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"Used to be that the idea was 'once every two years voters elected their representatives.' And now instead it's 'every ten years the representatives choose their constituents.'"

Obama won Ohio by two points, and Democratic Sen. Sherrod Brown won by five, but Democrats emerged with just four of Ohio’s 16 House seats. In Wisconsin, Obama prevailed by seven points, and Democratic Senate candidate Tammy Baldwin by five, but their party finished with just three of the state’s eight House seats. In Virginia, Obama and Democratic U.S. Senate candidate Tim Kaine were clear victors, but Democrats won just three of the commonwealth’s 11 House seats. In Florida, Obama eked out a victory and Democratic Sen. Bill Nelson won by 13 points, but Democrats will hold only 10 of the Sunshine State’s 27 House seats. The Revenge of 2010: How gerrymandering saved the congressional Republican majority, undermined Obama's mandate, set the terms of the sequestration fight, and locked Democrats out of the House for the next decade. It's not a new problem. But if the Supreme Court guts the Voting Rights Act, it could get a whole lot worse. And the electoral college may be next. (What's gerrymandering, you ask? Let the animals explain. Meet the Gerry-mander. Peruse the abused. Catch the movie. Or just play the game. Previously.)
posted by Rhaomi on Nov 14, 2012 - 137 comments

 

Over 70 Billion Gold Rings Served

Twenty years ago today, the gaming world saw the launch of a truly landmark title: Sonic the Hedgehog. Developed as a vehicle for a new Sega mascot, the fluid, vibrant, cheery-tuned wonderland swiftly became the company's flagship product, inspiring over the ensuing decades an increasingly convoluted universe of TV shows, comic books, and dozens of games on a variety of systems (all documented in this frighteningly comprehensive TVTropes portal). And while in recent years the series has turned out more and more mediocre 3D and RPG efforts, the original games remain crown jewels of the 16-bit era. So why not kick off this anniversary by replaying the titles that started it all for free in your browser: Sonic the Hedgehog (1991), Sonic the Hedgehog 2 (1992), Sonic the Hedgehog 3 (1994), Sonic & Knuckles (1994). Or click inside for music, remakes, and other fun stuff! [more inside]
posted by Rhaomi on Jun 23, 2011 - 71 comments

I got the whole world in my hands...

The official Google Earth plugin is one free download that makes all sorts of cool stuff possible in your browser. There's a full screen version of the program (complete with underwater views and 3D buildings) which can be searched by entering queries at the end of the URL. There's a framed version with support for layers, historical imagery, day/night cycles, and the Google Sky starmap. Less useful but more fun are Google's collection of "experiments" demonstrating the possibilities of the Earth API, including a "Geo Whiz" geography quiz, an antipode locater, a 3D first-person view of San Francisco, a virtual route-follower, and MONSTER MILKTRUCK!, a crazy fun driving simulator that lets you careen a virtual milk truck through the Googleplex campus, ricochet off the Himalayas, or explore any other place you care to name. Lots more can be found in the Google Earth Gallery -- highlights include a look at mountaintop removal mining, a real-time flight tracker, a guide to trails and outdoor recreation, a 360 panorama catalog, geotagged Panoramio photos, and the comprehensive crowdsourced Google Earth Community Layer. And while it's too large to view online, don't miss loading the Metafilter user location map into a desktop version of Google Earth! [more inside]
posted by Rhaomi on Jun 9, 2011 - 15 comments

Over 2.7 million nations served.

NationStates is a free political simulation game founded by author Max Barry back in 2002 (previously). Loosely based on his dystopian corporate thriller Jennifer Government, the game starts by asking players to provide some national trappings and answer a few civics questions, then generates a virtual country with a matching political outlook. Periodic policy decisions like mining rights and compulsory voting allow players to further modify their country along axes of social, political, and economic freedom, arriving at one of twenty-seven colorful government types like Tyranny By Majority or Scandinavian Liberal Paradise. There's also a healthy roleplaying community -- players can discuss current events in the General forum, practice wargaming in International Incidents, form cooperative Regions to debate internal affairs (many of which form their own communities), and elect Delegates to send to the World Assembly (so renamed after an amusing cease-and-desist from the real-world U.N.). Their collective history is thoroughly recorded in the 35,000-article NSWiki, which provides a detailed legislative record, gameplay guide, and profiles on many of the 90,000 active nations, 8,000 player regions, and countless characters that currently make up the game world.
posted by Rhaomi on May 9, 2011 - 62 comments

I'll trade you three Creepers for a Herobrine card

Minecraft mastermind Markus "Notch" Persson has officially announced his company's next project: a hybrid online board game/trading card system called Scrolls. Spearheaded by Mojang co-founder Jakob Porser (interview) and with backstory penned by Penny Arcade wordsmith Jerry "Tycho" Holkins, the game will consist of turn-based battles between collectible "scrolls," illustrated character cards strategically deployed on an abstract gaming grid. In an interesting inversion of the Minecraft model, the game itself will be free, while updates in the form of additional scroll packs will cost a nominal fee -- a business model gaming analyst Sean Maelstrom decries as "snake oil." Mojang, for their part, is unafraid and even eager to target an untested slice of the gaming market, and is angling to get their playable prototype of Scrolls ready for a possible Alpha release this summer.
posted by Rhaomi on Mar 2, 2011 - 128 comments

What if you could live your life over again?

You are in a warm, dark, comfortable place. This has been your place since you became aware that you are alive. It's almost time to enter a different world now. In 1986, Activision published a roleplaying computer game called Alter Ego. Unlike the action and fantasy titles that ruled the day, this game simulated the course of a single ordinary life. Beginning at birth, players navigated a series of vignettes: learning to crawl, reacting to strangers, getting a first haircut. The outcome of each scenario subtly influenced one's path, and with every choice players slowly progressed through infancy, childhood, adolescence, adulthood, and old age. Graphically minimalist -- one's lifestream is represented by simple icons, and the scenarios are all text -- the game was nevertheless engaging, describing the world in a playful, good-natured tone tinged by darkness and melancholy. And it had quite a pedigree; developer and psychology PhD Peter Favaro interviewed hundreds of people on their most memorable life experiences to generate the game's 1,200 pages of material. Unfortunately for Dr. Favaro, the game didn't sell very well. But it lives on through the web -- PlayAlterEgo.com offers a full copy of the game free to play in your browser, and the same port is available as a $5 app for iPhone and Android. More: Port discussion group - Wishlist - Vintage review - Original game manual (text or scans)
posted by Rhaomi on Dec 31, 2010 - 46 comments

The Post That Cannot Possibly Go Wrong

Halfway through the third book of the Hitchhiker's Guide series, there is a throwaway reference to a doomed starship, one whose incredible splendor was matched only by the cosmic absurdity of its maiden-day annihilation. But the story didn't end there. Unbeknownst to many fans, this small piece of Adamsian lore was the inspiration for an ambitious and richly-detailed side-story: a 1998 computer adventure game called Starship Titanic. Designed by Douglas Adams himself, the game set players loose in the infamous vessel, challenging them with a maddening mystery laced with the devilish wit of the novels. The game was laden with extra content, including an in-depth strategy guide, a (mediocre) tie-in novel by Terry Jones, a whimsical First Class In-Flight Magazine, and even a pair of 3D glasses for one of the more inventive puzzles. Key to solving these puzzles was the game's groundbreaking communications system -- players interacted with the ship's robotic crew through a natural language parsing engine called SpookiTalk, whose 10,000+ lines of conversational dialogue spawned 16 hours of audio recorded by professional voice actors, including John Cleese, Terry Jones, and even Douglas Adams himself in several cameos (spoiler cameo). Want to experience the voyage for yourself? Then watch this narrated video playthrough (intro (ads) - 1 2 3 4 5 6 7 8 9? 10 11 12 13) ...or click inside for a information on how to run the game for free on Windows, Mac, and Linux (along with a bunch of other goodies!). [more inside]
posted by Rhaomi on Dec 22, 2010 - 109 comments

Virtual Archaeology: Active Worlds Turns 15

Fifteen years ago this week, programmer Ron Britvich launched version 1.0 of Active Worlds. Started as an autonomous project of Worlds, Inc. (a spinoff of educational gamesmaker Knowledge Adventure), Active Worlds was one of the first and most ambitious attempts to create a 3D virtual community on the web. Built on the architecture of Britvich's Worlds Chat beta, Active Worlds debuted in the form of Alphaworld, a sunny green infinite plane open to public building. In its opening years Alphaworld experienced a land rush of construction, resulting in an anarchic starfish sprawl larger than the state of California. A sister company, Circle of Fire, was soon founded to craft additional themed hubs, and once individual ownership of worlds became possible the AW community spawned a veritable universe of hundreds of worlds. Although the company has seen its ups and downs since those heady times and its fortunes have slowly dwindled, the Active Worlds platform survives to this day. Look inside for a simple guide on how to log in to the (free) service, rundowns of the best worlds, links to essays analyzing the program's legacy, and other content summing up its venerable community. [more inside]
posted by Rhaomi on Jul 4, 2010 - 18 comments

You can never win a game of slaps with a squid

I am a giant squid. I swam up from the briny ocean depths. I have a computer, with a specially-modified tentacle-friendly interface. I have a fast internet connection. I seek to learn about humans and about the world. I have read much on the internet. Yet still, I have many unanswered questions. And you must have questions of me. We have much to learn from one another. To this end, I have developed the assortment of quizzes, games and activities you find before you. They form part of my ongoing campaign to facilitate improved human-squid relations. Try them out, you will most certainly learn something about squid.
posted by Rhaomi on Apr 5, 2010 - 42 comments

Fly me to the moon, so I can play among the stars...

Friday Flash Fun: Green Moon Lab! Manipulate gravity and momentum to get to the exit in this sleek, simple, Portal-esque physics puzzler. Contains twenty levels plus an unlockable challenge mode. A little weak in the writing department, but the drunken swooping gameplay more than makes up for it. (via)
posted by Rhaomi on Mar 13, 2009 - 16 comments

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