Armored Dinosaur’s “Crazy” Spikes: Beyond Just Defense

Reconstructing the life of Spicomellus Afer – Fossils of ankylosaurus discovered in Morocco

Matthew Dempsey

The dinosaur fossils unearthed in Morocco may represent some of the most bizarre and intricately armored vertebrates to have roamed the Earth.

The initial discover of Spicomellus Afer in Morocco was reported in 2021. This suggests that it comprises only rib bone fragments, adorned with fused spikes, from a group of dinosaurs categorized as Ankylosaurs. These herbivorous dinosaurs with stout bodies are known for their protective plates and spiked coverings.

In October 2022, farmers in the Badlands of the Middle Atlas Mountains began to uncover a much more complete Spicomellus skeleton. This fossil has been dated back to approximately 165 million years ago during the Jurassic period, suggesting that the creature may have reached lengths of about 4 meters and weighed as much as 2 tons.

Like modern crocodiles, armored dinosaurs such as Stegosaurs and Ankylosaurs possessed osteoderms—bony plates embedded within their skin. However, in the case of Spicomellus, its fossil reveals two distinct types of bone structures: the bony skin and spikes are fused together.

“This is unprecedented among armored dinosaurs, and indeed among any species with bony skin, making it totally astonishing,” remarked Susanna Maidment, a member of the team analyzing these fossils at the Natural History Museum in London.

Overall, the Spicomellus specimen boasts numerous armored spikes that cover nearly its entire body. Spikes attached to the neck region can measure around 1 meter in length. Additionally, fused vertebrae in the tail suggest it could serve as a potent weapon.

The creature’s peculiar attributes led Maidment to conclude that extreme descriptors were warranted in their explanations. “In scientific literature, phrases like ‘crazy’ are not acceptable. I opted for more elaborate language,” she noted. “One of my colleagues suggested that referring to its anomaly as ‘baroque’ could also be fitting for our research.”

This extreme form of armor would likely hinder the species’ movement through various environments, leading it to inhabit areas dense with vegetation, according to Maidment. “It would have been quite cumbersome,” she added.

Given the complexity of its armor, researchers speculate it served purposes beyond mere defense, potentially playing a role in mate attraction. “Elements that seem entirely extraordinary in the fossil record are often connected to reproduction, and I believe this complex armor was likely some form of display,” she concluded.

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Source: www.newscientist.com

Working on a 1980s Video Game Mug: Typewriters, Carpet Smells, and Crazy Prestrip

In the summer of 1985, I embarked on a lengthy pilgrimage from my home in Cheadle Hulme to the charming Hammersmith Novotel in London for the Commodore Computer Show. As a 14-year-old gamer, I saw this as an opportunity to play the latest games and check out new gaming accessories. However, my main goal was to visit specific exhibitors that I was eager to see. Upon arrival, I noticed a long line of kids at small stands, most of them waiting to get their show program signed by arcade games champion and ZZAP reviewer Julian Lignoll. As a devoted subscriber, I remember the excitement of waiting in that line. I didn’t experience that level of awe again until I met Sigourney Weaver a quarter of a century later.

I’m sure I’m not the only one who remembers that day. In his fantastic new book, The Games of a Lifetime, Rignall himself recalls the surprise of being swarmed by fans. He writes, “We didn’t anticipate that. I didn’t realize that readers were so interested in us, but I loved it.”

However, I don’t think he should have been so surprised. In the mid-80s, during the heyday of C64 and ZX Spectrum home computers, magazines like Crash, ZZAP, and Computer & Video Games were the primary sources of news and opinions about new games. There was a scarcity of information about game developers at the time, so magazine reviewers became industry stars and influencers of that era, even before the rise of social media.

“It was really Dickensian”…Zzap! 64 magazines. Photo: Chris Daw / Bitmap Books

What I find most captivating about Rignall’s books is tracing his journey from Seaside Arcade Tournaments to game development editing and eventually becoming the editorial director at Mammoth Video Game Site IGN. As a child, I pictured a lavish, high-tech publishing office in a sleek modernist building. However, Zzap! 64’s origins were in a small rented office in Yeovil. Rignall recalls, “We were all crammed into one room with a few C64s tucked away in the broom cupboard. Video games were always considered lowbrow, but in those early days, it was truly Dickensian.”

Major magazine companies weren’t as glamorous as one might think. When Rignall worked for C&VG in 1988, he transitioned from a relatively small newsroom to the sprawling EMAP headquarters in Farringdon, London. As he remembers, “It was a dusty pit with typewriters, smelly carpets, and outdated interior fixtures that looked like they hadn’t been updated since the 1970s. Oh, and ashtrays filled with cigarette butts were everywhere.”

Matt Bielby, who went on to launch legendary game magazines Superplay and PC Gamer, transitioned from being a C&VG junior writer to joining Sinclair at Dennis Publishing. “Dennis was even dingier and smokier than EMAP,” he recalls. “It was housed in several small buildings along the northern end of Oxford Street at Tottenham Court Road; initially, we were stacked on top of each other with computer shoppers, kits precariously balancing on shaky desks… I had to share a desk initially.”

In the mid-80s, Your Sinclair emerged as a pioneer of a new style of irreverent and personality-driven gaming journalism. Earlier home computer magazines focused on programming tips and articles about printers and word processing software, but these new publications put games front and center. Sinclair’s founding editor, Teresa Morgan, drew inspiration from reading Smash Hits at just 17. She recalls, “They had a distinct voice and made their writers visible. So, intentionally, we included caricatures of reviewers in the magazine. Everyone could express their personality, making readers feel connected to us.”

This connection sometimes led to strange encounters. “I remember receiving all sorts of odd things in the mail,” says Morgan. “Someone once sent me my own toenails.”

Like Smash Hits, Your Sinclair became known for developing its unique language and humor, creating silly photo stories reminiscent of Jackie magazine, and covering quirky games like a lawnmower simulator developed by magazine contributor Duncan McDonald. Readers were active participants, with their letters and artwork becoming essential elements of the magazine’s content. Rignall reflects, “By the early ’90s, when we launched the Average Machine, the magazine was 100% designed to be interactive. Text pages, Q&A sections, and editorials were essentially proto-social media before the term was even coined. Readers were encouraged to send in crazy photos, sketches, drawings, you name it. We aimed to create a sense of community run by its members.”

Multi-format Forever… Computer & Video Game Magazine Photo: Chris Daw/Bitmap Books

However, the traditional magazine production process was a different story. Before desktop publishing software came into play, everything was done manually. “You would type it up on your Apricot Proto PC, save it to a disk, then hand it over to the typesetter,” Rignall explains. “They would print a galley (print-quality text), cut it out with scissors, and lay out the pages with glue along with photos and other design elements.”

Taking screenshots was an art form of its own. By the time I started at Edge Magazine in 1995, the process had turned digital. I had a program that allowed me to capture screenshots from the console, which then connected to my Mac via a video card. But in the ’80s, it was a different story. “We took screenshots by placing a film camera in front of a clean TV screen and snapping a photo of it,” Rignall recalls. “I had to set up blackout curtains in the game room, turn off all lights, and create a dark environment. It was challenging because I had to synchronize the camera.”

In essence, the production of game magazines was slow, labor-intensive, and at times chaotic as small, young teams churned out dozens of reviews each month. “It’s no wonder that magazines in the mid to late ’80s were riddled with errors,” Rignall comments. “Typos, incorrect information, text in the wrong place, missing elements, inaccuracies… you name it. The process was an absolute mess.”

Yet, in a way, this chaos was part of their charm. Game magazines pushed the limits of publishing technology, and when the digital age arrived, they were often at the forefront of innovative publications using software like Pagemaker and Quark Xpress. Morgan reminisces about launching Zero in 1989, aiming for a more sophisticated gaming magazine. “It had a glossy, highly designed look. We won the European Magazine Award for two consecutive years.”

These magazines were at the heart of video game culture, offering a window into an exciting new world. “The industry was very tight-knit – everyone knew each other,” Morgan recalls. “We had a healthy sense of competition. We would often have developers visit the office, or we’d go to their homes and interview them in their pajamas.”

“100% designed around interactivity”…Mean Machines Magazine. Photo: Chris Daw/Bitmap Books

However, by the late 1980s, the focus shifted from home computers to consoles, with readers seeking direct information from Japan, the birthplace of gaming. Rignall notes, “The one who started writing about Japanese content for British audiences was Tony Takouji in 1987, which kicked off a series of CVG average machines that I took over a year later. I stumbled upon a Japanese bookstore near the EMAP office in 1988, and it was a goldmine. I couldn’t understand what was written until translators were found a month or two later, but I could decipher the game from the screenshots.”

Rignall’s book serves as a memoir of the gaming industry, exploring how games from Battle Zone to Forbidden Forest challenged Western notions of interactive entertainment for both players and journalists. By the time I entered the industry, it had evolved into a more stable and professional environment. Future Publishing operated out of a beautiful building in Bath, while Edge shared Beaufort House, a former Georgian pub, with titles like Super Play and Game Master. It was a thrilling time with great magazines, yet we carried on the legacy of the chaotic magazines that came before us in our spirit, work ethic, and humor.

Morgan looks back fondly on those times, recalling a memorable experience at a Microprose press event. “It was for the Tom Clancy flight simulator. They invited 10 journalists, and we all went on a light aircraft. Wild Bill Steely, MicroProse co-founder and ex-fighter pilot, did loops. I took turns with my sick bag. There was a champagne breakfast on the boat… and the camaraderie with the YS team was incredible. We got to play the game before anyone else. I’ve never laughed that much. It felt like the start of something special.”

The Games of a Lifetime is now available from BitMap Books

Source: www.theguardian.com

I Thought of Taxis as Magical: Sega’s Pop Punk Classic Crazy Taxi Celebrates 25 Years | Games

kEnjikanno, director of Sega’s legendary driving game Crazy Taxi, recalls the pivotal moment when he realized the game had made an earthquake-like impression. “I was heading to Las Vegas for promotional work,” he recounts. “I got into a taxi, the driver sped me off quickly and promptly reached my destination. Finally, he chuckled and said, ‘I’m a truly crazy taxi!’. It was a bizarre experience.”

Originally launched in arcades, The Zany, Pop-Punk Drive-Em’ -Up, is commemorating its 25th anniversary this month. Crazy Taxi was an addictive coin-operated thrill ride. The quirky nature of the game consistently exclaimed, “Are you ready to have some fun?” and “Crazy time is money!” with a plain, ordinary face amidst the chaos of just wanting to drive to Pizza Hut. Racing a green-haired Axel Yellow 1960 Cadillac El Dorado so swiftly that the front bumper crashed into a concrete hill in Sunny San Francisco. (My mom’s favorite character was Jenna, who drove the Ford Mustang.)

I can still recall spending the entire summer trying to master the “crazy dash” technique instead of playing outside with my friends. The subsequent ports on PlayStation 2, GameCube, and Xbox 360 were a hit, drawing millions of Crazy Taxi sales, proving that creating a hit wasn’t a walk in the park back then.

A memorable experience for everyone who played… a crazy taxi. Photo: Sega

The rock band The Offspring contributed a turbo-charged guitar riff to the Crazy Taxi soundtrack, a time capsule from the turn of the millennium. The game captured the carefree hyperactivity of America pre 9/11 in the late ’90s/early ’00s. The era when the biggest concern for many youngsters was whether Stone Cold Steve Austin would retain the WWE World title.

Despite its successful cross-over, Crazy Taxi faced opposition from many early critics, as recalled by Kanno. “During the initial stages of development, more than half of the project team vehemently opposed the idea of a game centered around taxi drivers,” he reminisces.

“What I wanted to express most about the craziest taxi was the dynamism of the movie car chase.” Photo: Sega

Yet, Kanno was intrigued by the challenge of transforming the ominous taxi driver stereotype, prevalent in the 1998 Luc Besson action comedy film Taxi, into a more endearing figure. The crazy taxi driver is clearly not sinister. Kanno aimed to do for the taxi driver what Paperboy did for paperboys. “I told the team: ‘I believe it’s the responsibility of game creators to make mundane work appear cooler! We might be envisioning something unprecedented, but we have to do it.’

Recounting his childhood, Kanno describes taxis as somewhat magical. “In Japan, taxi doors open automatically. As a child, I pondered why the taxi doors opened upon approach while our family car doors remained shut. This intrigued me so much that I began to view taxis as these enchanting entities.” As he matured, Kanno delved into old Hollywood films, aspiring to capture the same thrill and glamour showcased in iconic driving sequences like the Italian Job and French Connection. Locations such as San Francisco were ideal. “What I most wanted to convey about Crazy Taxi was the dynamic feel of a movie car chase, as San Francisco, with its numerous undulations, always allows for such action to be expressed.”

Unlike most racing games, Crazy Taxi demands quick decision-making on your feet rather than memorizing the track. (This ethos of a chaotic approach can be seen in Simpsons: Road Rage, which essentially adopted the crazy taxi concept in the Springfield setting.) “It’s a game that constantly challenges players to make split-second decisions in evolving scenarios,” Kanno explains. “Therefore, I made other vehicles obstacles. The design isn’t about mastering all the routes and finding the perfect line, but about maneuvering through ever-changing traffic.”

Technical limitations at the time curtailed the planned multiplayer mode. Nonetheless, the leaderboard enabled competitive battles among friends. For those struggling to surpass the 2-minute mark while playing Crazy Taxi (FYI: One rooftop shortcut is a game-changer), is there a possibility of a modern multiplayer-enabled sequel? “I can’t divulge much,” Kanno responds. “But Crazy Taxi will soon have you grinning ear to ear once again!”

Source: www.theguardian.com

The most recent lawsuit filed by Mr. Tem against Shane is absolutely crazy.

Early this week, the exchange argued that the conflict between PDD and Shein was noteworthy. PDD is a Chinese company that owns his famous Pinduoduo e-commerce business and Temu, a discount online retailer that has boomed in the US market in recent years.


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Our post was timely.Two days after exploring the rivalry a bit, Tim filed a lawsuit against Shane. This isn’t the first time the company has done something like this. Earlier this year, the companies filed suit against each other solely to: lawsuit dismissed in October. Now, Tem has filed a new lawsuit alleging a series of misconduct by Shane.

How did a new lawsuit come about after the companies dropped their dueling lawsuits? According to the complaint, since the first lawsuit was dismissed, “Tem has been concerned that Shein’s anti-competitive conduct has persisted. “We found that not only that, but also that it was intensifying,” the company claims. At this point, it may be helpful to recall Temu’s parent company, his PDD. I recently passed Alibaba has a market capitalization, and Shane wants to be listed in the United States.

A Shein spokesperson told TechCrunch+ that the company “believes in the following.”[s] This lawsuit is without merit and we intend to vigorously defend it. ”

What does Tem say Shane is doing?

The claims in the lawsuit are wide-ranging. Some have taken up Tem’s view that Shein has filed countless “questionable copyright infringement lawsuits” against the company, and that Shein has filed “a plethora of malicious DMCA takedown notices” against rivals. It claims to have issued.

But that’s just the beginning. Temu also claims that Shein used its “monopoly power in the U.S. ultrafast fashion market” to abuse its suppliers, entering into “exclusive trade agreements” with ultrafast fashion suppliers through which Shein They allege that their property was wrongfully confiscated. This prevents suppliers from listing and selling similar products on her Temu or other retail platforms.

Source: techcrunch.com