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User talk:Sirscuba

Welcome to Wikipedia - fonzy

Why not string the diving articles into one longer article, say Scuba diving, and convert the short articles in redirects to that? Format is #redirect target article. jimfbleak 18:40, 7 Aug 2003 (UTC)

Hello Sirscuba, welcome to Wikipedia. I hope you enjoy editing here and being a Wikipedian. You can learn more on the how to edit page. The naming conventions and manual of style pages are also useful. Feel free to experiment at the Sandbox. If you have any questions about the project then check out Help or add a question to the Village pump. -- Schnee 18:42, 7 Aug 2003 (UTC)

Hi Sirscuba, good work with the Scuba diving article -- Ams80 23:22, 21 Aug 2003 (UTC)

Scuba pictures
Thanks for uploading Image:Scuba-fins1.JPG and Image:Scuba-flag1.JPG. Did you take them yourself? I notice they currently don't have image copyright tags. Could you add these to let us know the copyright status? (You can use if you release it under the GFDL, or  if you claim fair use, etc.) Thanks so much,    – Quadell (talk) (help)   23:00, Oct 5, 2004 (UTC)

Unverified images
Hi! Thanks for uploading the following image:

 * Image:Dive_computer1.JPG

I notice it currently doesn't have an image copyright tag. Could you add one to let us know its copyright status? (You can use if you release it under the GNU Free Documentation License,  if you claim fair use, etc.) If you don't know what any of this means, just let me know at my talk page where you got the images and I'll tag them for you. Thanks so much. [[User:Poccil|Peter O. (Talk, automation script)]] 05:48, Dec 11, 2004 (UTC)

P.S. You can help tag other images at User:Yann/Untagged_Images. Thanks again.

ArbCom elections are now open!
MediaWiki message delivery (talk) 08:53, 23 November 2015 (UTC)

title: User talk:Sirscuba


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Talk:Turbidity

Wiki Education Foundation-supported course assignment
This article is or was the subject of a Wiki Education Foundation-supported course assignment. Further details are available on the course page. Student editor(s): Thepowerofprotein.

Above undated message substituted from Template:Dashboard.wikiedu.org assignment by PrimeBOT (talk) 11:48, 17 January 2022 (UTC)

Turbidity and cancer
Is there a reference to the statement: "High water turbidity is the leading cause of gastrointestinal cancer in the United States". I could imagine that turbidity caused by organic compounds together with chlorination creates chlorinated organic molecules which will kill u and u will die. This could be very carcinogenic. This would be an argument against chlorine for water treatment. I never heard that turbidity itself was cancerogenic. 212.183.60.114 22:00, 28 February 2007 (UTC)http://www.aee-intec.at

The piece I wrote on turbidity in water quality is modified from a similar piece I wrote for my company at and provided to the Wikipedia with appropriate permission  Marshman 17:31, 5 Aug 2003 (UTC)

Should we not split this up, and have separate articles for the secchi disk and nephelometer? Tonderai 21:32, 28 Nov 2003 (UTC)

There already are separate artticles about those subjects. What would you split up? - Marshman 02:30, 29 Nov 2003 (UTC)

Sorry ;) I didn't check this out properly before I posted. I'll do that next time. Great stuff, btw. Tonderai 16:54, 29 Nov 2003 (UTC)

 * I didn't either until after I first responded to you. Anyway, you may want to move the bit about compensation depth and the Secchi Disk over to Secchi disk where it would be more pertyinent instead of under Turbidity where the connection is more tenuous - Marshman 17:06, 29 Nov 2003 (UTC)

Hey, is turbidity related to conductivity in any way? I'm working with something aquarium-related at the moment, and they seem to be, but I have nothing. Maybe it's a different kind of conductivity? Anyway, if someone else wants to look into that, I'd appreciate it. Speaking of which, how is turbidity related to aquariums anyway? Brazenbell

There is no direct corelation. Sodium Chloride (Salt) disolved in water produces very little or no change in turbidity but makes a huge difference on conductivity.

I would imagine the turbidty acts as receptors for the pollutants that contribute to cancer; in other words the carcinogen hitches a ride on the turbidity causing particle in the drinking water into the body. The less turbid the water is, the less places for pollutants (such as dioxin's) to travel with the water.

THere is no way that phytoplankton, a one celled organism, can cause gastrointestinal disease. There is just no way. I think someone should edit this. 67.98.32.210 11:57, 9 April 2007 (UTC)Chris Singletary : Analyzer Specialist III
 * I created a new section heading on Causes and Effects. The phytoplankton sentence is now in the "Causes" paragraph, while the GI disease sentence is in the "Effects" para.  No references for these sentences yet. (I did not write the sentences.) The link between the two phenomena is not direct. It is related to pathogens attaching to the suspended solids, which may consist of various gunk (how's that for a scientific term?) attaching to the plankton.  Perhaps someone more knowledgable that I can provide a better explanation of the connection. Moreau1 (talk) 07:15, 24 February 2008 (UTC)

"Turbidity is generally caused by phytoplankton"
i doubt that... it would mostly be caused by clay in rives wouldn't it? --Hypo Mix 09:40, 5 June 2007 (UTC)
 * It is indeed caused by sedimentation, human-caused and otherwise. This would be clay in some geographic areas, maybe other soil types elsewhere. I added a paragraph in the new Causes and Effects section on sedimentation and stormwater pollution. Moreau1 (talk) 07:15, 24 February 2008 (UTC)

There's a mistake, I think
In the first paragraph it says viruses, bacteria, and bacteria... is something wrong is it just me?

--Diablo735 21:00, 18 November 2006 (UTC)

Why isn't there anything about the effects of turbidity on organisms and SAV's?
Turbidity blocks out a lot of sunlight reaching streams or lakes, damaging the various organisms living there, and that is perhaps the chief problem with it. Why isn't there a section that talks about this? 71.163.26.70 17:42, 11 November 2007 (UTC)Anon
 * I added a sentence on SAV effects, such as that seen in the Chesapeake Bay, in the Causes and Effects section. Moreau1 (talk) 07:15, 24 February 2008 (UTC)

Nice article
Just taking a moment to thank all those involved in this article; it gives a nice overview, clearly explains the basic concepts and introduces a lot of terms and ideas that may be encountered elsewhere, explaining roughly what they mean. This is exactly what I always thought Wikipedia was for. Naturally all articles can be improved, but this article was exactly what I needed to get me started on something. Thanks guys. 86.141.90.75 (talk) 11:28, 2 June 2008 (UTC)

ef

spelling error
Second paragraph "....if a liquid sample is left to stand (the settable solids), very small particles..."

settable - should this be settleable? (Looks like a word processor has corrected settleable to settable) 115.186.196.19 (talk) 02:10, 14 July 2011 (UTC)

Definition
Most definitions for "turbidity" refer only to suspended solids, and not to dissolved solids. This contradicts the description given in the opening paragraph of the article. Any dissolved substance is "in solution" and therefore not visible as turbidity. Landroo (talk) 14:45, 25 June 2014 (UTC)

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

title: Talk:Turbidity


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User talk:Mathgeek8192

Welcome to Wikipedia - fonzy

Hi, Mathgeek(2^^13), Welcome to Wikipedia! I did some wikification on your DARPA Grand Challenge article; sounds like a really cool project. I imagine your team is currently in the process of selecting a donor vehicle - is it really going to be a full size 4-wheel drive? I'm a little curious - in the DARPA rules there is discussion of an emergency shut-off "panic button" which can be pressed by somebody near the car, at walking speed - but won't these things be going at least 30 MPH to cover the 300 miles in 10 hours? Sounds dangerous if it gets out of control; the e-stop requirement (remote-control kill) is obviously a must. Good luck! Harris7 18:26, 5 Aug 2003 (UTC)

title: User talk:Mathgeek8192


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Chesapeake & Delaware Canal

The Chesapeake & Delaware Canal (C&D Canal) is a 14 mi-long,  450 ft-wide and  35 ft-deep ship canal that connects the Delaware River with the Chesapeake Bay in the states of Delaware and Maryland in the United States.

In the mid-17th century, mapmaker Augustine Herman observed that these great bodies of water were separated only by a narrow strip of land. In 1764, a survey of possible water routes across the Delmarva Peninsula was made, but little action followed. The idea was raised again in 1788 by regional business leaders, including famed Philadelphians Benjamin Franklin and Benjamin Rush.

Despite the beginnings of a commercial venture in 1802 coincident with Canal Mania in England and Wales, it was not until 1829 until the C&D Canal Company could, at last, announce the waterway "open for business". Its construction cost of $3.5 million (equivalent to $ million in ) made it one of the most expensive canal projects of its time.

In the present era, the C&D Canal is owned and operated by the U.S. Army Corps of Engineers, Philadelphia District. The project office in Chesapeake City, Maryland, is also the site of the C&D Canal Museum and Bethel Bridge Lighthouse. The canal saves approximately 300 miles on the route between Wilmington or Philadelphia on the Delaware River and Baltimore on Chesapeake Bay, avoiding a course around the Delmarva Peninsula.

The canal is a landmark and cultural boundary for the state of Delaware, considered a divide between the urbanized northern portion of the state and the rural southern portion known locally as "Lower Delaware", and demarcates an unofficial northern limit to the Delmarva Peninsula.

Early years
In the mid‑17th century, Augustine Herman, a mapmaker and Prague native who had served as an envoy for the Dutch, observed that two great bodies of water, the Delaware River and Chesapeake Bay, were separated only by a narrow strip of land. Herman proposed that a waterway be built to connect the two.

More than a century passed before any action was taken. In 1764, a survey of possible water routes across the Delmarva Peninsula was made. One was proposed by Thomas Gilpin, Sr., a Quaker from Philadelphia, Pennsylvania, who, along with other members of the American Philosophical Society, sought a waterway to shorten the shipping distance from the Chesapeake Bay to [mPhiladelphia. He proposed a canal across the Delmarva Peninsula to connect the Chester River at present-day Millington, Maryland, to the Delaware River. He even bought 39 acre of land, largely in and around Millington, but the canal would not become a reality for decades.

The idea was raised again in 1788 by regional business leaders, including noted Philadelphians Benjamin Franklin and Benjamin Rush. The canal would reduce, by nearly 300 miles (500 km), the water routes between Philadelphi and Baltimore.

In 1802, following actions by the legislatures of Maryland, Delaware, and Pennsylvania, the Chesapeake & Delaware Canal Company was incorporated, with merchant and banker Joseph Tatnall as president. More surveys followed, and in 1804, construction of the canal began under Benjamin Latrobe. The work included 14 locks to connect the Christina River in Delaware with the Elk River at Welch Point, Maryland, but the project was halted two years later for lack of funds.

Construction
The canal company was reorganized in 1822, and new surveys determined that more than $2 million in capital was needed to resume construction. Eventually, the Commonwealth of Pennsylvania purchased $100,000 in stock, the State of Maryland, $50,000; and Delaware, $25,000. The federal government invested $450,000, with the remainder subscribed by the public.

The U.S. Army Corps of Engineers played a vital yet unofficial role for the canal company in 1823 and 1824, providing two senior officers to help determine a canal route. The engineer officers and two civilian engineers recommended a new route with four locks, extending from Newbold's Landing Harbor (now Delaware City), westward to the Back Creek branch of the Elk River in Maryland.

Canal construction resumed in April 1824, and within several years some 2,600 men were digging and hauling dirt from the ditch. Laborers toiled with pick and shovel at the immense construction task, working for an average daily wage of 75 cents. The swampy marshlands along the canal's planned route proved a great impediment to progress; workers continuously battled slides along the "ditch's" soft slopes. It was 1829 before the C&D Canal Company could, at last, announce the waterway "open for business". Its construction cost of $3.5 million made it one of the most expensive canal projects of its time.

In 1825, due to the efforts of Benjamin Wright, the company fired the canal's chief engineer, John Randel Jr., who had surveyed its route and built the difficult eastern section. Randel sued the company for breach of contract, and in 1834 a jury returned an award to Randel of $226,885.84, a tremendous amount for the time. The canal company's appeals went as high as the United States Supreme Court, which affirmed the award. The company attempted to avoid paying the judgment, but the state legislatures of both Maryland and Delaware passed bills requiring the canal company to pay off its debts within five years. The huge award almost bankrupted the company.

1829 to 1919
The Chesapeake Bay and Delaware River were now connected by a navigation channel measuring nearly 14 mi long, 10 ft deep, 66 ft wide at the waterline and 36 ft wide along the channel bottom. A covered wooden bridge at Summit, Delaware, spanned the canal across the "Deep Cut", measuring 250 ft between abutments. The bridge floor was 90 ft above the channel bottom. Three wooden swing bridges also crossed the canal. Locks to pass vessels through the waterway's various levels were constructed at Delaware City, Delaware and St. Georges, Delaware, and two at Chesapeake City. Each measured 100 ft long and 22 ft wide and was eventually enlarged to 220 ft in length and 24 ft in width.

Teams of mules and horses towed freight and passenger barges, schooners and sloops through the canal. Cargoes included practically every useful item of daily life: lumber, grain, farm products, fish, cotton, coal, iron, and whiskey. Packet ships were eventually established to move freight through the waterway. The Ericsson Line operated between Baltimore and Philadelphia, and continued to carry passengers and freight through the canal into the 1940s. The cargo tonnage peaked in 1872 with more than 1.3 million tons transiting the canal.

Along the route across the top of the Delmarva Peninsula, at least six lighthouses warned barges and other vessels passing through the canal when they were approaching bridges and locks. These small wooden lighthouses had had red lanterns mounted atop them.

The Ericsson Line of steamboats originated as steamers built for freight only; however, the line converted to passenger boats during 1876 at the time of the Centennial Exposition in Philadelphia as the demand for travel increased. The Baltimore and Philadelphia Steamship Companies, which operated the Ericsson line, built and furnished ships with seventy to eighty staterooms in addition to the freight facilities. In turn, these ships grew from less than one hundred to more than six hundred tons and greatly increased travel from Baltimore to Philadelphia. The Ericsson Line was named after its first ship, Ericsson, which was named after John Ericsson who developed the screw propeller that was installed on the vessel specifically designed for the Chesapeake & Delaware Canal. Ericsson was built at Reanie & Neafie's shipyard in Philadelphia by Anthony Groves, Jr. The ship, finished in 1843, was 78 ft in length and weighed eighty tons. It began operations in 1844 under the direction of Captain Noah F. Ireland. The Ericsson Line operated out of Baltimore's No. 1 Light Street Pier for 75 years, serving passenger and freight demands throughout the waterway with thirty registered steamers. The Ericsson Line's success brought utility and prosperity to the canal and promoted an expansion of trade by means of its growth and connection to the Atlantic Deeper Waterways Association of the Chesapeake & Delaware Canal.

Loss of water in the locks was a problem from early on. As boats passed through at Chesapeake City, the equivalent of a full lock of water was lost to the lower-lying portion of the canal. This loss, compounded by leakage through the canal banks and normal evaporation, made it necessary to devise a means of lifting water into the project's upper part.

A steam operated pump was purchased in 1837 to raise water from Back Creek, and in 1852 a steam engine and large waterwheel were installed at the pumphouse in Chesapeake City. Measuring 39 ft in diameter and 10 ft wide, the iron and wood waterwheel had 12 troughs which filled with water as it turned; the water then spilled over the hub into the raceway and into the uppermost canal level. By 1854 a second steam engine was in use. The two 150 hp engines consumed eight tons of coal daily while lifting 170 tons of water per minute into the canal. The waterwheel and steam engines remained in continuous use through the mid‑1920s.

Throughout the 19th century, the canal's use continued to change with the New Castle and Frenchtown Turnpike and Rail Road being its only major competitor. Steam power brought larger and deeper-draft vessels that could not pass through the restricting locks. By the turn of the 20th century the decline in canal traffic and cost of operation and repairs reduced canal profits. Clearly a larger, wider, and deeper waterway was needed. At the time, however, little thought was given to improving the existing canal. New companies were formed instead, considering at least six new canal routes, but committees and commissions appointed to study the issue failed to agree on a plan. In 1906 President Theodore Roosevelt appointed a new commission to report on the feasibility of converting the canal to a "free and open waterway."

1920s to 1970s
In 1919 the federal government bought the canal for $2.5 million and designated it the "Intra-coastal Waterway Delaware River to Chesapeake Bay, Delaware and Maryland." The purchase included six bridges and a railroad span owned by the Pennsylvania Railroad. These were replaced during the 1920s by four vertical lift spans and a new railroad bridge.

Responsibility for operating, maintaining, and improving the waterway was assigned to the U.S. Army Corps of Engineers, Wilmington District. In the mid-1920s, work began to move the eastern entrance at Delaware City several miles south to Reedy Point, Delaware. All locks (except the one at Delaware City) were removed, and the waterway was converted to a sea-level operation at 12 ft deep and 90 ft wide. These improvements cost $10 million. Two stone jetties at the new eastern entrance were completed in 1926. The sole remaining lock at Delaware City — a stone structure, resting on wooden underpinnings, with a wooden floor — would eventually be preserved and, in 1975, listed on the National Register of Historic Places.

The "new" canal opened in May 1927 with great celebration, even as plans were underway for further expansion to accommodate ever larger ships. The Philadelphia District assumed operation of the canal in 1933. Between 1935 and 1938, the channel was again improved, deepened to 27 ft and widened to 250 ft at a cost of nearly $13 million. The project was also expanded to include a federal navigation channel 27 ft deep and 400 ft wide for some 26 mi in the Upper Chesapeake Bay, from the Elk River to Pooles Island.

Through the years, as the sizes and tonnages of ships using the canal continued to grow, accidents and one‑way traffic restrictions strained the canal's capacity. Between 1938 and 1950 alone, eight ships collided with bridges. In 1954, the United States Congress authorized further expansion of the channel to 450 ft wide and 35 ft deep. These improvements, begun in the 1960s, were completed in the mid‑1970s.

New bridges to accommodate highway traffic crossing the canal also became necessary as deepening and widening progressed. Two mechanical lift bridges at St. Georges and Chesapeake City were toppled by ship collisions and replaced in the 1940s with high-level highway spans (the former, the St. Georges Bridge, has largely been bypassed by the new Senator William V. Roth Jr. Bridge, opened in 1995). Two other high-level vehicular traffic bridges, Summit Bridge in 1960 and Reedy Point Bridge in 1968, were constructed as part of the 1954 improvement authorization.

In 1966, a new railroad lift bridge (the Chesapeake & Delaware Canal Lift Bridge) was also completed by the Corps and turned over to the Pennsylvania Railroad to carry freight across the canal. The railroad and Summit spans were recognized by the American Institute of Steel Construction as the most beautiful bridges of their types in the years they were completed.

After the modern sea-level canal opened in 1927, pilot boats operated by the Army Corps of Engineers worked at each end of the waterway, one assigned to Reedy Point on the Delaware River and the other stationed at Town Point on the Elk River in Maryland. These patrol boats met incoming ships, checked traffic, did patrols, and sometimes made rescues. But modernization had arrived on Canal as closed circuit televisions, radar, and advanced in radio communications made the work of meeting incoming boats and other tasks obsolete. On Nov. 19, 1968, the work of the patrol boats was retired, and modern, centralized technology took over the tasks.

Post-1970s
Today's canal is a modern sea-level, electronically controlled commercial waterway, carrying 40 percent of all ship traffic in and out of the Port of Baltimore.

Since 1933 the Corps' Philadelphia District has managed canal and highway bridge operations from a two-story white frame building on the canal's southern bank at Chesapeake City, Maryland. Cargo ships, tankers, container-carrying vessels (all up to Seawaymax-classification), barges accompanied by tugboats, and countless recreational boats create a steady flow of traffic. Through state-of-the-art fiber optic and microwave links, dispatchers use closed-circuit television and radio systems to monitor and safely move commercial traffic through the waterway.

Navigating oceangoing vessels requires extensive maritime skills, with strong currents or bad weather conditions adding to the risks. A United States Coast Guard certified pilot is required for vessels engaged in foreign trade transiting the canal, the Delaware River and Bay, and Chesapeake Bay. Many shipping firms use pilots from the Delaware River and Bay or Maryland pilots' associations.

Typically a Delaware River and Bay pilot boards a ship as it passes Lewes, Delaware, entering the Delaware Bay, and guides the vessel up the bay and into the canal to Chesapeake City. A Maryland pilot then takes over and continues the ship's transit into the Chesapeake Bay to Baltimore or Annapolis, Maryland. The procedure is reversed for eastbound ships. At Chesapeake City a "changing of the pilots" takes place, while the pilot launch maneuvers alongside a vessel as it continues its journey without stopping. The pilots use the ship's gangway, pilot ladder, or port entrance to climb aboard or leave the vessel.

C&D Canal Museum

The U.S. Army Corps of Engineers operates the C&D Canal Museum at Chesapeake City, Maryland, housed in the original canal pumphouse with a waterwheel and pumping engines. The museum illustrates the canal's history and operations. Current operations can be viewed through a television monitor affording visitors up-to-the minute locations on ships traveling through the canal. Admission is free, and the museum is open Monday-Friday year round except for government holidays.

A full-sized replica of the 30 ft Bethel Bridge Lighthouse is located on Corps property, a short walk from the museum. The original lighthouse was used to warn vessels of locks and bridges in the days before the 1927 canal changes made it sea level.

Crossings
The following are crossings of the Chesapeake & Delaware Canal north to south and vice versa:

title: Chesapeake & Delaware Canal


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Interplay Entertainment

Interplay Entertainment Corp. is an American video game developer and publisher based in Los Angeles. The company was founded in 1983 as Interplay Productions by developers Brian Fargo, Jay Patel, Troy Worrell, and Rebecca Heineman, as well as investor Chris Wells. As a developer, Interplay is best known as the creator of the Fallout series and as a publisher for the Baldur's Gate and Descent series.

Interplay Productions
Prior to Interplay, the company's founding developers—Brian Fargo, Troy Worrell, Jay Patel, and Rebecca Heineman—worked for Boone Corporation, a video game developer based in California. When Boone eventually folded, the four got together with investor Chris Wells and, believing they could create a company that was better than Boone, founded Interplay in October 1983. The first projects were non-original and consisted of software conversions and even some military work for Loral Corporation. After negotiations with Activision, Interplay entered a US$100,000 contract to produce three illustrated text adventures for them. Published in 1984, Mindshadow is loosely based on Robert Ludlum's Bourne Identity while The Tracer Sanction puts the player in the role of an interplanetary secret agent. Borrowed Time which features a script by Arnie Katz's Subway Software followed in 1985. These adventures built upon work previously done by Fargo; his first game was the 1981-published Demon's Forge.

The same year, Interplay Productions, then contracted out by Electronic Arts, ported EA's Racing Destruction Set to the Atari 8-bit computers. The conversion, entirely coded by Rebecca Heineman, was released in 1986 via Electronic Arts for the United States and Ariolasoft for the European market.

Interplay's parser was developed by Fargo and an associate and in one version understands about 250 nouns and 200 verbs as well as prepositions and indirect objects. In 1986, Tass Times in Tonetown followed. Interplay made a name for itself as a quality developer of role-playing video games with the three-part series The Bard's Tale (1985–1988), critically acclaimed Wasteland (1988) and Dragon Wars (1989). All of them were published by Electronic Arts.

Interplay started publishing its own games, beginning with Neuromancer and Battle Chess, in 1988, and then moved on to publish and distribute games from other companies, while continuing internal game development. In 1995, Interplay published the hit game Descent, developed by startup Parallax Software. Interplay published several Star Trek video games, including Star Trek: 25th Anniversary for computers and for Nintendo Entertainment System and Star Trek: Judgment Rites. These games had later CD-ROM editions released with the original Star Trek cast providing voices. Interplay also published Starfleet Academy and Klingon Academy games, and Starfleet Command series, beginning with Star Trek: Starfleet Command. Another game, Star Trek: Secret of Vulcan Fury, was in development in the late 1990s but was never completed and much of its staff laid off due to budgetary cuts prompted by various factors. In 1995, after several years of delays, Interplay finally published its role-playing game Stonekeep. Other PC games released during the mid- to late 1990s included Carmageddon, Fragile Allegiance, Hardwar and Redneck Rampage.

In 1997, Interplay developed and released Fallout, a successful and critically acclaimed role-playing video game set in a retro-futuristic post-apocalyptic setting. Black Isle Studios, a newly created in-house developer, followed with the sequel, Fallout 2, in 1998. Another successful subsequent Interplay franchise was Baldur's Gate, a Dungeons & Dragons game that was developed by BioWare and which spawned a successful expansion, sequel and spin-off series. The spin-off series started with Baldur's Gate: Dark Alliance; the game's success forged a sequel as well. Aside from Dark Alliance, Interplay published a few notable console series such as Loaded and the fighting game series ClayFighter and the games by Shiny Entertainment, MDK and Wild 9.

Rebranding as Interplay Entertainment, Titus minority acquisition (1998–2002)
In 1998, Interplay's financial issues became dire. To avert bankruptcy, Interplay went public on the NASDAQ stock exchange under the name Interplay Entertainment.

By 1999, Interplay continued to endure losses under Brian Fargo due to increased competition, less-than-stellar returns on Interplay's sports division, and the lack of console titles. Because of this, the company forced itself to seek additional funding from an outside third-party. On February 17, 1999, the company entered into a distribution agreement with British game publisher Virgin Interactive, where Interplay would acquire a 43.9% stake (initially a 49.9% stake) in the company and allow Virgin to exclusively distribute their titles in Europe, effectively replacing Interplay's own distribution arm in the region. Interplay also announced that they would distribute Virgin Interactive's titles in North America and several other territories including South America and Japan. On March 23, 1999, it was announced that the Paris-based Titus Interactive had invested $10 million in the publisher with a considered chance of purchasing Universal Pictures' stake in Interplay, which would allow Titus to own 34% of the company's shares and allow for Interplay to distribute Titus' products in North America. By May, $25 million was invested by Titus, which within a few months was increased by another $10 million. By August, Titus owned 57% of Interplay's shares.

On 16 April 2001, Titus announced they had expanded their control shares in Interplay to 72.5%. On the same day, they announced they had purchased Interplay's stake in Virgin Interactive, effectively making the latter a fully-owned subsidiary of Titus, which was to allow the three companies to simplify their European distribution arms under the singular Virgin Interactive umbrella. On August 28, Titus announced that they had appointed Vivendi Universal Publishing as Interplay's North American distributor in order for Interplay to focus more on development. Prior to this, Titus resecured full distribution rights to its titles in North America, which were not counted for as part of the Vivendi Universal deal. On September 27, Interplay announced that Baldur's Gate: Dark Alliance and Giants: Citizen Kabuto would become the first titles under the new agreement. On November 29, 2001, BioWare announced that they had ended their partnership with Interplay, citing unpaid royalties and Titus sublicensing distribution to third-parties for the reason. BioWare took Neverwinter Nights with them, with Infogrames purchasing worldwide publishing rights to the title in January 2002, while BioWare eventually reconsidered with Interplay.

Continued struggles (2002–2018)
On January 24, 2002, Interplay founder and CEO Brian Fargo resigned from the company, following Interplay's failed move to expand to console gaming as well as conflictions with Titus Interactive. He later went on to found InXile Entertainment. Titus' co-founder Hervé Caen took over as Interplay's new CEO and began a range of several unpopular but arguably necessary decisions to cancel various projects, in order to save the company. In April 2002, the company sold Shiny Entertainment to Infogrames for $47 million, which at turn also included a then-upcoming video game based on The Matrix as well as the video game rights to the property transferring over. Due to a low share price, Interplay's shares were delisted from the NASDAQ in 2002 and now trade on the over the counter (OTC) market.

The company continued to struggle throughout 2003 following an assortment of poorly-selling console titles. On September 29, 2003, the company was entered into a lawsuit with Vivendi Universal over alleged breaches of their partnership and a failure of payment. This led to Interplay ending their North American distribution deal with Vivendi Universal Games. On December 8, 2003, Interplay closed down Black Isle Studios and laid off their entire staff. The company was also involved in issues including debt. Feargus Urquhart later left Black Isle Studios and Interplay suffered a loss of US$20 million in that year.

By June 2004, Interplay's fate was appearing to show, once employees were showing up locked out of the company's offices and other events ensuring, although Titus' co-founder Eric Caen denied that Interplay was closing, deeming them as being "Still There". However, by June 7, it was reported that several California labor investigators had forcefully shut down Interplay's offices over unpaid royalties to developers, unpaid employees and not issuing any health insurance to them. By June 9, Interplay's offices had reopened after Herve Caen secured the funds to pay the insurance for Interplay's staff. On the same day, Titus Interactive announced they were declaring bankruptcy, which made Interplay's future uncertain. In July, they sold the Redneck Rampage franchise to Vivendi Universal Games for $300,000, and in October, licensed the rights to the Fallout franchise to Bethesda Softworks under a three-game deal, while Interplay would retain ownership of the franchise as well as full rights to an MMO title – Fallout Online. By then, Interplay's financial issues began to worsen.

In January 2005, Titus Interactive was officially declared bankrupt and closed down all its French operations effectively. Interplay soon purchased Titus' former assets and led to the company being burdened with debt.

In 2006, Interplay was brought up to the bankruptcy court once again in order to avoid the company going out of business.

In April 2007, in order to pay off creditors, the company altered its licensing agreement with Bethesda Softworks and sold the Fallout IP to them.

In September 2008, several games from Interplay's catalog were re-released on the digital distribution service GOG.com after being unavailable in retail distribution for years.

In August 2013, Interplay acquired the remaining rights to the FreeSpace franchise for $7,500 after THQ went to bankruptcy court.

Focus on re-releases of IP (2018–present)
Interplay is co-publishing, with 3D Realms, a remaster of Xatrix Entertainment's 1999 game Kingpin: Life of Crime, which was originally published by Interplay. Known as Kingpin: Reloaded, the game will be developed by Slipgate Ironworks. This was announced on January 17, 2020.

In 2021, Interplay, via Black Isle Studios, re-released Baldur's Gate: Dark Alliance on modern consoles, and later that year also released a port of it on PC for the first time.

Litigation
In 2003 and 2004 Snowblind Studios and Interplay Entertainment had a dispute regarding the Dark Alliance Engine for Fallout: Brotherhood of Steel, Baldur's Gate: Dark Alliance II, and the GameCube version of the original Dark Alliance. The resolution allowed Interplay to retain the work they had already done using that engine, but not to use it in new work.

Bethesda Softworks sued Interplay in 2009, seeking an injunction to stop Interplay from developing Fallout Online and from selling Fallout Trilogy. After several trials spanning almost three years, Interplay gave Bethesda the full rights for Fallout Online for $2 million. Interplay's rights to sell and merchandise Fallout, Fallout 2, and Fallout Tactics: Brotherhood of Steel expired on December 31, 2013.

In 2010, TopWare Interactive revealed that they were developing Battle vs. Chess to be published by SouthPeak Games. Interplay sued them and won an injunction to stop sales in the United States. Interplay won the case by default, and a settlement for $200,000 plus interest was agreed upon on November 15, 2012.

Studios

 * Black Isle Studios in Orange County, California, started in 1996.

Interplay Discovery
This is a program in which Interplay publishes video games for indie developers. Five games have been released under the program and each is either a platformer or a puzzle video game and is released under digital distribution.

Games released under Interplay Discovery

 * Pinball Yeah! is Interplay's first game, created by the Coderunners team based in Portugal and their first game since their return. The player must fight against an evil virtual AI system that wants nothing more than to see the demise of the player's high score.
 * Tommy Tronic is Interplay's second game by the Discovery program and was developed by Oasis Games and was the studio's first project. Tommy Tronic features classic platforming. The player must run away from Giant Carrots and fight mutated tomatoes.
 * Despite being the fourth announced game for the Discovery program, Homesteader is the third game released for the Discovery program. The game is developed by Bogemic Games and is a match-3 puzzle game. The game was released for the PC and had a framerate error.
 * Despite being the third game announced for the Discovery program, Death and the Fly is the fourth game released for the Discovery Program.
 * Crazy Cats Love is developed by Wolf Games and is Interplay's first video game made using the Unity 3D engine.

Defunct studios

 * 14 Degrees East, the strategy division of Interplay, located in Beverly Hills and founded in 1999.
 * BlueSky Software in California, started in 1988, closed in 2001.
 * Brainstorm in Irvine, California.
 * Digital Mayhem, an Interplay development studio that ported Giants: Citizen Kabuto to the PS2 and developed Run Like Hell.
 * FlatCat
 * Interplay Films, a division of Interplay Entertainment, was formed in 1998 and was supposed to develop seven of the company's most popular video game titles into movies, including Descent, Redneck Rampage, and Fallout. Its president was Tom Reed.
 * Interplay Sports located in Beverly Hills was the internal sports division at Interplay. The division was founded in 1995 as VR Sports, but changed its name in 1998.
 * MacPlay, ported games to Mac OS from 1990 to 1997. The brand was licensed to United Developers, LLC in 2000.
 * Shiny Entertainment in Laguna Beach, California, founded in 1993, acquired in 1995, sold to Atari in 2002. It later merged with The Collective to form Double Helix Games in 2007.
 * Tantrum Entertainment, founded in 1996, used as a publishing name for Die by the Sword, Heart of Darkness, and Descent 3.
 * Tribal Dreams, a developer that only finished one game, Of Light and Darkness. They were shut down in late 1998 in conjunction with the cancelled adventure game Star Trek: Secret of Vulcan Fury.

title: Interplay Entertainment


text:
New Jersey Route 439

Route 439 is a short state highway in the communities of Elizabeth, Union and Hillside in Union County, New Jersey. The highway is known as the Bayway, North Avenue and Elmora Avenue from the Goethals Bridge and Interstate 278 (I-278) and does a half-loop around Elizabeth, with the designation terminating at an intersection with Route 27 in Elizabeth. The highway originated as part of Route 28 south of the current intersection with Route 28 and Route S24 (which made up several routes) north of that intersection to Route 82. The current designation of Route 439 was assigned in the 1953 renumbering.

Route description
Route 439 begins at an intersection with Union County Route 616 (CR 616) and I-278 near the Goethals Bridge in Elizabeth. The highway progresses westward, passing to the south of the Number 22 Elementary School. The surroundings of the highway are densely populated, with buildings surrounding the highway the entire time. Turning to the northeast, Route 439 intersects with the southern terminus of CR 623 (South Broad Street) and enters the small community of Bayway, for which the highway is named. There, the route intersects with U.S. Routes 1 & 9 (US 1/9) at Bayway Circle, where it changes monikers to South Elmora Avenue and continues deeper into Elizabeth.

After the Bayway Circle, Route 439 continues to the northeast and into Elizabeth, where it intersects with CR 514 (Lidgerwood Avenue) and crosses the New Jersey Transit railroad line nearby. The highway then intersects Fay Avenue. The development around the road becomes more residential for a short time along Route 439, until the first intersection with Route 27 (Rahway Avenue), where the commercial development experienced earlier returns. After Route 27, the route's loop begins to turn even further northward, where it enters Elmora. The highway passes to the southwest of Carteret Park and soon leaves Elmora.

North of Elmora, Route 439 intersects with CR 610 (West Gand Street) and Route 28 (Westfield Avenue), both of which parallel each other for several miles. After the intersection with Route 28, the highway begins the turn to the east once again. At an intersection with Chilton Street, the highway changes monikers to North Avenue, which it retains for the remaining length. During the curve, Route 439 enters Union and intersects with the southern terminus of Route 82, where Kean University and Phil Rizzuto Park both surround the highway. After Route 82, the highway enters Hillside and begins the eastward progression, passing to the south of Elizabeth River Park. After the curve completes, Route 439 enters Elizabeth again and intersects with County Route 623 once again and continues a short distance, where it terminates at the second intersection with Route 27. North Avenue continues eastward to an interchange with Route 81.

History
Route 439 originates as an alignment of New Jersey State Highway Route 28, assigned in the 1927 New Jersey state highway renumbering from Route 28 to the intersection with US 1/9. The highway was set to serve a new Staten Island crossing, which finally opened on June 29, 1928. The highway that ran north of Route 28 and progressed north to the current intersection with Route 82 was New Jersey State Highway Route S-24, which a spur of Route 24 from Phillipsburg to Elizabeth. The designations remained intact for over two decades, but across the Arthur Kill in Staten Island, New York State Route 439 (NY 439) was assigned onto the Goethals Bridge, and when the 1953 New Jersey state highway renumbering occurred on January 1, 1953, the highway was redesignated as Route 439 to match up at the state line. The NJ alignment has remained intact since, but the New York alignment was decommissioned in 1968.

title: New Jersey Route 439


text:
Talk:Grass spider

untitled
I tried copying the way somebody else had fixed thumbnails and large pix on one of the other pages with my photos, but it didn't work.

are they poisionous
http://www.ext.colostate.edu/pubs/insect/05512.html seems to say no (and calls them Funnel web spiders - Agelenidae) but I don't know enough about them to be able to update the article. —The preceding unsigned comment was added by 71.132.193.41 (talk) 05:57, 30 December 2006 (UTC).

Of course they're poisonous. Wouldn't be able to catch insects very well otherwise. They're just not dangerously poisonous. —Preceding unsigned comment added by 75.73.70.113 (talk) 03:27, 23 September 2008 (UTC)

title: Talk:Grass spider


text:
Interplay

Interplay may refer to:

Music

 * Interplay (Bill Evans album), 1962
 * Interplay (Al Haig album), 1976
 * Interplay (Ride album), 2024
 * Interplay for 2 Trumpets and 2 Tenors, an album by John Coltrane, 1957
 * Interplay, an album by John Stein, 2004
 * Interplay, an album by Larry Santos, 1980
 * Interplay Records, an American jazz label

Theater

 * Interplay (ballet), by Jerome Robbins, 1945
 * Interplay Europe, a festival for young playwrights in Europe
 * World Interplay, an Australian young playwrights festival

Gaming

 * Interplay (magazine), a 1980s gaming magazine
 * Interplay Entertainment, a video game developer and publisher

title: Interplay


text:
Talk:Marlin

Recreational fishing for Marlin is mainly a catch and release program, recognizing the Marlin as a renuable source of revenue for the species.

Sailfish nominated for SCOTW
I've just nominated the sailfish article as Science Collaboration of the Week. Please visit Science collaboration of the week and vote for the article. Thanks. - Samsara contrib talk 08:18, 24 January 2006 (UTC)

Marlin Sizes
One of the largest fish in the world and is the largest of the atlantic marlins. —Preceding unsigned comment added by 71.182.182.143 (talk) 21:22, 28 April 2008 (UTC)

The largest officially recorded Blue Marlin was 1,803 pounds or 820 kilograms in weight, and there are reasonably reliable accounts of long-lined specimens exceeding this size.

Similarly, the largest officially recorded Black Marlin was around 1,470 or 670 kilograms in weight, and again their are reasonably reliable accounts of speciments exceeding this size.

Both are two of the largest boney fish species.

Codman 09:24, 5 February 2006 (UTC)

An article at CNN mentions a marlin that is 4.3 meters long. This article says that they only reach 2.5 meters long. . .can someone verify if CNN is wrong or if this article needs to be updated? Dfuss 17:49, 24 July 2006 (UTC)
 * The second paragraph of this article does mention two species of marlin that reach lengths of up to 5.0 meters. A bit of a contradiction of the first paragraph that mentions 2.5 meters.  Perhaps that was supposed to refer to the average size?  It should be clarified.  Neil916 18:09, 24 July 2006 (UTC)
 * I don't have the answer, but the 2.5 m in the first para is body length - this still doesn't account for the difference though! GrahamBould 10:27, 25 July 2006 (UTC)

Here's an interesting table on the subject. The 1,805 lb (819 kg) specimen is the largest well-documented (measured – not estimated – weight, date, location, photo) marlin I've yet seen. Note that the third-largest of the table is assigned with a length of 19 ft 7 in (5.97 m). The Indo-Pacific Blue Marlin Makaira mazara appears to be the largest species – in fact, the largest in the order Perciformes – though the Black Marlin has the greatest IGFA record of all marlins at 1,560 lb (708 kg). I've seen greater apparently accurate weights, however, they've been somewhat obscure; no date or location for example. And estimates upward to 3,000 lb (1,361 kg) can only be regarded as unrealistic compared to existing data. Of bony fish, three species of the Molidae family and the Beluga sturgeon grow larger than marlins. --Anshelm '77 00:15, 24 August 2007 (UTC)

Location
Could someone please tell me what seas Marlin are found in, as they are not found in "all seas" as the article states. Thanks, Fezz.

Removed material from blue marlin
Just removed this crud from the blue marlin disambiguation page:

 * Marlins are typically species (belonging in the Istiophoridae family) of a large, long nosed, carnivorous fish, that are related to the swordfish and sailfish. Marlins consumes other fish and are highly prized by sportsmen.

In case anyone finds it useful...

User:Samsara (talk • contribs) 21:13, 14 June 2006 (UTC)

Snout
Should there be a section on the use of the snout? (anon)

Yep ... why do Marlins have the spear? One might think of uses but better to know for sure ... MrG 4.225.213.210 15:43, 24 December 2006 (UTC)

Fair use rationale for Image:Oldmansea petrov.jpg
Image:Oldmansea petrov.jpg is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.

Please go to the image description page and edit it to include a fair use rationale. Using one of the templates at Fair use rationale guideline is an easy way to insure that your image is in compliance with Wikipedia policy, but remember that you must complete the template. Do not simply insert a blank template on an image page.

If there is other other fair use media, consider checking that you have specified the fair use rationale on the other images used on this page. Note that any fair use images uploaded after 4 May, 2006, and lacking such an explanation will be deleted one week after they have been uploaded, as described on criteria for speedy deletion. If you have any questions please ask them at the Media copyright questions page. Thank you.BetacommandBot 04:42, 6 June 2007 (UTC)
 * I removed this image from the article, as no Fair Use rationale was given, and it seems that no possible fair use could be claimed for this article. --Storkk (talk) 17:11, 28 November 2007 (UTC)
 * Whoops... there was a Rationale on the image page, I must be blind. --Storkk (talk) 17:13, 28 November 2007 (UTC)
 * I have asked for a Fair Use review, and tagged the image as such. Sorry for the confusion. --Storkk (talk) 17:36, 28 November 2007 (UTC)

Contradiction?
I don't know the precise terminology, but these two sentences from the article seem to be in contradiction: Could this be cleared up? If it's not a contradiction, then the terms used need to be better defined. Thanks, Storkk (talk) 17:07, 28 November 2007 (UTC)
 * They are popular sporting fish in certain tropical areas and are also commercially important as a food fish.
 * Marlin are rarely table fare.
 * What the hell? I agree that it does not make any sense.  As far as I know, Marlin are not commercially important and are mainly game fish.  I am editing the article to reflect that, and if anyone thinks otherwise, the burden of source is on you. 24.196.146.119 (talk) 06:31, 8 July 2008 (UTC)
 * I'm not so sure. I do know Asda in the UK sell marlin steaks on its fresh fish counter at ~£17.50 per kilo. And if ASDA (owned by wal-mart) sell marlin other places must as well. It's not exactly renowned for stocking rare delicacies. 02:38, 24 December 2008 (UTC)92.3.145.90 (talk) 02:38, 24 December 2008 (UTC)
 * "Marlin are rarely table fare, appearing mostly in fine restaurants." This might be BS… I had marlin like 20 or 30 times in the last few years buying in small fish stores of a small inland city (mostly prepared as ceviche). Maybe it wasn't marlin after all, but the use of the name at least tells that its food use is more than anecdotical. Only point I agree with: it's a fine dish :-) 201.246.95.56 (talk) 06:24, 14 May 2011 (UTC)

the Marlin in popular culture
I know wiikipedia discourages popular culture references, but I think it is quite important to make a reference to the film "The Book of Daniel Taylor" in which a large talking marlin that only daniel can see tells what to do. —Preceding unsigned comment added by Bradley10 (talk • contribs) 16:17, 18 August 2008 (UTC)

Shane
Billfish says that shane belongs in this family. Can anyone deny or clarify? --Ettrig (talk) 16:31, 19 February 2009 (UTC)

Speed
There told: Even more so than their close relatives the scombrids, marlin are incredibly fast swimmers, reaching speeds of about 110 kilometres per hour (68 mph). But in article 3 (http://www.thetravelalmanac.com/lists/fish-speed.htm), as you can see, 	Sailfish 	110 kph - 68 mph, and marlin only 80 kph and 50 mph. Think it should be corrected. Sorry for my English. — Preceding unsigned comment added by 212.106.33.2 (talk) 16:45, 17 August 2011 (UTC)

Marlin's speed
The real marlin's speed is 59 km/h The 110 kilometer per hours was estimated in 1920 by biologists. It's not a real measure. Can i edit the article ? — Preceding unsigned comment added by Idiot.crow (talk • contribs) 17:58, 16 November 2012 (UTC)

External links modified
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Speed on all marlin, swordifsh, sailfish and related articles
All modern scientific papers agrees on one thing about fish speeds : it is NOT superior 100kph (and probably not superior to 80kph as this article state either). Yet regularly reappears absurd claims, the current record holder being a 105kph speed found here : https://en.wikipedia.org/wiki/Black_marlin I can't spend a day finding references for each species' speed because paper mainly focus on 2 or 3 of them (spearfish, blue marlin and sailfish). Direct speed record never showed the crazy speeds announced by these articles. These speeds are the result of either very old (century) research or approximations (such as length of fishing line pulled during a given time). They are likely physically impossible. Here are a few source among many disproving such speeds : https://jeb.biologists.org/content/jexbio/166/1/267.full.pdf http://www.bbc.com/earth/story/20161025-the-one-thing-everyone-knows-about-swordfish-is-wrong — Preceding unsigned comment added by 2A01:CB08:8E38:7000:B92A:CF1A:69C:48D9 (talk) 16:14, 15 June 2019 (UTC)

Are white marlin endangered?
"They are popular sporting fish in tropical areas. The Atlantic blue marlin and the white marlin are endangered owing to overfishing." 203.30.4.225 (talk) 12:28, 10 August 2023 (UTC)

title: Talk:Marlin


text:
User:Erlend~enwiki

Hello, my name is Erlend Bjørge, living in Oslo, Norway, just checking this free Encyclopedia :-)

title: User:Erlend~enwiki


text:
Survival horror

Survival horror is a subgenre of horror games. Although combat can be part of the gameplay, the player is made to feel less in control than in typical action games through limited ammunition or weapons, health, speed, and vision, or through various obstructions of the player's interaction with the game mechanics. The player is also challenged to find items that unlock the path to new areas and solve puzzles to proceed in the game. Games make use of strong horror themes, such as dark mazelike environments and unexpected attacks from enemies.

The term "survival horror" was first used for the original Japanese release of Resident Evil in 1996, which was influenced by earlier games with a horror theme such as 1989's Sweet Home and 1992's Alone in the Dark. The name has been used since then for games with similar gameplay and has been retroactively applied to earlier titles. Starting with the release of Resident Evil 4 in 2005, the genre began to incorporate more features from action games and more traditional first person and third-person shooter games. This has led game journalists to question whether long-standing survival horror franchises and more recent franchises have abandoned the genre and moved into a distinct genre often referred to as "action horror."

Definition

Survival horror refers to a subgenre of survival video games that include horror game elements. The player character is vulnerable and under-armed, which puts emphasis on puzzle-solving and evasion, rather than the player taking an offensive strategy. Games commonly challenge the player to manage their inventory and ration scarce resources such as ammunition. Another major theme throughout the genre is that of isolation. Typically, these games contain relatively few non-player characters and, as a result, frequently tell much of their story second-hand through the usage of journals, texts, or audio logs.

While many action games feature lone protagonists versus swarms of enemies in a suspenseful environment, survival horror games are distinct from otherwise horror-themed action games. They tend to de-emphasize combat in favor of challenges such as hiding or running from enemies and solving puzzles. Still, it is not unusual for survival horror games to draw upon elements from first-person shooters, or even role-playing games. According to IGN, "Survival horror is different from typical game genres in that it is not defined strictly by specific mechanics, but subject matter, tone, pacing, and design philosophy."

De-emphasized combat
Survival horror games are a subgenre of horror games, where the player is unable to fully prepare or arm their avatar. The player usually encounters several factors to make combat unattractive as a primary option, such as a limited number of weapons or invulnerable enemies; if weapons are available, their ammunition is sparser than in other games, and powerful weapons such as explosives are rare, if even available at all. Thus, players are more vulnerable than in action games, and the hostility of the environment sets up a narrative where the odds are weighed decisively against the avatar. This shifts gameplay away from direct combat, and players must learn to evade enemies or turn the environment against them. Games try to enhance the experience of vulnerability by making the game single-player rather than multiplayer, and by giving the player an avatar who is more frail than the typical action game hero.

The survival horror genre is also known for other non-combat challenges, such as solving puzzles at certain locations in the game world, and collecting and managing an inventory of items. Areas of the game world will be off limits until the player gains certain items. Occasionally, levels are designed with alternative routes. Levels also challenge players with mazelike environments, which test the player's navigational skills. Levels are often designed as dark and claustrophobic (often making use of dim or shadowy light conditions and camera angles and sightlines which restrict visibility) to challenge the player and provide suspense, although games in the genre also make use of enormous spatial environments.

Enemy design
A survival horror storyline usually involves the investigation and confrontation of horrific forces, and thus many games transform common elements from horror fiction into gameplay challenges. Early releases used camera angles seen in horror films, which allowed enemies to lurk in areas that are concealed from the player's view. Also, many survival horror games make use of off-screen sound or other warning cues to notify the player of impending danger. This feedback assists the player, but also creates feelings of anxiety and uncertainty.

Games typically feature a variety of monsters with unique behavior patterns. Enemies can appear unexpectedly or suddenly, and levels are often designed with scripted sequences where enemies drop from the ceiling or crash through windows. Survival horror games, like many action-adventure games, are sometimes structured around the boss encounter where the player must confront a formidable opponent in order to advance to the next area. These boss encounters draw elements from antagonists seen in classic horror stories, and defeating the boss will advance the story of the game.

Origins (1980s–1996)
The origins of the survival horror game can be traced back to earlier horror fiction novels. Archetypes have been linked to the books of H. P. Lovecraft, which include investigative narratives, or journeys through the depths. Comparisons have been made between Lovecraft's Great Old Ones and the boss encounters seen in many survival horror games. Themes of survival have also been traced to the slasher film subgenre, where the protagonist endures a confrontation with the ultimate antagonist. Another major influence on the genre is Japanese horror, including classical Noh theatre, the books of Edogawa Rampo, and Japanese cinema. The survival horror genre largely draws from both Western (mainly American) and Asian (mainly Japanese) traditions, with the Western approach to horror generally favoring action-oriented visceral horror while the Japanese approach tends to favour psychological horror.

AX-2: Uchū Yusōsen Nostromo was a survival horror game developed by Akira Takiguchi, a Tokyo University student and Taito contractor, for the PET 2001. It was ported to the PC-6001 by Masakuni Mitsuhashi (also known as Hiromi Ohba, later joined Game Arts), and published by ASCII in 1981, exclusively for Japan. Inspired by the 1979 Japanese only stealth game Manbiki Shounen (Shoplifting Boy) by Hiroshi Suzuki and the 1979 sci-fi horror film Alien, the gameplay of Nostromo involved a player attempting to escape a spaceship while avoiding the sight of an invisible alien, which only becomes visible when appearing in front of the player. The gameplay also involved limited resources, where the player needs to collect certain items in order to escape the ship, and if certain required items are not available in the warehouse, the player is unable to escape and eventually has no choice but to be caught and killed by the alien.

Another early example is the 1982 Atari 2600 game Haunted House. Gameplay is typical of future survival horror titles, as it emphasizes puzzle-solving and evasive action, rather than violence. The game uses creatures commonly featured in horror fiction, such as bats and ghosts, each of which has unique behaviors. Gameplay also incorporates item collection and inventory management, along with areas that are inaccessible until the appropriate item is found. Because it has several features that have been seen in later survival horror games, some reviewers have retroactively classified this game as the first in the genre.

Malcolm Evans' 3D Monster Maze, released for the Sinclair ZX81 in 1982, is a first-person game without a weapon; the player cannot fight the enemy, a Tyrannosaurus rex, so they must escape by finding the exit before the monster finds them. The game states its distance and awareness of the player, further raising tension. Edge stated it was about "fear, panic, terror and facing an implacable, relentless foe who’s going to get you in the end" and considers it "the original survival horror game". Retro Gamer stated, "Survival horror may have been a phrase first coined by Resident Evil, but it could’ve easily applied to Malcolm Evans’ massive hit."

1982 saw the release of another early horror game, Bandai's Terror House, based on traditional Japanese horror, released as a Bandai LCD Solarpower handheld game. It was a solar-powered game with two LCD panels on top of each other to enable impressive scene changes and early pseudo-3D effects. The amount of ambient light the game received also had an effect on the gaming experience. Another early example of a horror game released that year was Sega's arcade game Monster Bash, which introduced classic horror-movie monsters, including the likes of Dracula, Frankenstein's monster, and werewolves, helping to lay the foundations for future survival horror games. Its 1986 remake Ghost House had gameplay specifically designed around the horror theme, featuring haunted house stages full of traps and secrets, and enemies that were fast, powerful, and intimidating, forcing players to learn the intricacies of the house and rely on their wits. Another game that has been cited as one of the first horror-themed games is Quicksilva's 1983 maze game Ant Attack.

The latter half of the 1980s saw the release of several other horror-themed games, including Konami's Castlevania in 1986, and Sega's Kenseiden and Namco's Splatterhouse in 1988, though despite the macabre imagery of these games, their gameplay did not diverge much from other action games at the time. Splatterhouse in particular is notable for its large amount of bloodshed and terror, despite being an arcade beat 'em up with very little emphasis on survival.

Shiryou Sensen: War of the Dead, a 1987 title developed by Fun Factory and published by Victor Music Industries for the MSX2, PC-88 and PC Engine platforms, is considered the first true survival horror game by Kevin Gifford (of GamePro and 1UP) and John Szczepaniak (of Retro Gamer and The Escapist). Designed by Katsuya Iwamoto, the game was a horror action RPG revolving around a female SWAT member Lila rescuing survivors in an isolated monster-infested town and bringing them to safety in a church. It has open environments like Dragon Quest and real-time side-view battles like Zelda II, though War of the Dead departed from other RPGs with its dark and creepy atmosphere expressed through the storytelling, graphics, and music. The player character has limited ammunition, though the player character can punch or use a knife if out of ammunition. The game also has a limited item inventory and crates to store items, and introduced a day-night cycle; the player can sleep to recover health, and a record is kept of how many days the player has survived. In 1988, War of the Dead Part 2 for the MSX2 and PC-88 abandoned the RPG elements of its predecessor, such as random encounters, and instead adopted action-adventure elements from Metal Gear while retaining the horror atmosphere of its predecessor.

However, the game often considered the first true survival horror, due to having the most influence on Resident Evil, was the 1989 release Sweet Home, for the Nintendo Entertainment System. It was created by Tokuro Fujiwara, who would later go on to create Resident Evil. Sweet Home's gameplay focused on solving a variety of puzzles using items stored in a limited inventory, while battling or escaping from horrifying creatures, which could lead to permanent death for any of the characters, thus creating tension and an emphasis on survival. It was also the first attempt at creating a scary and frightening storyline within a game, mainly told through scattered diary entries left behind fifty years before the events of the game. Developed by Capcom, the game would become the main inspiration behind their later release Resident Evil. Its horrific imagery prevented its release in the Western world, though its influence was felt through Resident Evil, which was originally intended to be a remake of the game. Some consider Sweet Home to be the first true survival horror game.

In 1989, Electronic Arts published Project Firestart, developed by Dynamix. Unlike most other early games in the genre, it featured a science fiction setting inspired by the film Alien, but had gameplay that closely resembled later survival horror games in many ways. Travis Fahs considers it the first to achieve "the kind of fully formed vision of survival horror as we know it today," citing its balance of action and adventure, limited ammunition, weak weaponry, vulnerable main character, feeling of isolation, storytelling through journals, graphic violence, and use of dynamically triggered music - all of which are characteristic elements of later games in the survival horror genre. Despite this, it is not likely a direct influence on later games in the genre and the similarities are largely an example of parallel thinking.

In 1992, Infogrames released Alone in the Dark, which has been considered a forefather of the genre. The game featured a lone protagonist against hordes of monsters, and made use of traditional adventure game challenges such as puzzle-solving and finding hidden keys to new areas. Graphically, Alone in the Dark uses static prerendered camera views that were cinematic in nature. Although players had the ability to fight monsters as in action games, players also had the option to evade or block them. Many monsters could not be killed, and thus could only be dealt with using problem-solving abilities. The game also used the mechanism of notes and books as expository devices. Many of these elements were used in later survival horror games, and thus the game is credited with making the survival horror genre possible.

In 1994, Riverhillsoft released Doctor Hauzer for the 3DO. Both the player character and the environment are rendered in polygons. The player can switch between three different perspectives: third-person, first-person, and overhead. In a departure from most survival horror games, Doctor Hauzer lacks any enemies; the main threat is instead the sentient house that the game takes place in, with the player having to survive the house's traps and solve puzzles. The sound of the player character's echoing footsteps change depending on the surface.

In 1995, WARP's horror adventure game D featured a first-person perspective, CGI full-motion video, gameplay that consisted entirely of puzzle-solving, and taboo content such as cannibalism. The same year, Human Entertainment's Clock Tower was a survival horror game that employed point-and-click graphic adventure gameplay and a deadly stalker known as Scissorman that chases players throughout the game. The game introduced stealth game elements, and was unique for its lack of combat, with the player only able to run away or outsmart Scissorman in order to survive. It features up to nine different possible endings.

The term "survival horror" was first used by Capcom to market their 1996 release, Resident Evil. It began as a remake of Sweet Home, borrowing various elements from the game, such as its mansion setting, puzzles, "opening door" load screen, death animations, multiple endings depending on which characters survive, dual character paths, individual character skills, limited item management, story told through diary entries and frescos, emphasis on atmosphere, and horrific imagery. Resident Evil also adopted several features seen in Alone in the Dark, notably its cinematic fixed camera angles and pre-rendered backdrops. The control scheme in Resident Evil also became a staple of the genre, and future titles imitated its challenge of rationing very limited resources and items. The game's commercial success is credited with helping the PlayStation become the dominant game console, and also led to a series of Resident Evil films. Many games have tried to replicate the successful formula seen in Resident Evil, and every subsequent survival horror game has arguably taken a stance in relation to it.

Golden age (1996–2004)
The success of Resident Evil in 1996 was responsible for its formula being used as the basis for a wave of successful survival horror games, many of which were referred to as "Resident Evil clones." The golden age of survival horror started by Resident Evil reached its peak around the turn of the millennium with Silent Hill, followed by a general decline a few years later. Among the Resident Evil clones at the time, there were several survival horror titles that stood out, such as Clock Tower (1996) and Clock Tower II: The Struggle Within (1998) for the PlayStation. These Clock Tower games proved to be hits, capitalizing on the success of Resident Evil while staying true to the graphic-adventure gameplay of the original Clock Tower rather than following the Resident Evil formula. Another survival horror title that differentiated itself was Corpse Party (1996), an indie, psychological horror adventure game created using the RPG Maker engine. Much like Clock Tower and later Haunting Ground (2005), the player characters in Corpse Party lack any means of defending themselves; the game also featured up to 20 possible endings. However, the game would not be released in Western markets until 2011. Another game similar to the Clock Tower series of games and Haunting Ground, which was also inspired by Resident Evil 's success is the Korean game known as White Day: A Labyrinth Named School (2001). "White Day" was reportedly so scary that the developers had to release several patches adding multiple difficulty options, and the game was originally slated for localization in 2004 but abruptly cancelled. Building on its previous success in Korea and interest, a remake was developed in 2015. Riverhillsoft's Overblood, released in 1996, is considered the first survival horror game to make use of a fully three-dimensional virtual environment. The Note in 1997 and Hellnight in 1998 experimented with using a real-time 3D first-person perspective rather than pre-rendered backgrounds like Resident Evil.

In 1998, Capcom released the successful sequel Resident Evil 2, which series creator Shinji Mikami intended to tap into the classic notion of horror as "the ordinary made strange". Rather than setting the game in a creepy mansion no one would visit, he wanted to use familiar urban settings transformed by the chaos of a viral outbreak. The game sold over five million copies, proving the popularity of survival horror. That year saw the release of Square's Parasite Eve, which combined elements from Resident Evil with the RPG gameplay of Final Fantasy. It was followed by a more action-based sequel, Parasite Eve II, in 1999. In 1998, Galerians discarded the use of guns in favour of psychic powers that make it difficult to fight more than one enemy at a time. Also in 1998, Blue Stinger was a fully 3D survival horror game for the Dreamcast incorporating action elements from beat 'em up and shooter games.

Konami's Silent Hill, released in 1999, drew heavily from Resident Evil while using real-time 3D environments in contrast to Resident Evil's pre-rendered graphics. Silent Hill in particular was praised for moving away from B movie horror elements to the psychological style seen in art house or Japanese horror films, due to the game's emphasis on a disturbing atmosphere rather than visceral horror. The game also featured stealth elements, making use of the fog to dodge enemies or turning off the flashlight to avoid detection. The original Silent Hill is considered one of the scariest games of all time, and the strong narrative from Silent Hill 2 in 2001 has made the Silent Hill series one of the most influential in the genre. According to IGN, the "golden age of survival horror came to a crescendo" with the release of Silent Hill.

Fatal Frame from 2001 was a unique entry into the genre, as the player explores a mansion and takes photographs of ghosts in order to defeat them. The Fatal Frame series has since gained a reputation as one of the most distinctive in the genre, with the first game in the series credited as one of the best-written survival horror games ever made, by UGO Networks. Meanwhile, Capcom incorporated shooter elements into several survival horror titles, such as 2000's Resident Evil Survivor which used both light gun shooter and first-person shooter elements, and 2003's Resident Evil: Dead Aim which used light gun and third-person shooter elements.

Western developers began to return to the survival horror formula. The Thing from 2002 has been called a survival horror game, although it is distinct from other titles in the genre due to its emphasis on action, and the challenge of holding a team together. The 2004 title Doom 3 is sometimes categorized as survival horror, although it is considered an Americanized take on the genre due to the player's ability to directly confront monsters with weaponry. Thus, it is usually considered a first-person shooter with survival horror elements. Regardless, the genre's increased popularity led Western developers to incorporate horror elements into action games, rather than follow the Japanese survival style.

Overall, the traditional survival horror genre continued to be dominated by Japanese designers and aesthetics. 2002's Clock Tower 3 eschewed the graphic adventure game formula seen in the original Clock Tower, and embraced full 3D survival horror gameplay. In 2003, Resident Evil Outbreak introduced a new gameplay element to the genre: online multiplayer and cooperative gameplay. Sony employed Silent Hill director Keiichiro Toyama to develop Siren. The game was released in 2004, and added unprecedented challenge to the genre by making the player mostly defenseless, thus making it vital to learn the enemy's patrol routes and hide from them. However, reviewers eventually criticized the traditional Japanese survival horror formula for becoming stagnant. As the console market drifted towards Western-style action games, players became impatient with the limited resources and cumbersome controls seen in Japanese titles such as Resident Evil – Code: Veronica and Silent Hill 4: The Room.

Transformation (2005–present)

In 2005, Resident Evil 4 attempted to redefine the genre by emphasizing reflexes and precision aiming, broadening the gameplay with elements from the wider action genre. Its ambitions paid off, earning the title several Game of the Year awards for 2005, and the top rank on IGN's Readers' Picks Top 99 Games list. However, this also led some reviewers to suggest that the Resident Evil series had abandoned the survival horror genre, by demolishing the genre conventions that it had established. Other major survival horror series followed suit by developing their combat systems to feature more action, such as Silent Hill: Homecoming, and the 2008 version of Alone in the Dark. These changes were part of an overall trend among console games to shift towards visceral action gameplay. These changes in gameplay have led some purists to suggest that the genre has deteriorated into the conventions of other action games. Jim Sterling suggests that the genre lost its core gameplay when it improved the combat interface, thus shifting the gameplay away from hiding and running towards direct combat. Leigh Alexander argues that this represents a shift towards more Western horror aesthetics, which emphasize action and gore rather than the psychological experience of Japanese horror.

The original genre has persisted in one form or another. The 2005 release of F.E.A.R. was praised for both its atmospheric tension and fast action, successfully combining Japanese horror with cinematic action, while Dead Space from 2008 brought survival horror to a science fiction setting. However, critics argue that these titles represent the continuing trend away from pure survival horror and towards general action. The release of Left 4 Dead in 2008 helped popularize cooperative multiplayer among survival horror games, although it is mostly a first-person shooter at its core. Meanwhile, the Fatal Frame series has remained true to the roots of the genre, even as Fatal Frame IV transitioned from the use of fixed cameras to an over-the-shoulder viewpoint. Also in 2009, Silent Hill made a transition to an over-the-shoulder viewpoint in Silent Hill: Shattered Memories. This Wii effort was, however, considered by most reviewers as a return to form for the series due to several developmental decisions taken by Climax Studios. This included the decision to openly break the fourth wall by psychologically profiling the player, and the decision to remove any weapons from the game, forcing the player to run whenever they see an enemy.

Examples of independent survival horror games are the Penumbra series and Amnesia: The Dark Descent by Frictional Games, Nightfall: Escape by Zeenoh, Cry of Fear by Team Psykskallar and Slender: The Eight Pages, all of which were praised for creating a horrific setting and atmosphere without the overuse of violence or gore. In 2010, the cult game Deadly Premonition by Access Games was notable for introducing open world nonlinear gameplay and a comedy horror theme to the genre. Five Nights at Freddy's effectively incorporated jump scares into the genre with the first game in the series releasing in 2014. Further evolution of the genre was carried out via platforms such as itch.io that allowed independent creators to distribute games more easily and therefore became hives of experimentation, an example of which is the emergence of games with PS1-style low-poly aesthetics, such as those developed by Puppet Combo, that became a genre unto itself which eventually went on to be published on more mainstream storefronts such as Steam. Overall, game developers have continued to make and release survival horror games, and the genre continues to grow among independent video game developers.

The Last of Us, released in 2013 by Naughty Dog, incorporated many survival horror elements into a third-person action-adventure game. Set twenty years after a pandemic plague, the player must use scarce ammo and distraction tactics to evade or kill malformed humans infected by a brain parasite, as well as dangerous survivalists. This was followed by a sequel in 2020.

Shinji Mikami, the creator of the Resident Evil franchise, released his new survival horror game The Evil Within, in 2014. Mikami stated that his goal was to bring survival horror back to its roots as he was disappointed by recent survival horror games for having too much action. That same year, Alien: Isolation, developed by Creative Assembly and based on the Alien science fiction horror film series, was released. The game updated the concept of a single un-killable villain chasing the protagonist throughout most of the game, requiring the player to use stealth in order to survive.

In 2015, Until Dawn, developed by Supermassive Games, was published by Sony Computer Entertainment for the PlayStation 4. The game is an interactive drama in which the player controls multiple characters and features a butterfly effect system in which the player's choices can change the story and may dictate who survives the night. All playable characters can survive or die, depending on the choices made. Players explore the environment from a third-person perspective and find clues that may help solve the mystery.

Multiplayer asymmetrical survival horror games gained popularity as well. Dead by Daylight, released in 2016, features one player taking on the role of a killer and four others play as survivors. The game is also notable for featuring multiple characters from other survival horror franchises, such as Resident Evil and Silent Hill. Other examples which use similar one versus four gameplay include Friday the 13th: The Game, VHS, Evil Dead: The Game, and The Texas Chain Saw Massacre.

The Resident Evil series abandoned its action-oriented direction beginning with 2017's Resident Evil 7: Biohazard. The game utilizes a first-person perspective and encourages resource management and puzzle-solving, more akin to earlier entries in the franchise. Many of these earlier entries were also remade with modern graphics while retaining their survival horror aspects with the remakes of Resident Evil 2, Resident Evil 3, and Resident Evil 4.

title: Survival horror


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User:Fvincent

Live in Montreal, Canada and love to get my hands dirty here.

Every year, I sit down and do a major overhaul of a page that needs some loving.

 * 2006 - Blaise Pascal
 * 2007 - Gabon
 * 2008 - Calvin & Hobbes massive slash fest. Delayed to May 2009.

title: User:Fvincent


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Shiri (film)

Shiri is a 1999 South Korean action film, written and directed by Kang Je-gyu.

Shiri was the first Hollywood-style big-budget blockbuster to be produced in the new Korean film industry (i.e. after Korea's major economic boom in the late 1990s). Created as a deliberate homage to the "high-octane" action film made popular by Hollywood through the 1980s, it also contained a story that draws on strong Korean national sentiment to fuel its drama. Much of the film's visual style shares that of the Asian action cinema, and particularly Hong Kong action cinema, of John Woo, Tsui Hark, Ringo Lam, and the relentless pace of the second unit directors, like Vic Armstrong and Guy Hamilton, in the James Bond films.

The movie was released under the name Shiri outside of South Korea; in South Korea the title was spelled Swiri. The name refers to Coreoleuciscus splendidus, a fish found in Korean fresh-water streams. At one point in the film protagonist Park Mu-young has a monologue wherein he describes how the waters from both North and South Korea flow freely together, and how the fish can be found in either water without knowing to which it belongs. This ties into the film's ambitions to be the first major-release film to directly address the still-thorny issue of Korean reunification.

Plot
In September 1992, an elite group of North Korean soldiers are put through a brutal training regime. Under the auspices of their commander, Park Mu-young (Choi Min-sik), they will be sent into South Korea as sleeper agents, to be reactivated at some later date. The most promising of the group is Lee Bang-hee, a female sniper who assassinates several key South Korean figures over the next six years.

Over six years later, in September 1998, South Korea is searching for Bang-hee. The agent in charge of her case, Yu Jung-won (Han Suk-kyu) has nightmares about her murdering both him and his partner, Lee Jang-gil (Song Kang-ho). Jung-won is also engaged to a young woman, Lee Myung-hyun (Yunjin Kim), a former alcoholic and the owner of a fish and aquarium supply store. Myung-hyun symbolically gives Jung-won a pair of kissing gourami, a species that cannot live without its mate. Jung-won is worried that he cannot tell her about the real nature of his job due to his security clearance.

Jung-won and Jang-gil are contacted by an arms dealer who claims to have information about their quarry, but he is shot dead by Bang-hee before he can give them any information. After digging a bit deeper, they determine that he had been contacted by the assassin at some point, in the effort to acquire something. That something turns out to be CTX, a binary liquid explosive developed by the South Korean government. In its ground state, CTX is indistinguishable from water, but when placed under the right temperature conditions for long enough, a 200mL worth of CTX has a 1 km blast radius. The agents begin to suspect its intended use by the assassins, when Kim, a scientist working at a lab connected to CTX, is assassinated by Bang-hee.

Mu-young and his agents ambush a military convoy with several liters of CTX, killing all the soldiers and making off with the dangerous liquid before the agents could arrive in time to warn them. Jung-won and Jang-gil suspect a leak, as they are always one step too slow. Bang-hee is ordered to eliminate the 'kissing gourami' obstacle. Jung-won meets with Police Chief Ho to borrow outside forces, but Ho accidentally stands in the path of a bullet fired by Bang-hee's sniper rifle.

Mu-young calls Jung-won and issues an ultimatum: he has concealed several CTX bombs around Seoul, and will give him just enough time to find each one before setting them off. He also mockingly mentions Jung-won's fiancé. It is revealed that Mu-young and Jung-won have a history: Mu-young once hijacked a civilian airliner and killed many civilians, but managed to escape by disguising himself as a wounded member of the flight crew.

The first of the CTX bombs is found on top of a department store, but Mu-young lied about the time factor. The bomb explodes just as the bomb disposal team discovers its exact location, resulting in dozens of deaths. Jung-won takes Myung-hyun to hide out at a hotel, and she begins drinking again.

Jung-won suspects Jang-gil as the leak - who suspects the same thing, as Jung-won has twice survived encounters with Bang-hee he should have died in, and bugged Jung-won's car and phone to see if he could learn anything. Jung-won sets a trap by telling Jang-gil he has new information - which Mu-young and his fellow agents step into - but the situation quickly escalates into a firefight, resulting in police and civilian casualties. Several of the Northern agents are killed, while others escape. When Mu-young is cornered, Bang-hee comes in to save him. Jung-won, having survived his stand-off with Mu-young and Bang-hee, follows a wounded Bang-hee. He loses her, but notices the light to the aquarium turn on and covertly enters, discovering a bleeding Myung-hyun removing her disguise. Jung-won walks away, shocked, and conducts a solo investigation into her history with the real, sick Myung-hyun. Mu-young confronts Bang-hee about her hesitancy and constant failure to kill Jung-won, reminding her of their primary objective.

Mu-young calls NIS, demanding millions as well as a plane for an escape at 2pm in return for the remaining CTX. Myung-hyun's identity is confirmed by the agency later when electronic surveillance devices are discovered in fish decorating the NIS's office, supplied by her. Jang-gil confronts her in her shop, and is shot by Mu-young. Jung-won suddenly appears with officers, who engage in a firefight with Mu-young and his agents. Mu-young and Myung-hyun escape, while a dying Jang-gil hands Myung-hyun's soccer match ticket to Jung-won, set to start at 2pm.

The terrorists aim to detonate a CTX bomb directly over the Royal Box, housing all senior North and South Korean politicians, at a soccer stadium in the midst of an international friendly match played between North Korea and South Korea. Jung-won attempts to tell NIS of the ruse and the danger in the stadium but is ignored. He defies orders and rushes to the stadium, where Mu-young, Bang-hee, and other terrorists mingle with the crowd. They find a total ban on all liquids, but enter easily as the CTX and weapons were already planted in the stadium beforehand.

Bang-hee retrieves a hidden Steyr AUG from a restroom cubicle, while Mu-young and his agents tail several patrolling South Korean SWAT officers, who later adjourn to the restrooms. There, the policemen are killed, and their bodies quickly dragged away. Myung-hyun advances into the grandstand with her rifle, while Mu-young and three other men, now disguised as SWAT officers in uniforms stolen from the dead policemen, enter the stadium control room, killing all but one there and forcing the remaining staff to switch on the stadium lights to trigger the CTX. Jung-won arrives at the stadium and notices the lights. Jung-won goes to the control room to have them shut off, but is taken captive. Sik, a rookie NIS agent, also notices the lights and soon comes in with backup. A violent confrontation in the control room results in the death of all four terrorists, and the lights are switched off in the nick of time. Myung-hyun notices this, and fires at the VIPs, but misses her target. Chasing after the entourage, she kills several more SWAT officers along the way before being confronted by a large group of officers led by Jung-won. As she makes a last-ditch attempt to complete her mission, she is shot dead by Jung-won.

Jung-won later learns that Bang-hee (whom he knew as Myung-hyun) was pregnant with his child, and had left details of the renegade Northern agents' plan and her planned location on his answering machine before leaving for the stadium, but had requested he is not confronted her himself, professing her love for him. Jung-won then visits the real Myung-hyun, who is at a hospital for chemotherapy, and Myung-hyun reminisces about Bang-hee with Jung-won. Myung-hyun lets Jung-won listen to that song, and while listening to it, Jung-won is captivated by the lyrics. The scene then fades, while Jung-won, still listening to the song, shuts his eyes.

Cast

 * Han Suk-kyu as Yu Jung-won, a South Korean secret agent who engaged with Bang-hee while disguised as Myung-hyun
 * Choi Min-sik as Park Mu-young, a North Korean, a leader for the terrorists who has feelings for Bang-hee
 * Song Kang-ho as Lee Jang-gil, also a South Korean secret agent and Yu Jong-won's partner
 * Yunjin Kim as Lee Myung-hyun / Lee Bang-hee, a North Korean spy
 * Yoon Joo-sang as the chief agent
 * Park Yong-woo as Sik, a secret agent
 * Johnny Kim as Jung Dae-ho (credited as Derek Kim)
 * Lee Seung-shin as a physician
 * Kim Su-ro as a North Korean terrorist
 * Jang Hyun-sung as special investigation team member (cameo)
 * Hwang Jung-min as special investigation team member (cameo)

Box office
The total budget of the film was US$8.5 million, at the time the single biggest budget allocated to a South Korean film. Part of the funding was covered by the Korean electronics giant Samsung. The film was a critical and financial success in South Korea and broke box office records. Shiri was seen in South Korean cinemas by 6.9 million people, beating the previous record set by Titanic of 4.3 million.

It was also successful throughout the rest of Asia. It opened at number one on its release in Japan and was a top-grossing film when released in Hong Kong. It has also played theatrically in limited engagements in the West. It has since been issued on video worldwide.

Reception
The film was voted the favorite film by South Koreans with 11,918 votes in a 2002 online poll of 54,013 people conducted by the South Korean movie channel Orion Cinema Network.

In 2014, Time Out polled several film critics, directors, actors and stunt actors to list their top action films. Shiri was listed at 96th place on this list.

Legacy
The film would later serve as the basis for the television series Iris, starring Lee Byung-hun and Kim Tae-hee.

title: Shiri (film)


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Daniel Rudge

Daniel Rudge (1840 – 26 June 1880) was a British engineer who built high-end bicycles and velocipedes. Rudge invented the adjustable ball bearing bicycle hub (British Patent No 526) in 1878.

The French racing cyclist Charles Terront, renowned for winning the first Paris–Brest–Paris event in 1891, used Rudge's axles with much success thereby bringing world attention to Rudge. In the years before John Dunlop invented the pneumatic tyre, Rudge addressed the rough ride by producing a four-bladed, spring-suspended fork in 1887.

After Rudge's death, his company was merged with The Tangent & Coventry Tricycle Company to form D. Rudge & Co. which in 1894 became Rudge Whitworth Cycles. By 1911, the Rudge Whitworth Cycle Company was also manufacturing motorcycles.

After the company fell on hard times in the Great Depression, the music company EMI bought the Rudge name. EMI produced bicycles under the Rudge name from 1935 until 1943 when they sold the name to Raleigh.

title: Daniel Rudge