Lifestyle
Two Bit Circus is back as a Santa Monica pop-up — with a 'space elevator' from the future
Before me stands a glistening silver box — sleek, elegant and with boldly defined protruding vertical lines, giving it an ever-so-slight vintage Art Deco look. A golden vent rests at its top, the figures on its grille appearing like alien hieroglyphics. This, I am asked to pretend, is an elevator, which will take me from Santa Monica’s Third Street Promenade and into Earth’s orbit.
I step inside and stand on an assigned number. Four windows surround me, and one sits below me. They are, in actuality, OLED TVs, sitting inside oval, astronaut-white frames. Soon, I am awash in ambient, serene music. An air conditioner pumps in a cold breeze — partly there to offset the heat from the television sets, partly there to mitigate any effects of motion sickness — and then the simulation begins. Southern California disappears below me, and in moments I am gliding above Earth, enveloped in stars and the twilight-blue hues of our planet’s horizon.
Game tech Quantrel Farris plays games at Two Bit Circus at Third Street Promenade.
(Christina House/Los Angeles Times)
Typically, the experience of simulating a trip to space is the stuff of theme parks or NASA training facilities. This space elevator, however, resides inside a pop-up arcade from Two Bit Circus, which earlier this year shuttered its 40,000-plus square foot play space in downtown’s Arts District. In the precarious world of location-based entertainment — recent years have seen buzzy, game-centered, virtual reality-focused startups such as the Void and Dreamscape Immersive come and go — it was safe to assume the worst when Two Bit closed.
Had its mix of coin-op arcade cabinets, future technologies and immersive theater-inspired games joined the likes of DisneyQuest, Star Trek: The Experience and a host of other promising-yet-failed experiments? No, insists Two Bit founder Brent Bushnell, who is confident Two Bit will rise again with a permanent space. First up, however, is multi-week pop-up experience on Third Street Promenade, opening Saturday and currently slated to run through Jan. 5, although Bushnell believes an extension is likely — “we’re going to be a month-to-month kind of decision,” he says.
Space elevator at Two Bit Circus. (Todd Martens / Los Angeles Times)
Two Bit, says Bushnell, was never able to recover from the pandemic, for which its downtown business dug too deep of a financial hole to rebound from. “We brought a quarter-million people down there in 2019,” Bushnell says of attendance at the initial location, which opened in 2018. “It was literally millions of dollars. In 2020, we were doing 20% better than we did in 2019. I wonder sometimes the world we would be living in. I was closing $30 million of investments to open five more of them.”
All those plans evaporated relatively quickly. A Two Bit location in Dallas, for instance, opened in 2023 but closed in just a few months. Downtown’s Two Bit locale followed relatively suddenly in April, but Bushnell says it was clear in January that the company was going to have to regroup.
“We didn’t have the deep pockets of a ginormous corporation to ride that out,” Bushnell says of Two Bit’s COVID-19-induced closures, for which the backlog of bills eventually became too much to bear. “This is a real opportunity to be clear of that, and to start fresh.”
And more modestly. Two Bit’s Santa Monica spot, situated among Third Street Promenade’s cacophony of casual eateries and an oversized chess board, is 4,000 square feet, a fraction of the downtown location’s size. That means some Two Bit originals — digital carnival games such as a balloon-pop challenge that used screens and projections, or a train-racing game built less on speed but on synchronized corporation with friends or strangers — remain in storage. As do its so-called “story rooms,” including one that was inspired by the old tabletop game Operation, only here we performed makeshift surgery on a giant puppet, the game less about precision than silly communication.
Yet it’s clear the Two Bit mission persists.
Two Bit Circus founder Brent Bushnell.
(Christina House/Los Angeles Times)
A center bar, for instance, will sell a drink it calls the “cocktail shooter.” It’s essentially a shot, but participants will then be handed a Meta Quest 3 and asked to play a 90-second game utilizing the headset’s pass-through technology, which allows for digital creations to be overlaid into our real-world surroundings. Essentially, we’ll be firing away at giant, cowboy-hat wearing eyeballs floating around the Two Bit bar area. Similar games will unfold outside Two Bit’s doors on the Promenade, including a fantasy-inspired game in which our Quest controllers will turn into virtual wands and we’ll be wizards flinging fireballs at each other amid the Santa Monica district.
There is space, too, for group games, including a heavily participatory game show-inspired experience. Here, guests will gather around cocktail tables, each player given their own boxy video game controller with large plastic arcade buttons. They’ll compete against other guests in short, silly mini-games, some asking us to frantically press as many buttons as possible, others more quiz-like. A version of this was staged in Two Bits’ Arts District spot.
Then, finally, there is Two Bit’s assortment of stand-up games, with the emphasis, Bushnell says, on multiplayer titles — “Frogger,” “Rampage,” “Joust,” “Zoo Keeper,” “Marble Madness” among the many offerings. The pop-up will charge a $25 admission at the door, and that will include all games for the day.
And the in-demand centerpiece will no doubt be the space elevator, developed by local firm One World Immersive. The company, founded by Chris Clavio, who previously worked for Santa Fe, N.M.-based immersive art collective Meow Wolf, views the device that will rest at Two Bit as a prototype — it is, for instance, fragile, built out of the aforementioned TVs and wood cabinetry. The images in the experience are largely from NASA’s public domain collection, says Clavio, as the ultimate goal for the space elevator is to pitch it to museums and schools.
Chris Clavio, Founder and CEO of One World Immersive, shows his space elevator experience ride at Two Bit Circus arcade at Third Street Promenade.
(Christina House/Los Angeles Times)
While the floor vibrates, there is no actual lift. Such a detail, says Clavio, will hopefully be found in a future edition, but movement on the screen is slow enough to not be physically jarring and to allow for a momentary sense of disbelief. When I’m inside the space, I feel a sense of calm, basking in the wonder of thousands of twinkling stars and the peacefulness of our planet when viewed from above. The journey lasts but four minutes, yet it’s welcoming, borderline meditative and momentarily restorative.
“The whole point of this originally was to show people the majesty of the planet and how incredible the Earth was and not have it be a cheesy thrill ride,” Clavio says. “We want it to be an opportunity for reflection.”
Two Bit Circus Santa Monica pop-up
It also taps into the original conceit of Two Bit, that is merging familiar and unexpected games with immersive experiments heavy on social interaction — the Two Bit calendar, for instance, includes singles nights and gift exchanges. Bushnell, too, is excited to get guests in augmented reality glassware from Snap, as he notes Two Bit has programmed images of dinosaurs roaming the Third Street Promenade.
Ultimately, the space will be viewed as something of a test. Perhaps for a future Santa Monica location and to also see if Two Bit can draw a different audience mix than it did downtown.
Game tech Quantrel Farris works at Two Bit Circus at Third Street Promenade.
(Christina House/Los Angeles Times)
“When we were in downtown L.A., we could get adults and we could get corporate [events], but families and tourists were a little bit of a challenge,” Bushnell says. “I think the thing that’s special about Santa Monica is you could really hit all of it. So this is an exploration for us to test the waters.”
And, of course, to simulate the experience of viewing those waters from outer space.
Lifestyle
‘How to Rule the World’ explores education and power at Stanford University
Students walk on the Stanford University campus on March 14, 2019, in Stanford, Calif.
Ben Margot/AP
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Ben Margot/AP
When Theo Baker arrived at Stanford University a few years ago, he joined the student newspaper, following the path of his journalist parents, Peter Baker, a White House correspondent for The New York Times, and Susan Glasser, a writer for The New Yorker.
Through his reporting as a student journalist, he eventually broke a story about manipulated data in Stanford President Marc Tessier-Lavigne’s neuroscience research that helped lead to the university president’s resignation.
Theo Baker’s book, How to Rule the World: An Education in Power at Stanford University was released May 19. In it, Baker describes Stanford as a place where proximity to Silicon Valley gives rise to a parallel system of influence, recruitment and money, with investors looking to identify promising students almost as soon as they arrive on campus.
He told Morning Edition host Steve Inskeep there was “a sort of Stanford inside Stanford,” where elite students are drawn into an “alternate reality” of excess and access to cut corners.
In the interview, he discusses how Stanford is not just a university but also a pipeline where status and power can matter as much as ideas.
We reached out to Stanford University for comment and have not heard back.
Listen to the interview by clicking play on the blue box above.
Lifestyle
OTB Takes Full Control of Viktor & Rolf
Lifestyle
How having zero points in tennis — or ‘love’ — came to sound so sweet
The scoreboard shows the results of the women’s singles final match between Iga Swiatek of Poland and Amanda Anisimova of the U.S. at the Wimbledon Tennis Championships in London, Saturday, July 12, 2025.
Kirsty Wigglesworth/AP
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Kirsty Wigglesworth/AP
Fifteen points in tennis? Nice. Thirty, 40 — even better. Advantage — that sounds good. “Love” — that also must be great, right? Well, not quite.
As the French Open rolls on and Serena Williams has announced her return to the sport, maybe you’ve been paying a little more attention to tennis. The sport’s scoring system is notably distinct, and can sometimes be hard to grasp for newcomers. But even tennis aficionados might not know why, or how, “love” became the unmistakable callout for zero points. For this installment of NPR’s Word of the Week, we’re exploring how a word that signifies trailing behind got such a sweet name.
“Love” comes from the heart — or an egg?
It’s hard to pinpoint when the first tennis ball went over the net. Tennis is a derivative of lots of other sports, such as “jeu de paume,” a handball game played in France, said JT Buzanga, the collections manager at the International Tennis Hall of Fame museum.

But tennis became a patented, official sport in 1874, said Steve Flink, a journalist whose tennis coverage got him inducted into the International Tennis Hall of Fame. It has retained its unique, mysterious scoring system ever since.
“By and large, the original system has held up almost entirely,” Flink said.
The use of “love” goes back to the late 18th century, said Jesse Sheidlower, a lexicographer. But it was used earlier than that in card games such as whist and bridge. Before the term made its way to tennis, the sport favored plain old “nothing,” or “nil,” he said.
Why love in the first place, though? Historians don’t really know for sure, but there are a few theories.
The French could have something to do with it. Some historians believe “love” derives from “l’oeuf,” which means “the egg” in French. Because eggs are shaped like zeros, terms such as “goose egg” and “duck’s egg” have been used in other contexts to mean zero, Sheidlower said.
It’s also possible English speakers mispronounced l’oeuf as “love.” But Sheidlower isn’t convinced that’s the answer.
“It’s the French equivalent of an English expression. But since that expression doesn’t appear in French, the French word wouldn’t have been used,” he said.
To be sure, France has had a lot of influence on tennis culture, Buzanga said. For example, “deuce” or a game tied at 40 points, comes from the French word for “two”: “deux.” But he prefers another prominent theory: that “love” comes from the idiom “for the love of the game.” Even if a player hasn’t scored, it doesn’t matter, because their heart is in it. It’s the theory Sheidlower said is the most plausible, because the idiom was used by the English before tennis was popularized.

Another variation of the “love of the game” theory is that the word could have come from the Dutch “lof,” or “honor” — or the Latin “amare,” meaning “to love,” Flink said.
But if tennis’ “love” doesn’t come from a French word, the theory at least has a French sensibility.
“I think the ‘for the love of the game’ is kind of romantic,” Buzanga said.
“Love” probably isn’t going anywhere
Tennis used to be a sport of leisure. The style of play has changed a lot over the years; players are more athletic and competitive, for instance, Flink said. But the rules of the sport are more steadfast, he said.
“There’s this incredible, enduring respect for tradition in tennis,” he said. “Changes are not made easily.”
There has been one major change in modern history: the tie-break. Matches can go on and on because players have to score two consecutive points to break a deuce, or by two games to break a tied set. But the onset of television meant matches would have to get shorter if the sport wanted to capture a larger audience, Flink said.

Change even came for “love.” An alternative sprouted up in the 1970s, and is still used today: “bagel,” named for its zero shape, Sheidlower said. Novices may say “zero,” and insiders will understand what they mean, but they “will needle them about it,” Flink said.
But “love” still prevails.
“People kind of like it,” Flink said. “It’s different. Why say zero when you can say love?”
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