Lone Samaritan – Documentary by Barak Heymann (Scene from the film)



The Samaritans, a tiny religious sect, are dying out. But they still maintain extremely harsh rules against assimilation: if you leave the fold, you and your family are as good as dead. Israeli actress Sophie Tzedaka is one such woman. One by one, she and her three sisters became “Jews” and were excommunicated by their 700-person community. So was their father. “Lone Samaritan” is a touching father-daughter journey that transcends all beliefs. It explores universal issues of faith and modernity, the role of women in religion, and the individual’s right to forge an independent identity—especially when that means violating a tradition you still hold dear.

Written, Directed and Produced by: Barak Heymann
Editor: Neta Dvorkis
Cinematographer: Uri Levi
Original Score: Ehud Banai
Research: Tali-Shamir Werzberger

The film was supported by Channel 8, Makor Foundation for Cinema & TV and Gesher Foundation for Multicultural Cinema.

For more information, visit our website: www.heymannfilms.com

The Lost Castle Of Dundrum | Time Team (Norman History Documentary) | Timeline



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Tony and the Team search for the remains of a renegade knight’s Norman castle in one of Northern Ireland’s most picturesque spots.

King John sent John de Courcy to Ireland in 1170 as part of his invasion force, but de Courcy rebelled against his king’s orders, instead establishing his own small kingdom and building a fine castle to defend it. King John refused to tolerate his disobedience and sent the loyal Hugh de Lacy across the Irish Sea to defeat him.

De Courcy’s castle was rebuilt, and much of its replacement is still standing. But the experts are convinced that some of what remains dates from de Courcy’s time, and the archaeologists set out to find the lost structures.

As they survey and dig within the huge castle walls, the Team are in for a big surprise. It seems the site was occupied by tribal chiefs for many centuries before anyone had even heard of the Normans…

Content licensed from DRG.

Arts & Science Sculpture Commission Documentary



The Arts & Science Sculpture Commission brings together arts and science through public art in the brand new campus parkland, the Green Heart, at the University of Birmingham.

After an open call, four artists – Andrew Gillespie, Hipkiss & Graney, Intervention Architecture, Juneau Projects – were selected to develop their ideas for the sculpture responding to the theme of arts and science in diverse ways, from the histories of scientific innovation at the University to biodiversity and climate change.

Each artist has created a small scale model of their sculpture, which will be on display in the Green Heart, next to Muirhead Tower, on the very spot where the final sculpture will be installed in Spring 2020.

Watch the documentary to find out more about the Sculpture Commission and each proposal.

To find out more and to vote for your favourite sculpture, please visit:

The Arts & Science Sculpture Commission is generously supported by the Arts Council England National Lottery Project Grants.

Film by Paul Stringer

A Course in Miracles Movie Documentary Trailer



The documentary A Course in Miracles – Enlightenment or Bust! follows this inspirational story of a curious guy who has come upon a teaching that sparked a Spiritual Awakening experience. Anxious to learn more about the Course, Craig sets off to meet teachers who have gone before him in their journey. Unbeknownst to Craig, the making of this documentary, his willingness to dive into the Course and the application of its principles would radically shift his perception on life. The movie cast includes Gary Renard, David Hoffmeister, Carrie Triffet, Jacob Glass, Rev Tony Ponticello, Earl Purdy, Britney Shawley, Tom Glod, Tom Quattrochi, and Craig Villarrubia. www.acimdocumentary.com

MYSTIFY : Michael Hutchence (DOCUMENTARY FEATURE FILM) – Nadia Sawalha & The Popcorn Junkies REVIEW



Mystify: Michael Hutchence is a 2019 documentary film about the life of musician, actor and singer-songwriter Michael Hutchence, lead vocalist of the Australian rock band INXS. It is written and directed by Richard Lowenstein and relies primarily on rare archive footage, outtakes, private home video and audio commentary provided by friends, ex-partners, band members, record producers and family. An Australian-British venture, the film was co-produced by Ghost Pictures, Passion Pictures with Madman Entertainment and Dogwoof serving as distributors. It is in association with Baird Films and Film Victoria. Mystify: Michael Hutchence had its world premiere at the Tribeca Film Festival on 25 April 2019, and was theatrically released in Australia on 4 July 2019. The film is scheduled to be released in the United Kingdom on 18 October receiving generally positive reviews from critics.

Mystify covers the life of INXS lead singer Michael Hutchence which features private home video and archive footage. It mentions an incident while bicycling on holiday in Copenhagen with girlfriend Helena Christensen, where Hutchence gets shoved to the ground by a taxi driver, hitting his head on the kerb losing consciousness. Included in the film are recollections with voice-overs by Kylie Minogue, Michele Bennett, from siblings Rhett and Tina Hutchence, stepmother Susie, producer Nick Launay, Bono and INXS band members, composer and keyboardist Andrew Farriss, guitarist Tim Farriss, bassist Garry Gary Beers and drummer Jon Farriss.

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TIME: THE KALIEF BROWDER STORY Trailer (2017) Jay-Z produced Spike Documentary Mini-Series



Time the Kalief Browder Story Trailer – 2017 Spike Documentary Mini-Series produced by Jay-Z
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About the Time the Kalief Browder Story Mini-Series
“TIME: The Kalief Browder Story” is a documentary series chronicling the life of a 16 year-old student from the Bronx who spent three years on Rikers Island without ever being convicted of a crime. Kalief Browder was walking home from a party when he was arrested for allegedly stealing a backpack. He spent an unconscionable three years in jail awaiting trial–two of which were spent in solitary confinement. Charges were ultimately dropped, and Browder took his own life shortly after being released. Browder’s tragic story has galvanized activists and reformers alike in the name of justice.

This Is Home Trailer (2017) Documentary



Full Documentary is Now Streaming Online:
This is not just a story about devastation. It’s not a story about tragedy, oil, or the environment. This is a story about how a husband and wife immigrated from India to Northern Alberta to start a new life. It’s a story about the different people that came to call Fort McMurray home and how 30 years after the filmmaker was born there, his home-town almost burned to the ground.

From the ashes of one of the worst natural disasters in Canadian history, this documentary explores the restoration of hope in a community that faced tragedy and devastation.

Var Bhalla (narrator and guiding character) returns to his hometown after ‘the Beast’ ravaged the city. The repercussions of the fire introduces viewers to the characters in the story and the life-changing effects it had on them.

The story focuses on the immigration of the Bhalla family before shifting to the relationship between the filmmaker and his brother as they reflect on life growing up in the isolated north and connect with members in the community.

This documentary aims to strip away the dramatization of the mainstream media and connect viewers to the raw human experience of finding the strength to rebuild after chaos.

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PONG – Upcoming Ping Pong Pros Documentary



10 hours a day! Ping Pong Ping Pong Ping Pong Ping Pong. For most of us, table tennis is a game. But for the young Olympic hopefuls at the ICC in Milpitas, it’s all business. Except when it’s just a game. California is a place!
A film by ZCDC

My Best Friend Jacob Talks Hidden Opportunities For Producers Scoring Films, Sync Placements + More



My Best Friend Jacob Interview on the Producergrind Podcast. Another podcast live from LA. In this episode we talk to Jacob about his come up working as a producer and videographer and how he blended both worlds to create opportunities for him to monetize making beats. Most producers try to figure out “how to get placements” or the selling beats online route. Most of us are leaving a lot of opportunity and money on the table by not pursuing tv/film sync placements or film scoring projects. The dope thing about Jacob is the fact that he does all his fim scoring in FL Studio (including the new Travis Scott Documentary Look Mom I Can Fly. We also brought up some of Jacob’s favorite producer advice from our Ryan Leslie interview as well as producer beat selling sales funnel advice from our Legion Beats interview

00:50 Working on the “Travis Scott Documentary”

3:57 Scoring “Look Mom I Can Fly In FL Studio” 🦅

5:28 Hidden Stock FL Plug in Gem For Scoring Films FL Video Player Clip

9:28 How much producing goes into scoring a film? Vs blending already made songs?

10:56 – 12:22 Film Scoring is a major opportunity for minorities 🔥

12:23 Free VST Sauce 🎁💎

15:16 How do I start scoring films now? Super Gem 🧠 💎

19:56 Sync Placements, and How to get them

21:21 How do you get paid from film scoring in fl studio? 💰

24:59 New Approach to Scoring Films (Travis Scott “Butterfly Effect”)

29:43 Selling Beats Online Using Click Funnels

37:20 Lessons Learned From The Greats

39:08 Advice for all the shooters out there 🎥

46:18 Finding out Netflix picked up “Look Mom I Can Fly”

50:10 Free Arturia Analog Lab 4 Preset Bank
⬇️Download Here:

53:27 Mixing VST Sauce 👀

57:15 Working On The Kylie Jenner Birth Video

1:00:03 Being Strategic When Getting Paid

1:08:02 Interviewing Metro Boomin

1:10:35 One Thing Canada Lacks And Music Scene In Toronto

1:14:14 Day To Day Schedule (Secret Opportunity)

1:19:10 {OVERRATED/UNDERRATED} IS BACK HAHA
– Omnisphere

1:22:14 – Balenciagas

1:22:33 – Vinyl Effects (Lil Sauce)

1:25:55 – Checks Over Stripes??????

1:26:30 Relationship Building Advice (Quantity or Quality?)

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HOT WATER Documentary Trailer



When you were growing up, how many people did you know who had cancer?

How many do you know today?

Filmmakers Liz Rogers and Kevin Flint go to South Dakota following a story about Uranium contamination only to discover that the problem flows much farther, and runs deeper than they could have imagined. Three years and thousands of miles later, “Hot Water” tells of those impacted by Uranium mining, atomic testing, nuclear energy and the contamination that runs through our air, soil and even more dramatically, our water.

From ‘Fat Man’ and ‘Little Boy’ to ‘Duck and Cover’ we believed it was safe to eat, drink and breathe in the shadow of the Atomic Bomb. “Hot Water” begs the question, are the 38 million people in the American southwest aware that their water supply is filtered through millions of tons of radioactive waste lying on the banks of the Colorado River?

Our ground water, air and soil are contaminated with some of the most toxic heavy metals known to man — the subsequent health and environmental damage will take generations and in some cases, thousands of years to heal.

Follow Liz, Kevin and their team as they travel the American west and expose uranium mining and our atomic legacy for what it is, and for what it’s left behind.

One, Two, Three (Documentary) – trailer



ONE, TWO, THREE (Documentary, 74min., HD)
Director: Arman Yeritsyan
Executive Producer: Vardan Hovhannisyan
Producers: Inna Sahakyan
Yulia Grigoryants
Fabian Gasmia
Co-producers: Henning Kamm
Frode Søbstad

Armenia’s only elderly dance troupe, practices for their latest performance. But, more than just learning the steps to a new dance, they are learning that you can never be too old to turn it all around; that even in the twilight of your life you can love, dream, and find wonder in the world!
The film won the Golden Apricot award for the best documentary film in the Golden Apricot Yerevan International Film Festival 2015

Filmmaker describes his documentary about Ethiopia a true sanctuary of humanity



It took Charles Dominque a documentary film-maker from Canada three trips to Ethiopia, in total 20 weeks to fully embrace the culture and beauty of Ethiopia to create a documentary which he is very proud of.

“I don’t know how many times I have been to Africa but even then, I did not really know that much about Ethiopia. I did not expect how fabulous and extraordinary Ethiopia was going to be. Now that my project is finished, I wonder if I will ever be able to find such a wonderful and unique subject such as this,” said Dominque.

Real Shaolin Disciple Reacts to BBC Shaolin Master Documentary



Today I take a look at the recently released Mini-Documentary that the BBC filmed at the Shaolin Temple in China.

I spend three years at the Shaolin Temple training with the monks so this one is particularly interesting to me because I immediatly recognized the face on the thumbnail. So why not use this opportunity to give you guys my insights into how these videos are made and how accurate they actually are. ENJOY!

Here’s the original BBC Video:

My Life at Shaolin Temple:

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How to Create a Crossword Puzzle | WIRED



New York Times crossword puzzle constructor (also known as a cruciverbalist), David Kwong, shows us how he makes a crossword puzzle.

David Kwong is a New York Times crossword constructor and magician.

His show in New York City, The Enigmatist, is an immersive evening of puzzle-solving, cryptology, and illusions.

Visit for more info.

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Also, check out the free WIRED channel on Roku, Apple TV, Amazon Fire TV, and Android TV. Here you can find your favorite WIRED shows and new episodes of our latest hit series Tradecraft.

ABOUT WIRED
WIRED is where tomorrow is realized. Through thought-provoking stories and videos, WIRED explores the future of business, innovation, and culture.

How to Create a Crossword Puzzle | WIRED

Mongols: Invasions of Vietnam 1258-1288 DOCUMENTARY



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The second season of our animated historical documentary series on the Mongol Invasions continues, as we cover the invasions of Vietnam by the Yuan Dynasty and the battle of the Bach Dang River of 1288. Previously we talked about the peak of the Mongol power under Kublai and the invasions of Japan in 1274 and 1281 –

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We are grateful to our patrons and sponsors, who made this video possible:

The script for this video was developed by Jack Wilson – The Jackmeister. Check out his channel dedicated to the history of the Mongols:

This video was narrated by Officially Devin (

Machinimas were made on Total War: Attila engine by MalayArcher (

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How heavy metal and Satan gave us this sticker



Heavy metal and Satan played a role in the introduction of the explicit lyrics sticker.

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The explicit lyrics sticker is one of the most recognizable images in American music. Its placement on an album cover signifies you’re going to hear something for adult ears only, and it’s an image we often take for granted. The story behind how we got that sticker is bonkers, to say the least.

The very public discussion around the advisory label involved the Parents Music Resource Center (PMRC), a group led by the wives of Washington politicians and a few musicians including Frank Zappa, Dee Snider, and John Denver.

While the PMRC’s involvement was allegedly sparked by some raunchy lyrics from Prince’s 1984 album Purple Rain, the debate over rock lyrics had been infiltrating American culture and politics for a decade. The driving force behind that debate was the rise of heavy metal, a genre that saw explosive popularity with the launch of MTV in 1981, and the growing influence of the religious right, who saw rock music as a powerful threat to Christianity.

Follow Vox Earworm on Facebook for more:

And be sure to check out Earworm’s complete first season here:

Some songs don’t just stick in your head, they change the music world forever. Join Estelle Caswell on a musical journey to discover the stories behind your favorite songs.

A number of sources went into the research of this piece including Eric Nuzum’s book
Parental Advisory: Music Censorship in America

Note: The headline for this video has been updated since publishing.
Previous headline: The devilish history of the explicit lyrics sticker

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She Started It a Documentary on Women Tech Founders



Support us on Indiegogo here:

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She Started It is a feature documentary film about the rise of women tech entrepreneurs. It follows the stories of five young women through the ups and downs of their entrepreneurial journey – Thuy Truong, Stacey Ferreira, Brienne Ghafourifar, Agathe Molinar & Sheena Allen. It also features top experts to give perspective on these issues.

WORLD WAR 3: The documentary – Part 1: The introduction



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Subject of this upload:

WORLD WAR 3: The documentary – Part 1: The introduction

Apart from the few official experts who always speak on TV and in the papers about the economy, military strategy, psychology and psychological warfare, etc. We have all the real experts (all the others outside the entertainment industry) who have been shouting for a very long time in unison that the countdown is coming to an end for the worst collapse on ALL fronts in your life, that be the economic collapse, wars, chaos, etc. – But as long as people like you are able to read this message, it means there is still hope, but only if you complete your new mission which, in the worst case, may prove itself to be lifelong.

The mission is in short to prevent over 90% of the earth’s total population from completely disappearing within a short time henceforth, because of a GLOBAL process that has been set into motion. You will need to act quickly and study the most basic things, and is the reason for the small “do it yourself” task at the end of this message, but first, here is YOUR BRIEFING:

Let me start by giving you the bad news first, because it IS very bad: The threat we face is GLOBAL, which humanity has already tried two times before in recent times, but overall look more bleak this third time, among other things because of all the electronic developments that have always been managed and controlled by the private and global military industry, with an almost unlimited funding of money and researchers. The only “good” news (if you can call it that) is that it is NOT an unstoppable comet from the outside, but a man-made population reduction to below 500,000,000 GLOBALLY in the very near future.

The ultimate goal is to establish once and for all a functional world government which will be controlled completely by the royal, private families. The most likely signs for “the beginning of the end” or “the point of no return” will most likely start with nuclear “suitcase-bombs” going off in major Western cities, so let’s work diligently to hopefully prevent this from happening in the first place. Here is the message you will have to read, and spread out to as many as you can to get the message of freedom and fraternity back on the agenda:

The entire world is being taken over by a hand full of royal, private banking families with military force:

1) First, open Google’s search engine and type in “Agenda 21” and then add the name of the city you live in before you press search, and start by checking out what you find.

2) Then make a new search in the same way, just with this text instead: “Agenda 21 youtube” and you will now find a myriad of well produced and documented films, mainstream news clips, endless presentations, lectures, educational materials, solutions and plans for how you can prepare yourself.

You have now been able to inform and educate yourself about the most basic elements of this news bulletin, which you need to get started quickly as possible, because this is something, you will have to study thoroughly BEFORE you go out and inform others

Hitler got the idea to create unions, which would be merged under a world dictatorship aka UN / NATO. Today will be mostly about the EU.

First episodes of this series:

WORLD WAR 3: The documentary – Part 1: The introduction:

WORLD WAR 3: The documentary – Part 2: The FINAL solution:

WORLD WAR 3: The documentary – Part 3: Scientific Genocide 2012:

Saving Banksy – Official Trailer (Documentary)



AVAILABLE ON iTUNES NOW:

Saving Banksy – Official Trailer #2 (Documentary)
The documentary feature film “Saving Banksy” is the true story of one misguided art collector’s attempt to save a Banksy from destruction and the auction block. The documentary was directed by Colin Day with narration by Paul Polycarpou, and interviews with the top street and graffiti artists from across the globe, including Ben Eine, Risk, Revok, Niels Mueman, Blek Le Rat, Anthony Lister, Doze Green, Hera and Glen E Friedman. “Saving Banksy – It’s not art unless you can sell it for lots of money”.

Produced by Brian Greif & Kevin Zinger
Marketing: Candy Factory, Faction Ent., Parade Deck

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SavingBanksy.com

01/27-02/02 – New Orleans, LA @ Zeitgeist Multi Cultural @ 7:30 PM EACH DAY
01/27-01/30 – Albuquerque, NM @ The Guild Cinema – @ 8:30 PM ONLY / EACH DAY
01/27-01/29 – Bend, Or @ Tin Pan Theater @ 8:15 PM EACH DAY
01/27 – Hollywood, CA @ Arena Cinelounge @ 6:00 PM
01/28 – Hollywood, CA @ Arena Cinelounge @ 6:00 PM
01/28 – Santa Monica, CA @ Arena Cinelounge @ 7:00 PM
01/29 – Hollywood, CA @ Arena Cinelounge @ 8:50 PM
01/29 – Santa Monica, CA @ Arena Cinelounge @ 7:00 PM
01/28 – San Francisco, CA @ Little Roxie – 3:15 PM
01/28 – San Francisco, CA @ Big Roxie – 5:00 PM
01/29 – San Francisco, CA @ Little Roxie – 2:30 PM | 4:15 PM
02/02 – San Francisco, CA @ Little Roxie – 7:00 PM
01/29 – Portland, OR @ Hollywood Theatre @ 2:00 PM
02/01- Columbus, OH @ Gateway FC – @ 7:30 PM
02/03 – Ithaca, NY @ Cinemapolis
02/03 – NYC, NY @ Cinepolis
02/03 – NYC, NY @ Super Chief Gallery
02/03 – Chicago, IL @ Siskel Film Center @ 8:00 PM
02/04 – Chicago, IL @ Siskel Film Center @ 2:30 PM
02/05 – Chicago, IL @ Siskel Film Center @ 12:30 PM | 4:00 PM
02/06 – Chicago, IL @ Siskel Film Center @ 6:15 PM | 8:00 PM
02/07 – Chicago, IL @ Siskel Film Center @ 8:15 PM
02/08 – Chicago, IL @ Siskel Film Center @ 6:15 PM
02/09 – Chicago, IL @ Siskel Film Center @ 6:15 PM | 8:15 PM
02/03 – Seattle, WA @ TBA
02/05 – Portland, OR @ Clinton Street Theater @ 7:00 PM
02/06 – Portland, OR @ Clinton Street Theater @ 7:00 PM
02/09 – Houston, TX @ The Secret Group @ 6:30 PM
02/09 – Memphis, TN @ TBA
02/10 – Peoria, IL @ Landmark Cinemas
02/10 – Kansas City, MO @ Tivoli Cinemas
02/11 – New York, NY @ Symphony Space
02/16 – Honolulu, HI @ Pow Wow Hawaii
2/17 – Wayne, PA @ Reel Cinemas
02/17- San Diego, CA @ Digital Gym Theatre
02/22 – Yonkers, NY @ Alamo Drafthouse
02/25 – Beloit Film Festival @ Bushel and Peck’s
03/02 – Cleveland, OH @ TBA
03/04 – Beloit Film Festival @ Domenico’s
03/3 – Lowell, MA @ The Luna
03/3 – 3/16. Miami Beach @ Miami Beach Cinema
03/3 – Denver, CO @ Cervantes
03/4-3/9 – Denver, CO @ Crossroads Theater
3/17 – Salem, MA @ Salem Cinemas – 4:45 PM | 7:20 PM | 9:00 PM
3/18 – Salem, MA @ Salem Cinemas – 12:15 PM | 3:00 PM | 4:45 PM | 7:20 PM | 9:00 PM
3/19 – Salem, MA @ Salem Cinemas – 12:15 PM | 3:00 PM | 4:45 PM | 7:20 PM
3/20 – Salem, MA @ Salem Cinemas – 4:45 PM | 7:20 PM
3/21 – Salem, MA @ Salem Cinemas – 4:45 PM | 7:20 PM
3/22 – Salem, MA @ Salem Cinemas – 4:45 PM | 7:20 PM
3/23 – Salem, MA @ Salem Cinemas – 4:45 PM

Drunk Rick Method Acting | Rick and Morty | Adult Swim



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Justin Roiland offer a rare glimpse of his craft and boozing skills.

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About Rick and Morty:
Rick and Morty is Adult Swim’s most scientifically accurate animated comedy. Created by Justin Roiland and Dan Harmon, it catalogues the bizarre misadventures of a bored scientific genius/drunkard and his socially awkward grandson, Morty. Their exploits tend to have unintended consequences for Morty’s dysfunctional family, especially his unfailingly mediocre father, Jerry. Watch Rick and Morty battle everything from interdimensional customs agents to Cronenberg monsters now, only at

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Adult Swim is your late-night home for animation and live-action comedy. Enjoy some of your favorite shows, including Robot Chicken, Venture Bros., Tim and Eric, Aqua Teen, Childrens Hospital, Delocated, Metalocalypse, Squidbillies, and more. Watch some playlists. Fast forward, rewind, pause. It’s all here. And remember to visit for all your full episode needs. We know you wouldn’t forget, but it never hurts to make sure.

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Drunk Rick Method Acting | Rick and Morty | Adult Swim

the character of Rick is a very high-functioning alcoholic in episode 304 we need to see him get especially drunk so I encourage Justin – 2 method act first thing I told him was don't have tequila and then of course he had tequila and liquor just adds a whole new aspect to Justin I understand things got a little creative how many shots is the right amount of shots for drunk Rick this is my fourth shot I'm definitely probably gonna be in the pocket after this I'm gonna tell you where to stick it because you got it see that sounds too sober I don't believe it screaming demons is that just me my lips are chapped who's got chapstick here to explain is a little Bobo you Jesus Christ what happens when we die what happens when we all died you guys worry about that at night right forget it forget me I'm drunk I'm gonna need another shot to do this don't take it don't take wait oh you know I get extra boots get the out of here kid hopefully whoever we elect is the next present my ability to get a gun and kill my self let's let's I think let's get some wines I've got three things I have to do number one thing in my three list thing is oh my god I've been working on the shows in season 1 and this is by far the least productive and messiest record day we've ever had so uh thanks a lot Harmon oh can you hear it it's a tiny violin oh did you have to did you have to wrangle Justin for the performance of a lifetime

Hess's Law – Chemistry Tutorial



Views:519621|Rating:4.82|View Time:11:23Minutes|Likes:5186|Dislikes:195
This chemistry tutorial covers how to solve for the enthalpy of reaction for an given reaction by using Hess’s Law and the delta H values for other known chemical reactions. This tutorial involves several examples demonstrating the use of Hess’s Law, which allows for the calculation of an unknown enthalpy of reaction from other reactions due to the fact that enthalpy is a state function.

Couple Share Studio Flat With A Cougar | BEAST BUDDIES



Views:12588031|Rating:4.73|View Time:6:39Minutes|Likes:178625|Dislikes:10288
MEET the brave couple that share their home with a playful two-year-old COUGAR. In 2016, Alexandr Dmitriev and his wife, Mariya, decided to adopt a young cougar called Messi and raise him as a house-pet in their small, studio apartment in Penza, Russia. Messi follows a strict grooming routine to ensure he doesn’t make too much of a mess around the house – he gets washed in the bath, has his nails trimmed, his teeth checked and he receives a special brush-down every day. The big cat eats twice a day with a diet consisting of turkey, beef, a bit of chicken breast and some bones. And with a growing social media following of 250,000 on Instagram and more than 2 million views on YouTube, Messi has become a local celebrity.
To follow Messi’s journey, visit:

Video Credits:
Videographer / director: Александр Крутенков
Producer: Danny Baggott, Ruby Coote
Editor: Sonia Estal

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COMM: A year and a half ago Alexandr and Mariya
decided to adopt a cougar. COMM: The couple adopted Messi from
a petting zoo. COMM: Alex and Mariya already had another,
much smaller sphynx cat living in their studio apartment but Messi fit right in. COMM: It’s not just a carefully planned diet that Messi needs, Alex and Mariya also have other tasks to do – to take care of their big cat.

24 mins Citi Heroes Series 10 "Saving Scientist"



Views:8853093|Rating:3.47|View Time:23:49Minutes|Likes:17737|Dislikes:7790
Scientists are captured, how will Citi Heroes save her?

Welcome to the world of “Citi Heroes”!
Let’s enjoy Saving Scientist Series Video!

Click The Links To Watch Other Series:

20 mins Citi Heroes Series 16 “Kung Fu Master”

35 mins Citi Heroes Series 15 “The Joker King”

28 mins Citi Heroes Series 14 “Super Armor”

20 mins Citi Heroes Series 13 “Captain U.S.A”

26 mins Citi Heroes Series 12 “Gunman Return”

23 mins Citi Heroes Series 11 “Android Robot”

Citi Heroes Year 2

Citi Heroes Year 1

35 mins Citi Heroes “Robo Heroes Begins”

30 mins Citi Heroes Joker Begins”

30 mins Citi Heroes Begins

24 mins Citi Heroes Series 10 “Saving Scientist”

25 mins Citi Heroes Series 9 “Electro”

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101 reasons to love Chloe & Lucifer. [SEASON 1]



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Please watch in 1080p. ♥ (or 720p if it’s too grainy) So I’ve been working on this for quite a while now, and I finally managed to finish it last night. Feel free to call …

Scientist pinpoint mysterious space radio waves



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For story suggestions or custom animation requests, contact [email protected] Visit to view News Direct’s complete archive of 3D news animations.

RESTRICTIONS: Broadcast: NO USE JAPAN, NO USE TAIWAN Digital: NO USE JAPAN, NO USE TAIWAN
Australian scientists have for the first time pinpointed the precise location of a mysterious burst of radio waves that originated in another galaxy.

According to a release by the Commonwealth Scientific and Industrial Research Organization or CSIRO, researchers in a world’s first have identified the exact location of a great one-off rupture of cosmic radio waves.

New Atlas reported that fast radio bursts are one of the most perplexing mysteries of the space age. So what in the galaxy are they and why haven’t their origins been located before?

Fast radio bursts, or FRBs, are millisecond-long signals which are known to repeat. However, most are single burst, making them extremely challenging to localize. They come from all corners of the universe and were discovered in 2007, with 85 of them since detected. Nobody has been able to understand where they’re coming from or what’s causing them, until now.

An Australian led team of astronomers have now located the galaxy from where one of these FRB waves originated, some 3.6 billion light-years away. The discovery was made using CSIRO’s new Australian Square Kilometre Array Pathfinder, a radio telescope in Western Australia.

CSIRO lead author Keith Bannister said, “This is the big breakthrough that the field has been waiting for since astronomers discovered fast radio bursts in 2007.

So, how has this new technology allowed them to localize the radio signal?

The Australian Square Kilometre Array Pathfinder is a design of multiple dish antennas. The burst had to travel a different distance to contact each dish, thus reaching them all at a somewhat different time, allowing for pinpoint accuracy.

Adam Deller of Swinburne University of Technology said, “From these tiny time differences — just a fraction of a billionth of a second — we identified the burst’s home galaxy and even its exact starting point, 13,000 light years out from the galaxy’s center in the galactic suburbs.”

The cause of the burst remains unknown.

RUNDOWN SHOWS:
1. A fast radio burst is emitted from deep space
2. Scientist try to identify the source
3. ASKAP antennas absorb radio wave information
4. ASKAP antennas identify the location of the burst

VOICEOVER (in English):

“According to a release by the Commonwealth Scientific and Industrial Research Organization or CSIRO, researchers in a world’s first have identified the exact location of a great one-off rupture of cosmic radio waves.”

“Fast radio bursts, or FRBs, are millisecond-long signals which are known to repeat. However, most are single bursts, making them extremely challenging to localize. They come from all corners of the universe and were discovered in 2007, with 85 of them since detected. Nobody has been able to understand where they’re coming from or what’s causing them … until now.”

“An Australian led team of astronomers have now located the galaxy from where one of these FRB waves originated, some 3.6 billion light-years away. The discovery was made using CSIRO’s new Australian Square Kilometre Array Pathfinder, a radio telescope in Western Australia.”

“The Australian Square Kilometre Array Pathfinder is a design of multiple dish antennas. The burst had to travel a different distance to contact each dish, thus reaching them all at a somewhat different time, allowing for pinpoint accuracy.”

SOURCES: SOURCES: CSIRO, SCIENCE

***
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according to a release by the Commonwealth Scientific and Industrial Research Organisation or Cicero researchers in the world's first have identified the exact location of a great one-off rupture of cosmic radio waves fast radio bursts or FRBS are millisecond long signals which are known to repeat however most are single bursts making them extremely challenging to localize they come from all corners of the universe and were discovered in 2007 with 85 of them since detected nobody has been able to understand where they're coming from or what's causing them until now an Australian led team of astronomers have now located the galaxies from where one of these FRB waves originated some 3.6 billion light-years away the discovery was made using Cicero's new Australian Square Kilometre Array Pathfinder a radio telescope in Western Australia the Australian Square Kilometre Array Pathfinder is a design of multiple dish antennas the bursts had to travel a different distance to contact each dish thus reaching them all at a somewhat different time allowing for pinpoint accuracy you

A Safari in The Wilds in Cumberland Ohio (Official Youtube Video)



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The Wilds is a great adventure. There are many different tours you can take. We went on the open air safari bus tour which is 2.5 hours with two stops. Saw plenty of animals and the guide was excellent.

Website:

Filmed on Location: The Wilds — Cumberland Ohio.

Music: “Phone Call” by Jahzzar (

• Category – Travel & Events
• License – Standard YouTube License

Moving these under my new website:

Scientist who dug into hell in Siberia and recorded the cries of the damned souls



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These details are from the translation of an article in a Finnish newspaper named ‘Ammennusatia’. Source: Read …

Logic – Icy ft. Gucci Mane REACTION !



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DROP A LIKE AND SUBSCRIBE FOR DAILY VIDEOS SUBSCRIBE HERE FOLLOW ME ON …

10 Historical Predictions That Came True



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The internet, organ transplants, atomic bombs… these all seem like very modern phenomena. But could it be possible that they were prophesied decades, if not centuries before?

Alltime 10s brings you 10 individuals who looked beyond their own time and accurately predicted a surprising array of key historical events and inventions.

What did you think of 10 Historical Prophecies That Came True? Let us know in the comments.

Watch 10 Inventions Predicted By The Simpsons

Music: Honour by Chris Blackwell, Red Planet by Terry Devine-King, Devout by David Toblin, Jeff Meegan and Julian Gallant, Heritage Rag by Robert Bruce, Memorial by Patrick Hawes, Flight of Fantasy by Dan Skinner and Adam Skinner, Upward Curve by Paul Mottram, Voice of Reason by Amie Doherty

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10 Bizarre Wars History Completely Forgot



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You’ve no doubt heard of WW2, the American Revolution, and Iraq, but how about the war between Canada and Croatia? The Northern Crusades? The 38 minute war?

Today on AllTime10s, we’re showcasing 10 bizarre wars that history completely forgot.

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How a woman's next-door neighbor turned out to be her biological sister



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New neighbors in a small Wisconsin town started off as complete strangers. But after learning nothing more than a name, the two women ended up closer than …

50 Years of the IMA Journal of Applied Mathematics



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2015 marks the 50th anniversary of the IMA Journal of Applied Mathematics, the flagship journal of the Institute of Mathematics and its Applications. Discover the …

Master in Chemistry – Leiden University



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Discover why students choose the Chemistry master’s programme at Leiden University. For more information go to: …

Sticky gecko feet | Space Age Reptiles | BBC



Views:45376|Rating:4.93|View Time:2:30Minutes|Likes:337|Dislikes:5
Sir David Attenborough narrates this fascinating investigation into the curious sticking power of the humble gecko. Brilliant wildlife video from BBC natural history show Space Age Reptiles. Visit for all the latest animal news and wildlife videos and watch more high quality videos on the new BBC Earth YouTube channel here:

in order to unravel the mysteries of the geckos foot it was necessary to be able to measure the sticking power of one single hair from it and to do that you needed the techniques borrowed from the most advanced physics like these the results were astonishing they discovered that theoretically a gecko walking upside down on the ceiling could support a backpack weighing 90 pounds the huge adhesive strength comes from the structure of tiny velvety hairs on each of a geckos feet scientists simply haven't been looking closely enough all was finally revealed under the most powerful microscope a geckos foot is covered in half a million hairs called CT each is much much finer than human hair you further magnification shows that at the tip of each air there are even smaller fibers called spatula 10 million would fit on a pinhead each gecko foot has more than a billion of these split ends there are intermolecular forces at work here at this level of intimacy the molecules from both the gecko and the surface become charged and are attracted to one another not exactly magnetism more like a molecular embrace indeed the contact is so close that in a sense the Gecko almost becomes part of the object it's sticking to but finding out about the CT of the spatula is only half the story it was discovered that if the gecko is to stay on it has to place its feet in a very precise way if I revolve this one on a sheet of perfect it has to continually readjust the position of its feet if it's a snail and if I revolve it very quickly it wouldn't have time to do so would almost certainly drop off

Kingdom Come: Deliverance Documentary | Gameumentary



* SPOILER FREE DOCUMENTARY *

Explore the formation of Warhorse Studios, their struggles to finance their ambitious medieval open world RPG and the risky design philosophy behind the entire game in our hour long documentary on Kingdom Come: Deliverance.

Editing: Nick Calandra
Cinematography: Will Crosby

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Everything started when Petr Vochozka started
Illusion Softworks and he worked on Hidden & Dangerous which was a really big AAA game,
the first triple A game that was released here. It was very successful, and I saw in a magazine
a screenshot of it and I was like "this is where I want to work." They actually already contacted me because
they knew me. I am actually an artist, I started as a graphic
artist there. So basically they were starting a…they already
had one team, it was working, they were looking for people to start another team and work
on some other games. There was a period where we were helping with
Hidden & Dangerous so I worked a little bit on textures for Hidden & Dangerous and then
we started discussing what's next. One of the ideas I got was this viking game,
then there was a racing game, Mad Max something…everybody for some reason wanted to do such games back
then and none of them were successful actually later. And then I get the idea to make Mafia but
at the time it was funny because so I came up with the idea and I had some core design
concepts basically but I was an artist. At the time the artist was considered to be
more valuable than designers, so they didn't want to put me in the role of the lead designer
even if it was my idea, because they valued the artist more. So they first hired someone else, and he had
to screw up first, so they were like "oh, maybe you do it because this is not working
that much", so then I became a designer after a while when I was working on my idea as just
an artist. And then because there was only one designer
basically, I was the lead designer because there was no other designer, and it was originally
like 9 people or something so basically I started to direct how it's going to progress
so it was kind of like rocket start because I went from no one to director but when you
are talking about 9 people it is kind of an unavoidable development basically. We thought originally that it's gonna be very
simple because like we have the engine and so basically we will just exchange soldiers
for mafia guys and the map is going to be a little bit bigger but we already have cars
in Hidden & Dangerous and stuff. So it's gonna be quite easy, but nobody actually
realised that to make a big city is going to be much much more complicated than making
a level for twenty soldiers to run around. It became a monster project, it's probably
the 2nd open world city game ever. We didn't have a clue that there's something
like GTA being developed until a year before release, and then we started to see the game…we
had presentations for the press together, so I was in Germany making a presentation
next to the computer with GTA III so I saw the game actually as we were developing and
I was like "ah, we are doing this better but they are doing this better, ah we should add
this because…" but it wasn't direct competition, it wasn't that we saw the GTA previews and
started to work on something similar, it was absolutely not connected together, it was
just spontaneous coincidence. So basically it was a very stressful development,
it took like two years more than it was originally planned, so it was really very not very enjoyable
process. And for many different reasons. So we have zero experience so everything was
a problem, and nobody…we have zero experience from any other job actually so nobody worked
anywhere before that, so that means that you are also socially inexperienced. So you don't know like…and then you put
20 people in a room and they started to argue about how the air conditioning's gonna work,
if we are gonna play music loud or everybody has to buy headphones. These were the issues that we had on a daily
basis. So if there was a guy who doesn't have headphones
and was listening to music and we are like "oh, turn it off!" "but everybody likes my
music!" "I don't like it!" so it was like really twenty year old guys
who were arguing about stuff that is absolutely forbidden in other companies basically. And then when you are working on such a massive
game basically, and at the time you could hardly do something bigger, there's a lot
of issues that you are going to have, and nobody knew how to face them at all. On the other hand, I learned a lot how not
to do it, because we basically tried everything that doesn't work that we could. Just for the reason that we were very inexperienced,
so basically then on the other hand I had a lot of freedom there, at least on the first
Mafia, the influence of any outside force was very limited because the producer was
a very relaxed guy. Now he has a pub I guess or something he's
not in the games industry anymore so but he came like "I like it, okay, continue" that
was it, so I have basically absolute artistic freedom which was awesome, and it turned out
to be also commercial success, and later then there was much more big publisher influence
let's say, so and it's a risk, nobody wants to get dirty with the project so everybody
waits how it's going to end and when it's successful everybody wants to have part of
the success, so a lot of people started to say how it should be and stuff, so a lot of
the freedom was kind of lost. You know, you spent four years working on
something very stressful, then I've wrote the sequel and I wasn't even interested in
working on the sequel personally, I want to do something else, so basically, I wrote Mafia II and
then left the team and started working on something else, and then when it didn't work
out, I came back to help with Mafia II a little bit, and then I left. I lost control over the stuff that I was doing
and I didn't want to do it the way others wanted to do it so basically it was the general
thing. And it's usually like very common reason
for many other people, and it was…at the time it was very risky because there are not
many other companies that would hire me in this country so if I wanted to do the same
thing I would have to probably move abroad which I didn't want that much. The only
other option was to start my own company, but at the time there was very…kind of this
startup culture or trend wasn't there yet, So it was very tough to find investors who
would be willing to take some risks in a thing that they don't understand. We were both experienced developers and we
really didn't go back to this time of our lives when where we were developing games
in our bedroom, so we said either we get an investor and we are able to do this professionally,
or we don't do it at all. And that was actually quite challenging, because
you know once you are in a super big company before, you know, or in a big company, you
typically have a completely different risk. What we had here is a risk of creating a new
product, and building a company. So basically, when we were looking for investment
everybody was like "why don't you make some Facebook game, this is the hot shit today"
and I was like because I don't understand Facebook at all. I never did anything like that and I think
it's a bubble, I think it's not…and it was a bubble. And so, I think that there's a huge opportunity
here because nobody is doing it, and there are a lot of people who are willing to buy
this. So basically when I was going for investors,
I had like presentation with a couple of pages, if you look at this it's the game. Eventually we were introduced to Mr. Bakal
who is an investor originally from Czech Republic with interest in coal mining,
real estate and he has no love affair with video games, he really for him it's really
an investment opportunity. Both Dan and Martin, they are convincing,
they are very good in what they are doing, they had the past which kind of confirmed
that they are a good in what they are doing. We didn't do any actual development until
we were able to secure the investment. Then we started the actual company, rented
our offices, actually, this building, the chimney is where we started and where we had
our first office. We started with 13 people, and in that small
team we started working on what we call the vertical slice prototype, we selected CryEngine
as our technology. We actually chose CryEngine because the forests
looked cool, and I was really like "hey it will be quite complicated to make open-world
RPG in this game engine" which was actually specialised for first person shooters with
few enemies and well I don't know, vehicles, helicopters, tanks and things like that. Then we had some other engines that were much
more suitable for our game, I believe, but the vegetation and the country side looks
just gorgeous in CryEngine so we thought "okay it would be much harder for us to make a huge
open world RPG in this game engine, but it looks so cool that we just need it." And we started in 2011, September. In about a year and a half we were able to
have this prototype running. It looked great and we were able to start
pitching it to publishers. At the beginning we decided that we wanted
to create some part of the game, some vertical slice or prototype where all game features
are playable. So we started to work on every game system,
and it means that a few years ago we already have everything working in the game. It had the feeling we wanted for the game,
it was really there, it was yeah, this is this huge open countryside and I can sit on
my horse and go there and find some bandits and fight them and they will kill me because
it's very difficult. Everything was there and we were quite
happy. So we had a quite good looking prototype I
would say and we basically visited most publishers out there and general response was very positive
I would say. Like most of the people really liked it and
the reason why everybody said no in the end was that they thought this is gonna be very
risky. And on their defence I would say, at the time,
there were no next-gen consoles, and everybody was super scared that the next-gen consoles
are not gonna sell well, so basically then they would end up with a game that was very
expensive to make for the platforms that are are not successful. So they were not willing to take the risk. They always you know, said "yeah nice, thank
you, yeah, but no thank you." Too historical, no miracles, no magic, you
know these kind of stuff, so we felt like we were kind of pitching this game in a period
when the fashion was on something else, so it's always difficult to go against the mainstream. It's like, why would you create a new game
studio and then make some normal typical mainstream game? Let's, if we want to follow this dream and
go for this huge goal then let's kick it with some really interesting and really ambitious
and really great game. We stood in front of a decision like what
we are doing with this project. You know, there was our investor who indeed
heard the feedback like okay, thank you, it's nice but we are not investing like the publishers,
and then there was Dan, and Martin Klima who were like stubbornly insisting on the fact
that this is a very good idea. It was absolutely desperate. 2013 was absolutely horrible.
So and the thing is that they don't say no immediately, so the thing is that you have
some plan, you have some money to execute this plan and then there was this moment of
"okay, we spent that much money, and then we visit the publishers, and then we have
3 months to get signed or game over. And the period from the start of those three
months to the Kickstarter was 12 months. So basically for 8-9 months, we didn't have
funding and the publishers were not saying no, they were saying "maybe, if you do this
to convince us, or "we would like to see one more prototype" or "how do you make this"
and "we will have meeting in August" and it was, I don't know, May. "In August we will tell you", so it was kind
of like slow process of like slow death basically. And at the same time if some of them would
say yes at some time, you still had to continue to work. It looked absolutely
desperate so we were like "okay, it's not going to work, we are going to go bankrupt
very soon" and on the other hand we had to continue because if somebody said yes all
of a sudden, we would have to kind of show him that we did something in the meantime,
and we should be prepared to continue, so basically for example we had to hire new people and
we didn't have money to hire them, so we were negotiating with people that we would like
to hire, but we didn't know if we will be existing in a month. When the decision was not forthcoming, it
sapped our enthusiasm. So we came to the idea like "let's do Kickstarter." It will be a confirmation of the viability
of the idea, because we knew that our ambitions are quite high and the cost of development
will be actually much higher than any Kickstarter project have ever raised at the time. So we knew we cannot kind of, ask for several
millions. So we decided that we will ask for a few hundreds,
and this will be indeed a very good contribution, financial contribution, to what we were doing
at that time, but at the same time it will be a confirmation of the idea, that this is
something people want, people are willing to make a bet. You know, different kind of bet than publishers. Then we had to convince the investor that
okay, so basically we are bankrupt, if you don't give us any more money, we are bankrupt,
our agreement wasn't like that so there was no expectation to get any more money from
the investor, so it was something totally unexpected on his side. So he had all the rights to basically close
it and say sorry. We had a very supporting and patient investor
so that was a very good thing for us, that this…but one thing is to finance a development
of prototype for which you need a rather smaller group of people, and a rather short period
of time, and a completely different thing is to basically finance the full development
of the game. So the Kickstarter 20:30 was really the…something
I was like woah, but we have this research that says that people want it and all the
factors say that it's gonna be successful if we manage to do it so if we find someone
who'll give us the money then it's not gonna fail and lucky for us when our investor heard
about the Kickstarter he was like "oh that's cool" like I haven't heard about this and
it's kind of interesting kind of like adventure so let's try it. We were like push the button and now what
what happens. We didn't go in to the Kickstarter if we were
not convinced that the likelihood that we would be able to reach the level we wanted
is not reasonably achievable. We thought yeah we can do it. If you want to make some impression, and some
impact or influence or be successful you probably have to take some risks. Of course there are people, even from within
the company, and they were like "if we were not doing this, this and this, we would have
it so much easier and the answer is "if we were not doing this, this and this, we wouldn't
make £300,000 on the Kickstarter and we wouldn't be here and nobody would write about us and
nobody would find it interesting. We believe in this game, it's cool, we believe
it's cool. We are experienced gamers that I said and
we played our game and said yeah this is cool, this is it, this is what we want, and I had
no doubt that it will be a success. Funny thing is I was at some game dev meeting
the day it happened. So basically we probably already had the $300,000
we asked for, but there was other game developers sitting in the room and we had some kind of
like mini conference or something like that and all the time somebody has some lecture
there and all the time people are like "400,000!", "450!" They were shouting it at me. It was kind of funny but I am not very….I'm
a very pessimistic person so generally I hardly enjoy such successes. He was not pessimistic, is he now saying that
he was pessimistic? Oh come on. If he was he wasn't telling it to me. So when I've got some idea it already is final. For example in school anyway, we are supposed
to sketch something and we are supposed to produce lots of sketches and pick one, and
I usually did one and I was like "ah, this is what I want to do." And my professor hated me for this, like "no
no no no no, you are gonna do 20 sketches like everyone else. "I like this one, I want to work on this one
I don't want to try anything else. The thing is I already did what I wanted to
do in my head while other people wanted to do it on paper, I don't know. Very similar thing is that with games, so
I have an idea that I want to do, I think a lot about this idea for a very long time,
so it's not something like "oh, what's making them come", it's like, I spent two years reading
books thinking about what I would like to do, but then when I put it on paper basically
that's the game. He wants to create a game, the open-world
RPG set in the medieval times and we were like okay it's cool because it's nothing that
actually you can play so it's interesting PR wise that yeah people will talk about the
game because it's unique. But I was thinking about then when it is set
in to the real medieval times then there will be some kind of real gameplay mechanics. My philosophy let's say is that the gameplay
experience generally should be natural, believable, it could be complex but shouldn't be complicated. I believe this is the most important part
of the design of Kingdom Come: Deliverance, that the world behaves naturally so we actually
started from the world, like okay we will definitely have some story in the game, we
will have some quests but for the beginning let's ignore it and we started to build a
world. It was one of our main feature to be believable,
and to make this world really special and with really no magical elements, very close
to reality, and when we were beginning the work, the ambitions were very high, we were
really working hard on every detail, and my role in the beginning was to finally collect
the proper database of images, of all the visual and text materials that can be used
as a historical background. So when the designers had some idea about
the quest, they came to me and said if I can do the research, about a particular area,
vegetation, people, customs, art, whatever. So basically that's when the historical research
comes in, and also the writer's personal experience. You know, writer, you need to kind of get
your inspiration from somewhere, most of the writers who write from present they get it
from their life, they meet people, those people are role models for their characters and stuff. We had it much harder because my goal was
really to show even the daily life as it was so I was for like two years before we started
to work on the game I was really reading as much literature on the topic as possible. There is a great book from 19th century I
guess, written in kind of like very funny old Czech about daily life in medieval cities. It's like two thousand pages and it basically
covers every single aspect of life, and the guy was writing it based on old chronicles,
basically he went through all the available medieval chronicles in Bohemia and all the
mentions and stuff about different daily life stuff, professions, social topics and stuff. And we were thinking okay so there will be
people in the villages, they will go to sleep, they will go to eat, they will have some hobbies,
and so we started to create the world which works and is believable so everyone has some
hobbies. Well…which is mostly going to the pub. By the way the drunken priest is the face
of my father, and I don't think he saw the cut-scenes yet, but I told him that it is
really horrible character! But they had some complicated systems. People may not believe me because
I don't want to use it as an apology for bugs or something, but it's really the most complicated
thing you can do. RPGs are the most complicated genre, I would
say, and the way we do it is even more complicated, so yeah there might be some games that have
more assets, so they are bigger in scope, for example, but our general approach to stuff,
like the realism, the like actual open world ness and non-linearity of the gameplay, and
all those kind of simulation mechanics behind It has actually two aspects. The AI or NPCs that actually live their lives. So if you…I don't know, encounter some bandits
in the woods and you want to steal their stuff, then you think they are too strong for you,
so you just follow them and wait, and eventually they will go to sleep. There are people who are doing stuff that
I didn't even imagine. The guy wrote me that he basically, he cooks
a potion, a sleeping potion or something like that, he goes, he sneaks in to Cuman camp,
puts the sleeping potion to their food, they actually eat the food, so we can do it, it's
a game mechanism that we knew about, that we planned. They eat the food, they all fall asleep, he
steals all their clothes and weapons so they are naked and then he waits after they wake
up and they are feeling kind of dizzy or bad, they are really fucked up by the poison or
something, and then he kills the naked guys. It's kind of sociopathic behaviour, but that
is something that emerged from all of the mechanisms that we put in the game and nobody
saw…at first sight they are not visible so when we released the game we were like
"will anyone notice?" Like this, there is such complicated gameplay
underneath the first sight, and it seems that people did. And those things when they are…it's believable,
it works, everybody understands how it works, when he realises that it works differently
than in other games, oh, but it works in real life. And then you need to counter those things
and then all of a sudden you have lots of new gameplay, basically for no price, because
if those systems work, and it's a little bit more work to make them work this way, then
the gameplay emerges all of a sudden basically, and there are people that are doing stuff
that I didn't even imagine. The difficulty of this approach is that sometimes
you have to set yourself limits because if you think about stuff and you think about
the player mission and you are like "okay what if player does this?" and you answer
yourselves "okay, I'm going to prepare a way for him or you can be the other way which
the other designers often go that they will set barriers for you because they want you
to do something. We do the opposite, we let you go whenever
you want, do whatever you want, but there is a trick in that, because if you kept forever
thinking what if the player does this and this and this, you will never finish the game. So sometimes you have to be like "okay, we
have to put a stop sign here, and be like okay, you can't do this because it would be
too much work and the production would be…just we would be doing the game forever. And then we said "okay, now we want to put
some quests and story in to this world, but suddenly we realised that it was very easy,
because it was like "you know you need to talk to this guy" and we were "okay so this
guy will probably wait for you at the blacksmith or something" and then you realise that he
isn't waiting because it was already evening and he went to the pub, but suddenly we realised
that it's not a problem at all, you just go to the blacksmith, find out that the blacksmith
who was there, or who was meant to be waiting for you is not there, so you just go to the
pub and yeah, he was there. So you could…it was in the end, most of
the quests were very easy to put into this living world, because again it all works naturally,
and players very quickly started to expect that and weren't surprised when they didn't
find someone or he was sleeping and they needed to wait for him for the morning or something
like that. Let's just say that the biggest difference
between our game and other games is not actually the historical realism or accuracy or whatever. It's the general pacing and content of the
gameplay. So basically…when we started the company
I wrote a blog about it, about the potato landscape for example so, most of the games,
RPGs especially has very compressed world, so basically every 50 metres there is something. Dungeon, enemies, encounter with some monsters
and stuff. We don't. Our landscape is very natural, we really have
to travel 2km until you found something so you can encounter some random stuff during
travel but it's surely not as often as in other games. It was a huge risk to do it this way because
then we risk that everybody would say that this game looks good, but it's boring, nothing happens. I rode my horse for 10 minutes and nothing
happened, nobody attacked me, there's no combat, there's nothing to find. Just woods. They look nice, but boring. I'm not much of a fan of the new open world
games I would say. It feels like they just take a map and just
scatter a bunch of markers over it. And they are like "okay there's like 50 different
places where you can pick up a flag and you collect them all." And it feels like this cheesy instant gratification
for players. Also there's lots of dialogue. For initial five or seven hours, there's only
three combats. There is twelve minutes or eight minutes long
cutscenes, interrupted by two minutes of gameplay and then followed by four minutes of other
cutscenes. And everybody was like "oh this dialogue is
so fucking long, it's gonna be extremely boring-everybody's gonna skip that." Nobody was like "I don't like the initial
cutscene." And I was personally sitting behind a lot
of the people at shows, or by some journalists, who played the game, and most of them watched
the cutscene and they were like "oh, these guys are so interesting" and so a YouTuber
told me "you know what's super interesting about your game? I usually skip dialogues, in most games I
skip dialogues, I hate them. It's like they say bullshit, it's boring. In your game the dialogue are much longer,
the people speak much more than in other games, and I don't skip them because I am interested
in what they say, because the people are interesting. And many other games, and that's also an important
mark, many other games have a lot of basically artificial combat encounters, because they
want to prolong the gameplay. So they have so much combat because they think
otherwise the game will be boring and too short. We don't have this at all. And still people play the game for 100 plus
hours, and they don't complain that there is not enough combat or violence and stuff. And that's the general philosophy, initially,
and it works. So there's very little violence necessary to
finish the game. There's a lot of dialogue, a lot of interaction
with people, a lot of human behaviour and because it's natural and everybody understands
it and it's not…then it's not boring. It's hard to write it this way, so a lot of
other games really are not written very well, so it really is boring but if you are able
to do interesting story and write the believable characters, for example Witcher 3 has very
good, well-written story, if you manage to do it, basically we prove that it is not important
not to have so much violence in the game, and an open world game could be fun even without
the violence. I believe that yes, we made something special. It's not that Kingdom Come: Deliverance is,
I don't know, breakthrough in the open-world RPGs, but I believe that what we did was to
show the way that it's possible to make it slightly more real without the sacrifices
on the gameplay side. I think it's extremely positive to see that
there's enough audience to sell more than a million copies with a game that is not entirely
focused on action and is hopefully smart and adult or mature in storytelling and stuff,
and that's…I think that's my biggest…most…I am most proud of, I'd say. That's one of the reasons why everybody was
afraid to give us the funding, and we made them wrong and it's basically a philosophical
thing. It's like, in my opinion, it totally changes,
or it could totally change, I don't think it will, but it could totally change the approach
how to make games, because it proves that there is an audience for something smarter
than just action. I work on many many games. And with many game designers and some of these
experiences were more pleasurable than others. My experience though is counter-intuitively
that the quality of the game that is eventually produced is inversely proportional to the
pleasurability of the interaction with the lead developer, or lead designer. So if the person that has the vision for the
game is really easygoing and friendly person, then the game usually is not that good eventually
because it's easy to force such a person to accept compromises so to say "this can't be
done" and it's like "it's good enough without." Whereas if you have somebody who really is
passionate about, and this word 'passionate' is really much misused in video game industry
and it's really a synonym of 'willing to work without pay' but some people truly are passionate
and in a good way. And Dan is one of these people. The thing is that to make something like this
you had to be stubborn. It's kind of like, probably should…there's
not many not stubborn people who are able to manage such things. But I would say that when you want to achieve
something, sometimes you should not take compromises. So at times we of course have been at loggerheads
and didn't agree on everything, but I think it's really good for the project. You can't make a good game without a strong
vision, and good games will never be designed by committee. You really need one strong-willed person that
is not willing to put up with less than perfection. And of course, sometimes it will happen that
that person wants something that's really not physically possible and that can cause
frustration. But overall it's invaluable to have a person
that's focused on making the best game possible. You work on something, there's finally a working
prototype, and it's not working. Or you played it and you realise that
something is not sticking together very well, then you have to think "okay will I let it
be and risk that is going to be a problem for the users, or will I change it but it
requires extra money, extra time or whatever, and in the end there is always the decision,
"okay, the delay or the problems are worth the risk." And when I go there and tell them like "I don't
like this, change it" I usually already thought about the consequences, so I am aware of the
consequences, and I'm willing to take the risk, but the people think "okay, a minute ago the
plan was to do it this way, all of a sudden it changed, so it's a random decision." It's not a random decision, it's a very well
thought out decision usually, but on the last guy in the chain who is supposed to do it,
it may look very random, but I guess that this is the common problem with most creative
people or directors or screenwriters that they all have to deal with this, and it's
unavoidable. And if you avoid this, usually the result
is worse. So yea, you can ship on time and do everything without any problems and changes, but the
result is gonna suck in my opinion. Yeah, Dan is very opinionated on a lot of
stuff, and he's a stubborn guy, but that's something that got us through in the end, because
without his stubbornness, a lot of people would waver, a lot of people would leave the
idea we wouldn't probably get the money, the Kickstarter, everything. So he really is the engine. Daniel is an extremely creative and genius
guy when it comes to dialogue, storytelling and all that stuff. I think he more than once proved this already,
his games are…Mafia is still considered, in Czech Republic definitely, one of the,
maybe the best game ever coming from Czech Republic. Even in foreign countries, Germany, Russia,
whatsoever, they are talking about this game. Though, what could have been different of
course is the way, how fast he communicates on social media, or how impulsive he reacts. This is something that is coming out of your
characteristics, of course if he may eventually think about what he's tweeting and how it
can affect…and how much damage it can theoretically do, because everything that seems very clear
to you and 100 signs, must not be clear for the one who reads it, especially not in
an argument. Let's say that….let's put it to some context. I was starting to comment…the things I said
that are currently…"my bad"…I said them after we were already accused of a lot of
stuff that we didn't do. So basically this original scandal happened
without our slightest input. So they started to write those articles without
us commenting on those things. So, and I decided to comment on them, the
moment when it was like "okay, it doesn't matter anymore because it's already like,
everybody's shouting us, so I can only do that they will shout…keep shouting so…and
then I realised that for many people it doesn't matter what actually happened. There…definitely there were controversies,
but we had the controversies through the entire development. In the end I think it turned out pretty okay,
because people were judging very fast, and I think that's maybe the dark side…the down
side of social media. When you have, lets say, 180 signs on Twitter
and you really fast can accuse someone of something and maybe in the end it turns out
that it's not true and the very sad thing is…and that's like my absolutely personal
opinion about that…the very sad thing is that just imagine you are accusing someone
of something, whatever it is, and then…all the time, constantly, and then it turns out
that you were wrong, and that this accusation is not true, but you damaged him at least
psychologically. I wrote the game with seven other people. They are absolutely different than me. I am saying that there is no push of any politics
in the game as they constantly say, it's like, ridiculous. Because I am sitting in the office with an
anarchist. The guy who is absolutely different political
opinions than me, and he wrote 15% of the quests. There's another guy who is libertarian, there's
another guy who is kind of like hardcore liberal, so it's ridiculous to say…those people wrote
the game together, we wrote it together. So…and everybody wrote something different,
and I would say that what is interesting is that the game is really…touches a lot of
important topics and doesn't take any conclusions basically. We just show you "this is how it was" and
it's up to you if you want to solve it this way or that way. We didn't inject any crazy ideology, we just
want to make a game. We just want to make a game. Here it was for a very, very long time, passion
driven and inspiration driven, where someone has an idea and wants to transfer it in to
a game. So telling us that we did something on purpose
to discriminate someone or something is…that's hard accusation actually. This is…this company is like, over 100 people,
and really, here are people who are open-minded and tolerant and stuff and we just made a
game. Nothing there was invented so that we, you
know, offend anyone. Really. And making this kind of a judgement that this
is racist, or that certain elements are lacking in the game is really unfair. It all began so toxic that I don't even want
to tie those guys who helped us to it because I don't want them to be called names, so there
is a 70 year old professor, probably the biggest authority on 15th century Bohemia. The guy, I spoke to several times. I asked him about all those controversies,
if there is at least, very little chance that something of it could happen, and he said
no, and he told me how it was, and basically that we have it right. But I don't want this guy to be called names
in magazines because he is an old respectable professor and he doesn't need to be involved
in such toxic, stupid discussions. It's really more about misunderstanding
between different cultures. We…there is very small…that the Czech
Republic is very homogeneous, ethnically very homogeneous country. The number of non-Czech people is tiny. We got contacted a lot but usually from the
ones who wanted to talk bad about us. Different from…well it was clear, A: about
their different articles they wrote already, and B: the way, and how they were asking. Practically, with the exception of Kotaku,
they…nobody was ever willing to ask us about our explanation so it was like every
time there is such an article nobody wants an explanation, and even if we explained before,
they ignore it. So that says a lot I would say. So you wrote horrible stuff about someone,
and you don't give him the right to kind of…apologise at least. It's a strange time we live in, I would say. I was learning in university that being a…there
are two things about journalism. One is that the word 'journalism' isn't a
trademark and it's not protected by anything so anyone can call themselves a journalist. Okay, but the other thing is that journalism
is connected to a certain codex, which means being objective, showing both ways and try
to keep it from like…without deeper personal opinion on that. If so, it must be marked as a commentary or
something like this. This seems to sometimes not happen in video
game journalism, where personal opinion affects very hard the way, how you write about something. You don't need to like something, and
that's totally fair, of course not. I also don't like everything, but you need
to stay at least objective about it and try to be as neutral as possible when doing a
report about something. And then somebody goes and says that
the Silk Road led from Olomouc to Prague, and that some historian down the pub in London
told him. And Silk Road went from China to Turkey, to
the Mediterranean sea. We are 2,000 kilometres from the Mediterranean
sea, there is no Silk Road, especially not in 15th century here. And somebody in some magazine writes that
there was a Silk Road in Prague. Which is absolutely ridiculous statement,
and based on that he says that I am a liar. And you are just like "what? huh?" how should you react if somebody…you Google
Silk Road, and you see where it was like, it's nowhere here, and everybody's like…and
then the reactions are "ah, you've proven them, like thanks to historical research you
proved them lying." We didn't want to talk too much about it,
just because we just wanted to do the game still. And the thing is, that's a fight which cannot
be won, even though for someone it might seem like he won something, but I don't think that. It's just quiet for a while and then something
will come up again. So before the release I was quite okay let's
say. Because we also heard from some people already,
people in the team played it and they said…and even the skeptical people in the team were
like "so I finally played it and I like it, it's good." And even the people who didn't play games
that much before, started to like it so I was like "okay, so there's a lot of people
who like it, so probably there's gonna be a lot of people outside of the company or outside
our bubble that will like it" so that was fine. The big unknown were the journalists because
some of them have beef with me, so I expected some personal issues being shown in the reviews
which actually happened, but not as much as I was afraid. No one can ever do a 100% realistic, real
thing because it's just impossible. You always have to add here a little bit,
take away a little bit and get up with compromises, but in the end I hope people enjoy a really
great story in which they have something to talk about. Because what I was amazed of at PAX last week,
I was talking to one fan and he was telling me about a quest, and a completely random
dude who stood next to him was like listening to them and said "oh yeah I had this quest
as well. I didn't know you can do this." and I'm not
kidding, a third guy came in and said "yes yes yes, and you can also do this and that
and I did the stealth something…" and the first was asking "really? how did you know?" and all of a sudden, first
he was talking to me and he wanted to shake my hand, and all of a sudden those three guys
were talking to each other and I was standing there and observing and they completely ignored
me, and they were just talking about this one particular quest, which they all played, but completely in a different
way. They were amazed how it's possible that there
is another solution to that, and this is where I was standing there and saying "this is exactly
what we wanted to achieve, and this is exactly what we wanted." To give the people a game to experience in
their own way without us telling them what to do, just giving them some hints here and
there but ultimately to give them the chance to create their own story within this entertainment
product. Get lost in medieval Bohemia and then eventually
talk to your friend about this awesome moment or this awesome story or this awesome part
you saw there and amaze him because he missed it because of something. A month before release I was really nervous
because a lot of the stuff wasn't there, and the game really felt much worse than a month
later. This really huge leap forward in the last
couple of weeks and it's quite normal I would say, but with RPGs it's harder than with other
games, much harder. A lot of the things come together truly at
the last moment, so I was nervous, but I don't even know how to name this kind of emotion. When things are beyond your control, there's
no reason why to be like…so there's this kind of expectation that you have and you
are afraid that it's not going to work out, but on the other hand you did what you could
and then it's up in the hands of others so basically you just wait and I've experienced
some disappointments before so I was kind of prepared…like it would be very…I wouldn't
be very happy if it didn't work but the biggest thing is that we proved that our philosophy
behind the design of the game is correct. Many people said that the game is going to
be boring because it's realistic, which is not true. Many people said that it's niche so nobody
will buy it even if it's good. Many people said that you need to do things
in a way that everybody else does them and we've proven that it's not necessary. The action or violence aspect is also important. There's not much violence in the game and
it's still fun and interesting and takes very long….there's a lot of gameplay even without
the violence so it's…all those things were quite…hovering in the air when you are doing
it and I was a little bit afraid "okay, so maybe it's not going to work so what will
we do when it's done and we will realise 'oh', the world is too big and too empty, people
have problems with that. What should we do?" They didn't have problems with it, so, great.

Hoobastank – The Reason (Sub Español + Lyrics)



Views:5100146|Rating:4.89|View Time:3:55Minutes|Likes:33240|Dislikes:742
Hola gente, ¿Como están?, hoy les traigo la canción “The Reason” de Hoobastank subtitulada al español. Gracias por ver el vídeo.

Mira este vídeo: ► ◄ Aquí podrás CANTAR y PRONUNCIAR tus CANCIONES favoritas en ingles CORRECTAMENTE.

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Hoobastank – The Reason
HOOBASTANK – THE REASON /SUBTITULADO (INGLES/ESPAÑOL)
Hoobastank The Reason Live
Hoobastank The Reason

UNLOCKING **EVERY** NEON SAFARI PET in ROBLOX ADOPT ME



Views:4296|Rating:4.96|View Time:12:47Minutes|Likes:414|Dislikes:3
Today I’m Unlocking EVERY Neon Safari Pet in ROBLOX Adopt Me. Yeah, I Know Right, that’s a lot of grinding adult pets, so please SMASH that LIKE Button!

And I was really surprised which NEON Safari Pets actually look the best and which ones were not so good.

Anyway let me know which one you like the most in the comments below…

hi guys it's a let's do this gaming back with another rOBLOX video and today well I am going to train up some more pets well actually not train them I'm gonna turn them into neons yeah I'm in my Safari suit because well guess what yeah they're all gonna be the Safari neons yeah I'm gonna do all the Safari pants as neons today so stay tuned but first I need to get out of my car Oh Safari car let's go to the neon place where where is that oh yeah it's just here alright well we are no not that one next one and here we up these little tiny steps and in to the secret cave alright so I should get some pits out right now I do have a few pits and one I really wanted to do was get Gary and turn him into a neon and it's been really hard oh hi Nick see how are you yeah I want to get Gary to turn into a neon because hey that's gonna be well cool isn't it so while I've been training up a few of Gary's friends and well let's just say we're gonna make this happen so let's go ahead and make all of these Safari pets and neon so yeah you've got it two full-grown pets and that has been a really hard guys oh my goodness you really just got to choose a pet because you can't make them all fully grown so that's all the neon drops are ready to go now it's just up to you Gary it's time it's time Terry its Gary Gary okay Carrie yeah yeah we're gonna do this okay yeah is it a ripe you turn into an eel you were okay alright alright Gary It's Showtime Go Go so look at you Gary look at you want you sparkly like and everything like that Wow I mean I can write you still woohoo yeah this is pretty cool yes Gary you are super bright bro lucky I've got my supervisors on yes Wow so this is a nyan a giraffe okay so that's the nyan a giraffe let's get this giraffe to let's say a sit oh yeah very good draft Oh don't follow me this stay there would you alright alright try this again let's try another trick maybe bounce yeah let's cash out bounce I'll lay down yeah oh it's a bit awkward looks a bit awkward alright what other tricks have you got back flip let's back flip this yes yeah that's cool you dancing oh yes dancing giraffe dancing neon giraffe so sick oh you've gone stinky on me Gary alright that's enough that's enough okay so do you want to see a more neon Safari pet well let's do this so next we have this a cool-looking flamingo so let's go ahead and place this pet we'll get another pet here and less and this one oh and this one here so and now we just have to place a one a more fully grown pet and it is just here so there we go oh that was happening way too quick and there is the Flamingo yeah you guys have seen the video before so let's just have a look against the color profile back wall here how cool is that now one of these word yeah these are trained up but they haven't inherited the traits of the actual animal so you won't get to see any other tricks from the Flamingo but it looks pretty cool though guys so that is the Flamingo let's go ahead and train up another neon Safari pet so at this time it's going to be at the lion so let's pop the line over here and we get another lion over here and another lion all right here okay so now we just need a one more lion and I haven't had one here and it's writable which is pretty cool so these are the neon pits and they're ready to go it's your turn mr. Lyon maybe we just walk you over is that good enough no you actually need oh stop it stop hiding all right here we go let's see what is neon pit looks like yay oh look at that looks like little horns oh wow and a tiny little bit on its nose as well I'll cute little tail too so this is a their lion that looks pretty cool maybe I would have gone maybe with a different color on that but anyway that's the neon lion so yeah I think I can ride this one as well so he's super huge so far I think my favorite is still probably the giraffe so let's keep on a going now what's next in the list here well we've got an elephant let's do oh I don't have any full groans yes I do have some full growing elephants oh I was a bit panicky there so we'll do the full-grown elephants next and yes pretty sure I've got some all right here we go another one over there now I seem to get a lot of elephants so I don't know you guys but when I mean cracking open these Safari eggs yeah get lots of elephants so we're just waiting now for the last one and hopefully I've got another full-grown just here yeah excellent alright guys so this is for the nyan pet elephant let's do this a little bit of shimmer and sparkle and this is what it looks like so that's pretty cute I actually don't mind that as a neon pit so let's have a look over here and yeah yeah you're very cute I like it all right well I think you deserve a magical potion what do you think let's ride you and yeah let's go and feed one of these pet potions to you so we've got a pet potion here and let's turn this into a rideable elephants yeah yeah well there you go eat that Oh glug glug oh yes all right now I can ride the elephants oh yeah that's good oh I like this yeah I think I like the rideable elephant and me on for sure alright guys so it's time for another pet and it's time for the height you know yeah I think I've got some good teens I'm not gonna do it is it alright I could get a full growing here and pretty sure go for so let's just pop that one on there like that oh look at you so cute that's such a great color for you that is such a great color for you mister hyena look at that anyway let's go and put another one on over here didn't it deep deep be full-grown and there and we'll go over here and yeah yeah I've got heaps of yeah I've got heaps of hyenas oh my goodness me they are really pump out those in the bores are that's the worst time isn't it and yet hi he probably growing here yeah so yeah the hyenas and the boars are one of the most common Safari pet you'll get from the eggs so what they kind of look like mini horses though so me really interested to see what this one is gonna look like so let's do this and boom oh yes I like it it does remind me of a little horse actually how cute is that so yeah oh yeah it's got like a little mane and a little tail so yeah I think I'm gonna have to give this guy a rideable pet potion oh no he's already writable cool how cool is that yay yay yes so that is a pretty cool yeah Wow actually I'm quite impressed with that it's actually quite nice so oh and they must have got the coloring right – so actually it's not such a common looking pet after all especially as a rideable anyway guys we still have more pets to do so let's go ahead and grab out wild boar and we'll just grab this one here to start with and oh yeah will place you there and we'll place yeah fala ground yes you can go there and yeah I think pink might beat you yes I think pink might be your color all right go over to the green and yet yet full-grown there ah go there yeah and a finally we'll grab the writable ball out and we'll place him on the special pedal are you ready and let's check out the writable bore oh wow I did not see that coming oh my goodness look at you it's you are red that is a wow that's the color I reckon the dragon should have been oh my goodness that would have been whale call if the dragon had that red color anyway let's go ahead and a ride this little wild boar and I guess if you like red well this might be your special neon pet yeah I really like it actually yeah except Red's not my favorite color little bit more blue neon would it be nice alright guys so I've just got one more pet to do so let's do this and it's the meerkat Hey oh so cute well this is a Zeke Zeke we're gonna pop him into a yellow plate oh it looks so beautiful alright let's grab another one here oh oh yeah full-grown yes do it get on the plate okay and another full-grown Oh have a got another full-grown yeah this one there's one got one Oh play did play did hit a hog cute there we go onto the plate and that is the final one we need to get one more out so let's go and get the writable meerkat out are you ready yes yeah cause I'm really old cuz I'm ready alright let's go onto the plate and do the final Annie on pit and this is the meerkat oh it is a little touch of blue oh I love it let's write the meek oh yeah oh this is good this is good everybody look at this this is the neon meerkat it's a cute little blue maybe a little bit darker would it be nice but I like it I really like how the meerkat walks around on all fours and then when you hop off it sort of stands up on its Hinds looking for danger in things so that's kind of cute actually I can sit on the our maybe haven't got any tricks let's have a look no tricks okay guys so that's been all of the neon Safari pets which one is your favorite yeah I don't know which one mine is I kind of like the elephant I actually really love this meerkat and I didn't mind their hyena actually so that wasn't too bad I'm not so sure about the neon giraffe let's just get that one out again and maybe will I ride the giraffe now I think I much prefer the normal but we'll just see what it looks like on the outside anyway guys let me know down the comments which is your favorite and neon pets and I'm really looking forward to the new pets coming out or really soon I'm wondering what they're gonna be so if you have any ideas let me know in the comments too anyway guys so that's all I've got time for today a please subscribe and bye for now

Giant Glaciers – Wild New World – BBC Planet



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BBC natural history show Wild New World re-creates the world as it would have appeared thousands of years ago. In this clip, great sheets of ice are re-created …

Attenborough: Bad Breath From the Gentle Sea Cow – Life of Mammals – BBC



Views:150604|Rating:4.81|View Time:3:8Minutes|Likes:782|Dislikes:31
Discover key moments from history and stories about fascinating people on the Official BBC Documentary channel:
Want more natural history and wildlife videos? Visit the official BBC Earth channel:

BBC Earth
The BBC Earth YouTube channel is home to over 50 years-worth of the best animal videos from the BBC archive. With three new videos released every week there’s something for all nature loves from astounding animal behaviour to beautiful imagery. Click here to find our more:

In the shallow waters, the gentle sea cows graze on plants. This endearing clip shows David Attenborough swimming with water based mammals as graceful as one can imagine. From the BBC’s Life of Mammals documentary series.. Watch more high quality videos on the new BBC Worldwide YouTube channel here:

otters seals LC arms are all descended from an ancient group of hunting mammals that were tempted into the water to become fishermen but they've retained very much the character of their ancestors their fierce and aggressive so what about the early plenty dear ma'am well they too went into the water about 35 million years ago because there's quite a lot of water plants particularly in shallow freshwater and they too have retained the character of that can sisters they're gentle grazers and here in the warm clear waters of the Florida treats they still are manatee they're so completely at home in the water but they never leave it I suppose her little halitosis is what you'd expect from all those leaves but that's a bit strong but what were those vegetarian ancestors no one really knows some characteristics link manatees to elephants in particular their teeth these like those of elephants are flat grinding molars as they're worn down by the coarse grass they're replaced by new ones that erupt at the back of the jaw and slowly move forward manatees are so big that nothing much attacks them and with plenty of vegetation there for the taking there's no need for them to be swift swimmers their forelimbs have become short flippers that can be used as paddles or to gently punked along the bottom they still carry nails vestiges of their terrestrial past their hind legs have disappeared altogether and they propel themselves on their leisurely cruises with slow powerful sweeps their huge tails they're bristle a upper lip is so well muscled that they can use it to grasp leaves rip them up and push them into their mouth so they have quiet gentle lives trundling across the shallow submarine pastures their other name is sea cow and very appropriate it is too

Diana: Conspiracy Theories (FULL DOCUMENTARY)



Since the tragic death of Princess Diana, it has been claimed that there was an orchestrated criminal conspiracy to end the life of Diana, Princess of Wales. But could the British Royal family really be behind the murder of a lady who became an international icon? As Diana was thrust into the Monarch and the public spotlight, she helped change the public perception of the Royal family. She often struggled with a turbulent private life, which was made public to the world. We take an in depth look into the life and death of Lady Diana and ask questions as to why the ambulance took between 1 hour and 15 minutes and 1 hour and 40 minutes to get to the hospital in the middle of the night when normally it should take 11 minutes during rush hour. Why was the Mercedes s280 the only available car that night, which had previously been stolen and was found to have been missing the onboard computer chip which controls the acceleration, steering, speed and breaking of the car? With interviews and exclusive footage we delve into the conspiracy that has left the world wanting answers for years. This is Princess Diana…Conspiracy Theories.

How Scientists Found The Oldest Rock On Earth



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Scientists recently found the oldest thing on Earth, a zircon crystal, and it dates back to 4.4 billion years ago! Carbon dating is a helpful tool in order to date old things, but it’s limited. Trace is joined by Elise Andrew from I F***king Love Science to talk about how exactly scientists were able to find the oldest thing on earth.

Read More:
Oldest Rock Speck Zeros In On Earth’s Cooling Date

“The oldest remaining grain of early Earth’s original solid rock crust has now been confirmed to be a 4.374-billion-year-old zircon crystal from Jack Hills, Australia.”

Uranium-Lead Dating

“Of all the isotopic dating methods in use today, the uranium-lead method is the oldest and, when done carefully, the most reliable. Unlike any other method, uranium-lead has a natural cross-check built into it that shows when nature has tampered with the evidence.”

Gem Found On Australian Sheep Ranch Is The Oldest Known Piece Of Earth, Scientists Find

“Scientists using two different age-determining techniques have shown that a tiny zircon crystal found on a sheep ranch in Western Australia is the oldest known piece of our planet, dating to 4.4 billion years ago.”

Confirmed: Oldest Fragment of Early Earth is 4.4 Billion Years Old

“Ever heard this life advice? When solving a big problem seems impossible, break it into smaller steps.”

Where Are the Oldest Rocks on Earth Found?

“You don’t need to go to a museum to find really, really old things. Ordinary rocks, for example, may be millions or billions of years old, and are free for the taking.”

Zircon Chronology: Dating the Oldest Material on Earth

“What are the oldest rocks on Earth, and how did they form? The material that holds the greatest insight into these fundamental questions, because it can contain a record of some of the earliest history of the Earth, is a mineral named zircon.”

Atom Probe

“The atom probe is a microscope used in material science that was invented in 1967 by Erwin Wilhelm Muller, J. A. Panitz, and S. Brooks McLane.”

Oldest Bit Of Crust Firms Up Idea Of A Cool Early Earth

“A timeline of the history of our planet places the formation of the Jack Hills zircon and a ‘cool early Earth’ at 4.4 billion years.”

Hadean Age For A Post-Magma-Ocean Zircon Confirmed By Atom-Probe Tomography

“The only physical evidence from the earliest phases of Earth’s evolution comes from zircons, ancient mineral grains that can be dated using the U-Th-Pb geochronometer.”

Neodymium-142 Evidence For Hadean Mafic Crust

“Neodymium-142 data for rocks from the Nuvvuagittuq greenstone belt in northern Quebec, Canada, show that some rock types have lower 142Nd/144Nd ratios than the terrestrrial standard.”

Oldest Known Rock on Earth Discovered

“Canadian bedrock more than 4 billion years old may be the oldest known section of the Earth’s early crust.”

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Watch Elise on I F***ING LOVE SCIENCE:

Watch More:
How Carbon Dating Works

TestTube Wild Card

How Did Life Begin?

Photo © John Valley/ University of Wisconsin

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the earth has been trying to hide its age for a millennia but now we know thanks to science Elise how old are you he last account Lassen's to find out hey y'all trace here for dnews with our friend Elise Andrew from I love science hey Elise hi trace hi everyone out there I'm sure you've heard by now the oldest rock in the world was discovered on a sheep ranch in Western Australia and the findings were published in the journal Nature Geoscience over the weekend the gem comes from the crust of the early Earth has been dated to an astonishing 4.4 billion years old we actually just did a video about carbon dating but that is totally child's play in comparison to this carbon dating can only look back about 40,000 years give or take a few thousand about eight half-lives of carbon but this rock was dated ten years ago in this new paper confirms and revises the previous one so science sometimes takes a little while guys in this case the researchers use a dating method called uranium-lead dating it's similar to radiocarbon dating but they're measuring using your half-lives of uranium atoms instead for example rhenium 238 or two three five will decay into lead given enough time depending on the uranium isotope the half-life can be as high as four point four seven billion years with huge numbers like that we can effectively date rocks even older than the earth itself that is pretty cool when a gem called zircon cools the crystalline structure is locked thus the amount of radioactive uranium is fixed as decay occurs high-energy particles emitted from the uranium might be knocking the other atoms of lead out of that gem if any of those atoms are leaking out the whole uranium-lead process is screwed which is precisely when this zircon took so long to date scientists wanted to confirm without a doubt the uranium-lead dating was accurate and this paper is the definitive study they literally counted every single lead atom in this gem using something called at some pro tomography can't believe that those there every single a lot crazy the atom tomography uses ion beams to measure where every single atom is inside of a substance it has to be done in a vacuum chamber at temperatures approaching absolute zero so that way the atoms don't move too much we're talking like you know atoms are they're real they're real crazy tiny so even a little bit of movement the whole thing is ruined and again you know like I said science it takes a little while regardless once we'd measure the amount of lead the actual math was easy the zircon is four point three seven four billion years old done easy-peasy looking at the little atoms of this zircon can teach us a lot about the formation of our planet and it's makeup at the time the rock was formed trace elements in the zircon tell us the planet was wet which means it cooled pretty quickly after a collision ripped off a chunk and created the moon and that's like a whole other story we wouldn't get into it all of this means that there was solid rock and liquid water on earth just a hundred and sixty-five million years after the solar system formed before this one was found Quebec had the record for the oldest rock it was days in 2008 at four point two eight billion years old so make sure you subscribe and tell us what you think down in the comments down there thanks for coming by Elyse where can everyone find your awesome science stuff you can find my videos over on test-tube comm slash IFL science we're on Facebook or on YouTube and everywhere great thanks a lot for watching

New documentary explores world’s first movie maker



Thomas Edison and the Lumiere Brothers have been hailed the pioneers of film and cinema, but what if they weren’t actually the first to capture moving images? What if an unknown Frenchman working in England actually beat them to it? Jonathan Vigliotti tells us the little known story of Louis Le Prince, a filmmaker and inventor, whose mysterious disappearance in Paris meant the world never got to see his vision for the future.

The Mighty Amazon & River Dolphins -Wild South America – BBC



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Want more natural history and wildlife videos? Visit the official BBC Earth channel:

BBC Earth
The BBC Earth YouTube channel is home to over 50 years-worth of the best animal videos from the BBC archive. With three new videos released every week there’s something for all nature loves from astounding animal behaviour to beautiful imagery. Click here to find our more:

Running 4000 miles from the Andes to the Ocean, The Amazon carries a fifth of all the river water on the planet. Learn more about the mighty Amazon river and its weird and wonderful inhabitants in this brilliant wildlife video from BBC nature show ‘Wild South America’.

the rise of the Andes created whole new environments within the mountains but it also had more far-reaching effects this break the climate of South America it also redrew the map of the entire continent radically altering the course of its major rivers the iguazu falls are one of the wonders of the world four times as wide as Niagara they carry 60,000 tons of water a second part of Amazonia was once a huge swamp connected to the Pacific on the Caribbean the rise of the Andes broke those links forcing the major rivers to flow least one massive river now drains 40% of South America the Amazon this is the mightiest river on earth running over four thousand miles from the Andes to the ocean it carries a fifth of all the river water on the planet thousand miles before it reaches the sea its main channel is already ten miles wide every year the mighty Amazon bursts its banks flooding an area of forest the size of England at the height of the flood the trees can stand in water 10 meters deep the flood waters bring with them the animals of the river like boat o dolphins their origins are a mystery could they be a relic of amazonia's ancient links with the oceans these river dolphins are almost blind no handicap in water that's often very muddy because they navigate by echolocation unlike marine dolphins they have a flexible neck so by sweeping their head from side to side they can scan their path ahead their sonar is so precise that they can weave their way through a maze of submerged branches in search of fish whisker like bristles on their lips help them zero in on the tire