Idaho ties in the NFL: Week 9

? Vikings defensive end Jared Allen (Idaho State) had three solo tackles, three assisted tackles and a half sack.

? Seahawks safety Jeron Johnson (Boise State) had one sack and a solo tackle.

? Lions wide receiver Titus Young (Boise State) had two receptions for 20 yards.

? Bears defensive end Shea McClellin (Boise State) had one assisted tackle.

? Browns defensive tackle Billy Winn (Boise State) had one solo tackle.

? Texans defensive back Shiloh Keo (Idaho) had one kickoff return for 0 yards.

? Cowboys cornerback Orlando Scandrick (Boise State) had two solo tackles.

Source: http://feedproxy.google.com/~r/IdahostatesmancomSports/~3/tM7m5CPNgxI/idaho-ties-in-the-nfl-week-9.html

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Another storm headed toward weather-beaten NY, NJ

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Source: http://news.yahoo.com/another-storm-headed-toward-weather-beaten-ny-nj-232744186.html

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Video: ExchangeWire CEO Ciaran O?Kane Chats to Neal Mohan, VP of Display at Google at ATS London 2012

Posted 1 hour ago in ExchangeWire EMEA

ExchangeWire CEO Ciaran O?Kane sat down with Neal Mohan, VP of Display at Google, during a fireside chat at ATS London this past September. In this video, Mohan discusses the process of consolidating the Google stack, what they offer their advertiser and agency partners, and their endeavours towards a holistically-integrated platform comprised of video, mobile and social.

He further discusses big trends currently evolving in the space, including some new publisher business models Google are bringing to market. These include private exchanges and a native audience extension capability built into DFP, which allows publishers to act as buyers. This new capability will begin with inventory in ADX, but eventually aims to extend reach beyond that. Google are still working towards integrating their stack and offering seamless support of video and mobile, as the standards are still evolving. Mohan wraps up with a full breakdown of their open platform and Google?s new bid manager.

Source: http://www.exchangewire.com/blog/2012/11/05/video-exchangewire-ceo-ciaran-okane-chats-to-neal-mohan-vp-of-display-at-google-at-ats-london-2012/

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  3. Ways To Devote Money Into Your Forex Trading Industry And Generate A Wonderful Return On Investment
  4. Ways To Generate A Lot Of Money To The Online Employing Currency Trading Trading
  5. Learn The Way To Produce Revenue From Trading

Source: http://finance.trustdote.com/ways-to-build-a-full-time-earnings-trading/

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Video: NASA's Fermi measures cosmic 'fog' produced by ancient starlight

Friday, November 2, 2012

Astronomers using data from NASA's Fermi Gamma-ray Space Telescope have made the most accurate measurement of starlight in the universe and used it to establish the total amount of light from all of the stars that have ever shone, accomplishing a primary mission goal.

"The optical and ultraviolet light from stars continues to travel throughout the universe even after the stars cease to shine, and this creates a fossil radiation field we can explore using gamma rays from distant sources," said lead scientist Marco Ajello, a postdoctoral researcher at the Kavli Institute for Particle Astrophysics and Cosmology at Stanford University in California and the Space Sciences Laboratory at the University of California at Berkeley.

Gamma rays are the most energetic form of light. Since Fermi's launch in 2008, its Large Area Telescope (LAT) observes the entire sky in high-energy gamma rays every three hours, creating the most detailed map of the universe ever known at these energies.

The total sum of starlight in the cosmos is known to astronomers as the extragalactic background light (EBL). To gamma rays, the EBL functions as a kind of cosmic fog. Ajello and his team investigated the EBL by studying gamma rays from 150 blazars, or galaxies powered by black holes, that were strongly detected at energies greater than 3 billion electron volts (GeV), or more than a billion times the energy of visible light.

"With more than a thousand detected so far, blazars are the most common sources detected by Fermi, but gamma rays at these energies are few and far between, which is why it took four years of data to make this analysis," said team member Justin Finke, an astrophysicist at the Naval Research Laboratory in Washington.

As matter falls toward a galaxy's supermassive black hole, some of it is accelerated outward at almost the speed of light in jets pointed in opposite directions. When one of the jets happens to be aimed in the direction of Earth, the galaxy appears especially bright and is classified as a blazar.

Gamma rays produced in blazar jets travel across billions of light-years to Earth. During their journey, the gamma rays pass through an increasing fog of visible and ultraviolet light emitted by stars that formed throughout the history of the universe.

Occasionally, a gamma ray collides with starlight and transforms into a pair of particles -- an electron and its antimatter counterpart, a positron. Once this occurs, the gamma ray light is lost. In effect, the process dampens the gamma ray signal in much the same way as fog dims a distant lighthouse.


This animation tracks several gamma rays through space and time, from their emission in the jet of a distant blazar to their arrival in Fermi's Large Area Telescope (LAT). During their journey, the number of randomly moving ultraviolet and optical photons (blue) increases as more and more stars are born in the universe. Eventually, one of the gamma rays encounters a photon of starlight and the gamma ray transforms into an electron and a positron. The remaining gamma-ray photons arrive at Fermi, interact with tungsten plates in the LAT, and produce the electrons and positrons whose paths through the detector allows astronomers to backtrack the gamma rays to their source. (Credit: NASA's Goddard Space Flight Center/Cruz deWilde)

From studies of nearby blazars, scientists have determined how many gamma rays should be emitted at different energies. More distant blazars show fewer gamma rays at higher energies -- especially above 25 GeV -- thanks to absorption by the cosmic fog.

The farthest blazars are missing most of their higher-energy gamma rays.

The researchers then determined the average gamma-ray attenuation across three distance ranges between 9.6 billion years ago and today.

From this measurement, the scientists were able to estimate the fog's thickness. To account for the observations, the average stellar density in the cosmos is about 1.4 stars per 100 billion cubic light-years, which means the average distance between stars in the universe is about 4,150 light-years.

A paper describing the findings was published Thursday on Science Express.

"The Fermi result opens up the exciting possibility of constraining the earliest period of cosmic star formation, thus setting the stage for NASA's James Webb Space Telescope," said Volker Bromm, an astronomer at the University of Texas, Austin, who commented on the findings. "In simple terms, Fermi is providing us with a shadow image of the first stars, whereas Webb will directly detect them."

Measuring the extragalactic background light was one of the primary mission goals for Fermi.

"We're very excited about the prospect of extending this measurement even farther," said Julie McEnery, the mission's project scientist at NASA's Goddard Space Flight Center in Greenbelt, Md.

###

NASA/Goddard Space Flight Center: http://www.nasa.gov/goddard

Thanks to NASA/Goddard Space Flight Center for this article.

This press release was posted to serve as a topic for discussion. Please comment below. We try our best to only post press releases that are associated with peer reviewed scientific literature. Critical discussions of the research are appreciated. If you need help finding a link to the original article, please contact us on twitter or via e-mail.

This press release has been viewed 32 time(s).

Source: http://www.labspaces.net/125016/Video__NASA_s_Fermi_measures_cosmic__fog__produced_by_ancient_starlight

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Online Marketing Reggie Bush Jersey Is The Ideal Solution To ...

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Source: http://mysixstringsblog.com/online-marketing-reggie-bush-jersey-is-the-ideal-solution-to-produce-some-severe-money/?utm_source=rss&utm_medium=rss&utm_campaign=online-marketing-reggie-bush-jersey-is-the-ideal-solution-to-produce-some-severe-money

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4 on Japan nuclear safety team took utility money

FILE - This Nov. 12, 2011 photo shows a view of the crippled Fukushima Dai-ichi nuclear power plant in Okuma town, Fukushima prefecture, northeastern Japan. Four members of a Japanese government team assigned to set reactor safety measures received funding from utility companies or atomic industry manufacturers, raising questions about such experts? objectivity as the nation grapples with the nuclear disaster, the Nuclear Regulation Authority said Friday, Nov. 2, 2012. (AP Photo/David Guttenfelder, Pool, File)

FILE - This Nov. 12, 2011 photo shows a view of the crippled Fukushima Dai-ichi nuclear power plant in Okuma town, Fukushima prefecture, northeastern Japan. Four members of a Japanese government team assigned to set reactor safety measures received funding from utility companies or atomic industry manufacturers, raising questions about such experts? objectivity as the nation grapples with the nuclear disaster, the Nuclear Regulation Authority said Friday, Nov. 2, 2012. (AP Photo/David Guttenfelder, Pool, File)

This aerial photo shows Kansai Electric Power Co.'s unit buildings, from left, No. 1, No. 2, No. 3, and No. 4 of the Ohi nuclear power plant in Ohi, Fukui prefecture, western Japan, Friday, Nov. 2, 2012. Japanese nuclear regulators inspected ground structures Friday at the country's only operating nuclear plant to examine if an existing fault line is active. The inspection determines whether the Ohi plant should close. Its No. 3 and No. 4 reactors went back online in July, becoming Japan's only operating reactors after all 50 Japanese reactors went offline for inspection following the March 11, 2011, crisis at Fukushima Dai-ichi. (AP Photo/Kyodo News) JAPAN OUT, MANDATORY CREDIT, NO LICENSING IN CHINA, FRANCE, HONG KONG, JAPAN AND SOUTH KOREA

Japanese nuclear regulators inspect ground structures at the Ohi nuclear power plant to examine if an existing fault line is active, in Ohi, Fukui prefecture, western Japan, Friday, Nov. 2, 2012. The inspection determines whether the plant should close. Its No. 3 and No. 4 reactors went back online in July, becoming Japan's only operating reactors after all 50 Japanese reactors went offline for inspection following the March 11, 2011, crisis at Fukushima Dai-ichi. (AP Photo/Kyodo News) JAPAN OUT, MANDATORY CREDIT, NO LICENSING IN CHINA, FRANCE, HONG KONG, JAPAN AND SOUTH KOREA

Japanese nuclear regulators examine the beach at the Ohi nuclear power plant in Ohi, Fukui prefecture, western Japan, Friday, Nov. 2, 2012. They inspected ground structures at the country's only operating nuclear plant to examine if an existing fault line is active. The inspection determines whether the Ohi plant should close. Its No. 3 and No. 4 reactors went back online in July, becoming Japan's only operating reactors after all 50 Japanese reactors went offline for inspection following the March 11, 2011, crisis at Fukushima Dai-ichi. (AP Photo/Kyodo News) JAPAN OUT, MANDATORY CREDIT, NO LICENSING IN CHINA, FRANCE, HONG KONG, JAPAN AND SOUTH KOREA

TOKYO (AP) ? Four members of a Japanese government team that sets atomic reactor safety standards received funding from utility companies or nuclear manufacturers, raising questions about their neutrality in the wake of last year's tsunami-triggered disaster.

The Nuclear Regulation Authority said Friday that Nagoya University Professor Akio Yamamoto received 27.14 million yen ($339,000) over the past three years for research on reactors. That included 6.28 million yen ($79,000) from a subsidiary of Tokyo Electric Power Co., the utility that runs the Fukushima Dai-ichi nuclear plant that suffered meltdowns last year.

The authority said three others on the six-member standards team received industry funding. Getting such money is not illegal, but could call the neutrality of the team into question, since the industry would benefit from laxer standards.

The commission had asked the team members to voluntarily disclose such funding, including grants and donations, in an effort to boost transparency.

Akira Yamaguchi, a professor at Osaka University, received 10 million yen ($125,000) in such money, including 3 million yen from Mitsubishi Heavy Industries, which makes nuclear plants.

Before, nuclear regulators were in the same ministry that promotes the industry. The Nuclear Regulation Authority was set up this year following calls for a more independent watchdog, and after large and frequent public protests against nuclear power.

The Tokyo Shimbun newspaper reported Saturday that such funding indicates a "danger the measures may turn spineless to reflect the utilities' wishes."

The chief of the Nuclear Regulation Authority, Shunichi Tanaka, also has been under fire as possibly being too pro-nuclear. He was a key member of a government panel promoting nuclear energy and headed government research on the technology before being tapped for the job.

Separately, another team of experts working under the commission has been examining earthquake faults at Ohi nuclear power plant, which houses the only two reactors currently running in Japan.

A decision is expected Sunday on whether Ohi will be shut down.

Japan's 48 other working nuclear reactors, besides the four ruined at Fukushima Dai-ichi, have not been restarted after being shut down for routine inspections.

The two at Ohi went back on line in July. Before the Fukushima disaster, nuclear power had provided about 30 percent of Japan's electricity.

Ruling party legislator Goshi Hosono, the former minister overseeing the disaster, said Saturday that more tests may be needed to check the earthquake faults, but even "a gray zone" of uncertainty would likely mean the Ohi reactors would go offline.

Japan is promising to develop renewable energy such as solar and wind power, but such a shift would take time. The cost of oil and gas imports has hurt the world's third largest economy as it recovers from last year's earthquake and tsunami.

___

Follow Yuri Kageyama on Twitter at www.twitter.com/yurikageyama

Associated Press

Source: http://hosted2.ap.org/APDEFAULT/cae69a7523db45408eeb2b3a98c0c9c5/Article_2012-11-03-AS-Japan-Nuclear/id-b0132bbf7fca4941841f6715be10773e

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70% of small biz have no employee internet security policy | Oregon ...

Rich Cooper
Vice President of Research & Emerging Issues
National Chamber Foundation

Many U.S. companies have a false sense of security online. A new survey from the National Cyber Security Alliance and Symantec finds that nearly 70% of U.S. small businesses do not have any kind of Internet security policy for employees, though 77% of small business owners believe their company is safe from hackers, malicious programs and other digital threats. No matter the survey findings, 100% of U.S. businesses face persistent online threats, and cyber readiness does not happen by accident.

October is National Cyber Security Awareness Month, and it comes amidst legislative debates in Washington over how best to protect American networks. The debates have focused largely on how to secure critical infrastructure ? either through information sharing and guidance or through regulation. About 85% of U.S. infrastructure is privately owned, which raises the delicate challenge of balancing private sector liberty and government oversight of a public utility. This is an important debate for America?s businesses, but no matter the legislation ultimately passed, the strength of U.S. business cyber security depends heavily on the daily choices employees and business leaders make online. They are on the ?front lines? of the country?s battle against cyber threats.

Many businesses employ network security programs and digital experts. This builds a cyber wall around proprietary and sensitive company data, but cyber attackers, rather than assault a hardened front door, often try to sneak in the back door or through a window that is cracked open in the smallest of fashions. To penetrate secure networks, cyber criminals target weak points ? people. Criminals exploit cyber ignorance and use a variety of digital tactics to compromise network access.

The decisions employees make about opening suspicious e-mails, visiting threatening websites, or sharing personal and company information on social networks can either stop cyber criminals in their tracks or render expensive network security programs worthless. The more vigilant employees become, the fewer opportunities cyber attackers will have to circumvent network security. This doesn?t take legislation or bureaucrats; it takes education and mindfulness. There are simple steps everyone can (and should) follow to raise their digital security posture and resist cyber threats.

Return to Sender ? There are numerous e-mail tactics cyber criminals use, casting a wide net and relying on human folly to expose security vulnerabilities. Opening suspicious e-mails, clicking on unfamiliar links, and downloading attachments can expose a computer or e-mail account to spyware, viruses, and other malicious programs. This in turn threatens network security and potentially all business data, passwords and other critical information. Use filters on e-mail platforms, delete suspicious e-mails without opening them, and click on links and attachments with caution.

Updates are Important ? Every computer program is potentially vulnerable to attack, which is why software companies continually fine-tune and update their programs to stay a step ahead of the dynamic cyber threat. For these security efforts to work, however, users must apply the updates. Employees should implement program updates as soon as they are available and respond to prompts from security programs to scan for threats and address vulnerabilities.

The (Digital) Walls Have Ears ?There is sometimes an illusion on social networks that because users are communicating with only ?friends,? only the ?friends? are reading what is posted. Yet, cyber criminals mine social media posts for personal details that can reveal online accounts, user names and passwords. Gaining enough personal information will allow them to launch a range of other attacks, be it on a bank account or the company-wide network. When using a social site, people need to be mindful and restrict how much personal information is shared with the public.

Walk the Walk ? Knowing these and other best practices for cyber security does not independently resolve the online threat. After education, employees and business leaders must put the tactics into practice ? consistently. Being cyber savvy takes more than an annual training program and lackadaisical adherence to Internet security practices. True Internet security means continually and actively guarding against dedicated cyber attackers.

The Department of Homeland Security has compiled a list of resources for businesses to improve their cyber security readiness, offering critical information from a range of federal offices. Businesses can also consult guides from private sector groups, such as the U.S. Chamber?s ?Internet Security Essentials for Business 2.0.? The imperative for America?s businesses is to draw on these and other resources to better protect their networks. All U.S. companies face the cyber threat, and it will take all of us to secure the nation.

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Source: http://oregonbusinessreport.com/2012/11/70-of-small-biz-have-no-employee-internet-security-policy/

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Storm-crippled NYC subway creaks back into service

A commuter waits as the first A train approaches the platform at Penn Station as MTA resumed limited service Thursday, Nov. 1, 2012, in New York. The decision to reopen undamaged parts of the nation?s largest transit system came as the region struggles to restore other basic services to recover from a storm that ravaged the East Coast, killing more than 70 people and leaving millions powerless. (AP Photo/CX Matiash)

A commuter waits as the first A train approaches the platform at Penn Station as MTA resumed limited service Thursday, Nov. 1, 2012, in New York. The decision to reopen undamaged parts of the nation?s largest transit system came as the region struggles to restore other basic services to recover from a storm that ravaged the East Coast, killing more than 70 people and leaving millions powerless. (AP Photo/CX Matiash)

A man fills a gas tank at a gas station in Point Pleasant N.J. on Thursday, Nov. 1, 2012. was one of the few in the shore region that was selling gasoline on Nov. 1, 2012. Motorists in the New York City area and across New Jersey are facing a second day of enormous gas lines at those stations that still have both electricity and supplies. (AP Photo/Wayne Parry)

Dry ice is unloaded from a flatbed truck in Union Square for distribution to residents of the still powerless Chelsea section of Manhattan, Thursday, Nov.1, 2012, in New York. Three days after superstorm Sandy walloped the city, residents and commuters still faced obstacles as they tried to return to pre-storm routines. (AP Photo/ Louis Lanzano)

A boat washed inland by superstorm Sandy sits on the road in Ship Bottom on Long Beach Island, N.J. on Thursday, Nov. 1, 2012. New Jersey got the brunt of supersrtorm Sandy, the storm that made landfall Monday, caused multiple fatalities, halted mass transit and cut power to more than 6 million homes and businesses. (AP Photo/Robert Ray)

A long line of people wait for free distribution of dry ice in Union Square in the still powerless Chelsea section of Manhattan,Thursday, Nov. 1, 2012, in New York. Three days after superstorm Sandy walloped the city, residents and commuters still faced obstacles as they tried to return to pre-storm routines. (AP Photo/ Louis Lanzano)

(AP) ? Subways started running again in much of New York City on Thursday for the first time since Superstorm Sandy, but traffic at bridges backed up for miles, long lines formed at gas stations, and tempers flared as commuters waited for buses.

The trains couldn't take some New Yorkers where they needed to go. There was no service in downtown Manhattan and other hard-hit parts of the city, and people had to switch to buses. But some of those who did use the subway were grateful.

"It's the lifeline of the city. It can't get much better than this," said Ronnie Abraham, who was waiting at Penn Station for a subway train to Harlem, a trip that takes 20 minutes underground but 2? hours on the city's badly overcrowded buses.

Three days after Sandy slammed the mid-Atlantic and the Northeast, New York and New Jersey struggled to get back on their feet, the U.S. death toll climbed to more than 80, and more than 4.6 million homes and businesses were still without power.

Nearly 20,000 people remained stranded in their homes by floodwaters in Hoboken, N.J., across the river from the New York, and swaths of the New Jersey coastline lay in ruins, with countless homes, piers and boardwalks wrecked.

In a piece of good news for many New Yorkers, Con Edison said it is on track to restore power by Saturday in Manhattan, where a quarter-million customers were without electricity. And Mayor Michael Bloomberg said meals and bottled water will be distributed in hard-hit neighborhoods around the city.

Downtown Manhattan, which includes the financial district, the Sept. 11 memorial, Chinatown and Little Italy, was still mostly an urban landscape of shuttered bodegas and boarded-up restaurants. People roamed in search of food, power and a hot shower. Some dispirited and fearful New Yorkers decided to flee the city.

"It's dirty, and it's getting a little crazy down there," said Michael Tomeo, who boarded a bus to Philadelphia with his 4-year-old son. "It just feels like you wouldn't want to be out at night. Everything's pitch dark. I'm tired of it, big-time."

Rima Finzi-Strauss was taking a bus to Washington. When the power went out Monday night in her apartment building on the Lower East Side of Manhattan, it also disabled the electric locks on the front door, she said.

"We had three guys sitting out in the lobby last night with candlelight, and very threatening folks were passing by in the pitch black," she said. "And everyone's leaving. That makes it worse."

She said people were on the street buying "old, tiny little vegetables" and climbing 20 floors into apartments where they couldn't flush the toilet and had no heat. New York dipped to about 40 degrees Wednesday night.

The death toll in New York City alone was close to 40. Police on Thursday said two brothers, ages 2 and 4, who were swept away Monday night when waves of water crashed into an SUV driven by their mother in Staten Island were found dead.

Flights took off and landed Thursday at LaGuardia Airport, the last of the three major New York-area airports to reopen since the storm.

In the morning, more than 1,000 people waited outside an arena in Brooklyn for buses to Manhattan. When one bus pulled up, passengers rushed the door. A transit worker banged on a bus window and yelled at people on the bus and in line.

With the electricity out and gasoline supplies scarce, many stations across the metropolitan area closed, and the stations that were open drew long lines of cars that spilled out onto roads.

"Either they're out of gas or the lines are ridiculous," Katie Leggio said from her car, in line on Long Island. "I need gas. I think it's ridiculous that they're doing this to us when we're down, but what are you going to do? We're desperate, and we're helpless."

Police enforced carpooling at bridges into the city, peering through windows to make sure each car carried at least three people. TV helicopter footage showed lines for miles.

Across the region, people stricken by the storm pulled together, providing comfort to those left homeless and offering hot showers and electrical outlets for charging cellphones to those without power. That cooperative spirit extended to politicians, who at least made the appearance of putting their differences aside to deal with the destruction wrought by Sandy.

"We are here for you," President Barack Obama said Wednesday in Brigantine, N.J., touring a ravaged shore alongside Republican Gov. Chris Christie, one of Mitt Romney's most vocal supporters. "We are not going to tolerate red tape. We are not going to tolerate bureaucracy."

In New Jersey, signs of the good life that had defined wealthy shorefront enclaves like Bayhead and Mantoloking lay scattered and broken: $3,000 barbecue grills buried beneath the sand and hot tubs cracked and filled with seawater. Nearly all the homes were seriously damaged, and many had disappeared.

"This," said Harry Typaldos, who owns the Grenville Inn in Mantoloking, "I just can't comprehend."

Most of the state's mass transit systems remained shut down, leaving hundreds of thousands of commuters to deal with clogged highways and quarter-mile lines at gas stations.

Darryl Jameson of Toms River waited more than hour to get fuel.

"The messed-up part is these people who are blocking the roadway as they try to cut in line," he said. "No one likes waiting, man, but it's something you have to do."

On New York's Long Island, bulldozers scooped sand off streets and tow trucks hauled away destroyed cars while people tried to find a way to their homes to restart their lives.

Richard and Joanne Kalb used a rowboat to reach their home in Mastic Beach, filled with 3 feet of water. Richard Kalb posted a sign on a telephone pole, asking passing drivers to show some mercy: "Slow please no wake."

___

Contributing to this report were Verena Dobnik, Eileen AJ Connelly, Karen Matthews, David B. Caruso, Leanne Italie and Lou Ferrara in New York; Samantha Henry in Hoboken, N.J.; Wayne Parry in Mantoloking, N.J., Katie Zezima in Seaside Heights, N.J.; Frank Eltman in Mastic Beach, N.Y., Larry Neumeister in Long Beach, N.Y., and Vicki Smith in Elkins, W.Va.

Associated Press

Source: http://hosted2.ap.org/APDEFAULT/f70471f764144b2fab526d39972d37b3/Article_2012-11-01-US-Superstorm-Sandy/id-9df39c6ce29045f699b8c81deb7d2189

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Nick Newhard on Monolith's Blood - Vintage Computing and Gaming

Monolith Blood Screenshot

Back in 2007, I intended to write an article about the 10th anniversary of Monolith's Blood, one of my personal favorite computer games. Accordingly, I contacted Nick Newhard, the designer and lead programmer of Blood, and arranged for an interview.

For whatever reason, my interview with Newhard didn't take place until April 2008 via email. (That's probably why I shelved the project.) Since it's almost Halloween ? and it's the 15th anniversary of Blood this year ? I thought I'd share this little gem from my archives. It should be a treat for any Blood fans that might be out there.

I'm presenting this interview a little more sparsely laid-out than I usually do just for the sake of expediency. Some day I will write more about Blood, but until then, I hope this nugget of history will tide you over.

Get Blood

By the way, you can buy Blood on GOG.com these days for $5.99 (price at present). It runs great in DOSBox on a fast machine ? make sure you crank up the in-game display resolution for greatest effect. The game is amazing in 1440?900 VESA mode on a widescreen monitor.

I heartily endorse the thorough and frequent playing of Blood, as it is one of the greatest PC games of all time ? in my opinion, at least.

This interview took place via email in April 2008.

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Personal History

Nick Newhard in 2001Benj Edwards: What was the first video or computer game you ever played? What platform?

Nick Newhard: The first video game I played was Pong at a pizza joint in the Seattle area.

BE: What are some of your favorite computer and video games?

NN: I have a vast collection of computer games dating back to the Apple II days and video games back to the 2600. My list of favorites is huge but many of the older games are best fondly remembered.

BE: How did you get started programming?

NN: I started programming my TI-99/4A back in the early 80s, first in Extended BASIC and then using the Editor/Assembler. This was all effectively hobbyist stuff as a kid, but it really piqued my interest in programming and game development. I jumped into programming professionally working at Orchid Technology in the 80s, writing setup programs and diagnostics for some of our hardware products.

BE: How did you break into the game development industry?

NN: My career as a Software Engineer had brought me to a branch of Novell in Sunnyvale, California in the late 80s. Across the freeway from there was Strategic Simulations, Inc., makers of some of my favorite games at the time. One day I dropped by to see if there were any game programming jobs. There were, so I applied and was hired a few weeks later working for Keith Brors and Bret Berry (two of my favorite people in the game biz).

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Blood History

Nick Newhard in 1994BE: What are the circumstances behind Blood's origin? Whose idea was it?

NN: The original concept [for Blood], a horror theme written by me and a friend, was far more Lovecraftian in nature and very dark. George Broussard asked us to lighten it up with more humor. We started with a major rewrite of the theme but adding humor to the game was a process that continued throughout development with significant contributions from each new team member.

BE: When did development of Blood start?

NN: Blood development started in earnest around late 1994 with a core team and an insignificant development budget. But man, we had fun.

Apogee/3DRealms entered into an agreement with our team to develop a game for the Build engine, which eventually became the Blood project. The company we formed around the team making Blood was incorporated as Q Studios. 3DRealms was to be our shareware publisher and assisted with development costs.

BE: Take us into the development process a little. How many people were working on Blood, and what was the atmosphere like in the office at the time?

NN: During the core development of Blood, prior to our team becoming part of Monolith, our team had had four key members without which Blood would never have been - Kevin Kilstrom, Peter Freese, Jay Wilson, and myself. The 'office' was in the family room of my house during this formative period. I can safely say the atmosphere ranged the gamut from fun to desperate at various times. Also, during the summers it was damnably hot.

After moving to Monolith, Craig Hubbard became part of the team and was a key contributor in level design, story creation, and cinematic direction. (Also, he was a bitch to kill in Quake.) Matt Saettler is the unsung hero of the project, always smoothing the wheels and keeping things on track. I can't say enough about Monolith's sound and music team for Blood. Our early audio builds prior to their involvement were pretty weak and they brought the game to life. Daniel Bernstein laid down some amazing tracks and even created the language for the Cabal.

Ken Silverman was responsible for the Build engine created for Apogee/3DRealms. None of the Build games would have come out without his monumental effort.

The best part of Blood's creation really was the team synergy, despite the ups and downs that come with game development. Breaking the back of that beast - completing the game - was an extraordinary accomplishment for a team with several members new to game development. Bathed in Blood, you might say.

BE: How did your team end up joining Monolith?

NN: Peter Freese and I had worked with many of the Monolith founders while at Edmark, creating "edutainment" software. In fact, it was working with those guys and playing Doom endlessly after hours that led to my decision to start a game company. Similarly, they founded Monolith to make games and started working with Microsoft on the DirectX Sampler CD. When I talked with Jason Hall and the other 'Lith guys, Monolith saw the value in our team and in Blood, and we saw the value in building a future as part of Monolith.

BE: Did Monolith buy the publishing rights from Apogee when they acquired your team?

NN: When our team joined Monolith, I recollect they paid back the costs and purchased the publishing rights back from 3DRealms. Monolith and GT Interactive published the shareware version jointly and GTI published the retail product. I should mention that Rick Raymo was our producer at GT and was a blast to have around.

BE: Was it tough to make the transition between working in your family room to working in Monolith's offices?

NN: Although I'm speaking for the team here, I can safely say we were all very happy to move into the Monolith offices. At Monolith, we were all moved into two larger spaces together, and we still had an amazing amount of extra space. No?it wasn't tough at all. (Perhaps we missed the neighborhood park and hoops next door to my house just a little.)

BE: What role did you play during the development of Blood?

NN: I contributed pretty much everywhere I could, but mostly in the area of design, engineering, and level design to some extent. However, Blood is most definitely not the result of one person's vision ? the team created the game you played and loved. If you hated it, it was probably my fault (just don't ask me about the Life Leech.) I did not create any art that made it into the released game.

BE: What were your biggest contributions to the game?

NN: My greatest contribution was persistence and iteration. If something wasn't right I either made it right or pushed hard to make it right. We played the hell out of the game from the earliest builds and no one held anything back if a game element didn't feel right. The team had a pretty heated week-long discussion over game physics and realism vs. exaggerated presentation. Ultimately, we ended up with the best of both worlds.

BE: Blood is packed with references to movies and other media. How did those originate?

NN: We were all products of our youth and many of those influences made it into Blood. In part, much of this stuff just leapt out while we were playing the game. Someone would say something and it would make it into the game. Kevin Kilstrom was probably the biggest influence in the humor and horror area. The guy kept all of us in stitches and could always be counted on to joke about something.

Monolith Blood ScreenshotBE: Are you a big fan of the horror genre? Big Trouble in Little China?

NN: Most of the Blood team were fans of the horror genre. Movies, books, and comics were a huge influence. Who isn't a fan of Big Trouble in Little China? "Son of a bitch must pay!"

BE: What movies and games, specifically, influenced Blood's development?

NN: Lordy! What movie didn't influence us? Army of Darkness, Big Trouble in Little China, Hellraiser, Apocalypse Now, The Crow, Fantasia, Nightmare on Elm Street, Se7en, The Keep, The Shining, The Fugitive, Halloween, Friday the 13th, Ghostbusters, Plan 9 from Outer Space, Romero's Living Dead films, Freaks, The Goonies, Ghost, Jaws, Monty Python and the Holy Grail, and so many more.

Games: Doom, Star Wars: Dark Forces, Quake (specifically CTF), Duke Nukem 3D, Diablo

Cultural references: Edgar Allen Poe, Shakespeare, H.P. Lovecraft, Peter Straub, Sinatra, Fedor Jeftichew, mimes, and again, so many more.

BE: Did you face any significant obstacles before the completion or release of Blood?

NN: I'd say we had more than our share of significant obstacles. But to quote that Burton guy again, "We made it. Holy s?, we made it!"

From experience, every game development runs into issues. Blood started with a small development budget, insufficient development tools, a small and partially inexperienced team that had never built a game together, constantly changing requirements from the (original) publisher, an external programmer [Ken Silverman] with an unfinished engine in development?and that's just the start. Any game development team could point to a couple of those things and say, "Yeah, I've been through that." We just happened to have them all.

To add insult to injury, we had our source code stolen by an employee at a computer dealer and distributed to the internet. Having your publisher call in the middle of the night (on my birthday, no less) screaming "WTF happened?! How could you let your source code get stolen?" It wasn't a pleasant phone call. What followed was lots of footwork in MIRC, filing a lawsuit, US Marshals in an early morning bust, depositions, lawyers and money (they are synonymous) and other not-so-fun stuff. Ultimately, Monolith settled. That would never happen now that our Feds are somewhat more enlightened about software and source code theft.

The bright side is we finished the game despite all those crazy-assed circumstances. Blood still has some amazingly faithful fans.

BE: One of the most groundbreaking things about Blood, to me, is the inventive and seamless level design. Why was Blood's level design above and beyond those of other FPS games of the day?

NN: On behalf of the team, thank you for saying so. You know, we frequently talked about how some other game's levels just felt tacked together. Our goal was to lead the player through levels experiencing a story while feeling like they had actually been somewhere. We never wanted them to say "Hey! Yet another lava level?" Ultimately, Jay and Craig were responsible for putting the level progression list together and they did a great job.

Aside from the level design, I'd like to think Blood's complete secondary fire modes, guns akimbo, Doppler audio, level secrets, and amazing number of details are also hallmarks of the game. When someone on the team proposed a cool idea, we always tried to find a simple way to fit it in the game.

BE: Did you do any level design yourself?

NN: Early in development, I created a lot of small levels representing a theme, setting, or visual tone that I wanted to see expressed in the game. Several of those were used as starting points or feature areas for larger levels. Often Jay had to remove vert-points because I spent a lot of effort making the lighting or geometry "just right." (Thanks, Jay!)

The Train Level in BloodBE: What's your favorite Blood level?

NN: For coolness factor: The Phantom Express (E1L3) was a huge favorite just because?damn?we made a moving train level! For setting: The Overlooked Hotel (E2M4). For Bloodbath: Cradle to Grave (E1M1) was great, as were Click! (BB5) and Twin Fortress (BB6).

BE: After Quake was released, did you ever worry that Blood would become technologically obsolete before it was completed?

NN: It wasn't the technology that worried the team, but the extensibility of the engine itself. While Quake was being developed as a game engine, the Build engine was really more of a 2.5D rendering engine with some bells and whistles. The Blood team had developed a pretty good system for tagging points and lines for the game engine, we had no scripting language at all so extensibility was limited ? in other words, no modding. To make up for that weakness, we focused on fast and fun game play and fantastic level design.

Don't get me wrong; Quake was a fantastic game, and if we had it to do all over again, I'd love to have built Blood with a more flexible technology than we had at the time.

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Blood: The Aftermath

Monolith Blood Box ArtBE: Do you know how many copies of Blood sold?

NN: Neither Monolith or GTI shared sales figures with developers.

BE: I remember reading in EGM some years ago that a PlayStation version of Blood was planned. Do you know anything about what happened to that project or how far it went in the development process?

NN: I wasn't aware of that development effort. It may be something that GTI cooked up.

BE: When was the last time you played Blood?

NN: I played Blood solo for a bit last year but without audio. The last time I played with audio was probably five years ago. Maybe if I dig through some boxes I can find a compatible Sound Blaster card with jumpers. If anyone has Blood working with a virtual machine, I'd love to hear about their setup. [Author's note: I've since told Nick about VDMsound and other options to get Blood's sound working under Windows XP.]

BE: What influence, if any, has Blood had in the gaming world?

NN: I'm not sure if Blood influenced the gaming world or the other way around. We really made a gamer's game. The AI in Blood could be really difficult to beat. To this day, our Bloodbath mode was the most frenetic and fun multiplayer modes I've ever experienced. If anything, frenetic game play, pop humor, and attention to detail - the hallmarks of Blood - may have influenced later FPS efforts.

BE: Fans on the Internet have been clamoring for years for the Blood source code. What's the story? Is the source lost forever, or merely locked in a vault somewhere?

NN: I doubt the source code is lost. Undoubtedly, someone at or from Monolith has all the assets. Nobody is talking though. Personally, I don't have the source or assets but I may have some great videotapes of early in-game footage after we got networking in the game.

BE: Do you know who owns the rights to Blood now?

NN: It's likely that Infogrames/Atari owns the rights, following the chain of buyouts that lead back to GT Interactive.

BE: 3D Realms released the Duke Nukem 3D source in 2003. Would you be willing to help petition Atari to legally release the Blood source code? Do you have any idea who to contact to get that done?

NN: I'd be happy to participate. I would start with the legal beagles at Monolith or maybe Samantha Ryan at Warner Brothers. They would have a better chance of giving you the right person.

BE: Is there any chance we'll ever see a Blood 3? Were there ever plans to make another sequel?

NN: As much as I would love to play (or develop) another chapter of Blood, it's unlikely that there will be a Blood 3. Not to be too philosophical, but whatever fates crossed or stars aligned that allowed our little team to craft Blood have long since moved on. Each of us has gone our separate ways to make good and even great games.

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His Career Today (in 2008)

PopCap Bookworm LogoBE: Do you keep up with modern first-person shooters? Do you enjoy any particular ones?

NN: The last FPS I tackled was S.T.A.L.K.E.R. until it crashed (repeatedly, and I so wanted to love that game.) I completed Half-Life 2 and subsequent episodes. While technically not a shooter, I've also played through Portal several times. I have a massive stack of games to play, across platforms and genres.

BE: You seem to be in the casual games business now ? first at PopCap and now at Big Fish Games. What made you transition from action games at Monolith to tamer gaming fare?

NN: For the most part, it's the long development cycles and notably painful crunch times that I miss so much. (sarcasm) Seriously, I'm in the business of making fun games and enjoy developing the gamut of games.

BE: Of all the games you've worked on, what game are you most proud of?

NN: Cheesy answer. I'm proud of all the games I've worked on for different reasons. Blood was the hardest game to develop, yet we made it against nearly insurmountable odds. I handpicked the core team and they have all gone on to do great things. For that, I'm most proud.

BE: Any final thoughts you'd like to include that we didn't cover?

NN: Yeah. Blood would have been impossible without the patience, endurance, indulgence, and encouragement of my wife Helen. Thanks, honey.

Source: http://www.vintagecomputing.com/index.php/archives/900

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