Fear and Loathing in Las Vegas (7/10) Movie CLIP - The High Water Mark (1998) HD
Movieclips0 HN recommenders · 2022–2025
1.4M views · other · evergreen · Uploaded 2011-05-28
A movie clip from Terry Gilliam's Fear and Loathing in Las Vegas in which Duke recalls the brief magical moment of 1960s San Francisco, the 'high water mark' monologue.
Quoted to describe fleeting cultural moments that cannot be repeated, such as early tech eras or SimCity 2000.
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4 comments from Hacker News
>It's an age thing - the dreams you had when you were younger didn't turn into reality - dreams usually don't. Or at least, not as you expect it. Every generation is doomed to discover that. [VIDEO]
A Pissed Off Tutorial For Google Wave [LINK] >Josh from the Game Helpin' Squad actually tries to get some work done. Or, rather, he complains about how people didn't appreciate it when he got some work done. Fear and Loathing in Las Vegas (7/10) Movie CLIP - The High Water Mark (1998) HD [VIDEO] >Strange memories on this nervous night in Las Vegas. Has it been five years? Six? It seems like a lifetime, the kind of peak that never comes again. San Francisco in the middle sixties was a very special time and place to be a part of. But no explanation, no mix of words or music or memories can touch that sense of knowing that you were there and alive in that corner of time in the world. Whatever it meant. >There was madness in any direction, at any hour. You could strike sparks anywhere. There was a fantastic universal sense that whatever we were doing was right, that we were winning. >And that, I think, was the handle -- that sense of inevitable victory over the forces of Old and Evil. Not in any mean or military sense; we didn't need that. Our energy would simply prevail. We had all the momentum; we were riding the crest of a high and beautiful wave. >So now, less than five years later, you can go up on a steep hill in Las Vegas and look West, and with the right kind of eyes you can almost see the high-water mark -- that place where the wave finally broke and rolled back.
Absolutely! SimCity 2000 was a masterpiece, striking the perfect balance between the immediate grokability and comprehensible simplicity of the original SimCity "Classic", plus the judicious addition of rich immersive CD-ROM quality graphics and sound. SimCity 2000, much like Hunter S. Thompson's description of mid-sixties San Francisco, represented a harmonic convergence of factors that established a high-water mark of game design. It was a time when the energy of a whole generation of computer hardware and game developers came to a head in a round shiny disc, for reasons that were hard to fully grasp at the time and even harder to explain in retrospect. [VIDEO] Just as Thompson describes the sense of being alive in that corner of time and the world, there was a similar sense of knowing that you were part of something special when playing SimCity 2000, a testament to constructive expression and augmented imagination, instead of pre-scripted storytelling and showboating special effects. It marked a technological zenith, fruitfully applying the latest technology in a way that later versions fell short. It was an inflection point in simulation game design and immersive production values, having reached a point where any further elaboration would only lead to diminishing returns. It struck the ideal balance of complexity by remaining true to the original SimCity Classic, while learning from the oversimplification of SimAnt and the overcomplication of SimEarth. And just like the
Have you ever listened to the 'high water mark' monologue from fear and loathing? It's pretty much just that. It was a unique time and it was neat that we got to see it, but it can't possibly happen again. [VIDEO]