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	<title>Torontoist &#187; Games</title>
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	<link>http://torontoist.com</link>
	<description>Torontoist is about Toronto and everything that happens in it</description>
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		<title>CBC Music&#8217;s First-Ever Festival Will Be a CanCon Love-In</title>
		<link>http://torontoist.com/events/event/cbcmusics-first-ever-festival-will-be-a-cancon-love-in/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=cbcmusics-first-ever-festival-will-be-a-cancon-love-in</link>
		<comments>http://torontoist.com/events/event/cbcmusics-first-ever-festival-will-be-a-cancon-love-in/#comments</comments>
		<pubDate>Tue, 21 May 2013 17:30:30 +0000</pubDate>
		<dc:creator>Chris Dart</dc:creator>
		
		<guid isPermaLink="false">http://torontoist.com/?post_type=event&#038;p=254934</guid>
		<description><![CDATA[The CBCMusic.ca Festival will feature Sloan, Kathleen Edwards, Of Monsters and Men, and roving appearances by Jian Gomeshi and Matt Galloway.<p class="rss_dek"><img width="100" height="100" src="http://torontoist.com/wp-content/uploads/2013/05/20130521Charity-Concert-at-The-Great-Hall-Sloan-122-Photo_by_Corbin_Smith-640x360-100x100.jpg" class="attachment-thumbnail wp-post-image" alt="Sloan’s Chris Murphy is a huge CBC fan, and he&#039;ll be playing at the CBCMusic.ca Festival." /><p class="rss_dek">According to CBC’s Chris Boyce, the goal of this weekend&#8217;s CBCMusic.ca Festival is twofold. First and foremost, the CBC wants to celebrate Canadian music. Second, it wants to celebrate CBC Music, the broadcaster’s online music service, which launched a little over a year ago.</p></p>]]></description>
				<content:encoded><![CDATA[The CBCMusic.ca Festival will feature Sloan, Kathleen Edwards, Of Monsters and Men, and roving appearances by Jian Gomeshi and Matt Galloway.<p class="rss_dek"><p>According to CBC’s Chris Boyce, the goal of this weekend&#8217;s <strong><a href="http://music.cbc.ca/#/CBCMusicca-Festival">CBCMusic.ca Festival</a></strong> is twofold. First and foremost, the CBC wants to celebrate Canadian music. Second, it wants to celebrate <a href="http://music.cbc.ca/" target="_blank">CBC Music</a>, the broadcaster’s online music service, which launched a little over a year ago.<span id="more-254934"></span></p>]]></content:encoded>
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		<item>
		<title>The Barber of Seville is Not the Sharpest Shave</title>
		<link>http://torontoist.com/events/event/the-barber-of-seville-is-not-the-sharpest-shave/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-barber-of-seville-is-not-the-sharpest-shave</link>
		<comments>http://torontoist.com/events/event/the-barber-of-seville-is-not-the-sharpest-shave/#comments</comments>
		<pubDate>Tue, 21 May 2013 15:30:32 +0000</pubDate>
		<dc:creator>Carly Maga</dc:creator>
		
		<guid isPermaLink="false">http://torontoist.com/?post_type=event&#038;p=254644</guid>
		<description><![CDATA[A reworked version of Beaumarchais' play makes for an uneven production, on now at Soulpepper Theatre.<p class="rss_dek"><img width="100" height="100" src="http://torontoist.com/wp-content/uploads/2013/05/20130521_barberofseville-100x100.jpg" class="attachment-thumbnail wp-post-image" alt="Gregory Prest as Count Almaviva and Dan Chameroy as Figrao in The Barber of Seville. Photo by Cylla von Tiedemann." /><p class="rss_dek">In 1996, Theatre Columbus premiered playwright Michael O&#8217;Brien&#8217;s &#8220;freely adapted&#8221; take on the famous Beaumarchais play The Barber of Seville, which was written in 1775. O&#8217;Brien&#8217;s version mixed in music from the 1816 opera of the same name by Gioachino Rossini, as well as original tunes by composer John Millard. The adaptation also propelled the [...]</p></p>]]></description>
				<content:encoded><![CDATA[A reworked version of Beaumarchais' play makes for an uneven production, on now at Soulpepper Theatre.<p class="rss_dek"><p>In 1996, Theatre Columbus premiered playwright Michael O&#8217;Brien&#8217;s &#8220;<a href="http://www.theatrecolumbus.ca/season/barber-seville/barber-seville">freely adapted</a>&#8221; take on the famous <a href="http://en.wikipedia.org/wiki/Pierre_Beaumarchais">Beaumarchais</a> play <em>The Barber of Seville</em>, which was written in 1775. O&#8217;Brien&#8217;s version mixed in music from the 1816 opera of the same name by Gioachino Rossini, as well as original tunes by composer John Millard. The adaptation also propelled the story forward a couple centuries, with pop culture references galore. With Theatre Columbus co-founder Leah Cherniak at the helm, the musical ended the season with six Dora Award nominations (it won three) and plenty of critical acclaim.</p>
<p>Seventeen years later, Soulpepper Theatre is remounting this zany reimagination of <strong><a href="http://www.soulpepper.ca/performances/13_season/the_barber_of_seville.aspx#overview"><em>The Barber of Seville</em></a></strong>, updated once again by O&#8217;Brien, Millard, and Cherniak. But, for some reason—the change in decade, or company, or sense of humour—whatever had made the original so magical, has faded, save for a few key performances.<span id="more-254644"></span></p>]]></content:encoded>
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		<title>Make a Game at Night, Get Fired in the Morning</title>
		<link>http://torontoist.com/2013/02/make-a-game-at-night-get-fired-in-the-morning/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=make-a-game-at-night-get-fired-in-the-morning</link>
		<comments>http://torontoist.com/2013/02/make-a-game-at-night-get-fired-in-the-morning/#comments</comments>
		<pubDate>Mon, 11 Feb 2013 14:00:12 +0000</pubDate>
		<dc:creator>Mathew Kumar</dc:creator>
				<category><![CDATA[culture]]></category>
		<category><![CDATA["david gallant"]]></category>
		<category><![CDATA[canadian revenue agency]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[i get this call every day]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false">http://torontoist.com/?p=235837</guid>
		<description><![CDATA[David S. Gallant, creator of <em>I Get This Call Every Day</em>, lost his day job after a <em>Star</em> article about his after-hours game-making.<p class="rss_dek"><img width="100" height="100" src="http://torontoist.com/wp-content/uploads/2013/02/i-get-this-call-every-day-1-100x100.png" class="attachment-thumbnail wp-post-image" alt="i-get-this-call-every-day-1" /><p class="rss_dek">It’s really only been a few years since the social web has become ubiquitous, and the growing pains are still apparent in what has already become an all-too-familiar story: an employee mouths off about their job, are found out, and summarily dismissed. There are at least two sides in every conflict. In this particular kind [...]</p></p>]]></description>
				<content:encoded><![CDATA[David S. Gallant, creator of <em>I Get This Call Every Day</em>, lost his day job after a <em>Star</em> article about his after-hours game-making.<p class="rss_dek"><p><img src="http://torontoist.com/wp-content/uploads/2013/02/i-get-this-call-every-day-1.png" alt="i-get-this-call-every-day-1" width="800" height="600" class="alignnone size-full wp-image-235839" /></p>
<p>It’s really only been a few years since the social web has become ubiquitous, and the growing pains are still apparent in what has already become an all-too-familiar story: an employee mouths off about their job, are found out, and summarily dismissed.</p>
<p>There are at least two sides in every conflict. In this particular kind of tension one can defend freedom of speech or the freedom to face consequences for that free speech—and few would argue that when you directly call out your employer online, you’re not asking for trouble.</p>
<p>But what if you create a work related to your line of work <em>without</em> referencing your employer? Do you deserve to be fired for that?<br />
<span id="more-235837"></span><br />
In December a Brampton man, David S. Gallant, released <em><a href="http://www.davidsgallant.com/igtced.html">I Get This Call Every Day</a></em>, a point-and-click game for PCs that he describes as a “personal tale of unwinnable realities.” In the game the player takes the role of a call centre employee trying to verify a caller’s details, trapped between the bureaucratic demands of a call centre script and (understandably) impatient customers. The unspoken inspiration for his game was Gallant’s day job at the Canada Revenue Agency’s call centre—unspoken, that is, until he was outed by the <em>Toronto Star</em>.</p>
<p>After their article about his after-hours creative work, Gallant was fired.</p>
<p>Gallant didn’t tell the <em>Star</em> who his employer was: the paper discovered where Gallant worked independently (when the reporter asked Gallant about this he declined to confirm his employer’s identity) and informed National Revenue Minister Gail Shea, seeking comment about Gallant’s game. She responded through her communications director, Clarke Olsen, that “the Minister considers this type of conduct offensive and completely unacceptable. The Minister has asked the Commissioner (of Revenue, Andrew Treusch) to investigate and take any and all necessary corrective action. The Minister has asked the CRA to investigate urgently to ensure no confidential taxpayer information was compromised.”</p>
<p>Some important points: <em>I Get This Call Every Day</em> features no references to the Canada Revenue Agency. There is one use of a (fake, eight digit) social insurance number to potentially locate the game within Canada, and one offhand reference to a tax return. The game captures the experience of working at an entirely generic call centre—as specific as an average Dilbert cartoon. And Gallant didn’t name his employer to any media outlet, not until the <em>Star</em> did so first.</p>
<p>Gallant, who I spoke with by phone last week, admits that he “always had in the back of my mind that the game could get me into trouble with my employer.” He didn’t, however, think it would go anything like this far. “It was just, ‘hey, great, media coverage, and it’s from a traditional outlet.’ I thought I couldn’t have asked for anything better&#8230; I didn’t think that termination would be the final result. I knew trouble could have been—that could have been a verbal or written warning, being asked to modify or remove the game from public view. Honestly I didn’t really think that Canada Revenue Agency would ever have a reason to pay attention to a little game like mine.” (It’s unclear whether they would have if the <em>Star</em> hadn’t been in touch; Gallant told us that his termination was related to his having been “identified publicly as a CRA employee” in the story.)</p>
<p><img src="http://torontoist.com/wp-content/uploads/2013/02/i-get-this-call-every-day-2.png" alt="i-get-this-call-every-day-2" width="800" height="600" class="alignnone size-full wp-image-235840" /></p>
<p>Gallant is adamant that his game was not targeting the CRA. “Even that one reference to a tax return, it’s not a focus to the game, it’s just one of the questions among several&#8230; The call is about changing an address. That could happen in any call centre, be that government or private sector or what have you. I mean, that was my intention, I very purposely tried to make sure the game didn’t reflect my current employment, when I made it, because I wasn’t trying to say anything about working at Canada Revenue Agency specifically, just about working at call centres in general.”</p>
<p>Valerie Hauch, the reporter who covered the story for the <em>Star</em> also doesn’t know what information might be in the game that could concern the revenue agency, make the game seem “offensive and completely unacceptable,” or worry that “confidential taxpayer information” could have been compromised. “I have no idea why they brought up that reference to confidential tax information, there’s no reference to that in the game,” she told us.</p>
<p>Playing the game itself makes it clear that it was no attempt to get fired.</p>
<p>“I worked for the Canada Revenue Agency because of financial need,” says Gallant. “If I wanted to quit, I would have quit. But I wasn’t able to quit. And I’m only really lucky that the situation has turned around so drastically that it’s not a complete financial meltdown for me and my family right now. I was really worried walking out of that office before sales of the game picked up. I didn’t know how I was going to pay my next month’s rent. I had February, but beyond that for March, I was incredibly worried.”</p>
<p>The future remains “a big worry” for Gallant. Game sales have picked up since his story garnered attention, but “that potential of financial failure is still there. It’s been deferred most definitely, but I don’t really know what’s going to happen next. I’m probably still going to try and get a job and try and make ends meet, that or I try and make a big indie success and we all know what kind of a huge gamble that is.”</p>
<p>As for the game itself, Gallant says, “The narrative has really been twisted by the media. A lot of people are seeing the game as putting down the type of people who call call centres, and that’s not the point. I really was trying to create empathy for both sides. The caller is in a bad situation, he is not a bad person, he may not have everything together, and may be rude at times but people are like that. No one can ever look at their lives and say they haven’t been that person at some point. And the agent is stuck in a position where really they do want to help, but they’ve got so many hoops to jump through themselves. If they just skip that bureaucracy and try and help that person, they get in trouble for that.”</p>
<p>Apparently, if they try to turn that experience into a game, they do too.</p>
</p>]]></content:encoded>
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		<title>Toronto Invents: Table Hockey</title>
		<link>http://torontoist.com/2013/01/toronto-invents-table-hockey/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=toronto-invents-table-hockey</link>
		<comments>http://torontoist.com/2013/01/toronto-invents-table-hockey/#comments</comments>
		<pubDate>Thu, 24 Jan 2013 15:30:40 +0000</pubDate>
		<dc:creator>Jamie Bradburn</dc:creator>
				<category><![CDATA[culture]]></category>
		<category><![CDATA[1930s]]></category>
		<category><![CDATA[donald munro]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[hockey]]></category>
		<category><![CDATA[inventions]]></category>
		<category><![CDATA[munro toys]]></category>
		<category><![CDATA[table hockey]]></category>
		<category><![CDATA[toronto invents]]></category>

		<guid isPermaLink="false">http://torontoist.com/?p=232034</guid>
		<description><![CDATA[How a homemade Great Depression Christmas gift turned into an iconic Canadian game.<p class="rss_dek"><img width="100" height="100" src="http://torontoist.com/wp-content/uploads/2013/01/20130123tablehockeypatent-100x100.jpg" class="attachment-thumbnail wp-post-image" alt="Diagram of table hockey game from Donald Munro&#039;s American patent, issued 1936. Google Patents." /><p class="rss_dek">We look at concepts and products that, for better and worse, were developed in Toronto. Like many people during the Great Depression, Toronto resident Donald Munro was unable to lavish his children with Christmas gifts. Not wanting to go without giving them something during the 1932 holiday season, he took various items from around his [...]</p></p>]]></description>
				<content:encoded><![CDATA[How a homemade Great Depression Christmas gift turned into an iconic Canadian game.<p class="rss_dek"><p><em>We look at concepts and products that, for better and worse, were developed in Toronto.</em></p>
<div id="attachment_232039" class="wp-caption alignnone" style="width: 650px"><img src="http://torontoist.com/wp-content/uploads/2013/01/20130123tablehockeypatent.jpg" alt="Diagram of the original table hockey game, from Donald Munro&#039;s American patent, issued in 1936. Image from Google Patents." width="640" height="1070" class="size-full wp-image-232039" /><p class="wp-caption-text">Diagram of the original table hockey game, from Donald Munro&#039;s American patent, issued 1936. Image from Google Patents.</p></div>
<p>Like many people during the Great Depression, Toronto resident <a href="http://www.tablehockeyheaven.com/photos/games/munro/canadas_national_game_1935/index.html">Donald Munro</a> was unable to lavish his children with Christmas gifts. Not wanting to go without giving them something during the 1932 holiday season, he took various items from around his home—clothes pins, wire hangers, clock springs, and lumber—and patched together a toy. The result, as described in the introduction of <a href="http://www.google.com/patents/US2048944?pg=PA3&amp;dq=donald+munro+hockey&amp;hl=en&amp;sa=X&amp;ei=ISz_UN_TAa3U0gHqhYGABQ&amp;ved=0CEIQ6AEwBQ#v=onepage&amp;q=donald%20munro%20hockey&amp;f=false">the American patent</a> he received four years later, was “a novel and amusing parlour game simulative of hockey, and calling for the exercise of skill and judgement on the part of the players in order to score against each other.” He had, of course, invented table hockey.</p>
<p><span id="more-232034"></span></p>
<p>Noticing the enjoyment shared by everyone who played the game, Munro pondered its commercial possibilities. He convinced Eaton’s to take several games on consignment. Almost immediately, the retailer asked for more. Munro soon <a href="http://www.vgwoodplans.com/munro.htm">established a toy company</a> to manufacture his game, so he could supply major retailers like Eaton’s and Simpson’s. Many sales came through department store catalogues, where, by the start of the &#8217;40s, a game could be ordered for five dollars.</p>
<p>Early versions of Munro’s game were like a <a href="http://www.peterreynolds.ca/games/history.htm">two-player pinball game</a>, with wooden pins representing players. A slight hump in the middle sloped the playing surface, making it easier for the puck (originally a ball bearing) to move to either end of the &#8220;ice.&#8221; The game evolved, growing from four flippers to five and adding on-ice elements like bluelines and face-off circles.</p>
<p>The game was popular with troops during World War II. Munro’s son, Donald Jr., is said to have been called upon to repair games around military installations in Great Britain. Back home, Munro Toys expanded its product line to include games like crokinole, as well as a mechanical baseball game endorsed by Babe Ruth.</p>
<div id="attachment_232040" class="wp-caption alignnone" style="width: 650px"><img src="http://torontoist.com/wp-content/uploads/2013/01/20130123Table-Hockey-Night-In-Toronto-22-Photo_by_Corbin_Smith.jpg" alt="Present-day competitive table hockey. Photo by Corbin Smith/Torontoist." width="640" height="360" class="size-full wp-image-232040" /><p class="wp-caption-text">Present-day competitive table hockey. Photo by Corbin Smith/Torontoist.</p></div>
<p>By the mid-1950s, it was estimated that 75,000 Canadian homes owned a table hockey game. Competition from firms like Eagle Toys spurred refinements, like the replacement of wooden pegs with rods that allowed competitors to spin their players and move them up and down the ice. Deluxe editions added goal lights, period timers, representations of NHL teams, and more realistic boards. </p>
<p>In 1968, Munro Toys, by then based in Burlington, was sold to Buffalo-based aerospace firm <a href="http://www.servotronics.com/">Servotronics</a>. “They knew a lot about science,” Donald Munro Jr. mused to the <em>Globe and Mail</em> in 1995, “but they didn’t know much about toys or hockey.” In May 1977, after the company defaulted on a loan, Munro Toys went into receivership. While the popularity of table hockey has dipped since the advent of video games, loyal players continue to conduct home games and participate <a href="http://torontoist.com/2012/01/sporting-goods-table-hockey/">in local competitions</a>.</p>
<p><em>Additional material from the May 24, 1977 and December 2, 1995 editions of the</em> Globe and Mail. </p>
</p>]]></content:encoded>
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		<title>Edward Chee&#8217;s Pocketful of &#8220;Plein-Air&#8221;</title>
		<link>http://torontoist.com/2011/10/edward-chees-pocketful-of-plein-air/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=edward-chees-pocketful-of-plein-air</link>
		<comments>http://torontoist.com/2011/10/edward-chees-pocketful-of-plein-air/#comments</comments>
		<pubDate>Tue, 04 Oct 2011 19:30:00 +0000</pubDate>
		<dc:creator>Jaime Woo</dc:creator>
				<category><![CDATA[culture]]></category>
		<category><![CDATA["Fine Art"]]></category>
		<category><![CDATA["Nintendo DS"]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[edward chee]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[gladstone]]></category>
		<category><![CDATA[plein-air in my pocket]]></category>

		<guid isPermaLink="false">http://torontoist.com/?p=87689</guid>
		<description><![CDATA[Artist uses the mobility of the Nintendo DS to create works of fine art<p class="rss_dek"><img width="100" height="100" src="http://torontoist.com/wp-content/uploads/2011/10/20111004Plein1-100x100.jpg" class="attachment-thumbnail wp-post-image" alt="The new exhibition &quot;Plein-Air In My Pocket&quot; at the Gladstone Hotel features works by artists Edward Chee done on the Nintendo DS." /><p class="rss_dek">&#8220;Plein-Air In My Pocket&#8220; Gladstone Hotel Art Bar (1214 Queen Street West) October 4–10 A new exhibition opens today at the Gladstone Hotel, filled with pieces of fine art with a twist—all the work in “Plein-Air In My Pocket” was created on the Nintendo DS, a portable gaming system. The DS has a touch-sensitive screen, [...]</p></p>]]></description>
				<content:encoded><![CDATA[Artist uses the mobility of the Nintendo DS to create works of fine art<p class="rss_dek"><div id="attachment_87698" class="wp-caption alignleft" style="width: 650px"><a href="http://torontoist.com/2011/10/edward-chees-pocketful-of-plein-air/20111004plein1/" rel="attachment wp-att-87698"><img class="size-full wp-image-87698" src="http://torontoist.com/wp-content/uploads/2011/10/20111004Plein1.jpg" alt="" width="640" height="480" /></a><p class="wp-caption-text">The new exhibition &quot;Plein-Air In My Pocket&quot; at the Gladstone Hotel features works by artist Edward Chee done on the Nintendo DS.</p></div>
<p style="border-bottom: 1px dotted #cccccc; border-top: 1px dotted #cccccc; padding: 20px 0 20px 150px;"><big>&#8220;<a href="http://www.facebook.com/event.php?eid=270194569665244">Plein-Air In My Pocket</a>&#8220;</big><br />
Gladstone Hotel Art Bar (<a href="http://maps.google.com/maps/place?q=Gladstone+Hotel&amp;hl=en&amp;cid=10586230798306699378">1214 Queen Street West</a>)<br />
October 4–10</p>
<p>A new exhibition opens today at the Gladstone Hotel, filled with pieces of fine art with a twist—all the work in “Plein-Air In My Pocket” was created on the Nintendo DS, a portable gaming system. The DS has a touch-sensitive screen, and using a program called <a href="http://colors.collectingsmiles.com/" target="_blank">Colors!</a>, artist Edward Chee was able to—as the title notes—paint &#8220;en plein air,&#8221; a French expression meaning &#8220;outdoors,&#8221; with a device that he could carry comfortably in his pocket. The context of the works shifts when Chee reveals that the mobility of the DS allowed him to paint during a family emergency, his father’s hospital stay while fighting cancer.<span id="more-87689"></span></p>
<p>For Chee, the ability to paint was more than a way to pass the hours waiting in the hospital. “It allowed me to spend some time with him, look at him, draw him, see him, while he told stories about old-China or something,” he notes in an email. With his father now healthy, the paintings are a reminder of a difficult time, but one that allowed for bonding between the pair. (Chee jokes that although his father thinks the paintings of “Plein-Air” are well done, Chee should still get a “real job.”)</p>
<p>Chee chose the DS for his work because the Nintendo device has a pressure-sensitive resistive screen rather than the capacitative screen found in most smartphones and tablets. He says he is now awaiting the new version of Colors!, recently announced for the next-generation Nintendo 3DS device, which would allow for 3D artwork. Very soon, Chee will get an opportunity to push plein-air painting into a new dimension.</p>
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		<title>Grown-ups Goof Around at Recess.TO</title>
		<link>http://torontoist.com/2011/07/recess_games_for_grown-ups/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=recess_games_for_grown-ups</link>
		<comments>http://torontoist.com/2011/07/recess_games_for_grown-ups/#comments</comments>
		<pubDate>Fri, 29 Jul 2011 15:00:00 +0000</pubDate>
		<dc:creator>Jaime Woo</dc:creator>
				<category><![CDATA[culture]]></category>
		<category><![CDATA["atmosphere industries"]]></category>
		<category><![CDATA["david fono"]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[gentrification]]></category>
		<category><![CDATA[recess.to]]></category>

		<guid isPermaLink="false">http://torontoist.com/2011/07/recess_games_for_grown-ups/</guid>
		<description><![CDATA[<p class="rss_dek">As children, we rarely questioned why we played the games we did. The games were fun or boring and one game might be favoured over another, but the act of play itself was a foregone conclusion. Somehow, as adults, this sense of play has dissipated and been replaced by a focus on productivity. Yet, an emerging body of research suggests play <a href="http://www.psychologytoday.com/blog/freedom-learn/200812/the-value-play-ii-how-play-promotes-reasoning-in-children-and-adults">has value</a>, even if the main objective of the game isn’t tethered to those rewards. Now Torontonians looking for a new way to play can turn to <a href="http://recess.to/">Recess.TO</a>, a meetup started this year that presents an updated, adult take on the kind of games played in schoolyards.
</p>]]></description>
				<content:encoded><![CDATA[<p><span class="mt-enclosure mt-enclosure-image">
<div class="image-none" style="width:640px"> <img alt="20110728Recess.jpg" src="http://torontoist.com/attachments/JaimeWoo/20110728Recess.jpg" width="640" height="427" /> <br /> <i>David Fono of Atmosphere explains the rules for <span style="font-style:normal">Gentrification</span>, a game you might find at Recess.TO. Photo courtesy of David Fono.</i></div>
</p></form>
<div style="width:100%;border-bottom: 1px dotted #cccccc;margin-top:20px;margin-bottom:10px"></div>
<p style="margin-left:130px;margin-right:100px"><a href="http://recess.to/">Recess.TO July Meetup</a><br />
Berczy Park (<a href="http://maps.google.com/maps?q=Berczy+Park,+Toronto,+Ontario,+Canada&amp;hl=en&amp;ll=43.648063,-79.375234&amp;spn=0.01489,0.036178&amp;sll=43.647989,-79.37496&amp;sspn=0.003723,0.009044&amp;z=16">Front Street East and Church Street</a>)<br />
July 30, 1 p.m., FREE</p>
<div style="width:100%;border-bottom: 1px dotted #cccccc;margin-top:10px;margin-bottom:20px"></div>
<p>As children, we rarely questioned why we played the games we did. The games were fun or boring and one game might be favoured over another, but the act of play itself was a foregone conclusion. Somehow, as adults, this sense of play has dissipated and been replaced by a focus on productivity. Yet, an emerging body of research suggests play <a href="http://www.psychologytoday.com/blog/freedom-learn/200812/the-value-play-ii-how-play-promotes-reasoning-in-children-and-adults">has value</a>, even if the main objective of the game isn’t tethered to those rewards. Now Torontonians looking for a new way to play can turn to <a href="http://recess.to/">Recess.TO</a>, a meetup started this year that presents an updated, adult take on the kind of games played in schoolyards.</p>
<p><span id="more-61554"></span><br />
“Think back to the creativity and fun of the games you played as kids and what we’re doing is taking what was great about those games and using those properties as a platform to create sophisticated new experiences,” says David Fono, one of the co-founders of a Toronto-based non-profit called <a href="http://www.atmosphereindustries.com/">Atmosphere Industries</a> that organizes the event. “We play any game that isn’t a video or board game—we’re pretty broad. There are a lot of outdoor games, especially since we got started in the summer. It’s mainly experimental games in experimental spaces.”<br />
Atmosphere is best known for the award-winning game <em><a href="http://www.atmosphereindustries.com/gentrification/">Gentrification</a></em>, a take on Monopoly played in actual neighbourhoods, and the game has been shown and played at festivals in cities across several continents. The idea for Recess.TO came out of Atmosphere&#8217;s experience travelling for the game: “We were going to festivals in other cities run by similar groups and they were doing some amazing things,” says Fono. “It was spreading—there are always new groups popping up—so we wanted to get Toronto on the list.”<br />
<span class="mt-enclosure mt-enclosure-image">
<div class="image-none" style="width:640px"> <img alt="20110728Recess2.jpg" src="http://torontoist.com/attachments/JaimeWoo/20110728Recess2.jpg" width="640" height="408" /> <br /> <i>Players will get to try <em>Tiny Urban Game</em> from Germany at Saturday&#8217;s Recess.TO. Photo by Invisible Playground.</i></div>
<p> </span><br />
Fono believes Recess.TO marks a new path for games in Toronto. “Games are very popular in Toronto, but we’re still on a traditional definition of what games can be, like video games and board games. The world of games has branched out and mingled with other art, media, and culture worlds. In other cities people have realized that games can be something much broader, but that’s just starting to happen in Toronto.”<br />
A previous Recess.TO showcased a game created by Fono where participants chased each other in a safari-like game, capturing photos of one another on cellphones and uploading them to Twitter. [Disclosure: I've had a game workshopped at Recess.TO, and Fono has also spoken at Gamercamp, a festival I co-founded.] Events like Recess.TO help us question the use of space and how games can be played in non-traditional locations, such as bars, streets, and parking garages. The intersection of technology and games stands out as a particular interest of Fono’s—he’s fascinated by the ubiquitous computing that surrounds us—and a direction he believes games for adults can explore. “There’s a lot of technology that has been developed and deployed in the world for all kinds of things—and not necessarily computer technology—and how to use those for games is interesting,” he says.<br />
The next edition of Recess.TO, happening this Saturday, will consist of games Fono played while in Berlin for the <a href="http://invisibleplayground.com/#you-are-go/">You Are Go</a> festival, playfully examining concepts of identity, globalization, and language. Previous events have drawn reactions from unsuspecting passersby, often with a smirk, sometimes with a curious inquiry, and a few have even joined in. One outcome is bringing back contact and interaction between strangers on the streets of a city, looking to take a reprieve from the everyday. “You get to run around and have that visceral joy,” explains Fono, “but you also get an interesting look at the city around you.”</p>
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		<title>Gesundheit Is Snot Your Average iOS Game</title>
		<link>http://torontoist.com/2011/07/gesundheit_snot_your_average_ios_game/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=gesundheit_snot_your_average_ios_game</link>
		<comments>http://torontoist.com/2011/07/gesundheit_snot_your_average_ios_game/#comments</comments>
		<pubDate>Thu, 28 Jul 2011 19:00:00 +0000</pubDate>
		<dc:creator>Jaime Woo</dc:creator>
				<category><![CDATA[culture]]></category>
		<category><![CDATA["hand eye society"]]></category>
		<category><![CDATA["matt hammill"]]></category>
		<category><![CDATA["video games"]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[gesundheit]]></category>
		<category><![CDATA[Tech]]></category>

		<guid isPermaLink="false">http://torontoist.com/2011/07/gesundheit_snot_your_average_ios_game/</guid>
		<description><![CDATA[<p class="rss_dek">If you've ever dreamed of controlling a brave green pig saving his village from monsters by tossing snot, today's release of an iOS game called <em><a href="http://www.matthammill.com/index.php/games/gesundheit-2/">Gesundheit</a></em> is a dream come true. Four years in the making, the game is the first for Toronto illustrator and animator <a href="http://www.matthammill.com/">Matt Hammill</a>, who says his art style was influenced by National Film Board classics like <em><a href="http://www.nfb.ca/film/the-cat-came-back">Cat Came Back</a></em>, <em><a href="http://www.nfb.ca/film/log_drivers_waltz/">Log Driver's Waltz</a></em>, and <a href="http://www.nfb.ca/film/blackfly/"><em>Blackfly</em></a>. Even for those who hadn't considered seasonal allergies a boon to solving puzzles, there is much to love about Hammill's whimsical and playful game.
</p>]]></description>
				<content:encoded><![CDATA[<p>If you&#8217;ve ever dreamed of controlling a brave green pig saving his village from monsters by tossing snot, today&#8217;s release of an iOS game called <em><a href="http://www.matthammill.com/index.php/games/gesundheit-2/">Gesundheit</a></em> is a dream come true. Four years in the making, the game is the first for Toronto illustrator and animator <a href="http://www.matthammill.com/">Matt Hammill</a>, who says his art style was influenced by National Film Board classics like <em><a href="http://www.nfb.ca/film/the-cat-came-back">Cat Came Back</a></em>, <em><a href="http://www.nfb.ca/film/log_drivers_waltz/">Log Driver&#8217;s Waltz</a></em>, and <a href="http://www.nfb.ca/film/blackfly/"><em>Blackfly</em></a>. Even for those who hadn&#8217;t considered seasonal allergies a boon to solving puzzles, there is much to love about Hammill&#8217;s whimsical and playful game.</p>
<p><span id="more-61564"></span><br />
Hammill describes <em>Gesundheit</em> as &#8220;a little <em>Bomberman</em>, a little <em>Metal Gear Solid</em>&#8220;; players control an unnamed green pig trying to stealthily avoid being eaten by monsters while attempting to lure them into traps. You touch the screen to move the green pig and a slingshot motion fires mucous balls—an alluring snack for the monsters and, thus, the perfect bait. By landing balls of mucous near the monsters, you draw them Hansel and Gretel–style to their doom.<br />
The odd concept stems from an endearing source as an homage to Hammill&#8217;s girlfriend, who during the design of the game was suffering from bad allergies. &#8220;At first, the idea was that you&#8217;d lead monsters around with food, but my girlfriend was sneezing all the time. And I had a sprite of her as a placeholder graphic, so I thought I&#8217;d make it sneeze, and then the sneezing kind of stuck,&#8221; he explains. &#8220;And we&#8217;re still together!&#8221;<br />
<span class="mt-enclosure mt-enclosure-image">
<div class="image-none" style="width:640px"> <img alt="20110728Gesundheit1.jpg" src="http://torontoist.com/attachments/JaimeWoo/20110728Gesundheit1.jpg" width="640" height="480" /> <br /> <i>Toronto illustrator and animator Matt Hammill was the brain behind the new iOS game <em>Gesundheit</em>. Photo courtesy of Matt Hammill.</i></div>
<p> </span><br />
The game began as a hobby project while Hammill was a student at Sheridan College. Hammill says he&#8217;s always had an interest in games, since the days of the Atari 2600, Nintendo Entertainment System, and Commodore 64, and as a child he made his own trading cards for the bosses of famed side-scroller <em>Mega Man</em>. He knew he wanted to make games when he found Adventure Game Studio, a programming tool that let people build point-and-click graphic adventure titles like <em>Myst</em> and <em>Secret of Monkey Island</em>. While Hammill didn&#8217;t end up making a point-and-click game, his interest was piqued and he set off to make a spatial puzzle game that would become <em>Gesundheit</em>.<br />
The project, originally conceived as a computer game, drew notice from the get-go for its artwork, first shown in a student showcase at the <a href="http://www.igf.com/">Independent Games Festival</a>. In 2010, a version of the game was built into an arcade cabinet (similar to the <a href="http://torontoist.com/2011/05/torontron_cabinets_revive_arcade_legacy.php">Torontron machines</a>) for a video-game event held by the Hand Eye Society during Nuit Blanche. Although a demo for the PC was created, Australian studio Revolutionary Concepts approached Hammill to bring <em>Gesundheit</em> to iOS devices instead, and soon after games giant Konami, which has released seminal titles such as <em>Contra</em> and <em>Silent Hill</em>, came on board to publish the game. &#8220;To have it come from a little hobby project to something that was picked by Konami is pretty exciting,&#8221; beams Hammill.<br />
In terms of expectations for the game&#8217;s success, Hammill says he&#8217;s trying not to think too much about it. Still, he adds: &#8220;I hope people respond to it. When you&#8217;re making indie games, it&#8217;s always in your little basement or wherever, so to see people play your game is pretty neat.&#8221; In the meantime, he&#8217;s working on his follow-up title, again with Revolutionary Concepts. No word if green pigs or snot-loving monsters are involved.</p>
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		<title>Sound Shapes Scores at E3</title>
		<link>http://torontoist.com/2011/06/sound_shapes_scores_at_e3/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=sound_shapes_scores_at_e3</link>
		<comments>http://torontoist.com/2011/06/sound_shapes_scores_at_e3/#comments</comments>
		<pubDate>Thu, 09 Jun 2011 16:30:00 +0000</pubDate>
		<dc:creator>Jaime Woo</dc:creator>
				<category><![CDATA[culture]]></category>
		<category><![CDATA["Jonathan Mak"]]></category>
		<category><![CDATA["shaw-han liem"]]></category>
		<category><![CDATA["sound shapes"]]></category>
		<category><![CDATA["video games"]]></category>
		<category><![CDATA[e3]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[news]]></category>
		<category><![CDATA[playstation]]></category>
		<category><![CDATA[vita]]></category>

		<guid isPermaLink="false">http://torontoist.com/2011/06/sound_shapes_scores_at_e3/</guid>
		<description><![CDATA[Toronto-based independent game developer Jonathan Mak rose to prominence with his 2007 downloadable game Everyday Shooter, a critical and commercial success for the PlayStation Network and Steam. Four years later, Mak has debuted his follow-up title, an innovative musical platformer tentatively called Sound Shapes—and the wait appears worthwhile as the game is already picking up [...]]]></description>
				<content:encoded><![CDATA[<p>Toronto-based independent game developer Jonathan Mak rose to prominence with his 2007 downloadable game <em>Everyday Shooter</em>, a critical and commercial success for the PlayStation Network and Steam. Four years later, Mak has debuted his follow-up title, an innovative musical platformer tentatively called <em>Sound Shapes</em>—and the wait appears worthwhile as the game is already picking up significant buzz. At the <a href="http://www.e3expo.com/">E3 Expo</a> happening in Los Angeles now, <em>Sound Shapes</em> picked up best of show nods from outlets like <em>IGN</em>, <em>1UP</em>, and <em>Electric Playground</em>.</p>
<p><span id="more-60621"></span><br />
<em>Sound Shapes</em> is a collaboration between Mak and electronic music artist Shaw-Han Liem, better known as I Am Robot and Proud. Mak is well-known for his integration of sound and music into gameplay and, for the PlayStation blog, he describes the game as &#8220;both a musical instrument and a classic 2D platformer. You can use it to make music, but then you can &#8216;play&#8217; that music like it’s a video game.&#8221; Players build levels in the game and at the same time build a song, since each component has a musical element to it. Music, instead of being a passive element, becomes an active part of gameplay. Notes scattered around a level map can be accumulated to build up the background music in the game. A laser beam is not only an obstacle, but might correspond to a beat from a snare drum.<br />
The biggest downside for fans of Mak&#8217;s work will be the wait until <em>Sound Shapes</em>&#8216; release. The game is set as a launch title for the new PlayStation portable console Vita, which won&#8217;t appear in stores until Christmas 2011.</p>
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		<title>Ponycorns Bring Magic On- and Off-Screen</title>
		<link>http://torontoist.com/2011/05/ponycorns_bring_magic_on-_and_off-screen/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ponycorns_bring_magic_on-_and_off-screen</link>
		<comments>http://torontoist.com/2011/05/ponycorns_bring_magic_on-_and_off-screen/#comments</comments>
		<pubDate>Tue, 31 May 2011 18:30:00 +0000</pubDate>
		<dc:creator>Jaime Woo</dc:creator>
				<category><![CDATA[culture]]></category>
		<category><![CDATA["ryan henson creighton"]]></category>
		<category><![CDATA["toronto game jam"]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[ponycorns]]></category>

		<guid isPermaLink="false">http://torontoist.com/2011/05/ponycorns_bring_magic_on-_and_off-screen/</guid>
		<description><![CDATA[<p class="rss_dek">A screenshot of Sissy&#8217;s Magical Ponycorn Adventure, where Sissy battles an evil lemon. Cassie is your typical five-year-old child. She is constantly in motion, an unfathomable ball of energy, and flips on a whim from shyness to exhibitionism, from joy to sadness. During our visit to Cassie and her family for this story, she barked [...]</p>]]></description>
				<content:encoded><![CDATA[<p><span class="mt-enclosure mt-enclosure-image">
<div class="image-none" style="width:640px"> <img alt="05312011Ponycorns2.jpg" src="http://torontoist.com/attachments/JaimeWoo/05312011Ponycorns2.jpg" width="640" height="374" /> <br /> <i>A screenshot of Sissy&#8217;s Magical Ponycorn Adventure, where Sissy battles an evil lemon.</i></div>
<p> </span><br />
Cassie is your typical five-year-old child. She is constantly in motion, an unfathomable ball of energy, and flips on a whim from shyness to exhibitionism, from joy to sadness. During our visit to Cassie and her family for this story, she barked like a dog at her younger sister, played as the Riddler in the Batman Lego video game, and showed off the game that she and her father—independent game developer <a href="http://www.untoldentertainment.com/">Ryan Henson Creighton</a>—made, which is unexpectedly on its way to becoming nothing short of a sensation.</p>
<p><span id="more-60465"></span><br />
<a href="http://www.untoldentertainment.com/games/sissy/">Sissy’s Magical Ponycorn Adventure</a> is a browser-based Flash game that puts you in the role of the titular character journeying through rainbow portals, battling evil lemons, and transforming dragons to collect five Ponycorns—imaginary pony and unicorn hybrids. The game is drawn and mostly voiced by Cassie, while her father took care of the programming and voiced non-playable characters like the aforementioned evil lemon. (Full disclosure: Creighton has also spoken at Gamercamp, a festival I co-founded.) The game is brief, lasting no more than five minutes, and yet it captures childhood innocence, playfulness, and creativity with stunning acuity.<br />
Surprisingly, the game is the product of only a weekend’s work, during the recent <a href="http://torontoist.com/2011/05/torontos_tastiest_homemade_game_jam.php">Toronto Independent Game Jam</a>. (Creighton, a seasoned veteran at creating children’s games, has chronicled the origins of Ponycorns <a href="http://www.gamasutra.com/blogs/RyanCreighton/20110524/7681/5YearOld_Girl_Makes_Video_Game.php">on his blog</a>.) After a quick polish, the game was released on May 24, 2011, and momentum grew on Twitter with mentions from the independent games community, including developers local (Michael Todd, Miguel Sternberg) and abroad (Anna Anthropy, Erin Robinson), journalist (and former <em>Torontoist</em> contributor) Mathew Kumar, and International Games Festival chair Brandon Boyer. Media coverage soon followed: in addition to gaining attention in video game blogs, Ponycorns has landed on the websites of <em>Time</em>, <em>Wired</em> UK, AfterEllen, and the IFC.<br />
<span class="mt-enclosure mt-enclosure-image">
<div class="image-none" style="width:640px"> <img alt="05312011Ponycorns.jpg" src="http://torontoist.com/attachments/JaimeWoo/05312011Ponycorns.jpg" width="640" height="427" /> <br /> <i>Cassie plays her game on the BlackBerry PlayBook while her father Ryan looks on. Photo by Jaime Woo/Torontoist.</i></div>
<p> </span><br />
Creighton hopes the coverage will make people reconsider games: “I know it’s going to hit the mainstream and people who have never played games before are really going to enjoy it.”  For Creighton, who has two daughters, the game is an alternative to the cynicism in the video game industry. “I don’t want to make games for kids that just like guns, just like boobs—that that’s all they want in a game,” he says. “I want to make games for a broad range of people.”<br />
Part of the refreshing charm of Ponycorns is not only that Cassie is still in junior kindergarten, but also that she is a girl, a demographic often underserved and poorly represented in video games. While making a game is easier when your father does it professionally, there’s also something to be said about the playful environment the Creightons have fostered at home.<br />
When asked if he’s afraid of any backlash to the popularity of the game—video game culture can often be critical, dismissive, and negative, and a game with rainbows and mythical creatures by a five year old could be easy fodder—Creighton says the thought hadn’t even dawned on him. “I’m staying positive. It’s a pure, non-cynical game. People can see the place where it’s coming from.” As proof, because of the game Cassie now has over $1,800 deposited in an education fund. (Revenue from ads running before the game also go to the fund.)<br />
Cassie may not end up being a game developer—she wants to be a firefighter or a doctor, for now—but to her father it’s a leg-up to help his daughter reach her dreams. “It’ll help her to be anything she wants to be,” he says, making Ponycorns magical in real life as well.</p>
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		<title>The Fantabulous Contraptions of Matthias Wandel</title>
		<link>http://torontoist.com/2010/01/matthias_wandel/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=matthias_wandel</link>
		<comments>http://torontoist.com/2010/01/matthias_wandel/#comments</comments>
		<pubDate>Thu, 14 Jan 2010 14:00:00 +0000</pubDate>
		<dc:creator>Stephen Michalowicz</dc:creator>
				<category><![CDATA[news]]></category>
		<category><![CDATA["Matthias Wandel"]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[discovery]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Ideas]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[videos]]></category>
		<category><![CDATA[Woodworking]]></category>

		<guid isPermaLink="false">http://torontoist.com/2010/01/matthias_wandel/</guid>
		<description><![CDATA[Matthias Wandel is living the twenty-first-century dream. In 2007, he quit his engineering job at Research in Motion, turned his attention to his website, and now makes most of his living doing what he loves, tinkering in his workshop and posting his creations online. Over the last few years, Wandel&#8217;s innovative and beautifully crafted wooden [...]]]></description>
				<content:encoded><![CDATA[<p><object width="640" height="400"><param name="movie" value="http://www.youtube.com/v/CZ8WRDVgKrk&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/CZ8WRDVgKrk&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="400"></embed></object><br />
<a href="http://www.sentex.net/~mwandel/">Matthias Wandel</a> is living the twenty-first-century dream.  In 2007, he quit his engineering job at <a href="http://en.wikipedia.org/wiki/Research_in_Motion">Research in Motion</a>, turned his attention to his website, and now makes most of his living doing what he loves, tinkering in his workshop and posting his creations online.  Over the last few years, Wandel&#8217;s innovative and beautifully crafted <a href="http://woodgears.ca/machines.html">wooden machines</a> have become viral sensations: his <a href="http://www.youtube.com/user/Matthiaswandel">YouTube videos</a> alone have been watched almost ten million times.  This week, Torontoist had the opportunity to talk to Wandel about his machines, the success of his website, and some of his other projects.</p>
<p><span id="more-51798"></span><br />
<object width="640" height="400"><param name="movie" value="http://www.youtube.com/v/9Z2A6qJyURY&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/9Z2A6qJyURY&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="400"></embed></object><br />
According to Wandel, his fascination with woodworking began at a young age in his father’s workshop.  &#8220;My dad also used to make custom furniture for people,&#8221; <a href="http://matt.wandel.ca/family/family.html">he explains on his site</a>. &#8220;This has always been lucky for me, as it meant having access to a large and well equipped workshop, as well as lumber.&#8221;<br />
Today, he has his own <a href="http://woodgears.ca/workshop/basement.html">workshop</a> in his basement in Ottawa, and although other materials might be better suited for some of his projects, he still prefers to work with wood.  &#8220;I have wood and you can make things out of wood a lot faster than you can make things out of metal,&#8221; Wandel told Torontoist.  &#8220;You can also cut wood a lot faster than you can cut metal, so it’s quite logical.&#8221;<br />
While some of his machines, like his <a href="http://woodgears.ca/combolock/index.html">combination lock</a>, were built to drive traffic to his website, others were born from necessity.  In 2003, when a neighbour’s apple grinder was unavailable for his parents to use, <a href="http://www.sentex.net/~mwandel/press/apple_grinder.html">Wandel decided to construct his own</a>, and in 2009, he built a <a href="http://woodgears.ca/marbles/run.html">marble run track</a> out of wooden blocks to give to his nephew for Christmas.  Wandel admits that the gift was probably too complex for a three-year-old, though he reports that his nephew&#8217;s parents had &#8220;a blast playing with the blocks.&#8221;<br />
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One of Wandel’s most time-consuming projects was his <a href="http://www.sentex.net/~mwandel/organ/organ.html">pipe organ</a>, which he was inspired to build after taking an introductory music course in his final year of university.  &#8220;The organ was also quite a challenging project,&#8221; said Wandel.  &#8220;I wanted some kind of keyboard instrument and I didn’t really feel like buying one, so I started experimenting…It’s a good conversation piece for whenever I have visitors here.&#8221;<br />
In addition to woodworking, Wandel has also built <a href="http://www.sentex.net/~mwandel/marbles/lego-machine.html">Lego marble machines</a>, <a href="http://woodgears.ca/domino/index.html">domino stackers</a>, a <a href="http://www.sentex.ca/~mwandel/tech/scanner.html">digital camera</a> from the components of a flatbed scanner, and a few online games, including an <a href="http://woodgears.ca/eyeball/index.html">eyeballing game</a> that tests geometric perception.  (Warning: If you start playing the eyeballing game you won&#8217;t get anything else done today.)  &#8220;I always felt that some people are better at [eyeballing] things than others,&#8221; explained Wandel.  &#8220;So I thought, well, wouldn’t it be neat to write a little test for that?&#8221;<br />
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So far, working from home has been pretty lucrative.  In October 2008, after receiving dozens of emails from fans wanting to buy plans for his machines, Wandel started selling some of his <a href="http://woodgears.ca/plans.html">schematics</a> online.  &#8220;If you have a customer base, and the customer base keeps asking for something, they’re telling you there’s an opportunity,&#8221; he said.  &#8220;A year ago I was selling one or two plans a week.  Now I’m selling about thirty to forty plans a week.&#8221;  From ad revenue and design sales, his site pulled in more than three thousand dollars in December 2009, and he expects to make around $3,500 this month.<br />
Wandel told us that he&#8217;s still somewhat amazed by his site&#8217;s success, but added that while he appreciates feedback from his fans, he&#8217;s sick of people suggesting that he build a wooden clock. &#8220;Why would I build a wooden clock?&#8221; asked Wandel rhetorically.  &#8220;That’s been done before.&#8221;</p>
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		<title>Film Friday: Never Artistically Backslide</title>
		<link>http://torontoist.com/2008/03/film_friday_nev/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=film_friday_nev</link>
		<comments>http://torontoist.com/2008/03/film_friday_nev/#comments</comments>
		<pubDate>Fri, 14 Mar 2008 19:30:00 +0000</pubDate>
		<dc:creator>Mathew Kumar</dc:creator>
				<category><![CDATA[news]]></category>
		<category><![CDATA["Big Brother"]]></category>
		<category><![CDATA["Funny Games"]]></category>
		<category><![CDATA["Gene Simmons"]]></category>
		<category><![CDATA["Horton Hears A Who"]]></category>
		<category><![CDATA["Jason Anderson"]]></category>
		<category><![CDATA["Michael Haneke"]]></category>
		<category><![CDATA["Neil Marshall"]]></category>
		<category><![CDATA["Never Back Down"]]></category>
		<category><![CDATA["Norm Wilner"]]></category>
		<category><![CDATA["reality television"]]></category>
		<category><![CDATA["reality TV"]]></category>
		<category><![CDATA["Running Man"]]></category>
		<category><![CDATA["Stephen Chow"]]></category>
		<category><![CDATA["The Running Man"]]></category>
		<category><![CDATA["this week"]]></category>
		<category><![CDATA[America]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[Film Festival]]></category>
		<category><![CDATA[film friday]]></category>
		<category><![CDATA[fox]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[People]]></category>
		<category><![CDATA[Running]]></category>
		<category><![CDATA[Seinfeld]]></category>
		<category><![CDATA[the hills]]></category>
		<category><![CDATA[TV]]></category>

		<guid isPermaLink="false">http://torontoist.com/2008/03/film_friday_nev/</guid>
		<description><![CDATA[<p class="rss_dek">Is anyone else disappointed that the dystopian future promised in 1980s films isn’t here? If there’s one thing we’ve learned here at Torontoist, is that en masse, humans are terrible at predicting our future. It’s always so much more mundane than we expect it to be. The perfect example being The Running Man. Instead of [...]</p>]]></description>
				<content:encoded><![CDATA[<p><img alt="Ooh, There's something caught in my eye." src="http://torontoist.com/attachments/toronto_mathew/2008_03_14_funny.jpg" width="640" height="250" /><br />
Is anyone else disappointed that the dystopian future promised in 1980s films isn’t here? If there’s one thing we’ve learned here at Torontoist, is that en masse, humans are terrible at predicting our future. It’s always so much more mundane than we expect it to be. The perfect example being <em>The Running Man</em>.<br />
Instead of audiences being unsatisfied unless they’re watching the most ridiculously violent reality TV shows possible, here people are absolutely satisfied watching reality TV shows that are more about nothing than <em>Seinfeld </em>ever was. People sit about doing nothing in particular in <em>Big Brother</em>;  Gene Simmons and his family act out transparently scripted emptiness on <em>Gene Simmon’s Family Jewels</em>; and in <em>The Hills</em>, we watch a selection of privileged and attractive young people lead ever-so-slightly more-exciting-than-average lives while surrounded by about nine camera crews at all times.<br />
<em>Eye</em>’s Jason Anderson has to feel the same ennui as we do—in his review of a film we’d otherwise pay absolutely no attention to (<em>Never Back Down</em>), <a href="http://www.eyeweekly.com/film/onscreen/article/20558">he says</a>, &#8220;Finally, a movie that backs up my contention that <em>The Hills</em> would be immeasurably improved if Lauren Conrad got into ultimate fighting.&#8221;<br />
It would be better, wouldn’t it? If films are too violent, TV just isn’t really violent enough (there isn’t enough swearing, either).<br />
Actually, Michael Haneke has waded into cinematic violence this week with <em>Funny Games</em>. Or rather we should say, &#8220;Michael Haneke has waded into cinematic violence ten years ago with <em>Funny Games</em>, but he decided to remake it shot-for-shot in America because that’s where he wanted to make it in the first place.&#8221;<br />
The thing about <em>Funny Games</em> is that if you’ve read up on it, you’ll know it’s highly possible that you’re cleverer for <em>not </em>having watched it; such are its themes and whatnot.  <em>NOW</em>’s Norm Wilner didn’t like the remake, <a href="http://www.nowtoronto.com/movies/story.cfm?content=162124">calling it</a> &#8220;artistic backsliding.&#8221; Let’s not reward Haneke for that.  We suggest you check out the original (if you must.)<br />
Speaking of violence in cinema, Dr. Seuss’s work is brutally pillaged yet again to bring us <em>Horton Hears a Who!</em> If you’ve already seen a Dr. Seuss feature adaptation, you know exactly what to expect: a half hour (tops) of the original content with an hour of completely ill-fitting padding.<br />
Also on release this week: <em>Sleepwalking, CJ7</em> (a Stephen Chow film, but it’s for kids rather than a martial arts comedy, so boo), and <em>Doomsday</em> (hilarious for a trailer which features a Scottish person yelling out “THIS… IS…” at one point, but is, you know, set in a post-apocalyptic Scotland and from Neil Marshall, so might be alright).<br />
In festivals and rep cinema this week, there’s the <a href="http://www.togear.net/">Banff Mountain Film Festival</a> at the Bloor, <a href="http://www.cinemathequeontario.ca/">Cinematheque</a> continues its Edward Yang season, and notably the Fox and the Royal are both showing the excellent <em>Persepolis</em> across the weekend.</p>
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		<title>Film Friday: Daddy&#8217;s Little Girl Ain&#8217;t A Girl No More</title>
		<link>http://torontoist.com/2008/02/film_friday_dad/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=film_friday_dad</link>
		<comments>http://torontoist.com/2008/02/film_friday_dad/#comments</comments>
		<pubDate>Fri, 15 Feb 2008 17:00:00 +0000</pubDate>
		<dc:creator>Mathew Kumar</dc:creator>
				<category><![CDATA[news]]></category>
		<category><![CDATA["Adam Nayman"]]></category>
		<category><![CDATA["Blade Runner"]]></category>
		<category><![CDATA["Cinematheque Ontario"]]></category>
		<category><![CDATA["Come As You Are"]]></category>
		<category><![CDATA["definitely maybe"]]></category>
		<category><![CDATA["Diary Of The Dead"]]></category>
		<category><![CDATA["Free Friday Film"]]></category>
		<category><![CDATA["Free Friday"]]></category>
		<category><![CDATA["Friday Film"]]></category>
		<category><![CDATA["Funny Games"]]></category>
		<category><![CDATA["Hayden Christensen"]]></category>
		<category><![CDATA["I Am Legend"]]></category>
		<category><![CDATA["I Am"]]></category>
		<category><![CDATA["Innis Town Hall"]]></category>
		<category><![CDATA["Jason Anderson"]]></category>
		<category><![CDATA["Michael Haneke"]]></category>
		<category><![CDATA["Peter Howell"]]></category>
		<category><![CDATA["Samuel L\. Jackson"]]></category>
		<category><![CDATA["The Band"]]></category>
		<category><![CDATA["the band's visit"]]></category>
		<category><![CDATA["The Bloor"]]></category>
		<category><![CDATA["The Streets"]]></category>
		<category><![CDATA["this week"]]></category>
		<category><![CDATA["Town Hall"]]></category>
		<category><![CDATA[Cloverfield]]></category>
		<category><![CDATA[CNISSU]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[film friday]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[jumper]]></category>
		<category><![CDATA[movies]]></category>
		<category><![CDATA[Nirvana]]></category>
		<category><![CDATA[reel toronto]]></category>
		<category><![CDATA[Toronto]]></category>

		<guid isPermaLink="false">http://torontoist.com/2008/02/film_friday_dad/</guid>
		<description><![CDATA[<p class="rss_dek">We managed to see Cloverfield a few weeks ago, and with the release of Diary of the Dead (above) this week, we have to say it&#8217;s rather timely to discuss our opinion of it. As tired as this quote is, there&#8217;s really no better way to describe Cloverfield than to take from Macbeth&#8217;s famous soliloquy: [...]</p>]]></description>
				<content:encoded><![CDATA[<p><img alt="2008_02_15_diary.jpg" src="http://torontoist.com/attachments/toronto_mathew/2008_02_15_diary.jpg" width="640" height="362" /><br />
We managed to see <em>Cloverfield</em> a few weeks ago, and with the release of<em> Diary of the Dead</em> (above) this week, we have to say it&#8217;s rather timely to discuss our opinion of it. As tired as this quote is, there&#8217;s really no better way to describe <em>Cloverfield</em> than to take from Macbeth&#8217;s famous soliloquy: &#8220;Full of sound and fury, signifying nothing.&#8221;<br />
It&#8217;s particularly relevant because <em>Cloverfield</em> and <em>Diary of the Dead</em> are similar only in their decision to be shot with hand-held cameras. <em>Cloverfield</em> attempts to dazzle (if not bamboozle) the viewer with special effects (and shaking the camera as hard as possible for minutes at a time) but says absolutely nothing, while <em>Diary of the Dead</em> looks really cheap, but tries to say as much as possible (probably too much).<br />
Sure, there&#8217;s a simple pleasure in meaningless, special effect-laden nonsense, but <em>Diary of the Dead</em> is the far stronger film, and where Romero has spent the money (usually on ludicrously amusing zombie deaths) it&#8217;s far more entertaining than obscured shots of a tentacled monster thing. We can&#8217;t recommend the film highly enough, and if you pay attention you might spot the odd glimpse of Toronto here and there (particularly at the beginning, though <em>Land of the Dead</em> is probably still a better <a href="http://torontoist.com/tags/reeltoronto">Reel Toronto</a> candidate).<br />
Speaking of meaningless, special effect-laden nonsense, there&#8217;s <em>Jumper</em>. Starring Hayden Christensen as a man with a magical sweater that allows him to teleport, it&#8217;s obviously a load of old cobblers, but stars Samuel L. Jackson as a baddie, which is basically all we need to know. Jackson isn&#8217;t (really) very good, but he&#8217;s great when he&#8217;s angry. All the reviews are terrible, admittedly.<br />
Similarly poorly reviewed is <em>Definitely, Maybe</em> (or <em>Definately, Maybe</em> <a href="http://www.eyeweekly.com/film/onscreen/article/17973">according to <em>Eye</em>&#8216;s headline</a>, excellently. We always misspell that too). <em>Eye</em>&#8216;s Jason Anderson asks, &#8220;if characters really must quote Nirvana lyrics to each other, please let them be from &#8216;Negative Creep&#8217; and not &#8216;Come As You Are.&#8217;&#8221;<br />
Really?<br />
Also on release this week: <em>The Band&#8217;s Visit</em> (a &#8220;hugely affecting feature debut,&#8221; <a href="http://www.thestar.com/entertainment/Movies/article/303817">says the <em>Star</em>&#8216;s Peter Howell</a>), and <em>Step Up 2 The Streets</em>.  The Bloor is doing great work again, not only showing doc <em>Garbage Warrior</em> but also showing <em>Blade Runner: The Final Cut</em>! Oh, man! We should go and see it again! They are showing <em>I Am Legend</em>, however, which is probably the worst film ever made from a good book. It really is terrible.<br />
<a href="http://www.cinemathequeontario.ca/">Cinematheque Ontario</a> continues its winter season, and <a href="http://cinssu.sa.utoronto.ca/free_Friday_Films.php">CNISSU</a>&#8216;s Free Friday Film is Michael Haneke&#8217;s <em>Funny Games</em>. This may be of particular interest as <em>Eye</em> film critic Adam Nayman (who you&#8217;ll have seen quoted in this column many a time) will be speaking on the film. (8:30 p.m. tonight, Innis Town Hall).</p>
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