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Smearing Cream Cheese On Newborns & Other Stories About Famous Multiples

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On January 26, a woman in Bellflower, California, gave birth to octuplets "“ six boys and two girls. This bunch of babies is only the second set of live-born octuplets in the U.S. In celebration of Xeroxed siblings everywhere, this week's TVHolic salutes multiples (and their media-savvy parents).

From NICU to SAG

babies1.jpgSome star-struck parents of prematurely born twins are able to cash in on their early-bird babies by allowing them to appear in TV shows or films as a newborn. Unless it's a reality medical series, most childbirth scenes in television and films are make-believe. Child labor laws vary from state to state, but in California, where the majority of those productions are made, a baby has to be at least 15 days old in order to get a work permit. Of course, most full-term babies have lost that "newborn" look after two weeks "“ their eyes are wide open, they've gained some weight, and their heads have begun to round out. So casting directors seek out "professional preemies" "“ babies born before their scheduled due date (twins preferred, in order to skirt around that 20-minutes-max camera time rule) but who are healthy enough to be brought to the studio. The law counts the actual date of birth, not the expected date, so, for example, a baby born after only seven months' gestation is still going to look tiny and fragile and appropriately "newborn" at the age of fifteen days. The law forbids smearing makeup on newborns, so cream cheese and jam are used to give them that authentic "fresh out of the uterus" look.

Being a "Happy Baby" Pays Off

olsens.jpgIt's hard to believe in retrospect, considering the financial empire the Olsen twins have built, but when Mary-Kate and Ashley were infants, being a stage mother was the last thing on Jarnie Olsen's mind. One of Jarnie's girlfriends had been taking her infant to various casting directors and told her one day, "You've got twins, you really should get an agent, because a lot of shows are hiring twins." On a whim, Jarnie did contact an agent, and was immediately sent to an audition for a proposed sitcom called Full House. Mary-Kate and Ashley were just six months old. They were hired because, of all the babies who applied, they were the only two who hadn't cried or fussed. The show started filming when the girls were nine months old. The series' producers had originally predicted that Jodie Sweetin, who played Stephanie, would be the show's breakout character "“ she was just adorable and precocious enough to become the next Gary Coleman-type child star. However, by the end of the first season, the studio audience automatically emitted an audible "awwww" every time the baby was on stage, and soon viewers began referring to Full House as "The Michelle Show."

The Truth About Carrie Ingalls

The role of Carrie on Little House on the Prairie was credited to twins Lindsay and Sidney Greenbush, but those weren't the girls' names in real life and "Greenbush" isn't even their true surname. Billy "Green" Bush was a character actor who specialized in playing rough "˜n rugged types (M*A*S*H fans may remember him as the helicopter pilot called Cowboy who tried to kill Henry Blake in mid-air). In 1970, his wife gave birth to twin girls named Rachel Lindsay Rene and Sidney Robin Danae. Rachel and Robin, as they were known, got their first acting job at age 2, when they were cast in the made-for-TV film Sunshine. One year later Michael Landon was casting actors for Little House on the Prairie, and a producer who'd worked on Sunshine recommended the Bush twins. Once they landed the role, their mother decided to protect their privacy by using stage names for the girls. That way, she surmised, the twins could discern TV viewers from relatives or friends "“ if they were spotted in public and addressed as "Lindsay" or "Sidney," it automatically signaled a Little House fan.

Cute But Canceled

katey.jpgThe plot device of identical twins confounding teachers and prospective suitors by switching identities had already been done to death (see The Patty Duke Show), so it's not much of a surprise that Double Trouble tanked in the ratings when NBC added it to their Saturday night line-up in 1984. Real-life identical twins Jean and Liz Sagal starred in this short-lived series as the spunky daughters of a widowed father who owned a dance studio. (Home Improvement's Patricia Richardson co-starred as the father's love interest.) The plots were formulaic and predictable, but the show had enough of a following that a second season was ordered. For season two the twins had relocated to New York City to live with their aunt and pursue their dreams of becoming an actress and a fashion designer, respectively. The new locale did nothing to boost ratings, so the series was canceled in 1985. Yet the fresh-faced Sagal twins, who always looked as if they'd just stepped out of a Seventeen magazine cover shoot, had a solid fan base that convinced the USA Network to air reruns of Double Trouble during the 1990s. The twins' older sister, Katey, fared better in her acting career, playing Peg Bundy on Married"¦with Children for 11 seasons.

Quadrophenia

Allison Mathias is used to total strangers stopping her and asking "Are they for real?" No, they're not referring to her bosom, but to her identical quadruplets: Grace, Anna, Mary Claire and Emily. The Mathias quads were born in 2000 and are unusual because they were not the result of fertility drugs "“ they all started out as the same egg that kept dividing"¦and dividing. When they were but a few months old they earned a cool quarter-million dollars from America's Funniest Home Videos just for laughing in unison. The photogenic foursome have since starred in their own Discovery Health Channel special, made appearances on Oprah> and The Tonight Show and modeled clothes in Target commercials.

Bent Fork Babes

I Love Lucy fans will recognize Roz and Marilyn Borden "“ they played Teensy and Weensy in the episode entitled "Tennessee Bound." The Borden twins already had an impressive list of acting credits by the time Lucille Ball tapped them to play potential suitors for Cousin Ernie, but such was the power of I Love Lucy that 30 years later, when the twins were entertaining on cruise ships, they could always count on someone in the audience requesting "Ricochet Romance."

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10 Fast Facts About Pac-Man

by Ryan Lambie

When Pac-Man emerged in the early 1980s, nothing else looked or sounded quite like it. Whereas most arcade games of the era involved shooting marauding aliens, Pac-Man looked like a miniature, interactive cartoon: a comical tug-of-war between a round, yellow character with an addiction to munching tiny white dots and a quartet of roaming ghosts with big, anxious eyes.

As we now know, Pac-Man was a massive hit, and its grip on pop culture is still strong today. But Pac-Man's success was far from certain; its designer initially had no interest in games, and the public reaction to it was initially mixed. Here's a brief look at some of the fascinating facts behind Pac-Man's making, its impact, and its legacy.

1. PAC-MAN DESIGNER TORU IWATANI HAD NO TRAINING AS A DESIGNER OR PROGRAMMER.

When then 22-year-old Toru Iwatani started work at Namco in 1977, he had no particular interest in designing video games. In fact, Iwatani initially expected that he'd work on pinball machines, but instead ended up designing the Breakout-inspired paddle games Gee Bee (1978), Bomb Bee and Cutie Q (1979). Two years after Pac-Man's release in 1980, he designed Pole Position.

2. PAC-MAN WAS DESIGNED AS A RESPONSE TO SHOOTING GAMES LIKE SPACE INVADERS.

Japanese arcades of the late 1970s and early 1980s were dark, masculine places full of space shooting games inspired by the success of Space Invaders—including Namco's own enormously successful Galaxian. In response, Iwatani began thinking about a concept which ran counter to those games.

"All the computer games available at the time were of the violent type—war games and Space Invader types," Iwatani said in 1986. "There were no games that everyone could enjoy, and especially none for women. I wanted to come up with a 'comical' game women could enjoy."

Iwatani began thinking about ideas based around the word taberu, meaning "to eat." And gradually, the concept of a game called Pakku-Man (derived from paku paku, a Japanese slang word akin to chomp) began to form.

3. PAC-MAN'S PIZZA INSPIRATION IS ONLY HALF TRUE.

By Official GDC - Flickr, CC BY 2.0, Wikimedia Commons

One of the great creation legends of game design is that Iwatani, while eating a pizza, looked down at the pie with a missing slice and used the outline as inspiration for Pac-Man's distinctive shape. The story was furthered by Iwatani himself; when Pac-Man fever was at its height, he even posed with a half-eaten pizza for a publicity photograph. But in a 1986 interview, Iwatani admitted that the legend was only "half true."

"In Japanese, the character for mouth [kuchi] is a square shape," Iwatani explained. "It's not circular like the pizza, but I decided to round it out." And thus, Pac-Man was born.

4. PAC-MAN'S GAMEPLAY AND GHOSTS WERE INSPIRED BY COMIC BOOK CHARACTERS.

As Iwatani continued to develop the idea of a game which involved eating, he added the concept of a maze, and then came the power pellet (or power cookie), a special item that allowed Pac-Man to eat his enemies. Iwatani later revealed that the power-up idea was inspired by Popeye, who often defeated his arch rival Bluto by eating spinach.

Pac-Man's ghosts were also inspired by comic book characters. "Pac-Man is inspired by all the manga and animation that I’d watch as a kid," Iwatani told WIRED in 2010. "The ghosts were inspired by Casper, or Obake no Q-Taro."

5. IT WAS ONE OF THE FIRST GAMES TO INTRODUCE CUT-SCENES.

Pac-Man's action is occasionally interspersed with simple cartoonlike interludes, where an enormous Pac-Man chases a terrified ghost across the screen. Iwatani dubbed these "coffee breaks" and imagined them as a means of enticing players to chomp their way to the next scene. Iwatani's programmers initially resisted the idea, arguing that the interludes added little to the game, but Iwatani ultimately won the battle.

6. THE GAME WOULD BE NOTHING WITHOUT ITS ENEMY AI.

Although Iwatani was the creative force behind Pac-Man, bringing the game to life fell to a team of four staff, including programmer Shigeo Funaki and sound designer Toshio Kai. Development of the game took around 18 months—an unusually lengthy production for the era—with the ghosts' behavior posing the greatest challenge.

As Iwatani himself admitted, "There's not much entertainment in a game of eating, so we decided to create enemies to inject a little excitement and tension."

One of the most ingenious aspects of Pac-Man is that each ghost behaves differently—one simply chases the player, two try to attack Pac-Man from the front, while the fourth will chase and then abruptly change course.

"It was tricky because the monster movements are quite complex," Iwatani said. "This is the heart of the game ... The AI in this game impresses me to this day!"

7. THE GAME WASN'T EXPECTED TO BE A HIT.

The first ever Pac-Man machine—then called Puck-Man—was installed in a Tokyo movie theater on May 22, 1980. As Iwatani and his team had hoped, the game was popular with women and the very young, but seasoned gamers—who were more used to the intensity of shooting games—were initially nonplussed.

The uncertainty continued when Pac-Man was shown off at a coin-op trade show later that year. Many of the American arcade operators in attendance thought that another Namco game at the show—a driving game called Rally X—would be the more popular of the two due to its faster pace. Ultimately, Pac-Man was picked up for American distribution by Bally/Midway. Its name was changed from Puck-Man to Pac-Man, and the game's journey to global popularity began.

8. IT WAS ONE OF THE MOST SUCCESSFUL ARCADE GAMES OF ALL TIME, YET ITS CREATOR DIDN'T GET RICH FROM IT.

Selling 350,000 arcade machines within 18 months, generating millions in profits and yet more revenue from merchandising, Pac-Man was an international phenomenon. But Iwatani, like many designers and programmers working in Japan at the time—including Space Invaders' creator Tomohiro Nishikado—didn't directly profit from all that success.

"The truth of the matter is, there were no rewards per se for the success of Pac-Man," Nishikado said in 1987. "I was just an employee. There was no change in my salary, no bonus, no official citation of any kind."

9. THE HIGHEST SCORE POSSIBLE IS 3,333,360 POINTS.

Although Pac-Man doesn't have an ending as such, an integer overflow makes the 256th level impossible to clear. This means that if every dot, power pellet, fruit, and enemy is consumed on each of the 255 levels, the maximum possible score is 3,333,360 points. The legendarily dextrous videogame champion Billy Mitchell was the first player to achieve a perfect Pac-Man score.

10. IT'S STILL INSIDIOUSLY ADDICTIVE.

To celebrate Pac-Man's 30th birthday back in 2010, Google placed a playable version of the game on its homepage. According to a report issued by a time management company, the game's brief appearance managed to rob the world of around 4.8 million working hours. Google's first ever playable doodle, the search engine's anniversary version of Pac-Man can still be played today. 

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15 Surprising Benefits of Playing Video Games
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Complex, challenging, and ambitious, video games have come a long way since the simple arcade titles of the 1970s—and evidence is mounting that the benefits of play go well beyond entertainment and improved hand-eye coordination. In honor of Video Games Day (today), here are 15 ways games are programming better people. 

1. THEY'RE PRODUCING BETTER SURGEONS.

While you may think you want your surgeon reading up on the latest medical research instead of playing games, you might want to reconsider: a study of laparoscopic (small incision) specialists found that those who played for more than three hours per week made 32 percent fewer errors during practice procedures compared to their non-gaming counterparts.  

2. THEY MAY HELP PEOPLE OVERCOME DYSLEXIA.

Some research points to attention difficulties as being a key component of dyslexia. One study has shown dyslexics improved their reading comprehension following sessions of games heavy on action. The reason, researchers believe, is that the games have constantly changing environments that require intense focus.

3. THEY COULD IMPROVE YOUR VISION.

“Don’t sit too close to the television” used to be a common parental refrain without a lot of science to back it up. Instead, scientists are discovering games in moderation may actually improve—not strain—your vision. In one study, 10 weeks of play was associated with a greater ability to discern between different shades of grey. Another had participants try to play games using only their “lazy” eye, with the “good” one obscured. Those players showed significant, sometimes normalized improvement in the affected eye. 

4. YOU MIGHT GET A CAREER BOOST.

Because certain genres of games reward and encourage leadership traits—providing for “communities,” securing their safety, etc.—researchers have noted that players can display a correlating motivation in their real-world career goals. Improvising in a game can also translate into being faster on your feet when an office crisis crops up. 

5. PLAYERS CAN BECOME FASCINATED WITH HISTORY.

Many games use actual historical events to drive their stories. Those characters and places can then spark a child’s interest in discovering more about the culture they’re immersed in, according to researchers. Parents who have obtained books, maps, and other resources connected to games have reported their children are more engaged with learning, which can lead to a lifetime appreciation for history. 

6. THEY MAKE KIDS PHYSICAL.

While some games promote a whole-body level of interaction, even those requiring a simple handheld controller can lead to physical activity. Sports games that involve basketball, tennis, or even skateboarding can lead to children practicing those same skills outdoors. 

7. THEY MAY SLOW THE AGING PROCESS.

So-called “brain games” involving problem-solving, memory, and puzzle components have been shown to have a positive benefit on older players. In one study, just 10 hours of play led to increased cognitive functioning in participants 50 and older—improvement that lasted for several years. 

8. THEY HELP EASE PAIN.

It’s common to try to distract ourselves from pain by paying attention to something else or focusing on other body mechanisms, but that’s not the only reason why games are a good post-injury prescription. Playing can actually produce an analgesic (pain-killing) response in our higher cortical systems. The more immersive, the better—which is why pending virtual reality systems may one day be as prevalent in hospitals as hand sanitizer.  

9. YOU'LL MAKE NEW SOCIAL CONNECTIONS.

Gamers are sometimes stigmatized as being too insulated, but the opposite is actually true. The rise of multi-player experiences online has given way to a new form of socializing in which players work together to solve problems. But studies have shown games can also be the catalyst for friends to gather in person: roughly 70 percent of all players play with friends at least some of the time. 

10. THEY MAY IMPROVE BALANCE IN MS SUFFERERS.

Since it is a disorder affecting multiple nerves, multiple sclerosis patients often have problems with their balance—and no medications have been conclusively proven to help. However, one study showed that MS patients who played games requiring physical interaction while standing on a balance board displayed improvement afterward. 

11. YOU'LL MAKE FASTER DECISIONS.

We all know someone who seems to have a faster CPU than the rest of us, able to retrieve information or react in a split second. For some, that ability might be strengthened through gaming. Because new information is constantly being displayed during play, players are forced to adapt quickly. In one study, players who were immersed in fast-paced games were 25 percent faster in reacting to questions about an image they had just seen compared to non-players. 

12. THEY MAY CURB CRAVINGS.

Players preoccupied with indulging in overeating, smoking, or drinking might be best served by reaching for a controller instead. A university study revealed a 24 percent reduction in desire for their vice of choice after playing a puzzle game. 

13. THEY'LL REDUCE STRESS.

While some games are thought to induce stress—especially when you see your character struck down for the umpteenth time—the opposite can be true. A major study that tracked players over six months and measured heart rate found that certain titles reduced the adrenaline response by over 50 percent. 

14. GAMERS MIGHT BE LESS LIKELY TO BULLY.

Though the stance is controversial, some researchers have asserted that action games may reduce a bully’s motivation to—well, bully. One study that had players assume the role of both the hero and villain showed that those controlling the bad guy’s behaviors displayed a greater sense of remorse over their actions. 

15. THEY CAN HELP ADDRESS AUTISM.

Gamers using systems that incorporate the entire body to control onscreen movement have been shown to be more engaged in celebrating victories with their peers, which runs counter to the lack of communication people with autism sometimes present. A study also showed that sharing space with multiple players can also lead to increased social interaction for those with the disorder.

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