Sunday, April 12, 2015

The Crazy Stories Behind 8 of the World's Oldest Booze Brands

With all these awesome new breweries and booze distilleries popping up around the country, it’s time to pay homage to the older, more established breweries and liquor companies who, despite having their metaphorical lawns crowded with whippersnappers, keep doing what they’re doing and staying cool. Some of these brands have been going for 1,000 years or more and endured some crazy stuff – including having burned down a combined 100 times or so – so give them some respect! They’re almost assuredly your elders (assuming you are not an immortal).
Here are the crazy stories behind 8 of the world’s oldest booze brands.

Weihenstephaner Brewery
Founded in 1040 (but maaaybe as early as 768)
The abbey that originally housed this legendary Bavarian brewery was founded back in 725… BY A SAINT. How many other booze producers can claim that (besides George Clooney’s winery)? Since the monks got their official license to brew and sell beer in 1040, the abbey burned down four times, was decimated by plagues and earthquakes, and still kept rebuilding itself in order to brew beer. And, y'know, to do monk stuff.
Sudo Honke
Operating since 1141
The Sudo family from Obara, Japan has been brewing sake for over 870 years, and they’ve been in charge of the Sudohonke company FOR THAT ENTIRE TIME. Keeping their family business going for that long must have been difficult, especially since most kids nowadays don’t want to be seen neartheir dad when the family goes to the mall together. According to the Sudo family history, the first proprietors were “originally… members of the warrior class,” which is probably a pick-up line your dad also used to try out back in the day.

Bushmills
Officially licensed in 1608
The world’s oldest licensed whiskey comes straight outta Ireland – King James I gave Sir Thomas Phillips permission to start distilling in 1608. Since then, the brewery burned down once, got some serious literary cred when it was mentioned by James Joyce in Ulysses (granted, there aren’t many people who have the patience to corroborate this), and was used as lodging for soldiers during World War II. We imagine that those soldiers were probably pretty bummed that production had to stop so they could stay there. In 2008, the Irish government celebrated the distillery’s 400-year anniversary with commemorative bank notes. No biggie.

Affligem
Abbey built around 1074
Affligem started as a bunch of knights who loved to help people (in the form of growing hops and brewing beer), and then those knights founded an abbey and became monks – always a solid move. However, the abbey’s strategic location caused it to be invaded, destroyed, restored, eventually burned down by William of Orange, and restored yet again… before being shut down by the monarchy prior to the French Revolution. Fortunately, two stalwart monks outlasted all that stuff and returned to the site to found the abbey/brewery. Just let these guys brew beer! Yeesh.


Credit: Flickr/R L
Mount Gay Rum
Founded in 1703
Although Mount Gay’s original operation was started by a guy named John Sober (dude was in the wrooooong business), it was when Sir John Gay Alleyne took over that the rum distillery really began to take off. Barbadians had already been producing rum – which they called Kill-Devil – for quite some time using the island’s bountiful sugarcane, and, with Sir John’s help, they exported rum all over the developing world – most notably to colonial America, where it was the unofficial drink of choice of pretty much every Founding Father.
Buffalo Trace Bourbon
Originally started in 1773
What we now know as Buffalo Trace started as two brothers making whiskey on a spot next to the Kentucky River in 1773. It didn’t have a name back then, nor was bourbon whiskey even a thing… and Kentucky wasn’t officially a state yet… but dammit, Hancock and Willis Lee wanted some booze. Their distilling efforts eventually went kaput in 1776, but were restarted several more times under several different names, eventually settling on Buffalo Trace in 1999, thus finally legitimizing the Lee brothers’ quest for whiskey.

Plymouth Gin
Established in 1793Continuing a long-standing tradition of using repurposed religious buildings as booze factories, the Plymouth Gin Distillery (also known as the Black Friars Distillery) was established in a former Dominican monastery in Plymouth, England in 1793 with the goal of supplying “Navy-strength” gin and juice to sailors on the high seas in order to prevent scurvy. The Mayflower, visible on the label of all Plymouth Gin bottles, actually set sail from Plymouth’s harbor in 1620, and the Pilgrim Fathers may have actually stayed at the monastery on the night prior to their departure. Unfortunately, they would later go on to really, really enjoy rum.
Bols

Founded in 1575
Claiming to be the world’s oldest family of liquor brands, Bols was founded by the eponymous family in 1575, although their distillery was originally named “’t Lootsje”, or “the little shed.” Of course, they soon grew too big for their britches (people wore those back then) after their cumin and cardamom spirits grew in popularity, and, when Luca Bols took the reins in the 17th century, he turned the distillery into a world-class institution with a larger distillery. Now, they produce Galliano, Vaccari, and their own line of products… including yogurt liqueur. Bottoms up!

Up or Down? Photo of Cat on Stairs Confuses the Internet

Just as soon as the Internet got over whether "The Dress" is white and gold or blue and black, another viral debate has been sparked by a photograph of a cat.
The photograph shows the cat halfway through climbing a staircase, prompting the question, is the cat going up or going down the stairs?
The photo has received over 24,000 views on Imgur in six days and prompted nearly 7,000 comments when it was posted on 9gag.com.
“Down because generally the wood would be flat on the horizontal portion of the stairs and the stone is on the back/vertical portion of the stairs,” wrote one commenter, whose avatar is, conveniently, a cat.
“I would say this cat is going up as it looks a bit up and forward. When cats go down, they look where they're stepping, i.e. down,” wrote another.
People also naturally took to Twitter to debate, with seemingly no resolution in sight.











Mother meets daughter for first time, 50 years after hospital staff said her baby had died


Mother meets daughter for first time, 50 years after hospital staff said her baby had died


Just hours after Jackson-Price gave birth to a premature Gilmore on November 25, 1965, the new mom was told her baby girl had died.  Gilmore was very much alive — and was adopted by another family.
Last Thursday, in Olivette, a suburb of St. Louis, Mo., a 76-year-old woman met her daughter for the first time.
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“There’s nothing greater. There’s nothing greater than this. Nothing,” Zella Jackson-Price, a gospel singersaid of meeting her daughter, Melanie Diane Gilmore, at her home.
Their reunion was a bittersweet one, filled with unanswered questions.
Just hours after Jackson-Price gave birth to a premature Gilmore on November 25, 1965, the new mom was told her baby girl had died.
But she hadn’t.
Gilmore was very much alive — and was adopted by another family.
Years passed. And while Jackson-Price believed that her daughter was dead, Gilmore longed to meet her biological mother.
Gilmore, who lost her hearing in childhood due to an illness, eventually told her children that she wanted to meet her birth mother. Using the name Gilmore’s adoptive parents could recall, Gilmore’s children were able to track down Jackson-Price on Facebook. They confirmed the women were a match with DNA samples.
Late last month, Gilmore’s children surprised her with a Skype chat with her long-lost mother. 
“I love you,” an overwhelmed Gilmore signed to her mother. 
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“(God) has given me everything the devil has taken from me,” Jackson-Price told KTVI. “I’m getting it back. I’m getting my baby back.”
Now that mother and daughter have reunited, they’re determined to make up for lost time, and have been introducing each other to new family members.
An investigation will soon be launched into what happened at the hospital almost five decades ago. 

Harvest Moon And Beyond, What’s Next For Natsume?


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Natsume is best known for localizing the Harvest Moon series which were originally developed in Japan by Pack In Video. After a series of mergers and acquisitions, Marvelous emerged as the owners of the Bokujo Monogatari franchise along with many other IPs. Natsume still owned Harvest Moon and after the two companies parted ways, Natsume decided to continue Harvest Moon by developing games themselves. In this interview with Siliconera, Natsume president Hiro Maekawa talked about transitioning to internal development and their plans for the future.

Natsume set up a studio in Tokyo to develop Harvest Moon: The Lost Valley. How did you set this studio up and what projects are they working on concurrently?

Hiro Maekawa, President: Roughly three years ago, Marvelous notified us that they were not going to license their Bokujo Monogatari series to Natsume anymore, and that they were going to release the series by themselves under a different brand name. Needless to say, we were surprised by this decision. One of the things I am proud of at Natsume is that we have loyal and longstanding relationships based on mutual trust and integrity with our partners, and we never like to see a successful partnership end, especially one that includes a product so near and dear to my own heart.


imageHarvest Moon was around long before Marvelous was involved in the series; Natsume spent over 18 years raising a once unknown farming simulation game into a well-known, family oriented brand with millions of Harvest Moon fans all around the world. I am very hurt by the notion that Natsume had no involvement in the actual development and growth of the Harvest Moon series; that our involvement was merely putting the game on a shelf.


Because of Harvest Moon, we now have several farming games like Farmville and a full genre of simulation games, in which we see the impact even a niche game like Harvest Moon can have on the industry. We don’t plan on stopping that longstanding tradition now.

In this case, Marvelous took the decision out of our hands, and we didn’t have any option but to face the fact that we were no longer able to get the license for the game from them. Therefore, we took their decision as a great opportunity to open the door for us to develop our own Harvest Moon to take the Harvest Moon franchise to the next level. Letting the Harvest Moon brand disappear wasn’t an option, because we couldn’t let our fans down. So, we started our studio in Tokyo with the initial plan to create our own Harvest MoonHarvest Moon: The Lost Valley. Currently, the team is working on the European version of Harvest Moon: The Lost Valley, as well as the DLC for North America. Our studio is also working on several other mobile titles for both iPhone and Android.


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It’s interesting to see farming games evolve into their own genre. Giants Software and Zynga have their own spins on farming games too. What do you see as the core elements when making a Harvest Moon game? How does this differ from what Marvelous sees in a farming simulation title?

The farming genre has really changed since I first introduced Harvest Moon back in 1997. It was in 1996 when I first came across a Japanese farming simulation game for SNES. I played the game and found it to be a very unique and special game that I had never seen before. My instincts told me that this niche game might have great potential to grow in the US. Since I was new to the video game Industry, I tried to listen to what other people had to say about the game.

To my surprise, all the comments I heard were very negative, saying that the game was extremely boring, no real guiding force, and there would be no market for this type of game in the US market. Everyone’s opinion was that bringing over this title would be a mistake, and that I should forget about it. But it was my strong belief that this non-violent, family-oriented and harmonious life experience game would have a big potential to grow in the US.

I had an extremely difficult time trying to convince retailers and distributors that this type of simulation game would do well here in the West. Now there are a variety of "farming games," each offering something unique to the consumer.


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I spent over one hundred hours playing the first Harvest Moon SNES game, and the one thing that spoke to me was the message that "hard-working people should get rewarded for their hard work." This is the core element of the franchise, whether it’s working on the farm, building relationships, or starting a family, there is a sense of satisfaction to your accomplishments. This is the basis to all Harvest Moon games and to Harvest Moon: The Lost Valley.

Creating our own Harvest Moon game was a great opportunity for us to evolve the franchise and take the series to the next level. Through the years we have amassed a great deal of knowledge, from our own experiences, fan feedback and media reviews/comments. We put some of these ideas into Harvest Moon: The Lost Valley. A good example of this is the revised tool system. In the past players would constantly have to bring up their rucksack to exchange tools, seeds and such. Now players do not have to worry about dealing with the rucksack menu to switch out a tool. That has been incredibly popular with our players.
Natsume took feedback from Harvest Moon fans into mind when creating The Lost Valley. What feedback did you get from The Lost Valley that you plan to implement in future Harvest Moon games?

Through the years we have received a great deal of feedback from our fans and media in regards to the Harvest Moon games that have been released. Some of that feedback included the idea of expanding and customizing the farm. Thus, one of our focuses in the Lost Valley was just that, the idea of expanding the farm and making the area completely customizable to the player. It is one thing to be able to move the barn here and there, but we wanted something more, so we came up with the idea of customizing the largest farm, yet by letting the player dig and stack soil to create a farm like no other. We made it so the user can customize their farm the way they want to. Seeing fans post screenshots of their farm to MiiVerse, fan forums, and GameFAQs has been amazing.

In retrospect, we might have focused a little too much on the farm and focused less so on a few other areas, like the town. We have heard the feedback and see that having a more robust town is important to our fans, and we have taken that to heart. In the next Harvest Moon game, you will definitely see a more robust town. We’re also listening to other aspects of feedback – like the intuitive tool system that fans adore, but that they would love to upgrade their tools again, which we’re definitely looking into preserving for future games.


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The Lost Valley is also the first Harvest Moon title with downloadable content. The great thing about it is that DLC allows us to take feedback on game development even after the main game was completed and launched. It lets us react to feedback in a way we didn’t have the opportunity to before; it’s a freedom we relish now that we’re the developers. We didn’t start developing the DLC until after the game was and released, because we wanted the DLC to be what fans were asking for once they experienced the game. DLC is a process and will continue to roll out as the content is developed and produced.

We also wanted to give the romance system a depth it hasn’t had in many years. We missed the way previous some previous Harvest Moon games portrayed relationships and decided to forego the breadth to restore the romance system. And we’ve heard a lot of positive feedback for this choice.

What can you tell us about the downloadable content in Harvest Moon: The Lost Valley? Are these new episodes, will we see new characters?

We are experimenting with a few ideas. One of the main goals of the DLC is to constantly give Harvest Moon: The Lost Valley new life and replayability. One criticism that many Harvest Moon games share is that after a point, the game gets repetitive. We know the first two DLC releases may not seem like the biggest updates for the game, but players can look forward to more in-depth DLC offerings as we continue to roll out the releases.


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We’ve seen Natsume say that Harvest Moon 64 wouldn’t come to Virtual Console for Wii, but is it possible that we’ll get game for Wii U Virtual Console?

Unfortunately, Harvest Moon 64 suffers from technical issues that won’t allow for it to come to the Wii U. We know how beloved the title is by fans, and we have tried everything possible to have it released on the Wii Virtual Console, but there is nothing that can be done.


imageMarvelous’ farming game series has spinoffs like Rune Factory and Innocent Life. Has Natsume considered making a spinoff of the Harvest Moon series?


In a way, we already have. We released Puzzle de Harvest Moon, as well as Harvest Moon: Frantic Farming, which were both puzzle-based spinoffs (not farming simulation games). That being said, we’re focusing on the core Harvest Moon brand right now, but who knows what might come in the future?

How is Natsume balancing internal development with licensing games from other publishers? With so many Japanese games being localized, is it more difficult to find games?

We are still following the same fundamental business practice that I set up when I took over the company 20 years ago, which is to focus on unique entertainment that the whole family can enjoy. We have regularly asked ourselves, "What’s different from what’s already out there? What can we do with it? What do our fans want?"

These niche titles have a lot of opportunity – just look at how the farming genre has bloomed since we brought over the first Harvest Moon nearly two decades ago. Our plan is to continue to balance our own development and licensing games where it makes sense. There’s always been competition for the best games to localize – that hasn’t changed in the last twenty years. Perhaps we’ve been more public in games we’re interested in but don’t get the chance to localize, which has changed perception.

A-Train was a surprise! What made Natsume pick up this title for the West?

We took one look at A-Train and knew it was something our fans could really sink their teeth into – a game with deep customization, and gameplay aimed at a mature audience which is under-served with games intended to challenge, instead of just titillate. Who doesn’t love a robust simulation game? We pride ourselves on bringing titles like this to market that most publishers wouldn’t be interested in. We know there is a market of gamers out there for these titles, and we are happy to bring them the content they love.

How does Natsume come up with ideas for new IPs and will we see any new IPs from Natsume this year?

Our New IPs are decided and developed based on our ongoing strategy of looking for untapped or underserved "niche and unique" markets. Currently, we have several IPs including Harvest MoonReel FishingHometown StoryGabrielle, and our new Ninja line, and we will continue to add new IPs when available based on those guiding principles.


ninjaScreenshot of Natsume’s Ninja Strike


Speaking of Hometown StoryHarvest Moon creator Wada-san and Chulip creator Kimura-san have formed their own studios. Since Natsume worked with games from both of these developers, does Natsume have any plans to work with them on future titles similar to how Hometown Story started?

We’re always keeping our eyes open for great games and are open to working with new developers. It would be great should there be any opportunity to work with Wada-san and his studio, Toybox, sometime in the future.

Natsume has a library of legacy IPs like Wild GunsSpanky’s Quest, and Shadow of the Ninja. Has Natsume USA considered to bring any of these games back?

Natsume classic titles including Wild Guns and Shadow of the Ninja are currently available on Wii U VC through the Nintendo eShop. We’re always open to reviving these beloved franchises, but we don’t have any specific news right now.

Natsume has expanded on to iOS with Gabrielle. Can you tell us more about your mobile plans? What about the PC audience? The Harvest Moon series seems like it could have appeal there too.

We plan to make all of our IPs available for mobile in the future. We see the mobile market as a growing one, and Reel Fishing, the Ninja series, and Gabrielle have all done well for us with the mobile audience. We definitely have more to come. Keep your eye out for some big announcements in regards to some mobile content (maybe around E3 hint, hint).

Right now we don’t have any PC plans – but it’s a market we’re not closing any doors on.

Read more stories about  &  &  &  on Siliconera.

Read more at http://www.siliconera.com/2015/03/18/harvest-moon-beyond-whats-next-natsume/#0sBybv4AZA6ZVPVK.99

Jackie Chan Went to Malaysia

Jackie Chan flew to Kuching, Malaysia to attend the ASEAN International Film Festival and Awards 2015 (AIFFA) event on April 11, 2015. He was so happy when he arrived because so many passionate fans were welcoming him but the happiest thing of all was meeting with his old friend, Michelle Yeoh.







Why More Drivers Should Brake With Their Left Foot

Alex Lloyd
Why More Drivers Should Brake With Their Left Foot
Braking with your left foot has been a contentious subject ever since the birth of automatic transmissions. If you have just two pedals in your car, and presumably two feet to operate them, then why would you not use one for each?
Back in 1964, The New York Times reported that, in at least eight states or Canadian provinces, braking a vehicle with your left foot would result in failure of one’s driving test. And yet at that same time, a further three states actually encouraged the practice. Others were mostly indifferent. 
This caused a sharp divide as to which method was correct, and over the last 51 years, that divide hasn’t softened.
Ask any professional racecar driver and the verdict will be unanimous. Braking with your left foot is a safer, more efficient way of driving. For most road users, providing you have basic skills behind the wheel, left-foot-braking is a safer practice for you, too.
Here’s why:
If you’re traveling at 60 mph, covering 88 feet per second, it takes roughly 4.5 seconds to come to a complete stop—or 271 feet, according to Edmunds.com. In the event of an emergency, 132 feet of that stopping distance will be the time it takes for you to perceive the incident followed by the time it takes for you to react to that recognition. In those first 132 feet, then, you won’t even graze the brake pedal.
There’s not much we can do about the 0.75 seconds it takes on average to perceive an incident. While that number may vary slightly between individuals, the length of time it takes to recognize a situation and begin to react is largely unchangeable.
Reaction time is a similar story. But when you consider the additional 0.75 seconds it takes for your right foot to come off the gas pedal, move over to the brake, and then depress said pedal to begin slowing down the car, there is a giant chunk of time we have unnecessarily lost.
According to Evidence Solutions, eliminating that cumbersome process of going from one pedal to the other can save you 60 feet of stopping distance at roughly 55 mph. So, if your left foot were positioned over the brake pedal, using it to slow the car down would eliminate most of those 0.75 seconds you would have otherwise wasted.
That 0.5 of a second or more saved could be the difference between avoiding an accident. How much money have automakers invested over the years in technology such as ABS, brake rotor material and other lightweight components to help shed 60 feet of braking distance? It’s all there to be had, simply by using both feet.
But wait, there’s more: Racecar drivers use left foot braking for the reasons mentioned above. Only for them, the time it takes to switch pedals is time they could still be on the gas accelerating. The other reason is by having the option to overlap both the gas and brake pedals simultaneously during a turn, one can better manage the car’s inherent pitch and roll. This can eliminate many handling deficiencies. 
For the skilled road user, this technique may help better control a car during an evasive situation, although admittedly, the number of drivers that will benefit from this are limited. 
There are, however, valid points as to why left-foot-braking may not be suitable for every driver. While there is no evidence to back these claims up, there is a thought that when an inexperienced driver panics, they may get confused and depress both pedals at the same time. I’d counter that by saying when an inexperienced right-foot-braker panics, they may get confused as to which pedal is which and hit the gas rather than the brake. We’ve seen it happen many times before; what's the lesser of two evils? And in almost all new cars, this is no longer a concern; in the wake of the Toyota sudden acceleration cases, nearly all have systems that let the brake override the accelerator if both are pressed by accident.
(For the drivers that grew up with three pedals, those that were perhaps taught to press the clutch and brake simultaneously when doing an emergency stop to avoid stalling, that ingrained process may be harder to shake than for other motorists.)
Yes, it's true that few things are more annoying than a left-foot-braker resting their foot on the brake pedal and annoyingly flashing their brake lights over and over again at the traffic behind. This is, admittedly, a problem. But there’s a very simple cure:
Firstly, never rest your foot on the brake pedal, always keep it about an inch away. This would seem obvious, but evidently it’s not.
Secondly, if traffic is light and you’re leaving a safe distance between you and the vehicle in front, you don’t need to hover your foot over the pedal. In this case, leave it on the footrest.
See, left-foot-braking on the road only truly helps during an emergency situation, where, despite leaving a safe gap to the cars around you, you need to stop in the shortest possible distance. In these situations, smart drivers can often see an issue coming.
We notice the cars around us tailgating — traffic speeding up and slowing down like an accordion. Or, on a busy side street, we see kids playing, or that dog that’s not on a leash. It’s these cases where we should move our left foot over from the dead pedal and hover it over the brake, just in case the unexpected happens. When the potential dangers let up, go back to the dead pedal and relax as usual.
While the theory makes sense to many, those drivers that have attempted braking with their left foot on the road typically respond predictably: “It’s like I hit a brick wall,” they say.
Yes, it takes practice to coax your left foot into braking with the correct pressure. It’s like riding a bike without training wheels — at first it’s tough and you want to give up, but when you get the hang of it, you wonder why you didn’t do it earlier.
I’d recommend not jumping in both feet first (excuse the pun). Practice on a deserted road, and over time, gradually introduce the technique into traffic. If for whatever reason you feel you just can’t safely adjust, then leave it. There’s no shame in that.
But if you can make the switch, that distance you may save in an emergency — one day — could make all the difference.