text:
Talk:Rez (video game)

Area Information
I think we need a listing of various bits of information about each of the 'areas' in this game, such as the artist and track name of the music, culture influence (as mentioned below), and espicially in the case of areas 3 and 5, any sort of progressive storyline. 139.168.156.106 23:18, 28 February 2006 (UTC)

To start off, these are transcribed throughout the areas:

AREA1 The entrance of a miracle Audio pilot Keiichi Sugiyama connecting.. color red_orange motif egyptian civilization firewall The EARTH

AREA2 Overlap connection Audio pilot Mist connecting.. color blue_purple motif indian civilization firewall The MARS

AREA3 Raise the mind Audio pilot Ken Ishii connecting.. color Green_cyan motif mesopotamian civilization firewall The VENUS

AREA4 It continues all the time Audio pilot JOUJOUKA connecting.. color yellow_olive motif the yellow river civilization firewall The URANUS

AREA5 Where do we go Audio pilot Adam Freeland connecting.. color black and white motif birth

Disambig
We've got about 5 articles linking away at the top there, I think a disambig page is in order.

PAL
"PAL" Market might be a bit obscure, how about PAL (European) markets? And was it ever released officialy in Australia, which is a part of the PAL market? Jagripino 15:33, 7 Oct 2004 (UTC).

PAL market usually is heavily mistreated by gaming companies with badass conversions to PAL, not translated to different PAL-zone languages, expensiver prices and more. But luckily, Rez was multizone and the japanese dreamcast version was usable on all dreamcast consoles and translated (detecting the language by the configurated language on your dreamcast bios).

Origin of title
Are you sure about where the name Rez is from? I've heard several ideas, but never that one before. Most common is that it comes from the phrase "de-rez" in Tron (which the game clearly is influenced by)

I dunno - Rez by underworld is this game to a tee - in fact by listening to it, you can almost see what you would when you play Rez. It came out in the same year and was all part of that early 90s electonica culture too. - maybe you could add your alternative origin too?

Jagripino 13:38, 20 May 2005 (UTC) I believe that's as far as we'll get without actually asking Mr Mizuguchi about it. This interview : http://tokyopia.com/tk/archives/000430.php talks about a preview version of REZ with Underwold music, so it's entirely possible that their song REZ was an inspiration for the game name.

 * Anybody have any references (interviews discussing the name coming from one place or another)? Otherwise, speculation that the name came from derezzing from Tron or from the Underworld track is just, well, speculation.  The game's visual style and music style lend credence to both theories, but without any supporting evidence we should probably just leave it out altogether.  "Rez" might simply be an independent contraction of "resolution" like it is in Tron, as the game ostensibly happens inside a computer system.  Kjl 22:51, 18 October 2005 (UTC)

 * According to this piece : http://www.1up.com/do/blogEntry?bId=3968774&publicUserId=5345401, it's from the Underworld track. Stx 09:24, 10 November 2005 (UTC)

Epilepsy warning
Why is this here? It applies to all games and I don't see why Rez should be singled out. Rez doesn't even include any strobe-like effects which are most commonly linked to epilepsy.

 * Wrong, Rez is more dangerous for epilepsy because his music & colours. Luckily, epilepsy is all time a lot more knowed and more rare because knowing more of it...

 * I agree, I think this should be removed completely. There is no evidence that Rez is a greater danger to photosensitive epileptics than any other videogame.  It is also incorrect to say that photosensitive epileptics should not play videogames.  Yes, they should heed the warnings and discuss the matter with their doctor, but ultimately not very many photosensitive epileptics will have seizures resulting from playing videogames.  N.B. I have now changed it so that the article warns of the dangers without proscibing whether or not affected individuals should play, which is a decision only they and a medical professional should make.  I still think the whole epilepsy reference should be removed though.

Metaphysics in Rez
Sincerely, I think this part of the game is one of the most important ones and too missed, this game isn't only inspired by Kandinsky, but for Metaphysical stuff too. It tells about the meaning and evolution of life, about life stages and a lot more. I think this must be heavily discussed and all points smartly reflected in the Rez's article.

 * How do you suggest we introduce this in the article exactly? Ethan 19:50, 4 December 2005 (UTC)

 * Personally, I think this must be heavily discussed, but the last stage is the heavily metaphysical involved (with darwinian theories too).

Not that I can claim to know much of anything on the subject, but there is a definite theme running through the forms. The Zero, First and Second forms can represent various stages of a primitive consciousness: first a wireframe sphere, the first spark of thought, then a human shape made up of rectangular planes, and then a crude skeletal representation of a human shape. The Third Form is the first to truly resemble a human, and can be thought of as "Awareness"; the Fourth Form is a meditating figure, implying the exploration of the human consciousness, and the Fifth Form is a solid sphere surrounded by energy forms, perhaps representing the notion of "Transcendence": consciousness without form. At the end, we have the Final Form, a figure in fetal posture surrounded by a sphere; this would be "Rebirth". I just wish I could think of proper terms for the Zero, First, Second and Fourth forms...--Tenka Muteki 07:50, 11 March 2007 (UTC)

Darwin's theories in Rez
This must being heavily discussed, clearly talks about the evolution of the life and how was being changed to the actually stage (not this "short" period where we destroyed most of it).

Psychonautics in Rez
Personally, it's another stuff that must being expanded the relation between Rez and psychonautics, it's possible not mentioned because prejudices about psychoactive entheogens but seems another quite interesting aspect about Rez.

 * I hadn't heard of psychonautics until looking it up just now, and I don't see the importance of mentioning that some people do drugs while playing the game. I'm sure there are a lot of games that could lend themselves to this subculture - doesn't make it worthy of mentioning. Ethan 19:50, 4 December 2005 (UTC)

 * You are quite wrong in both aspects: Synaesthesia is strongly relationated with both psychonautics and psychedelic, specially because drugs like LSD (acid), psilocybin (magic mushrooms), mescaline (peyote), LSA (morning glory seeds) and also Ayahuasca (yage). Rez simulates like a synaesthesia and psychonautic/psychedelic experience. There aren't a lot of games that could really lend themselves to this subculture and Rez is the most related to it (put games that could be psychonautic-like or or like psychonauts, Psychonauts platform-adventure game maybe).

Cultures in Rez
Most of the stages are based on different cultures: Egypt, India, Mesopotamia and Asia. I think this must be discussed a lot more and more explained.

Rez HD... DC / PS2?
I'm guessing that Rez HD is based upon the Dreamcast original and not the PS2 version, but the distinction should be made clear: I've played both the original versions and the PS2 edition was made easier (less enemies etc.)! EDIT: Aha, one of the references at the bottom of the page says it's based on the Dreamcast one. Altered in article. JaffaCakeLover (talk) 18:15, 2 November 2008 (UTC)

Capitalisation
Why is the article's title REZ when the box artwork clearly displays Rez? IGN and GameFAQs use the lower-case version too. A ridiculously minor point, I know... --Nick R 21:58, 7 Jun 2005 (UTC)

 * I wondered that too. I went ahead and made the correction. Ethan 21:41, 15 September 2005 (UTC)

Trance Vibrator
I wonder if the trance vibrator is still in production. Sega should have realized that the two words put together just sells itself, but I suppose it's just another case of Engrish. James A. Calwell III 20:26, 25 September 2005 (UTC)

 * Quite interesting, I want to buy one for a nice girl that is my friend :)

Does anybody know what was the original, intentional, or advertised purpose of this device? Did Sega manufacture the device?--The dez 09:26, 9 February 2006 (UTC)

There are two versions out there: one by Sega, and the more common one by ASCII. It's meant to simulate the vibration from the massive bass you feel at raves; without having to damage your ears. You can still find it on ebay from time to time.

I have edited the article a bit. The ASCII-branded Trance Vibrator is compatible with the USA version of Rez. I have both the viber and the USA version and I have no trouble. My USA PS2 is not modded either, it's a stock unaltered model bought new in 2003. -- EmiOfBrie 01:12, 28 July 2007 (UTC)

 * I can doubly confirm the ASCII-Branded Trance Vibrator does work on an unmodified Ps2 and Ps2 Slim with an NTSC U/C Version of REZ. The article could use a picture of the Trance Vibrator for reference. I'll try to upload one shortly. AtaruMoroboshi (talk) 19:36, 7 December 2007 (UTC)

 * And there you have it. Image uploaded to Trance Vibrator Section. AtaruMoroboshi (talk) 23:44, 7 December 2007 (UTC)

 * If that is your photo, I think you can reduce the copyright restrictions on the image and put that into Commons (though it would be nice to have something less blurry :-) See Image:Crazy Taxi remote control car2.jpg which is a photo of a toy, but safely falls into commons and allowable in the PD.  But yes, that's excellent to have. --M ASEM  23:54, 7 December 2007 (UTC)
 * Tagged Image:Crazy Taxi remote control car2.jpg for deletion. One of many misguided attempts at creating free-use images. Photos of toys are often derivative works, and therefor under copyright. --SeizureDog (talk) 06:12, 8 December 2007 (UTC)
 * Certainly understood, the question is, if non-free can it still be used (with proper rationale and license tag) and what copyright tag does it get in this case (none of the ones in the Upload Image dropdown are close save for "screenshot" which is arguable. --M ASEM 06:22, 8 December 2007 (UTC)
 * Template:Non-free 3D art is what should be used.--SeizureDog (talk) 15:46, 11 December 2007 (UTC)
 * How would I go about changing the template. Since it's currently tagged to be deleted, should I re-upload it with the new tag? Or can it just be applied to the existing picture? AtaruMoroboshi (talk) 15:54, 11 December 2007 (UTC)
 * The problem is that the image is in Wikicommons. You'd have to reupload it to Wikipedia and tag it there.--SeizureDog (talk) 15:56, 11 December 2007 (UTC)
 * Thanks, SD, that's what I needed to know. --M ASEM 16:54, 11 December 2007 (UTC)
 * Yeah, I took the picture. Don't I have lovely hands? I haven't uploaded many pictures though. Maybe you can help me get it so that it won't be deleted. It's currently subject to deletion since it apparently doesn't meet fair use standard. Should I just upload it again at a lower resolution? Thanks AtaruMoroboshi (talk) 03:54, 8 December 2007 (UTC)

 * You know, I'm not sure. I would drop a message to User:Quadell (the one that tagged the image as possibly being a free replacable) and just explain that you're taking the photo, and to see if it a "free" work that can then go to the WP Commons.  It *could* be intepreted as a derivative work, but I don't have as much experience in that.  If it isn't, then you can upload a nice hi-res, (blur free :-) version of it to Commons and it would be PD.  If it isn't maybe that Quadell can help guide you to the right tags you need to keep the image up on WP. --M ASEM  04:38, 8 December 2007 (UTC)

Problem solved: I took a picture of my own trance vibrator. No box; no problem.--SeizureDog (talk) 17:19, 11 December 2007 (UTC)
 * I appreciate that. I was hoping to have a picture in this article that showed scale. Hence why I took a picture with me holding it and including the box. I have no problems going through the process to get the image properly uploaded. The replaced picture does not effectively illustrate scale and IMHO doesn't look as nice. Though, I acknowledge the ultimate goal here is simply a depiction of the product. Please take into consideration. Thanks AtaruMoroboshi (talk) 17:29, 11 December 2007 (UTC)
 * I took scale into consideration, that's why the USB plug is also shown. I would imagine that the average video gamer knows the size of a USB plug. And frankly, it's hard to take a picture of the stupid thing because it's just this black blob. Black blobs don't photograph well :/--SeizureDog (talk) 18:07, 11 December 2007 (UTC)
 * I would note the audience of this article is not exclusively the 'average video gamer', there are people who don't know the size of a USB cable, and the current image wouldn't illustrate scale for them. I'm not going to push hard for this though - If I have time I may re-shoot/re-upload another picture to replace this one. Perhaps something with a quarter in view. Thank you for providing and image to the article that is not tagged to be deleted. - AtaruMoroboshi (talk) 18:47, 11 December 2007 (UTC)

 * A 'quarter' is generally a bad idea, it is American-centric. I have no idea how big an American quarter is and nor do I care to know. I don't even know what one looks like. Heck given the rising popularity of computers in the developing world and the popularity of USB keys in general and the like, I strongly suspect a greater percentage of the world's population know the size of a USB cable then know the size of an American quarter. See Template:NoCoins... Nil Einne (talk) 17:59, 16 June 2008 (UTC)

Defective pressings
Where does the "many defective pressings" thing come from? As far as I know, this is either not true or greatly exaggerated. Some pressings of Rez won't work on American Dreamcasts, but that does not make them defective.

 * What do you mean about defective pressings?
 * The article is the first time I've ever heard of any defective pressings. Unless someone can wade in and prove it, it should be removed. —The preceding unsigned comment was added by 160.5.247.6 (talk • contribs) 17:09, 25 October 2006 (UTC)
 * Since nobody has been able to come up with a source for this rumour, it has been removed.160.5.247.1 21:31, 7 February 2007 (UTC)

Put URLs to interesting Rez articles/reviews here
Put URLs to interesting Rez reviews, those that can be used in a future for expanding this wikipedia article.

 * http://www.nerdparadise.com/jibbajabba/thread.php?id=1265

Andrew Vestal's Review

http://www.yukihime.com/games/gia/rez.shtml

This isn't really a review but a shrine. It's well designed and includes information about the game.

http://autofish.net/shrines/rez/index.html

Rez a music game?
I disagree strongly. For one thing, it can be played with the volume turned off. I agree that this isn't a definitive test, but it's surely suggestive of the fact that it shouldn't be placed in that genre. Rez is a shoot-em-up that happens to have a great soundtrack and make nice musical sounds when you shoot things.--Malcohol 10:51, 7 February 2006 (UTC)
 * I'm not saying I agree or disagree with you, but that is a terrible arguement. Dance Dance Revolution can be played with the volume off as well. - UnlimitedAccess 16:07, 11 February 2006 (UTC)
 * I'm going to claim that playing Rez with the sound down is still playing Rez, but playing DDR with the sound down isn't really playing DDR. Hmmm... Okay, I'll admit that the argument isn't great. I'll try a different approach. Here is the current definition from the Music game article:
 * "A music video game, also commonly known as a music game, rhythm action game, or rhythm game, is a type of video game where the gameplay is oriented almost entirely around the player's ability to follow a musical beat and stay with the rhythm of the game's soundtrack."
 * One could hardly claim that Rez satisfies that definition.--136.206.1.20 17:16, 13 February 2006 (UTC)

 * Regardless of exactly how it turned out, interaction with music was a major part of the game's design and aims, and for that reason it should be mentioned. (In a recent issue of Edge - a magazine which has referred to the game many times - there was an article on various approaches to music in games. Tetsuya Mizuguchi was interviewed, and he discussed Rez.) I would also argue that at least some mention should be made in the music game article of titles which involve music as something more than just atmospheric background noise, yet not strictly fitting the "hit these buttons in time with the beat/arrows/etc" template. As with all video game genres, the definition of a music game is quite loose - something like Music 2000 couldn't really be called a "rhythm action game", but it's definitely a "music game".-- Nick RTalk 11:28, 14 February 2006 (UTC)
 * I haven't played Music 2000 but by the sounds(!) of it, it's not even a video game, never mind a music game (see its article). With regard to Rez, I accept that it's audially innovative and its design may warrant a mention on the music game page. I maintain an objection to its inclusion in the music game category. I think that "music as something more than just atmospheric background noise" is far too weak to justify inclusion. I acknowledge that the category is broad, but Rez is a stretch. In any case, since no one seems to agree with me I'll make do with a tiny change: I'll reorder the genre links in the info box.--Malcohol 14:03, 14 February 2006 (UTC)

IMO Rez is entirely a music game, albeit one in the form of a shump. When playing, if you time your attacks with the soundtrack the game becomes much more enjoyable, and works far better than if you play it in a similar manner to Panzer Dragoon Orta. Try it.--John Square 08:56, 5 April 2006 (UTC)

Note: There is also a talk section for this question started under Talk:Music video game. I would say that it is a hybrid music game but I think it certainly belongs under the category of "music game." -Thibbs (talk) 05:45, 12 April 2008 (UTC)

Sales Figures
Anyone know what the sales figure for Rez are? might be worthy to add to the article Dwayne Kirkwood 01:46, 15 February 2006 (UTC)
 * I heard a guy from Harmonix say it was about 100,000 in the US. Not an official source, I know. —The preceding unsigned comment was added by 160.5.247.6 (talk • contribs) 17:06, 25 October 2006 (UTC)

I once read that the European Dreamcast release was limited to 5000 copies. Maybe there is a source available for this.--Jerkules 21:24, 16 September 2007 (UTC)

Evolved Forms
I've played this game quite a lot, and I thought I'd point out that the following is in need of correction: "The various forms have no difference in gameplay, but have wildly different graphical and audio effects. "  There is significant difference in gameplay betwen the evolved forms; as you advance to higher forms, your attack speed increases, allowing for higher score combos and more efficient control of complex targeting.

 * I'd argue against this, as soon as you release the attack button you are free to lock on to the full 8 targets again regardless of whether your previous attack has finished. —Preceding unsigned comment added by ZappyGun (talk • contribs) 13:38, 7 April 2008 (UTC)

Platform origin
The article stated that Rez was a PS2 game, which was originally released for Dreamcast. I consider that ridiculous, it's like saying thay GTA3 is an Xbox game that was originally released for the PS2. It has been corrected. I accept it's worth noting that it didn't get a release in America, but that's hardly a reason to say that it's a PS2 game first and foremost.

Also the main section had several instances of the word "very" so a few were removed. —The preceding unsigned comment was added by 160.5.247.6 (talk • contribs) 17:20, 25 October 2006 (UTC)

REZ Code name?
An anonymous editor has added to the lead "Rez, known during development by the names K-Project, Project Eden, and Vibes" and two references one is a link for a forum post which lists an .nfo from a release group, they later added  with the edit summary "There, I added a link to a video that clearly shows "Project Eden" (at the loading screen at the very beginning) and "Vibes" (at the main title screen), don't tell me that's not proof enough). I had originally reverted the edit with the reasoning "gaming forum link quoting a release group .nfo is not verifiable".

My concerns:
 * A single forum post quoting an .nfo does not sufficiently support the claim the game had several other codes names.
 * The Youtube video is purportedly of a leaked Beta. There is no verifiability that the "released" Beta was not modified. ((There is also a WP:copyvio issue)

This information needs to be supported by some solid third party sources - maybe an interview or sources attributed to Tetsuya Mizuguchi or something from a major gaming publication. Thoughts? AtaruMoroboshi (talk) 12:48, 18 March 2008 (UTC)
 * With no comment for a month, and no additional sources provided, I've reverted the lead a previous edit until new information is provided. AtaruMoroboshi (talk) 17:42, 28 April 2008 (UTC)

footnote 16: Broken link
Footnote 16, linking to is a broken link. could someone find an alternate source/cached version? 202.137.73.109 (talk) 14:04, 6 July 2008 (UTC)

New addition: link to an interview with Jake Kazdal
I added a new line to the external links section, to an article that contains an interview with one of the UGA team members, Jake Kazdal. He did some artwork and character design there, having worked previously on Space Channel 5. The interview contains new data on the production of Rez, as well as some whole-new artwork designs. I thought it might be of some interest for further research.

Child of Eden
The plot of Child of Edeb is about the evends before Rez. It tells the story about the creation of the AI that controlls Eden, the same one who you try to reboot in Rez. So the plot is in the same universe as Rez and takes place before Rez, hence a prequel. — Preceding unsigned comment added by 193.136.122.18 (talk) 15:09, 25 June 2011 (UTC)

External links modified
Hello fellow Wikipedians,

I have just modified 5 external links on Rez (video game). Please take a moment to review my edit. If you have any questions, or need the bot to ignore the links, or the page altogether, please visit this simple FaQ for additional information. I made the following changes:
 * Corrected formatting/usage for http://coregamer.web.simplesnet.pt/kazdaleng2.htm
 * Corrected formatting/usage for http://kotaku.com/368887/dreamcast-rez-beta-k%2Bproject-released
 * Corrected formatting/usage for http://hexadrive.jp/sub4.html
 * Added archive https://web.archive.org/web/20070516074722/http://www.1up.com/do/reviewPage?cId=3165700 to http://www.1up.com/do/reviewPage?cId=3165700
 * Added archive https://web.archive.org/web/20100918065519/http://xboxlive.ign.com/articles/112/1120887p1.html to http://xboxlive.ign.com/articles/112/1120887p1.html

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 * Hello there. Here's an updated link to the the The Best and Worst Gaming Peripherals video (from this link) that still works and doesn't require adobe flash. My appologies but I'm not reading through two walls of Wikipedia guidelines just to replace a single link here. It would be lovely if someone else could handle this. Thanks.
 * ScrewAttack - The Best and Worst Gaming Peripherals
 * https://www.youtube.com/watch?v=ZZY8jFcFGI0
 * --91.22.82.91 (talk) 00:23, 22 March 2018 (UTC)

Requested move 30 December 2021

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

The result of the move request was: Moved  (t · c)  buidhe  02:42, 8 January 2022 (UTC)

– Moved to this title without discussion in 2018. While this is a well-written article with a good amount of pageviews, "Rez" as a short-form for Indian reserve or Indian reservation is very common (see   .)  Based on this, recommend moving the disambiguation page to Rez per WP:NOPRIMARY. 162 etc. (talk) 00:19, 30 December 2021 (UTC)
 * Rez → Rez (video game)
 * Rez (disambiguation) → Rez

 * Support per nom. No clear primary topic for this title. The safest bet is to move the disambiguation page to the basename. Paintspot Infez (talk) 01:17, 30 December 2021 (UTC)
 * Support - I haven't checked but even if this page gets more hits than any on the disambig page, there's enough varieties of things that can be referred to as Rez that the video game (which is a moderate obscure one) shouldn't have the sole primary name. --M asem (t) 01:49, 30 December 2021 (UTC)
 * Support per nom and previous editors.--AlexandraIDV 18:45, 30 December 2021 (UTC)
 * Oppose. |Rez_(song)|Rez|Rez_Band|Rez_(Underworld_single)|Rez_(Gex)|Rez_(video_game)|%C5%98e%C5%BE Pageviews indicate this is the overwhelming WP:primary topic. The only other articles actually titled "Rez" are the song and the village. No one would would expect to find an article about American Indian reservations in an encyclopedia under the slang term "rez". All four sources cited in the nom use "reservation" to make clear what they're talking about. Station1 (talk) 21:06, 30 December 2021 (UTC)
 * Oppose I'd more likely find "res." as the abbreviation for both "resolution" and "reservation". For "rez", I think the game is the clear primary topic, per Station1.ZXCVBNM (TALK) 02:35, 31 December 2021 (UTC)
 * Support Indian reservation gets 25,906 compared with only 2,788[] for the game but the reservation is probably not primarily called "Rez" but it doesn't seem like there's a clear primary topic especially by long-term significance.  Crouch, Swale  ( talk ) 19:11, 1 January 2022 (UTC)
 * Support, pretty clear absence of a primary topic for this three-letter combination. BD2412  T 01:34, 8 January 2022 (UTC)

title: Talk:Rez (video game)


text:
Dilong paradoxus

Dilong (帝龍, which means 'emperor dragon') was a small theropod belonging to the group Tyrannosauroidea, it likely occupies a basal position within group. The only species in this genus is Dilong paradoxus. It is from the Lower Cretaceous Yixian Formation near Lujiatun, Beipiao, in the western Liaoning province of China. The holotype was found in the Lujiatun Unit of the Yixian, a unit which contains rocks that date to between 125.8-126 million years old, however specimens have been found in other areas of the Yixian formation which may vary in age. While this theropod was of diminutive stature, this discovery of Dilong was quite significant as it provided the first evidence of feathers in tyrannosaurs, something which was suspected for the group years prior.

Discovery
Dilong was described by Xu Xing and colleagues in 2004. The name is derived from the Chinese 帝 dì meaning 'emperor' and 龙 / 龍 lóng meaning 'dragon'. "Di", "emperor", refers to the relationship of this animal to Tyrannosaurus rex, the "king" tyrannosaurid. "Long" is used to name Chinese dinosaurs in much the same way that the ancient Greek -saur is in the West. The specific name, paradoxus, is a Latinisation of the Ancient Greek παράδοξον meaning 'against received wisdom'.

Description
The type specimen is IVPP 14243 (Institute of Vertebrate Paleontology and Paleoanthropology in Beijing), a nearly complete, semi-articulated, skull and skeleton. Referred material includes IVPP 1242, a nearly complete skull and presacral vertebrae, TNP01109 (Tianjin Museum of Natural History), a partial skull, and IVPP V11579, another skull which may belong to D. paradoxus, or to a related species. The type specimen of Dilong was about 1.6 m in length, but it is thought to be a juvenile and may have been over 2 m long when fully grown. Gregory S. Paul estimated that a 1.3 m long individual would have weighed 6 kg.

Feathers
Dilong paradoxus had a covering of simple feathers or protofeathers. The feathers were seen in fossilized skin impressions from near the jaw and tail. They are not identical to modern bird feathers, lacking a central shaft and most likely used for warmth, since they could not have enabled flight. Adult tyrannosaurs, found in Alberta and Mongolia have skin impressions which appear to show the pebbly scales typical of other dinosaurs. Xu et al. (2004) speculated that the tyrannosauroids may have had different skin coverings on different parts of their bodies—perhaps mixing scales and feathers. They also speculated that feathers may correlate negatively with body size—that juveniles may have been feathered, then shed the feathers and expressed only scales as the animal became larger and no longer needed insulation to stay warm.

Classification
When Dilong was first described, it was considered one of the earliest and most primitive members of Tyrannosauroidea, the group that includes the later, larger tyrannosaurids such as Tyrannosaurus rex. At least one later study, by Turner and colleagues in 2007, reanalyzed the relationships of coelurosaurian dinosaurs, including Dilong, and found that it was not a tyrannosauroid. Rather, they placed Dilong two steps above the tyrannosauroids in their phylogeny; more advanced than Coelurus, but more primitive than the Compsognathidae. However, other studies continued to find Dilong as a tyrannosauroid, and some (such as Carr & Williamson 2010) found Dilong to fall within Tyrannosauroidea, not among the more advanced coelurosaurs.

Below is a cladogram containing most tyrannosauroids by Loewen et al. in 2013.

In a 2014 study, Dilong was found to be a proceratosaurid. However, in an analysis by Brusatte et al. in 2016, both parsimony and Bayesian phylogenetic analyses placed Dilong outside of Proceratosauridae, as a slightly more advanced tyrannosauroid.

Paleobiology
Braincase scans indicate that Dilong had an S-shaped brain protected by thin meninges, unlike Tyrannosaurus which has a more linear brain protected by thicker meninges; this is probably a size-related trait, as it is in crocodilians. The large flocculus of Dilong suggests it was agile and had good balance, while small olfactory tracts suggest that its sense of smell was not as refined as that of Tyrannosaurus and other more advanced tyrannosauroids.

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

title: Dilong paradoxus


text:
Chapters and verses of the Bible

Chapter and verse divisions did not appear in the original texts of Jewish or Christian bibles; such divisions form part of the paratext of the Bible. Since the early 13th century, most copies and editions of the Bible have presented all but the shortest of the scriptural books with divisions into chapters, generally a page or so in length. Since the mid-16th century, editors have further subdivided each chapter into verses – each consisting of a few short lines or of one or more sentences. In the King James Version (KJV) Esther 8:9 is the longest verse and John 11:35 is the shortest. Sometimes a sentence spans more than one verse, as in the case of Ephesians 2:8–9, and sometimes there is more than one sentence in a single verse, as in the case of Genesis 1:2.

The Jewish divisions of the Hebrew text differ at various points from those used by Christians. For instance, Jewish tradition regards the ascriptions to many Psalms as independent verses or as parts of the subsequent verses, whereas established Christian practice treats each Psalm ascription as independent and unnumbered, resulting in 116 more verses in Jewish versions than in the Christian texts. Some chapter divisions also occur in different places, e.g. Hebrew Bibles have 1 Chronicles 5:27–41 where Christian translations have 1 Chronicles 6:1–15.

Chapters
Early manuscripts of the biblical texts did not contain the chapter and verse divisions in the numbered form familiar to modern readers. In antiquity Hebrew texts were divided into paragraphs (parashot) that were identified by two letters of the Hebrew alphabet. Peh (פ) indicated an "open" paragraph that began on a new line, while Samekh (ס) indicated a "closed" paragraph that began on the same line after a small space. These two letters begin the Hebrew words open (patuach) and closed (satum), and are, themselves, open in shape (פ) and closed (ס). The earliest known copies of the Book of Isaiah from the Dead Sea Scrolls used parashot divisions, although they differ slightly from the Masoretic divisions.

The Hebrew Bible was also divided into some larger sections. In Israel, the Torah (its first five books) were divided into 154 sections so that they could be read through aloud in weekly worship over the course of three years. In Babylonia, it was divided into 53 or 54 sections (Parashat ha-Shavua) so it could be read through in one year. The New Testament was divided into topical sections known as kephalaia by the fourth century. Eusebius of Caesarea divided the gospels into parts that he listed in tables or canons. Neither of these systems corresponds with modern chapter divisions. (See fuller discussions below.)

Chapter divisions, with titles, are also found in the 9th-century Tours manuscript Paris Bibliothèque Nationale MS Lat. 3, the so-called Bible of Rorigo.

Cardinal archbishop Stephen Langton and Cardinal Hugo de Sancto Caro developed different schemas for systematic division of the Bible in the early 13th century. It is the system of Archbishop Langton on which the modern chapter divisions are based.

While chapter divisions have become nearly universal, editions of the Bible have sometimes been published without them. Such editions, which typically use thematic or literary criteria to divide the biblical books instead, include John Locke's Paraphrase and Notes on the Epistles of St. Paul (1707), Alexander Campbell's The Sacred Writings (1826), Daniel Berkeley Updike's fourteen-volume The Holy Bible Containing the Old and New Testaments and the Apocrypha, Richard Moulton's The Modern Reader's Bible (1907), Ernest Sutherland Bates's The Bible Designed to Be Read as Living Literature (1936), The Books of the Bible (2007) from the International Bible Society (Biblica), Adam Lewis Greene's five-volume Bibliotheca (2014), and the six-volume ESV Reader's Bible (2016) from Crossway Books.

Verses
Since at least 916 the Tanakh has contained an extensive system of multiple levels of section, paragraph, and phrasal divisions that were indicated in Masoretic vocalization and cantillation markings. One of the most frequent of these was a special type of punctuation, the sof passuq, symbol for a period or sentence break, resembling the colon of English and Latin orthography. With the advent of the printing press and the translation of the Hebrew Bible into English, versifications were made that correspond predominantly with the existing Hebrew sentence breaks, with a few isolated exceptions. Most attribute these to Rabbi Isaac Nathan ben Kalonymus's work for the first Hebrew Bible concordance around 1440.

The first person to divide New Testament chapters into verses was the Italian Dominican biblical scholar Santes Pagnino (1470–1541), but his system was never widely adopted. His verse divisions in the New Testament were far longer than those known today. The Parisian printer Robert Estienne created another numbering in his 1551 edition of the Greek New Testament, which was also used in his 1553 publication of the Bible in French. Estienne's system of division was widely adopted, and it is this system which is found in almost all modern Bibles. Estienne produced a 1555 Vulgate that is the first Bible to include the verse numbers integrated into the text. Before this work, they were printed in the margins.

The first English New Testament to use the verse divisions was a 1557 translation by William Whittingham (c. 1524–1579). The first Bible in English to use both chapters and verses was the Geneva Bible published shortly afterwards by Sir Rowland Hill in 1560. These verse divisions soon gained acceptance as a standard way to notate verses, and have since been used in nearly all English Bibles and the vast majority of those in other languages.

Jewish tradition
The Masoretic Text of the Hebrew Bible notes several different kinds of subdivisions within the biblical books:

Passukim
Most important are the verses, or passukim (MH spelling; now pronounced pesukim by all speakers). According to Talmudic tradition, the division of the text into verses is of ancient origin. In Masoretic versions of the Bible, the end of a verse, or sof passuk, is indicated by a small mark in its final word called a silluq (which means "stop"). Less formally, verse endings are usually also indicated by two vertical dots following the word with a silluq.

Parashot
The Masoretic Text also contains sections, or portions, called parashot or parashiyot. The end of a parashah is usually indicated by a space within a line (a "closed" section) or a new line beginning (an "open" section). The division of the text reflected in the parashot is usually thematic. Unlike chapters, the parashot are not numbered, but some of them have special titles.

In early manuscripts (most importantly in Tiberian Masoretic manuscripts, such as the Aleppo codex), an "open" section may also be represented by a blank line, and a "closed" section by a new line that is slightly indented (the preceding line may also not be full). These latter conventions are no longer used in Torah scrolls and printed Hebrew Bibles. In this system, the one rule differentiating "open" and "closed" sections is that "open" sections must always start at the beginning of a new line, while "closed" sections never start at the beginning of a new line.

Sedarim
Another division of the biblical books found in the Masoretic Text is the division into sedarim. This division is not thematic, but is almost entirely based upon the quantity of text. For the Torah, this division reflects the triennial cycle of reading that was practiced by the Jews of the Land of Israel.

Christian versions
During the East Roman (Byzantine) era, the church also introduced a concept roughly similar to chapter divisions, called kephalaia (singular kephalaion, literally meaning heading). This system, which was in place no later than the 5th century, is not identical to the present chapters. Unlike the modern chapters, which tend to be of roughly similar length, the distance from one kephalaion mark to the next varied greatly in length both within a book and from one book to the next. For example, the Sermon on the Mount, comprising three chapters in the modern system, has but one kephalaion mark, while the single modern chapter 8 of the Gospel of Matthew has several, one per miracle. Moreover, there were far fewer kephalaia in the Gospel of John than in the Gospel of Mark, even though the latter is the shorter text. In the manuscripts, the kephalaia with their numbers, their standard titles (titloi) and their page numbers would be listed at the beginning of each biblical book; in the book's main body, they would be marked only with arrow-shaped or asterisk-like symbols in the margin, not in the text itself.

The titles usually referred to the first event or the first theological point of the section only, and some kephalaia are manifestly incomplete if one stops reading at the point where the next kephalaion begins (for example, the combined accounts of the miracles of the Daughter of Jairus and of the healing of the woman with a haemorrhage gets two marked kephalaia, one titled of the daughter of the synagogue ruler at the beginning when the ruler approaches Jesus and one titled of the woman with the flow of blood where the woman enters the picture – well before the ruler's daughter is healed and the storyline of the previous kephalaion is thus properly concluded). Thus the kephalaia marks are rather more like a system of bookmarks or links into a continuous text, helping a reader to quickly find one of several well-known episodes, than like a true system of chapter divisions.

Cardinal Hugo de Sancto Caro is often given credit for first dividing the Latin Vulgate into chapters in the real sense, but it is the arrangement of his contemporary and fellow cardinal Stephen Langton who in 1205 created the chapter divisions which are used today. They were then inserted into Greek manuscripts of the New Testament in the 16th century. Robert Estienne (Robert Stephanus) was the first to number the verses within each chapter, his verse numbers entering printed editions in 1551 (New Testament) and 1553 (Hebrew Bible).

The division of the Bible into chapters and verses has received criticism from some traditionalists and modern scholars. Critics state that the text is often divided in an incoherent way, or at inappropriate rhetorical points, and that it encourages citing passages out of context. Nevertheless, the chapter and verse numbers have become indispensable as technical references for both Bible study and theological discussion among everyone from scholars to laypeople.

Several modern publications of the Bible have eliminated numbering of chapters and verses. Biblica published such a version of the NIV in 2007 and 2011. In 2014, Crossway published the ESV Reader's Bible and Bibliotheca published a modified ASV. Projects such as Icthus also exist which strip chapter and verse numbers from existing translations.

Bible statistics
The number of words can vary depending upon aspects such as whether the Hebrew alphabet in Psalm 119, the superscriptions listed in some of the Psalms, and the subscripts traditionally found at the end of the Pauline epistles, are included.

Except where stated, the following apply to the King James Version of the Bible in its modern 66-book Protestant form including the New Testament and the protocanonical Old Testament, not the deuterocanonical books.

Chapters

 * There are 929 chapters in the Old Testament.
 * 187 chapters in the Pentateuch
 * 249 chapters in the historical books
 * 243 chapters in the poetic books ("Wisdom")
 * 183 chapters in the major prophets
 * 67 chapters in the minor prophets
 * There are 260 chapters in the New Testament.
 * 89 chapters in the gospels
 * 28 chapters in Acts
 * 87 chapters in the Pauline epistles (excluding Hebrews)
 * 34 chapters in the general epistles (including Hebrews)
 * 22 chapters in Revelation
 * This gives a total of 1,189 chapters (on average, 18 per book).
 * Psalm 117, the shortest chapter, is also the middle chapter of the Bible, being the 595th chapter.
 * Psalm 119 is the longest chapter of the Bible.
 * Five books are a single chapter: Obadiah, Philemon, 2 & 3 John, Jude. In many printed editions, the chapter number is omitted for these books, and references just use the verse numbers.

Verses

 * There are 23,145 verses in the Old Testament and 7,957 verses in the New Testament. This gives a total of 31,102 verses, which is an average of a little more than 26 verses per chapter and 471 verses per book.
 * Psalm 103:1–2 being the 15,551st and 15,552nd verses is in the middle of the 31,102 verses of the Bible.
 * John 11:35 ("Jesus wept") is the shortest verse in most English translations. Some translations—including the New International Version, New Living Translation, New Life Version, Holman Christian Standard Bible and New International Reader's Version—render Job 3:2 as "He said". However, that is a translators' condensation of the Hebrew which literally translated is: "And Job answered and said."

 * The shortest verse in the Greek New Testament, according to the Westcott and Hort text, is Luke 20:30 ("και ο δευτερος", "And the second") with twelve letters. In the Textus Receptus, the shortest verse is 1 Thessalonians 5:16 ("παντοτε χαιρετε", "Rejoice always") with fourteen letters, since Stephanus' rendering of Luke 20:30 includes some additional words.
 * 1 Chronicles 1:24 ("Σαλα", "Shelah") is the shortest verse in the Septuagint.
 * 1 Kings 12:24 is the longest verse in the Septuagint (1,017 words).
 * Isaiah 10:8 ("Dicet enim", "For he shall say") is the shortest verse in the Latin Vulgate.
 * Esther 8:9 is the longest verse in the Masoretic Text. The discovery of several manuscripts at Qumran (in the Dead Sea Scrolls) has reopened what is considered the most original text of 1 Samuel 11; if one believes that those manuscripts better preserve the text, several verses in 1 Samuel 11 surpass Esther 8:9 in length.
 * Exodus 20:13,14,15 and Deuteronomy 5:17 are the shortest verses in the Masoretic Text.
 * John 11:25 is the most read verse in funerals.

title: Chapters and verses of the Bible


text:
Talk:Dardanus (son of Zeus)

Etymology
The verb δαρδάπτω (dardapto) means "to devour", see: http://www.perseus.tufts.edu/cgi-bin/ptext?doc=Perseus%3Atext%3A1999.04.0057%3Aentry%3D%2323466. So how can that make Dardanus meaning "burned up"? Is there a source on that etymology? Helladios 06:42, 16 June 2007 (UTC)
 * In liddel scott its to "tear apart,devour,torture,consume" and some varieties but i has another meaning as well the to burn up .Megistias (talk) 12:47, 11 January 2008 (UTC)

Bible
Removed references to biblical POV. This is an ancient Greek myth. —Preceding unsigned comment added by 86.135.244.44 (talk) 04:21, 21 May 2010 (UTC)

Uncited text
"Dardanus became the founder of Troy and the ancestor of Priam and his house. Dardanus is the namesake of the strait between the Sea of Marmara and the Aegean Sea known as the Dardanelles." This text has been removed from Electra (Pleiad); it could be relevant here if reliable sources are cited.--Johnsoniensis (talk) 19:03, 15 September 2014 (UTC)

title: Talk:Dardanus (son of Zeus)


text: Category:Racing cars

title: Category:Racing cars


text:
The Provoked Wife

The Provoked Wife (1697) is the second original comedy written by John Vanbrugh. It made its first appearance in Lincoln's Inn Fields in May, 1697. The premise of the plot, of a wife trapped in an abusive marriage might consider either leaving it or taking a lover, outraged some sections of Restoration society. A later unfinished play by Vanbrugh was completed by Colley Cibber and staged under the title The Provoked Husband in 1728.

Plot
The hitherto virtuous Lady Brute is provoked to infidelity by her sour husband Sir John Brute. Married in haste – she for money, he for sex – the Brutes are shackled by wedlock but looking for diversions. He goes off for a drunken night on the town and ends up before a magistrate, disguised in his wife's frock. Meanwhile, Lady Brute and her niece Belinda dress as Shepherd Market doxies for a secret tryst with their suitors Heartfree and Constant and are spied on by the envious Lady Fanciful, who wants Heartfree for herself. Belinda, despite interference from Lady Fanciful, wins her man and marries for love. But it ends sadly for the boozy Brute who attempts to rape his wife, discovers two gallants lurking in his wardrobe and finally ends up accepting certain situations rather than becoming a human pincushion (i.e., fighting a duel to satisfy his honor).

Analysis
Writer and Professor of English Frank McCormick raises doubt on the often-repeated claim that Vanbrugh wrote part of his comedy The Provoked Wife in the Bastille being based on allusions in a couple of much later memoirs. It is different in tone from his first play, the largely farcical 1696 comedy The Relapse, and adapted to the greater acting skills of the new company of actors chosen for its premiere, who walked out not long before in a dispute with management.

The actors' cooperative boasted the established star performers of the age, and Vanbrugh tailored The Provoked Wife to their specialties. While The Relapse had been robustly phrased to be suitable for amateurs and minor acting talents, he could count on versatile professionals like Thomas Betterton, Elizabeth Barry, and the rising young star Anne Bracegirdle to do justice to characters of depth and nuance.

The Provoked Wife is a comedy, but Elizabeth Barry who played the abused wife was especially famous as a tragic actress, and for her power of "moving the passions", i.e., moving an audience to pity and tears. Barry and the younger Bracegirdle had often worked together as a tragicomic heroine pair to bring audiences the typically tragicomic rollercoaster experience of Restoration plays. Vanbrugh takes advantage of this schema and these actresses to deepen audience sympathy for the unhappily married Lady Brute, even as she fires off her witty ripostes. In the intimate conversational dialogue between Lady Brute and her niece Belinda (Bracegirdle), and especially in the star part of Sir John Brute the brutish husband (Betterton), which was hailed as one of the peaks of Thomas Betterton's remarkable career, The Provoked Wife is something as unusual as a Restoration problem play.

Adaptations
One of the first radio adaptations was broadcast on the BBC Third Programme on 15 June 1948. The production was adapted by Ronald Simpson, and the cast included Norman Shelley as Sir John Brute, Lydia Sherwood as Lady Brute, Ellen Pollock as Lady Fanciful.

In 1963 Prospect Productions (Oxford Playhouse) presented at Century Theatre, Binsey. They presented in Oxford as well. Toby Robertson, producer, June Brown, Trevor Martin (Sir John Brute), John Bonney, Tim Seely as gallants and An Bell as Bellinda, Eileen Atkins as Lady Brute. Josephine Woodford as the maid, Robert Arnold her suitor and Edward Hardwicke as the J.P. Alan Barrett provided sets and it featured the "clever pastiche" of Madeleine Dring. It was repeated at Georgian Theatre, Richmond, Yorkshire. This show was brought to London to the Vaudeville.

Trevor Peacock played Sir John Brute, Prunella Scales Lady Brute and Zoe Wanamaker Belinda in a production at the Watford Palace Theatre 21 February – 10 March 1973.

In 1991, the play was presented in the short-lived open-air theatre at the Weald and Downland Museum near Chichester. It starred Sam Kelly as Sir John Brute and Philippa Urquhart as Lady Fanciful.

On 12 December 2004, BBC Radio 3 broadcast an adaptation by Jim Poyser directed by Pauline Harris. The cast included Julian Rhind-Tutt as Heartfree, Tom Mannion as Constant, Dave Hill as Sir John Brute, Saskia Reeves as Lady Brute, Sarah Smart as Belinda, Josie Lawrence as Lady Fanciful, Tonia Chauvet as Claudette, David Crellin as Colonel Bully and Alexander Delamere as Lord Rake. The production was re-broadcast on 19 July 2015.

In March, 2010 the Generation Theatre of San Francisco, CA presented Provoquée, a play by Roland David Valayre (who also directed the production) based on The Provoked Wife and performed entirely in French, at the Off Market Theater, San Francisco. the cast included Cécile Lejeune, Françoise Lejeune, Benoît Levet, Michel Gasquy, Pierre-Yves Gouret, Marion Lovinger, Vincent Madiot, Thierry Rosset and Mireille Sagne. Generation Theatre later produced the actual Vanbrugh play 17 April – 4 May 2014.

In June 2014 Michael Cordner directed the play at the Department of Theatre, Film and Television, University of York.

The play was performed as part of the summer 2019 season at the Royal Shakespeare Company, directed by Phillip Breen.

title: The Provoked Wife


text:
User:Alren

Category:India
Towns and cities of Andhra Pradesh - Attractions and Landmarks of Mumbai - Indian Automobiles - Pre-Independence Battles in India - Bharat Ratna recipients - British Rule in India - Indian Businessmen - Indian Classical Vocalists - Colonial Indian companies - Indian Cricket captains - Districts of Gujarat - Districts of Karnataka - Indian Economists - European Rule in India - Indian Festivals - Indian Fiction - Indian Film Singers - Government of India - Historical Indian regions - India Honours System - Islands of India - Towns and cities of Karnataka - Towns and cities of Kerala - Indian Mathematicians - Indian Media - Indian Monarchs - Indian National agencies - Towns and cities of Orissa - Indian Railways - Towns and cities of Rajasthan - Indian Religious figures - Ruling clans of India - Indian Snooker players - Indian Space program - Towns and cities of Tamil Nadu - Indian Vocalists

Category:Hinduism
Hindu Holy cities - Hindu Holy days - Mahabharata epic - Ramayana epic - Indian Religious figures - Hindu Sages

Others
California mountains - California valleys - Holy days - Orlando - Saint Louis cuisine

Current Projects
Current Projects :
 * Mumbai Suburban, Western Railway stations. Check out Kandivali
 * Done
 * Gujarat in general
 * Categorizing Category:Gujarat
 * Gujarat Districts
 * Template:Gujarat Districts
 * done
 * Categorizing Category:India
 * Category:Regions of India
 * Categorizing Category:Hinduism
 * Categorizing Category:Airlines
 * Creating pages for Gujarat Districts

To Do
My To Do page

Create

 * Category:Indian Classical musicians

Hindi movies
Move individual pages to title (movie) page.

To Create disambig pages

 * Toofan

Moved pages

 * Zameen
 * Sarkar

title: User:Alren


text:
Talk:Fernando Consag

Spelling
Most of the Croatian sites I look at spell it Konšćak (with c-acute; 182 hits) which seems to be the ordinary hr. spelling, but with older names it may be hard to tell. It's not encouraging that the majority of Google hits for Konščak (with c-caron; 65 hits, 6 in Croatian) are en.Wikipedia & its mirrors. Are we more accurate to start with, or have the Croatians got it right? —Muke Tever 15:36, 7 Oct 2004 (UTC)

 * I don't know for sure, but Konšćak would be more shtokavian and Konščak would be more kajkavian. The former is official, but the person is from an area where the latter dialect is spoken, so it's a tough call :)
 * I was recently somewhat surprised to see that a neighbourhood of Zagreb is officially written Medvešćak rather than Medveščak, which I thought was the native version.
 * It's possible that the standard language has morphed these "-shchack" suffixes, but it's also possible that the local dialect wouldn't require distinguishing the "ch" sounds into two different letters and doesn't mind. (Slovene, which is related, doesn't distinguish.)
 * BTW I doubt we'll get an answer from the creator of the page, it's a peculiar anonymous editor who I've never seen write anything on a Talk page. --Joy [shallot]   16:25, 7 Oct 2004 (UTC)

title: Talk:Fernando Consag


text: File:JohnFStairs.jpg

title: File:JohnFStairs.jpg


text:
Burns Singer

Burns Singer (29 August 1928 – 8 September 1964) was born James Hyman Singer in New York City. He was a Scottish poet and translator.

Early life and education
Though he was born in New York, from the age of four, Singer was brought up in Scotland and educated in Glasgow. At the age of 15 he already had well-developed and original literary interests.

Singer's father was a Manchester-born second-generation Jewish immigrant from Poland, his mother was of Irish, Scottish and Norwegian background. Singer would go on to adopt her maiden name, Burns. Singer showed considerable interest in Polish poetry. His collaborative translations of Polish poets included Ignacy Krasicki, Juliusz Słowacki, Cyprian Norwid and Jerzy Peterkiewicz. Some of these appeared in the anthology Five Centuries of Polish Poetry, 1450–1950 (1962), with Peterkiewicz, and a later edition.

Career and marriage
While in Scotland Singer studied English composition for two terms at the University of Glasgow and then zoology. In 1945, at age 17, between two periods at Glasgow university, Singer went to Cornwall where he came into contact with W. S. Graham, a major poetic influence. Singer then had a period of several years when he travelled and worked in Europe. After the 1951 suicide of his mother he returned to Scotland where he worked for four years the marine biology lab in Aberdeen, supporting his father. He had by then spent a year in Marburg and done some service in the United States Army. In 1955, he married Marie Battle, an African-American psychologist; they moved to London, where he sought freelance work writing. He enjoyed a period of success in literary journalism and as a poet. Still and All (1957) was the only collection of his poetry published during his lifetime and was the Poetry Book Society Recommendation for that year. In 1960 he published with Jerzy Peterkiewicz Five Centuries of Polish Poetry, a selection of translations. It is considered that his style was a "middle way" or compromise, between the New Apocalyptics and The Movement, or the Scottish Renaissance and the Sassenach.

Death
He spent some time with Marie in Cambridge, before ultimately returning to marine biology. His early death, in Plymouth, was from a heart attack. His ashes were scattered at sea. There is a memorial to Singer in the churchyard of St Mary the Less (Little St Mary's) in Cambridge.

Works

 * Living Silver (1953) - a study of the British fishing industry
 * Still and All (1957) (poems)
 * Five Centuries of Polish Poetry (1962) with Jerzy Peterkiewicz
 * Collected Poems (1970) - posthumously, edited by W. A. S. Keir
 * Selected Poems (1977) - posthumously, edited by Anne Clusenaar
 * Collected Poems (2001) - posthumously, edited by James Keery

title: Burns Singer


text:
Integrator

An integrator in measurement and control applications is an element whose output signal is the time integral of its input signal. It accumulates the input quantity over a defined time to produce a representative output.

Integration is an important part of many engineering and scientific applications. Mechanical integrators are the oldest type and are still used for metering water flow or electrical power. Electronic analogue integrators are the basis of analog computers and charge amplifiers. Integration can also be performed by algorithms in digital computers.

In signal processing circuits
An electronic integrator is a form of first-order low-pass filter, which can be performed in the continuous-time (analog) domain or approximated (simulated) in the discrete-time (digital) domain. An integrator will have a low pass filtering effect but when given an offset it will accumulate a value building it until it reaches a limit of the system or overflows.

A current integrator is an electronic device performing a time integration of an electric current, thus measuring a total electric charge. A capacitor's current–voltage relation makes it a very simple current integrator:

$$V(t) = V(t_0) + \frac{1}{C}\int_{t_0}^t I(\tau) \, \mathrm{d}\tau$$

More sophisticated current integrator circuits build on this relation, such as the charge amplifier. A current integrator is also used to measure the electric charge on a Faraday cup in a residual gas analyzer to measure partial pressures of gasses in a vacuum. Another application of current integration is in ion beam deposition, where the measured charge directly corresponds to the number of ions deposited on a substrate, assuming the charge state of the ions is known. The two current-carrying electrical leads must to be connected to the ion source and the substrate, closing the electric circuit which in part is given by the ion beam.

A voltage integrator is an electronic device performing a time integration of an electric voltage, thus measuring the total volt-second product. A simple resistor–capacitor circuit acts as an integrator at high frequencies above its cutoff frequency.

Op amp integrator

 * See also Integrator at op amp applications and op amp integrator

An ideal op amp integrator (e.g. Figure 1) is a voltage integrator that works over all frequencies (limited by the op amp's gain–bandwidth product) and provides gain.

Drawbacks of ideal op amp integrator
Thus, an ideal integrator needs to be modified with additional components to reduce the effect of an error voltage in practice. This modified integrator is referred as practical integrator.
 * For DC input (f = 0), the capacitive reactance X$c$ is infinite. Because of this, the op amp gets effectively in an open loop configuration, which has infinite open-loop gain (for an ideal op amp, or simply very large for real op amps). Hence, any small input offset voltages are also amplified and appears at output as a large error. This is referred as false triggering and must be avoided.

Practical op amp integrator
Main description at:

The gain of an integrator at low frequency can be limited to avoid the saturation problem, by shunting the feedback capacitor with a feedback resistor. This practical integrator acts as a low-pass filter with constant gain in its low frequency pass band. It only performs integration in high frequencies, not in low frequencies, so bandwidth for integrating is limited.

Applications

 * Integrating circuits are most commonly used in analog-to-digital converters, ramp generators, and also in wave shaping applications.
 * Op-amp integrating amplifiers are used to perform calculus operations in analog computers.
 * A totalizer in the industrial instrumentation trade integrates a signal representing water flow, producing a signal representing the total quantity of water that has passed by the flow meter.

In software

 * Integrators may also be software components.
 * In some computational physics computer simulations, such as numerical weather prediction, molecular dynamics, flight simulators, reservoir simulation, noise barrier design, architectural acoustics, and electronic circuit simulation, an integrator is a numerical method for integrating trajectories from forces (and thereby accelerations) that are only calculated at discrete time steps.

Mechanical integrators
Mechanical integrators were key elements in the mechanical differential analyser, used to solve practical physical problems. Mechanical integration mechanisms were also used in control systems such as regulating flows or temperature in industrial processes. Mechanisms such as the ball-and-disk integrator were used both for computation in differential analysers and as components of instruments such as naval gun directors, flow totalizers and others. A planimeter is a mechanical device used for calculating the definite integral of a curve given in graphical form, or more generally finding the area of a closed curve. An integraph is used to plot the indefinite integral of a function given in graphical form.

title: Integrator


text:
Talk:Kyle Petty

Untitled
This article has no citations at all. --Npnunda (talk) 00:50, 8 April 2008 (UTC)

What in God's name is this? Get rid of it. -- The King Of Gondor 15:37, 7 Oct 2004 (UTC)

What exactly is the problem with this article? I think Kyle Petty is well-known enough to warrant an article here. -- JetsLuvver

 * Nothing anymore. At the time I wrote that, the article was about someone far less significant (some dude who thought he was being funny by making an article about himself).  It's a much more relevant entry now. -- The KoG | Talk 19:12, July 14, 2005 (UTC)

Semi protect?
Does this need to be semi protected due to repeated attacks by sockpuppets of User:Felipe Garcia? I know they died down for a while but he is back vandalizing now. --Boss Big (talk) 18:16, 12 June 2008 (UTC)
 * Possibly but really it's not as bad as it was back in March when it was about four-six sockpuppet attacks a day on this article alone. But judging by the lack/decreasing amount of pro-ACLU edit summaries and attacks on editors, I think it's starting to become a task, rather than fun, for them to vandalize the same articles the same way so the vandalism could die down further. But I could be wrong. Anyway, one sockpuppet attack every few days wouldn't merit page protection by itself to be honest so it's better to wait until the socks are on a rampage like two or three vandalising on the same day and then file page protection. AngelOfSadness  talk  20:24, 12 June 2008 (UTC)

nWo
He drove the nWo race car.--LandonJaeger (talk) 01:50, 1 July 2009 (UTC)

he has a video game named after him and none of you think that is important enough to mention? —Preceding unsigned comment added by 65.122.168.1 (talk) 18:25, 18 November 2010 (UTC)

Lots of stats messed up due to Southern beast 96 vandalism
Southern beast 96 did a lot of vandalism. Some of it has been subsequently fixed up, but not all of it. I'd revert to the version prior to his changes and then add back in the 16 November 2014 change by 63.155.135.216, but I'm not sure if that would make it completely correct, so I'm leaving it alone until someone with better knowledge of Kyle's stats can take care of it. Gmporr (talk) 04:26, 7 December 2014 (UTC)

External links modified
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Photo / pic
How about a better photo ?

Like one where you can see his whole face ?

No hats, no sunglasses, etc.

If you're not familiar with what he actually looks like, current photo/pic could be of anybody. 2600:8800:C89:EA00:C23F:D5FF:FEC4:D51D (talk) 00:45, 25 April 2021 (UTC)

TV series
Why no mention of his "Dinner Drive with Kyle Petty" TV series on the Circle Network? 2600:8800:204:C400:3D69:366E:6EA6:C6B3 (talk) 02:15, 22 August 2022 (UTC)

I think im Richard pettys ilagitament daughter 104.139.89.194 (talk) 05:39, 22 January 2024 (UTC)

title: Talk:Kyle Petty


text:
8 Eyes

8 Eyes (エイト・アイズ) is a 2D action platform game developed by Thinking Rabbit for the Nintendo Entertainment System in 1988. The game features eight levels, and can be played by one or two players. It also features a large, diverse soundtrack, composed by Kenzou Kumei, often quoting from the operatic repertoire, consisting of three pieces for each of the eight levels, each set in a different part of the world.

Piko Interactive acquired the right of this game and released it for Windows via Steam in August 14, 2019. This game also included in Evercade Piko Interactive Collection 1 that was released in June 18, 2020.

English version
8 Eyes is set in a post-apocalyptic future. Mankind is recovering from hundreds of years of chaos and nuclear war, and civilization is being rebuilt by the Great King, who harnesses the power of eight jewels. The jewels, known as the 8 Eyes, were formed at the centers of eight nuclear explosions that came close to destroying the Earth. The 8 Eyes have mysterious power which, in the wrong hands, could bring about the end of the world. The Great King's eight power-hungry dukes steal the jewels for themselves and banish the King to the nuclear wastelands, threatening to once again plunge the Earth into war.

The player controls Orin the Falconer and his fighting falcon Cutrus. His mission is to infiltrate the Dukes' eight castles and retrieve the 8 Eyes. With the help of Cutrus, Orin must fight the Dukes' soldiers, nuclear mutants, and the duke of each castle to retrieve the jewels. After the jewels have been recovered, Orin must return them to the Altar of Peace so that the Great King may return and finish rebuilding the Earth.

Japanese version
The Japanese version of the game is set in the Balkans in the late 19th century. The Ottoman Empire, which had barely survived due to the power balance among the great European powers, was beginning to feel the shadow of its survival. The seeds of various conflicts, which had been so densely packed that it was called the "Powder Keg of the Balkans," were now igniting all at once. Terrorism and assassinations of important people by the Free Armenian Army were already commonplace. With the dignity of the government in turmoil and pessimistic rumors and speculation abound, an incident occurred that made restoring public order the most urgent task for the British Empire, which had Ottoman Turkey as its protectorate.

A research team was sent by the British Museum to investigate some newly discovered ruins. However, the entire team was brutally slaughtered, with their heads missing and their stomachs cut open. All of the artifacts they uncovered and their excavation journals were stolen.

The perpetrator of the murders was a group led by Ruth Grandier, a female bandit known for her demonic worship who claimed that she and her group were fallen children of Lucifer. The College of Arms learned that Ruth's group stole artifacts that concealed demonic secrets and could be used in a dark ritual to resurrect demons.

To stop Ruth, the College of Arms Seventh Division (which would eventually become the MI5) decided to send Baronet Sir Julian James Bond, the greatest swordsman in all of England. Sir Bond infiltrated the Balkans along with his pet eagle, Cutlass.

Gameplay
The game consists of eight levels, each set in the castle of one of the dukes. At the completion of each level, Orin receives a new sword. The player can choose to play each of the first seven castles in any order, though the boss at the end of each is vulnerable to only one sword. It is therefore easier to play levels in a particular order. There are hints about the correct order hidden throughout the game. Only after each has been completed can the House of Ruth be played.

After the House of Ruth has been cleared and the 8 Eyes recovered, the player must return the jewels to the Altar of Peace. At this point the jewels must be placed in a particular order, or the game is lost. Hints about the order of the jewels are also hidden throughout the game.

8 Eyes features a cooperative mode in which one player controls Orin and the other player controls Cutrus. In the single-player mode, the player has limited control of both characters simultaneously, making the game significantly more difficult. The gameplay and graphical style are noticeably similar to Castlevania.

Reception
8 Eyes received mediocre reviews upon its release. Power Play gave the game a 60/100. Electronic Gaming Monthly scored 8 Eyes 23/40.

title: 8 Eyes


text:
Sola Air Station

Sola Air Station (Sola flystasjon) is a base for the Royal Norwegian Air Force. It is located in Sola municipality in Rogaland county, Norway. Rescue Helicopter Service is stationed at Sola along with Helicopter Squadron 330.

Also located at Sola is Stavanger Airport, Sola and an aviation museum. Near Sola, at Jåttå in Stavanger is NATOs Joint Warfare Center.

Operations
Headquarters of the Rescue Helicopter Service with 330 Squadron who operates AgustaWestland AW101 SAR Queen search and rescue helicopters. The 12 helicopters are also detached to Rygge Air Station, Ørland Main Air Station, Bodø Main Air Station and Banak Air Station, with one helicopter on stand-by at any given time.

Other represented units from the Norwegian Armed Forces include the Home Guard, Norwegian Defence Logistics Organization, and Norwegian Cyber Defence Force.

Opening
Sola Air Station was founded at May 29, 1937 by King Haakon VII, an air show with 42 aircraft marking the occasion. In 1939, it was decided to station military aircraft on the airfield (because of the tense situation unfolding in Europe at the time). August 5, 1939, the first Caproni Ca.310 bomber landed here.

Operation Weserübung
On April 9, 1940, in reaction to the German invasion of Norway, the bomber squadron was ordered to the east, but before they could take off, six German aircraft attacked. The bombers were damaged, only a few getting airborne to later be abandoned elsewhere and the airport was seized. Here, the first opposed landing by paratroopers took place as 132 German fallschirmjägers from 1st battalion of the 1st Regiment, 7th Flieger Division were dropped on the airfield. Around 3 fallschirmjägers became casualties as the air station's sole completed machine gun bunker fired on the attackers until being knocked out by a hand grenade, seriously wounding the gunner.

During the German occupation, the Luftwaffe used the facility's seaplane base for operations in support of Kriegsmarine ships based on the Norwegian coast. Embarked Air Squadron 1/196 made three partial deployments to the facility in 1940 and 1941 before the entire squadron was based there through April and May 1944, after which part of the squadron would remain until into July 1944.

Liberation and post-war
The next paratrooper landing at Sola took place May 9, 1945. This time, it was British and Norwegian troops that recaptured the airfield. 330 Squadron was the first Norwegian squadron to land after the war. The squadron had been founded in Britain during the war and Sola was the first airfield to host Norwegian war-planes after the war. Squadron 330 was later disbanded, but the airfield remained as the biggest military airfield in the country up to the 1960s.

In early 1946, 333 Squadron came here, but it was moved to Tromsø during the Korean War. In 1953 it came back, but left for Andøya in 1963. 331 Squadron came in 1952. It was later disbanded and reformed until it moved to Bodø in 1955. 718 Squadron was formed here in 1952 and during the 1970s operated the Northrop F-5 fighter. The squadron remained until it was disbanded in 1982.

Sola Air Station has been considered to be closed, but will continue as a base for maritime helicopter operations.

NATO Use
The United States Air Force 426th Air Base Squadron provides support to 220 U.S. service members and their families working in support of NATO's Joint Warfare Center. The squadron also supports “Operating Location-A” in Oslo, Norway, shipping for $50 million war readiness material and $900 million U.S. Marine Corps and U.S. Navy equipment.

title: Sola Air Station


text:
Talk:Swiftbroadband

VfD discussion
Swiftbroadband was proposed for deletion. This page is an archive of the discussion about the proposed deletion. This page is no longer live. Further comments should be made on the article's talk page rather than here so that this page is preserved as an historic record. The result of the debate was KEEP I don't think it's very encyclopaedic. It reads like the script of a promotional video. (The bottom half reads like an ad for its services.)

The company is of little note. I don't think Wikipedia needs a promotional entry for every little internet service provider in Australia... nor I think blatent plugs of their services and comparisons with other companies' services. I think if people want to learn about ISPs there are better places than Wikipedia. --Him! 15:41, 7 Oct 2004 (UTC)

 * I think it's okay, I don't think there are grounds for deletion on the basis of un-notability, given that there are six and they provide physical broadband connections. If you have a problem with it not being NPOV, then you can contest that. Wikipedia is biased towards computing and the Internet (it's the geek factor), so I don't think this is necessarily out of place Dunc_Harris|☺ 15:51, 7 Oct 2004 (UTC)

 * Keep with over 6,000 google hits, it seems to be notable enough. The article could use a good scrubbing with NPOV soap though. -- [[User:Bobdoe| Bob Doe ]]

 * Keep. Just one of the 7-8 or so larger ISPs in Australia.  See right hand side of  - Whirlpool generally gives "large" ISPs their own forum. -- Chuq 22:56, 7 Oct 2004 (UTC)
 * I thought we already had Swift broadband? Guess not. Keep.  Geogre 13:35, 9 Oct 2004 (UTC)

This page is now preserved as an archive of the debate and, like other '/delete' pages is no longer 'live'. Subsequent comments on the issue, the deletion or on the decision-making process should be placed on the relevant 'live' pages. Please do not edit this page.

title: Talk:Swiftbroadband


text:
User:A. Standfield

Strange visitor from another planet

title: User:A. Standfield


text:
The Magic of Scheherazade

The Magic of Scheherazade is an action-adventure/role-playing video game (RPG) developed and released by Culture Brain for the Nintendo Entertainment System (NES). The game was released in 1987 in Japan and 1990 in North America. The plot is based on Middle Eastern folktales found in One Thousand and One Nights. It involves an amnesic hero traveling through time in an attempt to rescue the princess Scheherazade from the evil wizard Sabaron, who has summoned a horde of demons to bring chaos to the once peaceful land of Arabia. The Magic of Scheherazade is divided into chapters and incorporates elements of both action-adventure and RPG gameplay styles. In each chapter, the player character can freely explore an overworld in a top-down perspective. The player engages hostile enemies with various weapons and spells through both real-time solo action on the overhead map and random, turn-based battles fought alongside befriended allies.

Once the commercial viability of the NES was proven in North America by the late 1980s, Japanese developer Culture Brain opened a company branch in the United States and chose to publish an English-language version of The Magic of Scheherazade after making several changes to the graphics and musical score. It has received mostly average review scores but generally positive commentary from critics for its visuals, gameplay, and difficulty balance. The game has been noted for its fusion of the adventure and RPG genres, though journalists have referred to its gameplay mechanics as lower-quality versions of what was seen in both The Legend of Zelda and the Dragon Quest series.

Gameplay
The Magic of Scheherazade combines gameplay elements from action-adventure games and RPGs. In the game, the player must travel through a series of worlds and defeat the evil wizard Sabaron, rescue Scheherazade, and bring peace back to Arabia. The game consists of five chapters; the first four chapters involve the player's journey through four worlds in which they must find the palace and defeat the demon that resides there. The fifth chapter involves the final battle with Sabaron. Players may start a new game or resume the game with a password. If a new game is started, the player must choose between three classes – Fighter, Magician, or Saint. Each class differs in weapon usage and certain abilities. For instance, a Fighter can use strong swords but is limited with the rod, a Magician is adept at using powerful rods but is restricted to a weak dagger instead of swords, and a Saint can exclusively utilize items like boots that prevent damage on hazardous floors. Weapons, spells, items, and actions like speaking or jumping can be mapped to the gamepad's "A" or "B" buttons on a select subscreen. A status bar displays the player character's selected actions, character class, attributes, coins, and some expendable supplies.

The majority of play takes place on an overhead map where the player can freely move between separate screens; the overworld comprises numerous landscapes and locales including forests, deserts, towns, underwater areas, dimly-lit dungeons, and palace labyrinths. The player will also find "Time Gates" that allow for time travel between the past, present, and future; they transport the player to the same location but in a different time and environment. In the towns, the player can interact with NPCs to gather information and initiate quests, gather new party members, purchase supplies as shops, replenish party members' hit points (HP) and magic points (MP) at hotels, gamble money at casinos, and change character class or save their progress via passwords at mosques.

In the overworld, enemies will often randomly appear and are fought in real time. The player can use a sword for close-range attacks, a rod for shooting long-range projectiles, and magic spells. Slaying enemies earns the player experience points that go towards increasing overall experience levels. Reaching higher levels improves the player's maximum attributes (HP and MP) and can sometimes enhance weapon strength or yield new magic spells. When transitioning between screens on the overhead map, the player will sometimes encounter random, turn-based battles with groups of enemies. The start of each battle gives the player the option to fight, escape, or attempt to bribe enemies into leaving. Fighting alone or with up to two allies, the player takes turns trading blows with enemy units by picking commands such as striking with equipped weapons or casting magic. Formations (learned for a fee at "Magic Universities" in certain towns) can also be created, which can grant the party added defense or enable them to cast powerful group magic spells; certain formations work particularly well against certain "squads" or "regiments". Finally, mercenary troopers, which can be hired in towns, can be used to aid the party in attacks.

Plot
The fantasy setting of The Magic of Scheherazade borrows from Middle Eastern folk tales in One Thousand and One Nights. Many years prior to the opening of the game, the land of Arabia was taken over by the malevolent demon Goragora and his army of minions. A magician named Isfa, harnessing the power of the blue star Airosche, vanquished the demons and sealed them underground. Peace briefly returned until the evil wizard Sabaron freed Goragora and the demons from their captivity and imprisoned the Arabian princess Scheherazade and her family.

The player character takes on the role of Isfa's unnamed descendant, who unsuccessfully attempts to save his lover Scheherazade from Sabaron. As a result, the player's memories are erased, his magical powers are sealed, and he is thrust into a different time period. He is quickly greeted by the catlike spirit Coronya, who possesses the ability to open a passage to travel through time. With this, the amnesic hero traverses through five worlds in order to regain his memories, learn new magic, recruit several allies, and defeat the demon overlords. Once Scheherazade's three sisters and father are rescued, the protagonist confronts Sabaron, who realizes releasing Goragora was a mistake. The hero then goes to the Dark World and destroys Goragora, returning tranquility to Arabia once again. After being thanked by Scheherazade and her family, the hero promises to return to his beloved someday as he and his party depart on a magic carpet toward their next adventure.

Development and release
The Magic of Scheherazade was developed for the Nintendo Entertainment System (Famicom in Japan) by Culture Brain. A person working under the pseudonym "Akademiya Yumenosuke" was the game's producer, according to a Weekly Famitsu interview. Composers Akinori Sawa and Shunichi Mikame worked as its composers. Sawa worked primarily on Culture Brain's Hiryū no Ken series. Mikame had previously composed the scores for both Kung Fu Heroes and Flying Dragon: The Secret Scroll. His musical equipment consisted of two polyphonic synthesizers, a frequency modulation synthesizer, and a hardware sequencer. Compositions were recorded to audio cassette and then simplified to the Famicom's programmable sound generator, once approved by the producer. Only three of the six songs Mikame composed were used in game, and he left the company before its Japanese release.

The Magic of Scheherazade was released in Japan on September 3, 1987. Tokuma Shoten published an official strategy guide for The Magic of Scheherazade in Japan in November. A short manga based on the game titled Magical Book was published in Japan and features all the game's party members. Culture Brain's North American division chose to release the game as it fit the company's business model for international releases. Culture Brain USA announced the game in mid-1988 with a tentative release set for January 1989. It was delayed but was showcased that month at the Winter Consumer Electronics Show (CES) with other Culture Brain USA games for the NES, including Kung Fu Heroes and Flying Dragon: The Secret Scroll; it was showcased once again at 1990's Winter CES, this time alongside Baseball Simulator 1.000. The game was released in North America on January 15, 1990. Culture Brain made numerous changes for the English-language localization, including the alternation of character and monster sprites, changes of the facial features in the characters to look more nondescript, simplification of the overworld map, the usage of character text during gameplay, and the inclusion of new music. The game's official soundtrack was released in Japan by Cassetron on October 25, 2023 and includes music from the overseas version.

Reception
The Magic of Scheherazade received mixed reviews at release. Opinions of the game's graphics and musical score have been mostly positive. Both William R. Trotter of Game Players and Rusel DeMaria of VideoGames & Computer Entertainment commended the game's visuals but DeMaria simply characterized the music and sound as "fine". Trotter was specifically impressed with the magic spell effects, characters sprites, and environments. Game Players awarded the game "Best Graphics" for console titles first previewed in the US in 1989. Contrarily, reviewers from a 1990 EGM panel discounted the game's presentation as either average or not up to the standards of the game's contemporaries.

The gameplay and challenge were also high points for many reviewers. Trotter applauded the amount of content and compared the time-consuming yet intuitive learning curve for the game's mechanics to the Ultima series. He said: "Everything is clearly organized, so what at first seems unwieldy soon becomes natural and logical". DeMaria found the game easy yet satisfying, summarizing that it might offer fun for new and intermediate players while experience players could still find "enough plot twists and interesting challenges to make the game fun to play". GamePro likewise recommended the game to beginner, intermediate, and advanced players alike. EGM found the game as an overall mediocre diversion to other RPGs of its time, but similarly acknowledged the gameplay as being "nicely handled" and "easy to catch on to". One of the magazine's writers, Ed Semrad, appreciated its challenge level and referred to it as the next "decent quest game" following Zelda II: The Adventure of Link.

Critics have addressed the game's similarities to other action-adventure titles and turn-based RPGs, as well as its blending of the two genres. Several compared the game's top-down adventure aesthetic and interface to The Legend of Zelda. DeMaria recognized the two games' resemblance, but noted The Magic of Scheherazade as being much more linear. Hardcore Gaming 101's Michael Ayala contrasted the time travel aspect with A Link to the Past and its turn-based battles with those of Dragon Quest. However, he admitted both features felt unpolished in The Magic of Scheherazade but proclaimed the soundtrack as "excellent" aside from one "incredibly grating" theme heard in rare instances in battle. Destructoid contributor Colette Bennett praised the music and found the Middle East-inspired setting unique amid medieval-themed RPGs of its release period. Andrew Vestal of GameSpot comically described the game as a result of two development groups feuding over whether to create an action RPG or a turn-based RPG. He credited the game as being one of the first RPGs to introduce team attacks, in which two party members could join forces to perform extra-powerful magic. Video game journalist and Retronauts writer Jeremy Parish vaguely described the game in 2017 as "innovative and memorable", even declaring it to be Culture Brain's "crown jewel" when mentioning its conspicuous absence from Nintendo's Virtual Console service.

Legacy
A sequel to The Magic of Scheherazade was first listed by Nintendo for a future 1990 release for the NES in that year's official buyers guide for World of Nintendo retail boutiques. The sequel was further noted by GamePro in the magazine's September 1990 issue for its coverage of the Summer CES. Nintendo Power also mentioned it in its November/December 1990 issue. At the Winter CES in January 1992, GamePro reported that an SNES game titled Golden Empire was officially announced by Culture Brain as a follow-up to The Magic of Scheherazade. One year later, GamePro published a similar tidbit from an article about the 1993 Winter CES, where the game was then titled Golden Empire: The Legend of Scheherazade. Gaming retail chain Chips & Bits continuously advertised Golden Empire under its SNES role-playing section in US magazine catalogs throughout the early to mid-1990s. As late as 1996, the Japanese publication Family Computer Magazine listed the game as Scheherazade Densetsu - The Prelude with an unknown release date for the Super Famicom.

The Super Nintendo Entertainment System game Super Ninja Boy includes a town called Celestern, named after one of the worlds in The Magic of Scheherazade, and contains its musical theme from that game and cameos from characters like Princess Scheherazade and Coronya.

title: The Magic of Scheherazade


text:
My Life in the Bush of Ghosts

My Life in the Bush of Ghosts may refer to:
 * My Life in the Bush of Ghosts (novel), 1954 novel by Amos Tutuola
 * My Life in the Bush of Ghosts (album), 1981 album by Brian Eno and David Byrne, titled after Tutuola's novel

title: My Life in the Bush of Ghosts


text:
User talk:Thegiantsnail

Hello and welcome to Wikipedia!

Here are some tips to help you get started:

 * Try the Tutorial, and feel free to experiment in the test area.
 * If you need help, post a question at the Help Desk
 * Eventually, you might want to read the Manual of Style and Policies and Guidelines.
 * Remember Neutral point of view
 * Explore, be bold in editing pages, and, most importantly, have fun!

Good luck!

[[User:Meelar|Meelar (talk)]]

P.S. One last helpful hint. To sign your posts like I did above (on talk pages, for example) use the '~' symbol. To insert just your name, type ~~~ (3 tildes), or, to insert your name and timestamp, use ~~~~ (4 tildes).

title: User talk:Thegiantsnail


text:
Sidneyia

Sidneyia is an extinct arthropod known from fossils found from the Early to the Mid Cambrian of China and the Mid Cambrian Burgess Shale of British Columbia, Canada.

Description
Sidneyia inexpectans reached lengths of at least 160 mm. The largest known specimen of S. minor is around 23 mm long and 14 mm wide, while the largest specimen of S. malongensis is 31 mm long and 21 mm wide. The head shield is short, with notches present on the sides to accommodate stalked eyes, with the underside having a hypostome. The head has a pair of segmented antennae, as well as three pairs of post-antenal appendages. This was followed by a thorax, which had eight to ten segments/tergites, each associated with a pair of biramous appendages, this was followed with one to three abdomen segments/tergites, with the body terminating with a telson, which comprised a pair of tail flukes. The appendages bear heavily sclerotised spined basal segments (basipods) called gnathobases, used to process food. In S. minor, the biramous appendages have 8 podomeres/segments on the endopod, with the last segment being a terminal claw. The exopod of these limbs is flattened and bears lamellae. In S. inexpectans, the endopods of the biramous limbs have seven podomeres, with the first four of these each bearing a number of thin inward projecting spines, while the outer three podomeres bore more stout claw-like spines, with the fourth to ninth pairs of post antennal limbs bearing exopods with blade-like lamellae, which are thought to have been used as gills. S. inexpectans had three pairs of digestive glands within the head shield and front of the thorax, adjacent to the central gut tube.

Ecology
Sidneyia is thought to have been seafloor dwelling (epibenthic) generalist durophagous predator and/or scavenger that used its gnathobases (which closely resemble those of horseshoe crabs) to crush and shred prey items, including hard-shelled organisms like juvenile trilobites (which are abundantly preserved as stomach contents in S. inexpectans) and brachiopods (representing around 6% of the stomach contents of S. inexpectans), but possibly also softer animals like worms or soft bodied arthropods like bradoriids.

Taxonomy
Sidneyia was discovered in 1910 during the first day of Charles Walcott's exploration of the Burgess Shale. He named it after his elder son, Sidney, who had helped to locate the site and collect the specimen. The species name, Sidneyia inexpectans, is derived from the meaning of "Sidney's surprise".

144 specimens of Sidneyia are known from the Greater Phyllopod bed, where they comprise 0.27% of the community.

Sidneyia sinica was named in 2002 from a specimen found in the Chengjiang Biota of South China. However, it has since been rejected from the genus, and other indeterminate specimens assigned to the genus from the Spence Shale and Sirius Passet lack key diagnostic characters. Specimens that can confidently assigned to the genus include Sidneyia cf. inexpectans, known from the Wuliuan Mantou Formation of North China, Sidneyia minor from the Early Cambrian (Cambrian Stage 3) Xiaoshiba Biota of Yunnan, China, and a valid species of Sidneyia from Chengjiang, Sidneyia malongensis.

In 1923, Sidneyia, was placed, along with Emeraldella, as part of the group "Xenopoda". Today, both Sidneyia and Emeraldella are placed as part of the clade Vicissicaudata within Artiopoda, which includes trilobites and other arthropods with similar bodyforms. However, Sidneyia and Emeraldella are usually not recovered as each others closest relatives within Vicissicaudata, rendering "Xenopoda" invalid.

title: Sidneyia


text:
User talk:Ogress

did you get my message? I’m sorry about formatting, something on this page is messing with mobile view.Immanuelle ❤💚💙 (talk to the cutest Wikipedian) 18:45, 17 October 2023 (UTC)

 * Hey u|Immanuelle, I did not! I've been in and out of hospital. Do you remember what it was about? Ogress 13:32, 19 November 2023 (UTC)

DYK for Ludwig Krug
Clovermoss 🍀 (talk) 00:02, 14 July 2024 (UTC)

Disambiguation link notification for July 14
An automated process has detected that when you recently edited Tikunei haZohar, you added a link pointing to the disambiguation page Bereshit.

(Opt-out instructions.) --DPL bot (talk) 19:01, 14 July 2024 (UTC)

title: User talk:Ogress


text:
User talk:Jogback

Hello and welcome to Wikipedia!

Here are some tips to help you get started:

 * Try the Tutorial, and feel free to experiment in the test area.
 * If you need help, post a question at the Help Desk
 * Eventually, you might want to read the Manual of Style and Policies and Guidelines.
 * Remember Neutral point of view
 * Explore, be bold in editing pages, and, most importantly, have fun!

Good luck!

[[User:Meelar|Meelar (talk)]]

P.S. One last helpful hint. To sign your posts like I did above (on talk pages, for example) use the '~' symbol. To insert just your name, type ~~~ (3 tildes), or, to insert your name and timestamp, use ~~~~ (4 tildes).

title: User talk:Jogback