text:
	Small crystalline droplets fell gently into the palm of his hand. The faint sunlight glinted off each one, creating a kaleidoscope of color that only he could see. His eyes turned, the blue in them growing brighter with each drop that fell. He looked into his cupped hand and saw the small puddle that had started to form. The water continued to fall gently and slowly in the soft morning breeze. He exhaled deeply, his breathing forming a cloud in front of him and disturbing the icicle that provided the small bit of water he put appreciately to his dry and cracked lips. He sighed with relief, another cloud of breath came before him.
	His eyes came closer to the triangle piece of frozen moisture that was before him. He saw his reflection in the clear crystal structure and watched as his own face rolled down the side of the ice with each drop of water that fell. He stepped back again, his foot crunching on the snow that was behind him. His large boots keeping him steady on the slippery road as he walked away from the squat, abandoned store he had found. The sun grew higher in the sky, making the ground a blinding white color. The man looked again at the abandoned store. The sign above the store was faded and unreadable, the once red paint peeling off and revealing the cracked and frozen wood underneath.
	The man looked down at his hands again; nearly frozen in his thin gloves. He rubbed his hands together in a fruitless attempt to warm. He crossed his arms once again and stepped tentatively towards the three small steps that led to the already open door. He peered inside the dark one room store and saw nothing but dust and empty cans. The floorboards creaked loudly under his large feet as he continued walking forward. He kicked an empty can aside and heard as it hit the rotted wall with a large clang before rolling down the slanted floor towards the back of the room.
	Dusty shelves lined the shoppe and nothing occupied any of them. The man walked up and down every shelf, his eyes ever vigilant for a morsel of food. His frozen hands twisted together as he grew impatient and disappointed. He finally came to the end of the last row and found himself face to face with a green door. The door seemed new, as though it had never been a part of this frozen wasteland and didn’t have to endure what the rest of the empty shop did.
	He approached the door warily. He hadn’t seen anything that bright of a color in years. The only color out there was white, the endless white fields of snow and ice. He outstretched his right hand, the thin glove brushing the rough wooden door, hardly believing it existed. He moved his hand down the door until he found the cold doorknob. He twisted it gently and the door opened easily. He stepped forward and peered into the room and what he saw he didn’t believe: the room was brightly lit with a lamp in the center of the room. The walls were painted a dark brown color and the carpeted floor was tan and smelled clean. The man walked through the door and onto the soft carpet. Once inside, the door behind him closed with a quiet click. The man looked back for a second and started to panic, then he realized he was warm.
	He quickly forgot about the now locked door that was behind him and started to slowly remove each boot, first the left, then the right. Then he did the same with his gloves. Then his hat. And finally his coat. He lay them all on the carpet in a pile and continued walking towards the lamp in the center. He felt every fiber of the carpet as his calloused feet stepped gingerly on it. He hadn’t seen anything like this is years and could hardly believe it was true.
	The lamp sat in the exact center of the square room. The man reached it in a few easy strides. He stared at it, looked at it from all angles. No chord attached it to an outlet and no knob or string showed where to turn it off. But the man wasn’t worried about turning it off. He had lived in the dark too long and the only light he had seen was the blinding light of the fading sun on the snow; a sun which grew dimmer every day and a snow which grew colder.
	He removed the red lamp shade that covered the fluorescent bulb. He put his hands closer to the light and felt relief as the heat warmed them, a warmth he had not felt in a long time. He reached his hands closer until they were just centimeters from the bulb, soaking up the warmth, fearing that at any moment he would wake up and it would be gone.
	“It won’t leave,” the man turned around and saw a woman behind him. She was beautiful, red lips and red hair. Her skin a porcelain white and her cheeks a bright pink. She wore a skin tight black dress that barely covered her knee and her shoes were tall black heels, impossible for walking in the snow.
	The man stuttered. He hadn’t spoke to another person in a long time, let alone a beautiful woman.
	“Don’t be shy,” she said slyly and she walked forward, her hips swaying slowly and a smile creeping onto her beautiful face. “I’m here to help you.” She reached her hand up and pressed it on his unshaven face. Her eyes were a dark brown and stared deeply into his light blue ones as she leaned in closer and kissed him roughly on his chapped lips. He closed his eyes and relished it, enjoyed the taste of her lips and tongue on his.
	She pulled away slowly. “There, isn’t that better.” The man felt tired. He had never felt this tired in his life. He sat slowly next to the lamp and watched through watery eyes as the woman turned off the light and walked away through the green door.
	“Where are you going?” the man asked, his voice hoarse and rough from not speaking for years.
	“I’ll be back later,” she said. Then she turned and walked into the frozen wasteland.
	The man sat on the floor of the old shop, staring at the dilapidated green door and leaning against the broken lamp that had once warmed the family that lived there. He sat there and weeped as he waited for the woman to return, his hands and feet freezing quickly and turning a dark grey and black. The man didn't move for three days, watching, waiting, and freezing.

title: Alone

question: What does the story say about the man's name?

question: What does the text say about the story's setting?

answer: The story is set in an apocalyptic, desolate frozen wasteland. It appears to be another ice age and the sun is growing dimmer every day while the world becomes colder. There seem to be a few survivors, but most have likely died due to the freezing cold, lack of food, and a place to keep warm.

question: What does the story say about the man's relationship with the beautiful woman?

answer: There was no relationship between the man and the beautiful woman. The man was probably exhausted, freezing, and starving, which was why he imagined the green door, the warm lamp, and the woman in the room. His hypothermia made him delirious, which caused him to feel warm and take off his coat, gloves, hat, and shoes - the very things that were keeping him from freezing. The woman could also be death, helping the man pass on and end his suffering.

question: What does the story say about the man?

answer: The man is all alone in an apocalyptic, frozen wasteland. He's probably one of the few survivors left in a world where the sun grows dimmer every day. He has blue eyes and wears a hat, coat, gloves, and boots to keep warm. The man is tired, cold, starving, and dehydrated, which is why he is looking for food in the abandoned store. He is also possibly hypothermic, which made him see a beautiful woman with a warm lamp that caused him to take off his clothes and freeze to death.


split: train

text:
GONG XIAOSHENG (born 1953) is a Chinese ambassador.

-   From 1980 to 1984 he was Third Secretary in Cairo (Egypt).
-   From November 2002 to July 2005 he was ambassador to the Palestinian National Authority.
-   From September 2006 to October 2008 he was ambassador to Amman (Jordan).
-   From October 2008 to July 2014 was ambassador in Ankara (Turkey).Ambassador of China to the Turkish Republic Gong Xiaosheng who speaks Arabic before coming to Turkey in November 2008

4 September 2012 1

-   Since he is China's Special Envoy on the Middle East Issue.[1]

[1] China's Special Envoy on the Middle East Issue Gong Xiaosheng Visits Egypt, 2

title: Gong Xiaosheng

question: Who is Gong Xiaosheng?

answer: He is a Chinese ambassador.

question: What year was Gong Xiaosheng born?

answer: 1953

question: What post did Gong Xiaosheng hold from 1980 to 1984?

question: What was Gong Xiaosheng's longest stint as ambassador?

answer: He was China's ambassador to the Turkish Republic for almost six years (October 2008 to July 2014).

question: Write a ~2 sentence summary.

answer: Gong Xiaosheng is a Chinese ambassador focusing mainly on counties in the Middle East. After being the Third Secretary in Cairo (Egypt), he became ambassador to the Palestinian National Authority, Jordan, and Turkey.


text:
Just before 5 PM on Friday, Ray stands alone on the third floor to the company’s nearly empty office building. He’s facing a familiar beeping metal door, his lower lip snug between his teeth. There’s gum in his mouth but he keeps it still, straining to put on what he hopes to be a charming composure. If he can time his exit just right, he’s sure he can run into the gorgeous new girl who had eyed him more than once today.

On the second floor, Rachel steps inside the elevator and pushes the button labeled "4". She grips her smartphone and winces as the elevator starts to climb. Whether this feeling is from the elevator or from the thought of meeting the guy who returned almost all her curious glances today, she can’t decide. By the time she reaches the third floor she's smiling and shaking her head, having convinced herself there's little chance of meeting him.

Ray notices the digital number flick to “2” and then “3”. Anticipation overrides his clarity of thought and the gum starts bouncing between his teeth without permission. He watches the crack in the door widen to reveal what he’s been hoping to see. She appears behind the door smiling at him, focusing on showing off the large dimples in her cheeks. Ray notices she had been smiling before the door opened.

He’s standing there stunned for a second, until he remembers what his face must look like and immediately bites down on the corner of his lip. He grins and joins Rachel inside to stand beside her. He has her all to himself for one floor.

He retrieves more of his gum from his pants pocket, gesturing for her to take a piece.
Rachel smiles again, “How’d you know” and reaches toward his hand. The moment their hands touch, a static shock causes Ray to drop the gum on the floor between them.

“Shit” Ray blurts. They both stand grinning at each other for a second then both look down at the gum on the floor. Unaware of each other for a just a moment they both lean forward to grab the gum. Their heads collide painfully hard, causing them to fall down and land on the floor opposite each other. With one hand each on their heads, they sit staring wide-eyed at each other with mirrored expressions of relief and excitement.

title: Ray vs Rachel

question: Why do they both go for the gum?

answer: Reflex?

question: Have they been out before?

answer: It seems their flirtation is confined to an office setting.

question: Do they work for the same company?

answer: At the very least, they work in the same building.

question: Will they hook up?

answer: It seems likely, based on their eagerness to see each other and their body language.

question: Write a ~6 sentence summary.

answer: Just before 5pm on a Friday, Rachel and Ray-separately, but both awaiting the same elevator-think about their subtle flirtations throughout the day. As Ray waits, the numbers change, and the elevator doors open.Rachel stands there, and looks as though she was already smiling before seeing Ray there. Ray tries to control his own joyous, nervous expression. He offers Rachel gum from his pocket, but it tumbles out. They both lean forward to grab it, and their heads collide. Surprised, they hold their respective heads and stare at one another.


text:
Mike started the worm selling business back before the fishing craze made anybody any money.

He made good money off lots of other things and you only needed a certain amount of money anyway. Most everything was grown around these parts and his job was really just facilitating trade.

Mike watched with delightful wonder as the boys argued at the counter. The younger, whining, while the older, hushed him.
“We'll just get one!” Bobby held his squiggly worm, shaped like a note and then twisting into an 'S' up at his little brother's nose.
“I want one too,” His little brother's nose twitched in disgust. He took a step back, holding his little worm up to his wide open eyes.

Mike, knew the conversation well and almost hated the kids who didn't have it. He thought of the times he was young and things were so much bigger, especially held up to the eyes like that.

“Shh, you get the milk.” Bobby was stern enough that his little brother went to the beverage cooler and reached way up for the glass bottle of milk, almost too high for him to reach. The milk bottle teetered, Bobby watched in horror, even Mike ran out from his position, behind the counter, but the little boy was just competent enough to catch it before it crashed.

Mike "phewed", as he grabbed the bottle from the little brother and brought it to the counter and got back in his place. He knew a family's spilt milk got more than a 'licking' in these parts.
The shop's door's bells rang as a man in a white corn hat appeared pinker than the sun around here allowed.
“Mr.Splatter! How are you today? Mike made to help him, started a jerking gait, but stayed behind the counter in a retrospect that took him too long to realize. He quickly got back into his position and smiled sincerely.

“Oh, knock it off Mike we've been to the fishing hole together enough. Call me Ralph or nothing at all.”

“Ha! Ralph how are ya? The bean counters up at the Leg got you too busy to fish?”

“Shh, I said just the one.” The men looked over at the boys. Boddy was mad. His little brother had grabbed another worm and was playing with it, on the floor. The boy watched it squirm to each of his fingering probes. Bobby walked closer to him.
Kids never were good at quiet talk and his voice sneaked through his whispers. “We'll split it later, and then you get one and I get one and we can still get milk.”

Mr. Wood or Mike, as he was known in these parts didn't make a fuss about it, after all they were just worms, he got such an awful lot of them next to free, there were no taxes on worms at that time. and these kids were no different then he was, poor, but with a little extra money for a worm, they could split in two, they could split it in four for all he cared.

Ralph, sweating pink as a pig, thought nothing of it. “Yeah those bean counters always need support. It's my job to get it for them.”  His well rehearsed voice didn't match his bodies reaction to the summer day.

And then the fishing craze hit.

title: "Quit All the Downloadin"

question: Who is the narrator?

answer: It's a third-person POV.

question: Who said “Oh, knock it off Mike we've been to the fishing hole together enough. Call me Ralph or nothing at all.”?

answer: Mr. Splatter, also known as Ralph, did.

question: Who is Mike?

answer: Mike is a merchant who sells worms for the fishing business.

question: Where does this take place?

answer: That information can’t be found.

question: Write a ~5 sentence summary.

answer: Mike is into the worm-selling business, and his job mostly centers around facilitating trade. Two boys are in his shop, bantering and excited about the worms. Ralph comes in and exchanges pleasantries with Mike. Mike isn't bothered so much about the value of the worms. Eventually, the fishing craze hit.


text:
Before I share this story I must let you know I am in a dark place in my life. My fiancee broke off the engagement New Years Day. I am working on things day by day and I am getting the treatment to help me with it. So do not be worried for the most part.

I never really wrote growing up but I feel like this is going to be good for me till I get better.

Thank you for reading, and this is a **ROUGH DRAFT** and written on Notepad because that's all I have right now.

"My Day called Regrets"

The year is 2013, and I have made bad deciesions in my past and it is time to get everything straightened out.

It is a cold winters day, and I fight to open my eyes to the sunlight because it is another day of feeling the way I always do. The windows do not hold the cold out and it blows in under my blanket and lets me know I feel still. I let out a Sigh... and I wish things were different... but they aren't. I hurt people and destroyed futures. These things go through my mind every other thought durning my time of being awake. When I fall to sleep I am awoken by a racing heart beat and fear of not knowing how to fix things I thought I could.

As I wonder why I still get up, I make my way to the hoodie laying next to me. It is thick and is the only thing showing warmth to me in this time of cold. My day is filled with pain and trying to not tear up at every though of my past. I get ready for work like everyone else. I am listening to music where the screaming is ecspressing my inner voice and hurt from ex-girlfriends and past lovers who are now a distant memory of the singers past life. I feel his pain and wish everything was better.

I gather my things and head off to my third shift factory job and get ready for another slow night of work knowing the only things my mind will be thinking of are the things I wish it didn't. I put on a show for my co-workers, smiling... laughing... but the few people who know my pain know I am crying inside. I turn away more often then normal to wipe away the few forceful tears that leave my eyes. With everything going on I pretend to chuckle at the poorly told joke told to mee to try and cheer me up. It does not work and I just look away and get back to my work. Trying to focus on the job at hand and keeping as busy as I can to repress the ideas and memories. The night rolls on and everything at work is moving at a slugish pace and I have done all I can to keep busy, so I stand. I stand and just look out into nothingness, thinking, feeling pain I wish I have never felt.

The time is 5am and it is almost time to get done with work. The thought of sleep seems so good, but the dreams to come will keep me up. I shuffle to my locker looking at only where I need to walk not paying attention to the things around me, people, and machines. I kick off my boots knowing that the day is done and I can try and relax. Relaxation is just a distant memory I have not felt in a long time. It hurts. Everytihng hurts. I hate my job and the place I live. But I can not just leave and walk away. My gloves and heavy jacket help me get past the cold winter morning as I walk to my car.

The worst part of going home is knowing the heat from my ex lover is no longer there, and it is filled with the cold and emptieness of my bed. I try to keep warm by holding a pillow as close as possible. It does not help and only makes me feel worse. I hate this. But I need to work on myself before I can even think about looking for someone to try and feel happy with. It will contiune to be cold. I lay cold and alone waiting for my eyes to get heavy. The sand man must be stuck in traffic because my eyes will not get tierd and my pain will not subside. The tears help pull me towards sleep and I know it is another day that I will try to forget. This is just my day called regrets, and I am gone to wake again and repeat it.

title: "My day called Regrets" Rough Draft

question: What does the narrator have regrets about?

answer: The bad decisions they've made and the current state of their life.

question: What are the bad decisions the narrator made in the past?

answer: That information can't be found.

question: Describe the narrator.

answer: There isn't much description of the narrator other than that they are in a great deal of emotional pain.

question: How does the narrator feel about their life?

answer: The narrator is unhappy with their life. They hate their job and the place they live.

question: How did the narrator's relationship with their ex-girlfriend end?

answer: That information can't be found.

question: Write a ~5 sentence summary.

answer: The narrator wakes up lamenting the current state of their life. They are in a lot of pain, though they hide it when they go to work, pretending to smile and laugh. After work, they think about how they hate their job and the place they live. They are lonely without their ex-lover, but they feel they have to work on themselves before they can seek a new relationship. They cry themselves to sleep.


text:
_ANARCHY ONLINE_ is a massively multiplayer online role-playing game (MMORPG) published and developed by Norwegian video game development company Funcom. Released in the summer of 2001, the game was the first in the genre to include a science-fiction setting, dynamic quests, instancing, free trials, and in-game advertising. The game's ongoing storyline revolves around the fictional desert planet “Rubi-Ka”, the source of a valuable mineral known as “Notum”. Players assume the role of a new colonist to Rubi-Ka. With no specific objective to win _Anarchy Online_, the player advances the game through the improvement of a character's skills over time. After more than 19 years, _Anarchy Online_ has become one of the oldest surviving games in the genre.[1]

Plot

Fighting for military and political power on Rubi-Ka are the Omni-Tek corporation (owners of the planet's one thousand-year lease), the separatist clans, terrorist groups, extraterrestrial life, and ancient civilizations. The narrative was developed to be played out as a series of virtual “role-play” events over the course of four years, influenced by the actions of those taking part in the game.

According to the game's back story, the “Source” of all life deep inside the planet created the first forms of life, who called themselves the Xan. They began as a small, perfect, immortal civilization, living in peace and harmony. The Xans' eventual discovery and research of the Source's power lead them to create powerful technology. They built a great civilization, but this made them greedy and arrogant. Two factions formed within the Xan, calling themselves the Redeemed and the Unredeemed. These groups fought over how best to use the Source — now strained and unstable from their tampering. They tried in vain to fix the problem, but discovered it was too late - the Source would soon destroy the planet. Rubi-Ka was ripped apart in a cataclysm, leaving it a barren rock. The Source, and small fragments of the Xans' dead civilization, were thrown into another dimension known as the Shadowlands. The survivors left in search of other habitable planets, where they planted versions of their species; they hoped that one would prosper and eventually return to Rubi-Ka. Earth was one of their destinations.[2]

In the year 28,708 AD, a mining survey ship from the mega-corporation Omni-Tek rediscovered Rubi-Ka. The Interstellar Confederation of Corporations (ICC) granted Omni-Tek a one thousand-year lease on the planet shortly after. It was a seemingly useless, arid landscape far from civilization, until the discovery of the mineral Notum, unique to Rubi-Ka. Research of Notum and its properties led to major leaps forward in nanotechnology, making possible the creation of powerful new technology, as well as the resurrection of the dead. After terraforming a portion of Rubi-Ka and constructing several cities, outposts, and transportation infrastructure, the company began importing colonists under contract as miners and other professions.[3]

The first five hundred years of Omni-Tek's control of Rubi-Ka were marked with an exemplary worker treatment record. However, as time passed, their policies degraded. Their scientists' tinkering with the mutating effects of Notum on the colonists in a quest for efficiency lead to large numbers of failed experiments. Survivors of these experiments became the game's four playable races, or Breeds, each designed by Omni-Tek to specialize in a type of work. Together with the original “Solitus” race, the genetically engineered Herculean “Atrox,” the intelligent “Nanomages,” and the nimble “Opifexes,” they continued their labor in the midst of an increasingly hostile and totalitarian culture. This caused a significant number of workers to rebel, and begin to trade stolen Notum to a rival corporation. These rebel groups, collectively calling themselves the Clans, fought a series of wars with Omni-Tek over the next several centuries.[4]

Player point of view

_Anarchy Online_'s story, from the player's point of view, began in 29,475, after the most recent peace treaty had been signed between Omni-Tek and the Clans. ICC peacekeeping troops later moved into some cities to protect neutral observers of the war who had rejected their contractual obligations with Omni-Tek, but did not align themselves with the Clans. Omni-Tek, the Clans, and the neutral observers make up the game's three playable factions and control much of Rubi-Ka's terraformed surface.

After scientists opened a portal to the Shadowlands, players found the Source, killing the guardian the Xan had left there to protect it. This prompted an alien race known as the Kyr'ozch to begin attacking Rubi-Ka. The story's current plots revolve around the fight by all sides for control of the planet.[5][6]

Gameplay

[A player's character fights three computer-controlled alien enemies inside a room of an alien mothership-themed dynamic mission. Dynamic missions are a central component of _Anarchy Online_ and each of its expansion packs.]

Players assume the roles of new colonists to Rubi-Ka or the Shadowlands. The game world is occupied by human players and computer-controlled characters, both friendly and hostile. The game begins with the player creating a unique character, choosing its name, gender, height, weight, and facial features. Each character is also one of the four humanoid “breeds”. The final choice is that of the character's profession, similar to the character classes of other role-playing games.

The game's multiplayer nature and “free-form” gameplay encourage creating personal networks, and cooperating and fighting with other players.[7][8] Players interact with _Anarchy Online_'s interface via a keyboard and mouse. The game's heads-up display consists of a series of windows, menus and buttons located on the periphery of the screen. Players communicate with each other by typing text in chat windows, and occasionally through emotive character animations. Communication with computer-controlled characters is executed via text windows, in which players chose from a menu of possible responses to the conversation being shown.[9] Like most role playing games, _Anarchy Online_ provides structure for role-playing events. Most major cities include night clubs and other venues specifically for this.[10] Events are organized either by players, or officially by Funcom staff.[11]

Groups of players, large or small, are often required to complete objectives. In addition to forming teams and informal chat groups, joining a player organization is encouraged. These are, like guilds in similar games, officially recognized groups bound together for technical and social benefits. Organizations are able to build their own cities across the game world, control areas of land, run player markets, and access other special content.[12][13]

Among the most distinct gameplay elements of _Anarchy Online_ are dynamic missions.[14] Missions, or quests, are a traditional gameplay element in the role playing genre. The player or team is given a set of tasks—usually related to the story—to complete somewhere in the game world; in return, they are rewarded with experience points, items, and money.[15] Dynamic missions are similar to traditional missions in purpose, but are created at the player's request. Once they choose its difficulty and other options, the game generates a new indoor area filled with computer-controlled enemies. The player or team are told to go to its location, and finish some task inside for their reward.[16] Dynamic missions, like many other encounters in _Anarchy Online_, are “instanced”: each mission area is available only to the owners of the mission.[17]

Skill system

Much of what characters can do, and how well they do it, is determined by the game's eighty-three distinct character skills. A skill is a numerical representation of a character's proficiency in an area of skill, starting at zero. As players kill computer-controlled enemies, they gain experience points for their character. After gaining enough points, the character levels up. The current maximum level is 220. At each new level, the character is given some “skill points”, which are used to increase any combination of the eighty-three skills that they choose.[18]

Any character can access and increase any skill. The character's profession, however, provides unique resources — “perks”, “alien perks”, “research”, and “nano programs”—that increase specific skill further. This makes each profession more adept at elements of gameplay than others. Doctors, for instance, can increase skills related to healing much higher than a Soldier because of these additional resources. Perks are chosen from a menu when the character reaches certain levels. Alien perks are gained when the player kills enough of a specific type of alien enemy.[19] Research is gained by diverting a percentage of earned experience points toward personal or faction-specific research projects, instead of new levels.[20] Nano programs give temporary increases to certain skills.[21]

Combat

After targeting another character and initiating combat, the player and his opponent will damage each other automatically with their weapons. This continues until the player stops or the target is dead. Each profession's unique nano programs, perks and research also provide combat abilities used by the player during the fight. These can heal the owner, cause additional damage, lower the skills of the enemy, blind them or otherwise hinder the enemy's ability to fight. Once the target is dead, the player is able to loot money and items from the enemy's body.[22] After death, the character's skills are reduced for several minutes, making them much less powerful in combat during that period.[23]

[Players attack a tower at a land control area. These player vs. player encounters—introduced with the _Notum Wars_ booster pack in 2002—require the cooperation of several players.]

Combat between two or more human players, known as “player vs player”, or “PvP” is encouraged by both the reward of special equipment, and the social nature of the game.[24] Killing other players also rewards characters with a “PvP ranking”, permanently shown beside the player's name, which represent how many other human players they have killed.[25] Player versus player combat is controlled by the percentage of “suppression gas” in the area that dictates whether a player can start combat unprovoked with another player. Generally, this percentage approaches 100% in major cities, providing safe havens, and decreases while moving to more remote areas.[26][27][28]

Combat was updated with the release of the Battlestation expansion. This allowed for a pure PvP environment where Clan and Omni could square off in a spacestation arena (Neutrals could join any side; much later, due to a declining playerbase, clans and omni were allowed to join teams side by side.) Battlestation points were scored by capturing “capping” up to four locations, one in the middle and three down long corridors; teleporters shortened the distance between the corridor ends. Battlestation allowed for much higher team and individual kill scores; the highest scoring team kill player of all time was Ndonaden (a doctor class Omni). [29]

History

Development

Preliminary development for _Anarchy Online_ began in 1995 at Funcom's Oslo, Norway studios.[30][31] Up until that point, the company had only developed offline video games for consoles, including the critically successful _Speed Punks_ for the PlayStation.[32][33] In a 2007 interview, former project leader Gaute Godager said Funcom's management wanted to put substantial resources into developing a new MMORPG; they believed the genre's user base would expand in the coming years. Unlike most other games in the genre, which had traditional role-playing fantasy themes, _Anarchy Online_ featured a science-fiction theme.[34] The game would also feature a relatively large playable area, and graphics that were, at the time, more advanced than existing MMORPGs.[35] Godager said he and many other developers saw the idea as “crazy,” describing the project as “very ambitious”.[36] The project's team grew steadily between 1995 and 2001 to include at least 70 developers.[37]

In a 2001 interview, gameworld designer Morten Byom said that the process of creating Rubi-Ka's virtual world had “taken more time and effort than anyone imagined when we first started.” The team took inspiration from a number of sources including science-fiction books, movies, architecture in Oslo, and other games in the genre. They stated one of the biggest challenges as finding ways to encourage players to use the entire game world as they play, not to “gather in one corner”. Byom said he wanted to give the world as much detail as possible to make the game “convincing” to the player.[38]

Composers Morten Sørlie, Tor Linløkken, and Bjørn Arve Lagim created the soundtrack and music of _Anarchy Online_. Using a system they call “Sample-based Interactive Music”, the game mixes numerous music samples to create dynamic music. By starting, stopping, fading, and layering samples based on where the player is, and what they are doing, the game creates a continuous stream of background music. Bjørn Arve Lagim stated the music is inspired by the “traditional sound” of a film score, using both orchestral and electronic instruments.[39] Longer full-length versions of some songs were later released on compact disc with a special edition of the game in 2002.[40]

_Anarchy Online_ was officially announced at the 2000 Electronic Entertainment Expo (E3). GameSpot, and other online sites, published articles tracking the game's development over the next year.[41] It made its second appearance at E3 in May 2001, one month before launch. Based on the beta version shown there, GameSpot stated they were “confident in the game's progress, given what we've seen”.[42][43] At the European Computer Trade Show in 2001 it was awarded _Multiplayer Game of Show_.[44] A public beta test began two weeks before launch, during which 100,000 players downloaded and played pre-release versions of the game, helping the company find bugs and other technical problems with the software.[45]

Release

_Anarchy Online_ officially launched to the public on June 27, 2001 in the United States and Norway and on September 28 of the same year in the rest of Europe.[46] In addition to being distributed as a retail box from physical and online stores, _Anarchy Online_ was one of the first MMORPGs available via online digital distribution.[47][48]

During its first month of release many stability, registration, and billing issues hurt public perception of the game. Some gaming reporters claimed it was the worst launch of an MMO in the history of the genre. Funcom spent about 6 months fixing the game, particularly the beginning experience. The company then took the “fixed game” on a press tour to convince reporters to give it another try, even though reviews and scores had been printed months before. At the same time, the company needed to build subscribers, which was very difficult given the reputation of the game. Funcom introduced the first “free trial” of the game and gave out returned boxed copies for free at the 2002 Game Developer's Conference. Some gaming publications informed their readers of the improved game, although they did not change their original scores. By the end of that year, _Anarchy Online_ had recovered from the launch woes and won the MMO of the Year award from _PC Gamer_. The company went on to create expansions, including the Shadowlands expansion in 2003 that earned several _Editor's Choice_ awards.

Two months after its release in August 2001, Funcom began offering free trial subscriptions, now common practice for other games in the MMOG genre.[49][50][51] New players were able to sign up for accounts that remained free for a limited number of days. This required them to supply some personal information, including a credit card number. After their trial period, players could either cancel their accounts, or keep them to continue playing the game at the cost of the monthly subscription fee.[52]

Expansions

Periodic free updates are released as content patches on an average of three per month since the game's release. These fix bugs, and add relatively small amounts of new content. The patches are downloaded and installed automatically when players start the game software.[53] Larger updates, called expansion packs and booster packs, are available for purchase to further extend the game, typically adding new playable areas, creatures, equipment, and story progression. Expansions tend to introduce large amounts of new content; boosters are considered “too large” for a patch, but “not large enough” to warrant a full expansion.[54]

  Title                 Year   Type        Notes
  --------------------- ------ ----------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  _Notum Wars_          2002   booster     _Notum Wars_ was the game's first major content update in 2002. It introduced the land control areas which are now a central gameplay feature. It also added a new character creation system, flying vehicles, aesthetic improvements to the game world, and improvements to the game's rendering engine.[55]
  _Shadowlands_         2003   expansion   _Shadowlands_ has been the largest expansion to date. Seven themed areas, and dozens of other new locations significantly added to the game's playable area. It raised the maximum character level from 200 to 220, and introduced the perk system. Also included were a new user interface, two new player professions, improvements to the game's rendering engine, new dynamic missions, and a “flood” of new items.[56]
  _Alien Invasion_      2004   expansion   Most of _Alien Invasion_'s content centered around player organizations. “City plots” were placed throughout Rubi-Ka which organizations can buy to erect custom cities. These cities give skill bonuses, access to unique equipment, access to new dynamic missions, and venues for role-play events. It also included a new starter area—which serves as a training ground for new characters—and new user interface. The perk system was extended with the introduction of “alien experience points”.[57]
  _Lost Eden_           2006   expansion   _Lost Eden_ was the first expansion released after the original story had ended. It focused almost entirely on player versus player combat, although new dynamic missions were also included. The battle stations were introduced, and the pilotable vehicles for use on them and the land control areas. New weapons and armor affect skills useful against other players. It also introduced the research skill system.[58]
  _Legacy of the Xan_   2009   booster     _Legacy of the Xan_ focused on “end-game” content for existing players. It added new areas, equipment, and weapons for players whose characters have reached a high level.[59]

  : List of _Anarchy Online_ expansion and booster packs

Free Play program

[A billboard in a city controlled by the neutral faction showing an advertisement for the United States Air Force; the revenue generated by Massive Incorporated's advertising aids in keeping the game free to play.[60]]

On December 15, 2004, Funcom replaced trial subscriptions with a business model supported by in-game advertising called the “Free Play” program.[61] Under this program, new players are allowed indefinite access to the full original game without supplying a credit card number. With the exception of the first booster pack _Notum Wars_, the offer does not include access to content added with expansion or booster packs. Free subscribers are shown advertisements provided by Massive Incorporated, a company that supplies in-game advertising. The ads appear on virtual billboards placed in high traffic areas of the game world. Paying customers have the option to replace these ads with ones for fictitious products related to the game.[62] Free subscribers may also purchase paid points to participate in micro-transactions and purchase in-game items that do not directly impact combat related gameplay.[63]

The Free Play program was originally set to last one year, but its length has been extended every year since its creation. As of April 2020, the free to play program still exists. Former game director Craig Morrison stated in a 2008 interview that the program has “been a vital part of the success of the game.”[64] In January 2008, Funcom rebranded their subscription model as a “tier subscription system”, adding a third options for customers to access to the game. Customers can access the original game and _Notum Wars_ booster pack for free via the Free Play program, pay the full monthly subscription fee for access to all expansion and booster packs, or pay a reduced monthly fee for access to only the _Shadowlands_ expansion pack.[65]

Present

The “Free Play” program, started in 2004, allows new players indefinite access to the original game in return for viewing in-game advertisements. Vital to the game's continued operation, the program created 400,000 new subscriptions in its first ten months, and had generated US$1 million in advertising revenue by 2006.[66]

Funcom announced in June 2007 that they would be updating the game's 3D rendering engine.[67] While the current engine — Funcom's proprietary Dreamworld — had received incremental improvements with the _Notum Wars_ booster in 2002 and _Shadowlands_ expansion in 2003, the 2008 announcement stated it would be completely replaced with more modern software to “release the game fresh”.[68][69][70] Originally, a modified version of the open-source rendering engine OGRE was used.[71] Funcom released a short video demonstrating an early version of its implementation, and stated it would be completed by the end of 2008.[72][73] OGRE was dropped in May 2009 because it did not provide “the full featureset” they had anticipated. Current game director Colin Cragg stated _Anarchy Online_{{'}}s “small development team” could not afford the “growing [cost] estimates” involved in making the necessary modifications to it.[74][75]

Funcom decided to instead use a recent version of the Dreamworld engine, the same version used for their 2008 MMORPG _Age of Conan_.[76] This new engine features improved water rendering, particle effects, and character animation. It also includes incremental improvements to technologies already used in _Anarchy Online_, such as the dynamic weather system.[77][78] No new release date has been announced, although periodic status updates are published in the game's official weekly development blog _Friday With Means_.[79]

Also introduced in 2008, Funcom added micro-transactions to the game called _paid points_. _Paid points_ may be acquired through several ways. First, players may purchase them outright via their account management page, which then becomes available to their characters in game. Alternatively, players are also awarded bonus _paid points_ based on number of months of subscription purchased.[80] These _paid points_ may be used to purchase items that were given as pre-order bonuses such as a fully decor-able apartment in game, or newly created vehicles that are otherwise not available through in-game currency called _credits_.[81] All items available for purchase with _paid points_ are strictly cosmetic in nature, with the exception of a _Personal Scout Mech_, a combat vehicle that was a pre-order bonus for the _Lost Eden_ expansion.[82]

In 2010, the player community became involved in development of the game, with community-created inventory icons and planet map being accepted into the official game.[83]

A game engine upgrade was originally slated for release in 2013. The new engine, also used for Age of Conan and The Secret World, was planned to be supported concurrently with the previous engine.[84][85]

This new 'dreamworld' engine was successfully released to the public for use on the live servers on June 25, 2015. While the engine is still in a 'beta' state, it is available for use with the 'live' production servers.

Server mergers

For much of its existence, _Anarchy Online_ featured two game servers for English-speaking players, Atlantean and Rimor, and one for German-speaking players, Die Neue Welt. In 2010, Die Neue Welt was brought offline with most of its player population distributed between the two English-speaking servers.[86] In 2013, the two remaining English servers, Atlantean and Rimor merged to form a single unifying server to host remaining _Anarchy Online_ players.[87]

Music

Following an innovative concept for the release time, game's music was thought to stick interactively with ingame actions, taking many parameters into account (area, faction, activity, danger, time, etc.). To accomplish this, the various musical tracks of the game were divided into 1400 sound files of 5 to 10 seconds in order to adapt in realtime to any event.

Their musical composition was done before game release and then following various extensions by several musicians : first and mainly, composers Morten Sørlie, Tor Linløkken & Bjørn Arve Lagim on classic game and then its Shadowlands expansion ; a part of these works were released through 2 Compact Disc volumes in 2001 [88] and 2004;[89] then joined in composer Leon Willett for Lost Eden extension in 2006 and electro band Ayria in 2009 during the addition of the virtual club named “The Grind” accessible ingame from ICC.

All the music linked to the game, unreleased and animated series included, were gathered into a collection of 4 volumes of 56 tracks free to download (packed with all visuals to self-print CDs & booklets) through Steam [90] for AO's 16th birthday.

Reception

After the launch of _Anarchy Online_ and the subsequent technical problems, Funcom issued a statement to reviewers asking them to “hold back on a full review until we have solved these problems.”[91] Some video game reviewers, such as _Computer Games Magazine_, published reviews anyway; others, such as GameSpy who described the game as “nearly unplayable”, chose to wait one month before publishing a formal review. The troubled release has had a lasting effect on the game's reputation, and is nearly always mentioned in the generally positive reviews of later expansion packs as a juxtaposition.[92][93]

While _Anarchy Online_'s launch problems had a negative effect on initial critics, the game itself was generally reviewed favorably; it scored an average of 7.6 out of 10 from GameSpy, GameSpot, and IGN. GameSpy later described it as “a promising game with some big technical flaws.” IGN called it a “brilliant, engaging, profound MMORPG,” but added it came with “atrocious technical problems.”[94] _PC Gamer_ magazine said that it “will be [...] the next great MMORPG,” but that the game needed “some serious work” before it would reach its potential; they would award the game with _Best Massively Multiplayer Game_ the next year.[95][96]

_Computer Games Magazine_ described _Anarchy Online_ as a “'science-fiction' Everquest”—_EverQuest_ was a popular fantasy MMORPG at the time—in that it took the traditional fantasy elements of the genre and gave them “science-y sounding” words. They went on to praise the game's large, detailed game world, and its “evolutionary” user interface.[97] GameSpy said the game's soundtrack was “grand, cinematic, and very appropriate” in their review.[98] _PC Gamer_ magazine said that the intricate skill system gave the game “incredible character depth”.[99]

The dynamic mission system was met with mixed reviews. _PC Gamer_ called it a “brilliant” solution to camping — the practice of waiting for a computer - controlled character in the outdoor game world to appear so that it can be killed and items looted.[100] _Computer Games Magazine_ said that while the missions were a good idea in theory, they are “too simple and similar”, claiming that this caused players to become bored and camp for items outside anyway. Visually, they called the missions “cramped, boxy, and generally unappealing,” compared to the rest of the game.[101]

The editors of _PC Gamer US_ later named _Anarchy Online_ the best massively multiplayer game of 2001. They wrote, “After _AO_{{'}}s abysmal launch and well-deserved public drubbing, Funcom dedicated itself to fixing the game's myriad troubles[. ...] The result has been admirable”.[102]

The first booster pack _Notum Wars_ was released in 2002; at that time, the first expansion pack _Shadowlands_ had already been announced. Staci Krause of IGN noted the new character creation interface made the game's introduction to new players easier. The “land control” areas, one of the major additions in _Notum Wars_, were described by Krause as “not only interesting, but fun.” She also said that the new additions to the game world, and improvements to the 3D rendering engine, “add to the sense that Rubi-Ka is a busy planet.”[103] Yahoo! criticized the land control areas as being complicated and expensive, and said that participation in battles was difficult for players not in an organization.[104]

The _Shadowlands_ expansion was the most critically acclaimed by far, winning several _Editor's Choice_ Awards from IGN, CNet, GameSpot, GameSpy and others in 2003.[105] Critics applauded the size and scope of it, such as Andrew Park of GameSpot who called it “absolutely enormous.”[106][107] Tom Chick of GameSpy praised the “distinctive and exotic” art direction of the new areas. Critics of _Shadowlands_ noted that the expansion's design was too “fantasy oriented”, as compared to the original game.[108]

_Alien Invasion_, released in 2004, did not receive the same abundance of praise as its predecessor, although most scores were above 7 out of 10. The new content it introduced, in critics' eyes, was not designed for new players. G4 TV wrote that it would be a “tough sell to new players”, but added it “offer[s] existing players a solid reason to keep playing.”[109] GameSpy wrote that the expansion's new features, such as improved user interface and chat system, “make the game more enjoyable to play.”[110]

After twelve years, _Anarchy Online_ has become one of the longest-running MMORPGs in operation.[111] Publications who had reviewed the game's previous additions did not review the _Lost Eden_ expansion in 2006, or the _Legacy of The Xan_ booster in 2009. GamesRadar+'s Sarah Borger wrote of _Lost Eden_ that the game's aging graphics and user interface “make the world hard to interact with,” but she went on to acclaim the new player versus player content it added.[112]

Sales and subscriptions

Five days after the game's launch, public relations director Marit Lund announced that “35,000 registered accounts” had been created.[113][114] In the United States, _Anarchy Online_{{'}}s sales reached 47,356 units by the first week of November 2001, a performance that GameSpot's Desslock described as “woeful”.[115] By 2002, the total number of subscriptions created since launch was stated as 150,000.[116] After the release of the _Shadowlands_ and _Alien Invasion_ expansion packs, total subscriptions had risen to 700,000 in late 2004.[117] Sales of the game, its expansion packs, and monthly customer subscriptions had generated US$28 million dollars by 2005.[118]

The “free play” program, started in 2004, has had the most significant effect on subscriptions to date. ”More than 400,000 new players" signed up for free subscriptions in the program's first ten months according to Funcom CEO Trond Arne Aas.[119] The next year, the number of free subscriptions created, independent of paid subscriptions, was stated as one million.[120] The income from the program—which had generated $1,000,000 by its second year—supplements revenue from paid accounts.[121][122]

Funcom attributed “higher than expected” company profits in 2006 to _Lost Eden_'s release in December of that year.[123][124] Subscription revenue during this time was described as “steady” and “profitable”. Subscription revenue remained “steady” for the next three years, until 2009 when they were described as “slowly declining”.[125][126] It was stated that close to two million subscriptions, both free and paid, had been created by July 2008.[127]

Notes and references

General

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Specific

[1]

[2]

[3]

[4]

[5]

[6]

[7]

[8]

[9] _Getting Started on Rubi-ka_ pg. 17–19

[10]

[11]

[12]

[13] _Getting Started on Rubi-ka_ pg. 72–75

[14]

[15]

[16] _Getting Started on Rubi-ka_ pg. 63–64

[17] _Getting Started on Rubi-ka_ pg. 62

[18] _Getting Started on Rubi-ka_ pg. 30–33

[19] _Getting Started on Rubi-ka_ pg. 48–49

[20]

[21] _Getting Started on Rubi-ka_ pg. 43

[22] _Getting Started on Rubi-ka_ pg. 27–29

[23] _Getting Started on Rubi-ka_ pg. 66

[24]

[25]

[26]

[27]

[28]

[29] https://www.anarchy-online.com/

[30]

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[33]

[34]

[35]

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[46]

[47]

[48]

[49]

[50]

[51]

[52]

[53]

[54]

[55]

[56]

[57]

[58]

[59]

[60]

[61]

[62]

[63] http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=publish.show&template=content&func_id=2351&table=CONTENT

[64]

[65]

[66] see: http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=publish.show&template=content&func_id=2640&table=CONTENT - Friday With Means - May 27th, 2011; http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=publish.show&template=content&func_id=2638&table=CONTENT - Friday With Means - May 13th, 2011

[67]

[68]

[69]

[70]

[71]

[72]

[73]

[74]

[75]

[76]

[77]

[78]

[79]

[80]

[81] http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=frontend.show&func_id=1112&navID=1003,1005,1053,1112&table=PUBLISH&template=drill

[82]

[83] http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=publish.show&template=content&func_id=2581&table=CONTENT

[84] http://www.mmorpg.com/gamelist.cfm/game/10/feature/6234/Anarchy-Online-Fia-Tjernberg-Interview-New-Engine-Video.html

[85] http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=publish.show&template=content&func_id=2677&table=CONTENT

[86]

[87]

[88]

[89]

[90]

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[92]

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[94]

[95]

[96]

[97]

[98]

[99]

[100]

[101]

[102]

[103]

[104]

[105]

[106]

[107]

[108]

[109]

[110]

[111]

[112]

[113]

[114] Funcom has periodically stated subscription totals in press releases and financial statements. The amounts represent subscriptions “to date”, and it is not specified whether canceled subscriptions or limited trial accounts are included.

[115]

[116]

[117]

[118]

[119]

[120]

[121]

[122]

[123]

[124]

[125]

[126]

[127]

title: Anarchy Online

question: What is the motive of this article?

answer: The motive is to describe an online multiplayer game called Anarchy Online.

question: What was the motivation behind developing the game?

answer: It may be implied that Funcom wanted to develop a new MMORPG and hence developed Anarchy online.

question: Does the game have space for interaction?

answer: Yes, the game allows players to interact with each other in the "free-form" gameplay.

question: Could there be a possible negative effect on the player's mind after playing such games that involve fighting?

answer: It may be implied that these games do pose the risk of causing a negative effect on the player's mind. This is the reason such games have an age limit, although it is difficult to ascertain whether the players definitely belong to that age range.


text:
**Work in progress. Aware of a few errors in pacing (especially with physical description). Would love any feedback or criticisms!**

*Part 1:*

A baroque chair crashed and splintered on the jutting limestone visible from the linear jetty on which I stood. Where the fuck did that come from? The cushion rested on sea-foam and eventually sank; the legs, as far as I know, never sank.

I turned to my friend Reagan, "where the fuck did that come from?"

He was equally confused but eager to guess. He assumed it had fallen off a luxury liner or, more likely, a freighter. I wasn't satisfied with that probably-correct answer. To this day, I like to believe the sea assembled it herself. More interesting things find a way of manifesting in there every day.

*Part 2:*

When I proposed a creation story to Reagan, he started walking toward the shore. I knew he didn't have an ear for my nonsense, and he was obviously bored or upset. I wanted to pursue him, but I didn't care enough. The jetty's where I stayed for an hour or two -- watching those ornately carved legs travel, never sinking.

I walked back to my apartment thinking about the creation of that chair: animated coral plating intertwined reeds of seaweed and adopting a cherry hue for my perception of an expensive chair being exploded on jagged rocks. Sponges being enveloped by the flesh of deceased octopodes heir to patterns so intricate, a fabric should be their only desirable fate. My nose began to bleed, and I probably seemed very excitable. I let the blood drip onto my cheap, white crew neck and lit a cigarette.

Walking through the door, Ebea greeted me cheerfully until she noticed the blood.

"Reagan?"

"What? No."

"He seemed pissed."

"Good."

Ebea is terrible with words. I blame this solely on her being so very striking. She doesn't need subtlety or natural quip.

She's the kind of woman a good writer would write a story of love and squalor for. Pleasant when she attempts to construct an involving conversation; more pleasant for having yellowed eyes with a dignified grey iris. She had smooth olive skin and sparse freckles that were mischievously out of place. She wore a ponytail in a scrunchie, but it suited her oval-shaped face. She was completely self-aware.

I sat on a blue, plastic milk crate in the kitchen and watched my blood sprinkle down my nose to the nicked hardwood floor. Reagan walked in.

"Plug your goddamned nose, Phil."

"Sorry, I didn't mean to shit up our milk crate and cable spool dining set."

Reagan grinned, which reminded me why we'd been friends for so long. He thinks I'm funnier than I am. He mistakes being an asshole for artistic temperament. His teeth are crooked, but they're white. They look nice. He was thin and short, probably the only man to ever have doe eyes and a nose that seemed to turn up halfway to his eyes.

Ebea made coffee in an expensive machine we'd won at an estate sale for $20. She called it RoboCop, and I could never seem to get the bastard to work. The device seemed so powerful in our kitchen of linoleum and a washing machine that had thin panels of plywood slammed to the sides with upholstery tacks.

title: Creation Story

question: Where did the chair come from?

answer: The men think it probably came from an ocean liner or, more likely, a freighter.

question: Describe the chair.

answer: The chair is intricate before it is smashed upon the rocks. The chair is ornately carved, with a cherry hue. The man imagines the chair is made of different properties of the sea, from coral and seaweed to sponges and deceased octopodes.

question: Write a ~2 sentence summary.

answer: A work in progress, this story describes the sudden appearance of an ornate chair in the ocean and the reaction of the narrator to it. The man (Phil) begins to describe his home and his friends.


text:
Once upon a time, there lived a girl. She was a mousy looking girl who wore rags of grey and blue. Her peers liked to tease her because of that (and other things, too).

She walked home alone, her only company the voices in her head, mocking her. They were loud, an obnoxious din, and certainly unwelcome. The girl could do nothing to make them go away. She didnt like the voices, though they were her only company.

People often told her to perk up a little, but the girl couldnt, or maybe she just wouldnt. She couldnt understand why it was important for them to see her ''perk up''. They never noticed her, except sometimes to offer advice on how to be like them - perky and carefree.

Sometimes the girl thought about why she felt so different from the society around her. Life for her was like being at a party she wasnt invited to, and she didnt know how she came to be at this party. The more the girl thought about this, the more she got lost amidst her thoughts. The only escape from this maze was to slash and cut her way out.

The day she smiled was a special day indeed! In fact, on that particular day, she smiled three times. Once, when she woke up in the morning knowing it was her last. Twice, when nobody was there to barge in, and ruin it for her. Lastly, when they found her.

title: The Girl Who Never Smiled

question: How would you describe the main character's feelings?

answer: The main character is feeling like her life was being at a party that she wasn't invited to and she didn't know how she came to that party.

question: What would people tell the girl?

answer: People would tell the girl to perk up.

question: What were the only company the girl had?

answer: The only company the girl had were the voices in her head, mocking her.

question: How is the main character described?

answer: The main character is described as a mousy looking girl who wore rags of grey and blue.

question: When did the girl smile?

answer: She smiled three times, once when she woke up knowing it would be her last, once when nobody was there to barge in, and lastly when she was found.

question: Write a ~2 sentence summary.

answer: A lonely girl describes how unfit she felt in he life, with only the voices in her head to keep her company. She only smiled the day she took her life.


text:
Part 3

The POG was used to create a small amount of sub-octave and a large amount of the +2 octave.

[]

The Poly Chorus provided the doubling or ensemble effect to make the sound much large than it really is.  The Poly Chorus is an analog device that has by nature a very limited high frequency response.  The output of the POG contains frequencies much higher than the Poly Chorus was ever designed to reproduce. Unable to reproduce these high frequencies, the Poly Chorus distorts in a very unique way.

This distortion added a very high-pitched raspy noise on top of the original signal. With the Poly Chorus feedback increased, the raspiness increased as well.

This rasp reminded me of a sound I heard produced by a real orchestral string section.

One of the finest studios ever built here in Chicago was called Universal Studios. I was very luck to have played guitar on hundreds and hundreds of sessions in their Studio A. This room was gigantic, large enough to hold a full rhythm section (guitar, bass, drums) and a full orchestra including percussion and choir!

I sat right next to the large string sections. After we would record a basic track, the string section would often add a second part.  As the strings overdubbed their next part, I would take my headphones off and listen up close to what the strings really sounded like in an isolated environment.

I was amazed at how much upper-end noise and garbage was produced by all the bows rubbing against the dozens of strings.  This noise is not often heard in the finished track when it’s masked by other instruments or reverb.

The Poly Chorus distortion reminded me of this “real life” noise.

[]

I used the Stereo Memory Man with Hazarai set for a long repeating delay and reverb using the decay knob.

[]

You will notice in the String Pad effect chain I used a volume pedal right before the Memory Man delay. Using a volume pedal allowed me to slowly fade in each chord producing swells while removing the guitar’s original attack.

I recorded this piece using an Ibanez Jem guitar direct into the computer. No guitar amps were used. If you are using a guitar amp, set it for a very clean, flat or neutral sound.

Below is a screen grab of the Pro Tools session.

[]

Thanks for listening and please experiment!

Bill Ruppert

question: What is the theme of this article?

answer: Music

question: Who is the author of this article?

answer: Bill Ruppert

question: Where is the author based?

answer: In Chicago

question: What is the Poly Chorus?

answer: An analog device that has a very limited high frequency response.

question: Write a ~3 sentence summary.

answer: Bill Ruppert discusses his use of the Poly Chorus to create his music in a unique way. He distorts the sound to give the music a raspy, orchestral sound. He also used the Stereo Memory Man and a String Pad effect chain.


text:
MINNEAPOLIS CITY SC (known informally as MPLS CITY SC or THE CROWS) is an American soccer club based in Minneapolis, Minnesota, United States. Founded in 2016, the team plays in the National Premier Soccer League, a national league at the fourth tier of the American Soccer Pyramid, and are the reigning NPSL North Conference champions.

The team's nickname is The Crows, coined by the club's supporters, which comes from the “Mega Murder” of crows that roost in Minneapolis.[1]

History

Founded in 2016 as an offshoot of Stegman's Soccer Club, team managing director Dan Hoedeman stated that his goal with the team is to re-create the local feeling of the Minnesota Thunder's early days. As such, every player is a Minnesota resident and the team is owned by “members” who make important decisions for the team, such as the league, colors, logo and budget.[2][3]

In their inaugural 2016 season in the Premier League of America,[4] the team finished at three wins, four draws and three losses, good for third place in the league's West Division.[5] Their first competitive game was a scoreless draw against Bavarian SC in Milwaukee.[6] The club's first goal was scored by Matthew Gweh in their first home match, a 2–1 win over Croatian Eagles at Les Barnard Field.[7]

That October, they would win their first qualifying match for the 2017 Lamar Hunt U.S. Open Cup, defeating league-mates Oakland County FC by a score of 2–1 in extra time.[8]

In 2017 Minneapolis City SC announced it was joining the National Premier Soccer League. The team is a member of the North Conference in the Midwest Region[9]

With the win over Oakland County FC, Minneapolis City became the first amateur team from Minnesota to qualify for the U.S. Open Cup proper, but were disqualified from the tournament for switching leagues.[10]

In 2018, Minneapolis City SC clinched the NPSL North Conference title[11] while going undefeated in conference play, one of only five teams in the NPSL to remain unbeaten in the regular season. Additionally, the Crows were the top offensive team in the entire league with 46 goals scored.

They followed that up with the 2019 NPSL North Conference title. Interestingly, after beating Duluth FC 4-2 in the second-to-last match of the season to clinch the 2018 title, the Crows went to Duluth and beat them 4-2 in the second-to-last match of the season to clinch the 2019 title as well.[12]

Club culture

Called a “ramshackle, DIY soccer club” by The Growler, and not unfairly as the club has embraced that ethos both as a way to harken back to the original days of pro soccer in Minnesota and as a way to create a “people-driven alternative to corporate pro sports”.[13][14]

[Martin Browne poses in front of the mural of him by Kamp Seedorf] Minneapolis City launched a “throwback” style logo and kit before ever playing a game. The kit and logo were designed by designer Matthew Wolff, from Minneapolis, whose credits include the branding for Los Angeles FC, New York City FC, and others.[15]

In 2019, Dutch street art group Kamp Seedorf was invited to Minneapolis to do murals of some of the club's players. It was the first time the Almere-Amsterdam collective had featured an American club or American players.[16]

Supporters

Minneapolis City is a well-supported club for the NPSL,[17] and the Citizens supporter's group is a large reason why.[18][19]

Known, especially in the North Conference, for being loud, for their tifo, and for humorous in-game heckling, The Citizens are a staple at Crows games.[20]

Rivalries

The Green Line Derby is contested between Minneapolis City SC and Viejos son los Trapos FC. The two clubs play just apart and the name of the rivalry game was coined for the light rail line that connects the two cities. These are typically high pressure games and big draws for both sides, given the proximity between the two clubs.[21]

Another in-town rival for the Crows is Minnesota TwinStars, who play in the northern suburbs of Minneapolis. As with any local derby, the games are hotly contested and rife with chicanery and “technical difficulties”.[22]

Matches between Minneapolis City SC and Duluth FC are also important to supporters and, typically, to the conference title race.[23] While Crows fans may care more about the local derbies, this remains an important match.

The Minneapolis-Milwaukee rivalry was renewed when Minneapolis City and Milwaukee Bavarians were in the PLA together.[24] This remains a top fixture for supporters, though it happens only irregularly now that the two clubs are in different leagues.

Players

Current roster

Notable players

Minneapolis City players who went on to play at professional level include Brandon Bye (New England Revolution), Luke Haakenson (Nashville SC), and Andy Lorei (San Diego Sockers).

Additionally, former Minnesota United player Brian Kallman turned out for the Crows in the 2017 season.

Coaching staff

-   Matt vanBenschoten – NPSL head coach

-   Tori Burnett – NPSL assistant coach

-   Trai Chace – performance analyst

-   Michael Prunty – UPSL head coach

-   Kevin Lebahn – UPSL assistant coach

-   Alli Lipsher – Director of Goalkeeping

-   Derric Johnson – goalkeeper coach

-   Adam Pribyl – technical director

Statistics

Season-by-season

  Season   Division   League                                    Wins   Draw   Losses   Regular season   Playoffs              Open Cup
  -------- ---------- ----------------------------------------- ------ ------ -------- ---------------- --------------------- -----------------------------
  2016     4          PLA (Western Conference)                  3      4      3        3rd              Did not qualify       Did not enter
  2017     4          NPSL (Midwest Region, North Conference)   8      1      5        3rd              Did not qualify       1st Round, Disqualified[25]
  2018     4          NPSL (Midwest Region, North Conference)   10     4      0        1st              Regional semi-final   3rd qualifying round[26]
  2019     4          NPSL (Midwest Region, North Conference)   9      1      2        1st              Regional semi-final   Did not enter

Historic record vs opponents

[27] [28]

  Opponent                       League Record (W-D-L)   Open Cup Record (W-D-L)   Friendly Record (W-D-L)   Biggest Victory   Biggest Defeat
  ------------------------------ ----------------------- ------------------------- ------------------------- ----------------- ----------------
  Aurora Borealis*               0-0-0                   1–0–0                     0-0-0                     W 3–2             N/A
  Cedar Rapids Rampage United*   0–1–1                   0-0-0                     0-0-0                     N/A               L 2-4
  Croatian Eagles                1–0–1                   0-0-0                     0-0-0                     W 2-1             L 0-1
  Dakota Fusion                  5–0–1                   0-0-0                     0-0-0                     W 8-0             L 2-3
  Des Moines Menace              0-0-0                   0-0-0                     0–0–1                     N/A               L 1-3
  Des Moines Wanderers           0-0-0                   0-0-0                     0–1–0                     N/A               N/A
  Detroit City FC                0-0-1                   0-0-0                     0–0–0                     N/A               L 0-2
  Duluth FC                      2–2–3                   0-0-0                     0-0-0                     W 4-2             L 1-2
  FC Fargo*                      0-0-0                   0-0-0                     1–0–0                     W 6-0             N/A
  FC Minneapolis                 0-0-0                   0-0-0                     1–0–0                     W 4-1             N/A
  LaCrosse Aris FC               5–1–0                   0-0-0                     0-0-0                     W 8-0             N/A
  Madison 56ers*                 1–1–0                   0-0-0                     0-0-0                     W 3-2             N/A
  Rochester Med City FC          4–1–2                   0-0-0                     0-0-0                     W 3-2             L 1-2
  Milwaukee Bavarians            0–1–1                   0-0-0                     0-0-0                     N/A               L 0-2
  Minnesota TwinStars            3–1–2                   0-0-0                     0-0-0                     W 1-0             L 0-2
  Minnesota United Reserves      1–1–0                   0-0-0                     0-0-0                     W 3-0             N/A
  Nebraska Bugeaters             0–0–0                   0-0-0                     1-0-0                     W 3-2             N/A
  Oakland County FC              0-0-0                   1–0–0                     0-0-0                     W 2-1             N/A
  Rochester Lancers              0-0-0                   0–0–1                     0-0-0                     N/A               L 1-2
  Sioux Falls Thunder            5–1–0                   0-0-0                     0-0-0                     W 6-1             N/A
  Union Dubuque FC               0–0–0                   0-0-0                     1-0-0                     W 7-0             N/A
  Viejos son los Trapos FC*      4–0–0                   0-0-0                     0-0-0                     W 5-1             N/A
  TOTAL                          31–10–12                2-0-1                     4-1-1                     W 8-0             L 0-2

*Team folded

[1]

[2]

[3]

[4]

[5]

[6]

[7]

[8]

[9]

[10]

[11]

[12]

[13]

[14]

[15]

[16]

[17]

[18]

[19]

[20]

[21]

[22]

[23]

[24]

[25]

[26]

[27]

[28]

title: Minneapolis City SC

question: When was the club founded?

answer: Very recently in 2016 as an offshoot of Stegman's Soccer Club.

question: How was their first season?

answer: In the Premier League of America, they managed 3 wins, 3 losses and 4 draws. This was considered a successful first time out and landed them in 3rd place in the West Division.

question: What makes the club special?

answer: It is considered a 'ramshackle, DIY soccer club' and his is something the clib embraces. They are aiming to reject the elitism of pro-soccer.

question: Write a ~1 sentence summary.

answer: A wikipedia page for the Minneapolis City Soccer Club, explaining the history, culture and record of the club.


text:
We were enjoying the cool night air. I lit a cigarette and took a quick harsh drag. My friend sat next me, quiet. He wouldn’t admit his thoughts, but I could see them on his face. I sat with the cigarette between fingers, slowly burning down, quickly giving me a buzz, relieving my stress. He was waiting for a text. I was waiting for anything. That night I wore shorts and a sweater: comfortably chilled. I can’t remember, but it is possible that we had been drinking.

From the vantage point of my friend’s porch we could see them approach her building and stand just outside her door. She was anxious. He, as always, was calm and cool.

I turned to my friend, “Do you see this?” I took a drag, eager for what happened next.

They stood there. Talking. His jeans loose, hems on the concrete, striped hoody, and backwards flat-billed baseball cap, all synonymous with his profile. She wore a skirt, netted leggings underneath, large boots coming half way up her calf, a low cut shirt and a half buttoned up purple cardigan sweater, her sunset red hair kept neat under a black beret. These two friends stood talking in the dark of night; thinking that they were alone in this moment. That for a few minutes the world was theirs. I watched on, ignorant to my friend’s presence and text chimes. In my mind I saw and heard their conversation. She was thanking him for being a good guy to walk her home. He said it was nothing and that he was happy to do it; “No problem.” One of them checked their phone, probably he did. He motioned to go. She asked him to wait. She stepped in for a hug and embraced him. He wasn’t reluctant, he didn’t stop to think about the implications, and he did not consider his girlfriend hundreds of miles away. He didn’t think about how much his girlfriend meant to him, and he didn’t consider how much this girl holding him right now wanted to be more than friends. He held her tight in his arms. And he released first. She held a second longer, understanding that now, given the circumstances, and his obligations, that he could not be with her. She turned to unlock her door; she pulled it open and stood there, holding it. One hand on the door, the other hanging at her side. They said goodbye, he turned and walked away. But she didn’t turn in. She stood there.

I was fixated on her. I wanted to walk over to her and tell her I’m sorry it wouldn’t work out with him. I wanted to run after him and tell him what he’s doing to her. But I couldn’t. I watched her. This image is cast in my mind like stone. The yellow lights on the wall above her emitting their soft enveloping glow. The way she held most of her weight on one foot. Her head cocked slightly to one side and inclined towards his fleeting presence. And my friend reclined on next to me. Cigarette smoke drifting before my face in the breeze.

To me this moment only lasted about fifteen seconds. She watched after him. I saw in her body language how she registered the ramifications of their conversation and interactions. Her body slouched. Her hand fell off the door letting it swing in, stopping against her shoulder. She loosened her firm stance and stepped one foot back to turn, but she couldn’t yet. She had to watch him a few seconds longer; she had to hope that he’d changed; that maybe he did feel the same way for her. Hoped that maybe he’d turn back for her. I could only imagine how long this felt for her, the emotions she felt as he went farther away, without looking back: the impact of his words tonight, the realizations within that hug, the disappointment and despondency of that brief moment. She finally turned in—sad, lonely, defeated. I felt sorry for her. I felt guilty that I had intruded on this moment; that I watched something that was supposed to be private and within only her world.

I finished my cigarette, crushed the butt, and threw it away.

title: A Goodbye (ws please)

question: How did they meet?

answer: Unknown.

question: Where is his girlfriend?

answer: Unknown.

question: Will they meet again?

answer: Unknown.

question: Where is he going?

answer: Unknown.

question: Write a ~5 sentence summary.

answer: The narrator smokes a cigarette while watching two friends say goodbye. They are male and female, and the girl loves the guy, but the guy has a girlfriend. The narrator wants to run into the moment and tell the guy how he is making the girl feel. But instead the narrator says nothing and just feels guilty for looking in on a private moment. The narrator finishes their cigarette.


text:
LITTLE COLONSAY () is an uninhabited island west of the island of the Isle of Mull in Scotland. The geology of the island is columnar basalt, similar to that of neighbouring Staffa. It is part of the Loch Na Keal National Scenic Area, one of 40 in Scotland.[1]

In 1841 the population was 16 individuals in two households, but by 1881 no population was recorded, the island having been cleared in 1846 by F.W. Clark, the notorious owner of Gometra and Ulva. The censuses of 1891 and 1931 recorded two inhabitants. In the early 20th century the island was farmed by John MacColum, known as “Johnny Colonsay”, but he and his family were forced out by a plague of rats.[2]

The island is owned by the family of Viscount Blakenham but has not been permanently inhabited since the 1940s.[3] The 2nd Viscount's daughter, Cressida Cowell, the author of children's books including _How to Train Your Dragon_, spent childhood summers on the island and cites the Inner Hebrides as an inspiration for her books, suggesting they are “one of the most beautiful places on Earth” and “the kind of place where you expect to see dragons overhead”.[4]

Footnotes

Category:Landforms of the Isle of Mull Category:Private islands Category:Uninhabited islands of Argyll and Bute

[1] “National Scenic Areas” . SNH. Retrieved 30 Mar 2011.

[2]

[3]

[4] “Film based on little island” (5 April 2010) _Press and Journal_. Aberdeen.

title: Little Colonsay

question: What assumptions can be made about why Little Colonsay became uninhabited?

answer: There can be many assumptions made about why Little Colonsay became uninhabited such as a plague wiped out the citizens living there, people migrated from the island completely, or the citizens living there grew old and died.


text:
During my early years as a journalist on the "cops and courts" beat in the 1970s, I believed the conventional wisdom that all prisoners claim they are innocent even though all of them are guilty. Eventually, I dug deep into a few claims of innocence, found them to be truthful, and began to doubt.

Around 1990, as DNA testing began to show that wrongful convictions happened regularly, I abandoned the conventional wisdom. When I began to examine the history of the criminal justice system, I found a book published in 1932, _Convicting the Innocent: Sixty-Five Actual Errors of Criminal Justice_, by Yale University law professor Edwin M. Borchard.

That began my collection of books about wrongful convictions -- books centered on specific cases, books centered on specific causes of wrongful convictions (flawed eyewitness testimony, false confessions, police misconduct, wayward prosecutors, junk science, lying jailhouse informants, incompetent defense lawyers, etc.), and books looking at the macro picture instead of offering a narrow focus.

Here are five worthy nonfiction books from what I have come to call "the literature of wrongful conviction." The first two give a special nod to Texas.

[White Lies: Rape, Murder, and Justice Texas Style, by Nick Davies]
White Lies: Rape, Murder, and Justice Texas Style, by Nick Davies(Pantheon)
_WHITE LIES: RAPE, MURDER, AND JUSTICE TEXAS STYLE_, _ _BY NICK DAVIES_ _ (Pantheon Books, 1991). Davies chronicles the wrongful conviction of Clarence Brantley, a high school custodian convicted of the 1980 murder of a female student in the Conroe building where he worked. The investigation by British journalist Davies is especially significant because of its early publication year, because of the connection the author establishes between racial bias in law enforcement and wrongful convictions, and because it features the vital civilian detective work of James McCloskey, founder of the then barely known Centurion Ministries, the first Innocence Project that examined suspicious convictions anywhere in the United States.

[Adams V. Texas, by Randall Adams with William Hoffer and Marilyn Mona Hoffer]
Adams V. Texas, by Randall Adams with William Hoffer and Marilyn Mona Hoffer(St. Martins)
_ADAMS V. TEXAS_, BY RANDALL ADAMS WITH WILLIAM HOFFER AND MARILYN MONA HOFFER (St. Martin's Press, 1991). The 1976 killing of a Dallas police officer led to the arrest, conviction and death sentence of Randall Adams. The book might not have reached a huge readership, but the documentary film based on the case — _The Thin Blue Line_, by Errol Morris — reached influential viewers throughout the world. Adams became one of the early exonerated defendants to place his name on a book-length account of a wrongful conviction. Because Adams is white, readers began to grasp that not all wrongful convictions arise from racial prejudice.

[Actual Innocence: When Justice Goes Wrong and How to Make it Right, by Barry Scheck, Peter Neufeld and Jim Dwyer]
Actual Innocence: When Justice Goes Wrong and How to Make it Right, by Barry Scheck, Peter Neufeld and Jim Dwyer(New American Library)
_ACTUAL INNOCENCE: WHEN JUSTICE GOES WRONG AND HOW TO MAKE IT RIGHT_, BY BARRY SCHECK, PETER NEUFELD AND JIM DWYER (New American Library, 2003). New York City lawyers Scheck and Neufeld created the Innocence Project, the largest, most generously funded innocence project accepting cases from any jurisdiction within the United States. Their project focuses on potential wrongful convictions in which the crime scene yields testable DNA material. Dwyer is a New York City journalist.

[Anatomy of Innocence: Testimonies Of The Wrongfully Convicted, edited by Laura Caldwell and Leslie S. Klinger]
Anatomy of Innocence: Testimonies Of The Wrongfully Convicted, edited by Laura Caldwell and Leslie S. Klinger(Liveright)
_ANATOMY OF INNOCENCE: TESTIMONIES OF THE WRONGFULLY CONVICTED_, EDITED BY LAURA CALDWELL AND LESLIE S. KLINGER (Liveright, 2017). This book collects narratives of specific cases by pairing exonerated defendants with talented crime novelists such as Sara Paretsky, Jan Burke and Lee Child. If such grim subject matter can be said to yield a book that is "fun" to read, this would qualify as such a book. Klinger is an editor of mystery books; Caldwell is a Chicago lawyer and author who founded the organization Life After Innocence at Loyola University.

[ The Innocent Man: Murder and Injustice in a Small Town, by John Grisham ]
The Innocent Man: Murder and Injustice in a Small Town, by John Grisham (handout / (DMN file) )
_THE INNOCENT MAN: MURDER AND INJUSTICE IN A SMALL TOWN_, BY JOHN GRISHAM (Doubleday, 2006). When huge-selling crime novelist/lawyer Grisham decided to write a nonfiction book, he focused on a wrongful conviction case in Oklahoma. I have included it in this list because it might have sold more copies than all other wrongful conviction books combined, and thus has been influential.

_Steve Weinberg is former executive director of Investigative Reporters and Editors._
[A condemned inmate is led out of his east block cell on death row at San Quentin State Prison, in San Quentin, Calif. ]
A condemned inmate is led out of his east block cell on death row at San Quentin State Prison, in San Quentin, Calif. (The Associated Press / 2016 File Photo)

question: What does the text say changed the narrator's opinion about wrongfully convicted persons?

answer: The narrator was of the opinion that all convicted criminals who pled their innocence were, in fact, guilty. This ideology remained until the 90s, when DNA testing and reports began proving the innocence of some of these wrongfully convicted persons. Because of this, the narrator denounced this universal notion and decided to delve deeper into investigating the frequency of the rate at which the criminal justice system wrongfully convicted innocent people.


text:
KSMR (92.5 FM) is a non-commercial educational radio station broadcasting a variety format. Licensed to Winona, Minnesota, United States, it serves the Saint Mary's University campus and entire Winona area. It first began broadcasting under the call sign KSMW. The station is currently owned by Saint Mary's University of Minnesota where it operates as the campus radio station.[1]

History

The original name of the station was KSMW (signifying Saint Mary's Winona), and was started by Brother J. Raymond Long, FSC (a De La Salle Christian Brother) along with Brother Patrick Callahan and Dr. David O. Thomas.

These three men were instrumental in the development of KSMW/KSMR as the campus radio station for Saint Mary's University, then known as Saint Mary's College. At the beginning, KSMW was basically a dead station, which could only be heard in certain areas on campus.

Then, after the building of a new studio in Heffron Hall, the first voice on the air from the new studio was Dave Filipczak; it was St. Patrick's Day in 1978. Dave was also the first general manager. KSMW changed its callsign to KSMR (signifying Saint Mary's Radio) and since at least 2001, the callsign KSMW has been used by Missouri State University, as a repeater in West Plains, MO for KSMU-FM (91.1 FM).

The longest running show on KSMR has been airing continually since January 2003. Originally titled “The Scott and Jeff Show” it starred business faculty Scott Deml and Jeff Hefel. This show ran for five consecutive years on Thursday afternoons from 3PM-5PM. Well known campuswide for “corny bits” and poor production, the show did some nice charity work raising over $5000 for the local Habitat for Humanity by conducting frequent radio marathons. Joe Dulak replaced Scott Deml at the end of the 2008 broadcasting year.

Jeff Hefel and Joe Dulak operated as “The Grumpy Old Man Show” for one year and since have titled their show as "The Black Hole of Radio. " Derek Jackson signed on to act as a third DJ for the 2012-2013 season. Dr. Kyle Black joined the team in 2016. The Blackhole Radio Show is the #1 rated radio show during the 3-5pm hour, on Thursdays, of all licensed radio broadcasts originating from the campus of Saint Mary's. The show is currently in its 16th season with no plans of slowing down.

KSMR Today

KSMR is a digital station with a full digital archival of songs as well as electronic reporting methods. KSMR is a student run radio station located on the campus of Saint Mary's University of Minnesota campus in Winona, Minnesota. The KSMR studio is located in the lower-level of the Michael H. Toner Student Center in the center of the Saint Mary's campus.

Every show on KSMR is different according to the taste of the disc jockeys. When no DJs are in studio the station is fully automated, playing music depending on the day. The music styles heard change continuously and thus KSMR could easily be classified as a freeform variety station. Each year, shows change based on the current student volunteers.

Most of the music heard on KSMR (outside of specific programs) is in the rock, indie, and indie pop styles, and a growing number of top 40 music also played. In October 2013, KSMR updated its music library to play more top 40 music, along with 80's, classic rock, and oldies music in an attempt to become the top variety station in Winona.[2]

During the Christmas season, KSMR plays nonstop Christmas depending on the tastes of the committee of students who manage the station instead of other programming, outside of specific radio shows. The station operates a website which allows for online streaming anywhere in the world this stream was created and set up by students in early 2011. The current logo was introduced in September 2011, replacing a short-lived logo that was used from April 2011 through September 2011. The station broadcasts over the airwaves at 92.5 FM, 94.3 FM, and via streaming audio online at the stations website http://smumn.edu/ksmr

Translator

KSMR-FM, broadcasting on 92.5 FM within the Saint Mary's campus, is relayed by an additional FM translator to widen its broadcast area on K232CZ 94.3 FM in the greater Winona area. The programming on 94.3 FM is identical to that of KSMR 92.5 FM.

Logos

  []                 []                          []
  ------------------ --------------------------- --------------
  Until April 2011   April 2011-September 2011   Current logo

[1]

[2]

title: KSMR (FM)

question: What does the text say about the longest radio show played on KSMR?

answer: The longest radion show has been playing on KSMR since January 2003 with some modifications over time. Originally titled "The Scott and Jeff Show", starring Scott Deml and Jeff Hefel, and ran for 5 consecutive years. In 2008, Joe Dulak replace Scott Deml, the name was changed to "The Grumpy Old Man Show" for 1 year then changed to "The Black Holde of Radio" since then. Members as Derek Jackson and Dr.Kyle Black were also members at some points. The show is the number one rated radio show airing during 3-5 pm, on Thursdays, operating from the campus of Saint Mary's.

question: What does the text say about the type of music played on KSMR?

answer: The station plays different kinds of music according to the taste of the jockey, and music style change continuously based on the current student volunteers. Most of the music heard is rock, classic rock, oldies music, indie, 80's music, and indie-pop plus a growing number of top 40 songs. During the Christmas season, KSMR plays nonstop Christmas songs.

question: What does the text say about the KSMR location over time?

answer: KSMR station is located on Saint Mary's University campus in Winona, Minnesota, United States. In 1978, it started airing from the new studio in Heffron Hall. Now, the studio is located in the lower level of Michael H. Toner Student Center in the center on the campus.

question: What does the text say about the podcasts played on KSMR?


text:
The MÚLAKVÍSL is a river in the south of Iceland on the western side of Mýrdalssandur.

Glacier flow

The river has a glacier flow which draws its water from the Mýrdalsjökull, mainly through the glacier tongue Kötlujökull. The river's floods are usually of gray-brown color, since it carries much sediment with it.[1]

At Selfjall, about east of the village Vík í Mýrdal, the Ring Road goes across a bridge over the Múlakvísl.

Jökulhlaups

As increasing water levels of this river are an important indicator of Katla's upcoming volcanic eruptions, it is closely monitored.

1955

A predecessor of the present bridge was demolished in 1955, during a jökulhlaup with 2,500 m³/s of water. A fissure formed on Katla in 1918 in the caldera of the volcano, and a kettle had formed upon the glacier. This showed volcanic activities under the glacier, which in turn initiated the jökulhlaup. However, there was no real outbreak in 1955.[2]

July 2011

On 9 July 2011, another jökulhlaup occurred, which was already anticipated hours and days before because of a series of quakes at up to depth in the Katla region.[3][4] There was a small volcanic eruption under the glacier similar to 1955.[5] A jökulhlaup again destroyed the Ring Road bridge of the Múlakvísl, which was only 20 years old. A water level early warning system prompted the closing of the bridge and surrounding area, and no one was harmed.[6] By 11 July 2011, the tremor under Katla had calmed down again. On 15 July 2011, 1,500 people were transported via the Múlakvísl by means of special vehicles.[7] On 16 July, a temporary bridge was put into operation on the river.[8]

[1]

[2]

[3]

[4]

[5]

[6]

[7]

[8]

title: Múlakvísl

question: How many rivers are in Iceland?

answer: The text doesn't say.

question: What is named as an important indicator of upcoming volcanic eruptions in this text?

answer: The increasing water levels of the Múlakvísl river.

question: What year did a fissure form on Katla?

answer: 1918.

question: How long is the Ring Road?

answer: The text doesn't say.

question: Write a ~3 sentence summary.

answer: This text is a brief historical overview of the Múlakvísl, a river in the south of Iceland on the western side of Mýrdalssandur in Iceland. Iceland's famous Ring Road crosses the Múlakvísl river. There is a lot of volcanic activity associated with the source of the Múlakvísl.