Bang! Bang! You're dead.

When I was growing up, most children played "cops and robbers" or "cowboys and Indians". My brothers and I often played "army", but the overall theme was the same. "Good guys" versus "bad guys" in one flavor or another, with the frequent admonition of "Bang! Bang! You're dead!" Our fantasy games were very much like the Road Runner cartoons that we watched in that era. Wile E. Coyote's death appeared to be painful, but it was always temporary. I still have no problem with children running around "shooting" at each other. In fact, I thought the Manhattan Libertarian Party's "(squirt) Guns for Tots" project was absolute genius, if only because it caused instant widespread constipation throughout New York's liberal stronghold.

I am not a big fan of today's graphic computer games, however. The high tech graphics display enough visual blood and guts to make battle hardened soldiers wish for a foxhole. But that isn't nearly as bad as the strategy necessary to win the game. Blowing up cars and buildings get big points, but so does taking property that doesn't belong to you, and killing innocent bystanders. The more ruthlessly violent you are, the higher the level you can achieve in your game. Have you found that with practice you can win fairly consistently? No worries, Mate! The next, more violent version of the game is about to reach store shelves.

I am not going to suggest that every child who plays these modern computer simulations is destined to shoot people in an Aurora, Colorado movie theater. (I'm surprised this hasn't been "discovered" already, although - the trial and other shocking reports are sure to follow.) On the other hand, you can't serious suggest that the "cops and robbers" of my childhood are anywhere near as traumatic as "Grand Theft Auto" (The fifth version was released in 2011.)

We all know that life often imitates art. Captain Kirk's communicator is a shabby excuse for today's modern cell phone, and my hand-held Blackberry easily contains more computer memory than the room-sized computer processors of just two decades ago. (I've been a computer programmer since IBM cards. I know this for a fact.) What worries me even more than the flood of police programs on television (CSI, CSI: Miami, CSI: New York, Law & Order, Law & Order - Criminal Intent, Law & Order: SVU, Law and Order: UK) is the absolutely real stockpiling of ammunition being done by our government.

According to numerous articles (such as this one by American Free Press), various agencies of our government are purchasing incredible quantities of ammunition. 1.4 BILLION rounds of ammunition have been stockpiled in just the last few years. Compare that to 311 million people in the United States, and that is easily 4.5 bullets per person. But certainly the federal government needs ammunition to protect us from terrorists, right?

What does the Social Security Administration need 174,000 rounds of .357 hollow-point ammunition for? Do they expect angry elderly organized by the AARP to storm their offices demanding their retirement benefits? What is the National Oceanic and Atmospheric Administration going to do with the 46,000 .40 caliber hollow points that they have requested? Are they going to defend us from "angry weather patterns"? And I suspect the Department of Agriculture is going to use 321,000 round of ammunition to eradicate crops contaminated with salmonella.

Oh, please. Grow up! There is only one purpose for hollow point ammunition. The efficient killing of human beings. (I've been shooting for thirty years. You can pretty much trust me on this.) For years we have heard stories about FEMA concentration camps, triple decker train cars lined with shackles on the floor, and we have watched the militarization of our local police forces, all of which proudly flaunt their black-garbed SWAT teams and high tech crowd control vehicles. Now that our government agents have enough ammunition for World Wars IV and V, what do you think they're going to do with it?

Bang! Bang! You're dead!

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Witty, funny, engaging, educational, articles by Michael Badnarik.