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ClareR (6037 KP) rated The Other Side of Mrs Wood in Books
Aug 15, 2023
I’ve read a couple of books recently with mediums front and centre, and I really enjoyed The Other Side of Mrs Wood.
Mrs Violet Wood is one of the best known mediums in London, if not the whole country. People come to her for solace and pure entertainment, and the local Mediums meet up regularly to practice their skills on one another. Feeling her age (bearing in mind she’s not 40 yet - and this really got my goat, if I’m completely honest!), Mrs Wood agrees to take on an apprentice who has been standing outside her seances, hoping to be noticed. Emmie Finch is a very keen pupil. Or is she?
We all know that seances are pure showmanship, and highly unlikely to actually make contact with the dead, but these women really believe what they’re doing - even as they set up the room to cheat those who were paying for their services. The seances where the mediums are there on their own would make anyone think that they believed 100% in what they were doing. Clearly they had their own moral codes, and no one appeared to be cheated out of money (but if you have someone paying you regularly for work that isn’t genuine, are you cheating them?!).
I did feel for Mrs Wood as she was pushed out of her position by the upstart Emmie, and could understand how she worried about losing her livelihood and her house. Mrs Wood descends into a bad place and pushes all of her friends away for a time. This seems out of character, but she’s being pushed to her limit. She doesn’t have the backstop of a husband to save her if everything goes wrong. Self-sufficient women of means were probably few and far between at this time, and if you lost everything it was a long fall.
I read this with The Pigeonhole, who again helped me with my NetGalley reads (I do like reading along with everyone else on there, it really adds a different perspective to the books I read). Many thanks to the author, Lucy Barker, Fourth Estate and to The Pigeonhole for serialising this fascinating book.
Mrs Violet Wood is one of the best known mediums in London, if not the whole country. People come to her for solace and pure entertainment, and the local Mediums meet up regularly to practice their skills on one another. Feeling her age (bearing in mind she’s not 40 yet - and this really got my goat, if I’m completely honest!), Mrs Wood agrees to take on an apprentice who has been standing outside her seances, hoping to be noticed. Emmie Finch is a very keen pupil. Or is she?
We all know that seances are pure showmanship, and highly unlikely to actually make contact with the dead, but these women really believe what they’re doing - even as they set up the room to cheat those who were paying for their services. The seances where the mediums are there on their own would make anyone think that they believed 100% in what they were doing. Clearly they had their own moral codes, and no one appeared to be cheated out of money (but if you have someone paying you regularly for work that isn’t genuine, are you cheating them?!).
I did feel for Mrs Wood as she was pushed out of her position by the upstart Emmie, and could understand how she worried about losing her livelihood and her house. Mrs Wood descends into a bad place and pushes all of her friends away for a time. This seems out of character, but she’s being pushed to her limit. She doesn’t have the backstop of a husband to save her if everything goes wrong. Self-sufficient women of means were probably few and far between at this time, and if you lost everything it was a long fall.
I read this with The Pigeonhole, who again helped me with my NetGalley reads (I do like reading along with everyone else on there, it really adds a different perspective to the books I read). Many thanks to the author, Lucy Barker, Fourth Estate and to The Pigeonhole for serialising this fascinating book.
Purple Phoenix Games (2266 KP) rated Tiny Epic Mechs in Tabletop Games
Jun 30, 2021
I am someone who loves strategy. It is fun for me to create elaborate plans and see them through to either success or failure. Ok, it’s fun to see them succeed, not so much fail. BUT either way – I like to have a plan. So when Tiny Epic Mechs launched on Kickstarter, I was a little wary. Action programming? Can’t that effectively negate any strategy you have set up? I was on the fence. But I backed it anyway. So was my investment a good one, or did my programmed action of picking up this game backfire and leave me KO’d?
Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of turns and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or your FLGS! -L
Tiny Epic Mechs is a game of action programming in which players take on the roles of Mech pilots competing in an arena-style battle royale event. Through the purchase of new weapons, powering up into Mech suits, combat with opponents (either face-to-face, or through the deployment of mines and turrets), and controlling different zones of the arena, players are trying to earn the most Victory Points by the end of 6 rounds of play. To begin, follow the setup instructions for the arena, based on the player count. Each player receives a player card (to track resources, and also acts as a reference card), a Pilot card, components in their chosen player color, and 1 Basic Weapon card to equip on their Pilot. Set the Round Tracker to round 1, create a market row of Advanced Weapons, place the Mighty Mech suit on it’s corresponding zone card, and the game is ready to begin!
Each round consists of 3 phases: Program, Execution, and Scoring. During the Program phase, players will secretly choose 4 Program Cards from their hand to represent their 4 moves/actions for this round. The chosen Program Cards will be laid out in order above the player card, and will immediately be covered by a face-down unused Program Card. (There are 8 Program Cards total, only 4 of which are used each round). It is important to note that the orientation of the Program Cards matters – Program Cards must be played parallel to the zone cards of the arena. Since they dictate the directions in which you move, you must place them exactly as you want to move. During the second phase, Execution, players will take turns revealing their Program Cards, one at a time and in order, and resolving the actions. To Execute a Program Card, you will first move your Pilot in the direction of the card’s arrow, and then resolve the action listed on the card. Movement is a must and cannot be skipped.
After Movement, you may perform the action on your card – Collect Resources, Purchase a Weapon, Deploy a Mine or a Turret, or Power Up. The first three of these are pretty self-explanatory. The Power Up action allows your Pilot to either heal themselves or upgrade into a Mech suit. Now to discuss crux of the game – combat. During the Execution phase, if you enter into the same zone as another player, you must immediately begin Combat. You will use your equipped weapons to battle your opponent, in hopes of knocking them out or forcing them to retreat. Weapons will deal base damage, or Power Attack damage, based on the circumstances of the combat. To attack with a weapon, you will deal the base damage immediately to your opponent. After your attack, the weapon you used is Exhausted and cannot be used again this combat. Your opponent then has the chance to attack back – either regularly or via Power Attack (I’ll leave that for you to discover on your own). Combat continues, alternating between players, until either a player is KO’d, or is forced to retreat because all of their weapons have been Exhausted. Initiating combat, dealing damage, and defeating your opponent all earn you VP, so combat is a vital part of the game!
After all players have revealed and performed their final Program Card, the round ends. At the end of the 2nd, 4th, and 6th round, players will perform a Scoring phase, earning points for any zones occupied by their own mines, turrets, or Pilot. At the end of the 6th and final round, scoring takes place as stated above, but players will also earn VP for all weapons they have purchased throughout the game. The player with the highest VP is the winner!
I have to admit that I am not a person who generally enjoys the mechanic of action programming. I like to really think through my strategy, and execute it exactly as I want. Action programming makes strategizing more difficult because your success or failure depends on the actions selected in advance by your opponents. You can’t really adapt mid-round, you kind of just have to deal with what’s happening. That being said, Tiny Epic Mechs, in my opinion, has a good balance of combat and actions/resource management. Your entire strategy can’t be based on combat – you need to upgrade weapons, climb into your Mech suit, etc. – and the ability to vary combat with individual upgrades makes the gameplay feel more strategic. Yes, your opponents might still mess up some of your best-laid plans, but you have to be prepared for any situation.
The overall gameplay can feel calculated or chaotic simply based on the player count. In a 2-player game, obviously there are only 2 people, and you have more opportunities to really focus on your individual Pilot before necessarily traipsing into combat. In a game with 3 or 4 players, interactions between players are inevitable and can really make the action programming mechanic stand out/feel more random/etc. Especially with a small play arena, Pilots will be crossing paths at probably every turn, and you may be forced into more combats that you anticipated. With only 2 players, there are interactions between players, but it feels a little more calm overall, and you can really work with a strategy instead of having to adapt to sudden changes in the arena.
Let’s touch on components for a minute. As always, this Tiny Epic delivers on quality components. The cards are colorful and sturdy, the text easy to read. The wooden components for tracking health/resources are good, but maybe just a little too small, even for my regularly-sized hands. The ITEMeeples, Mech suits, and weapons are always fun to play with, and sturdy enough to hold up to lots of plays. All in all, great work from Gamelyn Games once again.
For being a game of action programming, I have to admit that I enjoyed Tiny Epic Mechs more than I thought I would. At least at a 2-player count. Anything more feels too chaotic and random to me. The elements of programming and combat are engaging and elevate the gameplay, but it’s just not my favorite mechanic. Will I keep this game? Definitely. For what it is, I think it does a good job. Will I get more action programming games in the future? Probably not. I’d say Tiny Epic Mechs fills that spot for me, and that is all good in my book. Check this one out if you’re looking for something fun and relatively simple that utilizes this mechanic. Purple Phoenix Games gives it a mechanical 7 / 12.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of turns and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or your FLGS! -L
Tiny Epic Mechs is a game of action programming in which players take on the roles of Mech pilots competing in an arena-style battle royale event. Through the purchase of new weapons, powering up into Mech suits, combat with opponents (either face-to-face, or through the deployment of mines and turrets), and controlling different zones of the arena, players are trying to earn the most Victory Points by the end of 6 rounds of play. To begin, follow the setup instructions for the arena, based on the player count. Each player receives a player card (to track resources, and also acts as a reference card), a Pilot card, components in their chosen player color, and 1 Basic Weapon card to equip on their Pilot. Set the Round Tracker to round 1, create a market row of Advanced Weapons, place the Mighty Mech suit on it’s corresponding zone card, and the game is ready to begin!
Each round consists of 3 phases: Program, Execution, and Scoring. During the Program phase, players will secretly choose 4 Program Cards from their hand to represent their 4 moves/actions for this round. The chosen Program Cards will be laid out in order above the player card, and will immediately be covered by a face-down unused Program Card. (There are 8 Program Cards total, only 4 of which are used each round). It is important to note that the orientation of the Program Cards matters – Program Cards must be played parallel to the zone cards of the arena. Since they dictate the directions in which you move, you must place them exactly as you want to move. During the second phase, Execution, players will take turns revealing their Program Cards, one at a time and in order, and resolving the actions. To Execute a Program Card, you will first move your Pilot in the direction of the card’s arrow, and then resolve the action listed on the card. Movement is a must and cannot be skipped.
After Movement, you may perform the action on your card – Collect Resources, Purchase a Weapon, Deploy a Mine or a Turret, or Power Up. The first three of these are pretty self-explanatory. The Power Up action allows your Pilot to either heal themselves or upgrade into a Mech suit. Now to discuss crux of the game – combat. During the Execution phase, if you enter into the same zone as another player, you must immediately begin Combat. You will use your equipped weapons to battle your opponent, in hopes of knocking them out or forcing them to retreat. Weapons will deal base damage, or Power Attack damage, based on the circumstances of the combat. To attack with a weapon, you will deal the base damage immediately to your opponent. After your attack, the weapon you used is Exhausted and cannot be used again this combat. Your opponent then has the chance to attack back – either regularly or via Power Attack (I’ll leave that for you to discover on your own). Combat continues, alternating between players, until either a player is KO’d, or is forced to retreat because all of their weapons have been Exhausted. Initiating combat, dealing damage, and defeating your opponent all earn you VP, so combat is a vital part of the game!
After all players have revealed and performed their final Program Card, the round ends. At the end of the 2nd, 4th, and 6th round, players will perform a Scoring phase, earning points for any zones occupied by their own mines, turrets, or Pilot. At the end of the 6th and final round, scoring takes place as stated above, but players will also earn VP for all weapons they have purchased throughout the game. The player with the highest VP is the winner!
I have to admit that I am not a person who generally enjoys the mechanic of action programming. I like to really think through my strategy, and execute it exactly as I want. Action programming makes strategizing more difficult because your success or failure depends on the actions selected in advance by your opponents. You can’t really adapt mid-round, you kind of just have to deal with what’s happening. That being said, Tiny Epic Mechs, in my opinion, has a good balance of combat and actions/resource management. Your entire strategy can’t be based on combat – you need to upgrade weapons, climb into your Mech suit, etc. – and the ability to vary combat with individual upgrades makes the gameplay feel more strategic. Yes, your opponents might still mess up some of your best-laid plans, but you have to be prepared for any situation.
The overall gameplay can feel calculated or chaotic simply based on the player count. In a 2-player game, obviously there are only 2 people, and you have more opportunities to really focus on your individual Pilot before necessarily traipsing into combat. In a game with 3 or 4 players, interactions between players are inevitable and can really make the action programming mechanic stand out/feel more random/etc. Especially with a small play arena, Pilots will be crossing paths at probably every turn, and you may be forced into more combats that you anticipated. With only 2 players, there are interactions between players, but it feels a little more calm overall, and you can really work with a strategy instead of having to adapt to sudden changes in the arena.
Let’s touch on components for a minute. As always, this Tiny Epic delivers on quality components. The cards are colorful and sturdy, the text easy to read. The wooden components for tracking health/resources are good, but maybe just a little too small, even for my regularly-sized hands. The ITEMeeples, Mech suits, and weapons are always fun to play with, and sturdy enough to hold up to lots of plays. All in all, great work from Gamelyn Games once again.
For being a game of action programming, I have to admit that I enjoyed Tiny Epic Mechs more than I thought I would. At least at a 2-player count. Anything more feels too chaotic and random to me. The elements of programming and combat are engaging and elevate the gameplay, but it’s just not my favorite mechanic. Will I keep this game? Definitely. For what it is, I think it does a good job. Will I get more action programming games in the future? Probably not. I’d say Tiny Epic Mechs fills that spot for me, and that is all good in my book. Check this one out if you’re looking for something fun and relatively simple that utilizes this mechanic. Purple Phoenix Games gives it a mechanical 7 / 12.
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Night Reader Reviews (683 KP) rated Exile in Books
Nov 24, 2020
Surprise its the first book in a series.
Exile by Sophie Breeze is a great book. It is the first book in a series of unknown length as the second has yet to be released. The cover however says nothing about it being part of a series. Please keep in mind as well that Sophie was only nine years old when she started writing Exile, no small feat.
A group of five kids live on the planet Mellania but are not accepted there. Mellania only accepts those without human DNA and unfortunately these kids are all half human. The kids live with Lucia, a demon whom they believe to be their friend until she takes them to Earth. Upon arrival they are almost immediately attacked and discover Lucia’s true intentions. Now on the run from an evil demon on a planet they are unfamiliar with the kids don’t know who to trust and the stress creates a rift in the group.
Two of the kids go one way and the other three go another, wondering if they will ever see each other again. Soon it is clear that even apart they are not safe as both groups are attacked and tracked down by the SSC. Sadly even once they are with the SSC the kids don’t know who to trust and secrets start revealing themselves. Will they ever be able to feel safe again? Who is really their friends and who is just trying to use them for their own benefit?
The style of this book is rather unique to me as it doesn't seem to hold to any one genre. It starts out as a science fiction heavy in politics and with an assassination. Then as the story moves on it seems to take a more fantasy element with question. While the politics remain through out they do not overpower the rest of the story. The only thing that I really did not like was the surprise factor of learning this is the first in a series. I found myself becoming increasingly confused as I came towards the end and things were no where close to a conclusion.
This book is probably best for young adults with an interest isn’t science fiction/fantasy. They dynamics of the relationships between the hybrids themselves might be a little difficult for young readers to understand. Those who have enjoyed the Percy Jackson and the Olympians series should enjoy this book as well since they share many elements. I rate this book 3 out of 4 or 4 out of 5. I enjoyed this book very much and the twists actually surprised me. The only twist I did not like was how the book turned out to be the beginning of a series. While I have nothing against series I plan when I start a new one carefully and I imagine so do may others, because of this the book lost a point.
A group of five kids live on the planet Mellania but are not accepted there. Mellania only accepts those without human DNA and unfortunately these kids are all half human. The kids live with Lucia, a demon whom they believe to be their friend until she takes them to Earth. Upon arrival they are almost immediately attacked and discover Lucia’s true intentions. Now on the run from an evil demon on a planet they are unfamiliar with the kids don’t know who to trust and the stress creates a rift in the group.
Two of the kids go one way and the other three go another, wondering if they will ever see each other again. Soon it is clear that even apart they are not safe as both groups are attacked and tracked down by the SSC. Sadly even once they are with the SSC the kids don’t know who to trust and secrets start revealing themselves. Will they ever be able to feel safe again? Who is really their friends and who is just trying to use them for their own benefit?
The style of this book is rather unique to me as it doesn't seem to hold to any one genre. It starts out as a science fiction heavy in politics and with an assassination. Then as the story moves on it seems to take a more fantasy element with question. While the politics remain through out they do not overpower the rest of the story. The only thing that I really did not like was the surprise factor of learning this is the first in a series. I found myself becoming increasingly confused as I came towards the end and things were no where close to a conclusion.
This book is probably best for young adults with an interest isn’t science fiction/fantasy. They dynamics of the relationships between the hybrids themselves might be a little difficult for young readers to understand. Those who have enjoyed the Percy Jackson and the Olympians series should enjoy this book as well since they share many elements. I rate this book 3 out of 4 or 4 out of 5. I enjoyed this book very much and the twists actually surprised me. The only twist I did not like was how the book turned out to be the beginning of a series. While I have nothing against series I plan when I start a new one carefully and I imagine so do may others, because of this the book lost a point.
Kurt Vile recommended The Sun Years by Jerry Lee Lewis in Music (curated)
Emma @ The Movies (1786 KP) rated Better Watch Out (2016) in Movies
Sep 25, 2019
A Christmas film... a horror film... also described as a comedy and a thriller on IMDb, although I find both of those a little inaccurate. If you asked me to sum up the genre I'd say "it's a Christmas horror..?" and then scrunch up my face in uncertain disgust.
It's difficult to sum this one up without exposing the end of the movie. I would like everyone to have the same confused experience watching this as I did.
I sat down at home to this DVD. I'd excitedly purchased this when I found out about it. With the tagline of "you might be home but you're not alone" you know exactly what you're getting. Or at least that's what you think. Everything promises to make this Home Alone for adults... Home Alone is for adults too of course. No one should deprive themselves of that Christmas wonder.
Not going to lie, when I saw Patrick Warburton pop up on screen it was like a Christmas miracle. I love him. He can do no wrong, and thankfully he didn't disappoint.
Olivia DeJonge made a great job of the role of Ashley. It felt like the serious sort of acting that the film needed to make it a horror film and not more of a comedy. Alongside Levi Miller as Luke we were given an interesting, if awkward on screen leading pair. Miller didn't quite hit the same notes for me as DeJonge did. I think that is more to do with the way the character is written than the acting, as he certainly puts everything into his scenes.
So... I sat down (I know, that was a way back now!) with my pad and pen waiting to jot some notes as I watched. I made a few scribblngs every now and then... until it happened... and you'll know it when it does. At that point I threw my pen across the room and told the film to f*** off.
The first part of the film had so much potential and I was really enjoying it but after "the moment" I just lost all interest in the way they'd taken it. I really wanted a more serious horror film than the unbelieveable thing that was given to us. What we were left with was cringeworthy and uncomfortable to watch, but I will give it credit for its Home Alone moments.
I really would like to know what you guys thought of the end of this film if you saw it.
Being that I was at home watching this on DVD that meant that I got some extras, well, extra. Singular. The fairly subtantial "making of" featurette was quite interesting and reveals just how hardcore DeJonge is when it came to this film.
What you should do
It's potentially drinking game material, but it definitely won't be making it into my Christmas movie rotation.
Movie thing you wish you could take home
Without a doubt I would like Patrick Warburton please. If he could be delivered to me in a Christmas tie, even better.
It's difficult to sum this one up without exposing the end of the movie. I would like everyone to have the same confused experience watching this as I did.
I sat down at home to this DVD. I'd excitedly purchased this when I found out about it. With the tagline of "you might be home but you're not alone" you know exactly what you're getting. Or at least that's what you think. Everything promises to make this Home Alone for adults... Home Alone is for adults too of course. No one should deprive themselves of that Christmas wonder.
Not going to lie, when I saw Patrick Warburton pop up on screen it was like a Christmas miracle. I love him. He can do no wrong, and thankfully he didn't disappoint.
Olivia DeJonge made a great job of the role of Ashley. It felt like the serious sort of acting that the film needed to make it a horror film and not more of a comedy. Alongside Levi Miller as Luke we were given an interesting, if awkward on screen leading pair. Miller didn't quite hit the same notes for me as DeJonge did. I think that is more to do with the way the character is written than the acting, as he certainly puts everything into his scenes.
So... I sat down (I know, that was a way back now!) with my pad and pen waiting to jot some notes as I watched. I made a few scribblngs every now and then... until it happened... and you'll know it when it does. At that point I threw my pen across the room and told the film to f*** off.
The first part of the film had so much potential and I was really enjoying it but after "the moment" I just lost all interest in the way they'd taken it. I really wanted a more serious horror film than the unbelieveable thing that was given to us. What we were left with was cringeworthy and uncomfortable to watch, but I will give it credit for its Home Alone moments.
I really would like to know what you guys thought of the end of this film if you saw it.
Being that I was at home watching this on DVD that meant that I got some extras, well, extra. Singular. The fairly subtantial "making of" featurette was quite interesting and reveals just how hardcore DeJonge is when it came to this film.
What you should do
It's potentially drinking game material, but it definitely won't be making it into my Christmas movie rotation.
Movie thing you wish you could take home
Without a doubt I would like Patrick Warburton please. If he could be delivered to me in a Christmas tie, even better.
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Emma @ The Movies (1786 KP) rated Home Alone (1990) in Movies
Sep 25, 2019
It's not Christmas until Kevin says "I've made my family disappear." In fact, it's probably one of the few that I actively watch every year, and it's one of two that I'll happily watch at any time of the year. (The other being Die Hard... don't get on my case, you know it's a Christmas film.)
On December 7th Home Alone turned 28 in the UK. 1990... just wow. I'm feeling old enough without films I grew up with being called classics.
If you haven't considered your own Home Alone plan... well, what have you been doing with your life?! As a tip, if you already have a zombie apocalypse plan in place then it's very easily adapted, you just need a little less lethal force. And it's probably best for me to remind you not to actually try this at home, because I'm not convinced that Harry and Marv would have survived. (And if we take the results from Better Watch Out then you're probably looking at some kind of murder charge.)
In December they were showing Home Alone a few times at Cineworld so it would have been rude not to go at least once to see it. I'm really getting into the classic releases on the big screen, it's so much fun. The show I picked was basically populated by adults, just two children brought along by their parents. We were all roaring with laughter, the comedy never gets old.
The music of Home Alone is instantly recognisable and yet I always forget that it's one of John Williams' epic creations. You can't hear it without thinking of the specific scene in the film it relates to, and it's certainly influences a lot of films since. Something that again I hadn't really noticed until I watched the Christmas horror film, Secret Santa (review coming soon).
It always fills me with questions though... Do all Americans have telephones with cords that are about 20 feet long? How did Buzz manage to shove that entire pizza slice in his mouth? Why did Leslie ever marry Frank? Why is Jimmy in the shop so over enthusiastic? How does Kevin manage to create all his traps in such a short amount of time? And who on Earth leaves their house that tidy when they're leaving for holiday? Especially when you consider they left in such a hurry!
The idea is such a fun one, I can see why it's so popular all this time later. Watching it more and more though you do realise that Culkin's acting was pretty bad, but that just adds to its charm.
Watching it with a group of people who already love the film really made it a better viewing. We all laughed at the amazing prat falls from Joe Pesci on the ice and the walls of the cinema caved in slightly as we all took a sharp intake of breath as Marv stood on that nail. It's genuinely more fun to roar with laughter with other fans.
It's sad to think that Home Alone could never happen these days. (Although Google did bring us an advert that gave us a peak at what might happen. I've put the video at the end of the post.) Kevin probably has several smart devices that they could contact or track, the house would also likely be equipped with state of the art surveillance and alarm systems that would have alerted someone to movement and doors opening. On the flip side though it's quite fun to think about what sort of traps Kevin could be creating with the wonders of modern technology. I'd say lets get a petition going to see that happen but while Home Alone 4 was passable I don't think we really need any more of them.
What you should do
This should be in everyone's Christmas film rotation. If you don't watch it at least once a year... well... *shakes head*.
Movie thing you wish you could take home
Everyone needs those quick inventing skills, but I'm actually going to go with Kevin's other superpower... his amazing ability to make epic ice cream sundaes.
On December 7th Home Alone turned 28 in the UK. 1990... just wow. I'm feeling old enough without films I grew up with being called classics.
If you haven't considered your own Home Alone plan... well, what have you been doing with your life?! As a tip, if you already have a zombie apocalypse plan in place then it's very easily adapted, you just need a little less lethal force. And it's probably best for me to remind you not to actually try this at home, because I'm not convinced that Harry and Marv would have survived. (And if we take the results from Better Watch Out then you're probably looking at some kind of murder charge.)
In December they were showing Home Alone a few times at Cineworld so it would have been rude not to go at least once to see it. I'm really getting into the classic releases on the big screen, it's so much fun. The show I picked was basically populated by adults, just two children brought along by their parents. We were all roaring with laughter, the comedy never gets old.
The music of Home Alone is instantly recognisable and yet I always forget that it's one of John Williams' epic creations. You can't hear it without thinking of the specific scene in the film it relates to, and it's certainly influences a lot of films since. Something that again I hadn't really noticed until I watched the Christmas horror film, Secret Santa (review coming soon).
It always fills me with questions though... Do all Americans have telephones with cords that are about 20 feet long? How did Buzz manage to shove that entire pizza slice in his mouth? Why did Leslie ever marry Frank? Why is Jimmy in the shop so over enthusiastic? How does Kevin manage to create all his traps in such a short amount of time? And who on Earth leaves their house that tidy when they're leaving for holiday? Especially when you consider they left in such a hurry!
The idea is such a fun one, I can see why it's so popular all this time later. Watching it more and more though you do realise that Culkin's acting was pretty bad, but that just adds to its charm.
Watching it with a group of people who already love the film really made it a better viewing. We all laughed at the amazing prat falls from Joe Pesci on the ice and the walls of the cinema caved in slightly as we all took a sharp intake of breath as Marv stood on that nail. It's genuinely more fun to roar with laughter with other fans.
It's sad to think that Home Alone could never happen these days. (Although Google did bring us an advert that gave us a peak at what might happen. I've put the video at the end of the post.) Kevin probably has several smart devices that they could contact or track, the house would also likely be equipped with state of the art surveillance and alarm systems that would have alerted someone to movement and doors opening. On the flip side though it's quite fun to think about what sort of traps Kevin could be creating with the wonders of modern technology. I'd say lets get a petition going to see that happen but while Home Alone 4 was passable I don't think we really need any more of them.
What you should do
This should be in everyone's Christmas film rotation. If you don't watch it at least once a year... well... *shakes head*.
Movie thing you wish you could take home
Everyone needs those quick inventing skills, but I'm actually going to go with Kevin's other superpower... his amazing ability to make epic ice cream sundaes.






