"Maxxie and Anwar" is the sixth episode of the first series of the British teen drama Skins. It was directed by Chris Clough, it first aired on E4 on 1 March 2007. It is told from the points of view of main characters Maxxie Anwar Kharral. Roundview Sixth Form College's Year 12 history class are going to Russia to study post-Soviet developments in the country; the class is excited to arrive, but not for the "learning experience" that teacher Tom is so enthused over, but because they are planning on a massive party, are smuggling drugs into Russia stored in Sid's anus. As the group land in Russia, Sid gets through the metal detectors but is close to being found out by sniffer dogs, he is saved when Anwar accidentally sets off a metal detector and is forced to have a rectal inspection himself, Tom has to pay for his release using American money, never explained or acknowledged. The day gets worse when their bus is discovered to have broken down, forcing them to hitch a ride on an open-roofed cattle truck to their youth centre, an abandoned, prison-like place.
To make matters worse than this, Sid discovers he is constipated, they are unable to get the drugs. Maxxie and Anwar share a room. Anwar is impressed by the drawings Maxxie has made of the two, but is shocked when he discovered Maxxie has drawn a picture of Anwar's penis. After Anwar makes a homophobic remark, Maxxie angrily storms off to Tony and Sid's room, requesting that he swap with Sid. Tony, sensing an opportunity to "try something new," begins hitting on Maxxie, trying to get him to let him perform fellatio. Meanwhile, Anwar sees a beautiful Russian girl working outside a nearby house, call the others. By the time they arrive, she is not there, they assume he is making it up; that night, Chris calls in to say goodnight to Angie, but must hide under the bed when Tom arrives and tries to impress Angie by doing squats in his underwear. After Tom falls asleep, Chris kisses Angie leaves. At the same time, Anwar sees the Russian girl in this time in her underwear, she sees him through her mirror and waves.
The next morning, they are woken up by a loud bell, are made to wash using an outside hose pipe. They are taken to a glue factory, where they learn the hard way how glue is made; that afternoon, after being reminded of his conflict with Anwar by Tony, has a furious argument with him, calling Anwar a hypocrite for ignoring the rules of his religion when it suits him, but refusing to ignore his faith for his best friend. In a rage, Maxxie begins to kick doors, he accidentally kicks one door open and is confronted by Chris and Angie having sex, causing him to hastily pull it shut in shock. Attracted by the noise, the owner of the hostel, Mrs Rynkowski, yells at him to stop, but softens when she notices how upset he is, she warms up to him when she sees his Neil Diamond T-shirt, invites him to her private quarters to share some vodka and listen to some Neil Diamond records. Meanwhile, Anwar sees the Russian girl again, they see that she is being hit by an older man they assume to be her father, decide to rescue her.
Jal and Michelle, decide to go out to meet Russian men, the four meet awkwardly in the hall. Michelle and Jal go to a small and gritty tavern, where they are chatted up by some Russian policemen. Meanwhile and Anwar reach the house and manage to smuggle the Russian girl, whose name is Anka, back to the hostel. Sid, who did not leave in time, tries to distract the "father," only to give himself away, forcing him to flee through a nearby forest, pursued by the crazed man with a shotgun. At the hostel, Anwar discovers that Anka can speak English quite fluently having learned it from watching the American show Friends, although the name of the show is never explicitly mentioned, she persuades him to have sex with her. Tony, hearing them from his room, comes in and sees them, before running off and telling everyone else. At that moment, Sid arrives back, followed by Anka's shotgun-bearing'father,' whom she reveals is her husband. Realising at once that they have been having sex, the husband draws his shotgun on Anwar, but it is grabbed from him by Maxxie, who has heard the commotion from the hostel owner's quarters.
After he draws a pistol, the two find themselves in a standoff, soon fixed when the gang of policemen Jal and Michelle met at the tavern arrive and arrest him. Jal and Michelle return and Tom is forced to pay the fee for armed response. Anka, acting as a translator, reveals that they will have to cut the trip short and leave the next morning for their troubles. Maxxie attempts to make amends with Anwar, who confesses to being a hypocrite, but still cannot accept Maxxie's sexuality. In his room after this, Tony hits on Maxxie again. Maxxie gives in and allows Tony to perform fellatio on him, not noticing that Michelle, passed out on Tony's bed, has woken up and is watching the whole thing in horror; when finished, Maxxie notes he has found something Tony isn't good at. The next morning on the plane, Michelle tries to get Tony to confess to having oral sex with Maxxie, but he doesn't. Sid begins to get over his constipation, but is informed, to his dismay, that Heathrow security is tight, it would be better to keep the drugs until they get through.
In a final scene, back in Russia, it emerges that the local police, Mrs. Rynkowski and her husband are all in league with each other, the whole visit had be
Afterlife is a god game released by LucasArts in July 1996 that places the player in the role of a semi-omnipotent being known as a Demiurge, with the job of creating a functional Heaven and Hell to reward or punish the citizens of the local planet. The player does not assign citizens to their various punishments and rewards since the game does this automatically. Instead, the player creates the infrastructure. Players are accountable for the job that they do because of their bosses, The Powers That Be, check in from time to time; the player has the assistance of two advisors—Aria Goodhalo, an angel, Jasper Wormsworth, a demon. Aria and Jasper provide warnings when things are going wrong with the afterlife, offer tips on how to fix the problems; the game is satirical, with various references to pop culture. The primary goal of the game is to provide divine and infernal services for the inhabitants of the afterlife; this afterlife caters to one particular planet, known as the Planet. The creatures living on the Planet are called Ethically Mature Biological Organisms.
When an EMBO dies, its soul travels to the afterlife where it attempts to find an appropriate "fate structure". Fate structures are places where souls are rewarded or punished, as appropriate, for the virtues or sins that they practiced while they were alive. While the seven sins are based on the seven deadly sins, only two of the seven virtues correspond to the seven heavenly virtues. Alternatively, players can choose to lay down generic zones for fate structures, that can house all souls of all types easily. However, these structures don't support as much population or are as effective as the single virtues/sins, are more of a short-term solution for lost souls who can't find a reward/punishment; the paths that souls take through the afterlife depend on the tenets of the souls' belief systems. Depending on these tenets, a soul may visit a single fate structure or it may be rewarded/punished for multiple sins or virtues. Tenets determine whether a soul will visit only Heaven, only Hell, or both, as well as whether that soul will reincarnate after it has received its final reward or punishment.
The player can view of the current distribution of sins and virtues on the Planet, as well as the percentages of EMBOs who believe in each of the tenets. The player may spend a considerable amount of money to influence an important EMBO on the Planet; this influence can cause the EMBO to adopt one or more of the sins or virtues, as well as persuade him or her to believe in the tenet or tenets selected. This EMBO will spread their newfound ideals, which will cause a shift in the beliefs and sins/virtues in the surrounding area. At the start of the game, the EMBOs on the planet will be at the lowest level of technology, fire; as the game progresses, new technologies are discovered, ranging from pottery to medicine to aviation. New technologies help the EMBOs to become more widespread on the planet, which means a larger population for the afterlife when they die; the development of new technologies can be assisted by wielding influence on an EMBO artist or inventor in the same way that EMBOs are persuaded to new tenets or sins and virtues.
Most buildings in the afterlife produce Vibes, which are a measure of how buildings affect one another. Buildings can either produce "good vibes" or "bad vibes". Fate structures need to be under the appropriate type of vibe in order to evolve into larger and more efficient structures; as Demiurge, the player receives a yearly paycheque from The Powers That Be. The amount received is based on a number of factors, such as the number of souls that passed through the gates of the afterlife in that year. Your afterlife is staffed by demons. At first, all workers are imported and must commute from other afterlives, which becomes expensive; the costs can be lowered by building Topias to house workers in the player's afterlife, making the commute unnecessary. Employment costs can be further reduced by building training centers, which train processed souls to become angels and demons. Balance can be done in two ways; the first, the Micromanager, allows the player to browse a specific structure and adjust its balance level for free unless the player decides to lock the structure, in which case a maintenance fee is charged yearly.
The balance level is measured in a grayscale bar, with the two extremes dedicating to research or production. The Macromanager, on the other hand, allows the player to balance manually or automatically all fate structures of a specific virtue/sin simultaneously. "Bad Things", which are akin to natural disasters, occur at random. Each one can be repelled by one of the Special Buildings that are granted as rewards for reaching population milestones. Bad Things can be disabled via an in-game menu. However, doing so decreases the player's soul rate by half. Like most god games, Afterlife does not have set conditions for winning. There are, however, a few definite ways of losing the game; these include having an excessive number of unemployed workers, staying too deep in debt for too long, the Planet's population being wiped out by either nuclear warfare or an asteroid event. The game received "favorable" reviews according to the review aggregation website GameRankings. A Next Generation critic called Afterlife "a title that will attract anyone, mildly amused by the mother of all
In many role-playing games and video games, a critical hit is a chance that a successful attack will deal more damage than a normal blow. The 1975 role-playing game Empire of the Petal Throne introduced the concept of critical hits. Using these rules a player who rolls a 20 on a 20 sided die does double the normal damage, a 20 followed by a 19 or 20 counts as a killing blow. According to creator M. A. R. Barker, "this simulates the'lucky hit' on a vital organ." Critical hits are meant to simulate an occasional "lucky hit". The concept represents the effect of hitting an artery, or finding a weak point, such as a stab in the leg causing less damage than a stab in the Achilles tendon. Critical hits are always random, although character attributes or situational modifiers may come into play. For example, games in which the player characters have a "Luck" attribute will base the likelihood of critical hits occurring on this statistic: a character with high Luck will deal a higher percentage of critical hits, while a character with low Luck may, in some games, be struck by more critical hits.
In the role playing game Dungeons & Dragons, when a player character attacks an opponent the player rolls a 20-sided die. The most common kind of critical hit deals additional damage, most dealing double the normal damage that would have been dealt, but many other formulas exist as well. Critical hits occasionally do "special damage" to represent the effects of specific wounds. Critical hits occur only with normal weapon attacks, not with magic or other special abilities, but this depends on the individual game's rules. Many table-top and video games use; that is, wounded characters have no game differences from unwounded characters other than a reduction in hit points. Critical hits provided a way to simulate wounds to a specific part of the body; these systems use lookup charts and other mechanics to determine which wound was inflicted. In RPGs with non-humanoid characters or monsters, unlikely or bizarre results could occur, such as a Beholder with a "lost leg". Most systems now award extra damage on a critical hit, trading realism for ease of play.
The effect of a critical hit is to break up the monotony of a battle with unusual results. In the Brazilian RPG Tagmar, according to the result of a dice roll, the victim of a critical hit is wounded or instantly killed; the roleplaying game Rolemaster is known for its extended system of criticals. One long standing claim from its company ICE is that it is not the normal hits that kill, but the critical. By integrating criticals on low results by varying the critical severity and the large variety of criticals every combat plays out differently. Critical results vary from simple additional hits, added bleeding and stuns to limbs lopped off and internal organs destroyed. Player characters are not immune to the effects of a critical hit in this system. Many games call critical hits by other names. For example, in Chrono Trigger, a double hit is a normal attack in which a player character strikes an enemy twice in the same turn; the EarthBound series refers to critical hits. The American NES release of Dragon Warrior II referred to an enemy's critical hits as "heroic attacks".
In the Mario & Luigi subseries, critical hits are known as "lucky hits", whereas the word "critical" is instead used for attacks that are elementally effective. Players use the abbreviation crit or critical for "critical hit". Team Fortress 2 uses "Mini-Crit" system. Criticals deal three times the normal damage, whereas "mini-crits" only increase damage by 35%. In addition to most weapons having a random chance to crit, some weapons have mechanics that guarantee them when used such as sniping weapons being capable of headshots; the negative counterpart of the critical hit is variously known as the critical miss, critical fumble, or critical failure. The concept is less borrowed than that of critical hits. Many tabletop role-playing games use some variation on this concept, but few computer role-playing games implement critical misses except where the game is directly based on a tabletop game in which such rules appear. Video games are more to have a separate system for determining whether attacks miss, using mechanics such as accuracy and evasion.
In first person shooter games such as Counter-Strike: Global Offensive, Tactical Ops, Unreal Tournament, the concept of a critical hit is substituted by the headshot, where a player attempts to place a shot on an opposed player or non-player character's head area or other weak-spot, fatal, or otherwise devastating, when placed. Headshots require considerable accuracy as players have to compensate for target movement and a specific area of the enemy's body. In some games when the target is stationary, the player may have to compensate for movement generated by the telescopic sight; the first commercial game to make use of them was GoldenEye 007 for the Nintendo 64, however headshots and other location based damage for humanoid type creatur
Matthew Barnett is co-founder of the Dream Center and senior pastor of the Angelus Temple, the central house of worship of the International Church of the Foursquare Gospel in the Echo Park district of Los Angeles, California. Matthew's father, Tommy Barnett, is pastor of the Dream City Church megachurch in Arizona. In September 1994 his church purchased the Queen of Angels Hospital, a Los Angeles landmark in the ramshackle Echo Park neighborhood of Los Angeles; the building was converted for use as a soup kitchen, a group home for runaways and gang members, a shelter for the homeless. It provided job training and religious services. By 1997 Matthew 23, was managing the day-to-day operations of what was to be called The Dream Center; the Dream Center now reaches over 35,000 people each week in 273 outreaches. The center is open 24/7. An important role is rehabilitating drug addicts, who account for about half its residents, including underage teens. In November 2001 the Angelus Temple, founded in 1923 by Aimee Semple McPherson, merged with The Dream Center and Matthew Barnett became senior pastor of both churches.
At the time of the merger, Angelus Temple was a long way from its glory days as one of the largest churches in the nation. Its main sanctuary had not been used on a regular basis in several years. A 1,000-member Hispanic congregation met in a nearby auditorium, while its main congregation had been reduced to only 25 elderly people. At the same time, the Dream Center was holding services in a packed gym. Through an agreement between the Assemblies of God and the International Church of the Foursquare Gospel, Barnett took over as pastor of Angelus Temple, while retaining his Assemblies of God ordination; the temple's sanctuary was renovated at a cost of $7 million and is now used for Dream Center services. Barnett received the Religious Heritage Award in 1999. U. S. President George W. Bush expressed high regard for his achievements. Matthew Barnett; the Church That Never Sleeps. Thomas Nelson. ISBN 0-7852-6859-6. Matthew Barnett; the Cause Within You. BarnaBooks. ISBN 1-4143-4846-0
The 1989 NCAA Division I Baseball Tournament was played at the end of the 1989 NCAA Division I baseball season to determine the national champion of college baseball. The tournament concluded with eight teams competing in the College World Series, a double-elimination tournament in its forty third year. Eight regional competitions were held to determine the participants in the final event; each region was composed of six teams, resulting in 48 teams participating in the tournament at the conclusion of their regular season, in some cases, after a conference tournament. The forty-third tournament's champion was Wichita State, coached by Gene Stephenson; the Most Outstanding Player was Greg Brummett of Wichita State. The opening rounds of the tournament were played across eight regional sites across the country, each consisting of a six-team field; each regional tournament is double-elimination, however region brackets are variable depending on the number of teams remaining after each round. The winners of each regional advanced to the College World Series.
Bold indicates winner. At Tallahassee, FL at Starkville, MS at Waterbury, CT at College Station, TX at Tucson, AZ at Fresno, CA at Austin, TX at Gainesville, FL The teams in the CWS were divided into two pools of four, with each pool playing a double-elimination format. For the first time since the College World Series in 1947, the series was not a true double elimination tournament. Instead, the winners of the two pools met in a single National Championship game. Texas came out of its pool with no losses. Wichita State came out of its pool with one loss. Wichita State defeated Texas in the Championship game; because each team only had one loss, in the championships prior to 1989, the teams would have played a winner-take-all game for the championship. Therefore, when Texas lost the championship game, rather than play another game for the championship, Wichita State was crowned champion; this new format was adopted for television reasons for the final game. The format was switched to a best of three series in 2003.
The following players were members of the All-Tournament Team. Arkansas: Bubba Carpenter, Mike Oquist, Scott Pose, Phil Stidham Florida State: Chris Brock, Matt Dunbar, Gar Finnvold, Eduardo Pérez, Marc Ronan Long Beach State: Kyle Abbott, Darrell Sherman, Tom Urbani, Dan Berthel LSU: Paul Byrd, Curt Leskanic, Ben McDonald, John O'Donoghue, Chad Ogea, Keith Osik, Russ Springer Miami: Jorge Fábregas, Alex Fernández, Joe Grahe, Oscar Muñoz, F. P. Santangelo North Carolina: Jim Dougherty, Jesse Levis, Brad Woodall Texas: Kirk Dressendorfer, Shane Reynolds Wichita State: Greg Brummett, P. J. Forbes, Tyler Green, Mike Lansing, Pat Meares, Eric Wedge
"Wild Mountain Thyme" is an Irish/Scottish folk song. The lyrics and melody are a variant of the song "The Braes of Balquhither" by Scottish poet Robert Tannahill and Scottish composer Robert Archibald Smith, but were adapted by Belfast musician Francis McPeake into "Wild Mountain Thyme" and first recorded by his family in the 1950s. Tannahill's original song, first published in Robert Archibald Smith's Scottish Minstrel, is about the hills around Balquhidder near Lochearnhead. Like Robert Burns, Tannahill collected and adapted traditional songs, "The Braes of Balquhither" may have been based on the traditional song "The Braes o' Bowhether"; the existing tune of "Wild Mountain Thyme" is different from Tannahill's "The Braes of Balquhither", most based on a traditional air. In an 1854 publication, George Farquhar Graham notes that Tannahill's song was set to the air "Bochuiddar", as found in Captain Simon Fraser's Collection of Melodies of the Highlands and Islands of Scotland. Other scholars suggest the melody is based on an old Scottish traditional tune "The Three Carls o' Buchanan".
McPeake is said to have dedicated the song to his first wife, but his son wrote an additional verse in order to celebrate his father's remarriage. "Wild Mountain Thyme" was first recorded by McPeake's nephew named Francis McPeake, in 1957 for the BBC series As I Roved Out. While Francis McPeake holds the copyright to the song, it is believed that rather than writing the song, he arranged an existing travelling folk version and popularised the song as his father's; when interviewed on radio, Francis McPeake said it was based on a song he heard whilst travelling in Scotland, he rewrote it later. Bob Dylan's recording of the song cited it as traditional, with the arranger unknown, though Dylan's copyright records indicate that the song is sometimes "attributed to" McPeake; the original version of the song, published in 1957 paraphrases the Tannahill version, published posthumously in 1822. Tannahill's original lyrics include a number of phrases that McPeake carried over into his song, including the lines "Let us go, lassie, go" and "And the wild mountain thyme" as he rewrote the song.
In her book Fragrance and Wellbeing: Plant Aromatics and Their Influence on the Psyche, author Jennifer Peace Rhind describes "Wild Mountain Thyme" as a love song, with the line, "Wild Mountain Thyme grows among the Scottish heather" being an indirect reference to the old custom of young women wearing a sprig of thyme, mint or lavender to attract a suitor. Rhind notes that, in British folklore, the thyme plant was the fairies' playground and the herb would be left undisturbed for their use; the following is a chronological list of recordings of the song. Wild Mountain Thyme