Men Should Avoid Mistakes When Wearing Skinny Jeans

Whether you are a man or a woman, the right pair of skinny jeans can determine your outfit for the day. Here are some common mistakes that men make when wearing tight blue jeans that you should keep next to your closet to avoid a fashion faux pas.
When buying skinny jeans, try to choose something that fits your body shape better. There is a fine line that look too small that you never want to cross between stylish cheap wholesale jeans and jeans that look too small. Those with a heavier figure may choose slim jeans over skinny jeans to flatter the figure, while a thinner person may choose skinny or super-skinny jeans.
You might think that all blue jeans are basically the same color and can be worn for any event and occasion, but it is not ture. Dark skinny jeans are more versatile for the right occasion, while light colored jeans will look strange and inappropriate for formal occasions.
Your skinny jeans may be your outfit, but your shoes can spoil it. After you slide your skinny jeans on in the morning, make sure you’re picking the right style of shoes. Skinny jeans draw more attention to your shoes than other pants, so make sure you choose shoes that are appropriate for the occasion and completes the look that you’re going for and doesn’t delve into a whole new one.
If you have ever walked down the street and found someone looking up and down with a twisted face, you might feel guilty about the taboo against skinny jeans. As a man, wearing wholesale jeans can make you look and feel stylish and comfortable. However, there are a few things you should do to ensure that you are wearing skinny light blue jeans appropriate for the best look and feel.

Will Wright

Twenty years ago, a video game that you could neither win nor lose was inconceivable – unless you were Will Wright. With five years of college under his belt and no degree, twenty-something year old Will had the idea of creating a game based on designing and building cities. In achieving that goal, Will created a new genre in gaming and within it, one of the best-loved game franchises in history establishing Will Wright as a visionary within the world of video game design.

The idea for SimCity struck as Will was designing his first game, Raid on Bungeling Bay (1984) a game in which helicopters attacked islands. Realizing he preferred building islands to piloting attack ‘copters, Will partnered with “idea guy” Jeff Braun to create a company known as Maxis and they released SimCity in 1989. With SimCity the mass market got its first real taste of a simulation game, and they were hooked! The word-of-mouth acclaim swirling around SimCity ultimately attracted the attention of Newsweek, and a full page story on the game cemented SimCity’s place in entertainment history. An entirely new kind of video game genre, focused around open-ended, non-violent gameplay was born!

Maxis followed up the surprising success of SimCity with a string of popular simulation games throughout the 1990s. Titles such as SimEarth: The Living Planet (1990), SimAnt: The Electronic Ant Colony (1991), SimCity 2000 (1993), SimCopter (1996), and SimCity 3000 (1999) introduced simulation games to hundreds of thousands of new fans, demonstrating the genre’s true potential.

Still nobody was prepared for the phenomenal success of The Sims. Will, who studied architecture in college, originally conceived of the game as an architectural design simulator. To “score” the quality of the design, he added tiny people who would inhabit the buildings. These simulated people quickly stole the spotlight, and Will realized that watching the lives of the Sims unfold was the real entertainment. Again, his instincts were right. Released in 2000, The Sims was the best-selling PC game of of 2000, 2001, 2002, and 2003, until it was dethroned by its own sequel The Sims 2, which quickly established itself as the best selling PC game of 2004. Popular console, handheld and mobile phone versions of the game have contributed to the huge success of the franchise, which has sold more than 58M games, life-to-date.

The Sims and its expansion packs and sequels have become a cultural phenomenon and solidified Will’s position as a gaming-industry legend. His honors and accolades include making Entertainment Weekly’s “It List” of “the 100 most creative people in entertainment” and Time Digital’s “Digital 50” in 1999, receiving a “Lifetime Achievement Award” at the Game Developers Choice Awards in 2001, being named #35 on Entertainment Weekly’s Power List in 2002, becoming the fifth person to be inducted into the Academy of Watch Interactive Arts and Sciences’ Hall of Fame that same year, receiving the PC Magazine Lifetime Achievement Award, and in 2008 was honored with the first-ever Spike TV Video Game Awards’ Gamer God Award.

Spore™, Will’s latest achievement in video games, has been the recipient of numerous awards and honors such as Popular Science’s “Best of What’s New Award,” Popular Mechanics’ “Breakthrough Award,” PC Magazine’s “Technical Excellence Award,” and TIME Magazine’s “50 Best Inventions of 2008.”

Stuff

There are always many projects underway at SFC. Here are some completed and released projects.

Bar Karma
“When one door closes, another one opens. And when that door opens into the most mysterious bar in the universe, strange things begin to happen.”
Read More at Current TV.

“Bar Karma is the first online community-developed network television series. Online users pitch their own ideas for scenes and twists online, using a tool replica designed by Will Wright called the Storymaker.”
Read More from Wikipedia

Ant Farm Revolution
“The revolution has begun! It’s time for a whole new way to look at ants. First, watch as these tiny architects sculpt their gel habitat into a 360° work of art. Then, sit back and watch your ants “crawling” on the ceiling as the Ant Farm Revolution projects giant shadows of your ants.”
Read More at Uncle Milton.

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Stupid Fun Club

Welcome to the Stupid Fun Club

BREAKING NEWS

Across a land hardened of past, Before the hazy cloud of future, We state to you, the artists, creators, consumers, deciders, technologists, and sentient ones, our words of stupidity, our ideas of fun, and our intentions of club.
The world is an ever expanding sphere of knowledge with paths going in every direction like lightning splitting infinitely into the black universe. As animals we choose our path, consciously or not, causing reactions that effect ourselves, other beings, the economy, the environment and ultimately the universe. Every choice that is made has mammoth consequences, given time, and as humans one can only assume responsibility for certain somatic outcomes. Checking email, going to work, eating dinner, spending time with family, and participating in hobbies are basic goals that many humans share. These goals, though they may seem minute in relation to the universe, are humanly possible, for humans can only be humans and nothing more while operating unassisted.
Technology (computers, robots, and science) has advanced quite rapidly in the past 50 years and will continue to grow exponentially. It is difficult for most to keep up; this will only get harder as time passes. Therefore, as a company, and more importantly as a club, the Stupid Fun Club (SFC) strives to work for the human and for the robot in creating complete symbiotic unity between the two. It is paramount that the SFC and it’s members (cadets) complete this goal as it is necessary for the survival of the Earth-centric universe; including human, animal, plant, rock, soil, water, gas and atmosphere. We therefore attest the following:
FIRST: Robots are our friends.
SECOND: Cadets and robots make an alert decision to work in unity.
THIRD: Cadets attain the following characteristics; stupidity, funness, and club solidarity.
FOURTH: Stay above and beyond the evolution of technology.
FIFTH: All forms of technology, no matter how old, are treated with respect.
SIXTH: Use technology consciously to spare the environment any unnecessary stress.
SEVENTH: Form an anonymous army; perpetuating SFC ideals, not promoting them.
EIGHTH: Provides products not opinions, and shall be kept from public controversy.

To the unity of man and machine.

  • Stupid Fun Club

About Will Wright

Will Wright, widely acknowledged for creating the simulation video game genre, unveiled the highly anticipated SporeTM in September 2008. Spore is a “universe in a box” that allows players to create a species and guide it to sentience, help it build a society, develop its culture, and explore an infinite cosmos of worlds cretaed by other players. Fans eagerly embraced the creation tools in Spore and have created over 100 Million pieces of user-created content, as of Summer 2009.

Spore hase been distinguished with such honors as Popular Science’s “Best of What’s New Award,” Popular Mechanics’s “Breakthough Award,” PC Magazine’s “Technical Excellence Award,” Time Magazine’s “50 Best Inventions of 2008,” and the Jim Henson Technology Honor.

A true gaming industry legend as a result of his pioneering contributions to video games, Wright has been the recipient of several prestigious awards and honors. Rolling Stone named Will Wright “One of the 100 People who are Changing America,” in March 2009, placing him among artists, leaders, scientists, and policymakers who are “fighing every day to show us what is possible.” IN 2008, Will received the first-ever Gamer God Award at the Spike Video Game Awards as a testament to his revolutionary work. In 2007, the British Academy of Film and Television Arts recognized an individual in the Video Game Industry for the first time when it named Wright a fellow. He also received the Producers Guild of America Vanguard Award that same year.

Wright first rose to prominence when he developed SimCityTM, the acclamed, nonviolent, open-ended sim game. Wright then followed up the success of SimCity with a string of popular simulation games throughout the 1990s. Titles such as SimEarth: The Living Planet (1990), SimAnt: The Electronic Ant Colony (1991), SimCity 2000 (1993), SimCopter (1996), and SimCity 3000 (1999) introduced simulation games to hundreds of thousands of new fans, demnonstrating the genre’s true potential.

Wright’s next groundbreaking game came in the form of The Sims (2000), which has gone on to become the best selling PC game franchise of all time, being available in 22 languages in 60 countries. Wright, who studied architecture in college, originally conceived of the game as an architectural design simulator. To “score” the quality of the design, he added tiny people who would inhabit the buildings. These simulated people quickly stole the spotlight, and Will realized that watching the lives of the Sims unfold was the real entertainment. The Sims franchise has now sold over 100 Million units around the world.