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numchireca1971

How to Enjoy The Expendables Gettin Filthy Zip: A Guide for Fans of the Band



I am thinking about Dan Petry today because he is coming my way again, coming home. He got caught in the Santa Ana trade winds Saturday, getting airmailed to his childhood favorites, the Angels, in a one-for-one transaction that sent center fielder Gary Pettis to Detroit. Chili Davis is going to play right field next season at the Big A, so Pettis was, as they say, expendable.




the expendables gettin filthy zip




Diana--(picking up the receiver) Hello ...yes.....yes, I know ... We should neverhave opened that salon in DetroitWell ... It's getting late, Rowena ...Let's talk about it tomorrow at theoffice ... Oh, all right. (she hangs up thephone and returns to the businessrecords. The doorbell rings. She looks upinquiringly, goes to the door.)


But to come back closer to home inthese good old non-United States of malesupremacy, didn't you ever wonder whyyou have to come home every evening afterputting -in ten feet-killing hours and thenput in at least five more of back-breakingtoil getting dinner and seeing to the kidsand waiting on him hand and foot while hesits on his rusty-dusty giving orders andcomplaining up a blue streak because youdon't do things to suit him?


Well, if you want to blame Whitey foryour trick bag, you go right ahead, but, inthe meanwhile, you're getting mightybroken down with all that weight on youraching back.. And hitting the bottle ain'tgoing to do a damn bit of good becausewhen you wake up tomorrow morning, atfive a.m. so you can start getting the kidsthings together, and his things too, all thatmisery is still going to be standing rightthere waiting for you just the way it waswaiting for your Momma and her Mommaand her Momma's Momma on back to thetime we crawled out of the sea if that'swhere we're supposed to have come from.


And what did you do about that? Ohyeah, you remember all right. Blackey hadgot you so tricked up just that quick untilyou went gunning for that woman who allthe time had been believing his lies when hesaid he was a single man getting ready tomarry her.


But even more important, aren't we evergoing to get it together as to just why he'sso afraid of our getting together with TheGirls? And especially with the white girls?Which brings me right square to where Iwant to be which is with our white, brownand black Sisters in Women's Liberationwhich The Boys call Women's Lib andwhich they also hate like homemade sinbecause they know Women's Liberation isgoing to set our heads free.


For once you realize that Miss Ann isWhitey's doormat (just as we are Blackey'slackeys),and that she is really, getting herhead together and is now into consciousness-raising,Gay Liberation, Lesbian Liberation,free; child-care and abortions--well,once you realize that the Miss Ann thatBlackey rants about and the clear-eyedSifter-who sits next to you at a rap session"which has been closed and barred to Whiteyand Blackey, is the same woman, then youcan bet your boots that we are really intosomething. And Blackey knows it and iscared stiff-necking blue, just like Whitey.


And what about the fish! Have youeaten any good mercury lately? I rememberdown. South where we used to have thegood old Saturday night fish fry. I guessthey're now calling it the Mercury Mixer orsome little happy thing like that. And Iknow you don't want to go into the latestwar news which always brings the bodycount up-to-date; nor do I think you wantmore horror stories about how some of ourSisters are getting their heads tore upmessing with that dope which has made somany "Brothers" rich


ART FORMS--INDIVIDUALGROUPS. We cannot begin to cover themany announcements we receive of womenin various art forms, simply because somany are understandably trying to create anew culture. We do want to continuegetting these announcements and clippings.Some of them are getting wide and goodcoverage. WOMEN'S DANCE PROJECT inNew York City was reviewed in the May 23,1971, NEW YORK TIMES. This is a groupof eight feminists who dance and presentstreet threatre (a bit refined) for mass groupconsciousness raising.


F-103 Excalibur 'Lancelot 300'Chief Coriolis' crew back on the Victory had worked hundreds of hours getting our ships ready for the mission. But the Excaliburs had seen some hard use in getting us all the way to Kilrah's front porch, and they were finicky to maintain under the best of conditions.The asteroid bases were reasonably well stocked, but they had been seeded before the Excalibur had fully left the drawing board. Some of the bleeding edge tech that gave the F-103 such an edge in space gave it a major Achilles heel when it came to the supply chain.Peters had pulled a main stabilizer quad from 300. She frowned at it for a minute, then strode purposefully toward the parts cage. After a few minutes more, I noticed her backunder her own ship, 303.The deck was cramped, Flint had to come right past where I was working to get over to 300 again. We locked eyes as she went past. She was lugging the good stabilizer quad from her own ship over to Blair's.He saw what was going on, you could see it in his face. But to broach the subject was unthinkable, even impossible.Despite everything, it was Chris Blair who had the best chance of completing the mission. The rest of us had become expendable.It was neither a hard decision nor an easy one. It was simply the decision that had to be made. I followed Flint's lead, no orders or discussion required.Soon we were working side by side, wordlessly pulling good parts from our birds to keep Blair's in top condition.I can still see her: Filthy flight suit, face oily and grungy, hair greasy and matted, dark circles under her eyes.I'd have married that girl.-Maniac


Red-shirts. Those poor bit parts that always took point on away missions and wound up getting chided, chopped, chewed, chaliced and often choked by any indigenous creatures sensible enough to try and apprehend Captain Kirk. It's clear now that they were the lucky ones. Put a red-shirt in the average stealth-action game, and he'd realise what it truly is to be expendable. Having robbed from virtually every stealth orientated game released since the original Metal Gear Solid, Rogue Ops involves killing nameless guards by breaking their necks, shooting them in the head, sniping them from afar, slicing them up with shurikens, poisoning them with arrows, dumping fossilised dinosaurs on their heads, locking them in silos with detonating nuclear weapons, and of course leaping down and crushing their heads. Take that, Ensign Nobody.


However it's all blighted right from the get-go by... fussy gadget management and complex controls. It's an unhelpful control scheme that spoils an otherwise interesting if uninspired collection of good bits from other stealth-action games you've played. Otherwise the sales pitch is pretty simple - you get to navigate a secret lady through some big and fairly linear levels, topping and storing guards in the various aforementioned ways, collecting or killing whatever and whoever, and once you've cleared the whole thing out you get to watch a cut-scene, prompting some sort of final showdown or tricky set-piece. Checkpoint saves are spaced out reasonably consistently, and most situations can be approached a couple of ways. For example, you could run out and shoot a couple of guards, or you could tap a few keys on a nearby piano to attract the first one, snap and store his filthy neck and then cap the bloke who comes looking for him. Afterwards, you get some more CG video and some development of the predictable plot ahead of your next incursion.


It's also guilty of various sins we normally associate with this genre - a fact that doesn't make them any less reprehensible. Enemies who respawn in closed areas because you saw a cut sequence; occasional "cinematic" framing that just means you're seen before you can wrestle the game into looking at anything; enemies who can see you from above even though your sensors and camera angles barely keep track (and you can't move back and forward whilst using the infrared view, natch); and of course characters who sneak around at a snail's pace and still manage to snag themselves on anything approaching an angle. Did I mention the stick-twirling safe-cracking mini-games? Great fun if you like tackling the same pointlessly contrived obstacle fifty times, getting shot to pieces and having to wait for the alarms to shut off every time you screw it up...


In the end, Rogue Ops is just destined for obscurity. Although it's obviously a very different game, Argonaut's I-Ninja has already shown once this month how you can borrow pretty much every genre trapping in existence and still produce a cohesive, absorbing and memorable game. Rogue Ops does the opposite - it borrows lots of ideas from games like Splinter Cell (light meter), SOCOM (near-usable voice commands in single-player), Tenchu (brutal stealth kills), MGS (weapons), and plenty more besides, but it doesn't pay enough attention to what makes the best of them so memorable. It fouls up the basics, and then tries to overcompensate by getting more and more contrived - and it just doesn't work. The intricate layering of tasks and guard puzzles merely proves frustrating, and with the lack of anything beyond the game's eight lengthy single-player levels, which you probably won't feel much like completing, it's a game that looks good in theory but falls flat in execution. 2ff7e9595c


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