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Haiku Reviews

The Aristocrats :)

Here's a nice haiku,
filled to the brim with feces!
Guess what I call it?


Tirade's Choice
Atomic Bomb Paintings


"Fluxx involves a variety of school-appropriate activities and skills. Like any good game, especially one with elements of strategy and abstraction, Fluxx is a good exercise for mental agility. Like chess, it promotes prediction with limited information and problem solving with limited resources. By the nature of its play, Fluxx involves all of the following skill areas: Kinesthetic learning, Number sense, Problem-solving, Reading comprehension, and Social skills. Fluxx, like any well-designed game, offers many real opportunities for learning. Bounce off some teachers and parents the factors just listed and see if they don't find new uses for Fluxx and other games in their classrooms and homes." -- David Millians, "Working in Fluxx," Comics & Games Retailer, June 2005, pages 22-23


Thursday, August 18th 2005
by the Writer's Guild of Wunderland

What's New?


What's Going On? Looney Labs is Featured in Games Magazine!

A couple of months ago, a woman named Susan West came into town to visit us at our office and interview us for an article she was working on for Games Magazine. It was to be an article all about us and our company, Looney Labs. Well, the article she wrote appears in the October issue, and it's huge! It's like the main feature! It's a full 6 pages long, with 10 full-color images! Wow!

Shown here are thumbnails of the 6-page article, but since I don't have permission to reproduce the whole article here yet, you'll have to track down an actual copy of the magazine to read it for itself. (UPDATE: Here is the article!) And I don't know how soon it will be on the newsstands; being subscribers, our copy was immediately mailed directly to us. (A quick check of a local newsstand revealed it wasn't there yet.)

Press coverage is never perfect, and this article is no exception. There are a several little mistakes and inaccuracies in the Games article... for example, she makes it sound like Alison arrived in our lives at the same time as Fluxx, when in fact those events were years apart. And I couldn't help but chuckle at the typo that turns the Cheapass Games corporate demo-team from Demo Monkeys into Demon Monkeys. But on the whole, it's a very good article, which does a good job of explaining us and our dreams.


As if that weren't cool enough, this week we also discovered a wonderful two-page article on Fluxx, which appeared in the June issue of Comics & Games Retailer magazine. It's called "Working in Fluxx," and it was written by noted "Games and Education" expert David Millians. The article is aimed at teachers, suggesting ways to feature Fluxx -- and the lessons in can teach -- in the classroom. The article even includes a Lesson Plan for Fluxx! And unlike the long-anticipated article in Games magazine (and the forthcoming blurb about EcoFluxx in Backpacker magazine), this Comics & Games Retailer article was a total surprise to us: It just showed up! Wow!

Thanks for playing our games and reading our webzine, and have a great week!

Andy

Thought Residue
"Every spare unit of emptiness is occupied by an artifact, a gimcrack, a gewgaw, a collage, a montage, a set of game pieces, a conversation starter. Hundreds of board games overflow the shelves in the game room. A model train makes a loop along a track mounted around the perimeter of the kitchen ceiling. A green parrot squawks out a greeting. But the stereotypical pack rat is a hoarder; the Looneys are collectors and arrangers. The place isn't untidy. It's small, it's crammed to the rafters with stuff, but every object appears to have its place and was obviously deposited in its place by design." -- Susan West, "The Looney Labs Experiment," Games Magazine October 2005, page 6

"Brother Frank has once more gone to Iraq. Bleh. This war is really depressing. For lots of people I'm sure it's just a minor annoyance, perhaps for some people it's a rush, but for some of us who opposed this war at the start--and some of us with friends and family over there right now--it's a huge, dark, open chasm. My brother Frank is wonderful, and I love him dearly. He chose his job and he is very good at it, and I wished him well when I hugged him goodbye. Now he's at the chasm's edge again. Bleh. I used to climb cliffs and ride motorcycles a lot. Hell, I even smoked cigarettes. I chose to do those activities and I understood the risks; life is like that, you choose your potions. The Iraq war is different potion: Concocted by a very small group of hack chefs out of the leftovers from an oily family feud gone awry, and force-fed to millions. Now they've spilled it all over the place and we're depending on nice people like my brother to clean it up." -- John Cooper, GinohnNews, August 17, 2005
"Future archaeologists trying to understand what the Shuttle was for are going to have a mess on their hands. Why was such a powerful rocket used only to reach very low orbits, where air resistance and debris would limit the useful lifetime of a satellite to a few years? Why was there both a big cargo bay and a big crew compartment? What kind of missions would require people to assist in deploying a large payload? Why was the Shuttle intentionally crippled so that it could not land on autopilot? Why go through all the trouble to give the Shuttle large wings if it has no jet engines and the glide characteristics of a brick? Why build such complex, adjustable main engines and then rely on the equivalent of two giant firecrackers to provide most of the takeoff thrust? Why use a glass thermal protection system, rather than a low-tech ablative shield? And having chosen such a fragile method of heat protection, why on earth mount the orbiter on the side of the rocket, where things will fall on it during launch? Taken on its own merits, the Shuttle gives the impression of a vehicle designed to be launched repeatedly to near-Earth orbit, tended by five to seven passengers with little concern for their personal safety, and requiring extravagant care and preparation before each flight, with an almost fetishistic emphasis on reuse. Clearly this primitive space plane must have been a sacred artifact, used in religious rituals to deliver sacrifice to a sky god." -- Maciej Ceglowski, "A Rocket To Nowhere"


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