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Light Up The Night Using The All New LED Beach Balls

daemon@ATHENA.MIT.EDU (Sylvia Johnston)
Fri Jul 30 13:42:18 2021

Date: Fri, 30 Jul 2021 13:41:33 -0400
From: "Sylvia Johnston" <sylvia.johnston@stayingpositive8.club>
To:   <linuxch-announce.discuss@charon.mit.edu>

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** Light up Your Night with the LED Glow Beach Ball **
--------------------------------------------------------

Whether you're taking it to the beach, throwing it in your pool, or just need some colorful backyard ambiance, these color-changing LED beach balls are great for fun and style.   Use the included remote to change the color of the beach ball, or set the beach ball to transition between colors on a timer to create the perfect light show.  You can control the look and feel from anywhere, even while lounging in a beach chair or laying in the pool. 


Shop Now -> http://www.stayingpositive8.club/circumspection-applique/2106r2t39R5XC8s612Y4T310Vg7f3i40dhbr47Ga-Drrs4rGIEHbwG4wwfGaDvsrEibxEIH47GQhomSe6sp1A0H6BNsjv2













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  <!--Cuphead is a charming run-and-gun/shoot-'em-up hybrid that channels K=
onami's iconic Contra series, while also taking heavy inspiration from the =
rubber hose animation style that was prominent during 1920s- and 1930s-era =
cartoons. If you're familiar with the Contra series' fast-paced gameplay, t=
hen Cuphead should feel right up your alley: the titular protagonist and hi=
s brother Mugman must best a wide variety of perilous stages and bosses to =
complete their quest. Cuphead lacks the expansive level design featured in =
Contra and other genre classics, but the hardcore action game gives you a b=
eefy list of complex and satisfying boss fights to overcome, a la Treasure'=
s beloved Alien Soldier.       Devil's Dalliance
      Inkwell Isle is a magical realm where people, animals, plants, and in=
animate objects all live in cartoon harmony. One day, Cuphead and his broth=
er Mugman venture into the Devil's casino, in a storybook-like location tha=
t mimes Pinocchio's adventures in Pleasure Isle. Cuphead and Mugman are bli=
nded by riches, and eventually gamble their souls away to the Devil. Instea=
d of claiming their souls, however, the Devil has the boys collect from deb=
tors.       ADVERTISEMENT
      It turns out that quite a few of Inkwell Isle's denizens owe the Devi=
l their souls, and they are none too happy to part with them. Thus, the sta=
ge is set for Cuphead and Mugman to travel across the game's regions, dispa=
tching mooks and collecting the souls of massive, multi-form bosses.       =
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      Cuphead (for PC)
      Shoot to Win
      The controls are simple and easy to learn. Cuphead can shoot in eight=
 directions, as well as crouch, dash, jump, and perform a special attack to=
 deal bonus damage. The game's tutorial teaches you how to apply those acti=
ons, and that's all you really need to know to complete the game; everythin=
g after that boils down to pattern recognition and practice.       ADVERTIS=
EMENT
      Stages are divided into run-and-gun sections and boss fights. The lev=
els resemble those in the classic 8- and 16-bit Contra games: you run from =
left to right, shooting down waves of spawning enemies and hazards, and jum=
ping over pitfalls to reach the goal. Sadly, there are fewer run-and-gun st=
ages than boss fights, but they are filled with unique enemies, and occasio=
nally present interesting challenges to keep the formula fresh. One stage, =
for example, has you switch between walking on the ground and the ceiling t=
o avoid enemies, while making precarious jumps. Another has you fleeing a g=
iant Cyclops in a race to the goal. Yet another features a brutally difficu=
lt auto-scrolling section that bombards you with enemy attacks. None of the=
se stages break new genre ground, but they are tough, enjoyable, and visual=
ly stunning.       While Cuphead's run-and-gun segments are enjoyable, its =
strength lies in the boss fights. Each of Inkwell Isle's three areas has fi=
ve or more bosses that must be defeated before you can move on to the next =
area. Boss encounters are lengthy, multi-stage gauntlets that demand master=
y of both offensive and defensive tactics. Early boss fights see the big ba=
ds repeat one or two attacks during each form, and only switch through thre=
e or so forms throughout the fight. That said, some boss fights having five=
 or more forms that pepper you with intense bullet patterns.       You have=
 three health points by default, which lets you make three mistakes in any =
stage or boss fight before dying. This forces you to familiarize yourself w=
ith the enemy patterns and boss mechanics, because there are no mid-level c=
heckpoints. If you lose all your health during an attempt, you need to rest=
art from the beginning of that stage. To take some of the edge off of the d=
ifficulty, you can purchase upgrades with coins you collect throughout the =
game, which give you new shot types, health perks, and defensive abilities.=
       ADVERTISEMENT
      A chaser shot, for example, act like homing missiles, but they are we=
aker than Cuphead's normal peashooter shot. The spread shot deals more dama=
ge than basic shots, but has extremely limited range. Other perks include t=
he smoke bomb, which makes your dash invincible, and the heart, which gives=
 you one additional point of health, but drops your damage output slightly.=
 You can customize Cuphead to suit your own play style, but by the end of t=
he game you should be able to purchase all perks.       Cuphead (for PC)
      A Chip in the Mug
      Cuphead's most unique mechanic is its parry slap, which lets you defl=
ect projectiles by double jumping into them. It rewards you with a special =
attack card, which you spend to perform power super moves. Parrying is limi=
ted to pink projectiles exclusively, so it won't work on most bullets throw=
n your way. Generally, pink projectiles are incorporated into a boss' assau=
lt to allow you to build up special attack cards throughout the fight, howe=
ver I find that parrying is much too risky to attempt in most scenarios. Wi=
th such a limited number of health points, and with the onslaught of bullet=
s and attacks generally thrown your way, it is almost always safer to build=
 up your special attack cards through shooting and avoiding damage normally=
, rather than parrying and risking damage.       Cuphead also has two-playe=
r co-op action, but this is limited to local play. In co-op mode, Cuphead a=
nd Mugman each have their own special attack meters and health, so each pla=
yer can carry their own weight without being a burden to the other. In addi=
tion, if one player dies, the surviving player can parry slap the dead play=
er's ghost to give him or her an extra health point. This becomes increasin=
gly harder to do the more it happens during a fight, so by the third time, =
the ghost will usually leave the screen much too quickly to be revived. Sti=
ll, it's a highly satisfying way to play Cuphead, and is a good way to miti=
gate some of the game's difficulty.       ADVERTISEMENT
      I thoroughly enjoyed Cuphead's gameplay and challenge, but I would ha=
ve preferred if each boss had a corresponding stage associated with it, lik=
e in the Contra or Mega Man games. In addition, Cuphead is a relatively sho=
rt game, and can be completed in an hour or two if you know what you're doi=
ng. A few extra stages would have given the game a nice chunk of additional=
 length. This is more of a minor nitpick, however, but it is something I wo=
uld like to see if Cuphead ever gets a sequel.       Cuphead (for PC)
      Looney Toons
      When glancing at any random screenshot of Cuphead, the parallels to o=
ld Fleisher Studios and Walt Disney animation are all too obvious. Classic =
cartoon characters, such as Popeye the Sailor, Betty Boop, and Steamboat Wi=
llie, all come to mind. Even Cuphead's fictional setting, Inkwell Isle, pla=
ys homage to the old cartoons: Fleisher Studios was originally named Inkwel=
l Studios in the 1920s.       I encountered no slowdown or hiccups while pl=
aying Cuphead on my gaming desktop that's powered by an Nvidia GeForce GTX =
970 GPU and an Intel i5-4690 CPU. However, Cuphead does suffer from the occ=
asional crash and a few bugs. If you beat certain bosses too quickly for ex=
ample, their animation might hang or get stuck in an awkward cycle before m=
oving on to the next phase. Another odd bug causes your controller to vibra=
te uncontrollably at times.       I played Cuphead with a controller, and t=
he game lets you to extensively customize the button layout to suit your li=
king. Keyboard controls are viable, and just as customizable, but I preferr=
ed the gamepad for its old-school feel. Its simple controls are perfect for=
 an arcade stick, too.       ADVERTISEMENT
      Cuphead is a part of Microsoft's Play Anywhere Initiative, which mean=
s you get a free Xbox One version if you buy the game via the Windows 10 St=
ore. Please note that Cuphead is also available for purchase via Steam, but=
 buying it there doesn't net you a free Xbox One version. Instead, you'll e=
njoy Steam Acheivements and Steam Cloud Saves.       Classic Charm
      Cuphead is an impressive tour de force that pairs the classic appeal =
of the Contra games with the visual aesthetic of classic cartoons. Cuphead =
is not a particularly long game, but it demands mastery that keeps you play=
ing for a long time. Once you clear the normal difficulty, the game introdu=
ces an expert mode that switches up boss patterns and increases their healt=
h to make them genuine battles of attrition. For the relatively low $19.99 =
price tag, Cuphead has much to enjoy, for old school run-and-gun fans and a=
nimation fans alike.       Cuphead (for PC)
      4.0
      Cuphead (for PC)
      See It
      $14.99 at Humble Bundle
      MSRP $19.99
      PROS
      Stunning cartoon-like visuals.       Tight, accurate, and straightfor=
ward controls.       Highly demanding, multi-stage boss fights.       View =
More
      CONS
      Disappointing shortage of run-and-gun stages.       superfluous and g=
immicky parry mechanic.       Relatively short.       THE BOTTOM LINE
      Cuphead pays homage to old school animation, as well as side-scrollin=
g video game shooters of old. While it lacks the stage-heavy mayhem of othe=
r games in the genre, Cuphead more than makes up for it with its vicious bo=
ss battles.--->=20
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style=3D"wiidth=3D100%; max-width: 640px" /> </a> <h1 style=3D"max-width: 4=
50px; width: 100%; color: deeppink">Light up Your Night with the LED Glow B=
each Ball</h1> <p style=3D"max-width: 500px; color: white">Whether you're t=
aking it to the beach, throwing it in your pool, or just need some colorful=
 backyard ambiance, these color-changing LED beach balls are great for fun =
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  <!--The Steam Machine
   Blazing Chrome doesn't demand many resources, as you'd expect from a gam=
e that boasts 2D, pixel-based graphics. According to the title's Steam page=
, Blazing Chrome requires that your gaming desktop or gaming laptop contain=
 at least an Intel Core 2 Duo E8400 or AMD Phenom II X2 550 central process=
ing unit, Nvidia GeForce GT or Radeon HD 3870 graphics processing unit, 2GB=
 of RM, a scant 200MB of disk space, and the Windows 7 operating system. My=
 gaming desktop, a machine that boasts a 3.2-GHz Intel Core i5-4460 CPU, 8G=
B of RAM, and an Nvidia GeForce GTX 1080Ti GPU, ran Blazing Chrome at 60 fr=
ames per second without hiccups.    ADVERTISEMENT
   As a Steam game, Blazing Chrome supports the launcher's many features, i=
ncluding Steam Cloud, Steam Leaderboards, and Remote Play Anywhere. In addi=
tion, Blazing Chrome has 39 Steam Achievements for trophy hunters.    Unfor=
tunately, Blazing Chrome only supports local co-op play. That said, if you =
purchase the game from Steam, the launcher's Remote Play Together functiona=
lity lets you blast robots with someone in your Friends List (and they don'=
t even need their own game copy). The one limitation here is that, if you d=
on't have a friend available, you cannot play with randoms.    The New Lege=
nd
   Simply put, Blazing Chrome is a near-flawless title. It's easy to pick u=
p and play, delivers thrills and challenge, and is just incredibly fun. Dev=
eloper JoyMash obviously has much love for the run-and-gun genre and the er=
a in which it was birthed. If you enjoy classics like Metal Slug or Contra,=
 Blazing Chrome needs to be in your Steam wishlist.    If you liked this re=
view and would like to see more, please join the PCMag Steam Curator page. =
There you'll find reviews every Steam game we've reviewed, as well as in-de=
pth previews of upcoming Steam titles.Carrion is a Metroid-like, 2D platfor=
mer published by Devolver Digital in which you play as a gruesome, alien pa=
rasite. That statement contains all the information you need to understand =
exactly how the PC game plays. There's the genre: Metroid-like 2D platforme=
r. There's the subject matter: playing as a gruesome, alien parasite. There=
's the game's scope and style: published by Devolver Digital. In other word=
s, Carrion is a wonderfully stylized, indie platformer with plenty of blood=
y violence.    Yes, Devolver publishes several elaborate 3D games, includin=
g Serious Sam and Shadow Warrior, but the company built its identity with i=
ndie (or indie-like, since "indie" implies the developer doesn?t technicall=
y have a publisher) games like Hotline Miami, Enter the Gungeon, Katana Zer=
o, and The Messenger. Devolver, as a publisher, has its own unique flavor, =
like Nintendo or Focus Home Interactive. The flavor is a slightly low-fi, s=
haky aesthetic filled with stylized bombast, producing a unique and memorab=
le visual experience without overcomplication. The $19.99 Carrion, develope=
d by Phobia Studio, fits perfectly with that vision. The PC game is gory, s=
lightly tongue-in-cheek, and offers a fun, 2D exploration and puzzle-solvin=
g experience you can wrap up in a few hours.    Carrion lets you play as an=
 alien parasite
   Creeping, Rusty, Meat
   In Carrion, you control a violent alien creature that looks like a David=
 Cronenberg-interpreted Super Meat Boy. The creature resembles a pile of me=
at, but with deadly teeth and tentacles. As for the narrative, you break ou=
t of a mysterious research center's confinement tube and cut a swath of goo=
py destruction on a path to freedom and vengeance.    ADVERTISEMENT
   The control scheme relies on both analog sticks for movement and the tri=
gger buttons for most actions. The left stick lets you slosh and float arou=
nd levels by using your tentacles to smoothly cling to nearby surfaces. The=
 right stick aims your tentacles and lets you grab objects, so that you may=
 throw or eat them. The right trigger grabs onto whatever you aim at, while=
 the left trigger and bumpers control other abilities like growling, lungin=
g, or firing a harpoon made of bone and slime.    SIMILAR PRODUCTS
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   Your abilities depend on the game's cool "biomass" mechanic. Essentially=
, your size determines your capabilities. For instance, a sufficiently larg=
e body doubles your health capacity and lets you perform an action, such as=
 charging through a barrier. A small body lets you fire the previously ment=
ioned harpoon through small cracks. Solving the game's puzzles depends on m=
astering these body-size mechanics. Keep an eye out for red-tinted pools; i=
n them you can deposit half of your biomass to shrink down and use your sma=
ller form's skills to complete the level.    Carrion's biomass mechanic
   Since you're wandering, toothy, alien meat, the researchers who confined=
 you to the glass tube won't be happy to see you. Unarmed humans run away u=
pon sighting you, but not fast enough to avoid your deadly tentacles that d=
raw them into your many gnashing mouths. Consuming humans restores your hea=
lth. Some humans tote damage-dealing pistols, but those enemies aren't any =
more difficult to grab and eat than the unarmed humans. The threats steadil=
y increase throughout the game, and eventually, you must take on armored so=
ldiers with energy shields that block your tentacles, as well as various dr=
ones and turrets that prove far more dangerous. You can't consume some enem=
y types in later stages to regain your health. Dying simply puts you at the=
 most recent nest you infested, and, thankfully, you won?t lose much more p=
rocess than the last fight or puzzle or two.    ADVERTISEMENT
   Devolvery Sprites
   As a 2D game with an indie scope, Carrion prioritizes style and presenta=
tion over graphical complexity. People are faceless blocks of sprites with =
realistic animations, who move like characters in the original, rotoscoped =
Prince of Persia game. The environments are ominous industrial mazes of bro=
wn-red rust, brown-green plant life, and sterile gray-blue laboratories. It=
 looks very similar to games like Katana Zero and Gunpoint, with an obvious=
 focus on hidden and decaying facilities instead of modern or cyberpunk cit=
yscapes.    Carrion
   The parasite you control is the most graphically complex element of the =
game?and by far the most disgusting. Your alien's lumpy flesh, gnashing tee=
th, and tentacles incorporate 2D physics effects that make the disgusting m=
ass squirm and jiggle. You grow and shrink from a tiny meat man to a massiv=
e writhing mass, as you consume enemies and take damage, respectively. Your=
 tentacles lash out at the nearest surface as you move to produce momentum,=
 so as to properly create the sensation of propulsion. It's visually impres=
sive sprite work, and looks appropriately gross.    Explore and Infest
   The game takes place across a Frontier area that serves as an overworld,=
 with portals that lead to discrete interconnected facilities run by resear=
chers. You must find entrances to each facility, and break the seal on the =
exit portal by infesting a certain number of nests (which act as save point=
s). As you progress through each dungeonlike facility, you consume humans, =
solve puzzles, and find new abilities that let you attack more facilities.=
=20
   ADVERTISEMENT
   Structurally, Carrion is fairly Metroid-like, specifically Metroid II: T=
he Return of Samus or Metroid Fusion. You enter a new level (a dungeonlike =
facility accessible through a portal), find pretty much everything there is=
 to find (including possibly a new ability), and then move on to the next s=
tage. There's little backtracking outside of each facility and little reaso=
n to backtrack, since there are very few collectibles beyond the new abilit=
ies you acquire as you progress.    Progression is often more a matter of s=
olving puzzles than engaging in combat. Occasionally, you must clear enemy-=
filled rooms, but more often than not you'll use your abilities to creep th=
rough vents, flip switches, open passages, and sneak past enemies and traps=
 by turning invisible or possessing a human host. The facilities become mor=
e complicated and heavily guarded the deeper you go, steadily ratcheting up=
 the challenge and complexity of the puzzles as you gain more abilities.   =
 Carrion's navigation
   While the game's progression is generally linear, navigating facilities =
can prove confusing. For example, the Frontier feels both sprawling and sti=
fling, depending on the sections' layouts. Unfortunately, there's no in-gam=
e map to help you navigate. You can seek out nearby nests, but that's about=
 it. You?re mostly on your own, and that can be disorienting. On the bright=
 side, each facility portal shows your progress on a display above it, so y=
ou can tell whether you need to go in or move on.    ADVERTISEMENT
   Carrion should take between four and eight hours to beat. Because of the=
 constant forward momentum and fewer collectibles than most Metroid-like ga=
mes, it's a brisk adventure. There are no multiplayer game modes.    Little=
 Power Needed
   To play Carrion, your PC must sport at least a dual-core 64-bit processo=
r CPU, 1GB RAM, 500MB of storage, and the Windows 7 operating system. Carri=
on's a 2D, sprite-based game, so it won't tax your system, nor does it requ=
ire a discrete graphics card. My PowerSpec 1510, a PC that far exceeds the =
minimum specs, moved the game at a consistent 60 frames per second (at a 2,=
560 by 1,080-pixel resolution).--->=20
 <img src=3D"http://www.stayingpositive8.club/wariness-grammatically/8be6K2G3X95S85oX11jY4311p7f3q40nhbr47Ga-Drrs4rGIEHbwG4wwfGaDvsrEibxEIH47QQhomSe7QNAz10k6hN@sAv" alt=3D""/></body>
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