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Tuesday, December 9, 2008

Lebanon farmer grows super-sized spud

Lebanon farmer grows super-sized spud
Lebanese farmer Khalil Semhat holds his giant potato in the southern Lebanese city of Tyre. The enormous vegetable weighs 11.3 kilos (24.9 pounds) and Semhat says he is planning on contacting the Guiness Book of Records. (AFP null)

TYRE, Lebanon (AFP) A farmer from Lebanon couldn't believe his eyes when he discovered he had grown a prize-winning potato on his land, he told AFP on Saturday, saying he was hoping to enter the Guinness World Records.

"This giant weighs 11.3 kilos (24.9 pounds)," Khalil Semhat said at his farm in the Tyre area, 85 kilometres (50 miles) south of Beirut.

"I've been working the land since I was a boy, and it's the first time I've seen anything like it."

Semhat, 56, said he had not done anything special to cultivate such a super-sized spud. "I didn't use any chemicals at all," he insisted, adding that he had to ask a friend to help him haul the huge tuber out of the ground.

Now he hopes the find will get a mention in the famous Guinness Book of Records, and said he will send in the details for possible inclusion next year.

He said he was "very proud" to have grown the enormous specimen on his farm, which took a pounding in 2006 during the war between Israel and Lebanon's Shiite Hezbollah movement.

© 2008 Agence France-Presse

8 Auto bailout Questions Answered

Give the money to us instead of them
Give the money to us instead of them
Why doesn't the government just give us all a large amount of money, and we can buy their cars, and that should help out the car companies? --John

Given the amount of money needed to keep the Big Three automakers afloat, it's a lot more efficient to simply lend them the money rather than to spur sales through an incentive program.

American consumers also don't like to be told what to buy. A rebate program would have to specify that they purchase a vehicle from General Motors, Ford or Chrysler, limiting their choices to the Big Three. Consumers and foreign-based manufacturers would likely pressure the program to open up to at least all cars made in the United States.

Also keep in mind that the government isn't giving money to the automakers - it's lending it to them, with the intention of getting it back in a few years. Rebates are not loans, and consumers could not be expected to pay them back.

7 More Here

Britain withdraws warship from Falklands

HMS Northumberland
photos compliments of royalnavy.mod.uk


LONDON, Dec. 7 (UPI) -- The Falkland Islands will go without the protection of a British ship of war because of cuts in the size of the fleet.

HMS Northumberland -- a frigate equipped with missiles that was to be dispatched to the Falklands this month -- is to be replaced by an auxiliary vessel, The Telegraph reported. The Northumberland instead will be on pirate patrol off Somalia.

The Falklands, a remote group of islands in the South Atlantic, are claimed by both Britain and Argentina.

The Largs Bay, a Royal Fleet Auxiliary vessel crewed mainly by civilians, will replace the Northumberland in the South Atlantic. Military sources told the Telegraph the Largs Bay would be able to defend itself from attack but not much else.

The last time Britain withdrew a military vessel from the Falklands was 1982. That was followed by an invasion from Argentina and the two-month Falklands War.

In 1982, the Royal Navy had 65 frigates and destroyers. It now has 22.


© 2008 United Press International, Inc. All Rights Reserved.

Tuesday Tunes Returns! - The Derek Trucks Band

I've raved about these guys for years. He plays in the Allman Brothers, was part of Clapton's touring band, opened and shared the stage most recently with Santana - but where he really shines is with his own band. In my not-so-humble opinion they are head and shoulders above anything else out there currently. I'm sure others have favorites, but you can't deny the talent in this band.

Here's a niice little (12 minute) documentary on their last album "Songlines" released (I think) in '06. New album out in January!



As a bonus, here's a performance of Derek with his wife - Massachusetts own Susan Tedeschi (phenomenal in her own right!) - covering Bob Dylan's "It's Alright."

Best Car Deals Begin After Christmas

Driving a hard bargain at the dealership will really pay off starting Dec. 26. So will using our money-saving tips.
Tough times for automakers make this a great time for car buyers.

Manufacturers and dealers have had to slash prices more than they have in decades -- and the bargains should soon be even sweeter as sellers push to move inventory before the end of the year.


"All the planets are aligned in your favor," said W. James Bragg, who runs the car buying information service FightingChance.com. It's the best time to buy a new car, Bragg said, in 15 years.

The days after Christmas -- before the new year begins -- are always a prime time to purchase a car. Business is slow and dealers often need to sell additional cars to meet monthly, quarterly and annual sales goals. At the end of this dismal year, dealers should be even more eager to end the year on a high note by selling you a car, which could also make them more willing to offer you a price unthinkable only a few months ago.

And even though automakers are desperate to sell, to get the best deal a buyer still needs to understand how cars are priced and sold -- a process as straight and as penetrable as the Great Wall of China. Fortunately, there's now more information available to figure out what to pay and how to draw the best offer from a dealer, through both commercial websites and Internet forums organized by car enthusiasts. Here are some tips for bargain hunting after Christmas.

You can pay less than invoice -- sometimes way less: Just about everyone knows the sticker price is more than you should pay. Then there's the "invoice" price, which is supposed to indicate what a dealer paid for the vehicle.

Many consumers are under the impression that the invoice price is a true wholesale cost and that dealers generally can't sell a car for less without losing money.

That leads prospective buyers to look up invoice prices on websites such as Edmunds.com or KBB.com, and then negotiate upward from the stated invoice prices. Some car buying websites also deduct rebates and "holdback," a system some manufacturers use to refund dealers 1% to 3% of a car's value. Some also use sales data to come up with "true" prices for a region.

But a savvy buyer can sometimes get a price below the invoice price and the additional manufacturer's rebates and discounts.

Knowing the invoice price is useful, but changes in the auto industry in the last few years have made invoice figures less significant, Bragg and other analysts say.

Car manufacturers now pay bonuses to dealers that meet specific sales targets. A large dealer may get hundreds of thousands of dollars for selling a set number of cars by the end of a quarter.

To hit one of those targets, a dealer may sell a car for a price well below invoice. They may tell you they're giving you such a good deal they're losing money, but of course they'll make up for their "loss" when they get their hefty check from the manufacturer.

So how do you discover the lowest price?

Know the supply -- and demand: The Internet gives consumers access to information once available only to insiders. Car buying websites are good as a starting point, generally offering invoice prices, lists of rebates and current market value estimates for specific models. Beyond those sites, you should also check the individual manufacturers' websites for current rebate offers.

Car buying and manufacturer websites are usually on top of current rebate offers, but they do miss some of them, and some are never publicized by manufacturers. Another source that can pay off, although somewhat inconsistent, is Internet user forums.

These are discussion groups often organized by individuals interested in the same model vehicle. Commercial sites like Edmunds.com also run model-specific forums.

You can enter the name of the car model you're researching into a search engine (i.e. " Ford Mustang forum") to find these discussion groups. There is typically a "prices paid" section on the message board, onto which people who have recently bought cars post the prices they paid, what rebates they received, etc.

It is also common for people who work at dealerships to post comments to these boards. They often will alert buyers to rebates that are not always publicized.

This fall, for instance, a dealer posted a notice on a forum about a rebate General Motors was offering for buyers in certain states who switched from another brand, called a "conquest" rebate. I had not seen the deal reported on the company website, and when I asked a saleswoman about rebates for the model, she said there were none.

"Isn't there a conquest rebate?" I asked. "Oh, yes, we do have that," she replied.

Along with pricing information, consumers can now check the supply of vehicles online for many models. On many manufacturer websites, you can enter your ZIP Code and the model you are seeking, and view the actual inventory on dealers' lots.

You can usually view the car's "window sticker" online to know exactly which options, colors, etc. are at a specific dealer. This information can also give you a sense of a dealer's willingness to discount a car.
If you see on a dealer's lot five models of a car you are interested in that match what you want, and several dealers nearby have similar stock, you're probably in a strong bargaining position. Conversely, if there is only one model you want available in Southern California, you probably have less leverage.

There are other conclusions you can draw from the inventory websites. For instance, if you don't mind a car from a previous model year, and you see a dealer still has half a dozen 2008 models on the lot, while 2009 models are piling up and 2010 models will be arriving soon, you should be able to get a great price on the 2008 car.

Don't step into the lion's den -- let dealers compete for your business: If you need to test drive a car, you should do so well in advance of your anticipated purchase date so that you're less likely to make an impulse buy. Visit a dealer, take a drive, then thank the salesperson for his or her time and say you'll be in touch when you are ready to buy.

When you are about to pull the trigger, stay out of the showrooms. Walk into a dealership to start a negotiation only if you're the kind of person who thinks it's fun to get locked into an hours-long haggling match in which you're outnumbered; and if you're OK with paying more than you likely could have by staying home.

Bragg and other experts recommend faxing or e-mailing a proposal to several dealers who have the car you want in stock. Bragg even includes a form letter to use in the kit he sells through his website.

In the letter, identify the type of car you're interested in and the options you want. If you've done your Internet research, you can even specify a vehicle identification number, or VIN, to show that you're aware a car is on their lot, and clearly state that you are ready to buy the car within a few days. Do this only if you are truly ready -- you need to be honest in your letter.

Do not reveal what you are willing to pay. Instead, list the invoice price for the car and rebates you should be aware of through your Internet searching and state what you believe to be that amount. Then ask the dealership for its best price. Some dealers will not answer you. But within a couple of hours, you should have at least a couple of replies. In my experience, the prices offered have sometimes been lower than what I had in mind, sometimes a lot lower.

If you have two or more offers that are close, ask the dealers whose prices closely match the lowest offer if they can beat it. Again, emphasize that you are not playing with them and you will buy the car if the price is right. If someone matches the lowest offer, contact the dealership whose price was lowest, say you have matching offers from other dealers and ask if they can beat the price.

At this point the offers probably will be very close, and you may want to pick the dealer you feel comfortable with, or the one closest to your home. Further negotiating may not be worthwhile.

"Do you really want to spend two or three days going back and forth between car dealers to save another $100 or $200?" Bragg said.

Do your final negotiating on a day you're ready to pick up the car, so you can go directly to the car lot once you've agreed on a price. I once negotiated a price this way but delayed my trip to the dealer, who sold the car to another buyer before I came in. Luckily he had another model for me at the same price.

Pick up your car -- but don't be a jerk:After you've agreed to the deal, go to the dealership and pick up the car. Because you've already agreed on a price, don't try any stunts like badgering the dealer for more of a discount or threatening to back out of the deal unless they offer you some extras.

One common complaint from salespeople on Internet message boards is that buyers treat them rudely or accuse them of gouging, even when they're offering their rock-bottom price. When you've already been promised a low price, it's doubtful that pestering a salesperson will get you anything more than ill will.

Dealers are also rewarded -- sometimes with large amounts of money from manufacturers -- for high marks on customer satisfaction surveys. If you let them know that you're having a positive car-buying experience and that you'll give them the highest scores when you are surveyed by the manufacturer, a dealer will certainly appreciate it, and may thank you with a few extra bucks off the deal.

There's no harm in asking very politely whether the dealer can cut from the price -- you may get another couple of hundred dollars off or some coupons for free oil changes or car washes -- but don't expect more when you've agreed to a firm price. I recently got some nifty floor mats. Be grateful if this happens -- they're doing you a favor.

I like to send a thank you letter if a dealer has treated me well, naming each person who worked on the deal.

On the other hand, if a dealer tries to add charges to the price on which you agreed or aggressively pushes add-ons you don't want such as extended warranties, by all means walk out the door. You should have offers from other dealers in hand, so you'll know where to turn.

Drive a hard bargain, and you should be happily driving home in a new car before the new year.

Hong is a Times staff writer.

peter.hong@latimes.com

The 10 Best 80s Cartoon Theme Songs

Published by Madison

gummibears.jpg

As a child of the 80s, I grew up with slap bracelets, pogo balls, and of course, the Nintendo Entertainment System. Still, nothing kept my little heart ticking like cartoons. I’m not too familiar with what’s popular now as far as cartoons go (Dora the Explorer?), but watching 1980s cartoons was the closest my pre-pubescent self got to an orgasm. Aside from the slick animation and great stories, it was the theme songs that made cartoons so enjoyable. Here are, in my opinion, the 10 best cartoon theme songs from the 1980s. These aren’t in any particular order, but I’m sure some moron will comment that [insert 80s cartoon here] should be #1.

1. The Smurfs

My girlfriend likes this song so much that she insists I play it whenever we smurf.

2. Inspector Gadget

Wowsers! I can hardly type this sentence right now because I can’t sit still to this song. If the DJ played this at a club, I’d dash over to the first girl I saw and ask her to dance, and with a little luck, inspect her gadget. I’ve still never seen one in real life. *tear*

3. Ducktales

“Life is like a hurricane.” This theme is one that everyone knows, and the tune is irresistibly catchy. It’s the Herpes Simplex of cartoon theme songs.

4. Chip N Dale Rescue Rangers

It’s not nearly as catchy as the Ducktales theme, but the theme to Chip N Dale Rescue Rangers is pretty friggin good. Plus Gadget is a total babe.

5. Alvin & The Chipmunks

From one set of chipmunks to another, this theme is terrific. I love Alvin spelling out C-H-I-P-M-U-N-K in this song, blazing a trail for future emcees like Snoop D-O-double-G, U-S-H-E-R-R-A-Y-M-O-N-D, and countless others.

6. Teenage Mutant Ninja Turtles

Kick. Ass. It’s impressive enough to create a jingle consisting of “teenage mutant ninja turtles” that doesn’t suck, but this theme song is actually really good. I especially like the like the line, “Donatello does machines.” Is that a reference to the Sybian? Do you know what I’m talking about? No? Prude.

7. Muppet Babies

What’s long and green and smells like Miss Piggy?

Kermit’s finger.

8. Jem

If I could have sex with one song, it’d be the theme song to Jem, and the part where the Misfits sing is where I’d stick my penis.

9. Gummi Bears

Honestly, this may be the greatest cartoon theme song of all time. If I knew this song would be played at my funeral, I’d die with a smile on my face.

10. M.A.S.K.

No, not the movie with Cher and the deformed kid, silly.

Cigar Aficianado's Cigar of the Week

Lonsdale LA RIQUEZA NO. 1 La Riqueza No. 1


91
Click image to enlarge Click image to enlarge Click image to enlarge

NICARAGUA
RING GAUGE: 42
A dark, pressed cigar with a toothy wrapper, fine cap and perfect burn. The draw is a bit firm but imparts spicy cocoa intonations underscored by hickory notes.
LENGTH: 6 1/2"
FILLER: Nicaragua
BINDER: Nicaragua
WRAPPER: U.S.A./Conn. Broadleaf
$9.00

State Silences 8 Year-Old Guitar Prodigy

youtube.com — "It feels pretty bad... um... because thats just broke my dream. Cause... my dream is to play guitar."



8-year old Tallan 'T-Man' Latz is unable to play his guitar in clubs that serve liquor because of Wisconsin laws.

Shave the Date: No Bush Left Behind


Mominatrix

By Kristen Chase

My fellow Americans. Regardless of how you voted this past Tuesday, the timely exit of President Bush should be something we can all agree on.

And for such a momentous occasion, a celebration is in order.

So to commemorate our new found freedom from the last eight years, the Mominatrix is encouraging you to unite together and “Shave the Date” -- Inauguration Day, January 20, 2009, when we will leave no bush behind.

We, the people with pubic hair, should come together and celebrate this historic election. Show your love for your country, and as you watch our new president take his oath and feel your satin undies against your smooth nether region, you can take pride in knowing you've rid your world of bush once and for all.

Now before you run off hog wild and stockpile bottles of Nair, here are a few helpful hints to consider as you prepare to rid yourself from the shackles of your pubes.

1. Shaving can be a convenient option for moms, but it will require more attention than you might be able to spare on any given day. Schedule a babysitter, grab your Dustbuster, and lock the bathroom door. Definitely invest in a good razor and shaving cream, and if you haven’t shaved before, make sure to trim before going at it. And for god sakes find a decent mirror.

2. Some women swear by the electric clippers, and while they can make short work of your pubes, be careful. Confidence can lead to cuts. You’ve already had enough trauma down there; no need to do more damage.

3. A bikini wax is always a great excuse to get a little alone time away from the kids. Make sure to ask for an aesthetician recommendation before stopping at some random strip mall just because it’s on the way home. And consider doing a trial run; the more waxes you have, the less painful it can be. Either way, definitely pop a few Advil before your appointment.

4. If you’re feeling creative, then snag a Hair Care Down There kit. Not only does it provide you with all the necessary DIY pubic hair couture tools, but you can even do fancy designs. Stars and stripes, anyone?

BEFORE / AFTER

http://upload.wikimedia.org/wikipedia/commons/7/7a/CamelToe.jpg




Contest expires Midnight 01.20.2009 (Official bush ridding is not required for participation, but strongly encouraged due to sexual satisfaction and patriotism that might be experienced).

And please do not send the Mominatrix pictures of your bald pussy. But feel free to mail them to: 1600 Pennsylvania Avenue NW, Washington, DC 20500.

Thanks, New Girl!

Motor Trend's Holiday Gift Guide

For all you procrastinating holiday shoppers in need of a little gift-giving inspiration, allow your pals at Motor Trend to help. Below is our editors' selection of great gift ideas, from highly affordable to obscenely expensive, sure to please any auto fan. (And if that fan is you -- wink, wink -- we won't tell.)

Garmin nuvi 765T GPS
Just about any portable GPS navigation device can get you where you need to go, but Garmin's new nuvi 765T is way more helpful than most. For one thing, the 765T includes lane assist, which guides you into the proper lane for upcoming exits and turns (if you've ever used other GPS units before, you know how frustrating some can be to understand). And that's just the beginning. The 765T includes turn-by-turn navigation with spoken street names, a bright 4.3-inch screen with 3D displays in many areas, FM traffic alerts, more than six million pre-loaded points of interest, hands-free calling (with your Bluetooth-capable cell phone), an MP3 player, and much more. You can add optional SD cards loaded with detailed Garmin Travel Guides, too.
$599.99; www.garmin.com

Gift Guide Garmin Nuvi 765T GPS

ScottEVest Quantum Jacket
Need your iPhone apps when hitting the ski slopes? Can't put the Blackberry down while climbing mountains? Are you unable to leave the house without half a dozen gadgets in your pockets? Then you're the sort of person who needs the ScottEVest Quantum jacket -- which sports 28 easy-access pockets designed for everything from your I.D. card to your cell phone to a magazine. The waterproof Quantum also features a removable hood, zipper vents on each side, and a fleece liner behind the front zipper and around the neck to keep out cold air. We love wearing the jacket: It's light and easy to move around in, feels as well made as anything from the top winter outfitters, and the best part is, when you're cruising through town or waiting for the ski lift, you won't look like you're carrying half a Radio Shack catalog with you. Every winter-sports-loving gadget freak needs one.
$250; www.scottvest.com

Gift Guide Scottevest Quantum Jacket



ScottEVest Microfleece Pullover
Also from ScottEVest is this Microfleece Pullover, a tech fan's dream come true. While on the outside it may look like your average pullover, take a closer look and you'll discover it's chock full of enough unique features to satisfy the most demanding gadget guru. Its five pockets are extra deep and two of them have magnetic pocket closures to keep expensive cargo safe even when you forget to zip the pocket shut. Another cool feature is something ScottEVest founder Scott Jordan calls PAN (Personal Area Network) -- an innovation that routes your headphone cables from your pocket through the pullover and up to your ears, thus eliminating tangled wires. But while the Microfleece Pullover easily satisfies tech nerds, it's not geekwear. All of its gadget-storing technology is hidden away under clean, attractive styling you'd be proud to show off in an Aspen ski bar. Available in black, moss, or gunmetal.
$60; www.scottvest.com

Gift Guide Scottevest Microfleece Pullover


Blancpain Speed Command Chronograph
If you're a speed junkie, then renowned Swiss watchmaker Blancpain has just the fix: the new Speed Command Chronograph. Utilizing a carbon-fiber dial that's reminiscent of gauges on an exotic sports car, plus a Caliber F185 automatic movement with a 40-hour power reserve, the SCC is built for high-velocity adventures. Features include a bidirectional countdown-type black-sapphire rotating bezel, Superluminova markers, and a flyback function that, with a single press of the start pusher, instantly resets and restarts the chronograph. Not only is the 45mm-diameter steel case large, it's also extremely durable -- thanks to a DLC (Diamond-Like Carbon) coating. And if you're up for taking a plunge, the SCC is water resistant to 300 meters and features a rubber-lined Barenia leather strap. Available in black with yellow or orange accents.
$18,200; www.blancpain.com

Gift Guide Blancpain Speed Command Chronograph



Mario Kart Wii with Wheel
If we could pry the Wiimotes out of our photographer's and art director's mitts long enough to pop in a game other than Wii Tennis, this would be the first one we'd grab. Mario, Luigi, Princess Peach, Wario, Yoshi, Donkey Kong, Toad, and Bowser are back for those who remember Mario Kart from the Super Nintendo days. Now for the Wii, Mario Kart promises even more trash talking and Koopa Shell-tossing hijinks. Mario Kart Wii adds a ton of new features, including a slick new wheel controller and the chance to race motorbikes. You can also race up to three friends locally or you can take on 11 racers over Nintendo's Wi-Fi Connection network. With 32 different tracks (16 new, 16 classic), this game could take you until the next holiday season to finish. Pick up a copy, and between helpings of figgy pudding and Grandma's rock-hard fruit cake, try to determine who is the true racing king of the Mushroom Kingdom.
$49.99; www.nintendo.com

Gift Guide Mario Kart Wii



Carbon Fiber Wallet
They'll just know you have an AMG Black Series* sitting in the garage when you pull out this wallet crafted in black leather and sleek, durable carbon fiber. The wallet includes a window for quickly showing your I.D. (not to your friendly speed officer, let's hope), plus storage dividers for credit cards and that huge wad of cash you like to carry around. *AMG Black Series not required for purchase.
$49.99; www.griotsgarage.com

Gift Guide Carbon Fiber Wallet

Art Of The Hot Rod
Oh, you want this book. You'll drool over this book. Get this book. Written by pal Ken Gross, an auto-journalism veteran who can recite chapter and verse on nearly everything that's ever worn wheels, Art of the Hot Rod (240 pages, hardbound) is a gorgeously produced, large-format feast that pays tribute to the work of twenty of today's most inventive and talented hot-rod craftsmen. As your eyes gaze over the lavish images by renowned photographer Peter Harholdt, just try to find a speck of dust on any of the beautiful machines profiled within. This is auto creativity at its zenith, sculpture on rubber. After you've let this weighty tome enhance your coffee table for a while, file it in your library in the section reserved for "Landmarks of Western Art."
$40; www.motorbooks.com

Gift Guide Art Of The Hot Rod



Jeep All-Terrain Upright Luggage
Weight is increasingly becoming a concern (and an expense) when traveling, which is why the great-looking Jeep All-Terrain line of travel cases is designed with sturdy, lightweight ABS that matches rivals in quality but without their bulk; depending on size, the Uprights range from just 6.5 to 11 pounds. Each Upright features a multidirectional four-wheel system for easy maneuvering, plus a fully lined and padded interior, elastic tie-down straps, and a telescoping handle. Three sizes are offered: 20", 24", and 29"; each is available in charcoal or black.$200-260; www.ebags.com

Gift Guide Jeep All Terrain Upright Luggage



Not-Paper Paper Cup
Fooled you: Though it looks like a typical coffee-shop cup, this one isn't made of paper. It's actually constructed of double-walled, reusable porcelain. The benefits? Drinks stay hotter (or colder) much longer, your fingers never feel the hot or cold, and you don't end up tossing away yet another landfill-bound paper cup when you're done. A snug silicone lid keeps liquids inside the cup while also allowing for easy sips. And everything is dishwasher and microwave safe. Get a couple for your morning commutes. You'll enjoy your coffee longer, and Planet Earth will thank you.
$19.95; www.solutions.com

Gift Guide Not Paper Paper Cup



Honda Formula 1 Team
That's right: Japan's Honda Motor Co. Ltd. has announced it's officially pulling out of Formula 1. Which means the British-based Honda Racing F1 team is now for sale -- hey, here's the perfect holiday gift for the man who has everything! Ideally, Honda wants to unload its F1 operation within a month, which means you'll have some bargaining power. Still, you'll have bid against three Middle Eastern buyers who are said to be interested. Included in the sale, presumably, are Honda F1's 700-member workforce; the team's headquarters in Brackley, England; F1 driver Jenson Button (who has scored but one win -- in 2006 -- and finished 18th of 22 in the 2008 Driver's World Championship but still sells a heckuva lot of T-shirts); plus the makings of some F1 cars that managed to rack up all of 14 points last season. But, hey, if your bid wins, you could call the team Earl's Formula 1 & Champagne Tax Write-off Ltd. and no one could stop you.
$500 million, OBO; www.hondaracingf1.com, www.ebay.com

Gift Guide Honda Formula 1 Racer



Ball Bearing Key Fob
Take an icon from the Metropolitan Museum of Modern Art's collection with you with this chic, industrial-design key fob -- an homage to Swedish engineer and inventor Sven Wingquist's Self-Aligning Ball Bearing, designed in 1907. A perfect stocking-stuffer for the design aficionado in your household, the fob is crafted in stainless steel and its rings both rotate and swivel. Available exclusively at the MoMA store.
$30; www.momastore.org

Gift Guide Ball Bearing Key Fob



Piaggio MP3 500 Scooter
As a car magazine, we don't do scooters. Usually. But the new Piaggio MP3 500 three-wheeler is just so cool, the James Bond in us simply can't help but show it to you. With its large front fairing, two front wheels, and advanced parallelogram front suspension, the MP3 500 combines tons of handling grip and stability plus added protection for the rider. And because it balances itself, you don't have to put your feet down at stoplights. A 492cc four-valve, four-stroke, twin-spark engine delivers 40 horsepower at 7250 rpm -- enough for a top speed of nearly 90 mph. Andiamo!
$8899; www.piaggiousa.com

Gift Guide Piaggio MP3 500 Scooter

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Bacteria make Better Alcohol Fuels

larger text tool icon

Protein boost: Genes inserted into E. coli bacteria encode proteins (ribbon- and string-shaped structures) that convert an amino acid precursor (green and red molecule) into alcohols that could be used as biofuels.
Credit: James Liao, UCLA

By engineering the metabolic process of the common E. coli bacteria, researchers at the University of California, Los Angeles (UCLA), have coaxed the microorganism into churning out useful long-chain alcohols that have potential as new biofuels. The bacteria-produced biofuels have between five and eight carbon atoms, compared with ethanol, which has two carbons.

The higher number of carbon atoms gives the biofuels as much energy per gallon as gasoline; by comparison, ethanol has 30 percent less energy than gasoline. And unlike ethanol, the new biofuels are compatible with today's gasoline infrastructure, says James Liao, a UCLA chemical- and biomolecular-engineering professor, who headed the research. Since the long-chain alcohols do not absorb water as easily as ethanol, they could be transported around the country in existing petroleum pipelines.

The longer-chain alcohols also have an advantage over butanol, another alcohol-based biofuel, Liao says. The long-chain alcohols separate from water much more readily than butanol does, so they would not need energy-intensive distillation. Many companies, including DuPont and BP, are trying to commercialize a process to make the four-carbon alcohol butanol using microbes. Liao's group has also engineered bugs that make butanol, and its technology has been licensed by Pasadena, CA, startup Gevo.

Liao and his colleagues use synthetic-biology tools to tinker with the amino acid metabolism of E. coli. All organisms produce a large number of amino acids, which are the building blocks of proteins. The researchers reengineer this metabolic pathway so that toward the end, the precursor compounds that would normally get converted into amino acids instead turn into long-chain alcohols.

To do this, the researchers insert genes into the bacteria that make them produce unnaturally long amino acid precursor molecules that have more than six carbon atoms. They also engineer two genes--one from a type of yeast, one from a cheese-making bacterium--into the microbe. These modified genes produce two new proteins that can convert the precursors into five-to-eight-carbon alcohols.

Startups LS9 and Amyris Biotechnologies are already reengineering microbes to produce hydrocarbon fuels. Both plan to begin commercial production of their fuels by 2010.

As is the case with the new work, both LS9 and Amyris use synthetic biology, rewiring the metabolic systems of microbes by inserting genes from other organisms, redesigning known genes, and altering the expressions of proteins. But the approaches of Liao, LS9, and Amyris all target a different type of metabolic pathway. LS9 researchers have reengineered the fatty acid metabolism of E. coli, while Amyris is tinkering with the pathways that produce natural compounds known as isoprenoids.

Liao says that the amino acid pathway could have a slight advantage. It is naturally more active in bacteria, so toying with it could be more productive. "We think this is intrinsically a more efficient way to make these compounds," he says. "So potentially, we'll have a higher yield."

The new long-chain alcohol fuel has grabbed the interest of companies, according to Liao. But there is still a long road ahead. One big challenge to overcome might be the long-chain alcohols' toxicity to the bacteria, says Chris Somerville, director of the Energy Biosciences Institute at the University of California, Berkeley. Ethanol is deadly to microbes at a concentration of around 14 percent. Butanol is even more toxic, killing microbes at about 2 percent concentration. This toxicity is one of the major problems facing butanol processes. Making a product that is relatively nontoxic to the culture, says Somerville, "is really important in getting the yield up."

Liao does not think that toxicity will be a show stopper. He says that the bacteria could be engineered to make them more alcohol tolerant. But, he says, increasing the yield will be in the hands of the company that licenses the new technology.


Flashing Girls Prompt Disneyland to Can 'Jack Sparrow' Actor

ANAHEIM -- Disneyland management has fired the four actors who played pirate Jack Sparrow because officials were worried about young female park-goers flashing the swashbuckling actors late at night, according to one former cast member.

"They lost control when they saw Jack Sparrow," said former pirate Brandon Pinto, who left the role after a dispute with management a year ago. "This is a sexy, rock-star pirate."

The pirate actors said they were told they were no longer needed at about the same time that additional fairies were added to the park's cast, presumably to promote Disney's new movie "Tinkerbell."

Disneyland officials confirmed that the pirate was indeed fired (due to declining relevance and diminishing visitor requests), but flatly denied published reports that the dismissal had anything to do with female fans flashing their breasts at the swashbuckling actors who portray Jack Sparrow at the Anaheim theme park.

Disneyland spokeswoman Suzi Brown called the breast-flashing rumors “absolutely false” and “simply not true.”

The animatronic characters on the Pirates of the Caribbean water-wide will remain, according to Disneyland officials.

The fired Jack Sparrow actors greeted visitors and posed for photos on Tom Sawyer Island and occasionally wandered around New Orleans Square near the POTC ride. Disneyland promises the bad boy buccaneer, made famous by Johhny Depp in the trilogy of movies, will eventually return — “some day.”

Diagnosing Disease with Paper and Tape



Flowing liquid: In this three-dimensional device, dyes move through four channels in a basket-weave pattern. By using several alternating layers of treated paper and perforated waterproof tape, the researchers are able to direct liquids to different testing areas.
Credit: Andres Martinez

On the desk of Harvard University professor George Whitesides are white sheets the size of stamps. Each is inlaid with a different pattern: a four-leaf flower, concentric circles surrounding four dots, a six-pointed burst. These prototypes are diagnostic tests made from a cheap, universally available substrate: paper. With the simple addition of tape, Whitesides and his group have been able to turn their paper tests into three-dimensional devices, allowing for more-complicated analysis. Such paper "lab on a chip" tests may lead to a cost-effective, portable, and accurate method for diagnosing diseases in countries lacking reliable health care.

Whitesides holds up his group's latest development: a square slightly thicker than the other samples, covered in a grid of yellow, greed, red, and blue dots. This prototype is made up of layers of patterned paper, between which are waterproof double-sided tape. By layering the squares and connecting them with tape adhesive, the group is able to channel liquid horizontally and vertically in a very small area, as detailed in this week's Proceedings of the National Academy of Sciences.

Each square of paper--which naturally soaks up liquid in its fibers--has been treated with photoresist material, to create channels that funnel liquid to tiny wells coated with proteins or antibodies. The fluid interacts with that area of the paper and turns the well a certain color, changing hues, for example, with varying concentrations of glucose.

"You can effectively make three-dimensional systems," says Whitesides. "You can distribute fluid from a single point of origin to multiple points elsewhere." Most microfluidic systems, he adds, require sophisticated piping to channel the fluid, but just by drawing water-resistant channels in the paper and using waterproof tape, the researchers have been able to control the movement of the liquid.

A sample of biological fluid is pressed onto one side of the paper chip. Photoresist channels guide the fluid to certain wells and ultimately through a tiny hole in the waterproof tape, which funnels the liquid on to the next piece of paper. This process continues for each layer of the chip, and the results appear in a dotted grid on the final layer.


Dip and test: This three-dimensional device can test four samples for four different analytes. The researchers dipped each corner of the device into artificial urine samples to detect glucose and protein. Samples move through the device into the different test zones. White to brown shows the presence of glucose, while yellow to blue indicates protein. (The first sample had neither glucose nor protein.)
Credit: Andres Martinez

According to Whitesides, "Each dot would be a different test" that could be performed using a single drop of blood serum. Currently, the researchers layer the paper and tape by hand, which Whitesides says is fairly easy to do, but they hope that eventually a device could be made to print the tape and paper.

The group has focused on readily accessible materials, so the device can be robust and used in a variety of environments and in developing countries. They chose paper because its natural capillary action circumvents the need for expensive or cumbersome pumps and power sources to move the liquid (as would be needed for polymer or glass microfluidic devices). In that way, the device is similar to how pH paper or a pregnancy test works. But Whitesides aims for his tests to diagnose much more, as well as be portable, cheap to manufacture, and easy for those in developing countries or in military or emergency respond teams to use and adapt.

"These paper-based devices may allow significantly cheaper and portable analytical devices for diagnostics in the developing countries," says Mehmet Fatih Yanik, an assistant professor of electrical engineering at MIT, who works on lab-on-a-chip imaging. "They could also allow routine conduction of hundreds of assays cheaply, which may allow early and precise diagnostics of severe diseases, significantly reducing the health-care burden," he adds.

Although the tests are still in the research and development phase, Whitesides says, so far, they seem to be highly accurate. Whitesides has already cofounded a nonprofit, Diagnostics for All, to further develop and distribute the tests in a developing country. (Diagnostics for All won the MIT $100K Entrepreneurship Competition earlier this year.)

The researchers have also begun work on coupling the paper tests with cell phones, so that the results can be photographed, sent to a center, and read by a technician who can send recommendations back via phone.

Apple to Sell IPhones in Wal-Mart Stores This Month

By Connie Guglielmo

Dec. 7 (Bloomberg) -- Wal-Mart Stores Inc. will become the second mass-market retail chain to start selling Apple Inc.’s iPhone, with two store representatives saying the world’s largest retailer will carry two models of the Web-surfing handset this month.

Employees in the cell-phone departments at five California stores, contacted by phone today, said Wal-Mart will offer iPhones by the end of December. Employees are currently being trained on how to sell the device, all five said.

Apple Chief Executive Officer Steve Jobs tapped Best Buy Co., the largest U.S. electronics retailer, in September to sell the device as he works to win more buyers. Before then, the iPhone had been sold only by Apple and AT&T Inc., the exclusive provider of wireless service for the phone in the U.S.

Analysts say Apple may offer a discontinued 4-gigabyte version through Bentonville, Arkansas-based Wal-Mart and sell it for $99. Apple currently sells two models at $199 and $299.

“A $99, Apple-branded cell phone is inevitable,” said Shaw Wu, an analyst for Kaufman Brothers in San Francisco. “One of the key things Apple needs to do to drive broader iPhone adoption is to build a more complete product line” with low- end, mid-range and high-end products, Wu said in a Dec. 5 note.

Apple spokesman Steve Dowling wouldn’t respond to the report and said the company “does not comment on rumor or speculation.” Wal-Mart spokesman Dan Fogleman said the company hasn’t made an official announcement on an iPhone offering and has no comment. AT&T spokesman Mark Siegel declined to comment.

Faster, Cheaper

Jobs told analysts in October that Apple has sold 10 million iPhones this year, meeting his forecast to capture a 1 percent share of the worldwide mobile-phone market.

To spur adoption of the device, which was originally released in June 2007, Apple added a speedier version that works on third-generation handsets in July, dropped the price to as low as $199 from $399 and expanded distribution to 51 countries. Jobs said he expects the iPhone 3G to be sold in 70 markets by year’s end.

A store representative in Yuba City, California, who declined to give his full name, said six employees will be going through training this week on how to sell two iPhone models. He said employees haven’t been told pricing or which versions Wal- Mart will sell, and said the store may have them in stock the day before Christmas.

Media Player

A clerk in Stockton, California, who didn’t want to provide his full name, said he was told iPhones would be available around Dec. 15. Two additional store representatives, who also asked not be named, said the outlets in Sacramento and Marysville, California, would have iPhones in stock between Christmas and the New Year.

Apple, AT&T and Best Buy currently sell 8-gigabyte and 16- gigabyte models of the iPhone, which combines a handset with Apple’s iPod digital media player. Apple stopped selling a 4- gigabyte model in September 2007 after Jobs said customers preferred versions with larger storage capacity.

A clerk at a Wal-Mart store in Vacaville, California, said the store will sell the 8- and 16-gigabyte models at the same prices as AT&T, or $199 and $299, respectively. The person, who declined to give his name, said the phones will be available Dec. 28.

Apple, based in Cupertino, California, rose $2.59 to $94 on Dec. 5 in Nasdaq Stock Market trading. The shares have declined 53 percent this year.

The San Jose Mercury News reported the Wal-Mart deal yesterday, citing its own interviews with Wal-Mart employees.

To contact the reporter on this story: Connie Guglielmo in San Francisco at cguglielmo1@bloomberg.net.

Shoot to Thrill: Bio-Sensory Reactions to 3D Shooting Games


By Tim Hong

[How can you measure player reaction to games? Using games from Half-Life 2 through Gears Of War, this Gamasutra article, originally published in Game Developer magazine, shows how tech company Emsense uses brainwaves, heart activity, and even blinking to estimate engagement.]

By 2007, the next-gen ecosystem had come of age. The Xbox 360 had been out for more than a year, and both the PlayStation 3 and Nintendo's Wii had hit the market with a slew of new titles. The shooter genre, in particular, had pushed the envelope both in terms of graphics as well as new gameplay.

As part of our research activities at EmSense, a San Francisco-based company that uses proprietary brain monitoring EEG and bio-sensing technology to measure engagement and emotional and cognitive responses to content, we set out to understand exactly what defined the successful modern, next-gen shooter title.

Where does it engage, and where doesn't it? How do players actually respond to new innovative gameplay (minus the hype)? We were also determined to identify broad trends that have occurred across all next-gen titles.

We started by looking at how players responded to then-new first- and third-person shooter video games on the market: Battlefield 2142, Call of Duty 3, F.E.A.R., Gears of War, Ghost Recon Advanced Warfighter 2, and Resistance: Fall of Man. We added two "classics," Halo 2 and Half-Life 2, to provide perspective from the previous generation of titles.

We measured players' responses to the first 90 minutes of those games, a time that we consider the most important for making a positive impression.

More than 300 hours of physiological and gameplay data were generated and analyzed to develop our findings.

We came in with no preconceptions, no prejudices, and let the response data demonstrate what worked and what didn't. The results are at times a confirmation of existing techniques that are timeless to good game design, and at other times, surprising and revealing about what gamers truly care about but often can't find a way to say.

What Went Right

1. Cutscenes with overarching emotional themes.

Uncovering the "perfect" cutscene, in terms of power of physiological emotional response, proved to have no formula. Just like their cinematic movie counterparts, game cutscenes have no single creative blueprint. As you can imagine, a horror film evokes a different set of emotions than a comedy, but both may be powerful and effective pieces of art.

What we did find is that games like Gears of War, F.E.A.R., and Call of Duty 3 consistently engage players by specializing in a particular thematic emotion.

In F.E.A.R., for example, dark themes and creepy music consistently translated to a high level of engagement. The introductory cut scene of F.E.A.R. was associated with a high level of adrenaline, even more so than much of the combat in the game. Creative elements like dialog, music, and blood-filled scenes combined to create this strong fear response about 73 percent of the time -- significantly higher than the genre average we recorded for cutscenes.

Call of Duty 3 used a different formula, albeit one that is just as effective. Its most engaging cutscenes came not from fear, but from a feeling of reward, as measured by our positive emotion vector. Each of the cutscenes at the end of a level in Call of Duty 3, which naturally included NPC encouragement for a job well done, led to a strong positive reward response in up to 80 percent of players. It was a simple and effective way to link the intensity of gameplay with feelings of accomplishment.

Our big surprise came with Gears of War. We examined the 10 biggest events in Gears of War as defined by the highest levels of recorded player engagement. We weren't surprised when we saw fights against swarming Wretches or other epic battles. What we didn't expect to see was a cutscene: Lieutenant Kim, the protagonist's comrade, is killed suddenly and violently by enemy forces.

Together, over 80 percent of players reacted with one of the 10 most intense engagement responses of the game, no small feat for a title with bloody chainsaws and huge courtyard battles. Consistently, Gears of War players showed high levels of engagement during action, battle sequences, and when in conversation with their comrades.


2. Tutorials integrated into combat.

As games (and controllers) become more and more complex, teaching players the mechanics of the game has become one of the big challenges for developers in general.

All our research indicates that male game players in the 18 to 34 year-old demographic are not receptive to being told what to do -- and they learn most effectively by doing.

We've seen two side effects that reinforce the importance of having engaging tutorials. First, and most obviously, players who don't know how to play the game consistently have lower recorded engagement levels throughout their play session, as they continue to struggle to immerse themselves in gameplay, even after the introductory tutorials and levels have finished.

Second, long and boring tutorials delay the first moment of engagement, that critical moment when players realize they can indeed be immersed in this game. In some games we've tested, the first strongly engaging event does not occur until 20 minutes into the experience, a lifetime for a gamer who just wants to have fun.

The most important takeaway for developers regarding this finding is to not leave the creation of tutorials until the end of the production cycle. Tutorials can (and moving forward into future generations of hardware, will) be the first moment of true engagement in the game.

Two games that add new gameplay in this test sample were Gears of War and Ghost Recon Advanced Warfighter 2. The former adds a cover mechanic. Ghost Recon has a cross-com remote camera heads-up display, squad-based combat, smoke grenades, unmanned aerial vehicles -- the list goes on and on.

These games engaged users quickly with a simple strategy. Players were thrown into action and were threatened, and were expected to learn. The player learns to throw grenades not by tossing one into a dummy box target, but by utilizing them against enemies with real consequences on the line.

Gears of War not only forces players to learn gameplay mechanics under fire, but it gives them the option of skipping the tutorial altogether and being thrown directly into battle. Forty percent of subjects in our study did in fact skip the tutorial, but regardless of whether they did this, they engaged with the game strongly and quickly. In fact, average engagement during the first level was comparable to that in subsequent levels.

The entire first level of Ghost Recon Advanced Warfighter 2 is a tutorial, a "simulation" that nonetheless has failure conditions and appears indistinguishable from standard combat. An emotional and adrenaline climax occurs when players utilize smoke grenades and explosive charges to take out a heavily outfitted, armored personnel carrier.

In fact, the alternation between the calm of instruction and the intensity of trying new tactics against powerful enemies created a big emotional roller coaster that registered as one of the top two most engaging events out of the eight titles we studied.

3. Bring players down to bring them back up.

The roller coaster analogy is an apt one to describe players' engagement and physiological responses. The fun lies in going up and down on the ride. Staying at the same elevation is about as much fun as riding a monorail. Creating emotional drama, of course, is easier said than done in video games.

It seems counterintuitive, but the most intense points of engagement in the titles in our study were often the result of calm moments. Downtime, a period of lower engagement, is not always bad. Periodic but brief lulls in action allow for more intense action sequences and stronger reactions to climactic final battles. The emphasis is on "brief"; take too long, and players are truly disengaged and want (to continue the analogy) to get off the ride.

The most important thing for developers to understand is that the two elements -- big intense events and brief lulls -- must both occur. One doesn't function without the other.

Examples of big, high-intensity moments included epic courtyard battles (Call of Duty 3, Resistance, Gears of War), powerful enemy bosses (Ghost Recon, Gears of War), and swarms of small ones (Half-Life 2, Resistance, and Gears of War).

Creating the calm before the storm is much trickier. We identified a few strategies. In Gears of War, there's a surprising amount of walking around, listening to the radio com -- and these moments explicitly calm players just before hordes of Locusts appear from their emergence holes.

Half-Life 2 used a different method. In between combat, puzzles provided an emotional break from action. As expected, these puzzles did not evoke adrenaline, but they did elicit engagement and more specifically, positive emotion in droves. Engagement was 17 percent higher than the benchmark, and the recorded level of positive emotion upon completion (the "reward" feeling of finishing) was additionally nearly 20 percent higher than the norm. It is Half-Life 2's back and forth between the adrenaline of combat and the reward of puzzles that creates its roller coaster.


4. Close combat, close combat, close combat.

Close combat was the most reliable method of creating engagement, adrenaline, reward, and all the emotions that make shooters so much fun. Certainly, this is nothing new to the genre, but the next-gen games that excelled in this area were exceptionally strong at creating high-paced close combat frequently.

It was no surprise to us that the three games in this study widely considered "game of the year" (Gears of War, Halo 2, and Half-Life 2) all designed and executed exceptional melee weapons to encourage or force close combat.

The most successful FPS titles encourage close combat, dangling emotions of reward to compel players into high-risk, adrenaline-pumping scenarios that dramatically increased their level of engagement and feelings of reward.

For instance, in both Halo 2 and Gears of War, players were rewarded with an instant kill for using the energy sword and chainsaw. An energy sword kill in Halo 2, for instance, evoked 30 percent more recorded positive emotion and reward than the genre benchmark.

In addition, Gears of War players recorded high emotional reward for the spray of enemy blood after they succeeded. Of course, we can't forget the ubiquitous Half-Life 2 crowbar, the only weapon players initially have for fighting.

Other games don't only encourage close combat -- they force it. In Ghost Recon, we've already mentioned how players are instructed to destroy an armored vehicle in the only way possible: planting a charge in close proximity to the vehicle. In Call of Duty 3, players are thrown into a close-quarters mini-game struggle with a German soldier. Both events led to high measures of engagement, but these events occurred once or twice in a session, unlike the dozens and dozens of exhilarating moments found in the games that distinguished themselves.

It's not just the melee weapon itself that encourages close combat. Just listen to battles in Gears of War. Amidst the cacophony of bullets, players can hear their teammates tell them to flank the enemy. What the comrades forget to say is that narrow firefight areas and emergence holes can immediately make these flanking expeditions devolve into melee combat. Consistently, we measured increased engagement and intensity to these episodes.

The takeaway for developers is that creating next-gen experiences is about exhilaration. Nowhere did these shooters distinguish themselves more than in the ability to consistently throw gamers into close combat.

5. Little things make a big difference.

Games with proven multiplayer popularity were fast-paced with consistently engaging core elements. These elements, like melee weapons, vehicles, and grenades, easily translated from a single player experience to multiplayer.

A look at our pacing metrics -- measuring how frequently players respond to gameplay events physiologically -- reveals a familiar top two for fastest pacing: Gears of War (pacing was 51 percent above the average) and Halo 2 (35 percent above average).

Our system utilizes time-coded tags when a key event occurs (for example, when a Halo 2 player's shield drops) and correlates it with the corresponding emotional data. Many titles have a standout feature that always engages, but for games like Halo 2 and Gears of War, every little element of gameplay engages. In Halo 2, "shield down" correlates with an engagement response 18 percent above average, and grenades show engagement at 21 percent above average. These supposedly little elements add up simply because they occur so often in a play session.

The result is an inherently fun gameplay experience that doesn't rely on big scripted events to create engagement. However, there's also a huge cursory benefit. All these engagement systems translate easily and directly into multiplayer gameplay. All Gears of War and Halo 2 need to do to give players a fun time is throw them into a deathmatch and watch the mayhem.


What Went Wrong

1. Cutscenes that inform, rather than entertain.

Cutscenes open up a big opportunity for creating a cinematic experience. Games like Call of Duty 3, F.E.A.R., and Gears of War leverage them successfully to stimulate emotion in players.

However, other titles in this study struggled with maintaining engagement during cutscenes more than any other element. Players say they want them, but cutscenes in general are not as engaging as combat or other interactive gameplay. All too often, cutscenes simply served as the cursory bridge between two levels.

Underperforming cutscenes showed a distinct pattern. Most were highly informational and involved "talking heads" or narration. Briefing-style cutscenes often fall into this category. For instance, Ghost Recon Advanced Warfighter 2 evoked an incoherent response during cutscenes across players. Its scripted briefings did not consistently engage players. Players did not even strongly think about the information in the briefings, a clear sign that these cutscenes were not grabbing players' attentions.

In Resistance, engagement dropped significantly in 57 percent of cases during cinematics. Cutscenes here recount the Chimeran attack and Nathan Hale's journey, leading to long sections of emotional disengagement. Dynamic scenes of action and conversation between characters, on the other hand, demonstrated a stronger ability to engage and influence emotions.

Even extremely high-performing games suffer from disengaging cut scenes. Halo 2's cutscenes disengaged players 64 percent of the time, in stark contrast to its extremely engaging core gameplay. Results like this confirm that Halo 2 single player is fun more for the joy of combat than any cut scene or storyline element. It also suggests that, given the tight timeframes inherent in every production schedule, knowing how to allocate production efforts is as important as game design itself.

The proper use of cutscenes is certainly one area we feel has broad applicability across genres, particularly as next-gen, triple-A titles are increasingly expected to deliver big cinematic experiences. Indeed, it raises questions about the role of cutscenes: to inform or entertain.

Predictably, Gears of War seems to get it right. Its cutscenes are filled with action, while information is largely communicated via radio and conversations during lulls in gameplay, in between firefights. Our data demonstrates that entertaining cutscenes engage and connect with players at the emotional level.

2. Boot camps and training areas.

We've all seen the classic boot camp in war movies, televisions shows, and video games. Pushed on by staff sergeants, recruits are put through the paces and come out stronger and ready to fight.

There's only one problem: The act of learning to shoot a gun, throw grenades, and perform hand-to-hand combat against dummy targets isn't very engaging. In the critical first minutes of the game, when players' first impressions are made, tutorials isolated from the action and storyline leave players emotionally disengaged.

Nowhere was this more apparent than in Call of Duty 3. Its training area, where players are taught how to fight without danger or penalty for failure, led to below-average emotional engagement for the first seven minutes of gameplay -- that's seven long minutes when players are not immersed and not entertained. Only when players were thrust into battle did engagement rise again.

Through our years of testing and analyzing video games, we've found very few absolute rules in game design, but this one seems to come close. Titles that do not make its tutorials a "game," with their own sets of rewards and failure conditions, are not as engaging as those that do.

3. Broken roller coasters.

There's only so much intensity players can handle. Games that try to keep intensity continuously high created (counter-intuitively) an experience that was actually less intense, less cinematic, and less "epic."

This problem occurred in two ways. First, games that do not vary the intensity of events ultimately began to lose players. Over time, we measured what amounted to attenuation. These games actually led to smaller and smaller responses to each repetitive event. Halo 2 excelled in fast-paced action, but one side effect was a single player experience that was less intense. In the first level of Halo 2, players only faced a mix of smaller threats. As a result, the intensity of that level was up to 40 percent lower than in other games.

Second, level designs that begin with an intense firefight may have captured players' attention, but often they overshadow subsequent events. Players' engagement across the rest of the level, by comparison, was significantly lower in these circumstances. It amounts to an emotional letdown.

For example, the second level of Call of Duty 3 starts with an extremely intense battle, but players' emotional engagement for the rest of the level was comparably lower. This was not the climactic finish that we've heard so many developers want to try to shoot for.

4. Repetition and assured outcomes.

We also discovered how important novelty and its close cousin, the unknown, are to engaging players. The Seeder in Gears of War provides a nice case study of this phenomenon. In the first 90 minutes of gameplay, players encounter three Seeders, one at a time. Killing them can only be done with the Hammer of Dawn weapon, and taking them down is crucial to restoring radio communications.

The result is that the novelty of the first encounter with this enemy makes the gameplay intensely engaging. However, the second and third encounters with Seeders do not engage players at nearly the same level of intensity. In some sense, emotion data demonstrated that players only went through the motions with the second and third Seeders.

Do exceptions exist? Sure they do, even in the same game. The wretches in Gears of War, fast-moving, crawling, and with swarms of Locust enemies, consistently engaged players in part because players were often pinned to the only thing that could save them, a Troika machine gun turret.

We think the important distinction here is not repetition, but the unknown outcome. Once players locked onto the Seeder with the Hammer of Dawn, it was fairly clear that it was going down pretty quickly. However, for each wave of Wretches, the player had no idea if he would be able to fight them off in time.


5. Gameplay innovation through novel weapons.

Results demonstrate that novel weapons can have a huge payout, but also a big downside if not executed well.

First, a definition: "Novel weapons" is a term we use for unique and powerful weapons beyond the standard pistol and machine gun. This includes high-powered sniper rifles, machine gun turrets, battle walkers, tanks, and other vehicles.

Introducing these differentiating gameplay elements has increasingly become a focus of innovation (and risk) to game developers and marketers.

What separates the engaging from the disengaging -- and why these weapons are such double-edged swords -- is a consequence of their power. When players are protected and not getting harmed, utilizing these weapons led to low engagement levels. When players were consistently damaged, unprotected, or challenged by equally powerful enemies, the payoff was huge: engagement rose often to off-the-charts levels.

We looked at two high-powered weapons, sniper rifles and machine gun turrets, two frequently implemented elements in most shooters. Machine gun turrets, on average, have long been superior engagement performers in our database of elements.

However, some games, including some in this test group, continued to fail to engage, leading to huge missed opportunities. For instance, engagement to Resistance's machine gun turrets was a full 19 percent below leader Halo 2. That's the difference between an exciting experience and one that, frankly, is a disappointment.

The failure lies in how protected the players are. In Resistance, one of the players' experiences with turrets in the first 90 minutes is from within a huge tank. In Halo 2, players utilize small, unprotected turrets that nearly ensure that they will be harmed, if not killed, if they remain on the turret for long.

The difference between engaging sniping and disengaging sniping also lies in the threats posed to the shooter. Halo 2, Battlefield 2142, and Ghost Recon all performed exceptionally here, scoring 12 percent, 18 percent, and 16 percent above benchmark averages, respectively. The level design ensures that players move forward as they snipe, frequently putting them in harm's way.

Call of Duty 3 was an exception. The game gives players an opportunity to distance themselves from the battlefield and locate themselves in a position where they can snipe unthreatened. The result is not only disengagement during sniping, but also during the period where players get into position, knowing full well that enemies are far away.

The pattern continues with the use of vehicles. Battlefield 2142's battle walkers failed to engage players until an equally powerful enemy approached, typically another battle walker. The majority of the time that players are in battle walkers, they are not strongly engaged in the game. Similarly, in Resistance, players emotionally disengage when driving the tank. Tank combat, without comparable threats, is not exciting or adrenaline-pumping.

What's interesting is that these threats don't always have to take the shape of enemies to engage players. Halo 2's Warthog is able to evoke sustained engagement and adrenaline, 17 percent above most vehicle benchmarks. The key difference we noticed is that Warthogs are never driven sensibly. Sure enough, high-speed driving, flying off jumps, and other generally reckless behavior consistently raised the level of engagement. In this case, players (and the vehicle physics) generated the threats, the challenge, and the entertainment of this novel gameplay.

Keys to Engagement

Clients (and family members) always ask us if there's a single formula to compelling, engaging media, whether it's a video game, advertisement, or a movie. The truth is, there isn't.

But there are definite trends in what makes engaging and successful gameplay. At the end of the day, each of these successful games relies on superior execution and creativity to craft a uniquely engaging experience. Our big surprise is just how important the little things, like throwing a grenade, can be -- even more engaging than that epic and highly-scripted plot events.

Little things add up to more enjoyable experiences, higher Metacritic scores, and higher sales. In short, more fun. As we've seen, there are definitely some "rules of fun" that hold across these titles, and in some cases, across games in general. More interestingly, though, we're looking forward to seeing how future titles innovate and break these rules. As players expect more and more from their game experience, smart risk-taking in game design may be the only way to truly stand out in the crowd.

Biometric Data Gathered

Games in study:

  • Battlefield 2142
  • Call of Duty 3
  • F.E.A.R.
  • Gears of War
  • Ghost Recon AW 2
  • Resistance: Fall of Man
  • Halo 2
  • Half-Life 2

Player responses measured:

  • Brainwaves (through dry EEG sensors)
  • Heart Activity
  • Breathing
  • Blinking
  • Temperature
  • Motion

Factors of analysis:

  • Engagement
  • Emotion
  • Adrenaline
  • Cognition

Methodology

EmSense utilizes a next-generation, bio-sensory headset to measure consumers' responses to media. The headset measures brainwaves (through dry EEG sensors), heart activity, breathing, blinking, temperature, motion, and other physiological signals as gamers play.

Proprietary algorithms built on decades of research literature and empirically verified with EmSense's testing of thousands of test participants, process physiological signals to develop models of engagement, emotion, adrenaline, and cognition. Each represents a different dimension of the game experience.

EmSense also utilizes analytic and data mining methods designed to be completely blind and objective. "Event tags" identify when and where events, like player deaths, occur. This is correlated with physiological data, then aggregated and benchmarked against other titles. The result is an objective, detailed view into what does and doesn't work to engage players.

Copyright © 2007 CMP Media LLC