Friday, April 04, 2003

Shay's Whine Bar
In the 30 years I've been alive, I've not once been asked to leave a bar or restaurant because of any misbehavior. Until last night. Band practice for the Anchormen was canceled because Chris had to work late and Tom had an Asian Babe Alert show at the Sky Bar. I debated going to the Pornbelt show at the Choppin Block -- or to the ABA show -- but it was raining mildly, and I wanted to stick closer to home and the T.

After hanging out at the Different Drummer with some colleagues after work, a couple of us headed to Shay's Wine Bar on Harvard Square to meet up with some other friends, including one who'd been recently laid off and one who might have a hernia (he's going to the doctor soon). We were hanging out, talking, and I stepped outside to get some fresh air because the place was getting a little smoky. I came back in, made my way back to my friends, and picked up my Bass.

A man came up to me, said, "I'm not comfortable serving you," took the pint out of my hand, and set it back on the counter where I'd set it down just moments ago before stepping outside. "You're not comfortable serving me?" "No," he said. "Can I at least hang out?" "No. You have to go."

I was stunned. "I have to go?" "Yes," he said starting to move to help me leave the bar. I bent down to pick up my bag. "That's not your bag," he said. "Actually, it is my bag." He made me show the bag to my friends and asked if it was my bag. They confirmed that it was, and I left.

I was stunned. What had just happened? What had I done to warrant that? I hadn't bumped into anyone. I hadn't been rude to anyone. I hadn't been loud. I wasn't intoxicated. I was the exact opposite of the kind of person a bartender would feel uncomfortable with or threatened by. I almost turned back to ask him some more questions, but I thought better of it. I hopped on the T and headed home.

The wheels kept spinning. I should've asked him why he was uncomfortable. I should've asked for a refund on the beer I had just bought. If they were comfortable enough to serve me a minute ago, what made them uncomfortable a minute later? Maybe he thought I was a drunk stumbling into the bar because I did kind of trip on my shoelace as I was coming back in. Maybe he thought I was a drunk just stumbling in who made a bee line to the back of the bar, picked up someone else's beer, and tried to take someone else's bag. What had just happened?

As I was walking to the T, I emailed Jenn to say that I owed them money. I should've at least tried to settle my part of the tab before leaving. Still, I was stunned. She emailed me this this morning:

After you left, Nick and that bouncer went looking for you but couldn't find you. Then Nick wanted to call you but didn't have your cell phone number. See, that guy thought that you had just walked in and started drinking a random beer. Apparently, they get that all the time at Shay's. That's why he asked you to leave. So imagine how much of an asshole he felt like when we were like, he was with us. Why'd he have to leave? This guy at the bar told him to go lie down and that clearly he was too tired, kicking out legitimate customers and all. Then he and Nick ran out to go look for you, but I guess you were well on your way.


Phew! When I got home and when I got up this morning, my mind was still reeling. What had I done? I had done nothing. I've not experienced such a weird mix of self-righteous defensiveness and concern before. I was ready to write a letter of complaint to ask for a $4 refund. I was ready to boycott the joint. Funny that the guy who'd asked me to leave came after me to invite me back -- I'd just headed straight to the T. Jenn says that Dana, the cute bartender there who plays drums in the Signal, was angry at the bouncer. And Dave says that I should go back tonight and ask if I can finish my beer.

I guess it all worked out for the best. I was stunned, but it was the guy's mistake. Had I had more presence of mind to talk to him about it, I probably could've set him straight. Weird.

Thursday, April 03, 2003

Books Worth a Look XIII
These are the books I read in March 2003.

The Big Dig at Night by Dan McNichol and Stephen SetteDucati (Silver Lining, 2001)
The important things here are SetteDucati's photographs of the Big Dig, one of the world's largest public works projects, which were taken in Boston since 1996. This book, one of several about the project published after there was a critical mass of visual documentation -- and at the peak of Boston citizens' interest in the project -- focuses on night photography. The images are beautiful. Cranes, girders, overpasses, tunnels, bridges, earth movers, and structural supports are all captured while the city sleeps. It'll be interesting to see how this volume compares to similar texts, but one thing is clear here. SetteDucati did all the work. McNichol's scant captions, while occasionally informative and insightful, should not have earned him top billing and authorial credit.
Pages: 127. Days to read: 5. Rating: Good.

Chariots of the Gods? by Erich Von Daniken (Berkley, 1980)
This book, which must have been no little influence on writers such as David Hatcher Childress and Graham Hancock, contends that the Earth was in part populated by aliens or alien parents from planets such as Venus. Blending history, archeology, sociology, anthropology, and New Age speculation, Von Daniken analyzes whether God was an astronaut. While the book is overly aggressive in its smug onslaught of unanswered questions and conspiracies, it's a good book in terms of making connections between archeology and astronomy -- and offering some ideas about why those connections exist.
Pages: 157. Days to read: 1. Rating: Good.

Down and Out in the Magic Kingdon by Cory Doctorow (Tor, 2003)
Cory's first published novel is set in a post-scarcity society in which there's no death, hunger, or poverty. There are, however, ad hocs, democratic, self-organizing groups living in and running Disney World. There's also an esteem-driven economy in which your reputation is measured in a currency called Whuffies. Everybody has persistent Internet access, and people can back up and restore their memories, even in new cloned bodies. The plot is largely a mystery centering on the politics surrounding the ongoing reconstruction of the Haunted Mansion. While I didn't totally dig Cory's Disney fetish, the novel is chock full of Cory's day-to-day fascinations. The heat death of the universe, Faraday cages, traffic flow analysis, and how people carry things -- intriguing ideas all wrapped up in a quickly untangling tale.
Pages: 208. Days to read: 4. Rating: Good.

Everything Is Illuminated by Jonathan Safran Foer (Houghton Mifflin, 2002)
If Ben Marcus had written the screenplay for the Pianist, this novel may have been the result. Furthering three interlocking narratives, the story details a young writer's journeys to the Ukraine to track down a woman who saved his grandfather's life during World War II. Foer's storytelling structure -- the personal narrative of the author's young Ukrainian guide, a speculative history of the author's Ukrainian family, and letters from the guide to the author -- works quite well, and with the fictional author being a less than totally present character, it's unclear what the true story being written is. Is it the Ukrainian guide's? The speculative history? A well done meta-novel that plays with the form deftly.
Pages: 276. Days to Read: 2. Rating: Excellent.

The Family of Man ed. by Edward Steichen (Museum of Modern Art, 1955)
This photography exhibit -- promoted as the greatest of all time -- comprised 503 pictures from 68 countries. This book, an after-the-fact catalog published by the Maco Magazine Corp., collects most, if not all of those images. Published in black and white, this well-read library reject once housed in the Hillside School Library of Berkeley, California, was acquired on the passive recommendation of Mikela and Philip Tarlow at SXSW. True to their "Digital Aboriginal" ideal, the book is a world-ranging visual documentation of love, marriage, birth, parenthood, childhood, anger, struggle, family, work, food, craft, art, dance, play, education, civil society, poverty, religion, war, law, old age, and death -- the whole range of the human experience. The photos are slightly dated at this point, but it's a worthwhile chronicle -- and an exhibit that should be revisited for 2005.
Pages: 192. Days to read: 1. Rating: Good.

Lexicon Devil: The Fast Times and Short Life of Darby Crash and the Germs by Brendan Mullen with Don Bolles and Adam Parfrey (Feral House, 2002)
Digging a little deeper than Exene Cervenka's Forming, this roughly 110-source oral history of Paul Beahm AKA Bobby Pyn AKA Darby Crash, the singer, front man, and erstwhile savior of the seminal Los Angeles punk band the Germs is an insightful and informative biography of the American Sid Vicious, a punk-rock martyr who is largely overlooked because he committed suicide on the same day John Lennon died. The most interesting aspect of Beahm's punk iconoclasm is his grasp of evangelism, self-help obsession, and fascism. His "circles" were est- and Scientology-inspired codepency-driven support groups, and he brought an accidental, partly formed focus to his musical performance and lifestyle. Or maybe he was a drugged-out alcoholic. Like Black Randy says near the end of the book, he should've had the balls to stick it out.
Pages: 294. Days to read: 3. Rating: Good.

Lucky Wander Boy by D.B. Weiss (Plume, 2003)
One of the jacket blurbs says Weiss does for video games what Michael Chabon did for comics, but because I've yet to read Chabon's book -- or David Mamet's "Wilson," for that mater -- I cannot say. What I can say is that Lucky Wander Boy is a wonderful look at the video game industry and the repercussions of pop culture obsessions. After returning from working in Poland, the novel's hero takes a job writing marketing copy for a video game developer. On the side, he's writing a comprehensive encyclopedia of classic video games that blends post-modern cultural critique with actual history. The novel details the hero's quest for information about a little-known game and ends in a very game-like manner. Innovative and funny.
Pages: 273. Days to Read: 8. Rating: Excellent.

Memoir of the Hawk by James Tate (Ecco, 2001)
Tate's prose poems, fictional vignettes that are laid out and scan like poetry remind me of a marriage between Dan Buck's short, short stories and Jack Handey's "Deep Thoughts." While some of the pieces are relatively absurd and impressionistic, many hit quite hard emotionally. And it is the more realistic and narrative pieces that I enjoy most. Despite the excellent writing, the book is a little overwhelming. Tate's stories read best one at a time, or in small handfuls. To read them all in short order -- even in several sittings spanning half a month, as I did -- is an invitation to be deluged and perhaps drowned in Tate's world.
Pages: 175. Days to read: 13. Rating: Good.

The Stepford Wives by Ira Levin (Perennial, 1972)
I had no idea. All I knew about this book was the image of glassy-eyes suburban women from the movie a la Children of the Corn and the possible political commentary on suburban stultification. No, this is science fiction! And feminist social commentary! It's a quick read, one of the most economic novels I've ever read, and Peter Straub's introduction well explains how the novel can be misread. The book proceeds step by step until Joanna's revelatory research in the basement of the library. There, she puts together all of the pieces -- the jobs of the men in Stepford whose wives have changed, and the insidious scientific innovations that contributed to those changes. It's a subtly surprising acceleration to the novel's open-ended conclusion. How long will the cycle continue? I've got to rent the movie.
Pages: 123. Days to read: 1. Rating: Excellent.

Why Did I Ever by Mary Robison (Counterpoint, 2001)
I need to borrow more books from Andrea. Any author that thanks Roger Angell and Rick Moody in the acknowledgments has a good chance of being good. A teacher at the University of Southern Mississippi, Robison has written for the New Yorker -- as well as for Hollywood. So it's no surprise that the man character, Money, is a script doctor. The highly fragmented novel -- almost a collection of short, short stories -- tracks her manic work writing and unwriting a screenplay about Bigfoot. Through a series of more than 500 musings, insights, representations of what appear to be multiple personalities, and slices of life shedding light on the main character's family, friends, and colleagues, it becomes clear that the novel is really about the sexual abuse of Money's son and the impact it has on her family. I need to read more of Robison's work.
Pages: 200. Days to read: 1. Rating: Excellent.
Conferences and Community V
Ramon Ray did a confblog while he was at the Inc. 500 this year. Thanks for documenting the event, Ramon!
Games People Play IX
At the end of January, one of my co-workers at Fast Company, Joel Janney, released a board game he and his wife produced themselves. Lights… Camera… Action! is a high-energy movie trivia game focusing on what Janney calls "movie moments." Media Diet talked to Janney about what people remember about movies, the role movie moments play in popular culture, and what he learned while making a board game independently. Here is an edited transcript of our conversation:

Media Diet: Tell me a little bit about the concept behind Lights... Camera... Action!

Joel Janney: This all started with what kinds of games I like to play -- and the fact that I love movies. Computer games are usually solo activities or may involve one other person. Board games are highly social -- and this game in particular is very interactive. It is more fun with more people, and it requires a lot of eye contact and immediate feedback. Laughing with a group is a lot more fun than laughing by yourself.

That's why going to the movies is such a great experience. It's a bonding thing, a communal sharing activity. Watching movies at the theater is a communal activity that is really important to most people. Parts of the movie industry freaked out about VCR's and big TV's because they thought people would stop going to the movies. They don't get it. People go because they would rather watch the movie in the company of a few friends and 200-plus strangers then watch it at home. It's a bonding experience.

Lights… Camera… Action! could easily be made into a computer game, but that's not what I got into this for. I got into it because I think an awful lot of people would have a great deal of fun playing the game with other people. If it's successful, I'll feel great because we make money while putting a smile on a lot of people's faces. That would make me happy. It also stirs interest in movies as people hear quotes from movies they haven't seen. I love the movies.

MD: You've said that a couple of times now. Why do you love the movies so much?

JJ: I love the movies because I love life, and the movies are about life. The thoughts and feelings and emotions one has when watching a movie are easy to share with others who have seen the same movie. People can talk about things going on in a movie, whereas they would feel uncomfortable talking about those same things going on in their own life. Movies are stimulating and engaging.

MD: How did you come up with the idea for the game?

JJ: I originally created a rough version of this game with a friend several years ago. The look and feel was completely different, and the game had different rules, but the "movie moment" concept was the same. One game company wanted to see the prototype, but they shot it down. They liked it, but they eventually decided that although they liked the game, it would take them into a different market (the mass market rather than the specialized market they were used to). They didn't want to be competing against the big players there.

MD: How did the idea develop from talk to action? What made you take the step to actually make the game yourself?

JJ: It's always nagged at me that I never gave it a full shot. My wife and I talked about it and finally decided to go for it. She wasn't working, which made it difficult money-wise but allowed her to devote each day to the many issues that had to be dealt with. We were both bored and looking for something exciting and stimulating to work on -- and here was something I believe in strongly and feel passionate about. It just got to the point where I had to give it a try.

MD: Are there other movie-related games available? What kind of market research did you do to identify competitors and so on?

JJ: Yes. We looked all over to see what was out there. Why still make the game when there are other movie games out there? Three answers: One, this game is different because it's all about "movie moments" -- it's not about memorizing facts or trivia. Movie moments have a strong emotional element. When you remember them you re-experience the emotions you associated with that scene. That's not the same as remembering who won Best Actor in 1969.

It's also different because of the three levels -- you get three chances to name the movie. The great majority of players answers most of the movie moments after all three clues -- good players get more of them off the quote, of course. So there's a reward for being better at it, but it's not so hard that players, particularly when working in teams, get stumped frequently (It's not a lot of fun to play a game where you don't know any of the answers).

Also, the marketing and promotion is different. I believe that movie games have not taken advantage of their marketing opportunities Besides, the fact that there are successful movie games out there does not preclude our ability to be successful with a different game.

But the short answer is that what makes this game different is the much higher level of emotional involvement you get from playing this one. There tends to be a lot of laughter, and it's loud and raunchy in a way that trivia games are not. Simply put, it's more fun.

MD: It might be good to expand a little on the concept of movie moments. What makes a good movie moment? Why do they resonate so strongly with people?

JJ: A good movie moment usually comes from a movie that has staying power within popular culture. The moment is a memorable one within the film -- almost always because it's representative of what the film was about or representative of one of the characters. It's a parking lot moment. If you hear people talking about a movie they've just seen, their discussion is usually limited to half a dozen or so of these moments from a movie.

MD: The game includes 800 questions. Are they from 800 movies? How many movies did you and your wife watch to develop the questions? And fess up: Did you refer to any movie quotation books or other resources?

JJ: They're from about 350 movies. We rented DVD's and watched the movies, for three reasons. Quote resources that are out there are often inaccurate, and it was very important to me that we get the quotes right. Secondly, part of what makes a movie moment is what is happening on the screen -- "Get off the babysitter," doesn't sound like much of a quote if you haven't seen Risky Business, for example. We also needed to see the scene in order to write the scene descriptions. Some of these movie moments were created by me and a friend several years ago in the original version of the game. We rented the movies for those also.

It didn't take long, because we thought we were going to have the game out before Thanksgiving. We crammed it in. On a normal day, my wife Laura would watch three movies and write down many quotes for each and the times on the DVD clock. I would come home from work and pick the ones I liked and rewatch to check for accuracy -- and so I could write the scene description. It was utterly exhausting and went on for about 10 weeks I think. We got a lot more done on the weekends.

MD: If your wife would watch three movies on a weekday, how many did you two hit on a weekend?

JJ: We only have one DVD player, so not many more than that. The player was basically playing a great majority of the time. Our life was watching movies for awhile there.

MD: As you developed the list of questions, did you try to keep a diverse mix of genres and eras?

JJ: The 350 movies range from Citizen Kane to Spider-Man. The game is definitely weighted more to the last 10 years, and those are weighted more to the last five. Still, tons of movies are pre-1990. We have lots of classics. For the most part, we focused on popular movies and popular actors -- movies people would know.

Some movies may have been popular at the time but have no staying power. Few people ever rent them, they don't show up on cable, and no one watches them anymore. They're forgettable. Those movies didn't make it. We also paid a lot of attention to not necessarily using the obvious quotes, but trying to find quotes that played off one of the themes of the movie or a main character.

MD: Did you and your wife learn anything about the kinds of movies you like and dislike?

We'd never seen Citizen Kane before and loved it. I thought it was revered for it's technical innovations, but the story and acting were also great -- in addition to the directing. There were plenty of other movies that were surprises. Two that stand out for me were Breakfast at Tiffany's (which I'd never seen because I thought it was going to be a repetitive light romantic comedy, and they're everywhere) and Saturday Night Fever (which stunned me because I thought it was just a dance/party movie, and I loved it).

MD: What do you think the best quote in the game is? Surely you have a favorite.

JJ: "That's part of your problem, you know, you haven't seen enough movies. All of life's riddles are answered in the movies."

MD: Um, what movie is that from?

JJ: It's from Grand Canyon, spoken by Steve Martin, who is playing a movie producer. I think it's an underrated movie and a good rental. It's a bit of an obscure quote but I love it.

MD: When you reached the point of actually designing and producing the game, how did you learn how to do it? Are there companies that will produce a game for you?

JJ: We learned on the fly. We advertised for a graphic designer and picked from over 200 applicants. We worked with her closely on picking design. And we had all kinds of problems I don't even want to go into. Laura had to individually lay out 800 cards in Quark. We called all over for printers and game board and box makers. We talked to a lot of people. In the end, we used a broker for the printing and another company to make the box and board. We didn't get terms or credit from either. Companies that would do it for us weren't economical and required much more units printed.

MD: In the design and production process, what aspects of game making surprised you?

JJ: Just about everything, not knowing anything previously. Formats of files, the fact that colors on screen vary dramatically from printed colors, the many things that can -- and often did -- go wrong when something is going to press, the expense involved at all levels. It was a nightmare. And now we have to collate the cards by hand ourselves because the collating machine would have added too much cost. There are 400,000 cards. I definitely had not thought about that.

MD: What were some of the decisions you had to make? What were some details you decided not to include that would have been nice?

JJ: Originally, we only wanted to print 50-100 copies and not offset print them. Instead we were going to use a substandard printing method that wouldn't look that great just to see if people who bought the game were really into it. We spent a lot of time looking at options before wising up and going with offset color. It would have been nice to finish the box to protect it better. And it would have been nice to have thicker cards.

Most important, though, I thought the game needed to stand out. People need to notice it, and that means it can't look like anything else. It looks like a movie game, and if you see it from a distance you'll either recognize it if you've seen it before or be intrigued enough to check it out. But these are all purchasing decisions. Once a certain number of games get out there, all that really matters is word of mouth -- does it create a buzz, do people talk it up to their friends so that their friends want to buy it?

MD: With what the game cost to make per unit, how did you determine what the retail price would be?

JJ: Trivial Pursuit is $35. Most games are $25-$35, and quite a lot of those are $30-$35. That's where we got our price point, not our cost per unit. We're getting pretty low margins right now because of the limited print run.

MD: You could have easily self-produced a game with less-expensive and -impressive design and production values. Why not make the game more of a DIY cottage industry? Do you plan to market the game widely? How does one get distribution for a self-produced game?

JJ: We wanted a product we could be proud of. We didn't want to have to apologize to people and say, "Hey, we'll make it nicer if this takes off." Because then, if it didn't work out, I would just wonder if we should have gone all out. I wanted to take a full swing at this, not bunt. Yes, we want to market widely eventually. How does one get distribution? The hard way, a little bit at a time. And I wanted this to be a board game -- not just cards in a box, not on the computer -- because I believe in the communal sharing thing, people laughing in groups together. That could still happen with cards, but the board makes it more substantial and more likely to attract a group to sit around and dedicate time to play it. I also think the board version is more fun if you invest about two minutes to learn the rules (They're pretty basic.), and the board version allows people who aren't that good at it to have as much fun as the experts. That is very important.

MD: You must now know more about the game industry than you thought you ever would. What are some of the more interesting things you've learned about making and selling games?

JJ: A lot of games come out every year. A lot. And many of them invest more money than we have to get started. There are some good Web sites I referred to, but I largely didn't listen to them -- though I still recommend reading all about it before diving in. Most of the Web sites focus on standard methods of distribution (meaning stores), not Internet sales.

MD: So what resources would you recommend people check out? What was most useful for you?

JJ: What's been most useful to us has been finding the right people to work with. That may sound like I'm evading the question, but it's really important. Here's an informative Web site.

MD: What advice would you give people who might be interested in making their own game?

JJ: Be sure that you really want to do it.

MD: Why do you say that? Were there any moments when you doubted whether you wanted to do it?

JJ: No, but it was a lot harder and a lot more work than I thought it would be. There were also a lot of scary moments where problems came up and we were not sure how we would fix them, or if we could. If you're only into it 80%, you're going to find it very easy to give up when the inevitable roadblocks appear.

MD: You named the company Georgie Games after your dog. What does Georgie think of the game?

JJ: He definitely isn't happy. He doesn't like all the boxes and cards in the house and doesn't like change of any kind. He can tell we're stressed, and he'd rather we had nothing to do but sleep with him all day.

One thing George has really liked about the game, though, has been the frequent trips to the video store, where the staff recognizes him and always gives him a treat. Another is that my wife is home all day with him instead of at a job.

MD: What's his favorite movie?

JJ: He does a good job of keeping his emotions to himself when watching a film.
Music to My Ears XXXII
It has been brought to my attention that musicians such as Paul Melancon and Adam McIntyre occasionally call friends and fans to perform new songs life or to leave musical messages on answering machines and voicemail.

Now, I've called myself before to record nascent Anchormen songs on voicemail as a songwriting and memory aid -- and I've written songs based on old outgoing answering machine ditties -- but I don't think the Anks have ever played live for someone over the phone. It's an interesting idea -- like They Might Be Giants' Dial A Song, only using that push technology from days of yore.

Do any Media Dieticians know about other musicians or bands that perform phone shows? There might be something here.
Music to My Eyes XV
From Spin the Bottle:

Dear Singer/Songwriter/Comedian,

I'm the talent coordinator for a TV pilot for VH1 called "NewsJam" (from the creator of "Pop-Up Video") which will feature singer-songwriters delivering amusing songs about the big news topics of the week. Think "Schoolhouse Rock" meets Tom Lehrer's "That Was The Week That Was" or a musical version of Comedy Central's "Daily Show."

The assignment is to write and record (low-tech home recording is fine) a 2-3 minute song on one of the two following topics:

1. Awards Shows
2. J.Lo & Ben

If your song is chosen for the demo/pilot, you'll get $1500...but more importantly, you'll get entered into the stable of "musical correspondents" who will contribute on the actual weekly show (if it's picked up). For now, we're not planning on showing artists' faces...(but that may change)...rather, we're turning their songs into cartoons, bouncing ball montages, or other yet-to-be-invented visual offerings. The deadline is April 16th on a CD if you're interested (with lyrics e-mailed to me).

Please feel free to call me with any questions and if you know of any other singer/songwriters who might be right for this project, please let me know.

Thanks,

David Turley
Spin The Bottle, Inc.
9 West 29th Street
New York, NY 10001


Thanks to Emily!

Wednesday, April 02, 2003

Corollary: Among the Literati XXX
My three short, short stories in Uber have been archived.
Ravaging Radio VII
Quoth Stephen Provizer:

I just wanted to let you know that, due to a combination of factors, not the least of which is financial, April, 2003 marks the end of my official involvement with Allston-Brighton Free Radio.

Time goes by. It's been seven years since I organized Radio Free Allston and three years since I started Allston-Brighton Free Radio and I know that a change is due. I think that this change will be beneficial to both me and the station.

In difficult times such as these, it becomes even more important for all of us to know we can express our point of view and to take steps to do so. I hope that in the months ahead, you will continue to support community and alternative media efforts like A-B Free Radio.

For my part, I will be out there looking for gainful employment, hopefully in the field of education, media or community organizing.

It has been a tremendous priviledge to be able to communicate with you on some of the most vital issues of our imperiled civic culture. Thank you so much for the support you've shown my efforts.


Having toured the old Radio Free Allston studio when I ran the Mass. Media mailing list -- and having played an A-B Free Radio benefit with the Anchormen -- I know what a force for free speech and free media Stephen is. I'm sure that the A-B Free Radio team will miss Stephen's involvement, but I'm also sure that he will find new progressive media projects just as productive and positive.

Best wishes, Stephen!
Corollary: Technofetishism XXVI
Eudora 5.1's profanity filter informs me that the phrase "sick and tired" may cause offense. Oh, so?
The Movie I Watched Last Night LXII
Sunday:
Dr. Strangelove (Or: How I Learned to Stop Worrying and Love the Bomb)

This 1964 film directed by Stanley Kubrick is amazing and well worth watching somewhat frequently. Its dystopian take on the military-industrial complex is particularly effective in times of war. Peter Sellers' multiple roles all work well, especially his portrayal of Dr. Strangelove, and George C. Scott's Gen. "Buck" Turgidson is by no means turgid or tepid. But what strikes me most strongly is that Kubrick aptly balances light-hearted humor while addressing one of the more frightening possibilities of the Cold War. The movie is neither fatalistic nor overtly dismissive, and the blend of comedy and commentary is still relevant today. File this beside Johnny Got His Gun. Wonderful.
Anchormen, Aweigh! XVIII
Last night, on my way home on the T, I was recognized as a member of the Anchormen for the first time in public. A young man got on the train and moved down the aisle. As the train started to pull out of the station, he made his way back to me.

"Aren't you in the Anchormen?" he asked me. Taken aback, I replied, "Yes. I am." He'd seen us play at the Upstairs Lounge with Hip Tanaka and said that we'd really impressed him. "Straight-ahead punk, but with different song topics," he said. He asked when we were playing out again, and I told him about our May 16 CD release party and Handstand Command third anniversary celebration. (Details forthcoming.)

When the T reached Central Square, we got off the train together. Then we bumped into each other again at the co-op. It felt kind of nice to be recognized in public, and he had a really cool stocking cap on. I, microstar! If you ever see me out and about, don't be shy to say hi!

Soundtrack: Lila Downs, "Tree of Life"
Corollary: Blogging About Blogging LIV
Just got word from Jupiter Media and Clickz: I've got media credentials for the June Weblog Business Strategies conference in Boston. It'll be an awesome event to confblog.