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TeamEncinoMan

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Everything posted by TeamEncinoMan

  1. Yo this is dope. Thanks for sharin.
  2. But at the time of Style Wars filming, Duster was still relatively young and still coming up, I believe. Isn't he basically apprenticing for Seen in the scene when they paint the permission spot? I know he comes with his own outline, but Seen was obviously running the show. I mean no offense by this to Duster. He got some of the nicest style ever, but I think those seeds were planted by Seen. As for Skeme, he was the fucking man, went all-city at like at 17, and was a complete style master. I really love his part in Style Wars, w/ his mom. He and Seen were different types of people, and I think that dictated how they fit into the documentary...
  3. DUSTY is still painting? Exciting!
  4. I just did some very interesting work at TEDxBoston a few weeks ago. Very fun, interesting, etc. My boss went to TED 2009 and we've been all about it ever since. Very cool stuff. For TEDxBoston my company did live drawing along with each TED Talk, and the drawings were displayed for the participants during the reception. www.tedxboston.org I think they have a flickr account as well...
  5. Thought this might interest some people in here: 'Great Train Robber' Ronnie Biggs released to die Been a while since I've contributed in here... cheers!
  6. It's awesome. Vizie, when was it painted??
  7. Elebits is great: It's a 1st person view, and you're walking through this house and its neighborhood, collecting these little creatures called Elebits. You capture them with your laser gun, kind of like Ghostbusters or something. The best part is that you can move and throw every single object in the game. Every book, piece of furniture, everything in the kitchen, cars, plants, everything. And the more Elebits you collect, the stronger your laser becomes, and the heavier stuff you can lift. By the end of each level, you've fucking trashed the room, all the furniture is upside down, bookshelves on the floor, broken shit. It's totally crazy. To me, it ends up being the closest thing I've played at home to Virtual Reality. There is a really neat trick they do where it's harder to move heavier objects, and it's very convincing. If you rent games anywhere, it's at least worth a try.
  8. and this game is fucking awesome:
  9. Wii Ware should drop in the US on May 19th. I can't wait...It's going to be all original titles available for download. I've read that Nintendo is allowing almost complete creative control for the software developers, and that the games will use the Wii controllers in new innovative ways. I was on gamespot.com and found this interview with Tom Prata, a senior Nintendo executive, regarding Wii Ware: GameSpot: You've announced WiiWare will launch in North America on May 12. What are your plans for a global rollout? Tom Prata: We're really here today to talk about the North American launch, Japan will be discussing what they plan to do and Europe will be discussing their plans. We just felt that this is the largest game development conference, it's a great place for all the entities to come, so we thought it was the best place to discuss what North American plans are like. And of course, content creators will be working in Japan and in Europe and Australia, so even though we're only announcing the date for North America, content creators from around the world will be able to participate in our launch and the subsequent rollout of the content. GameSpot: What will the WiiWare channel be like from a consumer point of view? TP: Effectively it will be a very user-friendly experience, like all the channels with Wii. You'll use your Wii Remote to connect to the channel applications, you'll find the product that you're interested in downloading, use Wii points to buy it, and that will download just like a Virtual Console game to the consumer's system. As for game developers, we're giving the opportunity for the game developer to decide what content they want to make. We're really excited by the possibility of what the Wii controller can mean to the game designer, and then what it means to the consumer. GS: What are your plans for the actual launch day? How many games will be available? TP: We haven't gone specifically into the launch plans. We need a little bit more time to work with the content creators. There are about 100 projects that are under development which are coming to the North American market, and we're going to spend time with them [the developers] to find out what their schedule is because, once again, we're not requiring a particular type of product. It's their decision to make that, and it's also their decision to make based on the development schedule. So we're going to work collaboratively to work out what the development time is. Likely what we'll do is launch with a good breadth of titles that will cover a number of different genres, and perhaps some unprecedented game experiences using the Wii Remote. And what we'll do is consistently release new content, like we do with Virtual Console. GS: How about cost? How much will a WiiWare game cost? TP: We are still working as it relates to different pricing. We do anticipate that consumers will be able to download content for a variety of different prices, similar to what you can experience with Virtual Console. GS: From a developer point of view, are you open to all types of game ideas? TP: Effectively we are. I think if we go to content creators and say please make a game in this particular genre, it kind of defeats the purpose. One of the goals with WiiWare is to give content creators the chance to make the content they like. And we really don't want to pigeonhole them--what we'd like to really see is content that is for everybody, and also things that people haven't experienced before. If we go back a number of years, a game like Brain Age--we couldn't possibly imagine what type of genre that game fits into, yet it can be so meaningful to people. It's really open for content creators to decide what to make. GS: So you're only looking for games? How about nongame applications for the Wii? TP: The content should be entertaining and add value to consumers. Whether it's defined as a game or an application, I'm not so sure. GS: Will content be region-specific on WiiWare? TP: Yes. The content creators themselves will be responsible for making the game. And then let's say it's a European developer and they want to localise for the North American market. They basically will need to work with Nintendo of America as it relates to that, and then go through the quality-checking process to make it available on the market. And vice versa with American developers wanting to go into Europe. GS: Do you think WiiWare will appeal more to large publishers or indie developers? TP: Eighty percent of the games we're seeing are coming from entities which haven't published on Nintendo platforms before. That said, there are still major publishers that are participating. As you can see from the press announcement, Square Enix is bringing Final Fantasy, so it's really open to any development community. The bulk of the content in the early stages will probably come from more independent-type companies. GS: OK, so what's the process for a developer to start using WiiWare? TP: So if you have an idea, you can build it. The key component is you'll want to notify our development support group and fill out a simple project sheet to make us aware of the game. It's a very special thing, with just basic information about the content itself, and then you're free to go off and make the game. We do a quick check of the content to make sure there are no red flags, but once again we're not judging the content--that's really for the consumer to decide. So you go off and make it as you would any other type of Wii application. We use that project sheet for scheduling purposes. Then the developer delivers a candidate to Nintendo for the QC process. Once it passes our lot check or QC process, then we will work with the developer to determine when it will be made available on the Wii channel. GS: So basically Nintendo will have final say on what gets on the WiiWare channel? TP: To some extent yes. But we're not in a position that we're judging the idea. We want the developer to come up with the idea. So we have only made a few restrictions--not content restrictions, but we're not supporting an in-game advertising model, and we're not supporting the developer retrieval of consumer data. GS: What about content that's violent or overtly sexual? TP: Again, we're not putting those types of restrictions on. The developer will be required to secure the appropriate rating from the ESRB, and we will abide by the ESRB's rating policy. GS: Who owns the IP? TP: The content creator. GS: How is the pricing decided? TP: We haven't gone into details as it relates to pricing. The only thing we've discussed is there won't be one price--there will be a variety of pricing. And it's not based on the number of gameplay hours or the volume of gameplay--we don't like to think about content and value as relating to price. GS: Will you set any limitations on size of the final game download? TP: We really want people to be focusing on the game content itself and not concerned with filling up some massive storage device. The issue is that the more requirements we put on developers, the more difficult it is for them. We really want this space to be about the game, and not about other types of products. With that said, Virtual Console has more than 200 games available, and some of the most-loved games are fairly compact in data size. So there's a tremendous number of things people can do in terms of gameplay and entertainment and not be so concerned about making large experiences. GS: Tom Prata, thanks for your time.
  10. WHAT?! KaBar posted photos and i can't see them!! wtf?!
  11. The Godfather of Hip Hop Afrika Bambaattaa and Frosty Freeze at Pro-Am 2001 Enjoying a Hot Dog at the Pro-Am 2001 Speedy Legs & Frosty Freeze at Konkrete Jungle - March 2001
  12. H2E: What is the first crew you were in? Frosty: Rock City Crew from 1978-1980 with: Butch Cassidy, Kid Sun Dance, TyFly, FlyTy, Lil Mel, Shane, Normski, Scotty, Fritz, LD, CharlieRoc, Wayne, Ron Dike, Kenny Flip, & others. H2E: When did you join RockSteady Crew (RSC)? Frosty: I became 2nd generation RSC in 1981, some of the other guys that joined at the same time were; Ken Swift, TyFly, RaSean(Kippy D), Lil Crazy Legs, Mr. Freeze, Lenny Len, Take 1, Doze, Fast Break, Lil Lep, NelSki, Gino, Flip Rock, etc... H2E: How did that whole 2nd generation of RSC begin? Frosty: Well, first Crazy Legs asked JoJo and Jimmy D (Founders of RSC) for permission to start his own Manhatten chapter but they denied him, finally around March, 1981 they agreed and the rest is history. H2E: What movies have you danced in? Frosty: Style Wars, Wild Style, & Flash Dance H2E: What about magazines? Frosty: I was the first Bboy to come out on the front page of any magazine! (Village Voice, April 1981) H2E: What TV shows have you appeared on? Frosty: 20/20, Live at 5, Teletone News, CBS News, Studio Y etc... H2E: Did you ever do any music videos? Frosty: Buffalo Girls, & Bambaataa's PLANET ROCK H2E:What tours have you been on? Frosty: Kitchen Tour - 1982 with RSC, Fab 5 Freddy, Crazy Legs, DJ Spy and others. We went to D.C., Pittsburg, Minnesota, Madison Square Garden, Iowa, Chicago, Detroit, & Toronto. After that was the opening of the famous ROXY in June 1982 European Tour - November 1982 with Crazy Legs, Take 1, Mr. Freeze, Ken Swift, M.C.'s Infinity, DST, KC, Shaheim, Fab 5 Freddy, Ramalzee, Dondi, Futura 2000, Bambaattaa, Double Dutch Girls, Kool Lady Blue, & Willie Craft. We went to London, Paris, Strasberg, Leoine, & a whole bunch more cities. Before Beat Street - May 1984 with Grand Master Flash, Crash Crew, Poppin Larry Love, Levan, Broadway, and Kid Creole & Raheim from the Furious 5 Japan Airlines Tour - 1984 with Rockaron, Craig, DJ Jonathan, and others. I ran into OzRock out there. Summer - 1998 with Fabel, Fever, & Sweet Pea. We went to Italy. December - 1998 with Jojo, Fever, & Fabel. We hit Germany this time. H2E: What other elements of hip hop have you dabbled in? Frosty: I MC'd from 1979-'80 on tapes with Louie Lou, we were the Soul Bro. MC's I did some graff also in 1980. I pieced with Kay Slay, LK, Duel, $, TFA, TC5, IBM, CIA, TDS, RAZ, DURO, Shy 147(RockStars) H2E: What have you been up to recently? Frosty: I was teaching classes with Fabel last year in some public schools. I hosted Marlon B's event at the Culture Club and I did the Studio Y Tv show in January. H2E: What years have you attended the Bboy Masters Pro-Am in Miami and what are your thoughts on it? Frosty: 1998, '99, & 2001 - I like meeting all the international Bboy's, South Beach is fun, I like the weather, the people are nice, it's just a lot of fun and a great location. It makes me feel like a kid again! H2E: What moves have you made up or a part of your trademark style? Frosty: I invented the Suicide, and I helped pioneer moves and combos like: Cannonball, Round the World, Swipe to Headspins, Kickout 4-Step footwork, No Hand Footwork, many freezes, and most of all adding character to the dance. H2E: Any famous last words? Frosty: Well, I want to keep on dancing but I know my time is limited. "We are all in this together, we need to stick together!" I am more experienced with business now and I know how to control my own destiny. The 1980's were a lot of business for me and now I enjoy the scene more and have a lot of fun. peace...
  13. Speedy D & Speedy Legs handing Frosty a Zulu Nation Hall of Fame Award at the 2001 Anniversary Frosty accepting an award from Zulu Gremlin at the Pro-Am 1999
  14. In this 1981 photo provided by Martha Cooper, breakdance pioneer Wayne 'Frosty Freeze' Frost executes his 'dead man' move outside of New York's Lincoln Center. Frost died in a New York hospital Thursday, April 3, 2008 after a long illness. He was 44.
  15. http://en.wikipedia.org/wiki/Frosty_Freeze NEW YORK - Wayne “Frosty Freeze” Frost, a hip-hop pioneer whose acrobatic performance with the legendary Rock Steady Crew in the 1983 movie “Flashdance” helped set off a worldwide breakdancing craze, has died. He was 44. Frost died Thursday at Mount Sinai Medical Center after a long illness, said Jorge “Fabel” Pabon, a senior vice president of the crew where Frost and other so-called b-boys (for beat or break boys) made their name performing complicated and daring dance routines. “He was one of most charismatic b-boys that ever lived,” said Benson Lee, director of the new documentary film “Planet B-Boy.” Breakdancing emerged from the Bronx and Harlem in the early 1970s, part of the hip-hop culture that also included graffiti, MCing or rapping, and disc jockeys scratching and mixing vinyl records on turntables. During extended pauses, or breaks, in the music, b-boys would mimic James Brown’s showmanship and footwork and Bruce Lee’s martial arts, adding their own signature moves. Frost was known for his energetic style, intricate choreography and fearless moves including back flips and head spins. One was even dubbed the “Suicide.” Frost got his start in 1978 with the Bronx-based Rock City Crew. In 1981, he became part of the Rock Steady Crew, joining such acclaimed breakdancers as Ken Swift and Lil Crazy Legs. Frost toured the world with the Rock Steady Crew and other hip-hop artists, including Fab 5 Freddy, Futura 2000 and Kool Lady Blue. Frost’s appearance with Rock Steady Crew in “Flashdance” spread the breakdance phenomenon globally, said Joseph Schloss, a visiting scholar in the music department at New York University. “He was one of the first B-boys that most people ever saw,” Schloss said. Graffiti artist and close friend Zulu King Slone, who knew Frost for 15 years, said he was “like a walking hip-hop culture encyclopedia.” As a member of the Rock Steady Crew, Frost also appeared in several movies on hip-hop culture, including “Wild Style,” “Beat Street” and “Style Wars.” He also appeared on the cover of the Village Voice in 1981. Funeral arrangements were incomplete.
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