text:
Talk:Five-second rule

Sources? Bologna?
Grammar and writing style is poor throughout, but especially in first two paragraphs e.g. "Also, some people think it's pronounced Five-Second "Roll" instead of Five-Second Rule." Sources? [unsigned]

What is 'bologna', other than a city in Italy? Ermoxermox (talk) 09:45, 18 January 2010 (UTC)
 * I took that sentence out because it was unsourced and kind of silly, but I don't see any other serious problems. Bologna sausage, also known as "baloney" is a common lunch meat. Beeblebrox (talk) 03:55, 19 January 2010 (UTC)

Is the article about a five-second rule or a five-minute rule? In the text, it appears to say minute when it means second - e.g. in the Mythbusters paragraph. Also, if you mean "Bologna sausage" please say "Bologna sausage" - 'bologna' by itself is not understood outside the USA. --dww —Preceding unsigned comment added by 86.9.90.50 (talk) 08:44, 21 March 2010 (UTC)

Under research
It may shock you to find out that it might be MORE dangerous to eat food that you just dropped on your floor in the kitchen than on a sidewalk." Is it really needed for the word 'more' to be in caps? I feel its not needed at all... [unsigned]

 * Has any research been carried out on how many people actually get sick from food that has fallen on the floor? Sure, it may pick up bacteria, but that doesn't neccessarily translate to health risk/illness.  —Preceding unsigned comment added by 203.59.118.98 (talk) 04:07, 5 May 2011 (UTC)

 * I suspect any research into the number of people who actually get ill from eating 3/5/10 second food wouldn't get past the ethics milestone. It would be a very brave researcher who deliberately gave subjects food poisoning particularly as part of a study in to something we all know is a light hearted urban myth.92.40.235.160 (talk) —Preceding undated comment added 21:53, 5 May 2011 (UTC).

TV commercial
I, and probably a lot of other people, first heard of this via a TV commercial where some guy drops a cookie on the kitchen floor and says: "five [or 3] second rule; that cookie's still good." Can't remember what product was being promoted, but it was completely unrelated. —Preceding unsigned comment added by 108.20.105.137 (talk) 22:26, 26 December 2010 (UTC)

Just Wondering
Was any of the food tested for contamination BEFORE dropping it??? Tiyang (talk) 22:46, 25 May 2011 (UTC)

Five??
Surely it is three seconds. This is the way I've always heard of it. I can't find any reliable sources, but both urban dictionary and uncyclopedia agree. Guinness2702 (talk) 13:10, 26 March 2012 (UTC)

 * Yes, I've also only heard of this as the 3 second rule... The 5 second thing seems to be fairly recent. Kaetemi (talk) 11:24, 22 November 2012 (UTC)
 * I've also only heard it as 3. --User123o987name (talk) 03:06, 23 November 2019 (UTC)

I think the big problem with this article is the fact that it doesn't take in to account who does the dropping and where the dropping is done.

If you drop your food at somebody else's house then the five second rule applies (to suggest otherwise would be to impugn the cleanliness of your host's carpet). If you drop your food in your own house while you have guests then the three second rule applies because (1) You don't want to appear to be bragging about your household cleanliness (2) You don't want to look like a scruffbag. Dropping your guest's food on the floor and retrieving it for them is of course a social faux pas which could see you black-balled by the golf club, reported to child services (whether you have children or not) and asked to return that electric drill you borrowed five years ago and hoped they'd forgotten about.

Dropping your own food in your own house while nobody is watching is governed by a whole different set of scientific principle best summarised as 'Get to it before the dog'. 94.196.134.62 (talk) 17:46, 30 July 2013 (UTC)

Image
What's up with the image? Is there really any need for it? K0R0M0 (talk) 04:21, 11 December 2012 (UTC)
 * no, there is no "need" for it. But don't you agree it's funny? 93.219.190.206 (talk) 16:48, 17 December 2012 (UTC)

Origin?
Not one word is said as to the origin of the phrase or how old it is. CFLeon (talk) 19:02, 16 May 2013 (UTC)
 * Indeed, I just came to make the same point. This article is lacking in a History section. There must be some early published reports of the 5 second rule. OmniArticleEditor (talk) 13:00, 23 September 2013 (UTC)

Doesn't seem like a superstition to me
A superstition is something actually believed, whether true or not. But my understanding of the 5 second rule is that it is a pretense, for convenience. When invoked, nobody actually believes that the 5 second rule is true, other than perhaps children. Instead, the 5 second rule provides a socially acceptable way of carrying on as if nothing had happened, after some food has fallen onto a dirty surface.

I believe the justification for the 5 second rule would go something like this: Things have dropped before, and been eaten afterward, and nobody gets sick. Therefore, eating things from the floor is safe enough to be tolerated when the alternative is the creation of a lot of new work. I think the "5 second" part is a bit of a joke, really, and that everybody understands that nothing changes after 1 or 5 or 60 seconds. But the invocation of the 5 second rule makes light of the situation, and allows things to return quickly to normal with no fuss.

Note that people would be far less inclined to eat a piece of buttered toast that fell face down -- even for 1 second -- than a piece of unbuttered toast. Why? Wet foods (like butter, icing, jam, etc.) are presumed to pick up too much dust and dirt, whereas dry foods are presumed to pick up far less.

Why am I writing this here? Before changing the article, I'd like to throw out the notion of removing the reference to superstition, since I don't think anyone truly believes the 5 second rule (except children). Instead of a superstition, I'd prefer to refer to it as a piece of cultural humor. But if someone has a better phrase, please suggest it (or just put it in). I'm not married to the phrase, but I would like to divorce the article from "superstition".

Danfreedman (talk) 04:06, 28 July 2013 (UTC)

I agree 100%. The five second rule doesn't count as a superstition because most of the people who invoke it don't actually believe there's a grain of truth to it. Well... None of my friends do. It falls in to the same category as those urban myths you repeat even though you know their not true on the grounds that 'It's not true but it should be'92.40.63.241 (talk) 18:12, 4 August 2013 (UTC)

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Joke?
When I first heard of this '5-second rule', I thought it must be a joke because it is so baseless, arbitrary, and un-scholarly (in other word incredibly stupid). I was shocked to find out that even one person takes it seriously. 2600:1700:4CA1:3C80:ED78:EA7D:6EE1:95DA (talk) 22:42, 9 September 2018 (UTC)

Requested move 17 October 2018

 * The following is a closed discussion of a requested move. Please do not modify it. Subsequent comments should be made in a new section on the talk page. Editors desiring to contest the closing decision should consider a move review. No further edits should be made to this section.

The result of the move request was: Not moved. No consensus move. (non-admin closure) –Ammarpad (talk) 08:41, 25 October 2018 (UTC)

Five-second rule → Five-second rule (food) – This "rule" is mostly a joke. I highly fail to see how this is the primary topic over Five-second rule (basketball) or the book by Mel Robbins which has coverage from many reliable sources (and isn't a joke):. Five-second rule should be turned into a disambiguation page to list all three of the above.-- N Ø  18:21, 17 October 2018 (UTC)
 * Oppose. This is a WP:TWODABS situation (the book does not have an article) and |Five-second_rule_(basketball) page views and a Google search indicate this is the WP:primary topic of the two. Whether it's a joke or not is irrelevant; jokes can still be primary topics. Station1 (talk) 19:37, 17 October 2018 (UTC)
 * "Google search indicate this is the WP:primary topic of the two" Huh? On a google search for "five-second rule", 100% of the results on the first page are about the Mel Robbins book.-- N Ø  20:08, 17 October 2018 (UTC)
 * But as I said, there is no WP article about the book. The current article is the primary topic between the two that have articles. Station1 (talk) 20:14, 17 October 2018 (UTC)

 * Oppose per - Ask anyone worldwide what the "five second rule" is and the majority of answers would be about the food, |Five-second_rule_(basketball) The pageviews confirm this is the primary topic. – Davey 2010 Talk 20:20, 17 October 2018 (UTC)
 * Eh... Looking at |Five-second_rule_(basketball) page views over a year paints a different picture. This looks to me to be a WP:NOPRIMARY situation... Also one note: the correct proposal here is Five-second rule (food), not Five-second rule (Food)... --IJBall (contribs • talk) 20:49, 17 October 2018 (UTC)
 * Oppose Hyperbolick (talk) 20:24, 18 October 2018 (UTC)
 * I’m sorry but I’m not understanding the parade of opposes here with no (or inaccurate) arguments. Google clearly indicates the book as the primary topic. And Wikipedia’s pageview statics of the whole year do not indicate whether the basketball one or the food one is the primary topic. A disambiguation page listing all three (granted that an article about the book would actually have to be created) is clearly the ideal scenario here. Also note that discussions are not closed based on tally, so “oppose”s with no explanation hold no weight.— N Ø  21:07, 18 October 2018 (UTC)
 * "...an article about the book would actually have to be created" is the key. If you think the book is notable, write an article and wait a few weeks to see if readers agree. You may well have a good case then. But the book can't be a primary topic on Wikipedia unless and until it has an article. Station1 (talk) 02:46, 19 October 2018 (UTC)

 * Oppose. No article about the book... doesn't figure into primary topic decision-making. As to the two remaining actual uses on WP, we have two choices. Either send everyone to the dab page and make them peruse it and select their desired topic as proposed, or keep sending everyone to this article per status quo, be right more than half the time, and require the others to click on the hatnote link to get to their basketball article. So at least half are better off than they would be in the proposed configuration, and the remaining half is no worse off. Let's not make WP worse. --В²C ☎ 18:41, 24 October 2018 (UTC)

 * The above discussion is preserved as an archive of a requested move. Please do not modify it. Subsequent comments should be made in a new section on this talk page or in a move review. No further edits should be made to this section.

Erm
I want to add a image to Five-Second Rule

RobloxFanEditor (talk) 06:32, 16 June 2019 (UTC)

Game
Can an article about the 5 second rule game be added?Cwater1 (talk) 16:29, 27 January 2023 (UTC)

Myth?
The article intro states it is a "myth", then goes on to say there's "no scientific consensus on the general applicability of the rule". --2001:1C06:19CA:D600:F3F:1EB2:7B07:55E2 (talk) 12:54, 4 June 2023 (UTC)

title: Talk:Five-second rule


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Béla Kiss

Béla Kiss (c. 1877 – after 4 October 1916) was a Hungarian serial killer. He is thought to have murdered at least 23 young women and one man, and attempted to pickle their bodies in large metal drums that he kept on his property.

Background
Béla Kiss was born in Izsák, Austria-Hungary to János Kiss and Verona Varga. At a young age, Kiss possibly had an incestuous relationship with his mother.

A tinsmith, Béla Kiss lived in Cinkota (then a town near Budapest, now a neighborhood within the city itself) from 1900 on. He was an amateur astrologer and allegedly fond of occult practices. Kiss was married twice, and had two children, Aranka and Ilonka. In 1912, Kiss hired a housekeeper, Mrs. Jakubec, after his wife had reportedly abandoned him for a lover.

Jakubec noticed that Kiss corresponded with a number of women, typically through advertisements he would place in newspapers offering his services as either a matrimonial agent or a fortune teller, and sometimes brought the women individually to his home. However, his housekeeper had little contact with the women.

Kiss was never on intimate terms with his neighbors, even though he was well-liked. Townsfolk also noticed that Kiss had collected a number of metal drums. When the town police questioned him about the drums, he told them that he filled them with gasoline in order to prepare for rationing in the oncoming war.

When World War I began in 1914, he was conscripted and left his house in Jakubec's care.

Criminal activity
According to an article published in Népszava on 10 May 1916, referring to a "police inspector's report", Márton Kresinszky, the owner of the house rented by Kiss, wanted to renovate the building, so he went to Cinkota, where Kiss's neighbour, an old acquaintance of Kresinszky, Béla Takács, a pharmacist, told him that Kiss had gone to war in 1914. In search of material for redecoration, the two men went to the chamber next to Kiss's workshop, where Takács said there had been a large quantity of reeds. In the chamber they found seven tin drums, stacked one metre long and fifty centimetres wide. The airtight top of the top barrel, sealed with lead, had been loosened with an axe and, when it was prised open, a terrible stench emanated from it. After the tin roof was removed, a bag was found and pulled out of the cylinder. A woman's body was found sewn into the bag. Another barrel was also punctured, from which a corpse smell emanated and a lock of blonde hair fell out. Kresinszky and Takács then informed the authorities. Gyula Huszka, the chief notary, together with police officers, found a female body in each of the seven barrels. A search of Kiss' house resulted in a total of 24 bodies.

Nagy informed the military that they should arrest Kiss immediately, if he was still alive; there was also a possibility that he was a prisoner of war. His name, unfortunately, was very common. Nagy also arrested Jakubec and asked the postal service to hold any possible letters to Kiss, in case he had an accomplice who could warn him. Nagy initially suspected that Jakubec might have had something to do with the murders, especially since Kiss had left her money in his will. Jakubec assured police that she knew absolutely nothing about the murders. She showed them a secret and locked room Kiss had told her never to enter. The room was filled with bookcases and had a desk, which held a number of letters, Kiss' correspondence with 74 women, and a photo album. Many of the books were about poisons or strangulation. From the letters, Nagy discerned several things. The oldest of the letters were from 1903 and it became clear that Kiss was defrauding the women—usually middle-aged —who had been looking for marriage. He had placed ads in the marriage columns of several newspapers and had selected mainly women who had no relatives living nearby and knew no one who would quickly notice their disappearance. He wooed them and convinced them to send him money. Police also found old court records that indicated that two of his victims had initiated court proceedings because he had taken money from them. Both women had disappeared, and the cases had been dismissed.

Each woman who came to the house was strangled. Kiss pickled their corpses in alcohol and sealed them in the airtight metal drums. Police found that the bodies had puncture marks on their necks and that their bodies were drained of blood, which led them to believe that Kiss may have been practicing vampirism.

Escape
On 4 October 1916, Nagy received a letter that stated that Kiss was recuperating in a Serbian hospital. However, Nagy arrived at the hospital too late; Kiss had fled and left the corpse of another soldier in his bed. Nagy alerted all the Hungarian police, but all the alleged sightings police investigated were false.

Sightings
On several later occasions, speculation arose that Kiss had perhaps faked his death by exchanging identities with a dead soldier named Mackaree during the war. He was reportedly sighted numerous times in the following years. Various rumors circulated as to his actual fate, including that he had been imprisoned for burglary in Romania or he had died of yellow fever in Turkey. In 1920, a soldier in the French Foreign Legion reported on another legionnaire named Hoffman, the name Kiss had used in some of his letters, who had boasted how good he was at using a garrote and who fit Kiss' description. "Hoffman" deserted before police could reach him.

The last known supposed sighting occurred in New York City in 1932. That year, homicide detective Henry Oswald was certain he had observed Kiss emerging from the New York City Subway at Times Square, Manhattan. There were also rumors that Kiss was living in the city and working as a janitor, although these could not be verified. When the police went to interview the janitor, he had already left.

Kiss' eventual fate and exact number of victims remain unknown.

In popular culture

 * The play Thirty-Two by Antonin Artaud was inspired by the case.
 * The second half of David Kuhnlein's book Bloodletter was inspired by Béla Kiss and released on Amphetamine Sulphate in March of 2024. The stories "Béla Kiss Goes to the Theatre" and "Béla Kiss Goes to War" are excerpts from his novella.
 * The German horror movie Bela Kiss: Prologue (a.k.a. The Kiss of a Killer or Natural Born Killer) by director Lucien Förstner released in 2013 is based on Kiss' biography.
 * The novel Hill House by Gopi Kottoor was inspired by the true events in the life of Béla Kiss.
 * The song "The Alphabet Serial Song" by Amoree Lovell lists Bela Kiss as the B.
 * The song "Bela Kiss" by Bloodsucking Zombies from Outer Space is based on the Bela Kiss murders.
 * The song "Bela Kiss" by Gazpacho is based on the Bela Kiss murders.
 * The song "Bella Kiss" by John 5 is inspired by the Bela Kiss murders.
 * The song "Bella's Kiss" by Funke and the Two Tone Baby is inspired by the Bela Kiss murders
 * The band Bela Kiss, a metal/hardcore band from Long Island, NY, named themselves after the murderer.

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

title: Béla Kiss


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Fallacy of four terms

The fallacy of four terms (quaternio terminorum) is the formal fallacy that occurs when a syllogism has four (or more) terms rather than the requisite three, rendering it invalid.

Definition
Categorical syllogisms always have three terms:
 * Major premise: Weapons are dangerous.
 * Minor premise: Knives are weapons.
 * Conclusion: Knives are dangerous.

Here, the three terms are: "weapon", "dangerous", and "knife".

Using four terms invalidates the syllogism:

 * Major premise: Weapons are dangerous.
 * Minor premise: Balloons are round.
 * Conclusion: Balloons are dangerous.

Notice that there are four terms: "weapon", "dangerous", "balloon", and "round". The two premises do not connect "balloons" with "dangerous", so the reasoning is invalid. Two premises are not enough to connect four different terms, since in order to establish connection, there must be one term common to both premises.

In everyday reasoning, the fallacy of four terms occurs most frequently by equivocation: using the same word or phrase but with a different meaning each time, creating a fourth term even though only three distinct words are used. The resulting argument sounds like the (valid) first example above, but is in fact structured like the invalid second example:

 * Major premise: Nothing is better than eternal happiness.
 * Minor premise: A ham sandwich is better than nothing.
 * Conclusion: A ham sandwich is better than eternal happiness.

The word "nothing" in the example above has two meanings, as presented: "nothing is better" means the thing being named has the highest value possible (there exists nothing better); "better than nothing" means only that the thing being described has some value (more than the implied zero value of nothing). Therefore, "nothing" acts as two different terms in this example, thus creating the fallacy of four terms.

The fallacy of four terms also applies to syllogisms that contain five or six terms.

Reducing terms
Sometimes a syllogism that is apparently fallacious because it is stated with more than three terms can be translated into an equivalent, valid three term syllogism. For example:

 * Major premise: No humans are immortal.
 * Minor premise: All Greeks are people.
 * Conclusion: All Greeks are mortal.

This EAE-1 syllogism apparently has five terms: "humans", "immortal", "Greeks", "people", and "mortal". But it can be rewritten as a standard form AAA-1 syllogism by first substituting the synonymous term "humans" for "people" and then by reducing the complementary term "immortal" in the first premise using the immediate inference known as obversion (that is, the statement "No humans are immortal." is equivalent to the statement "All humans are mortal.").

Classification
The fallacy of four terms is a syllogistic fallacy. Types of syllogism to which it applies include statistical syllogism, hypothetical syllogism, and categorical syllogism, all of which must have exactly three terms. Because it applies to the argument's form, as opposed to the argument's content, it is classified as a formal fallacy.

Equivocation of the middle term is a frequently cited source of a fourth term being added to a syllogism; both of the equivocation examples above affect the middle term of the syllogism. Consequently this common error itself has been given its own name: the fallacy of the ambiguous middle. An argument that commits the ambiguous middle fallacy blurs the line between formal and informal (material) fallacies, however it is usually considered an informal fallacy because the argument's form appears valid.

title: Fallacy of four terms


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In Your House

In Your House was a series of professional wrestling supercard events created by WWE, a professional wrestling promotion based in Connecticut. The events originally aired on pay-per-view (PPV) from May 1995 to February 1999 when the promotion was still called the World Wrestling Federation (WWF; renamed WWE in 2002). In 2020, WWE revived In Your House for its developmental brand NXT. The 2020 event was streamed exclusively on the WWE Network with the 2021 event also available via traditional PPV and the livestreaming service Peacock, while the 2022 event was only available via WWE's livestreaming platforms. A total of 30 In Your House events were held between May 1995 and June 2022.

The original concept of the In Your House series was that in the months when the promotion was not holding one of its then-five major PPV events, it would offer a two-hour PPV for a lower price. In Your House was established in response to a move by competitor World Championship Wrestling to increase its annual PPV events. The In Your House branding was retired following February 1999's St. Valentine's Day Massacre: In Your House event, as the company moved to install permanent names for each of its monthly PPVs, which began with Backlash. After 21 years and in response to the COVID-19 pandemic, WWE revived In Your House for NXT in 2020 and it was subsequently held annually in June until its final event in 2022. The 2020 and 2021 events were held under the NXT TakeOver series, but after TakeOver's discontinuation in late 2021, the final In Your House was a standalone event for NXT.

History
The first In Your House pay-per-view (PPV) was held on May 14, 1995, in Syracuse, New York at Upstate Medical University Arena (then known as Oncenter War Memorial Arena). To promote this first event, the World Wrestling Federation (WWF, now WWE) held a sweepstakes to give away a new house in Orlando, Florida. The original concept of In Your House was that in the months when the WWF was not holding one of its then-five major PPV events (WrestleMania, King of the Ring, SummerSlam, Survivor Series, and Royal Rumble, which at the time ran for three hours and retailed for US$29.95), they would offer a two-hour PPV, priced at US$14.95. The price was raised to US$19.95 starting in December 1995 with In Your House 5. The WWF did this in response to a move by competitor World Championship Wrestling (WCW) to increase their annual pay-per-view events (in 1995, WCW held 9 PPV events, then 10 in 1996, and finally started airing monthly events in 1997). Notwithstanding the addition of more WWF events, WCW's events regularly ran between 2.5–3 hours. Starting with Ground Zero: In Your House in September 1997, the WWF expanded all of its In Your House events to three hours, thus matching the runtime of its major PPV events.

The first six In Your House events were not promoted with subtitles, which were retroactively added (shown below in the table in small print), sometimes making use of a tagline. The first event to officially use a subtitle was the seventh event, In Your House 7: Good Friends, Better Enemies. From September 1997 onwards, the subtitles replaced the In Your House label as the main titles (e.g., the PPV was not named "In Your House: Ground Zero", but instead, "Ground Zero: In Your House"), until regular named shows such as Backlash took over in 1999. The In Your House branding was retired following February 1999's St. Valentine's Day Massacre: In Your House event, as the company moved to install permanent names for each of its monthly events, which began with Backlash. Early advertising for that year's Backlash featured the "In Your House" branding until it was quietly dropped in the weeks leading to the pay-per-view. Following this, several of the In Your House shows were rebranded as their own PPV chronologies, including Over the Edge, Fully Loaded, Unforgiven, No Way Out, Judgment Day, and Bad Blood.

In 2002, the WWF was renamed to World Wrestling Entertainment (WWE), and in 2011, the promotion ceased using its full name, with WWE becoming an orphaned initialism. On May 13, 2020, WWE announced that the In Your House branding would be revived for the NXT brand division as an NXT TakeOver event entitled TakeOver: In Your House on June 7, which aired exclusively on WWE's online streaming service, the WWE Network. The announcement and the event marked the 25th anniversary of the first In Your House PPV. The event featured homages to the WWF in the early 90's, including a recreation of the house-themed stage used during the earlier In Your House events, and Adam Cole appearing in a parody of the commercials for ICOPRO bodybuilding supplements. A second TakeOver: In Your House was scheduled for June 13, 2021, thus making In Your House an annual subseries of TakeOver events. This second event aired on both the WWE Network and traditional pay-per-view, thus returning In Your House to pay-per-view. It also aired on Peacock after the American version of the WWE Network merged under Peacock in March 2021, thus being the first In Your House to air on Peacock.

In September 2021, NXT was rebranded as NXT 2.0, returning it to its original function as WWE's developmental brand, and the NXT TakeOver series was subsequently discontinued. The 2022 event was in turn held without the TakeOver branding, and it only aired on WWE's livestreaming platforms as NXT's events ceased airing on traditional pay-per-view that year. This would be the final In Your House as another event was not scheduled for 2023.

title: In Your House


text: Category:Woodwind instruments

title: Category:Woodwind instruments


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Expanded Psionics Handbook

The Expanded Psionics Handbook is a sourcebook written by Bruce Cordell for the 3.5 edition of the Dungeons & Dragons fantasy roleplaying game that contains rules and options for integrating psychic powers (also known as psionics) into the game. Along with its predecessor, the Psionics Handbook, the Expanded Psionics Handbook expands and adapts the psionics concept with a new emphasis on balance and playability.

Contents
"Your character’s mind is an infinite metaphorical plane, where all things are possible... A psionic character knows the mental pathways that lead to amazing edifices of thought and energy. Knowing the path, the psionic character walks it. Like a flare being thrown off a star, a power is manifested from a psionic character’s energy of consciousness."

The Expanded Psionics Handbook contains a system for adding psionics to Dungeons and Dragons. Psionics use a different system from traditional D&D spellcasting, using a point pool to track a character's power usage.

The Expanded Psionics Handbook introduces four Base Classes, several prestige classes alters some rules and includes a new system for becoming psionically focused. The base classes are the psion and psychic warrior (both of which are reprints from the Psionics Handbook), the wilder, and the Soulknife. The prestige classes are the Cerebremancer, Elocater, Fist of Zuoken, Illithid Slayer, Metamind, Psion Uncarnate, Pyrokineticist, Thrallherd and the War Mind.

The Handbook also contains four new psionic races—the dromites, elan, maenads, and xelphs—provides psionic versions of dwarves, githyanki, githzerai, and yuan-ti. It adds several new psionic monsters, including the intellect devourer and temporal filcher, and adds the phrenic template, which can make any Dungeons and Dragons creature a psionic creature.

Publication history
The Expanded Psionics Handbook was published in 2004. Cover art was by Henry Higginbotham, with interior art by Steven Belledin, Brian Despain, Wayne England, Lars Grant-West, Heather Hudson, Jeremy Jarvis, Chuck Lukacs, David Martin, Monte Moore, Jim Pavelec, Wayne Reynolds, Arnie Swekel and Sam Wood.

This book is intended as a 3.5 adaptation and revision of the Psionics Handbook for 3rd Edition, which was released in 2001. It was adapted for several reasons, including changes to the core D20 system and balance concerns. Some players considered psions to be weaker than wizards and sorcerers.

Reception
The reviewer from Pyramid found the book's prestige classes "more imaginative, with beings who leave their physical form behind for a life of mental existence, hunters who kill illithids, and the irresistibly heroic Fist of Zuoken".

Other reviewers, such as RPGnet, were less positive. Reviewer Jesse Heinig said, "As an expansion for all manner of psionic-themed characters, the Complete Psionic book provides more depth and more unusual powers. Sadly, it lacks a little in breadth and some of its last-minute changes are evident around the frayed edges."

Reviews

 * Backstab #48

title: Expanded Psionics Handbook


text:
HMS Britannia

Six ships and a shore establishment of the Royal Navy have borne the name HMS Britannia, after Britannia, the goddess and personification of Great Britain:
 * HMS Britannia (1682) was a 100-gun first rate ship of the line launched in 1682, rebuilt in 1719 and broken up in 1749.
 * HMS Britannia (1762) was a 100-gun first rate launched in 1762. She was renamed HMS Princess Royal in 1812, HMS St George later in 1812, and HMS Barfleur in 1819. She was broken up in 1825.
 * HMS Britannia (1820) was a 120-gun first rate ship of the line launched in 1820. She was a training ship after 1859, and broken up in 1869.
 * HMS Prince of Wales (1860), a 120-gun first rate ship of the line renamed Britannia in 1869, as she replaced the previous vessel in the cadet training role. She was broken up in 1916.
 * HMS Britannia (1904) was a King Edward VII-class pre-dreadnought battleship launched in 1904 and sunk by SMU UB-50 in 1918.
 * HMS Britannia Royal Naval College was the name given to the Naval Shore Establishment formed from the earlier Britannias. It retained the name until 1953, when it became known as HMS Dartmouth.

title: HMS Britannia


text:
Shite

The word shite may refer to:
 * A variation of shit, especially in the Republic of Ireland and the United Kingdom
 * The shite, the principal character in a Japanese Noh play
 * Shite, the person who performs the technique in aikido

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Pontiac Tempest

The Tempest is an automobile that was produced by Pontiac from 1960 to 1970, and again from 1987 to 1991.

The Tempest was introduced as an entry-level compact in October 1960 at the Paris Auto Show for the 1961 model year. Built on GM's first unibody chassis, its new Y-platform was shared with the Buick Special/Skylark and Oldsmobile F-85/Cutlass.

While the Buick and Olds versions used a conventional drivetrain, the Pontiac had a unique, innovative design. The Tempest featured a front-engine/rear-transaxle layout that very nearly resulted in an ideal 50/50 weight distribution, together with independent rear suspension for nimble handling (a swing axle design similar to the Chevy Corvair). A Slant-4 engine connected to the 2-speed automatic transaxle via a flexible "rope" drive shaft. This configuration eliminated the driveshaft hump, yielding a flat floor with increased interior space. The Pontiac "Trophy-4" was also unique, created by basically halving a standard Pontiac V8 block.

Buick's aluminum 215 V8 was also optional in 1961 and 1962, but very few Tempests were so equipped. The Tempest line offered an optional LeMans trim upgrade.

In 1964 the Tempest was redesigned as a mid-size car on the updated GM A-body platform, which used a conventional drivetrain. The base Tempest, Tempest Custom, and Lemans became separate trim packages, with an optional GTO performance option available on the LeMans for 1964 and 1965. The GTO was offered as a separate model line beginning in 1966. The Tempest name was retired after 1970, replaced by the T-37 as the base model, which in turn gave way to the LeMans name in 1972.

In Canada from 1987 to 1991, Pontiac marketed a rebadged version of the compact L-body Chevrolet Corsica under the revived Tempest name.

First generation (1961–1963)
The Tempest was the result of a decision by the Pontiac division to enter the compact car market following the success of the Chevrolet Corvair. The division wanted to produce a clone of the Corvair, but instead GM gave Pontiac the lead to develop a new car in an interdivisional program coded named "X-100." John Z. DeLorean, Pontiac's chief engineer and general manager, went to work on a car that would meld components GM already produced. His objective was for the new model to be more than just an ordinary compact car. The Tempest was Motor Trend magazine's 1961 Car of the Year. Road & Track praised the Tempest as "exceptionally roomy" and "one of the very best utility cars since the Ford Model A." In hindsight, DeLorean admitted that the Tempest was "less than successful," adding, "there was no mechanical problem, but the car rattled so loudly that it sounded like it was carrying half-a-trunkful of rolling rocks." It shared sheet metal with the Oldsmobile F-85, the first-generation Tempest had several features that differentiated it from the other compact GM cars. The engine was a 195 cubic inch (3.2 L) straight-4 marketed as the "Trophy 4," derived from the right cylinder bank of Pontiac's 389 cubic inch "Trophy 8" V8 engine. The Tempest featured a drivetrain with a rear-mounted transaxle that was coupled to a torque shaft arcing in a 3 in downward bow within a curved, longitudinal tunnel. Use of the torque shaft was the result of being forced to use the Corvair floorpan which, being a rear engine platform, had no drive shaft. To combine flexibility with strength in the proper proportion, the shaft was forged of SAE 8660 steel (high nickel, chrome and molybdenum alloying percentages) for torsion bar specifications. For automatic cars, the shaft was 0.65 in in diameter and 87.25 in long, while the manual-box shaft was 0.75 in by 82 in. This joined the forward engine and the rear transaxle (therefore no transmission hump) into a single unit, helping to reduce vibration. The design, known as "rope drive," had been seen previously only on General Motors' 1951 Le Sabre concept car.

The combination of a rear-mounted transaxle and front-mounted engine very nearly gave the car an ideal 50/50 front/rear weight distribution. This, along with a four-wheel independent suspension, helped make the Tempest a nimble-handling car for the era. The front engine/rear transaxle design also eliminated the driveshaft/transmission tunnel in the front of the passenger compartment, while lowering the driveshaft tunnel in the rear compared with a conventional front engine/front transmission layout.

The Trophy 4 four-cylinder engine was promoted for its economy, but Pontiac also saved money on its assembly: Because it was based on the right cylinder bank of the Pontiac 389 V8 engine, both engines could be built on the same assembly line. There were three versions of the Trophy 4: An economy version with a relatively low 8.6:1 compression ratio and a single-barrel carburetor; a hotter version with a 10.25:1 compression ratio and a single-barrel carburetor; and the most powerful Trophy 4 engine, which had a 10.25:1 compression ratio and a four-barrel carburetor. While both Trophy 4 engines (low and high compression) equipped with single-barrel carburetors produced 110 - 140 hp, the high-compression, four-barrel Trophy 4 engine produced 166 hp at 4,800 RPM and 215 lb·ft of torque at 2,800 RPM (all ratings are SAE Gross). The three Trophy 4 engine versions offered fuel economy ratings ranging from 18 to 22 MPG. Popular Mechanics reported fuel economy of 21.3 MPG at 60 MPH.

The Trophy 4 engine was generally reliable, but could be harsh when it was out of tune, due to its inherent lack of secondary balance and absence of balancer shafts.

The Tempest was offered with quite a few options such as air conditioning, transistor radios, windshield washers, a parking brake warning light, padded safety dash, child-proof door locks, and dealer-installed seat belts, as such restraints were not yet Federally required at the Tempest's introduction.

Another departure from the other Y-body cars was the Tempest's 9 in brake drum, which used five studs on the same bolt circle ("five-on-four-and-a-half") and 15 in wheels - a configuration unique among General Motors cars. Both Buick and Oldsmobile had standardized their Y-body cars on an odd 9.5 in brake drum with four lug studs on a 4.5 in-diameter circle (a "four-on-four-and-a-half" bolt pattern), with 14 in wheels. This arrangement was also not used by other General Motors cars at the time.

Along with the Trophy 4 engine line another optional engine for the Tempest in 1961 and 1962 was the innovative aluminum Buick-built 215 cubic inch (3.5 L) V8. It is estimated that just 3,662 Tempests were ordered with the 215 engine, or about 1% of production. This engine produced, in its various incarnations, from 155 - 215 hp despite weighing just 330 lb installed.

The engine blocks used for 215-V8 engines installed in Tempest models were distinct from 215-V8 engine blocks used in other models because, in addition to Buick factory markings, they were also hand-stamped at the Pontiac plant with the Vehicle Identification Numbers of the individual vehicles that they were installed in. Thus, in 1961, all Pontiac 215 engine blocks begin with "161P"; for 1962 the stamping began with "162P". Further code numbers indicated the car's transmission (manual or automatic).

In 1961, the transmission choices were a three-speed column-shifted manual with a non-synchronized first gear, or a two-speed automatic transaxle controlled by a small lever to the right of the ignition switch on the instrument panel. Called TempesTorque in company literature but unmarked on the unit itself until 1963, it was similar in concept to the Chevrolet Powerglide automatic transmission used on the Chevrolet Corvair, although few parts overlapped. For 1962, a floor-mounted, fully synchronized four-speed manual transmission became available.

At its introduction, the Tempest was available only as a four-door pillared sedan and as a station wagon that, like other Pontiac station wagons of the time, had the name Safari added to it. A pair of two-door coupes (one of which was named LeMans) were added at the end of 1961, both in the 1961 body style.

For the 1962 model year there were four Tempest models available: a sedan, a coupe, a station wagon, and a convertible. Customers wanting something fancier could opt for the LeMans trim package upgrade, which featured front bucket seats. Tempest LeMans models were available with either the coupe or the convertible; there was no LeMans sedan or station wagon. And although Oldsmobile and Buick offered pillarless hardtops on the Cutlass and Skylark respectively, Pontiac did not offer a pillarless hardtop LeMans model.

In 1963, the LeMans became a separate series; its sales were nearly 50 percent of combined Tempest and Le Mans production. 1963 models, referred to as senior compacts, were slightly larger and heavier than the 1961 and 1962 models had been. These new models featured a redesigned transaxle that improved handling, as well as a high-performance option that was much more powerful than the rarely-ordered 215-V8. This new V8 option for 1963 was Pontiac's 326 cubic inch (5.3 L) V8, an engine with the same external dimensions as the venerable Trophy 8 389, but different internal components designed to produce more torque. A new version of the automatic transmission (now officially stamped TempesTorque on the case) was redesigned to handle the new V8's additional torque. The four-speed manual transmission had not been redesigned, and very few V8-equipped Tempest models were built with this transmission. The three-speed manual transmission remained available for all engines.

The high-compression 326 V8 engine's output was 260 hp and 352 lb·ft of torque (SAE Gross). The actual displacement was 336 cubic inches, but according to lore, since General Motors management edict declared that no GM compact was allowed to have an engine that was larger than the Chevrolet Corvette 327 V8, the advertised displacement for the Tempest V8 was 326 cubic inches. However, for 1964, the engine's displacement was adjusted so that it actually was 326 cubic inches, making the 1963 "326 V8" a single-year engine.

The cast-iron V8 engine increased the Tempest's weight by 260 lb over the weight of a Tempest equipped with a Trophy 4 engine; front/rear weight distribution changed somewhat to 54/46. Performance with a 326-powered Tempest was strong enough that Car Life magazine wrote "No one will wonder why they didn't use the 389." Fuel economy with the 326 could be as high as 19 mpg. The V8 option proved popular: 52 percent of the 131,490 Tempests and LeMans models sold in the 1963 model year were ordered with it.

Super Duty
Perhaps the most famous of all Tempests were the twelve 1963 "Super Duty" cars built to compete in the NHRA Factory Experimental class. These were assembled at the Pontiac plant in Michigan over Christmas 1962 with the knowledge of an impending General Motors ban on factory racing. Among those who successfully raced them was Wild Bill Shrewsberry, who turned low 12-second quarter-mile runs in the 1963 NHRA Winter Nationals driving for Mickey Thompson. Shrewsberry still owns his car, and it is still equipped with Pontiac's "Powershift" transaxle as retrofitted later in the 1963 season. Developed specifically for the Super Duty model, this was essentially two Chevrolet Powerglide automatics in a single four-speed unit, allowing clutchless shifting in much the same manner as modern drag racing transmissions do.

On October 31, 2008, one of the rarest factory race cars, the missing Stan Antlocer Super Duty Tempest Le Mans Coupe, was auctioned on eBay. The seller started the auction at $500 being unaware of the car's true value. Eventually, the car was sold for $226,521.

Second generation (1964–1967)
In 1964, the Tempest was redesigned as a more-conventional vehicle and enlarged from a compact to an intermediate-sized car with a 115 in wheelbase and an overall length of 203 in. The unibody, curved driveshaft and transaxle were gone, replaced by a traditional front engine, front transmission, body-on-frame, and solid rear axle design used by all of GM's other cars but the Corvette and Corvair. Together with its sister cars (the Oldsmobile F-85/Cutlass and Buick Special/Skylark), the Tempest/Le Mans moved to the new A platform shared with the new Chevrolet Chevelle, and all three cars received updates and modifications standardizing them throughout—including the wheels—by GM edict. The cars were, in ascending order, base Tempest, Tempest Custom, and Le Mans. Replacing the previous "Trophy 4" inline four-cylinder engine as standard equipment was a new 215 cuin Pontiac straight six with one-barrel carburetor and 140 hp. This six was basically a smaller bore (3.75") version of the 230 cuin Chevrolet straight-6, offered as a Pontiac exclusive. This is one of the earliest "Corporate Engine" arrangements General Motors utilized.

Optional engines included two versions of the 326 cuin Pontiac V8 introduced the previous year: a two-barrel 250 hp regular fuel option; or the 280 hp 326 HO engine with four-barrel carburetor and 10.5:1 compression ratio which required premium fuel. Transmissions included a standard three-speed manual with column shift, four-speed manual with floor-mounted Hurst shifter or a two-speed automatic; the latter was a version of Buick's Super Turbine 300.

The popularity of the high-performance 326/336 V8 in the Tempest-based LeMans package the year before prompted Pontiac to give the option a special, sporty name: the GTO, after the Italian abbreviation "Gran Turismo Omologato" used to designate specially equipped street cars homologated for racing (though the opposite, producing a mandated minimum of street-legal race cars to meet the homologation requirement, is the norm). Available with Pontiac's largest V8, the 389 cuin, and equipped with a four-barrel carburetor (producing 325 hp or the soon to become iconic 345 hp 3 x 2 barrel Tri-Power set-up, the GTO proved to be the defining muscle car of the 1960s. Unlike other 1964 Tempests, the GTO was available as a pillarless hardtop coupe.

Unsurprisingly, the success of the GTO prompted Oldsmobile to rush out its own high-performance option package for the F-85/Cutlass called the 442, and the next year for Buick to release a high-performance version of the Skylark called the Skylark Gran Sport, or GS. Both cars would enjoy success and join Chevrolet's Chevelle SS in GM's effort to capitalize on the exploding muscle car era.

Engine offerings for the 1965 Tempest were the same as 1964, except the 326 HO was uprated to 285 hp and the GTO 389's uprated to 335 hp and 360 hp via higher rise intake manifolds. Styling changes included a new split grille with vertical headlights similar to the larger Pontiacs, revised taillights and a more slanted rear deck. A two-door hardtop coupe was added to the Tempest Custom line, while the Le Mans got a four-door sedan with a plush interior done in Preston Cloth trim similar to the full-sized Bonneville Brougham.

A major facelift was made on the 1966 Tempest that included more rounded bodylines with a Coke-bottle effect similar to the full-sized Pontiacs. New four-door pillarless hardtop sedans were added to the Tempest Custom line. Under the hood, the Chevy-derived 215 six was replaced by a new 230 cuin Pontiac overhead cam six, the only such engine found in an American production car at that time. This was also the first American-built engine to use a belt to time the camshaft to the crankshaft rather than a chain. The base OHC had a one-barrel carburetor and was rated at 165 hp, designed for economy buyers. Optionally available as part of the Sprint option package on non-wagons was a four-barrel, high-compression 207 hp version of the OHC six, marketed as an alternative to higher-priced European sport sedans, which had similar OHC engines. For those wanting V8 power, the 326 and 326 HO options continued with horsepower ratings of 250 and 285 hp, respectively, and GTO engines stayed the same.

Only minor changes were made to the 1967 Tempest, Custom and Le Mans models. The GTO 389 V8 was replaced by a new 400 cu in V8. The Rochester four-barrel carburetor replaced both the standard GTO Carter AFB four-barrel and the Tri-Power carburetor option. The Turbo Hydromatic TH-400 replaced the previous Buick Super Turbine two speed automatic. The 326 cu in V8's remained unchanged. The four-barrel OHC six was uprated to 215 hp. Front disc brakes were a new option along with a stereo 8-track tape player and hood-mounted tachometer. All 1967 Pontiacs got GM's safety package, mandated by Federal law, which included a dual-circuit braking system, energy absorbing steering column, wheel, and interior, shoulder belt anchors, four-way hazard flashers, and a new directional signal control that could be "flicked" for lane changes.

Third generation (1968–1970)
A completely restyled Tempest was introduced for 1968 with streamlined Coke bottle styling, concealed windshield wipers, and a return to horizontal headlights. Two-door models rode on a 112 in wheelbase and four-door models on 116 in. The 230 cu in overhead cam sixes were enlarged to 250 cu in, with horsepower ratings unchanged while the 326 V8 was replaced by a new 350 cuin V8 with horsepower ratings of 250 with two-barrel or 320 with four-barrel carb. The same lineup of models including the base Tempest, Tempest Custom and Le Mans continued as in previous years.

Other than elimination of vent windows on hardtop coupes, styling only received minor revisions for 1969, when the Tempest Custom was renamed the Custom S for this one year. However, model offerings were the same as 1968. A new three-speed Turbo Hydra-matic 350 automatic transmission was introduced and available with all engines as an alternative to the older two-speed. Engine offerings were the same as before except for the 350 HO V8 engine gaining five-horsepower to 325. A new locking steering column with relocated ignition switch was introduced and front seat headrests became standard equipment. A new GTO option became available, The Judge. Featuring special decals, two Ram Air versions of Pontiac's 400 engine, and a rear spoiler, The Judge was originally conceived as a barebones muscle car based on the Tempest to compete with the new sub-$3,000 Plymouth Roadrunner. Plans for the new model were terminated, and Pontiac division head John DeLorean opted to create a GTO variant instead.

Minor styling revisions, that included a new front grille treatment, highlighted the 1970 Tempest, which was the final year for the nameplate. Initially, the line was down to just two- and four-door sedans but expanded at mid-year with the introduction of the low-priced T-37 hardtop coupe, billed as GM's lowest-priced hardtop coupe. The Custom S became the Le Mans this year and the previous Le Mans series was renamed the Le Mans Sport. The Pontiac-built OHC six-cylinder engine was replaced by a Chevy-built 250 in3 inline six while the 350 V8 was down to a two-barrel 255 hp version. New engine offerings included 400 in³ V8s rated at 265 hp with two-barrel carburetor and 8.6:1 compression ratio or 330 with four-barrel and 10.25:1 compression.

The Tempest nameplate was phased out after the 1970 model year. For 1971, it was replaced by a new T-37 series that included each of the three bodystyles offered on the 1970 Tempest and T-37. After this year, the T-37 was dropped. In 1972 all Pontiac intermediates took the Le Mans nameplate except the GTO.

Tempest Custom S
The Pontiac Tempest Custom S was a one-year only Pontiac nameplate offered during the 1969 model year car as a replacement for the "Tempest Custom" trim level in the Division's line-up. Originally to be called the "Pontiac TC", it was slotted between the Tempest and LeMans in price and features.

The Custom S was available in six different body designs: two-door convertible, hardtop coupe, sports coupe, a 4-door sedan, a 4-door hardtop, and a station wagon. The sports coupe can be differentiated from the hardtop by the presence of a vent window in the front door. Interior and exterior appointments fell between the Tempest and the LeMans and GTO.

The Custom S came standard with Pontiac's unique overhead camshaft OHC-6 175 hp 250 cid engine. Also available was a 230 hp 265 ftlbf TQ OHC inline 6-cylinder with the "Sprint" package, a 265 hp overhead valve pushrod V8 350 cid, and a 330 hp version of the same engine with higher compression and a 4-barrel carburetor.

Fourth generation (1987–1991)

Pontiac marketed a rebadged version of the compact L-body Chevrolet Corsica as Tempest, for Canada, Israel and GCC only, beginning in model year 1987. The Tempest was built alongside the Corsica at the Wilmington Assembly plant in Wilmington, Delaware. Discontinued in 1991, the Tempest was replaced with the Grand Am sedan. The 1987-1991 Pontiac Tempest came in two trim levels, base (equivalent to the U.S. Corsica LT) and LE (equivalent to the U.S. Corsica LTZ) The main differences that separates the Tempest from its L-Body twin are different grille, emblems and taillights (the taillights were later adopted as the U.S. Corsica's taillights). The only other differences were wheel options, DRLs and a metric instrument cluster. This model was also sold briefly in Israel; there are brochures showing Canadian-spec models from 1990/1991.

title: Pontiac Tempest


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WWE 2K

WWE 2K, formerly released as WWF SmackDown!, WWE SmackDown!, 'WWE SmackDown! vs. Raw, WWE SmackDown vs. Raw, WWE, and Exciting Pro Wrestling' in Japan, is a series of professional wrestling sports simulation video games that launched in 2000. The premise of the series is to emulate professional wrestling, specifically that of WWE, formerly known as the World Wrestling Federation (WWF). The series began with WWF SmackDown! on the original PlayStation and has continued as an annual release (with the exception of 2021). It was originally exclusive to PlayStation platforms until 2006's WWE SmackDown vs. Raw 2007, which expanded the series to other platforms. In 2013, the series was rebranded as WWE 2K, beginning with WWE 2K14.

The games were originally published by THQ and developed by Yuke's under the WWF SmackDown! name—in 2002, the WWF was renamed to WWE. Beginning with WWE SmackDown! vs. Raw in 2004, the series changed its name to WWE SmackDown vs. Raw and then simply WWE with 2011's WWE '12. 2K, previously under the 2K Sports sub-label, took over as publisher beginning with 2013's WWE 2K14, changing the series to WWE 2K, and the series was co-developed with Visual Concepts until Yuke's departure in 2018. Visual Concepts would take over lead development of the series beginning with WWE 2K20 in 2019. Due to major technical issues with that installment, the main series took a two-year hiatus with a spin-off, WWE 2K Battlegrounds, released in 2020 before the next main installment, WWE 2K22, released in 2022.

History and development
The first game, WWF SmackDown!, was developed by Yuke's, published by THQ, and released on March 2, 2000; this arrangement would continue until 2012. The series was originally named after one of WWE's weekly television programs, SmackDown, and was initially exclusive to Sony's PlayStation 1 and PlayStation 2. The series engine was originally based on the one used by the Japanese Toukon Retsuden, which was also developed by Yuke's.

The series rebranded with 2004's WWE SmackDown! vs. Raw, following the introduction of the brand extension, which saw WWE's roster divided between the SmackDown and Raw brands; the latter named after WWE's two flagship programs, Monday Night Raw and Friday Night SmackDown. After using subtitles in previous installments, voice overs were introduced to the game's "Season Mode". With the exception of 2003's WWE SmackDown! Here Comes the Pain, pre-recorded commentary by WWE commentators has been included in each game since the release of WWF SmackDown! Just Bring It in 2001.

Yuke's studios in Yokohama, Japan worked with WWE writers to create storylines for the "Season" modes of each game since 2005's WWE SmackDown! vs. Raw 2006. Up until the release of ''SmackDown! vs. Raw 2006, Yuke's had released previous entries of the series in Japan under the title of Exciting Pro Wrestling''. That year, THQ took over as the Japanese publisher and rebranded the Exciting Pro Wrestling series under the licensed name.

2006's WWE SmackDown vs. Raw 2007 was the first game in the series to be released for multiple game consoles. The series continued to expand to various seventh-generation consoles, handhelds, and mobile devices. Yuke's revealed they had to port their original game codes that make up each game mode and graphic designs to a new game engine that supported the new consoles. When new features are added to future games, the developers had to create new gaming codes for these features. The developers also had to test the game for any errors. While there were no errors, the game received a lot of reports for overheating in the earlier releases.

The series relaunched in 2011 with the release of WWE '12. However, after THQ's bankruptcy, liquidation, and eventual dissolution in January 2013, publishing rights for the WWE video games were acquired by Take-Two Interactive. Take-Two confirmed the acquisition in February, saying that it would also retain the services of Yuke's and the THQ staff that worked on the WWE series.

2013's WWE 2K14 was the first game to be released under the 2K Sports branding. In 2015, a mobile-only spin-off was released for Android and iOS. 2K's license of the series extended in early 2016. 2018's WWE 2K19 was the last game in the series to be developed by Yuke's.

2019's WWE 2K20 was the first game in the series to be developed solely by Visual Concepts, who had worked with Yuke's on previous games under the WWE 2K banner. The game received generally negative reviews for various changes seen as a regression from 2K19, and for numerous bugs and technical issues upon its launch. The series went on a two-year hiatus in response, with WWE 2K Battlegrounds released in 2020 as a replacement for a previously-planned WWE 2K21 game. WWE 2K22, the twenty-second installment of the series, was released in March 2022 to a generally more favourable reception than its predecessor. WWE 2K23, the twenty-third installment of the series, was released in March 2023 surpassing the expectations preceded by 2K22.

Gameplay
The first game in the series, WWF SmackDown!, had a clear cut system for moves such as combining an arrow key with the circle button for grappling and moves and combining an arrow key with the X button for striking moves. Most of the later games, from ''WWF SmackDown! 2: Know Your Role to WWE SmackDown vs. Raw 2006'' used the aforementioned control scheme. With WWE SmackDown vs Raw 2007 new game mechanics were introduced, in which a new control scheme altered the grappling system of the game, called "Ultimate Control moves". Unlike the previous games, where the player pressed two buttons to perform a grapple or an attack, players were able to place their opponents into a grapple position and then choose to perform a move by moving the directional buttons of their system's controller. For example, the player could place their opponent in a suplex grappling position and then either perform a normal suplex or an inverted suplex slam. Before the release of WWE SmackDown vs. Raw 2008, in order for players to force a character to submit, they had to tap buttons to move a marker towards the end of the meter labeled "Submit", and the only way for opponents to escape was for them to move the meter towards "Escape". Included with the release of WWE SmackDown vs. Raw 2008 was a new submission system, in which the player had to move the analog sticks of their system's controller in different directions to force the opponent to submit, while the opponent could do the same to escape the submission hold.

Every game in the SmackDown vs. Raw series used to have the amount of damage inflicted to the player's chosen character, measured with a meter on the HUD, where a design of a male figure presented the damage. As a move was performed against a character, the affected area of the body flashed—the more damage that is done to that specific body part, the more likely it is for the character to submit. Colors were used to represent the amount of damage done to a specific body area; yellow represented minimal damage, orange represented moderate damage, and red represented maximum damage.

Included with the release of ''WWE SmackDown! vs. Raw'' was the option of fighting "dirty" or "clean". When players select "dirty", the player character is booed by the audience in the game; conversely, the "clean" character is cheered by the audience. With the "dirty" or "clean" option comes the inclusion of performing a special maneuver when playing. Players using a "dirty" character must direct them into building up their "dirty" meter by performing "dirty" tactics, such as attacking the referee or taking the pad off the ring's turnbuckle. Unlike performing dirty tactics, "clean" characters build their meters by performing "clean" tactics, such as an aerial technique or performing a taunt. When "dirty" character' meters build up, they are able to perform a signature low blow; likewise, "clean" characters can perform their signature move at double its normal damage.

With the release of ''WWE SmackDown! vs. Raw 2006'' was the inclusion of a stamina system, which was a measure of the characters' stamina. The stamina system was measured by a meter on the HUD; the meter decreased when performing a variety of moves. The meter increases, however, when the player does nothing with the character or holds down a selected button that increased the stamina, which varied depending on the player's system. When the character's stamina was low, the wrestler reacted by moving slower when performing moves, walking, and running. If the meter decreased completely, they fell to the ground until the meter increased. This system is disabled by default for WWE SmackDown vs. Raw 2008 and was disabled until 2K took over the series, bringing in a similar system with WWE 2K16.

The weak/strong grapple system from the past games was removed from WWE '12 onwards. Characters now perform different moves based on their opponent's current physical state. Players now have a window of opportunity to attack while still in a downed state and can also interrupt moves and Royal Rumble eliminations with attacks. Similarly, the pinning meter from the past games has been reworked to make it more difficult to kick out as a wrestler takes more damage. The game's artificial intelligence has also been adjusted to prevent players from overusing the same move. In addition, the ability to store finishing moves has returned. "Dynamic Comebacks" gives players on the verge of losing the opportunity to successfully hit a combination of moves to gain two finishing moves. New "wake up taunts" bring a downed opponent to their feet for a finishing move (such as pounding on the ground before RKO finishing maneuver). Players also have the ability to target specific limbs during matches and perform submissions through a "Breaking Point" submission minigame.

Story modes
In the WWE SmackDown vs. Raw series, the player was able to choose a character from a roster and compete in an arcade-like feature called season mode. In season mode, players direct their characters through different career obstacles through a year of WWE programming to gain respect by other wrestlers and popularity among the fans. Like storylines from WWE, the characters in the WWE SmackDown vs. Raw series season mode are involved in storylines that affect their career mode in some way. Beginning with the release of ''WWE SmackDown! Shut Your Mouth'', the WWE Brand Extension has been included in season mode, and characters are exclusive to one brand of WWE. A result of this feature is that the player's character may only wrestle others and compete for championships from the same brand on which they are a part of. In season mode, the player's character has the ability to earn and wrestle for a variety of championships based on actual WWE Championships. When characters win championships, their respect and popularity increase, which also increases their involvement in main event matches. As the character's respect and popularity increases through the year of WWE programming, it becomes more likely for the player to achieve the main goal in season mode, which is to earn a World Heavyweight Championship or WWE Championship match at WrestleMania, the WWE's flagship pay-per-view event and the final stage in season mode. After the final stage, season modes begins again with the same character chosen before, though the player has the option of switching characters. They are then a part of the WWE Draft Lottery and assigned to a brand.

Exhibition mode
Other than the season mode, every game features an exhibition mode, where different professional wrestling match types are available. Basic matches included in every game are "one-on-one" matches, where a player chooses one character to wrestle another bot operated or human operated character, or tag team matches, where a pair of characters team together to face another team, Mixed Gender Tag Team matches have been removed in WWE 2K18. These basic matches may also expand into six-man tag team matches or non-elimination type matches, which include four or more characters. Besides basic matches, hardcore based matches are also included, such as the Steel Cage match, which has been included in every game, the Ladder match, the Elimination Chamber, which was first included with the release of ''WWE SmackDown! Here Comes the Pain, and ECW Extreme Rules matches, which is basic hardcore wrestling based on the ECW brand of WWE (which first appeared with the release of WWE SmackDown vs. Raw 2008''). Also included in every game is the Royal Rumble match, which is based on WWE's actual Royal Rumble match, in which a player chooses to compete as one character, and must wrestle against twenty-nine other characters.

Online gameplay
Starting with the release of ''WWE SmackDown! vs. Raw'', online gameplay was made available through PlayStation 2's Sony Network Adapter. Online gameplay was kept at a minimum, as online players only had two game modes to compete in: one-on-one and a strip match, in which a player competes as any female wrestler in WWE and strips the opposition of her clothes, until she is left with only her undergarments. When ''WWE SmackDown! vs. Raw 2006'' was released, the online gameplay was changed, and players were able to compete in more match types, defend the created championships, and compete with up to four players in each match. With the release of WWE SmackDown vs. Raw 2008 on the Xbox 360 console (PS3 would not see this feature until WWE SmackDown vs. Raw 2009), players were able to select music from their system's hard disk drive into the video game, where the music can be used in character' ring entrances.

Roster
Every game in the WWE series includes a roster of characters, "superstars" and "divas", based on people who perform for WWE. Every year, WWE acquires new people and releases old ones. As a result, every time a WWE SmackDown vs. Raw game is released, the new characters are added into the game and the old are removed from the game to reflect the changes in the actual WWE. From the release of WWF SmackDown! to the release of ''WWF SmackDown! Just Bring It'', characters were not divided into brands. In 2002, the WWE split its roster into two brands of wrestling, called Raw and SmackDown!, which were named after WWE's television shows. The WWE Brand Extension was first featured in ''WWE SmackDown! Shut Your Mouth''. In 2006, WWE launched a new brand, called ECW, which was named after the original Extreme Championship Wrestling promotion. The new ECW brand was first featured in WWE SmackDown vs. Raw 2008. WWE holds an annual draft lottery, in which WWE characters switch brands. The games in production when the draft occurs include the changes that take place in the draft. For example, when WWE SmackDown vs. Raw 2008 was in production during June 2007, the 2007 WWE Draft took place, and the draft changes were included in the video game. Another brand of wrestling included in the series is the legends program, which was first included with the release of ''WWE SmackDown! Here Comes the Pain''. Popular WWE alumni or members of the WWE Hall of Fame have been included since then under the legends program. This was featured up until the release of WWE SmackDown vs. Raw 2008, as alumni and Hall of Fame members were not featured in WWE SmackDown vs. Raw 2009 due to production of WWE Legends of WrestleMania. WWE SmackDown vs. Raw 2009 was also the first game to feature characters as downloadable content (DLC).

WWE '12 has 56 wrestlers and 78 by DLC, WWE '13 with 84 and 107 by DLC, WWE 2K14 with 82 and 103 by DLC, WWE 2K15 with 76 and 113 with DLC, WWE 2K (Mobile) with 19, WWE 2K16 with 133 including DLC giving this title "the highest character roster in the video game's history" with 165. WWE 2K17 carries 145 for the physical disc versions for PS3 and Xbox 360; 150 for the NXT Edition made for PS4 and Xbox One with DLC at 172. WWE 2K18 contains 197 for the standard version (202 via Deluxe and Collector's Edition) with DLC announced at a later date. An update on the WWE 2K18 roster revealed on September 25, 2017, the final roster is 220 (197 on disc virtually reading 204 by attires counted). WWE 2K19 has 217 characters on disc (224 via Woo Edition) and 236 with DLC counted as final. WWE 2K20 has 217 characters on disc (221 via SmackDown 20th Anniversary Edition) with DLC yet to be finalized.

WWE 2K22 has 173 in its base roster with the DLC pushing the expanded character list to 214.

WWE 2K23 has 221 on the internal base roster with 25 others for DLC given a immense total of 246 (surpassing the 2k16 roster by double the portion) but 30 less than 2k20 which had 276

Create mode
The series features a create-a-superstar mode, where players are able to create their own wrestler, including their move set and ring entrances. The feature was introduced when WWF SmackDown! was released in 2000. As new games were released, the mode was altered; the first change came with the release of ''WWF SmackDown! 2: Know Your Role'', which featured a mode in which wrestler taunts could be created and customized. This was further modified in ''WWE SmackDown! Shut Your Mouth'', which enabled players to create the walking style of a wrestler. With the release of ''WWE SmackDown! vs. RAW 2006'', the game first featured the ability for players to make an entrance for the created character. The feature was expanded with the release of WWE SmackDown vs. Raw 2007, as players could place pyrotechnics and special effects in any part of the character's entrance.

Reception
The original WWF SmackDown! sold over 975,000 units for the PlayStation, and selling over one million copies in the United States. By 2003, the series had sold more than 4.7 million units for the PlayStation and PlayStation 2 in the United States.

The series as a whole initially received generally positive reviews, however, overall reception would begin to decline in the late 2000s, as later games were criticized for their lack of innovations or improvements from previous installments.

title: WWE 2K


text:
Talk:Continuation War/Archive 1

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I reverted the article to a version that seemed to be the one that the majority (me included) preferred. Can we talk about it instead of instantly reverting? -- Jniemenmaa 09:23, Aug 26, 2003 (UTC)

I'm worried about the interpretation of NPOV. The version by User:Graculus is troubling of several reasons, chiefly: User:Graculus' change can be seen in the light of his changes on the Paris Peace Treaty and the Molotov-Ribbentrop Pact.
 * The adaption to sources which obviously have a propagandist bias of Soviet origin, although he later seems to have realized that at least one of these claims is a lie, i.e. the assertion of Finland as an ally of Nazi-Germany during the war
 * The un-cooperative attitude. User:Graculus has a good command of English, no doubt about that, better than maybe all other contributors to the article. Making a major rewrite in such a way that it's hard to distinguish the language improvements from the factual changes and inserted propagandist bias shows an unsufficient respect for the NPOV-efforts made by others.

As several times before, see for instance Talk:World_War_II_Archive_4, I am concerned about the impression and credibility of the Wikipedia. It's not good when popular misconceptions are mistaken for a neutral point of view.

Soviet points of views are important, although access to truth about Stalin's government and its intentions is limited. However, WWII-propaganda can't be allowed to be repeated as facts, not even as a representation of a "Soviet point of view", unless labled as such.

I'm adding the boilerplate text on NPOV-dispute to the article.

--Ruhrjung 17:29, 26 Aug 2003 (UTC)

The current version is a good idea - even if putting the disputed sections side by side might be a bit confusing. Rickyrab 22:27, 3 Oct 2003 (UTC)

 * I wouldn't agree that it's exactly a good idea. However, the NPOV-dispute label is bad when the conflict remains static. All of September went by without any attempts to solve the issues. Maybe this will lead somewhere. --Ruhrjung 16:12, 4 Oct 2003 (UTC)

-- Great, the old account, given by the partisans of the three different, but often overlapping persuasions (Finnish chauvinism, Nazi apologism, anti-Soviet propaganda) is back as a rival version. The writers here certainly aren't of the second persuasion, but seem to be of a mix of the first and last ones.

Not only that, but we have the awful precedent of two rival versions posted on the same page. Maybe Wiki users as a whole will start becoming too lazy to handle the drudgery, personalized bickering, politicking associated with long-going disputes over articles and start opting to turn an encyclopedia into point/counter-point debate team.

I admit that I'm not going to put up much of a fight over this article; and Graculus seems to have lost interest as well. So you people might as well discard Graculus' version, post the chauvinism on its own, and keep the neutrality heading up for an indefinite period. That's not nearly as disturbing as the current version, which could create a pattern of this sort of passive accommodation. If this goes on, Wikipedia will never resemble anything close to the structure and format of an encyclopedia. 172 07:16, 4 Oct 2003 (UTC)

Why not give some examples of this alleged propaganda? (And what have I done to deserve not being labled as a Nazi apologist Goebbels would have been so proud of?) --Ruhrjung 13:40, 10 Oct 2003 (UTC)

I don't like this schizophrenic situation which has lasted too long in this page. If you don't mind, I'd like to try to solve conflicting statements so please comment if you disagree with anything I do. And please comment before editing, as it would make it easier to achieve consensus and NPOV! --Whiskey 09:50, 10 Jan 2004 (UTC)

The article's current state is awful. It's high time for it to be fixed. I praise your ambition!

In July 1944 Viipuri was lost, wasn't it? That's a major difference to the end of the Winter War. I guess that your change is factually correct, but you've made the meaning 40 words longer. Is the difference between "approximately to the 1940 boundaries" and the exact truth really worth that, given the context that Finland recently had held large parts of East Karelia for several years?

The following paragraph, hidden in a html-comment, ought to be moved (and improved, maybe) to either the end or the introduction, as it puts the war in perspective, and is contrary to what western students would assume: Finland's survival as an independent democratic and capitalist country was made possible chiefly through Nazi-Germany's support, while the Soviet Union was allied to the United Kingdom and, for most of the war, the United States.

/ML

At the end of Winter War, Soviets had already captured parts of Viipuri, although not the Castle or city center. The difference between 1940-border and the frontline at the end of hostilities is important for two reasons: 1) Militarily the occupation of western shores of Bay of Viipuri and Lake Ladoga has opened roads to Helsinki, Lake Saimaa and middle Finland, making Finnish situation very hard to sustain. The line from Bay of Viipuri to river Vuoksi and Lake Ladoga provided the best natural line of defense which was not breached by Soviets in two wars. 2) Politically Soviet Union annexed -like she did in Winter War- more land than she was holding militarily. Typically annexing powers occupy more land militarily than they actually annex in peace treaties. On few exceptions the effect for popular feeling has been devastating, good example being Versailles Peace treaty, which created a lot of badwill in Germany. Similarily the end of Winter War and Continuation War has created a lot of badwill in Finland towards Soviet Union. - But now I'm rambling...

I'm also writing an entry on Battle of Tali-Ihantala, and I try to move some stuff from here to there and also make the text more readable. I'm still hesitant whether to include exact facts (Like Luftwaffe detachment Kuhlmey) to the text or leave them out altogether...

-Whiskey

My proposition is that you try to write the first paragraphs of each section as inviting as possible (where "section" is understood as a chunk of text under a headline of its own).

/ML

Holy potatoes, this page looks awful. It looks like not a whole lot of discussion has gone on recently to fix it, either. If I may be so bold as to make this suggestion, how about I take a crack at merging and NPOVing the two versions currently displayed? I know essentially nothing about this particular war, and I have no emotional investment in any of the countries involved, so I offer myself as a potential "blank slate" who will hopefully be able to spot subjective or controversial points in the two versions and try to incorporate them with appropriate caveats. Bryan 19:50, 21 Feb 2004 (UTC)

That was one of my thoughts and hopes with producing the "diff". Before that, I had had your ambition, but obviously I wasn't fit. --Ruhrjung 21:47, 21 Feb 2004 (UTC)

 * Well, it certainly can't stay as it is now. I'll start work on it tonight, and if after I'm finished it turns into an old-fashioned edit war then we should just use old-fashioned tactics to resolve the issue rather than this enormous table situation. Bryan 03:38, 22 Feb 2004 (UTC)

 * This is a lot of work. I'm going to take a break until tomorrow, now that I've done the first two sections. The next couple look trickier. Bryan 06:36, 22 Feb 2004 (UTC)

 * There, done. I should note that while I worked on this I did no fact checking of any kind; if facts were stated in one version but not the other, I tried to incorporate them into the merged version as well. I also tried to minimize the amount of "opinion"-type wording without removing any significant statements in the process. Bryan 00:56, 23 Feb 2004 (UTC)

 * Well done!
 * You put in a number of uncertainity markers of the kind "which may explain". I guess they are unneccessary, and will disappear sooner or later, but that's no big deal. In particular if we consider how this article has been a wasted battlefield for over half-a-year now.
 * --Ruhrjung 01:21, 23 Feb 2004 (UTC)

 * Yeah, I imagnine the two-column format must have been pretty intimidating for casual editors who just happen by. This merged version isn't intended to be a "final" thing, just something that's hopefully easier to do further work on. Thanks for the compliment. :) Bryan 01:32, 23 Feb 2004 (UTC)

title: Talk:Continuation War/Archive 1


text: Talk:University of South Florida

title: Talk:University of South Florida