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Sonic X-treme

Sonic X-treme was a platform game developed by Sega Technical Institute from 1994 until its cancellation in 1996. It was planned as the first fully 3D Sonic the Hedgehog game, taking Sonic into the 3D era of video games, and the first original Sonic game for the Sega Saturn. The storyline followed Sonic on his journey to stop Dr. Robotnik from stealing six magic rings from Tiara Boobowski and her father. X-treme featured open levels rotating around a fixed center of gravity and, like previous Sonic games, featured collectible rings and fast-paced gameplay.

X-treme was conceived as a side-scrolling platform game for the Sega Genesis to succeed Sonic & Knuckles (1994). Development shifted to the 32X and then the Saturn and Windows, and the game was redesigned as a 3D platform game for the 1996 holiday season. The plan was disrupted by company politics, an unfavorable visit by Japanese Sega executives, and obstacles with the game engines planned for use, including one from Sonic Team for Nights into Dreams (1996). Amid increasing pressure and declining morale, designer Chris Senn and programmer Chris Coffin became ill, prompting producer Mike Wallis to cancel the game. A film tie-in with Metro-Goldwyn-Mayer was also canceled.

In place of X-treme, Sega released a port of the Genesis game Sonic 3D Blast, but did not release an original 3D Sonic platform game until Sonic Adventure for the Dreamcast in 1998. The cancellation is considered an important factor in the Saturn's commercial failure, as it left the system with no original Sonic platform game. Elements similar to those in X-treme appeared in later games, such as Sonic Lost World (2013).

Premise
Sonic X-treme was a platform game in which players controlled Sonic the Hedgehog from a third-person perspective. It would have been the first Sonic the Hedgehog game to feature 3D gameplay, predating Sonic Adventure (1998). Gameplay was similar to the Sega Saturn platform game Bug! (1995), though producer Mike Wallis said that X-treme differed in that Sonic was free to roam levels, unconstrained by linear paths.

X-treme featured a fisheye camera system, the "Reflex Lens", that gave players a wide-angle view, making levels appear to move around Sonic. Levels would rotate around a fixed center of gravity, meaning Sonic could run up walls, arriving at what was previously the ceiling. Sonic was also able to enter and exit the screen as he moved. Boss battles were set in open, arena-style levels, and the bosses were rendered in polygons instead of sprites. These levels used shading, transparency, and lighting effects to showcase the Saturn's technical potential.

The developers wanted to take Sonic into the 3D era while building on its successes. In 1996, Wallis said X-treme featured familiar Sonic gameplay, but "[w]e're giving Sonic new moves, because Sonic is a hedgehog of the times, we're bringing him up to speed." Like previous Sonic games, X-treme emphasized speed and physics, and featured special stages and collectable rings. Additions included the abilities to throw rings at enemies, create a shield from rings, do spinning midair attacks, strike enemies below with a "Power Ball" attack, jump higher with less control than normal, and execute a "Sonic Boom" attack, in concert with the shield, that struck in 360 degrees. Surfing and bungee jumping were included as activities considered cool at the time.

Former executive producer Michael Kosaka's design documents envisioned six zones with three levels each. At least four stages were developed before cancellation: Jade Gully, Red Sands, Galaxy Fortress, and Crystal Frost. Lead designer Chris Senn said he modeled and textured four main characters and created designs for 50 enemies and an hour of music. Fang the Sniper and Metal Sonic were planned as bosses. The plot went through several iterations; the one described in promotional materials involved Tiara Boobowski, who was set to become a major character, and her father, Professor Gazebo Boobowski, calling on Sonic to help defend the six magical Rings of Order from Dr. Robotnik.

Background
The original Sonic the Hedgehog was developed by Sonic Team in Japan. Released in 1991, it greatly increased the popularity of the Sega Genesis in North America. After its release, developer Yuji Naka and other Japanese staff relocated to California to join Sega Technical Institute (STI), a development division led by Mark Cerny. Cerny aimed to establish an elite development studio combining the design philosophies of American and Japanese developers.

In 1991, STI began developing several games, including Sonic the Hedgehog 2 (1992), which was released the following year. Though Sonic the Hedgehog 2 was successful, the language barrier and cultural differences created a rift between the Japanese and American developers. Once development ended, Cerny departed STI and was replaced by former Atari employee Roger Hector. The American staff developed Sonic Spinball (1993), while the Japanese staff developed Sonic the Hedgehog 3 (1994) and Sonic & Knuckles (1994). According to developer Takashi Iizuka, the Japanese team experimented with 3D computer graphics for Sonic 3, but were unable to implement them with the limited power of the Genesis. After Sonic & Knuckles was completed, Naka returned to Japan to work on Nights into Dreams (1996) with Sonic Team.

At the time, Sega of America operated as an independent entity, and relations with the Japanese were not always smooth. Some of this conflict may have been caused by Sega president Hayao Nakayama and his admiration for Sega of America; according to former Sega of America CEO Tom Kalinske, some executives disliked that Nakayama appeared to favor US executives, and "a lot of the Japanese executives were maybe a little jealous, and I think some of that played into the decisions that were made". By contrast, author Steven L. Kent opined that Nakayama bullied American executives and believed the Japanese executives made the best decisions. According to Hector, after the release of the Sony PlayStation in 1994, the atmosphere at Sega became political, with "lots of finger-pointing".

Development
After Naka's return to Japan with his team in late 1994, STI was left with mostly American staff. Early ideas for the next Sonic game included the experimental Sonic Crackers, which became the 32X game Knuckles' Chaotix (1995). Another concept came from STI head Roger Hector, who wanted to develop a game based on the Saturday morning Sonic the Hedgehog cartoon, and took Sonic Team and STI developers to DiC Animation's studios in Burbank, California after the release of Sonic Spinball to demonstrate his idea. STI developer Peter Morawiec designed gameplay from this concept as a side-scrolling video game with more focus on story than previous Sonic games. He called the pitch Sonic-16, intended for release on the Genesis. However, Sega management was not interested in a spin-off and disapproved of the idea as too slow for Sonic's speed. Instead, Morawiec moved on to work on Comix Zone (1995).

Development of Sonic X-treme began in late 1994 at STI. Michael Kosaka was executive producer and team leader, and designer and CGI artist Senn created animations to pitch the game to Sega executives. As new consoles and the 32-bit era were on the way, the game was moved to the 32X under the working titles Sonic 32X and Sonic Mars after the "Project Mars" codename used for the 32X. The initial 32X design was an isometric side-scroller, but became a full 3D game with a view set on a floating plane. Kosaka completed design documents before the 32X was released, without a clear picture of the hardware. Some of Kosaka's concepts were new dynamics to the gameplay, including the ability for a second player to play as a character other than Tails. Various playable characters, including some from the cartoon, would be unlocked as they were rescued and have unique moves. Players could also collect Chaos Emeralds via special stages that involved playing a minigame similar to air hockey against Dr. Robotnik, and collecting all seven would unlock the true ending.

In mid-1995, Kosaka resigned. According to Senn, "[Kosaka] and the executive producer Dean Lester were not getting along, and I believe Michael felt it was his best option to simply remove himself from what he thought was a politically unhealthy environment." Lester resigned later in 1995 and was replaced by Manny Granillo. Wallis, who had worked on The Ooze (1995) and Comix Zone, was placed in charge of Sonic X-treme. Lead programmer Don Goddard was replaced with Ofer Alon, who some staff found difficult to work with, saying he did not share his work. As the design had changed significantly and the 32X struggled commercially, development moved to a planned Sega cartridge console powered by nVidia 3D hardware, designed to compete with the Nintendo 64. STI technical director Robert Morgan was instructed to explore this possibility, without hardware specifications or development kits. This decision was made because of the planned console's ability to handle 3D graphics and Sega of America senior management's disinterest in the Sega Saturn. After Sega announced that it would focus solely on the Saturn, development shifted again, costing the team several weeks. When Naka visited STI and observed the X-treme development, he simply said "good luck".

Design
The Saturn version was developed by two teams with two different game engines, starting in the second half of 1995. One team, led by Morgan and including programmer Chris Coffin, developed the free-roaming boss levels. This engine used tools used by Saturn games such as Panzer Dragoon II Zwei and rendered bosses as fully polygonal characters. The other team, led by Senn and Alon, developed the main levels, working on PC with the intent of porting their work to Saturn. Alon and Senn focused on building an editor to construct the main levels. Music and backgrounds could not be coded in the editor, and had to be coded manually for each level. Enemies were created as pre-rendered sprites. Senn lost 25 pounds and became severely ill from overworking on X-treme.

Other staff included composer Howard Drossin, lead artist Ross Harris, artist/designers Fei Cheng and Andrew Probert, and designers Jason Kuo and Richard Wheeler. Hirokazu Yasuhara, who designed the Genesis Sonic games, also contributed. According to Senn, his team was completely different from the STI teams led by Naka; this, combined with their inexperience, "set up seeds of doubt and a political landmine waiting to go off if we didn't produce amazing results quickly." Wallis expressed frustration with the team structure, and felt that internal politics hampered development. Coffin felt the division of responsibilities would ensure every element was perfect.

Difficulties arose from the design. According to Wallis, the game would combine 2D side-scrolling with "the ability to have him go into and out of the screen", which created unexpected problems in implementation. Senn said a primary problem was transitioning Sonic simple and fast controls to a 3D environment: "The simplicity of movement, particularly moving very quickly, was now gone. Seeing far enough into the distance, not getting stuck on obstacles, and trying to maintain that sense of free speed was very difficult." 3D graphics were new, and developers were still learning how they would affect controls and gameplay. Programming for the Saturn proved difficult; as Alon could not get his engine, developed on PC, to run fast enough on Saturn, Morgan outsourced the port to Point of View Software, a third-party company.

Disputes within Sega
In March 1996, Sega representatives from Japan visited STI to evaluate progress. At this point, X-treme was already behind schedule. Senn and other sources indicate that the key visitor was president Nakayama, though Wallis recalls executive vice president Shoichiro Irimajiri. The executive was unimpressed by Senn and Alon's work, as the version he saw, ported from PC to Saturn by Point of View, ran at a poor frame rate. Senn, who said the visitor "came storming out practically cursing after seeing what they'd done", and Alon attempted to show their most recent PC version, but he left before they had the opportunity.

The visitor was impressed by Coffin's boss engine, and requested that X-treme be reworked around it. Concerned about the need to create essentially a new game before the strict October 1996 deadline, Wallis isolated Coffin's team, preventing outside influence. The team comprised four artists, two programmers, a contractor, and three designers, set up in an old STI location. They worked between sixteen and twenty hours a day. Although neither Senn nor Alon were officially part of the production after the visit, they continued working on their version, hoping to pitch it to Sega as a PC game.

In April, Sega executive vice president Bernie Stolar approached STI and asked what he could do to help the game meet its deadline. At Wallis' suggestion, he provided the tools and source code for Sonic Team's 3D Saturn game Nights into Dreams. Two weeks later, Stolar requested that the team stop using the engine, as Naka had reportedly threatened to leave Sega if it were used. Senn dismissed this as speculation, but said that, if true, he understood Naka's interest in maintaining control over the Sonic Team technology and the Sonic franchise. Sonic Team was developing its own 3D Sonic game using the Nights engine, which could have motivated Naka's threat. The loss of the Nights engine cost the Sonic X-treme team weeks of development. In July 2022, Naka denied that he had anything to do with X-treme use of the Nights engine and said it would have been useless because Nights was coded in assembly and X-treme was in C. He suggested that the developers invented the story to rationalize their failure to finish X-treme.

Cancellation
In May 1996, Sega displayed a playable demo of X-treme at E3 in Los Angeles, and displayed a version of Coffin's engine. At this time, team morale had dropped and turnover was high. By August, Coffin had contracted severe walking pneumonia. Wallis praised Coffin's effort, but acknowledged that without Coffin the team had no chance of meeting its deadline. Around the same time, Senn became so ill that he was told he had six months to live, though he survived. With both teams crippled two months before the deadline, Wallis canceled the game.

Sega initially stated that X-treme had been delayed; however, in early 1997, Sega announced that the game had been canceled. For the 1996 holiday season, Sega instead concentrated on Sonic Team's Nights into Dreams and a port of the Genesis game Sonic 3D Blast by Traveller's Tales, to which Wallis contributed. Morawiec requested that X-treme be reworked into bonus stages in 3D Blast, but Traveller's Tales was unable to properly transfer Sonic's model. Sonic Team's work on a Saturn 3D Sonic game became Sonic Adventure for the Dreamcast. Remnants of their prototype can be seen in the Saturn compilation game Sonic Jam (1997).

While Senn felt the version of X-treme he and Alon were developing could have been completed with an additional six to twelve months, Sega's PC division would not pay for its development, and may have been hesitant after the engine had been rejected for X-treme. After the project was rejected, Alon left Sega. Sega of America disbanded STI in 1996 following management changes. Hector believed that the success of PlayStation led to corporate turmoil within Sega that resulted in STI's dissolution. According to Wallis, STI was restructured as Sega of America's product development department after the previous product development department had become SegaSoft.

Cancelled film
In August 1994, Sega of America signed a deal with Metro-Goldwyn-Mayer and Trilogy Entertainment to produce a live-action animated film based on Sonic the Hedgehog and tie into Sonic X-treme. In May 1995, the screenwriter Richard Jeffries pitched a treatment titled Sonic: Wonders of the World. It saw Sonic and Dr Robotnik escaping from Sonic X-treme into the real world. The film was canceled as none of the companies could come to an agreement.

Legacy
In place of Sonic X-treme, Sega released a port of the Genesis game Sonic 3D Blast, and Sonic Jam, a compilation of Genesis Sonic games with an additional 3D level. Sonic X-treme 's cancellation is cited as a key reason for the Saturn's failure. While Sega controlled up to 55% of the console market in 1994, by August 1997, Sony controlled 47%, Nintendo 40%, and Sega only 12%.

Journalists and fans have speculated about the impact X-treme might have had. David Houghton of GamesRadar+ described the prospect of "a good 3D Sonic game" on the Saturn as a "What if..." scenario akin to dinosaurs surviving extinction. IGN Travis Fahs described X-treme as "an empty vessel for Sega's ambitions and the hopes of their fans" and said it was an important change for Sega, its mascot and the Saturn. Levi Buchanan, also writing for IGN, said while the Saturn's lack of a true Sonic sequel "didn't wholly destroy" its chances, it "sure didn't help matters much". Dave Zdyrko, who operated a prominent Saturn fan site, said: "I don't know if [X-treme] could've saved the Saturn, but ... Sonic helped make the Genesis and it made absolutely no sense why there wasn't a great new Sonic title ready at or near the launch of the [Saturn]".

In a 2007 retrospective, producer Wallis said that X-treme would have been able to compete with Nintendo's Super Mario 64. Senn believed that a version of X-treme built by him with Alon's engine could have sold well. Next Generation said that X-treme would have damaged Sega's reputation if it did not compare well to competition such as Super Mario 64 and Crash Bandicoot. Naka was dissatisfied with the game, and in 2012 recalled feeling relief when he learned of its cancellation. Journalists noted similarities in level themes and mechanics between X-treme and the 2013 game Sonic Lost World, although Sonic Team head Iizuka said the resemblance was coincidental. Senn went to work on the Wii U Sonic game Sonic Boom: Rise of Lyric, which was released in 2014 to negative reviews.

Prototypes and recreations
For years, little content from X-treme was released beyond promotional screenshots. Fahs wrote in 2008 that most X-treme developers were unwilling to discuss the game, as "the ordeal remain[ed] a painful memory of unimaginable stress, pressure, and ultimate disappointment". In 2006, a copy of an early test engine was sold at auction for US$2500 to an anonymous collector. An animated GIF image of gameplay was released, and after a fundraising project by the "Assemblergames" website community purchased the disc from the collector, the disk image was leaked on July 17, 2007. Senn created a website with development history including early footage, a playable character named Tiara, and concept music. Senn considered finishing X-treme himself and used some of its concepts in a Sonic fangame, though his plans never materialized.

In February 2015, the fansite Sonic Retro obtained the X-treme source code and created a playable build, featuring the level shown in the E3 1996 demo. Reviewing the build, Hardcore Gamer writers described it as rough but inventive, lacking speed but retaining the spirit of Sonic design. They felt it could have been a solid direction for the franchise and a boost for the Saturn had it been completed. A Sonic Retro user began developing a homebrew Saturn game based on X-treme, Sonic Z-treme, in March 2017, and released a build in September 2018. Eurogamer described Z-treme as combining X-treme-style ideas and levels with new concepts from the developer, and said it was an impressive effort.

title: Sonic X-treme


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Television X

Television X (TVX) is a series of adult pay-per-view television channels in the United Kingdom owned by Aylo Global Entertainment (Europe) Limited. Until 2020, it was owned by Portland TV which was a subsidiary of Richard Desmond's publishing company Northern & Shell until 2016. All of the programmes on the main Television X channel are filmed and produced in the United Kingdom.

It was also known as Television X – The Fantasy Channel for a long time, although it has since dropped that name. It was originally to be called TVX until Desmond was advised that that name was already in use so "The Fantasy Channel" was added. Television X is also known by the abbreviation TVX.

History
Television X started broadcasting under its original name – The Fantasy Channel on 2 June 1995. The two original hosts were Charmaine Sinclair and Samantha Jessup, with Debbie Corrigan and Kirsten Imrie making occasional appearances. Much of the original programming: Superdick, Shagnasty and Mutley, David Dickie's World of Sport etc. was developed by Deric Botham, then editor of Penthouse magazine. The station garnered international publicity when it brought the former American prostitute Estella Marie Thompson, also known as Divine Brown, over for a launch at BAFTA's headquarters in Piccadilly. On Friday nights, DJ Chris Rogers (aka Caesar the Geezer) presented a live two-hour show with sports agent Eric Hall.

The channel broadcasts from 10.00pm until 5.30am. Its programmes are around 30 minutes in duration and include titles such as John Cherry: Soccer Stud, Council Estate Skanks, Charlie Britton Exposed (in which Charlie is played by Ben Dover), Diamond Geezers and Lara's Anal Adventures. The majority of programmes are heterosexual although some, such as All Girl Initiation, feature lesbianism and some, such as Ladyboy Training, cover transexualism. Some of the channel's programmes are pornographic spoofs on popular mainstream British television shows.

On 23 July 2008, Ofcom fined Portland TV £25,000 for broadcasting a R18-rated pornographic movie on the station in June 2007, with Ofcom rules not allowing R18-rated content to be broadcast on any television station.

15th birthday
Television X celebrated its 15th birthday in August 2010 with a photo shoot of 14 of their top models from 1995 to then including Charmaine Sinclair, Lana Cox, Teresa May, Cathy Barry, Michelle Thorne, Lara Latex, Kerry Louise, Sasha Rose and Syren Sexton. They also held a large party to commemorate the event in central London at Café de Paris (London), which featured both strippers and burlesque acts throughout the evening.

Additional networks
In addition to the standard Television X network, several additional networks were available on Sky UK.

Television X Amateur
Launched on 1 November 2003 as Television X 2 on Sky Channel 971, replacing Erotika 4. TVX 2 showcased viewer-sent videotapes of amateur pornography. By April 2006, the channel was briefly renamed Television X Raw but was soon reverted to its former name by October 2007. During this period, the channel continued to focus on amateur tapes. In November 2008, the channel was renamed Television X Amateur (with an orange colour scheme), once again with the same general focus.

In May 2009, Portland TV was fined a total of £27,500 after the network aired a hardcore pornographic programme named Bathroom Bitches in September 2008, with Ofcom stating that channels broadcasting content under an equivalent of an R18 rating must not be broadcast under any meaning.

Television X Amateur was closed on 15 June 2012, with sister network Red Hot Amateur taking over its EPG slot.

Television X FFWD
Launched on 1 November 2003 as Television X 3 on Sky channel 972, replacing Erotika 5. TVX 3 was a movie channel that showed pornographic films, which at one point, aired the movies Debbie Does Dallas and Deep Throat. In April 2006, the channel was renamed Television X Live before reverting to its former name of Television X 3 in October 2007. The programming transitioned to showcasing the Television X Callgirls Live chat program. In November 2008, the channel was renamed Television X FFWD (with a purple colour scheme), before closing on 21 May 2009, with its electronic programme guide (EPG) slot being taken over for Portland TV's chat services Filth, Cream and Skincity. The slot FFWD was housed in was taken over by sister network Gay TV.

Bangers
Bangers was launched at the end of 2005 as Television Xtra, as a Red Button service accessible through the other networks. It eventually launched as a standalone channel in February 2007 before being renamed as Television X 4 in October. The channel initially showcased pornography from continental Europe and the United States. After its renaming, a service called Television X FF (Fast Forward), which minimized non-pornographic content, was added. In November 2008, the channel was renamed to Television X Brits (with a Union Jack colour scheme), and changed its focus to British pornography.

In 2016, Television X Brits was renamed as TVXXX, which was then renamed again to TVX Pornstars on 29 March 2017. In September 2017, TVX Pornstars was added to Virgin Media, replacing Xrated Couples.

On 24 April 2019, with changes on the Sky EPG slot, the channel was renamed to Bangers and moved from 911 to 903 on the EPG. On 30 September 2020, following the purchase of Portland TV by MG Global Entertainment, Bangers was removed, and its Sky EPG slot was replaced with Babes and Brazzers.

Television X Pay-Per-Night
In August 2017, Portland TV launched a Television X-branded pay-per-night channel on Sky, replacing Xrated Couples. A second pay-per-night channel, titled Television X Pay-Per-Night 2, replaced Xrated Hook-Ups on Sky.

As part of a shake-up of the adult section on the Sky EPG on 24 April 2019, both Television X pay-per-night networks were shuttered.

Television X HD
Since 2010, Television X has an Ofcom licence approved for an HD service.

The HD simulcast of Television X launched on 24 April 2019, being the first pornographic channel in the United Kingdom to broadcast in high-definition. The SD feed relocated to channel 925 on Sky before being removed a week later on 2 May 2019.

The HD feed was very short-lived, however, as the SD feed returned to Sky's EPG on 1 October 2019, closing the HD feed.

Television X Callgirls Live
Television X Callgirls Live was a televised sex line show broadcast on Television X 3 from 2005. The show was directed by Portway Productions and was produced by Ric Porter, who described it in his autobiography. It started with two "callgirls" (Avalon and Starr), but quickly grew to feature a number of different presenters. Original airtimes were between 10.00pm and 12.00pm but were subsequently changed to between 10.00pm and 2.00am. In August 2008, the show began broadcasting from 8.00pm showing softcore pornography until 10.00pm.

The show also ran on Television X 2 and Television X 4 from 9.00pm until 11.00pm (11.15pm on Friday and Saturday) and then continued on TVX4 for 15 minutes, after which it began broadcasting encrypted hardcore pornography (consistent with the R18 certificate). This section was used as a means of encouraging viewers to subscribe to the Television X package. The channel was also available online, it was significantly cheaper to call the premium-rate telephone number than other televised sex line channels.

Presenters and awards
Presenters contracted to Television X in 2008 included Suzie Best, Cathy Barry, Claire Grey (aka Jesse Jayne), Amber Leigh, Renee Richards, Keisha Kane, Cate Harrington, and Donna Marie. In March 2008, glamour model Sammie Pennington was introduced as the new face and body of Television X. Three months later, glamour model Sophie Price was introduced as the new face and body of Television X. In addition, Linsey Dawn McKenzie attended the 2008 UK Adult Film and Television Awards as a representative of Television X and Red Hot TV.

The channel won UK Adult Film and Television Awards 2008 Best Pay Per Night Adult Channel. The award was picked up by Linsey Dawn McKenzie. Additionally on the night of the awards Television X and Red Hot TV (UK) received more than 12 awards including Jay Snake winning best male and Cathy Barry winning best online female actress.

On 11 March 2010, Television X launched their own awards called the SHAFTAs (Soft and Hard Adult Film and Television Awards). Winners included Kerry Louise and Tanya Tate. Both Angel Long and Syren Sexton picked up 2 awards each.

On 3 December 2010, Television X won two awards from UK Adult Producers (UKAP). Tanya Tate collected the award on behalf of Television X for Tanya Tate's Sex Tour of Ireland which won Best Reality Series. She also starred in the Television X series Diamond Geezers, which won Best DVD.

Websites
In mid-2007, Television X launched TelevisionX WebTV. The BBFC and Ofcom censorship rules not applying in this domain allowed Television X to show hardcore content to its viewers for the first time. In October 2008, Television X launched TelevisionX.com this change effectively split the Television X website into two. One, televisionxnow.co.uk, to be used for television subscriptions and the other, Televisionx.com to be used for explicit content. This split was a necessity brought about by an Ofcom ruling which banned the advertisement of an explicit website on British television. Television X can only advertise their soft website on air.

The hardcore uncensored internet website features programmes from the Television X station. However, the camerawork, editing, performances and bad language are modified to include explicit representations of sexual intercourse.

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

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Madhvacharya

Madhvacharya (1199–1278 CE or 1238–1317 CE), also known as Purna Prajna and Ānanda Tīrtha, was an Indian philosopher, theologian and the chief proponent of the Dvaita (dualism) school of Vedanta. Madhva called his philosophy Tattvavāda meaning "arguments from a realist viewpoint".

Madhvacharya was born at Pajaka near Udupi on the west coast of Karnataka state in 13th-century India. As a teenager, he became a Sanyasi (monk) joining Brahma-sampradaya guru Achyutapreksha, of the Ekadandi order. Madhva studied the classics of Hindu philosophy, and wrote commentaries on the Principal Upanishads, the Bhagavad Gita and the Brahma Sutras (Prasthanatrayi), and is credited with thirty seven works in Sanskrit. His writing style was of extreme brevity and condensed expression. His greatest work is considered to be the Anuvyakhyana, a philosophical supplement to his bhasya on the Brahma Sutras composed with a poetic structure. In some of his works, he proclaimed himself to be an avatar of Vayu, the son of god Vishnu.

Madhvacharya was a critic of Adi Shankara's Advaita Vedanta and Ramanuja's Vishishtadvaita Vedanta teachings. He toured India several times, visiting places such as Badrinath, Bengal, Varanasi, Dwaraka, Goa and Kanyakumari, engaging in philosophical debates and visiting Hindu centres of learning. Madhva established the Krishna Mutt at Udupi with a murti secured from Dwarka Gujarat in 1285 CE.

Madhvacharya's teachings are built on the premise that there is a fundamental difference between Atman (individual soul, self) and the Brahman (ultimate reality, God Vishnu), these are two different unchanging realities, with individual soul dependent on Brahman, never identical. His school's theistic dualism teachings disagreed with the monist teachings of the other two most influential schools of Vedanta based on Advaita's nondualism and Vishishtadvaita's qualified nondualism. Liberation, asserted Madhva, is achievable only through the grace of God. The Dvaita school founded by Madhva influenced Vaishnavism, the Bhakti movement in medieval India, and has been one of the three influential Vedānta philosophies, along with Advaita Vedanta and Vishishtadvaita Vedanta. Madhva's historical influence in Hinduism, state Kulandran and Kraemer: "has been salutary, but not extensive.“

Early life
The biography of Madhvacharya is unclear about his year of birth. Many sources date him to 1238–1317 period, but some place him about the 1199–1278 period.

Madhvācārya was born in Pajaka near Udupi, a coastal district in the present-day Indian state of Karnataka. Traditionally it is believed that his father's name is Naduillaya (Sanskrit: Madhyageha, Madhyamandira) and the name of his mother is unclear, although many sources variously claim it as Satyavati and Vedavati. Born in a Tulu-speaking Brahmin household, he was named Vāsudeva. Later he became famous by the names Purnaprajna, Anandatirtha and Madhvacharya (or just Madhva). Pūrnaprajña was the name given to him at the time of his initiation into sannyasa (renunciation), as a teenager. The name conferred on him when he became the head of his monastery was "Ānanda Tīrtha". All three of his later names are found in his works. Madhvācārya or Madhva are names most commonly found in modern literature on him, or Dvaita Vedanta related literature.

Madhva began his school after his Upanayana at age seven, and became a monk or Sannyasi in his teens, although his father was initially opposed to this. He joined an Advaita Vedanta monastery in Udupi (Karnataka), accepted his guru to be Achyutrapreksha, who is also referred to as Achyutraprajna in some sources. Madhva studied the Upanishads and the Advaita literature, but was unconvinced by its nondualism philosophy of oneness of human soul and god, had frequent disagreements with his guru, left the monastery, and began his own tattvavada movement based on dualism premises of Dvi – asserting that human soul and god (as Vishnu) are two different things. Madhva never acknowledged Achyutrapreksha as his guru or his monastic lineage in his writings. Madhva is said to have been clever in philosophy, and also to have been tall and strongly built.

Career
Madhvacharya never established a matha (monastery) dedicated to Dvaita philosophy, however his lineage of students became the sanctuary for a series of Dvaita scholars such as Jayatirtha, Sripadaraja, Vyasatirtha, Vadiraja Tirtha, Raghuttama Tirtha, Raghavendra Tirtha and Satyanatha Tirtha who followed in the footsteps of Madhva.

A number of hagiographies have been written by Madhva's disciples and followers. Of these, the most referred to and most authentic is the sixteen cantos Sanskrit biography Madhvavijaya by Narayana Panditacharya – son of Trivikrama Pandita, who himself was a disciple of Madhva.

Incarnation of Vayu, the wind god
In several of his texts, Sarma and other scholars state, "Madhvacharya proclaims himself to be the third avatar or incarnation of Vayu, wind god, the son of Vishnu". He, thus, asserted himself to be Hanuman – the first avatar of Vayu, and Bhima – a Pandava in the Mahabharata and the second avatar of Vayu. In one of his bhasya on the Brahma Sutras, he asserts that the authority of the text is from his personal encounter with Vishnu. Madhva, states Sarma, believed himself to be an intermediary between Vishnu and Dvaita devotees, guiding the latter in their journey towards Vishnu.

Miracles
Madhva is said to have performed several miracles during his lifetime, including transforming tamarind seeds into gold coins, consuming 4,000 bananas and thirty big pots of milk in one sitting, fighting and winning against robbers and wild animals, crossing the Ganges without getting his clothes wet, and giving light to his students through the nails of his big toes after the lamp went out while they were interpreting a text at night.

Interpretations
Madhvacharya is said to have quoted some verses from his unique revisions of scriptures. Also, he is said to have quoted many unique books like Kamatha Sruti. The interpretation of Balittha Sukta by Madhvacharya and his followers to prove that Madhvacharya was an incarnation of Vayu is considered highly unique by standard commentaries on them like Sayana and Horace Hayman Wilson.

Works of Madhvacharya
Thirty seven Dvaita texts are attributed to Madhvacharya. Of these, thirteen are bhasya (review and commentary) on earliest Principal Upanishads, a Madhva-bhasya on the foundational text of Vedanta school of Hinduism – Brahma Sutras, another Gita-bhasya on Bhagavad Gita, a commentary on forty hymns of the Rigveda, a review of the Mahabharata in poetic style, a commentary called Bhagavata-tatparya-nirnaya on Bhagavata Purana. Apart from these, Madhva is also attributed for authoring many stotras, poems and texts on bhakti of Vishnu and his avatars. The Anu-Vyakhyana, a supplement to Madhvacharya's commentary on Brahma Sutras, is his masterpiece, states Sharma.

While being a profusely productive writer, Madhvacharya restricted the access to and distribution of his works to outsiders who were not part of Dvaita school, according to Sarma. However, Bartley disagrees and states that this is inconsistent with the known history of extensive medieval Vedantic debates on religious ideas in India which included Dvaita school's ideas.

Madhva's philosophy

The premises and foundations of Dvaita Vedanta, also known as Dvaitavada and Tattvavada, are credited to Madhvacharya. His philosophy championed unqualified dualism. Madhva's work is classically placed in contrast with monist ideas of Shankara's Advaita Vedanta and Ramanuja's Vishishtadvaita Vedanta.

Epistemology
Madhva calls epistemology Anu pramana. It accepts three pramānas, that is three facts or three correct means of knowledge, in contrast to one of Charvaka and six of Advaita schools of Hindu philosophies:
 * Pratyaksha (प्रत्यक्ष) means perception. It is of two types in Dvaita and other Hindu schools: external and internal. External perception is described as that arising from the interaction of five senses and worldly objects, while internal perception is described as that of inner sense, the mind.
 * Anumāna (अनुमान) means inference. It is described as reaching a new conclusion and truth from one or more observations and previous truths by applying reason. Observing smoke and inferring fire is an example of Anumana. This method of inference consists of three parts: pratijna (hypothesis), hetu (a reason), and drshtanta (examples).
 * Śabda (शब्द) means relying on word, testimony of past or present reliable experts. It is also known as Agama in Madhva's Dvaita tradition, and incorporates all the Vedas. Hiriyanna explains Sabda-pramana as a concept which means reliable expert testimony. The schools of Hinduism which consider it epistemically valid suggest that a human being needs to know numerous facts, and with the limited time and energy available, he can learn only a fraction of those facts and truths directly.

Madhva and his followers introduced kevala-pramaana as the "knowledge of an object as it is", separate from anu-pramana described above.

Madhva's Dvaita school holds that Vishnu as a God, who is also Hari, Krishna, Vasudeva and Narayana, can only be known through the proper samanvaya (connection) and pramana of the Vedic scriptural teachings. Vishnu, according to Madhvacharya, is not the creator of the Vedas, but the teacher of the Vedas. Madhva's school of thought assert that knowledge is intrinsically valid, and the knower and the known are independently real. Madhvacharya asserted that both the ritual part (karma-kanda, Mimamsa) and the knowledge part (jnana-kanda, Upanishadic Vedanta) in the Vedas, are equally valid and an interconnected whole. As asserted by the Mimamsa school of Hindu philosophy, Madhvacharya held that the Vedas are author-less, and that their truth is in all of its parts (i.e. the samhita, brahmana, aranyaka and upanishad)...

Metaphysics
The metaphysical reality is plural, stated Madhvacharya. There are primarily two tattvas or categories of reality – ' (independent reality) and ' (dependent reality). Ishvara (as God Vishnu or Krishna) is the cause of the universe and the only independent reality, in Madhvacharya's view. The created universe is the dependent reality, consisting of  (individual souls) and Jada (matter, material things). Individual souls are plural, different and distinct realities. s are sentient and matter is non-sentient, according to Madhvacharya.

Madhva further enumerates the difference between dependent and independent reality as a fivefold division (pancha-bheda) between God, souls and material things. These differences are: (1) Between material things; (2) Between material thing and soul; (3) Between material thing and God; (4) Between souls; and (5) Between soul and God.

This difference is neither temporary nor merely practical; it is an invariable and natural property of everything. Madhva calls it Taratamya (gradation in pluralism). There is no object like another, according to Madhvacharya. There is no soul like another. All souls are unique, reflected in individual personalities. The sea is full; the tank is full; a pot is full; everything is full, yet each fullness is different, asserted Madhvacharya.

Taratamya is based on inherent differences amongst all beings. These differences determine whether souls are eligible for liberation, rebirth, or darkness.

According to Madhvacharya, even in liberation (moksha), the bliss is different for each person based on each's degree of knowledge and spiritual perfection. This liberation according to him, is only achievable with grace of God Vishnu.

Nature of the Brahman
Madhva conceptualised Brahman as a being who enjoys His own bliss, while the entire universe evolves through a nebulous chaos. He manifests, every now and then, to help the evolution process. The four primary manifestation of Him as the Brahman are, according to Madhva, Vasudeva, Pradyumna, Aniruddha and Sankarasana, which are respectively responsible for the redemptive, creative, sustaining and destructive aspects in the universe. His secondary manifestations are many, and all manifestations are at par with each other, it is the same infinite no matter how He manifests. Brahman is the creator of the universe, perfect in knowledge, perfect in knowing, perfect in its power, and distinct from souls, distinct from matter. For liberation, mere intellectual conceptualization of Brahman as creator is not enough, the individual soul must feel attraction, love, attachment and devotional surrender to Him, and only His grace leads to redemption and liberation, according to Madhva.

The Vishnu as Brahman concept of Madhvacharya is a concept similar to God in major world religions. His writings led some early colonial-era Indologists such as George Abraham Grierson to suggest the 13th-century Madhva was influenced by Christianity, but later scholarship has rejected this theory.

Soteriology
Madhvacharya considered Jnana Yoga and Karma Yoga to be insufficient to the path of liberation without Bhakti. Vishnu was the supreme God to Madhva, who can only be reached through Vayu; he further states, faith leads to the grace of God, and grace leads to the liberation of soul.

The knowledge of God, for Madhvacharya, is not a matter of intellectual acceptance of the concept, but an attraction, affection, constant attachment, loving devotion and complete surrender to the grace of God. He rejects monist theories believing that knowledge liberates, asserting instead that it is Divine grace through Bhakti that liberates. To Madhva, God obscures reality by creating Maya and Prakriti, which causes bondage and suffering; and only God can be the source of soul's release. Liberation occurs when, with the grace of God, one knows the true nature of self and the true nature of God.

Ethics
Evil and suffering in the world, according to Madhvacharya, originates in man, and not God. Every Jiva (individual soul) is the agent of actions, not Jada (matter), and not Ishvara (God). While Madhva asserts each individual self is the Kartritva (real agency), the self is not an absolutely independent agent to him. This is because, states Madhva, the soul is influenced by sensory organs, one's physical body and such material things which he calls as gifts of God. Man has free will, but is influenced by his innate nature, inclinations and past karma.

Madhvacharya asserts, Yathecchasi tatha kuru, which Sharma translates and explains as "one has the right to choose between right and wrong, a choice each individual makes out of his own responsibility and his own risk". Madhva does not address the problem of evil, that is how can evil exist with that of a God who is omnipotent, omniscient, and omnibenevolent. According to Sharma, "Madhva's tripartite classification of souls makes it unnecessary to answer the problem of evil". According to David Buchta, this does not address the problem of evil, because the omnipotent God "could change the system, but chooses not to" and thus sustains the evil in the world. This view of self's agency of Madhvacharya was, states Buchta, an outlier in Vedanta school and Indian philosophies in general.

This accusation of David Buchta is answered by the arrangement that the tripartite characteristic is intrinsic of the souls. That is to say, those characteristics define the soul. And any attempt to change that would mean replacing souls themselves. Seeing no point in repairing the prevalent characteristics if the very identity of the souls is in danger, the omnipotent does not change them. Thus answering the problem of evil.

Moral laws and ethics exist, according to Madhva, and are necessary for the grace of God and for liberation.

Views on other schools
Madhvacharya was a fierce critic of competing Vedanta schools, and other schools of Indian philosophies such as Buddhism and Jainism. He wrote up arguments against twenty one ancient and medieval era Indian scholars to help establish the foundations of his own school of thought.

Madhvacharya was most ardent critic of Advaita Vedanta, accusing Shankara and the Advaitins of teaching Buddhism under the cover of Vedanta. Advaita's nondualism asserts that Atman (soul) and Brahman are blissful and identical, unchanging transcendent Reality, there is interconnected oneness of all souls and Brahman, with no pluralities. Madhva, in contrast asserts that Atman (soul) and Brahman are different, only Vishnu is the Lord (Brahman), individual souls are also distinct and depend on Vishnu, and there are pluralities. Of all schools, Madhva directed his critique at Advaita most, penning four major texts, including Upadhikhandana and Tattvadyota, primarily dedicated to scrutinizing Advaita.

Madhvacharya disagreed with aspects of Ramanuja's Vishishtadvaita. Vishishtadvaita school, a realist system of thought like Madhvacharya's Dvaita school, also asserts that Jiva (human souls) and Brahman (as Vishnu) are different, a difference that is never transcended. God Vishnu alone is independent, all other gods and beings are dependent on Him, according to both Madhvacharya and Ramanuja. However, in contrast to Madhvacharya's views, Vishishtadvaita school asserts "qualified non-dualism", that souls share the same essential nature of Brahman, and that there is a universal sameness in the quality and degree of bliss possible for human souls, and every soul can reach the bliss state of God Himself. While the older school of Vishishtadvaita asserted "qualitative monism and quantitative pluralism of souls", states Sharma, Madhvacharya asserted both "qualitative and quantitative pluralism of souls".

Shankara's Advaita school and Ramanuja's Vishishtadvaita school are premised on the assumption that all souls can hope for and achieve the state of blissful liberation; in contrast, Madhvacharya posited that some souls enjoy spreading chaos and irreligion, and even enjoy being eternally doomed and damned as such.

Madhvacharya's style of criticism of other schools of Indian philosophy was part of the ancient and medieval Indian tradition. He was part of the Vedanta school, which emerged in post-Vedic period as the most influential of the six schools of Hindu philosophy, and his targeting of Advaita tradition, states Bryant, reflects it being the most influential of Vedanta schools.

Influence
Madhvacharya extended an independent, original philosophy in the inference of Vaishnavism.

The Madhva Sampradaya fostered Bhakti and search of Knowledge. Madhvacharya and his ascetic followers propagated the Dvaita Siddhanta through their commentaries and critical lectures. Such literature and works for critical thinking were written majorly in Sanskrit and not readily accessible to common people. An alternate avenue evolved organically by Sishyas or Bhaktas of the Madhva Philosophy who studied these core books, read philosophy, practised asceticism though living a householder's life, dedicated themselves to the service of God. This set of followers undertook the mission of carrying Madhva's teaching to the four comers of the country using Kannada or the local language as a vehicle of communication. These spirited missionaries were known as the Hari-Dasas. The HariDasas pioneered in breaking the shackles of caste, creed and regionalism – they practiced devotion in its purest form and were instrumental in delivering the marvels of Madhva Siddhantha to the common man by way of songs, suladees and Bhakti Dasa Sahitya. These Haridasas came to be known as the Dasa Section or Dasa-Kuta of the Madhva Sampradaya in contrast with the Vyaasa-Kuta who were Scholars, Pandits or teachers of literature & critical thought.

There is no difference between the Vyasa-kuta and Dasa-Kuta in their learning, training, or approach to philosophy. While Vyasa-Kuta being scholars, Acharyas or Pandits strongly believed in acquiring Jnaana/Knowledge traditionally, the Dasa-Kuta simplified the acquired knowledge into Bhakti or devotion. The terms 'Dasaru' and 'Vyasaru' first came into vogue at the time of Purandaradasa and his religious preceptor, Vyasaraya. Over time, 'Vyasakuta' meant the branch of devotees who were well-versed in Sanskrit and who knew the philosophy in the original, and ' Dasakuta' or Dasa Dasapantha, meant that branch of devotees who conveyed the meassage of Dvaita philosophy through simplified vernacular Bhakti movement.

Other influential subschools of Vaishnavism competed with the ideas of Madhvacharya, such as the Chaitanya subschool, whose Jiva Gosvami asserts that only Krishna is "Svayam Bhagavan" (the supreme form of God), in contrast to Madhva who asserts that all Vishnu avatars are equal and identical, with both sharing the belief that emotional devotion to God is the means to spiritual liberation. Chaitanya Mahaprabhu (1496–1534) is said to be a disciple of Isvara Puri who was a disciple of Madhavendra Puri who was a disciple of Lakshmipati Tirtha who was a disciple of Vyasatirtha (1469–1539) of Madhvacharya's Sampradaya. According to Sharma, the influence of Madhva's Dvaita ideas have been most prominent on the Chaitanya school of Bengal Vaishnavism, and in Assam.

A subsect of Gaudiya Vaishnavas from Orissa and West Bengal claim to be followers of Madhvacharya. Madhva established in Udupi Krishna Matha attached to a god Krishna temple. Gaudiya Vaishnavas also worship Krishna, who is in the mode of Vrindavana.

Hindu-Christian-Muslim controversies
Madhvacharya was misperceived and misrepresented by both Christian missionaries and Hindu writers during the colonial era scholarship. The similarities in the primacy of one God, dualism and distinction between man and God, devotion to God, the son of God as the intermediary, predestination, the role of grace in salvation, as well as the similarities in the legends of miracles in Christianity and Madhvacharya's Dvaita tradition fed these stories. Among Christian writers, GA Grierson creatively asserted that Madhva's ideas evidently were "borrowed from Christianity, quite possibly promulgated as a rival to the central doctrine of that faith". Among Hindu writers, according to Sarma, SC Vasu creatively translated Madhvacharya's works to identify Madhvacharya with Christ, rather than compare their ideas.

Modern scholarship rules out the influence of Christianity on Madhvacharya, as there is no evidence that there ever was a Christian settlement where Madhvacharya grew up and lived, or that there was a sharing or discussion of ideas between someone with knowledge of the Bible and Christian legends, and him.

There are also assumptions Madhva was influenced by Islam. The Madhvavijaya tells about Madhva meeting the Sultan of Delhi and saying to him in fluent Persian that both worship the same one God of the universe, and that he spreads the faith in God. The sultan is said to have been so impressed by this that he wanted give half of the empire to Madhva, which he refused. However, the indologist and religious scholar Helmuth von Glasenapp assumes that monotheism can also be derived from the Indian intellectual world, and that there is no reason supporting the theory that Madhva's views on afterlife were influenced by Muslim or Christian impulses.

Monasteries
Madhvacharya established eight mathas (monasteries) in Udupi with his eight disciples as its head along with Padmanabha Tirtha Matha. The Udupi Ashta Mathas are Palimaru matha, Adamaru matha, Krishnapura matha, Puttige matha, Shirur matha, Sodhe matha, Kaniyooru matha and Pejavara matha. These eight surround the Anantheswara Krishna Hindu temple. The matha are laid out in a rectangle, the temples on a square grid pattern. The monks in the matha are sannyasis, and the tradition of their studies and succession (Paryaya system) were established by Madhvacharya. The monastery has a pontiff system, that rotates after a fixed period of time. The pontiff is called Swamiji, and he leads daily Krishna prayers according to Madhva tradition, as well as annual festivals. The process and Vedic mantra rituals for Krishna worship in Dvaita monasteries follow the procedure written by Madhvacharya in Tantrasara. The Krishna worship neither involves bali (sacrifice) nor any fire rituals. The succession ceremony in Dvaita school involves the outgoing Swamiji welcoming the incoming one, then walking together to the icon of Madhvacharya at the entrance of Krishna temple in Udupi, offering water to him, expressing reverence then handing over the same vessel with water that Madhvacharya used when he handed over the leadership of the monastery he founded. The monastery include kitchens, bhojan-shala, run by monks and volunteers. These serve food daily to nearly 15,000 to 20,000 monks, students and visiting pilgrims without social discrimination. During succession ceremonies, over 80,000 people are served a vegetarian meal by Udupi bhojan-shalas.

Madhvacharya established a matha with his disciple Padmanabha Tirtha as its head to spread Tattvavada (Dvaita) outside Tulunadu region with the instructions that his disciples Narahari Tirtha, Madhava Tirtha and Akshobhya Tirtha should, in turn, become the successors of this matha. According to Surendranath Dasgupta, Uttaradi Math is the main matha of Padmanabha Tirtha and it was divided twice, and so we end up with three mathas, the other two being Vyasaraja Math and Raghavendra Math. Uttaradi Math, along with Vyasaraja Math and Raghavendra Math, is considered to be the three premier apostolic institutions of Dvaita Vedanta and are jointly referred as Mathatraya. It is the pontiffs and pandits of the Mathatraya that have been the principle architects of post-Madhva Dvaita Vedanta through the centuries. Among the mathas outside of Tulu Nadu region, Uttaradi Matha is the largest. All the mathas outside of the Tulu region are one way or the other descended from Padmanabha Tirtha. Including mathas in Udupi, there are twenty-four Madhva mathas in India. The main center of Madhva's tradition is in Karnataka.

Professor Kiyokazu Okita and Indologist B. N. K. Sharma says, Sannyasis in the lineage of Dvaita school of Vedanta belongs to Ēkadaṇḍi tradition just like the Sanyasi's of Advaita of Adi Shankara.

Film
A film directed by G. V. Iyer titled Madhvacharya premiered in 1986. It is entirely in the Kannada language.

title: Madhvacharya


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User:Chengfei

Hello there!

contact me thru marscf@yahoo.com.

title: User:Chengfei


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Road Rash

Road Rash is a motorcycle racing video game series by Electronic Arts in which the player participates in violent, illegal street races. The series started on the Sega Genesis/Mega Drive and was released on various other systems over the years. The game's title is based on the slang term for the severe friction burns that can occur in a motorcycle fall where skin comes into contact with the ground at high speed.

Six different games were released from 1991 to 2000, and an alternate version of one game was developed for the Game Boy Advance. The Sega Genesis trilogy was re-released in EA Replay for the PlayStation Portable. The series sold 3 million units by 1998.

Road Rash (1991)
Road Rash debuted on the Sega Genesis in 1991. The game takes place in California, on progressively longer two-lane roads. The two-player mode allows two people to play alternating. There are 14 other opponents in a race. A port of the game was released for the Amiga, and various scaled-down versions were made for Master System, Game Gear, and Game Boy. The Game Boy version is one of two licensed games that is incompatible with the Game Boy Color and newer consoles in the Game Boy line. A SNES version was planned and then canceled.

Road Rash II (1992)
Road Rash II was released in 1992 for the Sega Genesis. The sequel took the engine and sprites from the first game and added more content. The largest addition was proper two-player modes: "Split Screen" versus the other computer opponents, and the duel mode "Mano A Mano". The races take place all across the United States: Alaska, Hawaii, Tennessee, Arizona, and Vermont. The list of bikes has been increased to fifteen (separated into three classes, with the later ones featuring nitro boosts), and a chain was added to supplement the club. Other details include the navigation of the menu screens being considerably easier; and more manageable passwords, being less than half the size of the first game.

Road Rash (1994)
Road Rash was released in 1994 for CD-based platforms such as 3DO, Sega CD, PlayStation, Sega Saturn, and Microsoft Windows. It features a number of changes such as the ability to choose characters (with various starting cashpiles and bikes, some with starting weapons) before playing, fleshed-out reputation and gossip systems and full-motion video sequences to advance a plot. The game features all-California locales: The City, The Peninsula, Pacific Coast Highway, Sierra Nevada, and Napa Valley. The roads themselves feature brief divided road sections.

Road Rash 3 (1995)
Road Rash 3 was released in 1995 for the Sega Genesis. Races take place across the world, each level featuring five of seven total locales: Brazil, the United Kingdom, Germany, Italy, Kenya, Australia, and Japan. In addition to the standard fifteen bikes, four part upgrades are available for each. Eight weapons are available, and Road Rash 3 introduces the player's ability to hold on to weapons between races and the ability to accumulate multiple weapons.

Road Rash 3D (1998)
Road Rash 3D was released in 1998 for the PlayStation. The game is mostly not based on sprites. The race courses were pieced together from an interconnected series of roads. The game has less emphasis on combat in exchange for a stronger emphasis on the racing.

Road Rash 64 (1999)
Road Rash 64 was released in 1999 for the Nintendo 64. Electronic Arts did not design or publish it; the intellectual property rights were licensed to THQ, which in turn had its own Pacific Coast Power & Light (founded by former EA employee Don Traeger) develop the game.

Road Rash: Jailbreak (2000)
Road Rash: Jailbreak was released in 2000 for the PlayStation, with a handheld port released in 2003 for the Game Boy Advance with the same title. New features include an interconnected road system and two-player cooperative play with a sidecar.

Road Rash (2009)
Road Rash was released in 2009 for J2ME. It was sold on EA Mobile site only.

Spiritual successor
A spiritual successor, Road Redemption, was later released in 2017 and 2018 for Microsoft Windows, MacOS, Nintendo Switch, PlayStation 4, and Xbox One.

Music
The Sega Genesis trilogy features music by EA composers Rob Hubbard (1 and II), Michael Bartlow (1), Tony Berkeley (II), and Don Veca (II and 3). Later entries were among the first video games to include licensed music tracks from major recording artists in gameplay.

The rock radio station in EA's 2004 game The Urbz is called "Road Rash FM".

Future
Criterion Games considered developing a new Road Rash game multiple times, potentially a Burnout Versus Road Rash, but nothing has come of this; they have also expressed a desire to move away from racing games in particular. Dan Geisler, main programmer and co-designer of the Sega Genesis trilogy, was working on a new title along with a number of the original Road Rash staff members, then named Hard Rider: Back in the Saddle; he first announced it via a Reddit thread, and frequently mentioned progress on his Twitter account, but was unable to find funding for it and dropped the idea.

title: Road Rash


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North Kelvinside

North Kelvinside (also referred to as North Kelvin, Cealbhainn a Tuath) is a residential district of the Scottish city of Glasgow.

It is usually regarded as a subdistrict of Maryhill, sharing its G20 postcode, as well as its House of Commons electoral constituency prior to incorporation into Glasgow North in 2005. However, North Kelvinside was never a part of Maryhill Police Burgh prior to its incorporation into Glasgow in 1912 and the area is markedly different socially and architecturally.

North Kelvinside was originally part of a country estate, which became enveloped by the surrounding city. As a result, many buildings date from the early twentieth century. It is located on the northern edge of Glasgow's west end and its southern boundary is marked by the River Kelvin. It is close to the Glasgow Botanic Gardens, the former BBC building on Queen Margaret Drive, and in the vicinity of the University of Glasgow, although all are actually outwith the North Kelvinside area itself. Being close to Glasgow University many students and academics live in the area.

Kelvinside House was the property of Lord Provost Sir James Campbell, and was located in the area that is now North Kelvinside. It was there that his son, the future Prime Minister Sir Henry Campbell-Bannerman was born 1836.

North Kelvinside is not directly north of the more upmarket area Kelvinside, which is mainly located to the west. Rather, the area is so named because it is located on the north bank of the River Kelvin. The housing consists mainly of tenements, although there are also some grander villa-type buildings, converted Victorian townhouses, pre-industrial cottages and a small, well-maintained (now mainly ex-)council estate. The area has a reputation for being quiet and tranquil, despite its central location. Unusually, it is impossible to fully traverse the district by car in any direction, due in part to a system of road-blocks designed to combat ratrunning. Architecturally significant buildings in the area include the Kelvin Stevenson Memorial Church (by J. J. Stevenson, 1898); Gillespie, Kidd & Coia's St. Charles Parish Church (1959), noted for its hyperbolic paraboloid concrete roof and Stations of the Cross sculptures by Benno Schotz; and the unique Mackintosh Church at Queen's Cross, the only church designed by Charles Rennie Mackintosh. Another local landmark is Alexander "Greek" Thomson's Sixty Steps (1872). Contemporary published sources suggest that the steps, associated retaining wall and the original Queen Margaret Bridge were actually part of John E. Walker's co-ordinated civil engineering works of 1869/1870 to the designs of Ritchie Rodger C.E. in preparation for the development of the suburb.

North Kelvinside also contains the former pub where the 'balcony scene' in the film Trainspotting was shot, the Kelvin walkway along the banks of the eponymous river, linking Kelvingrove Park and the Botanic Gardens, and a row of small independent shops and cafes. Outdoor amenities include the North Kelvin Meadow and the Children's Wood which form local green spaces. Scotland's oldest dedicated squash club since 1934, SSRC (Scottish Squash and Racketball Club), is to be found on Malloch Street a short distance from Queen Margaret Drive, with connections going back to the military presence at the barracks that are now Wyndford. The area is also within walking distance of the shops, pubs and restaurants on Great Western and Byres Roads.

Famous current or former residents include former Prime Minister Sir Henry Campbell-Bannerman, the nurse Louisa Jordan, the actor Robbie Coltrane, the comedian Stanley Baxter, director Lynne Ramsay, screenwriter and playwright Peter McDougall, members of the rock band Teenage Fanclub, TV interior designers Justin Ryan and Colin McAllister, Ian Davidson MP and former Maryhill MP, Maria Fyfe.

There was a North Kelvinside Secondary School that served most of the Maryhill district of Glasgow. However, the school was closed and the vast majority of the pupils transferred to Cleveden Secondary School in the Kelvindale area on the other side of the River Kelvin to the west. Former pupils include actor Robert Carlyle and musician Jimmy Somerville as well as Janis Sharp; mother of Gary McKinnon. The area is served by North Kelvinside Parish Church, a Church of Scotland congregation which was made famous after World War II, by the work and writing of its minister Rev Tom Allan, particularly his book The Face of My Parish. However, in recent years, the church building was demolished, leaving only the halls which are now in poor condition. The congregation has also been in sharp decline and is currently uniting with the nearby Ruchill Parish Church.

Just south of the area is Hillhead, which forms the heart of Glasgow's West End, and to the north is Maryhill. To the west are Kelvindale and Kelvinside, and to the east Firhill and Woodside.

The district, along with Firhill and Murano Street Student Village, is served by North Kelvin Community Council.

title: North Kelvinside


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Warmaster

Warmaster is a ruleset for tabletop wargames written by Rick Priestley, published by Specialist Games (a division of Games Workshop), and set in the Warhammer Fantasy setting. It is different from Warhammer Fantasy Battles in both appearance and gameplay. It is intended for 10 –12 mm miniatures. Basic troops are based on stands, of which typically three make a unit. Generals, Heroes and Wizards are mounted individually or with their retinue.

Gameplay focuses on command and control. While magic is used in the game, its effect on the game is limited. The game is designed to focus on the general's ability to command rather than just his army's ability to fight.

In the Warhammer 40,000 universe, Epic fills much the same "large scale battle" role as Warmaster does in Warhammer Fantasy, though the two systems do not share rules, and Epic is intended for slightly smaller 6 mm miniatures.

Releases
The original version, the fantasy ruleset Warmaster, was first released in 2000. As with most of the "specialist" games products, the support strategy from Games Workshop has evolved over time. Once a part of the Specialist Games division, Warmaster was then directly supported by Games Workshop itself, albeit at a reduced level. In 2013 Games Workshop stopped producing the miniatures and started to remove them from their webstore as stocks ran out. A freely downloadable "Living Rulebook", along with supplements and archived magazine articles, are available through the fan-administered site Specialist Games.

In mid-2006, a new online supplement was added to the Specialist Games website, known as Warmaster Armies. This supplement includes slightly revised lists for the six original armies (High Elves, Empire, Dwarfs, Chaos, Orcs and Goblins, and Tomb Kings of Khemri), alongside new lists for eight forces (Dark Elves, Skaven, Bretonnians, Lizardmen, Kislevites, Vampire Counts, Daemonic Hordes, and Araby).

This was followed in 2009 by a fan-based supplement release. This included a large number of alternative, trial or fan designed army lists. The Warmuster publication aimed to promote ongoing development of the game but has since been superseded and refined (see below for Warmaster Revolution).

In 2010 Warmaster 2nd Edition was released, which compiled and clarified the siege rules written for the game over the preceding 10 years.

Since 2017 a revamped ruleset was released by the Warmaster community called Warmaster Revolution. Bringing together elements of Warmaster Ancients and some extra 'house rules', Warmaster Revolution has quickly established itself as the ruleset of choice for Warmaster players. Its release coincided with a marked upturn of interest with the game, due in no small part to the launch of Warmaster Podcast in 2016. With a growing FB community, YouTube videos and more tournaments globally, Warmaster is experiencing a renaissance with an expanding base of new converts and returning players. The new ruleset incorporates many of the 2009 supplement army lists but has a working committee that looks to refine the lists to make them balanced and playable as well as tweak current army lists.

Battle of Five Armies
In 2005 Games Workshop released a boxed game called Great Battles of Middle Earth: The Battle of Five Armies based on the battle from the book "The Hobbit". The rules are heavily based on Warmaster, and it uses the same miniature scale. The boxed set contains rules, 10 mm plastic miniatures, and scenery (plastic hills, ruins and a cardboard river).

Additional miniatures for this game were cast in white metal. While detailed in the box set rule book, these extra miniatures were sold separately. They were discontinued shortly after being released. The box set remained in print for a longer while. It was removed before the launch of the 28 mm line based on the movie "The Hobbit: An Unexpected Journey".

Warmaster Ancients
Also in 2005 Warhammer Historical published Warmaster Ancients, a modified version of the Fantasy rules suitable for battles covering a period from early Biblical times to 1066. The rules are different from the original 'fantasy' version to better represent historical battles and units. Cavalry, for example, was made weaker in relation to infantry in favour of armies such as the Romans and the Norse.

October 2006 saw the release of Warmaster Ancient Armies, which includes 20 new army lists (all of which are set prior to 1000 AD), along with rules for campaign play and a number of new rule clarifications and unit modifications. The campaign rules have been described as a good way of linking battles, but are not suitable for historical campaigns.

A new supplement for a later period, Warmaster Medieval Armies was released in December 2008. This supplemental book contains 30 new army lists and a number of significant rule changes from the Fantasy and Ancients version. Knights are introduced as a powerful unit shifting the game balance back towards cavalry, like in the original, Fantasy version. Special rules are provided for sieges, period equipment, and larger command elements called batailles.

Warmaster Gameplay
Warmaster works at a higher organisation level than Warhammer Fantasy to represent very large battles in the Warhammer world. The components of an army are divided into two basic types: units and characters. In the original 10 mm Games Workshop-produced miniatures, figures are cast 6 men to a strip, though many gamers base their miniatures with other maker's figures to produce 4-12 figure-per-base bases in order to create a variety of mass effects. Standard bases for Warmaster Ancients are 40 mm x 20 mm elements. Units are normally made of three such elements each. Infantry are based along the 40 mm edge, while cavalry, chariots, monsters and artillery are based along the 20 mm edge. Characters represent commanders such as generals, heroes and wizards and may be based as the player desires, generally on round diorama-sculpted coins or 40 or 20mm wide bases in order for them to be included directly in combat alongside the troops.

Gameplay proceeds with the rolling of dice. Units in Warmaster must be activated and moved by rolling against the command value of a character; units can be activated multiple times, though the roll becomes progressively more difficult. If a commander fails his activation roll, he can no longer command units in that turn. Units may be moved into contact with enemy troops and are considered charging. To enable commanders to move their armies around, units can be formed into brigades of up to four units.

Once all units have been moved eligible units are allowed to shoot and wizards may attempt to cast a spell. Shooting is not very deadly, but any hits scored may force an enemy unit to fall back and cost the player further command rolls to draw back into combat. Shooting is therefore primarily aimed at disrupting enemy formation and cohesion rather than destroy them.

After the shooting phase follows the combat phase, all units involved in combat may roll a number of six-sided dice equivalent to their attack value. Units based along the 20 mm edge have a tremendous advantage against units based on the 40 mm edge, allowing them to pack all their attacks in a narrow frontage, with two units being able to combine their attacks onto a single enemy unit. Once two units have exchanged blows the number of hits are totalled. The loser with the lowest total hits is forced to fall back, while the winner has the option to stand, pursue or fall back. Fights may continue, even against multiple enemy units in succession, until one side is destroyed or the attacker does not wish to pursue the enemy.

Warmaster Ancients gameplay
Even before Warmaster Ancients were published, there had been attempts to use the fantasy rules for purely historical armies. However, they had significant drawbacks – cavalry under the fantasy rules were too powerful, skirmishers too weak and some historical troop types were not catered for at all.

The gameplay for Warmaster Ancients follows the same basic procedure as Warmaster Fantasy, but differs in the following way:

 * Magic, dragons and other such are naturally not present in this rule set (although historical large creatures, such as elephants, are present in some armies).
 * Units may only receive three consecutive orders.
 * Combat is limited to two exchanges, unlike the fantasy version, where units may continue to attack as long as they have valid targets in range. This allows players to reinforce their troops under attack.
 * There are special rules for many historical unit types. Units based on the 20 mm edge are designated as "shock troops" and include heavy cavalry, elephants and phalanges using pikes – their greater hitting power is offset by their shorter frontage which opens them to outflanking. Among the most important new troop types are skirmishers, mobile light troops that can evade an enemy charge and can be used to delay an enemy advance.

Spin-offs for other periods
Quite a few rulesets have been written using the basic Warmaster mechanics.
 * Battle of the Five Armies - covering the conflicts from Tolkien's Middle Earth.
 * Warmaster Ancients - covering ancient and Dark Ages historical periods.
 * Warmaster Medieval - covering the medieval period.
 * Blitzkrieg Commander - covering World War II
 * Cold War Commander - covering post-war to modern periods (derived from Blitzkrieg Commander).
 * Future War Commander - covering near-future and sci-fi (derived from Blitzkrieg Commander).

title: Warmaster


text:
University of Hradec Králové

The University of Hradec Králové (in Czech Univerzita Hradec Králové, UHK; in Latin Universitas Reginaegradecensis) is a public university in Hradec Králové, Czech Republic, founded on 21 June 2000. It traces its roots back to 1959. The university has about 6,000 students, and the current rector is Jan Kříž.

History
The university's precursor institution, the Institute of Education in Hradec Králové, was established in 1959, to train teachers for elementary level education, until then educated in high schools. In 1964, the institution developed into the Faculty of Education Hradec Králové. Training for all education levels began after a higher education reform in Czechoslovakia in 1976.

After the Velvet Revolution in 1989, some former staff from before 1968 returned to the faculty. In 1992 the Pedagogical University of Hradec Králové was officially established. On 15 February 1993, the university started expanding and a new Faculty of Management and Information Technologies was added, subsequently renamed the Faculty of Informatics and Management in 2000, the same year as the University of Hradec Králové was adopted as the official name.

On 1 September 2005, university added a third faculty, the Faculty of Arts, later known as the Philosophical Faculty. On 1 September 2010, after the transformation of the Faculty of Education, the Faculty of Science was formed.

Campus
The university currently consists of four faculties: the Faculty of Education, Faculty of Informatics and Management, Philosophical Faculty, and Faculty of Science, all based on one campus known as Na Soutoku.

The university's Common Education Building was awarded by Czech architects as the "Building of Year" in 1998. The adjacent building of the Faculty of Informatics and Management was completed in 2008, costing 360 million CZK. Next to that is the Faculty of Science, built in 2016. Construction took 21 months and the cost was approximately 450 million CZK.

Since 2020, there is an ongoing reconstruction of the Philosophical Faculty building. The faculty is temporarily located on Vít Nejedlý Street during the work. Revitalisation of the Faculty of Education is scheduled to begin in 2021. The university also plans to build a facility specialised in natural and social sciences with laboratories, which will enclose the center of the campus. UHK has two halls of residence, the Palach Halls of Residence (Palachovy koleje), and Vít Nejedlý Halls of Residence (Koleje Víta Nejedlého), with a capacity of around 900 beds. The Palach Halls of Residence are under ongoing renovation.

Management

 * Rector: Jan Kříž
 * Vice-Rector for International Affairs: Leona Stašová
 * Vice-Rector for Student Affairs, Quality, and Creative Activities: František Vaníček
 * Vice-Rector for Science, Research, and Knowledge Transfer: Kamil Kuča
 * Vice-Rector for Strategy, Development, and Digitalization: Michal Strobach

Symbols
The Rector's Sceptre, designed by Jan Hásek, is in the shape of a linden leaf, with a golden ball in the centre, and a silver lion at the top, symbolising the city of Hradec Králové. The sceptre was given to the university by the City of Hradec Králové.

The Statutory emblem consists of a central crowned Czech lion, looking heraldically left and holding in its forepaws a large letter "G". The figure also represents a part of the City of Hradec Králové emblem. In the circular inscription, the full title of the university is written in Latin.

title: University of Hradec Králové


text:
Talk:Option (filmmaking)

Theatrical options
I have incorporated this subject, which is very similar to film options, and so I don't think it rates its own page. JohnClarknew 22:59, 25 July 2007 (UTC)

article title
I suggest changing the title of this article to 'Option (screenwriting and playwriting)' because it applies to both and should be title searchable under both contexts. Similarly, I suggest changing the section headers from 'Film options' to 'Film script options' and 'Theatrical options' to 'Play script options'. —Preceding unsigned comment added by Jaydlewis (talk • contribs) 23:30, 5 July 2009 (UTC)

Clarification of first sentence
Can the first sentence be clarified, please? "...an option is a contractual agreement between a potential film producer, such as a movie studio, a production company or an individual, and a writer or third party who holds ownership of a screenplay." It seems this is listing three parties, which is only suggested by the phrase "writer or third party", but when reading it the first time, I thought "potential film producer" referred to the movie studio, a production company, or the individual, which would leave the "writer or third party" phrase as only a second party. So if there are three parties listed here, maybe the sentence can read, "an option is a contractual agreement between three parties: a film producer, a production company or individual, and usually a writer who holds ownership of a screenplay" or similar. – Kerαu noςco pia ◁ gala xies 01:45, 31 March 2013 (UTC)

 * I agree with you completely. I just stumbled across what you have posted here only after noticing all of this and more to then detail my observations in a new section below. Oh well. Anyway, I find it notable how we both saw/felt how poor this was composed and hopped on here to announce the issue. Sometimes if you read talk page comments they influence your direction. I didn't read yours. To be crystal clear with what I'm saying: Two unrelated people essentially without the knowledge of the existence of the other individual both made the same observation. I sometimes doubt my observations of writing that needs work but this... well... I can safely say case closed because you contributed similarly. The page needs work period.
 * Now what actually matters- Who is going to do the fixarooing? Marc Bago (talk) 07:13, 23 June 2014 (UTC)

An individual or however many should aim to rewrite the blurb paragraph intro bit before the article's table of contents...
In my opinion, very little information is presented in the introductory sentences appearing before the table of contents. I had to read the article itself to actually understand what some certain things meant in the introduction. What goes to demonstrate the poor construction of this article's introduction is how, after the article actually starts, the first thing that is mentioned is, "To be more specific..." which is part of a one sentence explanation that is in fact shorter than the introduction yet sheds more light on what the hell an option really is exactly.

-I feel as if the second half of the introduction segment could be cut out and moved/pasted to a Miscellaneous or Other table of contents section. This information, i.e. books, articles, video games, blah blah, "real option analysis" assessing an option (which is what the reader is still trying to grasp their head around), and then the mention of Hollywood using this term as a verb is all very unrelated, unhelp, and borderline irrelevant information that should really not, and my feelings against the current intro grow stronger as I write this, be in the article almost at all. I mentioned in the first sentence of this current point this jumble of information being relocated to an area on the bottom of the page. I really think this needs to be done to improve the quality of the article.

-Perhaps all of the different possible types of people or groups that can possibly make a contractual agreement listed out in the very first sentence is not necessary. There must be a word to use for the intro that encapsulates all of these people/groups, who can then later be listed out. This listy sentence is not what I would consider an A Grade sentence.

-The following sentence was the first sentence that made me aware of the need to clean this article up. "A separate deal would be made with a screenwriter to write the screenplay, which is not an option." And then continues onwards, almost leaving the Wikipedia surfer at the end of a half paved path.

-There's more stuff, but it is slipping my mind at the moment. I'm going to add a tag label thingy to this page's top area, one of those notifications you first see when you visit a page, in hopes some kind stranger nurses it to health as to benefit all of humanity. Ha. If anything, I'll take the steps to fixing it but my perfectionism is something that causes me to invest way more time than I should in fixing it and I'm not trying to get too attached to this what I would call project.

Marc Bago (talk) 06:49, 23 June 2014 (UTC)

Updated / Greetings from the future
(Or at least that's how it feels! Hello, people from the past. And everyone reading this now.)

I've attempted to rewrite and -structure this article according to the recommendations outlined here above, and added sources in places they were lacking. Currently trying to fix the mess I made of the r reference numbers.

Also, provisionally, removed the issues template message. \o/

--23:28, 25 January 2023 (UTC) Fireant314 (talk) 23:28, 25 January 2023 (UTC)

title: Talk:Option (filmmaking)


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Indistinguishability

Indistinguishability may refer to:

 * Identical (indistinguishable) particles
 * Computational indistinguishability
 * Ciphertext indistinguishability
 * Indistinguishability obfuscation
 * Topological indistinguishability
 * Indistinguishable processes

title: Indistinguishability


text:
Guthrie, Texas

Guthrie is an unincorporated community and census-designated place (CDP) in, and the county seat of, King County in the U.S. state of Texas. It is in the northern part of the state, 93 mi east of Lubbock. It serves as the principal headquarters of the Four Sixes Ranch. As of the 2020 census, its population was 151, down from 160 at 2010.

History
Guthrie's recorded history begins in 1883, when the Louisville Land and Cattle Company in Louisville, Kentucky, purchased several hundred acres in what later became King County. Named after Louisville Land and Cattle stockholder W.H. Guthrie, the community's townsite was platted in 1891 by Andrew Chester Tackitt (son of Rev. Pleasant Tackitt, who had built Guthrie's first residence). When King County was organized that same year, Louisville Land and Cattle proposed the platting of a company townsite, to be named "Ashville", to serve as the county's seat. Tackitt strongly opposed this proposition and led a charge to bring the seat to Guthrie, instead. Tackitt's hotly contested campaign ultimately proved successful, and he not only succeeded in making Guthrie the county seat, but was also elected to serve as King County's first county judge. Late in 1891, the Guthrie post office opened to the public.

The next year, Tackitt and a man by the name of Charlie Bradford brought in lumber from the neighboring community of Seymour and constructed Guthrie's first school, a small, one-room building. A larger school followed in 1895, though the lone teacher continued to depend upon schools in Seymour and Benjamin for curriculum. Proprietor John Gibson began to keep a stock of school books at his Guthrie general store in 1897, decreasing the school's dependence upon other districts.

In 1904, Guthrie claimed 101 residents, and though hurt by the effects of the Great Depression and the Dust Bowl, remained stable through to the mid-20th century, with the 1950 Census also reporting 101 residents. In 1959, schools in nearby Dumont were consolidated with Guthrie's schools, and by 1963, its population had more than doubled to 210.

The mid- to late 1960s brought an end to Guthrie's growth; the population had fallen to 125 by 1970. It increased to 140 in 1980 and 160 in 1990, a figure it maintained through to the 2010 census. Being a company town, very few homes in Guthrie are privately owned; most residents live in housing provided by the 6666 (Four Sixes) or Pitchfork ranches, or the school district.

Geography
Guthrie is located in west-central King County, on the north side of the South Wichita River. U.S. Route 82 passes through the western side of the community, and U.S. Route 83 passes through the center of Guthrie.

According to the U.S. Census Bureau, the Guthrie CDP has an area of 4600 ha, of which 2.87 ha, or 0.06%, is covered by water.

Climate
According to the Köppen climate classification, Guthrie has a humid subtropical climate, denoted as Cfa on climate maps, though it closely borders a cool semi-arid climate (BSk).

Guthrie has a USDA hardiness zone of 7b, with minimum temperatures ranging from 5 to 10 °F.

2020 census
''Note: the US Census treats Hispanic/Latino as an ethnic category. This table excludes Latinos from the racial categories and assigns them to a separate category. Hispanics/Latinos can be of any race.''

As of the 2020 United States census, there were 151 people, 63 households, and 50 families residing in the CDP.

Education
Guthrie is served by the Guthrie Common School District, which consistently ranks as a recognized school district by the Texas Education Agency.

Notable person

 * Max Williams - basketball player and coach; lived in Guthrie as a child.

In popular culture
Author Mitch Cullin graduated from Guthrie School in 1986, and while the setting of his early writings was often the town of Claude in Armstrong County, Cullin said in interviews that his novels Whompyjawed and Branches were based on Guthrie.

title: Guthrie, Texas


text:
Saturn Award for Best Animated Film

The Saturn Award for Best Animated Film (formerly Saturn Award for Best Animation) is one of the annual awards given by the American professionnel organization, the Academy of Science Fiction, Fantasy and Horror Films. The Saturn Awards, which are the oldest film-specialized awards to reward science fiction, fantasy, and horror achievements (the Hugo Award for Best Dramatic Presentation, awarded by the World Science Fiction Society who reward science fiction and fantasy in various media, is the oldest award for science fiction and fantasy films), included the Best Animated Film category for the first time only in 1978, was revived in 1982, and still currently reactivated since 2002.

It is one of the oldest awards to reward animated films. This award has been achieved sixteen times, including ten times to Pixar films.

title: Saturn Award for Best Animated Film