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Dav Pilkey

David Murray "Dav" Pilkey Jr. (born March 4, 1966) is an American cartoonist, author, and illustrator of children's literature. He is best known as the author and illustrator of the children's book series, Captain Underpants, and its spin-off children's graphic novel series Dog Man, the latter published under the respective writer and illustrator pen names of George Beard and Harold Hutchins, which are also the names of the two protagonists of the Captain Underpants series.

Life and career
Pilkey was born in Cleveland, Ohio, on March 4, 1966, to the Reverend David Pilkey, Sr. and Barbara, who was the church organist. He has one older sister. Pilkey was brought up in a conservative Christian household and went to Christian schools throughout his life.

Pilkey was diagnosed with attention deficit hyperactivity disorder (ADHD) and dyslexia as a child. In elementary school in Elyria, Ohio, Pilkey was frequently reprimanded for his behavior in class and thus usually sat at a desk in the school hallway, where he created the Captain Underpants character. In 1987, Pilkey wrote his first book, World War Won, an allegorical fable inspired by the nuclear arms race between the United States and the Soviet Union, in a national competition for student authors and won in his age category. The book's publication in 1987 was included in the award.

The atypical spelling of his first name came when the "e" in "Dave" was left off his name tag while working at Pizza Hut.

Pilkey graduated from Kent State University. He married Sayuri Pilkey in 2005.

The Adventures of Super Diaper Baby was published in 2002 and was Pilkey's first full complete graphic novel. It appeared at No. 6 on the USA Today bestseller list for all books, both adult and children's, and was also a New York Times bestselling book for Children's Middle Grade. The first Super Diaper Baby graphic novel was published with Scholastic years before Scholastic created the Graphix imprint.

Pilkey took a break from writing for a few years to care for his terminally ill father (who died on November 13, 2008), but in 2009 agreed with Scholastic to publish four new books. The first two are graphic novels: The Adventures of Ook and Gluk, Kung-Fu Cavemen From the Future, released on August 10, 2010; and Super Diaper Baby 2: Invasion of the Potty Snatchers, released on June 28, 2011. Captain Underpants and the Terrifying Re-turn of Tippy Tinkletrousers was released on August 28, 2012, Captain Underpants and the Revolting Revenge of the Radioactive Robo-Boxers was released on January 15, 2013, Captain Underpants and the Tyrannical Retaliation of the Turbo Toilet 2000 was released on August 26, 2014, and Captain Underpants and the Sensational Saga of Sir Stinks-A-Lot was released on August 25, 2015. Additionally, twelve Dog Man novels have been published since August 30, 2016.

Pilkey and his wife live on Bainbridge Island, Washington.

On March 25, 2021, Dav Pilkey announced on his YouTube channel that he and Scholastic would cease further publication of his book The Adventures of Ook and Gluk, and would remove it from retailers and libraries, in response to a 289-signature petition claiming a character in the book to be a stereotype. This removal would be heavily criticised by media, in particular The New York Post, who praised the novel as "a prime example of a positive portrayal of an Asian character in literature [who is] endearing and full of wisdom", and refuting the logic of the petition's creator as itself being biased against Chinese people, with Reason calling the novel "charming, not racist", citing "Pilkey's whole gag [as] the censorial impulse [being] ridiculous and kids instinctively know[ing] it should be mocked", calling for the novel's republication amongst a list of books banned in America in August 2022.

Dragon series
The Dragon series was originally published with Orchard Books. Scholastic then reprinted the series in 2019. Dav Pilkey used watercolors purchased at a local grocery store to paint the illustrations in these books. The series became a stop-motion animation TV show with 78 episodes from 2004 to 2007.
 * Dragon Gets By (1991)
 * A Friend For Dragon (1991)
 * Dragon's Merry Christmas (1991)
 * Dragon's Fat Cat (1992)
 * Dragon's Halloween (1993)

Dumb Bunnies
Pilkey authored The Dumb Bunnies series using the pseudonym, Sue Denim.
 * The Dumb Bunnies (1994)
 * The Dumb Bunnies' Easter (1995)
 * Make Way for Dumb Bunnies (1996)
 * The Dumb Bunnies Go to the Zoo (1997)

Captain Underpants

 * The Adventures of Captain Underpants (September 1, 1997)
 * Captain Underpants and the Attack of the Talking Toilets (February 1999)
 * Captain Underpants and the Invasion of the Incredibly Naughty Cafeteria Ladies from Outer Space (and the Subsequent Assault of the Equally Evil Lunchroom Zombie Nerds) (September 1, 1999)
 * Captain Underpants and the Perilous Plot of Professor Poopypants (July 29, 2000)
 * The Captain Underpants Extra-Crunchy Book o' Fun (2001)
 * Captain Underpants and the Wrath of the Wicked Wedgie Woman (August 29, 2001)
 * The All New Captain Underpants Extra-Crunchy Book O' Fun 2 (2002)
 * Captain Underpants and the Big, Bad Battle of the Bionic Booger Boy, Part 1: The Night of the Nasty Nostril Nuggets (August 1, 2003)
 * Captain Underpants and the Big, Bad Battle of the Bionic Booger Boy, Part 2: The Revenge of the Ridiculous Robo-Boogers (September 30, 2003)
 * Captain Underpants and the Preposterous Plight of the Purple Potty People (August 15, 2006)
 * Captain Underpants and the Terrifying Re-Turn of Tippy Tinkletrousers (August 28, 2012)
 * Captain Underpants and the Revolting Revenge of the Radioactive Robo-Boxers (January 15, 2013)
 * Captain Underpants and the Tyrannical Retaliation of the Turbo Toilet 2000 (August 26, 2014)
 * Captain Underpants and the Sensational Saga of Sir Stinks-A-Lot (August 25, 2015)

Captain Underpants spin-offs
Pilkey authored the Super Diaper Baby books and Ook and Gluk under the pseudonyms George Beard and Harold Hutchins, to be authentic to the book's theme.
 * The Adventures of Super Diaper Baby (February 5, 2002)
 * The Adventures of Ook and Gluk: Kung-Fu Cavemen from the Future (August 10, 2010)
 * Super Diaper Baby 2: Invasion of the Potty Snatchers (June 28, 2011)

Dog Man
Dog Man is also a spin-off of Captain Underpants.
 * Dog Man (August 30, 2016)
 * Dog Man: Unleashed (December 27, 2016)
 * Dog Man: A Tale of Two Kitties (August 29, 2017)
 * Dog Man and Cat Kid (December 26, 2017)
 * Dog Man: Lord of the Fleas (August 28, 2018)
 * Dog Man: Brawl of the Wild (December 24, 2018)
 * Dog Man: For Whom the Ball Rolls (August 13, 2019)
 * ''Dog Man: Guide to Making Comics in 3D (October 1, 2019)
 * Dog Man: Fetch-22 (December 10, 2019)
 * Dog Man: Grime and Punishment (September 1, 2020)
 * Dog Man: Mothering Heights (March 23, 2021)
 * Dog Man: Twenty Thousand Fleas Under The Sea (March 28, 2023)
 * Dog Man: The Scarlet Shedder (March 19, 2024)
 * Dog Man: Big Jim Begins (December 3, 2024)

Cat Kid Comic Club

 * Cat Kid Comic Club (December 1, 2020)
 * Cat Kid Comic Club: Perspectives (November 30, 2021)
 * Cat Kid Comic Club: On Purpose (April 12, 2022)
 * Cat Kid Comic Club: Collaborations (November 29, 2022)
 * Cat Kid Comic Club: Influencers (November 28, 2023)

Ricky Ricotta's Mighty Robot

 * Ricky Ricotta's Mighty Robot (2000)
 * Ricky Ricotta's Mighty Robot vs. the Mutant Mosquitoes from Mercury (2000)
 * Ricky Ricotta's Mighty Robot vs. the Voodoo Vultures from Venus (2001)
 * Ricky Ricotta's Mighty Robot vs. the Mecha Monkeys from Mars (2002)
 * Ricky Ricotta's Mighty Robot vs. the Jurassic Jackrabbits from Jupiter (2002)
 * Ricky Ricotta's Mighty Robot vs. the Stupid Stinkbugs from Saturn (2003)
 * Ricky Ricotta's Mighty Robot vs. the Uranium Unicorns from Uranus (2005)
 * Ricky Ricotta's Mighty Robot vs. the Naughty Night Crawlers from Neptune (2016)
 * Ricky Ricotta's Mighty Robot vs. the Un-Pleasant Penguins from Pluto (2016)
 * Ricky Ricotta's Mighty Robot Astro-Activity Book o' Fun (2000)

Big Dog & Little Dog

 * Big Dog and Little Dog Getting in Trouble (1997)
 * Big Dog and Little Dog Wearing Sweaters (1998)
 * Big Dog and Little Dog Making a Mistake (1999)
 * The Complete Adventures of Big Dog and Little Dog (1999)

Other books

 * World War Won (1987)
 * Don't Pop Your Cork on Mondays (1988) Illustrator only
 * 'Twas the Night Before Thanksgiving (1990)
 * The Place Nobody Stopped (1991) Illustrator only
 * Julius (1993)
 * Kat Kong (1993)
 * Dogzilla (1993)
 * Dog Breath!: The Horrible Trouble With Hally Tosis (1994)
 * The Moonglow Roll-O-Rama (1995)
 * The Hallo-Wiener (1995)
 * When Cats Dream (1996)
 * God Bless the Gargoyles (1996)
 * The Paperboy (1996)
 * The Silly Gooses (1998)
 * Comics Squad: Recess! (2014) contributor as author/illustrator for this anthology
 * Guys Read: Terrifying Tales (2015) contributor as author/illustrator for this anthology
 * One Today (2015) illustrator only

Awards

 * 1986: The National Written and Illustrated by... Awards Contest for Students, ages 14–19 category, World War Won
 * 1997: Caldecott Honor Award, The Paperboy
 * 1998: California Young Reader Medal, Dog Breath!: The Horrible Trouble with Hally Tosis, published in 1994
 * 2007: Disney Adventures Kids' Choice Awards, The Captain Underpants series
 * 2016: Milner Award, The favorite children's book author, http://themilneraward.org/
 * 2019: Person of the Year Award from Publishers Weekly
 * 2019: Comic Industry Person of the Year

Interviews

 * "Interview with Dav Pilkey." - Scholastic Kids' Club. N.p., n.d.
 * "Interview with Dav Pilkey." - Scholastic Kids' Club. N.p., n.d.

title: Dav Pilkey


text:
The Adventures of Captain Underpants

The Adventures of Captain Underpants is an American children's novel by Dav Pilkey, and the inaugural novel of the Captain Underpants series. It was published in September 1997, becoming a hit with children around the world. In the novel, George Beard and Harold Hutchins turn their principal, Mr. Krupp, into the "greatest superhero of all time", The Amazing Captain Underpants. It has spawned many sequels and subseries such as Super Diaper Baby, Dog Man, and The Adventures of Ook and Gluk: Kung-Fu Cavemen from the Future.

Plot
George Beard and Harold Hutchins are two mischievous fourth-graders who attend Jerome Horwitz Elementary School in Piqua, Ohio. They are known for making comic books featuring Captain Underpants, a superhero of their own creation. After the boys wreak havoc on the school's football game with an array of practical jokes, their principal, Mr. Krupp, threatens to expose their mischief to the football team using video evidence unless they submit to a list of rules he gives them. George and Harold find themselves burdened with good behavior, extra homework, and chores for Krupp.

To escape their punishment, George orders a "3-D Hypno-Ring" from the Li'l Wiseguy Novelty Company. Armed with this device, the boys use the ring to hypnotize Krupp, and Harold replaces Krupp's videotape with one of his little sister's "Boomer the Purple Dragon" sing-along videos. George jokingly instructs Krupp to behave like a chicken, a monkey and finally (the most incredible from the comics) Captain Underpants and Krupp dresses as the same, but, suddenly leaves the school to fight crime, and the boys follow him. They find "Captain Underpants" confronting a pair of bank robbers and carry him away.

The three witness two robots stealing a large crystal from a shop and follow them to an abandoned warehouse. There, Captain Underpants is tied up by the nefarious Dr. Diaper, who harbors a plan to annihilate the Moon with his crystal-powered Laser-Matic 2000. George uses a slingshot to hurl fake dog feces between Dr. Diaper's legs. Believing the feces to be his own, Dr. Diaper goes to change himself, gifting George and Harold the opportunity to destroy the robots and free Captain Underpants. Harold pulls the machine's self-destruct lever just as Dr. Diaper returns. After Captain Underpants subdues Dr. Diaper, he and the boys escape before the entire warehouse explodes, leaving Dr. Diaper for the police to apprehend.

Back at school, Captain Underpants redresses as Krupp so the boys can reverse the hypnosis, but they have misplaced the ring's manual. George impulsively pours a vase of water on Captain Underpants's head, reverting him to Krupp. After Krupp leaves with Harold's videotape, George finds the manual and throws it away, failing to notice a warning that immersing a hypnotized person in water will cause them to relapse into their trance at the sound of fingers snapping. George and Harold return to their usual mischief, but realize they must keep Mr. Krupp from hearing finger snaps, which turns him back into Captain Underpants.

Title change
Early printings of the book have "An Epic Novel by Dav Pilkey" instead of "The First Epic Novel by Dav Pilkey", and the "Little Apple" logo on the cover.

Development
On why he focused on underwear in the book, Pilkey stated "I think underwear is funny because you’re not supposed to laugh at it."

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: The Adventures of Captain Underpants


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Talk:Christianity and Islam

Double standard to christianize article
Neutality? All article is one sided and neglects islamic views. Wikipedians should use both views. 1. Islam is first religion according to Islam as another user explained and christianity is first religion according to christianity 2. If christianity is first religion, it will be wrong to write christian views of Islam. Because supposedly christianity is first religion how it has views about Islam. And If it has then how can predate Islam. Rather they are not religios views rather the opinions of Islamophic people. If there is any real reformist who considers both religions equal?

Islam is false anyway.
"Neutality? All article is one sided and neglects islamic views. Wikipedians should use both views. 1. Islam is first religion according to Islam as another user explained and christianity is first religion according to christianity 2. If christianity is first religion, it will be wrong to write christian views of Islam. Because supposedly christianity is first religion how it has views about Islam. And If it has then how can predate Islam. Rather they are not religios views rather the opinions of Islamophic people. If there is any real reformist who considers both religions equal?"

The first reason Islam is false, is because it makes the historical claim to be the first religion, which just simply is not true.

Christianity came after Judaism, and Islam came after Christianity, so your lines broken just with the Abraham of faiths. Just because 7th century Christians disagreed and had their own opinions of Islam, doesn't mean Islam existed thousands of years before then. That's how Christianity predates Islam and has opinions about it, silly question tho. Any reformist or really anyone with a working brain can see Christianity and Islam aren't equal. Jesus not isa says do unto others as you would have them to unto you. And Islam teaches strike your wife if you fear disobedience, kill the nonbelievers, Christian's, Jews, and pagans are worst of all created beings, including Satan, it also teaches you can have multiple wives, marry and have s-x with children. I can keep going if you'd like. Islam is false. 68.233.29.90 (talk) 20:10, 22 June 2024 (UTC)

Semi-protected edit request on 26 June 2024
Correct the part in the introduction that says that Muslims believe that Christians are kafirs.

"Muslims view Christians to be People of the Book, and also regard them as kafirs (unbelievers) committing shirk (polytheism) because of the Trinity, and thus, contend that they must be dhimmis (religious taxpayers) under Sharia law."

Should be changed to

"Muslims view Christians to be People of the Book, and many regard trinitarians as mushrik (polytheists) because of the Trinity, and thus, contend that they must be dhimmis (religious taxpayers) under Sharia law."

To elaborate:

Some do believe they are mushrik, aka associating partners with god, but a person who is committing shirk is not also a kafir, as that is an outright disbeliever. One who does not believe in God is a kafir, committing kufr, and one who does, but associates partners or to a lesser extent associates attributes/powers of God to other beings is a mushrik committing shirk. By nature, the two are mutually exclusive, no read or versed muslim will consider Christians both or even a disbeliever, especially since the Quran explicitly states they are people of the book and believers, though misguided/strayed from the correct path. 50.53.87.243 (talk) 10:58, 26 June 2024 (UTC)

 * Red information icon with gradient background.svg Not done: WP:NOR ABG (Talk/Report any mistakes here) 04:18, 2 July 2024 (UTC)

title: Talk:Christianity and Islam


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Orgy

In modern usage, an orgy is a sex party where guests freely engage in open and unrestrained sexual activity or group sex.

Swingers' parties do not always conform to this designation, because at many swinger parties the sexual partners may all know each other or at least have some commonality among economic class, educational attainment or other shared attributes. Some swingers contend that an orgy, as opposed to a sex party, requires some anonymity of sexual partners in complete sexual abandon. Other kinds of "sex parties" may fare less well with this labeling.

Participation in an "orgy" is a common sexual fantasy, and group sex targeting such consumers is a subgenre in pornographic films.

The term is also used metaphorically in expressions, such as an "orgy of colour" or an "orgy of destruction" to indicate excess, overabundance. The term "orgiastic" does not generally connote group sex and is closer to the classical roots and this metaphorical usage.

Ancient orgia
In ancient Greek religion, orgia (ὄργια, sing. ὄργιον, orgion) were ecstatic rites characteristic of the Greek and Hellenistic mystery religions. Unlike public religion, or the private religious practices of a household, the mysteries were open only to initiates, and were thus "secret". Some rites were held at night. Orgia were part of the Eleusinian Mysteries, the Dionysian Mysteries, and the cult of Cybele, which involved the castration of her priests in a frenzied trance. Because of their secret, nocturnal, and unscripted nature, the orgia were subject to prurient speculation and regarded with suspicion, particularly by the Romans, who attempted to suppress the Bacchanals in 186 BC. Orgia are popularly thought to have involved sex, but, while sexuality and fertility were cultic concerns, the primary goal of the orgia was to achieve an ecstatic union with the divine. The Adamites were also accused of participating in orgies.

title: Orgy


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Talk:The no Mas Fight

In the world of ironic twists and wild endings, it was Leonard who interviewed Duran after Duran beat Davey Moore to regain his respect in the eyes of fans.

Antonio I Must Have Everyone, Baby! Martin

title: Talk:The no Mas Fight


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Talk:Arcade video game

Proposal for structure change
''It is proposed that a general article on Computer and video games be created to give an overview of the topic for the novice, and provide links to other, more specific articles for the passionate. This article is being drafted at Talk:Computer game/Computer and video games''. It is proposed that the articles on Computer game, Video game, Adventure, Interactive fiction and Arcade game would remain, but focus on elements that are unique to those subcategories. Please edit, and discuss!'' Mark Richards 23:16, 25 Feb 2004 (UTC)

Largest arcade
So, what's the largest arcade in the world? Anyknow know? --Chuck SMITH

Tough call... It would probably be in Dubai or one of the other wealthy spots in the Arab world. There may still be mega-arcades in Japan as well. Hmmm... maybe a bit of research...

List of arcade games
There are a bunch of individual arcade game pages. Perhaps there should be a "list of arcadge games" page.

 * Yes, a list would be good. Stan 06:35, 17 Dec 2003 (UTC)

 * Taken care of. There is now a list of arcade games.   — Frecklefoot | Talk 16:15, Aug 12, 2004 (UTC)

Arcarde name
Why are Arcade games called Arcade games, and game arcades called game arcades?

I could make a wild guess based on the original meaning of the word "arcade", but it would be nice to know how the term really came to be.

The name came about from carnivals/fairs, where all the games would be in a row resembling the covered arched passageway that is the original "arcade". This article hints at that, but is a little vague. Stan 06:35, 17 Dec 2003 (UTC)

 * The original term was "penny arcade".
 * http://dictionary.reference.com/browse/penny+arcade

Kortoso (talk) 23:30, 17 September 2014 (UTC)

New WikiProject for Arcade Games
I started a new project for arcade games: WikiProject Arcade Games. We've already developed an Infobox (you can see it in the Pac-Man article) and are working on a standard template. If you want to help out, come on over and added yourself to the participants. :-) Cheers!  — Frecklefoot | Talk 16:15, Aug 12, 2004 (UTC)
 * Long since moved to WikiProject Video games/Arcade as a taskforce. —  SMcCandlish  [talk] [cont] ‹(-¿-)› 22:21, 21 December 2009 (UTC)

Arcade as a game genre
I think this article should mention the fact that "arcade" is also a videogame genre. Like, for example, most Sega Genesis home console titles. You see, when home consoles wanted to be more like arcades a lot of arcade games became home console games.

And now I have this huge headache.

Arcade is not just an arcade machine, is a videogame genre, that's what I'm trying to say.

 * I know what you're talking about. Games that are labeled as "arcade-ish" usually have low learning curves, simple incentives, and the ability to entertain in a limited amount of time. For example, I remember playing a motorcycle racing sim computer game, and it had levels of difficulty, from "realistic" to "arcade". "Realistic" had a complex array of keys for controlling the rider's height, weight distribution, leaning, etc., while "arcade" had a greatly simplified scheme where the player just controlled the turning and speed. --Poiuyt Man (talk)  10:36, 1 May 2005 (UTC)

Quality
Something needs to be said about how... in terms of how "good" games were at the time, arcade games were famously better for a long time... you know, back when the best console you could buy was '8-bit' NES, etc.. arcade games looked as good as, if not better than, the later 16-bit SNES and Genesis games and so on. The whole thing about 'porting' games from arcade to console and how something was always lost since the consoles were somehow 'worse' (like couldn't handle voice clips). This aspect has always stuck in my mind partially because it's so confusing (how do you make an arcade game of a quality you can't make consoles of?) --216.49.220.19

 * If you think it needs to be said (and I think its relavent), go ahead and add it. This is a wiki.

 * To answer your question, arcade games were generally much better than their console (and/or home computer) ports because they used a great number of specialized chips and other specialized hardware. Many of their parts were manufactured just for that game.  Video game consoles, on the other hand, used chips that were for rendering and playing a wide variety of games.  They didn't have the specialized hardware the arcade games did.  And many couldn't include a great deal of memory in order to keep the costs down (for example, voice clips require a lot of memory).  Arcade games could afford the large amounts of memory (well, for an arcade game, voice clips and sound effects were usually contained in custom ROM chips, but the idea is similar) and specialized circuits because they were just trying to deliver one game, not a variety of them, and the total cost was transparent to the custumer, who only plunked down one (or two, three, four) quarters or tokens.

 * Also, when new arcade games were developed, they could use the "latest and greatest" hardware, because they were, more often than not, starting from scratch for the new game. Even if they weren't starting from the ground up, incorporating new hardware into an old system is do-able for arcade games.  But once consoles (or home computers) were delivered, they were pretty much stuck with the state of the hardware when they came out.  Home computers have limited upgradability, but consoles have none.  So they did there best to emulate the look and feel of the arcade game with their system's limited power.  Does that help?   — Frecklefoot | Talk 18:20, August 31, 2005 (UTC)

 * But this "latest and greatest" element of the arcades disappeared largely in the late 90's, which was obviously a big element of their downfall (they lost one big competative advantage). The primary reason is because the extremely high game turnover in Japan (where they would swap out games after like only a few months instead of a year like in us arcades) forced game makers to adopt standardized "arcade consolees" like the CPS2 to save money.

Skill tester
What about those machines where you direct a claw to try and pick up prizes, what are they called (Otto is seen using one in The Simpsons episode Team Homer (where Homer creates a bowling team).

They are called "merchandisers"

Arcade Manuals?
I have been editing the Splatterhouse article and noticed someone changed a line to denote mention of an "arcade manual" and I am wondering if such a thing ever existed. Logically and personally, I have never seen one nor even considered the existence of one since arcade cabinets usually simply stated in the game how to play them and covered the story, etc. TheMonkofDestiny 20:44, 20 December 2005 (UTC)

 * Most arcade games came with a manual that was intended for the owner/operator of the game. They're technical in nature and explain the settings for dip switches and told how to care for the game, replace broken parts, etc.  That's most likely what he was referring to. — Frecklefoot | Talk 21:30, 20 December 2005 (UTC)

 * If you go to the Killer List of Videogames, they have links to several manuals for popular arcade games. — Frecklefoot | Talk 21:31, 20 December 2005 (UTC)
 * Ah. I now consider myself better informed. TheMonkofDestiny 12:39, 19 January 2006 (UTC)

Worldwide view
This articles seems to talk primarily on arcade games in the US, but not on arcade games around the world. For example, the article states that arcade games died out around the lated 1980's, which is only relevant in the US and not in places such as Japan where arcades are still very popular.-- TBC  TaLk?!?  09:38, 7 September 2006 (UTC)

 * That's covered in video arcade. But you're right, this article could be updated to include that information as well. — Frecklefoot | Talk 15:29, 7 September 2006 (UTC)

spam link?
the BMI site cited here is primarily a sales site for arcade games; can we find a better source for "top 100 arcade games" listing than this one? SpikeJones 00:04, 13 November 2006 (UTC)

 * Removed as spam, WP:SPAM. — Frecklefoot | Talk 15:54, 14 November 2006 (UTC)

Improving language
The article currently says:

"One form of interactive technology, virtual reality, has failed to truly become popular in arcade games, but this is due to technical limitations preventing games from being able to achieve convincing virtual reality in the first place."

Size and cost of the technology are just as big, if not bigger, reasons; it's also not clear that the technology is not "popular;" perhaps "has failed to see widespread adoption" would be a better term that does not assert popularity or a lack of it. --Edwin Herdman 22:24, 15 February 2007 (UTC)

Removed link to 39-in-1 Arcade
There are a huge number of arcade emulation devices, 39-in-1 isn't particularly notable. Tobias Lobster 23:45, 11 March 2007 (UTC)

What happened/push coins
What happened to this article? I came here trying to find out what you call that game where you put in coins and these lever arms (eventually) push them out. It looks like there used to be a nice, well-organized complete article here, and it's been messed up. The March 25 version looks better than what's in here now. I don't want to touch it because it looks like someone has a plan... does someone? stephan.com 21:14, 25 March 2007 (UTC) Oh, yeah, the coin game appears to be called Flip-It and as of this writing lacks a Wikipedia entry. More info

Emulation Misconceptions
The article previously included this sentence: Users can abuse the freely distributed ROMs, provided under the pretext users download them to replicate games they own on a more convenient medium through MAME or others, and download games they do not own, thus violating copyright.

This is both misleading and potentially inaccurate. ROMs are not distributed by the MAME team to the general public, and just as importantly the pretext that ROMs are available on the pretext that you must own the actual systems is (and always has been) bunk and would not stand up in court. I have also noticed that erroneous justifications on this pretext (or some variation of the apparently made-up "24 hours rule") are less common nowadays. If you have a real arcade machine, you may dump the ROMs yourself. As a result, I've edited the Emulation section slightly. --Edwin Herdman 05:41, 9 May 2007 (UTC)
 * Ideally the section should be externally referenced; Console emulator isn't referenced either. Marasmusine 06:42, 9 May 2007 (UTC)

Bar/bestaurant environment being "new" debate
Very simply put, Dave and Buster's did not invent the concept. Ground Round was doing that in the 70's and 80's, and The Tomfooleries chain was also doing that in the early 80's, as were several others. --Marty Goldberg 21:09, 20 September 2007 (UTC)

Gatti's Pizza
From their web site-http://www.gattispizza.com/about

Then in the late 1980s — seeing a natural connection between pizza that both kids and parents would enjoy and the need for wholesome family entertainment — Mr. Gatti's began integrating game rooms with top-quality, "All You Care-To-Eat" buffets. This new combination of big-screen TVs, video games and delicious pizza brought in the whole family to "Eat Up The Fun."

Notice it says "Late 1980's"? Now can I remove the incorrect reference in the article? ok thanks —Preceding unsigned comment added by 24.247.215.55 (talk) 11:58, 21 September 2007 (UTC)

 * Not incorrect. As stated the sentence says, "70's and 80's".  I wrote the original sentence, and changed it to 70's and 80's rather than "70's and early 80's" in the next edit.  Quit trying to change it back.  And drop the sarcasm, it'll get people to take your arguments more seriously stop considering having the page protected from further edits and having your account reported.  --Marty Goldberg 15:38, 21 September 2007 (UTC)

There needs to be a distinction between the arcade/restaurants of the late 70s and early 80s that were original, and the restaurants that ADDED arcades in the late 80s early 90s (Gatti's Pizza) 24.247.215.55 12:26, 21 September 2007 (UTC)

 * For what reason other than to push you war on Gatti's vs. Dave and Busters? It serves no content purpose, and no importance to industry history.  Specifically, the history of locations with restaurants and arcades becoming popular during that time period.  --Marty Goldberg 15:38, 21 September 2007 (UTC)

Don't worry, Gatti's pizza is still mentioned later in the article. I know you seem to have a fondness for them. —Preceding unsigned comment added by 24.247.215.55 (talk) 12:46, 21 September 2007 (UTC)

 * Not any more than your fondness for Dave and Busters. The irony, is I didn't even add Gatti's to the entry in the first place.  And that distinction is not your concern, or you would have changed it to not include Ground Round as well by those guidelines.  You're just trying to turn this in to a contest to force your content, and that kind of conduct has no place on Wikipedia.  Plenty of other contributors managed to follow the guidelines and contribute meaningful content. --Marty Goldberg 15:38, 21 September 2007 (UTC)

to wgungfu
This line is a segue into the next paragraph-

" but the advent of the World Wide Web on the Internet coupled with the increasing power of home video game consoles caused a fragmentation of the entertainment industry. Arcades would never be the same again."

The reference to the WWW needs to be where it is in the article. It is common knowledge that the internet played a big role in the fragmentation of the industry. If you want to rewrite it, fine, but don't eliminate it. —Preceding unsigned comment added by 24.247.215.55 (talk) 12:06, 21 September 2007 (UTC)

 * Once again, common knowledge is not a reference. The page you added is not a reference.  You need to cite specific works.  Likewise, repetition is not a segue, its repetition. Its bad form to repeat information already there.  You're obviously new to here, and have yet to figure out how Wikipedia works.  --Marty Goldberg 15:25, 21 September 2007 (UTC)

 * Anon user, the policy page WP:Verifiability may help you. Marasmusine 15:29, 21 September 2007 (UTC)

 * Honestly, he's been pointed to WP:OR which includes links to that and other relative policy guidelines. If he was that interested in doing anything other than what he's been doing and how he's been conducting himself, he'd have followed it long ago.  --Marty Goldberg 15:42, 21 September 2007 (UTC)

 * In order to compromise, I just added material on the rise of Internet/Network based gaming (which he was confusing for the WWW, which is something that runs *on* the Internet and is not the Internet itself). Likewise added a segue via the first paragraph of the next sentence to avoid repeptition of material. --Marty Goldberg 16:04, 21 September 2007 (UTC)

Here is the point I have been having a hard time expressing. People quit going to arcades in large numbers in the latter half of the 1990s because they had many more media options available to them. Yes I know the WWW is not the Internet, that was an unfortunate typo. All aspects of the Internet affected arcade traffic and mall shopping in general. Shopping, gaming, chatting, looking at porn, etc. kept people at home. Home game consoles got more powerful, casinos proliferated, kids participated in sports (soccer) in larger numbers are all factors. When I can find the correct way to source this I will. I'm in the arcade business. I own, operate, and repair games for a living, and have been doing it for 20 years. I know whats going on. I talk to other operators, manufacturers, and distributors. My paragraph above " but the advent of the World Wide Web on the Internet coupled with the increasing power of home video game consoles caused a fragmentation of the entertainment industry. Arcades would never be the same again." was meant to express the fact that not just Internet gaming, but the Internet as a whole affected the industry. I added it in a place I though it belonged in the timeline.

Another thing. There in an inconsistancy in the article with respect to restaurant/arcades that I have been trying to fix but Wgunfu keeps undoing. Gatti's pizza didn't become a "fun center" until the late 1980s. Chuck E. Cheese started out as a "fun center", Gatti's started out as a pizza place.

"During the late 70's and 80's, chains such as Chuck E Cheese, Ground Round, Dave and Busters, and Gatti's Pizza combined the traditional restaurant and/or bar environment with arcades. [2]"

"To remain viable, arcades added other elements to compliment the video games such as redemption games, merchandisers, and food service. Referred to as "fun centers" or "family fun centers" [5], some of the longstanding chains such as Chuck E. Cheese and Gatti's Pizza ("GattiTowns")[6] also changed to this format. " I'm not sure the correct way to rewrite this. The second paragraph would be correct if you removed Chuck E. Cheese since it already contained the elements of a "fun center". The first paragraph would be correct if you changed it to "late 70s and early 80s" and removed Gatti's pizza.

Somehow the article should be changed to make the point that in order to survive, arcades added the elements that Chuck E. Cheese was already using.

Just my two-cents. I guess I don't have the editing talents that some Wikipedia articles demand. 24.247.215.55 19:54, 21 September 2007 (UTC)

1st coin-op game?
Didn't Heron of Alexandria created the first interactive coin-op game? —Preceding unsigned comment added by 76.191.180.171 (talk) 04:03, 26 April 2008 (UTC)
 * If you consider paying for holy water a game. He could be considered the creator of the first vending machine though.Asher196 (talk) 04:05, 26 April 2008 (UTC)

 * Indeed, something like a chocolate vending machine couldn't really be called a game machine. :) Fnagaton 08:25, 30 October 2008 (UTC)

It seems there might need to be some clarification for the article, making reference to electronically powered games only, or arcade 'video' games, and games with a CRT display. There were plenty of arcade games before 1971, as you can see here. There is even this pinball like game from 350BC that was coin operated and competitive. schnuerle

 * I'll say. Vintage or pre-electronic coin-op games (pinball, skee-ball etc.) have a long interesting history and are barely mentioned here. Kortoso (talk) 23:16, 17 September 2014 (UTC)

History
The connection between arcade games and pub game type cue sports, especially bar billiards (still played today) and the now-obsolete bagatelle, the ultimate ancestor of pinball, is not mentioned in this article at all. I.e., it needs to go back further than turn-of-last-century midways. —  SMcCandlish  [talk] [cont] ‹(-¿-)› 22:23, 21 December 2009 (UTC)

I would love to see this statement elaborated upon, "By the late-1980s, the arcade video game craze was beginning to fade due to the reputation of arcades as being seedy, unsafe places...". What is the reference for this? It is not that I agree or disagree with the statement. It just surprised me. I would like to know more. Myersfa (talk) 19:19, 7 December 2010 (UTC)myersfa

Request for information: Criticism of the capital nature of arcade games
Around the time when home consoles were becoming popular, I imagine one of the contributors to the decline of arcade cabinets was the tendency of games to be programmed with a constant need for additional coin input.

In the Gauntlet series, for instance, the games imposed a health countdown that would inevitably kill player characters if additional coins to weren't inserted in order to increase health. Enemy characters and obstacles within the game were consistently balanced so that they players were strongly disadvantaged and would lose health points very quickly. This is evident through various revisions to the Gauntlet and Gauntlet II programs, with each revision causing enemy characters to become more powerful and numerous, and health-increasing items to appear less frequently.

There are a few ways for players to gain the upper-hand, but this typically prompts the game to respond by strengthening enemy A.I. behavior to create an even greater imbalance. For instance, a player can rarely find special potions that increase their character attributes - such as strength or defense - but when a player collects one of these potions, the game places a "thief" enemy somewhere in the level, which would chase down the player (the thief being multitudes faster than characters were permitted to be) and steal the potion.

Another example would be the Gradius series. The object of the game was to fly a ship through various parts of space, shooting down enemies in the ship's path. As the player ship collected power cells, the player could purchase various types of power-ups and weapons that would make it easier (or simply possible) to defeat certain obstacles in the game; however, if the player collects a lot of power-ups, then the game is prompted to place an enemy called an "option-stealer" behind the player ship. This enemy will home-in on the player's ship, grab the ship's power-ups, and then fly off screen with them. The game's levels were designed with a lot of heavy obstacles that are virtually impossible to surmount without these power-ups, and this would of course result in the player being continually defeated if she or he were unlucky enough to encounter this "option-stealer."

These sort of tactics were common with a number of arcade games. With home consoles imposing far less restrictions on how (or how long) a person could play, there probably wasn't much incentive to return to arcades and have your money practically stolen. I think this places some degree of blame on the arcade industry itself, as unscrupulous practices such as artificial game play challenges and rubber-banding difficulty probably created the demand for home consoles in the first place.

I'm probably not able to source this information well enough, so I'm just pitching the idea for anyone who thinks it might be worth including or expanding upon it. 98.86.97.161 (talk) 00:09, 31 August 2012 (UTC)

 * There's no big conspiracy here: arcade games are for making money. They're not posturing as something else. If they could get players to continually pump in coins, they'd be stupid not to take advantage of it. But all the stuff you have above is original research and POV unless, as you say, you can find suitable references. — Frεcklεfσσt | Talk 02:27, 31 August 2012 (UTC)
 * That's the way all arcade games work, since long before video arcade games existed. They're there for you to pump money in to. As for video arcade games, most of the 70's ones were time limited with "buying extra time" coming as a feature in the mid 70's. So regardless of WP:OR (which it is) the entire premise of 98.86.97.161 hypothesis is wrong given the actual history. --Marty Goldberg (talk) 02:43, 31 August 2012 (UTC)

Doesn't arcade mean "minimal realism"?
Because Ace Combat is described as "arcade" and your aircraft can carry hundreds of missiles. There seems to be a distinction made between "arcade" and "simulation" games as if to say that arcade-style gameplay is not realistic. If anyone can tell me a game described as "arcade" and has realistic physics and gameplay, then I'll believe that "That is subjective and differs from game to game." 67.161.16.188 (talk) 14:21, 16 July 2013 (UTC)

 * Arcade games can often be minimally realistic, but it's not a defining characteristic. If you can find a reliable and verifiable reference that states arcade games must contain minimal realism, but all means change it (as long as you include the ref). — Frεcklεfσσt | Talk 01:51, 17 July 2013 (UTC)

 * There's no reference for "frantic, addicting gameplay" either. 67.161.16.188 (talk) 15:36, 18 July 2013 (UTC)

 * Okay, I now see that it talks about how "arcade" flight and racing games have simplified physics. 67.161.16.188 (talk) 13:51, 19 July 2013 (UTC)

The majority of the sales figures are (very) wrong
I don't know where to start with these, except to say that just because it was published in a book or a newspaper article doesn't mean it's correct.

For example: Donkey Kong may have sold 65,000 (or more) units in the U.S., but it did not sell even a fraction of that many in Japan, let alone an equal number, regardless of what the citation says. It simply is not true. This has been researched extensively through serial number tracking by members of the International Arcade Museum/KLOV.

The most egregious example is Tron, a game that was produced in huge quantities, listed as having sold 800 units! It's an embarrassment to the article.

My point is that these extremely inaccurate numbers hurt the article. Better sources, such as internal numbers straight from the manufacturers, need to be demanded (such as The Atari Production Numbers Memo). Until then, some sort of disclaimer needs to be put on the "Top Sellers" list. — Preceding unsigned comment added by 68.170.181.57 (talk) 04:40, 19 September 2013 (UTC)

 * Well, most articles need work, this one included. Feel free to be bold and make the edits you suggested or post the direct references you mention. — Frεcklεfσσt | Talk 15:19, 27 January 2014 (UTC)

Arabian grossed more than Gauntlet II…and this, despite the fact that there were twice as many Gauntlet II units in the world? This list just doesn't jibe with common sense. We should strongly consider removing it. When dealing with numbers, wrong numbers are worse than no numbers. Gmaletic (talk) 20:47, 30 October 2015 (UTC)

Pac-man clones?
I see that there was a removal of MS.Pac-man, which seemed to have been put under pac-man clones, however, Ms.pac-man should not be separated due to being a critical success, being made by an american company, and the fact that Namco ended up buying the rights for it.

As for Pac-man, I believe certain other special cabinent versions are included. So why would we not add Asteroids Deluxe numbers to the asteroids total?

I also would like to point out the values are not in order from greatest to least. In fact, some there are some titles that have no arcade cabinets sold at all, and are only on the list by revenue. Which does not make any sense, because that would not apply to "best selling" in terms of the actual units itself. Look at Starhorse for example.

I also see double standards of combining like games and not combining like games. Why do we have 3 versions of Street Fighter put together? Chan-Murphy (talk) 01:45, 15 February 2014 (UTC)

Merger proposal
I propose that Arcade game be merged into Amusement arcade. Reason: multiple cases of redundant information. Kortoso (talk) 23:39, 17 September 2014 (UTC)

 * Possibly some of the game history information should be merged over here, but merging this over to there doesn't make sense. 1) "amusement arcade" is not a common term, arcade game is. 2) Amusement Arcade is supposed to be about in arcades in general. Arcade Game is supposed to be about the games that are in arcades as well as the genre. --Marty Goldberg (talk) 02:24, 18 September 2014 (UTC)

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billions and millions of $
About the table in the section List of highest-grossing games: Because of some reason that I don't understand, when sorting the column "estimated cross value (US$ without inflation", it will separate billions from millions, but not if you sort by "estimated cross value (US$ with 2016 inflation)". --MrBurns (talk) 08:02, 9 June 2017 (UTC)

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Copied a sentence
2600:1700:1100:BDC0:5898:759:9A2C:5592 (talk) 03:39, 18 May 2018 (UTC)

deleting and errors
Hi ! In your recent edits, you've deleted a lot of referenced material and I don't understand why. In particular, your edits have leave other material unreferenced -- now the article shows six or seven "reference undefined" errors. The easiest way to fix these is to revert your edits, but before doing so I wanted to know why you were removing the material;, and if you had a plan to address the referencing errors you've create on your own. -- Mikeblas (talk) 18:49, 5 March 2021 (UTC)

 * Hi. Thanks for letting me know. For some reason, the citation errors weren't showing up for me yesterday, but showed up today. Anyway, I've now fixed the citation errors. I cut down the list because it was too long, with 120 games on the list. In contrast, List of best-selling video games only has 50 games on the list. The previous threshold, 1K units and $1M gross was way too low. 10K units and $10M gross is a more sensible threshold. Maestro2016 (talk) 19:04, 5 March 2021 (UTC)
 * Thanks for the explanation! Looks like the errors are gone now. -- Mikeblas (talk) 19:06, 5 March 2021 (UTC)

Sega Rally
Should it be added? It sold 12,000

https://web.archive.org/web/20080209101935/www.gamasutra.com/php-bin/news_index.php?story=17294

 * ✅. Maestro2016 (talk) 09:32, 31 May 2021 (UTC)

title: Talk:Arcade video game


text:
MSN TV

MSN TV (formerly WebTV) was a web access product consisting of a thin client device that used a television for display (instead of using a computer monitor), and the online service that supported it. The original WebTV device design and service were developed by WebTV Networks, Inc., a company started in 1995. The WebTV product was announced in July 1996 and later released on September 18, 1996. In April 1997, the company was purchased by Microsoft Corporation and in July 2001, was rebranded to MSN TV and absorbed into MSN.

While most thin clients developed in the mid-1990s were positioned as diskless workstations for corporate intranets, WebTV was positioned as a consumer product, primarily targeting those looking for a low-cost alternative to a computer for Internet access. The WebTV and MSN TV devices allowed a television set to be connected to the Internet, mainly for web browsing and e-mail. The WebTV/MSN TV service, however, also offered its own exclusive services such as a "walled garden" newsgroup service, news and weather reports, storage for user bookmarks (Favorites), IRC (and for a time, MSN Chat) chatrooms, a Page Builder service that let WebTV users create and host webpages that could later be shared to others via a link if desired, the ability to play background music from a predefined list of songs while surfing the web, dedicated sections for aggregated content covering various topics (entertainment, romance, stocks, etc.), and a few years after Microsoft bought out WebTV, integration with MSN Messenger and Hotmail. The setup included a thin client in the form of a set-top box, a remote, a network connection using dial-up, or with the introduction of Rogers Interactive TV and the MSN TV 2, the option to use broadband, and a wireless keyboard, which was sold optionally up until the 2000s.

The MSN TV service lasted for 18 years, shutting down on September 30, 2013, and allowing subscribers to migrate their data well before that date arrived.

The original WebTV network relied on a Solaris backend network and telephone lines to deliver service to customers via dial-up, with "frontend servers" that talk directly to boxes using a custom protocol, the WebTV Protocol (WTVP), to authenticate users and deliver content to boxes. For the MSN TV 2, however, a completely new service based on IIS servers and regular HTTP/HTTPS services was used.

Concept
Co-founder Steve Perlman is credited with the idea for the device. He first combined computer and television as a high-school student when he decided his home PC needed a graphics display. He went on to build software for companies such as Apple and Atari. While working at General Magic, the idea of bringing TVs and computers together resurfaced.

One night, Perlman was browsing the web and came across a Campbell's soup website with recipes. He thought that the people who might be interested in what the site had to offer were not using the web. It occurred to him that if the television audience was enabled by a device to augment television viewing with receiving information or commercial offers through the television, then perhaps the web address could act as a signal and the television cable could be the conduit.

Early history
A Silicon Valley startup, WebTV Networks was founded in July 1995. Perlman brought along co-founders Bruce Leak and Phil Goldman shortly after conceiving the basic concept. The company operated out of half of a former BMW car dealership building on Alma Street in Palo Alto, California, which was being used for storage by the Museum of American Heritage. WebTV had been able to obtain the space for very low rent, but it was suboptimal for technology development.

Before incorporation, the company referred to itself as Artemis Research to disguise the nature of its business. The info page of its original website explained that it was studying "sleep deprivation, poor diet and no social life for extended periods on humans and dwarf rabbits". The dwarf rabbit reference was an inside joke among WebTV's engineers – Phil Goldman's pet house rabbit Bowser (inspiration for the General Magic logo) was often found roaming the WebTV building late into the night while the engineers were working—although WebTV actually received inquiries from real research groups conducting similar studies and seeking to exchange data.

The company hired many engineers and a few business development employees early on, having about 30 total employees by October 1995. Two early employees of Artemis were from Apple Inc: Andy Rubin, creator of the Android cell phone OS, and Joe Britt. Both men would later be two of the founders of Danger, Inc. (originally Danger Research).

WebTV Networks' business model was to license a reference design to consumer electronics companies for a WebTV Internet Terminal, a set-top box that attached to a telephone line and automatically connected to the Internet through a dial-up modem. The consumer electronics companies' income was derived from selling the WebTV set-top box. WebTV's income was derived from operating the WebTV Service, the Internet-based service to which the set-top boxes connected and for which it collected a fee from WebTV subscribers. The service provided features such as HTML-based email, and proxied websites, which were reformatted by the service before they were sent to set-top box, to make them display more efficiently on a television screen.

WebTV closed its first round of financing, US$1,500,000, from Marvin Davis in September 1995, which it used to develop its prototype set-top box, using proprietary hardware and firmware. The company also used the financing to develop the online service that the set-top boxes connected to. WebTV leveraged their limited startup funds by licensing a reference design for the appliance to Sony and Philips. Eventually other companies would also become licensees and WebTV would profit on the monthly service fees.

Announcement
By the spring of 1996 WebTV Networks employed approximately 70 people, many of them finishing their senior year at nearby Stanford University, or former employees of either Apple Computer or General Magic. WebTV had started negotiating with Sony to manufacture and distribute the WebTV set-top box, but negotiations had taken much longer than WebTV had expected, and WebTV had used up its initial funding. Steve Perlman liquidated his assets, ran up his credit cards and mortgaged his house to provide bridge financing while seeking additional venture capital. Because Sony had insisted upon exclusive distribution rights for the first year, WebTV had no other distribution partner in place, and just before WebTV was to close venture capital financing from Brentwood Associates, Sony sent WebTV a certified letter stating it had decided not to proceed with WebTV. It was a critical juncture for WebTV, because the Brentwood financing had been predicated on the expectation of a future relationship with Sony, and if Brentwood had decided to not proceed with the financing after being told that Sony had backed out, WebTV would have gone bankrupt and Perlman would have lost everything. Brentwood decided to proceed with the financing despite losing Sony's involvement, and further financing from Paul Allen's Vulcan Ventures soon followed.

WebTV then proceeded to close a non-exclusive WebTV set-top box distribution deal with Philips, which provided competitive pressure causing Sony to change its mind, to resume its relationship with WebTV and also to distribute WebTV.

The company Igor Software Laboratories, founded by Steve Hales and Jim Nitchals, licensed its SoundMusicSys engine to WebTV, allowing it to play music in formats such as MIDI. Igor contracted three additional musicians to create original music and sound effects for the device: Brian Salter, Michael Pukish and Peter Drescher. In addition to Igor, Thomas Dolby's audio technology company Beatnik (then known as Headspace) also composed music for the device. This led to Beatnik acquiring Igor and its SoundMusicSys engine, which later became the Beatnik Audio Engine. Dolby considered the usage of sequenced audio to be saving physical space within the devices, while satisfying the needs of television viewers wanting audio to accompany the internet.

WebTV was announced on July 10, 1996, generating a large wave of press attention as not only the first television-based use of the World Wide Web, but also as the first consumer-electronics device to access the World Wide Web without a personal computer. After the product's announcement, the company closed additional venture financing, including investments from Microsoft Corporation, Citicorp, Seagate Technology, Inc., Times Mirror Company, and other companies.

The launch
WebTV was launched on September 18, 1996, within one year after its first round of financing, with WebTV set-top boxes in stores from Sony and Philips, and WebTV's online service running from servers in its tiny office, still based in the former BMW dealership.

The initial price for the WebTV set-top box was US$349 for the Sony version and US$329 for the Philips version, with a wireless keyboard available for about an extra US$50. The monthly service fee initially was US$19.95 per month for unlimited Web surfing and e-mail.

There was little difference between the first Sony and the Philips WebTV set-top boxes, except for the housing and packaging. The WebTV set-top box had very limited processing and memory resources, housing a 112 MHz R4640 MIPS CPU, 2 megabytes of RAM, 2 megabytes of ROM, and 1 megabyte of Flash memory. The device relied upon a connection through a 33.6 kbit/s dialup modem to connect to the WebTV Service, where powerful servers provide back-end support to the WebTV set-top boxes to provide a full Web-browsing and email experience to the subscribers.

Initial sales were slow. By April 1997, WebTV had only 56,000 subscribers, but the pace of subscriber growth accelerated after that, achieving 150,000 subscribers by Autumn 1997, about 325,000 subscribers by April 1998 and about 800,000 subscribers by May 1999. WebTV achieved profitability by Spring 1998, and grossed over US$1.3 billion in revenue through its first 8 years of operation. In 2005 WebTV was still grossing US$150 million per year in revenue with 65% gross margin.

WebTV briefly classified as a weapon
Because WebTV utilized strong encryption, specifically the 128-bit encryption (not SSL) used to communicate with its proprietary service, upon launch in 1996, WebTV was classified as "munitions" (a military weapon) by the United States government and was therefore barred from export under United States security laws at the time. Because WebTV was widely distributed in consumer electronic stores under the Sony and Philips brands for only US$325, its munitions classification was used to argue that the US should no longer consider devices incorporating strong encryption to be munitions, and should permit their export. Two years later, in October 1998, WebTV obtained a special exemption permitting its export, despite the strong encryption, and shortly thereafter, laws concerning export of cryptography in the United States were changed to generally permit the export of strong encryption.

Microsoft takes notice
In February 1997, in an investor meeting with Microsoft, Steve Perlman was approached by Microsoft's Senior Vice President for Consumer Platforms Division, Craig Mundie. Despite the fact that the initial WebTV sales had been modest, Mundie expressed that Microsoft was impressed with WebTV and saw significant potential both in WebTV's product offering and in applying the technology to other Microsoft consumer and video product offerings. Microsoft offered to acquire WebTV, build a Microsoft campus in Silicon Valley around WebTV, and establish WebTV as a Microsoft division to develop television-based products and services, with Perlman as the division's president.

Discussions proceeded rapidly, involving Bill Gates, then CEO of Microsoft, personally. Gates called Perlman at his home on Easter Sunday in March 1997, and Perlman described to Gates WebTV's next generation products in development, which would be the first consumer devices to incorporate hard disks, including the WebTV Plus, and the WebTV Digital Video Recorders. Gates' interest was piqued, and negotiations between Microsoft and WebTV rapidly proceeded to closure, with both sides working around the clock to get the deal done. Negotiation time was so short that the hour lost due to the change to Daylight Saving Time the night before the planned announcement, which the parties had neglected to factor into their schedule, almost left them without enough time to finish the deal.

On April 6, 1997, 20 months after WebTV's founding, and only six weeks after negotiations with Microsoft began, during a scheduled speech at the National Association of Broadcasters conference in Las Vegas, Nevada, Craig Mundie announced that Microsoft had acquired WebTV. The acquisition price was US$503 million, but WebTV was so young a company that most of the employees' stock options had yet to be vested. As such, the vested shares at the time of the announcement amounted to US$425 million, and that was the acquisition price announced. Each of the three founders received $64 million from the sale.

Subsequent to the acquisition, WebTV became a Silicon Valley-based division of Microsoft, with Steve Perlman as its president. The WebTV division began developing most of Microsoft's television-based products, including the first satellite Digital Video Recorders (the DishPlayer for EchoStar's Dish Network and UltimateTV for DirecTV), Microsoft's cable TV products, the Xbox 360 hardware, and Microsoft's Mediaroom IPTV platform.

In May 1999, America Online announced that it was going to compete directly with Microsoft in delivering Internet over television sets by introducing AOL TV.

In June 1999, Steve Perlman left Microsoft and started Rearden, a business incubator for new companies in media and entertainment technology.

MSN TV rebranding
In July 2001, six years after WebTV's founding, Microsoft rebranded WebTV as MSN TV. Contracts were terminated with all other licensed manufacturers of the WebTV hardware except RCA, leaving them as the sole manufacturer of further hardware. Promotion of the WebTV brand ended.

In later years, the number of consumers using dialup access had dropped and as the Classic and Plus clients were restricted to dialup access, their subscriber count began to drop. Because the WebTV client was subsidized hardware, the company had always required individual subscriptions for each box, but with the subsidies ended, MSN started offering free use of MSN TV boxes to their computer users who subscribed to MSN as an incentive not to depart for discount dialup ISPs.

Broadband MSN TV
In 2001, Rogers Cable partnered with Microsoft to introduce "Rogers Interactive TV" in Canada. The service enabled Rogers' subscribers to access the Web via their TV sets, create their own websites, shop online, chat, and access e-mail. This initiative was the first broadband implementation of MSN TV.

In late 2004, Microsoft introduced MSN TV 2. Codenamed the "Deuce", it was capable of broadband access, and it introduced a revamped user interface and new capabilities. These include offline viewing of media (so long as a user had already logged in prior), audio and video streaming (broadband only), Adobe Reader, support for viewing Microsoft Office documents (namely Microsoft Word), Windows Media Player, the ability to access Windows computers on a home network to function as a media player, and even the ability the use of a mouse. MSN TV 2 also later introduced features originally seen in the first generation of MSN TV, such as its Beatnik MIDI engine and the ability to play background music while surfing the web. MSN TV 2 used a different online service from the original WebTV/MSN TV, but it offered many of the same services, such as chatrooms, instant messaging, weather, news, aggregated "info centers", and newsgroups, and like that service, still required a subscription to use. For those with broadband, the fee was US$99 yearly.

For inexpensive devices, the cost of licensing the operating system is substantial. For Microsoft, however, it would be actualizing a sunk cost, and when Microsoft released the MSN TV 2 model, they adopted standard PC architecture and used a customized version of Windows CE as the operating system. This allowed MSN TV 2 to more easily and inexpensively keep current.

Discontinuation
By late 2009, MSN TV hardware was no longer being sold by Microsoft, although service continued for existing users for the next four years. Attempting to go to the "Buy MSN TV" section on the MSN TV website at the time resulted in the following message being shown:

"'Sorry, MSN TV hardware is no longer available for purchase from Microsoft. Microsoft continues to support the subscription service for existing WebTV and MSN TV customers.'"

On July 1, 2013, an email was sent out to subscribers stating that the MSN TV service would be shutting down on September 30, 2013. During that time, subscribers were advised to convert any accounts on the first-generation service to Microsoft accounts and to migrate any favorites and other data they had on their MSN TV accounts to SkyDrive. Once September 30, 2013 finally arrived, the WebTV/MSN TV service fully closed. Existing customers were offered MSN Dial-Up Internet Access accounts with a promotion. Customer service was available for non-technical and billing questions until January 15, 2014.

Set-top box
Since the WebTV set-top box was a dedicated web-browsing appliance that did not need to be based on a standard operating system, the cost of licensing one could be avoided. All WebTV and original MSN TV boxes featured a 32-bit MIPS RISC CPU, boot ROM, storage, RAM, and a smart card reader, which was not significantly utilized. The web browser that ran on the set-top boxes was developed in-house, but compatible with both Netscape Navigator and Microsoft Internet Explorer standards. The WebTV set-top boxes leveraged the service's server-side caching proxy which reformatted and compressed web pages before sending them to the box, a feature generally unavailable to dial-up ISP users at the time and as such, had to be developed by WebTV Networks. Given the fact that WebTV's thin client software was stored in non-volatile memory, upgrades could be downloaded from the WebTV service onto set-top boxes over a phone line, as well as over the air via satellite broadcast on satellite units. The set-top boxes were also designed so that at a specified time, it would check to see if there was any email waiting for the user. If there was, it would illuminate a red LED on the front of the box so the consumer would know it was worth connecting to read their email.

The first WebTV Classic set-top boxes from Sony and Philips in 1996 had a 33.6k modem, 2 MB of RAM, 2 MB of boot ROM, and 2 MB of flash ROM. They also contained an ASIC named FIDO, designed by WebTV Networks and manufactured by NEC, which handled graphics processing that was capable of video output to NTSC and, reportedly, PAL, as well as handling system logic for IR and controlling the LEDs on the front of the box. Future models would start using 56k modems and introduce increased RAM and storage capacity.

A second model, the WebTV Plus, was introduced a year after the release of the original boxes. This model featured a TV tuner and composite inputs to allow watching television from the set-top box. The television feed could be viewed in full screen, in a PIP (Picture-In-Picture) window, or used to capture video stills as a JPEG that could then be uploaded to a WebTV/MSN TV discussion post, email, or a "scrapbook" on a user's account for later use. WebTV Plus also allowed one to schedule a VCR in a manner like TiVo allowed several years later. The Plus upgraded to a 167 MHz R4640 processor, included a 56k modem, support for ATVEF, a technology that allowed users to download special script-laden pages to interact with television shows, and in original models, had a Seagate 1.1 GB hard drive for storage in place of the flash memory chips used in the previous Classic models, mainly in order to accommodate large nightly downloads of television schedules. WebTV Plus also introduced a new ASIC into the hardware to allow the new TV-based features to be possible and enhance the set top box's graphical capabilities. Named "Solo", it was announced to have support for 3-D transformations, compositing, on-the-fly image decompression, anti-aliasing, and translucency. The enhanced graphics capabilities of the Solo also allowed WebTV Networks to experiment with the idea of making WebTV Plus a platform for video gaming alongside web browsing, which currently only has confirmation in the form of first hand accounts from people who worked for or collaborated with WebTV Networks to develop games for it, and a leak that occurred in August 1998 where the WebTV hacking scene discovered a games section on an internal WebTV server that offered options to download WebTV Plus ports of Doom and You Don't Know Jack. Two revisions of the Solo ASIC are known to have been used in the WebTV Plus throughout its lifespan: SOLO1 and SOLO3, the latter mainly being used in the New Plus revision of the model.

Around Fall 1998, plans for a "Derby" revision of the WebTV Plus were announced, which was rumored to have a faster CPU and more memory. Circa late 1998 or early 1999, only one Derby unit was produced by Sony as a silent revision of their INT-W200 Plus model, but no substantial changes were made to the hardware outside of the CPU being upgraded with no change in clock speed, and the modem being changed to a softmodem. As chip prices dropped, later versions of the Plus used an M-Systems DiskOnChip flash ROM instead, alongside increasing RAM capacity to 16 MB.

In Japan, WebTV had a small run starting around December 1997, with a couple "Classic" Japanese units being released at launch, which came with hard drives, the same amount of RAM as an Old Plus, and two times more boot ROM than American Classic and Old Plus units. In the Spring of 1999, Japanese WebTV subscribers also had the option of utilizing Sega's Dreamcast video game console, which came with a built-in modem, to access the WebTV service. This was possible as Sega and Microsoft collaborated to create a port of the WebTV technology on the Dreamcast, using the Windows CE abstraction layer supported on the console and what's believed to be a version of the Internet Explorer 2.0 browser engine. The Japanese service ended some time in March 2002.

As an ease-of-use design consideration, WebTV early on decided to reformat pages rather than have users doing sideways scrolling. As entry-level PCs evolved from VGA resolution of 640x480 to SVGA resolution of 800x600, and web site dimensions followed suit, reformatting the PC-sized web pages to fit the 560-pixel width of a United States NTSC television screen became less satisfactory. The WebTV browser also translated HTML frames as tables in order to avoid the need for a mouse. When the MSN TV 2 released, Microsoft had decided to forgo reformatting pages and added sideways scrolling as well as the ability to resize text on web pages with buttons on the MSN TV keyboard.

Satellite boxes
Starting in the late 90s, WebTV Networks produced reference designs of models incorporating a disk-based personal video recorder and a satellite tuner for EchoStar's Dish Network and for DirecTV. These would be named the DishPlayer and UltimateTV respectively.

DishPlayer launched in late 1999 and was touted as "the world's first interactive satellite TV receiver". The DishPlayer is the first satellite-based DVR from Dish Network, and used a hard disk to allow users to record shows for later viewing. It could simultaneously play back video while recording as well. DishPlayer users could also control playback of programs recorded onto the set top box. DishPlayer made use of software and hardware developed by WebTV Networks to provide the user interface and features. Because of this, it was also capable of connecting to the WebTV Plus service, allowing it to browse the internet, send e-mail, and access other WebTV services. DishPlayer was also the only WebTV-based box to officially have games released for it, which were downloaded and updated over satellite. Three games were offered on the DishPlayer: Doom, You Don't Know Jack (a port of the Netshow version), and Solitaire. Two models of the DishPlayer were released: the 7100 and 7200, which had 8.6 GB and 17.6 GB of hard disk space respectively. EchoStar stopped selling DishPlayer boxes in 2001, but the boxes still worked with Dish Network service well into the mid-2000s.

UltimateTV was a satellite-based DVR made for DirecTV that made use a dual satellite tuner to allow a user to watch or record two shows at once. It would take advantage of new hardware to achieve this, using an upgraded version of the Solo ASIC named SOLO2. This version of the ASIC has the ability to process several video streams at the same time and included a digital-to-analog converter (DAC) to allow digital content to be displayed on analog television sets. While the user interface and internet service for UltimateTV are similar to WebTV/MSN TV's, the UltimateTV software now uses Windows CE as its underlying OS as opposed to a custom one like the standard WebTV and MSN TV firmware used. This Windows CE-based OS would be used as the framework for the original Microsoft TV platform. In 2001, EchoStar sued Microsoft for failing to support the WebTV DishPlayer. EchoStar subsequently sought to acquire DirecTV and was the presumptive acquirer, but EchoStar was ultimately blocked by the Federal Communications Commission. While EchoStar's lawsuit against Microsoft was in process, DirecTV (presumptively acquired and controlled by EchoStar) dropped UltimateTV (thus ending Microsoft's satellite product initiatives) and picked TiVo's DirecTV product as its only Digital Video Recorder offering.

Security
Hackers eventually figured out ways to exploit the service's security with vulnerable URLs, resulting in access to internal sections of the production WebTV service such as "Tricks," which hosted several pages designed to troubleshoot the WebTV box and service; the ability to remotely change the settings of a subscriber's box; or even remotely performing actions on any account, including deleting them, which the service did not verify on whether the requests were coming from the account holder or not. Hackers also found a way to connect to internal WebTV services and discovered WebTV content that was previously unknown to the public, including a version of Doom for WebTV Plus units that could be downloaded from one of these services at one point.

WebTV/MSN TV was also victim to a virus written in July 2002 by 43 year old David Jeansonne, which changed the local dial-up access number on victims' boxes to 911. This number would be dialled the next time the WebTV/MSN TV box had to dial in. It was sent to 18 MSN TV users through an attachment in an email, and disguised itself by showing an interface for a "tool" that could change the colors and fonts of the MSN TV user interface. It was supposedly forwarded to 3 other users by some of the initial victims, making the total victim count 21. At least 10 of the victims reported having the police show up at their homes as a result of their boxes dialing 911. There are also claims of the virus having the ability to mass-mail itself, although this was not properly confirmed at the time the virus was prevalent. Jeansonne was eventually arrested in February 2004, and pled guilty on the charges of intentionally causing damage to computers and causing a threat to public safety. He was subsequently sentenced to serve six months in prison, followed by six months of home detention, as well as paying restitution to Microsoft.

Protocols
With the first generation of the WebTV/MSN TV service, the main protocol used for the majority of service communication was WTVP, or the WebTV Protocol. WTVP is a TCP-based protocol that is essentially a proprietary version of HTTP 1.0 with the ability to serve both standard web content and specialized service content to WebTV/MSN TV users. It also introduced its own protocol extensions, which include but aren't limited to 128-bit RC4-based message encryption, ticket-based authorization, proprietary challenge–response authentication to both verify clients logging in to the service and to supply them session keys used for message encryption, and persistent connections. This protocol was supported by all WebTV and original MSN TV clients and the Sega Dreamcast release of WebTV up until the September 2013 discontinuation of the entire service (March 2002 for those in Japan).

Another protocol used by the original service is dubbed "Mail Notify", a UDP-based protocol that would track online clients and send periodic datagrams directly to clients to notify them of new e-mail. Its existence has only been confirmed in a leaked Microsoft document.

Hacking attempts
In February 2006, Chris Wade analyzed the proprietary BIOS of the MSN TV 2 set top box, and created a sophisticated memory patch which allowed it to be flashed and used to boot Linux on it. An open-source solution to enabling TV output on the MSN TV 2 and similar devices was made available in 2009. There were also recorded attempts to make use of unused IDE pins on the MSN TV 2's motherboard and supply a hard drive, most likely to add extra storage beyond the 64 MB given by the default CompactFlash storage.

title: MSN TV


text:
Talk:Military preparations for 2003 invasion of Iraq

Moved from Talk:Gulf War (disambiguation) (which this page inexplicably redirected to:

Much of the article fails the test of being neutral. The NPAC introduction is at best a disputable interpretation of the facts, and at worst misleading, inaccurate, biased partisan rhetoric. The "opportunity of ages" reference is particularly misleading. (an quote from NPAC, referenced by a biased source, that the wikipedia article indicates is about 9/11, even though the NPAC quote was written before 9/11). In the end, it's non-neutral to the degree that I find it hard to believe the author wasn't intentionally trying to make a statement rather than contribute facts to an encyclopedia. DO - June 11, 2003

 * What are you talking about? This is a disambiguation page and is not an article. Either way simple edit the text to fix the bias. --mav

 * He is talking about Military preparations for 2003 invasion of Iraq whose "discuss" link comes here. Confusion understandable. --SEWilco 08:32, 13 Aug 2003 (UTC)

That NPAC stuff is overrated. The "Rebuilding America's Defenses" document is the kind of thing which is continually produced by military and political analysts. There is no "war on Iraq" plan, it seems to only point out that permanent bases in the area seem like a good idea. --SEWilco 08:32, 13 Aug 2003 (UTC)


text:
Sheepdog trial

A sheepdog trial – also herding event, stock dog trial or simply dog trial — is a competition or test of the working abilities of dogs of herding breeds. It is a type of dog sport that emerged in the 1860s in New Zealand. By the 1870s regular trials were also being held in Australia and in the United Kingdom, and by the end of the twentieth century the sport had spread to many countries of the world. In competition, dogs demonstrate basic herding management skills assessed by the judge. These events are organised by international and national cynological and sports organisations and by associations of sheep- and cattle-breeders. Usually sheep are to be herded; other animals including ducks or cows may also be used.

Competitions are divided into several levels of difficulty and may use various scoring systems. Rules vary concerning eligible breeds, numbers of dogs and which breeds of sheep are to be used. Most often, the competition programme includes guiding the sheep through several obstacles, collecting them in and out of the pen, separating the sheep from the flock, etc. The judge is evaluating the accuracy of the dog's work under the guidance of a handler.

History
The first dog trials were held in Wānaka, New Zealand, in 1867 with reports of trials at Wānaka, Waitangi and Te Aka in 1868, at Wānaka in 1869 and Haldon Station in the Mackenzie Country in 1870. Australia also has a long history of dog trials, with a Kelpie named Brutus reported in the local paper in Young, NSW, as winning a sheepdog trial in 1871.

At the same time, sheep herding began to develop as a competitive sport in the United Kingdom. The pursuit of sheepdog trialling had been well established since the 1870s in all regions of the UK: England, Ireland, Scotland and Wales. At that time travel was difficult and people were less mobile, so sheepherding trials started as locally organised events. The first recorded trials involving more than one country were held in 1873 in Bala, Wales. A handler from Scotland took first prize. The sport started to gain popularity rapidly and to develop and attract participants and spectators. William Wallace of Otterburn, Northumberland at the Hawick Trials of 1883 was credited with first demonstrating control of the dog "with a mere hiss at hand and a low whistle at distance". Before then handling was very different: much waving, shouting and barking was involved.

Dogs with the right ‘eye’ for the task were bred and started do establish as a separate breed. In the 1890s Adam Telfer, of Cambo, Northumberland, bred and trained the dog that is considered the ‘father of the breed’ in border collies. His name was Old Hemp, he can be multiply traced in the pedigrees of most modern border collies.

At the same time, early sheepdog societies were founded in north-west England and Wales. Their contribution to the development of herding breeds and trials is less well known but should be acknowledged.

Gathering herding style (border collie style)
The International Sheep Dog Society (ISDS) organises trials of three levels of difficulty. Gathering style in herding is typical of the border collie breed, and until recently Australian kelpies were representing this style too, but got moved to traditional style in 2018. In gathering style the dog works under the guidance of a handler who is stationary during most of the programme. He handles the dog with verbal and gesture cues and uses a whistle.

The test usually involves the dog running out to the sheep (outrun), encouraging the sheep to move, or lifting (lift), driving the sheep towards the handler (fetch) and away from the handler (drive) through one or more gates or obstacles. In the designated area, the dog must separate one or more sheep from the flock (shed, single), place the sheep in the pen (pen).

The ISDS holds a World Championship once every three years. The eligibility of countries to participate and the number of participants from each country are determined based on the results of the regular competitions during qualifying period of three years. Individual and team competitions are held. For example, 238 participants from 29 countries were allowed to participate in the 2020 World Championship. And sheep – a hybrid of Bluefaced Leicester and Scottish black-faced sheep were raised specifically for the event.

Traditional herding style
The International Cynological Federation in addition to gathering style (Border Collie) established the rules for trials, tests and competitions in the traditional herding style that includes all other breeds from pastoral group except border collies. In traditional style competitions the handler is allowed to move with the dog on the field during the entire programme, and the difficulty level is determined by a set of exercises. In addition to obstacles of varying complexity (bridge, "funnel", "Maltese cross") and work in a pen, crossing the carriageway, loading into a trailer, etc. can be asked of a dog.

Most popular breeds used for traditional style herding both in trials and every day farm work are the Pembroke Corgi, the Shetland Sheepdog, the Briard, the Australian Cattle Dog and Kelpie, the Smooth and Rough Collie and the Koolie.

There are separate rules for testing dogs for the presence of herding instinct. The testing does not reveal the winner, but assesses the dog's interest in sheep, the desire to work and the manner of interaction with the sheep, and the natural ability to find a balance point. Both traditional and gathering style dogs are eligible for this test in FCI.

Trial field

The exact layout of the trial field can vary significantly. Most experienced handlers agree that there are certain elements that are important to ensure that the challenge to the dog and handler is a fair and complete test. For USBCHA-sanctioned trials, these elements include: Other popular test elements that are often added include:
 * The dog must leave the handler and fetch sheep that are some distance away
 * The dog must take control of the sheep and bring them to the handler
 * It is against the dog's instinct to drive the sheep away from the handler so an away drive is a good test and should be included
 * The dog and handler should be able to combine to move the sheep into a confined space, typically a pen but in some trials they are asked to load them onto a vehicle.
 * The dog must separate the group into two groups in a controlled way in accordance with the instructions from the judge. This may involve some sheep being marked and the dog and handler working together to separate them from the rest or some variation of that. This is known as shedding and is almost always required to be done in a ring marked out on the ground.
 * Singling is another test in which the dog and handler combine to separate one sheep from the group.
 * Most trials include a cross drive where the dog is required to move the sheep in a controlled way in a straight line from one side of the field to the other in front of the handler but some distance away from them.

In addition there are various elements that may be added to increase the level of difficulty of a trial. One such example is the double lift where the dog is required to fetch one group of sheep, bring them to the handler, look back and find another group, somewhere else on the trial field some distance away. They must then leave the first group and do a second outrun to fetch the others and bring them to join the first group.

In most competitions the dog will be required to do the fetching and driving tests on their own. During these test elements the handler must remain at a stake positioned during the layout of the trial course. During the shedding, singling and penning the handler usually leaves the stake and works with the dog to achieve the task.

Scoring

The most popular scoring system works as follows:
 * A judge watches each run and assigns a score based on their judgment.
 * Each test element is assigned a maximum score. For example there may be 10 points for the cast (outrun) and so on.
 * Each competitor is assigned the full amount for each element before they start.
 * As they negotiate each test element a judge deducts points for each fault. For example during a drive the judge may deduct points when the sheep move off line. During each element they can only lose as many points as are assigned to that element.
 * They must negotiate each element in sequence before proceeding to the next.
 * A set amount of time for the whole course, usually around 15 minutes, is decided on before the start of the trial.
 * There is no advantage in completing the course in a short amount of time but if the competitor runs out of time then they will lose all the points for the element they were in the process of completing and all those that they have yet to attempt.
 * The competitor's score is the sum of their score for all completed elements.

For most elements the judge focuses on the behaviour of the sheep not the dog or handler. Dogs are judged on the efficiency of their work and on qualities of good stockmanship. A dog that needlessly harasses or hurries the sheep will penalized and a dog that bites a sheep may be disqualified.

This points type of system has been in use since at least 1979 and may have been formalized at about that same time.

title: Sheepdog trial