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    <title>Splice Today</title>
    <link>http://www.splicetoday.com</link>
    <description>Splice Today is an online destination for young adults who never developed a print newspaper/magazine habit and are generally taken for granted by the vast majority of the media industry. Splice Today presents a large and varied amount of arts, sports and cultural commentary, so much so that its readers can reduce their number of bookmarked websites.</description>
    <language>en-us</language>
    <item>
      <title>Hacking your car</title>
      <description>&lt;p class=&quot;quote&quot;&gt;&lt;span style=&quot;color: #000000; font-size: 12px; line-height: normal;&quot;&gt;&lt;span class=&quot;quote&quot;&gt;More than 100 drivers in Austin, Texas found their cars disabled or the horns honking out of control, after an intruder ran amok in a web-based vehicle-immobilization system normally used to get the attention of consumers delinquent in their auto payments.&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;</description>
      <author></author>
      <pubDate>Fri, 19 Mar 2010 09:56:42 -0400</pubDate>
      <link>http://www.splicetoday.com/digital/hacking-your-car</link>
      <guid>http://www.splicetoday.com/digital/hacking-your-car</guid>
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      <title>The Permanent Death Saga</title>
      <description>&lt;p class=&quot;quote&quot;&gt;&lt;span style=&quot;color: #000000; font-family: arial; font-size: 12px; line-height: 16px;&quot;&gt;After some delay I am now proud to announce that the complete Permanent Death saga is available for download. This definitive PDF version of the story, novel, machinima, whatever you want to call it, is something I am immensely proud of. I feel it eclipses both the scope and quality of anything I&amp;#8217;ve ever produced before.&lt;/span&gt;&lt;/p&gt;</description>
      <author></author>
      <pubDate>Tue, 16 Mar 2010 15:47:10 -0400</pubDate>
      <link>http://www.splicetoday.com/digital/the-permanent-death-saga</link>
      <guid>http://www.splicetoday.com/digital/the-permanent-death-saga</guid>
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      <title>Born With All You Need To Know</title>
      <description>&lt;p&gt;Some facts about &lt;em&gt;Super Mario 64&lt;/em&gt; (Nintendo, 1996), the best video game ever made, and its creator: It&amp;#8217;s either the eighth or the 10th game in the Mario series, depending on your standards, and the fourth or the sixth to be designed directly by Shigeru Miyamoto. Miyamoto is the kind of guy, like Herodotus or Francis Bacon, who is called the &amp;#8220;father&amp;#8221; of something, in this case modern video games, and though his isn&amp;#8217;t an indisputable paternity suspicious evidence certainly abounds. Miyamoto&amp;#8217;s original &lt;em&gt;Super Mario Bros.&lt;/em&gt;, in which a small cartoon Italian plumber runs and jumps through environments inhabited by malevolent creatures, created a genre whose basic mechanics infiltrated a great deal of subsequent genres, with a star character who has become one of the most recognizable icons in the world despite (or perhaps because of) having a skeletal personality constructed entirely of ethnic clich&amp;#233;s.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;SM64&lt;/em&gt;, the first 3D entry in the series, is and isn&amp;#8217;t much like its predecessors. In the mid-90s, as technology first began to allow 3D environments to be created on-the-fly by computer processers priced such that your mom could be convinced to buy you one, game designers tried several times to extrude platform game design into a third dimension, without much success or much indication that they knew exactly why they were doing this or what could be accomplished. &lt;em&gt;SM64&lt;/em&gt; was the first wholly successful 3D platformer&amp;#8212;where the player spends a lot of time jumping from platform to platform trying not to fall&amp;#8212;and the first to transport the running-jumping-head bopping style into a 3D environment and leave behind the bits that simply didn&amp;#8217;t fit. Like all of its predecessors, it sent Mario through a series of self-contained levels on a very vague quest to rescue a princess.&lt;/p&gt;
&lt;p&gt;Like only some of its predecessors, it was a masterpiece.&lt;/p&gt;
&lt;p&gt;Some notes on structure. &lt;em&gt;SM64&lt;/em&gt; relies on what&amp;#8217;s usually called a &amp;#8220;hub world&amp;#8221; or &amp;#8220;overworld&amp;#8221;&amp;#8212;a relatively placid environment from which the player can access the game&amp;#8217;s levels in the order he likes. Hub worlds vary greatly in complexity; some games use them as glorified menus, asking a player to open a door or enter a room when he might as well be selecting a level from a list. Others sprinkle the hub with interactivity out of what sometimes seems a sense of guilt: you can fiddle with this or that, you can watch your character watch TV or pretend to eat or you can take some time off from the game proper. (Designs of this type sometimes seem to be unaware that when most people want to take some time off from something, they stop doing it.)&lt;em&gt;&lt;br /&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;SM64&lt;/em&gt;&amp;#8217;s hub is one of the most detailed and best integrated in the history of gaming. At the game&amp;#8217;s beginning, Mario stands outside a sprawling, empty castle full of galleries of living paintings that act as portals to other levels; halls, gates, basements, attics, courtyards, trapdoors; a moat (which, once drained, reveals a few extra secrets); and an apparently empty room with a secret door to a slide. It&amp;#8217;s probably larger than any other environment in the game. It&amp;#8217;s also fun to explore.&lt;/p&gt;
&lt;p&gt;Exploration was never a part of earlier Mario games. Even the near-flawless &lt;em&gt;Super Mario Bros. 3&lt;/em&gt; invariably directed the player left-to-right across two-dimensional landscapes, and the goal of every level was to reach the point of extreme rightness.. This was a design decision, but it was also a limitation of technology&amp;#8212;games like the original &lt;em&gt;Legend of Zelda&lt;/em&gt; had large environments through which the player could wander at will, but they did it by reducing Mario&amp;#8217;s two dimensions to one: a player would look straight down at the top of his character&amp;#8217;s head, and move him left and right, up and down, with both axes representing movement along the same plane. The &lt;em&gt;Mario&lt;/em&gt; games, which centered on jumping, didn&amp;#8217;t have a dimension to spare. The move to 3D meant they had an extra one lying around, and SM64 drops Mario into expansive worlds through which there&amp;#8217;s no prescribed direction of motion: the player wanders, he explores, he finds secrets and enemies under, around and behind things, rather than questing always for Extreme Rightness*. &lt;em&gt;SM64&lt;/em&gt; rewards care, curiosity, and perception as much as can a game that&amp;#8217;s still mostly about stomping on the heads of ambulatory mushrooms.&lt;br /&gt;&lt;br /&gt;The game&amp;#8217;s detail isn&amp;#8217;t restricted to environment. It&amp;#8217;s a testament to Miyamoto&amp;#8217;s imagination that &lt;em&gt;SM64&lt;/em&gt;&amp;#8217;s characters, which do not inhabit anything like a coherent universe and exist only in their relationship to Mario&amp;#8212;which aren&amp;#8217;t characters at all, really, but collections of hindrances**&amp;#8212;nevertheless have personality. The ghosts who shrink and vanish when Mario faces them but swell with malevolent glee when he looks away are first and foremost a problem, a dynamic to master: the player has to exploit their shyness to keep them away, and make sure he doesn&amp;#8217;t turn his back for long.&amp;#160; There&amp;#8217;s nothing excessive or ornamental in the mechanic. But it&amp;#8217;s fundamentally human, and when it&amp;#8217;s introduced the player doesn&amp;#8217;t think of it as a dry piece of design but understands it immediately, subconsciously: Oh, I see, they&amp;#8217;re shy***.&lt;/p&gt;
&lt;p&gt;It&amp;#8217;s the subtlety and efficiency with which Mario games teach the player that allows them get so complicated while staying simple. By the SM64&amp;#8217;s late levels, an eight-year-old kid can find himself ascending a tall chute by ricocheting off its parallel walls with precise timing, aiming a kick towards an approaching monster on the way up, and jumping onto a moving flying carpet from which the game will immediately begin trying to dislodge him. He will do all this using no techniques or moves not available to him from the very beginning of the game, because unlike other games which ramp up their complexity by rewarding the player with new moves as he progresses, the Mario of &lt;em&gt;SM64&lt;/em&gt; never learns how to do more than the half-dozen available to him at the beginning, none of which are very complicated. It&amp;#8217;s the player who learns new things: new ways to interact with his environment, new implications of its details and new uses for moves he thought he fully understood. Adding new moves to a game is a way of simulating mastery&amp;#8212;the character gets better at what he does as he progresses through his adventure. SM64 uses no such simulation; it&amp;#8217;s about real mastery. Mario doesn&amp;#8217;t get better&amp;#8212;the player does.&lt;/p&gt;
&lt;p&gt;Which brings us to the word &amp;#8220;art.&amp;#8221; Devotees of video games have always been eager to apply this word to their hobby, and outsiders have been predictably resistant in the disinterested and slightly annoyed way**** that tends to inflame true believers into goofy proclamations. It also tends to inflame game designers, who fight back by stuffing reams and reams of (usually pretty turgid) plot into their games, hoping the values of literature and cinema will carry them to the plateau of Seriousness. Concerning games like this, the dissenters are absolutely right: the requirements of video-game interactivity get in the way of drama and character in so many disastrous ways that the use of literary trappings has always been and can only be ornamental. John Carmack, the designer of &lt;em&gt;Doom&lt;/em&gt;, said that a plot in a video game is like a plot in a porno: it&amp;#8217;s there, but it&amp;#8217;s not why you&amp;#8217;re there. This only pretends to be Philistine.&lt;/p&gt;
&lt;p&gt;But of course drama and character aren&amp;#8217;t what video games are about. They&amp;#8217;re about mechanics, about grace, about the subtleties and difficulties of teaching a player how to do something, about the working relationship between the designer and the player&amp;#8212;a relationship that&amp;#8217;s part love affair and part antagonism. In &lt;em&gt;SM64&lt;/em&gt;&amp;#8217;s elegance&amp;#8212;in the purity of its mechanics and in the detail of its environments, which exist to challenge but never confound the player; in its deft, simple characterizations&amp;#8212;there&amp;#8217;s the same kind of tingle induced by, say, a Pollock painting: another artifact bereft of Ideas but full of the same mechanical confidence, the same playful push-and-pull between artist and audience.&amp;#160; Understand that this isn&amp;#8217;t a way to classify every decent video game as great art. I love a lot of games but there aren&amp;#8217;t many games like this, since this is the best one ever made.&lt;/p&gt;
&lt;p&gt;&amp;#8212;&amp;#8212;&lt;/p&gt;
&lt;p class=&quot;text&quot;&gt;&lt;em&gt;* This remained the case for &lt;/em&gt;SM64&lt;em&gt;&amp;#8217;s less luminous sequel, &lt;/em&gt;Super Mario Sunshine&lt;em&gt;, but not so much for the Wii game &lt;/em&gt;Super Mario Galaxy&lt;em&gt;. Mario&amp;#8217;s still leaping through 3D environments in &lt;/em&gt;Galaxy&lt;em&gt;, but the player&amp;#8217;s much more likely to spend an entire level more or less being told exactly where to run&amp;#8212;the return of Extreme Rightness, disguised by the showy twists and turns 3D allows. In this, &lt;/em&gt;Galaxy&lt;em&gt; is more a (terrific) sequel to &lt;/em&gt;Super Mario Bros. 3&lt;em&gt; than a successor to &lt;/em&gt;SM64&lt;em&gt;.&lt;/em&gt;&lt;/p&gt;
&lt;p class=&quot;text&quot;&gt;&lt;em&gt;** In 1993, when the live-action film version of &lt;/em&gt;Super Mario Bros.&lt;em&gt; tried to pull all of the series&amp;#8217; iconography together into a functioning fictional world capable of supporting a narrative, they ended up with a stunningly ghastly &lt;/em&gt;Blade Runner&lt;em&gt; thing in which steaming taxicabs navigate a dystopian Manhattan and Dennis Hopper forces his enemies into a &amp;#8220;de-evolution machine&amp;#8221; which, for some reason, reduces their heads to prosthetic nubs atop incongruously hulking bodies. This is what happens when you think you have source material but actually don&amp;#8217;t.&lt;/em&gt;&lt;/p&gt;
&lt;p class=&quot;text&quot;&gt;&lt;em&gt;*** See also the Bob-ombs, Platonic bombs with metal feet, rotating wind-up keys and blinking anime eyes, who putter in pointless circles until Mario approaches, whereupon their fuse ignites and they barrel after him in kamikaze desperation.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;&lt;span class=&quot;text&quot;&gt;**** The most famous dissenter is probably Roger Ebert, who &lt;/span&gt;&lt;/em&gt;&lt;span class=&quot;text&quot;&gt;&lt;a href=&quot;http://rogerebert.suntimes.com/apps/pbcs.dll/section?category=ANSWERMAN&amp;amp;date=20051127&quot; target=&quot;_blank&quot;&gt;wrote&lt;/a&gt;&lt;/span&gt;&lt;em&gt;&lt;span class=&quot;text&quot;&gt; that games&amp;#8217; interactivity precluded artistry, which was ironic because Roger Ebert also wrote one of the &lt;/span&gt;&lt;/em&gt;&lt;span class=&quot;text&quot;&gt;&lt;a href=&quot;http://www.wired.com/wired/archive/2.09/streetcred.html&quot; target=&quot;_blank&quot;&gt;smartest and most enthusiastic game reviews ever written&lt;/a&gt;&lt;/span&gt;&lt;em&gt;&lt;span class=&quot;text&quot;&gt;, about an obscure game with definite artistic ambition.&lt;/span&gt;&lt;/em&gt;&lt;/p&gt;</description>
      <author></author>
      <pubDate>Fri, 12 Mar 2010 11:34:31 -0500</pubDate>
      <link>http://www.splicetoday.com/digital/born-with-all-you-need-to-know</link>
      <guid>http://www.splicetoday.com/digital/born-with-all-you-need-to-know</guid>
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      <title>Tandy Trower, the original Project Manager for Windows 1.0 and 2.0, talks about the early days</title>
      <description>&lt;p class=&quot;quote&quot;&gt;&lt;span style=&quot;color: #000000; line-height: 20px;&quot;&gt;&lt;em style=&quot;padding: 0px; margin: 0px; border: 0px initial initial;&quot;&gt;&lt;span class=&quot;quote&quot;&gt;Few people understand Microsoft better than Tandy Trower, who worked at the company from 1981-2009. Trower was the product manager who ultimately shipped Windows 1.0, an endeavor that some advised him was a path toward a ruined career. Four product managers had already tried and failed to ship Windows before him, and he initially thought that he was being assigned an impossible task. In this follow-up to yesterday's story on the future of Windows, Trower recounts the inside story of his experience in transforming Windows from vaporware into a product that has left an unmistakable imprint on the world, 25 years after it was first released.&lt;/span&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;</description>
      <author></author>
      <pubDate>Thu, 11 Mar 2010 09:46:20 -0500</pubDate>
      <link>http://www.splicetoday.com/digital/tandy-trower-the-original-project-manager-for-windows-1-0-and-2-0-talks-about-the-early-days</link>
      <guid>http://www.splicetoday.com/digital/tandy-trower-the-original-project-manager-for-windows-1-0-and-2-0-talks-about-the-early-days</guid>
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      <title>The Psychology of Video Games</title>
      <description>&lt;p class=&quot;quote&quot;&gt;&lt;span style=&quot;color: #000000; font-family: arial; font-size: 12px; line-height: 19px;&quot;&gt;What leads gamers to join one guild in a massively multiplayer game or one clan in an online shooter over another guild or clan? Why do you post on the gaming messageboard that you do as opposed to one of the other countless alternate ones? And once you&amp;#8217;re in a group, what kind of things make you leave?&lt;/span&gt;&lt;/p&gt;</description>
      <author></author>
      <pubDate>Wed, 10 Mar 2010 14:18:44 -0500</pubDate>
      <link>http://www.splicetoday.com/digital/the-psychology-of-video-games</link>
      <guid>http://www.splicetoday.com/digital/the-psychology-of-video-games</guid>
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      <title>How Facebook was founded</title>
      <description>&lt;p class=&quot;quote&quot;&gt;&lt;span style=&quot;color: #222222; font-family: arial; font-size: 12px; line-height: 20px;&quot;&gt;In the fall of 2003, Harvard seniors Cameron Winklevoss, Tyler Winklevoss, and Divya Narendra were on the lookout for a web developer who could bring to life an idea the three say Divya first had in 2002: a social network for Harvard students and alumni. The site was to be called HarvardConnections.com.&lt;/span&gt;&lt;/p&gt;</description>
      <author></author>
      <pubDate>Wed, 10 Mar 2010 10:47:39 -0500</pubDate>
      <link>http://www.splicetoday.com/digital/how-facebook-was-founded</link>
      <guid>http://www.splicetoday.com/digital/how-facebook-was-founded</guid>
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      <title>YouTube closes down for the night</title>
      <description></description>
      <author></author>
      <pubDate>Mon, 08 Mar 2010 14:39:55 -0500</pubDate>
      <link>http://www.splicetoday.com/digital/youtube-closes-down-for-the-night</link>
      <guid>http://www.splicetoday.com/digital/youtube-closes-down-for-the-night</guid>
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      <title>There's just no way to win</title>
      <description></description>
      <author></author>
      <pubDate>Mon, 08 Mar 2010 11:58:55 -0500</pubDate>
      <link>http://www.splicetoday.com/digital/there-s-just-no-way-to-win</link>
      <guid>http://www.splicetoday.com/digital/there-s-just-no-way-to-win</guid>
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      <title>Nokia's shameful anti-democracy</title>
      <description>&lt;p class=&quot;quote&quot;&gt;&lt;span style=&quot;color: #333333; font-size: 12px; line-height: 17px;&quot;&gt;A new&amp;#160;&lt;a href=&quot;http://fifi.voima.fi/artikkeli/Technology-failed-Iran/3407?page=1&quot;&gt;report out of Finland&lt;/a&gt;&amp;#160;suggests that the country's corporate poster child, Nokia Siemens, has been involved in some pretty tawdry dealings with Iran, dealings that go beyond the company's admitted involvement with the Iranian regime.&lt;/span&gt;&lt;/p&gt;</description>
      <author></author>
      <pubDate>Thu, 04 Mar 2010 11:42:23 -0500</pubDate>
      <link>http://www.splicetoday.com/digital/nokia-s-shameful-anti-democracy</link>
      <guid>http://www.splicetoday.com/digital/nokia-s-shameful-anti-democracy</guid>
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    <item>
      <title>Hey, you look like someone who wants to waste an incredible amount of time</title>
      <description></description>
      <author></author>
      <pubDate>Thu, 04 Mar 2010 10:44:55 -0500</pubDate>
      <link>http://www.splicetoday.com/digital/hey-you-look-like-someone-who-wants-to-waste-an-incredible-amount-of-time</link>
      <guid>http://www.splicetoday.com/digital/hey-you-look-like-someone-who-wants-to-waste-an-incredible-amount-of-time</guid>
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