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       #Post#: 265--------------------------------------------------
       BAD DAY ON THE MIDWAY (Project of the Week for 6th of February)
       By: moleshow Date: February 6, 2017, 7:25 am
       ---------------------------------------------------------
       just to follow up Freak Show.
       #Post#: 266--------------------------------------------------
       Re: PROJECT OF THE WEEK (6th of February): BAD DAY ON THE MIDWAY
       By: dunwich Date: February 6, 2017, 8:07 am
       ---------------------------------------------------------
       So, as I said on the Freak Show thread, I've mixed opinions on
       this album/game/book/experience.
       Having played the game several times over the years, I think
       it's one of the most interesting and fun experiences The
       Residents have made. The time limit forces you to play the game
       through several times, and while I never fully completed it (the
       'true' ending, I imagine, is identical to what the conclusion of
       the book is), I always found it fascinating how the player
       slowly uncovers tidbits of these characters lives.
       Having said that, the music feels quite secondary for the most
       part to the stories. Which is fine, but does make Have a Bad Day
       feel like it is lacking somewhat. The stories themselves also
       suffer compared to Freak Show. I find in the previous record,
       and indeed in Gingerbread Man, there's a humanity to the
       characters that really makes you invested in them. Bad Day, for
       me, lacks that. Although the sometimes complicated and
       mysterious backstories were very interesting to slowly uncover
       in the game, I wish there was a bit more humanity there.
       The book, which I got when it was released as a free e-book,
       raised some other issues. I found the treatment of The IRS Man
       to be quite disturbing, as he's essentially reduced to a
       fetishised stereotype of a potent and virile black man. I had
       real problems with how he was portrayed, perhaps also because
       this never felt particularly obvious in either the game or the
       soundtrack.
       So...it's a mixed bag for me! Loved the game, mixed views of the
       music, and very critical of the book.
       #Post#: 267--------------------------------------------------
       Re: PROJECT OF THE WEEK (6th of February): BAD DAY ON THE MIDWAY
       By: eggoddleo Date: February 6, 2017, 3:47 pm
       ---------------------------------------------------------
       I haven't played Bad Day on the Midway in years, I didn't quite
       care for the eBook, and I have  to admit that I never gave Have
       A Bad Dayp and Bad Day Reconsidered serious attention. That
       said, I went on a long walk to listen to both of these albums,
       and I have to say, I think they're tragically underrated by the
       Residents fanbase.
       The MIDI sounds on Have a Bad Day evoke a sense of nostalgia for
       people, like me, who played CD-ROM games in the '90s. Although I
       didn't play Have A Bad Day until the '00s, I played many games
       like it during the CD-ROM's heyday. I have to wonder if my
       experience exploring CD-ROM worlds as a child was somehow
       comparable to a Resident's childhood experience exploring the
       carnival. Opening up a CD-ROM and firing it up in Windows 3.1,
       for me, was like opening a cabinet of wonders. Have A Bad Day
       emulates that world with its multimedia sounds and brings it to
       your ears.
       The digital timbre on Have A Bad Day brings us back tot he '90s,
       yes, but it also brings us to the carnival, paying homage to the
       metallic percussion of the music machine. Unlike the Freak Show,
       where the MIDI sounds are masked with additional music and
       studio magic, the MIDI sounds on Have A Bad Day are given room
       to really sing, and the mechanical sounds prefigure Combo de
       Mecanico and the Bobuck Contraption. It makes me wonder who is
       making the interesting musical machines of today.
       Sure, there is the Schick Machine, the installations of Frank
       Pahl, and Wintergatan's Marble Machine, but the carousel and its
       corresponding music box makes a fully immersive media
       environment. Where are the machines we can walk, and play,
       inside of today -- who is making them? Seriously, someone please
       tell me.
       Just as Have A Bad Day makes me think of machines and hardware,
       Bad Day Reconsidered makes me think of software.  Charles Bobuck
       manages to pay respect to MIDI and musicbox sounds on this
       remix, yet manages to completely subvert our expectations,
       transforming a clunky old machine into an ephemeral ghost.  But
       agian, The Residents were on a frontier when they made their
       foray into the world of CD-ROMS, who is on the cutting edge
       today? If anything, it seems that people are doing the same as
       Bobuck did on this album, by looking back, and making music with
       floppy drives or pushing MIDI to its absolute limits. Of course,
       there are EDM and IDM musicians who push the frontier of
       software today, but I have to wonder how much of the future is
       spent in the past.
       While I'm talking about the albums, I should mention that
       "Randy" (if we can even call him that in context of this album)
       makes a significant contribution with Daddy's Poems. The lyrics
       feel as if they're bits and pieces put together at randomy --
       mostly, because they are -- but it works in context of this
       piece, proving to aspiring writers that the odd rhyme or phrase
       is worth holding onto.
       Finally, I have to bring it back to the videogame, and what
       waits next on that frontier. Homebrew videogames have boomed in
       popularity in recent years, reminding one of the shareware
       revolution of the '90s. One might think that the advanced
       capabilities of computers would mean that it takes a team of
       professionals to make a decent videogame, but consumers are
       pleased with 8-bit and charmingly animated games, though none of
       them seem to a creative team with an grand conceptual identity
       like The Residents behind the work. I have to wonder if this
       still applies to VR games. Is there such a thing as a charmingly
       antiquated or so-bad-its good VR game?
       Listening to Timmy Is Now an Adult from Bad Day Reconsidered
       takes me away to a virtual world, where I'm Timmy, all grown up
       now, floating through a software environment that has come apart
       at the seams. Lottie and Dixie are old now. The Midway has
       rusted to the ground. Everything is coming to pieces. And
       somehow, things seem better this way.
       EDIT: It turned my YouPube links into embedded videos, which is
       gross, so I fixed that.
       #Post#: 268--------------------------------------------------
       Re: PROJECT OF THE WEEK (6th of February): BAD DAY ON THE MIDWAY
       By: moleshow Date: February 10, 2017, 10:21 pm
       ---------------------------------------------------------
       i feel like the game gets all the love when discussing this
       project... which is fine, but there's value in Have A Bad Day
       and the Bad Day book too. (i have not gotten all the way through
       the novel- i uh... there's just, there's just this setup i have
       going where... you know...)
       from the 2 times ive played the game, it is amazingly immersive
       for such an old game. im not much of a gamer myself, but i
       really got a strong urge to explore it all, all the different
       avenues... plus the aspect of it being randomized in its
       events... as a game, it's really, REALLY good. fun to replay.
       fun to explore.
       i take quite kindly to the concept that the Midway is an
       amusement park where the people are the rides. in their
       cartoonish traits, its hard to ever be bored with them. but of
       course, since we're talking about The Residents here, the
       characters are inevitably strange and sad in their own ways.
       Dixie is at the mercy of the world around her and is utterly
       unable to cope with it, Lottie has a lot to deal with too-
       seeing as she can't simply disown her serial killer son, Ted, a
       freaky looking fella with a fixation upon all that is ugly. the
       IRS man has turned to government perhaps as some would turn to
       religion is his times of need. Ike is... nevermind him. he is a
       man who tried to overcompensate for what he could never give his
       father. Otto tries to compensate for time spent not being
       feared. Dagmar seems to be fairly okay, although the overt acts
       of performative sexuality aren't exactly signals that everything
       is Just Fine.
       some of these rides are hilarious, some are tragic, and some are
       morally complex. but Timmy cannot perceive that much if any of
       it is not fun- it all seems great to him. unlike the folks at
       the Midway, Timmy isn't bitter about some aspect of his life in
       any meaningful way. which leads me to the point that i don't
       find it to be irrelevant that he cannot be killed in the strange
       world of the Midway. he lacks the "ugliness" of hatred, spite
       and bitterness within people.
       it also takes the concept of "people as freaks" to a further
       extent. the Midway is filled with people who are in some way or
       another... strange. they behave strangely and care about strange
       things. and their suffering is vivid, as well as pronounced.
       generally, i don't have any particularly meaningful things to
       say about this project. i think it'll take a couple more months
       of chewing on it to really come to a fun/insightful conclusion.
       #Post#: 269--------------------------------------------------
       Re: PROJECT OF THE WEEK (6th of February): BAD DAY ON THE MIDWAY
       By: CheerfulHypocrite Date: February 11, 2017, 12:02 pm
       ---------------------------------------------------------
       Gods Teardrops reminds me of something to do with Wormwood. Not
       the bitter taste. Nor the incredible adjustment of perception
       that is possible with a decent Absinthe. "Bad Day On The Midway
       reminds me of Life A Users Manual by Georges Perec. "Bad Day On
       The Midway was a departure for computer game experience. In
       retrospect, "Bad Day On The Midway was an awful game. The visual
       presence was sort of better than but worse than other games. The
       soundtrack was superior to contemporary games such as Streets Of
       Rage 2 and Tetris.  The same ethical dimension found in, for
       example, God In 3 Persons runs through Bad Day On The Midway.
       Causing deaths and saving lives in a first person puzzle game.
       This is not the high point of game culture.
       The British Board Of Film Censors passed "Bad Day On The Midway
       as a certificate 12 (AZG129210) uncut on  29 March 1996. Any
       copies purchased before that date in the UK would be illegal.
       Technically a video nasty. Nobody, of course, would ever
       consider purchasing an uncensored copy. Nobody. Particularly,
       nobody would consider purchasing a copy in Tower Records -
       Dawson Street (Sráid Dhásain) - in Dublin (Baile Átha Cliath)
       and transporting it across The Sea to Liverpool. That would be
       wrong. Possibly illegal as it would be importing an "uncertified
       work" which would never please the Censor. They did pass it
       uncut for 12 year olds, though. I suspect a lack of deep
       appreciation of the general genre of computer games on the part
       of the Censor.
       It was never a great game. The ability for macromedia to deliver
       the kind of content that gamers desire was never really there.
       The platform that Bad Day On The Midway was developed on was
       just too primitive. The overarching puzzle - of how to prevent a
       death - was far too radical for gaming where genocide was the
       the route to the high score. Like much computer entertainment
       from the past, it has aged badly. As different reviews over time
       demonstrate. True there is a huge amount to play with, but it is
       as a toy not a game.
       [quote]
       "If there's a star here, it's the graphic design: a rich
       swamp-rot mindscape overseen by Freak Show's Jim Ludtke with
       contributions (in the tales within Bad Day) from such
       underground-comix stalwarts as Richard Sala, Paul Mavrides, and
       Peter Kuper. Kuper's take on Otto the rat keeper's grim
       backstory is particularly breathtaking: As the funky, stencilled
       images unfurl across your monitor to the unsettling strains of
       the Residents' music, it's clear that a whole new way of telling
       stories is being born."
       Entertainment Weekly (November 24th 1995)
       [/quote]
       [quote]
       Bad Day is a product of the fertile imaginations of The
       Residents, the anonymous performance artists whose first twisted
       CD-ROM offering, Freak Show, demonstrated an enticing potential
       for the medium. With Bad Day, they've come even closer to what
       may be the next genre of entertainment: interactive graphic
       novels. With graphics that perfectly match the story's mood,
       hauntingly upbeat music, and superbly crafted characters, the
       twisted design team has forged a story that is engrossing and
       entertaining throughout.
       GameSpot (May 01, 1996)
       [/quote]
       [quote]
       In conclusion, Bad Day on the Midway is a game that you either
       love or hate. Frustrating, weird, and disorienting, it is lesser
       of an adventure game than an interactive story.
       Adventure Classic Gaming (Jun 06, 2010)
       [/quote]
       Which highlights the problem for the Residents: Critics always
       think they know better than Artists. Critics who can pull
       magnificent references, out of a nether orifice, to the
       Frankfurt School or Deconstruction or Umberto Eco's Open Reading
       may not be the best authorities on the question, "is this a good
       game?". In pursuit of a good game there is generally a balance
       between graphics, sound and gameplay. The mechanics of gameplay
       are notoriously difficult to make entertaining. Greg Easter
       designed a Mark Of The Mole Game for the Atari VCS/2600. This
       game was never completely finished. However there is a
       description of the gameplay which has features in common with
       the Lucasarts "Loom" (1990). Both "Loom" and "Mark Of The Mole"
       foreshadow the Virtual Reality approach of using multiple modes
       of input. An idea that reappears in Bad Day On The Midway.
       The game is time limited. Which essentially restricts how you
       can attempt to hear the music. True, there is are other ways to
       hear the music, but, conceptually the Residents were making the
       music part of the game. Unlike the bleeps and boings of
       contemporary computer games or music as background, this was a
       definite foregrounding of music as part of the work. Much the
       same as anybody being able to use autotune but only one or two
       people using multiple tracking to build up chords and sound
       texture from autotuned voices, Bad Day On The Midway is not
       simply doing what is being done before.
       Between Tower Records in Dublin there is a sea filled with
       Islands. Ynys Môn (Anglesey), Ellan Vannin (Isle of Mann), Holy
       Island (Ynys Gybi), Walney Island, Lambay Island (Sheep Island),
       North Bull Island, Ramsey Island, Bardsey Island, Calf of Man,
       Barrow Island, Roa Island, Ynys Gaint, Piel Island, Hilbre
       Island, Ynys Castell, Ynys Gored Goch, Chicken Rock, Middle
       Mouse, East Mouse, Puffin Island and on and on. Luckily, there
       has been regular shipping between the big island and the little
       Island since about the fifth century. The shipping lines are
       used to avoiding them - even when they are Saint Tudwal's
       Islands but get called the Studwells; or Dalkey Island which may
       simply be a figment of the pen of Brian Nolan nee Flann Obrien.
       Which is achieved by taking the Middle Way between England and
       Ireland or Wales and Ireland. The Middle Way is not to be
       confused with the Midway or, indeed, the Middle Passage.
       The Middle Passage was the euphemism for the slave trade: the
       part of the trade where people were shipped from Africa to the
       New World in  exchange for finished goods from Liverpool to
       Africa. Which is not to say that there was no slave shipping
       from Liverpool - or Bristol, for that matter. Simply that the
       Middle Way is not the Middle Passage. This is what you get when
       you are Timmy: a presence in a world that is ethically and
       morally more complex than you can even aspire to be. It is a
       world that is largely hidden and access is controlled: such is
       the nature of Obscurity and Computer Games. Rules everywhere.
       To get from Tower Records on Dawson Street you have to avoid
       Kildare Street (Sráid Chill Dara). If you fail to do that then
       you can end up in the National Museum and that will distract you
       into visiting the Natural History Museum on Merrion Street
       (Sráid Mhuirfean). Which will have you running out of time for
       catching the Ferry at eight this evening. Which, even though it
       is four o'clock, is closer than you think. Even if you get
       distracted by the Derrynaflan Hoard
  HTML http://traffickingculture.org/encyclopedia/case-studies/derrynaflan-hoard/<br
       />you should be shifting along. It is pointless to hang about.
       Indeed, until you sight The Poolbeg Chimneys you are really not
       in a position to relax.
       Before the Good Friday Agreement in 1999, travelling from
       Ireland to England was always a bit more fraught with tension.
       Because of "The Situation" it was common to be searched. In the
       1970s it was common to have records and books confiscated on the
       way into Ireland - and equally on the way out. The Censors were
       particulary upset by things such as newspapers with topless
       women and most David Bowie Records such as Aladdin Sane was
       banned because it promoted something or other. The latter might
       well have been that the Customs Officers were collectors rather
       than Censors. You never know. Travelling with forbidden goods,
       such as an uncertified computer games, was always an invitation
       to detention. Which was more of an inconvenience than you might
       think.
       So it was that, turning up at the Customs with a copy of "Bad
       Day On The Midway was a little more fraught than returning from
       the shop and attempting to get things to work on a computer that
       might or might not have the right CD-ROM Player. It was no help
       that I was also transporting a copy of "Haveth Childers
       Everywhere. (first edition), signed". Which is the danger of
       going to the Port Of Dublin Via Cathach Books. These are always
       considerations when you are wandering around the emerging Free
       Market. The 1990's was a good time, since you could purchase
       "Bad Day On The Midway and a James Joyce first edition and skip
       over the sea with a good deal of ease -without a passport even.
       The copy of "Bad Day On The Midway got checked out and,
       suprisingly, was not on some Index Librorum Prohibitorum as was
       the Joyce scribble. Thus managing to return to Liverpool without
       any upsetting diversion to the big boy's prison and with a
       substantial profit on the Joyce nonsense.
       So that would be the first time I actually trafficked in high
       art. Which may have been the Joyce or may have been the
       Residents.
       Realising that the game had no save facility was actually the
       single most annoying thing as I was practicing being a transient
       - wandering around Europe with software engineering spanners in
       tow. Gradually, in retrospect, after listening to the Have a Bad
       Day soundtrack, it dawned upon me that the useful comparison is
       with Life A User's Manual by Georges Perec. Wherein the Theory
       Of Obscurity gains some kind of intellectual substance.
       Perec was a member of the OULIPO (Ouvroir de littérature
       potentielle). Once you are a member you can never leave - much
       like Freak Show. Which, if you consider the nature of sets and
       membership in mathematics, makes perfect sense. In Life A User's
       Manual ( La Vie mode d'emploi), there is a description of the
       work as "novels" - plural not singular. Which is composed of a
       set of 100 chapters - one unwritten as it corresponds to the
       basement - which form a narrative based on "The Knight's Tour"
       on a ten by ten chessboard. Which has the reader hopping from
       chapter to chapter as if at random. It is entirely possible to
       navigate the work in a different order. For example, simply
       begin at the first chapter and read through to the last. Each
       chapter is simply a building block that the Reader assembles.
       Ultimately the identity of the real story of 11 Rue
       Simon-Crubellier is obscured by a linear reading. Highlighting
       the nature of the Theory of Obscurity as being a route to
       practice and not vicious abstraction. Which, for Perec, the
       constraint is a self conscious demand on the Reader. For The
       Residents, with "Bad Day On The Midway there is no overt demand
       for the Listener to do anything: everything arises from what the
       Player does.
       There is an element of metempsychosis in "Bad Day On The Midway
       - a recurring theme in James Joyce's modernist novel Ulysses
       (1922). The thematic puzzles of death and moral quandry and the
       game mechanic of metempsychosis do not make a good game. But it
       does ensure that the music is navigated in a way that is unique
       to each Listener. Every Listener of Bad Day On The Midway had a
       different listening experience that was, in fact, intended to be
       different. Which places Bad Day On The Midway right back in the
       centre of The Theory Of Phonetic Organisation and the Theory Of
       Obscurity.
       In truth, nobody but the Residents can actually know the
       internal story of Bad Day On The Midway, everything else is
       hypothesis. There is a lot of speculation about the fate of the
       midway, the man in the coma, a killer, a plague, and even the
       Taxman - who could be, just as easily, The Census Taker. The
       voice acting and the artwork are far superior to the gameplay.
       Which, perhaps, begins to show the generational gap between the
       Residents and the post-computer world. Bad Day On The Midway
       anticipates the kind of multilayered content that is routinely
       found in more recent games such as Skyrim - which has an entire
       library
  HTML https://www.imperial-library.inf
       o/books/skyrim/by-category of
       backstory. While Skyrim relies on the trope of books, Bad Day On
       The Midway has people as living books. In the metempsychosis,
       there is a realisation that all of the characters have an
       interior world that is obscured from the Viewer. The stream of
       consciousness from Timmy hints at this interior world, but, in
       reality there is no great revelation of the interior world of
       Others.
       [quote]
       some are flowers
       some are weeds
       some are sewers
       and some are seeds
       some are sailors without a sea
       and some are sorry
       just like me
       [/quote]
       Which makes the twelve tracks of Have A Bad Day a mere hint of
       the depth of texture in Bad Day On The Midway. There are
       479,001,600 permutations of the twelve tracks. Which highlights
       the randomiser, inherent in the program presentation of the
       material. The exact way the goals change varies from play to
       play leaving the Player with a on in a half billion chance of
       playing the same game as another person - even if that person is
       simply yourself two days later. The lack of a save facility
       makes that randomisation of the experience always subject to
       memory. Which requires that all experience of Bad Day On The
       Midway is a recollection. It is a form of therapeutic
       metempsychosis that leads to anamnesis: remembering what it is
       that you have forgotten. Which is, according to Socratic
       tradition, part of whatever it is the knowledge is. The whole
       experience of Bad Day On The Midway prefigures the novel S
       99013) by Doug Dorst and is reminiscent of Pale Fire by Vladimir
       Nabokov. Bad Day On The Midway is almost as if Freak Show had
       elements removed, piece by piece and replaced resulting in Bad
       Day On The Midway. It could, almost, be as if the Residents were
       musically exploring Theseus' Ship Paradox in a way that goes
       beyond the anagrammatics of twelve tone serialism.
       Which leads to the latest incarnation, the Randy Rose Novel: The
       Residents' Bad Day On The Midway. As though the exact form of
       the work has not yet taken place. Much like A Humument: A
       treated Victorian novel, by British artist Tom Phillips (1970 et
       seq.). A Humument
  HTML http://www.tomphillips.co.uk/humument
       is an art book created
       over WH Mallock's 1892 novel A Human Document; Phillips' title
       resulting from the partial deletion of the 1892 title: A
       Hum[s]an[/s] [s]doc[/s]ument. The Listeners' experience is being
       taken further and further away from the source of the
       experience. Until, at some point we will remember Dagmar and
       Timmy in some new configuration involving a murder, perhaps of
       Mickey The Mumbling Midget.
       [quote]
       No one knows where it goes
       or even if it cares
       why people stare
       and think about
       lost time
       when its sickly and not very full
       time is a sheep shedding wool
       that could have become a sweater
       [/quote]
       The Dagmar, Timmy, Mickey murder will be an artefact of memory.
       Our making something that does not exist. Like time's sweater.
       The sounds of Bad Day On The Midway are the thing that people
       claim to remember. Yet, in reality, the majority of the
       soundscape is never remembered in any great detail. It is not
       like the endless replaying of Santa Dog that etches the shifting
       interpretations of the chorus into memory. Bad Day On The Midway
       is much more subtle. It transforms the Listener and the Player
       into a new kind of Audience: an Audience that, like the river of
       Heraclitus, is never the same twice.
       Much of the genuine innovation of Bad Day On The Midway comes
       from the infrafine presence of people like Steve Cerio who
       collaborated with with legendary animator Jim Ludtke on the
       “Dixies Kill-a-Commie shooting gallery"  for Bad Day at the
       Midway. Which is the reason for awards being won. The fact that
       the gameplay was poor is not a great criticism: it points to
       where the real passion, innovation and power is. Layered into
       the work are people being voices such as Diane Alden, Molly
       Harvey and even a visual appearance by a Homer Flynn
       look-a-like. The depth of work is not, for the most part, in the
       sounds but in the organisation. The manner in which the entirety
       of Bad Day On The Midway is actually organised. Despite the
       almost omniscent viewpoint of the Game Player, you never
       experience everything.
       Which means that the replay value of the game element is at a
       premium. Yet, the gameplay does not stand up to scrutiny.
       Subsequent games have done the same sort of
       puzzle-exploration-mystery-solving better. Few have done it with
       any of the cultural depth that Bad Day On The Midway provides.
       Many games only have gameplay. It is the hook for most games
       produced as freemium: there is no depth simply a Skinner Box.
       Which is fundamentally different to Bad Day On The Midway which
       manages to be part of the transition from the Mark Of The Mole
       kind of game production, where the Mole characters were built up
       pixel by pixel and constrained by the scarcity of memory and
       processing power, into the modern, industrialised, studio
       production methods of Electronic Arts or Bullfrog. Bad Day On
       The Midway was constrained by the content management abilities
       of Macromedia which was revolutionary but simple  in comparison
       to systems such as Unity which are facilitating a return to the
       kind of game and toy production that Macromedia enabled.
       Bad Day On The Midway seems to have fundamentally changed
       something about the Residents. All of the sounds produced after
       Bad Day On The Midway have an added dimension. Revolutionary as
       the Mark Of The Mole Game would have been as a "Band Making A
       Game", Bad Day On The Midway marks the point at which no band -
       no matter how traditional or experimental - could ignore the
       digital world. All of the sounds produced after Bad Day On The
       Midway seem to be Internet ready: capable of being a component
       of a larger work and not simply a thing standing alone. The
       inevitable synthesis of The Theory Of Phonetic Organisation is
       for Musical Work to be an element of a Gesamtkunstwerk. Which is
       where the gameplay becomes an incidental. A means to an end.
       Which is yet another metempsychosis.
       Between Bad Day On The Midway and Freak Show there was a
       dimension added to whatever it is that the Residents do.
       Something about storytelling that began to transcend the simple
       narrative technique of reading out aloud to children. The shift
       was toward the kind of ethical, moral and philosophical
       complexity that was beginning to emerge from the nature of a
       world connecting cultures across the globe. Eskimo might well
       have shown how that cultural collision ends badly but the shift
       with Bad Day On The Midway was not about that kind of gross
       level. Something about Bad Day On The Midway[i] was about
       narratives becoming an interaction, an experience and not simply
       the passive acceptance of the weird.
       Somewhere in Schipol Airport, I lost my copy of [i]Bad Day On
       The Midway. Should you find it I would be happy to have it
       returned. I rely on the Have A Bad Day disc to entertain me -
       and a nice hardback book. Such is one of the problems of
       wandering about: you lose more than you keep.
       #Post#: 383--------------------------------------------------
       Re: PROJECT OF THE WEEK (6th of February): BAD DAY ON THE MIDWAY
       By: moleshow Date: April 20, 2017, 12:27 pm
       ---------------------------------------------------------
       OLD TALK ^
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       NEW TALK v
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