.

And just now it's starting to become apparent as to how deep the divide with the fans has

really become.

On Thanksgiving Day, the New York Giants played the Washington Redskins.

And although the yearly NFL Thanksgiving day game has turned into an American past time

which takes place after the famed Thanksgiving feast, not many fans were in the mood to put

up with the tantrums the elite, ball-tossing millionaires have been throwing this year.

In fact, fans were so upset that the Thanksgiving Day game ratings fell another 10% on the spot.

The national anthem protests continued couldn't even be put on the back burner during Thanksgiving

in spite of the severe drop in ratings and the huge amount of revenue loss the NFL has

been taking since the protests escalated earlier in the season.

The national anthem protests have hit the NFL so hard, to the tune of over $500 million

in losses, that it has, in fact, turned the league into one of the most divisive brands

in the entire country.

But regretfully enough, even though the stats don't lie, apparently New York Giants defensive

end, Olivier Vernon, didn't get the memo because he was the only player to take a knee

during the national anthem in Washington.

But what was even more offensive about his actions was that the man singing the national

anthem was a Master Sergeant in the United States Army.

What does he care?

He still gets his payday, even though the NFL is bleeding revenue dollars like a sailor

on shore leave.

Would this be a great time for a new startup like the XFL?

Via Variety:

'This Was the XFL' Director on Vince McMahon, Concussions and Whether League Could Make

a Comeback

When the XFL kicked off its first and only football season on NBC in 2000, it did so

to a Nielsen ratings more than double what the broadcaster had promised advertisers.

By the time that season ended, the league was posting record lows for its Saturday-night

time period.

A partnership between NBC and the WWE, the XFL is largely remembered as the most significant

failure of the two men who spearheaded it — WWE founder Vince McMahon and longtime

NBC Sports President Dick Ebersol.

Taking its cues from McMahon's wrestling operation, the league billed itself as a more

violent, more titillating, more fun alternative to the NFL.

But with a hastily thrown together football operation and teams composed of NFL cast-offs,

the quality of play was too terrible to sustain viewers' initial curiosity.

"This Was the XFL," a documentary premiering Thursday night as part of ESPN's "30 for

30" series, argues that, despite its many failings, the XFL changed the way that sports

was broadcast, introducing innovations in marketing and production that the NFL and

other leagues, and their broadcast partners now employ regularly.

It is also an exploration of the relationship between Ebersol and McMahon, two of the most

successful and controversial broadcasters of their generation.

The film is directed by Charlie Ebersol — Dick Ebersol's son and president of TV production

company The Company.

"The one thing that my dad and Vince had never spoken about was XFL," Charlie Ebersol

says.

"When the idea got run by me, I said to ESPN, 'This is great, but the film I want

to make is a love story between these guys over 15 years.'"

Charlie Ebersol spoke with Variety about the XFL's failures, its successes, and the challenges

of making a movie about his father and his father's best friend.

How did your dad feel about the fact that you were going to make a movie about what

was, essentially, the biggest failure of his career?

I've done a handful of documentaries that have done okay, with festivals and HBO and

et cetera.

And he had a sense of what I did.

So he called Vince, and they had about an hour-long conversation about doing it, and

they were definitely trepidatious.

But once they commit to things, they go all the way in.

They were making phone calls for me.

Vince called Jesse Ventura.

A lot of the stuff that came together was a function of the two of them committing fully

to doing it.

Afterward, when I showed it to them, they both said "This is the autopsy that the

XFL needed."

I like that they refer to it like a murder victim.

How did Bob Costas come in?

He plays like the villain of the movie.

You couldn't make the film without Costas.

First of all, you shouldn't make any movie without Bob Costas.

He's the greatest personality of all time.

I did a documentary on Africa and I seriously considered putting him in there as mid-film

comic relief.

He's wonderful in that sense.

Also, I wanted a critical voice, and I wanted a critical voice that wasn't mean-spirited.

A lot of people had a bone to pick with Vince and my father, especially TV critics.

So there were a lot of people I could have gone to who wrote perfectly horrible things

about the XFL.

But Bob, who's a very good friend of my dad and Vince, could come in and comment and

be funny and not come off as a vindictive guy.

Because you are your father's son, you can tell the story from a point of view that another

director might not get at, but do you also expose yourself to potential criticism that

you're being a homer for your dad?

Are you suggesting that there are people on the internet or in the press that are going

to take a negative view of me, my father, or Vince McMahon?

That's such an unconventional idea.

Can you give me any example ever of anyone going on the internet and saying anything

negative about those people?

I just don't think there's any precedent for it.

I worked really hard in the film to try to create a balanced view.

That's why Costas is in there and Peter King, guys who are sort of the arbiters of

decency.

And look, if you want to see negativity about the XFL, just Google "XFL."

The first 700 news hits prior to my film coming out were "Failure!

Failure!

This is a stain on Dick Ebersol and Vince McMahon's record!"

I just didn't feel the need to do that in the film.

I also think that people conveniently ignore the fact that the NFL and the NBA and Major

League Baseball and Fox and CBS and ABC just lifted all the technologies and techniques

that worked about the XFL, and still rolled their eyes about the XFL's viability.

At the end of the film, your dad and Vince are joshing about trying to revive the XFL.

How serious are they being?

Look, when I interviewed Jerry Jones for the film, he brought it up.

And when I interviewed Vince, he brought it up.

My dad's not going to do it.

He's really, really happily retired.

Vince is still on the road three days a week producing 17 pay-per-views and 104 "Monday

Night Raws" and "Smackdowns" a year.

He's a madman.

If Vince has put enough thought into it, I never question the validity, because you never

know when he's going to walk into the press room and announce that he's doing it.

Costas talks about this in the film, but the league was sold as being more violent than

the NFL, and now you can't really have a non-fan conversation about football without

talking about concussions.

Were you concerned about how that would flavor the story you were telling?

No, and the reason I didn't think that is because during the making of the movie the

UFC sold for $4 billion.

Look, the media plays an important role, but I think the media is an echo chamber to a

huge degree.

So the concussion story and the CTE story, which, by the way, permeated not just football

but also UFC and all these other sports, I think these stories are similar to the outrage

that the press had over things that Donald Trump was saying that, if you really went

into his voting group, they didn't care that he was saying.

Concussions are real and scary and the NFL does have a responsibility to their players.

But if you look at the playoff ratings, clearly the public isn't really that upset about

it.

What did your dad say when you showed him the movie?

The only thing scarier than interviewing my father and Vince was I showed it to them together.

At the end of the film, the only note I got was from a WWE exec on cutting back something

that was critical of Vince, and Vince cut the person off and said, "No, first of all,

we're not giving notes, and second, you should feel confident about putting that in

because that's what really happened."

I was mesmerized by that.

All through my life, I've seen my dad and Vince note everything to death.

I did a documentary about schools in Africa and got 15 pages of notes from my father.

I was expecting notes.

I was not expecting them to defend the parts of the film that I was most nervous to show

them.

What do you think about this?

Please Share this news if you are still boycotting the NFL and it's ball tossing ignorant ingrates.

Scroll down to comment below and don't forget to subscribe top stories today.

For more infomation >> They're Done: NFL Ratings Rocked After Thanksgiving, TV Networks Lose $500 Million Dollars From Kaep - Duration: 8:48.

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How to draw a fish and coloring pages for kids step by step - drawing for kids - Duration: 4:55.

For more infomation >> How to draw a fish and coloring pages for kids step by step - drawing for kids - Duration: 4:55.

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How to Crochet Knit Cable Stitch Hat Janes Hat Firefly Beginner Expert Class English Subtitles - Duration: 41:36.

this tutorial will provide three different stopping points for three

different size caps

I will be using a size H 5 millimeter crochet hook the yard is 4 ply yarn this

will be similar to the pumpkin cap on my main channel only it will be without the

stem I'm attaching a slipknot to the crochet hook we are working a chain 3

join with the beginning chain we will work 9 single crochet right through the

center of the loop 1 2 3 4 5 6

seven eight

nine round two will be two single crochet in each stitch around for a

total of 18 we are working the continual round one two three four five six seven

eight nine 10 11 12 13 14 15 16 17 18 round three will be one single crochet

in each stitch around for a total of 18 one two three four five six seven eight

nine ten eleven twelve

13 14 15 16 17 18 and that completes round 3 I am going to even the round off

with a slip stitch we are going to round 7 where we work the chain 1 and then we

work two double crochet in each stitch around there will be a total of 36

double crochet on round 7

I am at the end of round seven I'm putting my hook below the two loops at

the top of the stitch this is the first stitch wrap the yarn over pull through

pull through the loop on the hook we have joined the round securely together

we will end with 36 double crochet on round seven

you around 8:00 we will be working a series

of front post double crochet I am going to work the chain one this is the step

up to the next round now I'm starting out as I would work a regular double

crochet I'm putting my hook between the stitch wrapping it around to the back up

to the front I am wrapping it around the chain one on the previous round wrap the

yarn over your hook pull through and then complete your double crochet the

next stitch will be a front post double crochet work the same way this segment

will be in slow motion

you

work a half double crochet right through the top of the next stitch the next two

stitches will be front post double crochet putting your hook between the

stitches wrap it around to the back up to the front wrap the yarn over pull it

through and complete the double crochet the next stitch will be a front post

double crochet the third stitch will be a half double crochet working right

through the top of the last stitch in the series what we have our two front

post double crochet and then a half double crochet working a front post

double crochet front post double crochet around the next stitch and then a half

double crochet a front post double crochet in the next stitch front post

double crochet for the next stitch and a half double crochet in the third stitch

front post double crochet around the next stitch front post double crochet

the second stitch the third stitch is a half double crochet front post double

crochet

not post double crochet in the next stitch and a half double crochet you

will continue around to the beginning for a total of 36 stitches I am working

the last three stitches the front post double crochet the next front post

double crochet and then a half double crochet we will join with the beginning

stitch putting the hook below the two loops at the top of the stitch wrap the

yarn over pull through pull through the loop on the hook we have joined the

round together there will be a total of 36 stitches and my cap is starting to

turn up on the sides the next round will be an increase round we will start the

round with a chain one working a front post double crochet and I'm working

right around the chain one on the previous round and the double crochet

completing the double crochet working the next front post double crochet we

want to increase so we will work a second front post double crochet around

the same stitch the next stitch will be a half double crochet now we have four

stitches in this series of stitches and I know right here they are kind of

squished together we have one two three front post double crochet the fourth

which is the half double crochet the next stitch will be a front post double

crochet

the increase will be to front post half double crochet around the same stitch

the last stitch is a half double crochet

front post double crochet around the next stitch two front post double

crochet

you

and then a half double crochet when you work increased stitches this will flare

your cap out and keep it from turning up too soon this is working towards making

it for a larger size head work a front post double crochet the next stitch will

be two front post double crochet around the same stitch

the last stitch is a half double crochet working a front post double crochet an

increase for two front post double crochet

and then a half double crochet continue around to the beginning working one

front post double crochet two front post double crochet and then a half double

crochet there will be a total of 48 stitches on round 9

I've completed around nine I put my hook below the two loops at the top of the

stitch wrap the yarn over pull through pull through the loop on my hook that

completes round nine round ten we will start with a chain one work the first

front post double crochet work the next front post double crochet and since they

were worked around the same stitch you will want to pull it up a little bit

like this it may be hidden to the back so you'll need to be careful and count

to make sure you don't miss any stitches work the last front post double crochet

then work the half double crochet which is between each set work the first front

post double crochet work the next front post double crochet work the last front

post double crochet then work the half double crochet in the next stitch front

post double crochet the next stitch is a front post double crochet front post

double crochet

and a half double crochet front post double crochet front post double crochet

front post double crochet then a half double crochet continue around to the

beginning of the cap join with the beginning stitch

joining with the first stitch you will be able to continue on from around ten

to make a cap approximately 14 to 16 inches you can modify the size by using

a larger or smaller crochet hook and different size yarns round 11 will be a

cap approximately 17 to 21 inches we will start with the chain 1 which is the

step-up this will not count as a stitch we will work one front post double

crochet in each of the next 3 stitches 1

2 3 this time our increase will be in the half double crochet we will be

working two stitches in the same stitch working two half double crochet work one

front post double crochet in each of the next three stitches one two

three the next stitch will be our increase which is two half double

crochet in the same stitch work one front post double crochet in each of the

next three stitches there's one two

three work 2 half-double crochet in the next stitch and I'm putting my hook

right below the two loops at the top of the stitch wrap the yarn over there is

my first half double crochet and I'm putting my hook right through the same

stitch below the two loops at the top of the stitch working the second half

double crochet work one front post double crochet in each of the next three

stitches one two three an increase working two half double crochet in the

same stitch we are working in the half double crochet on the previous round

work one front post double crochet in each of the next three stitches one two

three two half double crochet in the next stitch one two you will continue

around to the beginning working one front post double crochet in each of the

next three stitches an increase working two half double crochet in the next

stitch there will be a total of sixty stitches on round eleven I am finishing

the last few stitches on round eleven

and these are the last two half double crochet we will join with the beginning

stitch putting my hook below the two loops at the top of the stitch wrap the

yarn over pull it through pull through the loop on my hook we have completed

round 11 round 12 will be individual stitches all the way around we will work

one front post double crochet in each of the next three stitches one half double

crochet in each of the next two stitches this is the first front post double

crochet one two

three we are working individual half double crochet this is the first and

this is the next there are two of them work individually work one front post

double crochet in each of the next three stitches one two three one half double

crochet in each of the next two stitches one two one front post double crochet in

each of the next three stitches one two

three one half double crochet in each of the next two stitches one to continue

around to the beginning for a total of 60 stitches on round 12 I am joining

with the beginning stitch and at this point you can continue on with the

length the size estimate will be 17 to 21 inches you can modify by using a

larger or smaller crochet hook and different size yarn we will start off

with a chain one this will not count as a stitch now this first stitch will be

an increase working to front post double crochet in the same stitch now we're

working around the same stitch

work an individual around each of the next two stitches an individual half

double crochet in each of the next two half double crochet the first stitch

will be an increase two front post half double crochet in the same stitch this

is working the first this is the second working around the same stitch the next

two will be individual front post double crochet

and then one half double crochet in each of the next two stitches 1 2 the first

stitch is an increase working to front post double crochet around the same

stitch this is the first this is the next work an individual front post

double crochet around the next two stitches and then an individual half

double crochet in each of the next two stitches the next stitch will be an

increase working two front post double crochet around the same stitch the next

two are individual

one half double crochet each of the next two stitches you will continue around to

the beginning the first stitch will be an increase working to front post double

crochet the next two are individual stitches and then individual half double

crochet stitches there will be a total of seventy-two stitches on round

thirteen I am joining together around thirteen work a chain one and continue

on rounds fourteen through twenty three will be an individual stitch in each

stitch around there will be a total of 72 stitches rounds fourteen through

twenty three

I have completed around 23 I am joining with the beginning stitch wrap the yarn

over pull it through I've already cut my yarn wrap the yarn over pull it through

this is what we have through 23 rounds you can leave the cap like this or you

can add an ear flap this will show how to add an ear flap I have attached a

slip knot to my crochet hook I am going to skip over the half double crochet the

front post double crochet the half double crochet skip the front post

double crochet skip the half double crochet attach the yarn right through

the top of the front post double crochet

we have two segments here we have skipped over theirs half double crochet

on each side this will be the back section I'm working a chain one now I'm

going to work one front post double crochet in each of the next four

stitches the chain one did not count as a stitch it is the step up

work a half double crochet in each of the next two stitches one to work a

front post double crochet in each of the next four stitches one two

three for work a half double crochet in each of the next two stitches one to

work a front post double crochet in each of the next four stitches one

to

three

for this completes the first row we are going to turn we will work a chain one

this time we are going to work back post double crochet and we are working from

the back side around to the front to the back and then complete the double

crochet and put your hook from the back to the front to the back and this will

be in each of the four stitches

you

work a half double crochet in each of the next two stitches one to work one

back post double crochet in each of the next four stitches and I'm putting my

hook from the back around to the front to the back and it's the same thing as

the front post only we're working from the back

now we will work the two half double crochet one two now we're to the final

segment of the four back post double crochet one two and going from the back

to the front to the back three and for this last one I'd like to go through the

stitch but keeping my threads pushed to the front this is to keep the stitch in

place now we will turn and you can see how the back post double crochet now

look just like the front post double crochet this is the last row we

completed which is row two it was a row of back post double crochet

and they all look the same then we'll chain one working for front

post double crochet and the stitches on the side I kind of like to go through

the stitches and this is to hold it in place so it does not slide around one

working front post double crochet two

three

for work an individual half double crochet in each stitch one to work an

individual front post double crochet in each stitch one two

three

for one half double crochet in each of the next two stitches now we're working

the final four front post double crochet

I'm working the last stitch just working right between the threads that completes

Row three and will turn row 4 will be the back post double crochet this time

I'm going to work through the stitch like that that just keeps it in place

you can do it however you want to that's just something I like to do one two

three

for

work one half double crochet in each of the next two stitches one two now work

one back post double crochet in each of the next four stitches one two

three

for work one half double crochet in each of

the next two stitches one two work one back post double crochet in each of the

next four stitches one two

three

I'm working the last stitch which is number four and then we flip it around

we have completed four rows continue working front post and back post double

crochet through row nine I have completed the ninth row of stitches

ending on the front and flipping it around row ten will be one single

crochet in the first stitch then a single crochet decrease one single

crochet in the next stitch and then a single crochet decrease and that's

putting your hook through the top of the stitch wrap the yarn over pull it

through leave the two loops on the hook put your hook through the next stitch

wrap the yarn over pull it through there are three loops on the hook wrap the

yarn over pull through all three loops and I'm going to continue across working

one single crochet and then a single crochet decrease one single crochet and

then a single crochet decrease and we do not have to be exact with numbers at

this point one single crochet a single crochet decrease

and then we'll end with one single crochet on the end and so if you end

with a decrease that's okay it's still going to work we're going to wrap the

yarn over pull it through and I'm pulling through a little bit of an extra

length and then cut the yarn pull it through give it a tug I have threaded my

needle with the tail and I am going to weave it between the stitches on the end

like this and I'm pulling it weaving the needle between the stitches and you can

see how I've picked them up I'll show that again leaving the needle between

the stitches just like this and then I'm giving it a tug like that pulling them

together I've got them all pulled together like this what I wanted to do

is make a knot here at the end like that

and I'm going to run it back through just to make it a little bit more secure

like that and then give it another little tug and then make another knot

here at the end like that now my yarn is right here and I'm going

to run my needle through this side and then pull it over like that and join the

two ends together and I want to make sure it's nice and secure

you know we're going to make a knot just like that and I'm going to make another

knot you can make as many knots as you'd like to make that's probably pretty good

and I'm going to go ahead and sew the tail end on the inside of the cap here

working on the inside of the ear flap just hiding the tail between the

stitches like this

I like to skip over or go through a strand of yarn work back in the opposite

direction between the stitches

then cut off the yarn when the cap is complete we have two segments of post

stitches on the backside we have one two three four on the front side between the

ear flaps and this is what it looks like and the remaining tails will be sewn in

the same way there will be tails at the beginning and you will want to pull that

shut to make sure it's nice and snug this is going to show how to make the

braid I am working with strands of yarn they are approximately 40 inches 102

centimeters you can make them as long as you want to I am working with six

strands altogether I want to fold them in half and the ends

will meet at the beginning I'm going to find a center down here on the ear

section and put my crochet hook through like this and they all may not go

through at once so you may have to do them individually pull the halfway point

through and then just pull through one side like this you will want to even

them up and make sure the ends are matching the ends do not have to be

perfect you can cut them off even at a later time you will divide the strands

of yarn into sections of four there's the first section there's the second and

this is the third and then we will start braiding them

now I'm down here at the end what I'm going to do is make a knot and I'm just

holding the ends over and putting them through like this and then making a knot

like that then pulling it snug

and then you can cut all the ends off even some of mine aren't even but that's

alright just like that

you

For more infomation >> How to Crochet Knit Cable Stitch Hat Janes Hat Firefly Beginner Expert Class English Subtitles - Duration: 41:36.

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20/20 ABC After Midnight November 28th 2017 Must Watch!! - Duration: 39:46.

For more infomation >> 20/20 ABC After Midnight November 28th 2017 Must Watch!! - Duration: 39:46.

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Take 2 with Jerry and Debbie - How Many Languages Do You Speak - 19 Oct 2017 - Duration: 0:59.

Oh, we've got Nikki in Philadelphia.

Oh we're gonna go to Nikki.

Make your point in about 20 seconds

We're sorry, we're gonna hear that closing music in about 20 seconds.

Nikki, we wanted to get you on real quick - welcome!

Hi! This is Nikki in Philly.

I want to say hi to my Dad - Tatus!

I am a Polish-American - first generation.

I speak seven languages and

I encourage everyone to learn another language.

It helps so much to connect with people from all over the world.

Seven languages! Well, I think you might have beat Eloy that called in.

Nikki way to go! Thank you so much!

God Bless you, Nikki. Thank you for that.

And David and Elena - I wish we were gonna have time for you but wow! What a fascinating program today - as always!

It's so inspiring to be with everybody on Take 2. You guys are awesome. Thank you so much!

I'm going right to my software program and I'm gonna learn Italian again.

Tomorrow on the program, we hope you're gonna join us again.

For more infomation >> Take 2 with Jerry and Debbie - How Many Languages Do You Speak - 19 Oct 2017 - Duration: 0:59.

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Gross Things My Cuban Mom Kept From My Childhood| Jenny Lorenzo - Duration: 5:35.

You know, I have a lot of friends whose moms kept a lot of their cool junk. Like

their TMNT action figures, video games and Pokemon Cards. Oh my God, and pogs.

Remember pogs? But as a Cuban-American child, most moms don't keep that kind of

stuff. Cuz they think you'll grow out of it. "That stuff is for little kids!"

Yeah....I never grew out of it.

Yeah, the only thing that stayed with me was my NES zapper.

*Duck Hunt SFX*

So here are the things that my Cuban mom did keep... from my childhood.

You know, some of it is cute...

But most of it is gross.

Okay, let's go over some cute stuff.

Like the little dress that I wore on my first birthday.

Oh, look how cute!

It probably still fits.

Or this- which, by the way, yes, I was born in the late 80s but I don't remember this show and I had these

curtains up in my baby room in grandma's house until, like, two years ago.

I don't remember the name of this cartoon because I was clearly like a fetus thing

and I didn't watch the show growing up. So if anybody can tell me who these freaking

creatures are, that would be great. Okay, so here are the things that my mom kept

that I'm sure a lot of your mom's kept too.

My braided pony tail.

Somewhere in my mom's house there is a little box with my braided ponytail inside of it

The story behind that is well my mom wanted my hair to be super long and

flowy for my first communion and then she promised me that I could

cut it right afterwards so there that is.

Next up- my baby teeth. And that I do have with me.

Boop.

My mom made jewelry out of my baby teeth.

I ate a lot of Lunchables with these teeth.

So as a kid, I had this Cuban old lady who, I swear to you, still used equipment from the 1920s.

*child scream SFX*

And my front teeth didn't want to come out they

were being stubborn and it was like that time where I'm supposed to be losing my

two front teeth and I really wanted to lose my stupid two front teeth because

of that godforsaken Christmas song...

*sings* All I want for Christmas is my two front teeth.

My two front teeth. Yeah my two-!

Apparently, I thought that Santa Claus was gonna, like, surprise me with this epic gift. As if

he and the Tooth Fairy were like gonna plan this big surprise for me if I don't- Ugh, my God.

Back at the dentist with this, like, old lady with the 1900s equipment my front teeth

didn't want to come out. So, okay, so in order to get them out, she had to do the

the normal thing dentists do which they stick a needle in your gum and it was my

first time getting a needle anywhere near my mouth. But I'm pretty sure till

this day that she wasn't doing it the right way cuz I... now at my age, I've

had many a needle in my gum, you know, root canal...you know... some cavities...

Eating too much sugar.

There's a proper way to do this. Where you literally feel no pain.

Ummmm.... but not in this case.

So she straight up jammed the needle into my gums.

And my 9 year old self was mortified. And I- what- what do I do in that case?

I feel like someone's trying to murder me.

*child scream SFX*

And I- I kicked her in the leg!

That happened to have a cast on it.

SHE WAS USING ANCIENT EQUIPMENT, OKAY?!

So now every time I want to think back on that awesome memory...

I just look at these earrings.

Love you, mom!

Okay, now this has to be the grossest one.

My umbilical cord....

Sort of.

You know when the dry umbilical cord stump falls out...

of your bellybutton?

Yeah, instead of going into the garbage where it belongs...uh...it ended up in another little box.

I don't think she still has it.

Do you have it, mom?

Cause I really- I haven't asked.

Mom: Hello?

Hello?

Mom: Hello!

I'm doing a video about the gross things that you kept from my childhood. Like my umbilical cord.

Mom: (laughing) Yeah.

Can you- do you still have it?

Mom: Yeah, somewhere.

What?!

Mom: Why?

I thought you threw it away!

Mom: No, why would I throw it away? (laughs in mom Spanish)

Why did you- why would you keep that?

Mom: I dunno, cause they say it's good luck and I have it in a jar somewhere.

Do you have Stephanie's?

Mom: Both.

Honestly, at this point I'm surprised my mom didn't keep my first bloomer when I got my period.

That would be something!

Aww, look! Your first bloomer. Look. You're such a young woman.

So what weird, gross junk did your parents save from your childhood? And is there

And is there anything that you wish they did save? Like your video game cartridges that you

Let me know in the comments below.

I wanna give a big thank you for all of my Patrons.

And a special shout out to Scarlett Menjivar, Kristen Garcia and Josh Dibella. If I ruined your last

names, I am sorry and feel free to correct me. I am just so excited, you guys,

that I am creating all of this content for you on this very channel and on my

Facebook page and Instagram. Especially to those who have contributed to my

Patreon account if you want to check it out all, all of the information is in the

description below. Honestly, truly, I cannot thank you enough.

I lah ju!

For more infomation >> Gross Things My Cuban Mom Kept From My Childhood| Jenny Lorenzo - Duration: 5:35.

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Hocatt Therapy - Duration: 6:57.

For more infomation >> Hocatt Therapy - Duration: 6:57.

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¿transformista o transgenero? aclarando dudas - Duration: 6:18.

For more infomation >> ¿transformista o transgenero? aclarando dudas - Duration: 6:18.

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龍珠超:變身巨無霸的里布里安被淘汰,克林和18號的真愛秀! - Duration: 14:26.

For more infomation >> 龍珠超:變身巨無霸的里布里安被淘汰,克林和18號的真愛秀! - Duration: 14:26.

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#BYAS Ep56.0 - IF YOU AREN'T THE PROGRAMMER, YOU ARE THE PROGRAM! - Duration: 2:43.

If you are not the programmer, then you are the

program. This might sound a little scary and you know what, it should. I'm talking

about the subconscious mind here. through my relentless pursuit of behaviour and

how we work as humans, I've come to understand so many different fascinating

aspects about our minds. One thing that I've become absolutely convinced on

is, that the human subconscious mind is switched to open it's like a Wi-Fi

network or computer system that has no firewall. That anything can access

everything you see around you, every billboard, every advertisement, every word,

every newspaper article, every piece of news, is a program for your subconscious.

It does program you. Unless you actually go about the process of taking

your conscious mind and using it to program your subconscious mind, then you

are simply the sum total of all of the programs that you have let invade you.

That you have let become the driving force of your subconscious. Then we

have this dichotomy of who we really are, who were meant to be, who had born as

being overlaid and overwritten by all of this messed up stuff, that we accumulate

through our lives. Being the programmer means knowing who you are it means

vetoing all of the things that come into your subconscious. Unless you do this

with discipline and unless you actually put the energy and the focus, in the

effort into becoming the programmer, then you're going to live your life following

some else's ideas, mistakes, expectations and

desires of you. Take control of your own subconscious, become your own programmer

and set yourself free. I'd love to know what you think. As always, please comment, like,

subscribe and hit notifications. I'm looking forward to speaking to you soon. Cheers.

For more infomation >> #BYAS Ep56.0 - IF YOU AREN'T THE PROGRAMMER, YOU ARE THE PROGRAM! - Duration: 2:43.

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Chuyện lạ: Bí ẩn kỳ quái chuyện "Của Quý" tự dưng bị "Bốc hơi" - Duration: 5:16.

For more infomation >> Chuyện lạ: Bí ẩn kỳ quái chuyện "Của Quý" tự dưng bị "Bốc hơi" - Duration: 5:16.

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Unsolved Murder - Duration: 1:11.

Darrence Kindle was murdered November 03,

during an attempted robbery of Dollar General

on Kurth Drive in Lufkin,

and Crime Stoppers wants to pay a reward for the

anonymous tip that identifies his killer.

Darrence stopped at the store for cigarettes

but his purchase was interrupted by a masked man

with a handgun demanding money.

Four seconds after entering the store,

the masked-robber fired a single shot,

killing Darrence.

The killer didn't pause after committing murder.

Instead,

he turned his gun on the store clerk

but Darrence's transaction was still in progress

and the register wouldn't open.

It appears that the killer tried several times

to shoot the clerk but couldn't operate his gun.

The killer was described as a young, slender,

light-complected black male,

roughly 5'10" tall,

wearing a dark-colored hoodie,

light-colored shorts, red shoes,

and a green Halloween mask.

Someone has the information needed

to solve this crime

and Crime Stoppers is offering a reward for the

anonymous tip that helps put the killer in jail.

Submit a tip anonymously by calling

(936) 639-TIPS or visiting 639TIPS.com

For more infomation >> Unsolved Murder - Duration: 1:11.

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Unpredictable - From the Couch with Sharon Ramel - Duration: 1:36.

Life can be unpredictable. Sharon Ramel with you from the couch. Despite our best

laid plans external events can hurtle us full-on into chaos, family tragedies, job

losses, unexpected upheavals, tuning in too much of what's happening on the

political landscape and natural disasters can completely unbend the

balance of stability; the normal theme of our daily routine. However you're here

don't worry you have the skills believe it, know it for it is true. Stay centered

and you will weather any storm. In fact I love the unpredictable chaos of storms

as they have a tendency to fling or unfurl a new way of being right at us if

we dare to look at it. However if you're feeling chaotic and out of control

breathe be present, be aware of what's happening be the witness in your life,

practice meditation, stillness, yoga - all of these things help, be easy on yourself,

get adequate rest and recovery time, have a bath a long shower, remember the real

you never changes, detach embrace uncertainty, and know that this too will

pass Sharon Raemel on this unpredictable life

from the couch.

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