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Half-Life: Decay

Half-Life: Decay is a multiplayer-only expansion pack for Valve's first-person shooter Half-Life. Developed by Gearbox Software and published by Sierra On-Line, Decay was released as part of the PlayStation 2 version of Half-Life in 2001. It is the third expansion pack for Half-Life, and like its predecessors, Decay returns to the setting and timeline of the original story, albeit portraying the story from the viewpoint of a different set of protagonists: two scientists working in the Black Mesa Research Facility. Decay is a cooperative multiplayer game, designed to be played by two people working together to pass through the game's levels.

Decay was not a critical success, but was received with some positivity by video game journalists. Many reviewers felt the game was best when played with other players, but that its more puzzle-oriented gameplay somewhat detracted from the overall experience. A number of reviews stated that the game simply felt like little more than an extra add-on for the PlayStation 2 version of Half-Life.

Gameplay

As is the case with the other games in the Half-Life series, Decay is a first-person shooter. Like the original title it is based on, Decay requires players to engage in combat with hostile non-player characters and complete various puzzle solving tasks to advance through the game. However, Decay differs from Half-Life and its first two expansion packs, Opposing Force and Blue Shift, in that it is designed for cooperative multiplayer gameplay. This requires players to work together to progress through the game's levels and complete puzzles as they arise in-game. Although intended to be played by two people in split screen mode, Decay can still be played by a single player. In this case, the player can only control one character at a time, and can switch between the two characters quickly. When not in use, a character has sufficient artificial intelligence to defend themselves, but otherwise does not move from where they have been left by the player.

In Half-Life, players usually fight alone and only occasionally encounter friendly non-player characters who assist them, such as security guards and scientists. While Decay still features levels where this is the case, significant sections in Decay are dedicated to working with friendly non-player characters, usually escorting them to various objectives and protecting them in firefights. An array of enemy characters from Half-Life populate the game, including alien lifeforms such as headcrabs and Vortigaunts, as well as human soldiers sent in to contain the alien threat. The players have access to a limited selection of Half-Life's weaponry to assist them in the game.

The game is unique in the context of the Half-Life series in that it is the only game divided into separate missions, each with a specific objective to pursue, instead of consisting of a single unbroken narrative. How players perform in each mission is ranked at the conclusion of the level as a grade from "A" to "F". This score is based on each player's accuracy with weapons, the number of kills they acquired and the amount of damage they sustained during the course of the mission. Should players successfully complete the game's nine missions with "A" grades on every level, they are given access to a bonus cooperative mission, in which they can play as a pair of Vortigaunts, as well as the ability to play through the PlayStation 2 version of the original Half-Life as a Vortigaunt.

Characters and setting
Decay is set in the same location and timeframe as Half-Life. Half-Life takes place at a laboratory called the Black Mesa Research Facility, situated in a remote desert in New Mexico. In Half-Life, the player takes on the role of Gordon Freeman, a scientist involved in an accident that opens an inter-dimensional portal to the borderworld of Xen, allowing the alien creatures of Xen to attack the facility. The player guides Freeman in an attempt to escape the facility and close the portal, ultimately traveling to Xen to do so.

Like the previous expansions, Decay shows the story of Half-Life from the perspective of a different set of protagonists. In Decay, players assume the roles of Colette Green and Gina Cross, two doctors who work in the same labs as Freeman, analyzing anomalous materials and specimens retrieved from Xen in prior teleportation experiments. After the experiment that causes the alien invasion takes place, Green and Cross must work with two ranking members of the science team, Dr. Richard Keller and Dr. Rosenberg, to contain and stabilize the deteriorating situation in Black Mesa.

Plot
Decay begins with Gina Cross and Colette Green arriving at the Anomalous Materials Labs at Black Mesa and reporting to Dr. Keller, who is readying the day's analysis of an unknown specimen. Despite the objections of Dr. Rosenberg to pushing the analysis equipment beyond its design capacities, Cross and Green are assigned to assist setting up the experiment for Gordon Freeman. When Freeman inserts the specimen into the scanning beam, however, it triggers a "resonance cascade", causing massive damage to the facility and teleporting alien creatures into the base. Keller and Rosenberg agree that Black Mesa cannot deal with the situation on its own, and so decide to call for military assistance. Cross and Green escort Rosenberg to the surface, where he sends a distress signal to the military. However, the military are ordered not only to contain the situation, but to silence the base by killing its employees. Rosenberg elects to stay behind to meet with the military on arrival and Cross and Green return to Keller.

Once reunited with Keller, Cross and Green work to seal the dimensional tear to stop the invasion. The military arrive and try to remove all personnel as well as the alien force. After resetting key equipment to prevent a second dimensional rift, the two are tasked with preparing a satellite for launch. The satellite, which is launched by Freeman in Half-Life, is used in tandem with ground-based equipment to significantly weaken the effects of the resonance cascade. Keller tasks Cross and Green with activating this set of prototype equipment, a displacement beacon, which through the satellite may be able to seal the dimensional rift. However, after activating the beacon, both characters are caught up in a "harmonic reflux", a distortion caused by the rift. Despite this, Cross and Green are able to return safely and Keller congratulates them on their success.

An unlockable bonus level, Xen Attacks, provides background information that explains how the orange crystals used by the rift-sealing machine in Half-Life: Decay are acquired and used by the Nihilanth during the final boss battle in Half-Life. In the level, two player-controlled vortigaunts battle through Marines and Black Ops in the underground Black Mesa complex to find the orange crystals in the back of a military van. After the crystals are recovered, the screen fades to black and the mission is declared a success; it is presumed that the Nihilanth warps the vortigaunts back to Xen and installs the crystals in his cave.

Development
A cooperative Half-Life game was first alluded to by publisher Sierra On-Line in November 2000 with the announcement of a PlayStation 2 version of Half-Life. At the time, however, it was unclear how a cooperative version of Half-Life would be implemented; the developers, Gearbox Software, were still experimenting with finding the most balanced number of players to build a cooperative game around. By E3 2001, the game had acquired the title Decay, named after the scientific concept of exponential decay for consistency with the scientific names used by previous Half-Life titles. While the E3 convention only provided a demonstration of the main Half-Life PlayStation 2 game, further details were released relating to Decay's premise and story, as well as confirming that the cooperative mode was to be designed for two players. The game's use of new model sets were also showcased. These new models were updated versions of Gearbox's High Definition pack for Blue Shift, featuring higher numbers of polygons and animation features such as facial expressions. The enhanced models were around twice as detailed as those in the High Definition pack, which itself was of a much higher quality than the original models in Half-Life. Media updates through the months following E3 showed various screenshots and the trailer to the game. On August 18, 2001, Sierra announced that Decay was nearly complete, and would be submitted to PlayStation 2 manufacturer Sony for verification within days. The entire Half-Life for PlayStation 2 package achieved gold status on October 30, 2001, and the game was released on November 14, 2001 in North America, and in Europe on November 30.

In October 2005, work was begun by a group of Ukrainian developers to port Decay over to Windows, as a modification for both the old World Opponent Network and current Steam versions of Half-Life. The port relied on the discovery of a method that allowed Decay's PS2 game files to be converted to Windows version of the game. The port went into the beta development stage in December 2007 and was released publicly on September 23, 2008. The port was received well by the journalists in the industry; GameSpy site Planet Half-Life noted that it was a shame that an official PC version of Decay never emerged, while British journalist Alec Meer stated that it was "fantastic to have this short but sweet lost Half-Life episode on PC at last, and it even has something the PS2 version didn't—online play".

Reception
Decay received a weak but overall positive reception from the video games industry's critics. Writing for GameSpot, Doug Radcliffe argued that Decay was "impressive", praising the design of puzzles required players to work together, as well as the way in which the ranking system discouraged players from competing against each other. GameSpy's David Hodgson was more reserved in his views of the game; although describing it as "great fun", he noted that it could become "tedious, with one member waiting for minutes at a time, while the other scratches their head, then completes an objective". In addition, Hodgson felt that the more puzzle-orientated nature of Decay left the action elements "a little muted compared to Gordon's single player quest". Allgame described Decay as an "added bonus" for the PlayStation 2 version of Half-Life, but noted that as the game was designed for two players, it significantly suffered when a single player attempts to play it by switching between two characters, a point that both GameSpy and GameSpot agreed on. In his review for IGN, critic Doug Perry felt that Decay was "neat in its own limited way", but that it was more of a distraction from the main game, more "a complementary cup of vegetable soup than a piping hot main dish of New York steak". While The Electric Playground reviewer Steve Smith stated that the control scheme for the PlayStation 2 version of Half-Life "is about the best we have seen on the PS2 or any console", he concluded that although Decay was a "nice add-on", it was "no reason to buy this port".

title: Half-Life: Decay


text:
User talk:Dtabraha

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Jeff Bates (Slashdot)
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Speedy deletion of Jeff Bates (Slashdot)
A tag has been placed on Jeff Bates (Slashdot) requesting that it be speedily deleted from Wikipedia. This has been done under section A7 of the criteria for speedy deletion, because the article appears to be about a person or group of people, but it does not indicate how or why the subject is notable: that is, why an article about that subject should be included in an encyclopedia. Under the criteria for speedy deletion, articles that do not indicate the subject's importance or significance may be deleted at any time. Please see the guidelines for what is generally accepted as notable, as well as our subject-specific notability guideline for biographies.

If you think that this notice was placed here in error, you may contest the deletion by adding  to the top of the page that has been nominated for deletion (just below the existing speedy deletion or "db" tag), coupled with adding a note on the talk page explaining your position, but be aware that once tagged for speedy deletion, if the article meets the criterion it may be deleted without delay. Please do not remove the speedy deletion tag yourself, but don't hesitate to add information to the article that would would render it more in conformance with Wikipedia's policies and guidelines. Lastly, please note that if the article does get deleted, you can contact one of these admins to request that a copy be emailed to you. Paste (talk) 17:43, 8 May 2008 (UTC)
 * You should consider working this page up in your userspace before moving it into the mainspace. This can be done by editing the page User:Dtabraha or User:Dtabraha/Jeff Bates (Slashdot). Let me know if you have any questions. xenocidic (talk) 17:46, 8 May 2008 (UTC)

Re: Jeff Bates - Thanks
You're welcome! I was as stunned as you that no one had created an article for him yet. Thogh to be fair, it does seems surprisingly hard to track down citable sources for much of his bio data (birth date, etc.). Hqb (talk) 17:39, 9 May 2008 (UTC)

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

title: User talk:Dtabraha


text: Category:480 births

title: Category:480 births


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Category talk:Languages of Slovenia

Excuse me, but what is the idea of this category? Or all "Languages of..." categories?

There are typically too few members to bting it into the are where a category starts to be usefull.

In the languages article it is mentioned, where it is spoken, and in the country article it is mentioned which languages are spoken there. And in the articles these statements can be qualified, whereas the category gives only a yes/no decision.

Pjacobi 09:16, 20 Dec 2004 (UTC)

title: Category talk:Languages of Slovenia


text: User talk:4.29.169.39

title: User talk:4.29.169.39


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Talk:H

Untitled
T(h)ee and Thron are no native German words. Thron is a loan from Ancient Greek and Tee is a loan from Malay. 84.193.165.47 16:34, 23 June 2006 (UTC)

I've removed the convertIPA template and tidied up somewhat. The wording could still however do with a bit more work. rossb 00:15, 10 Mar 2005 (UTC)

Wiki Education Foundation-supported course assignment
This article is or was the subject of a Wiki Education Foundation-supported course assignment. Further details are available on the course page. Student editor(s): TallGuy117.

Above undated message substituted from Template:Dashboard.wikiedu.org assignment by PrimeBOT (talk) 22:54, 16 January 2022 (UTC)

Pronunciation
In Australia, the 'haitch' is generally considered incorrect; however, it is not uncommon and is predominant among the less educated.https://www.youtube.com/watch?v=_c1NJQ0UP_Q
 * Yeah, I'm pretty sure that's true. Why don't you add it to the article? - Joshua 368 19:30, 11 April 2006 (UTC)

As a half Australian, with a particularly pedantic grandmother, 'aitch' is considered the standard, or correct, pronunciation while the 'haitch' is adopted by the less well educated or, at the risk of sounding snobbish, lower classes. I believe Catholic schools also teach the 'haitch' pronunciation. It has been suggested that this is a result of Irish Catholics setting up schools when they settled. Hence the proliferation of the non-standard pronunciation. Sam H 8 May 2006
 * Aussie here... aitch is the correct pronunciation, but it is not uncommon to hear haitch... regardless of socioeconomic group.210.23.151.140 (talk) 00:05, 3 September 2009 (UTC)

I recently went on a guided tour of Uluru (Ayers Rock), the only Aussie on the tour. Somehow the conversation came around to this, and one of the European girls said, "you Australians say haitch, don't you?" They all looked to me, and all appeared to be in agreement. I said no, we say aitch. They looked at me as if I were a liar. "No, everywhere we've been in this country we've heard haitch." Several others nodded. "That's because they're mispronouncing it," I said. They looked at me a little strangely, as if I were a liar. I'd hazard a guess and say that haitch is more common in Oz than aitch!210.23.151.140 (talk) 00:06, 3 September 2009 (UTC)

I am curious to know how the contributors above determined that 'aitch' is the 'correct' pronunciation of the letter 'H' in Australia. Who has authority to establish such rules? I suggest that this 'convention' is the product of aitchers' efforts to police Australian speech, and to portray haitchers as 'less educated'. This issue is only significant because certain aitchers believe themselves to be socially superior to haitchers, and because the former use pronunciation to belittle the latter.

I presume the last contributor is a haitcher rather than an aitcher. These people seem to be trying to take over the world and rather than following the established conventions (rules) set out in most respected dictionaries, they feign misunderstanding of aitch and even feel the need to correct the speaker. My daughter has even been corrected by her primary school teacher. Regarding the other contributors I also thought it might be an Australianism to say haitch, but could find no record of it in a dictionary.

I'm English (and that makes me british) and as far as I'm aware the correct british pronunciation is also aitch, not haitch (which to my ears sound incredibly vulgar). It is usually the peasant underclasses that pronounce it haitch. I also went to a catholic primary school where we were taught to pronounce it aitch.

I always thought that haitch was the province of character actresses like Irene Handl, who feigned 'poshness' by mispronouncing words without an aitch as though they had one (including the name of the letter itself) in an attempt to compensate for their dropping of aitches where there should be one: "The 'orlicks will be ready when the haitch-two-ho is haitch-ho-tee". But to me, the biggest argument against haitch is surely that it requires a lot more work to say than aitch! —Preceding unsigned comment added by 86.7.79.83 (talk) 21:02, 16 September 2008 (UTC)

What states are you other Aussies from? I'm from Victoria and I say haitch. Most people I know also say haitch. Perhaps this has something to do with the Australian accent - when I say aitch I pronounce it aych which is almost indistinguishable from haitch. To contrast this with say the Indian accent: they say aitch, but it sounds more like etch which is very different from haitch.
 * Having worked in a call center that connected with British Indians or Indians who regularly did business selling to British people, I can tell you they universally pronounce it "ah-sh," as the French do. —Preceding unsigned comment added by 75.73.70.113 (talk) 23:37, 21 November 2010 (UTC)

Hard to argue 'Aitch' is correct - language is simply how we communicate. Once enough people say something one way it becomes official. --40010 (talk) 10:37, 6 October 2008 (UTC)

It's generally the same in the UK when it comes to the less educated pronouncing it as haitch! It makes me want to scream!!!!

—Preceding unsigned comment added by 86.159.97.116 (talk) 07:24, 14 February 2011 (UTC)

Haitch is very funny. — Preceding unsigned comment added by 80.74.243.2 (talk) 20:34, 16 November 2012 (UTC)

Having a look at the online editions of the Oxford, Cambridge and Merriam-Webster dictionaries, all specify the pronunciation of the letter H as 'aitch' (or equivalent). I can't find any reputable source online that suggests the 'Haitch' pronunciation as a correct alternative. The 'Haitch' pronunciation appears to be a colloquial pronunciation used by certain sub groups in England, Ireland and Australia but not generally recognised as correct. Suggest rewording the pronunciation section to reflect this (the 'Haitch' pronunciation is not verifiable as a correct pronunciation). — Preceding unsigned comment added by 203.97.174.226 (talk) 07:56, 5 November 2013 (UTC)
 * Do any of those 3 above mentioned dictionaries even claim that they are authoritative - that they are promulgating rules which they expect everyone to follow? - 101.168.170.161 (talk) 11:09, 28 December 2013 (UTC)

Hotel with silent H
From the article:

 * Hotel represents the letter H in the NATO phonetic alphabet. To ensure compatibility with those languages that do not pronounce this letter, this word is officially pronounced with the letter H silent.

I didn't see any reference to that in the NATO phonetic alphabet article; on the contrary, unless I'm interpreting the pronunciation information incorrectly, it indicates that, at least in those dialects for which pronunciation is given, the H is pronounced.

I'm planning on removing that from the article unless some confirmation of this can be given. --Cotoco 08:35, 29 November 2005 (UTC)

It should be noted that some English people still do not proounce the aitch in 'hotel' or 'historic'. For example, 'an hotel' and 'an historic'. Sam H 8 May 2006

 * It's not that unusual in England to hear "an hotel" or "an historic event" with the H pronounced, actually; I've heard both used by newsreaders on BBC TV in the last few months. 86.132.138.18 22:25, 28 May 2006 (UTC)

Please merge duplicate entries for music notation
Someone who feels able should merge the two entries saying that H is sometimes used for B in music notation. — Daniel Brockman 09:12, 17 December 2005 (UTC)

 * I was a little worried about that new addition, too. I'm almost positive it unambiguously refers to B natural. See BACH motif, for example. It clarifies the distinction between H and B in the German system. — HorsePunchKid →龜 2005-12-17 09:28:11Z

We don't need anything about the sexual position in this article, I think.

 * I also just came to this article hoping to find something about the use of H in some European musical notations. Could someone who knows about this either add something here? Jimjamjak (talk) 06:54, 27 March 2012 (UTC)

Censoring...
for the anon censoring words: What Wikipedia is not Sasquatcht|c 05:37, 28 January 2006 (UTC)

Name of the Letter
According to this page,

 * It is often assumed that the pronunciation is a result of h-dropping, but in fact the original name of the letter was ; this became  in Latin, passed into English via Old French, and by Middle English was pronounced . The pronunciation  is a hypercorrection formed by analogy with the names of the other letters of the alphabet, most of which include the sound they represent.

And yet according to all my resources (including the American Heritage Dictionary® of the English Language), the letter was spelled as haca or hic in Latin, implying that the adition of an H to aitch is logical (albeit unnecessary). The only sense I can see in this paragraph is the notion that H goes unpronounced in Latin. However, since no one actually knows how Latin was pronounced back in its day, it seems that this is incoclusive evidence that the author has presented as fact.

 * The OED gives the /aha/ theory. Perhaps we need to mention the AHD theory as well: is there any source that compares and evaluates both theories?  BTW people can make a pretty fair stab at reconstructing historic pronunciations. Joestynes 11:04, 15 April 2006 (UTC)

/aha/ is a funny name for the letter, because it sounds like "aha". Voortle 01:47, 11 August 2006 (UTC)

I've taken a shot at incorporating the two theories. Fitzaubrey 17:33, 22 October 2006 (UTC) But even if AHD is right and the French source is hache, is it correct to say this is H-dropping if the "h" in hache was silent as it is now? Does anyone know whether it was? Fitzaubrey 17:42, 22 October 2006 (UTC)

 * I think the pronunciation in later Latin [aka] is evident. Just look at its name in some Romance languages: Spanish HACHE, French HACHE, Catalan HAC, Portuguese AGÁ, Italian ACCA. According to the regular phonetic evolution, all these forms prove that it was called HACA in Latin. Let's see some more details: 1. Spanish HACHE. The Spanish form is from French, and in French, palatalization of Latin [k] is normal in words before A, like CHANTER [San'te](to sing), Spanish CANTAR, Italian and Latin CANTARE. 2. Catalan HAC. Catalan language lost the last vowel of Latin words ending in a vowel, and kept the original consonant at the end of the words (between vowels it became voiced). 3. Portuguese AGÁ. It's just a normal phonetics evolution in Portuguese which proves that in Latin there was a single C between vowels which became voiced in Portuguese. 4. Italian ACCA. In Italian, it is very characteristic to double single Latin unvoiced consonants between vowels: AQUA ['akwa] > Italian ACQUA ['ak:wa]. That's all. Zoltan 21:50, 25 January 2007 (UTC)

Note on the hypercorrection theory mentioned - this may be due to the phonic spelling learning system in british schools, where for young children (approx. 4-7 years old) the letters are learnt, not by their names (ay, bee, see, dee), but their sounds (ah, buh, kuh, duh). The transition from this to the names of letters would present a problem with h - aitch doesn't sound like the letter does in words, so it may have been pronouncede haitch by teachers to aid children. Just a theory. —Preceding unsigned comment added by 194.81.36.61 (talk) 12:10, 9 June 2008 (UTC)

Romanian /h/
"Romanian later re-borrowed the /h/ phoneme from its neighbouring Slavic languages"

The problem here is, neighbouring Slavic language don't have /h/. Romanian uses /h/ where /x/ is used in Slavic languages. How Romanians borrowed /x/ as /h/ is beyond me. --82.139.47.117 22:49, 30 June 2006 (UTC)
 * /x/ and /h/ are, in a manner, the same sound, with the difference that the first one is stronger than the second. That said, I wouldn't hold it impossible that Romanians speak an /x/ or at least something in between /h/ and /x/ where they write h.--2001:A61:260C:C01:F163:269A:CDA9:3599 (talk) 19:56, 4 March 2019 (UTC)

Disambig.
Someone should create H (disambiguation) - there are already four other definitions tacked on the top of this article. Mo-Al 01:51, 11 August 2006 (UTC)

Hendrix Road Manager?
Hi,

I recently saw a documentary about Jimi Hendrix, featureing statements by his former road manager whose Name is given as "H" in the captions. Should he be included or does anybody have any info on that guy? --Cancun771 10:11, 12 November 2006 (UTC)

It's not always voiceless.
There are several languages that have voiced H. Examples include Czech, Slovak, Sorbian (either Lower or Upper, i can't remember now), Ukrainian, Hungarian and Finnish. Ideas, anyone? Jancikotuc 18:46, 15 January 2007 (UTC)

There isn't a voiced version of [h]. The closest thinɡ is the breathy-voiced ɡlottal fricative, [ɦ]. UniformMilk192 (talk) 21:59, 15 March 2020 (UTC)

Incorrect, eh?
That's a rather contentious claim. 'H' was most likely present in Latin, and it was present in French and the other Romance languages before a round of H-dropping. Haitsch for 'aitch' is more likely a bout of historical preservation rather than a hypercorrection, and it would be more fairly described as a regional variation (particularly Hibernian) than an error. --It's-is-not-a-genitive 18:23, 26 February 2007 (UTC)

Nowhere in any English dictionary in the world does the word "haitch" appear. It makes me wince when people say it as it is simply the wrong way to pronounce it. If people carry on saying "haitch", "aitch" will become archaic due to the general ignorance of the public.--81.159.225.63 20:52, 1 March 2007 (UTC)

 * I wince whenever I hear anyone speaking Modern English. The correct way to speak is Middle English, yet, because of the ignorant public, this has become archaic. - 101.168.170.161 (talk) 11:17, 28 December 2013 (UTC)

This article suggests that the pronunciation of H as 'haitch' is a dialectual matter. In actual fact it's really nothing more than a mispronunciation that's gotten out of control. 'Aitch' is correct and has been for centuries. Some people belive that all letters start with themselves, and many people who say 'haitch' who I've asked about it believe this is why it should be pronounced that way, and have obviously overlooked the dire consequences such a rule would have for the letters L, M and N. I suggest this article be altered at least to show that 'aitch' is the correct pronunciation (possibly spelt eitch on occasion) and not to suggest that 'haitch' is correct. It isn't correct to say 'haven't done nothing', it isn't correct to say 'go do something' and it definitely isn't correct to say 'hatch'. These are all lazy modern language taking its toll on the English tongue. Tom walker 22:56, 20 March 2007 (UTC)

 * Unfortunately, your view goes against the concensus of the linguistic community. It would be like requesting that the evolution article be changed to say that evolution is a lie and God created everything. However, it should certainly be noted that many people regard it as incorrect, as opposed to simply stating that it is incorrect.
 * (While we're on the topic of lazy modern language, you misspelled "mispronunciation", "believe", "and", "definitely", and "tongue".) --Ptcamn 23:47, 20 March 2007 (UTC)

 * Yes I can see your point and I recon it should say that haitch is widely seen as a mispronunciation. Apologies for the typos, some are just bad typing and others lack of thought, they are now corrected. As a little side note, I'm actually an athiest so your evolution analogy there is slightly ironic... Tom walker 20:20, 21 March 2007 (UTC)

 * Language is dynamic and if a majority or significant minority of speakers consistently use a certain pronunciation then it becomes an accent or dialect in its own right. Analogies with poor grammar do not hold sway, as grammar is more heavily standardised by the written word, whereas pronunciation is not. To deny someone this pronunciation on the grounds of bad English is to deny someone their regional accent. krebbe 21:44, 2 May 2007 (UTC)
 * I'm cool with that. The letter is spelt "aitch" for crissakes. There isn't an "H" in there. It'd be just as bad to say "wouble-u" for "W". Language is dynamic only because the majority of people are stupid :P (Jest) (128.243.220.21 00:22, 6 June 2007 (UTC)) ==

We could give the spelling as aitch and the pronunciation as both. Not even the OED has the spelling haitch. (Every letter but aitch and wy has its principal sound in the name; historically, that sound was present in the name of H, but sound-shifted to tch. Through leveling, in some dialects a new /h/ was tacked on to the beginning. If it's incorrect, then all of us use verbs incorrectly too, for paradigmatic leveling is found in every dialect.) kwami 16:02, 2 October 2007 (UTC) Awawawawawawaw —Preceding unsigned comment added by 24.99.13.140 (talk) 01:16, 6 February 2008 (UTC)

H aspiré
From my experience, the h aspiré is sometimes pronounced. The French are perfectly capable of making the sound when not at the front of a word, though it is usually blended (ex. chanteur). Anyway, I've heard it used and said at the beginning of a word, usually in borrowed words like le hamburger. Should this info be added? 69.81.181.107 (talk) 06:54, 3 May 2008 (UTC)

Orthography vs. phonetics
The section on Spanish, among other places, seems to be conflating the letter  and the sound /h/, not necessarily spelled with the previous. Yet, this article should only be about the letter, right? Some cleanup would not hurt. --Tropylium (talk) 06:41, 1 July 2008 (UTC)

Usage in German
"Following a vowel, it often silently indicates that the vowel is long: In the word erhöhen "heighten", only the first  represents /h/."

I'm sorry, but the given example is completely wrong. The second h only disappears in colloquial German due to a very fast pronunciation. So the word becomes "erhöen". You might compare it to "kind of" which becomes "kind'a" in some colloquial English dialects. In a clear speach, the word will always be pronounced "erhöhen", both times the letter h can be clearly heard.

Good examples would be the words: "Hohn", "hohl", "Bohne", "Bahn", .... Here, the h indicates that the vowel is long. —Preceding unsigned comment added by 78.53.159.56 (talk) 16:14, 19 September 2008 (UTC)

 * Even if this section dates back to 2008, I would like to take the question up again. You can easily look up words like "Höhe" or "Nähe" or "sehen" in any German pronouncing dictionary and find that indeed the  between the two vowels is mute. It does not represent /h/, but lengthens the vowel. I have often heard speaker pronounce this , but these are non-standard spelling pronunciations, hypercorrections. Yupanqui (talk) 15:07, 9 August 2017 (UTC)

In Germany we don´t write "Thür", which is a village near Koblenz. If you want to write "door" it's "Tür". If you want a example for a silent th: Thüringen https://de.wikipedia.org/wiki/Dehnungs-h

Semi-protection
I've been watching this page for a while, and there's persistent random anonymous vandalism. A B C and probably a few other alphabet articles are semi-protected alreddy. Would it not be justified wider? -- Trɔpʏliʊm • blah 12:51, 13 March 2009 (UTC)

honor and other examples vs. american "herb"
Is it worth mentioning that "herb" functions differently than the other examples of "silent initial h"s? I've had this discussion before and it ended with no conclusion, but it is at least uncontrovercial that in most of the "silent initial h" words, the h and all traces of it have been removed, whereas with "herb" there is still some trace of it's pronunciation, as is shown with the pronunciation of American "an herb", which forces a glottal stop before the vowel, while all other instances (that I can think of) lack this stop. 124.154.253.25 (talk) 06:30, 13 April 2009 (UTC)

 * Okay a bit dated but herb's not a silent word. It's Her-ba not Urb so a herb is correct. ~ —Preceding unsigned comment added by 203.25.1.208 (talk) 03:17, 6 October 2010 (UTC)

Spanish Example
In the article, it gives "hoje" as the spanish word for today, which it isn't. I would change it to "hoy" but I have no clue how to write the ipa squigglies for it, so I'd rather someone else did it. Thanks. 143.215.110.11 (talk) 19:16, 16 November 2009 (UTC)
 * "hoje" is Portuguese, not Spanish. Anomie⚔ 22:36, 16 November 2009 (UTC)

In Polish, both ‹h› and the digraph ‹ch› always represent .
i removed because it was not true, see the page about polish phonology

Naval Flag
Isn't the naval flag also a blue circle with a yellow background? In Britain anyway. 89.241.150.117 (talk) 09:47, 9 July 2010 (UTC)

one English word
For those of us who can't immediately guess: what is the "one native English word" in which ⟨ch⟩ represents /x/? —Tamfang (talk) 20:55, 9 December 2012 (UTC)

 * I guess it's Loch Ness. --Majesticus12 (talk) 01:37, 13 January 2013 (UTC)
 * "Loch" is a borrowing from Scottish Gaelic. Rotcaeroib (talk) 20:55, 30 July 2014 (UTC)

Voice of the letter H
Tate Donovan does provited the voice for the letter H in Disney's thirty-fifth animated motion picture Hercules. — Preceding unsigned comment added by 68.147.198.171 (talk) 22:26, 18 March 2014 (UTC)

On well Suny singh (talk) 16:17, 4 July 2016 (UTC)

Pronunciation
When it comes to the pronunciation of the letter we must look to dictionaries as our best sources. The pronunciation may be changing and these changes may be reported in newspapers but until the change is included in quality dictionaries it should not be in the lead Martin Hogbin (talk) 17:36, 21 October 2014 (UTC)

 * Dictionaries are the sources least likely to accurately mirror the pronunciation of words in a language. — Preceding unsigned comment added by 124.148.212.227 (talk) 05:39, 26 October 2014 (UTC)

Further to my comments above, the two sources cited in the lead for 'haitch' were news sources not reference sources. WP does not aim to be prescriptive or descriptive but to follow the appropriate sources, and for a definitive statement these should be reference sources. Although the language may be changing it is not our job to research these changes by reading news articles. At present there are no reference sources giving 'haitch' as correct. Martin Hogbin (talk) 14:45, 24 October 2014 (UTC)
 * These are the dumbest comments I have ever seen. Wikipedia does aim to be descriptive, in language and everything else. The whole point of an online encyclopedia is to document "changes" in language in real time (this is not even an example of a change in language, this has been around since the Norman conquest, if not earlier). Your other assertion that *no* reference sources give haitch as correct is unproven.
 * So Michael Rosen writing in The Guardian isn't RS for linguistics, but any cheap dictionary is, just because it has the word "dictionary" on the cover? The OED is pretty much canon for English (I have four foot of the 1933 on my bookshelf for that reason), but it's chronically slow moving. Andy Dingley (talk) 15:17, 24 October 2014 (UTC)

 * Is "zee" a legitimate pronunciation of the letter Z, or should it be ignored too? — Preceding unsigned comment added by 124.148.212.227 (talk) 05:43, 26 October 2014 (UTC)

 * This is silly. The lede should just list both pronunciations ("aitch" and "haitch") and mention where they are used (i.e. that the latter is common in US English and the former in UK English) without making judgments about either. Looking at instances like this edit... the first sentence obviously should not be removed, and the claim at the end about who considers it "non-standard" obviously should not be included. r ʨ anaɢ (talk) 08:43, 27 October 2014 (UTC)
 * Oops, I mixed up my 'latter' and 'former', thanks for catching that. Yes, I've only ever heard "haitch" from UK speakers. r ʨ anaɢ (talk) 10:37, 28 October 2014 (UTC)
 * The pronunciation "haitch" is not common in US English; it's virtually unknown there. "Haitch" is common in Ireland (John C. Wells in Accents of English mentions the aitch/haitch distinction as a shibboleth distinguishing Protestants from Catholics in Ireland), and I've also heard it from people from the north of England, but I can't remember ever hearing an American use it. In the Longman Pronunciation Dictionary (ISBN 978-1-4058-8117-3), Wells says "The form heɪtʃ is standard in Irish English, but traditionally not in BrE or AmE. It is, however, spreading in BrE. Preference poll, BrE: eɪtʃ 84%, heɪtʃ 16% (born since 1982, 24%)." —Aɴɢʀ (talk) 15:00, 27 October 2014 (UTC)
 * I see that a lot of this is already discussed in the article under H. —Aɴɢʀ (talk) 15:08, 27 October 2014 (UTC)
 * The rename the project to us.wikipedia.org and we can delete all mention of haitch. No one is claiming that it's common in US English. It is used in some English-speaking regions, and there are sources to back this up. That's how we work. Andy Dingley (talk) 15:20, 27 October 2014 (UTC)
 * Rjanag did say it was common in US English in his comment dated 08:43, 27 October 2014 (UTC). —Aɴɢʀ (talk) 18:54, 27 October 2014 (UTC)
 * 'Haitch' is still regarded as incorrect or at least non-standard in the UK. It has been common in some local dialects for some time but it has now spread to dialects where it was generally regarded as incorrect.  The purpose of WP is to give accurate information based on what is given in reliable sources.  It is not to carry out WP:original research to assess possible language trends based on news sources and to change the language based on the results of that research.  That is the job of secondary and reference sources such as dictionaries.  As it is today 'haitch' is incorrect in the UK and the US. Martin Hogbin (talk) 19:42, 27 October 2014 (UTC)
 * The Longman Pronunciation Dictionary is a reliable source; it says that "aitch" is more common in the UK than "haitch" but that "haitch" is more common among people born since 1982 than among the entire population. "Haitch" may not belong to the educated standard, but it's perfectly correct. And in Ireland, it is standard. —Aɴɢʀ (talk) 22:09, 27 October 2014 (UTC)

The lead
Per WP:LEAD, lead should be "an introduction to the article and a summary of its most important aspects... able to stand alone as a concise overview" While the sentence H (named aitch /ˈeɪtʃ/, plural aitches)[1] is the eighth letter in the ISO basic Latin alphabet certainly does not fulfill those criteria, an additional minor quibble how its name its pronounced in various corners of English-speaking word certainly does not qualify as a "most important aspect". It is already covered in the body of the article, no need to stress it in the lead. The lead should be tagged with lead too short, or, better still, expanded with proper history, role and pronunciation summary. Until then, however, the "haitch" sentence just stands out as a Lead fixation, so I'm going to re-remove it. No such user (talk) 16:13, 31 October 2014 (UTC)

Lack of sources
Most of this article is unsourced, so I have tagged it as such. In the meantime, I will look for sources.  Tony Holkham   (Talk)  11:31, 2 July 2017 (UTC)

thrill vs. trill
In the IPA section of the use of "H", it mentions 'thrills' instead of 'trills'. — Preceding unsigned comment added by 189.228.103.48 (talk) 10:54, 8 August 2017 (UTC)

Semi-protected edit request on 2 November 2017
160.90.9.138 (talk) 21:39, 2 November 2017 (UTC)
 * Red question icon with gradient background.svg Not done: it's not clear what changes you want to be made. Please mention the specific changes in a "change X to Y" format. Linguist un Eins uno 22:13, 2 November 2017 (UTC)

External links modified
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 * Added archive https://web.archive.org/web/20141014234828/http://www.ce.berkeley.edu/~coby/essays/h.htm to http://www.ce.berkeley.edu/~coby/essays/h.htm

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Semi-protected edit request on 12 January 2018
I wish to add more information to the more recent history of this letter. H lord (talk) 17:06, 12 January 2018 (UTC)
 * Red question icon with gradient background.svg Not done: it's not clear what changes you want to be made. Please mention the specific changes in a "change X to Y" format and provide a reliable source if appropriate. Eggishorn (talk) (contrib) 17:11, 12 January 2018 (UTC)

Use of the letter H in pop culture
{{H in Pop Culture} ""Pop culture"" H has recently seen a spike of use within pop culture on such sites as reddit, 4chan and 9gag. These various sites use H as a placeholder for a simple response they otherwise would use. Although no defined meaning has been determined it's used more as a comical, or placeholder in a sentence; for example "Ain't nothin' to it, H made me do it". It's meant to show that the user has no logical response too what the receiver is saying or it's used as unintelligible banter. Hendersoniahd (talk) 11:38, 16 April 2018 (UTC)HendersoniaHD Hendersoniahd (talk) 11:38, 16 April 2018 (UTC)
 * Is there a reference supporting this information? Graeme Bartlett (talk) 11:51, 16 April 2018 (UTC)

Semi-protected edit request on 14 July 2018
116.58.205.207 (talk) 18:02, 14 July 2018 (UTC)
 * Red question icon with gradient background.svg Not done: it's not clear what changes you want to be made. Please mention the specific changes in a "change X to Y" format and provide a reliable source if appropriate. --Danski454 (talk) 18:07, 14 July 2018 (UTC)

What does "Alphabet ic" mean?
In some articles about letters of the Latin alphabet (such as H and V), I have seen "Alphabet ic" as a type of letter. I am just wondering what "Alphabet ic" means or what the "ic" in "Alphabet ic" stands for. Sam Hnri (talk) 16:15, 4 October 2018 (UTC)

Semi-protected edit request on 1 December 2018
213.127.39.12 (talk) 16:15, 1 December 2018 (UTC)
 * Red question icon with gradient background.svg Not done: it's not clear what changes you want to be made. Please mention the specific changes in a "change X to Y" format and provide a reliable source if appropriate.  D Big X ray ᗙ  16:42, 1 December 2018 (UTC)

Do it yourself.-The Textifier UniformMilk192 (talk) 21:02, 15 March 2020 (UTC)

Cyrillic И
Cyrillic И is derived from Greek eta, so it is a sister of Latin H, but it is not mentioned in this article. 178.46.114.143 (talk) 20:02, 8 June 2019 (UTC)

Czech, Slovek etc.
"often as an allophone of otherwise voiceless /h/ in a voiced environment. " This is untrue, H is voiced by default, and may in fact be devocied into [x].--2A00:1028:83D4:BAAA:D0D2:6CEA:2E2F:E879 (talk) 10:48, 16 June 2019 (UTC)

somebody
Can somebody who knows how to do it, remove the "8" from the "Sisters" area of the information box?

Sincerely,  UniformMilk,  AKA "The Textifier" UniformMilk192 (talk) 21:01, 15 March 2020 (UTC)

Semi-protected edit request on 2 May 2020
The article states: 'H is the eighth most frequently used letter in the English language (after S, N, I, O, A, T, and E), with a frequency of about 4.2% in words.', but on the page it cites it appears 9th, with 6.094%. Also, the list of prior letters are listed in ascending order of frequency - would it make sense for this to be descending, so the most frequent letter appears first in the list?

To fix these issues, I suggest changing this sentence to read: H is the ninth most frequently used letter in the English language (after E, T, A, R, I, O, N, and S), with a frequency of about 6.1% in words. 203.171.51.146 (talk) 23:44, 2 May 2020 (UTC)
 * Red information icon with gradient background.svg Not done: please provide reliable sources that support the change you want to be made. (I think Letter frequency needs clearer citations too.) GoingBatty (talk) 00:05, 3 May 2020 (UTC)

Semi-protected edit request on 7 December 2020
Please move the dictionary.com citation up (or remove it), since it does not mention the h-adding pronunciation.

78.149.76.158 (talk) 07:21, 7 December 2020 (UTC)
 * ❌. It does say / eɪtʃ / for the IPA. No harm in it being there. ◢  Ganbaruby!   (Say hi!) 12:07, 11 December 2020 (UTC)

Modern English /h/
Supplementing extensive discusson of the loss of the h sound in other languages and its use in digraphs like ch, someone who understands its history should say how it came to usually represent, in modern English, the voiceless glottal fricative similar to its original Semitic and Greek sounds.CharlesHBennett (talk) 15:56, 10 July 2021 (UTC)

H ancestors
The letter H is not derived of the Aramaic letter Het. It is derived of the Greek letter which is derived of the Phoenician alphabet directly. Do you see the similarity between the Phoenician Heth and the Greek Heta? Aramaic is somehow in between the two even though Greek is directly derived of Phoenician. Crenshire (talk) 19:22, 17 May 2023 (UTC)

12453678 2409:4043:2B80:AAE0:0:0:3508:3E06 (talk) 03:27, 8 March 2024 (UTC)

124536 2409:4043:2B80:AAE0:0:0:3508:3E06 (talk) 03:28, 8 March 2024 (UTC)

title: Talk:H


text:
Israeli agora

The Agora (plural Agorot ; אגורה, pl., agorot) is a denomination of the currency of Israel. The Israeli currency – the Israeli new shekel (ILS)– is divided into 100 agorot.

History
The name agora refers to the subunits of three distinct Israeli currencies.

This name was used for the first time in 1960, when the Israeli government decided to change the subdivision of the Israeli pound (לירה, lira) from 1,000 prutah to 100 agorot due to the currency's depreciation. The name was suggested by the Academy of the Hebrew Language, and was borrowed from the Hebrew Bible:

The term "piece of silver" appears in Hebrew as "agorat kessef".

In 1980 the Israeli pound was replaced by the shekel at a rate of IL10 per IS 1. The new subdivision of the shekel was named agora ẖadaša ("new agora"). There were 100 new agorot in 1 shekel. The high rate of inflation in Israel in the early 1980s forced the Israeli government to change the Israeli currency once again in 1985. The new shekel was introduced at a rate of 1000 S per 1 NS. The name agora was used once again for its subdivision. This time the term "new" was avoided, in order to prevent confusion with the older subdivision (the pre-1980 agora was long since out of circulation). Currently, the term agora refers to the 100th part of the new shekel. There are coins of 10 and 50 agorot, though the 50 agorot coin bears the inscription: "$2$ New Shekel".

The 1 agora coin was withdrawn from circulation on April 1, 1991 by the Bank of Israel, as was the 5 agorot coin on January 1, 2008; in each case the value had shrunk to much less than the cost of production. Cash rounding has since been applied for purchases, such that the total price is now rounded to the nearest multiple of 10 agorot for payment in cash, but to 1 agora for payment by other means like payment cards or cheques.

Old Israeli shekel

 * Note that all dates on Israeli coins are given in the Hebrew calendar and are written in Hebrew numerals.

Israeli new shekel

 * Note that all dates on Israeli coins are given in the Hebrew calendar and are written in Hebrew numerals.

title: Israeli agora


text:
Crutching

Crutching refers to the removal of wool from around the tail and between the rear legs of a sheep for hygiene purposes. It can also refer to removing wool from the heads of sheep (wigging or eye-wooling). It does not refer to the process of mulesinga controversial procedure that involves removing of strips of wool-bearing skin from around the breech (buttocks) of a sheep.

Motivation
Through centuries of selective breeding, most recently through artificial insemination, domestic sheep have denser and longer wool than their wild forebears, which may require human intervention to maintain. Sheep with heavy fleeces of wool often develop stains or dags on their rear ends from faeces. In ewes, urine can also stain the wool. To avoid discomfort to the sheep and damage to the fleece, graziers remove the wool (and any dags) from the sheep.

Urine and watery faeces from eating spring grass can also lead to myiasis (fly-strike), which occurs when flies lay eggs in warm, damp wool and the fly larvae grow and eat into the sheep. Crutching is an effective way to help prevent this; in some areas, crutching is carried out at the start of the fly season (which depends on local climatic conditions) and may be needed at intervals of 6–8 weeks in high fly risk conditions.

Rams and wethers may also be rung (crutched) on the belly around the pizzle (genitals) to prevent fly-strike there.

Wigging (removal of wool from the head of sheep) is carried out to prevent the sheep from becoming "wool blind", in which the wool covers the sheep's eyes. It also prevents accumulation of grass seeds and burrs in wool around the head as a sheep grazes. Both these problems are more severe in breeds with heavy wool growth such as Merinos.

In addition, ewes are generally crutched prior to lambing if they are not "offshears" (recently shorn), in order to provide the newborn lamb with a cleaner suckling area.

Procedure
Crutching is generally carried out in shearing sheds, using shearers and the same tools as for shearing the entire fleece, as crutching is simply shearing only a portion of the animal. Blade shears may be used, especially where an individual sheep is particularly dirty, or flystruck. Generally, whole flocks are treated together. A mechanical shearing handpiece is used, and the graziers sit the sheep between their legs and shear the required portion of the sheep, leaving the main fleece to continue growing. There are also many varieties of crutching cradles which allow the sheep to be crutched with less physical strain to the operator.

For small flocks, a grazier might do the work single-handedly. For large flocks and stud sheep, graziers will hire shearers, or use a contractor who provides professional shearing teams to do the required work. The grazier would decide on the extent of crutching: the rear of the sheep is almost always shorn, whereas wool around the face, ears, underside and pizzle may also be removed depending on the circumstances such as the weather, length of fleece, and amount of seed or other impurities present in the fleece and the underlying reason for crutching (preventive of fly-strike, or to reduce the likelihood of stain in the fleece wool). Super fine wool Merino flocks are often given a light crutch, known as a New England crutch that removes less of the valuable fleece.

When a single or small number of sheep need crutching, graziers will often work in the paddock using dagging (or blade) shears or portable powered shearing gear instead of driving the sheep into the shearing shed and back.

Related procedures
Docking (removing) sheep's tails has much the same benefits for the sheep as crutching. While this procedure may reduce the care needed to keep wool clean, regular crutching may still required for the reasons outlined above.

Crutching is different to mulesing where part of the wrinkled skin is removed, although they are closely related in that mulesed sheep require much less crutching. It is the excess wool which gets most soiled from urination and faeces, and which can be perceived to be particularly dirty due to green feeding, rapid changes in feed, or from problems such as internal parasites.

title: Crutching


text:
Gearbox Software

Gearbox Software, L.L.C is an American video game development company based in Frisco, Texas. It was established as a limited liability company in February 1999 by five developers formerly of Rebel Boat Rocker. Randy Pitchford, one of the founders, serves as president and chief executive officer. Gearbox initially created expansions for the Valve game Half-Life, then ported that game and others to console platforms. In 2005, Gearbox launched its first independent set of games, Brothers in Arms, on console and mobile devices. It became their flagship franchise and spun off a comic book series, television documentary, books, and action figures. Their second original game series, Borderlands, commenced in 2009, and by 2015 had sold over 26 million copies. The company also owns the intellectual property of Duke Nukem and Homeworld.

Gearbox expanded into publishing with the creation of Gearbox Publishing in 2015. A parent company, The Gearbox Entertainment Company, was established for Gearbox Software and Gearbox Publishing in 2019. Gearbox Entertainment was acquired by the Embracer Group in April 2021, becoming its seventh major label. A third division, Gearbox Studios, to focus on television and film productions, was established in October 2021. Due to major restructuring following a failed investment, Embracer announced plans to divest Gearbox to Take-Two Interactive, who had previously published several of Gearbox's games under its 2K label, in March 2024. Take-Two Interactive closed the Gearbox Software acquisition on June 12, 2024.

Formation and initial growth (1999–2008)
Gearbox Software was founded on February 16, 1999, by Randy Pitchford, Brian Martel, Stephen Bahl, Landon Montgomery and Rob Heironimus, five developers formerly of Rebel Boat Rocker. Before Rebel Boat Rocker, Pitchford and Martel previously worked together at 3D Realms, and Montgomery previously worked at Bethesda Softworks. By 2000, the company employed 15 people.

They started with developing expansions to Valve's Half-Life. Porting Half-Life to console platforms (each with new game content) followed, building the company's experience in console game-making, in addition to enhancing and building upon the successful Counter-Strike branch of the Half-Life franchise. Prior to Half-Life 2, they had developed or helped develop every Half-Life expansion game or port, including Opposing Force, Blue Shift, Counter-Strike: Condition Zero, Half-Life for the Sony PlayStation 2 (including Half-Life: Decay), and Half-Life for the Sega Dreamcast (including Blue Shift). Branching out to other publishers, they pursued additional port work, each game being released with additional content, but this time from console to PC. These projects included their first non-first-person shooter, Tony Hawk's Pro Skater 3, and Halo: Combat Evolved, forging new publisher relationships with Activision and Microsoft Game Studios respectively. Additional new development, in the form of a PC game in the James Bond franchise (James Bond 007: Nightfire) for Electronic Arts, also occurred during the company's initial 5-year period.

In 2005, they launched an original property of their creation, Brothers in Arms, with the release of Brothers in Arms: Road to Hill 30 on the Xbox, PC and PlayStation 2. Later that year a sequel, Brothers in Arms: Earned in Blood, was launched. In 2008, Brothers in Arms: Hell's Highway was released.

2007 brought announcements of new projects based on licensed film intellectual properties, including the crime drama Heat and the science-fiction classic Aliens. In the September 2007 issue of Game Informer, Pitchford stated that development on the Heat game had not yet begun, as the planned development partner for the project had gone under. This was followed by an announcement by Sega that they would be helming a new version of rhythm game Samba de Amigo for the Wii, a departure from their signature first-person shooter titles.

Borderlands and studio expansion (2009–2015)
Work on a new intellectual property, Borderlands, began around 2005 and was first announced in 2007. Pitchford likened the game as a combination of computer role-playing games such as Diablo and NetHack, and first-person shooters like Duke Nukem. Defining features of Borderlands was its outlined graphical style and its procedurally-generated loot system that was capable of generating millions of different guns and other gear items. Borderlands was released in October 2009, published by 2K, a subsidiary of Take-Two Interactive. By August 2011, had sold over 4.5 million copies, making it a critical success for Gearbox and allowing them to expand the studio and budgets for subsequent games. Subsequently, Gearbox developed two additional games in the video game series, Borderlands 2 (2012) and Borderlands 3 (2019), as well as the spin-off title Tiny Tina's Wonderlands (2022), and the series has spawn additional games from other studios under 2K/Take-Two or through license, including Borderlands: The Pre-Sequel by 2K Australia, and Tales from the Borderlands from Telltale Games. Gearbox and Take-Two have also partnered with Lionsgate to develop a live-action Borderlands film, which as of November 2022 is in post-production.

In July 2013, Gearbox announced plans to rerelease Homeworld and Homeworld 2 in high definition for modern PC platforms, in addition to making it available through digital distributors.

In July 2014, Randy Pitchford formally contested the Aliens: Colonial Marines class action lawsuit stating the game had cost them millions of their own money and the advertising was solely the fault of the publisher.

In December 2015, Gearbox opened a second development studio in Quebec City, Canada. The studio is run by Sebastien Caisse and former Activision art director Pierre-Andre Dery. The team consists of over 100 members and is contributing to the development of original AAA titles.

Restructuring and acquisition by Embracer Group (2015–2024)
Gearbox established Gearbox Publishing in 2015, first announced to the public in December 2016, as to publish third-party games, starting with the remastered version of Bulletstorm from People Can Fly. Pitchford said that they wanted to start expanding into other areas of capital growth beyond games that Gearbox was traditionally known for, and planned to use Gearbox Publishing as a starting point. Later, in May 2019, Gearbox established The Gearbox Entertainment Company, Inc. (Gearbox Entertainment) as a parent company for both Gearbox Software and Gearbox Publishing.

Co-founder Landon Montgomery, who had left the company around 2007, died on March 25, 2020.

In April 2021, Gearbox Entertainment was wholly acquired by the Embracer Group for approximately US$1.3 billion, and was added as the company's seventh major publishing group. Pitchford stated that while they were looking to raise capital from 2016, they came to meet with Embracer, and saw that their decentralized studio model would work well for Gearbox. 2K remained on Gearbox's board and continued to publish the Borderlands series.

Gearbox Entertainment opened a second Canadian studio, Gearbox Studio Montreal, in August 2021, to support 250 new staff, bringing the total size of Gearbox to around 850 employees.

Gearbox announced the formation of Gearbox Studios as a third company under the Gearbox Entertainment Company on October 6, 2021, to oversee television and film productions, with Pitchford serving as Gearbox Studios president alongside as president and CEO of the parent company. Former CTO Steve Jones was named as president of Gearbox Software in Pitchford's place. Embracer announced it intent to acquire Perfect World Entertainment in December 2021 and placing the group, including its publishing arm and Cryptic Studios, under the Gearbox Entertainment operating group. Following its acquisition in April 2022, Perfect World Entertainment was rebranded as Gearbox Publishing San Francisco, with the naming to be applied retroactively to past games published under Perfect World.

In April 2022, Gearbox Entertainment announced it will acquire Lost Boys Interactive, which had supported Gearbox in Tiny Tina's Wonderlands. Later that November, Gearbox acquired the Risk of Rain IP from Hopoo Games, while Embracer transferred ownership of Volition to Gearbox Entertainment from Deep Silver following poor reception to its Saint's Row reboot. The studio would later shut down the following year due to the restructuring of Embracer Group. That same month, Eidos Shanghai, another studio under the Embracer Group, was transferred to Gearbox Publishing San Francisco and rebranded as Gearbox Studio Shanghai.

Gearbox Entertainment acquired Captured Dimensions, a 3D modeling company from Texas, in January 2023. Later in the month, Gearbox laid off a sizeable portion of the staff at Lost Boys Interactive. According to a Washington state WARN notice, 125 employees lost their jobs.

Acquisition by Take-Two Interactive (2024–present)
Take-Two Interactive announced its plans to acquire Gearbox Entertainment and its intellectual properties from Embracer Group for $460 million on March 28, 2024, to be added under the 2K label. The acquisition also includes Gearbox Software with its satellite studios and Gearbox Publishing. Embracer will retain Gearbox San Francisco, Gearbox Shanghai, Lost Boys Interactive, Captured Dimensions, and Cryptic Studios, along with publishing rights to Remnant, Hyper Light Breaker, and other unannounced titles. Less than a day after the announcement, it was reported that an unknown number of employees were laid off from Gearbox. On June 12, 2024, Take-Two Interactive closed the Gearbox Software transaction.

Company structure
As of August 2023, The Gearbox Entertainment Company, as an operating division of Embracer Group, manages four primary divisions of Gearbox: Gearbox Software which develops video games, Gearbox Studios which oversees other media productions based on Gearbox's properties, Gearbox Publishing which handles publishing of Gearbox and other third-party software and Gearbox Properties which manages the intellectual properties of the company.

The Gearbox Entertainment Company now oversees Perfect World Entertainment (rebranded as Gearbox Publishing San Francisco) and its subsidiaries, including Cryptic Studios, following approval of Embracer's acquisition of the company completed by February 2022. Cryptic Studios was later moved to DECA Games following a management restructuring.

Gearbox Software has three additional studios in addition to their main studios in Frisco, Texas; Gearbox Studio Montreal, Gearbox Studio Québec, and Gearbox Studio Shanghai. The latter one is managed by Gearbox Publishing San Francisco. After the company was bought by Take-Two, many assets were retained by Embracer such as Lost Boys, Captured Dimensions and the San Francisco publishing division which was rebranded as Arc Games alongside several titles. The Gearbox Publishing division handled by Gearbox Software was later absorbed into 2K following Take-Two's buyout of Gearbox.

 * The Gearbox Entertainment Company
 * Gearbox Properties
 * Gearbox Software
 * Gearbox Studio Montréal
 * Gearbox Studio Québec
 * Gearbox Studios

Half-Life
Gearbox has developed a total of six games in the Half-Life series: the expansion packs Opposing Force and Blue Shift; ports of Half-Life for Dreamcast (which included Blue Shift) and Half-Life for PlayStation 2 (which included Half-Life: Decay); they also did a large amount of work on both the retail release of Counter-Strike and the main portion of Counter-Strike: Condition Zero.

Brothers in Arms
During their fourth year, Gearbox began working on their first independently owned game: Brothers in Arms: Road to Hill 30. Developed for PC and Microsoft's Xbox console, and built with the Unreal Engine 2, it was released in March 2005. The sequel, Brothers in Arms: Earned in Blood, followed seven months later. The series was published by Ubisoft, who supported both games with PlayStation 2 versions, and later worked with them to develop Brothers in Arms games for portable systems (mobile phones, PlayStation Portable and Nintendo DS) and the Wii home console.

In 2005, Gearbox licensed the Unreal Engine 3 from Epic Games, to replace the Unreal Engine 2 technology used in previous games, and grew its internal development teams to handle the demands of next-generation technology and content. Brothers in Arms: Hell's Highway was the first new title to be announced, continuing the company's flagship franchise.

Brothers in Arms: Hell's Highway was launched in September 2008. By 2008, the franchise also spun off a comic book series, a two-part television documentary, a line of action figures, and a novelization and non-fiction history book.

Borderlands series
After the completion of Brothers in Arms: Earned in Blood, Gearbox began working on their second original game, Borderlands. Revealed in the September 2007 issue of Game Informer, Borderlands was described as "Mad Max meets Diablo", and its first-person shooter-meets-role-playing gameplay was revealed, along with screenshots of the early art style and the first three playable characters. The gaming press saw the game next at the European GamesCon in 2007, and again at GamesCon and E3 in 2008. In early 2009, it was revealed in PC Gamer magazine that they had changed the graphical style and added the fourth player character. Borderlands was released in 2009.

Following the unexpected success of the first Borderlands, which sold between three and four-and-a-half million copies since release, creative director Mike Neumann stated that there was a chance of a Borderlands 2 being created, adding that the decision "seems like a no-brainer." On August 2, 2011, the game was confirmed and titled as Borderlands 2. The first look at the game was shown at Gamescom 2011, and an extensive preview was included in the September edition of Game Informer magazine, with Borderlands 2 being the cover story. Like the first game, Borderlands 2 was developed by Gearbox Software and published by 2K Games, running on a heavily modified version of Epic Games' Unreal Engine 3. The game was released on September 18, 2012, in North America and was released on September 21, 2012, internationally.

Duke Nukem series
Duke Nukem Forever had been a project with a troubled development history at 3D Realms, who had created the Duke Nukem series, since sometime prior to 2000. Due to financial difficulties in 2009, 3D Realms was forced to downsize and ultimately lay off most of the development staff. Take-Two Interactive sued 3D Realms for failing to deliver Duke Nukem Forever.

Pitchford, who had prior industry relations with many 3D Realms staff including George Broussard, learned that many of the 3D Realms team were still eager to develop Duke Nukem Forever, working out of their homes on what they could. Pitchford negotiated with Take-Two to bring many of the former 3D Realms staff into a new studio called Triptych Games, housed at Gearbox's headquarters, to continue working on Duke Nukem Forever following 3D Realms' closure in 2009. As a result, 3D Realms sold the rights to Duke Nukem and the existing work on Duke Nukem Forever to Gearbox around February 2010. Take-Two and Gearbox subsequently announced in September 2010 that Gearbox would finish production of Duke Nukem Forever. Duke Nukem Forever was released in June 2011, and received negative critical reception on release, with most of the criticism directed towards the unfinished, rushed state of the game. Despite the criticism, the game topped the charts on release and made a profit.

3D Realms had initially sued Gearbox in June 2013 for unpaid royalties over Duke Nukem Forever, but dropped the suit by September 2013, with 3D Realms' founder Scott Miller stating that it was a misunderstanding on their part.

3D Realms was eventually acquired in part by Interceptor Entertainment, and in 2014, Interceptor announced plans to make a new Duke Nukem game, Duke Nukem: Mass Destruction. Gearbox filed suit against 3D Realms and Interceptor based on the fact that Gearbox now owned the rights to the Duke Nukem franchise. The case was settled out of court in August 2015, with 3D Realms and Interceptor acknowledging that Gearbox has full rights to the Duke Nukem series. Following the settlement, Gearbox released Duke Nukem 3D: 20th Anniversary Edition World Tour in September 2016. The game included new levels developed in conjunction with some of the original developers, re-recorded lines by original Duke voice actor Jon St. John, and new music from original composer Lee Jackson. It was released on October 11, 2016.

Aliens: Colonial Marines
Aliens: Colonial Marines was a result of Gearbox's exploration into working on licensed film properties in 2007, and was developed under license from 20th Century Fox, who held the film rights, and Sega, who held the game publishing rights to the franchise. Aliens: Colonial Marines was planned as a first-person shooter, both single-player and multiplayer, with players as members of human squads facing the franchises titular xenomorphs in settings based on the films. Gearbox did initial development on the game, but as the studio started working on Borderlands and Duke Nukem Forever, they drew developers off Aliens though still collected full payments from Sega. Sega and 2K discovered the discrepancy on Gearbox's allocation of its staff on its projects, which lead to a round of layoffs in 2008.

After Gearbox released Borderlands to critical acclaim in 2009, it began work on its sequel rather than re-allocating developers to Aliens. Instead, the studio outsourced the work to third parties, including Demiurge Studios, Nerve Software, and TimeGate Studios. By 2012, Gearbox took over full development of the game as it neared its planned release in February 2013, but due to the heavily outsourced process, the game's state was haphazard, forcing Gearbox to cancel a planned beta period and rush the game through the final stages of production, certification, and distribution. On release, the game suffered from performance issues even on target hardware specifications, and shipped with a software bug that hampered the artificial intelligence of the xenomorphs in the game, making the game far less challenging than promised; it was discovered in 2019 that this bug was result of a typographic error in a configuration file shipped with the game. The game's poor performance led Sega to cancel planned releases for the Wii U.

A class action lawsuit filed in April 2013 by Roger Damion Perrine and John Locke alleged that Gearbox and Sega falsely advertised Aliens: Colonial Marines by showing demos at trade shows that did not accurately represent the final product. Sega and the plaintiffs reached a settlement in late 2014, wherein Sega agreed to pay $1.25 million to the class. The plaintiffs dropped Gearbox from the suit in May 2015.

Battleborn
Released in May 2016, Battleborn was a cooperative first-person shooter video game with multiplayer online battle arena (MOBA) elements. Battleborn takes place in a space fantasy setting where multiple races contest possession of the universe's last star. Players select one of multiple pre-defined heroes, customized with passive abilities gained through end-of-mission loot, to complete both player-vs-player and player-vs-environment events. During such events, characters are leveled up through their "Helix tree", granting one of two abilities at each level. While Battleborn was well received by critics, it was released within a month of Blizzard Entertainment's Overwatch, a hero shooter with similar concepts, and which quickly overshadowed Battleborn. The title went free-to-play in June 2017 and was shut down in January 2021.

Homeworld series
After 10 years without any new releases to the series, Gearbox acquired the rights to the Homeworld series from THQ in 2013. Shortly after that the Homeworld Remastered Collection was released in 2015, containing updated High-Definition versions of Homeworld and Homeworld 2 compatible with modern Windows and Mac OS X systems.

In September 2013, Gearbox announced a partnership with Blackbird Interactive and licensing the Homeworld-IP for their then-named Hardware: Shipbreakers game. This game later became Homeworld: Deserts of Kharak and was released on January 20, 2016 as a prequel to the original Homeworld game of 1999.

On August 30, 2019, Gearbox announced Homeworld 3 which was developed by Blackbird Interactive. The game's development was at least partially funded through a crowdfunding campaign on the Fig platform, and was released May 13, 2024.

Other media
A Borderlands film has been in development with Gearbox and Lionsgate since around 2015, with Eli Roth set to direct. As of June 2021, the film is done filming.

In April 2020, Gearbox announced it was developing a television series based on its Brothers in Arms series.

Technology
In 2006, they partnered with Dell and Intel to provide development computer systems and technology for their studio.

In June 2007, they purchased a Moven motion capture system that uses non-optical inertia technology, to augment their existing Vicon optical motion capture system becoming one of the few independent developers with two in-house motion capture capabilities.

In February 2008, it was announced that they had licensed NaturalMotion's Morpheme software.

title: Gearbox Software


text:
Talk:Spartan Marching Band

I have reverted this page to the version before December 3. The material added then was an apparent copyright violation.

Text that was previously posted here appears to infringe on the copyright of the text from the source below:

http://music.msu.edu/smb/

If there was permission to use this material under terms of our license or if you are the copyright holder of the externally linked text, then please indicate so on this talk page and on Copyright problems.

--rbrwr± 09:28, 20 Dec 2004 (UTC)

title: Talk:Spartan Marching Band


text: User talk:61.11.48.81

title: User talk:61.11.48.81


text: Category:547 deaths

title: Category:547 deaths


text:
Mike Holober

Mike Holober (born April 21, 1957) is an American jazz pianist, composer, arranger, and educator.

Holober moved to New York in 1986, and worked as a composer and sideman pianist. After working with baritone saxophonist Nick Brignola in the late 1990s, he formed The Mike Holober Quintet, featuring original compositions and arrangements performed by Tim Ries (saxophone), Wolfgang Muthspiel (guitar), Brian Blade (drums), and Scott Colley and John Patitucci (bass). The quintet recorded two albums on Sons of Sound: Canyon (2003) and Wish List(2006).

Holober's big band, The Gotham Jazz Orchestra, released two recordings: thought Trains (Sons of Sound, 2004) and Quake (Sunnyside, 2009). The group's most recent recording, Hiding Out, is due for release August 2019 on ZOHO. The double CD features Hiding Out , commissioned for by The Philadelphia Museum of Art (funded by the Pew Foundation), Flow, commissioned by the Westchester Jazz Orchestra (funded by a NYSCA Individual Artist's Grant), and Jumble, commissioned by The U.S. Army Jazz Knights of West Point. The recording also includes an arrangement of Jobim's Caminhos Cruzados, commissioned by the Westchester Jazz Orchestra and written for and featuring trumpet master Marvin Stamm. Other featured artists on Hiding Out include Billy Drewes, Jason Rigby, Scott Wendholt, Adam Kolker, Jon Gordon, Steve Cardenas, and Jesse Lewis.

Holober is a 2017-18 recipient of a Chamber Music America New Jazz Works Grant for Don't Let Go, a song-cycle in the tradition of Robert Schumann, Samuel Barber, and Ralph Vaughn-Williams, and premiered at Symphony Space (The Leonard Nimoy Thalia) in June 2018. Don't Let Go was written for Holober's octet Balancing Act, whose premiere recording Balancing Act was released in 2015 (Palmetto), featuring Mike's original compositions (several with lyrics), performed by Kate McGarry, Dick Oatts, Jason Rigby, Marvin Stamm, Mark Patterson, John Hebert, and Brian Blade.

Holober was the musical director of the Westchester Jazz Orchestra from 2007 to 2013, a non-profit organization based in Westchester New York. Under his leadership, the organization commissioned over 140 new works for jazz orchestra. Guest artists included Joe Lovano, Kate McGarry, Janis Siegal, John Scofield, John Patitucci, Randy Brecker, and Paquito D'Rivera. Holober also served as conductor, artistic director, and lead arranger for WJO's 2011 release, Maiden Voyage Suite, a reworking of Herbie Hancock's 1965 Blue Note recording.

Holober has worked with several big bands in Europe, including the HR-Bigband (Frankfurt), where he served as Associate Guest Conductor from 2011 to 2015, and the WDR Big Band (Cologne). Projects for the HR Big Band include arranging and conducting concert length projects for Kurt Rosenwinkel, Billy Cobham, Jane Monheit, Terje Rypdal, Dr. Lonnie Smith, Miguel Zenon, and Jazz From Hell, a concert of the works of Frank Zappa for the 2015 Frankfurt Jazz festival. With the WDR Big Band (WestDeutsche Rundfunk - Cologne, Germany) he has written and conducted projects for Avishai Cohen and Eli Degibri, and for legendary drummer Al Foster. Other projects include arrangements for a concert featuring Eli Degibri with jazz orchestra and strings, which was performed at the National Opera House in Tel Aviv in 2014.

Holober is a full professor at The City College of New York and was named the inaugural Stuart Z. Katz Professor of Humanities and the Arts in 2018. He is a five-time MacDowell Fellow, Ucross Foundation Fellow and Yaddo Guest. He also teaches composing and arranging at The Manhattan School of Music. From 2007 - 2015 he served as associate director of the BMI Jazz Composer's Workshop, where he taught with Musical Director Jim McNeely.

Discography

 * The Mike Holober Quintet, Canyon (Sons of Sound, 2003)
 * The Gotham Jazz Orchestra, Thought Trains (Sons of Sound, 2004)
 * The Mike Holober Quintet, Wish List (Sons of Sound, 2006)
 * The Gotham Jazz Orchestra, Quake (Sunnyside, 2009)
 * Mike Holober & Balancing Act, Balancing Act (Palmetto, 2015)
 * The Gotham Jazz Orchestra, Hiding Out (Zoho Music, 2019)

title: Mike Holober


text:
Skobelev

Skobelev may refer to:

 * Fergana, a city in Uzbekistan, called Skobelev between 1907 and 1920
 * Skobelev Park, a museum park in the vicinity of Pleven, Bulgaria

Persons with the surname

 * Matvey Skobelev (1885–1938), Russian revolutionary and politician
 * Mikhail Skobelev (1843–1882), Russian general
 * Vladislav Skobelev (born 1987), Russian cross-country skier

title: Skobelev


text:
Talk:Jewish population by country

=
===============

The pie chart seems to contradict the table and to be way off for the "Other" category ("1%"). It's at least 2.53%, and probably much more.
The table gives the percentages of the eligible population for each country, and when I added them up, starting at the country after Hungary (Hungary is #13), I had a running total of 2.53% by Panama (#31). Did I calculate it right? Polar Apposite (talk) 09:40, 31 October 2023 (UTC)

 * @Polar Apposite 172.56.70.195 (talk) 23:10, 1 November 2023 (UTC)
 * Can someone please tell me how I can get access to edit box for the pie chart? Polar Apposite (talk) 16:51, 2 November 2023 (UTC)
 * There does not appear to be a "connection" between the "Table" and pie chart. Thus, anyone changing one may not realize that they need to change the other, as well. This goes for the list in the 2nd para of the page, as well. Skaizun (talk) 16:38, 28 April 2024 (UTC)
 * The Lead and pie chart are indeed contradictory Billsmith60 (talk) 22:07, 10 July 2024 (UTC)

Newly added Palestine unreferenced, not added to pie chart
Curiously timed addition of "Palestine (2%)" has no accompanying reference, and my, admittedly, brief search of the web can find no such number/proof. It is possible that the Jewish population of Palestine was considered in that of Israel, which would make the new entry invalid, unless the corresponding (and alleged) 2% were subtracted from the Israel percentage, which I do not believe is the case. And, although the "Table" shows the newly added Palestine, the pie chart, above it, does not. Skaizun (talk) 16:36, 28 April 2024 (UTC)

Semi-protected edit request on 28 June 2024
The article states that 30% of the population of Israel is eligible to live in Israel under the Law of Return, which is nonsensical since 100% of the Israeli population already lives in Israel. 96.63.209.220 (talk) 13:57, 28 June 2024 (UTC)
 * 30% is their part of the global population, not the Israeli population. Hyphenation Expert (talk) 15:08, 28 June 2024 (UTC)

Can someone explain
Why these numbers are insane and contradictory 2600:1702:3B40:40E0:A132:B0C4:F15:F8A6 (talk) 04:52, 15 July 2024 (UTC)

 * Like why this page not have the nice world image graph every other one does? : these: https://commons.m.wikimedia.org/wiki/File:Countries_by_percentage_of_adherents_to_Hinduism.svg#mw-jump-to-license https://commons.m.wikimedia.org/wiki/File:Countries_by_percentage_Buddhist%E2%80%93Pew_Research_2010.svg#mw-jump-to-license https://commons.m.wikimedia.org/wiki/File:Islam_percent_population_in_each_nation_World_Map_Muslim_data_by_Pew_Research.svg#mw-jump-to-license https://commons.m.wikimedia.org/wiki/File:Percent_of_Christians_by_Country%E2%80%93Pew_Research_2011.svg#mw-jump-to-license 2600:1702:3B40:40E0:A132:B0C4:F15:F8A6 (talk) 04:57, 15 July 2024 (UTC)

title: Talk:Jewish population by country


text:
Memo Aguirre

Juan Guillermo Aguirre Mandiola (born December 22, 1952), better known as «Memo Aguirre» or «Capitán Memo», is a Chilean singer and musician famous for performing the opening and closing themes of several Animated series during the 1970s and 1980s.

Biography
Juan Guillermo Aguirre was born on December 22, 1952, in Santiago de Chile, his early musical career started during his adolescence when participated in the band named "Los Sacros", in 1972 Aguirre moved to the United States, setting in San Francisco, working as a singer in bars and nightclubs. Later he got a job in the company Sound Connection Studios. Aguirre during the 1970s and 1980s sung the opening and credits songs for cartoon and anime shows such as: He-Man, Captain Future, Steel Jeeg, Candy Candy, and Little Lulu, some of them in collaboration with the American Shuki Levy.

In addition to composing jingle for famous series such as Dallas and Dynasty, he also composed for albums by American performers such as Kenny Rogers, several of his songs are compiled in "Las grandes aventuras" and "La legión de los superhéroes" under the name of "Superbanda" (Superband). In 2004, under the artistic name of «Capitán Memo» (Captain Memo) he released "El Regreso de los Robots" (The Return of the Robots), a CD album which contains many old songs that were composed by him re-recorded the following year "Grand Prix" was released, equally credited to Capitan Memo.

List of works

 * 1973: Fables of the Green Forest (Siempre en el bosque)
 * 1975: Steel Jeeg (El Vengador)
 * 1975: Maya the Honey Bee (La abeja Maya)
 * 1976: Gaiking (El Gladiador)
 * 1976: Magne Robo Gakeen (Supermagnetrón)
 * 1976: Time Bokan (La Máquina del Tiempo)
 * 1976: Little Lulu (La Pequeña Lulú)
 * 1978: Captain Future (Capitán Futuro)
 * 1978: Starzinger (El Galáctico)
 * 1979: Lulu, The Flower Angel (Ángel, la niña de las flores)
 * 1979: Josephina the Whale (La Ballena Josefina)
 * 1979: Spider-Woman (Mujer Araña)
 * 1979: King Arthur (TV series) (Rey Arturo)
 * 1980: Zukkoke Knight: Don De La Mancha (Don Quijote y los Cuentos de la Mancha)
 * 1983: He-Man and the Masters of the Universe (He-Man y los amos del Universo)

Discography
as Superbanda
 * La Pequeña Lulú (1981)
 * Las grandes aventuras (1981)
 * La legión de los superhéroes (1981)

as Capitán Memo
 * El regreso de los robots (2004)
 * Grand Prix (2005)

title: Memo Aguirre


text:
User:Tagishsimon/Church Times

''This page is protected from Mike Church's vandalism. We apologize for the inconvenience.''

Mike Church, that is.

This page is a record relating to his behavior, and specifically his habit of creating obvious sockpuppets and stridently denying any connection to them. If you have no idea who Mike is or why this was a problem, this isn't likely to interest you.

I had intended to delete this page once the issue was dead. However, Mike has been editing periodically and has shown signs that he'll return to his old behavior if he thinks no-one's watching. His primary identity for a while was User:259 Contributions, but it looks like he's now switched to User:EventHorizon Contributions.

Thanks to Tagishsimon and others for compiling some of these. And now, in no particular order:

 * P23 - Contributions
 * 38 - Contributions
 * Mu Gamma - Contributions
 * MargarineFly - Contributions
 * MathyGuy23 - Contributions
 * AFK - Contributions
 * Now watch this drive - Contributions
 * Draconic - Contributions
 * Chef Lord - Contributions
 * 521 - Contributions

Given a recent edit to this page, I'd propose
 * Mapseloh (Contributions) as a stong possibility. :-) Sorry for editing your subpage, Iso -- hope it was okay. Jwrosenzweig 23:46, 28 Jul 2004 (UTC)
 * and Empyrix (Contributions) Jwrosenzweig 15:51, 29 Jul 2004 (UTC)

And I guess Eleven (Contributions) was probably him. I'm not sure if it was a joke on his part, or if he actually thought someone would believe that was my sockpuppet. It's definitely his style to use a sockpuppet to attack himself though. Odd. Isomorphic 01:49, 30 Jul 2004 (UTC)

 * Maradox's (Contributions) second edit was to mark this page for deletion, which ought to set the spider sense tingling. —No-One Jones 17:18, 7 Aug 2004 (UTC)
 * And Blue Dragon's (Contributions) very first edit was a vote for the deletion of this page. Curious. . . —No-One Jones 21:44, 7 Aug 2004 (UTC)
 * And Lightning Strike's contributions show a suspiciously familiar pattern. —No-One Jones 18:24, 8 Aug 2004 (UTC)
 * Ditto for
 * Unattributable - Contributions
 * Zzzzzz - ''Contributions
 * Get_the_914_on - Contributions (probably)
 * 936 - Contributions
 * Happy_man - Contributions
 * The_troll_you_summoned - Contributions
 * Dubious punk - Contributions
 * Scarecrow - Contributions . . . [more to come]
 * 259 (Contributions) assures us that he is not Mike's sock puppet. Oh, and I've standardised all the links to show user pages & contributions ... hope no-one minds me editing their comments. --Tagishsimon
 * 64.12.116.83 has vandalised this page twice, and so is probably Churchy. --Tagishsimon
 * That's an AOL proxy. Mike Church, Mr. Treason, and Michael all edit from AOL. Guanaco 17:37, 16 Aug 2004 (UTC)
 * Metric Dollar Contributions is a Church straw man. Guanaco 04:13, 16 Aug 2004 (UTC).
 * 896 Contributions was created to vandalize User:Hadal and this page. Guanaco 04:13, 16 Aug 2004 (UTC)
 * Offering Truce Contributions admits vandalism, and offers the Violet Elizabeth Bott remedy on Iso's discussion page. Can you spell morally bankrupt? --Tagishsimon
 * A block on some AOL proxy IPs prevented Redirector Contributions from editing my talk page, so he took his threats of vandalism to my user page. Guanaco 17:37, 16 Aug 2004 (UTC)
 * 641 Contributions was created to redirect my user page to "feces". Guanaco 17:37, 16 Aug 2004 (UTC)
 * Dorko (Contributions) was created to complain on my talk page because I blocked Metric Dollar. Guanaco 18:02, 16 Aug 2004 (UTC)
 * Firebrand (Contributions) looks like a sock to me -Tagishsimon
 * Sordid Apple Contributions is an admitted sockpuppet. —No-One Jones 02:18, 19 Aug 2004 (UTC)
 * Blue This Contributions
 * We are all in allegiance to the Pope. Deny that and you will be expropriated exponentiated excommunicated!!!!!!!1111 Blue This 03:52, 9 Dec 2004 (UTC)

 * 64 Contributions
 * Bleu Cheese Contributions
 * User:Zipper Contributions was apparently created in an attempt to give User:EventHorizon legitimacy.
 * Wag the Dogma, Bf349, and Evil Goat were created to vandalize this and other pages.
 * Effortless, VFD, 4FD, Vandals roxor, Bad Rabbit, Zip42, and XQR were created to play various games on Talk:Ambition (card game).

title: User:Tagishsimon/Church Times


text:
Wikipedia:WikiProject Football/Australia task force/WikiProject A-League

WikiProject A-League is an attempt to keep up-to-date standardised information about the new A-League, that started in Australia in August, 2005.

Introduction
I decided to start this project because the A-League is starting up next year, and there's a lot of new things going on as the teams try to set up, and there will be lots of things going on throughout the season. The aim is to keep the information presented about clubs, players and people as up-to-date as possible, while providing a standardised format across each page. Anyone is welcome to join.
 * — Albinomonkey; December 20, 2004

Members
Add your name below if you're interested in participating

Parentage
Check out WikiProject Football (esp. it's manuals of style) for general information on the standardised football articles, and WikiProject Australian sports for general Australian sports info.

Pages
A list of pages related to the project can be found at /related pages. You can use the recent changes tool to see the latest changes to any of these pages. Add more to the lists if you think they are appropriate.

Templates

 * - lists all of the teams participating in the A-League, put this on pages closely related to the A-League (mainly club pages).

 * - to be placed on the talk page of all A-League related articles.

 * Check here to see the season history templates

- place this on your user page. Credit to Oakster.