The NULL Solution = Episode 128

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The NULL Solution = Episode 128

…In the realm of cause & effect, the McKinneys seem to be the lowest common denominator…

Skaldic has been there for the briefing. He breaks his silence with words of comfort for his friend, “With that menace out of our way, let us concentrate on solving that brainteaser that has vexed us so.”

It is with that spirit of a common end that Skaldic first expounds a theorem that has dogged him {and just about every semi-intelligent creature and A.I. in the Great Expanse} for some time. In the realm of cause & effect, the McKinneys seem to be the lowest common denominator.

“I am not exactly sure how, but I think you and your family figure into the Harmonia Query. If I understand the timeline correctly, it was not until you and your mate arrived here, that galactic normalcy began to tilt…”

“Being dragged ten light-years away from Earth was not exactly in our family plan. We would have been content colonizing Mars, as opposed to star hopping to parts unknown. We prefer to be closer to family and friends, you know, that kind of thing.”

Time for a Null analogy:

Image result for dominoes gif“You taught me the game of dominoes, remember? After I defeat you again and again, you line up the pieces in a winding row and seem to get excited watching the dominoes topple each other one-by-one.”

“I let you win. What’s your point Skaldy?”

“You represent the first domino Sammy Mac. Do I need to tell you what happens next?”

“Yeah, I get up and watch the mayhem. Are we having fun yet?”

“Consider the Harmonia riddle as the last domino. It still stands tall and straight,” Skaldic makes his point.

What on earth do the McKinneys, a double nine set of dominoes and a Cryptomanic Null have to do with finding the key to Intergalactic Unity?


The NULL Solution =

Episode 128


page 127

The NULL Solution = Episode 100

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The NULL Solution = Episode 100

…Chasonn has tracked Collapsar Axis as it hopscotches its way from one sentient culture to the next…

Image result for hopscotch gif

Some societies have better things to do than solving inane riddles, even if it does concern a neighboring planet. The Seljuk, specifically Chasonn has a more urgent challenge to resolve. While Earth wrack their brains over word games and Eridanus digs into its long gone past, Chasonn has been watchful, ever vigilantly monitoring the progress of what he has come to know as Collapsar Axis; the sum total of once was the Ÿ€Ð home world.

The wily leader of all things Triangulum, has long since stopped wondering by what means this hulking mass {10 M cubic cubits} is propelled. Chasonn estimates that it may be the single largest object in the known Great Expanse, which is not a planet. Unlike a planet, this Ÿ€Ðian creation is not held back by any particular gravitation.

Lumbering best describes its movement. Questionable are its intentions.

Of all the technological challenges he has faced in the past, none is more daunting than the plan he is hatching.

There is a rooting self-interest in the inexorable Ÿ€Ð progress. He has tracked Collapsar Axis as it hopscotches its way from one sentient culture to the next. Whether it is a primal culture or one dipping its toe in the mighty ocean of dark matter, the colossal colony is scrutinizing each one of them, without fail.

Lumbering is more than slightly misleading. It may take the faith of a powerful God to move a mighty mountain one foot, but only days to bring Collapsar Axis from one star system to the next. Like a predator on the hunt, so does it prowl.

There is one distinct difference in the Ÿ€Ðian approach to space travel this time around. Gone is the divide & conquer mentality of Chasonn’s father’s day, when the Ÿ€Ðian marauders stripped away leaders, to weaken a potential foe… or what they perceived as a future threat to their territory.

Not so, in this time and space. They are looking but not touching.

{It must be quite an unsettling sight: imagine a stone-age people, hunting for their next meal, seeing Collapsar hovering above. Would that not cause them some considerable pause?}

…It is on to the next… and on and on and on they go.–


The NULL Solution =

Episode 100


page 101

Expensive Toys for Wealthy Boys (or Girls)

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Ridiculously Expensive Toys

for the Rich

(Not me)

When money isn’t an issue, one can indulge in some very cool and very expensive toys. These include gadgets, vehicles, and toys that are similar to things people with average wealth own, just taken to the extreme. There are also some toys that rich people own that most of us have only seen in movies about the future. Then there are other toys for the rich that are just downright bizarre, but no less expensive. But these toys are all very real and for sale, if you can afford their hefty prices. We’d say that with Christmas coming up you could just ask Santa but let’s be real here, no one has been this good this year.

Expensive Toys for

Wealthy Boys

A MONOPOLY on Board Games

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Interesting Facts

About the Board Game

Monopoly

Monopoly was first produced in 1935 by Parker Brothers, and has been ruining friendships and tearing families apart ever since. Despite how frustrating the game is, it’s considered the world’s most popular and, as of 2009, over 250 million copies have been sold.

 While the game is meant to be played by people of all ages, it is meant to show the dangers of a small group of people accumulating all the wealth. If you’re playing the game, and someone builds hotels all over the board, and you have a house on Baltic Avenue? You have to borrow money before ultimately going bankrupt and losing. It’s annoying in the game, but it would be tragic in real life.

10. Are You Playing the Game Correctly?

Have you ever taken the time to read the rules of Monopoly? Probably not, because an overwhelming amount of people don’t follow the official rules while playing.

One rule that many people didn’t know existed is that if you land on a property and choose not to buy it, the property goes up for auction. The opening bid can start at any price and the highest bidder pays the bank. This speeds up the game and when playing with these rules, it lasts about an hour to 90 minutes. (Another hint if you really want to speed up the game, but isn’t in the official rule book, is to deal out all the properties at the beginning of the game.)

One reason that so many of us play Monopoly the same way, which is different from the official rules, is because Monopoly is so popular, and many people are taught how to play as children. So for generations, no one read the rules, and older generations just taught younger generations to play the way that they were taught. Think about it – do you even remember learning how to play Monopoly? If you can, did you read the instructions, or were you taught to play by someone who already knew?

As for why no one plays the game according to the official rules, it could be because the game is often played by children, and the auctions may have led to fights, so parents omitted the rule and it simply got phased out as the rules of the game were handed down generation-to-generation.

Another common house rule, which isn’t an official rule, is that when fines and taxes are collected, they go into the center of the board and whoever lands on Free Parking wins the jackpot. However, in the official rules, nothing happens when you land on the Free Parking space.

Finally, some people play that you can’t get money while you are in prison, but there is no official rule against that.

Since the house rules and official rules are so different, Hasbro did a study and ended up releasing official House Rules of the game.

9. Three Most Landed on Spots include Illinois Avenue, GO, and B&O Railroad

One thing that might be helpful to winning the game is getting the square that is landed on the most. According to computer scientist Truman Collins, who built a simulation of the game, the square most likely to be landed on is In Jail. This is for several reasons. The first is that if you land on the Go to Jail square, technically you go straight to jail (duh). Secondly, people roll to get out of prison. All of this in addition to landing on the prison square, and you’re just visiting.

The second most landed on square is Illinois Avenue. This is followed by Go, New York Avenue, and rounding out the top five is B&O Railroad. As for the least likely squares to get visits? Those would be the three Chance squares, the Community Chest Square, and Mediterranean Avenue.

When it comes to the most expensive property, Boardwalk, it’s the 18th most likely square to be landed on.

8. The Characters

In Monopoly, there are several different characters and all of them have their own name. The first one is Mr. Monopoly. He is the iconic character who has a three piece suit, a top hat, and white hair. Also, a lot of people seem to remember him having a monocle, but he has never worn one.

It’s unclear who the inspiration for Mr. Monopoly is. Some people think it is famed American banker and financier J.P. Morgan. It certainly would make sense because they look and dress similar, and both are businessmen.

Others believe that it is based on a salesman at Parker Brothers who had business cards with over-the-top caricatures of himself printed on them. Often times he would be wearing a top hat, or riding a train. Finally, it could be based on Little Esky, which is a former mascot of Esquire magazine.

The character wasn’t given a name until 1946, and even then, it wasn’t announced via Monopoly. Instead, he appeared as the mascot on a different game called Rich Uncle. In the game, the Daily Bugle identifies him as Rich Uncle Pennybags, and he is the man who runs the town.

However, in 1999, Hasbro conducted a study and found that many people didn’t know that Rich Uncle Pennybags was his name, so they changed it to Mr. Monopoly.

Of course, there are other characters in the game. On the Community Chest and Chance cards, there is Mr. Monopoly’s wife, Maude, and his three nephews – Randy, Sandy, and Andy. Finally, there is Officer Mallory, who sends people to jail, and Jake, the Jailbird.

7. People Have Killed Each Other Over the Game

If you’ve even been near a group of people playing Monopoly, you know that players can easily get frustrated. All it takes is one flip of the board to end a friendship.

While most adults don’t resort to violence when it comes to their frustrations over Monopoly, some games have spiraled violently out of control. One such game happened in Santa Fe, New Mexico, on October 25, 2011. 60-year-old Laura Chavez and 48-year-old Clyde “Butch” Smith were playing the game with their 10-year-old grandson. At some point, Chavez caught Smith cheating. A fight ensued and the grandson was sent into a bedroom, and that’s when the grandparents got violent.

Smith hit Chavez with a wine bottle, and then she went at him with a knife. He was stabbed and slashed around the chest, neck, and face. Luckily, he survived.

Another tragic fight that stemmed from the game happened on July 19, 1991, in Bensalem, Pennsylvania. Two best friends, 25-year-old Marc Cienkowski and 31-year-old Michael J. Klucznik, were playing Monopoly when a fight broke out. It got physical and several punches were thrown. Cienkowski grabbed his compound bow and an arrow, and told Kluvznik to leave. Kluvznik left, and when he was seated in his car, his best friend fired an arrow into his chest. Kluvznik ended up dying and Cienkowski was sentenced to nine-to-25 years in prison. We like to think the judge told him to go directly to jail, to not pass GO, and to not collect $200 at his sentencing.

6. You Can Win a Game with 2-players in 21 seconds

Games of Monopoly are notoriously long, and can drag on for hours, or even days. On the other end of the scale, Daniel J. Myers, a professor of sociology at Notre Dame, and his son have figured out the quickest way to end a game of Monopoly. It’s just four turns and nine rolls, and the game lasts 21 seconds.

How it would have to work is that player one rolls double sixes and lands on Community Chest, where they receive $200 because of the “Bank error in your favor” card. Next, player two has to land on the Income Tax square. The next turn involves player one getting double twos and landing on Park Place, where they purchase it, and then double ones to land on Boardwalk, which they need to purchase as well. Since they got doubles, then they roll again and pass GO, collecting $200. Once they are past GO, they need to purchase three houses for Park Place and two for Boardwalk. Player two would then land on a Chance square and pick up the “go directly to Boardwalk” card. When they do, they won’t have enough money, and the game is over.

Of course, the chances of this game happening in real life aren’t exactly good. According to a Columbia professor, it would happen once every 253,899,891,671,040 games. So he’s saying there’s a chance.

 5. Best Way to Win

As we’ve already mentioned previously, and will probably continue to mention throughout the article, playing Monopoly can be downright frustrating. However, if you really want to ratchet up the frustration level among your opponents, and win in the process, you should follow this strategy to win, which comes from a Reddit user named Elfie.

Basically, the diabolical plan revolves around the houses. There are 32 in the box, and once the houses are sold out, then no one else can buy one. So the plan is simply to buy up as many houses as you can.

Early in the game, buy a set of properties and build all houses on it (not a hotel). It can also be any set of properties. Later in the game, get a second monopoly and build up houses on each of those properties. If you get two monopolies containing three properties, then that only leaves 8 other houses out there among the rest of the players.

Limiting the number of houses is important because houses are needed to build hotels. By monopolizing the houses, it makes it harder for people to progress, and then you simply outlast them.

Evil, right?

4. The Real Creator was a Woman Who Didn’t Get Credit For Her Invention

The person credited with inventing Monopoly is Charles Darrow, an unemployed heater salesman from Philadelphia, Pennsylvania. While Darrow created the Monopoly we know today, he ripped off the idea. The real inventor was a stenographer named Elizabeth Magie, who lived in Washington D.C.

Magie worked at night trying to teach people about the evils of monopolies. She was concerned with the accumulation of wealth and power by a small group of families during the Gilded age. She thought that this type of control by a small group of people could lead to monopolies, which could have devastating effects on everyday Americans. The problem was that her message was hard to spread because many people simply weren’t interested in listening.

Looking to spread her message faster, Magie developed The Landlord’s Game in 1903, and got a patent on it in 1904. The game was never mass produced, and instead, the game spread through word-of-mouth. Usually someone would learn the game, and then they would make their own copy of the board and the pieces. In turn, they would teach it to someone else.

One of those people who learned to play the game was Charles Darrow. He pitched the game to Parker Brothers and they eventually bought the rights to it, and gave Darrow a royalty. However, Parker Brothers knew that Magie actually owned the patent on the game. So they contacted Magie and bought the rights to The Landlord’s Game and another game that she developed for $500. But in a massive jerk move, Parker Brothers never intended to mass produce The Landlord’s Game. Instead, they released a few hundred copies of it, but mass produced Monopoly, which became a massive hit. Beyond the $500, Magie didn’t get any other payment or credit for the game. She died in 1948 and her contributions to the game weren’t publicized until the 1970s. Darrow died a millionaire in 1978.

3. The Unusual Story of Marvin Gardens

 There are localized versions of Monopoly, but the original game, and one that most people in North America are familiar with, has all of the properties named after streets or areas in Atlantic City, New Jersey. With one exception, that is: Marvin Gardens, which is supposed to be Marven Gardens.

While it’s a small mistake, it actually shows the interesting history behind Monopoly. When asked why he chose Atlantic City, instead of Philadelphia, where he was born and lived, Charles Darrow said it was because it was his favorite vacation spot.

However, what we know from the last entry is that Darrow didn’t invent the game, he just signed a deal with Parker Brothers to sell it. Before Monopoly’s publication, when people made their boards for The Landlord’s Game, they would localize the street names. Darrow was taught to play The Landlord’s Game by a couple from Atlantic City and when Darrow was given a copy of the board by the couple, it contained the wrong spelling of Marven Gardens. In turn, Parker Brothers copied Darrow’s incorrect board. Making Darrow not only a thief, but a lazy one at that.

In 1995, Parker Brothers apologized to the people of Marven Gardens for the misspelling. However, they have never credited Magie’s contributions to the game. Just wanted to really emphasize that part again.

2. Monopoly was Rejected by Milton Bradley and Parker Brothers

After Magie developed the game, she didn’t get it mass produced because she didn’t want to. She took it to Parker Brothers, twice. Once in 1910, and again in 1924, and both times it was turned down. The reason they gave was that it was too political.

Jump ahead to 1934, and Darrow pitched his version of the game to both Milton Bradley and Parker Brothers. Both of them sent back rejection letters. Part of the creation myth is that Parker Brothers rejected it for 52 fundamental reasons. However, there is no real evidence of that and it definitely does not say it in the rejection letter. The game was rejected unanimously by the executives of Parker Brothers because they thought it took too long to play and was too complex to be popular.

Instead, Darrow used his own money to make 7,500 copies, which sold well in stores in Philadelphia, and Parker Brothers changed their mind and struck a deal with Darrow. From there, the game grew to be the biggest board game in history.

1. Escape Maps Were Smuggled to British POWs during WWII

When it comes to making maps for war, paper is a terrible material for many reasons. For example, it can’t get wet, it rips, it crumples, and so on. A better material for maps is silk, and it has been used for hundreds of years.

During World War II, a printing company that had mastered printing on silk was John Waddington Ltd. The company was used by the British secret service unit MI9, which was the secret service unit for escape and evasion, to print silk maps. Waddington was also the printer of Monopoly for the United Kingdom. An MI9 agent named Christopher Clayton Hutton came up with the idea to put maps and other materials into board games that would be sent to POW camps. Games were often brought into POW camps by humanitarian and charity groups, and the games wouldn’t have drawn too much attention from the enemy.

Inside the Monopoly boxes were hidden compartments that contained compasses, tools, maps, and under the money were real bank notes. There were six different maps created for areas around German POW camps, and other maps for Italy.

They marked the special Monopoly boxes by putting a red dot on the Free Parking space. Also, to figure out where the maps should go, periods were added to the end of specific properties. For example, if it was going to Germany, there was a period after Mayfair, and if it was going to Italy, there would be a period after Marylebone Station (since the game was the UK version, the properties were named after streets in London, not Atlantic City).

Some historians believe that thousands of POWs used the Monopoly games to escape. Since the war, all of the Monopoly escape kits were destroyed.


A MONOPOLY

on Board Games


 

The NULL Solution = Episode 21

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The NULL Solution = Episode 21

…the mystery sphere suddenly disappears from the scene completely, with not so much as a goodbye, how do you do, or clue as to its origin…

Gus McKinney is pondering on where God lives or where in the infinite Universe this relatively tiny round intruder comes from.

Stellar Explorer was never meant to be anything but a point-to-point prototype. Here and now he is being asked it to be a scout cruiser. To complicate matters, he has lost communication with Mission Control. He won’t be speaking with them until he comes from around the bright stationary furnace.

The “dark” side of the Sun never used to be a hazardous place, seeing that at any given time, about ½ of the solid solar system contents lay on opposite sides of the glowing anchor. That the mystery sphere he is spying seems to be concealed contradictory to Earth cannot be a coincidence.  If it were completely stationary, it would have been seen by someone by now.

No human has ever laid eyes on this thing. Even Messenger, the NASA made probe designed to give the world a close look at Mercury and then meter solar flares & such, had not found it because the people who control the cameras weren’t looking for anything else.

Gus’ eyes are young and just fine. His fleet ride’s sensors aren’t attuned to analyze anything other than those related to navigation. “Jeepers creepers, if that isn’t the damndest thing!”

Not only that, it is moving away from Stellar Explorer like it has seen a ghost. The feeling is mutual.

Not only does it move, but it suddenly disappears from the scene completely, with not so much as a goodbye, how do you do, or clue as to its origin.

“Now that is downright impolite.” Out of sight – out of mind, there is no reason to linger. He expresses his suspicions to himself, “I wouldn’t know a wormhole if it bit me in the butt, but that is where that puppy had to go!”

Borrowing trouble is not on today’s to-do list. Roy’s instructions were to do a sun flyby and come back to Earth when Harper Lea Bassett was on her way back to D.C. So, with a wry smile on his face, and the love of a good wife in his heart, Gus McKinney guides Stellar Explorer from out behind the yellow dwarf star.


The NULL Solution =

Episode 21


page 25

The NULL Solution = Episode 4

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The NULL Solution = Episode 4

…How about the old shell-game… they’re there, no they’re not here, they’re in the air… do you see where I’m headed…

“I just got word that the President is on her way Roy, should arrive in the morning,” Francine Bouchette-Crippen gives her husband the news.

“She doesn’t take NO for an answer, does she?” His best efforts to control the message are about to be neutered. “Do you have any suggestions on how to handle this? She’ll want to congratulate the newest space heroes and Deker will be conspicuous by his absence.”

How about the old shell-game… they’re there, no they’re not here, they’reRelated image in the air… do you see where I’m headed?

That strategy will have to do.

Until Harper Lea Bassett’s untimely arrival, Roy needs to rehash some of what he knows, in an attempt to crack the vexing missing Deke McKinney mystery.

To that end, he must remove emotion from the equation and get down to the nuts ‘n bolts: the Stellar Explorer {SEx} itself. To do so, he goes as far as to kick Fletcher Fitch away from his obsession of dissecting the differences between the old ship and the new mysteriously improved version. There will be plenty of time for that later.–

— Any machine made by man’s hand has a “feel” to it, an intangibility that may defy conventional acumen. With all the interior lights glaring or the busy busyness of the SOL hangar at the Galveston Launch Facility {GLF} it is difficult to separate the mental from the metal.

“I want this hangar cleared. Everybody go home, come back tomorrow and when you do, please wear your official NASA SOL polo shirts, the President is dropping in for a visit.” Former President Roy has a way with his underlings, an assertive manner that inspires, not inciting. As he addresses the semicircle of men and women, he looks directly at each and every one of them, “And when the topic of the McKinneys comes up you don’t know nothin’, which if you are like me, is not far from the truth.  I’m telling you to fib for the good of the program. Our honesty policy will be back in effect the day after tomorrow. See you at 0500 hours.”


The NULL Solution =

Episode 4


page 10

THE RETURN TRIP – Episode 275

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THE RETURN TRIP – Episode 275

…feeling alone, even though he is among his closest ties, Gus tries to hide the hurt he works so hard not to show…

The whole Cerella/Deke event itself is a big to-do: #First comes the marriage, which will happen without fail – next comes the child: an Eridanus fairy tale #Image result for magic eight ball gif

Just when that is going to be, is up for much discussion, on both sides of the equation.  Because this conception is a product of two different species, it seems even the most experienced physical physicians cannot accurately predict the final outcome… #It could be tomorrow or ten cycles from now#

“Let’s start a pool on when the Cerella actually delivers and another buck on the sex. Two guesses per person, two bucks a throw and winner gets the entire pot,” why not make good sport of it all, Sampson.

Ekcello thinks, somewhat correctly that a buck is an Earthly animal and ignores Sam like he often does, #The child should be forever known as “Crettano”, heir to the heiress of Eupepsia# believing he gets the honor of naming rights.

“We were thinking along the lines of “Reggie”,” Sampson weighs in on the baby name game. “Reginald Braden McKinney, child of the stars, heir to intergalactic exploration,” should be his lengthy Earthly moniker, being positive that it will be a boy and he will win the pool, “… or Regina in the unlikely case that I am wrong.”

Fortän and Celeste make mind-to-mind contact, each deciding to relinquish their respective control over the matter, secure in the knowledge that, from this day forward, the intertwining of the two worlds is irreversible. What was once thought as impossible…?

Standing alone and inexplicably feeling alone, even though he is among his closest ties, wondering just how he had been spirited away from the love of his life, Gus tries to hide the hurt he works so hard not to show.

  • Where was HIS “Mom, Dad, I’d like you to meet the next Mrs. Gus McKinney.” moment?
    • The day when Mom’s hug would choke a grizzly bear
    • Dad would shake his hand until his arm falls off
    • And how they would accept Mindy McDonald into the family, every bit as joyfully as Cerella

None of the above is on the long-range radar right now and the pressure inside his irresolute mind is building, a crescendo not to be ignored. The abstract notions that flash in and flash out at an increasing rate, cause him to seek out the parents he has rediscovered. He tells them each, “Just what it has meant to see them again and be a part of their lives”. They are flattered by him sharing, but cannot imagine what has brought this on at this, his private pivotal moment.

Gus McKinney has something cooking in his brain and he lavishes his heartfelt affections toward brother Deke, which is not a stretch, because Gus is an emotional guy. It’s the timing and intensity of that affection that is.

As for his interstellar acquaintances, who have become accustomed to emotional outpourings, they equate him to his father; one and the same, cut from the same cloth.

Could anyone possibly trace this comportment back to the root of his discontent?


THE RETURN TRIP

The Cloak of Discontent by Margo Schopf – Johannesburg, South Africa

Episode 275


page 319

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