@ Action News

Argon -- Editor
Ba'ar -- Associate Editor

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Morticon could become gold again

Morticon, local wallaby and alledged leader of the Society of Evil Doers, (SED) made a visit to the Rose Garden this week. Back to flesh and blood after having been turned to gold as reported in the October 9, 2005 edition of @Action News, he arrived with his usual flair.

The wallaby's first order of business was to offer to pay Vassily, local two toed sloth, for transforming him back to normal from his solid gold state. As reported in the October 16, 2005 edition of @Action News, Vassily used the hand of John the Baptist to perform the transformation. Vassily refused payment, claiming that changing Morticon back was "...the right thing to do."

This brought an objection from Argon and Andrew, local centaurs, who Morticon forced Dolly, local balloon genie, to change into clay statues as he had done to Tami, local coyote. Argon was suprised that Vassily had decided not leaving Morticon as a statue was best. The centaur reminded the sloth of the long list of things Morticon had done including one of the worst, his branding and mutilation of Slug, local skunk. Vassily seemed to agree that Morticon was bad, but didn't think, having the power to change him back, it was right for him to leave him in statue form.

Morticon sneered at Argon's low opionion of his actions and claimed that he had the entire centaur population of SpinDizzy under his pinky. He then bragged that he could crush the centaurs like, "a bug on a windshield." Argon chuckled and asked if Morticon's actions were why the centaur population of SpinDizzy was growing so fast.

Vassily then informed Morticon that his transformation could very well be temporary. That portions of Mortion, or perhaps his whole body could very well revert to gold. This gave the wallaby pause and the crowd offered several suggestions as to which portions of Morticon's anatomy might be made gold again.

With that, Morticon discovered that the tip of his tail had indeed become gold colored. This startled the wallaby and caused him to race back to SED headquarters.

As of press time, it is unknown if Morticon's gold tail tip had gone back to normal or if the gold has climed up his tail and he is again a solid gold statue.

SpinDizzy Halloween party coming up

Once again, Patch O'Black, local jellicle cat, is hosting the SpinDizzy Halloween party. It will be held in his wonderful Jellicle Fields which @Action News has been told will be decorated for the event.

The event is going to last through the weekend and meet its end on October 31st. It will be a costume party, so find your scariest outfit and get ready for some creepy fun this weekend.

Check the SpinDizzy bulletin board (enter +read from anywhere) during the week for more information.

Movie Begins, Ends

The first Mystery Science Theater 3000 event happened successfully in the Theater, N10 W5, this Saturday at 9 am muck time. A crowd including Skyler, toon bunny; Austin, elastic coati- rabbit; DTF, wolf; Shadowcatcher, celestial kitsune/nictus; Portia, red panda; and Lou, palm civet, gathered for the events.

Unfortunately due to an error in planning on Austin's part no one was ready for the Invention Exchange, an opening segment of the original TV show (when it began) in which the participants would show off what they had invented. Portia did have something she happened to have invented -- a book, ``The Witch and the Fairy,'' which she got working this past week -- while the rest of the crowd brainstormed ideas, such as Andrew's cavity-creating toothpaste; DTF's self-cleaning underwear; Skyler's barbecue sauce; Andrew's magic markers (which would work magic); or Austin's magic-slate wallpaper, so it'd be fine for kids to write on the walls.

With inventions traded, the movie began. This was a piece of publicity warning about a mysterious curse following the movie "Revenge Rider," written, directed by, and starring the famous William Blair -- writer, director, and star of the famous "Agent Action," subject of a famous usenet MiSTing by Bill Livingston about Blair's publicity report on the great 1997 record-shattering epic of secret agents, buxom human women, and clones.
http://groups.google.ca/group/alt.tv.mst3k/msg/f0692ffbab3e74b5? dmode=source
http://groups.google.ca/group/alt.tv.mst3k/msg/a7a8b47be3614639? dmode=source

But according to the publicity for "Revenge Rider," that production is more ill-starred, with a positive curse following the makers around. Notably, allegedly, the devil has been visiting the movie shoot. It reports ...

> But what's coming to unwelcome light is the
Andrew says, "film: "The Sandwhich Project.""
> WILLIAM Blair Curse - which may prove 100 real
Skyler says, "That's 100 proof. Proof."
Portia lilts, "And 200 Fake"
> relation to former) and far more terrifying.
Austin says, "Well, maybe 94 percent real."
DTF chuckles "The Sandwich Project - an expose of the sultry underbelly of the Subway Restaurant Crew."
Austin says, "I don't want Subway restaurant crews to have sultry anythings, ever."
Skyler says, "And its sequel, 'Extra red onions'."

Ultimately the publicity piece gives us a ``WARNING'' -- Austin speculatd it was, ``Do not take movie internally!'' DTF chuckled, "You overpaid on your movie ticket? Skyler said, "If this movie makes contact with eyes, flush with water and call poison control immediately," causing Portia to snort coffee out of her nose.

There will be MiSTing events in future. The next time will most likely with a bit more time between the movie's presentation of new lines, so there's more chance to think up jokes and type them in, and with warning so that people can take the chance to think up invention exchanges or sketches to perform. As to when the danger- ridden ``Revenge Rider'' will see its release? Austin speculated, ``At the second coming of Glen A Larson?'' It makes sense to him.

Local rat collecting wallets

Annon, local sales rat, while in the Rose Garden this week, was found to have on his person nearly everyones' wallets. The concern this caused among those who's wallets were taken soon turned to methods of keeping wallets safe from rats.

Vassily, local sloth, noted he kept his wallet in the same pocket as several voles, Argon, local centaur, decided he would carry a decoy wallet.

Annon then said he would have a decoy rat for decoy wallets. No wallets were returned in the Rose Garden, yet everyone found they still had theirs in their posession. So no charges have been filed.

Wind Dancer loses soul

Wind Dancer, local red panda, is in a coma of some sort after an exploration of Necropolis this week.

Portia, local red panda, said that Wind Dancer was in her care and although alive, she exibits no cognitive functions. After a series of tests and research, Portia could find nothing physically wrong with her patient and was left with the only possibility, that her soul had been stolen.

As of press time, Portia reports that Wind Dancer is healthy and stable although her coma cannot be cured until her soul is returned to her body. An extensive search is underway to locate it and / or the thief.

Soul_Food For Thought: Basic Construction Part 4

In manipulating SpinDizzy's fluid and malleable reality, one very important aspect is sensory continuity when moving about an environment. The transition between areas can be disconcerting, even quite jarring, if not buffered with appropriate referential cues to define those relationships.

Reconciling those relationships is an additional aspect of establishing the verisimilitude of your personal realm. Though there are several steps to resolve in each connection between discrete areas, once done, they ensure a more complete expression of your vision.

Once again, I turn you over to Narrator, which will provide exact steps which anyfur can follow.



Last time, instructions were provided for using editroom to detail your rooms. Now, it is time to learn how to detail the exits to and from them, as well.

As always, it is a good idea to compose your construction commands in the work files you have created, and, especially, your room descriptions and details; or, at least, to store them there by copying and pasting them in after you use them. To begin working on your exits, you will need to access editroom. Type


in a room which you own, and you will see a menu. The option in which we are interested is "12. Edit this room's exits." Type


and you will see something like the following:

Action Hammer V1.1 (C) 1994 by Triggur
(with extra minters for Flinters)
# dbnum name(s)
1. 54321 [O]pening in [H]edge;opening in
2. 67890 [Ga]te;gate;ga
3. Create a new action.

Enter option number to modify, or 'Q' to QUIT.

Type "1" (or whatever exit number you choose, if there are multiple exits listed) allows you to edit that exit. Type the selected number, and you will see something like NUMBER : 54321
1. NAMES : [O]pening in [H]edge;opening in
2. PROP DESC: ''
3. Action is NOT invisible.
4. Broadcasting is NOT enabled.
5. Exit is NOT locked.
6. When used, user sees 'You pass into the Mists, and
experience what feels like a soft, warm breeze
blowing over you. The view of your surroundings
shimmers, and you find yourself transported to another
place entirely.'.
7. When used, others see '<name> passes into the misty
Opening in the hedge, and vanishes in a shimmer upon
the air, disappearing from view entirely.'.
8. When locked, user sees nothing.
9. When locked, others see nothing.
10. When done, others see '<name> appears before the
Portal in a shimmer upon the air, seemingly out of
11. Action is linked to room 'Court of Infinite

12. Delete this action.
13. Return to list of actions.

Enter '1' through '13', or 'Q' to QUIT.

1. allows you to change the name and aliases of an exit; simply type or paste in the new string, and it will replace the old one. Remember that the first alias is what will be visible in the room.

2. allows you to enter an MPI desc for your exit, much as "2." does in the main editroom menu. You can use this, or you can do what was demonstrated in the last lesson and look #edit the room, creating a look-trap for an exit, instead. I prefer look #edit in order to use [nl] breaks between lines, which does not work in MPI.

3. allows you to set the exit invisible (not seen in the room) or not, alternately. Useful if you want to create secret rooms and the like. You can always locate these by typing "ex" in any room you own, to view, among other things, all listed exits.

4. ...I am unable to determine what, exactly, this does. I have never used it, nor have I missed it.

5. allows you to set the exit as locked, except for specific characters or keys. On SD, at least, any character who is to be set as a key must be present at the time the lock is set. To set one or more characters as keys, you would type them in, each name separated by "|". Example: Soul_Fox|Narrator|Austin, which would allow only those three characters to use the exit.

6. creates the message a character sees when passing through an exit. In the example above, spacing is set to create even line breaks, another wholly unnecessary but perfectionistic step. This does not necessarily start with the word "you."

7. creates the message which others in the room see when a character uses an exit, and should provide clear identification of which way they went. This does automatically start with the name of the character using the exit.

8. creates the message which a character sees when attempting (unsuccessfully) to use a locked exit. This does not necessarily start with the word "you."

9. creates the message which others in the room see when a character attempts (unsuccessfully) to use a locked exit. This does start with the name of the character using the exit.

10. creates the message seen by characters in the room in which the character using the exit appears, and should clearly indicate from which exit they have arrived. This does start with the name of the character using the exit.

11. shows to which room the exit is linked, i.e., its destination.

12. allows you to delete the exit entirely.

13. returns you to the previous menu of exit options. Useful to then edit another exit in the room.

In the following example, <Gate>, and <Opening> have been mentioned in the room desc; as illustrated last time, these could be described individually as look-traps, or, could also be described in editroom, as mentioned above. Doing either is pointless if nofur knows to look, and many furs are not in the habit of looking at exits.

Quiet Garden
This small, Quiet Garden, no more than a few handfuls of paces across, is nestled in a cul-de-sac in an evergreen hedge-wall. Piercing the hedge to the north is a wrought iron <Gate>, and a shadowed <Opening> can be detected in the hedge opposite. The space between is ringed with trellises of hanging wisteria and honeysuckle, alternating with blooming jasmine and gardenia. The ground is laid in snowy, white marble flagstones, in the center of which is a pool of still water which reflects the sky above. Nearby are marble benches on which one might sit and enjoy the quiet and the sweetness of the air. Obvious Exits:
[Ga]te, and [O]pening in [H]edge

Aside from using <carets> in the text of the room desc to direct a look, another option, somewhat akin to a slap on the back of the head, is to list your exits like this:

[Ga]te <look ga>, and [O]pening in [H]edge <look oh>

Sometimes it does not pay to be subtle. Use your own, best judgment.

Of course, you can also look into the command, "sge" to set generic exits. I have never used it, but, I understand it is quick and easy if you do not desire anything fancy.

I will provide instruction in use of a few, final details...

Next time.


Movie Review: Doom


(Note: NO Spoilers)
As a long time player of the PC game Doom with now three games in the series by Id Software, I just had to see the movie. I've only been able to get through the first two installments by using the god and give all (iddqd and idkfa in the first and second versions) and am currently working through Doom 3. I've been through hell and am back in the UAC Mars compound and right now am stuck in the first server room trying to get back to the lobby. Thank goodness for quicksave! I was hoping to get some hints, and was looking forward to seeing the Doom sets and monsters in high definition on a big movie screen, so, I got in line at the theater.

As a centaur, seeing a movie at the theater requires concessions to my size. I get a few glances and the occasional question about my form, but for the most part people leave me alone. Standing over eight feet tall and being the size of a large horse might be a little scary to some. I got my snacks, two large popcorns and a large drink, and went into the auditorium. I was suprized to find Doom was playing in the largest theater in the facility. I expected that being based on a computer game, they'd only expect geeks and nerds to attend and would show it in one of the little rooms in the back. But this was stadium seating and the theatre was full. all sorts of people were there and although a few geeks and nerds were there, most looked like normal people.

As no one was in the "Handicapped" space, I settled in. The theatre has removed two seats in two rows to make space for wheelchairs. usually the spaces are empty but occasionally someone needs to make use of them and I end up standing in the back. My equine body can lock its legs as a horse does so it doesn't fall over when it sleeps, so I'm fairly comfortable. Neither position is dead center of the screen, so I view it from an angle and the surround sound is louder on one side than the other. A small price to pay however for seeing a film on a large screen.

Now, about the movie. It is the year 2145. An ancient artifact named "The Arc" had been discovered in the Nevada desert. It was found that it was a transporter that could send people and objects to a point on Mars. A company, United Aerospace Corporation (UAC) has used the Arc to send people and equipment to and from Mars to build a research facility and do archeological excavation. This facility is the main setting for the movie. In the game, there is no Arc. Travel to Mars is by spacecraft. However archeology plays a prominent role in both the game and film.

The film starts with scenes of people running through the corridors of the UAC facility in obvious terror. They are being chased by something, but we don't know what. A Dr. Carmack (an homage to the lead programmer of Doom, John Carmack,) is able to get an SOS out back to earth.

Next we see a group of battle hardened Marines who are members of the Rapid Response Tactical Squad. They are preparing to go on long awaited leave. There are five or six of them, but they aren't actors I ever heard of before. If you want a cast list go to one of the many other review sites and look it over. The Marines' anticipation of leave is shattered when "Sarge", who is played by "The Rock", or Dwayne Douglas Johnson, who is an actor I've heard of, tells them leave is cancelled and to pack up to go to Mars.

So they load up in a "futuristic" helicopter and head off to a landing field in the missle of the desert. There's nothing to be seen but empty desert. But as the Marines stand in that V formation you've seen in the commercial, an elevator rises up from the desert floor. They get in and plunge really deep and are at the Arc. It is here the cool special effects start. Off they go to Mars and the adventure begins.

If you've played the game, you'll flinch at some of the gross liberties taken with the premise of it for the movie. However, you'll also enjoy the homages to it. In the game, the monsters are coming through a portal from hell. The movie has a different "cause" for the monsters, and this cause leads to a really lame ending.

One very cool thing in the film is the appearance of the BFG, or Bio Field Gun as it is called by UAC. "Sarge" refers to it by the name most gamers have called it, the Big F**king Gun. It does in the movie what it ought to do in the game but doesn't. It does however, as I recall, only have the five shots that the one in the game does.

The look of the film matches the game very well, it's dark, nasty, lots of flikering lights and burst pipes spewing gas and steam. There is a lot of tension as you just know there's something around that corner. The music also matches the game as it is a subtle creepy score that seems to loop as the game score does.

There is one great scene that mimics the game's First Person Shooter point of view. The view has the character's weapon at the bottom of the screen and the view swings and moves as the character looks around. Monsters pop up and he shoots them, and there's a sequence in this where the character takes on a moster with a chain saw. This scene looks like one continuous take and it was really, really cool. I thought it the best scene in the movie.

The movie's ending leaves a lot to be desired. The premise, altered as it is from the game was dissapointing, and the acting was really flat and the characters, with the exception of "Reaper" Grimm, who is apparently the nameless Marine that you are when playing the game, have little to no back story, and his back story isn't really worth the time it takes from the action.

There will be two sorts of folks seeing this movie. Those who have played Doom, and those who haven't. Those who have played Doom are likely to think the film is really neat. Those who haven't may not get it. Doom the movie makes some effort to use things that make the game so popular, the First Person Perspective sequence, lots of guts and splattered body parts, good views of the monsters, and the BFG. The alterations to the presmise are bothersome, but there is enough of the tone, feel and tension of the game to make it an enjoyable "inspired by the game," experience. The closing credits looks as though they were laid over a sequence of the real game, and Id Software is given full credit.

With the change in the premise, and some other items I won't reveal here, the movie loses points, But with the First Person Shooter sequence, the well CGIed monsters and the BFG it gains some. So I give Doom a 7 out of a possible 10 points. There is enough premise for anyone unfamiliar with the game to know what's going on. I'd recommend it to Doom and other game players, and suggest it to horror film fans.

In Step With: Nelle


This week, we chat with Nelle, local dragon and ballerina.

Nelle has arrived.

Ba'ar smiles "Welcome and thanks for helping me out for this interview."

Nelle smiles in return. "Sure, it sounds like fun."

Ba'ar smiles "It is...Now then...Okay let's start. Our readers know about you and some have even met you 'in the pelt' as it were. For one thing, how long have you been here in Spindizzy?

Nelle says, "Well... I was around for a while before, but I left for a while so I could focus on other things. I just returned recently because I missed everyone, and it looks like nobody forgot me. It makes me glad to know that."

Ba'ar nods "What originally brought you to Spindizzy?"

Nelle says, "I was a bit curious about going to a new place like this, so I stopped in. It was really nice, and fun, so I decided to stay."

Ba'ar growls, "Many folks came here from Toons Fur and Fluff. Were you one of them?"

Nelle laughs, "Well, since I don't know what that is, I'd say no."

Ba'ar growls, "Toons Fur and Fluff was a MUCK. Many furs who are now on SD were a part of it. Just ask around."

Ba'ar growls, "Now then...I see you're a ballerina. How long have you been doing ballet?""

Nelle says, "It's been a few years... I started a little older than most professionals do, at age sixteen. I ran away from home a few months earlier because I was set up in an arranged marriage with someone that didn't love me... One day, I saw in a window of a dance studio nearby the most beautiful woman I've ever seen, performing an elegant and romantic dance with a handsome young man... I wanted to feel that way, too, so the next day, I asked to have lessons. The teacher was very kind, and gave me private lessons and housing, knowing that my father was looking for me. Sadly, I can't even remember his name... but it's because of him and constant practice that I became a ballet dancer."

Ba'ar growls, "Have you been involved in any major Ballet events..like Swan Lake and The Nutcracker?"

Nelle blushes, "Only one; a ballet rendition of The Reluctant Dragon, if you can believe the irony. It's a bit obvious what role I played in the production..."

Ba'ar winks, "Uh....The knight?" (he grins).

Ba'ar growls, "Do you have any dream productions you'd like to participate in?"

Nelle nods, "I was hoping to participate in Swan Lake someday, or maybe another I was planning on creating myself. But that one is a secret, so I'm not telling until it's done." Shi gives a wink, giggling.

Ba'ar growls, "So what's a typical day like for you (or is there such a thing ;-D)?"

Nelle says, "Well.. I get up and do the usual morning routine: shower, breakfast, get dressed, and off to look for a side job until my dance studio is done."

Ba'ar growls, "You're building a dance studio? "

Nelle nods, "With help from a friend. There's not much done yet, but eventually, I hope to get some students so we can perform a production for all of Spindizzy."

Ba'ar smiles, "Are you doing this to, as it were, 'give back' to the craft?"

Nelle nods, "Yes. I adore ballet because it's helped me get through a rough time in my life, so I want everyone else to feel the same joy I do when I perform."

Ba'ar nods, "So who do you admire the most?"

Nelle ponders a bit... "One of my favorites is Nijinski, one of the most famous male Russian ballet dancers ever."

Ba'ar nods, "What would you change about Spindizzy if you could?"

Nelle thinks and smiles, "I'd like there to be a dance studio, but that's already starting to happen, isn't it?"

Ba'ar smiles, "Dance studio? First I've heard of it."

Ba'ar growls, " Now then...do you have any plans for the future..other than opening your dance studio?"

Nelle blushes... "Well... I was kind of hoping to find a partner. On AND off the stage..." Shi blushes a bit.

Ba'ar growls, "What secret fact or desire about you would surprise our readers?"

Nelle blushes, "Well... because of my childhood experience in starting dance... and thanks to my teacher... I REALLY like male ballet dancers..." Shi blushes, and crosses hir legs, then places hir hands over hir legs.

Ba'ar grins, "In closing, do you have any words of wisdom for our readers?"

Nelle says, "Never give up on your dreams, and keep trying no matter what."

Ba'ar smiles "That concludes our interview. Again thanks for participating."

Nelle smiles, and nods. "Thank you for having me."

Gilead's Personal Puns

Q: Why don't Sea Otters have big retirement accounts?
A: No matter how many clams they earn, they go through a quarter of their weight in them a day.

Q: What kind of African otter sneezes a lot?
A: The African Snot-Necked Otter.

Q: What Otter charity helps cubs learn the importance of maintaining healthy ponds?
A: Reeds Are Fundamental.

Q: What kind of Otter swims in your bloodstream as a parasite?
A: A Liver Otter.

Q: Why did the Otter bite the scruffs of all the fish in the supermarket?
A: The shopkeeper told her they were very fresh.

Q: Why are snow otters happiest when fighting with snowballs?
A: What otter doesn't love a good pelting?

Q: What do Otters do when someone interrupts their play?
A: Make lots of slide remarks behind their backs.

Q: What kind of Otter lives on top of a beanstalk?
A: A Giant Otter.

Q: What do you call a Lontra felina curled up on your head?
A: A Chilean Sea Hat.

Q: What kind of Otter is sad over its diet?
A: An African Crawdadless Otter.

Q: What kind of Otter don't you want sticking its paws near your nose?
A: An Asian Smell-Clawed Otter.

Q: What kind of Otter is most often found in singles bars and used car dealerships?
A: An Indian Smooth-talking Otter.

Q: What kind of Otter leaves the worst puddles on your floor?
A: A European River Otter.

The "Eventlist" Crystal Ball

Each week @Action News will print the "Eventlist" notices here. This list will be accurate as of press time, but be sure and check it during the week. Activities and events can be proposed, rescheduled or event cancelled for all sorts of reasons. So stay "in the know" by checking Eventlist often.

To get a list with details as shown here, enter eventlist #week #long.

SpinDizzy Event List
The following events are scheduled within the next 7 days:

Editor's note: Sorry to say, nothing is on the board for this week. That doesn't mean nothing is happening though. Ask around and use eventlist #week #long to see what is added after the paper is published.

This week in history

Back issues from a year and more ago. Remember when...?

Newspaper Circulation Report

@Action News, SpinDizzy's weekly paper, apparently has a fairly healthy circulation, so we figured we'd show just how healthy it is.

Each week, as long as there's room. I'll show the 'hit graph' for the @Action News website.

Just as a note, this makes a full year @Action News has been showing our circulation numbers. Yay!

Graphic of @Action News website hits.

Bearing Up

Bearing Up logo.

Welcome to the latest edition of Bearing up, the advice column where Ba'ar (That's me!) has answers to your most challenging questions.

Dear Bearing Up:
What do you think about the RIGHT TO BEARING ARMS?
- C. Heston

Dear C. Heston:
Actually I believe in the right to ARMING BEARS.

Dear Bearing Up:
I put my XBOX next to my Playstation and both instantly shorted out. why is this?
- S. Myamoto

Dear S. Myamoto:
They're bitter rivals and can't stand each other's company.

Dear Bearing Up:
Who would win if Mario Mario and Fox McCloud (Star Fox) got into a fight?
- N. Bushnell.

Dear N. Bushnell:
Actually I think that Sly Cooper would win.

Dear Bearing Up:
What would happen if a Lion's Lodge moved in next to an Elk's Lodge?
- R. Norton

Dear R. Norton:
The Elks would be in a world of hurt. Lions are great predators.

Dear Bearing Up:
What do you think about BEAR HUNTING SEASON?
- R. Ed Neck

Dear R. Ed Neck:
I think that it's a good idea for BEARS to HUNT. Keeps the hunter population down.

Dear Bearing Up:
What *DO* bears do in the woods?
- F. Ranger

Dear F. Ranger:
We picnic and sometimes do a little camping.

Dear Bearing Up:
What's the proper environment for a bear to be in?
- T. Hugger

Dear T. Hugger:
For THIS bear, it's either in the Rose Garden chatting with my friends or working in the Spindizzy Newspaper offices with Argon.

Remember possums (to steal a term from Dame Edna ;-D), if you have any questions,please page mail me (Ba'ar) online or send mail to baar.bear@gmail.com. Thanks.

Weekly Survey

Ba'arHey gang! I'm doing the @Action News Survey for this week. It is....You know you've been on Spindizzy too long when (insert your answer here).

  • Borris says, "Player begins to talk like Character RL wise."
  • Morticon says "When your connection count is well above 6000. :) That, and wondering why there aren't such cosy RL events like the Story Circle, various explorations, and Whose Line to attend and participate in. (Oh, to add to my response: .. when you don't bother with TV anymore because this is far more interesting.)"
  • Argon says "When you can set your watch by knowing when friends will arrive."
  • Findra says "You know you've been on Spindizzy too long when you wonder if that was Austin you just saw on the Discovery Channel."
  • Aleu says "You know you've been in SpinDizzy too long when you know exactly when some folks get to the Rose Garden to chat."
  • Lupinetiger yerfs, "you start thinking morticon is your typical tv evil doer?"
  • Andrew says, "When you try to toad people ahead of you in the lunch line."
  • Leowulf says, "When you can give walking directions to your friends 'homes' on the muck."
  • Randy_panda growlsqueaks, "When you're in deep trouble and you can't help wondering 'Where is Ms. Findra to help me out of this?'"
  • DTF chuckles, "When you think nothing of striking up a conversation with an inanimate object presuming it's your friend."
  • Suri says, "When your leg falls off!"
  • JayTee says, "When you get a permanent bruise from having a sputnik ram into you all the time? :)"

The Doze Garden

The Doze Garden Comic Strip

Guidelines and Procedures for Submitting Articles

Submitting a story or artwork for @Action News is easy! Just send it to newspaper@spindizzy.org or qmail or page Argon, Carl or SDN about it.
@Action News is published weekly on or after 12:01 AM Eastern Time on Sunday. Most any type of story or article will be accepted. Generally, we'd prefer things that aren't out and out lies or flames about other folks, and have a basis in the reality of SpinDizzy. Things that occur in public areas are fair game. The things reported don't have to have actually happened, (any more than anything that happens here does) but make sure you don't overstep the social boundaries and rules of interaction that we have. These are pretty broad guidelines, but we expect good sense to apply.

Thanks! Argon, Editor @Action News