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Martín Ramírez

Martín Ramírez (January 30, 1895 – February 17, 1963) was a self-taught artist who spent most of his adult life institutionalized in California mental hospitals, diagnosed as a catatonic schizophrenic. He is considered by some to be one of the 20th century's best self-taught masters.

Biography
He was born on January 30, 1895, in Rincón de Velázquez, Tepatitlán, Jalisco, Mexico. He married María Santa Ana Navarro Velázquez in 1918. Ramirez migrated to the United States from Tepatitlan, Mexico to find employment, leaving behind his pregnant wife and three children. He worked on the railroads in California between 1925 and 1930. He knew no English and after six years he ended up unemployed and homeless. This led to him being detained by the police and institutionalized in 1931. He was diagnosed with schizophrenia, leaning towards catatonia. Ramírez spent over 30 years being institutionalized; first at Stockton State Hospital in Stockton, California, then, beginning in 1948, at DeWitt State Hospital in Auburn, near Sacramento, where he made the drawings and collages for which he is now known. At DeWitt, a visiting professor of psychology and art, Tarmo Pasto, came across Ramírez's work and began to save the large-scale works Ramírez made using available materials, including brown paper bags, scraps of examining-table paper, and book pages glued together with a paste made of potatoes and saliva. His works display an idiosyncratic iconography that reflect both Mexican folk traditions and twentieth-century modernization: images of Madonnas, horseback riders, and trains entering and exiting tunnels proliferate in the work, along with undulating fields of concentric lines that describe landscapes, tunnels, theatrical prosceniums, and decorative patterns.

He died in 1963.

Legacy

In the 1970s, artists Jim Nutt and Gladys Nilsson, and art dealer Phyllis Kind bought almost all of  Dunievitz's collection. Phyllis Kind presented the first solo show of Martin Ramirez's work in Chicago in 1973. Since his art was introduced into the art market in 1973, Ramírez's drawings and collages have become some of the most highly valued examples of outsider art.

In January 2007, the American Folk Art Museum in New York City opened "Martín Ramírez," the largest retrospective of the artist's work in the United States in more than 20 years. The exhibition featured about 100 of the 300 drawings and collages that had then been known to exist. It was accompanied by a catalog that includes a biographical essay, written by sociologists Víctor M. Espinosa and Kristin E. Espinosa, which discusses many previously unpublished details of Ramírez's life. The exhibition subsequently traveled to the San Jose Museum of Art (June–September 2007) and the Milwaukee Art Museum (October 2007–January 2008).

While the 2007 retrospective, The Last Works, was on view at the American Folk Art Museum, that museum was contacted by descendants of Dr. Max Dunievitz, who served as medical director of DeWitt State Hospital in the early 1960s. Dunievitz had kept approximately 140 of Ramírez's drawings and collages from the last three years of his life; they were nearly discarded by family members upon the doctor's death in 1988. Dunievitz's grandson Phil, having seen the works during childhood visits to his grandfather's house, took them and brought them to his mother's house in Auburn, where they were stored for nearly 20 years in the garage. The heirs of Martín Ramírez challenged the ownership of this group of works, claiming that as the descendants, they deserved an ownership portion of this body of work.

In mediation, the Dunievitz and Ramírez families reached an amicable agreement in 2008, which includes the representation of this work by the Ricco/Maresca Gallery in New York City.

In October and November 2008, a portion of these drawings was concurrently exhibited at the Ricco/Maresca Gallery and the American Folk Art Museum. An accompanying full-color catalog was produced by Roger Ricco and Frank Maresca and published by Pomegranate Communications. It includes essays by Brooke Davis Anderson, Richard Rodriguez, and Wayne Thiebaud.

In December 2013, a lost Madonna by Ramírez was unveiled by the Library of Congress.

In March 2015, "Untitled (Tunnel with Cars and Buses)" (1954), as well as four other designs, were reproduced as a stamp by the United States Postal Service.

His works have sold up to $270,000 in Paris in 2013 and $134,500 in New York in 2011.

title: Martín Ramírez


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Numbered routes in Rhode Island

The U.S. state of Rhode Island has 70 state highways, coordinated and signed by the Rhode Island Department of Transportation (RIDOT). Most of these are partly or fully state highways, roads owned and maintained by RIDOT. Every city and town in Rhode Island, except for New Shoreham (Block Island), has at least one numbered route.

History
State highways in Rhode Island are signed with a standard square shield (for 2-digit routes) or a rectangular shield (for 3-digit routes), with black digits on a white background. The state initials of R.I. are placed above the number, as seen in the adjacent picture. The shields are similar to that of neighboring Massachusetts, though that state's route signs contain only the number. On some older highway signs, state route shields occasionally omit the "R.I." above the number, but most newer signage (particularly along I-95) features the state initials.

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

title: Numbered routes in Rhode Island


text:
Garshelis effect

The Garshelis effect causes springs made of magnetostrictive material to have their magnetization changed due to the compression of the spring. It is a correlation between magnetization and torsional stress. If the magnetization is due to direct current, it is the inverse of the Wiedemann effect.

It is named after Ivan Garshelis, who investigated the effect.

title: Garshelis effect


text: Talk:Shakespeare by the Sea, Halifax

title: Talk:Shakespeare by the Sea, Halifax


text:
John Carew

John Alieu Carew (born 5 September 1979) is a Norwegian actor and former professional footballer who played as a forward. He was capped 91 times and scored 24 goals for the Norway national team.

As of 2023, he has been hired until the end of 2024 at Norwegian Football Federation where he will be working with children and youth; the president of the federation hopes that Carew will have permission to work in the position, while serving his prison sentence with an electronic ankle tag.

Vålerenga
Carew began his career with his local club Lørenskog, a minor club in the Akershus region. He was already considered a highly talented youngster and had gained some media attention before he was acquired by Vålerenga in 1997, and in the same year Carew was a part of the team that gained promotion to Tippeligaen and won the Norwegian Football Cup. During his two-year period at the club he played 58 matches and scored 30 goals, while his profile rose even more due to his combination of strength and goal-scoring ability.

Rosenborg
During the summer of 1999, Carew joined Norwegian football's most successful club of the past decade and Champions League mainstays Rosenborg in a deal worth 23 000 000 kroner.

Transfer moves around Europe
After a string of impressive displays in the Champions League, Carew moved to Spanish club Valencia in an €8.5 million transfer, where he managed to win the La Liga title once in 2002. Carew was also part of the Valencia side that lost on penalties in the 2001 UEFA Champions League Final to Bayern Munich, though he scored his own penalty attempt. His goals in the campaign were crucial, including a 75th-minute header in a 1–0 home win against Arsenal in the second leg of the quarter-final, which saw Valencia advance to the semi-final. In the 2002–03 Champions League campaign, Carew was once again responsible for Arsenal's exit from the competition. With Valencia needing a win in their final game of the second group phase at home against Arsenal to progress to the quarter finals, Carew scored twice in a 2–1 victory. He then spent the 2003–04 season on loan at Italian side Roma where he scored 7 goals in 26 games. Carew then moved to Turkey in 2004 to play with Beşiktaş. After the 2004–05 season, he was snapped up by Lyon for €7.6 million. While Carew was playing in Europe he was constantly linked with a move to the English Premiership and several failed attempts were made to sign him. He failed a medical at Fulham in 2002 and West Bromwich Albion had a bid rejected by Valencia.

2006–07 season
On 22 January 2007, Carew signed for Aston Villa in an exchange deal with Lyon for Milan Baroš. Carew penned a three-and-a-half-year deal at the Birmingham-based club. Carew went on to receive the No. 10 jersey left vacant by Baroš' departure.

Carew made his debut in the 3–1 defeat to Newcastle United, but went on to score his first goal for the club in a 1–0 victory against West Ham United just three days later. Villa manager Martin O'Neill praised Carew's performance after the match.

2007–08 season
Carew began the season as Villa's first-choice forward and much was expected of him by the Villa fans. However, despite some promising performances, it took Carew nearly two months to score his opener for the season against Everton in a 2–0 victory. He also suffered an injury in the same game and was out of action for six weeks with a hamstring problem. He scored on his second match back in the Villa side in a 3–0 away win against Middlesbrough in November. He then followed this up with a headed goal against Blackburn Rovers in a 4–0 victory as Aston Villa began to climb the Premiership table. December brought just one goal for Carew, a 30-yard run and shot against Manchester City, but he was instrumental in several of the goals Villa scored.

Carew scored two goals against Reading on 12 January and was unlucky not to be awarded Man of the Match which went to Martin Laursen. He scored his first hat-trick for seven years and his first ever for Aston Villa against Newcastle United on 9 February in a 4–1 win. Gareth Barry allowed him to do so by kindly relinquishing his usual penalty taking duties so Carew could score his third. On 12 April 2008, Carew scored for Aston Villa against Derby County at Pride Park in the Premier League, in the 26th minute and Villa went on to win the game 6–0. On 20 April 2008, Carew scored twice against Birmingham City in the Birmingham derby at Villa Park, which Villa went on to win 5–1. He continued his scoring run with a header the following week, in a crunch game at Everton's Goodison Park, which finished 2–2. It would be his 13th and final goal of the season, crowning him as Villa's top scorer for the 2007–08 season.

2008–09 season
Carew scored his first goal of the 2008–09 campaign by scoring the first goal in Aston Villa's 2–2 draw over Odense in the Intertoto Cup. On 14 August 2008, Carew signed a 12-month extension to his contract, thus taking him through to 2011 with his current deal.

Carew scored the opening goal in Villa's 4–2 win over Manchester City at Villa Park. He then scored his second league goal against Stoke City as they went on to lose the match 3–2 when Mamady Sidibe scored a late winner. He quickly added his 3rd of the season in the 2–1 defeat of local rivals West Bromwich Albion; and with Gabriel Agbonlahor on the scoresheet again the pair began to form a formidable partnership. They both scored again and assisted each other's goals in a 4–0 victory in the Premier League at Wigan Athletic on 26 October 2008. Carew scored the winning goal in the UEFA Cup for Villa in a Group F match away to Slavia Prague on 6 November 2008, Villa midfielder Steve Sidwell struck the ball towards goal but it hit Carew and went in, therefore the goal was credited to Carew; it turned out to be the winning goal and continued Villa's 100% record in the competition's group stages and the 1–0 victory saw Villa go to the top of the group. Carew made the headlines in late October due to his personal behaviour. He was fined two weeks wages by Martin O'Neill for being in a pub near a Birmingham lap dancing club the night before Villa's UEFA cup group stage match with Ajax.

Soon after the controversy, Carew sustained a back injury that kept him out of the side for several months. During this time, Villa boss Martin O'Neill signed England international striker Emile Heskey to fill the gap left by Carew's absence. Heskey appeared to have taken Carew's place in the starting line-up for a number of weeks. However, his own injury woes and Carew's good form on return meant the Norwegian regained his place in the side. Carew played his first game after his injury on 31 January 2009 in a goalless draw with Wigan Athletic. In the last 32 of the UEFA Cup, Carew earned Villa a first leg draw with CSKA Moscow, after going 1–0 down to Vágner Love's goal. On 1 March 2009, Carew came off the bench to score a lob-shot volley in the 2–2 draw against Stoke City in the Premier League, which was later voted the team's goal of the season. He scored an equalising goal in the away fixture against Manchester United at Old Trafford before also netting the first goal in the home tie against Everton as Villa fought back from 2–0 and 3–1 down to draw 3–3. Further goals against Hull City and Middlesbrough took his league total to an impressive 11 goals from just 25 appearances.

2009–10 season
Due to the persistence of fellow strikers Heskey and Agbonlahor, Carew initially struggled to hold down a regular spot in the starting eleven at the beginning of the 2009–10 campaign. Nevertheless, while being used as a substitute Carew still managed to score several important goals for Aston Villa. On 7 March 2010, manager Martin O'Neill chose to include Carew in the starting eleven in an FA Cup game against Reading. He took the opportunity characteristically and scored a hat-trick as Aston Villa came from two goals behind to defeat Reading 4–2 in the FA Cup quarter final. This made Carew the competition's top scoring striker, raising questions as to why the Norwegian was rarely included in Villa's starting eleven. Carew began to feature in the Villa team once more as the season progressed; goals against Wolverhampton Wanderers, Sunderland and Chelsea helped the Norwegian go neck and neck with Gabriel Agbonlahor as the club's joint top scorers for 2009–10.

2010–11 season

Due to an injury to Gabriel Agbonlahor, Carew started the new campaign upfront with support from Ashley Young. However, due to both injury concerns of his own and a loss of form, his place in the team was taken by Emile Heskey limiting him to cameo appearances from the bench. As the season progressed, Carew's first team appearances became less frequent. Later that month, he allegedly missed a Villa game due to heavy snow disrupting his travel.

Carew spoke out about his limited chances under the new system under manager Gérard Houllier to a Norwegian TV station. Despite ongoing rumors in the press about a dispute between the former Lyon pair, Houllier revealed that Carew had been left out of the Aston Villa squad to work on his fitness. However, when Villa signed Darren Bent for £18 million, Carew's first team opportunities were further reduced.

On 27 May 2011, Aston Villa announced that Carew was one of a number of players released by the club after their contracts expired.

Stoke City loan
Carew joined Stoke City on loan until the end of the 2010–11 season on 21 January 2011. Following his move Carew stated that he was looking forward to a new challenge and also revealed that he rejected offers from other clubs. His arrival was welcomed by the Stoke players including Andy Wilkinson.

""I'm looking forward to the challenge and I am happy to be here. Although I had other offers, I saw Stoke as the best team and the strongest team, so this is a great chance for me to join a side fighting in the top half of the table. The important thing now is to make the most of this opportunity""

- Carew on his decision to join Stoke on loan.

Carew made his debut for City the following day at Fulham where he came on as a substitute. He scored his first goal for Stoke in a 3–2 win against Sunderland on 5 February 2011. He followed this up by scoring in the FA Cup against Brighton & Hove Albion. However a back injury slowed his progress in a Stoke shirt. After his release from Villa, Tony Pulis did not offer Carew a contract with Stoke.

West Ham United
On 6 August 2011 Football League Championship side West Ham United announced the signing of Carew as a free agent. He scored his first goal for West Ham in a 2–2 draw with Crystal Palace on 1 October 2011. On 23 May 2012, Carew was released with five other players including Julien Faubert, Frank Nouble, Papa Bouba Diop, Abdoulaye Faye and Olly Lee. After the 2011–12 season, Carew did not get a new contract with West Ham.

In August 2012, Carew was in talks with his old club Vålerenga, but Vålerenga did not accept his demand of a wage of NOK600,000 per match. In connection with Carew's possible transfer to Vålerenga, Kjetil Siem told Dagbladet that he had signed an unofficial contract with Carew in 2005, when Siem was Director of Football in Vålerenga, that Carew would return to Vålerenga in 2012. He went on trial with Serie A team Internazionale in February 2013, but was not offered a contract as Inter were concerned over his fitness. In October 2013 Carew stated that he had retired.

International career
John Carew played 91 times for Norway, scoring 24 goals, and was part of their Euro 2000 squad. He made his full international debut on 18 November 1998, and was the first black player to represent Norway.

Acting career
In 2014, Carew starred in his first feature film, a Canadian horror called Dead of Winter. His second film, a Norwegian-made thriller called Høvdinger, was released on 17 July 2015.

In 2018, Carew starred in the successful Norwegian TV-series, Heimebane, playing as Michael Ellingsen, an aging star footballer for a local Norwegian club.

In 2019, Carew played the role of Jungle Warrior in the Disney's dark fantasy adventure film, Maleficent: Mistress of Evil alongside Angelina Jolie, Elle Fanning and Chiwetel Ejiofor.

In 2023, Carew played the role of an early Spotify investor in the TV series The Playlist.

Trial and conviction for tax evasion
In June 2020, Carew's apartment in Skillebekk, Norway was searched by the authorities investigating his tax arrangements. In 2021, Carew formally requested that the authorities register him as living in Norway; the tax authorities had requested his arrest a short time before that.

A lower court trial began in October 2022, with Carew accused of several counts of tax evasion amounting Norwegian kroner 5.4 million between 2014 and 2019. The trial lasted two weeks.

For the period of the alleged evasion, Carew claimed that he did not live in Norway (if one lives in Norway for more than 183 days in a year, then Norwegian law says that one has to pay taxes to Norway). The trial showed that Carew's debit card was, in 2014, used between 900 and 1000 times in Norway—mostly at golf courses. The prosecution showed spreadsheets which marked every day in which the government claimed that he had been in Norway, the spreadsheets indicated 259 days in 2015 and 299 days, 282 days and 289 days in other years. Further testimony showed that Carew, after his time playing for Lyon, told French tax authorities that in 2005 and 2006 he was living in Norway, when in fact he had moved from Norway in 2000 and not moved back. Carew's apartment in London was rented-out in the long-term in 2017, according to the prosecution. Furthermore, Carew's work that year was mainly in Norway.

Carew pleaded guilty to acting "grossly negligently" in regards to his taxes, but not with intent to defraud. On 16 November 2022, Carew was sentenced to 14 months in prison and a 537,268 Norwegian Kroner fine. (The maximum prison sentence for the tax evasion charges is six years—the prosecuting authority asked for two years.) In December 2022, media said that Carew will not appeal the verdict.

Personal life
Carew was born in Lørenskog, Norway to a Gambian Jola father and a Norwegian mother.

John Carew has a son born in 2004 who lives with his mother in Norway.

Carew is noted for being a practicing Christian and often makes donations to charity. He also contributes to organizations like Soccer Against Crime, MOT and Ungdom mot Vold (Youth Against Violence) and was awarded the Kniksen award as Kniksen of the year in both 2005 and 2007. Since joining Aston Villa, Carew is noted for visiting children in hospitals around Birmingham and supporting Villa's initiative to donate from the payroll towards hospital running costs.

Carew's sister, Elisabeth Carew, is an R&B singer.

In December 2010 Carew was a victim of fraud after he paid £100,000 for a Porsche Cayenne Gemballa which never arrived. In 2012 Carew was declared bankrupt following a petition by HM Revenue and Customs. The Bankruptcy Order was annulled on 4 July 2012.

International

 * Scores and results list Norway's goal tally first, score column indicates score after each Carew goal.

Honours
Vålerenga
 * Norwegian Cup: 1997

Valencia
 * La Liga: 2001–02
 * UEFA Champions League runner-up: 2000–01

Lyon
 * Ligue 1: 2005–06
 * Trophée des Champions: 2005, 2006

Aston Villa
 * Football League Cup runner-up: 2009–10

Stoke City
 * FA Cup runner-up: 2010–11

West Ham United
 * Football League Championship play-offs: 2012

Individual
 * Kniksen of the Year: 2005, 2007, 2008

title: John Carew


text:
Corgi Classics

Corgi Classics Limited was a British die-cast scale model manufacturer established as an independent company in 1995, which has its origins in the Corgi Toys brand introduced by Mettoy in 1956. It is known for its British and North American vehicle models.

Products manufactured and marketed by Corgi included die-cast scale model cars, airplanes, buses, and military.

In 2008 the company was acquired by Hornby Railways, who has owned the Corgi brand since then.

Background: Corgi Toys era
"Corgi Toys" was launched in 1956 as a new range of die-cast toy model cars by Mettoy Playcraft LTD, the toy car company founded in 1936. These new toy cars were soon a huge hit because at the time they were the only toy cars on the market that included transparent plastic windows, they soon became known as "the ones with the windows".

Although Corgi has had many model car competitors ranging from Dinky Toys to Lledo, its name is well known to this day. In its first year of trading Corgi sold 2.75 million cars, making it a clear leader of the British toy car industry. In 1966 Corgi won both The Queen's Award to Industry and the National Association of Toy Retailers' Highest Standards Award, two prestigious awards. In March 1969, a year's supply was destroyed in the factory in Fforestfach in Swansea by a fire, a major setback, which cut profits tremendously. Despite this, Corgi continued to remain among top collectables for many years.

Sales increased in the late 1960s and early '70s after the James Bond Aston Martin DB5 and the Chitty Chitty Bang Bang car was released, but sales were fell sharply after the 1969 fire, which led to substantial ground being lost to its main rival Dinky, but by 1971, the Swansea factory was back to full production again after major repairs costing over £1.3 million. The Queen's silver jubilee model edition released in 1977 was an instant best-seller, along with another nostalgia model, Edward VII's coronation state coach of 1901. After a rapid decline in sales, in 1983 economic analysts said that decline was inevitable; children and adults had moved on to more sophisticated toys, others however did not agree; they believed if it had not been for the fire there would have been no problem.

Corgi reformed as "Corgi Toys Ltd." in 1984 and turned its attention to regaining the British toy company's confidence. Three years later Corgi turned to the export market for profits, soon distributing in Australia, Continental Europe and the United States. Shortly after this Corgi started the Collectors Club, which quickly gained worldwide membership.

In 1989 the company was taken over by Mattel, the worldwide toy manufacturing giant (manufacturer of Barbie Dolls and Hot Wheels cars), and production was moved to Leicester, the Mattel headquarters. Corgi then introduced a new range: Corgi Classics, selling nostalgia cars, vans and trucks from the 1930s, '40s, '50s and '60s, aimed at those who had grown up during that period. At around the same period in the US, Corgi released a new range of trucks, fire tenders and buses based on North American prototypes, though these were not as successful as had been hoped.

Corgi Classics Limited
In 1995, Corgi regained its independence as a new company, "Corgi Classics Limited", and moved to new premises in Leicester. Corgi Classics turned to British television for model ideas, and soon released models such as Mr. Bean's Mini, Inspector Morse's Jaguar and later models based on Enid Blyton's Noddy tales. A variety of firms ranging from Cadbury's chocolate to Guinness beer to Eddie Stobart haulage have had Corgi scale models made of their road vehicles. In 1995 Corgi introduced a new range of 1/76th scale UK and Hong Kong bus models under the "Original Omnibus Company" banner; by 2007, the total number of individual model releases in this sub-range had exceeded eight hundred.

In 1999 Corgi Classics Limited was taken over by Zindart, an American collectors specialists. By 2000, as in the 1960s, Corgi was once again the top British model maker. That same year, Corgi bought the rights to the Lledo name (and many of the moulds), taking over the popular Days Gone series. The Vanguards series was also acquired in the deal. Days Gone and Vanguards models were sold by Corgi under the Lledo moniker until 2004, after which the Lledo name was dropped and the models officially became part of the Corgi Classics line.

In 1999, Corgi debuted the Aviation Archive line of diecast military aeroplanes. Beginning with 1/144 scale, Corgi created one of the most expansive and widely collected lines of highly detailed limited edition collectable die-cast metal aircraft. This line has been expanded in successive years to include new moulds and liveries and even new scales, such as the super-detailed 1/32 scale Aviation Archive line. Corgi followed with a new line of 1/50 scale armoured vehicles ranging from World War II up to through the Vietnam War. In 2006, Corgi began selling hand painted, spin-cast metal figures and soldiers in the Forward March series which complements their 1/32 and 1/50 scale lines of vehicles.

In May 2008, international models and collectables group Hornby announced the acquisition of Corgi Classics Limited for £8.3 million. Under Hornby ownership the Corgi brand underwent a rebrand in 2012, this saw the introduction of a new logo and style of packaging, however the main element reasoning behind the change was the relaunch of Corgi Toys.

In 2019 a new series was launched called: CORGI CHUNKIES is new range of toys with moving interactive parts, free-rolling, soft-tyred wheels, left and right hand drive and a strong child-proof build. The chunkies models were designed by Hanan Shpetrick.

Famous models
This is a list of a few of the most famous Corgi Classics limited models:

 * Inspector Morse's Jaguar Mk II
 * Mr. Bean's Mini
 * The Italian Job's Mini
 * Doctor Who's TARDIS and Daleks
 * The Dukes of Hazzard's Dodge Charger with Bo and Luke figures
 * Basil Fawlty's Austin 1100
 * USS Enterprise (NCC-1701-D) and some other Star Trek ships, including Romulan and Klingon vessels.
 * Bullitts Ford Mustang with Steve McQueen figure.
 * Only Fools and Horses Reliant Supervan III.
 * The line of James Bond cars.
 * The new line Corgi Chunkies.

title: Corgi Classics


text:
Talk:Geek Stink Breath

Untitled
This page was voted on for deletion at Votes for deletion/Geek Stink Breath. The consensus was to keep it. dbenbenn | talk 21:16, 25 Feb 2005 (UTC)

What does "wish in one and shit in the other, and see which one gets felt frist" mean?

The phrase is an old one which people tell others who are always wishing or waiting for something. It's a way of telling somebody to actually go and do something to get what they want. Not sure why it's in the song but it's still cool.

title: Talk:Geek Stink Breath


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New Old Friends

New Old Friends is the third album by the indie rock band Dolour. It was produced by Shane Tutmarc. It was mixed by Jason Holstrom and Shane Tutmarc.

Track listing

 * 1) “I Smell a Lawsuit”
 * 2) “You Can't Make New Old Friends”
 * 3) “Cheer Up Baby”
 * 4) “Next 2 U”
 * 5) “Butter Knife Suicide”
 * 6) “Before Tonight's Big Party”
 * 7) “CPR”
 * 8) “Behind the Melody”
 * 9) “What If?”
 * 10) “Candy”
 * 11) “My Paranoid Mind”
 * 12) “Running Forever”
 * 13) “October 29th”

Recording details
The songs on the album were initially demos that Tutmarc made for Suburbiac's producer Aaron Sprinkle to comment on for a follow-up on Fugitive Records. Fugitive ceased operating and Tutmarc wrote songs about his growing dislike of the music business, including, "I Smell A Lawsuit" and "Cheer Up Baby" "My Paranoid Mind," "What If", and "Behind the Melody" (sung by Jason Holstrom).

Release details
New Old Friends was released independently in February 2004, with different artwork, showing Tutmarc and a few of the contributing musicians in a collage-style. The album was eventually picked up by Damien Jurado's Seattle indie label Made In Mexico Records and rereleased in November 2004 with a new layout and artwork by Shane's brother, Brandon Tutmarc. The album was favorably reviewed by The Seattle Times, The Stranger, KEXP, and AllMusic.com.

New Old Friends tour
Tutmarc and band (including future Fleet Foxes leader Robin Pecknold on bass), undertook their first US tour in Spring 2005.

Musicians

 * Craig Curran - bass
 * Jason Holstrom - saxophone, ukulele, vocals
 * Eric Howk - lead and rhythm guitar
 * Sugar McGuinn - bass, percussion
 * Paul Mumaw - drums on "You Can't Make New Old Friends," "Next 2 U," "Candy," and "October 29th"
 * Phil Peterson - cello, string bass, trumpet, violin, synth, vocals, etc.
 * Jon E Rock - percussion
 * Joey Sanchez - drums on "I Smell A Lawsuit" and "Butter Knife Suicide"
 * Jesse Sprinkle - drums on "Cheer Up Baby" and "CPR"
 * Shane Tutmarc - vocals, piano, guitar, synth, bass, programming, percussion, etc.
 * Noah Weaver - piano

Multiple releases
New Old Friends was originally self-released on February 17, 2004 with different album artwork by Brandon Tutmarc.

title: New Old Friends


text:
1996 in games

This page lists board and card games, wargames, miniatures games, and tabletop role-playing games published in 1996. For video games, see 1996 in video gaming.

Games released or invented in 1996
• Age of Renaissance

• Air Baron

• Ani-Mayhem

• Arcadia

• Battle Cattle: The Card Game

• BattleTech Collectible Card Game

• Before I Kill You, Mr. Bond

• Bitin' Off Hedz

• Blood Dawn (role-playing game)

• Cashflow 101

• Conspiracy X (role-playing game)

• Deadlands (role-playing game)

• The Doctor Who Collectible Card Game

• Doctor Who: Invasion Earth

• Entdecker

• Equate

• Fading Suns (role-playing game)

• Feng Shui (role-playing game)

• Fischer random chess

• Five Crowns

• Give Me the Brain

• Great War at Sea: The Mediterranean

• Highlander: The Card Game

• Iron Dragon

• Kill Doctor Lucky

• Knightmare Chess

• Loaded Questions

• Lunch Money

• Mastermind for Kids

• Monty Python and the Holy Grail Collectible Card Game

• Mortal Kombat Kard Game

• Mystery of the Abbey

• Mythos (collectible card game)

• Netrunner (collectible card game)

• Star Trek Collectible Card Game

• Stargrunt II

• The Very Clever Pipe Game

• The X-Files Collectible Card Game

• XXXenophile (collectible card game)

• Yu-Gi-Oh! Trading Card Game

Game awards given in 1996

 * Origins Awards (for 1995):
 * Best Card Game: Middle-earth: The Wizards
 * Best Fantasy or Science-Fiction Board Game: Dragon Dice
 * Best Graphic Presentation of a Board Game: RoboRally - Armed and Dangerous
 * Best Miniatures Rules: Warzone - A Fast & Furious Miniatures Battle Game
 * Best Modern-Day Board Game: Empire of the Rising Sun
 * Best Pre-20th Century Board Game (tie): Colonial Diplomacy, Three Days of Gettysburg
 * Best Roleplaying Rules: Mage: The Ascension (2nd edition)
 * Adventure Gaming Hall of Fame
 * Axis & Allies
 * Call of Cthulhu RPG
 * Games: 25 Words or Less

Significant games-related events of 1996

 * Five Rings Publishing Group formed as a spin-out of Alderac Entertainment Group and ISOMEDIA.
 * Looney Labs is founded after the demise of Icehouse Games, Inc.

title: 1996 in games


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Aliens: Colonial Marines

Aliens: Colonial Marines is a 2013 first-person shooter developed by Gearbox Software and published by Sega for PlayStation 3, Windows, and Xbox 360. Based on the Alien universe and set shortly after the events of James Cameron's 1986 film Aliens, the game follows a group of Colonial Marines, a fictional military unit, as they confront the Weyland-Yutani corporation in an effort to rescue survivors from the Sulaco spaceship. The game features a campaign mode that supports both single-player and cooperative gameplay, and a multiplayer mode in which players compete in different scenarios.

Colonial Marines was developed over six years and suffered from a tumultuous development cycle. Because Gearbox decided to focus on other projects like Duke Nukem Forever and Borderlands 2, they outsourced a significant part of the game to other studios. The game was heavily inspired by Cameron's film. Concept artist Syd Mead, who collaborated with Cameron to design the Sulaco, was hired to design locations. Four downloadable content packs were released, adding multiplayer maps, a new cooperative mode, and a new campaign mode that takes place before the campaign of the base game.

Colonial Marines sold more than one million copies in the United States and Europe, but received unfavorable reviews from critics, who criticized its technical problems, low-quality graphics, short length, and weak artificial intelligence of enemies. It is considered to be one of the worst video games ever made. The competitive multiplayer mode was highlighted as its strongest aspect. The game drew a significant controversy for featuring a lower graphical quality than that of the press demos. This led two players to file a lawsuit, claiming that Gearbox and Sega had falsely advertised the game, but it lost class-action status by 2015. In 2017, a modder improved the game's artificial intelligence by correcting an error in the game's code.

Gameplay

Aliens: Colonial Marines is a first-person shooter based on the Alien science fiction horror film series. The game's campaign mode, which can be played by a single player or cooperatively by up to four players, features 11 missions that involve players moving from one checkpoint to another while fighting opponents controlled by the game's artificial intelligence. Opponents consist of either Alien creatures, also known as Xenomorphs, or hostile human mercenaries. Xenomorphs are fast and primarily attack with their claws or by spitting acid, while mercenaries are slower and use firearms.

As the fictional Colonial Marines military unit depicted in James Cameron's 1986 film Aliens, players have access to weapons such as pistols, shotguns, grenades, pulse rifles, flamethrowers, robotic sentry turrets, and smartguns, which automatically track and target opponents. They may also use welding torches to seal doors and motion trackers to detect unseen enemies. Ammunition can be found on defeated mercenaries or from certain locations in the mission area. The Colonial Marines are protected by a health bar that is divided into segments. If a segment is partially depleted, it will automatically regenerate over time. Med-Packs throughout the missions may be acquired to restore lost health segments. Players may also collect pieces of armor that protect the health bar with a secondary meter that does not automatically regenerate. Players have a limited time to revive a player whose health has been fully depleted. If they fail to do so, the downed player cannot return to the game until the surviving players reach the next checkpoint.

In addition to the campaign mode, Colonial Marines features a competitive multiplayer mode where two teams of up to five players face each other in four different scenarios. Each scenario involves one team playing as Colonial Marines and the other as Aliens. After a time limit has been reached, players switch roles and play once more on the same map. Scenarios include Team Deathmatch, where both teams must kill as many opposing players as possible; Extermination, where Colonial Marines must detonate bombs in egg-infested areas protected by Aliens; Escape, which involves Colonial Marines completing objectives to reach a destination while being assaulted by Aliens; and Survivor, where Colonial Marines must survive attacks from Aliens with limited health and ammunition resources for as long as possible. Unlike Colonial Marines, Alien players play from a third-person perspective and cannot use firearms, but have the ability to climb walls, run on ceilings, deliver attacks with their claws, and unleash streams of acid.

Players earn experience points by overcoming opponents, completing challenges, and finding collectibles—Audio Logs, Dog Tags, and Legendary Weapons, all of which are related to characters who appear in the film series. Challenges range from killing opponents in a particular way to winning multiplayer matches and completing campaign missions under a difficulty setting. Players have two ranks, one for their Colonial Marine character and another for their Alien character. When a sufficient amount of experience has been obtained, their characters rank up. Colonial Marine ranks unlock weapon upgrades for use in both the campaign and the competitive multiplayer modes. These include alternate fire attachments, telescopic sights, and larger capacity magazines. In contrast, Alien ranks unlock new combat abilities for Alien characters. Completing challenges also unlocks appearance options for both Colonial Marine and Alien characters, and new attributes that are exclusive to Colonial Marines in the competitive multiplayer mode.

Plot
17 weeks after the events of Aliens, the Sephora spaceship sends a full battalion of Colonial Marines to investigate the Sulaco spaceship, now in orbit around the LV-426 moon. A massive Xenomorph infestation is discovered inside the Sulaco and several Marines are killed in the initial onslaught. Corporal Christopher Winter, private Peter O'Neal, and private Bella Clarison discover that hostile mercenaries working for the Weyland-Yutani corporation are in command of the Sulaco and have been breeding Xenomorphs on board for study. Shortly before both ships are destroyed in the ensuing confrontation, the Marines, along with commander Captain Cruz, Sephora android Bishop, and pilot lieutenant Lisa Reid, escape aboard her dropship and take shelter in the ruins of the Hadley's Hope colony complex on LV-426.

Although the Marines learn that Clarison has been attacked by a facehugger and needs medical treatment, Cruz orders Winter to travel to a nearby Weyland-Yutani research facility set up near a derelict Xenomorph spacecraft and recover a manifest that identifies an unknown prisoner from the Sulaco. In an attempt at saving Clarison, Winter and O'Neal accept the mission and escort her to the facility, where they intend to convince surviving personnel to remove the Xenomorph embryo from her body. However, upon arrival, an interrogated Weyland-Yutani medical officer explains to them that Clarison's life cannot be saved because the creature's invasive placenta is cancerous and will eventually kill her even if the embryo is successfully extracted. Clarison dies when a chestburster hatches from her.

Winter and O'Neal recover the manifest they were sent to find and rescue the prisoner, who is revealed to be corporal Dwayne Hicks. Hicks explains that Weyland-Yutani intercepted and boarded the Sulaco prior to its arrival at the Fiorina 161 planet. A fire in the hypersleep bay subsequently caused the Sulaco survivors Ellen Ripley, Newt, and Bishop to be jettisoned from the ship, along with the body of an unidentified man who was mistaken for the corporal. Hicks himself was captured by Weyland-Yutani personnel and subjected to torture during interrogation, overseen by android Michael Weyland in an attempt to learn more about the Xenomorphs' origins and to gain control of the Sulaco's weapon systems. From Hicks, the Marines also learn that an FTL-capable ship is docked at the research facility, representing the last chance for the Marines to escape from the moon.

After gathering the remaining Sephora personnel on the colony, Cruz orders an all-out assault on the Weyland-Yutani complex in the hopes of capturing the FTL vessel. Winter and Hicks spearhead the advance, but the ship leaves shortly before they can reach it. In a last desperate attempt, Cruz pilots a dropship up to the escaping vessel and crashes into its hangar. Winter is confronted by a Xenomorph queen in the hangar bay, and attempts to eject her using a cargo launching system, but fails when she climbs back aboard. Cruz sacrifices himself when he launches the crippled dropship directly into the queen, propelling both out of the vessel. Winter, O'Neal, Reid, Bishop, and Hicks confront Weyland, who is ultimately executed by Hicks. In search of useful intelligence, Bishop connects to the destroyed android and states that he has "everything".

Design
Colonial Marines was conceived by Gearbox Software after an encounter between the company's creative director, Bryan Martell, and the director of the original Alien film, Ridley Scott. When Brothers in Arms: Road to Hill 30 was released in 2005, Gearbox was interested in working with an existing intellectual property and had previously considered Scott's 1982 film Blade Runner and Michael Mann's 1995 film Heat as candidates. Martell's discussion with Scott on the Alien universe inspired him to approach 20th Century Fox about the licensing opportunities. Sega, who bought the rights to publish games based on the franchise in December 2006, gave Gearbox complete freedom to present them with an idea for a game. Because Gearbox had experience with first-person shooters and the development team was composed of people who were fans of Aliens, the company proposed a first-person shooter that would be a direct sequel to it.

Although the final script for the game was written by Gearbox writer Mikey Neumann, Bradley Thompson and David Weddle, writers of the 2004 television series Battlestar Galactica, collaborated with Gearbox during the 2007–08 Writers Guild of America strike to develop the story and characters. The game takes place shortly after the 1992 Aliens sequel Alien 3, but addresses the events that lead to it. As a result, Colonial Marines is considered part of the series' canon. Several locations of Aliens like the Sulaco spaceship and the Hadley's Hope colony were recreated for the game. To keep the same level of authenticity, concept artist Syd Mead, who collaborated with Cameron on the film to design the Sulaco, was hired to recreate its "mechanical mood" and design areas of the spaceship that did not appear in the film but would be used in the game. The development team also contacted Kodak to get color channel details about the film's film stock.

Originally, Colonial Marines was intended to feature squad-based gameplay, allowing the player to issue orders to Colonial Marines controlled by the game's artificial intelligence using context-sensitive commands. These would include hacking doors, sealing air vents, and setting up sentry turrets. In cooperative mode, players would then be able to directly control these Marines, who would have their own strengths and weaknesses. However, this idea was ultimately dropped to make the gameplay more accessible. Gearbox chose to develop the game for Windows and the then recently released PlayStation 3 and Xbox 360 consoles, stating that their technology would "do [the film] justice."

Production
Although Gearbox is credited as the primary developer of Colonial Marines, multiple development studios contributed to the game's production. Initial work on Colonial Marines, internally codenamed Pecan, began in 2007 with the creation of a prototype by Demiurge Studios, who also helped Gearbox with the networking and multiplayer aspects. Between 2007 and 2010, Gearbox did not focus on the development of the game, instead preferring to work on other projects like Borderlands and Duke Nukem Forever, a game that took over a decade to develop. The game was built using Epic Games' Unreal Engine 3, but Gearbox spent a considerable amount of preproduction time developing a custom real-time lighting and shadow renderer that is "plugged" into the engine to capture the feel of Aliens. Nerve Software, a company that handled the multiplayer of the 2001 first-person shooter Return to Castle Wolfenstein, built multiplayer maps for the game.

When Borderlands was released in 2009, the game turned out to be a critical and commercial success. This led Gearbox to immediately start work on a sequel, Borderlands 2, and outsource primary development on Colonial Marines to TimeGate Studios, who was developing Section 8: Prejudice at the time. In late 2010, when TimeGate started to focus their work on Colonial Marines, the company realized that very little progress had been made to the game. According to one source, the game was simply a collection of unrelated assets that included a lighting and shadow renderer. Although TimeGate handled primary development on the game until Borderlands 2 was almost complete in mid-2012, their work had to constantly be approved by both Gearbox and Sega. Because narrative designers were still writing the script of the campaign mode, entire scenes and missions were discarded due to story changes. One of these involved the player escorting a scientist who would be a secret agent working for the Weyland-Yutani corporation.

To further complicate the situation, there were disagreements on how the game should be designed; Sega wanted Colonial Marines to be more similar to a Call of Duty game, with fewer Aliens and more Marines to shoot at, a view Gearbox and TimeGate disagreed with. Developers also struggled to optimize the game after spending a significant amount of time increasing its graphical fidelity for a press demo, which ran on high-end computers not normally meant for general use. The game's shader and particle fidelity were then decreased significantly before release, and textures had to be reduced in size to fit into the memory restraints of the PlayStation 3 and Xbox 360.

When Gearbox took the project back in mid-2012, the company was not satisfied with TimeGate's work, partially because the game could not run on the PlayStation 3. With a release date set for February 2013, asking Sega for an extension was not an option because the game had already been delayed several times. This resulted in Gearbox only having nine months to revise TimeGate's work and finish the game. How much of the game was actually made by Gearbox was highly questioned by TimeGate. According to Gearbox CEO Randy Pitchford, TimeGate "contributed 20-25 percent of the game's overall development time." However, without considering Gearbox's preproduction time, Pitchford said that TimeGate's effort was equivalent to theirs. A moderator on the official TimeGate forum revealed that the studio worked on the weapons, characters, Aliens, story, and multiplayer component, while some TimeGate developers estimated that 50 percent of the campaign mode in the released game was made by them.

Several actors from the films were involved in the game. Michael Biehn reprised his role as corporal Dwayne Hicks, while Lance Henriksen voiced the androids Bishop and Michael Weyland. Henriksen remarked that it was interesting for him to voice a character that he had not touched in more than 25 years. In contrast, Biehn commented negatively on his experience in voicing his character, stating that there was a lack of passion from the people who were in charge of the project. The soundtrack was composed by Kevin Riepl, who is best known for his work on numerous independent films and the Gears of War series. Because the story of the game is canonical, Riepl's score was heavily influenced by Jerry Goldsmith's work on Alien and James Horner's work on Aliens. The soundtrack was recorded at Ocean Way in Nashville, Tennessee.

Marketing and release
A first-person shooter based on the Alien universe was confirmed to be in pre-production shortly after Sega acquired the license in December 2006. Colonial Marines was officially announced by Game Informer in its March 2008 issue, where its premise and intended gameplay features were revealed. Although the game shares the same title as a canceled 2002 PlayStation 2 project by Electronic Arts and Fox Interactive that would feature a similar setting and subject matter, the game is completely unrelated to it. Originally intended to be released in 2009, Colonial Marines was delayed after Gearbox laid off several employees in November 2008. This led some to question whether the game had been canceled or not. In the following years, few other announcements were made, although Gearbox did show some screenshots at the 2010 Penny Arcade Expo.

At the 2011 Electronic Entertainment Expo in Los Angeles, after confirming that Colonial Marines would be released in spring 2012, Gearbox unveiled a teaser trailer and revealed that a Wii U version was in development. A live gameplay demo played by a Gearbox representative was also showcased at the event. In January 2012, Sega announced that the game had been delayed to a fall 2012 release, stating that the company did not want to "sacrifice the creative process just for the sake of following a [deadline]." In May 2012, the game was delayed one last time, with Gearbox stating that Colonial Marines would launch for PlayStation 3, Windows, and Xbox 360 on February 12, 2013, while the Wii U version would follow later. In the months leading up to the game's release, more trailers and demos were released.

Prior to its release, Colonial Marines was criticized for not featuring any playable female character. When a petition was formed to change this, Gearbox included them in both the cooperative and multiplayer modes. In addition to the standard edition of the game, a collector's edition was made available for purchase. The collector's edition included a Powerloader figurine inspired by the film, a Colonial Marines dossier, character customization options, exclusive multiplayer weapons, and a firing range game level. Players who pre-ordered the game could also receive some of the collector's edition content as a bonus. Shortly after the game's release, Gearbox released a patch that fixed numerous campaign and multiplayer bugs and offered various visual improvements. The Wii U version, which was being handled by Demiurge, was canceled in April 2013.

Downloadable content
Colonial Marines supports additional in-game content in the form of downloadable content packs. Between March and July 2013, four downloadable content packs were released for the game. A season pass to these packs could be purchased before the game was released. The first pack, Bug Hunt, was released on March 19, 2013, and adds a new cooperative mode that involves up to four players fighting increasingly larger waves of Xenomorphs and hostile soldiers across three new maps. Players earn in-game money by killing opponents, which can then be spent on different options like buying ammunition or opening up new areas of the map to increase their chances of survival. The second pack, Reconnaissance Pack, was released on May 7, 2013, and extends the game's competitive multiplayer mode with four maps and more customization options for Xenomorph characters, while the third pack, Movie Map Pack, was released on June 11, 2013, and adds four maps set in locations from the first three Alien films.

The fourth and final pack, Stasis Interrupted, was released on July 23, 2013, and adds a new campaign mode that takes place before the campaign of the base game, exploring what happened to Hicks between Aliens and Alien 3. The campaign features four "interlocking" missions where players must play as three different characters. Stasis Interrupted also adds several new achievements for players to unlock, which were initially leaked via a list of PlayStation 3 Trophies. According to a report, both Demiurge and Nerve were in charge of developing the downloadable content packs for the game, but it was not confirmed if they contributed to the development of Stasis Interrupted.

Critical response
Colonial Marines received unfavorable reviews from critics, who criticized its uninspiring gameplay, technical issues, low-quality graphics, and superficial thrills, especially when compared to Cameron's film. Writing for IGN, editor Tristan Ogilvie remarked that, although Colonial Marines looks and sounds like Aliens, it does not feel like it and does not bring anything new to the first-person shooter genre. Similarly, Kevin VanOrd of GameSpot described the game as "a shallow bit of science-fiction fluff with cheap production values and an indifferent attitude." Also in agreement, Jose Otero of 1Up.com stated: "The weapons and sounds of ACM feel authentic, but the bland look of the game will make you think it shipped as an unfinished product." Electronic Gaming Monthly, however, praised the game for its respect to the source material, describing Colonial Marines as "easily the best gaming representation of the franchise to date."

The game was criticized for having low-resolution textures, low-quality lighting, poor character models and animations, and uncontrolled aliasing and screen tearing. Eurogamer noted that the game reuses graphical assets very often, resulting in many levels having "identical corridors and murky exteriors". However, the Aliens aesthetic was praised by some reviewers,  with Edge noting that it was reproduced faithfully in the game and that it was still attractive years after the film was released. The game's numerous bugs frustrated critics. These included poor collision detection and glitchy artificial intelligence, causing enemies to freeze or fail to recognize each other. Technically, the PC version was considered more polished than the PlayStation 3 and Xbox 360 versions.

The story drew criticism for its lack of a consistent continuity with the Alien films. Edge remarked that the game's Colonial Marines are in an inappropriate context because in the film they are depicted as Weyland-Yutani's private army and tasked with fighting Alien creatures. However, in the game, the Colonial Marines fight Weyland-Yutani's other private military armies. Destructoid editor James Sterling criticized the story for its archetypal characters and immature dialogue, stating that the game fails to understand the essence of Aliens. Sterling explained that the film "dissected its posturing 'manly man' stereotypes, and showcased how utterly frail a cowboy mentality can be when everything falls apart", while Colonial Marines "revels in its own testosterone, submerged gleefully in a pool of dank ultramasculinity."

Journalists primarily criticized the gameplay for the weak artificial intelligence of enemies. They remarked that Xenomorphs simply rush toward players, making the motion tracker useless. According to GameTrailers, "there's never really the sense that you're being stalked by an intelligent enemy, and you'll always get a warning ping anyway." The setting and level design were praised by Electronic Gaming Monthly, but GameSpot noted that the levels were clearly not designed for cooperative gameplay. VanOrd explained that additional players do not take the role of companions that are controlled by the game's artificial intelligence, but are simply added to the game, resulting in crowded matches with players fighting for space and trying to shoot enemies. The Survivor and Escape multiplayer scenarios were highlighted as the strongest aspects of the game. PC Gamer said that they encourage Colonial Marine players to coordinate their actions with motion trackers as Alien players try to hunt them intelligently. However, the longevity of the multiplayer mode was questioned due to the limited randomization it provides and the lack of computer-controlled bots.

Sales
In the United Kingdom, Colonial Marines topped the all formats charts in its first week of release. On both the Xbox 360 and PlayStation 3 individual charts, the game also reached the top position. According to GfK Chart-Track, it was the biggest release of the year in the United Kingdom and held the second highest first-week sales for an Alien game since Sega's 2010 title Aliens vs. Predator. In the United States, Colonial Marines reached No. 6 on the all formats charts for February 2013. As of March 31, 2013, as stated in Sega's end-of-fiscal-year report, Colonial Marines had sold 1.31 million units in the United States and Europe.

Controversy and lawsuit
Upon release, Colonial Marines drew a significant controversy. According to a report, Gearbox had been moving people and resources off Colonial Marines onto Borderlands and Duke Nukem Forever while still collecting full payments from Sega as if they were working on the game. When Sega discovered this misconduct, they temporarily canceled Colonial Marines, leading to the round of layoffs at Gearbox in late 2008. Gearbox outsourced a significant portion of the development to other developers to compensate for their mismanagement. While Sega initially denied such outsourcing, sources claimed otherwise, suggesting that the game was rushed through redesigns, certification, and shipping, despite being largely unfinished. The game drew additional controversy when sequences from press demos were compared to the same sequences in the final game, revealing that the finished game is significantly lower in graphical quality.

In April 2013, two players filed a lawsuit, claiming that Gearbox and Sega had falsely advertised the game by showing demos at trade shows that did not resemble the final product. The demos, described as "actual gameplay" by Gearbox CEO Randy Pitchford, were said to feature graphical fidelity, artificial intelligence, and levels not featured in the game. Although Sega suggested settling the lawsuit on their part and agreed to pay US$1.25 million, they denied any illegal behavior. However, Gearbox filed a request to have claims against them dropped, stating that the company, as a software developer, did not have responsibility for marketing decisions. Gearbox officials added that the company supplemented Sega's development budget with its own money to help Sega finish the game and that they had not received any royalty from its sales. The lawsuit lost class-action status and Gearbox was dropped from the case in May 2015. Pitchford said that he lost between US$10 and US$15 million of his own money on Colonial Marines and refuted the accusations against the studio. In 2017, a modder discovered a small typographical error in the game's code, fixing this error notably improved the artificial intelligence of enemies.

title: Aliens: Colonial Marines


text: File:Shout to the Lord.gif

title: File:Shout to the Lord.gif


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Shout to the Lord (album)

Shout to the Lord is the seventh recording project and fifth live Praise & Worship album by Hillsong Music. It was also the first of two albums released by Integrity Music under the Hosanna! Music label, and marked the beginning of a long relationship with Integrity Music that propelled Hillsong Music to the forefront of contemporary Praise & Worship Music in North America and around the world. The album reached No. 13 on the Billboard Top Contemporary Christian Albums Chart. Shout to the Lord was the first Hillsong Music album to officially feature Darlene Zschech as worship leader and the first album released by Integrity's Hosanna! Music to feature a female worship leader.

Making of the album
Shout to the Lord was recorded live in 1995 at Hills Christian Life Centre (HCLC [now Hillsong Church]) in the Hills Entertainment Centre (which served as the church's primary venue until the completion of its first building in 1997). The album was recorded by Darlene Zschech and the Hillsong team.

Integrity Music began taking notice in the early 1990s of Hillsong Music's success in Australia and the UK. Songs written by members of the worship team at Hills Christian Life Centre were making their way around the world and had introduced a unique flavor to the worship styles of many churches. Geoff Bullock who served as worship pastor at HCLC had written many songs that were being recorded by other artists - particularly in the U.S.; and his songs were being released on projects by Maranatha! Music and Word Music Group's HeartCry Label. Additionally, Zschech's song "Shout to the Lord" was quickly making waves of its own and had also been recorded by Don Moen on the Hosanna! Music album, Rivers of Joy in 1995.

The album was not intended to be part of Hillsong's annual live album series (as it was recorded "mid-year" between Friends in High Places and God Is in the House), which primarily focuses on introducing new songs written during the previous year. Instead, Shout to the Lord included five songs previously recorded on other Hillsong albums with the intention of introducing a mostly American audience to the best of Hillsong Music. The arrangements were more polished than on previous recordings and better produced to meet the standards of a Hosanna! Music album.

Additionally, Zschech was not slated to be featured as worship leader on the project. Bullock had been worship pastor at HCLC for many years and his songs were well known around the world. However, only a few days before the live album recording, Bullock left the church and was no longer a part of the recording project. Zschech - who had served as Vocal Director and was a recognizable leader in the church's music department - was asked to step in as worship leader for the project. As a result, she made history as the first female worship leader on a Hosanna! Music album.

The style and sound of the album is heavily driven by both the vocal arrangements of Zschech and the Hillsong team, but also by the piano playing and musical direction of Russell Fragar. Fragar served as Music Director/Pastor at Hillsong Church in the 1990s and early 2000s and was instrumental in developing the sound that would quickly become associated with Hillsong Music. Fragar incorporated rhythms and harmonies that blended gospel with jazz, funk, rock and disco. Among others, notable musicians on the album included Mark Gregory (trumpet), David Moyse (electric guitar), Ian Fisher (bass), Craig Gower (keys/vocals), and vocalists Lucy Fisher, Donia Gondjou (Makedonez), Lisa Young, Robert Eastwood, Scott Haslem and Steve McPherson. Steve McPherson is not listed in the liner notes on the U.S. release, however, his name is listed on the UK and Australian versions and his vocals can clearly be heard in certain tracks.

Although Bullock did not take part in the actual album recording, it is evident that he would have been involved in the development process - as he only stepped down a few days prior to recording. The very fact that his songs were included on the album highlights how influential Bullock's songs and leadership were in the early days of Hillsong Music.

Track listing
• 01. — "Let The Peace Of God Reign" (Darlene Zschech) — 05:24

• 02. — "I Believe The Promise" (Russell Fragar) — 04:41

• 03. — "People Just Like Us" (Fragar) — 04:29

• 04. — "Jesus, Jesus" (Geoff Bullock) — 04:30

• 05. — "I Will Never Be" (Bullock) – 04:16

• 06. — "Jesus, Lover Of My Soul" (John Ezzy, Daniel Grul, Stephen McPherson) — 03:37

• 07. — "Show Me Your Ways" (Fragar) — 04:57

• 08. "All The Power You Need (He's Real)" (Fragar) — 03:35

• 09. — "Power Of Your Love" (Bullock) — 05:02

• 10. — "This Kingdom" (Bullock) — 05:02

• 11. — "Father Of Creation" (Robert Eastwood) — 03:37

• 12. — "Shout To The Lord" (Zschech) — 04:40

title: Shout to the Lord (album)


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Genotype frequency

Genetic variation in populations can be analyzed and quantified by the frequency of alleles. Two fundamental calculations are central to population genetics: allele frequencies and genotype frequencies. Genotype frequency in a population is the number of individuals with a given genotype divided by the total number of individuals in the population. In population genetics, the genotype frequency is the frequency or proportion (i.e., 0 < f < 1) of genotypes in a population.

Although allele and genotype frequencies are related, it is important to clearly distinguish them.

Genotype frequency may also be used in the future (for "genomic profiling") to predict someone's having a disease or even a birth defect. It can also be used to determine ethnic diversity.

Genotype frequencies may be represented by a De Finetti diagram.

Numerical example
As an example, consider a population of 100 four-o-'clock plants (Mirabilis jalapa) with the following genotypes:

 * 49 red-flowered plants with the genotype AA
 * 42 pink-flowered plants with genotype   Aa
 * 9 white-flowered plants with genotype   aa

When calculating an allele frequency for a diploid species, remember that homozygous individuals have two copies of an allele, whereas heterozygotes have only one. In our example, each of the 42 pink-flowered heterozygotes has one copy of the a allele, and each of the 9 white-flowered homozygotes has two copies. Therefore, the allele frequency for a (the white color allele) equals

\begin{align} f({a}) & = { (Aa) + 2 \times (aa) \over 2 \times (AA) + 2 \times (Aa) + 2 \times (aa)} = { 42 + 2 \times 9 \over 2 \times 49 + 2 \times 42 + 2 \times 9 } = { 60 \over 200 } = 0.3 \\ \end{align} $$

This result tells us that the allele frequency of a is 0.3. In other words, 30% of the alleles for this gene in the population are the a allele.

Compare genotype frequency: let's now calculate the genotype frequency of aa homozygotes (white-flowered plants).

\begin{align} f({aa}) & = { 9 \over 49 + 42 + 9 } = { 9 \over 100 } = 0.09 = (9\%) \\ \end{align} $$

Allele and genotype frequencies always sum to one (100%).

Equilibrium
The Hardy–Weinberg law describes the relationship between allele and genotype frequencies when a population is not evolving. Let's examine the Hardy–Weinberg equation using the population of four-o'clock plants that we considered above:

if the allele A frequency is denoted by the symbol p and the allele a frequency denoted by q, then p+q=1. For example, if p=0.7, then q must be 0.3. In other words, if the allele frequency of A equals 70%, the remaining 30% of the alleles must be a, because together they equal 100%.

For a gene that exists in two alleles, the Hardy–Weinberg equation states that (p2) + (2pq) + (q2) = 1. If we apply this equation to our flower color gene, then

 * $$f(\mathbf{AA}) = p^2$$ (genotype frequency of homozygotes)
 * $$f(\mathbf{Aa}) = 2pq$$ (genotype frequency of heterozygotes)
 * $$f(\mathbf{aa}) = q^2$$ (genotype frequency of homozygotes)

If p=0.7 and q=0.3, then

 * $$f(\mathbf{AA}) = p^2$$ = (0.7)2 = 0.49
 * $$f(\mathbf{Aa}) = 2pq$$ = 2×(0.7)×(0.3) = 0.42
 * $$f(\mathbf{aa}) = q^2$$ = (0.3)2 = 0.09

This result tells us that, if the allele frequency of A is 70% and the allele frequency of a is 30%, the expected genotype frequency of AA is 49%, Aa is 42%, and aa is 9%.

title: Genotype frequency


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Wikipedia:Articles for deletion/Ung-ah

 This page is an archive of the discussion about the proposed deletion of the article below. 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 DELETE. jni 14:18, 3 Mar 2005 (UTC)

Ung-ah
Nonsense. Not notable. Nothing links to it. Need any others? :-) --Woohookitty 21:20, 25 Feb 2005 (UTC) This page is now preserved as an archive of the debate and, like some other VfD subpages, is no longer 'live'. Subsequent comments on the issue, the deletion, or the decision-making process should be placed on the relevant 'live' pages. Please do not edit this page.
 * Absurd, moreso as the spelling is debatable. Delete. Radiant! 21:40, Feb 25, 2005 (UTC)
 * Delete. 'Ung-ah' this article! --Neigel von Teighen 21:43, 25 Feb 2005 (UTC)
 * Delete, not encyclopaedic. Megan1967 02:29, 26 Feb 2005 (UTC)
 * Delete. Photo also looks to be copy-vio. —Neuropedia 23:29, 2005 Feb 27 (UTC)
 * ***EXPLOSION deletes this article*** er, i mean UNG-AHHHhhhhhhhh Tygar 08:28, Feb 28, 2005 (UTC)
 * Comment -- I'd prefer to send to BJAODN. Zzyzx11 01:53, 2 Mar 2005 (UTC)
 * But that's just my sense of humour... Zzyzx11 06:46, 2 Mar 2005 (UTC)

title: Wikipedia:Articles for deletion/Ung-ah


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Talk:Shout to the Lord (album)

Page on Song
Does anyone else think that a Song like Shout to the Lord deserves a page of its own? The current page on the 1996 album could be moved. Tatie2189 02:36, 12 July 2007 (UTC)

 * Possibly, but do we have enough (verifiable) information about it to warrant its own article? We can't display the lyrics as that would breach copyright. Marky1981 18:43, 12 July 2007 (UTC)

title: Talk:Shout to the Lord (album)