WANTED: Cash paid for equipment

posted by speakers01 on March 12, 2007 at 4:26 am

WANTED: Cash paid for old amplifiers, speakers, horns, single drivers or pairs, Altec A7, A4, A5 515, field Coil Speakers and drivers, Large Horns, pressure units, microphones, audio valves, tubes, crossovers, Altec, Klangfilm, RCA, Gaumont Kaylee, Western Electric and Westrex, 124, 147, 1086A, 1086B, 515 drivers, TA Speakers, 91A, 10a, 9a 41,42,43 and all d spec units 618a, b, c transformers. All spare transformers, also McIntosh, Marantz, JBL or any other interesting equipment.

Condition is not important can be rusty and not working or missing parts. Cash paid on time of pick up, call Bill at 262 365 8507.

Comments (3)

Simon Overton
Simon Overton on March 12, 2007 at 2:03 pm

You may wish to contact the CASTRO THEATRE -1922 in San Francisco. The last time I was poking around back and underneath the stage, there was enough old equipment (from their other former theaters) to sink a ship!

Mariam
Mariam on April 25, 2018 at 3:26 am

Fireboy & Watergirl – The graphics here are for eye removal, fighting is offensive to the primitive, and all the most interesting happens in dialogs, text descriptions and text quests. So, if you are not ready to read a lot and at least to a first approximation understand what you’re talking about, you have nothing to do here. The rest is explaining whether the work of the studio inXile is far from the ideal, how it can be imagined by a fan of the genre.

Fireboy & Watergirl

In connection with the Tides of Numenera vying with Planescape: Torment . This is good: there is an occasion to evaluate the progress of developers, to compare the detail of working out the worlds, texts and – the first thing that comes to mind – to see the Nameless in the Outcast. On the other hand, it’s bad: both games are divided almost eighteen years, so they come up to the novelty with a grandfather’s pattern and evaluate it using the rule “before the grass was greener, and the gameplay is stronger”. And to developers this approach guarantees Procrustean responsibility. So imagine that Planescape: Torment never existed. That is, in general. And there were veterans of the genre – Brian Fargo (Brian Fargo), Chris Avellon (Chris Avellone) and the company that decided to revive the old days.

Fireboy & Watergirl

They shook so that the dust flew into his eyes. The first minutes in the Ninth World are confusing – already because we are being dumped by the cultural baggage of the previous eight civilizations. For a billion years on Earth, there has been a lot of interesting things: the mankind has reached a peak of power, invented machines to change reality “by a pike, according to my khotenju”, and then the nanoplent house collapsed into the wildest Middle Ages. With magicians, knights, monsters from caves, steampunk dirigibles, fight of serfs with feudal lords and, of course, good with evil.

Fireboy & Watergirl

The first force is the Changing God, who uses the bodies of people as physical shells – just like Agent Smith from the “Matrix”. Because without hands and feet you will not be fooled, and with scientific research you will not be overclocked. But, unlike the haunting Neo-gopnik, the local god has the opportunity to grow bodies in test tubes. The evil in the universe of Tides of Numenera is expressed in the Tribulation – it is a monster tucked by the tentacles, as if descended from the pages of Howard Lovecraft’s stories (Howard Lovecraft). Sorrow pursues God and hints to him that death can not be fooled – no matter how much you can get from shell to shell, it will catch you anyway.

Fireboy & Watergirl

Such a philosophy is dotted, but it is enough to become the subject of the religion of the inhabitants and sectarians of the Ninth World. That’s why the hero, the Last Outcast – one of the discarded shells of God, looks at local customs-like from the outside. He starts from scratch: it’s easier to understand that the world is not divided into black and white at all, but aggressive people with weapons are not necessarily enemies. But the revelations come after the upheavals.

Fireboy & Watergirl

The hero with a bag of flour falls from the sky and breaks the apparatus, capable of saving from the Tribulation in theory. However, a blow to the ground, knocking out the spirit from any, our Icarus no better. After all, it is immortal, like its creator – instead of hell and other unpleasant things, it deepens into its own consciousness, from which it emerges into reality through a portal. Voila – and he rose again. Convenient ability is a pity, it does not negate the consequences of what the Changing God has done while walking in the shell of the Defiant. Beginning with small dirty tricks like a taken “to read” and a not returned book to the ever-scourging Tribulation.

Fireboy & Watergirl

As if this is not enough, we are surrounded by a lot of incomprehensible things, artifacts of disappeared civilizations, from huge people the size of a house to pocket wonders – the same “Noumener”. Some technologies are used by Aborigines – for example, a rocket engine melts metal in an underground plant, and robots help people as superintendents. Only the majority of apparatuses are beyond the control of the mind. You can interact with them, but at best the hero will look through the flashback of other people’s memories, and at worst … Having broken existing immediately in several dimensions the clock, you immerse in the darkness the whole location; Putting your nose in a miracle mirror, you call a zombie; touching the wrong terminal, you get a discharge of electricity. You never know for sure what is fraught with contact with this or that mechanism, but playing for an immortal homunculus, and climb into experiments: otherwise why are we here? Especially machine-building glitters, sparks and poured like a concert suitPhilip Kirkorov .

Fireboy & Watergirl

Add to the ruins of the eight worlds of aliens, mutants, magicians (here they are called “nano”), cannibals, monsters of the stihuses resembling shellfish from the movie “Area No. 9”, to imbue with the charm of Torment: Tides of Numenera . The beauty of the game is that for a dozen locations the vast universe is felt, and behind the eccentric characters – the prehistory of the Ninth World. It would seem, what’s with this guy, reinventing karate? Or a robot dreaming of posterity? Or a mad artificial intelligence that has taken up arms against “pieces of meat”?

Fireboy & Watergirl

To not get bored, the hero is looking for fellow travelers. But to choose them stands wisely. Playing for a diplomat and clever, adroitly avoiding conflicts, it is better to acquire colleagues with a high level of intelligence – such as the stalked between the dimensions of the witch Callistezh. But in the battles more than once will fetch the brave dope of Erritis. The balanced team gives, as it is easy to guess, the golden mean – and you will open the tomb and you will break the bully.

Fireboy & Watergirl

The choice of fellow travelers is due to the fact that for every action, whether in a step-by-step battle, in conversations on elevated tones or in the study of machines, you have to spend points of one or another parameter. If you want to strike – put in force, you want to argue – strengthen the argument with an argument. Otherwise, the chances of success are low, and based on the experience of acquaintance with the game, we can say that the probability of 50% – already, consider, a failure. Restore the same indicators friends can only with the help of injections, buying them from the merchants or finding in the next inhospitable place. As an option – go to sleep, but places for accommodations are rare, and the world does not freeze at night on the spot.

Fireboy & Watergirl

The indiscriminate authors are compensated by the frustration: although the dialogues are the basis of the gameplay, often they do not have right and wrong remarks, and the subject of discussion is rarely understood. Therefore, repair of the broken device due to the fall turns into a mission thick with a textbook of philosophy – to figure out what is going on. And there it is not far until the realization of the nature of the Changing God and the Tribulation that chases him. In passing, you understand the problems of local residents. The leader of the bandits demands to investigate the murders of his accomplices, from whom the maniac leaves only a wet place and severed hands, homeless children are asked to save straying stray, mutant at the threshold of surgery – to help determine what is better: mighty muscles or beautiful appearance.

Fireboy & Watergirl

And in each case there is freedom of action. You can act out a scumbag that breaks the museum exhibits, in a bold way climbing into every fight, betraying everyone and everything, – let’s say, to return a young slave to a cruel mistress or doom the same child to death. Yes there, to get into the den of stihuses and crush all their eggs – here’s an act of the smell of napalm in the morning. And do not like villainy – sow reasonable, good, eternal. Nobody will call the hero either a rascal or his own in the board: morality in the Ninth World is regulated by flows of different colors – red, gold, blue – on which the outcome ultimately depends.

Fireboy & Watergirl

In Tides of Numenerain principle, a special vocabulary, which also confuses – in addition to phenomena, when schizophrenics share valuable information, and scientists in vain pour water. Money here are called tires, artifacts are numeraires, battles are crises, cowards are heroes, mortals are gods, and vice versa. Is it difficult to understand the texts describing anything? You were not talking with the local psycho. Throughout the plot, the feeling of a narcotic trip does not leave: it’s good when it’s due to unexpected discoveries, but it’s bad – when it’s inspired by a conversation with some Chastity champion suffering from schizophasia.

Fireboy & Watergirl

Nevertheless, the game has internal logic. She is beautiful and inexorable. Here, no one does anything just that: to use the influence of politics, you need to cope with the stigmash in the dump, to move from city to city – to solve the problems of the owner of the airship. The offended character will not talk to the hero, the failed task turns into an unexpected opportunity, and when investigating a series of murders in the Underbelly, do not be surprised that another corpse will appear during the night. Even the Superman’s qualities of the Outcast man work as they should: he was killed by badasses from the Valley of Forgotten Heroes, but since he immediately resurrected, the abusers fled in horror. This variation along with the demonstration of the vast and rich in mythology of the world through its part is the second weighty plus of the RPG.

Fireboy & Watergirl

The developers intended to raise the third one – the system of crises. The idea itself is good: you can end the battle with a conversation with the leader of the opponents and resolve the conflict amicably. However, in practice, you often deal with the reverse side of the medal: step-by-step fights with the expense of action points on movement and receptions, where the only reason to cheer up is a report of a critical strike.

Fireboy & Watergirl http://www.friv5online.com/fireboy-watergirl-ep-1.html

How difficult it is to give an idea of Tides of Numenera in the survey is just as difficult to figure out exactly what it is that will hitch this or that person. One will like her measured pace, the other – the entourage of the Ninth World, where fantastic technologies coexist with savagery. Someone will like the story, and someone will reflect on it on the value of life and the inevitability of death. There are connoisseurs of both visual style and ambient from Mark Morgan (Mark Morgan). In other words, the reason to sit down for a work inXile is enough.

Fireboy & Watergirl

Problem Torment: Tides of Numenera in the other. Of course, this is a wonderful adventure for dozens of hours, flavored with humor and citations for gourmets, from hints of Cervantes (Miguel de Cervantes) to borrowings from modern fiction: for example, the companion of the hero Callistezh was painted with Susan James from the novel “The False Blindness” by Canadian writer Peter Watts(Peter Watts). But the ice under the splendor is thin. Running from the location to the location, boring battles, periodic collisions with walls of superfluous text cool devalue the variable plot. And what the authors hoped for here simply does not work – in order to re-play the game, you need to be a very focused and enthusiastic fan of the genre. That, however, does not prevent from receiving from it a one-time, but persistent pleasure to any of us.

Mariam
Mariam on April 25, 2018 at 3:28 am

Fireboy & Watergirl – Nobody likes to do open worlds more than Ubisoft . And no one makes them more monotonous than it: from time to time we have to conquer “synchronization points” and perform hundreds of routine missions. With respect to Ghost Recon: Wildlands, the developers stated that this project has no analogues. Gamers are naive and trusting people, and therefore our expectations from the new tactical “sandbox” were great.

Bolivia, in which we are thrown by the Wildlands , on the territorial scale and the level of design development, of course, is a real paradise and generator of stunning paintings of realistic painting. A diverse landscape, many towns and villages with its own color, changing weather, unique interiors of buildings – all this is presented in an excellent graphic performance.

Disadvantages of the environment can be called only a small number of civil and almost complete lack of simulation, which somewhat affects the atmosphere. To the level of GTA, the developers of Ghost Recon are far away: the locals are only doing what with obscure goals and views on life roam the roadsides.

The world is very well-designed visually, but not meaningfully. In general, Bolivia is somewhat reminiscent of Russia, for there are two main problems in the country: fools and roads. Only in the South American state, fools always travel on roads, and smart citizens constantly cut corners to the goal on a rough terrain. Here it is not a problem: “advanced” automotive physics makes from the most puny typewriter a steep SUV.

The physics of driving remained at the level of Watch Dogs. Cars are accelerated to maximum speed for a couple of seconds and famously stand on the wheels after a dozen somersaults. Motorcycles demonstrate the wonders of adhesion to the earth on one side and the fifth point of our hero on the other. Like mountain goats, they gracefully jump on rocks and rocks, sweeping through space, regardless of the terrain and physical obstacles. You have to try very hard to fall off your motorcycle. There are also helicopters that calmly land at full speed, and planes for which any roof is an ideal landing strip.

Now about the fools. The inhabitants of Bolivia are incredibly stupid. Opponents try to simulate tactical behavior during the battle, but in practice they always flaunt the wretchedness of thought. They freeze in a standing car when it is fired; they can ignore the truck entering their warehouse, but notice our face at a distant mountain peak; choose shelters, behind which they can be seen, like a train car behind a lamp post.

Much more sad that the searing rays of the Bolivian sun inflicted a heat stroke on our comrades-in-arms. The level of their intelligence puts an end to the fascination of a non-cooperative game. About the tactical gameplay in a single mode, you can forget, and in fact it was positioned by developers as a key aspect of Wildlands. These three dunces constantly hang in one place, are engaged in their own affairs, shoot anywhere and everything in that spirit.

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