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Massurrealism

Massurrealism is a portmanteau word coined in 1992 by American artist James Seehafer, who described a trend among some postmodern artists that mix the aesthetic styles and themes of surrealism and mass media—including pop art.

History
Massurrealism is a development of surrealism that emphasizes the effect of technology and mass media on contemporary surrealist imagery. James Seehafer who is credited with coining the term in 1992 said that he was prompted to do so because there was no extant definition to accurately characterize the type of work he was doing, which combined elements of surrealism and mass media, the latter consisting of technology and pop art—"a form of technology art." He had begun his work by using a shopping cart, and then incorporating collages of colour photocopies and spray paint with the artist's traditional medium of oil paint.

In 1995, he assembled a small group show near New York City and found a local cyber-cafe, where he started to post material about massurrealism on internet arts news groups, inspiring some German art students to stage a massurrealist show. The next year he started his own web site, www.massurrealism.com and began to receive work from other artists, both mixed media and digitally-generated. He credits the World Wide Web with a major role in communicating massurrealism, which spread interest from artists in Europe and in Latin America Seehafer has stated: I am not being credited with inventing a new technique, nor I don't think I should be credited with starting a new art movement, but rather simply coining a word to categorize the type of modern day surrealist art that had been lacking in definition. As a result, the word "massurrealism" has received a lot of enthusiasm from artists. Though there are some who feel that defining something essentially limits it, the human condition has always had the need to categorize and classify everything in life.

The differentiating factor, according to Seehafer, between surrealism and massurrealism is the foundation of the former in the early 20th century in Europe before the spread of electronic mass media. A common characteristic is the use of modern technology to fuse surrealism's traditional access to the unconscious with pop art's ironic contradictions.

In 2005, graffiti artist Banksy illicitly hung a rock in the British Museum showing a caveman pushing a shopping cart, which was described as "a nice tribute to James Seehafer and Massurrealism."

Artists
British artist Alan King started to experiment with a combination of digital and traditional art methods in the 1990s, producing a majority of his works with photography and using computer techniques combining digital images with a multitude of traditional methods including oils, ink, acrylic, and watercolour.

Nationally renowned photographer Chip Simons incorporates both his photo images with digital collage.

German artist Melanie Marie Kreuzhof, who describes her work as massurrealistic, was commissioned in 2004 by the editor of the Spectakel Salzburger Festsiele Inside magazine to produce an artwork about Erich Wolfgang Korngold's opera Die tote Stadt at the Salzburg Festival. To make her work she took 9 digital photographs, composed them in a computer and printed the result directly onto canvas, which was then attached to a wooden frame, worked on with acrylic paint and had objects attached—3 guitar strings, a strand of hair and a silk scarf. The images and elements were derived from themes in the opera.

Other artists include Cecil Touchon who works with sound collage & poetry, and conceptual artist / film set designer Jean Pierre Trevor describes his 'massurreal approach' to his multi-media work.

American Southern artist John R. Adams / Johnny Ramage's work consists of digital media, photography, and random Google images chosen through an automatic style and rendered in unsophisticated photo editing software. Ramage's work often focuses on ominous, absurd images inspired by frightening childhood events all depicted in style that suggests a low-fi, or 8-bit and contemporary aesthetic.

In Popular Culture
Hyperreality // Massurrealism is a New England IPA beer sold by Houglass Brewing Company produced out of Longwood Florida.

In the 2013 indie movie "45 RPM" the main protagonist, Charlie, is applying for an artist grant, she describes her work as massurrealism.

title: Massurrealism


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Wellington East Girls' College

Wellington East Girls' College (WEGC, Maori name: Te Kura Kōhine o te Rāwhiti o Te Upoko o Te Ika) is a state single-sex girls' secondary school which sits directly above Mount Victoria Tunnel, Wellington, New Zealand. Serving Years 9 to 13 (ages 12 to 18), the school currently has students.

The College primarily serves families of the eastern and southern suburbs and inner-city Wellington. However, it also has students from all over Wellington, the Hutt Valley and Porirua City, out of zone students being accepted in on a ballot. The school has a Special Needs Unit for about 20 students, some of whom are integrated into the school system.

School leadership
The school's long time principal Janice Campbell retired during 2007 and Sally Haughton took up the position. In 2019 Gael Ashworth became principal.

Currently, the Senior Leadership Team consists of the principal herself and three deputy principals. There is also a principal's nominee – a staff member nominated by the principal who has responsibility for maintaining quality within the School to ensure the validity and credibility of assessment for qualifications according to the New Zealand Qualifications Authority (NZQA). The school has a Guidance team (composed of one international and five year-level deans, careers advisors, counsellors, and a Guidance Leader) as well as a sports director and many department heads.

History
Wellington East Girls' College was built on reserve land bordering Wellington College in 1925, to cope with the demand for female education in Wellington at the time. By the end of the First World War, there were over 800 pupils at Wellington Girls’ High School (now Wellington Girls' College) in Thorndon, and teaching became severely hampered by the overcrowding – so much so that rooms in nearby houses were rented out to use as classrooms. Miss A. M. Batham, who had served on the staff at Wellington Girls' for 22 years and would be the first Headmistress of Wellington East, petitioned the Board of Governors repeatedly until it was agreed that a new school would be founded on the other side of the city. The school was originally named Mt Victoria Girls College but was changed to avoid confusion with Victoria University of Wellington, which was called Victoria University College at the time.

The school celebrates Founders Day annually on 15 September and held a 90th reunion on the date in 2015.

Houses
In 1931, Headmistress Batham divided the school into six houses for sports competitions. These six houses were named Islington, Ranfurly, Onslow, Jellicoe, Fergusson, and Bledisloe, and were named after:
 * The Lord Islington, the 15th Governor of New Zealand.
 * Lieutenant-General The Lord Freyberg, the seventh Governor-General of New Zealand.
 * William Onslow, 4th Earl of Onslow, the 11th Governor.
 * John Jellicoe, 1st Earl Jellicoe, the second Governor-General.
 * Sir Charles Fergusson, 7th Baronet, the third Governor-General.
 * Charles Bathurst, 1st Viscount Bledisloe, the fourth Governor-General.

Sometime before 1950 both the Ranfurly and Freyberg Houses were renamed. They became Cobham and Freyberg, in honour of The Viscount Cobham (the ninth Governor-General) and Lieutenant-General The Lord Freyberg (the seventh Governor-General). In 1941 Freyberg and Cobham were dismantled and students in either became parts of the other four houses.

The four current houses at Wellington East Girls' College are:
 * Sheppard
 * Edgar

 * Cooper
 * Tirikatane

Buildings and grounds
Wellington East Girls' College shares with Wellington College the administration of the Gifford Observatory.

The architecture of the original building is interwar stripped classical. The grand main building has a Category I listing in the New Zealand Historic Places Trust Register.

In 2011, earthquake strengthening work was begun on the building, but was halted when engineers found it to meet just 17% of the national building standard (the minimum for existing buildings is 34%). The building, which was built in 1924, was empty until late 2014, when work restarted with the aim of replacing the building. The redevelopment project was to keep the façade of the old heritage building while a new multi-storey block was built behind it.

The old block held nine classrooms (not including the music department) which held 250 pupils, as well as the library, staffroom and offices.

After the closure of the Main Block, areas previously housed inside the building were forced to relocate. The Mathematics department, along with the School Office, Student Services Centre, Hauora Centre, and the Senior Management offices were all relocated to "The Village"; a set of pre-fabricated buildings on the old lower netball courts. When the new building opened the prefabs were removed and this area became a car park. The music department was located in a portion of the Main Block still usable until its demolition in 2014; it then moved to pre-fabricated buildings located on the top field. It is soon to be joined by another set of pre-fabricated buildings, which will house the Art Department until completion of renovation on the South Wing (built in 1966).

Most buildings on the school site are being redeveloped in some way or another. In 2016, the Sports Centre saw strengthening and repainting. The baths, which since construction in 1958 have already witnessed the removal of the diving pool (replaced by the Special Needs Unit), have undergone total reconstruction. The outdoor swimming pool has been covered over. Seemingly, the only buildings on site left untouched by the redevelopment will be the East Wing (built 1956) and the Science Block (Opened 1985).

In April 2019 the new Matairangi block opened, providing open-plan learning spaces, a new library, canteen, art studios, food technology rooms, music facilities and a media suite, along with a Maori learning space or Wharenui. The school, with this new building, is now able to cater to approximately 1250 students.

He Huarahi Tamariki
He Huarahi Tamariki is a teen parent unit under the jurisdiction of Wellington East Girls' College. It serves approximately 50 teenage parents in Years 9–15 (age 12–19) in continuing secondary school education. The unit is largely autonomous and is located in Porirua, and incorporates the Griffin 2 School, an Early Childhood Centre that caters for the children of its students. It is noted that the Teen Parent Unit roll is returned with the one belonging to Wellington East Girls' College.

Notable alumnae
Dates denote leaver/graduation year as student

Arts and humanities

 * Marie Bell (1938) – educator
 * Marie Clay (1942) – psychologist and researcher in education
 * Joy Drayton (1932) – educator
 * Avis Higgs (1935) – painter and textile designer
 * Geraldine McDonald (1942) – academic and researcher in education
 * Whetu Tirikatene-Sullivan (1949) – New Zealand politician and one of 20 holders of the Order of New Zealand
 * Mary Varnham (1961) – writer and publisher and former Wellington City Councillor

Performing arts

 * Sunny Amey (1945) – theatre director and educator
 * Aivale Cole (formerly Mabel Faletolu) – opera singer
 * Jennifer Compton (1966) – poet and playwright
 * Rae de Lisle (1965) – pianist and educator
 * Barbara Ewing (1955) – actor
 * Chelsie Preston Crayford (2003) – actor
 * Dawn Sanders (1968) – theatre scholar and founder of the Shakespeare's Globe Centre New Zealand
 * Jennifer Ward-Lealand (1975) – screen and theatre actor

Science

 * Brenda Shore (nee Slade) (1938) – botanist

Swimming

 * Natasha Hind – Silver and Bronze medallist at the 2010 Commonwealth Games
 * Meda McKenzie (1978) – first woman to complete a double crossing of the Cook Strait and the first to complete a circumnavigation of Rarotonga
 * Emma Robinson (New Zealand swimmer) – 2016 Summer Olympics swimmer

Association football

 * Cinnamon Chaney (1988) – New Zealand international player
 * Maria George – New Zealand international player
 * Wendi Henderson (1987) – New Zealand international player
 * Renee Leota (2007) – New Zealand international player

Cricket

 * Linda Henshilwood (1967) – New Zealand Women's cricket team

Hockey

 * Niniwa Roberts (1994) – Black Sticks team member and Olympic athlete in 2004 and 2008

Netball

 * Tiana Metuarau (2018) – Silver Fern
 * Jean Mitchell (1930) – Silver Fern

Other fields

 * Cathy Penney – Pilot

Notable staff

 * Saradha Koirala – poet and writer

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

title: Wellington East Girls' College


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User talk:Phaedrah

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Hi, nice job on the Massurrealism article. I cleaned it up a little, you just needed a little formatting. Look at the help pages for more info on how articles should be formatted. Welcome to Wikipedia! - Mattingly23 01:39, 10 Aug 2004 (UTC)

Massurrealism
A proposed deletion template has been added to the article Massurrealism, suggesting that it be deleted according to the proposed deletion process. All contributions are appreciated, but this article may not satisfy Wikipedia's criteria for inclusion, and the deletion notice should explain why (see also "What Wikipedia is not" and Wikipedia's deletion policy). You may prevent the proposed deletion by removing the  notice, but please explain why you disagree with the proposed deletion in your edit summary or on its talk page. Also, please consider improving the article to address the issues raised. Even though removing the deletion notice will prevent deletion through the proposed deletion process, the article may still be deleted if it matches any of the speedy deletion criteria or it can be sent to Articles for Deletion, where it may be deleted if consensus to delete is reached. If you agree with the deletion of the article, and you are the only person who has made substantial edits to the page, please add  to the top of Massurrealism. RepublicanJacobite The'FortyFive'  01:29, 3 March 2008 (UTC)

AfD nomination of Massurrealism
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title: User talk:Phaedrah


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Katamari Damacy

Katamari Damacy (塊魂) (lit. 'Clump Spirit') is a third-person puzzle-action video game developed and published by Namco for the PlayStation 2. It was released in Japan in March 2004 and later in North America in September. Designer Keita Takahashi struggled to pitch the game to Namco's superiors, eventually seeking student aid from the Namco Digital Hollywood Game Laboratory to develop the project for less than US$ 1 million. As director, Takahashi emphasized concepts of novelty, ease of understanding, and enjoyment.

The game's plot concerns a diminutive prince on a mission to rebuild the stars, constellations, and Moon, which were inadvertently destroyed by his father, the King of All Cosmos. This is achieved by rolling a magical, highly adhesive ball called a katamari around various locations, collecting increasingly larger objects, ranging from thumbtacks to human beings to mountains, until the ball has grown large enough to become a star. Katamari Damacy story, settings and characters are highly stylized and surreal, often both celebrating and satirizing facets of Japanese culture.

Katamari Damacy was well received in Japan and North America, becoming a surprise hit and winning several awards. Its success led to the creation of the greater Katamari franchise, and inspired numerous subsequent games imitating its quirky, colorful charm. Some critics have hailed it as a cult classic and one of the greatest video games of all time, praising its gameplay, replay value, humor, originality, and shibuya-kei soundtrack. A high-definition remaster of the game, Katamari Damacy Reroll (塊魂アンコール) was released on Windows and Nintendo Switch in December 2018, on PlayStation 4 and Xbox One in November 2020, and on Google Stadia in September 2021.

Synopsis
In a drunken stupor, an eccentric, god-like entity called the King of All Cosmos destroys all the stars, Earth's Moon and other such celestial bodies in the universe, save for Earth itself. Despite acknowledging his mistake, the King charges his five-centimeter-tall son, the Prince, to go to Earth with a "katamari"—a magical ball that allows anything smaller than it to stick to it and make it grow—and collect enough material for him to recreate the stars and the Moon. The Prince is successful, and the universe is returned to normal.

A side-story follows the Hoshino family as the Prince works at his tasks. The father, an astronaut, is unable to go to the Moon after it is wiped out by the King, and the daughter, whose name is Michiru, "senses" the Prince's work—she can feel when each constellation returns to the sky. Ultimately, the family, along with their house and town, are rolled up in the katamari that is used to remake the Moon.

Gameplay
The player controls the Prince as he rolls the katamari around houses, gardens, and towns in order to meet certain parameters set by the King of All Cosmos. The player uses the two analog sticks on the DualShock controller in a manner similar to the classic arcade game Battlezone to control the direction the katamari rolls. Other controls can be triggered by the player to gain a quick burst of speed, flip the Prince to the other side of the katamari and more.

Objects that are smaller than the katamari will stick to it when the player comes into contact with them, while greater objects can be hurdles; colliding at high speed with any may cause objects to fall off the katamari, slowing the player's progress. The game uses size, weight, and surface area to determine if an object will stick to the katamari. This allows slender objects, such as pencils, that are longer than the katamari is wide, to be picked up, and these will alter how the katamari rolls until more objects are picked up. Animals such as cats will chase the katamari, knocking things from it, but once the katamari is great enough, it will scare the animals away, and they can be rolled up once they are chased down. As objects stick to the katamari, the katamari will grow, eventually allowing objects that were once hurdles to be picked up, and creating access to areas that were formerly blocked. In this manner, the player might start the game by picking up thumbtacks and ants, and slowly work up to the point where the katamari is picking up buildings, mountains, and clouds.

The typical mission given by the King of All Cosmos is the "Make a Star" mode, where the player needs to grow the katamari to a specific size within a given time frame. Other missions have more specific collecting rules, such as collecting as many items (swans, crabs, pairs) as possible within a given time, or collecting the largest item possible (such as a cow or bear). The player can attempt a score attack mode for any level, where the goal is to make the largest katamari possible in the time allotted. Certain levels can unlock an "eternal mode" by creating an exceptionally large katamari. In eternal modes, the player can explore the level with no time limit.

Each level features two secret items that can be found. The first item is a royal present that contains an object that the Prince can wear. Most gifts are non-functional, but one includes a camera that can be used to take in-game screenshots. In the two-player mode, a player can choose to play as either the Prince or one of his numerous Cousins. The screen is split vertically; player one on the left and player two on the right. Players compete simultaneously in a small arena to collect the most objects within three minutes. The playing field is replenished with new objects periodically. Players can ram into each other, knocking items from their opponents' katamaris, and if one player leads by a fair amount, then it is possible to roll up the opponent's katamari.

Development
Keita Takahashi had studied art and entered the Musashino Art University to study sculpting in 1995. During his studies, he came to a philosophy that his art needed to combine practical elements along with a bit of whimsy and humor. After graduation, Takahashi no longer had the desire to pursue sculpting as a full-time career, and saw the potential to become involved in video games as a means to continue his art interest in a larger medium. Joining Namco as an artist around 1999, Takahashi worked on a number of smaller projects for the publisher. One of these was called Action Drive, inspired by Crazy Taxi but with more spy-based elements atop the driving gameplay. During this, Takahashi came up with the ideas of the characters that would be central to Katamari Damacy: the King, the Queen, and the Prince of all Cosmos. His idea would have been that the queen had been kidnapped by agents on Earth, and the lazy King sends the Prince to rescue her. To do this, the player would use the diminutive Prince's head, shaped like a hammer, to stun humans, after which the Prince would then "drive" the humans around by putting a steering wheel on the back of the human's head. Takahashi felt this would lead to interesting and creative gameplay, allowing the player to create havoc as the Prince followed the misguided suggestions from the King, but the project leader rejected the idea. Action Drive was eventually cancelled.

While working on other projects, Takahashi continued to try to think of game ideas, seeking to grow beyond being just an artist for Namco. Takahashi cited two concepts that led to the inspiration of Katamari Damacy. The first was a prototype shown by Sony Computer Entertainment called Densen (Japanese for "power line") that had the player as a young girl traverse floating islands of various homes connected by power lines. The game, though never released, gave Takahashi the idea that the ordinary world could be made interesting with only small changes to perception, and that a game could be fun without the need to cause violence. The second idea was from the game of tamakorogashi played in Japanese school's undōkai or sports days. In tamakorogashi, students attempt to push a giant ball into a goal. Both those ideas led to him thinking of a game where spinning a ball would roll ordinary objects into it, making the ball larger and larger over time. The evening he conceived of this idea, he spoke to a friend, one of the game designers in Namco, to see if it made for a good game idea, who agreed it had potential. The next day, he spoke to his former boss, Mitsutoshi Ozaki, about the concept, further adding a way to reuse the King and Prince characters he had previously proposed, who also agreed it would make for a great game.

However, as Takahashi was in Namco's art department and not in game design, there was no easy route for him to propose this idea to Namco's superiors. Ozaki suggested a novel approach for Takahashi through the Namco Digital Hollywood Game Laboratory. At the time, Namco had been following in the model that Konami had used in 1997: Konami established the Konami Computer Entertainment School to help educate new game developers which were eventually hired in Konami, and several of the experimental ideas founded by the School during this time became products within the Konami Games & Music Division (later, Bemani) that were highly successful, including Beatmania, GuitarFreaks, and Dance Dance Revolution. Namco hoped the Digital Hollywood Game Laboratory would follow a similar path. At the time, Masaya Nakamura was principal of this school, and oversaw one senior thesis class where the students were being trained on 3D modeling towards producing a game prototype with the help of other Namco employees, which could potentially be made into a full game. Ozaki suggested to Takahashi that he could have the students of this class create the 3D objects needed to populate his game world.

Takahashi took Ozaki's advice, joining the project to help produce the prototype for his game. Alongside about ten students from the Digital Hollywood program, he had been able to gain some visual design artists from Namco to help with the prototype but had difficulty in getting any game development engineers, due to the low priority of the school. He was fortunate to find that some of the engineers from Namco's arcade game division were going to be laid off, and he was able to convince three of them to join his team to retain their jobs within Namco.

One initial difficulty faced in developing the prototype was their choice of platform, the PlayStation 2. At the time the project started, Sony had just announced the specifications for the console, which was built from the ground-up to support 3D graphics via the Emotion Engine. However, Sony had not provided any updated software development kits, believing that developers would be able to figure out the hardware. As a result, the console was difficult to develop for at its launch. In contrast, Nintendo had recently announced the GameCube and that it would provide more developer-friendly features in contrast to the previous Nintendo 64 console. Thus, Takahashi's team decided to develop for the GameCube for their prototype even though the final game was expected to be a PlayStation 2 release. In creating the prototype, Takahashi had envisioned that while the ball the player rolled around would grow as they rolled over objects, it would also shrink if they collided with obstacles and lost objects from it. This would have been tied to an interactive music track, which would have started off simple with a small ball and become more complex and full as it got larger. Technically, the team found they could not implement this shrinking mechanic due to memory limitations, and further found that with the interactive music concept, it was not fun to shrink back down and hear the music regress to a simpler form. The shrinking concept as well as the interactive music approach were subsequently dropped. The prototype was completed within about six months, in time for the year's Japan Media Arts Festival for exhibition. Takahashi also presented the game for an internal review, leading Namco to green light the game's full development.

Full work on Katamari Damacy began in late 2001. Namco assigned Now Production, based in Osaka, to help bring the game to the PlayStation 2. Takahashi was initially concerned about having to work with an external studio in a different location, but found that the Namco and Now Production teams worked well together. The full team consisted of about twenty members between the two companies, and Namco had allocated a budget of about ¥100 million (about US$650,000–800,000 at the time of production) for the game; this was about the tenth of the cost of budget allocated for Namco's blockbuster titles such as Ridge Racer or Soulcalibur. The full game took a year and a half to develop, with eight months of prototyping from the Digital Hollywood version.

Takahashi said that the team was aiming for four key points in developing the game: novelty, ease of understanding, enjoyment, and humor. Iwatani compared the game to Namco's Pac-Man, which focused on simplicity and innovation and served as a template for future games from the company. At one point during development, Takahashi "proactively ignored" advice from Namco to increase the complexity of the game.

The core gameplay of Katamari Damacy is the subject of U.S. Patent 7,402,104, "Game performing method, game apparatus, storage medium, data signal and program". The patent, issued in 2009, primarily describes how the game maintains the roughly spherical nature of the katamari when objects are picked up, though extends to concepts such as tracking objects collected based on temperature or weight values, which were modes included with later games of the series.

Music
The music in Katamari Damacy was widely hailed as imaginative and original (winning both IGN's and GameSpot's "Soundtrack of the Year 2004" awards) and was considered one of the game's best features. The soundtrack was released in Japan as Katamari Fortissimo Damacy. Its eclectic composition featured elements of traditional electronic video game music, as well as heavy jazz and samba influences (Shibuya-kei). Most of the tracks were composed by Yuu Miyake, and many feature vocals from popular J-pop singers, such as Yui Asaka from the Sukeban Deka 3 TV series, and anime voice actors, including Nobue Matsubara and Ado Mizumori. One track is sung and written by Charlie Kosei, composer of the Lupin III soundtrack.

Release
A single-level demonstration of the final version of Katamari Damacy was exhibited at the 2003 Tokyo Game Show (TGS). The demo was critically praised by the press, with GameSpot's Jeff Gerstmann describing it as a "good dose of weird fun". Sony expressed strong interest in pushing the game's release forward based on the TGS response, offering to handle the game's promotion in exchange. Sony advertised the game on numerous billboards and posters across Japan, and created an infamous television ad of a businessman, waiting for an appointment, rolling up office furniture and staff. The original prototype game's cover artwork featured the large red ball used in tamakorogashi, but for the game's final release, Takahashi developed the game's cover art, showing a large katamari on the verge of rolling over a city, emphasizing the scale of the game.

The game was released in Japan on March 18, 2004, priced at about ¥4,000, roughly two-thirds of the cost of most major titles at the time. Namco had estimated that the game would sell over 500,000 units in Japan during its first year, and while the game did not make that metric, it had stayed as one of the top ten games sold in Japan through its first nine weeks on the market, with more than 100,000 units sold during that period, which was considered impressive for a new intellectual property. The public reaction to the game was positive enough that Namco ordered a sequel by December 2004.

At this point, Namco had not considered any Western release for the game. Katamari Damacy was first shown in the United States at the Experimental Gameplay Workshop during the March 2004 Game Developers Conference. A group of Western developers from the International Game Developers Association had previously brought Mojib-Ribbon to the 2003 Experimental Gameplay Workshop after seeing it demonstrated at the 2002 TGS, and had been at the 2003 TGS to look for a similar title to exhibit in 2004. Discovering Katamari Damacy as an ideal title to exhibit, the group arranged with Namco to have Takahashi come to the United States to present the game. The press reaction to the session was described as "electric", but they were disappointed to learn from Takahashi that there were no plans for a Western release. Media attention to the game from the Workshop, often called "Namco's snowball simulator", led to more pressure on Namco for a Western release. Takahashi was again invited to come present the game at E3 2004. Players wanting the game to release in the West also wrote to Namco for a release. That July, Namco officially announced the game's release in North America for September 2004. The game was never officially released in Europe, though its subsequent sequels would receive European releases.

In the Japanese language, Katamari (塊) means "clump" or "clod" and Damashii is the rendaku form of tamashii (魂) which means "soul" or "spirit". Therefore, the phrase approximates to "clump spirit". The two kanji that form the name look similar (sharing the same right-side element 鬼), in a kind of visual alliteration. The name is officially transliterated as Katamari Damacy in most releases. Game creator Keita Takahashi said that the title suddenly popped into his head from the start and never changed during development.

Reception
Katamari Damacy enjoyed moderate success in Japan. The game was sold at about two-thirds of the price of a new game at the time. It was the top-selling game the week of its release with 32,000 units sold, and sold over 155,000 copies in Japan by the end of 2004. However, Namco originally estimated that over 500,000 units would be sold in Japan.

The game was not released in PAL territories such as Europe and Australia since publishers thought it was too "quirky" for these markets; Electronic Arts picked up both sequels, We Love Katamari and Me & My Katamari, for release in Europe.

The North American release of the game was very well-received by professional reviewers, was mentioned and praised on TechTV, and was a featured sidebar in the May 2004 edition of Time magazine. Time continued to praise the game in its November 2004 "Best games of the year" special, calling it "the most unusual and original game" for PlayStation 2. Most retailers underestimated the demand for such a quirky game, and only purchased a few copies of this sleeper hit; it rapidly sold out nationwide, with sales surpassing 120,000 units in North America. It also won the U.S. award for "Excellence in Game Design" at the 2005 Game Developers Choice Awards, and G4 awarded Katamari Damacy its "Best Innovation" prize in its G-Phoria of that year. Katamari Damacy was one of the recipients of the 2004 Good Design Award in Japan, the first time a video game has won this award. During the 8th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences awarded Katamari Damacy with "Outstanding Innovation in Console Gaming" and "Outstanding Achievement in Game Design", as well as receiving nominations for "Game of the Year", "Console Game of the Year", and "Outstanding Achievement in Original Musical Composition". GameSpot named it the best PlayStation 2 game of September 2004. It later won the publication's year-end "Best Puzzle/Rhythm Game", "Best Original Music" and "Most Innovative Game" awards across all platforms.

In 2015, the game placed 13th on USgamer's The 15 Best Games Since 2000 list. In 2019, it was ranked 49th on The Guardian newspaper's The 50 Best Video Games of the 21st Century list.

Although the game has rapidly achieved a cult following and has been praised by many reviewers, it also has its share of criticism. A common complaint is that the game is relatively short and repetitive—it can be completed in under ten hours, and the gameplay stays virtually the same all the way through. However, others, such as Electronic Gaming Monthly reviewer Mark McDonald (who gave the game 8.5 out of ten with his EGM staff), argue that the game's limitations, such as having "basically ... the same" objective in each level, are made up by its strengths, like "elegant" controls, its soundtrack, and "wicked" humor. As a well-executed, non-traditional game, Katamari Damacy has been influential in the game development community. Since its release, a number of other games have been inspired by Katamari, such as The Wonderful End of the World and Donut County.

Legacy
Katamari Damacy has spawned numerous sequels on the PlayStation 2 and newer game consoles. The game's direct sequel on the PlayStation 2, We Love Katamari, was released internationally in 2005 and 2006. Its story is self-referential, following on the success of the first game, most of the levels are based on requests from newfound fans of the King and the Prince. Though sharing the same mechanics, We Love Katamari introduces new gameplay features, such as co-operative play, and new goals, such as collecting the most valuable objects, that would continue through its sequels.

On July 29, 2012, the game was included in an exhibit at the New York Museum of Modern Art, entitled "Century of the Child: Growing by Design". Here, the game was used to demonstrate the change in toys and "playthings" over the 20th century, specifically praising the game for its "quirky manipulations of scale" that makes it accessible for all ages. Vice president of marketing for Namco Bandai Games America, Inc. Carlson Choi described the inclusion of Katamari Damacy to the exhibit as "a testament to the creative designs embodied in Namco Bandai's games, in addition to being a validation of video games as a modern form of interactive art". On November 29 of the same year, the game was included in the permanent collection of video games of the Museum of Modern Art. Curator Paola Antonelli selected Katamari Damacy among the first fourteen games to be displayed in the museum, which was chosen according to a variety of criteria, including "visual quality, elegance of the code and design of playing behavior".

A high-definition remaster of the game made with the Unity game engine, titled Katamari Damacy Reroll, was released on the Nintendo Switch and Windows on December 7, 2018. Known as Katamari Damacy Encore in Japan, it is the first title in Bandai Namco Games Encore series of remasters. The game includes support for the Switch's gyro controls in addition to its traditional control scheme. Reroll was nominated for the Freedom Tower Award for Best Remake at the 2020 New York Game Awards. PlayStation 4 and Xbox One versions were released in Japan on November 19, and worldwide on November 20, 2020. A version for Amazon Luna was made available on March 4, 2021, and a Stadia version was released worldwide on September 7 the same year.

In a retrospective in 2019, Edge noted that playing the game 15 years after its initial release reveals how influential the game has been for independent games following it, and added that Takahashi's game is "playful and tremendously funny, deeply weird and a game with real heart".

title: Katamari Damacy


text:
Talk:Auto Assault

Note
I thought people might like a note on why I made this. Well, City of Heroes has a page, and this is from the same company, but is an "Upcoming" title. So, I did the thingy thing and put it here, tried to give it a nice start, and sent it on its merry way to full-articlehood. --TIB 01:41, Aug 10, 2004 (UTC)

Writing style
The article reads like an ad. It needs to be reconstructed using factual information and cite developer descriptions as such.
 * Since Auto Assault is so awfully bad I'm not sure anyone has the energy to devote anymore time to it... - Ferret 02:06, 13 March 2006 (UTC)

By the way, a good section of this article is cut and paste from the official website. 24.167.79.43 16:40, 17 March 2006 (UTC)

This article has been blanked and submitted to WP:CP for review. Most of the article was cut and pasted from http://www.autoassault.com. I do not know enough about the game to write a new page for it, if someone with more experience could write a temporary page, it would be really helpful. Thanks! SoAxVampyre 15:53, 3 April 2006 (UTC)

Auto Assault ain't awfully bad ;) Quite good actually, differs alot from the "normal" MMORPG. Pho3nix-

Temp page
I am working hard to develop the Temp page. I am aware that at least one other person is actively contributing to it, but I am hoping that if the original page is not restored, it will make a good replacement. If it is restored, I hope I can integrate my contributions into it. Let me know with discussion if you see incorrect or biased data. I like the game, but the story is really fascinating to me, so I'm probably inclined to make it sound glossier than it actually might be. --Jrgross 19:01, 12 April 2006 (UTC)

Clean Up
Thought I would clean up the page a bit since some of it is incorrect.

Coldkill 00:02, 22 July 2006 (UTC)

Assault AirLift

References to Greek Mythology
Many games, works of literature, films, etc., have names borrowed from one mythology or another. In this case, these "namespace collisions" are irrelevant, not related to gameplay, and in my opinion should be removed. At most, this section could be replaced with a link to a "Greek Pantheon" summary page.

wow
i think we should include the fact this game takes up 10 gigs of hard disk space--Irish rover 23:16, 17 October 2006 (UTC)

Out
Is it out? —The preceding unsigned comment was added by Thezeus18 (talk • contribs).

Game
Can this game be played in single player mode with an AI like carmageddon? 82.114.81.149 15:39, 3 March 2007 (UTC)
 * No. —The preceding unsigned comment was added by Pho3nix- (talk • contribs).

Auto Assault to End
http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=78987 --CCFreak2K 02:27, 3 July 2007 (UTC)
 * I never played it, but I'm sure many players are sad to see it go. I added a brief note at the top, I wasn't really sure where else it belonged. user:Bassgoonist User_talk:Bassgoonist 03:55, 3 July 2007 (UTC)

respect to everyone who played AA the last days was fanastic

External links modified
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 * Added archive https://web.archive.org/web/20070702054250/http://www.autoassault.com:80/news/ to http://www.autoassault.com/news/
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title: Talk:Auto Assault


text:
Sněžka

Sněžka or Śnieżka (, Schneekoppe, Snežka) is a mountain on the border between the Czech Republic and Poland, the most prominent point of the Silesian Ridge in the Giant Mountains. At 1603.3 m, its summit is the highest point in the Czech Republic, in Lower Silesian Voivodeship, in the Giant Mountains and in the entire Sudetes.

History
Sněžka was one of the first European mountains visited by many tourists. This was mainly due to the relatively minor technical difficulties of the ascent and the fact that since the sixteenth century, many resort visitors flocked to the nearby Bad Warmbrunn (today: Cieplice Śląskie-Zdrój) and the highly visible Sněžka, visually dominant over all Giant Mountains was for them an important attraction.

The first historical account of an ascent to the peak is in 1456, by an unknown Venetian merchant searching for precious stones. The first settlements on the mountain soon appeared, being primarily mining communities, tapping into its deposits of copper, iron and arsenic. The mining shafts, totalling 1.5 km in length, remain to this day.

The first recorded German name was Riseberg ("giant mountain", cf. Riesengebirge, "Giant Mountains"), mentioned by Georg Agricola in 1546. Fifteen years later the name Riesenberg appears on Martin Helwig's map of Silesia. The German name later changed to Riesenkoppe ("giant top") and finally to Schneekoppe ("snow top", "snowy head"). Based on paintings of Caspar David Friedrich and of novels from Theodor Fontane the Schneekoppe region became a center of the first German tourism movement.

In Czech, the mountain was initially called Pahrbek Sněžný ("snow hill"); later Sněžka, with the eventual name Sněžovka, meaning "snowy" or "snow-covered", which was adopted in 1823. An older Polish name for the mountain was Góra Olbrzymia, meaning "giant mountain".

The first building on the mountaintop was the Chapel of Saint Lawrence (Laurentiuskapelle), built c. 1665–1681 by the Silesian noble Schaffgotsch family to mark their dominion, serving also as an inn for a brief period of time. The territory including the mines were the property of the Schaffgotsch family until 1945. The so-called Prussian hut (Preußische Baude) was built on the Silesian (now Polish) side in 1850, followed by the Bohemian hut (Česká bouda) on the Bohemian (now Czech) side in 1868, both built with the purpose of providing lodging. The Prussian hut was rebuilt twice after fires (1857 and 1862), and the (after 1945) "Polish hut" was finally demolished in 1967. The Bohemian hut fell into disrepair after 1990 and was demolished in 2004.

A wooden weather station was built on the mountaintop in c. 1900, being the only weather station in Central Europe remaining intact after World War II. It was demolished in the 1980s.

Today
One side of the mountain is in the Czech Republic; the other belongs since 1945 to Poland. Both sides of the border have lost their historic German-speaking populations in the wake of World War II. The area is very popular in summer with tourists from the Czech Republic, Poland, and Germany, who enjoy hiking in the alpine environment unique to this area.

On the Polish side a disc-shaped observatory with a weather station and restaurant was built in 1974, and the St. Lawrence Chapel. On the Czech side are a post office, and a chairlift station, connecting the peak with the town of Pec pod Sněžkou at the base of the mountain.

Although the mountain is the highest natural peak in the Czech Republic, the actual highest point is the top of the television transmitter on Praděd, reaching 1,652 metres (1,491+162 m). If the Polish observatory is taken into account, Sněžka peaks at 1,620 metres.

In 2004 a new post office and observation platform replaced an old post office and the remains of the Bohemian hut, which had been closed since the 1980s.

In March 2009 the Polish observatory suffered serious damage to the upper disc as a result of extreme weather and structural failure. The upper disc's floor broke, though a fast response from the Technical University of Wrocław saved the remaining disc from taking any further damage. The restaurant and meteo offices were reopened soon after the construction team had finished clearing the debris and securing what was left of the observatory. After detailed inspection it was determined that no further damage should occur and the building was restored to its previous state. The upper disc was restored to its 1974 design (with contemporary improvements), skipping certain "improvements" made in 1980s and 1990s which were suspected to contribute to the structural failure of March 2009.

The old chairlift to the top of Sněžka was replaced by a new cable car system. Since February 2014, the four-person cabins in two sections have carried 250 visitors per hour from Pec pod Sněžkou.

There are many marked tourist routes from the Polish side to the summit, mainly from the town of Karpacz. It is possible to take a chairlift from Karpacz to Kopa (1377 m a.s.l.) which significantly shortens the way to the summit.

Sněžka belongs to the Crown of Europe, Crown of Polish Mountains and Crown of Sudetes.

Climate
Due to high altitude the climate is maritime polar (Köppen: ET) not far from a continental subpolar climate (Dfc). The difference should be at least 6 °C lower on annual average compared to the weather station in the plains.

title: Sněžka


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Wikipedia:Articles for deletion/Namo

 * self promotion - Mattingly23 01:49, 10 Aug 2004 (UTC)
 * It's a copyvio from . I've listed it at WP:CP. --Diberri | Talk 01:56, Aug 10, 2004 (UTC)

title: Wikipedia:Articles for deletion/Namo


text:
Mount Victoria (Wellington suburb)

Mount Victoria is a suburb of central Wellington, New Zealand, named after the 196 m hill Mount Victoria to the east. Mount Victoria's residential area is on its north-western slopes.

History
It was settled as, at its foot, Wellington's Te Aro filled with commercial activities. Residents needed to be close to the city but wanted more comfortable surroundings. For a long time, it was one of Wellington's sources of fresh milk from its dairy farms.

Demographics
Mount Victoria covers 1.08 km2. It had an estimated population of as of  with a population density of  people per km2.

Mount Victoria had a population of 4,527 at the 2018 New Zealand census, an increase of 129 people (2.9%) since the 2013 census, and an increase of 189 people (4.4%) since the 2006 census. There were 1,785 households, comprising 2,199 males and 2,328 females, giving a sex ratio of 0.94 males per female. The median age was 30.9 years (compared with 37.4 years nationally), with 351 people (7.8%) aged under 15 years, 1,800 (39.8%) aged 15 to 29, 2,007 (44.3%) aged 30 to 64, and 366 (8.1%) aged 65 or older.

Ethnicities were 82.0% European/Pākehā, 7.2% Māori, 2.4% Pasifika, 13.4% Asian, and 4.9% other ethnicities. People may identify with more than one ethnicity.

The percentage of people born overseas was 34.9, compared with 27.1% nationally.

Although some people chose not to answer the census's question about religious affiliation, 63.5% had no religion, 23.2% were Christian, 0.3% had Māori religious beliefs, 2.1% were Hindu, 0.5% were Muslim, 1.4% were Buddhist and 3.8% had other religions.

Of those at least 15 years old, 2,286 (54.7%) people had a bachelor's or higher degree, and 156 (3.7%) people had no formal qualifications. The median income was $46,700, compared with $31,800 nationally. 1,200 people (28.7%) earned over $70,000 compared to 17.2% nationally. The employment status of those at least 15 was that 2,754 (65.9%) people were employed full-time, 588 (14.1%) were part-time, and 174 (4.2%) were unemployed.

Greek community
A strong link was forged between Cretans and New Zealanders during World War II. New Zealanders left behind in the retreat from Crete were hidden from the occupying army by Cretans at great personal danger and they were able to harass occupying forces. A commemoration of the Battle of Crete is held each year in May. Lloyd Street which is the site of the Greek community centre and the Greek Orthodox Cathedral was renamed Hania Street after Crete's old capital. Wellington's Olympic Football Club was established by Father Ilias Economou for his parishioners.

About 65 per cent of Greek New Zealanders live in Wellington and in the decades following World War II they were concentrated in Mount Victoria. The greatest concentration is now in Miramar and around half of Greek weddings are now with other New Zealanders.

Boundaries
The suburb is almost entirely residential with commercial activity along Kent Terrace on its north-western boundary. The houses are on the north-western flank of the ridge above the southern end of the Wellington CBD, Te Aro. Adjoining suburbs are Oriental Bay with Roseneath, Newtown to the south, Te Aro to the west beyond Kent Terrace and Hataitai on the far side of the ridge beyond the town belt. What would seem to be residential Mount Victoria's frontage to the harbour is now technically a one-building-wide strip of Oriental Bay. The houses in Roxburgh, McFarlane, Hawker and Moeller Streets are all in Mount Victoria. The houses below those streets front onto Oriental Parade which is defined as Oriental Bay. The old monastery is in Mount Victoria. Palliser Road is in Roseneath.
 * Waterfront

Wellington College and Government House, official residence of New Zealand's Governor-General, are beyond the southern boundary to the south-east of cricket's Basin Reserve. Beyond Government House is Newtown's Wellington Hospital.
 * Houses

Lord of the Rings connection
Mount Victoria was used twice as a location in Peter Jackson's The Lord of the Rings film trilogy. The very first footage on the project was shot off Alexandra Road on 11 October 1999, called the "Get off the road" scene, followed by the "Escape from the Nazgûl" scenes a few hundred metres to the North. Later an old quarry at the top end of Ellice Street was used as the Rohirrim camp at Dunharrow.

Primary schools
Clyde Quay School is a co-educational state primary school for Year 1 to 8 students, with a roll of  as of.

St Mark's Church School is a co-educational Anglican private primary school for Year 1 to 8 students, with a roll of.

Secondary schools
Wellington College is a boys' state secondary school for Year 9 to 13 students, founded in 1867. It has a roll of as of.

Wellington East Girls' College is a girls' state secondary school for Year 9 to 13 students, founded in 1925. It has a roll of.

title: Mount Victoria (Wellington suburb)


text:
Talk:Schnauzer

Wiki Education Foundation-supported course assignment
This article was the subject of a Wiki Education Foundation-supported course assignment, between 30 October 2018 and 11 December 2018. Further details are available on the course page. Student editor(s): Dvcap.

Above undated message substituted from Template:Dashboard.wikiedu.org assignment by PrimeBOT (talk) 08:44, 17 January 2022 (UTC)

Schnauzer vs Standard Schnauzer
This title brings up an interesting question. The approach that the dog project has taken is to make the primary entry match the most-common name used by the major breed registries. The AKC is the only one who calls the midsized dog "Standard Schnauzer"; the Canadian KC calls it "Schnauzer (Standard)", and all the others call it simply "Schnauzer". Therefore, this article should be about that breed only. However, as we can see from this newly created stub, it does seem to make sense to have an article about the Schnauzer type that then points to each of the 3 breeds, in which case leaving this as the summary page and having an entry for Standard Schnauzer would make more sense. Thoughts? Elf | Talk 01:55, 10 Aug 2004 (UTC)

 * I think, in this case, the confusion makes it worth splitting the pages. One other option would be to have Schnauzer (disambiguation) and Schnauzer, but I think that Schnauzer and Standard Schnauzer is neater and does the job just as well.  We could ensure that this page and the Standard Schnauzer page both mention that the breed is often called a " Schnauzer", to catch those looking in the wrong place -- sannse (talk) 14:14, 10 Aug 2004 (UTC)

 * At first I thought Elf's suggestion wasn't the right one. This is because  of my knowledge of the Poodle breed, which also has three sizes.  However, upon reflection, Elf's idea might work best.  In the case of Poodles, we have three sizes of the same breed.  In the case of the Schnauzers, each size is considered a separate breed.  This is an important distinction, and should be the basis for how the breeds' articles are handled.Wcrowe 14:41, 10 Aug 2004 (UTC)

 * Sorry to throw in a monkey wrench, but I disagree. I think the information contained in this stub is best merged into an article on the Schnauzer.  We don't have a separate article on 'Belgian Shepherd' with links to Lakenois, Groendaal etc. We don't even have one at 'Shepherds'--German Shepherds, Belgian Shepherds, Anatolian shepherds...but of course we do have them at the dog groups, 'herding' and 'working'.

 * I don't think we should go by a minority name, AKC or not.
 * If nothing else, the 'Standard' Schnauzer article should be named 'Schnauzer (Standard)'

 * Quill 21:57, 11 Aug 2004 (UTC)

 * Actually, we do have a separate article on Belgian Shepherd with links to the four other breeds. :-) And althgouth I like the idea of a Shepherd page that does a similar thing, since it's an overloaded term, it has to be a disambig page to nondog meanings, which means that it either redirects to Shepherd (dog), which I'm not too keen on, or Sheep dog, which, as you noted, already does the same thing.   We do have Foxhound with some notes & directing to specific breeds; Cocker Spaniel same thing; Welsh Corgi; and some others.  It wouldn't be inconsistent to do it.  Admittedly, we're not totally consistent--I'm not sure I like how we've done Dachshund and Poodle, which would/do have the same issues as Schnauzer.  But on the other hand maybe we should do scnauzer like we did those?  I hate having options... Elf | Talk 22:20, 11 Aug 2004 (UTC)
 * Okay--big 'OOPS!' It's not entirely my fault, though--is anybody else going through Wikipedia hell?  203.164.6.4 06:22, 13 Aug 2004 (UTC)
 * LOL--It's not "hell"; it's "a learning experience"! There is so much to figure out here, and so much information about how things work, that it takes a while to figure it all out. After several months, I'm still in the "huh, didn't I once see something that told me how to xxxxx--but where is it??" stage.  But there are also so many opportunities to contribute.  Like this.  This is an interesting discussion and we probably ought to iron out what we're going to do with *all* similar breeds and be consistent about it. Although breed naming in the Real World isn't consistent, so it's certainly a challenge.  Elf | Talk 16:25, 13 Aug 2004 (UTC)

 * Laugh all you want ;) it was, too, 'hell'!! Wikipedia was being very bad to me, i.e. not working properly.  I don't know how I'm going to hold my head up after that boo-boo, though....Quill 23:20, 17 Aug 2004 (UTC)

 * I think Poodle is a little different, in that some of the breed associations (or at least, the AKC) consider the different types to be the same breed. Presumably a very small offspring of a miniature poodle could be shown as a toy.  I am not sure whether this is so, or whether the same is true of Dachshunds.  I think this needs some research, but at first glance both seem to be a bit different from this situation, where the three types of Schnauzer seem rather more distinct.  That aside, I think both Poodle and Dachshund might work in the same format as this one - even though that would mean six Dachshund articles!  It would be consistent at least, but whether it would be consistent at the expense of being sensible I'm not sure  -- sannse (talk) 21:23, 13 Aug 2004 (UTC)
 * I think you're right about 'poodle'. Dachshunds are a mess and I'm not touching it.  That is, Dachshunds, the dog, are not a mess, their grouping is...er....never mind.Quill 23:20, 17 Aug 2004 (UTC)

 * All the information is reliable and the article is neutral.CESILY2020 (talk) 19:24, 20 January 2017 (UTC)

Which category?
OK, so next public opinon poll: Category:Dog types or Category:Dog breeds? Huh, I think I just answered my own question--BOTH, really, since it represents both. Am doing the same for Collie and Foxhound. Elf | Talk 03:56, 11 Aug 2004 (UTC)

 * That sounds fine to me Elf -- sannse (talk) 21:55, 11 Aug 2004 (UTC)

Black Russian Terrier
Sounds like a drink, doesn't it? "Hair of the dog" perhaps?
 * Hardy, har har. Quill 23:23, 4 Oct 2004 (UTC)

German correction
Just for Info: Schnauzer is not the German word for nose but for mustache. -- de:Benutzer:Bierdimpfl (Germany)

 * I've corrected this in the article. thanks -- sannse (talk) 20:24, 4 Oct 2004 (UTC)

title: Talk:Schnauzer


text:
Talk:Battle of the Hornburg

Untitled
Someone actually made a page about a fake battle, how lame. —Preceding unsigned comment added by TJ13090 (talk • contribs) 02:27, 11 May 2009 (UTC)

I'm not sure why the sentence "The evil men fell on their faces" is needed, I haven't read the books in a few years, was there a particular emphesis on this? If so, it should be stated better. In the way its written now it kinda sounds like they tripped and fell, oops. — siro χ  o  01:56, Aug 10, 2004 (UTC)

 * Well, we do need to mention what happened to the evil men in order to conclude "Rohan won the battle". I agree that it could be better stated. The passage in the book says, "The White Rider was upon them, and the terror of his coming filled the enemy with madness. The wild men fell on their faces before him." Basically both the wild men and the Orcs lost control. I'm not sure how to fix this in the article, but I'll take a stab at it. Eric119 03:03, Aug 12, 2004 (UTC)

Changed number of Rohirrim present to 2,000 + 1,000. The original 2,000 are the 1,000 under Gamling and the 1,000 under Theoden. Then Erkenbrand's 1000 come. Maeglin Lómion 07:20, 15 Apr 2005 (UTC)

"Battle of Helm's Deep"
According to The Encyclopedia of Arda (which is usually an excellent source), the proper name for this battle is "Battle of the Hornburg", and "Battle of Helm's Deep" was never used by Tolkien. Why, then, is this article at the latter location? Can we move it to Battle of the Hornburg and include a note in the article starting that the popularity of "Battle of Helm's Deep" derives from the movie? There is, in fact, a reference in Letters in which Tolkien quite emphatically states that Hornburg is a better designation than Helm's Deep, since most of it takes place at the fortress (the Hornburg) rather than in the ravine behind it (Helm's Deep). [[User:Aranel|Aranel ("Sarah")]] 18:23, 10 Oct 2004 (UTC)
 * I think you're probably right. The chapter in TTT is called "Helm's Deep", but I think the battle is named after the fortress .  — siro  χ  o

 * I concur. This is the name used in the appendices to LotR. Eric119 02:16, 11 Oct 2004 (UTC)
 * In that case, we probably need to get someone to delete the redirect so that we can move this to Battle of the Hornburg. (Or, hey, maybe not! It worked! Now we need to clean up references from other articles.) [[User:Aranel|Aranel ("Sarah")]] 14:28, 11 Oct 2004 (UTC)

It still says "Helms Deep" on the "War of the Ring" category thing. That should be standardized. Savidan 03:23, 18 December 2005 (UTC)

Was Gandalf a commander?
I havn't read the book in a long time so this may be incorrect, but certainly in the film 'The Two Towers' Gandalf while being a participant in the battle is not present for much of the time, "Look for me on the morning of the third(?) day". While this is an important contribution I am not so sure it warrants the title of commander --Shadow Dancer 994 00:37, 31 May 2005 (UTC)

I thought that Gandal didn't arrive until the fifth or sixth day. I don't have the books in front of me right now, but I know it was deffinately more than was portrayed in the movie. 10th at most I think. Litlest amazon 06:28, 22 May 2007 (UTC) [Litlest amazon]

Orc Numbers and extra information - Jackson version
Can anone provide a source claiming the number of each type of Uruk-hai in the Jackson version of Helms Deep? I find it very questionable. Also, is it really necessary to also mention that The Battle of Pellanor Fields also take up one chapter? --Eldarone 22:47, 2 July 2006 (UTC)

I did the Orc numbers thing, but I did NOT do the pelennor chapter thing. Oh, yeah, but there really was 100 berserkers. I got it from LOTR weapons and warefare. --User:Shadow-Stalker

 * Is that one of the Offical Movie guide books? If it is, then that would be acceptable source for the movie battle.  I'm also thinking about removing the Pelennor ields mention.  It's kind of pointless.  --Eldarone 01:15, 4 July 2006 (UTC)

Well...should I change the orc numbers thing? --User:Shadow-Stalker
 * As long as it's from an verfiable source, and the numbers are accurate, then the orc numbers can stay --Eldarone 20:45, 4 July 2006 (UTC)

It was kinda an estimate...User:Shadow-Stalker
 * that could be a problem then. How was the numbers estimated?  --Eldarone 02:40, 7 July 2006 (UTC)

Changed the links
The links on the second line were for Hornburg and not for Helm's Deep, and they led to some German town, so i changed it to Helm's Deep.

Weapons and Warfare info
Aside from the Orc numbers, does this book have info about the numbers of the Rohirrim and Huorns beyond what is said in the Jackson film? Uthanc 01:40, 18 December 2006 (UTC)

 * The number Erkenbrand's reinforcements is clearly stated by Tolkien in the second to last paragraph of of chapter 7, book 3 "Helm's Deep": "Behind him hastening down in long slopes, were a thousand men on foot; their swords were in their hands."

 * About Théoden's host, that leaves Meduseld, he says this, in chapter 6 "The King and the Golden Hall": "At the gate they found a great host of men, old and young, all ready to saddle. More than a thousand were there mustered."

 * In chapter 7 he also mentions the strength of the defenders in the words of Gamling the Old to Éomer and Théoden: "'Maybe, we have a thousand to fight on foot', said Gamling, an old man, the leader of those that watched the Dike." --Fogeltje 11:10, 18 December 2006 (UTC)

 * Thanks, but I was referring to numbers in The Lord of the Rings: Weapons and Warfare,  a book purportedly detailing these topics, part of the film trilogy's merchandise. Much, if not most of it is invented by the writer and he mixes Tolkien's details with original details without distinction. To paraphrase Mr. T, I pity the fool who'd think it's true for the books! :P Useful quotes, though. Uthanc 22:10, 18 December 2006 (UTC)

As for the orc numbers, Gandalf states (when Pippen is relating what happened at Isengard to Aragorn, Legolas, and Gimli) that he had "about 10,000 orcs to deal with" to Treebeard. - Shanath18

Fair use rationale for Image:Helmsdeep-siege.jpg
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Custom maps
"Several custom StarCraft maps have been created that are based on the battle, usually as depicted in the live-action film, and have become one of the more popular types of custom maps. The most popular versions include, in order of their release: Haldir version, Zergling version, and Annatar version. Others versions include NGM, Sarm, Genocide, and Poody. The names of map versions typically refer to their creators."

While the different versions vary widely in layout and play details, all involve the Uruk-hai army attacking the armies of Rohan and Lórien, following the story told by the Peter Jackson film. A timer, usually ranging from thirty to forty-five minutes or more, is always present to count down to the arrival of Gandalf and the Riders of Rohan, along with Éomer/Erkenbrand, depending on the version. Most contain one or more locations where hero units can recover lost hit points and upgrade attack/defence. Aragorn, Théoden, Legolas, Gimli, and Haldir are always present (unless there is no player to play their role or the role of their associated army). While heroes are significantly superior to standard infantry, they are not invincible. In most versions, the game ends either when Théoden or the civilians of Rohan are killed, or when both Uruk-hai commanders are killed. "Many custom-made scenarios have also been seen in the Age of Empires II: The Conquerors Expansion. Usually, a large cliffed area has a stretch of Stone Wall across the deep end of it, essentially creating Helm's Deep, or the Hornburg. Longbowmen or Robin Hood are placed behind the walls to symbolize Elven Archers and are under the control of the Player controlling the walls, or a separate Elf player. The Rohirrim player starts with a number of sword-bearing infantry. Another player (usually red) is given a large number of varied starting units outside the walls, who will begin attacking automatically." A timed trigger then activates, sending a Petard to a point in the "Deeping Wall" where it detonates, allowing the controller of Saruman's forces entrance. The game will end when the Rohirrim player destroys all of the Uruk player's forces, or their Castle is destroyed. Another trigger usually activates after a certain number of kills is accumulated, or the Rohirrim player's gate is destroyed, sending a number of cavalry from across the map. This symbolizes Gandalf and Eomer's charge from Jackson's film. The Men and Elves players are given heroes (Aragorn, Legolas, Gimli, Haldir, Theoden) equipped with attack and hitpoint bonuses, and renamed from their original names. Typically: William Wallace--> Aragorn Robin Hood--> Legolas Erik the Red--> Gimli Kibatake--> Haldir Attila the Hun--> Theoden On rare occasions a Saruman unit is given to the Uruk player (usually a Skirmisher or Eagle Warrior to show Saruman's staff). I think we don't need to go in so much detail. Uthanc 00:49, 11 June 2007 (UTC)

removal
I removed a lot of excess - a plot synopsis is good - but it should be brief and not go into such great detail.87.102.36.162 00:28, 7 September 2007 (UTC)

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Numbers
Why aren't the numbers recorded? They were here a few months ago and in any other LOTR battle. Who got rid of them? More to the point why? LOTRrules (talk) 13:34, 30 March 2008 (UTC)

title: Talk:Battle of the Hornburg


text:
User:The troll you summoned

I'm stone 12 hours of the day. Duh.

title: User:The troll you summoned


text:
Amyl

Amyl may refer to:

 * Amylum or starch, a carbohydrate
 * Amylopectin, a polymer of glucose found in plants; one of two components of starch
 * Amylose, a helical polymer made of α-D-glucose units; one of two components of starch
 * Pentyl, a five-carbon alkyl functional group, also known by the common non-systematic name amyl
 * Amyl nitrite, used to treat heart diseases and cyanide poisoning (known as Amyl when used as a recreational drug)
 * Dinitrogen tetroxide, an oxidizer used in rocket fuel
 * Amyl (drag queen), an Australian drag queen
 * Stage name of Amy Taylor of Amyl and the Sniffers, an Australian band

title: Amyl


text:
User talk:Spleeman/Sam Spade

RickK
Context is good.

Sam [Spade] 02:03, 10 Aug 2004 (UTC)

Gay stuff
if he's so bothered by "gay stuff", why does he edit so many gay-related pages?

 * I have stopped editing these topics, if you havn't noticed. I've taken any of them that had been on my watchlist off due to the overwhelming bias here. Sam [Spade] 02:09, 10 Aug 2004 (UTC)

Atheism
there was no "3-revert rule" at that time. Good job finding the innaccurate edit summary tho, I'm impressed. I suppose one of those is natural, every 1,000 edits or so? ;) Sam [Spade] 07:48, 11 Aug 2004 (UTC)

 * Thank you for the info. I'll remove "broke wiki policy". -- Spleeman 07:57, 11 Aug 2004 (UTC)

Nice Page
I didn't even realize this page existed until recently. Anyway just thought I might throw some things at you, see what you think, etc.

As far as Sam Spade's conflicts with other users I think you might be able to add myself, Kev, and Miguel (I don't know how extensive an argument has to be before you add it).

From my user page (deleted by myself, but you can check the history):

 * I find your comments offensive, I suggest you behave better, or I will begin the process of conflict resolution. Sam Spade 01:35, 24 Mar 2004 (UTC)

 * How am I to take that? You feel offensive? I'm sorry if your arguments didn't hold up, but this is about whats good for the articles, not our egos. Just mind the wikiquette, your ad hominem attacks only make you look foolish. If you want to make me look foolish, say something factual. Say it and cite it. No one deserves to hear the sort of stuff you have been spewing, particularly not a 7 year old. If you spoke to my 12yr old that way I'd whup yer arse ;). Sam Spade 02:54, 24 Mar 2004 (UTC)

 * I can read, you loudmouth sock puppet. Sam Spade 03:09, 21 Apr 2004 (UTC) (appearently he can't read too well; my comment was about him not understanding what he read, and not about being completely illiterate)

and more on his user page: here

That argument started on talk:libertarian socialism

Sam Spade has also had conflicts with Kev and Miguel: here and here. I'm sure you can find more if you look.

He has also refused to use feminine pronouns when refering to someone who self identifies as female: here. Again you can probably find more on that if you look.

Just for notification, I think something might be brewing on the atheism page in recent days. I reverted Sam Spade's changing of "god" to "God", and again he's one of the few pushing to use the wiki as a soap box for evangelism.

Personally I find nothing wrong with what you're doing, its well documented after all! By my own personal admission, the only reason I ever registered a user name was to vote keep when Sam Spade put libertarian socialism up for VfD, since people ignore anonymous votes (see:User talk:Bryan Derksen). Before that I had been an anonymous user for months. In fact, I think its the rules of Wikipedia that have allowed Sam Spade to get away with his bullying for so long, and, that, really haven't helped the users that have had to put up with his ego. He reminds me of those schoolmates of my youth who would bully others, but would run and tell the teacher whenever someone would actually fight back. millerc 03:22, 2 Sep 2004 (UTC)

...and you might want to put something on the page about his run-ins with Bryan millerc 03:54, 2 Sep 2004 (UTC)

That's nice
Right. Sam Spade is a valued contributor, and propagandizing my talk page isn't gonna change my mind one bit. ugen64 14:32, Oct 10, 2004 (UTC)

title: User talk:Spleeman/Sam Spade