Finding the Viscosity of Pitch
ColdChrist writes "The University of Queensland has a page about a 72-year-old experiment on the fluidity of pitch. There's a webcam where you can try to become the first person ever to see a drop of the pitch fall; eight drops have fallen since 1930 and the ninth is now forming. The experiment 'demonstrates the fluidity and high viscosity of pitch, a derivative of tar once used for waterproofing boats. At room temperature pitch feels solid - even brittle - and can easily be shattered with a blow from a hammer', but it does flow, as the pictures demonstrate." I know this is going to bring up glass comparisons, so we'll head those off: glass is not a fluid.
frosty and delicious!
I will cover My Big Fat GReek Wedding, with Fat being the operative word. Then some random Eugenia quotes. I hate you Eugenia, for being a
fascist at OSNEWS. You are a pathetic waif who can not accept dissent, and you dictate to your small and withering community. I hope you get
ovarian cancer.
Fat Eugenia Loli's Friends Ban all electronig games by mistake. Its people like Eugenia Loli that show that the formerly great state of
Greece has erorded into a festering inbred, stupid hairy totalitarian fucks like herself. Now is the fatty greases sweltering out of her
cellulite that makes it seem like Grease would be a more apropro name than Greece.
The Night Defender Fat Eugenia Loli Fat
Sweating and farting nervously on the verge of mental meltdown, ELQ reloads each of her precious OSNews pages, making sure all is well.
Fifty Internet Explorer windows are open in Windows XP, it's gridning the hard drive to death. ELQ's cable modem and NIC activity LEDs are
nearly solid from the raw frenzy of almost constant browser reloading. Eugenia's eyes twitch rapidly from window to window with Mercurial
speed to make sure that any rogue comments do not escape her attention, always hitting her refresh buttons with pinpoint accuracy. No
logical order for checking, purely random and impulse driven by raw Mediterranean temper, stopping for the occasional savage bite from a
pork loin still affixed to the bone, Eugenia's eyes never leave the monitor.
"N-n-n-n NO! No TIME for Dance Dance Revolution, oh but it's been so long! I cannot allow the BASTARD flooders' comments to be seen. MY
DOMAIN IS SACRED!"
Hair is frizzled and days unwashed, asscrack just barely half wiped in a frenzy to return to her monitor, having taken a large shit earlier.
No time to flush! Her armpits are over-ridden with pubic hair, her fat flaps reek of B.O. and yeast from days of neglect and hour upon hour
of sweating. Relentless sweating.
"Cannot to be keeps up this pace! I may be need to go to hospital for exhaustions" she pants in desperation, wiping the sweat from a matted
hair lock with her week-old t-shirt offering.
The hour of judgement approaches! Comment number 45 in thread 374 is clearly of anti-Greek sentiment! It reads "Eugenia continues to post
yet another story that's simply ripped off from other websites. How much longer can this continue? It's my opinion that she has poor
editorial skills. I think they should be revoked."
"YOU BASTARD FUCK!", Eugenia erupts in raw hatred, simultaneously ripping a 120 decibel-at-1-meter fart into the back of her chair. "Nobody
is to be attack my site!" Eugenia blasts away at 10 words per minute in a barely-coherant broken English. She's on a mission. After several
hours, the words on the screen are completely shattered and in disarray, they make no sense. Eugenia is impressed with her English progress
and submits her lousy retort. Relaxing only for several seconds to savor the rush, she continues her patrol, sleepless into the night.
Greeks ban electronic games by mistake
Beware Greeks writing laws
By Adamson Rust: Sunday 01 September 2002, 17:40
ONE OF THE SO-CALLED CRADLES of European civilisation appears to have got its Aristotles all in a twist over computer gaming. And mobile
phones, for that matter.
The Greek government appears to have lost its marbles.
The government wanted to prevent its people from wasting their money by using electronic slot machines but the democratically appointed
government has banned all computer games everywhere by mistake.
And now the cops are raiding Internet cafes to enforce the said SNAFU.
The law, according to our Greek correspondents, prohibits any kind of game that is played on any kind of electronic equipment.
And it appears to have been drafted so loosely that that includes mobile phones.
Theoretically, the cops could bust into people's homes but so far apparently they have arrested Internet cafe owners and customers who were
fighting a few rounds of Q3 CTF.
Next thing, the cops will be creeping up on people using their mobile phones just to make sure they're not playing a quick game rather than
using them for their real purpose.
Here are some details of the cock up in Greek.
And there's more details about this at the Greek Net Cafe organisation.
Give us a glass of hemlock, Socrates!
Greek govt bans all computer games
By Thomas C Greene in Washington
Posted: 03/09/2002 at 16:45 GMT
The government of Greece is making heroic efforts to humiliate the nation in front of the entire world, by banning all electronic games.
That's right; something as innocent as playing computer chess on your laptop in a hotel lobby is now a crime with penalties of up to three
months in stir and a fine of 10,000 euros.
The purpose behind this charming legislation is to crack down on Internet gambling (which already was illegal) -- or, rather, to enable
legislators to enact their little public dance of righteous aversion to Internet gambling.
Improved enforcement of existing law is all that was needed, but there's a problem. Unfortunately, the Greek government is "incapable of
distinguishing innocuous video games from illegal gambling machines," according to an older article from the English-language Kathimerini
newspaper, written while the bill was under consideration.
Now it's official. The legislature has concluded that all electronic games have got to go because the bureaucrats they're maintaining on the
public payroll aren't swift enough to figure out the difference between video poker and TuXkart. Perhaps enforcing literacy requirements and
sobriety regulations for government workers would have been a more productive approach, but it's too late for that now.
Greek ban on gaming threatens Internet cafes
By John Lettice Posted: 04/07/2002 at 12:49 GMT
A Register reader in Greece emails us claiming that the Greek government has effectively outlawed Internet cafes by "all LAN and Internet
games and any kind of game that is supported by electrical, electronic or software means." If anybody so much as has something looking like
a game on the screen, he tells us, the cafe manager is liable for arrest.
All of this makes some kind of perverted sense. Computers in Internet cafes are gaming machines, sort of. Or at least they have that
potential, and Greece has already shown signs of considering them as such. More recently, Greece banned all amusement and gambling machines,
including the likes of Pac Man.
You pay for computers in Internet cafes, you can play games on them, so yes, there you go. And a little further research leads us to believe
that Greece's position is maybe not so wildly eccentric as one might initially think. Here in the UK one does have to pay duty on gaming and
amusement machines in public places. You can get a little more information about the position by tearing through this section of the 1995
Finance Act, but frankly we do not recommend it.
It would however seem logical to us for Internet cafe machines playing games to be classed somewhere within the amusement machines category,
and therefore liable for duty. If they're not, then pubs installing computers instead of amusement machines could be on to a good wrinkle.
So, some form of cafe tax? OK, but what, then, are we going to do about all of those people in pubs who'll sometime soon be whipping out
their 3G phones in order to play online games?
In Greece, obviously, they'll just arrest the nearest bar manager, while in London's West End we foresee a variation on traffic wardens
slapping Internetting Tickets on careless mobile gamers...
FAT EUGENIA FAT FAT LARD FAT PORCINE CORPULENT CELLULITE RIDDEN FAT
'My Big Fat Greek Wedding' Rolls on
Wed Aug 14, 3:23 PM ET
By ANTHONY BREZNICAN, AP Entertainment Writer
LOS ANGELES (AP) - In a summer of huge movies that last just a few weeks in theaters and are lucky to break even, one little film won't
quit.
Photo
AP Photo
The celebration has lasted all summer for "My Big Fat Greek Wedding," a micro-budgeted romantic comedy with great word-of-mouth that has
steadily climbed from 20th place on the box-office chart to No. 8 last weekend.
The film, about a woman who defies the traditions of her loud Greek family by marrying a man who isn't Greek, cost only about $5 million to
produce. It has collected nearly $45 million since it's April debut, and the end of the honeymoon is nowhere in sight.
"I feel like I connected with absolute strangers across America. That's what I love more than anything," said Nia Vardalos, the star and
writer, who adapted the film from her one-woman stage show.
"The money is like, 'Yeah, yeah.'
women are coming up and saying 'I'm you.'"
Vardalos, 39, said she had thought the film would cover its cost and maybe turn a small profit. "I thought I could just die happy that I
made a Greek-American movie and I actually got to star in it and that's it," she said.
While "Men in Black II" and "Minority Report" have earned three times as much as Vardalos' film, they also cost about 20 times more to
produce. Once marketing costs are factored in, those movies will likely show a profit only on home video.
By comparison, "My Big Fat Greek Wedding," playing in only 723 theaters, continues to add screens and draw packed houses. Brian Fuson,
box-office analyst for The Hollywood Reporter, said it could hold a spot in the top 10 for several more weeks.
"It was a slow roll-out, a few more theaters each week, building its way up," said Fuson. "It's basically what every small independent film
hopes will happen."
The project developed after actor Tom Hanks and his wife, Rita Wilson, who is Greek-American, saw Vardalos' Los Angeles stage play in 1998.
They liked it so much that Hanks purchased the rights through his production company, Playtone Co., and agreed to let Vardalos adapt the
story and take the starring role.
Other producers had shown interest in the story, but most wanted to change the family's ethnicity to Hispanic or Italian, saying Greeks
wouldn't resonate with mainstream audiences, Vardalos said.
"They came to me and said, 'We saw your play,' and it's almost like the subtext was: 'And now we're gonna wreck it,'" Vardalos said. "They
said, 'Greek, Italian * it's the same, isn't it?'"
The difference may just be the details * baklava vs. cannoli * but Vardalos wanted to express pride in her heritage while poking fun at
universal idiosyncrasies: prying parents, overprotective brothers, oddball aunts and uncles, and the ritualistic force-feeding found at big
family gatherings.
Raised in Winnipeg, Canada, Vardalos started her career studying musical theater and worked in the box office of the Second City comedy
troupe in Chicago. When one of the actors missed a performance one night, she filled in because she knew all the lines.
The next day, the group hired her as a performer, and the rest played out like a Hollywood movie: Among the Second City performers was her
future husband, Ian Gomez, who appears in the movie as her fiance's best friend.
Her own traditional Greek wedding * full of boisterous relatives, oodles of food and the grudging fusion of cultures * inspired her stage
act.
She is considering a sequel set in Greece, perhaps something along the lines of "My Big Fat Greek Honeymoon," and has received numerous
other acting offers.
Vardalos is reluctant to specify future plans or take a guess at her movie's final box-office take. She doesn't want to jinx anything.
"I'm a Greek tragedian, so we're scared of stuff like that," she said.
Eugenia, is that you? I hate you because of the way you censor. I hate you, and if I had to live in your kingdom in real life I would suicide attack you. Your death would be worthy ends to my means.
This is just another example of spineless crap moderation by Eugenia. I hate her fucking fascist fat fronds of celluite dripping down her bones and puddling up near here wrists which hinge har fat sausage fingers.
Mao Tse Tung, Hitler, Stalin, Castro, Pinochet, Mussolini, Marshall Joseph Tito, Slobodan Milosevic, Idi Amin, Ho Chi Minh, Saddam Hussein, Muammar Qaddafi, Juan Peron, Ayatollah Khomeini, Ferdinand Marcos, General Suharto, Pol Pot, Fransisco Franco, and certainly the worst of the bunch, EUGENIA FAT PIG LOLI's editing/moderating [read: censoring] ALL AGREE on ONE THING:
So, you busy little plebian proletariat BITCH, get busy, you have some censoring to do! FUN!
Good job you little neo-commies BITCH, EUGENIA FAT. Don't want to hear the other side, shoot the fucker in the head as an ENEMY OF THE STATE [In this case anyone who seeks to improve the sad state of OSNEWS and its fucking lame conjecture.]
A few haikus to commemorate the sucktitude:
Crack Pipe
Crack smoke wafts though air
Dumb shit LOLI QUERU
Try to suck less, please
Humorless
Crack smoke wafts through air
Humorless LOLI QUERU
Why do you hate me?
The Proletariat
OSnews Commie
LOLI QUERU fears new idea!
Censor him quickly!
Get busy moderating this down, you little minions of the FAT GREASE LORD obedient prefects of the corrupt CUNT, LOLI! You are the vanguards of chunky brown vaginal discharges, and dissent is not allowed!
Watching the new He-Man and the Masters of the Universe movie last night brought so many emotions to me: joy, for seeing my favorite characters brought to the small screen once again; skepticism, in trying to believe these are the same characters as their original counterparts; and a sense of being overwhelmed, by the sheer number of revelations and surprises Mattel and Mike Young Productions managed to pack into an hour and a half of television.
Truly this is an historic moment for He-Fans everywhere. No longer is our favorite childhood hero banished to a one-time existence in the mid-1980s. Now it has been revived in a refreshing and powerful new series and toyline. Now our He-Man will take his place among the ranks of G.I. Joe, Transformers, Star Wars, and other franchise creations that have permanent appeal over many generations. What the new cartoon proves more than anything is that the concept for Masters of the Universe is timeless.
"The Beginning," which will be split into three "Origin" parts for regular airing, aspires to do something never before attempted in the Masters of the Universe canon. The original cartoon (and toyline) begin during He-Man's heroic career, never explaining how he got the sword or how his rivalry with Skeletor developed. Instead, we were fed constant hints as to how these things happened (Sorceress was assigned the job of giving the swords to their destined owners in "Origin of the Sorceress"), but never truly told the straight story on how a cowardly prince became the champion of Eternia. Mattel and Mike Young Productions have chosen not only to finally tell He-Man's origin story, but Skeletor's as well, interlocking the two permanently.
Skeletor's origin story still leaves many questions to be answered. The writers have chosen to use the Keldor tale first popularized in the 1986 series Mattel mini-comic, "The Search for Keldor!," which insinuated that Skeletor was King Randor's long-lost brother. Whether or not they are siblings remains a question mark, but what we do know is that Skeletor was once known as a goatee-sporting villain named Keldor (and goatees are always a sure sign of evil, right?). By the way Randor warns the Elders in the Hall of Wisdom, we understand that Skeletor and his army are fast approaching, threatening and invading every corner of Eternia. It is apparent that Randor and the Defenders (the new title of the Heroic Warriors that shows they are constantly on the defense against Skeletor) are struggling to keep the planet safe. While Mattel has chosen to show how Skeletor got his skullface, they have left the story of how Skeletor became Eternia's chief enemy up to question. This leaves all sorts of room for Hordak, King Hiss, and any number of threads to weave into Skeletor's past. But at this point in his life, Skeletor seems to have asserted his rightful place as Eternia's resident master of destruction and created a loyal band of warriors to fight his cause. When Skeletor and his forces attack the Hall of Wisdom, a clash with Randor leaves Skeletor faceless. When Skeletor tosses a vial of poison at Randor, he deflects it with his shield, and the poison sprays all over Keldor's face. The animators try so hard to make this a "Big, Important Moment" that they use dreadfully sluggish slow motion to It is thrilling to finally see Skeletor clutching his head screaming, "My face! My face!," and it is even more satisfying to know that Randor caused the deformation. If there was not hatred between these two before, there definitely is now. Mattel has worked hard to incorporate Randor more tightly into the He-Man/Skeletor rivalry and give Skeletor real motivation to detest the king of Eternia.
Another longtime hole in Skeletor's story has been how Eternia fought him all those twenty years while waiting for Adam to grow up and assume the powers of Grayskull. There have been many theories as to how this might be explained, but Mike Young Productions has come up with the best one I've heard yet. The Council of Elders banished Skeletor and his gang to Snake Mountain (in the "Dark Hemisphere," perpetuating the idea that Eternia has a dark half and a light half). The Sorceress and Man-At-Arms generated a mystic wall to imprison the villains in their own sub-world. This is the cartoon's first symbolic union of science and magic, as Man-At-Arms thrusts a generator into the ground and the Sorceress ignites it with her magic power. This is the first time in either cartoon series that the Sorceress has really performed a jaw-dropping magic spell. The shots of the mystic wall are breath-taking, and we understand immediately that this Sorceress will be a force to reckon with.
Unfortunately, the Sorceress is a failure. Gone is the maternity and soft-spoken spirituality of a kind-hearted woman in bird costume. She has been replaced by a female Egyptian pharaoh that speaks cold declarations and looks with hard eyes. I always imagined the scene when the Sorceress bestows the sword upon Prince Adam to be a beautiful, loving scene where the Sorceress would gently explain Adam's destiny as he, overwhelmed but fully aware of the moment's importance, dutifully accepted his new role. All hopes for such a moment are dashed by the icy Sorceress and frightfully bratty Prince Adam seen in "The Beginning."
Mattel has decided to make Prince Adam a boy and He-Man a man, which is a decision I very much approve. Michael Halperin, who wrote the original He-Man series bible, wanted Adam to be a teenager given the power to fight like a man, but Filmation nixed the idea in order to make He-Man and Prince Adam the exact same size and build to ease the difficulties of animating them. The new Adam provides endless avenues for personal growth and development. I think the writers chose to make Adam so unlikable in this first episode so that he would have some place to go and room to grow as the series fleshes him out. He certainly has the most potential of any of the characters in a series where the villain is usually the star. Adam's new look is a breath of fresh air, finally freeing him from that gaudy pink vest and giving him a look that crosses somewhere between Robin Hood and a punk rocker. The new story is more a fairy tale about how a child assumes the power to defeat bigger and stronger enemies, following classic myth-making principles.
But while writer Dean Stefan's decision to make Adam bratty now so he can become manly later is probably a smart one, it makes Adam's performance particularly hard to swallow. He jokes, chides, and ridicules the most important moments of his life, making him appear flippant and disrespectful. As soon as he meets the Sorceress, he makes a crack about sending her a birthday invitation (the guardian's silent response is the only moment when her frosty coldness truly works). Adam possesses reverence for almost nothing--his warrior training, his duties as a prince, his destiny as revealed in the legendary Castle Grayskull. Whereas his attitude in the old show was purely an act, this Prince Adam really does behave like this. It will be most interesting to see if, as Adam grows and accepts his challenges over time, he will grow out of his childishness and learn to act foolish only as a disguise for his secret identity. As told in "The Beginning," He-Man is merely a muscular costume for Prince Adam. Our hero is developed only minimally and possesses no life of his own. I always enjoyed in the old show how you could never really separate He-Man from Adam and vice versa--because even though Adam's behavior was all an act, his inner self was completely formed from the principles and strength of He-Man. One could not exist without the other, but there are times when Adam tires of being He-Man ("Into the Abyss") or outright gives him up ("The Problem With Power"). The writers for the new series seem to be going with the idea that Adam is the whole person and He-Man exists as an incidental, alternative form. If the writers are smart, they'll begin blending the two as the heroics of He-Man begin to have a maturing effect on Prince Adam. The new series promises us huge character development stories for Prince Adam, allowing us to fully understand the growing pains of suddenly becoming your planet's crowned champion.
Writer Dean Stefan produces an unexpected twist in the revelation scene at Grayskull when Adam completely walks out of it, mid-ceremony. Man-At-Arms, having known Adam's destiny all along (he and the Sorceress share a lot of secrets, don't they?), takes Adam to Castle Grayskull when he realizes the time has come. Adam hardly takes any of this seriously, which is a real shame. While I understand what the writers are trying to do, Adam's behavior subtracts not only from our love for him but also from the mystique of Castle Grayskull. If a teenage brat will not shut up when he enters Grayskull just from the feeling of being overwhelmed, then, well, he's a real brat. Adam's nonchalant attitude explodes when he declares, "I'm no great warrior. I'm just a kid. Thanks for the magic show," flagrantly refusing the Sorceress' offer. He flies back to the Royal Palace, where Skeletor and his minions have already wrecked havoc. Suddenly realizing that his family is in danger, Adam understands why he was asked to become a hero at this point in time. Some of Adam's behavior can be explained by his sheltered childhood lived in the safety of the Royal Palace. As Adam asks in his first scene, "What forces of evil? . . . They're history." He has never known evil, so how could he not have a carefree attitude about all this? By making Adam leave Grayskull prematurely, the writers force Adam to choose his destiny rather than have it simply bestowed upon him. Seeing the Palace in ruin, watching Man-At-Arms, his protector, jet off to the Evergreen Forest to join the fighting, hearing the words of his distraught mother, Adam has no choice but to return to Castle Grayskull and accept his adulthood. This plot twist allows Adam the power of choice and strengthens his character, even if it eschews the respectful scene I had always imagined in my head.
The problem with Adam's flippant attitude is that it belittles Grayskull in its very first scene, when it should feel the most powerful and grandiose. The director has chosen low angle and surveillance shots to give us a wide perspective on Castle Grayskull, mostly to make Adam feel small and lost in its expansiveness. The newly redesigned Castle Grayskull is another major weak point in Mattel's re-imagining of the old series. Rather than being a castle obscured by a twisting and elaborate Evergreen Forest, the new Grayskull is a vertical tower stuck in the middle of a jungle. It makes more sense now why no one could find Grayskull before, but that does not make for its frighteningly vertical design. Trying to better Filmation's Grayskull was a fruitless task from the beginning, since Castle Grayskull stands as the original He-Man's only true work of art. The huge jaw mouth, the deep, penetrating eye sockets, the animal-like body of the castle, its leg-like bones supporting its weight over the bottomless abyss, the organic green interior--how could the animators of today even begin to top all this? They don't even try. The new Castle Grayskull looks like any other stone castle with a skullface slapped on front. Instead of a dark interior that shifts and seems somehow alive, we are given dusty brick walls and empty corridors. The castle feels lonely more than anything else. The gargoyles peering from the rafters bring echoes of "The Hunchback of Notre Dame" that I'd rather not acknowledge and, again, reduces Grayskull to a castle like any other. The designers give Grayskull no cohesive concept for its interiors. The entrance is a gothic stone corridor, the Sorceress's throne is an Egyptian pyramid, the labyrinth bears Roman coliseums, and the underground chamber is a haphazard mix between She-Ra's Crystal Castle and some vast region of outerspace (although the underground design certainly trumps all the rest of Grayskull). It's as if four different animators with completely different concepts for Grayskull decided they would each control a part of it. In the end, they succeed in making Grayskull into a confusing nothing. This is why the Sorceress's new Egyptian design does not fit in at all. If Grayskull were a pyramid, it would be appropriate, but not inside this castle. The Sorceress, the series's spiritual center, should be beautiful and simple, but the new design weighs her down with ornate designs and a heavy golden headdress. The new Castle Grayskull is this series' ultimate failure, unable to recapture almost any of the aura, suspense, or power of the original. Instead, it is an architectural mishmash.
The only attempt to capture the mystique of old comes when the Sorceress leads He-Man to the underground chamber. Her firefly light leads Adam through Grayskull's corridors, allowing for some of the best lighting and direction in the entire episode. As the Sorceress and Adam descend to the underground chamber, echoes of "Origin of the Sorceress" abound. Since that episode provides our only idea of what it is like to receive the powers of Grayskull, it becomes the benchmark by which this new scene must compare. And, unfortunately, it falls short. The underground chamber is the only Grayskull location that takes our breath away even for a second, as the crystalline expansiveness wows our eyes. The Sorceress sends a ray down into a black abyss, hinting that the abyss may be just as important in providing Grayskull's power as it was in the old series. An ornate chest rises out from the blackness, revealing Adam's sword. I do like that this entire sequence is free of dialogue, as if the Sorceress knew Adam's decision without asking him and he knew what to do without being told. But the scene lacks any pause, any breath, any learning. Adam picks up the sword with little or no hesitance, whips it above his head, and declares, "By the power of Grayskull!," without even the least bit of encouragement. Even Zoar had to have some coaching from Kodak Ungor before she could become the Sorceress again. In a few wild anime camera moves, Adam becomes He-Man in a shock of electric blue light. The transformation happens too rapidly without any of the reverence it deserves. This should have been a quiet, powerful moment as Adam accepts his destiny, but instead it barrels over Adam's "It's heavy" protest to reach the finished product, a sword-wielding muscle man named He-Man that almost seems foreign to the whole event.
He-Man himself appears oddly disconnected and undeveloped in his first outing. Having just been created, he lacks any real personality of his own. The writers have taken great pains to improve our hero from the one of old. He-Man's action sequences are a lot like his old ones (picking up a boulder, deflecting Skeletor's blasts, stopping a fall in mid-air by plunging his sword into the cliffside), but they are a lot harder for him to perform. Lifting a boulder appears to take all his strength, as he carefully cuts the rock with his sword, pulls it up from the ground, and takes his time rising from his knees to hold the boulder completely in the air. A huge problem in the original series was that He-Man appeared to do anything and everything almost effortlessly. When a hero is all-powerful, he becomes boring. The new series has taken great pains to show He-Man is strong, but his feats of strength are not necessarily easy. This allows room for He-Man to be weak, to fall, to make a mistake. Already the writers have cured one of the major ills of the old show. I particularly love it when He-Man catches Randor as they fall into the lava pits and Randor asks, "He-Man, you can fly?" in a stroke of comedic genius. He-Man, of course, can not fly, pointing out one of his weaknesses right from the start. He plunges his sword into the mountainside to stop, but fails, and he has to let go of Randor to make the second attempt work. This is far more dramatic than He-Man quickly and effortlessly saving the day. Unlike the original series, the action sequences of the new one will actually be interesting.
If there is any message the new series is trying to send us, it is this: THE ACTION SCENES WILL BE MUCH, MUCH BETTER. At least a third of "The Beginning" movie is spent on battles, pairing up different character so they can square off and demonstrate their weapons and abilities. Just like "Diamond Ray of Disappearance," Mattel is using this as a toy commercial to demonstrate all the "neat things" each character can do, enticing us to buy. But such commercialism can be excused because the animators go to great lengths to make these tiffs interesting and exciting. One of the major problems of the old series was the "one strike, you're out" formula, which dictated that any time a villain was struck, hit, or kicked, he was automatically defeated and completely out of commission. This is why battles on the old series happen so quickly and quietly: all it takes is one action for a hero to knock out the villain. The new series has much more faith in the resilience of its characters. When Man-E-Faces knocks Mer-Man down, he stands up again and whips out his sword (cleverly using his belt emblem to hide his sword). The villains are not defeated easily and the heroes are not perfect, making the action scenes far more intriguing. The heroes might actually lose against these ferocious enemies.
While I do not have space to talk about every character individually, I would like to write a few quick impressions about each one:
Man-At-Arms - a more quiet force than I first expected, he maintains his fatherly presence with a bit more strategic intelligence. His once useless battle mace can change shape and produce strategy plans, and he seems more like a middle-aged warrior than the aging engineer of old.
Man-E-Faces - one of the most useless characters of the original toyline, Mattel could have ditched him this time around. But instead, they are trying to finally integrate Man-E with the rest of the cast. He still has not found his place, but he is more active than I expected. The question still remains whether his shifting faces actually change his personality and his powers or if they do nothing to him at all.
Ram Man - does not really have much to do here, but maintains the clumsy, dumbfounded personality of old, and his beefier redesign fits his powers perfectly
Mekaneck - this new series works hard to give Mekaneck the purpose he never really attained in the original; the fact that his neck can bend and twist will aid that goal a lot.
Stratos - not much different from the Stratos of old, his main purpose is to be the Defender that can actually fly.
I was actually amazed at how much Mattel did NOT change from the original series. Most of the characters' redesigns are variations on the old ones, and they all possess the same powers and even the same weapons of the originals (and the cartoon has managed to integrate the weapons in ways that Filmation never bothered to).
Teela has a refreshing new anime look, given long ponytail hair and a ferocious, wide-eyed attitude. She does not seem nearly as reserved and harsh as the old Teela; in fact, she comes across as playful, youthful, and freed up. This allows her to have more of a bantering sibling relationship with Prince Adam than the almost parental relationship of old. The new show chooses familiar ground with which to introduce them--the traditional training sequence in the Royal Palace courtyard under the watchful view of Man-At-Arms. Returning to this place assures the audience that nothing has changed at all. Adam and Teela's spirited attacks on each other tell us right from the start that their attraction is more than just the kind of bond childhood friends share. Teela's backflips and snake staff action prove she will certainly have more than her fair share of great action scenes in the new series.
Orko remains surprisingly unchanged from the original series. His more wizardly outfit works well, but his high-pitched squealing and Freudian slips prove he will be comedic relief all over again. That will probably be okay, since the writers must know Orko was overused in the original show. The writers have done an excellent job of solving yet another mystery from the original series: how Orko found out Adam's secret (or why Adam would tell him it at all). Orko and Cringer follow Adam to Grayskull and witness his transformation, becoming the only two other than the Sorceress and Man-At-Arms to know the secret. I like that Cringer and Battle Cat are unable to speak in the new series. It allows Cringer to be frightened constantly without the whiny voice (he looks more like a real cat too). Battle Cat's new design is disappointing, however. The animators have scaled back his armor, but his head is way too small for his body. Orko, Cringer, and Battle Cat always bear the burden of being the funny sidekicks, and the jury is still out on exactly how they will function in this new series.
King Randor and Queen Marlena are remarkably muted in their twenty-first century redesigns. The gruffness of Randor's original voice is missing, and he almost sounds like he could be He-Man's age. The animators have chosen to dress Randor and Marlena in the same brown and orange colors, but this has a dulling effect. Whereas the original Queen Marlena, in her striking and simple green gown, provided a commanding presence even when she did not speak, the new Marlena seems quiet and unaware. She's a token mother figure without any of the intelligence and power of the original. I can hardly imagine this Queen Marlena being a headstrong astronaut from the planet Earth.
But while Mattel and Mike Young Productions have done a credible job with the heroes, their energies have obviously been better spent on the villains. Maintaining the looks and color schemes for the Evil Warriors, the animators have wisely sharpened the appearances and powers of Skeletor's ratpack. Here's my rundown:
Mer-Man - the Best Entrance award goes to Mer-Man, who pops out of a swampy pool in foreboding, grand style. The animators have taken away the bumbling oafishness of the original and made Mer-Man's fishy origins an asset. His razor-sharp teeth, piercing eyes, and throaty voice make him dangerous and full of malice. His scene with the giant floating blowfish goes on way too long, however, and having Man-At-Arms trapped in its belly is a little too "Jonah and the Whale" for my tastes.
Beast Man - the quintessential first henchman, Beast Man fails to return to his darker roots from the first episodes of the original series. Instead, the writers have opted to go with the bumbling, clueless Beast Man that became the norm. His chief allies appear to be the Griffins, which allow him to swoop in and rescue Skeletor whenever necessary. The scene where the two ride Griffins and the wind flies against them is one of the strongest sensory moments in the episode and proves that Beast Man is Skeletor's right hand man.
Trap Jaw - thankfully, Trap Jaw's foolishness has been reduced and his powers emphasized. His huge robotic arm supports almost any weapon, and he actually seems threatening now.
Clawful - the loneliest of Skeletor's first season band, Clawful was a villain who always had great potential with his echoing voice and devilish eyes. The new series kills that potential by giving him the idiot voice and brain that Trap Jaw abated. But, like all the other villains, his terrific redesign and blazing powers reveal a triumph of brawn over brain.
Whiplash - how did Whiplash get so big? He's huge now, and the better for it. His tail cracks down on Teela, and if that doesn't frighten a person, Whiplash sitting on you will.
Tri-Klops - the "odd man out" of Skeletor's original five cohorts (Beast Man, Trap Jaw, Evil-Lyn, Mer-Man, and Tri-Klops), Tri-Klops returns in this series with newfound purpose. His cyclops eye can shoot fire now (among other things, I'm sure), and his Doom Seeker robots attack when we least expect them to. The Doom Seeker have not been fully explained, but they add purpose to Tri-Klops. Expect a lot more from him in the future.
Of course the most improved villain is Evil-Lyn, who reaches her full potential in this new series. While the new design is a little too sticks-and-bones for me, the attitude and the power are all there. Whereas it was sometimes unclear her role in the original series, Evil-Lyn is undoubtedly second-in-command now. She stands alongside Keldor in his first scene, and takes over for Skeletor when he escapes with Randor. And just as Skeletor receives a tilting shot over his body upon entrance, so too does Evil-Lyn warrant a similar shot later on, proving that she is just as threatening. Her staff-length crystal ball is an improvement and her glowing purple eyes are a welcome addition to her sorceress ensemble. Whereas Evil-Lyn always seemed like Teela's evil counterpart in the original series, this Evil-Lyn positions herself far beyond Teela's level. As a longtime Evil-Lyn fan, it is a thrill to see her finally kicking butt. After Tri-Klops, Trap Jaw, and Beast Man each try to break the mystic wall, Evil-Lyn steps forward and declares, "Step aside, boys," and fires her magical best. While her attempt fails (allowing Skeletor to assume his rightful role as destroyer of the mystic wall), the sequence proves the hierarchy of the Evil Warriors and Evil-Lyn's place atop it. Perhaps no moment among the action scenes is more powerful than when Evil-Lyn sends a cosmic blast across the Evergreen Forest and turns it into a barren wasteland, turning the tables and making the Evil Warriors the team to beat. Never would the original He-Man series have produced a moment where it seemed so much like the villains would actually win. Skeletor's army is, on a hand to hand ratio, more powerful than He-Man's Defenders, allowing them to become the longtime threat legend has made them out to be. Now we understand why Eternia needs He-Man: these enemies are too strong for anyone but him.
Evil-Lyn's rise to power could not come without a hint of mutiny. Writer Dean Stefan chooses to end the episode with a tacked-on scene where Evil-Lyn questions Skeletor's authority. "Perhaps you think you could run things better than I," Skeletor coldly says to Evil-Lyn, eliciting the conciliatory reaction he wanted from her. The scene is rather useless in "The Beginning," but it does promise plenty of classic tension between these two power-starved villains. Evil-Lyn will be her own force in this new series.
But just like "Diamond Ray of Disappearance," the true star of this premiere episode is Skeletor. Retaining the wit of the original, this Skeletor is far more powerful and threatening than ever before. His voice leaves much to be designed, but Mattel has successfully re-imagined him as a warrior. The new Skeletor is far more physical, allowing him to fight He-Man almost equally. His flips and jumps into the air, his amazing sword slashing, and his dynamic mid-air moves all reveal the potent influence of anime on the new Masters of the Universe. Skeletor can do almost anything, and that makes him a stronger villain. Thankfully, the animators have brought back the Havoc Staff and added a royal cape, giving Skeletor a captive elegance and form he did not quite possess before. The director has overused the red eyes glowing, which are supposed to signal the moments when Skeletor gets most angry. The red eyes were used throughout original He-Man memorabilia, but Filmation chose to resist it. It was inevitable that the new cartoon would employ the red eyes, but the animators should be frugal with their usage. On the other hand, director Gary Hartle chooses brilliantly to obscure Skeletor's skullface until he finally reveals it to King Randor, the man he blames for his deformation. As Randor wisely responds, "You did it to yourself," cleverly pointing out that Skeletor's evil will poison himself and ultimately bring his downfall. Obscuring Skeletor's face, shrouding him in darkness, and granting him legendary fighting skills and magic powers have bolstered Skeletor to the level he was always meant to achieve--a serious, powerful supervillain almost incapable of defeat. Skeletor still delivers terrible dialogue about threatening He-Man and ruling Eternia, and he still surrounds himself with blundering idiots (he gets annoyed with Beast Man), but he's a much stronger villain than the one Alan Oppenheimer voiced (even if Oppenheimer's Skeletor laugh was much better). As always, Skeletor remains the star of He-Man's show.
Mattel and Mike Young Productions have done an amazing job of streamlining and retelling the often incongruous He-Man mythology. The Hall of Wisdom, which never appeared in the original series, finally establishes the Council of Elders as the center of wisdom and power in Eternia. When Keldor attacks the hall, the Elders vanish and declare Captain Randor king of Eternia (finally proving that Randor rules over all, not just part, of the planet, but vanquishing the King Miro mythology of the old series). The Elders' disappearance marks a powerful shift for all of Eternia. Randor, standing alone in the now empty hall, hears only the voice of the Sorceress in falcon form. She declares, "Peace will come only for a time. A hero shall emerge to protect Eternia." Director Gary Hartle takes care to obscure the Sorceress until Adam meets her, cleverly hiding her in shadowed shots of her wings. The Sorceress explains to Adam that the Elders joined their powers and gave their energy to the Sorceress to protect. While this would seem to answer the question "What is the secret of Grayskull?," it does not quite make sense. If the ultimate power of Grayskull is the the power and knowledge of the Elders, then what did Grayskull exist before they stored their power in it? Why was the Sorceress living there? When Skeletor grills King Randor for information, he asks, "Now that the Council of Elders is no more, who controls the power of Eternia now?" What is this power of Eternia? Does it allow one to control Eternia, or the entire universe? Is is simply the knowledge and power of the original Elders? And why did Grayskull exist before it became the storage place for that power? Since Skeletor is still looking for the Elders, he does not even realize that Grayskull exists, adding an interesting new twist to the mythology. Skeletor will not attack Grayskull until he learns that the Elders' power is stored with in it. I am hoping that Grayskull houses more than just the Elders' magic. The original Grayskull kept its secret mysterious, but always offered the power to control the universe. This new series does not quite say if Grayskull offers this kind of power anymore or if the "power" is just the concentrated wisdom of Eternia's oldest Elders.
Furthermore, is the Hall of Wisdom still standing? With all the energy put into creating the Hall of Wisdom at the beginning of this movie, we would expect its presence to continue. I wish the animators had put as much effort into Grayskull as they did the hall. The opening shots and music in "The Beginning" are unrivaled by the rest of the story. On the whole, the music is banal and disinterested, providing more coverage than truly adding excitement. Places where the music should have provided the most emotion (such as Adam receiving the Power Sword) is where it remains the most unmemorable. The direction is vastly improved, showing what twenty years can do to children's animation. The moving camera shots, low angles, and blazing action cuts show the new influence of anime and modern cinema on animation. Director Gary Hartle has done a supreme job of making the once stagnant He-Man characters practically jump off screen.
The new He-Man series brings almost hundreds of welcome improvements upon the original, including better action scenes, better continuity, and darker villains, but it fails miserably when it comes to voices. King Randor and Mekaneck and Man-At-Arms all sound like the same person. Skeletor's voice is hollow and posses none of the resonant vocals of Alan Oppenheimer. He-Man's voice sounds the way a boring muscle-man's should, lacking any of the maturity and moral depth of John Erwin's performance. Even Evil-Lyn, who has the best voice of all the new characters, sounds grainy and desperate when listened against the golden confidence of Linda Gary's witch. All the characters look fantastic, but when they open their mouths, I want to cry.
Still, my complaints are largely nitpicky. Mattel and Mike Young Productions have overcome the major hurdles by firming up the mythology, finally telling the origin story of He-Man, and re-envisioning the entire cast of characters without taking away the appearances, powers, and personalities that first made us love them. I am impressed by how much has not changed, and most of the changes are welcome improvements upon the original series. Executive producer Bill Schultz has succeeded in guiding this new series to its rightful place. On the whole, "The Beginning" is off to a great start.
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If only acid heads could live to be 800...
tell them this joke, its better if its a woman also, they get pissed off more.
Ok, here is the joke:
So, this baby seal walks into a club...
Thats the end of the joke. Get it?
Godammit, you're right. I couldn't agree more. Everything you said was 100% rational and justified. I'm glad you and you're kinsmen are running the world, really I am. With your good logical arguments and leveheaded thinking we're all so much better off. God bless everyone who isn't unAmerican!
moderators, please downmod parent post, as author clearly is a sleep-deprived loser.
Next, someone will tell us how a friend of a friend woke up in a bathtub full of ice...
Actually, I was the guy that so called urban legend is about. It wasn't quite like it gets told. See, I was trying to pick up guys at a gay bar, the guy came back with me to my room, we got up there, and the next thing I know, I wake up in a tub of ice, and there is a sign that says "DON'T MOVE, CALL 911, THERE IS A HUGE BUTTPLUG IN YOUR ASS". It took the paramedics 30 hours to extract the anal invader.