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The government had invested just peaking 850,000,000,000,000 in the collection of sets to create the film. A thousand times that had been invested in domestic designs about the set and plans for sequels. A supreme cast of film actor humans assembled at the site to be directed creating the movie. The marvelous script read line-by-line hinted at an assemblage of dry comedy with a touch of wherewithal (mostly for future production). A lighting company worth thirteen figures ringed the first and fourth scene with Tropicana lighting filtered through ferns, deciduous plants, and the fronds of vascular flora about aquamarine gulleys and latticed flat-water ponds.
On the sets terraced metallic piping steam and vaporized carbons rushed through brightly lit and densely compacted neural flora. A natural set of fauana imported from exotic locales thrilled the landscaped environment to create the possibility for spontaneous intrascene motifs. Accelerated light was obtained through mobile space mirrors refracting and reflecting sunlight to highlight the one-fifty-third of planet longitudinally demarcating production. Thus activity could commence literally day and night in an expansive scene-by-scene thriller whose lively weaving embodied the work ethic of utopian vitality. Songbirds and avians from far-off places could be seen swooping through the jungle habitats of set two, choreographed to soundscape the mountain valleys sprung with plaintains, trickling brooks, and kindly vines. Luminescent foray of suspended globules hung gently on dependable breezes carrying life salts and glittering foam from oceanic coastline. An assemblage of choreographed rays mirrored through atmosphere diffused into loving teals, cyans, and pastel roses. These soft shades permeated set 1 and the fogs and fuses of set four and six metallic columns, cylinders, steel high rises, suspension bridges, grated flooring, and aligned hydraulics.
Dawning from set to set, spontaneous clouds soared from combustible gases and vapors, glinting with phosphorescent shades of green blue purple and orange as generation of droplets interspersed glowing molecules through the lower reaches of sky. The humans were accompanied by large sleds, sledges, flats, motors, slabs of cotton, and green-grey vehicles traveling along conveyed paths. Through the brightly lit overgrowth of luminescent plants, clubmosses, delicately frosted orchids, amethyst, sapphire, ruby compositions strode clad figures arrayed with all manner of forestation apparel, detection paraphernalia, and multipurpose sidings to be run along meandering paths. Devoted journalists deftly perched through canopies described action along set three, eight, and nine. A sidelong glance from orbit revealed lengthy expanses of ultra-fi high rise projections, canvassing longitudinal urbanity.
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Creating the Utopian society requires a carefully balanced mix of a) Factories for Industrial Production, b) Schools for education of the people , and c) Housing for people to live in.
No greater test of formulating this balance arises than from the Utopia video game released for the Mattel Intellivision in 1982.
Personally, i go for a Fishing Boat, Housing Project, and Factory Opener. I don't like to get overly aggressive early game with PT Boats and Rebel Bases; they do nothing to help a struggling early game economy. Hospitals just make your population skyrocket so i avoid building those.
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Hospitals just make your population skyrocket so i avoid building those. Let your people die!
Damn that game looks like the precursor to Simcity. Looks kind of cool. I remember there was a text based game like that for school. It was used to teach civil engineering and city planning. It was turn based, and each day was a turn. You had a finite number of choices to make (e.g. build school vs hospital vs road) and after a certain number of days your city would be graded on each section.
A utopian society is nearly impossible because corruption will always find a way to screw up the balance.
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cool. in, Intellivision Utopia , each "turn" occurs in real time and lasts (x) seconds. you can make each turn anywhere from 30 to 90 seconds. At the end of the "turn" the happiness of your people is evaluated and added to your score. Happiness can range from 0 to 100.
i think the game can be anywhere from 20 to 50 turns.
the length in seconds of each turn and the # of turns is preset before the game starts.
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That impenetrable writing style is the stuff of nightmares.
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I don't understand this so I gave it four stars. ^_^
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On September 27 2016 02:00 imgbaby wrote: I don't understand this so I gave it four stars. ^_^ it left me dazed and confused for so long it's not true. Wanted a woman, never bargained for you. Lots of people talkin', few of them know Soul of a woman was created below, yeah.
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On September 26 2016 20:09 deth wrote: That impenetrable writing style is the stuff of nightmares.
I am surprised you think so. It was written line-by-line with only cursory edits. Since I am no longer writing for a teen, pre-teen audience, it seems like a more involved sentence structure is the way to go.
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You need a copy of the Elements of Style.
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