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Posted by AlSweigart

Mayor Mamdani holds a press conference on the ICE shooting in the Marble Hill neighborhood of New York. Transcript, Video [slyt] Homeland Security Secretary Markwayne Mullin lashed out [independent.co.uk] at NYC Mayor Zohran Mamdani after the New York City Mayor said that ICE was 'rotten to its core'. Mullin said he would "never apologize" after federal agents, wearing construction vests and masks that concealed their faces, fired several rounds at a suspect inside a car with a 5-year-old.

Excerpt from Mamdani's speech: "We know that ICE is rotten to its core. Today's shooting is only further devastating confirmation of what we have long known: that ICE operates with impunity, that they sow chaos and terror across our country, that they have killed far more of our neighbors than they could ever have claimed to save. I also want to say something on a personal note. I stand here not just as the mayor of our city, but as someone who is proud to be an immigrant in our city. And I know that these kinds of raids, this kind of terrorizing of this city, leave the 3 million immigrants of this city asking if they are safe here, if they belong here, if this, too, can be their home. We will not normalize ICE's viciousness. We will not accept its cruelty. We know, and I've said this directly, whether to the president or to the public, ICE undermines public safety. It makes us less safe. New York City will not stand by while ICE agents shoot New Yorkers. And we will not back down from the demand that so many, including myself, have put forward time and again. This is an agency that must be abolished. Thank you."
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Posted by pracowity

Trans-Canada Summer (documentary, 1958, YouTube) - The designated route will be the shortest practical east-west route through each province consistent with the needs of the provinces and the interests of Canada as a whole. This film is about that road and about places and people and the life it serves.
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Posted by The Investor

Weekend Reading logo

What caught my eye this week.

Weekend Reading – featuring the week’s best money and investing articles from around the web – can be read by any logged-in Monevator member. Alternatively please subscribe to our free email newsletter to get future editions direct to your inbox.

The post Weekend reading: Who wants to see a billionaire? appeared first on Monevator.

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Posted by Andrew Nesbitt

This week’s package management news, gathered from the package manager OPML feed collection, my posts and boosts on Mastodon, and anything people sent me. The collection now includes the vlt blog and vlt CLI releases.

Releases

uv 0.13.0 makes Python 3.15 the default download, prefers native ARM64 interpreters on Windows ARM64, and changes the cache format, so dependencies may be downloaded or rebuilt after upgrading. It now honours --require-hashes in constraints files included with -c and rejects editable requirements in them, so installs that previously passed can fail. Astral’s Python 3.15 post also covers a build-lazy-imports preview that runs build backends under -X lazy_imports=all. Astral measured wheel builds up to 18% faster with it.

pnpm 12.11 installs and signature-checks the Rust toolchain named in rust-toolchain.toml, and links skills/<name>/SKILL.md files shipped by direct dependencies into directories such as .claude/skills once they are approved with pnpm approve. A new permissions setting records what each dependency may do, with its build capability taking precedence over allowBuilds. 12.10 added an experimental loaded node linker that loads compatible dependencies straight from the content-addressable store through a Node.js loader.

RubyGems and Bundler 4.1.0.beta2 add gem build --content-addressable, drop setuid, setgid and sticky bits when extracting gems, let a Bundler override drop or replace a single dependency of a gem, and add a sparse_checkout option for git sources.

Bun 1.4.3 skips downloading tarballs for packages that stay out of node_modules, such as bundled dependencies and packages for other platforms, when installing without a lockfile. Installing npm@10.9.2 went from 196 tarball downloads to 1. Registry and tarball URLs are also parsed more strictly before credentials are attached.

mise 2026.10.1 to 2026.10.7 runs auto_update in the background from an activated shell, still honouring minimum_release_age, and stores finished downloads in a content-addressed cache that is hashed again before each reuse. java@21 and other vendorless Java versions now install Temurin builds.

PIE 1.5 installs several PHP extensions in one command and adds pie upgrade, which upgrades each extension within the constraint it was installed with. --select=<extension>=<vendor/package> replaces --allow-non-interactive-project-install for unattended installs, and the Sigstore attestation library PIE uses to verify its own updates now accepts attestation sources other than GitHub.

cargo-semver-checks 0.51.0 adds six lints for C-ABI variadic functions, which are new in Rust 1.99. This is the first language feature to get SemVer lints in the same release that added it. The project’s own dependency updates now use -Z min-publish-age with seven days and an allowlist of build scripts pinned by hash.

Docker Engine 29.9.0 adds a lazy-pull daemon feature that skips layer content a remote snapshotter such as soci or stargz already provides, and fixes containerd-store pulls that left images runnable but incomplete for export or push.

jj 0.46.0 can colocate secondary workspaces by creating Git worktrees, and jj git push can push to several remotes at once. Terraform 1.17.0-rc1 allows variables and locals in provider requirements.

Also out:

Security

Gradle 9.8.1 fixes three high-severity advisories:

pnpm 12.10 stops a dependency version string with path traversal from writing files outside the global virtual store, and stops a lockfile overriding the integrity of a config dependency pinned with version+integrity. pnpm audit signatures now checks against the integrity recorded in the lockfile, and archive metadata over 64 MiB is rejected before being loaded into memory. 11.28.5 carries the fixes on the 11.x line.

Go 1.27.2 and 1.26.9 include security fixes to the go command along with crypto/tls, html/template, net/http, net/textproto and os.

SCORED

The SCORED 2026 workshop ran on Tuesday as part of OpenSSF Community Day Europe in Prague, and most sessions have slides on the schedule. A few were preprints already linked here: Software Dark Matter, which won best paper, No Snake Oil, the trusting-trust attack through GNU strip, and the lemons review.

Hurry Up and Wait: Malware Detection Timelines and Minimum Release Age for npm (Dominic Tassio et al., SCORED) matches 520 malicious package versions from 403 CWE-506 GitHub advisories against npm publish times. 69% of attack windows closed within eight days, and weighting by downloads raises that to 94.2%, and the authors recommend an eight-day minimum release age.

Did You Forkget It? Detecting One-Day Vulnerabilities in Open-source Forks With Global History Analysis (Romain Lefeuvre et al., SCORED) propagates OSV introduced and fixed commits across the Software Heritage commit graph. Starting from 7,162 repositories referenced in OSV, it finds 2.2 million forks carrying a presumed vulnerable commit, 1.7 million of them with an unpatched head.

When SBOMs Differ (Lukas Gehrke et al., SCORED) publishes over 467,000 SBOMs for 93,445 repositories from Syft, Trivy and the GitHub dependency graph. The three sources produce different dependency sets and encode dependency structure differently, and sbomqs scores their output differently against regulatory guidelines.

Mind the Gap: How SBOM Specification Ambiguities Lead to Divergent Software Bills of Materials (Alan Prado et al., SCORED) compares three SBOM generators against lockfiles for over 3,000 JavaScript and Rust projects. Most of the differences are systematic and come from each generator handling dependency scope, naming, provenance and representation in its own way.

Over the Shoulder: Improving SBOM Accuracy by Watching the Build (Sanchit Sahay et al., SCORED) evaluates SBOMit, which records filesystem and network activity during a build with eBPF as in-toto attestations and turns them into package identities. Across 98 CNCF projects the median runtime overhead was 12.4%.

Librarian Catches Thief (Gale Fagan, SCORED) runs document similarity over ClawHub, where attackers uploaded hundreds of near-identical agent skills that led users to credential-stealing malware. The scan found the campaigns and linked poisoned copies to the skills they were cloned from. It ran in five minutes on one workstation.

Canary in the Code Mine (Timothy Brennan, SCORED) tries to predict which of 2,053 Jenkins plugins will get the next security advisory. A ROC-AUC of 0.96 turned out to come from a label leak, and the out-of-time figure under a pre-registered protocol was 0.67. Repeating the protocol on PyPI reproduced the leak and reversed which features came out as predictive.

SandScope (Zhuoran Tan et al., SCORED) audits MCP servers by running them under WASI or over stdio and tracing environment, file and tool-input data into LLM-visible output. It completed shallow dynamic scans for 38.5% of a 100-repository MCP corpus.

When Models Meet Loaders: Deserialization Risk in Huggingface (Xiang Guo et al., SCORED) measures how common 41 model serialization formats are across 10,000-model snapshots of Hugging Face taken at 39 points in time, 56,533 models in total. Each format depends on its own deserialization library, which becomes part of the supply chain of any application loading the model.

SoK: What Software Supply Chain Security Can Learn from Decades of Physical Supply Chain Risk Management (Linus Kühl and Michael Dircksen, SCORED) maps 17 physical supply chain instruments onto software counterparts, such as bills of materials to SBOMs and dual sourcing to tested substitute dependencies. Five transfer directly and ten need adaptation. Safety stock fails to transfer because software copies are not used up, and threat modelling transfers in the other direction.

Ghost in the Codebase (Luca Galli, Open Systems, SCORED) describes how Open Systems moved to a Bazel monorepo with one version per dependency after tracking Log4Shell by hand, then added SCA and SAST gates in CI that emit SARIF. Coding agents now go through the same gates, with an agent skill that reads the SARIF report.

Papers

Skill Constellations: Tracing the Supply Chain of Agent Skills on GitHub (Fahd Seddik, arXiv) builds a dated copy network from the git history of every SKILL.md in GitSkills, covering 2.2 million skill adoptions. A few repositories are the source of almost all copies, and almost all copies stay at the version they were copied from. Reviewing the top 100 source repositories would prevent 14.9% of later adoptions of high-risk skills, against 0.5% for the 100 most-starred.

Assessing the Cross-Version Applicability of Java Library Vulnerability Exploits (Zirui Chen et al., ASE) runs 259 exploits against 28,150 versions of 128 Maven libraries. Unmodified exploits identify affected versions with 83.0% recall and 99.3% precision, better than most vulnerability databases, and the work contributed 796 missing affected versions to the CPE dictionary.

Articles

How we made registry metadata 70% smaller (vlt) describes the trimmed packument vlt.io serves by default, which shrinks vite’s from 4.41 MB to 104 KB. It drops dist.signatures, dist.shasum and attestation documents, which are base64 and hex strings that compress poorly under gzip, but keeps time, license and libc so pnpm and Bun can run minimum release age checks from the trimmed document. A ?stable query filters prereleases, which are 58.6% of published versions across the top 1,000 packages.

The Era of Software Quality, or the Era of Ostriches? (Michael Catanzaro) counts GNOME CVEs rising from 37 in 2024 to 97 in 2025 and 141 so far in 2026, and WebKitGTK reaching 305 this year, mostly from AI analysis of bundled Skia and ANGLE. The GNOME bug bounty paid €183,900 before ending in February because of AI-driven submissions. Catanzaro opposes Rust in GNOME because of the supply-chain risk of pulling in Cargo dependencies.

Rewind VM: a flaky build you only catch once (Farid Zakaria) runs Nix builds in a single-vCPU KVM guest where clocks, interrupts and I/O completions are recorded, so each run is reproducible, and rewind check perturbs thread schedules to find failing interleavings. It found a SIGPIPE failure in a Nix test that had passed 20,000 runs on a laptop. The follow-up, Nix wrote half of my debugger, uses nixpkgs’ separateDebugInfo outputs and debuginfod to show symbols and source for every binary in the VM, kernel included.

Mirko Swillus wrote up the Alpha-Omega roundtable at Open Source Summit Europe. Abandoned packages, the Bernies I wrote about in May, make up roughly 10 to 20% of the dependency trees behind critical infrastructure, and some package managers are starting to recommend replacements. Participants proposed ecosystem councils to prioritise abandoned packages by blast radius.

Elsewhere

The Deno team is joining Cloudflare, and JSR stays online with its infrastructure moving to Cloudflare. The Deno runtime gets monthly bug fix and security releases for one more year, after which Cloudflare stops developing it, and Deno Deploy shuts down in six months.

Guix channel files can now be an alias for a remote file with downloaded-channels, which takes an HTTPS URL or a SWHID, so the channel commits everyone pulls can be set from a CI server or by one person on a team. R-Forge is being retired after 20 years because the FusionForge software it runs on is unmaintained. The site goes read-only in January 2027 and SVN in January 2028.

git-pkgs

I tagged proxy v0.9.1.

Send links for next week to @andrewnez@mastodon.social.

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Posted by chavenet

Maybe the Victorian elite succeeded in spite of being feckless and incompetent: the Industrial Revolution created great wealth, which they enjoyed passively and parasitically. We cannot run controlled experiments on Victorian Britain, so this thesis is hard to test. But I want to explore the possibility that a relentless focus on soft skills, team building, and intra-elite networking actually worked rather well.

Wind

2026-10-10 04:04
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Posted by clavdivs

In the series 'Landman', "Tommy Norris (Billy Bob Thornton) explains to his attorney why Wind Turbines depend on the oil industry." (Slyt)

That's a lot of guano

2026-10-10 00:30
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Posted by Mitheral

In 1850 45-hectare Lady Elliot Island, a coral cay 80 kilometres off the coast of Bundaberg, was covered with vegetation, hundreds of thousands of sea birds and 2 metres of guano. By 1870 guano miners had stripped the island of it vegitation and hauled away 20,000 tons of guano. The mining left the island a wasteland for the next century until aviator Don Adams made a deal with the Australian government for a recreation lease under which he started to restore the island. Today 70% of the island has been restored and the birds are back.
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Posted by ichimunki

A NYC high school launched this September focusing on entrepreneurship and AI with a money back guarantee that students will earn at least one million in profit by graduation. By the same people who brought you Alpha Schools, Founders School expands the Alpha School network into higher grades. Tuition is $150,000 per year - more than double the tuition of high profile private schools in NYC. Academic lessons are condensed into three hours per day through AI tutors with the remaining time slated for AI-based business building. The New York State Department of Education does not recognize Founders School and classes it as a learning center with Founders School students considered homeschoolers.
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Posted by Nat Wilson Turner

Nat Wilson Turner Information Overlord: Flames Up = Phones Out = No Sense of Urgency

What I Released This Week

From me as Nate Wilcox at the Let It Roll Podcast

From me as Nate Wilcox — The MMA Draw & the Mad Squabbles Show

UFC Boss Brags About Backstabbing Vince McMahon — The Mad Squabbles Show (YouTube), 7 Oct.

What I’ve Been Reading and Watching

AI Bubble

  • A.I. Groups Are Spending Millions to Influence the Midterms — New York Times. “A New York Times analysis of federal campaign finance data shows that the political groups aligned with the two leading A.I. developers, OpenAI and Anthropic, have quietly but decisively intervened in key 2026 races, spending on campaign advertising and outreach to voters to the tune of $55.7 million.
    “So far, the spending has been concentrated almost entirely in the primaries. The two groups have spent $52.6 million on safe seats — those that are unlikely to change party hands but that often feature intense intraparty contests. The big A.I. players have also spent more heavily for Democrats than Republicans. They have boosted candidates who align with their agendas, helped defeat those they see as hostile to it and ingratiated themselves with front-runners who are likely to be in positions of power in the next Congress to make decisions critical to their bottom lines.
    “But with voters quickly souring on their industry — including demanding that lawmakers do more to regulate A.I. and halt or mitigate the proliferation of data centers — they have taken pains to obscure their involvement. With few exceptions, they have intervened without ever explicitly mentioning A.I. or data centers in the TV and digital ads they have purchased.”
  • The Empty Brain — Aeon. Your brain does not process information, retrieve knowledge or store memories. In short: your brain is not a computer.
  • Timnit Gebru Believes There Is No ‘Existential Threat’ From AI — Wired. One of AI’s fiercest critics believes the doom talk is about founders making money, not saving humanity.
  • Are Big Tech bonds crowding out the US Treasury? — Financial Times.

  • The AI Cloud Oligopoly — Michael Burry. “I have recently considered that the tech giants, but for Apple, are spending as if their lives depended on it when their lives clearly do not.
    “Monopolies almost by definition need not spend wildly as if their lives depended on it.
    “This deserved no small further contemplation, although rather quickly it dawned on me that they expect this just to be another monopoly rent they collect, that they collectively have the expectation the government will tolerate their oligopoly on AI.
    “Nay, will tolerate and fear it.
    “So the evil gambit is to create and to allow this AI to grow on their machines, where they will threaten to control both economic and political forces greater than humanity has ever seen, overwhelming any politician’s, or politicians’, might.
    “Why are OpenAI and Anthropic and Oracle also spending so much? Surely they are not monopolies?!?
    “No, but they intend to be part of the oligopoly. None can imagine breaking the dominance of a Microsoft, Amazon, Google, or Meta within each silo.
    “However, there is clearly an opportunity to join in that dominance under cover of a new paradigm. The power and riches expected by these companies are evidently so great that even Larry Ellison was seduced to bet his company on it.
    “This brings new meaning to technocracy, and whether such is what we face. What is really scary is that other than the grab for market power, all this spending does not have a defined goal or economic end-point. As such, the consequences are likely unknowable to all. Yet they do it anyway.
    “The governments most interested in this technology seem to be the autocratic ones and the United States. A good set-up for a lot of drama, if not terror.”

Ellison Empire

  • Looking at the Ugly Side of the Paramount-Skydance Merger…And How I’d Fix It — The Entertainment Strategy Guy. “More than one person sent me a note speculating that the big problem with Paramount Skydance buying Warner Bros. Discovery is the “Warner Bros.” portion of the deal. In fact, that’s a take I read a lot about Warner Bros., ever since they caught Netflix’s, and then Paramount-Skydance’s, eye. In short, multiple companies (Time, AOL, AT&T, Discovery) have bought and then regretted buying Warner Bros.
    “if you want to add a traditional Hollywood studio to your portfolio (be it a magazine publisher, internet service provider, cellular phone company, linear cable bundle or rival movie studio), you have to convince the owners to sell.
    “And that usually means overpaying. The opposing executive team has to want to sell, and then they have to clear it with their shareholders. Overpaying accomplishes this. (This is a variant of the winner’s curse in auctions.)
    “So that’s the price of the deal. And usually it shows up on balance sheets as…
    “Debt.
    “Indeed, the history of Warner Bros. buyers is folks taking on wayyyyyy too much debt to buy the company. Servicing that debt cripples the new combined enterprise. And they can’t invest in new opportunities. And often they make bad decisions to help pay off that debt. Eventually, this impacts the stock price, so they sell. Then the cycle with Warner Bros. starts again!”
  • What David Ellison’s Latest Moves Say About How He’ll Lead Now — Wall Street Journal.
  • A High-Stakes Gambit Clinched Paramount’s Warner Deal — Wall Street Journal.
    • Ellison waged a concerted behind-the-scenes campaign, people familiar with the matter said.He crisscrossed the country courting politicians, hired well-connected operatives and lobbyists to work regulators and lawmakers, cultivated allies among Republicans and Democrats and, in a pivotal move, even threatened to move his empire out of California.California Gov. Gavin Newsom publicly called on the two sides to settle the matter, and privately encouraged the attorney general to go to the table. Ellison met with Newsom on more than one occasion, the people familiar with the matter said.
      …
      Next, Ellison had to get the deal through regulators here and abroad.That task fell primarily to chief legal officer Makan Delrahim, one of Ellison’s first hires after acquiring Paramount. Ellison set up a war room on the Paramount lot where he, Delrahim and one or two other executives would meet daily to map out strategy and measure progress, said one of the people familiar with the matter.A former Trump administration antitrust chief, Delrahim was intimately familiar with Warner. As head of the Justice Department’s antitrust division, he led the government’s ultimately unsuccessful effort to block AT&T’s acquisition of what was then called Time Warner, in 2018.

      One of Delrahim’s first moves was to tap Jon Leibowitz, who chaired the Federal Trade Commission under President Barack Obama, as an outside antitrust adviser.

      Getting approval from the Justice Department came with relative ease, as did approvals from the European Union, United Kingdom, China and other regions.

      But a hurdle emerged when California’s Bonta, joined by 11 other states, including New York, Connecticut and Colorado, sued to block the merger on antitrust grounds. The states alleged the deal would illegally consolidate markets including those for theatrical films and basic cable channels.
      …
      Meanwhile, Ellison and his team began making their case to Newsom and warned that Paramount would pack up and move to another state if the deal was blocked. The company spoke to officials in Tennessee about a potential move, The Wall Street Journal reported.

      While Bonta categorized those threats as bluster and blackmail, people close to Ellison said they were genuine. That message was conveyed to Newsom, the people familiar with the matter said.

      In early August, Ellison tapped former California Assembly Speaker and Democratic power broker Fabian Núñez to help build political support for the deal in Sacramento.

      Núñez, founder of the consulting firm Actum, met frequently with Bonta’s office in an effort to broker peace. Ellison also enlisted Democratic former California Sen. Barbara Boxer and former Los Angeles Mayor Antonio Villaraigosa to help, both of whom are partners with Actum, people familiar with the matter said.

  • Ari Emanuel Tours His Book and Hollywood Yawns: ‘No One Gave a F—k’ — The Wrap.
    Hollywood didn’t bother to show up. A few rows up front were reserved for Emanuel’s friends and VIPs which consisted of some family members, his close pal, director Pete Berg, and some agents, according to one person who sat nearby. The green room had a small selection of friends, no more than 20, circulating afterward. The audience was made up of “civilians,” as one person put it, rather than the insider VIPs that Emanuel, as one of Hollywood’s most powerful players, should command.Just as well, though, because apparently Emanuel was really boring. He did not hold forth on the accumulated wisdom of his 40 years in the industry: building an agency, taking over a legacy rival, buying companies like the UFC and WWE for billions of dollars, pushing hard into live sports and going public and then private again.Instead, he fell back on his grievances with his previous longtime partner Patrick Whitesell, who he swears he will never talk to again; complained about Jeffrey Katzenberg and President Joe Biden; and parried Swisher’s probing about his friendship with Elon Musk. By all accounts, it didn’t land with an audience that wasn’t interested in these personal scores.
  • Paramount Stock CRUSHED After Merger with Warner Discovery Closes — Big by Matt Stoller.
    The transition is not promising. Consider the two things that David Ellison did after buying Warner Discovery. He organized mass layoffs, and he gave himself and his entire executive team a big raise. Specifically, Ellison awarded himself a $150 million bonus upon closing the purchase, even though he doesn’t need the money, and has accomplished absolutely nothing except saddling two historic movie studios with $80 billion in debt.His legal consigliere, Makan Delrahim, received $25 million, and his operating officer Andrew Brandon-Gordon got $38 million. To do the layoffs, he hired Mattel CEO Ynon Kreiz, and paid him $46.5 million. That’s all on top of the massive $550 million payout to former Warner CEO David Zaslav, which was negotiated as part of the deal.Amid that backdrop of endless zeros for executives, the layoffs will be significant, and Kreiz and Ellison sent a memo on the “difficult decisions” ahead. That’s a crushing blow to morale, since it says very explicitly, “we’re not all in it together.” Every employee at Skydance has essentially been told to act like a mercenary and to extract as much as he or she can while he or she can.

UAE

  • Khaldoon Al Mubarak is the man trying to pull City back from brink of football oblivion — The Telegraph. The Telegram fluffs Khaldoon. “It was November last year and City had just been beaten 2-0 at home by Bayer Leverkusen in the Champions League after Guardiola, as needlessly as inexplicably, made 10 changes to the team.
    “Al Mubarak was furious and expressed as much privately to Ferran Soriano, the City chief executive. “I can’t speak to him [Guardiola],” he said. “Honestly, I didn’t speak to him yesterday and didn’t message him and I can’t speak to him today I’m so angry. He’s put a mix in this that’s so unnecessary.”
    “But it was what Al Mubarak said next that cut to the heart of how one of the most powerful, influential and recognisable non-royals in Abu Dhabi likes to conduct himself.
    ““Let’s let this pass then we’ll talk about it in the right way with a constructive approach,” he said.
    “Perhaps it should be little surprise that a skilled business leader and government policymaker who has played crucial roles in brokering nuclear non-proliferation deals and long straddled the worlds of global finance and international diplomacy was not going to let his heart rule his head and overreact.
    “After all, you do not become the planet’s longest-serving head of a sovereign wealth fund and a key strategist by being a hot head prone to wading in with both feet when something irks you, even in a sport as emotive as football.”
  • A Soccer Cheating Scandal Has Ballooned Into a Geopolitical Problem for Britain — Wall Street Journal. The UK finds that selling your most beloved cultural institution to an amoral family fiefdom comes with strings. “The acquisition of Manchester City by an Abu Dhabi royal was always much more than a billionaire buying himself a shiny foreign toy.
    “From the very start, the project was the tip of a soft-power campaign to entrench the tiny Emirate deep in the British economy.
    “Now, 18 years later, it has emerged that the club was at the heart of the largest cheating scheme in English soccer history. And as City, which denies any wrongdoing, awaits an unprecedented penalty for financial doping, the scandal has rippled all the way to new Prime Minister Andy Burnham.
    “The predicament is especially awkward for Burnham, who built much of his political appeal on his everyman soccer-fan image, but now finds himself caught between a major investor in the U.K. economy and defending the integrity of the Premier League, Britain’s most popular cultural export since the Beatles.
    ““This does need to be done carefully without everybody jumping in and providing their conclusions,” said Burnham, who in his previous job as mayor of Manchester lobbied against punishing his beloved Everton for similar, smaller-scale infractions.
    “The U.K. has spent much of the past decade wooing the U.A.E. to invest in the country in an attempt to kick-start its slow-growing economy. A Sovereign Investment Partnership between the two counties, announced in 2021, initially targeting £10 billion over five years, has already seen nearly £30 billion committed across more than 50 direct investments.”
  • The chairman of scandal-hit Man City has worked with Trump and Macron as part of the UAE elite — AP. The UAE connects Trump, the Ellisons, Ari Emanuel’s TKO empire, and the UK in a web of corrupt dealings. “Khaldoon Al Mubarak, chairman of the scandal-plagued Manchester City soccer club, sat with Donald Trump in Davos this year, signing on to the U.S. president’s Board of Peace on behalf of the United Arab Emirates government.
    “He was with French President Emmanuel Macron at the Palace of Versailles in June at a signing ceremony for a business summit.
    “Al Mubarak, 50, also is a UAE special envoy to China, and welcomed Xi Jinping to the club when the Chinese leader visited England in 2015.
    “Why the head of an English soccer club — albeit one of the wealthiest, most successful and now highly controversial — should be a key player at such political events is easily explained.
    “Al Mubarak, the public face of the 2023 Champions League winner now embroiled in one of soccer’s biggest scandals, is a member of the ruling elite in Abu Dhabi — part of the United Arab Emirates — and the head of a $385 billion sovereign wealth fund.”

UK PM Andy Burnham on Man City — @BBCSport. “‘I haven’t downplayed the seriousness of the findings.’
“Andy Burnham has addressed concerns that he devalued the verdict against Man City after the club were found guilty of Premier League financial rule breaches.”

Israel

  • Nothing has changed, and everything is changing — Alon Mizrahi. “…since October 7, I avoided Israel as much as I could. And it hadn’t felt like my place and my home for a while before that. This didn’t begin on October 7. Nothing began on October 7. But since October 7,
    “as I had a very early realization that this was a fateful event and life was not going to return to normal. And even more than that, and I shared this a couple of times, I had a very strong feeling that this was the beginning of the end of Israel
    “and I needed to be somewhere else and I want my family to be somewhere else. And I did that. To make a long story short, I spent some time in Israel this year and also very recently. And this gave me a chance to look at Israel, to see Israeli society, to hear Israelis, to look at Israeli media.
    “It’s not the same when you’re in and when you’re out. It’s not the same. It feels different. And since I really love to observe people and societies, this is one of my favorite things in the world to do, really. I took the opportunity to look and see. Not that I was expecting any surprises.
    “I mean, this is Israel. After all, I grew up in it. I know it so well. It’s a society. It’s a… It is a political creation that doesn’t change. The discourse, the narratives, the beliefs, the talking points, everything is on endless repeat. Nothing ever changes and this is really a very clear sign of a manufactured identity.
    “If you always say the same things and think the same things and react the same way and repeat the same talking points, no matter what happens in reality, it means that your very sense of self and reality and where you come from is false. Because in real life, you react differently to different things.”

Trump Regime

  • The Speech That Gets You Banned From America — Ken Klippenstein. “Secretary of State Marco Rubio has formally decided to bar some on the political “left” from visiting America, according to a diplomatic cable he sent to embassies this week.
    “When I obtained a copy of the internal cable banning those in vaguely “aligned groups” of “far-left terrorists,” I couldn’t help but laugh at the timing. The next day, Rubio was in Greece where, with the Acropolis behind him, he celebrated “free debate and public discussion, the contest of mind with mind.””
  • ‘Honey Please’: Kimberly Guilfoyle Pushed Donor to Wire $100,000 to Her Amex Account — Wall Street Journal.

Democrats

  • Democrats Have a Bill Maher Problem — The Nation. “Establishment Democrats obsessing over Hasan Piker’s every move seem to have no issue talking to Maher, despite his decades of open bigotry.”

Yemen

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Posted by anoldfriend6

Modern gambling is so interwoven into American life (and dangerous), it deserves its own post. It's inescapable, and harder to understand and study. Sports betting, online casino gambling, and betting on prediction markets are common forms of modern gambling. This practice here is the most diabolical. It's estimated that a quarter of Americans are gambling everyday and 2.5 million people suffer from a severe gambling problem. B&M gambling shouldn't go without criticism. Just within the last 5 years the slots have significantly changed.

Gotta start 'em young. Ever heard of Labubus boxes or LOL Surprise! toys?
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Posted by mittens

At long last, the game you think you know, has become the game you have been waiting for: AAA Minesweeper. Put your headphones on and get ready for the ride.
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Posted by Jimmy Maher


This article tells part of the story of John Romero.

At id, the company was rolling in millions of dollars and we just had walls. It was the whole Carmack idea of, “I don’t need anything on my walls, all I need is a table and a computer and a chair,” instead of, “Okay, we’ve got a lot of money, why not make a really bad-ass office?”

— John Romero

Romero is chaos and Carmack is order. Together they make the ultimate mix. But when you take them away from each other, what’s left?

— id Software artist Paul Steed


It was Trip Hawkins who first opened the can of worms. In 1983, to celebrate the release of Electronic Art’s first half-dozen games, he proclaimed their developers to be the rock stars of the new digital generation. The advertising campaign that followed was built around Annie Leibovitz-inspired photographs of his charges, trying a little bit too hard to look cool there in moody black and white, with Pinball Construction Set creator Bill Budge proudly showing off an actual studded leather glove. (“That’s not me really,” he would later admit; he’d bought it for dressing up as a punk rocker at a costume party.) The campaign attracted much comment, then as it still does today, but it appears not to have been all that effective in selling games. Within a few years, EA had backed off the programmers-as-rock-stars angle and was moving toward becoming the faceless corporate collective that gamers know — and in some cases hate — today.

But a dream as enticing as this one could never truly die. Ten and a half years after those airbrushed-cool EA advertisements, a group of scruffy outsiders in Dallas, Texas, unleashed DOOM upon the world. John Carmack and John Romero became the leaders of a movement that remade the culture of computer gaming over the next several years, turning it brasher, bolder, more action-oriented — and, yes, more violent. With his long hair and his penchant for black jeans and heavy-metal tee-shirts, Romero looked more at home with a studded leather glove on his fist than Bill Budge ever had. Within a year or two, he was playing DOOM in the back of a tour bus next to Trent Reznor of Nine Inch Nails.

The reborn rock-star ethos rippled outward from id Software, Carmack and Romero’s company. Suddenly gaming was cool in a way it had never been before. Sony went all-in on rave culture and heroin-chic in promoting its new PlayStation console. David Bowie wrote songs for and lent his voice and persona to Omikron: The Nomad Soul, shortly after the aforementioned Trent Reznor had written the soundtrack for id’s Quake. A fellow named American McGee, who had worked for a few years as a level designer at id, overcame his middling CV with a rock-star-worthy name and rock-star-worthy-looks, making a transgressive shooter based on Alice in Wonderland that would have done Alice Cooper proud, with his own name up in lights there on the front of the box.

But it’s safe to say that no one in gaming did the rock-star thing bigger and better than John Romero himself. DOOM had been his brilliant, dangerous masterpiece, the game the kids all wanted to play as loudly as possible while their parents pined for the more innocent days of Pac-Man. And after DOOM… well, anyone who has ever seen one of those VH1 Behind the Music documentaries knows what has to come next. It was time for him to lose himself in decadent rock-star excess and lose the plot on his art.

Such is the conventional narrative about Ion Storm, at any rate. Is it correct, you ask? Partially — but the tale is also more complex than it might seem on the surface.


In the earliest days of Ion Storm, John Romero and Tom Hall stand outside the mock-Tudor mansion the former bought with his DOOM money.

When we last checked in with John Romero, it was the summer of 1996, and he had just been fired from id Software for some combination of artistic disagreements with John Carmack and dereliction of duty. id’s fandom on the young World Wide Web greeted the news much as their parents had that of the breakup of the Beatles. How could the partnership of opposites that had changed their lives by marrying Carmack’s cutting-edge graphics technology to Romero’s diabolically inventive level designs have fallen apart so quickly?

As it happened, Romero had already been weighing his options for months by the time the axe fell. He’d been considering starting a new studio with his old friend Tom Hall, who’d been fired from id years before for trying to inject too much story into DOOM. Now, Hall was running into much the same problem at 3D Realms, where he had been assigned to a shooter called Prey. (True to form for 3D Realms, who believed in taking their time with their games, Prey wouldn’t be completed until 2006.)

Romero’s firing changed the two men’s talk into action. Feeling the need of a partner in what lay ahead, perhaps still feeling a twinge of guilt for the way Hall’s tenure on DOOM had ended, Romero offered to pay him a salary from his own DOOM windfall while the pair of them got a new studio off the ground. Romero’s stated ethos for the studio reflected the lingering bitterness he felt toward Carmack, who had made it clear that technology — his technology — would always be the primary driver of life at id.

Design is law. What we design is what’s going to be the game. It’s not going to be that we design something and have to chop it up because the technology can’t handle it or because some programmer says we can’t do it. You design a game, you make it, and that’s what you do. That’s the law. It’s the fucking design.

It didn’t take Tom Hall long to turn in his resignation at 3D Realms.

Romero first thought to call the studio Dream Design, but soon decided that sounded too “soft,” like a “mattress brand.” Hall suggested changing it to Ion Design. Then a mutual friend named Kee Kimbrell chortled over the phone one day that “the competition better watch out, or they are going to get caught up in an ion storm!” “We’re done here,” said Romero the moment he heard those words.

Publishers courted the new studio like record labels after a hot new band. Romero and Hall made the rounds of the industry, toasted and feted at every stop: Activision, Origin, Virgin, Mindscape, Acclaim, GT Interactive. Many of these houses had been blindsided by the 3D-action revolution in games, which had sprung up from the hinterlands while they imagined that the future of interactive entertainment was for it to become one with the movies. Now, they hoped to tempt the coolest dude of all from the new scene to come in and save their bacon. Romero dined out on their desperation, unabashedly playing one publisher against another, mocking them for their cluelessness to their faces.

In the course of these journeys, Romero and Hall visited the less prominent publisher 7th Level, who were looking to diversify from educational software into games. In service of that agenda, they had already bought a fledgling studio known as Distant Thunder, founded by one Todd Porter. A nephew of the legendary rockabilly guitarist Chet Atkins, Porter was, in addition to being a pretty good guitarist himself, a former seminary student and male stripper (stage name: Preacher Boy) whose chief claim to gaming fame was a rather excruciating 1989 CRPG called Knights of Legend. (The CRPG Addict, who has far more time and patience for the lesser lights in his favorite genre than I do, spent a staggering 96 hours with it; he numbered among its flaws the fact that you need to enter “ten keyboard commands just to move one step.”) Romero and Hall got to chatting with Porter. One thing led to another, and soon they decided to offer him a job and a stake in Ion Storm. Porter agreed to join, bringing with him his art director from Distant Thunder, Jerry O’Flaherty.

Romero had his fair share of flaws, as these articles will make abundantly clear. And yet, as this episode demonstrates, his enthusiasm for games was honest and almost naïvely heartfelt. On the strength of nothing more than good vibes and good chemistry, he gave Porter and O’Flaherty 25 percent of his new studio each, leaving himself and Hall to split the other half equally. It seemed that he still wanted to be a member of a band, not a solo artist. “At worst, if we disagreed on a company direction, we’d stalemate,” he remembers thinking. Not having much experience running a business, he had no idea how damaging such a stalemate could be.

On Christmas Eve of 1996, Ion Storm closed a deal with Eidos Interactive. The British publisher was already riding high off Tomb Raider, featuring the short-shorted and ludicrously proportioned Lara Croft, who despite her lack of corporeal reality was poised to become an unlikely It Girl of the mainstream zeitgeist. Now that Eidos had a full-blown pinup star, why not add a rock star to the stable? They agreed to pay Ion Storm $3 million in advance for each of three games — one from Romero, one from Hall, and one from Porter — plus a slush fund of another $4 million thrown on top, ostensibly for console rights. And they asked for the right of first refusal on Ion Storm’s next three projects as well, again promising $3 million for each of them in advance if they liked what they were pitched. Once the games reached stores and sold through their advances — that ought to take only about 150,000 unit sales, peanuts in a world where DOOM and Quake had sold in the multi-millions  — Eidos would pay a 40-percent royalty directly into Ion Storm’s pocket. It seemed like a spectacularly good deal.

Hall’s game, which would come to be known as Anachronox, was meant to combine the gameplay of Final Fantasy and Super Mario 64 with a story inspired by the novels Battlefield Earth and The Hitchhiker’s Guide to the Galaxy. Romero was predictably unfazed by this unwieldy collection of influences. Sounds great, he said. Design first and all that.

Porter’s idea was vaguely based on the old horror flick Invasion of the Body Snatchers. Romero described it to the press as “a real-time-strategy, first-person-action, weird hybrid of a game, completely hectic and totally hot.” Make of that what you will.

Romero’s own game was to be called Daikatana. It would send its player and two non-player companions hopscotching through two millennia worth of human history, from late Antiquity to the far future. It was to include shooter elements, but was also to be much more than just another DOOM or Quake. Like Hall, Romero mentioned JRPGs as some of his primary inspirations. Stealing a page from the early playbook of Electronic Arts, some of whose rock-star advertisements had sported the tagline “Can a Computer Make You Cry?,” he said that “I want you to become so emotionally attached to the characters that certain events in the game will make you break down and cry, just like in the opera scene from Final Fantasy III.” Who would have thought the man who had brought the verbs “frag” and “gib” into the lexicon could be such a soft touch?

As true-blue a man of his people as Bruce Springsteen was of his, Romero made it a point to hire his employees from the booming DOOM and Quake modding scenes as much as possible, foregoing for the most part folks with established industry résumés in favor of ones who reminded him of him and his friends from id before DOOM changed their lives forever. They all moved into an anonymous-looking but spacious “starter office” in North Dallas.

Standing from left to right: Bob Wright (a friend of Todd Porter’s, he was COO for a spell), Porter, Tom Hall, John Romero, and Jerry O’Flaherty. Seated: Mike Wilson.

Romero poached id’s marketing director, Mike Wilson, to become Ion Storm’s CEO and head PR man. “Honestly, I didn’t see how it could miss,” Wilson would say later. “I had just driven up the rates for a PC game to well beyond where they had ever been. It went up over the course of a year from, like, a million dollars a game to two or three or four [million] in advances. And I’d just renegotiated the Quake [royalty] rate up into the 40s [percent]. So I knew that the going rates were pretty good. And with John’s name, and Tom’s… you know.”

In fact, Wilson told his new employers that he wouldn’t have taken the Eidos deal, sweet as it looked. Now that they had, he said that they ought to “burn through” the six games they were on the hook for as quickly as possible, in order to become a publisher in their own right. That was where the real money was, he said. Romero was skeptical, but Wilson found an unexpected ally in this scheme in Todd Porter, who, it was slowly becoming clear, fancied himself an equally smooth and crafty wheeler-dealer.

Romero enjoyed taking potshots in the press at Ion Storm’s crosstown rival id, and in particular John Carmack, behaving rather like John Lennon during his “How Do You Sleep?” phase. The irony of this public feud was that Ion Storm’s three games were actually to run under the Quake engine. Romero soon learned of the disadvantages of not working in the same office where the technology that powers your dream design is conceived. At the E3 show in June of 1997, id demonstrated the upcoming Quake II. Romero pronounced immediately after he saw it that Ion Storm couldn’t possibly make do with the Quake I engine, that they would have to wait until the sequel was released six months from now — id naturally got first dibs on their own engine — and then update their works-in-progress accordingly. Many members of his own team were confused by his stance; they could make Daikatana just fine with the Quake I engine, they said, then upgrade for the next game. Why was a studio that had pure design as its founding ethos suddenly getting so hot and bothered about polygon counts and screen resolutions? But Romero was adamant; it was the Quake 2 engine or nothing. “If we don’t switch engines,” he said, “it [Daikatana] will look ancient in comparison.” Daikatana, originally projected to be a direct competitor to Quake 2 that Christmas, would have to be pushed to 1998. Hall’s and Porter’s projects would also make the switch, suffering similar delays.

While he waited on his new engine, Romero’s broader ambitions for his studio continued to grow. Unhappy with the company’s unremarkable current digs, he set his heart on the “penthouse” at the top of the 55-story Chase Tower, the third or fourth highest (depending on how you measured it) building in all of Dallas. The soaring ceiling and canted walls of the multi-tiered space were made of glass, giving a view that no other location in the city could match. Yet ten years after the skyscraper had first opened for business, the penthouse was still unoccupied; the real-estate agent explained that many potential tenants had looked at it, only to balk at the rent of half a million dollars per month and the almost equally astronomical cost of air-conditioning the giant glass bubble through the long, hot, sun-drenched Texas summers.

The agent must have danced a jig when Romero said that he would take the white elephant anyway. He hired a contractor to turn it into a gamer’s paradise, complete with a “rec area” with billiard and foosball and ping-pong tables and stand-up arcade machines, a deathmatch arena, a labyrinth, a movie theater, a television lounge, a motion-capture stage, $1500 chairs for everyone, and lots of comfy couches and showers for the many employees who would be encouraged to more or less live in the Ion Storm tree house. The renovations would require months to complete, at a cost of $2.5 million. Incredibly, Mike Wilson managed to convince Eidos to foot the bill, by promising that they could house their board of directors here and use the space as a showcase for visiting press. While they waited on the renovations to be completed, Ion Storm took over the 30th floor of the Chase Tower.

The Chase Tower in downtown Dallas, with the Cathedral Shrine of Our Lady Guadalupe sitting just at its base. This juxtaposition of big business and religion, ultra-modernity and tradition, is Dallas, the city where I grew up, in a nutshell.

Their publisher’s generosity in picking up the renovations tab notwithstanding, Ion Storm was spending money at an alarming rate. A perverse incentive emerged from the terms of their contract with Eidos: to initiate more projects so as to collect more $3 million advance payouts to cover short-term costs. Todd Porter hatched an ingenious if ethically dodgy scheme in that direction.

He had heard from his old colleagues from Distant Thunder that 7th Level had gotten cold feet about the games thing after their MechWarrior 2 competitor G-Nome had stiffed. (Computer Gaming World said that G-Nome “perfectly simulates putting a moron in a giant robot.”) They’d decided to cut their losses and get out of games as abruptly as they’d gotten into them, just as Porter’s old gang were about to finish an entrant into the crowded real-time-strategy field called Dominion: Storm Over Gift 3. (“Gift 3” was the name of the planet in the game, not an indication that it was the third in any series.) Ion Storm could buy it for a song, Porter said, give it to four employees for six weeks or so to apply a final coat of spit and polish, and offer it to Eidos. If the publisher accepted it, and if the cost of acquiring Dominion and finishing it worked out to less than $3 million, then they would be able to pocket the difference, even if the game never sold a single copy. Even in the worst case of Eidos saying no thanks, they would still have burned off one of their three options, and would still be free to shop it around elsewhere or publish it themselves. “The only reason we’re thinking about acquiring it is to burn an option, simple as that,” wrote Romero in an email.1

As Porter had hoped, Eidos agreed to pay the advance and publish the game, although it was clear that they weren’t thrilled at the prospect. But nothing else went according to the plan which Porter had pitched to the other founders. He ended up paying 7th Level fully $1.8 million for Dominion — far more than his partners had expected — only to admit once he had it that it was in far worse shape than he had anticipated. He proceeded to hire a group of his own former employees from Distant Thunder to finish it, a task that now looked likely to consume quite some months. The project went out of the black and into the red in December of 1997. It now had to sell decently well if it wasn’t to lose Ion Storm money, $3 million advance or no. The other founders were left wondering whether they had been the victim of guile or incompetence on Porter’s part. It was a question they would find themselves asking again and again as time wore on.

In September of 1997, Ion Storm announced that they had signed a fourth game designer to initiate a fifth development project. Older, bespectacled, and as thoughtful and well-spoken as Romero and his friends were brash and profane, Warren Spector was by no means an obvious candidate to join them. He had made his reputation at Looking Glass Software with Ultima Underworld and System Shock, games which he liked to describe as “immersive sims.” They used the same three-dimensional first-person perspective as DOOM and Quake, but in more cerebral and conceptually ambitious ways that counted combat as just one part of a larger whole. Nevertheless, Romero was a fan, eager to sign him up when he learned that the financially troubled Looking Glass was shutting down the Austin office where Spector was employed. Romero sent him an email: “Dude, you’ve got to join Ion Storm. Let me come down and convince you.” When he arrived, he gave Spector the same pitch he had delivered to Hall and Porter: he could make any game he wanted to make, using $3 million of Eidos’s money. At Ion Storm, nobody would tell him what to do.

Spector found the offer a hard one to refuse, especially after a couple of years of creative frustration at the perpetually short-staffed Looking Glass. At the same time, though, what he saw going on 180 miles to his north in Dallas made him nervous. He would accept, he said, but only if he could stay in Austin, opening his own office there and keeping the rest of Ion Storm at arm’s length. Far from being offended, Romero agreed to his terms. Eidos picked up yet another $3 million option, and Ion Storm could look forward to paying rent on yet another office space. But, setting all that aside, it was, many a gamer will tell you today, the best decision John Romero ever made. For it would result in Deus Ex, one of the most beloved and critically lauded computer games of all time, every inch the silver lining in the Ion Storm story.

Meanwhile the gang in Dallas debated flying out to London together to have their picture taken on the famous Abbey Road crosswalk, a Fab Four for this new pop-culture era of interactivity. Dubious as that idea was, it would surely have made for a better first advertisement for the delayed Daikatana than the one they finally landed on. In the big 1997 Christmas issue of PC Gamer, Ion Storm told their fans that “John Romero’s about to make you his bitch. Suck it down!” Mike Wilson judged that last phrase to be such a winner that he took out a trademark on it.

Daikatana had somehow wandered far afield indeed in a remarkably short time from the interactive epic that was supposed to make you cry. It was too much even for some of Romero’s more slavish followers — the ones who non-ironically bowed down to him saying “I’m not worthy!” at trade shows, who looked to him for personal-grooming as well as gaming tips. (“I always flip my hair over in front of my face and look at the floor while using a brush and hair dryer to slowly dry all my hair,” he said of his famous heavy-metal locks. “Brushing downward while drying will help straighten your hair and completely drying it will make sure it doesn’t kink up or curl up.” Who said that gamers were oblivious to fashion?) Instead of seeming edgy and cool, as Wilson had no doubt envisioned, the “bitch” advert hit all wrong, demonstrating contempt not just for social norms — that was A-okay in the rock-star business — but for Ion Storm’s own most likely customers. The online blowback which ensued was an early indication that there might be some cracks in Romero’s armor, some limits to what even he could get away with. He would have done well to heed the warning when it was presented to him.

By now, the Dallas office was wracked by constant infighting among the senior staff, which made the place feel more dysfunctional by the day. Almost everyone seemed to agree that Todd Porter was the problem; now that he felt free to show his true colors, he was by most accounts an abrasive character indeed. Yet Romero and Hall had no way of getting rid of him, since his loyalist Jerry O’Flaherty would always vote with him to keep him around. Romero was learning a belated lesson on the dangers of a business stalemate.

Yet it turned out to be Mike Wilson rather than Porter who left first under bad terms. The infamous “bitch” advertisement may well have had something to do with it; Romero has long claimed that he was never really onboard with it, that he agreed to it only when Wilson called him a “pussy” for expressing hesitation. But there are also two other stories connected to Wilson’s departure. One involves him “borrowing” $30,000 from the company’s bank account to buy himself a used BMW. He took the money just for the short term, so he said, because “my loan officer is out of town.” But Wilson then proceeded to wreck the car before said loan officer could return, leaving the company out all that money.  The other story — the one told by John Romero in his recent memoir — is that Wilson started a games publisher of his own on the side, without telling any of his colleagues, and was fired when they found out. For all we know, of course, both stories might be true. Lord knows, Ion Storm was crazy enough to make that possible.

Whatever the exact reasons for his departure, there is no disputing that Wilson really did announce the new publisher Gathering of Developers — or G.O.D., as he preferred to call it — soon after his departure. In its bare couple of years as an independent going concern, G.O.D. produced a surfeit of revolutionary rhetoric about rescuing the creatives from the predations of the suits, but came out with few games that were reviewed well or that sold much. Its one real hit, before being swallowed up by the much larger publisher Take Two Interactive, was rather out of character for it: the strategy game Railroad Tycoon II. Other than this, G.O.D. was most noted among gamers for its “booth babes,” who at trade shows and especially at invitation-only after-hours parties let it all hang out, so to speak. Whatever else you can say about him, there can be no denying that Mike Wilson worked like a demon to cement the case for game developers as rock stars.

With Wilson went Ion Storm’s own ambition for becoming a game publisher as well as developer. Indeed, Ion Storm was becoming ever more tightly coupled to Eidos, dependent upon them for their very survival. By the beginning of 1998, Eidos had begun sending a monthly remittance of $1.2 million to Dallas just to keep the doors open. Understandably concerned about the situation, they were starting to make noises about wanting equity in the studio itself in return. It looked like the founders might have to grant this wish, just to keep the lifeline from being pulled out of their grip.

In the midst of it all, in February of 1998, Ion Storm finally moved into the penthouse at the top of the Chase Tower. In addition to all of the other perks, there were free soda and limitless junk food on tap for the nearly 100 employees. Rumor had it that there were other, more illicit substances floating around the place as well, although these were presumably not purchased by the company — not officially, anyway. Call it part and parcel of the rock-star lifestyle.



Oddly few photographs of Ion Storm’s infamous penthouse office space exist. At some point, though, John Romero shared the following pictures, along with explanations of exactly what we are looking at. I found them in a Reddit post by one “Tricky-Adeptness-657.” The photographs appear to have been taken when the offices were mostly cleaned out, probably in the run-up to Ion Storm’s final closure.

The penthouse of the Chase Tower — now known as the Dallas Arts Tower — looks like this today. You can still play table games there, so the continuity with the past is not completely broken.



The penthouse was by no means a failure in its role of providing a showcase for a burgeoning creative industry, of showing that there was enough money flying around here to buy plenty of rock-star decadence. This was something that a mainstream reporter who had never played a computer game more advanced than Solitaire could readily understand and convey to her audience. CNN toured the penthouse for an on-air segment; Entertainment Weekly named Romero one the 100 most important people in its circumscribed world; Time called him the Quentin Tarantino of games; Texas Monthly included him on its list of “Top Twenty Texans”: “John Romero is the reigning bad boy of computer gaming, an image he cultivates with his flowing black hair, devilish smile, passion for fast cars (he’s a self-described ‘maniac’ behind the wheel of his Ferrari Testarossa), and thirst for bloody fights to the death — onscreen, of course.” It seldom came up in such coverage that Ion Storm had yet to finish a game, was in fact hemorrhaging money to no clear purpose.

To find a more skeptical and at least modestly more informed take on the current state of the studio, you had to turn to the gaming websites. Here the bloom had just about come off the rose. Ion Storm’s tone-deaf public relations and lack of concrete progress to show on any of its disparate projects were fast transforming fans’ view of John Romero in particular from worshipful adulation to angry mockery. Hell hath few furies like gamers scorned…

Meanwhile the company’s new fishbowl playground was proving great for every purpose except one: that of actually getting work done. The bright sunlight streaming in from above and every side made it impossible to see the monitor screens. Some employees resorted to working only at night; some went to a hardware store and returned with sheets of black felt, which they taped to the walls and ceiling to keep out the accursed light. They eventually discovered that outdoor patio coverings served the purpose best. The stunning space with its views of the Dallas skyline and of the blue sky overhead, streaked with jet contrails from the nearby airport, turned into a sad-sack tent city, which had to be hastily torn down like a homeless encampment before a police raid whenever a representative of the press came around.

Ion Storm received the Quake II engine from id at long last in the same month that they moved into the penthouse, whereupon the programmers saw that porting Daikatana over to it would be even more complicated than they had thought. Eidos had been told that Daikatana would be ready by March; not for the first nor the last time, Romero had to disappoint them. The publisher was growing steadily more worried and impatient at the endless delays and the lack of focus. Some at Ion Storm hatched a plan, perhaps after indulging in one of those other substances that were said to be floating around the penthouse, to launch a line of comic books. It was unceremoniously squashed by an increasingly interventionist Eidos, but not before illustrators had been hired and computers and specialized software purchased for them to use. The sense of strategic and tactical confusion was palpable. People complained that John Romero and Todd Porter had a different answer to every question that was posed to them, were effectively running two different companies. The stalemate ground on.

Ion Storm was learning the hard way that it was an exercise in diminishing returns to chase the latest, hottest game engine instead of just doing the best work possible with the tools to hand. At the E3 show in May of 1998, the new Quake 2-powered Daikatana looked underwhelming once again, this time when set beside the brand-new Unreal from Epic MegaGames, the first shooter by another studio to up the audiovisual bar on id’s own flagship releases. As if that wasn’t bad enough, there was also the upcoming shooter Half-Life from a new studio known as Valve, which looked poised to bring a richer story to the genre in much the same way as had been mooted for Daikatana, but with vastly more self-assurance and clarity of purpose; ironically, it made do perfectly well with the old Quake 1 engine. At the same show, Ion Storm’s Dominion, which had still not been released nine months after it had been bought, looked like even more of a long shot than it had before next to Blizzard Entertainment’s Starcraft.

Nevertheless, the fact remained that Dominion was the only game Ion Storm had that was anywhere close to completion. Todd Porter was convinced, against the evidence of that E3 show, that it could become a hit. He turned down an offer from Compaq to bundle it with their home computers, for a royalty of $1 for every such computer sold, with a guaranteed minimum payout of $1.5 million. His logic was that doing so would “cannibalize” retail sales. When finally released in a standard box in June of 1998, Dominion flopped miserably, selling fewer than 17,000 copies and being named a runner-up for “Coaster of the Year” by Computer Gaming World: “Let’s just hope that Ion Storm learns from this experience before its next game ships, or its legacy may be closer to Blind Faith’s than the Beatles’.” It was not an auspicious retail debut for the most hyped studio in the industry.

In the aftermath of this fiasco, Eidos said that they no longer wanted Ion Storm to bother finishing Porter’s Body Snatchers-style game, despite having already paid $3 million for it. Just get the other games done and all will be forgiven, they said. Porter’s team was split between Romero’s team, Hall’s team, and Warren Spector’s down in Austin. The integration process did not go particularly smoothly.

Still, the infighting at the top was even worse. Instead of hashing out their differences face to face, Romero and Porter took them out on their opposite numbers’ favored underlings. Angry on-the-spot firings became commonplace. Epithets like “fucking rat-faced bitch,” which used to be reserved for deathmatch sessions, became normal office chatter. Someone — maybe many people — were leaking to the gaming press, which reveled in every petty anecdote. The atmosphere of paranoia and distrust left some employees on the verge of a mental breakdown. The penthouse paradise had turned into Lord of the Flies.

A deal to give Eidos 19 percent of Ion Storm, in return for forgiving all of the advances that had come the latter’s way, fell through on the day when the contract was to be signed, when Eidos was informed that Ion Storm would not have a game ready to go for the coming Christmas either. There were rumors that Eidos was just about ready to pull the plug completely. In the midst of the worry and disappointment, Porter sent out a company-wide email asking if anyone wanted to buy his Lotus sports car, because he was looking to upgrade to a Ferrari like the one Romero had; it was leaked and all over the Internet by the next day. Ditto other emails in which Porter called his colleagues “shit” and implied that he had fired a PR firm because Romero was getting too much of the spotlight.

But by no means did all of the troubles at Ion Storm come down to Porter’s abrasive presence. Romero struck many of his employees as… well, as kind of lazy, a conclusion John Carmack had reached years ago. “If you want the overriding problem with John Romero’s character, I’d say it was his emphasis on being John Romero in the public eye, rather than getting things done — especially the things that made him John Romero in the public eye in the first place,” said one anonymous employee to a journalist. “It’s this idea that, once you’ve reached this pinnacle, life is a free ride and you don’t have to do anything from that point on, which is totally wrong.”

“Some people don’t want to do anything,” said another anonymous employee who preferred to speak still more cryptically. “And to them, it’s not a high price to pay to let someone else take control, if they can still do whatever they want.” It seemed that, for all his popular reputation as gaming’s reigning alpha male, Romero could be weirdly passive — one was almost tempted to say timid — when push came to shove. Most of his people believed, probably correctly, that he had the clout to oust Porter if he really, really wanted to; it wasn’t as if anyone was coming to the Chase Tower penthouse to meet the creator of Knights of Legend. But he just let the situation fester, until those around him were almost as angry at him as they were at Porter.

On November 19, 1998, eight core members of the Daiktana team asked for a meeting with Romero. “We don’t think this game is ever going to get done,” they said. They told him that they had received an offer from Mike Wilson over at G.O.D. to make a shooter starring the veteran rock band KISS, and that they had decided to take him up on it. They were leaving, then and there. All of the free soda, candy, and perks in the world weren’t worth enduring the toxic work environment which Ion Storm had become.

True to form, Romero told the heart of his team not to let the door hit them on their way out. But even as he did so, he could surely all too clearly picture Wilson giggling to himself at having engineered so perfect a revenge for his firing from Ion Storm. How the hell was Romero going to finish his game now?

Predictably enough, the story of the walkout was all over the online gaming sites within hours. Ion Storm had become a soap opera par excellence for people who claimed they hated relationship dramas. Even juicier than Wilson’s knife in the back was the person who now stepped up to take a prominent role in Daikatana‘s design. Having recently split from his second wife, Romero was to elevate his new girlfriend, Stevie “KillCreek” Case, to the position of primary level designer.

The Ion Storm saga was already rife with as much anger, dysfunction, and general decadence as any Behind the Music documentary. Now it was time to complete the tableau with a healthy dose of sex.



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Sources: The books Masters of DOOM: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner, Online Game Pioneers at Work by Morgan Ramsay, and DOOM Guy: Life in First Person by John Romero; Computer Gaming World of October 1996, January 1997, June 1997, June 1998, October 1998, and January 1999; Retro Gamer 75; Dallas Observer of January 19 1999; Texas Monthly of September 1998.

I owe the anecdote about Todd Porter being a nephew of Chet Atkins to a decade-old email exchange with Mark Mark Pelczarski of Penguin Software, who gave Porter his very first job in the industry.

Also the online article “A Hardcore Elegy for Ion Storm” by Christian Divine for Slate.

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Posted by Atreides

Fire, Air, Water, Earth, the cycle of the Avatar resumes today with the release of the first three episodes of Avatar: Seven Havens.

Set over two hundred years after the events of The Legend of Korra, the world of avatar is a drastically different than the one we last saw with the swinging jazzy steam punk home of Republic City or even the land confronted with encroaching advances of an imperial Fire Nation in Avatar: The Last Airbender. Avatar: Seven Havens resumes the story after an apocalypse purportedly brought upon the world by Avatar Korra with no explanation given. Set in a protected city in a wasteland, a young Earth bending girl, Pavi, discovers she is the next avatar; a person to be feared and hated. Before (or not) watching the first three episodes now streaming on Paramount+, check out the teaser for the new show here and the trailer for the show here! Animation for the show is by the French studio: La Chouette Compagnie Undoubtedly, Fanfare posts for discussion of the episodes will be forthcoming!
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Posted by mosessis

Who's your Uber driver on the phone to? Welcome to the long, long diaspora phone call When you get a cab on a ride-hailing app, the chances that your driver will be on the phone is high. The conversation is almost always quiet, containing pauses so long that it often seems they are actually no longer on a call. But then comes a rejoinder, a laugh, an interjection, and the marathon continues.

For anyone of an immigrant background, the question of who they are talking to is absolutely no mystery. They are talking to us; their siblings, parents, cousins and friends. Sometimes the person on the end of the line is back home, other times they are in a western city also navigating the dislocations of immigrant life. The long phone call is a regular feature of diaspora lives, and even more so for those employed in long, solitary work such as cab driving. These conversations are about nothing and everything.

Error'd: Fast Quick

2026-10-09 06:30
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Posted by Lyle Seaman

Matias shared a standard sort of flubstituted fail-merge error'd; not really egregious, just routine. "I am {{emotionType}} to hear this."

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And another mail-not-merged from Reinier B. "When the package from [SELLER] seemed to be lost in the mail, I was very [EMOTIONAL_STATE] with the refund of [AMOUNT]. I can now buy another [ITEM] instead."

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Dave A. didn't care for this mail flub, though it's hardly egregious in my opinion. He suggested we just label it with "A short description of snarky comments."

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"I've_missed_you_too" Willy wrote in response to this earnest email. "Long lasting relationships with car dealers are built on the personal touchÖ."

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"This is a title" Peter said about a polyglot web page. "This is a comment."

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Posted by chavenet

He tried, however, to remain polite and helpful. As she went about her work, he offered his recollections from his mother's final hours and an account of her long illness, which he had documented minutely over the years. Otto informed the coroner that he was a doctor, but it seemed to him that she was uninterested. She turned to the police officers and, without explanation, told them that this was a matter for law enforcement, before leaving the flat. Otto told me he wondered why nobody was listening to him, the grieving son, the doctor?