Thứ Sáu, 16 tháng 11, 2018

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Hi Bold Bakers! It's pie season, so let's not beat around the bush and let's get down

to brass tacks. An apple pie is a must for your bold baking repertoire. A simple dessert

yes, but when made right, it's simply delicious. Also, good news, today is bonus video day,

thanks to my partnership with GoodCook. So after this video I want you to head over to

the GoodCook channel and see how you can make a pumpkin pie. As always the written recipe

can be found on BiggerBolderBaking.com a make sure you check out my website because I've

got a whole holiday baking headquarters full of recipes for this time of year. So now you

can't have a pie without pie crust, here is my homemade pie crust, super easy to make,

I've doubled the recipe so I've got pie crust for the bottom and pie crust for the top.

Now I'm just gonna remove one of them over to the side, and we're going to roll out

this bottom one to around 11" round. So if you are new to making piecrust, this is

the perfect time to start. My recipe is really easy, you can make it by hand or even in a

food processor, and it just yields amazing flaky pastry. Okay lovely, this is nice and

big. So now what you want to do to move pastry easily is just roll it over your rolling pin.

Just like that. So now a quintessential piece of baking equipment is a pie pan, this is

a 9" GoodCook pie pan. It's nonstick so your pie comes out really easily. I have probably

2 or 3 of these and I always use them all year round. Definitely have them close by

because especially during the holiday season you're gonna get good use out of it. I have

a link on my website of where you can buy this right now and you'll have it in time

for Thanksgiving. So while your pastry is on your rolling pin, gently roll it over your

pan, and it'll fall right into place. Then just give it a little bit of a nudge, bit

of a helping hand. And then just push it into the pan. Making sure that there's no air bubbles

or anything in there. Lovely. Now, this is where I like to use a scissors to trim my

pastry. It just kinda cleans it up a little bit. So all you want to do is just trim around

the pastry, still leaving a little bit of an overlap of pastry because we're going

to scallop the edges and we need that extra bit. So there you go, it's nice and rustic,

don't worry about how it looks right now because we're gonna tidy it up. Set that over to

the side, and what we're going to do is roll out the other piece of pastry. So same

deal again, but this time you're going to want around maybe a 9" or 10" round. And

this is going to be the lid for our pie. It's really helpful when working with pastry if

you move it on the countertop, so you can get it nice and even all over. So now for

some really easy decorating tips, I have a little apple cutter here, super cute, perfect

for this time of year, and I'm just gonna cut out 4 apples on top of my pastry. Now

make sure you keep those little bit of extra pastry because we're gonna put this on top

after. Perfect. And then once we get the size that we want, I'm going to peel it back over

my rolling pin and I'm just gonna gently lay it on top of our pie base. So now these are

ready to go, that's one big part of the pie already done, I'm gonna pop this into the

fridge and let it get nice and cold while we're making our filling. So to make our

filling the first thing we're going to do is chop some peeled apples. So every country

uses different apples to bake with in America a Granny Smith apple is very common, however

in Ireland we've got this apple called a Brambly apple and it's really good for making

pies and crumbles out of because it breaks down really well. There's also an apple out

there called a New York apple, which is kind of like that Irish Brambly apple that I was

talking about and it's really good for pies, so if you can find that, you're golden. So

all you want to do is just chop them up until they're small enough pieces, this pie only

takes around 3-4 apples. And then pop them into a nice big bowl. Next into our apples

we're gonna add in some brown sugar, because apples love brown sugar. It kinda gives them

a bit of a caramel flavor. What I also like to add in to my pie, but this is totally optional

is some vanilla extract and I just think that it really elevates the flavor of the pie.

And also makes it a little bit sophisticated. Now only because I always have it in my fridge,

I have half a vanilla pod here, and I'm gonna add the seeds into the mix. It looks really

beautiful throughout and it gives it even more flavor. And then lastly, corn flour,

or cornstarch. Now if you don't eat this or are allergic to it feel free to leave it out,

but let me just tell you we add this in because it thickens the juices when they come out

of the apples, and kind of creates a thick sauce. So if you don't have it in there, your

pie might be on the thinner side. Okay that's everything, so just give it a mix together.

So that's your simple pie filling now what we're going to do is get our crust from

the fridge and assemble our pie. So add in all of your apples. Now if it looks like too

much, don't worry because it cooks down quite a lot. Then very carefully lay over your top

piece of pastry. Gorgeous, see those little apples coming through. And then with our scissors

again we're going to trim the edges. Now just trim it to the size of the dish. And

make sure you keep those scraps because we're also gonna use those. So for the edges of

your pie all I like to do is just with your fingers, go ahead and crimp the edges. It

just gives them a nice little finish, all the way around. I like little decorations

that you can do with your hands. Beautiful. Then remember those little apples that we

cut out? We are gonna take those, and place them in between the apple holes. They're gonna

look super pretty. And then last but not least, egg wash. This will make sure that when you

bake your pie it's a lovely shiny golden brown. Just egg wash all over the top. Fantastic.

After making your pie if you've got a little bit of pastry left over, then roll it up into

a ball, pop it into the freezer and then you'll have it ready to go for another pie another

day. Oh, look at that. Absolutely gorgeous, now this guy is ready to be baked off. Bake

your pie off at 350ºF/180ºC for fir roughly 50-60 minutes or until a lovely golden brown.

So when your apple pie comes out of the oven, it should look just like this, it's beautiful

golden brown all over, and you can tell that it's still bubbling underneath. I'm gonna

set this aside and let it cool down for around 20 minutes. So everyone is a little bit different,

some people like cold apple pie, I like it warm, and then of course a nice big dollop

of fresh whipped cream on the side. So I'm gonna dig in right now. There are certain

recipes that evoke food memories when you taste them and this is one of them for me.

This reminds me of when I was young in Ireland and my mom used to make apple pies all the

time, we used to eat the raw apples out of the bowl when she was putting in the pastry,

it is just something that has such fond memories for me and it just reminds me of my childhood.

If you need to transport your pie safely this holiday season, you can use the Sweet Creations

carrier by GoodCook. Just add it in, snap on the lid, and you're good to go. I hope

you're not full up because I've got another pie recipe to share with you, head over to

GoodCook's channel right now and check out how to make a classic pumpkin pie. I'll

see you back here really soon, for more Bigger Bolder Baking. It's not that I'm taking

too much, it's that I have a small mouth.

For more infomation >> Perfect Classic Apple Pie | Gemma's Bigger Bolder Baking - Duration: 7:16.

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CLASSIC MEETS JAZZ & POP - AH RINELLA - Duration: 3:46.

It is a Mashup, not Crossover

the two genres face each other

I´m speechless, just amazing !

Great !

An unique mix between Opera and Jazz. A fusion of "Scat" and "Belcanto".

Wonderful, a great job, fantastic music and such a great acting talent! Excellent!

She is my wife!

...as if Pavarotti flirts with Ella Fitzgerald.

...or as if Miles Davis argues with Rossini.

Nice "Vibrato"!

"Jazz does not meet Classic, they fall in love."

Absolutely positive! Not just surprised, but even inspired.

That was terrific!

For more infomation >> CLASSIC MEETS JAZZ & POP - AH RINELLA - Duration: 3:46.

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Mercedes-Benz A-Klasse 170 CDI CLASSIC FUN AUTOMAAT - Duration: 1:07.

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Fiat Punto 1.2 Classic Lusso/AIRCO - Duration: 1:04.

For more infomation >> Fiat Punto 1.2 Classic Lusso/AIRCO - Duration: 1:04.

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Mercedes-Benz A-Klasse 150 Classic 5-Drs Clima/Elekt.Pakket! - Duration: 0:50.

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Volvo V70 2.4D Edition Classic NAVI/LEDER/XENON/NIEUWSTAAT - Duration: 1:14.

For more infomation >> Volvo V70 2.4D Edition Classic NAVI/LEDER/XENON/NIEUWSTAAT - Duration: 1:14.

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Chrysler PT Cruiser 2.2 CRD Classic EXPORT/EXPORT/EXPORT, ZEER MOOI. 2007. DIESEL. - Duration: 1:11.

For more infomation >> Chrysler PT Cruiser 2.2 CRD Classic EXPORT/EXPORT/EXPORT, ZEER MOOI. 2007. DIESEL. - Duration: 1:11.

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Midwest Classic Bowl Game Preview - Duration: 1:09.

For more infomation >> Midwest Classic Bowl Game Preview - Duration: 1:09.

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Classic Black American Diamond Necklace Set | Violet & Purple - Duration: 0:15.

Subscribe to our channel for more videos

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Dark Presence Arcade Game | Doc Mack | Stories from the Midwest Gaming Classic - Duration: 27:58.

- Before the Galloping Ghost Arcade ever existed,

Doc Mack had an idea to create a game called Dark Presence

with a company that he was going to call

Galloping Ghost Productions.

As a matter of fact, he spoke with me about it years ago

at the Midwest Gaming Classic,

when it was just an idea.

It's amazing to see how that idea has transformed

into a game that was playable at this year's show.

(upbeat synth music)

- Hey, everybody.

This is Doc Mack from the Galloping Ghost Arcade.

(audience claps) (audience members cheer)

Thank you.

Hope everybody's having a great time at MGC.

I wanted to take a second to thank our celebrity guests

that have joined us this weekend,

Brian Colon, Creative Rampage.

(audience applauds) So many great games.

Jeff Lee, creator of Q*bert and Mad Planets.

(audience applauds)

Tom Wilanowski who worked on Argus,

and lead programmer of Argus and Three Stooges.

(audience applauds)

And of course, our Mortal Kombat celebrities,

Master Daniel Pesina, played Johnny Cage,

Scorpion, Sub-Zero, Reptile.

And Doctor Phillip Ahn,

who played Shang Tsung in Mortal Kombat 2.

(audience applauds)

We wanna thank them for coming out this weekend

and sharing so many great stories

and meeting with their fans and everything in the week.

It's just great to hear all that and watch them

meet with their fans and everything,

so thank them very much.

And thank you for

talking with them and everything, so.

Also I need to thank my guys here,

who've not only helped with the Galloping Ghost Arcade,

but on Galloping Ghost Productions.

We've had an insane last year

working on Dark Presence.

Last time we left MGC,

it was evident that the engine that we had

running Dark Presence

was not going to be suitable to finish the game.

There was too much lagging,

and just the game could not be completed on that engine.

So, I have to call out especially Will Searle,

who really spearheaded the new programming.

We switched the game over to Unity.

And

last eight months to a year,

he's just been so focused on getting this game

on track and where it should be.

And everybody else.

We've got Jeremiah Smith, and Brandon Diaz, who,

again with the arcade and every,

anything on the productions and arcade side,

he's always there, which is awesome.

All my other guys, Phil Diaz,

Nick Edrickton, and Eddie.

Just awesome that they

have helped get the game to where it's at,

and we are so anxious to show it off.

And it's been such a long road,

and we are finally happy to have

a four character playable demo,

alpha demo, here today.

There's still a ton of work,

but to be able to let everybody play it

and see the vision that we have had,

we're excited for it.

So.

(audience applauds)

Thank you, thank you.

So, a little bit of history.

We had actually shot the game back in 2005.

We went into our filming studio

and it was a massive undertaking.

We wanted to shoot the 10 characters from the original game

and then 20 characters for the second game,

because we knew the post production on the game

was going to be immense.

But we didn't know it was gonna be this long.

We had no idea we were going to open the arcade when we did,

so it was,

it's been a long road.

And we've had so many people constantly asking us,

when is it gonna be playable, when can we see it?

We've been very reserved on showing things,

and to be able to present it here at MGC,

which has been

so supportive of us.

Dan Loosen has been following us since the early inception.

I believe we came,

we were still in our first year of our filming studio

the first time, so

huge shout out to Dan Loosen

for putting together a great show

and showing us so much support.

A couple of things about Dark Presence.

We had wanted to make a game

to help kind of rejuvenate the arcade scene.

with so many new arcades coming up

now, in hindsight.

Looking at the games that were coming out,

there are so many companies

pulling away from the arcade industry.

We wanted to put out something

that was not easy to do on consoles.

Like, the game is designed to run on unique hardware.

It's a very large and robust game.

If it ever makes it console, we'll have to see,

because the characters are massive,

the amount of video for the finishing moves is massive.

And it's one of those that

it's about a terabyte of data,

which has just been unbelievable to work with.

And again, it's like, constant struggle

for our guys here.

So again, huge shout outs and thanks to them

for making this what it is. (audience applauds)

So, we really wanted to make a lot of innovative

elements to the game Dark Presence.

One of the first things that we did was

we got rid of the mirror character imaging.

So, there are different left and right sides

to the characters.

So, initially that can be a little jarring

for a lot of people that are into fighting games,

because when you get on the other side,

your move sets can be completely different,

from special moves.

And you're really fighting for positioning.

Which is another element.

Like, in most fighting games

you can just jump over the other characters.

In our game, you can't.

It's meant to be more realistic, and

we wanted to explore things that hadn't been done

in fighting games before.

So, you have to actually grapple your opponent,

throw them on the other side.

And it ends up being, the characters are very deep,

and you're almost learning two characters at one time.

So, it is a lot to take in.

Another thing that we don't have is

projectiles.

So, the characters themselves

do play very different from one another.

Their weapons are very different from one another,

and the character design themselves,

there's some very technical characters.

Some characters are meant to be speed characters,

and

just jumping a lot.

And it takes a little bit of time for players

to really find a character that suits their play style.

So, that's one thing that we hope people explore.

And maybe we could bring up Jeremiah

and Will?

And we can have you guys show off some of the stuff.

So, we have four playable characters.

We have first the twins, Trenton and Wilson.

And

then Ravona and

Veil.

So again,

this is in alpha,

so there's some color corrections

that still have to be done.

Some frame data that we're still working on, and everything.

So, it's ...

Yeah, let's move the mouse.

So we, again, have been very quiet

over the last several years

with showing any video footage, so.

We can show off some of the

different sides and the different special moves.

Some of the aspects of ...

The differences between how the characters play.

Also, with the backgrounds to the game,

there will be an internal GPS

within the cabinet that actually looks

at where the game is located.

And it'll be changing the time of day

and the weather.

So, if it's like raining outside, it's raining in the game.

If it's snowing outside, it's snowing in the game.

And then daytime and nighttime.

So, with Trenton,

he doesn't have a lot of special moves it can do

out of the

basic stance.

A lot of them combo into each other.

There's the entangles,

where you can throw 'em on the other side.

See some of the multi-kicks.

That multi-kick, actually,

if you don't hit with it, it will only do the first.

So, it just kind of stops there.

That's one of those things that we wanted to really explore

with the special moves where it cancels itself.

You don't actually do the full special move

unless you connect.

For me, it was one of those things where,

if it didn't hit,

why would the character keep doing the move?

One of the things that we also added was

the reactions are pretty robust where,

if you hit a character on the right side of the face,

it will actually roll out.

But if you hit 'em on the other side, they'll roll in.

So there was a lot of animations that we had to film.

One of the main reasons why it did take so long.

The filming process was pretty massive.

So, we're actually gonna have this on for

the rest of the weekend.

We'll be doing another presentation.

And we're going to allow everybody to come up and play it.

And again, it's

the depth in the game,

it takes a little while to

get used to the controls on it

depending on which character you're playing.

Let's see, this is Ravona versus Veil.

We'll be doing the same stage, but in the nighttime.

And depending on where the machines end up,

it's going to be kind of,

there might be some variations that people don't see,

because it is tied to a GPS,

so if it doesn't rain or snow,

people might not see some of those background variations

for quite a while.

We've been answering a lot of questions.

Is there any questions that people might have, so far?

- [Audience Member] So, does it get weather reports

from the internet?

Or how does it know what the weather is doing?

- It will.

It will tie into

an online service that will dictate the weather

to the zip code.

- [Audience Member] Is this gonna be available

on a game system?

- We have had interest from Microsoft

about putting it on a home console.

The problem with it is

the game is just massive and large.

Right now it's sitting on about a terabyte of data.

So, it will take quite a while.

We would have to negotiate a deal where we could actually

put it on a hard drive to release it.

We've really meant this come out as an arcade piece,

and it's helping to help promote

arcades that are opening,

and rejuvenating interest in the arcade scene.

So, that's first and foremost.

We didn't what to limit ourselves

to what the consoles had to offer.

We just wanted to make the game that we wanted to make.

- [Audience Member] So the game will not fit

on a blu-ray disc.

- No.

- [Audience Member] So does this mean you're gonna begin

allowing other arcades to use this game,

or is this gonna be a Galloping Ghost exclusive?

- No, we definitely,

a while a go we had set up a 40 arcade US tour.

We have arcades interested out in Japan

that have contacted us,

and we want to take it out there, as well.

This is something that we hope to

get in as many arcades as possible.

We've had a lot of interest from

Play Mechanics,

who have been very supportive, and they want to get us out

in arcades, as well.

It's been great, the support that we've received,

and because of the arcade, it's been great exposure.

People have been watching it,

and we have had

just a lot of interest.

Like, we get a lot of emails all the time asking,

are you gonna be taking the game on tour here or there?

We really want to

get it in front of as many people as possible.

Just like with the arcade,

we love sharing the games with people.

So we hope to get it in as many arcades as possible.

- [Audience Member] Is there anything,

since there is such a gap in between shooting

and switching engines, all that.

Is there anything you had to go back and draw again?

- Not really.

We had a lot of footage to work with.

We did spend close to four years in our filming studio.

And due to time, now it's like,

some of the actors that shot with it,

they can't do the moves anymore.

(audience laughs)

Which has been one of the problems that,

it's unfortunate.

There's days where we're working on a move,

and it's like, "Argh, I really wish we could go in

"and refilm that.

"I'd do that different."

But we have what we have to work with.

And given the advancement with 4K,

it would be great to go back and shoot it.

Like when we shot this, HD was just coming out.

There's a little bit of grain in the characters and stuff,

and that's just one of the things we have to roll with.

It's

definitely not the game that the industry

has been designing hardware to support.

We're running on Unity, now.

And that is not an engine designed to run

2D, sprite-based games.

It's all 3D.

And one of those things,

we never for a second thought of changing it,

because going back,

it pays an homage to

what they did with Solo Combat,

with the live actors and everything.

It has more of a classic feel to it.

That was always something that I thought was so cool.

And it's still unique.

So it was one of those things that, funny, Midway tried to

redo Mortal Kombat 1, 2, and 3

with live actors.

And that was one of the things that was so great.

They put all this time and effort into it,

and they couldn't accomplish it.

They were like, eh, the original is better.

And they kind of abandoned the project.

And it's been one of those things where,

what they were doing was just trying to mimic

the exact, what MK 1, 2, and 3 did,

frame for frame.

So, their characters were around 250 frames per character.

We've scaled back our frames, but

our characters were up around 17,000 frames

without the finishing moves.

And again, we scaled that back just due to speed issues,

but there's a lot of times

where we're putting frames back in

because

we absolutely want to make a game

that's very balanced in movement.

And that's one of those things where,

for a fighting game to be good,

you have to have that balance.

Having our characters with such diverse weapons

and special moves,

it's

been good and bad.

Like, some characters have an excellent reach.

Some do better damage.

Some are really fast.

Some have better jumps.

So, we have a lot of different ways

that we can balance the characters.

We didn't really,

we've looked at

pretty much every other fighting game out there,

and we really wanted to not cut any corners.

Even like down to our hit boxes.

Like, most games just have

these blanket squares that they put over everything.

They're giant circles,

and you'll notice the hit boxes aren't very accurate.

Even in the multi-million dollar games

like MK and Killer Instinct.

For us, we meticulously went through frame-by-frame.

At one point we were at 151,000 frames of animation

for the game.

So, we have single moves that have more frames of animation

than entire characters in Mortal Kombat.

So, it's something that,

when we brought in industry people, they think we're crazy

when we start showing them, "Oh, this is what we're doing."

And they're like, "That's ...

"Why, why are you doing that?

"You should scale this back and put something out."

But we're interested in doing something different

and trying to

look for new ways to innovate.

And even down to the cabinet itself.

We've added so much hardware on the cabinet.

For example, the seven-inch cut screen

and USB ports on the cabinet,

so you can stick a thumb drive into the cabinet,

and as you find moves,

it'll write it to your USB drive,

which you can take home and look at.

You'll have a complete moves list.

But the moves list will actually display

on the seven inch cut screen.

Back in the day when MK and Street Fighter were out,

everybody was going around with sheets of paper,

and everybody had their moves list.

Sometimes you'd go to an arcade

and there'd be a form of moves list there.

That was one of the things that was cool.

It was something that you didn't really,

you don't get that now.

Like, everybody just goes online,

and all the information is kind of put out there and given.

And that's one of those things,

we want people to kind of take a step back and try to

learn to find their own moves again.

And there's not tutorials out there.

People can share and explain how to do moves to one another,

but

it's kind of something you have to find for yourself.

I'm sure it'll eventually make its way to the internet.

But it's not something that we're just gonna throw out there

and just give to everybody.

We want people to explore the game

and really try to find things and

make it like it was back in the 90s

when new fighting games were coming out,

and they were unique and captivating to people.

- Did you use-- (game music drowns out voice)

edit it out, so that when people were doing moves,

they had something to interact with?

- For some moves.

We did have characters that,

like for some of the kicks,

we would have kick pads that would come in there.

The chroma key work on the scan.

I think we spent probably

three years in post-production.

At the most, we had six people working on chroma key.

Because every frame of the game had to be touched up by hand

and

shadows had to be taken out, swords had to be redrawn.

There were times where we were working on the game, and

the swords would just disappear

because we were swinging 'em so fast.

On some stuff, it was a learning process.

Some stuff,

we wanted to make the characters fast,

and then when we got to the chroma key process,

it was like, oh.

Now we've got to redraw

60 frames of a sword swing back in.

(audience member laughs)

It's really been interesting trying to ...

Like, once it was filmed, it was kind of like,

that was it, by the time we got out of the studio.

But it was a massive undertaking with the filming process.

Especially doing the finishing moves.

We have ever character

interact with ever other character.

Which pretty much created 437 unique finishing moves.

And they were all shot like little movies.

So, they would do one part of it,

and then we'd do a camera change,

then do another part of it, and do another camera change.

It's one of the things that made the game

take so long to film.

In doing that,

we had a few trips to the emergency room

where people were getting hurt and stuff.

But it only lends to the realism of the game, so.

All for the good of the game.

In doing that, that's been one of the other things

that has led to such a long production time,

because if you watched all of the finishing moves,

it's about an hour and a half of video

done it two-second increments,

because there's a lot of jump cuts.

And then we have to go back and fix

all the 3D environment animations.

So, it's just been a tremendous amount of work.

Right now we've been focusing on the characters

in the gameplay themselves.

So, that's the main focus currently.

Unfortunately, we don't have any of our finishing moves

in place now.

But

probably,

probably pretty soon.

After we get back from the show,

we're gonna be putting out

an official trailer and everything,

if people want to check out, on our website.

They can check us out on Facebook.

We're gonna start doing a lot more

presentations and showcasing while we're working on,

talking more about the hardware.

Another hardware aspect that we haven't mentioned

is the prize drawer on the front of the cabinet.

We actually have characters sculpted from Chris Alazargo,

who was a sculptor for McFarlane Toys

that worked on Spawn and the military series.

He's an amazing sculptor.

So, he sculpted all of our figures from the game.

And

one of the things that

we're doing is making these available

through the actual arcade machine itself.

So, inside each machine will be one set of figures.

So, if your the first person to finish the game,

the machine'll actually dispense

the eight-inch, hand-painted resin statue

out of the cabinet.

And they're gonna be,

it's not something that,

currently, we're probably not going to be selling these.

We're going to leave them exclusive

to the arcade machines.

So, the hope is that people will travel

if they finish the game at one arcade,

and somebody's already won the Trenton figure,

they'll have to go to another arcade

to see if they can get it there.

And that'll be up to the operator

if they want to replenish the machine with more figures.

But

Chris Alazargo, great sculptor.

Ken Koi is here

from Koi Concepts, who does all the casting.

And Denise Peterson is our painter.

The three have just done such a tremendous job

in getting these figures to us.

And again, currently there is such a limited run of them.

But they're actually on display in the southern cabinet.

But again, you can actually win them out of the machine

once the game is actually completed.

- [Audience Member] Hey, do you play

any of the characters in the game?

- I do.

I did all the fight choreography.

I actually played Trenton and Wilson,

and Veil in the first game.

One of the things that we wanted to do,

it was not the intention.

We actually, initially

had approached some of the actor, who's from Mortal Kombat

to be a part of the game.

It was difficult to get

actors in,

just because the duration of filming

was just kind of a question.

And it was a very difficult on our actors.

Because the filming,

we didn't know how long it was gonna take,

we had to let them know

that they had to maintain continuity.

So, they couldn't go out in the sun,

they couldn't go get a sun tan.

They couldn't cut their hair.

They couldn't go get a new tattoo or anything.

It was very, very taxing on the actors.

Again, they were getting beat up pretty bad

during the filming,

because we wanted to make all the falls and stuff

look as realistic.

It was kind of, "Okay, now just throw yourself down,

"and don't break the weapon,

"and make it look like it hurts,

"and then get right back up in your stance."

And if you were more than like two inches out of your mark,

you had refilm it.

So,

the actors would leave covered in bruises.

We had one of the girls in the second game,

Conquering Light,

she was off at college,

and I got a call one day, she was all upset.

And she's like,

"I'm at the office at the college,

"and they're trying to say

"that I'm in an abusive relationship

"because I'm just covered in bruises."

And I had to explain to them that,

no, she's filming a video game,

and she gets these bruises from.

But they thought that she needed help

just because she was in some abusive relationship

that she wasn't.

We were just beating her up at work.

(audience member laughs)

But it was definitely a lot of fun.

Again, we had a few trips to the emergency room.

But the actors were,

the ones that ended up in the game were just

so all about doing the filming, and

it was such an interesting time.

And we're so thankful for them

for putting in such time and effort.

And again, they've been so patient with,

as the fans have been,

with the duration of the development time on the game.

So we're so anxious to have our launch party at the arcade.

So, we're gonna have all the actors in and

be telling stories of development,

and we've got a ton of behind-the-scenes footage.

So, if anybody's interested,

again, stay tuned through our Facebook.

And come out.

We'd be happy to have the fans part of it.

Are there any other questions.

Yeah, let's bring it up.

I guess that'll wrap up the presentation,

and we'll let everybody play the game!

So, thanks, everybody.

We hope you enjoy it.

It's just the start.

And again, keep an eye on our Facebook page

and our website,

and we hope you enjoy Dark Presence.

Thanks, everybody.

Step on up and give it a try.

(dramatic synth music)

For more infomation >> Dark Presence Arcade Game | Doc Mack | Stories from the Midwest Gaming Classic - Duration: 27:58.

-------------------------------------------

Bodegas Palacio Glorioso Rioja Reserva 2011 & Alec Bradley American Classic Toro Pairing - Duration: 2:06.

Howdy, wine drinker.

I'm Jacob from I Want You to Drink More Wine.

In today's video, I'll be sharing an honest wine review

and suggesting a pairing that complements

this wine perfectly.

Let's go ahead and check out our wine.

Today we've got a Glorioso.

This is a Tempranillo-based wine out of Rioja, Spain.

This would be a 2011.

One of my favorite grapes, Tempranillo-- medium-body wine

you're looking at.

I think it's going to go phenomenal

with the pairing you might have already figured out

we're doing today.

We've got a nice cigar, medium-boded cigar.

This is an Alec Bradley American Classic Toro.

This is going to be a medium-bodied cigar.

Cigar Insider rates it 88 point.

You're not going to believe how much the cigar is-- $5.19.

I think it's going to go super smooth with the pairing

that we've got for you today.

Let's go ahead, check out this wine,

see how this pairing goes, give it a try.

And so I've got a nice glass of the Glorioso.

Got it in my left hand.

Let me switch it over.

It's a little difficult to drink like that.

So it's a nice wine, not very robust, pleasant, smooth,

simple, not much complexity to it.

But it's a simple, smooth, medium-bodied wine.

Let's see how it goes with this cigar-- smooth cigar,

as I mentioned.

Oh, yeah, easy pair, I highly recommend it.

If you're going to try this cigar,

the Alec Bradley American Classic Toro, 88

points on Cigar Insider, $5.19.

Go ahead.

Get it right up here.

And if you're going to try this wine,

Bodegas Palacio Glorioso Rioja Reserva, 2011 from Rioja,

Spain.

This is going to be 3.7 on the Vivino.

I'd kick it up with this pairing.

But 3.7, solid rating, average price $19.99.

Under $25, about $25, you can get a nice wine-good cigar

pairing.

Check it out.

Go ahead.

Get that wine.

Let me know what you think.

And until our next video, take care.

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