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Space Invaders

From Wikipedia, the free encyclopedia
 
For other uses, see Space Invaders (disambiguation).
Space Invaders
A promotional flyer for Space Invaders: an arcade display on the bottom-right corner is shown over a laser cannon surrounded by aliens and saucers; the background contains the screen against a background of a canyon and a block mountain; the Space Invaders and Taito logos are displayed on the top of the poster.
A promotional flyer for Space Invaders.
Developer(s) Taito
Publisher(s)
  • JP Taito
  • NA Taito America (limited)[1]
Designer(s) Tomohiro Nishikado
Platform(s) Arcade, Various
Release date(s)
Genre(s) Fixed shooter
Mode(s) Single-player,
Two-player alternating[6]
Cabinet Upright, cocktail[6]
Arcade system Taito 8080[7]
CPU 8080 @ 2 MHz[7]
Sound SN76477 @ 1.9968 MHz[8]
Display Fujitsu MB14241,[9] monochrome raster, vertical orientation, 224×256 resolution[7]

Space Invaders (スペースインベーダー Supēsu Inbēdā?) is an arcade video game developed by Tomohiro Nishikado and released in 1978. It was originally manufactured and sold by Taito in Japan, and was later licensed for production in the United States by the Midway division of Bally. Space Invaders is one of the earliest shooting games and the aim is to defeat waves of aliens with a laser cannon to earn as many points as possible. In designing the game, Nishikado drew inspiration from popular media: Breakout, The War of the Worlds, and Star Wars. To complete it, he had to design custom hardware and development tools.

It was one of the forerunners of modern video gaming and helped expand the video game industry from a novelty to a global industry (see golden age of video arcade games). When first released, Space Invaders was very successful.

The game has been the inspiration for other video games, re-released on numerous platforms, and led to several sequels. The 1980 Atari 2600 version quadrupled the system's sales and became the first "killer app" for video game consoles. Space Invaders has been referenced and parodied in multiple television shows, and been a part of several video game and cultural exhibitions. The pixelated enemy alien has become a pop culture icon, often used as a synecdoche representing video games as a whole.

 

 

Gameplay

A vertical rectangular video game screenshot that is a digital representation of a battle between aliens and a laser cannon. The white aliens hover above four green, inverted U-shaped blocks. Below the blocks is a smaller horizontal block with a triangle on its top.
 
The player-controlled laser cannon shoots the aliens as they descend to the bottom of the screen.

Space Invaders is a two-dimensional fixed shooter game in which the player controls a laser cannon by moving it horizontally across the bottom of the screen and firing at descending aliens. The aim is to defeat five rows of eleven aliens—some versions feature different numbers—that move horizontally back and forth across the screen as they advance towards the bottom of the screen. The player defeats an alien, and earns points, by shooting it with the laser cannon. As more aliens are defeated, the aliens' movement and the game's music both speed up. Defeating the aliens brings another wave that is more difficult, a loop which can continue without end.[4][10][11][12]

The aliens attempt to destroy the cannon by firing at it while they approach the bottom of the screen. If they reach the bottom, the alien invasion is successful and the game ends. A special "mystery ship" will occasionally move across the top of the screen and award bonus points if destroyed. The laser cannon is partially protected by several stationary defense bunkers—the number varies by version—that are gradually destroyed by a numerous amount of blasts from the aliens or player.[4][10][11][12]

Development

Space Invaders was created by Tomohiro Nishikado, who spent a year designing the game and developing the necessary hardware to produce it.[13] The game's inspiration is reported to have come from varying sources, including an adaptation of the mechanical game Space Monsters released by Taito in 1972, and a dream about Japanese school children who are waiting for Santa Claus and are attacked by invading aliens.[4][14] However, Nishikado has cited Atari's arcade game Breakout as his inspiration. He aimed to create a shooting game that featured the same sense of achievement from completing stages and destroying targets, but with more complex graphics.[13][15] Nishikado used a similar layout to that of Breakout, but altered the game mechanics. Rather than bounce a ball to attack static objects, players are given the ability to fire projectiles at their own discretion to attack moving enemies.[16]

Early enemy designs included tanks, combat planes, and battleships.[13] Nishikado, however, was not satisfied with the enemy movements; technical limitations made it difficult to simulate flying.[13][17] Humans would have been easier to simulate, but Nishikado considered shooting them immoral.[17][18] After seeing a magazine feature about Star Wars, he thought of using a space theme.[13][15] Nishikado drew inspiration for the aliens from H. G. Wells' The War of the Worlds—he had watched the 1953 film adaptation as a child—and created initial bitmap images after the octopus-like aliens.[13][15][17] Other alien designs were modeled after squids and crabs.[13][17] The game was originally titled Space Monsters, inspired by a popular song in Japan at the time ("Monster"), but was changed to Space Invaders by Nishikado's superiors.[13][15]

Hardware

Because microcomputers in Japan were not powerful enough at the time to perform the complex tasks involved in designing and programming Space Invaders, Nishikado had to design his own custom hardware and development tools for the game.[13][17] He created the arcade board using new microprocessors from the United States.[15] The game uses an Intel 8080 central processing unit, and features raster graphics on a CRT monitor and monaural sound hosted by a combination of analogue circuitry and a Texas Instruments SN76477 sound chip.[18][6][19] Despite the specially developed hardware, Nishikado was unable to program the game as he wanted—the Control Program board was not powerful enough to display the graphics in color or move the enemies faster—and he considered the development of the hardware the most difficult part of the whole process.[13][17] While programming the game, Nishikado discovered that the processor was able to render the alien graphics faster the fewer were on screen. Rather than design the game to compensate for the speed increase, he decided to keep it as a challenging gameplay mechanism.[15][20]

A photograph of a close-up of an arcade screen. A video monitor rests at the bottom of the image, and the monitor's displayed graphics are reflected onto artwork of a grey moon surrounded by yellow and green colors. The reflected graphics display the phrase
 
Mirrored display and cardboard background of a Midway Space Invaders Deluxe arcade cabinet

Space Invaders was first released in a cocktail-table format with black and white graphics, while the Western release by Midway was in an upright cabinet format. The upright cabinet uses strips of orange and green cellophane over the screen to simulate color graphics. The graphics are reflected onto a painted backdrop of a moon against a starry background.[11] Later Japanese releases used rainbow-colored cellophane,[11] such as T.T. Space Invaders in 1978,[21] followed by a version with a full color display.[11] The cabinet artwork features large, humanoid monsters not present in the game. Nishikado attributes this to the artist basing the designs on the original title, Space Monsters, rather than referring to the in-game graphics.[13]

Music

Despite its simplicity, the music to Space Invaders was revolutionary in the gaming industry. Videogame scholar Andrew Schartmann identifies three aspects of the music that would have a significant impact on the development of game music:

  1. Whereas videogame music prior to Space Invaders was restricted to the extremities (i.e., a short introductory theme with game-over counterpart), the alien-inspired hit featured continuous music—the well-known four-note loop—throughout, uninterrupted by sound effects. "It was thus the first time that sound effects and music were superimposed to form a rich sonic landscape. Not only do players receive feedback related directly to their actions through sound effects; they also receive stimulus in a more subtle, non-interactive fashion through music."[22]
  2. The music interacts with on-screen animation to influence the emotions of the player. "That seemingly pedestrian four-note loop might stir us in the most primitive of ways, but that it stirs us at all is worthy of note. By demonstrating that game sound could be more than a simple tune to fill the silence, Space Invaders moved videogame music closer to the realm of art."[22]
  3. The music popularized the notion of variability—the idea that music can change in accordance with the ongoing narrative. The variable in Space Invaders (tempo) is admittedly simple, but its implications are not to be underestimated. "Over the years, analogous strategies of variation would be applied to pitch, rhythm, dynamics, form, and a host of other parameters, all with the goal of accommodating the nonlinear aspect of videogames."[22]

At the deepest of conceptual levels, one would be hard-pressed to find an arcade game as influential to the early history of videogame music as Space Invaders. Its role as a harbinger of the fundamental techniques that would come to shape the industry remains more or less unchallenged. And its blockbuster success ensured the adoption of those innovations by the industry at large.

— Andrew Schartmann, Maestro Mario: How Nintendo Transformed Videogame Music into an Art, Thought Catalog (2013)

Impact and legacy

[hide]Reception
Review scores
Publication Score
AllGame Arcade: 5/5 stars[23]
Atari 2600: 5/5 stars[24]
Atari 5200: 4/5 stars[25]
SNES: 4/5 stars[26]

After the first few months following its release in Japan, the game became very popular.[18] Specialty arcades opened with nothing but Space Invaders cabinets,[13][18] and by the end of 1978, Taito had installed over 100,000 machines and grossed over $600 million in Japan alone.[27] Within two years by 1980,[28] Taito had sold over 300,000 Space Invaders arcade machines in Japan,[29] in addition to 60,000 machines in the United States,[28][30] where prices ranged from $2000 to $3000 for each machine,[31] within one year.[32] The arcade cabinets have since become collector's items with the cocktail and cabaret versions being the rarest.[33] By mid-1981, more than four billion quarters, or $1 billion, had been grossed from Space Invaders machines,[34] and it would continue to gross an average of $600 million a year[35] through to 1982, by which time it had grossed $2 billion in quarters[36][37] (equivalent to $7.23 billion in 2014),[38] with a net profit of $450 million[37] (equivalent to $1.63 billion in 2014).[38] This made it the best-selling video game and highest-grossing entertainment product of its time,[36] with comparisons made to the then highest-grossing film Star Wars,[36][39] which had grossed $486 million[39] in movie tickets (costing $2.25 each on average)[36] with a net profit of $175 million.[39] Space Invaders had earned Taito profits of over $500 million.[13][40] The 1980 Atari 2600 version was the first official licensing of an arcade game and became the first "killer app" for video game consoles by quadrupling the system's sales.[11][41] It sold over two million units in its first year on sale as a home console game,[42] making it the first title to sell a million cartridges.[43] Other official ports of the game were made for the Atari 8-bit computer line and Atari 5200 console. Taito released it for the NES in 1985 (Japan only). Numerous unofficial clones were made as well, such as the popular computer games Super Invader (1979)[44] and TI Invaders (1981).

An oft-quoted urban legend states that there was a shortage of 100-yen coins—and subsequent production increase—in Japan attributed to the game,[13][45][46] although in actuality, 100-yen coin production was lower in 1978 and 1979 than in previous or subsequent years.[47][48] The claim also doesn't hold up to logical scrutiny; arcade operators would have emptied out their machines and taken the money to the bank, thus keeping the coins in circulation.[48] Reports from those living in Japan at the time indicate "nothing out of the ordinary ... during the height of the Space Invaders invasion."[48]

Game designer Shigeru Miyamoto considered Space Invaders a game that revolutionized the video game industry; he was never interested in video games before seeing it.[49] Hideo Kojima also described it as the first video game that impressed him and got him interested in video games.[50] Several publications ascribed the expansion of the video game industry from a novelty into a global industry to the success of the game. Edge magazine attributed the shift of video games from bars and arcades to more mainstream locations like restaurants and department stores to Space Invaders.[51] Its popularity was such that it was the first game where an arcade machine's owner could make up for the cost of the machine in under one month, or in some places within one week.[32]

Technology journalist Jason Whittaker credited the game's success to ending the video game crash of 1977, which had earlier been caused by Pong clones flooding the market, and beginning the golden age of video arcade games.[52] According to The Observer, the home console versions were popular and encouraged users to learn programming; many who later became industry leaders.[46] 1UP.com stated that Space Invaders showed that video games could compete against the major entertainment media at the time: movies, music, and television.[18] IGN attributed the launch of the arcade phenomenon in North America in part to Space Invaders.[53] Electronic Games credited the game's success as the impetus behind video gaming becoming a rapidly growing hobby and as "the single most popular coin-operated attraction of all time."[54] Game Informer considered it, along with Pac-Man, one of the most popular arcade games that tapped into popular culture and generated excitement during the golden age of arcades.[55] IGN listed it as one of the "Top 10 Most Influential Games" in 2007, citing the source of inspiration to video game designers and the impact it had on the shooting genre.[56] 1UP ranked it at No. 3 in its list of "The 60 Most Influential Games of All Time," stating that, in contrast to earlier arcade games which "were attempts to simulate already-existing things," Space Invaders was "the first video game as a video game, instead of merely a playable electronic representation of something else."[57] In 2008, Guinness World Records listed it as the top-rated arcade game in technical, creative, and cultural impact.[10]

As one of the earliest shooting games, it set precedents and helped pave the way for future titles and for the shooting genre.[56][58] Space Invaders popularized a more interactive style of gameplay with the enemies responding to the player controlled cannon's movement,[15] and was the first video game to popularize the concept of achieving a high score,[4][45][56] being the first to save the player's score.[56] While earlier shooting games allowed the player to shoot at targets, Space Invaders was the first in which targets could fire back at the player.[59] It was also the first game where players were given multiple lives,[60] had to repel hordes of enemies,[18] could take cover from enemy fire, and use destructible barriers,[61] in addition to being the first game to use a continuous background soundtrack, with four simple diatonic descending bass notes repeating in a loop, which was dynamic and changed pace during stages,[62] like a heartbeat sound that increases pace as enemies approached.[63]

It also moved the gaming industry away from Pong-inspired sports games grounded in real-world situations towards action games involving fantastical situations.[64] Whittaker commented that Space Invaders helped action games become the most dominant genre on both arcades and consoles, through to contemporary times.[65] Guinness World Records considered Space Invaders one of the most successful arcade shooting games by 2008.[45] In describing it as a "seminal arcade classic", IGN listed it as the number eight "classic shoot 'em up".[53] Space Invaders set the template for the shoot 'em up genre.[64] Its worldwide success created a demand for a wide variety of science fiction games, inspiring the development of arcade games, such as Atari's Asteroids,[66] Williams Electronics' Defender, and Namco's Galaxian and Galaga, which were modeled after Space Invaders '​s gameplay and design.[67][68] This influence extends to most shooting games released to the present day,[18] including first-person shooters such as Wolfenstein,[69][70] Doom,[71] Halo[72] and Call of Duty.[73] Space Invaders also had an influence on early computer dungeon crawl games such as Dungeons of Daggorath, which used similar heartbeat sounds to indicate player health.[63]

Remakes and sequels

 
In Japan Epoch released a Space Invaders clone that could be played at home, the Epoch TV Vader, in 1980.

Space Invaders has been remade on numerous platforms and spawned many sequels. Re-releases include ported and updated versions of the original arcade game. Ported versions generally feature different graphics and additional gameplay options—for example, moving defense bunkers, zigzag shots, invisible aliens, and two-player cooperative gameplay.[11] Ports on earlier systems like the Atari home consoles featured simplified graphics, while later systems such as the Super Nintendo Entertainment System and PlayStation featured updated graphics. Later titles include several modes of gameplay and integrate new elements into the original design. For example, Space Invaders Extreme, released on the Nintendo DS and PlayStation Portable, integrated musical elements into the standard gameplay.[74][75] A spin-off for WiiWare, Space Invaders Get Even, allows players to control the aliens instead of the laser cannon.[76]

In 1980, Bally Midway released a pinball version of the game. However, few elements from the original game are included, and the aliens instead resemble the xenomorphs from the film Alien; Bally Midway was later sued over the game's resemblance to designs by H. R. Giger.[77] Different ports have been met with mixed receptions; the Atari 2600 version was very successful while the Nintendo Entertainment System version was poorly received.[11]

Taito has released several arcade sequels that built upon the basic design of the original. The first was Space Invaders Part II in 1979;[78][79] it featured color graphics, an attract mode, and new gameplay elements, and added an intermission between gameplay.[80] According to the Killer List of Video Games, this was the first video game to include an intermission.[45][80] The game also allowed the player with the top score to sign their name on the high score table.[81] This version was released in the United States as Deluxe Space Invaders (also known as Space Invaders Deluxe), but featured a different graphical color scheme and a lunar-city background. Another arcade sequel, titled Space Invaders II, was released exclusively in the United States. It was in a cocktail-table format with very fast alien firing and a competitive two-player mode. During the summer of 1985, Return of the Invaders was released with updated color graphics, and more complex movements and attack patterns for the aliens.[11] Subsequent arcade sequels included Super Space Invaders '91, Space Invaders DX, and Space Invaders  '​95. Each game introduced minor gameplay additions to the original design. Like the original game, several of the arcade sequels have become collector's items, though some are considered rarer.[33] In 2002, Taito released Space Raiders, a third-person shooter reminiscent of Space Invaders.[82][83]

The game and its related games have been included in video game compilation titles. Space Invaders Anniversary was released in 2003 for the PlayStation 2 and included nine Space Invader variants.[84] A similar title for the PlayStation Portable, Space Invaders Pocket, was released in 2005.[85] Space Invaders, Space Invaders Part II and Return of the Invaders are included in Taito Legends, a compilation of Taito's classic arcade games released in 2005 on the PlayStation 2, Xbox, and PC.[86][87] Super Space Invaders '91, Space Invaders DX and Space Invaders  '​95 were included in Taito Legends 2, a sequel compilation released in 2006.[88]

In popular culture

A photograph of an orchestra on a dimly lit stage. Above the group is a projection screen with a black, white, and green image of pixel art. The pixel art is of an oval object wearing headphones with eyes and four tentacles. Below the pixel art is the phrase
 
A pixelated alien graphic used at the concert event Video Games Live

Many publications and websites use the pixelated alien graphic as an icon for video games in general, including video game magazine Electronic Gaming Monthly, technology website Ars Technica, and concert event Video Games Live.[18] There have also been Space Invaders themed merchandising, including necklaces and puzzles.[89]

The game—and references to it—has appeared in numerous facets of popular culture. Soon after the game's release, hundreds of favourable articles and stories about the emerging video game medium popularized by Space Invaders aired on television and were printed in newspapers and magazines. The Space Invaders Tournament, held by Atari in 1980 and won by Bill Heineman,[90] was the first electronic sports event and attracted more than 10,000 participants, establishing video gaming as a mainstream hobby.[66] The Arcade Awards ceremony was created that same year to honour the best video games, with Space Invaders winning the first Game of the Year award.[91] The impact of Space Invaders on the video game industry has been compared to that of The Beatles in the pop music industry.[92] Considered "the first blockbuster video game," Space Invaders became synonymous with video games worldwide for some time.[93]

Within a year of the game's release, the Japanese PTA unsuccessfully attempted to ban the game for allegedly inspiring truancy.[27] In North America, doctors identified a condition called the "Space Invaders elbow" as a complaint,[94] while a physician in The New England Journal of Medicine named a similar ailment the "Space Invaders Wrist."[95] Space Invaders was also the first game to attract political controversy, when a 1981 Private Member's Bill called the "Control of Space Invaders (and other Electronic Games) Bill" drafted by British Labour Party MP George Foulkes attempted to ban the game for its "addictive properties" and for causing "deviancy"; a motion to bring the bill before Parliament was briefly debated but defeated by 114 votes to 94 votes – the bill itself was never considered by Parliament.[96][97][98]

Music

Musicians drew inspiration for their music from Space Invaders. Video Games Live performed audio from the game as part of a special retro "Classic Arcade Medley".[99]

The pioneering Japanese synthpop group Yellow Magic Orchestra reproduced Space Invaders sounds in its 1978 self-titled album and its hit single "Computer Game",[100] the latter selling over 400,000 copies in the United States.[101]

Other pop songs based on Space Invaders soon followed, including disco records such as "Disco Space Invaders" (1979) by Funny Stuff,[100] and the hit songs "Space Invader" (1980) by The Pretenders,[100] "Space Invaders" (1980) by Uncle Vic[102] and the Australian hit "Space Invaders" (1979) by Player One (known in the US as Playback),[103] which in turn provided the bassline for Jesse Saunders' "On and On" (1984),[104][105] the first Chicago house music track.[106]

Space Invaders is referenced in the lyrics to Rush's 1981 hit song "Tom Sawyer," and the game is singled out for special thanks in the liner notes to the band's Permanent Waves album.[107]

The game was also sampled in I-F's "Space Invaders Are Smoking Grass" (1997),[108] the first electroclash record.[109]

In honor of the game's 30th anniversary, Taito produced an album titled Space Invaders 2008. The album is published by Avex Trax and features music inspired by the game.[110] Taito's store Taito Station also unveiled a Space Invaders themed music video.[111]

Television and film

Multiple television series have aired episodes that either reference or parody the game and its elements; for example, Danger Mouse,[112] That '70s Show,[113] Scrubs,[114] Chuck,[115] Robot Chicken.[116] and The Amazing World of Gumball.[117]

Elements are prominently featured in the "Raiders of the Lost Arcade" segment of "Anthology of Interest II", an episode of Futurama.[118][119]

Space Invaders will be appearing in the upcoming film Pixels and a film version of the game is in the works by Warner Bros with Akiva Goldsman produced.[120][121]

Books

Various books have been published about Space Invaders, including Space Invaders: An addict’s guide to battle tactics, big scores and the best machines (1982) by Martin Amis;[122] Tomb Raiders and Space Invaders: Videogame forms and Contexts, by Geof King and Tanya Krzywinska (2006), and Space Invaders (1980) by Mark Roeder and Julian Wolanski[123]

Other

In 2006, the game was one of several video game related media selected to represent Japan as part of a project compiled by Japan's Agency for Cultural Affairs.[124][125]

In the same year, Space Invaders was included in the London Science Museum's Game On exhibition meant to showcase the various aspects of video game history, development, and culture.[126]

The game is also a part of the Barbican Centre's traveling Game On exhibition.[127]

At the Belluard Bollwerk International 2006 festival in Fribourg, Switzerland, Guillaume Reymond created a three-minute video recreation of a game of Space Invaders as part of the "Gameover" project using humans as pixels.[128]

The GH ART exhibit at the 2008 Games Convention in Leipzig, Germany, included an art game, Invaders!, based on Space Invaders '​s gameplay. The creator later asked for the game to be removed from the exhibit following criticism of elements based on the September 11 attacks in the United States.[129]

There is a bridge in Cáceres, Spain, projected by engineers Pedro Plasencia and Hadrián Arias whose pavement design is based on this game. The laser cannon, some shoots and several figures can be seen on the deck.[130]

Author:Bling King
Published:Dec 23rd 2014
Modified:Dec 23rd 2014
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There is no such thing as time
Posted by Bling King

    

     Upon further ponderance I have come to the conclusion that time does not exist except in the law of physics. I have come to this conclusion through the observation of how things change and why they change at the pace in which they change. To me it seems that every change that takes place  in the universe is not dictated by time but rather physics. It is the law of physics that dictates the rate and speed at which all things change. For example if you have a car  that is traveling at 100 miles an hour the speed at  which the car travels is all dictated by physical changes and therfor controlled by the law of physics..Therfor it seems that for any change to take place all you need is physics and the law of physics that governs the physical changes. Time does not need be a factor and bears no relavance. As long as we have the law of physics everything will happen in accordance with those laws.

The composition of time
Posted by Bling King

   

    Time has 3 components. A front a middle and a rear. In the front time has what appears to be something of perspectual perspectualness that will move things forward at a set forth proponent. This part of time is easy to see and witness. However it is not easy to predict at which point time will make forward momentum happen. It would seem that this forward momentum is always in inactment but I would disagree with this. To me it seems more as if time interacts with things on its own accord leaving somethings unchanged for long standing periods of time. An example of this would be how time occasionally interacts with the speed of light. The speed of light remains constant but occasionally time will manifest itself into the equation and make modifications of the speed that light travels. For instance light will move forward forthwittingly at a billion miles a second but if it encounters any kind of resistance then time will inject itself and change the speed at which it was moving. Which leads me to the assumption that in order for time to inject itself into any equation a proponent has to take place that makes a physical change that would cause time to interject itself. If no physical change takes place than time has also not been a factor.

    The middle proponent of time is the area in which time is manipulating  the change that takes...Read More

👄What turns me on
Posted by Bling King

    I get turned on by some funny stuff. I'm not really into like full blown kinkiness or at least I wouldn't consider myself to be a kinky person but I do have a few fetishes. Some of them are a little out of the ordinary. For instance I have this one fetish about being tied up  and thrown in the ocean and then rescued by a mermaid. I think this fantasy comes from when I was a kid and I used to dream of mermaids and always wanted to meet one. Well one day its gonna happen. Now don't go telling me mermaids don't exist. You don't know cause they are in fact real and as soon as I meet one I will prove it to you. As far as some of my other turn ons  I guess what really gets me excited is people who  tell other people to shut the fuck up. I love when a woman just looks at a man and tells him to shut his mouth. To me thats a big turn on because the woman seems assertive like a dominatrix or something. If she will be assertive in a conversation she will be assertive in the bedroom or so I  would like to believe.

Time is a dialectable derelict
Posted by Bling King

To fathom the fortrighteousness of time one has to contemplate the personification of forthwittial forthwittil. Time forthwittingly will only listen to the commands of its on inner personification to which there is no directional direction or so it would seem but on further inquisitories I have come to realize that there is a forthwittingly forthwittal of which time has pronounced and those commands seem to speak to the nature of to which time corresponds. To review these pronouncements for your own bemusement look at time as if you had it captured it  in a bottle. What would happen? We know on the inside of the bottle time would force the inner workings of the bottle to correspond to times diabolical commands. Causing everything to change to times everlescent rules. however on the outside of the bottle things would not change, everything would stay in constant neutrality or would it? The question remains if there was no time would things still be allowed to happen and if so at what pace and what would dictate the pace at which things would change. There seems to be no rule in place for the dictation of the pace change which takes place. So it would seem that time has decided that factor somehow within itself. There could be a correlation at which things change and the pace being dictated by physics and the amount the physical world can be allowed to change within its own accord of set boundaries. To actually find...Read More

Free from time constraints
Posted by Bling King

 

 

 

There was a time when time did not matter. The thing that was an utmost relevance now was of no matter. The diffrence it made seemed miniscule and now it is constantly dictating everything that takes place before me. What is this thing that controls and makes everything manifest itself to its constraints and why and how does it do this. Time is nothing but the utmost miracle before us. Something that has always had to exist for anything ever to take place. There is no changing its course there is no variance in its absolute everlasting existance. To control time would be the utmost  crown jewel of all accomplishments if indeed it could ever be controlled. The only way I ever see time being manipulated to change its values is to speed up everything that time has interacted with. In order to do such a thing you would have to understand the nature of the objects in question and how they are effected by time. For instance a speeding car will slow down in time without constant force being distrubuted by the engine. To slow down the car one only has to take their foot off the accelarator and gradually time will do the rest but if you could freeze time at the speed at which the car was traveling then time would not  exist because the...Read More

the truth about time
Posted by Bling King

        I have looked at time many times and I have noticed a few components. There is a precise proponent that ushers in a manifestation. Whenever something new is going to happen you can look at that event which is about to take place and precisely predict exactly when it has started. Once you realize a manifestation has taken place you can precisely predict its out come. If you know that a manifestation has started to take place then you will know you are being guided through the realm precisely by the forces of an enlightenment. Throughout time this manifestation will remain constant starting with a beginning and an end and ending in a preconcieved enlightenment. Sometimes an enlightenment can take weeks and some times an enlightenment can take centuries. It depends on how many times that enlightenment has been benounced to the realm. 

 

nothing
Posted by Bling King

I suspect a suffcient of sufficence of suffiacantel suffiance of suffiance of absurdity of absurdanace. In all actual actuality there is an  actual actuality of actualityness in retrospect to the retorospective respect in which every person who has an intellectual intellect can see that the world is a prominance of prominance in which the order will reside as long as the order is maintained. Once that order is relinquished chaos will ensue. For chaos to be a calamity there only needs to be a perspectual perspective of perspectance that escalates the chaos to that height. What would cause that is a person or persons in the realm of the realmatical realmatics looking beyond thier own existance to the existance of there forfathers to see what has become of thier existance. If you look at your own existance for what it is you will see that it is neither logical nor illogical for it makes all the sense of a sensimatical sensematic. As long as you have a reason for your own existance then it is fruitful for you to exist. Once that reason or reasons are gone you will no longer care whether it is you live or die. In the realm in which we live is a prospectus prospectant of prospectantin which all will ensue. To change the prospectus prospectus you need to look to the realm and see what the prospectus prospectant is and manifest it to your own liking. My...Read More

The conclusive conclusion
Posted by Bling King

In all actual reality the realm is manifested of certain procedural procedures that come forth frequently to forthrightous forthrightenous. In the place of predicament I have found that I can properly place things in the procedural sequence unbenowst to people of the realm. In order to conflict the conflictions you have to equate the equation of equationalness in to proper equations. Very simple but also very tedious. You do this by equating the equation into percise preciseness. An example of an equation would be a placement of perdicament of a certain event in which you wish it to be. The next manifestation I could manifest is a manifestual manifestation of manifests of a sequance of certainal circumstances. Put together a sequence by asking the sequence in order to manifest itself and then tell the manifestations to happen in frequence in which they will unfold.

The Unattainable future
Posted by Bling King

     If the future is a grain of sand and its falling through an hour glass nothing in the world can stop it. It will eniquivaocalby blind as to where its going when it comes to its rest it has befallen its fate and will remain where it lay for an eternity knowing nothing about itself or it's surroundings. I am that grain of sand. Nothing ever can change my destiny for only time here makes a diffrence.. To benounce the future is the only way to change ones fortune. The time it takes to make an equivical change remains the utmost mystery of the universe.

🤯In the eyes of myself
Posted by Bling King

 

 

There where three men. All who seemed frightened. They stood on the edge of the canyon looking on as a fourth man tumbled to his death. We could have saved him said one of the men. He should have saved himself said another. The third man just look at them bewildered and brought a handgun to his own head and pulled the trigger. Blood spattered. The two men watched as he slumped to the ground. The first man screamed and the second threw himself to the side of the man on the ground. Why?!! he screamed. It was the only sound heard. Sobbing he looked at the man standing and said you did this! You and your frigging righteous speech about the lives we leave and the sacrifice we must make. Your the devil. I am not the devil said the standing man only the truth. The truth about what? The other man screamed. Your life he said and he jumped.

The man heard a ringing and he sat up slowly. It was over the dream but his thoughts where still on the side of the canyon. How did this happen. How did it all just fade away? The dream came and went in an instant leaving his mind boggled and his eyes heavy. I knew I was there thought the man but how? It was all to familiar the...Read More

The story Elijah and Ellen
Posted by Bling King

The story of Elijah and Ellan. This is the story of Elijah and Ellan. Ellan is a beutiful temptress and Elijah is a dutiful servant of Ellan's. Together the pair fell in love and soon became a duo of in excessible excession. They frolicked in the sun under the rare occurance of rain they took shelter in the arms of each other. One day while hiding from the glares of the sun under an oak tree that provided an abundance of shade they looked into each others souls and realized there where no people suited for each other then the two of them where suited for each other. They basked in the notion that they where the most two compatible souls on the planet. As they where thinking this a giant unforseen acclamaited acclamation occurred. The planet began to tremble and shake beneath them and the stars came out. The sun hid amongst the clouds and everything from start to finish began to take shape. There where huge explosions and giant surges of wind and rain. The two began to run for their shelter knowing at the exact moment the trembling and violent agressions of unacclaimated weather started that they most likely wouldn't make it to see another sunrise. The planet was exploding with molten lava and the tempertures where unbearable as for the two of them could remember they had never seen a winter climate and didn't expect they ever would. The planet had been warming out of...Read More

today was a day of dismal despair
Posted by Bling King

Things have gone down hill drastically now for a very long time. We seem to be some what defeated but yet i know we still have some power and prominance. We are fighting an up hill battle and there is no way forward from here from what i can see. We are trudging along a path that goes nowhere.

⚔️The Greatest Warrior of All Time
Posted by Bling King

 

 

Today i conquered and beat all adverseries there where to beat. Tomorrow new adversaries will arise. I will be ready, there is never a shortage of enemies who wish to dethrone me from the top of the world. I didn't get here by being passive and yeilding to the oppostion. I got here by defeating them both mentally and physically and in entiriety.

In a time of desilute despair
Posted by Bling King

     There was a time when I was in desilute despair. The only thing I had was me myself and I to fall back on. I looked at the person who was my opponent and I knew one of  us was going to die and I was going to do everytrhing I could to make dam sure it wasn't me. I pulled my six shooter from its holster and aimed at the guy looking at me  about 30 yards away. He also went for his gun and in lightning speed he was laid sprawled out on the dirt bleeding and moaning. I had heard a shot but new that it had come from my own gun. He never even got a shot off. I was unscathed and again undeafeted. Anybody who ever tried to kill me was dead and their where over 30 who had tried and failed to kill yours truly.

Gravity
Posted by Bling King

Gravity is the force of nature that pulls cellestrial bodies toward one another. The cause of gravity is the enertia of a bodies movement through space and time. This happens by an object preconcievably traveling through the cosmos at an alarming rate of acceleration. The faster an object travels the more enertia it will build up and then will therefore have a greater ability to move. the more it moves the more other objects will cling to it. the way this can be proved is by taking an object and hurtling it towards another object the two objects would collide do to the enertia pulling them towards each other. Thy would not stay on their current trajectory but their paths would alter towards one another in a greater force than their initial gravitational pull. the best test to accomodate this theory would be tow baseballs flying through the air at speeds over one hundred miles an hour. The baseballs would not interject themselves with one another normally but at this speed would do so do to the balls enertia pulling them towards one another.

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