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[SOURCE: https://en.wikipedia.org/wiki/Elon_Musk#cite_note-Khalaf-20222-375] | [TOKENS: 10515]
Contents Elon Musk Elon Reeve Musk (/ˈiːlɒn/ EE-lon; born June 28, 1971) is a businessman and entrepreneur known for his leadership of Tesla, SpaceX, Twitter, and xAI. Musk has been the wealthiest person in the world since 2025; as of February 2026,[update] Forbes estimates his net worth to be around US$852 billion. Born into a wealthy family in Pretoria, South Africa, Musk emigrated in 1989 to Canada; he has Canadian citizenship since his mother was born there. He received bachelor's degrees in 1997 from the University of Pennsylvania before moving to California to pursue business ventures. In 1995, Musk co-founded the software company Zip2. Following its sale in 1999, he co-founded X.com, an online payment company that later merged to form PayPal, which was acquired by eBay in 2002. Musk also became an American citizen in 2002. In 2002, Musk founded the space technology company SpaceX, becoming its CEO and chief engineer; the company has since led innovations in reusable rockets and commercial spaceflight. Musk joined the automaker Tesla as an early investor in 2004 and became its CEO and product architect in 2008; it has since become a leader in electric vehicles. In 2015, he co-founded OpenAI to advance artificial intelligence (AI) research, but later left; growing discontent with the organization's direction and their leadership in the AI boom in the 2020s led him to establish xAI, which became a subsidiary of SpaceX in 2026. In 2022, he acquired the social network Twitter, implementing significant changes, and rebranding it as X in 2023. His other businesses include the neurotechnology company Neuralink, which he co-founded in 2016, and the tunneling company the Boring Company, which he founded in 2017. In November 2025, a Tesla pay package worth $1 trillion for Musk was approved, which he is to receive over 10 years if he meets specific goals. Musk was the largest donor in the 2024 U.S. presidential election, where he supported Donald Trump. After Trump was inaugurated as president in early 2025, Musk served as Senior Advisor to the President and as the de facto head of the Department of Government Efficiency (DOGE). After a public feud with Trump, Musk left the Trump administration and returned to managing his companies. Musk is a supporter of global far-right figures, causes, and political parties. His political activities, views, and statements have made him a polarizing figure. Musk has been criticized for COVID-19 misinformation, promoting conspiracy theories, and affirming antisemitic, racist, and transphobic comments. His acquisition of Twitter was controversial due to a subsequent increase in hate speech and the spread of misinformation on the service, following his pledge to decrease censorship. His role in the second Trump administration attracted public backlash, particularly in response to DOGE. The emails he sent to Jeffrey Epstein are included in the Epstein files, which were published between 2025–26 and became a topic of worldwide debate. Early life Elon Reeve Musk was born on June 28, 1971, in Pretoria, South Africa's administrative capital. He is of British and Pennsylvania Dutch ancestry. His mother, Maye (née Haldeman), is a model and dietitian born in Saskatchewan, Canada, and raised in South Africa. Musk therefore holds both South African and Canadian citizenship from birth. His father, Errol Musk, is a South African electromechanical engineer, pilot, sailor, consultant, emerald dealer, and property developer, who partly owned a rental lodge at Timbavati Private Nature Reserve. His maternal grandfather, Joshua N. Haldeman, who died in a plane crash when Elon was a toddler, was an American-born Canadian chiropractor, aviator and political activist in the technocracy movement who moved to South Africa in 1950. Elon has a younger brother, Kimbal, a younger sister, Tosca, and four paternal half-siblings. Musk was baptized as a child in the Anglican Church of Southern Africa. Despite both Elon and Errol previously stating that Errol was a part owner of a Zambian emerald mine, in 2023, Errol recounted that the deal he made was to receive "a portion of the emeralds produced at three small mines". Errol was elected to the Pretoria City Council as a representative of the anti-apartheid Progressive Party and has said that his children shared their father's dislike of apartheid. After his parents divorced in 1979, Elon, aged around 9, chose to live with his father because Errol Musk had an Encyclopædia Britannica and a computer. Elon later regretted his decision and became estranged from his father. Elon has recounted trips to a wilderness school that he described as a "paramilitary Lord of the Flies" where "bullying was a virtue" and children were encouraged to fight over rations. In one incident, after an altercation with a fellow pupil, Elon was thrown down concrete steps and beaten severely, leading to him being hospitalized for his injuries. Elon described his father berating him after he was discharged from the hospital. Errol denied berating Elon and claimed, "The [other] boy had just lost his father to suicide, and Elon had called him stupid. Elon had a tendency to call people stupid. How could I possibly blame that child?" Elon was an enthusiastic reader of books, and had attributed his success in part to having read The Lord of the Rings, the Foundation series, and The Hitchhiker's Guide to the Galaxy. At age ten, he developed an interest in computing and video games, teaching himself how to program from the VIC-20 user manual. At age twelve, Elon sold his BASIC-based game Blastar to PC and Office Technology magazine for approximately $500 (equivalent to $1,600 in 2025). Musk attended Waterkloof House Preparatory School, Bryanston High School, and then Pretoria Boys High School, where he graduated. Musk was a decent but unexceptional student, earning a 61/100 in Afrikaans and a B on his senior math certification. Musk applied for a Canadian passport through his Canadian-born mother to avoid South Africa's mandatory military service, which would have forced him to participate in the apartheid regime, as well as to ease his path to immigration to the United States. While waiting for his application to be processed, he attended the University of Pretoria for five months. Musk arrived in Canada in June 1989, connected with a second cousin in Saskatchewan, and worked odd jobs, including at a farm and a lumber mill. In 1990, he entered Queen's University in Kingston, Ontario. Two years later, he transferred to the University of Pennsylvania, where he studied until 1995. Although Musk has said that he earned his degrees in 1995, the University of Pennsylvania did not award them until 1997 – a Bachelor of Arts in physics and a Bachelor of Science in economics from the university's Wharton School. He reportedly hosted large, ticketed house parties to help pay for tuition, and wrote a business plan for an electronic book-scanning service similar to Google Books. In 1994, Musk held two internships in Silicon Valley: one at energy storage startup Pinnacle Research Institute, which investigated electrolytic supercapacitors for energy storage, and another at Palo Alto–based startup Rocket Science Games. In 1995, he was accepted to a graduate program in materials science at Stanford University, but did not enroll. Musk decided to join the Internet boom of the 1990s, applying for a job at Netscape, to which he reportedly never received a response. The Washington Post reported that Musk lacked legal authorization to remain and work in the United States after failing to enroll at Stanford. In response, Musk said he was allowed to work at that time and that his student visa transitioned to an H1-B. According to numerous former business associates and shareholders, Musk said he was on a student visa at the time. Business career In 1995, Musk, his brother Kimbal, and Greg Kouri founded the web software company Zip2 with funding from a group of angel investors. They housed the venture at a small rented office in Palo Alto. Replying to Rolling Stone, Musk denounced the notion that they started their company with funds borrowed from Errol Musk, but in a tweet, he recognized that his father contributed 10% of a later funding round. The company developed and marketed an Internet city guide for the newspaper publishing industry, with maps, directions, and yellow pages. According to Musk, "The website was up during the day and I was coding it at night, seven days a week, all the time." To impress investors, Musk built a large plastic structure around a standard computer to create the impression that Zip2 was powered by a small supercomputer. The Musk brothers obtained contracts with The New York Times and the Chicago Tribune, and persuaded the board of directors to abandon plans for a merger with CitySearch. Musk's attempts to become CEO were thwarted by the board. Compaq acquired Zip2 for $307 million in cash in February 1999 (equivalent to $590,000,000 in 2025), and Musk received $22 million (equivalent to $43,000,000 in 2025) for his 7-percent share. In 1999, Musk co-founded X.com, an online financial services and e-mail payment company. The startup was one of the first federally insured online banks, and, in its initial months of operation, over 200,000 customers joined the service. The company's investors regarded Musk as inexperienced and replaced him with Intuit CEO Bill Harris by the end of the year. The following year, X.com merged with online bank Confinity to avoid competition. Founded by Max Levchin and Peter Thiel, Confinity had its own money-transfer service, PayPal, which was more popular than X.com's service. Within the merged company, Musk returned as CEO. Musk's preference for Microsoft software over Unix created a rift in the company and caused Thiel to resign. Due to resulting technological issues and lack of a cohesive business model, the board ousted Musk and replaced him with Thiel in 2000.[b] Under Thiel, the company focused on the PayPal service and was renamed PayPal in 2001. In 2002, PayPal was acquired by eBay for $1.5 billion (equivalent to $2,700,000,000 in 2025) in stock, of which Musk—the largest shareholder with 11.72% of shares—received $175.8 million (equivalent to $320,000,000 in 2025). In 2017, Musk purchased the domain X.com from PayPal for an undisclosed amount, stating that it had sentimental value. In 2001, Musk became involved with the nonprofit Mars Society and discussed funding plans to place a growth-chamber for plants on Mars. Seeking a way to launch the greenhouse payloads into space, Musk made two unsuccessful trips to Moscow to purchase intercontinental ballistic missiles (ICBMs) from Russian companies NPO Lavochkin and Kosmotras. Musk instead decided to start a company to build affordable rockets. With $100 million of his early fortune, (equivalent to $180,000,000 in 2025) Musk founded SpaceX in May 2002 and became the company's CEO and Chief Engineer. SpaceX attempted its first launch of the Falcon 1 rocket in 2006. Although the rocket failed to reach Earth orbit, it was awarded a Commercial Orbital Transportation Services program contract from NASA, then led by Mike Griffin. After two more failed attempts that nearly caused Musk to go bankrupt, SpaceX succeeded in launching the Falcon 1 into orbit in 2008. Later that year, SpaceX received a $1.6 billion NASA contract (equivalent to $2,400,000,000 in 2025) for Falcon 9-launched Dragon spacecraft flights to the International Space Station (ISS), replacing the Space Shuttle after its 2011 retirement. In 2012, the Dragon vehicle docked with the ISS, a first for a commercial spacecraft. Working towards its goal of reusable rockets, in 2015 SpaceX successfully landed the first stage of a Falcon 9 on a land platform. Later landings were achieved on autonomous spaceport drone ships, an ocean-based recovery platform. In 2018, SpaceX launched the Falcon Heavy; the inaugural mission carried Musk's personal Tesla Roadster as a dummy payload. Since 2019, SpaceX has been developing Starship, a reusable, super heavy-lift launch vehicle intended to replace the Falcon 9 and Falcon Heavy. In 2020, SpaceX launched its first crewed flight, the Demo-2, becoming the first private company to place astronauts into orbit and dock a crewed spacecraft with the ISS. In 2024, NASA awarded SpaceX an $843 million (equivalent to $865,000,000 in 2025) contract to build a spacecraft that NASA will use to deorbit the ISS at the end of its lifespan. In 2015, SpaceX began development of the Starlink constellation of low Earth orbit satellites to provide satellite Internet access. After the launch of prototype satellites in 2018, the first large constellation was deployed in May 2019. As of May 2025[update], over 7,600 Starlink satellites are operational, comprising 65% of all operational Earth satellites. The total cost of the decade-long project to design, build, and deploy the constellation was estimated by SpaceX in 2020 to be $10 billion (equivalent to $12,000,000,000 in 2025).[c] During the Russian invasion of Ukraine, Musk provided free Starlink service to Ukraine, permitting Internet access and communication at a yearly cost to SpaceX of $400 million (equivalent to $440,000,000 in 2025). However, Musk refused to block Russian state media on Starlink. In 2023, Musk denied Ukraine's request to activate Starlink over Crimea to aid an attack against the Russian navy, citing fears of a nuclear response. Tesla, Inc., originally Tesla Motors, was incorporated in July 2003 by Martin Eberhard and Marc Tarpenning. Both men played active roles in the company's early development prior to Musk's involvement. Musk led the Series A round of investment in February 2004; he invested $6.35 million (equivalent to $11,000,000 in 2025), became the majority shareholder, and joined Tesla's board of directors as chairman. Musk took an active role within the company and oversaw Roadster product design, but was not deeply involved in day-to-day business operations. Following a series of escalating conflicts in 2007 and the 2008 financial crisis, Eberhard was ousted from the firm.[page needed] Musk assumed leadership of the company as CEO and product architect in 2008. A 2009 lawsuit settlement with Eberhard designated Musk as a Tesla co-founder, along with Tarpenning and two others. Tesla began delivery of the Roadster, an electric sports car, in 2008. With sales of about 2,500 vehicles, it was the first mass production all-electric car to use lithium-ion battery cells. Under Musk, Tesla has since launched several well-selling electric vehicles, including the four-door sedan Model S (2012), the crossover Model X (2015), the mass-market sedan Model 3 (2017), the crossover Model Y (2020), and the pickup truck Cybertruck (2023). In May 2020, Musk resigned as chairman of the board as part of the settlement of a lawsuit from the SEC over him tweeting that funding had been "secured" for potentially taking Tesla private. The company has also constructed multiple lithium-ion battery and electric vehicle factories, called Gigafactories. Since its initial public offering in 2010, Tesla stock has risen significantly; it became the most valuable carmaker in summer 2020, and it entered the S&P 500 later that year. In October 2021, it reached a market capitalization of $1 trillion (equivalent to $1,200,000,000,000 in 2025), the sixth company in U.S. history to do so. Musk provided the initial concept and financial capital for SolarCity, which his cousins Lyndon and Peter Rive founded in 2006. By 2013, SolarCity was the second largest provider of solar power systems in the United States. In 2014, Musk promoted the idea of SolarCity building an advanced production facility in Buffalo, New York, triple the size of the largest solar plant in the United States. Construction of the factory started in 2014 and was completed in 2017. It operated as a joint venture with Panasonic until early 2020. Tesla acquired SolarCity for $2 billion in 2016 (equivalent to $2,700,000,000 in 2025) and merged it with its battery unit to create Tesla Energy. The deal's announcement resulted in a more than 10% drop in Tesla's stock price; at the time, SolarCity was facing liquidity issues. Multiple shareholder groups filed a lawsuit against Musk and Tesla's directors, stating that the purchase of SolarCity was done solely to benefit Musk and came at the expense of Tesla and its shareholders. Tesla directors settled the lawsuit in January 2020, leaving Musk the sole remaining defendant. Two years later, the court ruled in Musk's favor. In 2016, Musk co-founded Neuralink, a neurotechnology startup, with an investment of $100 million. Neuralink aims to integrate the human brain with artificial intelligence (AI) by creating devices that are embedded in the brain. Such technology could enhance memory or allow the devices to communicate with software. The company also hopes to develop devices to treat neurological conditions like spinal cord injuries. In 2022, Neuralink announced that clinical trials would begin by the end of the year. In September 2023, the Food and Drug Administration approved Neuralink to initiate six-year human trials. Neuralink has conducted animal testing on macaques at the University of California, Davis. In 2021, the company released a video in which a macaque played the video game Pong via a Neuralink implant. The company's animal trials—which have caused the deaths of some monkeys—have led to claims of animal cruelty. The Physicians Committee for Responsible Medicine has alleged that Neuralink violated the Animal Welfare Act. Employees have complained that pressure from Musk to accelerate development has led to botched experiments and unnecessary animal deaths. In 2022, a federal probe was launched into possible animal welfare violations by Neuralink.[needs update] In 2017, Musk founded the Boring Company to construct tunnels; he also revealed plans for specialized, underground, high-occupancy vehicles that could travel up to 150 miles per hour (240 km/h) and thus circumvent above-ground traffic in major cities. Early in 2017, the company began discussions with regulatory bodies and initiated construction of a 30-foot (9.1 m) wide, 50-foot (15 m) long, and 15-foot (4.6 m) deep "test trench" on the premises of SpaceX's offices, as that required no permits. The Los Angeles tunnel, less than two miles (3.2 km) in length, debuted to journalists in 2018. It used Tesla Model Xs and was reported to be a rough ride while traveling at suboptimal speeds. Two tunnel projects announced in 2018, in Chicago and West Los Angeles, have been canceled. A tunnel beneath the Las Vegas Convention Center was completed in early 2021. Local officials have approved further expansions of the tunnel system. April 14, 2022 In early 2017, Musk expressed interest in buying Twitter and had questioned the platform's commitment to freedom of speech. By 2022, Musk had reached 9.2% stake in the company, making him the largest shareholder.[d] Musk later agreed to a deal that would appoint him to Twitter's board of directors and prohibit him from acquiring more than 14.9% of the company. Days later, Musk made a $43 billion offer to buy Twitter. By the end of April Musk had successfully concluded his bid for approximately $44 billion. This included approximately $12.5 billion in loans and $21 billion in equity financing. Having backtracked on his initial decision, Musk bought the company on October 27, 2022. Immediately after the acquisition, Musk fired several top Twitter executives including CEO Parag Agrawal; Musk became the CEO instead. Under Elon Musk, Twitter instituted monthly subscriptions for a "blue check", and laid off a significant portion of the company's staff. Musk lessened content moderation and hate speech also increased on the platform after his takeover. In late 2022, Musk released internal documents relating to Twitter's moderation of Hunter Biden's laptop controversy in the lead-up to the 2020 presidential election. Musk also promised to step down as CEO after a Twitter poll, and five months later, Musk stepped down as CEO and transitioned his role to executive chairman and chief technology officer (CTO). Despite Musk stepping down as CEO, X continues to struggle with challenges such as viral misinformation, hate speech, and antisemitism controversies. Musk has been accused of trying to silence some of his critics such as Twitch streamer Asmongold, who criticized him during one of his streams. Musk has been accused of removing their accounts' blue checkmarks, which hinders visibility and is considered a form of shadow banning, or suspending their accounts without justification. Other activities In August 2013, Musk announced plans for a version of a vactrain, and assigned engineers from SpaceX and Tesla to design a transport system between Greater Los Angeles and the San Francisco Bay Area, at an estimated cost of $6 billion. Later that year, Musk unveiled the concept, dubbed the Hyperloop, intended to make travel cheaper than any other mode of transport for such long distances. In December 2015, Musk co-founded OpenAI, a not-for-profit artificial intelligence (AI) research company aiming to develop artificial general intelligence, intended to be safe and beneficial to humanity. Musk pledged $1 billion of funding to the company, and initially gave $50 million. In 2018, Musk left the OpenAI board. Since 2018, OpenAI has made significant advances in machine learning. In July 2023, Musk launched the artificial intelligence company xAI, which aims to develop a generative AI program that competes with existing offerings like OpenAI's ChatGPT. Musk obtained funding from investors in SpaceX and Tesla, and xAI hired engineers from Google and OpenAI. December 16, 2022 Musk uses a private jet owned by Falcon Landing LLC, a SpaceX-linked company, and acquired a second jet in August 2020. His heavy use of the jets and the consequent fossil fuel usage have received criticism. Musk's flight usage is tracked on social media through ElonJet. In December 2022, Musk banned the ElonJet account on Twitter, and made temporary bans on the accounts of journalists that posted stories regarding the incident, including Donie O'Sullivan, Keith Olbermann, and journalists from The New York Times, The Washington Post, CNN, and The Intercept. In October 2025, Musk's company xAI launched Grokipedia, an AI-generated online encyclopedia that he promoted as an alternative to Wikipedia. Articles on Grokipedia are generated and reviewed by xAI's Grok chatbot. Media coverage and academic analysis described Grokipedia as frequently reusing Wikipedia content but framing contested political and social topics in line with Musk's own views and right-wing narratives. A study by Cornell University researchers and NBC News stated that Grokipedia cites sources that are blacklisted or considered "generally unreliable" on Wikipedia, for example, the conspiracy site Infowars and the neo-Nazi forum Stormfront. Wired, The Guardian and Time criticized Grokipedia for factual errors and for presenting Musk himself in unusually positive terms while downplaying controversies. Politics Musk is an outlier among business leaders who typically avoid partisan political advocacy. Musk was a registered independent voter when he lived in California. Historically, he has donated to both Democrats and Republicans, many of whom serve in states in which he has a vested interest. Since 2022, his political contributions have mostly supported Republicans, with his first vote for a Republican going to Mayra Flores in the 2022 Texas's 34th congressional district special election. In 2024, he started supporting international far-right political parties, activists, and causes, and has shared misinformation and numerous conspiracy theories. Since 2024, his views have been generally described as right-wing. Musk supported Barack Obama in 2008 and 2012, Hillary Clinton in 2016, Joe Biden in 2020, and Donald Trump in 2024. In the 2020 Democratic Party presidential primaries, Musk endorsed candidate Andrew Yang and expressed support for Yang's proposed universal basic income, and endorsed Kanye West's 2020 presidential campaign. In 2021, Musk publicly expressed opposition to the Build Back Better Act, a $3.5 trillion legislative package endorsed by Joe Biden that ultimately failed to pass due to unanimous opposition from congressional Republicans and several Democrats. In 2022, gave over $50 million to Citizens for Sanity, a conservative political action committee. In 2023, he supported Republican Ron DeSantis for the 2024 U.S. presidential election, giving $10 million to his campaign, and hosted DeSantis's campaign announcement on a Twitter Spaces event. From June 2023 to January 2024, Musk hosted a bipartisan set of X Spaces with Republican and Democratic candidates, including Robert F. Kennedy Jr., Vivek Ramaswamy, and Dean Phillips. In October 2025, former vice-president Kamala Harris commented that it was a mistake from the Democratic side to not invite Musk to a White House electric vehicle event organized in August 2021 and featuring executives from General Motors, Ford and Stellantis, despite Tesla being "the major American manufacturer of extraordinary innovation in this space." Fortune remarked that this was a nod to United Auto Workers and organized labor. Harris said presidents should put aside political loyalties when it came to recognizing innovation, and guessed that the non-invitation impacted Musk's perspective. Fortune noted that, at the time, Musk said, "Yeah, seems odd that Tesla wasn't invited." A month later, he criticized Biden as "not the friendliest administration." Jacob Silverman, author of the book Gilded Rage: Elon Musk and the Radicalization of Silicon Valley, said that the tech industry represented by Musk, Thiel, Andreessen and other capitalists, actually flourished under Biden, but the tech leaders chose Trump for their common ground on cultural issues. By early 2024, Musk had become a vocal and financial supporter of Donald Trump. In July 2024, minutes after the attempted assassination of Donald Trump, Musk endorsed him for president saying; "I fully endorse President Trump and hope for his rapid recovery." During the presidential campaign, Musk joined Trump on stage at a campaign rally, and during the campaign promoted conspiracy theories and falsehoods about Democrats, election fraud and immigration, in support of Trump. Musk was the largest individual donor of the 2024 election. In 2025, Musk contributed $19 million to the Wisconsin Supreme Court race, hoping to influence the state's future redistricting efforts and its regulations governing car manufacturers and dealers. In 2023, Musk said he shunned the World Economic Forum because it was boring. The organization commented that they had not invited him since 2015. He has participated in Dialog, dubbed "Tech Bilderberg" and organized by Peter Thiel and Auren Hoffman, though. Musk's international political actions and comments have come under increasing scrutiny and criticism, especially from the governments and leaders of France, Germany, Norway, Spain and the United Kingdom, particularly due to his position in the U.S. government as well as ownership of X. An NBC News analysis found he had boosted far-right political movements to cut immigration and curtail regulation of business in at least 18 countries on six continents since 2023. During his speech after the second inauguration of Donald Trump, Musk twice made a gesture interpreted by many as a Nazi or a fascist Roman salute.[e] He thumped his right hand over his heart, fingers spread wide, and then extended his right arm out, emphatically, at an upward angle, palm down and fingers together. He then repeated the gesture to the crowd behind him. As he finished the gestures, he said to the crowd, "My heart goes out to you. It is thanks to you that the future of civilization is assured." It was widely condemned as an intentional Nazi salute in Germany, where making such gestures is illegal. The Anti-Defamation League said it was not a Nazi salute, but other Jewish organizations disagreed and condemned the salute. American public opinion was divided on partisan lines as to whether it was a fascist salute. Musk dismissed the accusations of Nazi sympathies, deriding them as "dirty tricks" and a "tired" attack. Neo-Nazi and white supremacist groups celebrated it as a Nazi salute. Multiple European political parties demanded that Musk be banned from entering their countries. The concept of DOGE emerged in a discussion between Musk and Donald Trump, and in August 2024, Trump committed to giving Musk an advisory role, with Musk accepting the offer. In November and December 2024, Musk suggested that the organization could help to cut the U.S. federal budget, consolidate the number of federal agencies, and eliminate the Consumer Financial Protection Bureau, and that its final stage would be "deleting itself". In January 2025, the organization was created by executive order, and Musk was designated a "special government employee". Musk led the organization and was a senior advisor to the president, although his official role is not clear. In sworn statement during a lawsuit, the director of the White House Office of Administration stated that Musk "is not an employee of the U.S. DOGE Service or U.S. DOGE Service Temporary Organization", "is not the U.S. DOGE Service administrator", and has "no actual or formal authority to make government decisions himself". Trump said two days later that he had put Musk in charge of DOGE. A federal judge has ruled that Musk acted as the de facto leader of DOGE. Musk's role in the second Trump administration, particularly in response to DOGE, has attracted public backlash. He was criticized for his treatment of federal government employees, including his influence over the mass layoffs of the federal workforce. He has prioritized secrecy within the organization and has accused others of violating privacy laws. A Senate report alleged that Musk could avoid up to $2 billion in legal liability as a result of DOGE's actions. In May 2025, Bill Gates accused Musk of "killing the world's poorest children" through his cuts to USAID, which modeling by Boston University estimated had resulted in 300,000 deaths by this time, most of them of children. By November 2025, the estimated death toll had increased to 400,000 children and 200,000 adults. Musk announced on May 28, 2025, that he would depart from the Trump administration as planned when the special government employee's 130 day deadline expired, with a White House official confirming that Musk's offboarding from the Trump administration was already underway. His departure was officially confirmed during a joint Oval Office press conference with Trump on May 30, 2025. @realDonaldTrump is in the Epstein files. That is the real reason they have not been made public. June 5, 2025 After leaving office, Musk criticized the Trump administration's Big Beautiful Bill, calling it a "disgusting abomination" due to its provisions increasing the deficit. A feud began between Musk and Trump, with its most notable event being Musk alleging Trump had ties to sex offender Jeffrey Epstein on X (formerly Twitter) on June 5, 2025. Trump responded on Truth Social stating that Musk went "CRAZY" after the "EV Mandate" was purportedly taken away and threatened to cut Musk's government contracts. Musk then called for a third Trump impeachment. The next day, Trump stated that he did not wish to reconcile with Musk, and added that Musk would face "very serious consequences" if he funds Democratic candidates. On June 11, Musk publicly apologized for the tweets against Trump, saying they "went too far". Views November 6, 2022 Rejecting the conservative label, Musk has described himself as a political moderate, even as his views have become more right-wing over time. His views have been characterized as libertarian and far-right, and after his involvement in European politics, they have received criticism from world leaders such as Emmanuel Macron and Olaf Scholz. Within the context of American politics, Musk supported Democratic candidates up until 2022, at which point he voted for a Republican for the first time. He has stated support for universal basic income, gun rights, freedom of speech, a tax on carbon emissions, and H-1B visas. Musk has expressed concern about issues such as artificial intelligence (AI) and climate change, and has been a critic of wealth tax, short-selling, and government subsidies. An immigrant himself, Musk has been accused of being anti-immigration, and regularly blames immigration policies for illegal immigration. He is also a pronatalist who believes population decline is the biggest threat to civilization, and identifies as a cultural Christian. Musk has long been an advocate for space colonization, especially the colonization of Mars. He has repeatedly pushed for humanity colonizing Mars, in order to become an interplanetary species and lower the risks of human extinction. Musk has promoted conspiracy theories and made controversial statements that have led to accusations of racism, sexism, antisemitism, transphobia, disseminating disinformation, and support of white pride. While describing himself as a "pro-Semite", his comments regarding George Soros and Jewish communities have been condemned by the Anti-Defamation League and the Biden White House. Musk was criticized during the COVID-19 pandemic for making unfounded epidemiological claims, defying COVID-19 lockdowns restrictions, and supporting the Canada convoy protest against vaccine mandates. He has amplified false claims of white genocide in South Africa. Musk has been critical of Israel's actions in the Gaza Strip during the Gaza war, praised China's economic and climate goals, suggested that Taiwan and China should resolve cross-strait relations, and was described as having a close relationship with the Chinese government. In Europe, Musk expressed support for Ukraine in 2022 during the Russian invasion, recommended referendums and peace deals on the annexed Russia-occupied territories, and supported the far-right Alternative for Germany political party in 2024. Regarding British politics, Musk blamed the 2024 UK riots on mass migration and open borders, criticized Prime Minister Keir Starmer for what he described as a "two-tier" policing system, and was subsequently attacked as being responsible for spreading misinformation and amplifying the far-right. He has also voiced his support for far-right activist Tommy Robinson and pledged electoral support for Reform UK. In February 2026, Musk described Spanish Prime Minister Pedro Sánchez as a "tyrant" following Sánchez's proposal to prohibit minors under the age of 16 from accessing social media platforms. Legal affairs In 2018, Musk was sued by the U.S. Securities and Exchange Commission (SEC) for a tweet stating that funding had been secured for potentially taking Tesla private.[f] The securities fraud lawsuit characterized the tweet as false, misleading, and damaging to investors, and sought to bar Musk from serving as CEO of publicly traded companies. Two days later, Musk settled with the SEC, without admitting or denying the SEC's allegations. As a result, Musk and Tesla were fined $20 million each, and Musk was forced to step down for three years as Tesla chairman but was able to remain as CEO. Shareholders filed a lawsuit over the tweet, and in February 2023, a jury found Musk and Tesla not liable. Musk has stated in interviews that he does not regret posting the tweet that triggered the SEC investigation. In 2019, Musk stated in a tweet that Tesla would build half a million cars that year. The SEC reacted by asking a court to hold him in contempt for violating the terms of the 2018 settlement agreement. A joint agreement between Musk and the SEC eventually clarified the previous agreement details, including a list of topics about which Musk needed preclearance. In 2020, a judge blocked a lawsuit that claimed a tweet by Musk regarding Tesla stock price ("too high imo") violated the agreement. Freedom of Information Act (FOIA)-released records showed that the SEC concluded Musk had subsequently violated the agreement twice by tweeting regarding "Tesla's solar roof production volumes and its stock price". In October 2023, the SEC sued Musk over his refusal to testify a third time in an investigation into whether he violated federal law by purchasing Twitter stock in 2022. In February 2024, Judge Laurel Beeler ruled that Musk must testify again. In January 2025, the SEC filed a lawsuit against Musk for securities violations related to his purchase of Twitter. In January 2024, Delaware judge Kathaleen McCormick ruled in a 2018 lawsuit that Musk's $55 billion pay package from Tesla be rescinded. McCormick called the compensation granted by the company's board "an unfathomable sum" that was unfair to shareholders. The Delaware Supreme Court overturned McCormick's decision in December 2025, restoring Musk's compensation package and awarding $1 in nominal damages. Personal life Musk became a U.S. citizen in 2002. From the early 2000s until late 2020, Musk resided in California, where both Tesla and SpaceX were founded. He then relocated to Cameron County, Texas, saying that California had become "complacent" about its economic success. While hosting Saturday Night Live in 2021, Musk stated that he has Asperger syndrome (an outdated term for autism spectrum disorder). When asked about his experience growing up with Asperger's syndrome in a TED2022 conference in Vancouver, Musk stated that "the social cues were not intuitive ... I would just tend to take things very literally ... but then that turned out to be wrong — [people were not] simply saying exactly what they mean, there's all sorts of other things that are meant, and [it] took me a while to figure that out." Musk suffers from back pain and has undergone several spine-related surgeries, including a disc replacement. In 2000, he contracted a severe case of malaria while on vacation in South Africa. Musk has stated he uses doctor-prescribed ketamine for occasional depression and that he doses "a small amount once every other week or something like that"; since January 2024, some media outlets have reported that he takes ketamine, marijuana, LSD, ecstasy, mushrooms, cocaine and other drugs. Musk at first refused to comment on his alleged drug use, before responding that he had not tested positive for drugs, and that if drugs somehow improved his productivity, "I would definitely take them!". The New York Times' investigations revealed Musk's overuse of ketamine and numerous other drugs, as well as strained family relationships and concerns from close associates who have become troubled by his public behavior as he became more involved in political activities and government work. According to The Washington Post, President Trump described Musk as "a big-time drug addict". Through his own label Emo G Records, Musk released a rap track, "RIP Harambe", on SoundCloud in March 2019. The following year, he released an EDM track, "Don't Doubt Ur Vibe", featuring his own lyrics and vocals. Musk plays video games, which he stated has a "'restoring effect' that helps his 'mental calibration'". Some games he plays include Quake, Diablo IV, Elden Ring, and Polytopia. Musk once claimed to be one of the world's top video game players but has since admitted to "account boosting", or cheating by hiring outside services to achieve top player rankings. Musk has justified the boosting by claiming that all top accounts do it so he has to as well to remain competitive. In 2024 and 2025, Musk criticized the video game Assassin's Creed Shadows and its creator Ubisoft for "woke" content. Musk posted to X that "DEI kills art" and specified the inclusion of the historical figure Yasuke in the Assassin's Creed game as offensive; he also called the game "terrible". Ubisoft responded by saying that Musk's comments were "just feeding hatred" and that they were focused on producing a game not pushing politics. Musk has fathered at least 14 children, one of whom died as an infant. The Wall Street Journal reported in 2025 that sources close to Musk suggest that the "true number of Musk's children is much higher than publicly known". He had six children with his first wife, Canadian author Justine Wilson, whom he met while attending Queen's University in Ontario, Canada; they married in 2000. In 2002, their first child Nevada Musk died of sudden infant death syndrome at the age of 10 weeks. After his death, the couple used in vitro fertilization (IVF) to continue their family; they had twins in 2004, followed by triplets in 2006. The couple divorced in 2008 and have shared custody of their children. The elder twin he had with Wilson came out as a trans woman and, in 2022, officially changed her name to Vivian Jenna Wilson, adopting her mother's surname because she no longer wished to be associated with Musk. Musk began dating English actress Talulah Riley in 2008. They married two years later at Dornoch Cathedral in Scotland. In 2012, the couple divorced, then remarried the following year. After briefly filing for divorce in 2014, Musk finalized a second divorce from Riley in 2016. Musk then dated the American actress Amber Heard for several months in 2017; he had reportedly been "pursuing" her since 2012. In 2018, Musk and Canadian musician Grimes confirmed they were dating. Grimes and Musk have three children, born in 2020, 2021, and 2022.[g] Musk and Grimes originally gave their eldest child the name "X Æ A-12", which would have violated California regulations as it contained characters that are not in the modern English alphabet; the names registered on the birth certificate are "X" as a first name, "Æ A-Xii" as a middle name, and "Musk" as a last name. They received criticism for choosing a name perceived to be impractical and difficult to pronounce; Musk has said the intended pronunciation is "X Ash A Twelve". Their second child was born via surrogacy. Despite the pregnancy, Musk confirmed reports that the couple were "semi-separated" in September 2021; in an interview with Time in December 2021, he said he was single. In October 2023, Grimes sued Musk over parental rights and custody of X Æ A-Xii. Elon Musk has taken X Æ A-Xii to multiple official events in Washington, D.C. during Trump's second term in office. Also in July 2022, The Wall Street Journal reported that Musk allegedly had an affair with Nicole Shanahan, the wife of Google co-founder Sergey Brin, in 2021, leading to their divorce the following year. Musk denied the report. Musk also had a relationship with Australian actress Natasha Bassett, who has been described as "an occasional girlfriend". In October 2024, The New York Times reported Musk bought a Texas compound for his children and their mothers, though Musk denied having done so. Musk also has four children with Shivon Zilis, director of operations and special projects at Neuralink: twins born via IVF in 2021, a child born in 2024 via surrogacy and a child born in 2025.[h] On February 14, 2025, Ashley St. Clair, an influencer and author, posted on X claiming to have given birth to Musk's son Romulus five months earlier, which media outlets reported as Musk's supposed thirteenth child.[i] On February 22, 2025, it was reported that St Clair had filed for sole custody of her five-month-old son and for Musk to be recognised as the child's father. On March 31, 2025, Musk wrote that, while he was unsure if he was the father of St. Clair's child, he had paid St. Clair $2.5 million and would continue paying her $500,000 per year.[j] Later reporting from the Wall Street Journal indicated that $1 million of these payments to St. Clair were structured as a loan. In 2014, Musk and Ghislaine Maxwell appeared together in a photograph taken at an Academy Awards after-party, which Musk later described as a "photobomb". The January 2026 Epstein files contain emails between Musk and Epstein from 2012 to 2013, after Epstein's first conviction. Emails released on January 30, 2026, indicated that Epstein invited Musk to visit his private island on multiple occasions. The correspondence showed that while Epstein repeatedly encouraged Musk to attend, Musk did not visit the island. In one instance, Musk discussed the possibility of attending a party with his then-wife Talulah Riley and asked which day would be the "wildest party"; according to the emails, the visit did not take place after Epstein later cancelled the plans.[k] On Christmas day in 2012, Musk emailed Epstein asking "Do you have any parties planned? I’ve been working to the edge of sanity this year and so, once my kids head home after Christmas, I really want to hit the party scene in St Barts or elsewhere and let loose. The invitation is much appreciated, but a peaceful island experience is the opposite of what I’m looking for". Epstein replied that the "ratio on my island" might make Musk's wife uncomfortable to which Musk responded, "Ratio is not a problem for Talulah". On September 11, 2013, Epstein sent an email asking Musk if he had any plans for coming to New York for the opening of the United Nations General Assembly where many "interesting people" would be coming to his house to which Musk responded that "Flying to NY to see UN diplomats do nothing would be an unwise use of time". Epstein responded by stating "Do you think i am retarded. Just kidding, there is no one over 25 and all very cute." Musk has denied any close relationship with Epstein and described him as a "creep" who attempted to ingratiate himself with influential people. When Musk was asked in 2019 if he introduced Epstein to Mark Zuckerberg, Musk responded: "I don’t recall introducing Epstein to anyone, as I don’t know the guy well enough to do so." The released emails nonetheless showed cordial exchanges on a range of topics, including Musk's inquiry about parties on the island. The correspondence also indicated that Musk suggested hosting Epstein at SpaceX, while Epstein separately discussed plans to tour SpaceX and bring "the girls", though there is no evidence that such a visit occurred. Musk has described the release of the files a "distraction", later accusing the second Trump administration of suppressing them to protect powerful individuals, including Trump himself.[l] Wealth Elon Musk is the wealthiest person in the world, with an estimated net worth of US$690 billion as of January 2026, according to the Bloomberg Billionaires Index, and $852 billion according to Forbes, primarily from his ownership stakes in SpaceX and Tesla. Having been first listed on the Forbes Billionaires List in 2012, around 75% of Musk's wealth was derived from Tesla stock in November 2020, although he describes himself as "cash poor". According to Forbes, he became the first person in the world to achieve a net worth of $300 billion in 2021; $400 billion in December 2024; $500 billion in October 2025; $600 billion in mid-December 2025; $700 billion later that month; and $800 billion in February 2026. In November 2025, a Tesla pay package worth potentially $1 trillion for Musk was approved, which he is to receive over 10 years if he meets specific goals. Public image Although his ventures have been highly influential within their separate industries starting in the 2000s, Musk only became a public figure in the early 2010s. He has been described as an eccentric who makes spontaneous and impactful decisions, while also often making controversial statements, contrary to other billionaires who prefer reclusiveness to protect their businesses. Musk's actions and his expressed views have made him a polarizing figure. Biographer Ashlee Vance described people's opinions of Musk as polarized due to his "part philosopher, part troll" persona on Twitter. He has drawn denouncement for using his platform to mock the self-selection of personal pronouns, while also receiving praise for bringing international attention to matters like British survivors of grooming gangs. Musk has been described as an American oligarch due to his extensive influence over public discourse, social media, industry, politics, and government policy. After Trump's re-election, Musk's influence and actions during the transition period and the second presidency of Donald Trump led some to call him "President Musk", the "actual president-elect", "shadow president" or "co-president". Awards for his contributions to the development of the Falcon rockets include the American Institute of Aeronautics and Astronautics George Low Transportation Award in 2008, the Fédération Aéronautique Internationale Gold Space Medal in 2010, and the Royal Aeronautical Society Gold Medal in 2012. In 2015, he received an honorary doctorate in engineering and technology from Yale University and an Institute of Electrical and Electronics Engineers Honorary Membership. Musk was elected a Fellow of the Royal Society (FRS) in 2018.[m] In 2022, Musk was elected to the National Academy of Engineering. Time has listed Musk as one of the most influential people in the world in 2010, 2013, 2018, and 2021. Musk was selected as Time's "Person of the Year" for 2021. Then Time editor-in-chief Edward Felsenthal wrote that, "Person of the Year is a marker of influence, and few individuals have had more influence than Musk on life on Earth, and potentially life off Earth too." Notes References Works cited Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Donkey_Kong_Country] | [TOKENS: 9759]
Contents Donkey Kong Country Donkey Kong Country, known in Japan as Super Donkey Kong,[b] is a 1994 platform game developed by Rare and published by Nintendo for the Super Nintendo Entertainment System (SNES). It follows the gorilla Donkey Kong and his nephew Diddy Kong as they set out to recover their stolen banana hoard from the crocodile King K. Rool and his army, the Kremlings. The player traverses 40 side-scrolling levels as they jump between platforms and avoid obstacles. They collect items, ride minecarts and animals, defeat enemies and bosses, and find secret bonus stages. In multiplayer modes, two players work cooperatively or race. After developing Nintendo Entertainment System games in the 1980s, Rare, a British studio founded by Tim and Chris Stamper, purchased Silicon Graphics workstations to render 3D models. Nintendo sought a game to compete with Sega's Aladdin (1993) and commissioned Rare to reboot the dormant Donkey Kong franchise. Rare assembled 12 developers to work on Donkey Kong Country over 18 months. Donkey Kong Country was inspired by the Super Mario series and was one of the first home console games to feature pre-rendered graphics, achieved through a compression technique that converted 3D models into SNES sprites with little loss of detail. It was the first Donkey Kong game neither produced nor directed by the franchise's creator, Shigeru Miyamoto, though he contributed design ideas. Following its announcement at the Consumer Electronics Show in June 1994, Donkey Kong Country was highly anticipated and backed by a large marketing campaign that cost $16 million in America alone. It was released in November 1994 to acclaim; critics hailed its visuals as groundbreaking and praised its gameplay and music. Its quality and design were favourably compared to the Super Mario series. Donkey Kong Country received several year-end accolades and set the record for the fastest-selling video game at the time. With 9.3 million copies sold worldwide, it is the third-bestselling SNES game and the bestselling Donkey Kong game. Following the success, Nintendo purchased a large minority stake in Rare, which became a prominent second-party developer for Nintendo during the late 1990s. Donkey Kong Country re-established Donkey Kong as a major Nintendo franchise and helped maintain the SNES's popularity into the fifth generation of video game consoles. Journalists regard it as one of the greatest video games, although its pre-rendered visuals became divisive. Nintendo rereleased Donkey Kong Country on the Game Boy Color, Game Boy Advance, and digital distribution services. Rare followed it with the SNES games Donkey Kong Country 2: Diddy's Kong Quest (1995) and Donkey Kong Country 3: Dixie Kong's Double Trouble! (1996), and the Nintendo 64 game Donkey Kong 64 (1999). After a hiatus, during which Rare was acquired by the Nintendo competitor Microsoft, Retro Studios revived the series with Donkey Kong Country Returns (2010) for the Wii and Donkey Kong Country: Tropical Freeze (2014) for the Wii U. Gameplay Donkey Kong Country is a side-scrolling platform game. A reboot of the Donkey Kong franchise, its story begins when the crocodile King K. Rool and his army, the Kremlings, steal the Kongs' banana hoard, which the gorilla Donkey Kong and his nephew Diddy Kong must reclaim. Donkey and Diddy, the player characters of the single-player game, run alongside each other and the player can swap between them at will. Donkey is stronger and can defeat enemies more easily; Diddy is faster and more agile. Both can walk, run, jump, pick up and throw objects, and roll; Donkey can slap the terrain to defeat enemies or find items. The player begins in a world map that tracks their progress and provides access to 40 levels. The player attempts to complete each level while traversing the environment, jumping between platforms, and avoiding enemy and inanimate obstacles. Level themes include jungles, underwater reefs, caves, mines, mountains, and factories. Some feature unique game mechanics, such as rideable minecarts, blasting out of cannons resembling barrels, and swinging ropes. Each area ends with a boss fight with a large enemy. Donkey and Diddy can defeat enemies by jumping on, rolling into, or throwing barrels at them. If hit by an obstacle, one of the Kongs runs off and the player automatically assumes control of the other. They will only be able to control that Kong unless they free the other Kong from a barrel. In certain levels, the Kongs can free an animal that grants them special abilities, similar to Yoshi from the Super Mario series. Buddies include Rambi, a rhino that can charge into enemies and find hidden entrances; Enguarde, a swordfish that can defeat enemies with its bill; Squawks, a parrot that carries a lantern; Expresso, an ostrich that flies; and Winky, a frog that can jump high. Each level contains collectible bananas, letters that spell out K–O–N–G, balloons, and animal tokens. These items can be found within the main level or by discovering hidden bonus stages, where they are earned via solving puzzles. The player starts with six lives. Collecting 100 bananas, all the K–O–N–G letters, a balloon, or three of the same animal token grants an extra life. The player can visit other members of the Kong family from the world map. Funky Kong operates a flight service allowing the player to travel across different areas of Donkey Kong Island; Cranky Kong, the aged incarnation of Donkey Kong from the original Donkey Kong (1981), provides tips and fourth wall-breaking humour; and Candy Kong operates a save point service. The player can increase their completion percentage by finding bonus stages. Reaching the maximum 101 per cent unlocks a different ending. Donkey Kong Country includes two multiplayer modes. In the competitive "Contest", players take turns playing each level as quickly as possible. In the cooperative "Team", they play as a tag team. Development In 1985, the British game developers Tim and Chris Stamper established Rare Ltd. The brothers previously founded the British computer game studio Ultimate Play the Game and founded Rare to focus on the burgeoning Japanese console market. After Nintendo rejected their efforts to form a partnership in 1983, Chris Stamper studied the Nintendo Entertainment System (NES) hardware for six months. Rare demonstrated it was possible to reverse-engineer the NES and showed several tech demos to Nintendo of America president Minoru Arakawa; impressed, Arakawa granted Rare a Nintendo developer licence. Rare developed more than 60 NES games, including the Battletoads series. When Nintendo released their next console, the Super Nintendo Entertainment System (SNES), in 1991, Rare decided to limit their output. Around 1992, Rare invested their NES profit in Silicon Graphics, Inc. (SGI) Challenge workstations with Alias rendering software to render 3D models. It was a significant risk, as each workstation cost £80,000. The move made Rare the most technologically advanced UK developer and situated them high in the international market. In 1993, Nintendo formed a partnership with SGI to develop the SNES's successor, the Nintendo 64. Though they had purchased the workstations to produce games for the Nintendo 64, Rare discovered it was possible to use them with the 16-bit SNES. Rare tested the SGI technology with Battletoads Arcade (1994) and began developing a boxing game, Brute Force, using PowerAnimator. Around this time, Nintendo was embroiled in a console war with Sega, whose Mega Drive competed with the SNES. Nintendo wanted a game to compete with Sega's Aladdin (1993), which featured graphics by Disney animators, when Nintendo of America's chairman Howard Lincoln learned of Rare's SGI experiments during a trip to Europe. Nintendo sent several representatives, including the chief technology officer Genyo Takeda; they asked the Stampers if they could demonstrate Brute Force on the SNES hardware. Within two days, the Stampers developed a working build, impressing Nintendo. Tim Stamper—inspired by Mortal Kombat's (1992) use of digitised footage in place of hand-drawn art—suggested developing a platform game that used pre-rendered graphics. Nintendo granted the Stampers permission to use the Donkey Kong intellectual property. The franchise had been largely dormant since the unsuccessful Donkey Kong 3 (1983), so Nintendo figured that licensing it posed minimal risk. Some sources indicate that the Stampers obtained the licence after Nintendo offered them their catalogue of characters and they chose Donkey Kong. Conversely, the lead designer Gregg Mayles and his brother Steve recalled that it was Nintendo that requested a Donkey Kong game. Donkey Kong's creator, Shigeru Miyamoto, said that Rare approached Nintendo and offered to handle Donkey Kong since other developers were preoccupied with franchises such as Mario and The Legend of Zelda. Rare assembled a team of 12, the largest in their history at that point, and development began in mid-1993. Nintendo was sceptical of Rare's approach to graphics, concerned it would make the game unplayable. Early in development, Mayles and other developers presented a demo to Nintendo staff in Japan. One in attendance, the Game Boy creator Gunpei Yokoi, felt the game "looked too 3D", but Mayles said Miyamoto was supportive and gave Rare his approval. Nintendo codenamed the project "Country" (based on Rare's location in Twycross), leading to the title Donkey Kong Country. Other titles considered included Rumble in the Jungle, Monkey Mayhem, and Donkey Kong and the Golden Bananas. Donkey Kong Country was the first Donkey Kong game that was neither directed nor produced by Miyamoto, who was working on Super Mario World 2: Yoshi's Island (1995). Miyamoto was still involved with the project and Rare said he provided crucial input. Nintendo is usually highly protective of their intellectual properties, but was relatively uninvolved with Donkey Kong Country, leaving most of the work to Rare. Programmer Brendan Gunn noted that the Stampers worked to shield the team from outside influence. Rare spent 18 months developing Donkey Kong Country from an initial concept to a finished game, and according to product manager Dan Owsen, 20 people worked on it in total. It cost an estimated US$1 million to produce, and Rare said that it had the most man hours ever invested in a video game at the time, 22 years. The team worked 12–16-hours every day of the week. Gunn said that the team was under significant pressure from the Stampers and to finish the game in time for Thanksgiving due to Nintendo's competition with Sega. The stages were painstakingly arranged so that the player could "go first time" past obstacles ([i.e.] if there was a swinging rope then when it came on screen it was swinging towards you so you could jump onto it straight away)... If you time everything correctly, you can get through the level efficiently and impressively. Rare drew inspiration from the Super Mario series, Mayles citing Super Mario Bros. 3 (1988) as the primary influence on the level design. Mayles wanted to make a game that was accessible but would flow seamlessly for a skilled player; as such, objects were placed so well-timed players could continually move through a level. Mayles noted that although the concept of speedrunning did not exist at the time, "the way the game was designed definitely supports it". The level locales were inspired by the films Return of the Jedi (1983) and Indiana Jones and the Temple of Doom (1984). The team designed levels using Post-it Notes; they conceived set pieces (such as swinging ropes), created every variation they could think of, drew them on Post-it Notes, and pieced them together. Rare featured barrels as a primary game mechanic to pay homage to the original arcade game, and included hidden collectibles like coins and balloons to add depth. Diddy Kong originated from Rare's search for a game mechanic akin to Super Mario's power-up system in that he would serve as the player's health. Mayles said: "We thought a second character could perform this function, look visually impressive, and give the player a feeling that they were not alone". Donkey Kong Country did not have much scrapped content; Gunn said he only regretted that Donkey Kong walks across dotted lines instead of paths on the world map, which could not be implemented due to time constraints. One scrapped idea, a collectible that would evade the player by running or hiding, served as the basis for the Jinjos in Rare's subsequent game Banjo-Kazooie (1998). Reviewing Donkey Kong Country for release, Nintendo directed Rare to reduce the difficulty to appeal to a broad audience, reasoning that the secrets would provide sufficient challenge for hardcore gamers. At this point, Miyamoto made some last-minute suggestions, such as Donkey Kong's terrain slap, that were incorporated. Nintendo's Kensuke Tanabe flew to Twycross to localise the game with Rare. Kevin Bayliss was in charge of redesigning Donkey Kong. He wanted a character that looked believable and could perform animations like pounding his chest. His initial design was blocky and muscular to make Donkey Kong easy to animate, but it became more cartoonish when Nintendo faxed reference material. Some of Bayliss's designs were in the style of his Battletoads work, and the final design's eyes came from those of the Battletoads. Miyamoto provided some suggestions, including the red tie, but left the design's specifics to Bayliss. Because Donkey Kong did not have much of an established universe, Rare was free to expand it with new characters. Mayles conceived Diddy as a redesign of Donkey Kong Jr., and Bayliss designed him. Unlike the original Donkey Kong Jr., Rare did not want Diddy to share his build with Donkey Kong, so Bayliss based the design on a spider monkey and made him agile to give him distinct moves. The redesign was also motivated by Bayliss's distaste for Donkey Kong Jr. Nintendo considered the redesign too great a departure and asked it to be reworked or presented as a new character. Mayles felt the redesign suited the updated Donkey Kong universe, so he chose to make it a new character. Naming the character was a challenge; considered names included "Diet Donkey Kong", "Donkey Kong Lite", and "Titchy Kong". Rare settled on "Dinky", but ultimately changed it to "Diddy" due to legal problems. Rare staff spent hours at the nearby Twycross Zoo recording gorillas for reference, which they described as "a complete waste of time". They found their movements unsuitable for a fast game and their noises too quiet to be captured by a microphone, so they based Donkey Kong's running animation on a horse's gallop and had programmer Mark Betteridge provide Donkey and Diddy's voice clips. Rare positioned Cranky Kong as the original Donkey Kong character from the arcade games but avoided mentioning this in the game and marketing materials out of fear that Nintendo would disapprove of the idea, though it was mentioned in the instruction manual. Rare created each character using Donkey Kong's model as a base and made the Kong designs consistent to reflect that they were relatives. All story drafts centered on the theft of Donkey Kong's banana hoard. According to Mayles, the team pitched the Super Mario character Wario as the antagonist, but Nintendo asked them to use original characters. They recycled the Kremlings from Johnny Blastoff and the Kremling Armada, a cancelled Monkey Island-style adventure game. Their name is a play on the Moscow Kremlin. Rare's initial story was extensive and spanned 15 pages, but Nintendo had it condensed to fit into an instruction manual. Donkey Kong Country was one of the first games for a mainstream home video game console to use pre-rendered 3D graphics, a technique used in the earlier 1993 Finnish game Stardust for the Amiga. Rare developed a compression technique to incorporate more detail and animation for each sprite for a given memory footprint, which better preserved the pre-rendered graphics. Nintendo and Rare called the technique Advanced Computer Modelling (ACM). Rare briefly feared competition from DMA Design's Uniracers (1994), which also featured pre-rendered graphics, but the staff was relieved upon learning that the player character was Uniracer's only element that was pre-rendered. The artists began by modelling the characters in NURBS using PowerAnimator and adding textures. They then created the animations and rendered them frame by frame before compressing them for the game. The ACM process was handled by a designated computer that had a proprietary utility similar to Deluxe Paint. Adapting to the cutting-edge SGI workstations was difficult; Gregg Mayles's brother Steve said they had a steep learning curve. To help, Nintendo provided Rare with research material regarding apes, barrels, and caves. The pre-rendered graphics allowed for variety and detail uncommon at the time, and Tim Stamper constantly pushed the team to go further and incorporate weather and lighting effects. The game was Rare's first to require multiple programmers, and they worked with little guidance. The ACM process pushed the SNES hardware to its limits; Betteridge said Rare wanted to do everything they could with the hardware similar to what they had done with the NES game Battletoads (1991). A single SGI screen took up more memory than an entire SNES cartridge, and Gregg Mayles described transferring the backgrounds into the game by splitting them into tiles as "the bane of the project". Models took hours to render, so the team would leave the computers running overnight. Sometimes, artists would shut down other artists' computers in the middle of the process so they could render their own models. The SGI machines required a massive air conditioning unit to prevent overheating, while the team worked in the summer heat without relief. Programmer Chris Sutherland was responsible for implementing the graphics and found reducing the characters' frames of animation challenging. David Wise composed most of the soundtrack. Wise initially worked as a freelancer and assumed his music would be replaced by Koji Kondo because of the importance of Donkey Kong to Nintendo. Rare asked Wise to record three jungle demo tunes that were merged to become the "DK Island Swing", the first level's track. Miyamoto was impressed, and Wise was enlisted to produce the final score. Before composing, Wise was shown the graphics and given an opportunity to play the level they would appear in, which gave him a sense of the music he would compose. He chose samples and optimised the music to work on the SNES's SPC700 sound chip. Wise worked separately from the team in a former cattle shed, visited occasionally by Tim Stamper. Donkey Kong Country features atmospheric music that mixes natural environmental sounds with prominent melodic and percussive accompaniments. Its soundtrack attempts to evoke the environments and includes music from levels set in Africa-inspired jungles, caverns, oceanic reefs, frozen landscapes, and industrial factories. Wise cited Kondo's music for the Super Mario and Legend of Zelda games, Tim and Geoff Follin's music for Plok! (1993), and 1980s synthesiser film soundtracks, rock, and dance music as influences, and wanted to imitate the sound of the Korg Wavestation synthesiser. He wrote lyrics for each melody, though The New York Times noted "no one is really meant to hear them". Since Donkey Kong Country featured advanced pre-rendered graphics, Wise wanted to push the limits to create "equally impressive" music and make the most of the limited memory he was working with. Wise found Donkey Kong "a little more brutal" than Mario, so departed from Super Mario's Latin and calypso-inspired sound. He wanted to compose in the style of 1940s jazz, seeking to imitate the Glenn Miller Orchestra in the "DK Island Swing", but was restricted by the SPC700's limitations; he "used a lot of small samples and made [the soundtrack] very synthesised" to work around them. His colleague Grant Kirkhope said that Wise's familiarity with the SNES hardware meant he could "make it do things that people hadn't heard before". "Aquatic Ambience", the music that plays in the underwater levels, took five weeks to compose. Wise was inspired by a recent breakup, which made him feel as if he was drowning. He considers the track his favourite and the game's biggest technological accomplishment in regards to the audio. The boss theme was inspired by the Nine Inch Nails song "March of the Pigs" (1994), and K. Rool's theme was influenced by sea shanties, barrel organ music, and the work of Iron Maiden. For the title screen theme, Wise remixed Nintendo's original Donkey Kong theme to demonstrate Donkey Kong's evolution. Wise said his primary focus was to make the most of the SPC700, and he input the music by hand to save memory. He noted the process was easier than composing for the NES due to the larger number of sound channels. Eveline Novakovic contributed seven tracks, including the world map theme, as her first SNES project. Novakovic was inexperienced with the SNES hardware and Wise helped teach her as they worked together. She attempted to provide the levels a sense of purpose and drew inspiration from film composers like Alan Silvestri and Klaus Doldinger. Funky Kong's theme was originally written by Robin Beanland. According to Beanland, the track was intended for an internal progress video about another Rare game, Killer Instinct (1994), before Nintendo decided to use it in a Donkey Kong Country promotional trailer. Beanland said Tim Stamper liked it and wanted to include it in the game, so Wise adopted it. Release Lincoln unveiled Donkey Kong Country at the Consumer Electronics Show in Chicago, which took place from 23 to 25 June 1994. The unveiling was the finale of Nintendo's conference and did not reveal that Donkey Kong Country was a SNES game until the end of the presentation, fooling the audience into believing that it was for the upcoming Nintendo 64. Gregg Mayles recalled the audience was stunned in silence before bursting into applause. As one of the flagship games of Nintendo's Play It Loud! promotion, Donkey Kong Country was backed by an exceptionally large marketing campaign—"marketing blitzkrieg", as Hardcore Gaming 101 put it. According to the Los Angeles Times, Nintendo spent US$16 million on marketing Donkey Kong Country in America alone; at the time, major games typically had an average marketing budget of US$5 million. Marketing materials emphasised the revolutionary graphics—often noting that Rare's SGI workstations had been used to create the Jurassic Park (1993) film's dinosaurs—and positioned Donkey Kong Country as a direct competitor to Sega's Mega-CD and 32X platforms to remind players it was not for next-generation hardware. Nintendo sent a promotional VHS tape, Donkey Kong Country: Exposed, to subscribers of the magazine Nintendo Power. Exposed, hosted by comedian Josh Wolf, provides a "behind-the-scenes" glimpse of the Treehouse, the Nintendo of America division where games are tested. Nintendo World Report wrote that Exposed was "probably the first time most people outside of Nintendo learned about the [Treehouse]" and the promotion allowed players to see the game for themselves at home, rather than having to learn about it secondhand from a magazine. Exposed also features gameplay tips and interviews with localisers, playtesters, and Tim Stamper. In October 1994, Nintendo of America held an online promotional campaign through the internet service CompuServe. The campaign included downloadable video samples of the game, a trivia contest in which 800 people participated, and an hour-long online chat conference attended by 80 people, in which Lincoln, Arakawa, and vice-president of marketing Peter Main answered questions. Nintendo's CompuServe promotion marked an early instance of a major video game company using the internet to promote its products. Nintendo gave away Donkey Kong T-shirts as a pre-order bonus, and partnered with Kellogg's for a promotional campaign in which the packaging for Kellogg's breakfast cereals featured Donkey Kong Country character art and announced a prize giveaway. The campaign ran from November 1994 to April 1995. Fleetway Publications published a promotional comic in the UK in 1995. By October 1994, Nintendo was still in fierce competition with Sega and its popular Sonic the Hedgehog franchise. Donkey Kong Country was released a month after Sonic & Knuckles for the Mega Drive. The Los Angeles Times characterised the coinciding releases as a battle; both featured company mascots, boasted "Hollywood-sized" marketing budgets, and advertised revolutionary technological advances (lock-on technology for Sonic & Knuckles and 3D-rendered graphics for Donkey Kong Country). Donkey Kong Country was highly anticipated. Hardcore Gaming 101 wrote: "It was everywhere. You couldn't escape it. It was on the cover of every magazine. It was on gigantic, imposing displays and marquees at Wal-Mart and Babbages... For kids of the era, November 20th seemed like the eve of a revolution". The Exposed VHS tape contributed significantly to the hype. Donkey Kong Country was expected to gross at least US$140 million in the US if it matched sales projections. Nintendo anticipated that it would sell two million copies in a month, an expectation that Main acknowledged was unprecedented but was "based on the off-the-chart reactions we've received from game players and retailers". USGamer noted that Nintendo, at the time of Donkey Kong Country's release, faced difficulty to keep the SNES profitable. The fifth generation of video game consoles was on the horizon, the 32-bit prowess of Sony's PlayStation and the Sega Saturn far exceeding the SNES's capabilities. The Nintendo 64 was not due for release until 1996, so Donkey Kong Country, wrote USGamer, served as Nintendo's "bluff" to make it seem that the SNES could hold its ground against next-generation hardware. Donkey Kong Country was released worldwide in November 1994, two weeks ahead of schedule and around the Black Friday shopping season. It was released in the UK on 18 November, in North America on 21 November, in Europe on 24 November, and in Japan on 26 November. In Japan, the game was released under the title Super Donkey Kong. Donkey Kong Country set the record for the fastest-selling video game at the time: it sold over 500,000 copies within a week, and sales reached one million copies in the US alone in two weeks. In its second week on sale in the US, the game grossed US$15 million, outpacing the week's highest-grossing film (The Santa Clause, US$11.5 million) and album (Miracles: The Holiday Album, US$5.2 million). In the UK, it was the top-selling SNES game in November 1994. Donkey Kong Country sold six million copies worldwide in its first holiday season, grossing $400 million in worldwide sales revenue. Cumulative sales reached 9.3 million copies. Based on available sales figures, it is the third-bestselling SNES game and the bestselling Donkey Kong game. Reception Donkey Kong Country received critical acclaim and was lauded as a paradigm shift that set new standards for video games.[e] It received perfect scores from several outlets. Diehard GameFan and Total! said it changed expectations for 16-bit and platform games, and Entertainment Weekly wrote it "is to most 16-bit games what most 16-bit games are to their Atari forebears. Once you've played it, everything else before it seems like a peewee". Electronic Gaming Monthly (EGM) called Donkey Kong Country "one of the few games that is actually as good as the hype", and Total! declared it the best game of 1994. GameFan said that Donkey Kong Country set a new quality standard that many developers would attempt to imitate. The visuals were considered the best aspect. Reviewers considered them a major technological achievement, their detail unprecedented for a 16-bit game.[f] EGM said that the graphical quality prompted questions about the purpose of 32- and 64-bit hardware. Total! said the character animations surpassed those of a Disney film and applauded the parallax scrolling. Several critics said the graphics were the best on available hardware,[g] with Entertainment Weekly writing that they were comparable to matte paintings. The soundtrack and audio were also lauded.[h] Total! said the music built atmosphere, Top Secret wrote the "captivating" soundtrack asserted itself as a masterpiece in its own right, and EGM and Entertainment Weekly said the audio quality was unprecedented for the SNES and on par with a CD's. Reviewers praised the gameplay for its variety and depth; Entertainment Weekly appreciated that it did not build upon the original arcade game's design. Total! described Donkey Kong Country as addictive, accessible and exciting, with humour, imagination, puzzles and secrets, that proved there was still potential in the platform game genre. EGM and GameFan wrote that the game was lengthy and offered plenty of technique, and GamePro commended the replay value that searching for bonus stages provided. EGM and GamePro found searching for bonus stages was challenging, though GamePro said it was easy to "breeze through the game" without them and criticised the boss fights as simplistic. The four reviewers in Famitsu complimented the gameplay, with one reivewer, Hirokazu Hamamura; finding it too difficult. Critics frequently compared Donkey Kong Country to the Super Mario series, particularly Super Mario World (1990). Some considered Donkey Kong Country an improvement upon the Mario formula. GameFan said it would be a worthy successor to Super Mario World even without the graphics and Total! wrote that it took Mario's best elements, increased the speed, and presented them better. Next Generation felt the gameplay, though good, did not meet the standards of previous SNES games such as the Mario and Legend of Zelda series and prevented it from being a "typical Nintendo blockbuster". CVG wrote that Donkey Kong Country was the only SNES game that matched Super Mario World, but that it would be a conventional platformer without its graphics. It warned that experienced players may find the game, designed for a broad audience, unoriginal. Donkey Kong Country received many Game of the Year awards. For EGM's Best and Worst of 1994, it won Game of the Year, Best SNES Game, and Best Animation; Donkey Kong and Diddy Kong won Best Game Duo. It also received Video Games: The Ultimate Gaming Magazine's awards for Game of the Year, Best SNES Game, Best Action Game, and Best Graphics. Donkey Kong Country was the only video game included in Time's Best Products of 1994 list, coming in second behind the Chrysler Neon, and it became the first game to win the Favourite Video Game Kids' Choice Award at the 1995 Kids' Choice Awards. Post-release In April 1995, following Donkey Kong Country's success, Nintendo purchased a 25% minority stake in Rare, which increased to 49% over time. Rare was the first non-Japanese studio to enter such a relationship with Nintendo, making them a second-party developer; Nintendo published Rare's subsequent games and allowed them to expand their staff from 84 to over 250 and move out of the farmhouse to an advanced development site elsewhere in Twycross. Rare was one of the first developers to receive Nintendo 64 software development kits and decided to start spending more time developing fewer games. Nintendo and Rare's partnership produced acclaimed Nintendo 64 games such as GoldenEye 007 (1997), Banjo-Kazooie (1998), Perfect Dark (2000), and Conker's Bad Fur Day (2001). A proposed Game Boy port of Donkey Kong Country was repurposed as a separate game, Donkey Kong Land (1995), after the programmer Paul Machacek convinced Rare that it would be a better use of resources and expand the potential audience. Rare began developing concepts for a Donkey Kong Country sequel during production, and Nintendo green-lit the project immediately after the success. Donkey Kong Country 2: Diddy's Kong Quest, released in 1995, features Diddy rescuing a kidnapped Donkey Kong from K. Rool and introduces Diddy's girlfriend Dixie Kong. Diddy's Kong Quest was designed to be less linear and more challenging, with a theme reflecting Gregg Mayles' fascination with pirates. Like its predecessor, Diddy's Kong Quest was a major critical and commercial success. Other teams at Rare used Donkey Kong Country's technology in the fighting game Killer Instinct and Donkey Kong Land, Donkey Kong Land 2 (1996) and Donkey Kong Land III (1997), which attempted to replicate Donkey Kong Country's visuals and gameplay on the handheld Game Boy. Following Diddy's Kong Quest, the Donkey Kong Country team split in two: one half began working on Project Dream, a role-playing game that used the Donkey Kong Country technology,[i] and the other on Donkey Kong Country 3: Dixie Kong's Double Trouble! (1996). Rare followed Dixie Kong's Double Trouble! with Donkey Kong 64 (1999), the first Donkey Kong game to feature 3D gameplay. In 2002, Rare was acquired by Nintendo's competitor Microsoft and the Donkey Kong rights reverted to Nintendo. A soundtrack CD, DK Jamz, was released in North America via news media and retailers in November 1994, with a standalone release in 1995. It was one of the earliest video game soundtrack albums released in the United States. The Japanese soundtrack CD, Super Donkey Kong Game Music CD ~ Jungle Fantasy,[j] was released in January 1995. In addition to the game music, it features seven rearrangements by Yoshiyuki Ito, who previously composed rearrangements for Nintendo's Zelda and Metroid soundtrack releases. The soundtrack was rereleased through the Donkey Kong Country Trilogy compilation album in November 1996 and via Nintendo Music, Nintendo's music streaming service, when it launched in October 2024. A competition-oriented version of Donkey Kong Country was sold through Blockbuster Video. Its changes include a time limit for the playable levels and a scoring system, which had been used in the Nintendo PowerFest '94 and Blockbuster World Video Game Championships II competitions. It was later distributed in limited quantities through Nintendo Power. The competition version of Donkey Kong Country is the rarest licensed SNES game; only 2,500 cartridges are known to exist. In 2000, Rare developed a port of Donkey Kong Country for Nintendo's Game Boy Color (GBC) handheld console. It was released in North America on 4 November 2000, in Europe on 17 November, and in Japan on 21 January 2001. The port was developed alongside the GBC version of Perfect Dark and many assets, including graphics and audio, were re-used from the Donkey Kong Land games. Aside from graphical and sound-related downgrades due to the GBC's weaker 8-bit hardware, the port is mostly identical to the original release. One level was redesigned and another was added. It also adds bonus modes, including two minigames that supplement the main quest and support multiplayer via the Game Link Cable, as well as Game Boy Printer support. The GBC version was a runner-up for GameSpot's annual Best Game Boy Color Game and Best Platform Game awards, and during the 4th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated it for the "Console Family" award. It sold 2.19 million copies worldwide. Despite its acquisition by Microsoft, Rare continued to produce games for Nintendo's Game Boy Advance (GBA) since Microsoft did not have a competing handheld. It ported Donkey Kong Country as part of Nintendo's line of SNES rereleases for the GBA. The GBA version was released in Australia on 4 June 2003, Europe on 6 June, in North America on 9 June, and in Japan on 12 December. It adds a new animated introductory cutscene, redesigned user interfaces and world maps, the ability to save progress anywhere, minigames, and a time trial mode. It features downgraded graphics and sound, the former due to the GBA's lack of a backlit screen. The GBA version sold 1.82 million copies, including 960,000 in the US by August 2006. Between January 2000 and August 2006, it was the 19th highest-selling game for a Nintendo handheld console in the US. The SNES version of Donkey Kong Country has been digitally rereleased for later Nintendo consoles via Nintendo's Virtual Console service. It was released for the Wii Virtual Console in Japan and Europe in December 2006, and in North America in February 2007. In September 2012, the game was delisted from the Virtual Console for unknown reasons, though Kotaku's Jason Schreier suggested it may have been related to licensing problems with Rare. Donkey Kong Country returned to the Wii U's Virtual Console in February 2015 and was added to the New Nintendo 3DS' Virtual Console in March 2016. It was included in the Super NES Classic Edition, a dedicated console released by Nintendo in September 2017, and was released on the Nintendo Switch via the Nintendo Classics service in July 2020. Legacy Donkey Kong Country's visual appeal helped the SNES remain popular in a period of uncertainty for cartridge-based games. Consumers were unfamiliar with 3D graphics at the time. According to Official Nintendo Magazine, by bringing next-generation graphics to the SNES just 12 days before the PlayStation's Japanese launch, Donkey Kong Country persuaded consumers that an immediate upgrade was unnecessary. IGN wrote that the game "saved the SNES" and revitalised sales by bringing back lapsed fans. Donkey Kong Country also helped Nintendo pull ahead of Sega and win the console wars of the 1990s. Whereas Nintendo continued to release AAA games such as Donkey Kong Country, Sega had alienated audiences with add-ons such as the Mega-CD and 32X, and its subsequent console, the Saturn, failed. The Donkey Kong Country series re-established Donkey Kong as one of Nintendo's most popular and profitable franchises. Donkey Kong Country heralded Donkey Kong's transition from villain to hero; Rare's redesign became his standard appearance, and its gameplay format was followed by sequels. The game inspired an animated series that ran for 40 episodes from 1997 to 2000, and Diddy Kong starred in a Nintendo 64 racing game spin-off, Diddy Kong Racing (1997). Following Dixie Kong's Double Trouble!, the Country series went on a hiatus until Donkey Kong Country Returns, developed by Retro Studios, was released for the Wii on Donkey Kong Country's 16th anniversary in 2010. A sequel, Donkey Kong Country: Tropical Freeze, was released for the Wii U in 2014. Wise, who left Rare in 2009, returned to compose Tropical Freeze's score. Reviewing the Virtual Console rerelease, Nintendo Life felt the visuals were still among the SNES's best, and Jeuxvideo.com said they had offered a new depth of realism. IGN and AllGame said the visuals remained impressive for the SNES (though IGN thought they were no longer as significant a draw), while GameSpot thought the graphics rivalled 32-bit consoles. Conversely, USGamer said that, though technically impressive, they did not age well, with "cringe-inducing", "paper-thin backgrounds". Hardcore Gaming 101 agreed, writing that the visuals looked plastic-like, did not hold up well once the novelty of pre-rendering had worn off, and were clearly experimental, even if their detail was admirable. Critics praised the GBC version for attempting to preserve the visuals in spite of hardware limitations, but criticised the GBA version's downgrades, which IGN considered detrimental to the experience. Donkey Kong Country became divisive in the years following its release. Eurogamer wrote that it became popular to dislike it in the early 2000s, and it was often described as one of the most overrated video games. For example, Vice wrote that it did not deserve to be considered a classic and, alongside GameSpy, called its gameplay unremarkable and lacking depth. According to IGN, critics accused Donkey Kong Country of "sacrificing gameplay for the sake of a short-run attention grab and quick impulse sales", which USGamer attributed to the "flimflammery of its visuals and the relative mundanity of its actual game design". USGamer wrote the game was often criticised as an example of style over substance, with gameplay that was arguably inferior to SNES launch games such as Super Mario World and Super Castlevania IV (1991). GameSpy complained that Donkey Kong Country overshadowed games such as Yoshi's Island, which it considered superior. Donkey Kong Country has been described as one of the greatest video games of all time.[k] USGamer wrote that the criticism was unfair because it "exudes craftsmanship ... Rare went to great pains to create a consistent, seamless world that managed to convey trompe-l'oeil immersion", something few developers could replicate. Though retrospective reviewers criticised the boss fights, they praised the rhythm, variety, and replay value.[l] Polygon said that although some aspects had not aged well, Donkey Kong Country remained among the best Donkey Kong games and deserved praise for resurrecting the franchise. Its soundtrack is considered one of the best in games, praised for its atmosphere and diversity. Hardcore Gaming 101 said it was the one element that had unquestionably aged well and contained some of the 16-bit era's most memorable music. In the years following its release, rumours spread that Miyamoto disliked Donkey Kong Country and found it amateurish, and had created the hand-drawn art style of Yoshi's Island in retaliation for its pre-rendered visuals. Miyamoto spoke highly of Donkey Kong Country in a 2000 interview; he said that Rare "breathed new life into" Donkey Kong, had demonstrated excellent research into what made a Nintendo game work, and proved they could be trusted with the Donkey Kong franchise. However, the author Steven L. Kent claimed Miyamoto said that "Donkey Kong Country proves gamers will put up with mediocre gameplay if the art is good" in a 1995 Electronic Games interview. Kent said that Nintendo's marketing department had rejected Yoshi's Island as it lacked Donkey Kong Country's pre-rendered graphics, and that this had possibly motivated Miyamoto's remark. Miyamoto denied this in 2010, noting he "was very involved" in Donkey Kong Country and had corresponded with Stamper throughout development. In 2014, USGamer described Kent's claims as "seemingly apocryphal", and in 2019, the video game historian Frank Cifaldi found that the Electronic Games interview did not contain the alleged quote from Miyamoto. Donkey Kong Country exerted "revolutionary influence", according to GameSpot. Kotaku said its unprecedented graphics represented the future of games and Nintendo World Report wrote that it set standards for how platform games could look and play. Sega commissioned BlueSky Software to develop the Mega Drive game Vectorman (1995) in response to Donkey Kong Country's popularity. Many developers imitated the visuals; IGN identified the Saturn games Clockwork Knight (1994) and Bug! (1995) as examples. USGamer wrote that few games achieved the same quality and that 2.5D games, such as Crystal Dynamics' Pandemonium! (1996), exposed the "illusion upon which [Donkey Kong Country] was built". Kotaku said Donkey Kong Country was an event that could not be replicated in modern times due to the game industry's growth. Naughty Dog's founders Andy Gavin and Jason Rubin cited Donkey Kong Country as the primary influence on their break-out game Crash Bandicoot (1996). Crash's first functional levels drew upon techniques employed by Donkey Kong Country, such as steam vents, drop platforms, bouncy pads, heated pipes, and enemies that move back and forth. The pre-rendered visuals inspired other games, including Kirby Super Star (1996) and Sonic 3D: Flickies' Island (1996), and critics have identified Donkey Kong Country references or influence in games such as the Mega-CD version of Earthworm Jim (1995), Sonic Blast (1996), Rayman Origins (2011), Mekazoo (2016), and Kaze and the Wild Masks (2021). The Australian Broadcasting Corporation credited Donkey Kong Country for maintaining the popularity of 2D games and ensuring the development of new entries in the Mario, Kirby, and Yoshi series. Wise's soundtrack was considered highly influential, developing a cult following for his work. IGN said Donkey Kong Country contributed to an increased appreciation for video game music as an art form, and The New York Times called it the video game equivalent to the Beatles' Revolver (1966). Rearrangements of the music appear in Donkey Kong 64, Donkey Kong Country Returns, and Donkey Kong Country: Tropical Freeze, and in crossover games such as Nintendo's Super Smash Bros. fighting series. Its tracks are often remixed, Wise contributing to an OverClocked ReMix album in 2004. "Aquatic Ambience" has been particularly influential. It has been described as "the 'Eleanor Rigby' of video game music", praised by artists such as Trent Reznor and Donald Glover, and The A.V. Club wrote that it spawned a "minor cult" dedicated to remixes. Glover sampled it in his 2012 song "Eat Your Vegetables", to which Wise expressed approval. Donkey Kong Country established Rare as one of the leading video game developers and set the standard for its work. It originated conventions characteristic of Rare's later output, including an emphasis on collecting items, irreverent humour, visual appeal, and tech demo-like design. Nintendo and Rare's partnership continued until Star Fox Adventures (2002) for the GameCube, after which Rare was acquired by Microsoft. The 2019 game Yooka-Laylee and the Impossible Lair—developed by Playtonic Games, whose staff includes Rare alumni that worked on Donkey Kong Country—was noted for its gameplay similarities to Donkey Kong Country, though Playtonic's head Gavin Price declined to label it a spiritual successor. Nintendo Life also identified similarities between Donkey Kong Country and Kroko Bongo: Tap to the Beat! (2017), a platform game developed by the Stampers' mobile game studio FortuneFish. Notes References External links
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Contents PlayStation (console) The PlayStation[a] (codenamed PSX, abbreviated as PS, and retroactively PS1 or PS one) is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on 3 December 1994, followed by North America on 9 September 1995, Europe on 29 September 1995, and other regions following thereafter. As a fifth-generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn. Sony began developing the PlayStation after a failed venture with Nintendo to create a CD-ROM peripheral for the Super Nintendo Entertainment System in the early 1990s. The console was primarily designed by Ken Kutaragi and Sony Computer Entertainment in Japan, while additional development was outsourced in the United Kingdom. An emphasis on 3D polygon graphics was placed at the forefront of the console's design. PlayStation game production was designed to be streamlined and inclusive, enticing the support of many third party developers. The console proved popular for its extensive game library, popular franchises, low retail price, and aggressive youth marketing which advertised it as the preferable console for adolescents and adults. Critically acclaimed games that defined the console include Gran Turismo, Crash Bandicoot, Spyro the Dragon, Tomb Raider, Resident Evil, Metal Gear Solid, Tekken 3, and Final Fantasy VII. Sony ceased production of the PlayStation on 23 March 2006—over eleven years after it had been released, and in the same year the PlayStation 3 debuted. More than 4,000 PlayStation games were released, with cumulative sales of 962 million units. The PlayStation signaled Sony's rise to power in the video game industry. It received acclaim and sold strongly; in less than a decade, it became the first computer entertainment platform to ship over 100 million units. Its use of compact discs heralded the game industry's transition from cartridges. The PlayStation's success led to a line of successors, beginning with the PlayStation 2 in 2000. In the same year, Sony released a smaller and cheaper model, the PS one. History The PlayStation was conceived by Ken Kutaragi, a Sony executive who managed a hardware engineering division and was later dubbed "the Father of the PlayStation". Kutaragi's interest in working with video games stemmed from seeing his daughter play games on Nintendo's Famicom. Kutaragi convinced Nintendo to use his SPC-700 sound processor in the Super Nintendo Entertainment System (SNES) through a demonstration of the processor's capabilities. His willingness to work with Nintendo was derived from both his admiration of the Famicom and conviction in video game consoles becoming the main home-use entertainment systems. Although Kutaragi was nearly fired because he worked with Nintendo without Sony's knowledge, president Norio Ohga recognised the potential in Kutaragi's chip and decided to keep him as a protégé. The inception of the PlayStation dates back to a 1988 joint venture between Nintendo and Sony. Nintendo had produced floppy disk technology to complement cartridges in the form of the Family Computer Disk System, and wanted to continue this complementary storage strategy for the SNES. Since Sony was already contracted to produce the SPC-700 sound processor for the SNES, Nintendo contracted Sony to develop a CD-ROM add-on, tentatively titled the "Play Station" or "SNES-CD". The PlayStation name had already been trademarked by Yamaha, but Nobuyuki Idei liked it so much that he agreed to acquire it for an undisclosed sum rather than search for an alternative. Sony was keen to obtain a foothold in the rapidly expanding video game market. Having been the primary manufacturer of the MSX home computer format, Sony had wanted to use their experience in consumer electronics to produce their own video game hardware. Although the initial agreement between Nintendo and Sony was about producing a CD-ROM drive add-on, Sony had also planned to develop a SNES-compatible Sony-branded console. This iteration was intended to be more of a home entertainment system, playing both SNES cartridges and a new CD format named the "Super Disc", which Sony would design. Under the agreement, Sony would retain sole international rights to every Super Disc game, giving them a large degree of control despite Nintendo's leading position in the video game market. Furthermore, Sony would also be the sole benefactor of licensing related to music and film software that it had been aggressively pursuing as a secondary application. The Play Station was to be announced at the 1991 Consumer Electronics Show (CES) in Las Vegas. However, Nintendo president Hiroshi Yamauchi was wary of Sony's increasing leverage at this point and deemed the original 1988 contract unacceptable upon realising it essentially handed Sony control over all games written on the SNES CD-ROM format. Although Nintendo was dominant in the video game market, Sony possessed a superior research and development department. Wanting to protect Nintendo's existing licensing structure, Yamauchi cancelled all plans for the joint Nintendo–Sony SNES CD attachment without telling Sony. He sent Nintendo of America president Minoru Arakawa (his son-in-law) and chairman Howard Lincoln to Amsterdam to form a more favourable contract with Dutch conglomerate Philips, Sony's rival. This contract would give Nintendo total control over their licences on all Philips-produced machines. Kutaragi and Nobuyuki Idei, Sony's director of public relations at the time, learned of Nintendo's actions two days before the CES was due to begin. Kutaragi telephoned numerous contacts, including Philips, to no avail. On the first day of the CES, Sony announced their partnership with Nintendo and their new console, the Play Station. At 9 am on the next day, in what has been called "the greatest ever betrayal" in the industry, Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips and would abandon their work with Sony. Incensed by Nintendo's renouncement, Ohga and Kutaragi decided that Sony would develop their own console. Nintendo's contract-breaking was met with consternation in the Japanese business community, as they had broken an "unwritten law" of native companies not turning against each other in favour of foreign ones. Sony's American branch considered allying with Sega to produce a CD-ROM-based machine called the Sega Multimedia Entertainment System, but the Sega board of directors in Tokyo vetoed the idea when Sega of America CEO Tom Kalinske presented them the proposal. Kalinske recalled them saying: "That's a stupid idea, Sony doesn't know how to make hardware. They don't know how to make software either. Why would we want to do this?" Sony halted their research, but decided to develop what it had developed with Nintendo and Sega into a console based on the SNES. Despite the tumultuous events at the 1991 CES, negotiations between Nintendo and Sony were still ongoing. A deal was proposed: the Play Station would still have a port for SNES games, on the condition that it would still use Kutaragi's audio chip and that Nintendo would own the rights and receive the bulk of the profits. Roughly two hundred prototype machines were created, and some software entered development. Many within Sony were still opposed to their involvement in the video game industry, with some resenting Kutaragi for jeopardising the company. Kutaragi remained adamant that Sony not retreat from the growing industry and that a deal with Nintendo would never work. Knowing that they had to take decisive action, Sony severed all ties with Nintendo on 4 May 1992. To determine the fate of the PlayStation project, Ohga chaired a meeting in June 1992, consisting of Kutaragi and several senior Sony board members. Kutaragi unveiled a proprietary CD-ROM-based system he had been secretly working on which played games with immersive 3D graphics. Kutaragi was confident that his LSI chip could accommodate one million logic gates, which exceeded the capabilities of Sony's semiconductor division at the time. Despite gaining Ohga's enthusiasm, there remained opposition from a majority present at the meeting. Older Sony executives also opposed it, who saw Nintendo and Sega as "toy" manufacturers. The opposers felt the game industry was too culturally offbeat and asserted that Sony should remain a central player in the audiovisual industry, where companies were familiar with one another and could conduct "civili[s]ed" business negotiations. After Kutaragi reminded him of the humiliation he suffered from Nintendo, Ohga retained the project and became one of Kutaragi's most staunch supporters. Ohga shifted Kutaragi and nine of his team from Sony's main headquarters to Sony Music Entertainment Japan (SMEJ), a subsidiary of the main Sony group, so as to retain the project and maintain relationships with Philips for the MMCD development project. The involvement of SMEJ proved crucial to the PlayStation's early development as the process of manufacturing games on CD-ROM format was similar to that used for audio CDs, with which Sony's music division had considerable experience. While at SMEJ, Kutaragi worked with Epic/Sony Records founder Shigeo Maruyama and Akira Sato; both later became vice-presidents of the division that ran the PlayStation business. Sony Computer Entertainment (SCE) was jointly established by Sony and SMEJ to handle the company's ventures into the video game industry. On 27 October 1993, Sony publicly announced that it was entering the game console market with the PlayStation. According to Maruyama, there was uncertainty over whether the console should primarily focus on 2D, sprite-based graphics or 3D polygon graphics. After Sony witnessed the success of Sega's Virtua Fighter (1993) in Japanese arcades, the direction of the PlayStation became "instantly clear" and 3D polygon graphics became the console's primary focus. SCE president Teruhisa Tokunaka expressed gratitude for Sega's timely release of Virtua Fighter as it proved "just at the right time" that making games with 3D imagery was possible. Maruyama claimed that Sony further wanted to emphasise the new console's ability to utilise redbook audio from the CD-ROM format in its games alongside high quality visuals and gameplay. Wishing to distance the project from the failed enterprise with Nintendo, Sony initially branded the PlayStation the "PlayStation X" (PSX). Sony formed their European division and North American division, known as Sony Computer Entertainment Europe (SCEE) and Sony Computer Entertainment America (SCEA), in January and May 1995. The divisions planned to market the new console under the alternative branding "PSX" following the negative feedback regarding "PlayStation" in focus group studies. Early advertising prior to the console's launch in North America referenced PSX, but the term was scrapped before launch. The console was not marketed with Sony's name in contrast to Nintendo's consoles. According to Phil Harrison, much of Sony's upper management feared that the Sony brand would be tarnished if associated with the console, which they considered a "toy". Since Sony had no experience in game development, it had to rely on the support of third-party game developers. This was in contrast to Sega and Nintendo, which had versatile and well-equipped in-house software divisions for their arcade games and could easily port successful games to their home consoles. Recent consoles like the Atari Jaguar and 3DO suffered low sales due to a lack of developer support, prompting Sony to redouble their efforts in gaining the endorsement of arcade-savvy developers. A team from Epic Sony visited more than a hundred companies throughout Japan in May 1993 in hopes of attracting game creators with the PlayStation's technological appeal. Sony found that many disliked Nintendo's practices, such as favouring their own games over others. Through a series of negotiations, Sony acquired initial support from Namco, Konami, and Williams Entertainment, as well as 250 other development teams in Japan alone. Namco in particular was interested in developing for PlayStation since Namco rivalled Sega in the arcade market. Attaining these companies secured influential games such as Ridge Racer (1993) and Mortal Kombat 3 (1995), Ridge Racer being one of the most popular arcade games at the time, and it was already confirmed behind closed doors that it would be the PlayStation's first game by December 1993, despite Namco being a longstanding Nintendo developer. Namco's research managing director Shegeichi Nakamura met with Kutaragi in 1993 to discuss the preliminary PlayStation specifications, with Namco subsequently basing the Namco System 11 arcade board on PlayStation hardware and developing Tekken to compete with Virtua Fighter. The System 11 launched in arcades several months before the PlayStation's release, with the arcade release of Tekken in September 1994. Despite securing the support of various Japanese studios, Sony had no developers of their own by the time the PlayStation was in development. This changed in 1993 when Sony acquired the Liverpudlian company Psygnosis (later renamed SCE Liverpool) for US$48 million, securing their first in-house development team. The acquisition meant that Sony could have more launch games ready for the PlayStation's release in Europe and North America. Ian Hetherington, Psygnosis' co-founder, was disappointed after receiving early builds of the PlayStation and recalled that the console "was not fit for purpose" until his team got involved with it. Hetherington frequently clashed with Sony executives over broader ideas; at one point it was suggested that a television with a built-in PlayStation be produced. In the months leading up to the PlayStation's launch, Psygnosis had around 500 full-time staff working on games and assisting with software development. The purchase of Psygnosis marked another turning point for the PlayStation as it played a vital role in creating the console's development kits. While Sony had provided MIPS R4000-based Sony NEWS workstations for PlayStation development, Psygnosis employees disliked the thought of developing on these expensive workstations and asked Bristol-based SN Systems to create an alternative PC-based development system. Andy Beveridge and Martin Day, owners of SN Systems, had previously supplied development hardware for other consoles such as the Mega Drive, Atari ST, and the SNES. When Psygnosis arranged an audience for SN Systems with Sony's Japanese executives at the January 1994 CES in Las Vegas, Beveridge and Day presented their prototype of the condensed development kit, which could run on an ordinary personal computer with two extension boards. Impressed, Sony decided to abandon their plans for a workstation-based development system in favour of SN Systems's, thus securing a cheaper and more efficient method for designing software. An order of over 600 systems followed, and SN Systems supplied Sony with additional software such as an assembler, linker, and a debugger. SN Systems produced development kits for future PlayStation systems, including the PlayStation 2 and was bought out by Sony in 2005. Sony strived to make game production as streamlined and inclusive as possible, in contrast to the relatively isolated approach of Sega and Nintendo. Phil Harrison, representative director of SCEE, believed that Sony's emphasis on developer assistance reduced most time-consuming aspects of development. As well as providing programming libraries, SCE headquarters in London, California, and Tokyo housed technical support teams that could work closely with third-party developers if needed. Sony did not favour their own over non-Sony products, unlike Nintendo; Peter Molyneux of Bullfrog Productions admired Sony's open-handed approach to software developers and lauded their decision to use PCs as a development platform, remarking that "[it was] like being released from jail in terms of the freedom you have". Another strategy that helped attract software developers was the PlayStation's use of the CD-ROM format instead of traditional cartridges. Nintendo cartridges were expensive to manufacture, and the company controlled all production, prioritising their own games, while inexpensive compact disc manufacturing occurred at dozens of locations around the world. The PlayStation's architecture and interconnectability with PCs was beneficial to many software developers. The use of the programming language C proved useful, as it safeguarded future compatibility of the machine should developers decide to make further hardware revisions. Despite the inherent flexibility, some developers found themselves restricted due to the console's lack of RAM. While working on beta builds of the PlayStation, Molyneux observed that its MIPS processor was not "quite as bullish" compared to that of a fast PC and said that it took his team two weeks to port their PC code to the PlayStation development kits and another fortnight to achieve a four-fold speed increase. An engineer from Ocean Software, one of Europe's largest game developers at the time, thought that allocating RAM was a challenging aspect given the 3.5 megabyte restriction. Kutaragi said that while it would have been easy to double the amount of RAM for the PlayStation, the development team refrained from doing so to keep the retail cost down. Kutaragi saw the biggest challenge in developing the system to be balancing the conflicting goals of high performance, low cost, and being easy to program for, and felt he and his team were successful in this regard. Its technical specifications were finalised in 1993 and its design during 1994. The PlayStation name and its final design were confirmed during a press conference on May 10, 1994, although the price and release dates had not been disclosed yet. Sony released the PlayStation in Japan on 3 December 1994, a week after the release of the Sega Saturn, at a price of ¥39,800. Sales in Japan began with a "stunning" success with long queues in shops. Ohga later recalled that he realised how important PlayStation had become for Sony when friends and relatives begged for consoles for their children. PlayStation sold 100,000 units on the first day and two million units within six months, although the Saturn outsold the PlayStation in the first few weeks due to the success of Virtua Fighter. By the end of 1994, 300,000 PlayStation units were sold in Japan compared to 500,000 Saturn units. A grey market emerged for PlayStations shipped from Japan to North America and Europe, with buyers of such consoles paying up to £700. "When September 1995 arrived and Sony's Playstation roared out of the gate, things immediately felt different than [sic] they did with the Saturn launch earlier that year. Sega dropped the Saturn $100 to match the Playstation's $299 debut price, but sales weren't even close—Playstations flew out the door as fast as we could get them in stock. Before the release in North America, Sega and Sony presented their consoles at the first Electronic Entertainment Expo (E3) in Los Angeles on 11 May 1995. At their keynote presentation, Sega of America CEO Tom Kalinske revealed that their Saturn console would be released immediately to select retailers at a price of $399. Next came Sony's turn: Olaf Olafsson, the head of SCEA, summoned Steve Race, the head of development, to the conference stage, who said "$299" and left the audience with a round of applause. The attention to the Sony conference was further bolstered by the surprise appearance of Michael Jackson and the showcase of highly anticipated games, including Wipeout (1995), Ridge Racer and Tekken (1994). In addition, Sony announced that no games would be bundled with the console. Although the Saturn had released early in the United States to gain an advantage over the PlayStation, the surprise launch upset many retailers who were not informed in time, harming sales. Some retailers such as KB Toys responded by dropping the Saturn entirely. The PlayStation went on sale in North America on 9 September 1995. It sold more units within two days than the Saturn had in five months, with almost all of the initial shipment of 100,000 units sold in advance and shops across the country running out of consoles and accessories. The well-received Ridge Racer contributed to the PlayStation's early success, — with some critics considering it superior to Sega's arcade counterpart Daytona USA (1994) — as did Battle Arena Toshinden (1995). There were over 100,000 pre-orders placed and 17 games available on the market by the time of the PlayStation's American launch, in comparison to the Saturn's six launch games. The PlayStation released in Europe on 29 September 1995 and in Australia on 15 November 1995. By November it had already outsold the Saturn by three to one in the United Kingdom, where Sony had allocated a £20 million marketing budget during the Christmas season compared to Sega's £4 million. Sony found early success in the United Kingdom by securing listings with independent shop owners as well as prominent High Street chains such as Comet and Argos. Within its first year, the PlayStation secured over 20% of the entire American video game market. From September to the end of 1995, sales in the United States amounted to 800,000 units, giving the PlayStation a commanding lead over the other fifth-generation consoles,[b] though the SNES and Mega Drive from the fourth generation still outsold it. Sony reported that the attach rate of sold games and consoles was four to one. To meet increasing demand, Sony chartered jumbo jets and ramped up production in Europe and North America. By early 1996, the PlayStation had grossed $2 billion (equivalent to $4.106 billion 2025) from worldwide hardware and software sales. By late 1996, sales in Europe totalled 2.2 million units, including 700,000 in the UK. Approximately 400 PlayStation games were in development, compared to around 200 games being developed for the Saturn and 60 for the Nintendo 64. In India, the PlayStation was launched in test market during 1999–2000 across Sony showrooms, selling 100 units. Sony finally launched the console (PS One model) countrywide on 24 January 2002 with the price of Rs 7,990 and 26 games available from start. PlayStation was also doing well in markets where it was never officially released. For example, in Brazil, due to the registration of the trademark by a third company, the console could not be released, which was why the market was taken over by the officially distributed Sega Saturn during the first period, but as the Sega console withdraws, PlayStation imports and large piracy increased. In another market, China, the most popular 32-bit console was Sega Saturn, but after leaving the market, PlayStation grown with a base of 300,000 users until January 2000, although Sony China did not have plans to release it. The PlayStation was backed by a successful marketing campaign, allowing Sony to gain an early foothold in Europe and North America. Initially, PlayStation demographics were skewed towards adults, but the audience broadened after the first price drop. While the Saturn was positioned towards 18- to 34-year-olds, the PlayStation was initially marketed exclusively towards teenagers. Executives from both Sony and Sega reasoned that because younger players typically looked up to older, more experienced players, advertising targeted at teens and adults would draw them in too. Additionally, Sony found that adults reacted best to advertising aimed at teenagers; Lee Clow surmised that people who started to grow into adulthood regressed and became "17 again" when they played video games. The console was marketed with advertising slogans stylised as "LIVE IN YUR WRLD. PLY IN URS" (Live in Your World. Play in Ours.) and "U R NOT E" (red E). The four geometric shapes were derived from the symbols for the four buttons on the controller. Clow thought that by invoking such provocative statements, gamers would respond to the contrary and say "'Bullshit. Let me show you how ready I am.'" As the console's appeal enlarged, Sony's marketing efforts broadened from their earlier focus on mature players to specifically target younger children as well. Shortly after the PlayStation's release in Europe, Sony tasked marketing manager Geoff Glendenning with assessing the desires of a new target audience. Sceptical over Nintendo and Sega's reliance on television campaigns, Glendenning theorised that young adults transitioning from fourth-generation consoles would feel neglected by marketing directed at children and teenagers. Recognising the influence early 1990s underground clubbing and rave culture had on young people, especially in the United Kingdom, Glendenning felt that the culture had become mainstream enough to help cultivate PlayStation's emerging identity. Sony partnered with prominent nightclub owners such as Ministry of Sound and festival promoters to organise dedicated PlayStation areas where demonstrations of select games could be tested. Sheffield-based graphic design studio The Designers Republic was contracted by Sony to produce promotional materials aimed at a fashionable, club-going audience. Psygnosis' Wipeout in particular became associated with nightclub culture as it was widely featured in venues. By 1997, there were 52 nightclubs in the United Kingdom with dedicated PlayStation rooms. Glendenning recalled that he had discreetly used at least £100,000 a year in slush fund money to invest in impromptu marketing. In 1996, Sony expanded their CD production facilities in the United States due to the high demand for PlayStation games, increasing their monthly output from 4 million discs to 6.5 million discs. This was necessary because PlayStation sales were running at twice the rate of Saturn sales, and its lead dramatically increased when both consoles dropped in price to $199 that year. The PlayStation also outsold the Saturn at a similar ratio in Europe during 1996, with 2.2 million consoles sold in the region by the end of the year. Sales figures for PlayStation hardware and software only increased following the launch of the Nintendo 64. Tokunaka speculated that the Nintendo 64 launch had actually helped PlayStation sales by raising public awareness of the gaming market through Nintendo's added marketing efforts. Despite this, the PlayStation took longer to achieve dominance in Japan. Tokunaka said that, even after the PlayStation and Saturn had been on the market for nearly two years, the competition between them was still "very close", and neither console had led in sales for any meaningful length of time. By 1998, Sega, encouraged by their declining market share and significant financial losses, launched the Dreamcast as a last-ditch attempt to stay in the industry. Although its launch was successful, the technically superior 128-bit console was unable to subdue Sony's dominance in the industry. Sony still held 60% of the overall video game market share in North America at the end of 1999. Sega's initial confidence in their new console was undermined when Japanese sales were lower than expected, with disgruntled Japanese consumers reportedly returning their Dreamcasts in exchange for PlayStation software. On 2 March 1999, Sony officially revealed details of the PlayStation 2, which Kutaragi announced would feature a graphics processor designed to push more raw polygons than any console in history, effectively rivalling most supercomputers. The PlayStation continued to sell strongly at the turn of the new millennium: in June 2000, Sony released the PSOne, a smaller, redesigned variant which went on to outsell all other consoles in that year, including the PlayStation 2. In 2005, PlayStation became the first console to ship 100 million units with the PlayStation 2 later achieving this faster than its predecessor. The combined successes of both PlayStation consoles led to Sega retiring the Dreamcast in 2001, and abandoning the console business entirely. The PlayStation was eventually discontinued on 23 March 2006—over eleven years after its release, and less than a year before the debut of the PlayStation 3. Hardware The main microprocessor is a R3000 CPU made by LSI Logic operating at a clock rate of 33.8688 MHz and 30 MIPS. This 32-bit CPU relies heavily on the "cop2" 3D and matrix math coprocessor on the same die to provide the necessary speed to render complex 3D graphics. The role of the separate GPU chip is to draw 2D polygons and apply shading and textures to them: the rasterisation stage of the graphics pipeline. Sony's custom 16-bit sound chip supports ADPCM sources with up to 24 sound channels and offers a sampling rate of up to 44.1 kHz and music sequencing. It features 2 MB of main RAM, with an additional 1 MB of video RAM. The PlayStation has a maximum colour depth of 16.7 million true colours with 32 levels of transparency and unlimited colour look-up tables. The PlayStation can output composite, S-Video or RGB video signals through its AV Multi connector (with older models also having RCA connectors for composite), displaying resolutions from 256×224 to 640×480 pixels. Different games can use different resolutions. Earlier models also had proprietary parallel and serial ports that could be used to connect accessories or multiple consoles together; these were later removed due to a lack of usage. The PlayStation uses a proprietary video compression unit, MDEC, which is integrated into the CPU and allows for the presentation of full motion video at a higher quality than other consoles of its generation. Unusual for the time, the PlayStation lacks a dedicated 2D graphics processor; 2D elements are instead calculated as polygons by the Geometry Transfer Engine (GTE) so that they can be processed and displayed on screen by the GPU. While running, the GPU can also generate a total of 4,000 sprites and 180,000 polygons per second, in addition to 360,000 per second flat-shaded. The PlayStation went through a number of variants during its production run. Externally, the most notable change was the gradual reduction in the number of external connectors from the rear of the unit. This started with the original Japanese launch units; the SCPH-1000, released on 3 December 1994, was the only model that had an S-Video port, as it was removed from the next model. Subsequent models saw a reduction in number of parallel ports, with the final version only retaining one serial port. Sony marketed a development kit for amateur developers known as the Net Yaroze (meaning "Let's do it together" in Japanese). It was launched in June 1996 in Japan, and following public interest, was released the next year in other countries. The Net Yaroze allowed hobbyists to create their own games and upload them via an online forum run by Sony. The console was only available to buy through an ordering service and with the necessary documentation and software to program PlayStation games and applications through C programming compilers. On 7 July 2000, Sony released the PS One (stylised as "PS one" or "PSone"), a smaller, redesigned version of the original PlayStation. It was the highest-selling console through the end of the year, outselling all other consoles—including the PlayStation 2. In 2002, Sony released a 5-inch (130 mm) LCD screen add-on for the PS One, referred to as the "Combo pack". It also included a car cigarette lighter adaptor adding an extra layer of portability. Production of the LCD "Combo Pack" ceased in 2004, when the popularity of the PlayStation began to wane in markets outside Japan. A total of 28.15 million PS One units had been sold by the time it was discontinued in March 2006. Three iterations of the PlayStation's controller were released over the console's lifespan. The first controller, the PlayStation controller, was released alongside the PlayStation in December 1994. It features four individual directional buttons (as opposed to a conventional D-pad), a pair of shoulder buttons on both sides, Start and Select buttons in the centre, and four face buttons consisting of simple geometric shapes: a green triangle, red circle, blue cross, and a pink square (, , , ). Rather than depicting traditionally used letters or numbers onto its buttons, the PlayStation controller established a trademark which would be incorporated heavily into the PlayStation brand. Teiyu Goto, the designer of the original PlayStation controller, said that the circle and cross represent "yes" and "no", respectively (though this layout is reversed in Western versions); the triangle symbolises a point of view and the square is equated to a sheet of paper to be used to access menus. The European and North American models of the original PlayStation controllers are roughly 10% larger than its Japanese variant, to account for the fact the average person in those regions has larger hands than the average Japanese person. Sony's first analogue gamepad, the PlayStation Analog Joystick (often erroneously referred to as the "Sony Flightstick"), was first released in Japan in April 1996. Featuring two parallel joysticks, it uses potentiometer technology previously used on consoles such as the Vectrex; instead of relying on binary eight-way switches, the controller detects minute angular changes through the entire range of motion. The stick also features a thumb-operated digital hat switch on the right joystick, corresponding to the traditional D-pad, and used for instances when simple digital movements were necessary. The Analog Joystick sold poorly in Japan due to its high cost and cumbersome size. The increasing popularity of 3D games prompted Sony to add analogue sticks to its controller design to give users more freedom over their movements in virtual 3D environments. The first official analogue controller, the Dual Analog Controller, was revealed to the public in a small glass booth at the 1996 PlayStation Expo in Japan, and released in April 1997 to coincide with the Japanese releases of analogue-capable games Tobal 2 and Bushido Blade. In addition to the two analogue sticks (which also introduced two new buttons mapped to clicking in the analogue sticks), the Dual Analog controller features an "Analog" button and LED beneath the "Start" and "Select" buttons which toggles analogue functionality on or off. The controller also features rumble support, though Sony decided that haptic feedback would be removed from all overseas iterations before the United States release. A Sony spokesman stated that the feature was removed for "manufacturing reasons", although rumours circulated that Nintendo had attempted to legally block the release of the controller outside Japan due to similarities with the Nintendo 64 controller's Rumble Pak. However, a Nintendo spokesman denied that Nintendo took legal action. Next Generation's Chris Charla theorised that Sony dropped vibration feedback to keep the price of the controller down. In November 1997, Sony introduced the DualShock controller. Its name derives from its use of two (dual) vibration motors (shock). Unlike its predecessor, its analogue sticks feature textured rubber grips, longer handles, slightly different shoulder buttons and has rumble feedback included as standard on all versions. The DualShock later replaced its predecessors as the default controller. Sony released a series of peripherals to add extra layers of functionality to the PlayStation. Such peripherals include memory cards, the PlayStation Mouse, the PlayStation Link Cable, the Multiplayer Adapter (a four-player multitap), the Memory Drive (a disk drive for 3.5-inch floppy disks), the GunCon (a light gun), and the Glasstron (a monoscopic head-mounted display). Released exclusively in Japan, the PocketStation is a memory card peripheral which acts as a miniature personal digital assistant. The device features a monochrome liquid crystal display (LCD), infrared communication capability, a real-time clock, built-in flash memory, and sound capability. Sharing similarities with the Dreamcast's VMU peripheral, the PocketStation was typically distributed with certain PlayStation games, enhancing them with added features. The PocketStation proved popular in Japan, selling over five million units. Sony planned to release the peripheral outside Japan but the release was cancelled, despite receiving promotion in Europe and North America. In addition to playing games, most PlayStation models are equipped to play CD-Audio. The Asian model SCPH-5903 can also play Video CDs. Like most CD players, the PlayStation can play songs in a programmed order, shuffle the playback order of the disc and repeat one song or the entire disc. Later PlayStation models use a music visualisation function called SoundScope. This function, as well as a memory card manager, is accessed by starting the console without either inserting a game or closing the CD tray, thereby accessing a graphical user interface (GUI) for the PlayStation BIOS. The GUI for the PS One and PlayStation differ depending on the firmware version: the original PlayStation GUI had a dark blue background with rainbow graffiti used as buttons, while the early PAL PlayStation and PS One GUI had a grey blocked background with two icons in the middle. PlayStation emulation is versatile and can be run on numerous modern devices. Bleem! was a commercial emulator which was released for IBM-compatible PCs and the Dreamcast in 1999. It was notable for being aggressively marketed during the PlayStation's lifetime, and was the centre of multiple controversial lawsuits filed by Sony. Bleem! was programmed in assembly language, which allowed it to emulate PlayStation games with improved visual fidelity, enhanced resolutions, and filtered textures that was not possible on original hardware. Sony sued Bleem! two days after its release, citing copyright infringement and accusing the company of engaging in unfair competition and patent infringement by allowing use of PlayStation BIOSs on a Sega console. Bleem! were subsequently forced to shut down in November 2001. Sony was aware that using CDs for game distribution could have left games vulnerable to piracy, due to the growing popularity of CD-R and optical disc drives with burning capability. To preclude illegal copying, a proprietary process for PlayStation disc manufacturing was developed that, in conjunction with an augmented optical drive in Tiger H/E assembly, prevented burned copies of games from booting on an unmodified console. Specifically, all genuine PlayStation discs were printed with a small section of deliberate irregular data, which the PlayStation's optical pick-up was capable of detecting and decoding. Consoles would not boot game discs without a specific wobble frequency contained in the data of the disc pregap sector (the same system was also used to encode discs' regional lockouts). This signal was within Red Book CD tolerances, so PlayStation discs' actual content could still be read by a conventional disc drive; however, the disc drive could not detect the wobble frequency (therefore duplicating the discs omitting it), since the laser pick-up system of any optical disc drive would interpret this wobble as an oscillation of the disc surface and compensate for it in the reading process. Early PlayStations, particularly early 1000 models, experience skipping full-motion video or physical "ticking" noises from the unit. The problems stem from poorly placed vents leading to overheating in some environments, causing the plastic mouldings inside the console to warp slightly and create knock-on effects with the laser assembly. The solution is to sit the console on a surface which dissipates heat efficiently in a well vented area or raise the unit up slightly from its resting surface. Sony representatives also recommended unplugging the PlayStation when it is not in use, as the system draws in a small amount of power (and therefore heat) even when turned off. The first batch of PlayStations use a KSM-440AAM laser unit, whose case and movable parts are all built out of plastic. Over time, the plastic lens sled rail wears out—usually unevenly—due to friction. The placement of the laser unit close to the power supply accelerates wear, due to the additional heat, which makes the plastic more vulnerable to friction. Eventually, one side of the lens sled will become so worn that the laser can tilt, no longer pointing directly at the CD; after this, games will no longer load due to data read errors. Sony fixed the problem by making the sled out of die-cast metal and placing the laser unit further away from the power supply on later PlayStation models. Due to an engineering oversight, the PlayStation does not produce a proper signal on several older models of televisions, causing the display to flicker or bounce around the screen. Sony decided not to change the console design, since only a small percentage of PlayStation owners used such televisions, and instead gave consumers the option of sending their PlayStation unit to a Sony service centre to have an official modchip installed, allowing play on older televisions. Game library The PlayStation featured a diverse game library which grew to appeal to all types of players. Critically acclaimed PlayStation games included Final Fantasy VII (1997), Crash Bandicoot (1996), Spyro the Dragon (1998), Metal Gear Solid (1998), all of which became established franchises. Final Fantasy VII is credited with allowing role-playing games to gain mass-market appeal outside Japan, and is considered one of the most influential and greatest video games ever made. The PlayStation's bestselling game is Gran Turismo (1997), which sold 10.85 million units. After the PlayStation's discontinuation in 2006, the cumulative software shipment was 962 million units. Following its 1994 launch in Japan, early games included Ridge Racer, Crime Crackers, King's Field, Motor Toon Grand Prix, Toh Shin Den (i.e. Battle Arena Toshinden), and Kileak: The Blood. The first two games available at its later North American launch were Jumping Flash! (1995) and Ridge Racer, with Jumping Flash! heralded as an ancestor for 3D graphics in console gaming. Wipeout, Air Combat, Twisted Metal, Warhawk and Destruction Derby were among the popular first-year games, and the first to be reissued as part of Sony's Greatest Hits or Platinum range. At the time of the PlayStation's first Christmas season, Psygnosis had produced around 70% of its launch catalogue; their breakthrough racing game Wipeout was acclaimed for its techno soundtrack and helped raise awareness of Britain's underground music community. Eidos Interactive's action-adventure game Tomb Raider contributed substantially to the success of the console in 1996, with its main protagonist Lara Croft becoming an early gaming icon and garnering unprecedented media promotion. Licensed tie-in video games of popular films were also prevalent; Argonaut Games' 2001 adaptation of Harry Potter and the Philosopher's Stone went on to sell over eight million copies late in the console's lifespan. Third-party developers committed largely to the console's wide-ranging game catalogue even after the launch of the PlayStation 2; some of the notable exclusives in this era include Harry Potter and the Philosopher's Stone, Fear Effect 2: Retro Helix, Syphon Filter 3, C-12: Final Resistance, Dance Dance Revolution Konamix and Digimon World 3.[c] Sony assisted with game reprints as late as 2008 with Metal Gear Solid: The Essential Collection, this being the last PlayStation game officially released and licensed by Sony. Initially, in the United States, PlayStation games were packaged in long cardboard boxes, similar to non-Japanese 3DO and Saturn games. Sony later switched to the jewel case format typically used for audio CDs and Japanese video games, as this format took up less retailer shelf space (which was at a premium due to the large number of PlayStation games being released), and focus testing showed that most consumers preferred this format. Reception The PlayStation was mostly well received upon release. Critics in the west generally welcomed the new console; the staff of Next Generation reviewed the PlayStation a few weeks after its North American launch, where they commented that, while the CPU is "fairly average", the supplementary custom hardware, such as the GPU and sound processor, is stunningly powerful. They praised the PlayStation's focus on 3D, and complemented the comfort of its controller and the convenience of its memory cards. Giving the system 41⁄2 out of 5 stars, they concluded, "To succeed in this extremely cut-throat market, you need a combination of great hardware, great games, and great marketing. Whether by skill, luck, or just deep pockets, Sony has scored three out of three in the first salvo of this war." Albert Kim from Entertainment Weekly praised the PlayStation as a technological marvel, rivalling that of Sega and Nintendo. Famicom Tsūshin scored the console a 19 out of 40, lower than the Saturn's 24 out of 40, in May 1995. In a 1997 year-end review, a team of five Electronic Gaming Monthly editors gave the PlayStation scores of 9.5, 8.5, 9.0, 9.0, and 9.5—for all five editors, the highest score they gave to any of the five consoles reviewed in the issue. They lauded the breadth and quality of the games library, saying it had vastly improved over previous years due to developers mastering the system's capabilities in addition to Sony revising their stance on 2D and role playing games. They also complimented the low price point of the games compared to the Nintendo 64's, and noted that it was the only console on the market that could be relied upon to deliver a solid stream of games for the coming year, primarily due to third party developers almost unanimously favouring it over its competitors. Legacy SCE was an upstart in the video game industry in late 1994, as the video game market in the early 1990s was dominated by Nintendo and Sega. Nintendo had been the clear leader in the industry since the introduction of the Nintendo Entertainment System in 1985 and the Nintendo 64 was initially expected to maintain this position. The PlayStation's target audience included the generation which was the first to grow up with mainstream video games, along with 18- to 29-year-olds who were not the primary focus of Nintendo. By the late 1990s, Sony became a highly regarded console brand due to the PlayStation, with a significant lead over second-place Nintendo, while Sega was relegated to a distant third. The PlayStation became the first "computer entertainment platform" to ship over 100 million units worldwide, with many critics attributing the console's success to third-party developers. It remains the sixth best-selling console of all time as of 2025[update], with a total of 102.49 million units sold. Around 7,900 individual games were published for the console during its 11-year life span, the second-most games ever produced for a console. Its success resulted in a significant financial boon for Sony as profits from their video game division contributed to 23%. Sony's next-generation PlayStation 2, which is backward compatible with the PlayStation's DualShock controller and games, was announced in 1999 and launched in 2000. The PlayStation's lead in installed base and developer support paved the way for the success of its successor, which overcame the earlier launch of the Sega's Dreamcast and then fended off competition from Microsoft's newcomer Xbox and Nintendo's GameCube. The PlayStation 2's immense success and failure of the Dreamcast were among the main factors which led to Sega abandoning the console market. To date, five PlayStation home consoles have been released, which have continued the same numbering scheme, as well as two portable systems. The PlayStation 3 also maintained backward compatibility with original PlayStation discs. Hundreds of PlayStation games have been digitally re-released on the PlayStation Portable, PlayStation 3, PlayStation Vita, PlayStation 4, and PlayStation 5. The PlayStation has often ranked among the best video game consoles. In 2018, Retro Gamer named it the third best console, crediting its sophisticated 3D capabilities as one of its key factors in gaining mass success, and lauding it as a "game-changer in every sense possible". In 2009, IGN ranked the PlayStation the seventh best console in their list, noting its appeal towards older audiences to be a crucial factor in propelling the video game industry, as well as its assistance in transitioning game industry to use the CD-ROM format. Keith Stuart from The Guardian likewise named it as the seventh best console in 2020, declaring that its success was so profound it "ruled the 1990s". In January 2025, Lorentio Brodesco announced the nsOne project, attempting to reverse engineer PlayStation's motherboard. Brodesco stated that "detailed documentation on the original motherboard was either incomplete or entirely unavailable". The project was successfully crowdfunded via Kickstarter. In June, Brodesco manufactured the first working motherboard, promising to bring a fully rooted version with multilayer routing as well as documentation and design files in the near future. The success of the PlayStation contributed to the demise of cartridge-based home consoles. While not the first system to use an optical disc format, it was the first highly successful one, and ended up going head-to-head with the proprietary cartridge-relying Nintendo 64,[d] which the industry had expected to use CDs like PlayStation. After the demise of the Sega Saturn, Nintendo was left as Sony's main competitor in Western markets. Nintendo chose not to use CDs for the Nintendo 64; they were likely concerned with the proprietary cartridge format's ability to help enforce copy protection, given their substantial reliance on licensing and exclusive games for their revenue. Besides their larger capacity, CD-ROMs could be produced in bulk quantities at a much faster rate than ROM cartridges, a week compared to two to three months. Further, the cost of production per unit was far cheaper, allowing Sony to offer games about 40% lower cost to the user compared to ROM cartridges while still making the same amount of net revenue. In Japan, Sony published fewer copies of a wide variety of games for the PlayStation as a risk-limiting step, a model that had been used by Sony Music for CD audio discs. The production flexibility of CD-ROMs meant that Sony could produce larger volumes of popular games to get onto the market quickly, something that could not be done with cartridges due to their manufacturing lead time. The lower production costs of CD-ROMs also allowed publishers an additional source of profit: budget-priced reissues of games which had already recouped their development costs. Tokunaka remarked in 1996: Choosing CD-ROM is one of the most important decisions that we made. As I'm sure you understand, PlayStation could just as easily have worked with masked ROM [cartridges]. The 3D engine and everything—the whole PlayStation format—is independent of the media. But for various reasons (including the economies for the consumer, the ease of the manufacturing, inventory control for the trade, and also the software publishers) we deduced that CD-ROM would be the best media for PlayStation. The increasing complexity of developing games pushed cartridges to their storage limits and gradually discouraged some third-party developers. Part of the CD format's appeal to publishers was that they could be produced at a significantly lower cost and offered more production flexibility to meet demand. As a result, some third-party developers switched to the PlayStation, including Square and Enix, whose Final Fantasy VII and Dragon Quest VII respectively had been planned for the Nintendo 64 (both companies later merged to form Square Enix). Other developers released fewer games for the Nintendo 64 (Konami, releasing only thirteen N64 games but over fifty on the PlayStation). Nintendo 64 game releases were less frequent than the PlayStation's, with many being developed by either Nintendo themselves or second-parties such as Rare. The PlayStation Classic is a dedicated video game console made by Sony Interactive Entertainment that emulates PlayStation games. It was announced in September 2018 at the Tokyo Game Show, and released on 3 December 2018, the 24th anniversary of the release of the original console. As a dedicated console, the PlayStation Classic features 20 pre-installed games; the games run off the open source emulator PCSX. The console is bundled with two replica wired PlayStation controllers (those without analogue sticks), an HDMI cable, and a USB-Type A cable. Internally, the console uses a MediaTek MT8167a Quad A35 system on a chip with four central processing cores clocked at @ 1.5 GHz and a Power VR GE8300 graphics processing unit. It includes 16 GB of eMMC flash storage and 1 Gigabyte of DDR3 SDRAM. The PlayStation Classic is 45% smaller than the original console. The PlayStation Classic received negative reviews from critics and was compared unfavorably to Nintendo's rival Nintendo Entertainment System Classic Edition and Super Nintendo Entertainment System Classic Edition. Criticism was directed at its meagre game library, user interface, emulation quality, use of PAL versions for certain games, use of the original controller, and high retail price, though the console's design received praise. The console sold poorly. See also Notes References
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[SOURCE: https://en.wikipedia.org/wiki/Russia_and_the_Middle_East] | [TOKENS: 91]
Contents Russian foreign policy in the Middle East Russia has relations with all of the countries of the Middle East. Historically it has been involved in numerous wars there, especially with Turkey and the Ottoman Empire, with Afghanistan, and recently in support of Syria. Today, when the Russian political establishment deals with Middle Eastern countries it seems to act a lot like it did in imperial times – often giving them broad diplomatic and even military support. See also Notes Further reading
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[SOURCE: https://en.wikipedia.org/wiki/Category:Pages_using_the_Kartographer_extension] | [TOKENS: 87]
Category:Pages using the Kartographer extension This category lists pages that use the Kartographer extension and is autogenerated by MediaWiki:Kartographer-tracking-category. Subcategories This category has the following 18 subcategories, out of 18 total. Pages in category "Pages using the Kartographer extension" The following 200 pages are in this category, out of approximately 448,914 total. This list may not reflect recent changes.
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[SOURCE: https://en.wikipedia.org/wiki/Python_(programming_language)#cite_ref-AutoNT-58_93-0] | [TOKENS: 4314]
Contents Python (programming language) Python is a high-level, general-purpose programming language. Its design philosophy emphasizes code readability with the use of significant indentation. Python is dynamically type-checked and garbage-collected. It supports multiple programming paradigms, including structured (particularly procedural), object-oriented and functional programming. Guido van Rossum began working on Python in the late 1980s as a successor to the ABC programming language. Python 3.0, released in 2008, was a major revision and not completely backward-compatible with earlier versions. Beginning with Python 3.5, capabilities and keywords for typing were added to the language, allowing optional static typing. As of 2026[update], the Python Software Foundation supports Python 3.10, 3.11, 3.12, 3.13, and 3.14, following the project's annual release cycle and five-year support policy. Python 3.15 is currently in the alpha development phase, and the stable release is expected to come out in October 2026. Earlier versions in the 3.x series have reached end-of-life and no longer receive security updates. Python has gained widespread use in the machine learning community. It is widely taught as an introductory programming language. Since 2003, Python has consistently ranked in the top ten of the most popular programming languages in the TIOBE Programming Community Index, which ranks based on searches in 24 platforms. History Python was conceived in the late 1980s by Guido van Rossum at Centrum Wiskunde & Informatica (CWI) in the Netherlands. It was designed as a successor to the ABC programming language, which was inspired by SETL, capable of exception handling and interfacing with the Amoeba operating system. Python implementation began in December 1989. Van Rossum first released it in 1991 as Python 0.9.0. Van Rossum assumed sole responsibility for the project, as the lead developer, until 12 July 2018, when he announced his "permanent vacation" from responsibilities as Python's "benevolent dictator for life" (BDFL); this title was bestowed on him by the Python community to reflect his long-term commitment as the project's chief decision-maker. (He has since come out of retirement and is self-titled "BDFL-emeritus".) In January 2019, active Python core developers elected a five-member Steering Council to lead the project. The name Python derives from the British comedy series Monty Python's Flying Circus. (See § Naming.) Python 2.0 was released on 16 October 2000, featuring many new features such as list comprehensions, cycle-detecting garbage collection, reference counting, and Unicode support. Python 2.7's end-of-life was initially set for 2015, and then postponed to 2020 out of concern that a large body of existing code could not easily be forward-ported to Python 3. It no longer receives security patches or updates. While Python 2.7 and older versions are officially unsupported, a different unofficial Python implementation, PyPy, continues to support Python 2, i.e., "2.7.18+" (plus 3.11), with the plus signifying (at least some) "backported security updates". Python 3.0 was released on 3 December 2008, and was a major revision and not completely backward-compatible with earlier versions, with some new semantics and changed syntax. Python 2.7.18, released in 2020, was the last release of Python 2. Several releases in the Python 3.x series have added new syntax to the language, and made a few (considered very minor) backward-incompatible changes. As of January 2026[update], Python 3.14.3 is the latest stable release. All older 3.x versions had a security update down to Python 3.9.24 then again with 3.9.25, the final version in 3.9 series. Python 3.10 is, since November 2025, the oldest supported branch. Python 3.15 has an alpha released, and Android has an official downloadable executable available for Python 3.14. Releases receive two years of full support followed by three years of security support. Design philosophy and features Python is a multi-paradigm programming language. Object-oriented programming and structured programming are fully supported, and many of their features support functional programming and aspect-oriented programming – including metaprogramming and metaobjects. Many other paradigms are supported via extensions, including design by contract and logic programming. Python is often referred to as a 'glue language' because it is purposely designed to be able to integrate components written in other languages. Python uses dynamic typing and a combination of reference counting and a cycle-detecting garbage collector for memory management. It uses dynamic name resolution (late binding), which binds method and variable names during program execution. Python's design offers some support for functional programming in the "Lisp tradition". It has filter, map, and reduce functions; list comprehensions, dictionaries, sets, and generator expressions. The standard library has two modules (itertools and functools) that implement functional tools borrowed from Haskell and Standard ML. Python's core philosophy is summarized in the Zen of Python (PEP 20) written by Tim Peters, which includes aphorisms such as these: However, Python has received criticism for violating these principles and adding unnecessary language bloat. Responses to these criticisms note that the Zen of Python is a guideline rather than a rule. The addition of some new features had been controversial: Guido van Rossum resigned as Benevolent Dictator for Life after conflict about adding the assignment expression operator in Python 3.8. Nevertheless, rather than building all functionality into its core, Python was designed to be highly extensible via modules. This compact modularity has made it particularly popular as a means of adding programmable interfaces to existing applications. Van Rossum's vision of a small core language with a large standard library and easily extensible interpreter stemmed from his frustrations with ABC, which represented the opposite approach. Python claims to strive for a simpler, less-cluttered syntax and grammar, while giving developers a choice in their coding methodology. Python lacks do .. while loops, which Rossum considered harmful. In contrast to Perl's motto "there is more than one way to do it", Python advocates an approach where "there should be one – and preferably only one – obvious way to do it". In practice, however, Python provides many ways to achieve a given goal. There are at least three ways to format a string literal, with no certainty as to which one a programmer should use. Alex Martelli is a Fellow at the Python Software Foundation and Python book author; he wrote that "To describe something as 'clever' is not considered a compliment in the Python culture." Python's developers typically prioritize readability over performance. For example, they reject patches to non-critical parts of the CPython reference implementation that would offer increases in speed that do not justify the cost of clarity and readability.[failed verification] Execution speed can be improved by moving speed-critical functions to extension modules written in languages such as C, or by using a just-in-time compiler like PyPy. Also, it is possible to transpile to other languages. However, this approach either fails to achieve the expected speed-up, since Python is a very dynamic language, or only a restricted subset of Python is compiled (with potential minor semantic changes). Python is meant to be a fun language to use. This goal is reflected in the name – a tribute to the British comedy group Monty Python – and in playful approaches to some tutorials and reference materials. For instance, some code examples use the terms "spam" and "eggs" (in reference to a Monty Python sketch), rather than the typical terms "foo" and "bar". A common neologism in the Python community is pythonic, which has a broad range of meanings related to program style: Pythonic code may use Python idioms well; be natural or show fluency in the language; or conform with Python's minimalist philosophy and emphasis on readability. Syntax and semantics Python is meant to be an easily readable language. Its formatting is visually uncluttered and often uses English keywords where other languages use punctuation. Unlike many other languages, it does not use curly brackets to delimit blocks, and semicolons after statements are allowed but rarely used. It has fewer syntactic exceptions and special cases than C or Pascal. Python uses whitespace indentation, rather than curly brackets or keywords, to delimit blocks. An increase in indentation comes after certain statements; a decrease in indentation signifies the end of the current block. Thus, the program's visual structure accurately represents its semantic structure. This feature is sometimes termed the off-side rule. Some other languages use indentation this way; but in most, indentation has no semantic meaning. The recommended indent size is four spaces. Python's statements include the following: The assignment statement (=) binds a name as a reference to a separate, dynamically allocated object. Variables may subsequently be rebound at any time to any object. In Python, a variable name is a generic reference holder without a fixed data type; however, it always refers to some object with a type. This is called dynamic typing—in contrast to statically-typed languages, where each variable may contain only a value of a certain type. Python does not support tail call optimization or first-class continuations; according to Van Rossum, the language never will. However, better support for coroutine-like functionality is provided by extending Python's generators. Before 2.5, generators were lazy iterators; data was passed unidirectionally out of the generator. From Python 2.5 on, it is possible to pass data back into a generator function; and from version 3.3, data can be passed through multiple stack levels. Python's expressions include the following: In Python, a distinction between expressions and statements is rigidly enforced, in contrast to languages such as Common Lisp, Scheme, or Ruby. This distinction leads to duplicating some functionality, for example: A statement cannot be part of an expression; because of this restriction, expressions such as list and dict comprehensions (and lambda expressions) cannot contain statements. As a particular case, an assignment statement such as a = 1 cannot be part of the conditional expression of a conditional statement. Python uses duck typing, and it has typed objects but untyped variable names. Type constraints are not checked at definition time; rather, operations on an object may fail at usage time, indicating that the object is not of an appropriate type. Despite being dynamically typed, Python is strongly typed, forbidding operations that are poorly defined (e.g., adding a number and a string) rather than quietly attempting to interpret them. Python allows programmers to define their own types using classes, most often for object-oriented programming. New instances of classes are constructed by calling the class, for example, SpamClass() or EggsClass()); the classes are instances of the metaclass type (which is an instance of itself), thereby allowing metaprogramming and reflection. Before version 3.0, Python had two kinds of classes, both using the same syntax: old-style and new-style. Current Python versions support the semantics of only the new style. Python supports optional type annotations. These annotations are not enforced by the language, but may be used by external tools such as mypy to catch errors. Python includes a module typing including several type names for type annotations. Also, mypy supports a Python compiler called mypyc, which leverages type annotations for optimization. 1.33333 frozenset() Python includes conventional symbols for arithmetic operators (+, -, *, /), the floor-division operator //, and the modulo operator %. (With the modulo operator, a remainder can be negative, e.g., 4 % -3 == -2.) Also, Python offers the ** symbol for exponentiation, e.g. 5**3 == 125 and 9**0.5 == 3.0. Also, it offers the matrix‑multiplication operator @ . These operators work as in traditional mathematics; with the same precedence rules, the infix operators + and - can also be unary, to represent positive and negative numbers respectively. Division between integers produces floating-point results. The behavior of division has changed significantly over time: In Python terms, the / operator represents true division (or simply division), while the // operator represents floor division. Before version 3.0, the / operator represents classic division. Rounding towards negative infinity, though a different method than in most languages, adds consistency to Python. For instance, this rounding implies that the equation (a + b)//b == a//b + 1 is always true. Also, the rounding implies that the equation b*(a//b) + a%b == a is valid for both positive and negative values of a. As expected, the result of a%b lies in the half-open interval [0, b), where b is a positive integer; however, maintaining the validity of the equation requires that the result must lie in the interval (b, 0] when b is negative. Python provides a round function for rounding a float to the nearest integer. For tie-breaking, Python 3 uses the round to even method: round(1.5) and round(2.5) both produce 2. Python versions before 3 used the round-away-from-zero method: round(0.5) is 1.0, and round(-0.5) is −1.0. Python allows Boolean expressions that contain multiple equality relations to be consistent with general usage in mathematics. For example, the expression a < b < c tests whether a is less than b and b is less than c. C-derived languages interpret this expression differently: in C, the expression would first evaluate a < b, resulting in 0 or 1, and that result would then be compared with c. Python uses arbitrary-precision arithmetic for all integer operations. The Decimal type/class in the decimal module provides decimal floating-point numbers to a pre-defined arbitrary precision with several rounding modes. The Fraction class in the fractions module provides arbitrary precision for rational numbers. Due to Python's extensive mathematics library and the third-party library NumPy, the language is frequently used for scientific scripting in tasks such as numerical data processing and manipulation. Functions are created in Python by using the def keyword. A function is defined similarly to how it is called, by first providing the function name and then the required parameters. Here is an example of a function that prints its inputs: To assign a default value to a function parameter in case no actual value is provided at run time, variable-definition syntax can be used inside the function header. Code examples "Hello, World!" program: Program to calculate the factorial of a non-negative integer: Libraries Python's large standard library is commonly cited as one of its greatest strengths. For Internet-facing applications, many standard formats and protocols such as MIME and HTTP are supported. The language includes modules for creating graphical user interfaces, connecting to relational databases, generating pseudorandom numbers, arithmetic with arbitrary-precision decimals, manipulating regular expressions, and unit testing. Some parts of the standard library are covered by specifications—for example, the Web Server Gateway Interface (WSGI) implementation wsgiref follows PEP 333—but most parts are specified by their code, internal documentation, and test suites. However, because most of the standard library is cross-platform Python code, only a few modules must be altered or rewritten for variant implementations. As of 13 March 2025,[update] the Python Package Index (PyPI), the official repository for third-party Python software, contains over 614,339 packages. Development environments Most[which?] Python implementations (including CPython) include a read–eval–print loop (REPL); this permits the environment to function as a command line interpreter, with which users enter statements sequentially and receive results immediately. Also, CPython is bundled with an integrated development environment (IDE) called IDLE, which is oriented toward beginners.[citation needed] Other shells, including IDLE and IPython, add additional capabilities such as improved auto-completion, session-state retention, and syntax highlighting. Standard desktop IDEs include PyCharm, Spyder, and Visual Studio Code; there are web browser-based IDEs, such as the following environments: Implementations CPython is the reference implementation of Python. This implementation is written in C, meeting the C11 standard since version 3.11. Older versions use the C89 standard with several select C99 features, but third-party extensions are not limited to older C versions—e.g., they can be implemented using C11 or C++. CPython compiles Python programs into an intermediate bytecode, which is then executed by a virtual machine. CPython is distributed with a large standard library written in a combination of C and native Python. CPython is available for many platforms, including Windows and most modern Unix-like systems, including macOS (and Apple M1 Macs, since Python 3.9.1, using an experimental installer). Starting with Python 3.9, the Python installer intentionally fails to install on Windows 7 and 8; Windows XP was supported until Python 3.5, with unofficial support for VMS. Platform portability was one of Python's earliest priorities. During development of Python 1 and 2, even OS/2 and Solaris were supported; since that time, support has been dropped for many platforms. All current Python versions (since 3.7) support only operating systems that feature multithreading, by now supporting not nearly as many operating systems (dropping many outdated) than in the past. All alternative implementations have at least slightly different semantics. For example, an alternative may include unordered dictionaries, in contrast to other current Python versions. As another example in the larger Python ecosystem, PyPy does not support the full C Python API. Creating an executable with Python often is done by bundling an entire Python interpreter into the executable, which causes binary sizes to be massive for small programs, yet there exist implementations that are capable of truly compiling Python. Alternative implementations include the following: Stackless Python is a significant fork of CPython that implements microthreads. This implementation uses the call stack differently, thus allowing massively concurrent programs. PyPy also offers a stackless version. Just-in-time Python compilers have been developed, but are now unsupported: There are several compilers/transpilers to high-level object languages; the source language is unrestricted Python, a subset of Python, or a language similar to Python: There are also specialized compilers: Some older projects existed, as well as compilers not designed for use with Python 3.x and related syntax: A performance comparison among various Python implementations, using a non-numerical (combinatorial) workload, was presented at EuroSciPy '13. In addition, Python's performance relative to other programming languages is benchmarked by The Computer Language Benchmarks Game. There are several approaches to optimizing Python performance, despite the inherent slowness of an interpreted language. These approaches include the following strategies or tools: Language Development Python's development is conducted mostly through the Python Enhancement Proposal (PEP) process; this process is the primary mechanism for proposing major new features, collecting community input on issues, and documenting Python design decisions. Python coding style is covered in PEP 8. Outstanding PEPs are reviewed and commented on by the Python community and the steering council. Enhancement of the language corresponds with development of the CPython reference implementation. The mailing list python-dev is the primary forum for the language's development. Specific issues were originally discussed in the Roundup bug tracker hosted by the foundation. In 2022, all issues and discussions were migrated to GitHub. Development originally took place on a self-hosted source-code repository running Mercurial, until Python moved to GitHub in January 2017. CPython's public releases have three types, distinguished by which part of the version number is incremented: Many alpha, beta, and release-candidates are also released as previews and for testing before final releases. Although there is a rough schedule for releases, they are often delayed if the code is not ready yet. Python's development team monitors the state of the code by running a large unit test suite during development. The major academic conference on Python is PyCon. Also, there are special Python mentoring programs, such as PyLadies. Naming Python's name is inspired by the British comedy group Monty Python, whom Python creator Guido van Rossum enjoyed while developing the language. Monty Python references appear frequently in Python code and culture; for example, the metasyntactic variables often used in Python literature are spam and eggs, rather than the traditional foo and bar. Also, the official Python documentation contains various references to Monty Python routines. Python users are sometimes referred to as "Pythonistas". Languages influenced by Python See also Notes References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Physical_geography] | [TOKENS: 1469]
Contents Physical geography Physical geography (also known as physiography) is one of the three main branches of geography. Physical geography is the branch of natural science which deals with the processes and patterns in the natural environment such as the atmosphere, hydrosphere, biosphere, and geosphere. This focus is in contrast with the branch of human geography, which focuses on the built environment, and technical geography, which focuses on using, studying, and creating tools to obtain, analyze, interpret, and understand spatial information. The three branches have significant overlap, however. Sub-branches Physical geography can be divided into several branches or related fields, as follows: Journals and literature Main category: Geography Journals Physical geography and earth science journals communicate and document the results of research carried out in universities and various other research institutions. Most journals cover a specific field and publish the research within that field, however unlike human geographers, physical geographers tend to publish in inter-disciplinary journals rather than predominantly geography journal; the research is normally expressed in the form of a scientific paper. Additionally, textbooks, books, and magazines on geography communicate research to laypeople, although these tend to focus on environmental issues or cultural dilemmas. Examples of journals that publish articles from physical geographers include The Professional Geographer, Journal of Maps, Earth Surface Processes and Landforms, Natural Hazards and Earth System Sciences, and Nature. Historical evolution of the discipline From the birth of geography as a science during the Greek classical period and until the late nineteenth century with the birth of anthropogeography (human geography), geography was almost exclusively a natural science: the study of location and descriptive gazetteer of all places of the known world. Several works among the best known during this long period could be cited as an example, from Strabo (Geography), Eratosthenes (Geographika) or Dionysius Periegetes (Periegesis Oiceumene) in the Ancient Age. In more modern times, these works include the Alexander von Humboldt (Kosmos) in the nineteenth century, in which geography is regarded as a physical and natural science through the work Summa de Geografía of Martín Fernández de Enciso from the early sixteenth century, which indicated for the first time the New World. During the eighteenth and nineteenth centuries, a controversy exported from geology, between supporters of James Hutton (uniformitarianism thesis) and Georges Cuvier (catastrophism) strongly influenced the field of geography, because geography at this time was a natural science. Two historical events during the nineteenth century had a great effect on the further development of physical geography. The first was the European colonial expansion in Asia, Africa, Australia and even America in search of raw materials required by industries during the Industrial Revolution. This fostered the creation of geography departments in the universities of the colonial powers and the birth and development of national geographical societies, thus giving rise to the process identified by Horacio Capel as the institutionalization of geography. The exploration of Siberia is an example. In the mid-eighteenth century, many geographers were sent to perform geographical surveys in the area of Arctic Siberia. Among these is who is considered the patriarch of Russian geography, Mikhail Lomonosov. In the mid-1750s Lomonosov began working in the Department of Geography, Academy of Sciences to conduct research in Siberia. They showed the organic origin of soil and developed a comprehensive law on the movement of the ice, thereby founding a new branch of geography: glaciology. In 1755 on his initiative was founded Moscow University where he promoted the study of geography and the training of geographers. In 1758 he was appointed director of the Department of Geography, Academy of Sciences, a post from which would develop a working methodology for geographical survey guided by the most important long expeditions and geographical studies in Russia. The contributions of the Russian school became more frequent through his disciples, and in the nineteenth century we have great geographers such as Vasily Dokuchaev who performed works of great importance as a "principle of comprehensive analysis of the territory" and "Russian Chernozem". In the latter, he introduced the geographical concept of soil, as distinct from a simple geological stratum, and thus found a new geographic area of study: pedology. Climatology also received a strong boost from the Russian school by Wladimir Köppen whose main contribution, climate classification, is still valid today. However, this great geographer also contributed to the paleogeography through his work "The climates of the geological past" which is considered the father of paleoclimatology. Russian geographers who made great contributions to the discipline in this period were: NM Sibirtsev, Pyotr Semyonov, K.D. Glinka, Neustrayev, among others. The second important process is the theory of evolution by Darwin in mid-century (which decisively influenced the work of Friedrich Ratzel, who had academic training as a zoologist and was a follower of Darwin's ideas) which meant an important impetus in the development of Biogeography. Another major event in the late nineteenth and early twentieth centuries took place in the United States. William Morris Davis not only made important contributions to the establishment of discipline in his country but revolutionized the field to develop cycle of erosion theory which he proposed as a paradigm for geography in general, although in actually served as a paradigm for physical geography. His theory explained that mountains and other landforms are shaped by factors that are manifested cyclically. He explained that the cycle begins with the lifting of the relief by geological processes (faults, volcanism, tectonic upheaval, etc.). Factors such as rivers and runoff begin to create V-shaped valleys between the mountains (the stage called "youth"). During this first stage, the terrain is steeper and more irregular. Over time, the currents can carve wider valleys ("maturity") and then start to wind, towering hills only ("senescence"). Finally, everything comes to what is a plain flat plain at the lowest elevation possible (called "baseline") This plain was called by Davis' "peneplain" meaning "almost plain" Then river rejuvenation occurs and there is another mountain lift and the cycle continues. Although Davis's theory is not entirely accurate, it was absolutely revolutionary and unique in its time and helped to modernize and create a geography subfield of geomorphology. Its implications prompted a myriad of research in various branches of physical geography. In the case of the Paleogeography, this theory provided a model for understanding the evolution of the landscape. For hydrology, glaciology, and climatology as a boost investigated as studying geographic factors shape the landscape and affect the cycle. The bulk of the work of William Morris Davis led to the development of a new branch of physical geography: Geomorphology whose contents until then did not differ from the rest of geography. Shortly after this branch would present a major development. Some of his disciples made significant contributions to various branches of physical geography such as Curtis Marbut and his invaluable legacy for Pedology, Mark Jefferson, Isaiah Bowman, among others. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Scutum_(constellation)] | [TOKENS: 889]
Contents Scutum (constellation) Scutum is a small constellation. Its name is Latin for shield, and it was originally named Scutum Sobiescianum by Johannes Hevelius in 1684. Located just south of the celestial equator, its four brightest stars form a narrow diamond shape. It is one of the 88 IAU designated constellations defined in 1922. History Scutum was named in 1684 by Polish astronomer Johannes Hevelius (Jan Heweliusz), who originally named it Scutum Sobiescianum (Shield of Sobieski) to commemorate the victory of the Christian forces led by Polish King John III Sobieski (Jan III Sobieski) in the Battle of Vienna in 1683. Later, the name was shortened to Scutum. Five bright stars of Scutum (α Sct, β Sct, δ Sct, ε Sct and η Sct) were previously known as 1, 6, 2, 3, and 9 Aquilae respectively. The constellation of Scutum was adopted by the International Astronomical Union in 1922 as one of the 88 constellations covering the entire sky, with the official abbreviation of "Sct". The constellation boundaries are defined by a quadrilateral. In the equatorial coordinate system, the right ascension coordinates of these borders lie between 18h 21.6m and 18h 59.3m , while the declination coordinates are between −3.83° and −15.94°. Coincidentally, the Chinese also associated these stars with battle armor, incorporating them into the larger asterism known as Tien Pien, i.e., the Heavenly Casque (or Helmet). Features Scutum is not a bright constellation, with the brightest star, Alpha Scuti, being a K-type giant star at magnitude 3.85. However, some stars are notable in the constellation. Beta Scuti is the second brightest at magnitude 4.22, followed by Delta Scuti at magnitude 4.72. It is also known as 6 Aquilae. Beta Scuti is a binary system, with the primary with a spectral type similar to the Sun, although it is 1,270 times brighter. Delta Scuti is a bluish white giant star, which is now coming at the direction of the Solar System. Within 1.3 million years it will come as close to 10 light years from Earth, and will be much brighter than Sirius by that time. UY Scuti is a red supergiant and is also one of the largest stars currently known with a radius over 900 times that of the Sun. RSGC1-F01 is another red supergiant whose radius is over 1,450 times that of the Sun. Scutum contains several clusters of supergiant stars, including RSGC1, Stephenson 2 and RSGC3. Although not a large constellation, Scutum contains several open clusters, as well as a globular cluster and a planetary nebula. The two best known deep sky objects in Scutum are M11 (the Wild Duck Cluster) and the open cluster M26 (NGC 6694). The globular cluster NGC 6712 and the planetary nebula IC 1295 can be found in the eastern part of the constellation, only 24 arcminutes apart. The most prominent open cluster in Scutum is the Wild Duck Cluster, M11. It was named by William Henry Smyth in 1844 for its resemblance in the eyepiece to a flock of ducks in flight. The cluster, 6200 light-years from Earth and 20 light-years in diameter, contains approximately 3000 stars, making it a particularly rich cluster. It is around 220 million years old, although some studies give older estimates. Estimates for the mass of the star cluster range from 3,700 M☉ to 11,000 M☉. Space exploration The space probe Pioneer 11 is moving in the direction of this constellation. It will not near the closest star in this constellation for over a million years at its present speed, by which time its batteries will be long dead. See also References Sources External links
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[SOURCE: https://en.wikipedia.org/wiki/Pok%C3%A9mon_(video_game_series)] | [TOKENS: 6458]
Contents Pokémon (video game series) Pokémon[a] is a Japanese series of creature collector role-playing video games developed by Game Freak[b] and published by Nintendo and The Pokémon Company under the Pokémon franchise. It was created by Satoshi Tajiri with assistance from Ken Sugimori. The first games, Pocket Monsters Red and Green, were released in 1996 in Japan for the Game Boy, later released outside of Japan as Pokémon Red Version and Blue Version. The main series of role-playing video games (RPGs), referred as the "core series" by their developers, has continued on each generation of Nintendo's handhelds. The most recently released core series game, Pokémon Legends: Z-A was released on October 16, 2025 for both the Nintendo Switch and the Nintendo Switch 2. In addition to Game Freak's development, Creatures provides support through their Pokémon CG Studio, which creates 3D models for the Pokémon in the games, and also develops some spin-off titles. In 1998, Nintendo, Creatures, and Game Freak jointly established The Pokémon Company, which manages licensing, production, publishing, marketing and deals for the franchise both within Asia and worldwide through The Pokémon Company International. The core games are released in generations, each with different Pokémon, storylines, and characters. Remakes of the games are usually released around a decade after the original versions for the latest console at the time. While the main series consists of RPGs developed by Game Freak, many spin-off games based on the series have been developed by various companies, encompassing other genres such as action role-playing, puzzle, fighting, and digital pet games. Pokémon is one of the highest-grossing media franchises of all time, with successful anime series, movies, and merchandise, with spin-off game Pokémon Go having crossed 1 billion mobile game downloads worldwide. By November 24, 2017, more than 300 million Pokémon games had been sold worldwide on handheld and home consoles, across 76 titles, including spin-offs. As of March 2025[update], the series has sold over 489 million units worldwide. This makes Pokémon the fourth best-selling video game franchise, behind the Mario franchise, Call of Duty, and Tetris. Gameplay Each game in the Pokémon series takes place in a fictional region of the Pokémon world, typically based on a real-world location, and begins with the player receiving a starter Pokémon, usually from that region's Pokémon Professor. Players have the option to choose one of three different types of Pokémon. Many games include a rival character who acts as a roadblock or boss opponent throughout the game. A major subplot of most games is to defeat a criminal organization, whose intents are usually trying to take over the world through the misuse of powerful Pokémon known as Legendary Pokémon. Battles between Pokémon are the central game mechanic of the Pokémon games. Within the game, they are used to train Pokémon to gain experience and become stronger and to progress through the game's story. Battles can also be done between players by connecting at least two game systems. Pokémon uses a turn-based system. The player may carry between one and six Pokémon in their active party; the first Pokémon in the lineup is automatically sent into battle when one begins. At the start of each turn, both sides may use a move, use an item, switch their active Pokémon out for another in their party, or attempt to flee from battle if against a wild Pokémon. Each Pokémon uses attacks to reduce their opponent's Hit Points (HP) to zero, at which point the Pokémon faints and is unable to battle. Pokémon also have in-battle "abilities", which give them different attributes in battle. When an opponent's Pokémon faints, the player's Pokémon receives experience points; when a Pokémon accumulates enough, then its level increases. If the player's Pokémon faints, they may select another Pokémon from their active party to battle; in battles against wild Pokémon, the player may attempt to flee instead. If all of a player's Pokémon faint, the player loses the battle. This causes the player to lose some money and return to the last Pokémon Center they visited. Pokémon Legends: Z-A uses a real-time battle system where a player and the Pokémon moves around the field using moves strategically, albeit with a similar system of one to six Pokémon and the ability to level up through battle or with the use of items. The player will only return to a Pokémon Center after the player themselves has enough damage inflicted on them by a wild Pokémon. Since their introduction in Pokémon Ruby and Sapphire, abilities were absent in Pokémon: Let's Go, Pikachu!, Let's Go, Eevee!, Legends: Arceus, and Legends: Z-A. A Pokémon's type is an elemental attribute determining the strengths and weaknesses of each Pokémon and its moves. These types interact in rock–paper–scissors-style relationships: Pokémon take double damage from attacking moves of types they are weak to and half damage from moves of types they resist. Some types have special properties unrelated to the damage chart; for example, certain types cannot be affected by certain status conditions. Players can catch Pokémon in the wild, engaging with them in a Pokémon battle. In most Pokémon games,[c] players aim to weaken wild Pokémon in battle to then throw a Poké Ball, which are used to capture the Pokémon and add it to the player's team or get sent to storage. Pokémon can "evolve" once they reach a certain benchmark, such as by reaching a certain level, having an item used on them, or by having a high level of friendship. This changes their form and appearance and causes them to grow stronger. Players have the ability to trade their Pokémon with one another by connecting two compatible games. Because of the Pokémon series revolving around catching as many Pokémon as possible, trading is considered an important aspect of Pokémon. Certain Pokémon are only able to evolve by trading as well. Players also may encounter alternately colored Pokémon known as "Shiny Pokémon", which are significantly rarer than a standard Pokémon. Various facilities can be found throughout the Pokémon world such as Pokémon Centers, Poké Marts, and Pokémon Gyms. At a Pokémon Center, the player can have their Pokémon healed for free and access the PC, where players can organize their collection of Pokémon and store and withdraw items. The PC was retired beginning with Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, and in every game since then (with the exception of Pokémon Legends: Arceus) the collection of Pokémon outside of the main party are accessible by the player at any point out of battle. Poké Marts are shops where players can buy items with the money they win during battles; certain cities may have specialized shops, like a pharmacy or a department store. Periodically, a town will contain a Pokémon Gym, which houses a powerful Trainer known as a Gym Leader that functions as a boss. Victory against them grants the player a Gym Badge; after collecting eight Gym Badges, the player may challenge the region's Elite Four and Champion (in Pokémon Sword and Shield, the Elite Four is replaced by the Champion Cup, a single-elimination tournament that determines who gets the right to challenge the Champion). Gyms are absent in Pokémon Sun, Moon, Ultra Sun, and Ultra Moon, being replaced by trials that serve a similar purpose. Pokémon Legends: Arceus and Legends: Z-A do not use Gyms, and only have a single major settlement in each game. Z-A has the player reach higher ranks by battling strong opponents from Lumiose City in an event called the Z-A Royale. Many games also have facilities dedicated to battling, such as the Battle Frontier, Battle Tower, and Battle Maison, that unlock after the game is beaten. Afterward, the game remains virtually open-ended, with the ultimate goal of the player being to obtain at least one member of each of the different species of Pokémon, thus completing a fictional encyclopedia of all Pokémon species known as a Pokédex. Filling the Pokédex is a more major part of the progression of Legends: Arceus than in other games. The series features a wide supporting cast, but does not feature many recurring characters. Several recurring characters are listed below. Development All of the licensed Pokémon properties overseen by The Pokémon Company are divided roughly by generation. These generations are roughly chronological divisions by release; when an official sequel in the main role-playing game series is released that features new Pokémon, characters, and possibly new gameplay concepts, that sequel is considered the start of a new generation of the franchise. The main games and their spin-offs, the anime, manga, and trading card game are all updated with the new Pokémon properties each time a new generation begins. The franchise began its ninth and current generation with Pokémon Scarlet and Violet, which were released worldwide for the Nintendo Switch on November 18, 2022. The original Pokémon games are Japanese role-playing video games (RPGs) with an element of strategy and were created by Satoshi Tajiri for the Game Boy. The Pokémon series began with the release of Pocket Monsters Red and Green for the Game Boy in Japan. When these games proved popular, an enhanced Blue version was released sometime after, and the Blue version was reprogrammed as Pokémon Red and Blue for international release. The original Green version was not released outside Japan. Afterwards, a second enhanced remake, Pokémon Yellow, was released to use the color palette of the Game Boy Color and more of a stylistic resemblance to the popular Pokémon anime. This first generation of games introduced the original 151 species of Pokémon (in National Pokédex order, encompassing all Pokémon from Bulbasaur to Mew), as well as the basic game concepts of capturing, training, battling and trading Pokémon with both computer and human players. These versions of the games take place within the fictional Kanto region, though the name "Kanto" was not used until the second generation. Spin-off first-generation titles include Pokémon Pinball; an adaptation of the Pokémon Trading Card Game for Game Boy Color; an on-rails photography simulator for Nintendo 64 titled Pokémon Snap; a Nintendo 64 Pokémon-themed adaptation of Tetris Attack, Pokémon Puzzle League. A 3D Nintendo 64 incarnation of the handhelds' battle system, Pokémon Stadium; and a co-starring role for several species in the Nintendo 64 fighting game Super Smash Bros.. At the Nintendo Space World in 2000, a game was revealed briefly with Meowth and Team Rocket singing a song. This was one of the earliest introductions of the Pokémon Togepi and Bellossom. This game was called Meowth's Party, but was not developed into a playable game. Instead, the song/video was played at the end of an episode of Pokémon, and a CD was made for retail in Japan for a limited time. This is the first time MissingNo. was discovered. The second generation of Pokémon video games began in 1999 with the Japanese release of Pokémon Gold and Silver for the Game Boy Color, with Australia and North America getting the game in October 2000 and European release date of April 2001. Like the previous generation, an enhanced version, titled Pokémon Crystal, was later released. This generation introduced 100 new species of Pokémon (starting with Chikorita and ending with Celebi), for a total of 251 Pokémon to collect, train, and battle. New gameplay features include a day-and-night system (reflecting the time of the day in the real world) which influences events in the game; full use of the Game Boy Color's color palette; an improved interface and upgraded inventory system; better balance in the collection of Pokémon and their moves, statistics and equipable items (a new addition); the addition of two new Pokémon types (Dark and Steel) to better balance the strengths and weaknesses of each Pokémon; Pokémon breeding; and a new region named Johto. After exploring Johto, the player can travel east to explore the adjacent Kanto region. Spin-off games in the second-generation include Pokémon Puzzle Challenge, the adaptation of Pokémon Puzzle League—a puzzle game created by Zoppf industries—made specifically for the Game Boy Color; the Nintendo 64 pet simulator Hey You, Pikachu!; the Pokémon Stadium sequel, Pokémon Stadium 2, for Nintendo 64; several Pokémon mini-games for the e-Reader; and a co-starring role for several Pokémon species in the Super Smash Bros. sequel Super Smash Bros. Melee for the GameCube. The Pokémon Mini is a handheld game console released in December 2001 in Japan and 2002 in Europe and North America. This generation started a trend among even-numbered generations, giving the Pokémon Eevee new type evolutions beyond the original three of the first generation. Pokémon entered its third generation with the 2002 release of Pokémon Ruby and Sapphire for Game Boy Advance and continued with the Game Boy Advance remakes of Pokémon Red and Green, Pokémon FireRed and LeafGreen (Red and Green representing the original Japanese first generation games; territories outside Japan instead saw releases of Red and Blue). An enhanced version of Pokémon Ruby and Sapphire titled Pokémon Emerald followed after. The third generation introduced 135 new Pokémon (starting with Treecko and ending with Deoxys) for a total of 386 species. It also features a more visually detailed environment compared to previous games, "natures" which affect Pokémon stats, a new 2-on-2 Pokémon battling mechanic, a special ability system applying to each Pokémon in battle, the Pokémon Contest sub-game, the new region of Hoenn, the ability to select the protagonist's gender and Secret Bases: customizable "rooms" where the player can display items they have collected in-game and battle against real friends. Secret Bases can be found in bushes, trees, or small cave openings in landscapes by using the Pokémon move, Secret Power, which can be taught to virtually all Pokémon. However, this generation also garnered some criticism for leaving out several gameplay features, including the day-and-night system introduced in the previous generation (which was removed due to internal-battery save problems), and it was also the first installment that encouraged the player to collect merely a selected assortment of the total number of Pokémon rather than every existing species (202 out of 386 species are catchable in the Ruby and Sapphire versions). It was around this time that the franchise was regaining its popularity, managing to ship over 100 million games worldwide. Third-generation spin-off titles include Pokémon Pinball: Ruby & Sapphire for Game Boy Advance; Pokémon Mystery Dungeon: Blue Rescue Team and Red Rescue Team for Game Boy Advance and Nintendo DS; Pokémon Dash, Pokémon Trozei! and Pokémon Ranger for Nintendo DS; Pokémon Channel and Pokémon Box: Ruby and Sapphire for GameCube; and two role-playing games for the GameCube, consisting of the games Pokémon Colosseum and Pokémon XD: Gale of Darkness. In 2006, Japan began the fourth generation of the franchise with the release of Pokémon Diamond and Pearl for Nintendo DS. The games were released in North America on April 22, 2007, and in Australia on June 21, 2007. The game was released in the UK and Europe on July 27, 2007. Other main series games in the fourth generation include Pokémon Platinum, a director's cut version of Diamond and Pearl in the same vein as Pokémon Yellow, Crystal, and Emerald. It was released for the Nintendo DS in Japan on September 13, 2008, in North America on March 22, 2009, and in Australia and Europe on May 14, 2009, and May 22, 2009, respectively. It was also announced that Pokémon Gold and Silver would be remade for the Nintendo DS as Pokémon HeartGold and SoulSilver. Released in Japan on September 12, 2009, the games were later released to North America, Australia, and Europe during March 2010. The fourth-generation introduces another 107 new species of Pokémon (starting with Turtwig and ending with Arceus), bringing the number of Pokémon species to 493. This generation is the first to have 3D graphics in the main series game, although it is still a mixture of both 3D graphics and sprites. New gameplay concepts include a restructured move-classification system, online multiplayer trading and battling via Nintendo Wi-Fi Connection, the return (and expansion) of the second generation's day-and-night system, the expansion of the third generation's Pokémon Contests into "Super Contests", and the new region of Sinnoh, which has an underground component for multiplayer gameplay in addition to the main overworld. Secret Bases also appear in Sinnoh but can only be created and housed in Sinnoh's underground. HeartGold and SoulSilver also introduced the Pokéathlon to the Johto region, which consists of many Pokémon based sporting events making use of the stylus. Spin-off games in the fourth generation include the Pokémon Stadium follow-up Pokémon Battle Revolution for Wii (which has Wi-Fi connectivity as well), Pokémon Ranger: Shadows of Almia and Pokémon Ranger: Guardian Signs for Nintendo DS, Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness and their sister game, Explorers of Sky all for the Nintendo DS, a co-starring role for Pikachu, Jigglypuff, Lucario, and a Pokémon Trainer (who uses Squirtle, Ivysaur, and Charizard for fighting) in the 2008 Wii fighter Super Smash Bros. Brawl as well as a great adventure for Pikachu and friends in PokéPark Wii: Pikachu's Adventure. The fifth generation of Pokémon began on September 18, 2010, with the release of Pokémon Black and White in Japan. They were then released in North America, Europe, and Australia in March 2011. They have released on the Nintendo DS, the same console as its preceding generation. The games take place in the Unova region. New features include the C-Gear, a feature where players can use Wi-Fi options and customizations; two new battle methods ("Triple Battles", where three Pokémon are sent out at once, and Rotation Battles, where three Pokémon are also sent out at the same time, but the trainer can switch one Pokémon out of the three that are present); "Battle Tests", where trainers battle each other to see who has stronger Pokémon; the Pokémon Musicals (similar to Pokémon Contests), which have trainers use their Pokémon to dance in a theater with other Pokémon; and the ability to not waste Technical Machines (TMs), also when found the first time. The other main series games, and the additions to Black and White, titled Pokémon Black 2 and White 2, are direct sequels. They take place in the Unova region two years later and were released in Japan on June 23, 2012, and in North America, Australia, and Europe in October of that year for Nintendo DS. They are somewhat different of their predecessors; there are different protagonist trainers, and many of the other important characters have changed as well. The games also introduced a new feature, the "Pokémon World Tournament", where trainers can battle gym leaders and champions from older regions, including Unova. The games also broke the tradition of releasing a third version as an addition to the primary versions. This generation introduced a total of 156 new Pokémon (beginning with Victini and ending with Genesect), the most of any generation so far. It was also the first generation where the first new Pokémon in National Pokédex order (Victini) is not a starter. It also introduced another new feature, the seasons, which two Pokémon (Deerling and Sawsbuck) represent. Unlike previous generations, which would introduce some species of Pokémon that were evolutionary relatives of older-generation Pokémon, the fifth generation's selection was all-original, in an attempt to make the primary versions feel like a brand-new game. Spin-off fifth generation games include sequels Pokémon Rumble Blast and Pokémon Mystery Dungeon: Gates to Infinity for Nintendo 3DS, PokéPark 2: Wonders Beyond for Wii, and Pokémon Rumble U for Wii U, a downloadable game. Others include Learn with Pokémon: Typing Adventure (a typing game) and Pokémon Conquest (a crossover game) for Nintendo DS, and downloadable reference applications Pokédex 3D, Pokédex 3D Pro (for Nintendo 3DS), and Pokédex for iOS (for iOS devices), which allows players to view information of Pokémon species while they have 3D models. Various fifth generation Pokémon have appeared in Super Smash Bros. for Nintendo 3DS and Wii U and Super Smash Bros. Ultimate including Reshiram and Zekrom, Klinklang, Axew, Druddigon, and more. On December 24, 2012, Japanese magazine Nintendo Dream posted a greetings card sent out by Game Freak. In the card, Junichi Masuda exclaimed that during 2013, they intend to further evolve the world of Pokémon. On December 29, 2012, a new Pokémon Black 2 and White 2 commercial aired in Japan, and ending with a message, informing Pokémon fans that the latest news would be announced on January 8, 2013. On January 4, 2013, both the Japanese and English Pokémon website confirmed that an announcement would be made on January 8. On January 7, 2013, the Japanese website explained that the Nintendo president, Satoru Iwata would hold a 10-minute "Pokémon Direct" video conference to announce the big Pokémon news. On January 8, 2013, Satoru Iwata announced the sixth generation of Pokémon, with the new paired games, Pokémon X and Y, which were released on the Nintendo 3DS on October 12, 2013, worldwide. The X and Y games are rendered in full 3D; however, only select parts of the game can be displayed in stereoscopic 3D. The video introduced the player characters, the starter Pokémon; Grass-type Chespin (Japanese: Harimaron (ハリマロン)), the Fire-type Fennekin (Japanese: Fokko (フォッコ)), and the Water-type Froakie (Japanese: Keromatsu (ケロマツ)), and two other Pokémon, not named until later; a bird-like Pokémon called Yveltal (イベルタル, Iberutaru) having a shape similar to the letter Y and a deer-like Pokémon called Xerneas (ゼルネアス, Zeruneasu) with X-shapes in its eyes. A month later, Sylveon (Japanese: Nymphia (ニンフィア, Ninfia)), a new evolved form of Eevee belonging to the games' new Fairy-type was revealed and is currently the last Eeveelution to be revealed. On May 7, 2014, Nintendo revealed the games Pokémon Omega Ruby and Alpha Sapphire in a teaser trailer, remakes of the third generation games Pokémon Ruby and Sapphire. They were released worldwide in November 2014. This generation introduced a total of 72 new Pokémon, the new Fairy type, Mega Evolution, the Kalos region, Trainer customization, Super Training, and three new battle modes: Sky Battles, Horde Encounters, and Inverse Battle. This generation is also the first to be compatible with Pokémon Bank. Greninja, the final evolved form of Froakie, would later go on to represent the sixth generation of Pokémon in the hit fighting game, Super Smash Bros. for Nintendo 3DS and Wii U. On August 26, 2014, Pokkén Tournament was announced and was released on July 16, 2015, in Japanese arcades and was released on March 18, 2016, worldwide for Wii U. It was developed by Bandai Namco Entertainment. In July 2016, Niantic and Nintendo released a free-to-play augmented reality game titled Pokémon Go which was released for Android and iOS devices. During a Nintendo Direct presentation on February 26, 2016, two new Pokémon titles were announced, titled Pokémon Sun and Moon. The games were released on the Nintendo 3DS on November 18, 2016, in Japan, North America, and Australia, and in Europe on November 23, 2016. The games were the first since the second generation to be backwards-compatible with other titles, including Pokémon X and Y; Pokémon Omega Ruby and Alpha Sapphire; and the Virtual Console re-releases of Pokémon Red, Blue and Yellow. On June 6, 2017, Pokémon Ultra Sun and Ultra Moon were announced. The two games offer new additions to the story of Pokémon Sun and Moon, including new features, and was released worldwide on the Nintendo 3DS on November 17, 2017. On May 29, 2018, two new Pokémon games in the main Pokémon franchise, Pokémon: Let's Go, Pikachu! and Pokémon: Let's Go, Eevee!, were announced. They are remakes of Pokémon Yellow with gameplay mechanics borrowed from Pokémon Go and were released worldwide on the Nintendo Switch on November 16, 2018. In total, this generation introduced 88 new Pokémon, Alolan forms, trials, Z-moves, Poké Pelago, and Festival Plaza. It was also the first one to introduce Pokémon mid-generation, with five new Pokémon making their debut in Pokémon Ultra Sun and Ultra Moon, and two new Pokémon debuting in Let's Go, Pikachu! and Let's Go, Eevee! During E3 2017, Nintendo and The Pokémon Company announced that Game Freak was developing a new core Pokémon role-playing game set to release for the Nintendo Switch in "2018 or later." The game is the eighth generation of Pokémon. Along with the announcement of Pokémon: Let's Go, Pikachu! and Pokémon: Let's Go, Eevee! it was confirmed that another core Pokémon role-playing game would be released in late 2019. It was clarified that the 2019 game was the one mentioned during E3 2017, not the Let's Go games. Game director Junichi Masuda stated that it would also "follow in the tradition of Pokémon X and Y and Pokémon Sun and Moon". The CEO of The Pokémon Company, Tsunekazu Ishihara, also confirmed that the upcoming core title would not have influences from Pokémon Go like Let's Go, Pikachu! and Let's Go, Eevee! had. On February 27, 2019, on the 23rd anniversary of the franchise, Pokémon Sword and Shield were confirmed for Nintendo Switch, which were released worldwide on November 15, 2019. Pokémon Sword and Shield takes place in the Galar region introducing new Pokémon, Galarian forms, the Champion Cup, Dynamax, Gigantamax forms, Max Raid battles, and Pokémon Camp. On January 9, 2020, two expansion packs titled The Isle of Armor and The Crown Tundra were announced. The Isle of Armor was released on June 17, 2020, and The Crown Tundra was released on October 22, 2020. On February 26, 2021, Brilliant Diamond and Shining Pearl were announced, remakes of the fourth generation games Pokémon Diamond and Pearl developed by ILCA and set to release later that year. On the same day, Pokémon Legends: Arceus was announced, a prequel to Brilliant Diamond and Shining Pearl. Brilliant Diamond and Shining Pearl were released on November 19, 2021, while Pokémon Legends: Arceus was released on January 28, 2022. This generation introduced a total of 96 new Pokémon with 81 revealed in Sword and Shield, 8 revealed in the expansion packs, and 7 revealed in Pokémon Legends: Arceus. On March 6, 2020, the remake of the Mystery Dungeon, Red and Blue Rescue Team was released titled Pokémon Mystery Dungeon: Rescue Team DX. On November 26, 2020, at the Macy's Thanksgiving parade, Pokémon teased its 2021 25th anniversary logo and details for its special celebration "soon". On February 27, 2022, Pokémon Scarlet and Violet were announced for the Nintendo Switch, with a late 2022 release date. The games were released on November 18, 2022. On February 27, 2023, a two-part expansion pack was announced titled The Hidden Treasure of Area Zero. Part One, The Teal Mask, was released on September 13, 2023. Part Two, The Indigo Disk, was released on December 14, 2023. An epilogue, Mochi Mayhem, was released on January 11, 2024. This generation introduced a total of 120 new Pokémon so far with 103 revealed in Scarlet and Violet, 2 revealed in special Tera Raids, 7 revealed in The Teal Mask, 7 revealed in The Indigo Disk, and 1 revealed in Mochi Mayhem, with an overall total of 1025 Pokémon. On February 27, 2024, Pokémon Legends: Z-A was announced to have a 2025 release on the Nintendo Switch. Later on, it was announced the game would also come to the Nintendo Switch 2. It released for both consoles, digitally and physically, on October 16th, 2025. It features a return to Lumiose City of the Kalos region from Pokémon X and Y, and is the first appearance of Mega Evolution in a Pokémon game since Let's Go, Pikachu! and Let's Go, Eevee! Games Reception After the first five months of release, the Game Boy games sold almost 3 million copies. They have been credited as a factor in the Game Boy maintaining strong sales in Japan well beyond the typical lifespan of a game system. The series has sold over 279 million units (inclusive of spin-off titles; 210 million for the mainline Pokémon games) as of February 29, 2016, giving it the distinction of being one of the best-selling video game series in history. Guinness World Records awarded the Pokémon series eight records in Guinness World Records: Gamer's Edition 2008, including "Most Successful RPG Series of All Time", "Game Series With the Most Spin-Off Movies" and "Most Photosensitive Epileptic Seizures Caused by a TV Show". As of March 2025[update], the series has sold over 489 million units. The Pokémon video game series is the basis of the Pokémon franchise, which includes the Pokémon anime, the Pokémon Trading Card Game, the Pokémon manga, and various toys. The anime series has run for over 1,300 episodes, accompanied by 20 feature films. The trading card game and its expansion sets have grown to around 3,000 unique cards in total, and continue to draw a healthy player base to its official international tournaments. The extent of global toy and merchandise sales since 1996 cover broad markets and high quantities. IGN ranked Pokémon as the 17th greatest desired game series: "the basic gameplay premise boasts solid, addictive play mechanics, and several of the handheld RPGs deserve to be in every gamer's collection. GamesRadar listed Pokémon as the No. 1 Nintendo game "not made by Nintendo", stating that having to catch each Pokémon made the games addictive. See also Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Super_Mario_64] | [TOKENS: 7294]
Contents Super Mario 64 Super Mario 64[a] is a 1996 platform game developed and published by Nintendo for the Nintendo 64. It is the first Super Mario game to feature 3D gameplay, combining traditional Super Mario gameplay, visual style, and characters in a large open world. In the game, Bowser invades Princess Peach's castle, kidnaps her, and hides the castle's sources of protection, the Power Stars, in many different worlds inside magical paintings. As Mario, the player traverses levels and collects Power Stars to unlock areas of Princess Peach's castle, to reach Bowser and rescue Princess Peach. Director Shigeru Miyamoto conceived a 3D Super Mario game during the production of Star Fox (1993). Development lasted nearly three years: about one year on design and twenty months on production, starting with designing the virtual camera system. The team continued with illustrating the 3D character models—at the time, a relatively unattempted task—and refining sprite movements. Yoji Inagaki recorded the sound effects, and the score was composed by Koji Kondo. Super Mario 64 was highly anticipated by video game journalists and audiences, boosted by advertising campaigns and showings at the 1996 E3 trade show. It was eventually released in Japan and North America in 1996 and PAL regions in 1997. The game received critical acclaim, with reviewers praising its ambition, visuals, level design, and gameplay; however, some critics criticized its virtual camera system. It is the best-selling Nintendo 64 game, with nearly twelve million copies sold by 2015. Super Mario 64 has been considered one of the greatest and most influential video games of all time. Numerous developers have cited it as an influence on 3D platform games, with its dynamic camera system and 360-degree analog control establishing a new archetype for the genre, much as Super Mario Bros. did for side-scrolling platform games. Its influence can be seen in later 3D platformers such as Spyro the Dragon, and Banjo-Kazooie. It was remade as Super Mario 64 DS for the Nintendo DS in 2004, and has been ported to other Nintendo consoles since. The game has attracted a cult following, spawning many fangames and mods, a large speedrunning presence, and enduring rumors surrounding game features. Gameplay Super Mario 64 has been described as a 3D platformer and action-adventure game in which the player controls the titular character Mario through various courses. Mario's abilities are far more diverse than in previous games. He can walk, run, jump, crouch, crawl, climb, swim, kick, grab objects, and punch using the game controller's analog stick and buttons. He can execute special jumps by combining a regular jump with other actions, including the double and triple jumps, long jump, backflip, and wall jump. The player can adjust the camera—operated by a Lakitu broadcasting Mario—and toggle between first-person and third-person view. Unlike many of its predecessors, Super Mario 64 uses a health point system, represented by a pie shape consisting of eight segments. If Mario has taken damage, he can replenish his health either by collecting three types of coins—yellow, which replenishes one segment; red, equal to two yellow coins and which replenishes two segments; and blue, equal to five yellow coins and which replenishes five segments, by walking through a spinning heart or by jumping into water. Underwater, Mario's health instead represents how long he can hold his breath, slowly diminishing while underwater and replenishing when he surfaces. Finishing a course grants Mario an extra life for every 50 yellow coins the player collected, and extra life mushrooms are hidden in various places such as trees and poles—they may either chase Mario through the air or fall to the ground, avoiding Mario and disappear shortly if not collected. In absence of the power-ups normally found in previous games, such as the Super Mushroom and Fire Flower, three colors of translucent blocks—red, green, and blue—appear throughout many stages. Three switches of the same colors, found in three secret areas located in either stages or the castle itself, turn their corresponding blocks solid and permanently allow Mario to obtain three types of special cap power-ups throughout all of the stages. The Wing Cap allows Mario to fly after doing a triple jump or being shot from a cannon; the Metal Cap makes him immune to enemies, fire, noxious gases, allows him to withstand wind and water currents, perform on-land moves underwater, and have unlimited air capacity underwater; and the Vanish Cap renders him partially immaterial and invulnerable, and allows him to walk through some obstacles. Another implicit powerup is the shell remains after stomping a Koopa Troopa, which Mario can use to run over enemies, and surf on water, lava, and quicksand. The hub world takes place in Princess Peach's Castle, which consists of three floors consisting of the castle's lobby, the main tower, and a basement, plus a moat and a courtyard outside the castle. The player's main objective is to look for paintings that, when jumped into, bring them into courses containing Power Stars, which upon their collection unlock more of the castle hub world. Each of the fifteen courses has seven Power Stars (six from named missions and one gained by collecting 100 coins in the level), and an additional fifteen are hidden as secrets and as bonuses, for a total of 120 Power Stars in the game. The courses are filled with enemies as well as friendly creatures that provide assistance or ask favors, such as Bob-omb Buddies, who will allow Mario to access cannons on request. Some Power Stars only appear after completing certain tasks, often hinted at by the name of the course. These challenges include collecting one hundred yellow coins or eight red coins on a stage, defeating a boss, racing an opponent, and solving puzzles. The final level of the game is blocked by "endless stairs" similar to the Penrose stairs concept, but Mario can bypass them by collecting seventy Power Stars. The music in the endless stairs before collecting seventy Power Stars resembles a Shepard scale. There are many hidden mini-courses and other secrets within the castle, which may contain extra Power Stars required for the full completion of the game. If the player returns to the game after collecting all 120 Power Stars, Yoshi can be found on the roof of Princess Peach's Castle, who will give the player a message from the developers, accompanied by one hundred extra lives and an improved triple jump. Plot Princess Peach uses a letter to invite Mario to come to her castle for a cake she has baked for him. When he arrives, Mario discovers that Bowser has invaded the castle and imprisoned the princess and her servants within its walls using the power of the castle's 120 Power Stars. The Power Stars are hidden in the castle's paintings, which serve as portals to other worlds where Bowser's minions keep watch over the Stars. Mario explores the castle and enters these worlds, gaining access to more rooms as he recovers more Stars. Mario unlocks three doors to different floors of the castle with keys obtained by defeating Bowser in hidden worlds. After getting at least 70 of the 120 Stars, Mario breaks the curse of the endless stairs that block the entrance to Bowser's final hiding place. After Mario defeats Bowser in the final battle, and Bowser escapes, swearing revenge, he obtains a special Power Star which gives him the Wing Cap, and he flies back to the castle's courtyard. Peach is released from the stained-glass window above the castle's entrance, and she rewards Mario by kissing him on the nose and baking the cake that she had promised him. Once Mario earns all 120 stars, he is able to access the roof of the castle via a cannon on the castle grounds, where Yoshi awaits him. Yoshi congratulates Mario on securing all 120 stars and grants him 100 extra lives in order to continue playing the game. Development In the early 1990s, Super Mario creator Shigeru Miyamoto conceived a 3D Mario design while developing the game Star Fox (1993) for the Super Nintendo Entertainment System. Star Fox used the Super FX graphics chip, which added more processing power; Miyamoto considered using the chip to develop a Super NES game, Super Mario FX, with gameplay based on "an entire world in miniature, like miniature trains". According to engineer Dylan Cuthbert, who worked on Star Fox, Super Mario FX was not a game but the codename of the Super FX chip. Miyamoto reformulated the idea for the Nintendo 64, not for its greater power but because its controller has more buttons for gameplay. At the January 1993 Consumer Electronics Show (CES), where Star Fox made its debut, Nintendo's booth demonstrated a talking 3D polygon animation of Mario's head; this later inspired the creation of the interactive Mario face in the game's title screen, which was programmed by Giles Goddard. Production of Super Mario 64 began on September 7, 1994, at Nintendo's Entertainment Analysis & Development division, and concluded on May 20, 1996. According to Miyamoto, the development team consisted of around fifteen to twenty people. Development began with the characters and the camera system; months were spent selecting a view and layout. The original concept involved the fixed path of an isometric game such as Super Mario RPG, which moved to a free-roaming 3D design, with some linear paths, particularly to coerce the player into Bowser's lair, according to Giles Goddard. "There [were] no jumping actions in 3-D we could reference at the time, so we shared in the enjoyment of going through all the trial and error with Mr. Miyamoto and other team members. It was arguably tough work, but that feeling was overtaken by the joy of innovating in a new field." Super Mario 64 is one of the first games for which Nintendo produced its illustrations internally instead of by outsourcing. The graphics were made using N-World, a Silicon Graphics (SGI)-based toolkit. The development team prioritized Mario's movement and, before levels were created, tested and refined Mario's animations on a simple grid. The 3D illustrations were created by Shigefumi Hino, Hisashi Nogami, Hideki Fujii, Tomoaki Kuroume, and Yusuke Nakano, and the game was animated by co-director Yoshiaki Koizumi and Satoru Takiwaza. Yōichi Kotabe, illustrator and character designer for the Mario series, made a 3D drawing of Mario from various angles and directed the creation of the character models. In an interview with The Washington Post, Yoshiaki Koizumi recalled that his challenge was animating the 3D models without any precedents. To assist players with depth perception, the team positioned a faux shadow directly beneath each object regardless of the area's lighting. Yoshiaki Koizumi described the feature as an "iron-clad necessity" which "might not be realistic, but it's much easier to play". Miyamoto's guiding design philosophy was to include more details than earlier games by using the Nintendo 64's power to feature "all the emotions of the characters". He likened the game's style to a 3D interactive cartoon. Mario was made highly expressive to "create the feeling of controlling something that's really alive", which Miyamoto was inspired to do after letting his pet hamster loose in his room. Some details were inspired by the developers' personal lives; for example, the Boos are based on assistant director Takashi Tezuka's wife, who, as Miyamoto explained, "is very quiet normally, but one day she exploded, maddened by all the time Tezuka spent at work". Super Mario 64 was first run on an SGI Onyx emulator, which only emulated the console's application programming interface and not its hardware. The first test scenario for controls and physics involved Mario interacting with a golden rabbit, named "MIPS" after the Nintendo 64's MIPS architecture processors; the rabbit was included in the final game as a Power Star holder. Super Mario 64 features more puzzles than earlier Mario games. It was developed simultaneously with The Legend of Zelda: Ocarina of Time but, as Ocarina of Time was released more than two years later, some puzzles were taken for Super Mario 64. The developers tried to include a multiplayer cooperative mode, whereby players would control Mario and his brother Luigi in split-screen. Nevertheless, hardware constraints and the developers' inability to implement the mode satisfactorily led to its removal. The music was composed by veteran composer Koji Kondo, who created new interpretations of the familiar melodies from earlier media as well as new material. Yoji Inagaki was responsible for the sound design, tasked with producing hundreds of sound effects. He and Kondo felt that music and sound effects were equally important. According to Inagaki, the average Nintendo 64 game had about 500 sound effects, and made comparisons to Ocarina of Time, with 1,200, and The Legend of Zelda: Majora's Mask, with 2,000. Super Mario 64 is one of the first games to feature Charles Martinet as the voice of Mario, and Leslie Swan—then senior editor of Nintendo Power and English localizer for Super Mario 64—as the voice of Princess Peach. Release Super Mario 64 was first shown as a playable prototype in November 1995 at Nintendo Space World. This version was only fifty percent complete, and only about two percent of texture mapping was finished. It featured thirty-two courses. Miyamoto had hoped to create more, possibly up to forty, but was ultimately reduced to fifteen. According to Nintendo of America chairman Howard Lincoln, Miyamoto's desire to add more was a major factor in the decision to delay the Nintendo 64 release from Christmas 1995 to Summer 1996. Nintendo president Hiroshi Yamauchi later said: "Game creators can finish games quickly if they compromise. But users have sharp eyes. They soon know if the games are compromised. [Miyamoto] asked for two more months and I gave them to him unconditionally". The game was later shown at E3 1996 with multiple Nintendo 64s set up for people to play. According to Giles Goddard, the stress of the project caused some programmers to quit or move to different departments. Peter Main, Nintendo's vice president of marketing at the time, stated Super Mario 64 was meant as the killer app for the Nintendo 64. The US$20 million[i] marketing campaign included videotapes sent to more than five hundred thousand Nintendo Power subscribers and advertisements shown on MTV, Fox, and Nickelodeon. Super Mario 64 was officially released in Japan in June 1996, North America in September, and in Europe and Australia in March 1997. During its first week of sale, it sold around 200,000 copies. During its first three months of sale in North America, it sold more than two million copies and grossed $140 million[ii] in the United States, becoming the best-selling video game of 1996. It was also the best-selling game overall from 1995 to 2002. During the first three months of 1997, it was the second-best-selling console game at 523,000 units. By early 2001, it had sold 5.5 million units, and 5.9 million by September 2002. At the 1999 Milia festival in Cannes, Super Mario 64 won a Gold ECCSELL prize for earning revenues above €21 million[iii] in the European Union in 1998. It had become the second most popular game on Wii's Virtual Console by June 2007, behind Super Mario Bros. By March 2008, Super Mario 64 sold 11.8 million copies worldwide, being the best-selling Nintendo 64 game. By 2015, Super Mario 64 was the 12th most sold Mario game, with 11.91 million copies sold. An enhanced remake, Super Mario 64 DS, was released for the Nintendo DS in 2004. As with the original, the plot centers on collecting Power Stars and rescuing Princess Peach from Bowser. In contrast with the original, Yoshi is the starting character, with Mario, Luigi, and Wario as unlockable characters. It features improved graphics, slightly altered courses, new areas, powerups, and enemies, more Power Stars to collect, touchscreen mini-games, and a multiplayer mode. Reviews were mostly positive, with critics praising the graphics and add-ons to the original game but criticizing the controls and multiplayer mode. By September 2021, 11.06 million copies had been sold worldwide. A version of Super Mario 64 was used as a tech demo for the Nintendo 64 Disk Drive (64DD) floppy drive at the 1996 Nintendo Space World trade show. Like Wave Race 64, Super Mario 64 was re-released in Japan on July 18, 1997 as Super Mario 64 Rumble Pak Version[b] which fixed various bugs, added support for the Rumble Pak peripheral, included the voice acting from the English version, among other changes. In November 2003, it was ported to China's iQue Player as a limited-release demo. In late 2006, it was released on the Wii Virtual Console service which added enhanced resolution and compatibility with the GameCube and Super Famicom Classic controllers. In September 2020, Super Mario 64 was one of the three Super Mario games to be included in the Super Mario 3D All-Stars collection on Nintendo Switch. This version was based on the Rumble Pak iteration, and updated the game's presentation to display at 720p resolution in both the Switch's docked and handheld configurations, in addition to using upscaled user interface assets and textures. It also features a new control scheme that accommodates the wider button array of the Nintendo Switch Joy-Con and Pro Controller, and was later patched to add compatibility for the Nintendo 64 controller used with the Nintendo Classics service. It made another Nintendo Switch appearance in October 2021 as part of the Nintendo 64 lineup for the Nintendo Classics service. Reception Super Mario 64 received enthusiastic pre-release reception. GamePro commented on the 1995 prototype's smoothness, and how the action "was a blast", despite the game being only fifty percent complete at the time. Ed Semrad of Electronic Gaming Monthly agreed, praising the new 3D animation of Mario characters shown in only 2D before. Larry Marcus, a source analyst for Alex. Brown & Sons, recalls Super Mario 64 being the most anticipated game of E3 1996, remembering a field of teenagers "jostling for a test run". Super Mario 64 received critical acclaim, with a score of 94 out of 100 from review aggregator website Metacritic based on thirteen reviews, and a score of 96% from review aggregator GameRankings, which ranked it the eighteenth best video game of all time based on twenty-two reviews. The design, variety of controls and use of 3D gameplay received praise from video game publications. Maximum found its strongest points were the sense of freedom and its replayability, comparing it to Super Mario World and citing its similar gimmick of allowing access to new areas upon finding switches. One of GameFan's four reviewers, E. Storm, cited the water levels as "overjoy[ing]" and showed how Super Mario 64 delved into an "entirely new realm of gaming". Official Nintendo Magazine called it "beautiful in both looks and design". Doug Perry of IGN agreed that it transitioned the series to 3D perfectly. Electronic Gaming Monthly discussed the levels in their initial review, praising them for their size and challenge, and later ranked it the fourth best console game of all time, arguing that it had breached the entire genre of 3D gaming while working virtually flawlessly. Computer and Video Games editor Paul Davies praised the 3D environment, and said that it enhanced the interaction, and described the control scheme as intuitive and versatile. Total! hailed the gameplay as being so imaginative and having such variety that their reviewers were still "hooked" after one month. Writing for AllGame, Jonti Davies commented on the diversity of the gameplay and the abundance of activities found in each course. Nintendo Life's Corbie Dillard agreed, calling the variety the game's "greatest genius". Writing for GameRevolution, Nebojsa Radakovic described Super Mario 64 as one of the few "true" 3D platform games. N64 Magazine likened it to an enormous playground which was a pleasure to experiment in, but opined that the exploration element was slightly brought down by how many hints and tips there were. Victor Lucas of EP Daily agreed, praising the freedom, but suggesting players "skip all the sign posts". Super Mario 64 also received praise for its graphics. GameSpot praised the graphics for being "clean yet simple" and not detracting from the details of the game world. GamePro particularly praised the combination of unprecedented technical performance and art design, calling it "the most visually impressive game of all time". Paul Davies described the graphics as "so amazing to see, you find yourself stopping to admire [them]". Jonti Davies called the visuals phenomenal, and the frame rate respectable. Doug Perry found the graphics simple but magnificent, a sentiment shared by Next Generation. Hyper reviewer Nino Alegeropoulos called it the best-looking console game to date and opined that its high resolution and frame rate for the time made it look "infinitely better than a cartoon". Total! said that the graphics' lack of pixellation and jagged edges made it look like they were from a "top of the range graphics workstation". The camera system received mixed reviews. Next Generation found that Super Mario 64 was less accessible than previous Mario games, frustrated by the camera's occasional erratic movements and lack of optimal angle. Nebojsa Radakovic and Doug Perry added that the camera was sometimes blocked by or went through objects. Electronic Gaming Monthly's Dan Hsu, Shawn Smith, and Crispin Boyer all removed half a point from their scores, claiming that the camera sometimes could not move to a wanted angle or rapidly shifted in an undesirable manner, a criticism that returned in Electronic Gaming Monthly's 100 Best Games of All Time list. Game Informer stated in their 2007 re-review by present-day standards the camera "would almost be considered broken". Nintendo Power also noted the learning curve of the shifting camera. In contrast, Corbie Dillard claimed that the camera did not have any problems, and that it succeeded at helping the player traverse complex environments. This sentiment was shared by Total!, claiming that there were very few occasions where the camera was at a suboptimal angle. Paul Davies acknowledged that he was critical of the camera, saying that in some occasions it was difficult to position ideally, but ultimately dismissed it as "one hiccup" of a "revolutionary" game. Super Mario 64 won numerous awards, including various "Game of the Year" honors by members of the gaming media, and in Nintendo's own best-selling Player's Choice selection. It has been placed high on "the greatest games of all time" lists by many reviewers, including IGN, Game Informer, Edge, Official Nintendo Magazine, Electronic Gaming Monthly, and Nintendo Power. Electronic Gaming Monthly awarded it a Gold award in its initial review, and it won Electronic Gaming Monthly's Game of the Year for both editors' pick and readers' pick, and Nintendo 64 Game of the Year, Adventure Game of the Year, and Best Graphics. At the 1997 Computer Game Developers Conference, it was given Spotlight Awards for Best Use of Innovative Technology, Best Console Game, and Best Game of 1996. Maximum gave it a "Maximum Game of the Month Award" before its international release, ranking it the greatest game the magazine had ever reviewed. Digitiser ranked it the best game of 1997, above Final Fantasy VII as runner-up. Legacy [...] if the gaming press was to be believed, Super Mario 64 was going to be the greatest game ever released anywhere, and it might also cure cancer and feed the world's starving children. The rule that a console must have a broad spectrum of launch titles to appeal to the North American audience was generally true, but Nintendo found the exception: a single amazing title, with well-implemented 3D gameplay that most console players had never experienced, could bear the weight of the entire system on its shoulders. Super Mario 64 was key to the early success of and anticipation for the Nintendo 64. Lee Hutchinson, a former Babbage's employee, notes how the game was spurred by a feverish video game press, and how the success of the game defied the rule that a wide variety of launch games was necessary for broad appeal. Eventually, the Nintendo 64 lost much of its market share to Sony's PlayStation, partly due to its cartridge and controller design decisions, which were reportedly implemented by Miyamoto for Super Mario 64. In 2012, Super Mario 64 was among the 80 entries in the Smithsonian American Art Museum's The Art of Video Games exhibit. Super Mario 64 set many precedents for 3D platformers as one of the most influential video games. The game is known for its nonlinear, open freedom, which has been acclaimed by video game developers and journalists. 1Up.com wrote about its central hub world, which provides a safe tutorial and a level selector, and is now a staple of the 3D platformer genre. As the genre evolved, many of the series's conventions were rethought drastically, placing emphasis on exploration over traditional platform jumping, or "hop and bop" action. Though some disputed its quality, others argued that it established an entirely new genre for the series. Its mission-based level design inspired game designers such as GoldenEye 007 (1997) producer and director Martin Hollis and the development team of Tony Hawk's Pro Skater. Dan Houser, a prominent figure in the development of the Grand Theft Auto series, stated, "Anyone who makes 3D games who says they've not borrowed something from Mario or Zelda [of the Nintendo 64] is lying". Tom Hall, co-founder of id Software, said the game "defined the 3D platformer as a genre", and that "the industry hadn't really figured out 3D platforming yet, and here it was, a masterwork that set the standard". Square Enix has stated that a coincidental meeting with Disney employees resulted in the creation of the Kingdom Hearts series, inspired by Super Mario 64's use of 3D environments and exploration. Michael John, designer and producer on Spyro the Dragon, cited Super Mario 64's controls and environmental design as influences on the game. Chris Sutherland, who served as the lead designer for Banjo-Kazooie, agreed that Super Mario 64 set the benchmark for 3D platformers and claimed that any other game in the genre on the Nintendo 64 would inevitably be compared with Super Mario 64. Assassin's Creed IV: Black Flag director Ashraf Ismail based the game's open world design on Super Mario 64's use of a hub world with pockets of maps full of content. Super Mario 64 introduced a free-floating camera that can be controlled independently of the character. To increase freedom of exploration and fluid control in a 3D world, Super Mario 64 designers created a dynamic virtual video camera that turns and accelerates according to the character's actions. This camera system became the standard for 3D platformers. Nintendo Power praised the game's camera movements along with The Legend of Zelda: Ocarina of Time's addition of the lock-on camera and concluded that the two games were trailblazers for the 3D era. PC Magazine's K. Thor Jensen considers Super Mario 64 to be the first truly realized 3D platformer with the integration of camera control into its core gameplay, which he called the medium's true evolutionary leap. Super Mario 64's use of the analog stick was novel, offering more precise and wide-ranging character movements than the digital D-pads of other consoles. At the time, 3D games generally only allowed the player to either control the character in relation to a fixed camera angle or in relation to the character's perspective. Super Mario 64's controls, in contrast, are fully analog and interpret a 360-degree range of motion into navigation through a 3D space relative to the camera. The analog stick allows for precise control over subtleties such as running speed. In 2005, Electronic Gaming Monthly ranked Super Mario 64 the most important game since they began publication in 1989, stating that, while there were 3D games before it, "Nintendo's was the first to get the control scheme right". In July 2021, a pristine, sealed copy of Super Mario 64 was auctioned for $1,560,000, the largest amount ever paid for a video game. Heritage Auctions's video games specialist said, "It seems impossible to overstate the importance of this title, not only to the history of Mario and Nintendo but to video games as a whole". A sequel was planned for the disk drive add-on, under the codename Super Mario 128. In July 1996, Nintendo insiders stated that Miyamoto was assembling a team consisting mostly of developers who had worked on Super Mario 64. Miyamoto affirmed that work on the sequel had only commenced at the time of the E3 1997 convention. The project was canceled due to its lack of progress and the commercial failure of the Nintendo 64 Disk Drive. Super Mario 64 successors include Super Mario Sunshine for the GameCube and Super Mario Galaxy for the Wii, building on its core design of power-ups and its 3D, open-ended gameplay. Super Mario Galaxy 2 includes a remake of Super Mario 64's Whomp's Fortress level called Throwback Galaxy. Super Mario 3D Land and Super Mario 3D World are departures from the open-ended design, instead focused on platforming reminiscent of 2D games. The Nintendo Switch game Super Mario Odyssey returns to Super Mario 64's open design; it includes numerous references to the latter. The "Mario 64 Suit" and "Mario 64 Cap", which change Mario's appearance to his in Super Mario 64, can be purchased after completing the main storyline. Additionally, Mario can travel to the Mushroom Kingdom, which includes Princess Peach's Castle and its courtyard. The Kingdom's Power Moons resemble Super Mario 64's Power Stars. Rumors spread rapidly after the game's release. The most popular was a pervasive rumor that Luigi existed as an unlockable character. In 1996, IGN offered a prize of $100 if a player could find Luigi, to no avail. Fueling the rumor was a very blurry message on a statue in the courtyard of Princess Peach's Castle, thought to say "L is real 2401". This was disproved in 1998, when a fan received a letter from Nintendo that the programmers included the text as a joke and it was not supposed to say anything. In July 2020, 24 years and 1 month after the initial release of Super Mario 64, unused assets for Luigi from the scrapped multiplayer mode were discovered in the game's development files, in an event colloquially known as the Nintendo Gigaleak. Satirical conspiracy theories about the game became popular in the early 2020s. One popular theory was the "Wario Apparition", based on an E3 1996 presentation with Charles Martinet voicing a disembodied Wario head. Some fans believed that the Wario head remained in some copies of the game. Conspiracy theorists have also spread the rumor that "every copy of Super Mario 64 is personalized", claiming that certain bizarre phenomena existed in only certain copies of the game. These theories (among others) were grouped into an Internet meme known as the "Super Mario 64 iceberg", with less likely theories representing places being placed closer to the bottom of the "ocean". The aforementioned "every copy of Super Mario 64 is personalized" conspiracy theory is placed at the very bottom of the meme. In the years since the game's release, players have used glitches to reach previously unreachable parts of the game, including, in 2014, a coin not possible to be collected in ordinary play. Speedrun techniques include the Lakitu skip, a glitch that disables a dialog box explaining camera movement; the Bob-omb clip, which uses a glitch in a Bob-omb's explosion animation to clip through walls; and the backwards long jump glitch, which involves the player performing a repetitive move, the "backwards long jump" (BLJ), allowing Mario to reach very high speed values and has numerous applications in speedrunning; the latter was patched in the Rumble Pak re-release in 1997 as well as all Japanese re-releases on the Virtual Console and Nintendo Switch Online, alongside the Super Mario 3D All-Stars re-release (with the 3D All-Stars version being based on the Rumble Pak version's codebase). In 2013, YouTuber Vinesauce posted a compilation of various corruptions of the game, replicated with a program named naughty. Another YouTuber, Pannenkoek2012, creates highly technical and analytical videos of Super Mario 64 glitches and mechanics, which have been covered many times by the video game press. The game has also inspired challenges that attempt to beat it with certain restrictions, such as not being able to press the A button, requiring deep understanding about the game's mechanics and bugs. In May 2024, a player named Marbler managed to beat the entire game without pressing the A button. Super Mario 64 has led to the creation of fan-made remakes, modifications and ROM hacks: In 2019, fans decompiled the original ROM image into C source code, allowing Super Mario 64 to be natively ported to any system. The next year, fans released a Windows port with support for widescreen displays and 4K resolution. The port would allow for more graphical mods and forks, such as Render96, which implemented the original high-resolution source textures and created new character models and environments resembling those seen in the game's CG renders, and Super Mario 64 Plus, a fork of the Windows port featuring a new permanent death option, bug fixes, and an improved camera system. Fans have also created ports for several different platforms, including the Nintendo 3DS, PlayStation 2, PlayStation Vita, Dreamcast, and Android. Nintendo has enlisted a law firm to remove videos of the port and its listings from various websites, taking them down via copyright claims. In 2013, a study was conducted to see the plasticity effects on the human brain after playing Super Mario 64—chosen for its navigation element and the ability to play in a three-dimensional environment—for at least thirty minutes every day for two months. The study concluded that doing the previously mentioned activity caused the gray matter (a major part of the central nervous system) to increase in the right hippocampal formation and the right dorsolateral prefrontal cortex—brain areas thought to contribute to spatial navigation, working memory, and motor planning. Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Mars#cite_note-NYT-20151001-248] | [TOKENS: 11899]
Contents Mars Mars is the fourth planet from the Sun. It is also known as the "Red Planet", for its orange-red appearance. Mars is a desert-like rocky planet with a tenuous atmosphere that is primarily carbon dioxide (CO2). At the average surface level the atmospheric pressure is a few thousandths of Earth's, atmospheric temperature ranges from −153 to 20 °C (−243 to 68 °F), and cosmic radiation is high. Mars retains some water, in the ground as well as thinly in the atmosphere, forming cirrus clouds, fog, frost, larger polar regions of permafrost and ice caps (with seasonal CO2 snow), but no bodies of liquid surface water. Its surface gravity is roughly a third of Earth's or double that of the Moon. Its diameter, 6,779 km (4,212 mi), is about half the Earth's, or twice the Moon's, and its surface area is the size of all the dry land of Earth. Fine dust is prevalent across the surface and the atmosphere, being picked up and spread at the low Martian gravity even by the weak wind of the tenuous atmosphere. The terrain of Mars roughly follows a north-south divide, the Martian dichotomy, with the northern hemisphere mainly consisting of relatively flat, low lying plains, and the southern hemisphere of cratered highlands. Geologically, the planet is fairly active with marsquakes trembling underneath the ground, but also hosts many enormous volcanoes that are extinct (the tallest is Olympus Mons, 21.9 km or 13.6 mi tall), as well as one of the largest canyons in the Solar System (Valles Marineris, 4,000 km or 2,500 mi long). Mars has two natural satellites that are small and irregular in shape: Phobos and Deimos. With a significant axial tilt of 25 degrees, Mars experiences seasons, like Earth (which has an axial tilt of 23.5 degrees). A Martian solar year is equal to 1.88 Earth years (687 Earth days), a Martian solar day (sol) is equal to 24.6 hours. Mars formed along with the other planets approximately 4.5 billion years ago. During the martian Noachian period (4.5 to 3.5 billion years ago), its surface was marked by meteor impacts, valley formation, erosion, the possible presence of water oceans and the loss of its magnetosphere. The Hesperian period (beginning 3.5 billion years ago and ending 3.3–2.9 billion years ago) was dominated by widespread volcanic activity and flooding that carved immense outflow channels. The Amazonian period, which continues to the present, is the currently dominating and remaining influence on geological processes. Because of Mars's geological history, the possibility of past or present life on Mars remains an area of active scientific investigation, with some possible traces needing further examination. Being visible with the naked eye in Earth's sky as a red wandering star, Mars has been observed throughout history, acquiring diverse associations in different cultures. In 1963 the first flight to Mars took place with Mars 1, but communication was lost en route. The first successful flyby exploration of Mars was conducted in 1965 with Mariner 4. In 1971 Mariner 9 entered orbit around Mars, being the first spacecraft to orbit any body other than the Moon, Sun or Earth; following in the same year were the first uncontrolled impact (Mars 2) and first successful landing (Mars 3) on Mars. Probes have been active on Mars continuously since 1997. At times, more than ten probes have simultaneously operated in orbit or on the surface, more than at any other planet beyond Earth. Mars is an often proposed target for future crewed exploration missions, though no such mission is currently planned. Natural history Scientists have theorized that during the Solar System's formation, Mars was created as the result of a random process of run-away accretion of material from the protoplanetary disk that orbited the Sun. Mars has many distinctive chemical features caused by its position in the Solar System. Elements with comparatively low boiling points, such as chlorine, phosphorus, and sulfur, are much more common on Mars than on Earth; these elements were probably pushed outward by the young Sun's energetic solar wind. After the formation of the planets, the inner Solar System may have been subjected to the so-called Late Heavy Bombardment. About 60% of the surface of Mars shows a record of impacts from that era, whereas much of the remaining surface is probably underlain by immense impact basins caused by those events. However, more recent modeling has disputed the existence of the Late Heavy Bombardment. There is evidence of an enormous impact basin in the Northern Hemisphere of Mars, spanning 10,600 by 8,500 kilometres (6,600 by 5,300 mi), or roughly four times the size of the Moon's South Pole–Aitken basin, which would be the largest impact basin yet discovered if confirmed. It has been hypothesized that the basin was formed when Mars was struck by a Pluto-sized body about four billion years ago. The event, thought to be the cause of the Martian hemispheric dichotomy, created the smooth Borealis basin that covers 40% of the planet. A 2023 study shows evidence, based on the orbital inclination of Deimos (a small moon of Mars), that Mars may once have had a ring system 3.5 billion years to 4 billion years ago. This ring system may have been formed from a moon, 20 times more massive than Phobos, orbiting Mars billions of years ago; and Phobos would be a remnant of that ring. Epochs: The geological history of Mars can be split into many periods, but the following are the three primary periods: Geological activity is still taking place on Mars. The Athabasca Valles is home to sheet-like lava flows created about 200 million years ago. Water flows in the grabens called the Cerberus Fossae occurred less than 20 million years ago, indicating equally recent volcanic intrusions. The Mars Reconnaissance Orbiter has captured images of avalanches. Physical characteristics Mars is approximately half the diameter of Earth or twice that of the Moon, with a surface area only slightly less than the total area of Earth's dry land. Mars is less dense than Earth, having about 15% of Earth's volume and 11% of Earth's mass, resulting in about 38% of Earth's surface gravity. Mars is the only presently known example of a desert planet, a rocky planet with a surface akin to that of Earth's deserts. The red-orange appearance of the Martian surface is caused by iron(III) oxide (nanophase Fe2O3) and the iron(III) oxide-hydroxide mineral goethite. It can look like butterscotch; other common surface colors include golden, brown, tan, and greenish, depending on the minerals present. Like Earth, Mars is differentiated into a dense metallic core overlaid by less dense rocky layers. The outermost layer is the crust, which is on average about 42–56 kilometres (26–35 mi) thick, with a minimum thickness of 6 kilometres (3.7 mi) in Isidis Planitia, and a maximum thickness of 117 kilometres (73 mi) in the southern Tharsis plateau. For comparison, Earth's crust averages 27.3 ± 4.8 km in thickness. The most abundant elements in the Martian crust are silicon, oxygen, iron, magnesium, aluminum, calcium, and potassium. Mars is confirmed to be seismically active; in 2019, it was reported that InSight had detected and recorded over 450 marsquakes and related events. Beneath the crust is a silicate mantle responsible for many of the tectonic and volcanic features on the planet's surface. The upper Martian mantle is a low-velocity zone, where the velocity of seismic waves is lower than surrounding depth intervals. The mantle appears to be rigid down to the depth of about 250 km, giving Mars a very thick lithosphere compared to Earth. Below this the mantle gradually becomes more ductile, and the seismic wave velocity starts to grow again. The Martian mantle does not appear to have a thermally insulating layer analogous to Earth's lower mantle; instead, below 1050 km in depth, it becomes mineralogically similar to Earth's transition zone. At the bottom of the mantle lies a basal liquid silicate layer approximately 150–180 km thick. The Martian mantle appears to be highly heterogenous, with dense fragments up to 4 km across, likely injected deep into the planet by colossal impacts ~4.5 billion years ago; high-frequency waves from eight marsquakes slowed as they passed these localized regions, and modeling indicates the heterogeneities are compositionally distinct debris preserved because Mars lacks plate tectonics and has a sluggishly convecting interior that prevents complete homogenization. Mars's iron and nickel core is at least partially molten, and may have a solid inner core. It is around half of Mars's radius, approximately 1650–1675 km, and is enriched in light elements such as sulfur, oxygen, carbon, and hydrogen. The temperature of the core is estimated to be 2000–2400 K, compared to 5400–6230 K for Earth's solid inner core. In 2025, based on data from the InSight lander, a group of researchers reported the detection of a solid inner core 613 kilometres (381 mi) ± 67 kilometres (42 mi) in radius. Mars is a terrestrial planet with a surface that consists of minerals containing silicon and oxygen, metals, and other elements that typically make up rock. The Martian surface is primarily composed of tholeiitic basalt, although parts are more silica-rich than typical basalt and may be similar to andesitic rocks on Earth, or silica glass. Regions of low albedo suggest concentrations of plagioclase feldspar, with northern low albedo regions displaying higher than normal concentrations of sheet silicates and high-silicon glass. Parts of the southern highlands include detectable amounts of high-calcium pyroxenes. Localized concentrations of hematite and olivine have been found. Much of the surface is deeply covered by finely grained iron(III) oxide dust. The Phoenix lander returned data showing Martian soil to be slightly alkaline and containing elements such as magnesium, sodium, potassium and chlorine. These nutrients are found in soils on Earth, and are necessary for plant growth. Experiments performed by the lander showed that the Martian soil has a basic pH of 7.7, and contains 0.6% perchlorate by weight, concentrations that are toxic to humans. Streaks are common across Mars and new ones appear frequently on steep slopes of craters, troughs, and valleys. The streaks are dark at first and get lighter with age. The streaks can start in a tiny area, then spread out for hundreds of metres. They have been seen to follow the edges of boulders and other obstacles in their path. The commonly accepted hypotheses include that they are dark underlying layers of soil revealed after avalanches of bright dust or dust devils. Several other explanations have been put forward, including those that involve water or even the growth of organisms. Environmental radiation levels on the surface are on average 0.64 millisieverts of radiation per day, and significantly less than the radiation of 1.84 millisieverts per day or 22 millirads per day during the flight to and from Mars. For comparison the radiation levels in low Earth orbit, where Earth's space stations orbit, are around 0.5 millisieverts of radiation per day. Hellas Planitia has the lowest surface radiation at about 0.342 millisieverts per day, featuring lava tubes southwest of Hadriacus Mons with potentially levels as low as 0.064 millisieverts per day, comparable to radiation levels during flights on Earth. Although Mars has no evidence of a structured global magnetic field, observations show that parts of the planet's crust have been magnetized, suggesting that alternating polarity reversals of its dipole field have occurred in the past. This paleomagnetism of magnetically susceptible minerals is similar to the alternating bands found on Earth's ocean floors. One hypothesis, published in 1999 and re-examined in October 2005 (with the help of the Mars Global Surveyor), is that these bands suggest plate tectonic activity on Mars four billion years ago, before the planetary dynamo ceased to function and the planet's magnetic field faded. Geography and features Although better remembered for mapping the Moon, Johann Heinrich von Mädler and Wilhelm Beer were the first areographers. They began by establishing that most of Mars's surface features were permanent and by more precisely determining the planet's rotation period. In 1840, Mädler combined ten years of observations and drew the first map of Mars. Features on Mars are named from a variety of sources. Albedo features are named for classical mythology. Craters larger than roughly 50 km are named for deceased scientists and writers and others who have contributed to the study of Mars. Smaller craters are named for towns and villages of the world with populations of less than 100,000. Large valleys are named for the word "Mars" or "star" in various languages; smaller valleys are named for rivers. Large albedo features retain many of the older names but are often updated to reflect new knowledge of the nature of the features. For example, Nix Olympica (the snows of Olympus) has become Olympus Mons (Mount Olympus). The surface of Mars as seen from Earth is divided into two kinds of areas, with differing albedo. The paler plains covered with dust and sand rich in reddish iron oxides were once thought of as Martian "continents" and given names like Arabia Terra (land of Arabia) or Amazonis Planitia (Amazonian plain). The dark features were thought to be seas, hence their names Mare Erythraeum, Mare Sirenum and Aurorae Sinus. The largest dark feature seen from Earth is Syrtis Major Planum. The permanent northern polar ice cap is named Planum Boreum. The southern cap is called Planum Australe. Mars's equator is defined by its rotation, but the location of its Prime Meridian was specified, as was Earth's (at Greenwich), by choice of an arbitrary point; Mädler and Beer selected a line for their first maps of Mars in 1830. After the spacecraft Mariner 9 provided extensive imagery of Mars in 1972, a small crater (later called Airy-0), located in the Sinus Meridiani ("Middle Bay" or "Meridian Bay"), was chosen by Merton E. Davies, Harold Masursky, and Gérard de Vaucouleurs for the definition of 0.0° longitude to coincide with the original selection. Because Mars has no oceans, and hence no "sea level", a zero-elevation surface had to be selected as a reference level; this is called the areoid of Mars, analogous to the terrestrial geoid. Zero altitude was defined by the height at which there is 610.5 Pa (6.105 mbar) of atmospheric pressure. This pressure corresponds to the triple point of water, and it is about 0.6% of the sea level surface pressure on Earth (0.006 atm). For mapping purposes, the United States Geological Survey divides the surface of Mars into thirty cartographic quadrangles, each named for a classical albedo feature it contains. In April 2023, The New York Times reported an updated global map of Mars based on images from the Hope spacecraft. A related, but much more detailed, global Mars map was released by NASA on 16 April 2023. The vast upland region Tharsis contains several massive volcanoes, which include the shield volcano Olympus Mons. The edifice is over 600 km (370 mi) wide. Because the mountain is so large, with complex structure at its edges, giving a definite height to it is difficult. Its local relief, from the foot of the cliffs which form its northwest margin to its peak, is over 21 km (13 mi), a little over twice the height of Mauna Kea as measured from its base on the ocean floor. The total elevation change from the plains of Amazonis Planitia, over 1,000 km (620 mi) to the northwest, to the summit approaches 26 km (16 mi), roughly three times the height of Mount Everest, which in comparison stands at just over 8.8 kilometres (5.5 mi). Consequently, Olympus Mons is either the tallest or second-tallest mountain in the Solar System; the only known mountain which might be taller is the Rheasilvia peak on the asteroid Vesta, at 20–25 km (12–16 mi). The dichotomy of Martian topography is striking: northern plains flattened by lava flows contrast with the southern highlands, pitted and cratered by ancient impacts. It is possible that, four billion years ago, the Northern Hemisphere of Mars was struck by an object one-tenth to two-thirds the size of Earth's Moon. If this is the case, the Northern Hemisphere of Mars would be the site of an impact crater 10,600 by 8,500 kilometres (6,600 by 5,300 mi) in size, or roughly the area of Europe, Asia, and Australia combined, surpassing Utopia Planitia and the Moon's South Pole–Aitken basin as the largest impact crater in the Solar System. Mars is scarred by 43,000 impact craters with a diameter of 5 kilometres (3.1 mi) or greater. The largest exposed crater is Hellas, which is 2,300 kilometres (1,400 mi) wide and 7,000 metres (23,000 ft) deep, and is a light albedo feature clearly visible from Earth. There are other notable impact features, such as Argyre, which is around 1,800 kilometres (1,100 mi) in diameter, and Isidis, which is around 1,500 kilometres (930 mi) in diameter. Due to the smaller mass and size of Mars, the probability of an object colliding with the planet is about half that of Earth. Mars is located closer to the asteroid belt, so it has an increased chance of being struck by materials from that source. Mars is more likely to be struck by short-period comets, i.e., those that lie within the orbit of Jupiter. Martian craters can[discuss] have a morphology that suggests the ground became wet after the meteor impact. The large canyon, Valles Marineris (Latin for 'Mariner Valleys, also known as Agathodaemon in the old canal maps), has a length of 4,000 kilometres (2,500 mi) and a depth of up to 7 kilometres (4.3 mi). The length of Valles Marineris is equivalent to the length of Europe and extends across one-fifth the circumference of Mars. By comparison, the Grand Canyon on Earth is only 446 kilometres (277 mi) long and nearly 2 kilometres (1.2 mi) deep. Valles Marineris was formed due to the swelling of the Tharsis area, which caused the crust in the area of Valles Marineris to collapse. In 2012, it was proposed that Valles Marineris is not just a graben, but a plate boundary where 150 kilometres (93 mi) of transverse motion has occurred, making Mars a planet with possibly a two-tectonic plate arrangement. Images from the Thermal Emission Imaging System (THEMIS) aboard NASA's Mars Odyssey orbiter have revealed seven possible cave entrances on the flanks of the volcano Arsia Mons. The caves, named after loved ones of their discoverers, are collectively known as the "seven sisters". Cave entrances measure from 100 to 252 metres (328 to 827 ft) wide and they are estimated to be at least 73 to 96 metres (240 to 315 ft) deep. Because light does not reach the floor of most of the caves, they may extend much deeper than these lower estimates and widen below the surface. "Dena" is the only exception; its floor is visible and was measured to be 130 metres (430 ft) deep. The interiors of these caverns may be protected from micrometeoroids, UV radiation, solar flares and high energy particles that bombard the planet's surface. Martian geysers (or CO2 jets) are putative sites of small gas and dust eruptions that occur in the south polar region of Mars during the spring thaw. "Dark dune spots" and "spiders" – or araneiforms – are the two most visible types of features ascribed to these eruptions. Similarly sized dust will settle from the thinner Martian atmosphere sooner than it would on Earth. For example, the dust suspended by the 2001 global dust storms on Mars only remained in the Martian atmosphere for 0.6 years, while the dust from Mount Pinatubo took about two years to settle. However, under current Martian conditions, the mass movements involved are generally much smaller than on Earth. Even the 2001 global dust storms on Mars moved only the equivalent of a very thin dust layer – about 3 μm thick if deposited with uniform thickness between 58° north and south of the equator. Dust deposition at the two rover sites has proceeded at a rate of about the thickness of a grain every 100 sols. Atmosphere Mars lost its magnetosphere 4 billion years ago, possibly because of numerous asteroid strikes, so the solar wind interacts directly with the Martian ionosphere, lowering the atmospheric density by stripping away atoms from the outer layer. Both Mars Global Surveyor and Mars Express have detected ionized atmospheric particles trailing off into space behind Mars, and this atmospheric loss is being studied by the MAVEN orbiter. Compared to Earth, the atmosphere of Mars is quite rarefied. Atmospheric pressure on the surface today ranges from a low of 30 Pa (0.0044 psi) on Olympus Mons to over 1,155 Pa (0.1675 psi) in Hellas Planitia, with a mean pressure at the surface level of 600 Pa (0.087 psi). The highest atmospheric density on Mars is equal to that found 35 kilometres (22 mi) above Earth's surface. The resulting mean surface pressure is only 0.6% of Earth's 101.3 kPa (14.69 psi). The scale height of the atmosphere is about 10.8 kilometres (6.7 mi), which is higher than Earth's 6 kilometres (3.7 mi), because the surface gravity of Mars is only about 38% of Earth's. The atmosphere of Mars consists of about 96% carbon dioxide, 1.93% argon and 1.89% nitrogen along with traces of oxygen and water. The atmosphere is quite dusty, containing particulates about 1.5 μm in diameter which give the Martian sky a tawny color when seen from the surface. It may take on a pink hue due to iron oxide particles suspended in it. Despite repeated detections of methane on Mars, there is no scientific consensus as to its origin. One suggestion is that methane exists on Mars and that its concentration fluctuates seasonally. The existence of methane could be produced by non-biological process such as serpentinization involving water, carbon dioxide, and the mineral olivine, which is known to be common on Mars, or by Martian life. Compared to Earth, its higher concentration of atmospheric CO2 and lower surface pressure may be why sound is attenuated more on Mars, where natural sources are rare apart from the wind. Using acoustic recordings collected by the Perseverance rover, researchers concluded that the speed of sound there is approximately 240 m/s for frequencies below 240 Hz, and 250 m/s for those above. Auroras have been detected on Mars. Because Mars lacks a global magnetic field, the types and distribution of auroras there differ from those on Earth; rather than being mostly restricted to polar regions as is the case on Earth, a Martian aurora can encompass the planet. In September 2017, NASA reported radiation levels on the surface of the planet Mars were temporarily doubled, and were associated with an aurora 25 times brighter than any observed earlier, due to a massive, and unexpected, solar storm in the middle of the month. Mars has seasons, alternating between its northern and southern hemispheres, similar to on Earth. Additionally the orbit of Mars has, compared to Earth's, a large eccentricity and approaches perihelion when it is summer in its southern hemisphere and winter in its northern, and aphelion when it is winter in its southern hemisphere and summer in its northern. As a result, the seasons in its southern hemisphere are more extreme and the seasons in its northern are milder than would otherwise be the case. The summer temperatures in the south can be warmer than the equivalent summer temperatures in the north by up to 30 °C (54 °F). Martian surface temperatures vary from lows of about −110 °C (−166 °F) to highs of up to 35 °C (95 °F) in equatorial summer. The wide range in temperatures is due to the thin atmosphere which cannot store much solar heat, the low atmospheric pressure (about 1% that of the atmosphere of Earth), and the low thermal inertia of Martian soil. The planet is 1.52 times as far from the Sun as Earth, resulting in just 43% of the amount of sunlight. Mars has the largest dust storms in the Solar System, reaching speeds of over 160 km/h (100 mph). These can vary from a storm over a small area, to gigantic storms that cover the entire planet. They tend to occur when Mars is closest to the Sun, and have been shown to increase global temperature. Seasons also produce dry ice covering polar ice caps. Hydrology While Mars contains water in larger amounts, most of it is dust covered water ice at the Martian polar ice caps. The volume of water ice in the south polar ice cap, if melted, would be enough to cover most of the surface of the planet with a depth of 11 metres (36 ft). Water in its liquid form cannot persist on the surface due to Mars's low atmospheric pressure, which is less than 1% that of Earth. Only at the lowest of elevations are the pressure and temperature high enough for liquid water to exist for short periods. Although little water is present in the atmosphere, there is enough to produce clouds of water ice and different cases of snow and frost, often mixed with snow of carbon dioxide dry ice. Landforms visible on Mars strongly suggest that liquid water has existed on the planet's surface. Huge linear swathes of scoured ground, known as outflow channels, cut across the surface in about 25 places. These are thought to be a record of erosion caused by the catastrophic release of water from subsurface aquifers, though some of these structures have been hypothesized to result from the action of glaciers or lava. One of the larger examples, Ma'adim Vallis, is 700 kilometres (430 mi) long, much greater than the Grand Canyon, with a width of 20 kilometres (12 mi) and a depth of 2 kilometres (1.2 mi) in places. It is thought to have been carved by flowing water early in Mars's history. The youngest of these channels is thought to have formed only a few million years ago. Elsewhere, particularly on the oldest areas of the Martian surface, finer-scale, dendritic networks of valleys are spread across significant proportions of the landscape. Features of these valleys and their distribution strongly imply that they were carved by runoff resulting from precipitation in early Mars history. Subsurface water flow and groundwater sapping may play important subsidiary roles in some networks, but precipitation was probably the root cause of the incision in almost all cases. Along craters and canyon walls, there are thousands of features that appear similar to terrestrial gullies. The gullies tend to be in the highlands of the Southern Hemisphere and face the Equator; all are poleward of 30° latitude. A number of authors have suggested that their formation process involves liquid water, probably from melting ice, although others have argued for formation mechanisms involving carbon dioxide frost or the movement of dry dust. No partially degraded gullies have formed by weathering and no superimposed impact craters have been observed, indicating that these are young features, possibly still active. Other geological features, such as deltas and alluvial fans preserved in craters, are further evidence for warmer, wetter conditions at an interval or intervals in earlier Mars history. Such conditions necessarily require the widespread presence of crater lakes across a large proportion of the surface, for which there is independent mineralogical, sedimentological and geomorphological evidence. Further evidence that liquid water once existed on the surface of Mars comes from the detection of specific minerals such as hematite and goethite, both of which sometimes form in the presence of water. The chemical signature of water vapor on Mars was first unequivocally demonstrated in 1963 by spectroscopy using an Earth-based telescope. In 2004, Opportunity detected the mineral jarosite. This forms only in the presence of acidic water, showing that water once existed on Mars. The Spirit rover found concentrated deposits of silica in 2007 that indicated wet conditions in the past, and in December 2011, the mineral gypsum, which also forms in the presence of water, was found on the surface by NASA's Mars rover Opportunity. It is estimated that the amount of water in the upper mantle of Mars, represented by hydroxyl ions contained within Martian minerals, is equal to or greater than that of Earth at 50–300 parts per million of water, which is enough to cover the entire planet to a depth of 200–1,000 metres (660–3,280 ft). On 18 March 2013, NASA reported evidence from instruments on the Curiosity rover of mineral hydration, likely hydrated calcium sulfate, in several rock samples including the broken fragments of "Tintina" rock and "Sutton Inlier" rock as well as in veins and nodules in other rocks like "Knorr" rock and "Wernicke" rock. Analysis using the rover's DAN instrument provided evidence of subsurface water, amounting to as much as 4% water content, down to a depth of 60 centimetres (24 in), during the rover's traverse from the Bradbury Landing site to the Yellowknife Bay area in the Glenelg terrain. In September 2015, NASA announced that they had found strong evidence of hydrated brine flows in recurring slope lineae, based on spectrometer readings of the darkened areas of slopes. These streaks flow downhill in Martian summer, when the temperature is above −23 °C, and freeze at lower temperatures. These observations supported earlier hypotheses, based on timing of formation and their rate of growth, that these dark streaks resulted from water flowing just below the surface. However, later work suggested that the lineae may be dry, granular flows instead, with at most a limited role for water in initiating the process. A definitive conclusion about the presence, extent, and role of liquid water on the Martian surface remains elusive. Researchers suspect much of the low northern plains of the planet were covered with an ocean hundreds of meters deep, though this theory remains controversial. In March 2015, scientists stated that such an ocean might have been the size of Earth's Arctic Ocean. This finding was derived from the ratio of protium to deuterium in the modern Martian atmosphere compared to that ratio on Earth. The amount of Martian deuterium (D/H = 9.3 ± 1.7 10−4) is five to seven times the amount on Earth (D/H = 1.56 10−4), suggesting that ancient Mars had significantly higher levels of water. Results from the Curiosity rover had previously found a high ratio of deuterium in Gale Crater, though not significantly high enough to suggest the former presence of an ocean. Other scientists caution that these results have not been confirmed, and point out that Martian climate models have not yet shown that the planet was warm enough in the past to support bodies of liquid water. Near the northern polar cap is the 81.4 kilometres (50.6 mi) wide Korolev Crater, which the Mars Express orbiter found to be filled with approximately 2,200 cubic kilometres (530 cu mi) of water ice. In November 2016, NASA reported finding a large amount of underground ice in the Utopia Planitia region. The volume of water detected has been estimated to be equivalent to the volume of water in Lake Superior (which is 12,100 cubic kilometers). During observations from 2018 through 2021, the ExoMars Trace Gas Orbiter spotted indications of water, probably subsurface ice, in the Valles Marineris canyon system. Orbital motion Mars's average distance from the Sun is roughly 230 million km (143 million mi), and its orbital period is 687 (Earth) days. The solar day (or sol) on Mars is only slightly longer than an Earth day: 24 hours, 39 minutes, and 35.244 seconds. A Martian year is equal to 1.8809 Earth years, or 1 year, 320 days, and 18.2 hours. The gravitational potential difference and thus the delta-v needed to transfer between Mars and Earth is the second lowest for Earth. The axial tilt of Mars is 25.19° relative to its orbital plane, which is similar to the axial tilt of Earth. As a result, Mars has seasons like Earth, though on Mars they are nearly twice as long because its orbital period is that much longer. In the present day, the orientation of the north pole of Mars is close to the star Deneb. Mars has a relatively pronounced orbital eccentricity of about 0.09; of the seven other planets in the Solar System, only Mercury has a larger orbital eccentricity. It is known that in the past, Mars has had a much more circular orbit. At one point, 1.35 million Earth years ago, Mars had an eccentricity of roughly 0.002, much less than that of Earth today. Mars's cycle of eccentricity is 96,000 Earth years compared to Earth's cycle of 100,000 years. Mars has its closest approach to Earth (opposition) in a synodic period of 779.94 days. It should not be confused with Mars conjunction, where the Earth and Mars are at opposite sides of the Solar System and form a straight line crossing the Sun. The average time between the successive oppositions of Mars, its synodic period, is 780 days; but the number of days between successive oppositions can range from 764 to 812. The distance at close approach varies between about 54 and 103 million km (34 and 64 million mi) due to the planets' elliptical orbits, which causes comparable variation in angular size. At their furthest Mars and Earth can be as far as 401 million km (249 million mi) apart. Mars comes into opposition from Earth every 2.1 years. The planets come into opposition near Mars's perihelion in 2003, 2018 and 2035, with the 2020 and 2033 events being particularly close to perihelic opposition. The mean apparent magnitude of Mars is +0.71 with a standard deviation of 1.05. Because the orbit of Mars is eccentric, the magnitude at opposition from the Sun can range from about −3.0 to −1.4. The minimum brightness is magnitude +1.86 when the planet is near aphelion and in conjunction with the Sun. At its brightest, Mars (along with Jupiter) is second only to Venus in apparent brightness. Mars usually appears distinctly yellow, orange, or red. When farthest away from Earth, it is more than seven times farther away than when it is closest. Mars is usually close enough for particularly good viewing once or twice at 15-year or 17-year intervals. Optical ground-based telescopes are typically limited to resolving features about 300 kilometres (190 mi) across when Earth and Mars are closest because of Earth's atmosphere. As Mars approaches opposition, it begins a period of retrograde motion, which means it will appear to move backwards in a looping curve with respect to the background stars. This retrograde motion lasts for about 72 days, and Mars reaches its peak apparent brightness in the middle of this interval. Moons Mars has two relatively small (compared to Earth's) natural moons, Phobos (about 22 km (14 mi) in diameter) and Deimos (about 12 km (7.5 mi) in diameter), which orbit at 9,376 km (5,826 mi) and 23,460 km (14,580 mi) around the planet. The origin of both moons is unclear, although a popular theory states that they were asteroids captured into Martian orbit. Both satellites were discovered in 1877 by Asaph Hall and were named after the characters Phobos (the deity of panic and fear) and Deimos (the deity of terror and dread), twins from Greek mythology who accompanied their father Ares, god of war, into battle. Mars was the Roman equivalent to Ares. In modern Greek, the planet retains its ancient name Ares (Aris: Άρης). From the surface of Mars, the motions of Phobos and Deimos appear different from that of the Earth's satellite, the Moon. Phobos rises in the west, sets in the east, and rises again in just 11 hours. Deimos, being only just outside synchronous orbit – where the orbital period would match the planet's period of rotation – rises as expected in the east, but slowly. Because the orbit of Phobos is below a synchronous altitude, tidal forces from Mars are gradually lowering its orbit. In about 50 million years, it could either crash into Mars's surface or break up into a ring structure around the planet. The origin of the two satellites is not well understood. Their low albedo and carbonaceous chondrite composition have been regarded as similar to asteroids, supporting a capture theory. The unstable orbit of Phobos would seem to point toward a relatively recent capture. But both have circular orbits near the equator, which is unusual for captured objects, and the required capture dynamics are complex. Accretion early in the history of Mars is plausible, but would not account for a composition resembling asteroids rather than Mars itself, if that is confirmed. Mars may have yet-undiscovered moons, smaller than 50 to 100 metres (160 to 330 ft) in diameter, and a dust ring is predicted to exist between Phobos and Deimos. A third possibility for their origin as satellites of Mars is the involvement of a third body or a type of impact disruption. More-recent lines of evidence for Phobos having a highly porous interior, and suggesting a composition containing mainly phyllosilicates and other minerals known from Mars, point toward an origin of Phobos from material ejected by an impact on Mars that reaccreted in Martian orbit, similar to the prevailing theory for the origin of Earth's satellite. Although the visible and near-infrared (VNIR) spectra of the moons of Mars resemble those of outer-belt asteroids, the thermal infrared spectra of Phobos are reported to be inconsistent with chondrites of any class. It is also possible that Phobos and Deimos were fragments of an older moon, formed by debris from a large impact on Mars, and then destroyed by a more recent impact upon the satellite. More recently, a study conducted by a team of researchers from multiple countries suggests that a lost moon, at least fifteen times the size of Phobos, may have existed in the past. By analyzing rocks which point to tidal processes on the planet, it is possible that these tides may have been regulated by a past moon. Human observations and exploration The history of observations of Mars is marked by oppositions of Mars when the planet is closest to Earth and hence is most easily visible, which occur every couple of years. Even more notable are the perihelic oppositions of Mars, which are distinguished because Mars is close to perihelion, making it even closer to Earth. The ancient Sumerians named Mars Nergal, the god of war and plague. During Sumerian times, Nergal was a minor deity of little significance, but, during later times, his main cult center was the city of Nineveh. In Mesopotamian texts, Mars is referred to as the "star of judgement of the fate of the dead". The existence of Mars as a wandering object in the night sky was also recorded by the ancient Egyptian astronomers and, by 1534 BCE, they were familiar with the retrograde motion of the planet. By the period of the Neo-Babylonian Empire, the Babylonian astronomers were making regular records of the positions of the planets and systematic observations of their behavior. For Mars, they knew that the planet made 37 synodic periods, or 42 circuits of the zodiac, every 79 years. They invented arithmetic methods for making minor corrections to the predicted positions of the planets. In Ancient Greece, the planet was known as Πυρόεις. Commonly, the Greek name for the planet now referred to as Mars, was Ares. It was the Romans who named the planet Mars, for their god of war, often represented by the sword and shield of the planet's namesake. In the fourth century BCE, Aristotle noted that Mars disappeared behind the Moon during an occultation, indicating that the planet was farther away. Ptolemy, a Greek living in Alexandria, attempted to address the problem of the orbital motion of Mars. Ptolemy's model and his collective work on astronomy was presented in the multi-volume collection later called the Almagest (from the Arabic for "greatest"), which became the authoritative treatise on Western astronomy for the next fourteen centuries. Literature from ancient China confirms that Mars was known by Chinese astronomers by no later than the fourth century BCE. In the East Asian cultures, Mars is traditionally referred to as the "fire star" (火星) based on the Wuxing system. In 1609 Johannes Kepler published a 10 year study of Martian orbit, using the diurnal parallax of Mars, measured by Tycho Brahe, to make a preliminary calculation of the relative distance to the planet. From Brahe's observations of Mars, Kepler deduced that the planet orbited the Sun not in a circle, but in an ellipse. Moreover, Kepler showed that Mars sped up as it approached the Sun and slowed down as it moved farther away, in a manner that later physicists would explain as a consequence of the conservation of angular momentum.: 433–437 In 1610 the first use of a telescope for astronomical observation, including Mars, was performed by Italian astronomer Galileo Galilei. With the telescope the diurnal parallax of Mars was again measured in an effort to determine the Sun-Earth distance. This was first performed by Giovanni Domenico Cassini in 1672. The early parallax measurements were hampered by the quality of the instruments. The only occultation of Mars by Venus observed was that of 13 October 1590, seen by Michael Maestlin at Heidelberg. By the 19th century, the resolution of telescopes reached a level sufficient for surface features to be identified. On 5 September 1877, a perihelic opposition to Mars occurred. The Italian astronomer Giovanni Schiaparelli used a 22-centimetre (8.7 in) telescope in Milan to help produce the first detailed map of Mars. These maps notably contained features he called canali, which, with the possible exception of the natural canyon Valles Marineris, were later shown to be an optical illusion. These canali were supposedly long, straight lines on the surface of Mars, to which he gave names of famous rivers on Earth. His term, which means "channels" or "grooves", was popularly mistranslated in English as "canals". Influenced by the observations, the orientalist Percival Lowell founded an observatory which had 30- and 45-centimetre (12- and 18-in) telescopes. The observatory was used for the exploration of Mars during the last good opportunity in 1894, and the following less favorable oppositions. He published several books on Mars and life on the planet, which had a great influence on the public. The canali were independently observed by other astronomers, like Henri Joseph Perrotin and Louis Thollon in Nice, using one of the largest telescopes of that time. The seasonal changes (consisting of the diminishing of the polar caps and the dark areas formed during Martian summers) in combination with the canals led to speculation about life on Mars, and it was a long-held belief that Mars contained vast seas and vegetation. As bigger telescopes were used, fewer long, straight canali were observed. During observations in 1909 by Antoniadi with an 84-centimetre (33 in) telescope, irregular patterns were observed, but no canali were seen. The first spacecraft from Earth to visit Mars was Mars 1 of the Soviet Union, which flew by in 1963, but contact was lost en route. NASA's Mariner 4 followed and became the first spacecraft to successfully transmit from Mars; launched on 28 November 1964, it made its closest approach to the planet on 15 July 1965. Mariner 4 detected the weak Martian radiation belt, measured at about 0.1% that of Earth, and captured the first images of another planet from deep space. Once spacecraft visited the planet during the 1960s and 1970s, many previous concepts of Mars were radically broken. After the results of the Viking life-detection experiments, the hypothesis of a dead planet was generally accepted. The data from Mariner 9 and Viking allowed better maps of Mars to be made. Until 1997 and after Viking 1 shut down in 1982, Mars was only visited by three unsuccessful probes, two flying past without contact (Phobos 1, 1988; Mars Observer, 1993), and one (Phobos 2 1989) malfunctioning in orbit before reaching its destination Phobos. In 1997 Mars Pathfinder became the first successful rover mission beyond the Moon and started together with Mars Global Surveyor (operated until late 2006) an uninterrupted active robotic presence at Mars that has lasted until today. It produced complete, extremely detailed maps of the Martian topography, magnetic field and surface minerals. Starting with these missions a range of new improved crewless spacecraft, including orbiters, landers, and rovers, have been sent to Mars, with successful missions by the NASA (United States), Jaxa (Japan), ESA, United Kingdom, ISRO (India), Roscosmos (Russia), the United Arab Emirates, and CNSA (China) to study the planet's surface, climate, and geology, uncovering the different elements of the history and dynamic of the hydrosphere of Mars and possible traces of ancient life. As of 2023[update], Mars is host to ten functioning spacecraft. Eight are in orbit: 2001 Mars Odyssey, Mars Express, Mars Reconnaissance Orbiter, MAVEN, ExoMars Trace Gas Orbiter, the Hope orbiter, and the Tianwen-1 orbiter. Another two are on the surface: the Mars Science Laboratory Curiosity rover and the Perseverance rover. Collected maps are available online at websites including Google Mars. NASA provides two online tools: Mars Trek, which provides visualizations of the planet using data from 50 years of exploration, and Experience Curiosity, which simulates traveling on Mars in 3-D with Curiosity. Planned missions to Mars include: As of February 2024[update], debris from these types of missions has reached over seven tons. Most of it consists of crashed and inactive spacecraft as well as discarded components. In April 2024, NASA selected several companies to begin studies on providing commercial services to further enable robotic science on Mars. Key areas include establishing telecommunications, payload delivery and surface imaging. Habitability and habitation During the late 19th century, it was widely accepted in the astronomical community that Mars had life-supporting qualities, including the presence of oxygen and water. However, in 1894 W. W. Campbell at Lick Observatory observed the planet and found that "if water vapor or oxygen occur in the atmosphere of Mars it is in quantities too small to be detected by spectroscopes then available". That observation contradicted many of the measurements of the time and was not widely accepted. Campbell and V. M. Slipher repeated the study in 1909 using better instruments, but with the same results. It was not until the findings were confirmed by W. S. Adams in 1925 that the myth of the Earth-like habitability of Mars was finally broken. However, even in the 1960s, articles were published on Martian biology, putting aside explanations other than life for the seasonal changes on Mars. The current understanding of planetary habitability – the ability of a world to develop environmental conditions favorable to the emergence of life – favors planets that have liquid water on their surface. Most often this requires the orbit of a planet to lie within the habitable zone, which for the Sun is estimated to extend from within the orbit of Earth to about that of Mars. During perihelion, Mars dips inside this region, but Mars's thin (low-pressure) atmosphere prevents liquid water from existing over large regions for extended periods. The past flow of liquid water demonstrates the planet's potential for habitability. Recent evidence has suggested that any water on the Martian surface may have been too salty and acidic to support regular terrestrial life. The environmental conditions on Mars are a challenge to sustaining organic life: the planet has little heat transfer across its surface, it has poor insulation against bombardment by the solar wind due to the absence of a magnetosphere and has insufficient atmospheric pressure to retain water in a liquid form (water instead sublimes to a gaseous state). Mars is nearly, or perhaps totally, geologically dead; the end of volcanic activity has apparently stopped the recycling of chemicals and minerals between the surface and interior of the planet. Evidence suggests that the planet was once significantly more habitable than it is today, but whether living organisms ever existed there remains unknown. The Viking probes of the mid-1970s carried experiments designed to detect microorganisms in Martian soil at their respective landing sites and had positive results, including a temporary increase in CO2 production on exposure to water and nutrients. This sign of life was later disputed by scientists, resulting in a continuing debate, with NASA scientist Gilbert Levin asserting that Viking may have found life. A 2014 analysis of Martian meteorite EETA79001 found chlorate, perchlorate, and nitrate ions in sufficiently high concentrations to suggest that they are widespread on Mars. UV and X-ray radiation would turn chlorate and perchlorate ions into other, highly reactive oxychlorines, indicating that any organic molecules would have to be buried under the surface to survive. Small quantities of methane and formaldehyde detected by Mars orbiters are both claimed to be possible evidence for life, as these chemical compounds would quickly break down in the Martian atmosphere. Alternatively, these compounds may instead be replenished by volcanic or other geological means, such as serpentinite. Impact glass, formed by the impact of meteors, which on Earth can preserve signs of life, has also been found on the surface of the impact craters on Mars. Likewise, the glass in impact craters on Mars could have preserved signs of life, if life existed at the site. The Cheyava Falls rock discovered on Mars in June 2024 has been designated by NASA as a "potential biosignature" and was core sampled by the Perseverance rover for possible return to Earth and further examination. Although highly intriguing, no definitive final determination on a biological or abiotic origin of this rock can be made with the data currently available. Several plans for a human mission to Mars have been proposed, but none have come to fruition. The NASA Authorization Act of 2017 directed NASA to study the feasibility of a crewed Mars mission in the early 2030s; the resulting report concluded that this would be unfeasible. In addition, in 2021, China was planning to send a crewed Mars mission in 2033. Privately held companies such as SpaceX have also proposed plans to send humans to Mars, with the eventual goal to settle on the planet. As of 2024, SpaceX has proceeded with the development of the Starship launch vehicle with the goal of Mars colonization. In plans shared with the company in April 2024, Elon Musk envisions the beginning of a Mars colony within the next twenty years. This would be enabled by the planned mass manufacturing of Starship and initially sustained by resupply from Earth, and in situ resource utilization on Mars, until the Mars colony reaches full self sustainability. Any future human mission to Mars will likely take place within the optimal Mars launch window, which occurs every 26 months. The moon Phobos has been proposed as an anchor point for a space elevator. Besides national space agencies and space companies, groups such as the Mars Society and The Planetary Society advocate for human missions to Mars. In culture Mars is named after the Roman god of war (Greek Ares), but was also associated with the demi-god Heracles (Roman Hercules) by ancient Greek astronomers, as detailed by Aristotle. This association between Mars and war dates back at least to Babylonian astronomy, in which the planet was named for the god Nergal, deity of war and destruction. It persisted into modern times, as exemplified by Gustav Holst's orchestral suite The Planets, whose famous first movement labels Mars "The Bringer of War". The planet's symbol, a circle with a spear pointing out to the upper right, is also used as a symbol for the male gender. The symbol dates from at least the 11th century, though a possible predecessor has been found in the Greek Oxyrhynchus Papyri. The idea that Mars was populated by intelligent Martians became widespread in the late 19th century. Schiaparelli's "canali" observations combined with Percival Lowell's books on the subject put forward the standard notion of a planet that was a drying, cooling, dying world with ancient civilizations constructing irrigation works. Many other observations and proclamations by notable personalities added to what has been termed "Mars Fever". In the present day, high-resolution mapping of the surface of Mars has revealed no artifacts of habitation, but pseudoscientific speculation about intelligent life on Mars still continues. Reminiscent of the canali observations, these speculations are based on small scale features perceived in the spacecraft images, such as "pyramids" and the "Face on Mars". In his book Cosmos, planetary astronomer Carl Sagan wrote: "Mars has become a kind of mythic arena onto which we have projected our Earthly hopes and fears." The depiction of Mars in fiction has been stimulated by its dramatic red color and by nineteenth-century scientific speculations that its surface conditions might support not just life but intelligent life. This gave way to many science fiction stories involving these concepts, such as H. G. Wells's The War of the Worlds, in which Martians seek to escape their dying planet by invading Earth; Ray Bradbury's The Martian Chronicles, in which human explorers accidentally destroy a Martian civilization; as well as Edgar Rice Burroughs's series Barsoom, C. S. Lewis's novel Out of the Silent Planet (1938), and a number of Robert A. Heinlein stories before the mid-sixties. Since then, depictions of Martians have also extended to animation. A comic figure of an intelligent Martian, Marvin the Martian, appeared in Haredevil Hare (1948) as a character in the Looney Tunes animated cartoons of Warner Brothers, and has continued as part of popular culture to the present. After the Mariner and Viking spacecraft had returned pictures of Mars as a lifeless and canal-less world, these ideas about Mars were abandoned; for many science-fiction authors, the new discoveries initially seemed like a constraint, but eventually the post-Viking knowledge of Mars became itself a source of inspiration for works like Kim Stanley Robinson's Mars trilogy. See also Notes References Further reading External links Solar System → Local Interstellar Cloud → Local Bubble → Gould Belt → Orion Arm → Milky Way → Milky Way subgroup → Local Group → Local Sheet → Local Volume → Virgo Supercluster → Laniakea Supercluster → Pisces–Cetus Supercluster Complex → Local Hole → Observable universe → UniverseEach arrow (→) may be read as "within" or "part of".
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[SOURCE: https://en.wikipedia.org/wiki/NBA_Jam_T.E.] | [TOKENS: 4339]
Contents NBA Jam (1993 video game) NBA Jam is a 1993 basketball video game developed and published by Midway for arcades. It is the first entry in the NBA Jam series, and the third basketball video game released by Midway, after TV Basketball (1974) and Arch Rivals (1989). The gameplay of NBA Jam is based on Arch Rivals, which was also a 2-on-2 basketball game; however, it was the release of NBA Jam that brought mainstream success to the genre. The release of NBA Jam popularized a subgenre of basketball based around fast action and exaggerated realism, a formula Midway later applied to the sports of ice hockey (NHL Open Ice and NHL Hitz), American football (NFL Blitz), and baseball (MLB Slugfest). Gameplay NBA Jam is a two-on-two basketball video game featuring NBA-licensed teams and digitized likenesses of real players. Gameplay is exaggerated instead of realistic: players can jump extremely high and make slam dunks that defy both human capabilities and the laws of physics. There are no fouls, free throws, or violations except goaltending and 24-second violations. This means the player is able to freely shove or elbow opponents out of the way. Additionally, if a player makes three baskets in a row, the character becomes "on fire" and has an unlimited turbo and increased shooting precision. The "on fire" mode continues until the other team scores, or until the player who is "on fire" scores four additional consecutive baskets while "on fire". The game contains many Easter eggs, special features, and players activated by initials or button/joystick combinations. For example, pressing A five times and right five times on any Genesis controller will activate "Super Clean Floors". This feature causes characters to fall if they run too fast or change direction too quickly. Players can also enter special codes to unlock hidden players, ranging from US President Bill Clinton to Hugo, the Charlotte Hornets mascot. On the arcade machine, there is also a hidden "tank" game that allows the player to drive a tank and shoot enemy tanks for a minute. Just before the court is shown at the start of a game, joysticks 1 and 2 must be moved down and all six of their buttons held down. Teams and players The original arcade version of NBA Jam has team rosters from the 1992–93 NBA season and the console versions use rosters from the 1993–94 NBA season. More up-to-date rosters were available in subsequent ports released for the Sega CD, Game Boy, and Game Gear in 1994. Midway did not secure the license to use Michael Jordan's name or likeness (as Jordan himself owns the rights to his name and likeness and not the NBA), and as such he was not available as a player for the Chicago Bulls or any other team. Another notable absence from the home versions is Shaquille O'Neal, who was in the arcade version as a member of the Orlando Magic (and who later followed in Jordan's footsteps in buying his name and likeness from the NBA). New Jersey Nets guard Dražen Petrović and Boston Celtics forward Reggie Lewis, both of whom died after the release of the arcade version, were also removed from the home versions. A limited edition version of the game with an additional team composed of Gary Payton and Michael Jordan was developed primarily for Jordan and Payton's personal use. During development, Godzilla and Bart Simpson were planned to be secret characters, but were ultimately scrapped. Development The game was devised after Midway's previous arcade release Total Carnage failed to meet sales expectations. Lead designer and programmer Mark Turmell wanted to develop a game with a wider appeal and decided to mix the digitized graphics of some of Midway's previous titles to create a title similar to Midway's previous basketball game Arch Rivals. Midway was able to procure a license from the NBA, paying royalties of $100 for each arcade cabinet sold. The NBA initially reacted negatively to the game feeling that an arcade game was wrong for the branding; however, after a second pitch, they eventually became convinced of its potential. In one of Midway's original pitch videos to the NBA, they stated that they planned on including various additional features. These included different camera angles, tips from coaches, instant replays and a first-person view on fast breaks. None of these features were included in the final game. The graphics for the NBA players were created from digitized video footage of several amateur basketball players, including future NBA player Stephen Howard. These players were available as secret characters in certain versions of the game. Turmell recounted, "My big ideas in NBA Jam were to do the spectacular dunks and two-on-two basketball, but the whole game was very much a team effort. For instance, someone else came up with the idea of attributes, giving different players different abilities." In 2008, Turmell confirmed a long-held suspicion that the game had a bias against the Chicago Bulls. According to Turmell, a Detroit Pistons fan, the game was programmed such that the Bulls would miss last-second shots in close games against the Pistons. Iguana Entertainment handled the conversion of the game to home consoles. According to Iguana president Jeff Spangenberg, including the time spent on learning the then-new PlayStation hardware, the PlayStation version took six months to develop. The Sega Saturn version took longer to develop, in part because of the greater complexity of the hardware, but also because Iguana Entertainment did not have access to the Sega Graphics Library operating system (which was used to facilitate the Saturn versions of Virtua Fighter 2 and Virtua Cop, among other games). The Game Gear and PlayStation ports were programmed by Iguana UK employee Chris Kirby, with the Sega Saturn version coded by Darren Tunnicliff. Steve Snake, who would later create the Genesis emulator Kega Fusion, made the 32X version. The game was written entirely in assembly language. The game had a marketing budget of $10 million. An update named NBA Jam Tournament Edition (commonly referred to as NBA Jam T.E.) was released in arcades. NBA Jam T.E. included updated rosters, new features and Easter eggs combined with the same gameplay of the original. Jon Hey created new music specifically for NBA Jam: T.E. to replace the original NBA Jam music. Teams now consisted of three players (though only two could be on the court at any time; in practice, the extra player meant greater variety in lineups), with the exception of the new "Rookies" team, which consists of five players, all picked in the 1994 NBA draft. Players could be substituted into the game between quarters. The game also featured new hidden teams and secret playable characters. Early versions of the game included characters from Midway Games's Mortal Kombat games. Players were also assigned more attributes, including clutch and fatigue levels. In addition, the game also introduced features such as a "Tournament" mode that turned off computer assistance and on-court hot spots that allowed for additional points or special slam dunks. The test version of NBA Jam Tournament Edition included eight hidden characters which were taken out of the final version at the request of the NBA: Elviscious, Grim Reaper, Kongo, Raiden, Reptile, Scorpion, Sub-Zero and Tim Coman. Midway also stated they would update all test version cabinets to remove these characters. In addition to the arcade version, NBA Jam Tournament Edition was ported to the Super NES, Genesis, 32X, Game Boy, Game Gear, Sega Saturn, PlayStation, and Atari Jaguar, with the PlayStation port serving as a North American launch title. After Midway produced 250,000 Genesis cartridges, the developer learned that the flash memory used for savegames only works if games are played in a specific order. After attempts to repair the cartridges failed, Midway included a flyer advising customers of "AutoStat" functionality that requires playing two games using initials "XXX" and "NBA" to initialize the cartridge, turning the flaw into an undocumented feature. The NBA Jam games were ported to many home video game consoles and PC, published by Acclaim. The console versions were well known for featuring many new secret characters; the home versions of Jam T.E. even allowed the player to use then-President Bill Clinton, First Lady Hillary Clinton, Vice President Al Gore, and, on the Atari Jaguar version, Atari's Vice President of Software Development Leonard Tramiel. In 2020, as part of their Arcade 1Up line, Tastemakers LLC released a three-fourths-scale replica of the original NBA Jam cabinet featuring emulated versions of the original arcade game, along with Tournament Edition and Hangtime, with newly added online play. Reception The game became exceptionally popular, and generated a significant amount of money for arcades after its release. In the United States, it topped the monthly RePlay charts for upright arcade cabinets from April 1993 through summer to October 1993. RePlay listed it as America's top-grossing arcade game of Summer 1993. The game's US revenue in 1993 exceeded the $300 million ($670 million adjusted for inflation) domestic box office gross of the film Jurassic Park the same year. NBA Jam was America's highest-grossing arcade game of 1993. Individual machines at the time were earning up to $2400 per week, setting the all-time record for the highest per-unit arcade earnings in the United States. In Japan, Game Machine listed NBA Jam on their August 15, 1993 issue as the fourth most successful upright arcade unit of the month. The game grossed over $1,000,000,000 (equivalent to $2,229,000,000 in 2025) worldwide in its first twelve months. As of 2012[update], the arcade game has sold more than 20,000 arcade units and generated a lifetime revenue of $2 billion. On consoles in the United States it was the top-selling Sega Genesis, Super NES and Game Gear game in March 1994, holding the top-spot on Sega systems for April as well. It was the second best-selling home video game of 1994 in the United States (below Donkey Kong Country), with the Genesis version outselling the Super NES version. The console ports sold 2 million copies in 1994, more than 3 million cartridges worldwide by February 1995, and over 4 million within a year. As of 2019[update], the Genesis and Super NES versions sold a combined 6 million copies worldwide. The four reviewers of Electronic Gaming Monthly gave the Super NES version a unanimous score of 9 out of 10 and their "Game of the Month" award. They praised its graphics, sounds, and the four-player mode, and remarked that the gameplay is easy to pick up and incredibly fun even for people who don't like sports games. Reviewing the Genesis version, Mike Weigand commented that "The voices are fuzzy and the colors are a bit bland", but that the game is still very fun. EGM rated the Game Gear version as weaker than either the SNES or Genesis versions, chiefly due to the removal of most of the jams, but said it is still worthwhile for Game Gear owners. GamePro praised the Sega CD version's updated roster, more intuitive controls, and improved audio with "more voice samples, more music, and more sound effects than any other home version." However, they criticized the graphics as much worse than in the Super NES and arcade versions, complained of long load times, and concluded that the improvements were not enough to make the game worthwhile for those who already had a home version of NBA Jam. GamePro commented of the Game Boy version, "Obviously the GB is far too limited a system to capture more than a fraction of what made NBA Jam an arcade smash, but at least it has that fraction." Next Generation reviewed the Sega CD version of the game, and stated that "It's good, but it could have been so much more." In 1995, Flux magazine rated the arcade version 19th in their "Top 100 Video Games." In 1996, Next Generation listed NBA Jam at number 99 in their "Top 100 Games of All Time", commenting that "Despite it having been flogged to death by Acclaim at home and now in the arcades, NBA Jam is still a terrific game, especially in the arcade with four players." In 2017, Gamesradar ranked NBA Jam 23rd on its "Best Sega Genesis/Mega Drive games of all time." IGN listed the NBA Jam 36th on its "Top 100 SNES Games." They praised the game saying: "Professional basketball has never been as much fun as in NBA Jam". They also praised the secret playable characters. Reviewing the 32X version, GamePro opined that people who already own the Genesis version should not bother with the 32X one, but summarized that "Despite some sloppy rough edges, Jam's classic run-n-gun gameplay brings much-needed excitement to the cart-starved 32X." The two sports reviewers of Electronic Gaming Monthly said the 32X version was the most accurate conversion of the arcade game to date. Next Generation reviewed the 32X version of NBA Jam Tournament Edition, rating it three stars out of five, and stated that "NBA Jam T.E. is a good game, but it is just as good on the Genesis and SNES, and shows no signs of 32-bit gaming. While there have been some decent games for the 32X, this is yet one more of the many disappointments." A reviewer for Next Generation, after enumerating the improvements Tournament Edition offers over the original game, concluded, "What does all this equal? Same game (albeit a good one), new package! Only Jam fanatics and the two guys who don't own the original need slam down the cash for this rehash." A GamePro critic covered the Tournament Edition release and was less forgiving of the Game Boy version's technical flaws, complaining of sprites with too little detail to discern which player is which during play, and summarizing the conversion as "a pale imitation of an otherwise great game." Electronic Gaming Monthly's two sports reviewers highly praised the PlayStation version as a precise conversion with good enhancements. Next Generation concurred and declared it the best version of the game to date. Videohead of GamePro disagreed, saying the PlayStation version conspicuously lacks graphical details and voice clips from the arcade version and suffers from overly tough A.I. Steve Merrett of Sega Saturn Magazine gave the Saturn version an 89%, declaring it "A perfect conversion of one of the most original coin-ops around." He particularly praised the reliance on timing and precision over complex button combinations, and the game's high playability in general, saying it "ensures a return for late-night rematches whilst the graphically-stunning games are gradually coated in dust." Both Sega Saturn Magazine and Maximum were impressed with the Saturn version's retention of all the considerable content of the arcade version. However, the reviewer for Maximum added that it nonetheless failed to offer any game-changing features that would make buying it worthwhile to anyone who already owned the Genesis or Super NES version. GamePro commented that the Jaguar version is competent but far inferior to the PlayStation version. The two sports reviewers of Electronic Gaming Monthly were slightly more pleased with the conversion but felt it pointless since there had already been so many versions of the game, and the Jaguar release fails to offer anything new. Entertainment Weekly gave NBA Jam Tournament Edition an A and wrote that "The latest upgrade, NBA Jam Tournament Edition, of the two-on-two in-your-face hoopfest boasts the participation of fully one third of the NBA's roster. And the graphics and sound are astounding-not only is playing this game like watching TV, but so is listening to it, with unnervingly accurate commentary that precisely follows the action of the game. Loads of hidden tricks and guest appearances make this one an arcade slam dunk." In 1995, Total! ranked the game 8th in its "Top 100 SNES Games". In 1998, Saturn Power listed the Sega Saturn version 89th in their "Top 100 Sega Saturn Games." In 2018, Complex named NBA Jam Tournament Edition 44th on their "The Best Super Nintendo Games of All Time." Legacy Acclaim later ended up winning the exclusive rights to use the NBA Jam name, and without Midway's involvement, released a sequel, NBA Jam Extreme, in 1996. It features 3D graphics and Marv Albert doing commentary. The game received mixed reception. Acclaim continued to use the NBA Jam name on subsequent console games until the company closed in 2004, although the games were only mildly popular. Midway released their own sequel in arcades in 1996, NBA Hangtime, which was better received. Hangtime featured refined 2D gameplay and added a create-a-player option among other new features. An update called NBA Maximum Hangtime was subsequently released for the arcade, and the game was ported to home systems. Midway later produced further entries in its NBA series with 3-D graphics, beginning with NBA Showtime: NBA on NBC in 1999, followed by the console-exclusive NBA Hoopz in 2001, which expanded the gameplay to 3-on-3, and the NBA Ballers series. EA Sports, having acquired rights to the name, released a new version of NBA Jam, with the Wii version released on October 5, 2010, and PlayStation 3 and Xbox 360 versions released the following month. Original NBA Jam creator Mark Turmell was hired to work on this new version in conjunction with EA Canada. Following the game's critical and commercial success, a follow-up, NBA Jam: On Fire Edition was released for PSN on October 4, 2011, and XBLA on October 5, 2011. In 2024, Raw Thrills, which was founded by former Midway employees, released the arcade game NBA Superstars, the first NBA arcade game since NBA Showtime, which includes many gameplay elements from the Midway series, and features NBA Jam announcer Tim Kitzrow. Midway also applied similar themes and designs to their other sports games, beginning with the 1996 hockey game NHL Open Ice and the American football game NFL Blitz, which proved to be a major success. Midway had also developed Power Up Baseball around 1996 based on the same concepts as NBA Jam, but it was cancelled as they found the game did not test well due to the large number of paid plays users would need to complete one game, among other issues. After making the switch to develop console games exclusively, Midway continued to produce sports titles with arcade-style gameplay, with sequels to NFL Blitz, a new hockey series called NHL Hitz, the MLB Slugfest series of baseball games, and the soccer game RedCard 2003. In popular sports culture, the phrases "He's heating up", "He's on fire", and "Boomshakalaka!" are identified with NBA Jam. In the game, these catch-phrases describe when a player hits two or three shots in a row. When a player is "on fire", the ball literally catches fire and singes the net. Voiced by Tim Kitzrow, the announcer is reminiscent of Marv Albert and has contributed numerous memorable lines to the basketball lexicon. The NBA Jam script was written solely by Jon Hey, although Kitzrow has stated that the lines were largely improvised. NBA Jam also incorporates a slogan from Spike Lee's alter-ego in his 1986 film She's Gotta Have It, Mars Blackmon, who was also featured in a Nike basketball shoe television commercial at the time. The NBA Jam commentator asks, "Is it the shoes?" after a player performs spectacularly. The 2010 game features a nod to this particular piece of commentary, when the commentator (Kitzrow reprising the role) sometimes exclaims "It's gotta be the shoes!" under similar circumstances. The upbeat, funky music written by Jon Hey was inspired by sports music themes and has been compared to George Clinton's P-Funk All Stars. Funkadelic's 1979 "(Not Just) Knee Deep" shares the most similarity with the music of NBA Jam but was recorded more than a decade before NBA Jam's music was written. The likeness of George Clinton was used as the character "P. Funk" in the console versions of NBA Jam Tournament Edition. The original NBA Jam arcade release and the NBA Jam T.E. arcade release had different music for the title screen and for each quarter. In July 2009, Mortal Kombat creator Ed Boon revealed (on Twitter) that a Mortal Kombat court was to be hidden in a console port of NBA Jam or NBA Hangtime. In October 2019, writer Reyan Ali published a book on the game/series for Boss Fight Books called NBA Jam documenting the game's development, success and impact on Midway afterward. See also Notes References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Chinese_government] | [TOKENS: 3942]
Contents Government of China The government of the People's Republic of China is based on a system of people's congress within the parameters of a unitary communist state, in which the ruling Chinese Communist Party (CCP) enacts its policies through people's congresses. This system is based on the principle of unified state power, in which the legislature, the National People's Congress (NPC), is constitutionally enshrined as the "highest state organ of power." As China's political system has no separation of powers, there is only one branch of government which is represented by the legislature. The CCP through the NPC enacts unified leadership, which requires that all state organs, from the Supreme People's Court to the State Council of China, are elected by, answerable to, and have no separate powers than those granted to them by the NPC. By law, all elections at all levels must adhere to the leadership of the CCP. The CCP controls appointments in all state bodies through a two-thirds majority in the NPC. The remaining seats are held by nominally independent delegates and eight minor political parties, which are non-oppositional and required to support the CCP. All government bodies and state-owned enterprises have internal CCP committees that lead the decision-making in these institutions. The NPC meets annually for about two weeks in March to review and approve major new policy directions, and in between those sessions, delegates its powers to the working legislature, the NPC Standing Committee (NPCSC). This organ adopts most national legislation, interprets the constitution and laws, and conducts constitutional reviews, and is headed by the chairman, one of China's top officials. The president is a ceremonial office and has no real power but represents China abroad, though since the 1990s, the presidency has always been held by the leader of the Chinese Communist Party. Elected separately by the NPC, the vice president has no power other than what the president bestowed on them but assists the president. The head of the State Council, the NPC's executive organ, is the premier. The General Secretary of the Chinese Communist Party is China's leading official since the CCP is tasked with formulating and setting national policy which the state, after being adopted by the NPC or relevant state organ, is responsible for implementing. The State Council, also referred to as the Central People's Government, consists of, besides the Premier, a variable number of vice premiers, five state councilors (protocol equal of vice premiers but with narrower portfolios), the secretary-general, and 26 ministers and other cabinet-level department heads. It consists of ministries and agencies with specific portfolios. The State Council presents most initiatives to the NPCSC for consideration after previous endorsement by the CCP's Politburo Standing Committee. China's judicial organs are political organs that perform prosecutorial and court functions. Because of their political nature, China does not have judicial independence. China's courts are supervised by the Supreme People's Court (SPC), which answers to the NPC. The Supreme People's Procuratorate (SPP) is responsible for prosecutions and supervises procuracies at the provincial, prefecture, and county levels. At the same administrative ranking as the SPC and SPP, the National Supervisory Commission (NSC) was established in 2018 to investigate corruption within the CCP and state organs. All courts and their personnel are subject to the effective control of the CCP's Central Political and Legal Affairs Commission. Relationship with the Chinese Communist Party The CCP constitution states that the party is the highest force for political leadership. The party's institutions overlap with government institutions and the party has authority over government decisions at both the local and central levels.: 36 Senior government officials throughout the country are appointed by the CCP, and are mostly CCP members. All government departments, state-owned enterprises and public institutes include CCP committees, from the village level to the national level. The CCP committees in government bodies supervise and lead the bodies, with the State Council legally required to implement CCP policies. As outlined by the CCP constitution: "Government, the military, society and schools, north, south, east and west – the party leads them all." Under the leadership of Deng Xiaoping, there were proposals to increase the separation of the state and the party, especially advocated by more liberal officials such as Zhao Ziyang. The proposals included abolishing CCP committees from some government departments, increasing the influence of the State Council, and having professional managers leader SOEs instead of CCP committees. These proposals were abandoned after the 1989 Tiananmen Square protests and massacre. On the relationship between the government and the CCP, James Palmer, writing for Foreign Policy, states that, "[t]he Chinese government is essentially the shadow of the Communist Party, moving as the party does, and consequently government roles matter far less than party ones." According to The Economist, "[e]specially when meeting foreigners, officials may present name cards bearing government titles but stay quiet about party positions which may or may not outrank their state jobs." According to scholar Rush Doshi, "[t]he Party sits above the state, runs parallel to the state, and is enmeshed in every level of the state.": 35 The integration of the CCP and the state has accelerated under Xi Jinping's general secretaryship, chairing eight party commissions that direct government bodies. Under Xi, several government and party bodies have also merged, with one party organization having an external state government name under the one institution with two names system, further integrating party and the state. Constitution The first constitution of the PRC was first created on 20 September 1954, before which an interim constitution-like document created by the Chinese People's Political Consultative Conference was in force. The second promulgation in 1975 shortened the constitution to just about 30 articles, containing CCP slogans and revolutionary language throughout.[citation needed] The role of courts was slashed, and the Presidency was gone. The 3rd promulgation in 1978 expanded the number of articles, but was still under the influence of the very-recent Cultural Revolution.[citation needed] The current constitution, declared on 4 December 1982, is the PRC's fourth. The legal power of the CCP is guaranteed by the PRC Constitution and its position as the supreme political authority in the People's Republic of China is put in practice through its comprehensive control of the state, military, and media. National People's Congress The National People's Congress (NPC) is the national legislature of China. With 2,977 members in 2023, it is the largest parliamentary body in the world. Under China's current Constitution, the NPC is structured as a unicameral legislature, with the power to legislate, to oversee the operations of the government, and to elect the major officials of state. Its delegates are elected for a five-year term through a multi-tiered electoral system. According to the Constitution, the NPC is the highest state institution within China's political system.: 78 The NPC and the National Committee of the People's Political Consultative Conference (CPPCC), a consultative body whose members represent various people's organizations, are the main deliberative bodies of China, and are often referred to as the Two Sessions. Aside from the CCP, eight minor political parties participate, but are non-oppositional and have no real power. They must accept the primacy of the CCP to exist and their members are preapproved by the CCP's United Front Work Department. The NPC, elected for a term of five years, holds annual sessions every spring, usually lasting from 10 to 14 days, in the Great Hall of the People on the west side of Tiananmen Square, Beijing. These annual meetings are usually timed to occur with the meetings of the CPPCC, providing an opportunity for the officers of state to review past policies and present future plans to the nation. The NPC generally has a reputation of approving the work of the State Council and not engaging in overmuch drafting of laws itself. However, it and its Standing Committee have occasionally asserted themselves. For example, the State Council and the CCP were unable to secure passage of a fuel tax in 2009 to finance the construction of expressways. Likewise, the Ministry of Finance has sought to institute property taxes since the early 2010s, but opposition from the NPC (as well as local governments) have prevented any property tax proposals from reaching the NPC's legislative agenda.: 60–61 The NPC Standing Committee is more assertive than the NPC itself and has vetoed proposed laws.: 79 Leadership The CCP Politburo Standing Committee consists of the government's top leadership.: 55 Historically it has had five to nine members. As of 2024, it has seven members.: 55 Its officially mandated purpose is to conduct policy discussions and make decisions on major issues when the Politburo, a larger decision-making body, is not in session. According to the CCP's constitution, the General Secretary of the Central Committee must also be a member of the CCP Politburo Standing Committee.[better source needed] The membership of the PSC is strictly ranked in protocol sequence. Historically, the general secretary (or party chairman) has been ranked first; the rankings of other leaders have varied over time. Since the 1990s, the general secretary (also the president), premier, chairman of the NPC Standing Committee, the chairman of the Chinese People's Political Consultative Conference, the secretary of the Central Commission for Discipline Inspection, the party's top anti-graft body, and the first-ranked secretary of the CCP secretariat have consistently also been members of the Politburo Standing Committee. Ranked below the party's Politburo Standing Committee are deputy state leaders including the party's chief staff, vice premiers, and the party secretaries of China's most important municipalities and provinces.: 55 Ministers and provincial governors are next in rank, followed by deputy ministers and deputy provincial governors.: 55 Ministry director generals and sub provincial municipality mayors rank below this, followed by ministry deputy director generals and third-tier city mayors.: 55–56 There are five ranks below these which reach to the base of the government and party hierarchies.: 56 Power is concentrated in the "paramount leader," an informal title currently occupied by Xi Jinping, who heads the three most important political and state offices: He is the general secretary of the CCP Central Committee, Chairman of the Central Military Commission, and President of the PRC. Near the end of Hu Jintao's term in office, experts observed growing limitations to the paramount leader's de facto control over the government, but at the 19th Party Congress in October 2017, Xi Jinping's term limits were removed and his powers were expanded. Under the PRC's constitution, the President of the People's Republic of China is a largely ceremonial office with limited powers. However, since 1993, as a matter of convention, the presidency has been held simultaneously by the General Secretary of the Chinese Communist Party, the top leader in the one-party system. The office is officially regarded as an institution of the state rather than an administrative post; theoretically, the president serves at the pleasure of the National People's Congress, the legislature, and is not legally vested to take executive action on its own prerogative.[note 1] The current president is Xi Jinping, who took office in March 2013. The office was first established in the Constitution of the People's Republic of China in 1954 and successively held by Mao Zedong and Liu Shaoqi. Liu fell into political disgrace during the Cultural Revolution, after which the office became vacant. The office was abolished under the Constitution of 1975, then reinstated in the Constitution of 1982, but with reduced powers. The official English-language translation of the title was "Chairman"; after 1982, this translation was changed to "President", although the Chinese title remains unchanged.[note 2] In March 2018, presidential term limits were abolished. The State Council is the chief administrative authority and national cabinet of China. It is appointed by the National People's Congress and is chaired by the premier and includes the heads of each governmental department and agency. The premier is assisted by several vice premiers, currently four, each of them overseeing a certain area of administration. The premier, vice premiers and the State Councilors collectively form the inner cabinet that regularly convenes for the State Council Executive Meeting.: 76–80 The State Council includes 26 constituent ministries, and officially oversees the provincial-level governments throughout China. Generally, the authority of government departments is defined by regulations and rules rather than law.: 28 The State Council issues regulations on the forms of official government and CCP documentation which govern the level of authority, urgency, and confidentiality required by the document.: 28 Official documents include ones which must be strictly implemented by lower levels of government (such as "Decisions" and "Orders"), ones which can be treated more flexibly (such as "Opinions" and "Notices"), and ones with less or more general content (such as "Letters" and "Minutes").: 28 The Central Military Commission (CMC) exercises the supreme command and control over the People's Liberation Army (PLA), the People's Armed Police, and the Militia. It operates within the CCP under the name "Central Military Commission of the Communist Party of China", and as the military arm of the central government under the name "Central Military Commission of the People's Republic of China". Under the arrangement of "one institution with two names", both commissions have identical personnel, organization and function, and operate under both the party and state systems. The commission is headed by the CMC Chairman. The National Supervisory Commission (NSC) is the highest state supervisory (anti-corruption) agency of China. At the same administrative ranking as the Supreme People's Court and Supreme People's Procuratorate, it supervises all public officials who exercise public power. It closely operates together with the Central Commission for Discipline Inspection of the CCP, and effectively acts as the state arm of the CCDI. It replaced the former Ministry of Supervision. Supreme People's Court and Supreme People's Procuratorate The Supreme People's Court is the judicial organ of the People's Republic of China and is subject to the control of the CCP's Central Political and Legal Affairs Commission. Hong Kong and Macau, as special administrative regions, have separate judicial systems based on British common law traditions and Portuguese civil-law traditions, respectively. The judges of the Supreme People's Court are appointed by the National People's Congress.[citation needed] Local governments The governors of China's provinces and autonomous regions and mayors of its directly administered municipalities are appointed by the State Council after receiving the nominal consent of the National People's Congress (NPC). The Hong Kong and Macau special administrative regions (SARS) have significant local autonomy including separate governments, legal systems, and basic constitutional laws, but must follow the central government in foreign policy and national security, and their chief executives are effectively picked by the CCP Politburo. Below the provincial level, there are prefectures and counties. Counties are divided into townships and villages. While most are run by appointed officials, some lower-level jurisdictions have direct elections. While operating under strict control and supervision by the central government, China's local governments manage relatively high share of fiscal revenues and expenditures. Their level of authority and autonomy in economic decision-making is high, and they have played a major role in national economic development.: 1 They do not have the right to make tax laws but may have the ability to adjust certain tax rates within boundaries established by the central government.: 354 Through the late 1980s and the early 1990s, the municipal government regulatory mechanisms expanded, as did their capacity to regulate peri-urban areas.: 81 The 1994 fiscal reforms resulted in the need of local governments to generate non-tax revenue, which they did in the form of revenues through land development and use fees.: 82 This resulted in their increase in both administrative size and geographic size.: 82 From 2002 to at least 2023, the cost of providing public goods has devolved to local governments from the central government and therefore local governments need to generate fees to provide public services.: 82 Local governments are the key provider of public goods in China.: 149 Since 2014, the National New-Type Urbanization Plan has resulted in the consolidation of planning processes that were formerly distributed across different bureaucracies, such as urban and rural land use, tourism planning, and environmental planning.: 87 Beginning in 2015, the central government allowed local governments to issue bonds to finance public capital spending for projects like infrastructure and hospitals.: 354 The quantity of such bonds is set by the central government.: 354 Local governments cannot issue bonds to pay for current spending, such as salaries.: 354 Civil service China's civil service is divided into tiers.: 147 The highest tiers (including department chiefs, deputy department chiefs, and section chiefs) have significant involvement in policy-making.: 147 Policy development After the reform and opening up, China has been characterized by a high degree of political centralization but significant economic decentralization.: 7 The central government sets the strategic direction while local officials carry it out,: 7 including developing the details of policy.: 30 Academics Sebastian Heilmann and Elizabeth Perry write that policy-making in China is influenced by the Chinese Communist Revolution, resulting in a policy approach that combined centralized leadership with intense mass mobilization, and that this mode of governance is defined by continuous experimentation and improvisation.: 45 According to academics Jérôme Doyon and Chloé Froissart, the adaptive capacity resulting from a heritage of guerrilla warfare has made the CCP adept in dealing with uncertainty and has translated into a capacity to experiment first and then systemize the results.: 2 New policies are often tested locally before being applied more widely, resulting in a policy process that involves experimentation and feedback.: 14 This method of first implementing policy through local pilot testing was also used during the Mao era.: 108 Generally, high level central government leadership refrains from drafting specific policies, instead using the informal networks and site visits to affirm or suggest changes to the direction of local policy experiments or pilot programs.: 71 The typical approach is that central government leadership begins drafting formal policies, law, or regulations after policy has been developed at local levels.: 71 State capacity China has a high degree of state capacity.: 49–51 Academic Thomas Heberer attributes China's state capacity to: (1) the legitimacy of its political system as viewed by its citizens, (2) the ability to exercise social control and regulation, (3) coercive resources, (4) the capacity to consult and collaborate with emerging social groups and organizations to balance conflicting interests, and (5) the ability to learn from failures and mistakes.: 50–51 Budget China's fiscal budget has four parts: general fiscal budget, budget for government funds, budget for operating income of state-owned capital, and social insurance budget.: 353 The largest part is the general fiscal budget, which is a unitary budget that is allocated between central fiscal and local fiscal budgets.: 353 The central government sets targets for its fiscal revenue and expenditures, as well as local government fiscal revenue and expenditures.: 354 See also Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Python_(programming_language)#cite_ref-94] | [TOKENS: 4314]
Contents Python (programming language) Python is a high-level, general-purpose programming language. Its design philosophy emphasizes code readability with the use of significant indentation. Python is dynamically type-checked and garbage-collected. It supports multiple programming paradigms, including structured (particularly procedural), object-oriented and functional programming. Guido van Rossum began working on Python in the late 1980s as a successor to the ABC programming language. Python 3.0, released in 2008, was a major revision and not completely backward-compatible with earlier versions. Beginning with Python 3.5, capabilities and keywords for typing were added to the language, allowing optional static typing. As of 2026[update], the Python Software Foundation supports Python 3.10, 3.11, 3.12, 3.13, and 3.14, following the project's annual release cycle and five-year support policy. Python 3.15 is currently in the alpha development phase, and the stable release is expected to come out in October 2026. Earlier versions in the 3.x series have reached end-of-life and no longer receive security updates. Python has gained widespread use in the machine learning community. It is widely taught as an introductory programming language. Since 2003, Python has consistently ranked in the top ten of the most popular programming languages in the TIOBE Programming Community Index, which ranks based on searches in 24 platforms. History Python was conceived in the late 1980s by Guido van Rossum at Centrum Wiskunde & Informatica (CWI) in the Netherlands. It was designed as a successor to the ABC programming language, which was inspired by SETL, capable of exception handling and interfacing with the Amoeba operating system. Python implementation began in December 1989. Van Rossum first released it in 1991 as Python 0.9.0. Van Rossum assumed sole responsibility for the project, as the lead developer, until 12 July 2018, when he announced his "permanent vacation" from responsibilities as Python's "benevolent dictator for life" (BDFL); this title was bestowed on him by the Python community to reflect his long-term commitment as the project's chief decision-maker. (He has since come out of retirement and is self-titled "BDFL-emeritus".) In January 2019, active Python core developers elected a five-member Steering Council to lead the project. The name Python derives from the British comedy series Monty Python's Flying Circus. (See § Naming.) Python 2.0 was released on 16 October 2000, featuring many new features such as list comprehensions, cycle-detecting garbage collection, reference counting, and Unicode support. Python 2.7's end-of-life was initially set for 2015, and then postponed to 2020 out of concern that a large body of existing code could not easily be forward-ported to Python 3. It no longer receives security patches or updates. While Python 2.7 and older versions are officially unsupported, a different unofficial Python implementation, PyPy, continues to support Python 2, i.e., "2.7.18+" (plus 3.11), with the plus signifying (at least some) "backported security updates". Python 3.0 was released on 3 December 2008, and was a major revision and not completely backward-compatible with earlier versions, with some new semantics and changed syntax. Python 2.7.18, released in 2020, was the last release of Python 2. Several releases in the Python 3.x series have added new syntax to the language, and made a few (considered very minor) backward-incompatible changes. As of January 2026[update], Python 3.14.3 is the latest stable release. All older 3.x versions had a security update down to Python 3.9.24 then again with 3.9.25, the final version in 3.9 series. Python 3.10 is, since November 2025, the oldest supported branch. Python 3.15 has an alpha released, and Android has an official downloadable executable available for Python 3.14. Releases receive two years of full support followed by three years of security support. Design philosophy and features Python is a multi-paradigm programming language. Object-oriented programming and structured programming are fully supported, and many of their features support functional programming and aspect-oriented programming – including metaprogramming and metaobjects. Many other paradigms are supported via extensions, including design by contract and logic programming. Python is often referred to as a 'glue language' because it is purposely designed to be able to integrate components written in other languages. Python uses dynamic typing and a combination of reference counting and a cycle-detecting garbage collector for memory management. It uses dynamic name resolution (late binding), which binds method and variable names during program execution. Python's design offers some support for functional programming in the "Lisp tradition". It has filter, map, and reduce functions; list comprehensions, dictionaries, sets, and generator expressions. The standard library has two modules (itertools and functools) that implement functional tools borrowed from Haskell and Standard ML. Python's core philosophy is summarized in the Zen of Python (PEP 20) written by Tim Peters, which includes aphorisms such as these: However, Python has received criticism for violating these principles and adding unnecessary language bloat. Responses to these criticisms note that the Zen of Python is a guideline rather than a rule. The addition of some new features had been controversial: Guido van Rossum resigned as Benevolent Dictator for Life after conflict about adding the assignment expression operator in Python 3.8. Nevertheless, rather than building all functionality into its core, Python was designed to be highly extensible via modules. This compact modularity has made it particularly popular as a means of adding programmable interfaces to existing applications. Van Rossum's vision of a small core language with a large standard library and easily extensible interpreter stemmed from his frustrations with ABC, which represented the opposite approach. Python claims to strive for a simpler, less-cluttered syntax and grammar, while giving developers a choice in their coding methodology. Python lacks do .. while loops, which Rossum considered harmful. In contrast to Perl's motto "there is more than one way to do it", Python advocates an approach where "there should be one – and preferably only one – obvious way to do it". In practice, however, Python provides many ways to achieve a given goal. There are at least three ways to format a string literal, with no certainty as to which one a programmer should use. Alex Martelli is a Fellow at the Python Software Foundation and Python book author; he wrote that "To describe something as 'clever' is not considered a compliment in the Python culture." Python's developers typically prioritize readability over performance. For example, they reject patches to non-critical parts of the CPython reference implementation that would offer increases in speed that do not justify the cost of clarity and readability.[failed verification] Execution speed can be improved by moving speed-critical functions to extension modules written in languages such as C, or by using a just-in-time compiler like PyPy. Also, it is possible to transpile to other languages. However, this approach either fails to achieve the expected speed-up, since Python is a very dynamic language, or only a restricted subset of Python is compiled (with potential minor semantic changes). Python is meant to be a fun language to use. This goal is reflected in the name – a tribute to the British comedy group Monty Python – and in playful approaches to some tutorials and reference materials. For instance, some code examples use the terms "spam" and "eggs" (in reference to a Monty Python sketch), rather than the typical terms "foo" and "bar". A common neologism in the Python community is pythonic, which has a broad range of meanings related to program style: Pythonic code may use Python idioms well; be natural or show fluency in the language; or conform with Python's minimalist philosophy and emphasis on readability. Syntax and semantics Python is meant to be an easily readable language. Its formatting is visually uncluttered and often uses English keywords where other languages use punctuation. Unlike many other languages, it does not use curly brackets to delimit blocks, and semicolons after statements are allowed but rarely used. It has fewer syntactic exceptions and special cases than C or Pascal. Python uses whitespace indentation, rather than curly brackets or keywords, to delimit blocks. An increase in indentation comes after certain statements; a decrease in indentation signifies the end of the current block. Thus, the program's visual structure accurately represents its semantic structure. This feature is sometimes termed the off-side rule. Some other languages use indentation this way; but in most, indentation has no semantic meaning. The recommended indent size is four spaces. Python's statements include the following: The assignment statement (=) binds a name as a reference to a separate, dynamically allocated object. Variables may subsequently be rebound at any time to any object. In Python, a variable name is a generic reference holder without a fixed data type; however, it always refers to some object with a type. This is called dynamic typing—in contrast to statically-typed languages, where each variable may contain only a value of a certain type. Python does not support tail call optimization or first-class continuations; according to Van Rossum, the language never will. However, better support for coroutine-like functionality is provided by extending Python's generators. Before 2.5, generators were lazy iterators; data was passed unidirectionally out of the generator. From Python 2.5 on, it is possible to pass data back into a generator function; and from version 3.3, data can be passed through multiple stack levels. Python's expressions include the following: In Python, a distinction between expressions and statements is rigidly enforced, in contrast to languages such as Common Lisp, Scheme, or Ruby. This distinction leads to duplicating some functionality, for example: A statement cannot be part of an expression; because of this restriction, expressions such as list and dict comprehensions (and lambda expressions) cannot contain statements. As a particular case, an assignment statement such as a = 1 cannot be part of the conditional expression of a conditional statement. Python uses duck typing, and it has typed objects but untyped variable names. Type constraints are not checked at definition time; rather, operations on an object may fail at usage time, indicating that the object is not of an appropriate type. Despite being dynamically typed, Python is strongly typed, forbidding operations that are poorly defined (e.g., adding a number and a string) rather than quietly attempting to interpret them. Python allows programmers to define their own types using classes, most often for object-oriented programming. New instances of classes are constructed by calling the class, for example, SpamClass() or EggsClass()); the classes are instances of the metaclass type (which is an instance of itself), thereby allowing metaprogramming and reflection. Before version 3.0, Python had two kinds of classes, both using the same syntax: old-style and new-style. Current Python versions support the semantics of only the new style. Python supports optional type annotations. These annotations are not enforced by the language, but may be used by external tools such as mypy to catch errors. Python includes a module typing including several type names for type annotations. Also, mypy supports a Python compiler called mypyc, which leverages type annotations for optimization. 1.33333 frozenset() Python includes conventional symbols for arithmetic operators (+, -, *, /), the floor-division operator //, and the modulo operator %. (With the modulo operator, a remainder can be negative, e.g., 4 % -3 == -2.) Also, Python offers the ** symbol for exponentiation, e.g. 5**3 == 125 and 9**0.5 == 3.0. Also, it offers the matrix‑multiplication operator @ . These operators work as in traditional mathematics; with the same precedence rules, the infix operators + and - can also be unary, to represent positive and negative numbers respectively. Division between integers produces floating-point results. The behavior of division has changed significantly over time: In Python terms, the / operator represents true division (or simply division), while the // operator represents floor division. Before version 3.0, the / operator represents classic division. Rounding towards negative infinity, though a different method than in most languages, adds consistency to Python. For instance, this rounding implies that the equation (a + b)//b == a//b + 1 is always true. Also, the rounding implies that the equation b*(a//b) + a%b == a is valid for both positive and negative values of a. As expected, the result of a%b lies in the half-open interval [0, b), where b is a positive integer; however, maintaining the validity of the equation requires that the result must lie in the interval (b, 0] when b is negative. Python provides a round function for rounding a float to the nearest integer. For tie-breaking, Python 3 uses the round to even method: round(1.5) and round(2.5) both produce 2. Python versions before 3 used the round-away-from-zero method: round(0.5) is 1.0, and round(-0.5) is −1.0. Python allows Boolean expressions that contain multiple equality relations to be consistent with general usage in mathematics. For example, the expression a < b < c tests whether a is less than b and b is less than c. C-derived languages interpret this expression differently: in C, the expression would first evaluate a < b, resulting in 0 or 1, and that result would then be compared with c. Python uses arbitrary-precision arithmetic for all integer operations. The Decimal type/class in the decimal module provides decimal floating-point numbers to a pre-defined arbitrary precision with several rounding modes. The Fraction class in the fractions module provides arbitrary precision for rational numbers. Due to Python's extensive mathematics library and the third-party library NumPy, the language is frequently used for scientific scripting in tasks such as numerical data processing and manipulation. Functions are created in Python by using the def keyword. A function is defined similarly to how it is called, by first providing the function name and then the required parameters. Here is an example of a function that prints its inputs: To assign a default value to a function parameter in case no actual value is provided at run time, variable-definition syntax can be used inside the function header. Code examples "Hello, World!" program: Program to calculate the factorial of a non-negative integer: Libraries Python's large standard library is commonly cited as one of its greatest strengths. For Internet-facing applications, many standard formats and protocols such as MIME and HTTP are supported. The language includes modules for creating graphical user interfaces, connecting to relational databases, generating pseudorandom numbers, arithmetic with arbitrary-precision decimals, manipulating regular expressions, and unit testing. Some parts of the standard library are covered by specifications—for example, the Web Server Gateway Interface (WSGI) implementation wsgiref follows PEP 333—but most parts are specified by their code, internal documentation, and test suites. However, because most of the standard library is cross-platform Python code, only a few modules must be altered or rewritten for variant implementations. As of 13 March 2025,[update] the Python Package Index (PyPI), the official repository for third-party Python software, contains over 614,339 packages. Development environments Most[which?] Python implementations (including CPython) include a read–eval–print loop (REPL); this permits the environment to function as a command line interpreter, with which users enter statements sequentially and receive results immediately. Also, CPython is bundled with an integrated development environment (IDE) called IDLE, which is oriented toward beginners.[citation needed] Other shells, including IDLE and IPython, add additional capabilities such as improved auto-completion, session-state retention, and syntax highlighting. Standard desktop IDEs include PyCharm, Spyder, and Visual Studio Code; there are web browser-based IDEs, such as the following environments: Implementations CPython is the reference implementation of Python. This implementation is written in C, meeting the C11 standard since version 3.11. Older versions use the C89 standard with several select C99 features, but third-party extensions are not limited to older C versions—e.g., they can be implemented using C11 or C++. CPython compiles Python programs into an intermediate bytecode, which is then executed by a virtual machine. CPython is distributed with a large standard library written in a combination of C and native Python. CPython is available for many platforms, including Windows and most modern Unix-like systems, including macOS (and Apple M1 Macs, since Python 3.9.1, using an experimental installer). Starting with Python 3.9, the Python installer intentionally fails to install on Windows 7 and 8; Windows XP was supported until Python 3.5, with unofficial support for VMS. Platform portability was one of Python's earliest priorities. During development of Python 1 and 2, even OS/2 and Solaris were supported; since that time, support has been dropped for many platforms. All current Python versions (since 3.7) support only operating systems that feature multithreading, by now supporting not nearly as many operating systems (dropping many outdated) than in the past. All alternative implementations have at least slightly different semantics. For example, an alternative may include unordered dictionaries, in contrast to other current Python versions. As another example in the larger Python ecosystem, PyPy does not support the full C Python API. Creating an executable with Python often is done by bundling an entire Python interpreter into the executable, which causes binary sizes to be massive for small programs, yet there exist implementations that are capable of truly compiling Python. Alternative implementations include the following: Stackless Python is a significant fork of CPython that implements microthreads. This implementation uses the call stack differently, thus allowing massively concurrent programs. PyPy also offers a stackless version. Just-in-time Python compilers have been developed, but are now unsupported: There are several compilers/transpilers to high-level object languages; the source language is unrestricted Python, a subset of Python, or a language similar to Python: There are also specialized compilers: Some older projects existed, as well as compilers not designed for use with Python 3.x and related syntax: A performance comparison among various Python implementations, using a non-numerical (combinatorial) workload, was presented at EuroSciPy '13. In addition, Python's performance relative to other programming languages is benchmarked by The Computer Language Benchmarks Game. There are several approaches to optimizing Python performance, despite the inherent slowness of an interpreted language. These approaches include the following strategies or tools: Language Development Python's development is conducted mostly through the Python Enhancement Proposal (PEP) process; this process is the primary mechanism for proposing major new features, collecting community input on issues, and documenting Python design decisions. Python coding style is covered in PEP 8. Outstanding PEPs are reviewed and commented on by the Python community and the steering council. Enhancement of the language corresponds with development of the CPython reference implementation. The mailing list python-dev is the primary forum for the language's development. Specific issues were originally discussed in the Roundup bug tracker hosted by the foundation. In 2022, all issues and discussions were migrated to GitHub. Development originally took place on a self-hosted source-code repository running Mercurial, until Python moved to GitHub in January 2017. CPython's public releases have three types, distinguished by which part of the version number is incremented: Many alpha, beta, and release-candidates are also released as previews and for testing before final releases. Although there is a rough schedule for releases, they are often delayed if the code is not ready yet. Python's development team monitors the state of the code by running a large unit test suite during development. The major academic conference on Python is PyCon. Also, there are special Python mentoring programs, such as PyLadies. Naming Python's name is inspired by the British comedy group Monty Python, whom Python creator Guido van Rossum enjoyed while developing the language. Monty Python references appear frequently in Python code and culture; for example, the metasyntactic variables often used in Python literature are spam and eggs, rather than the traditional foo and bar. Also, the official Python documentation contains various references to Monty Python routines. Python users are sometimes referred to as "Pythonistas". Languages influenced by Python See also Notes References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Ethnology] | [TOKENS: 779]
Contents Ethnology Ethnology (from the Ancient Greek: ἔθνος, ethnos meaning 'nation') is an academic field and discipline that compares and analyzes the characteristics of different peoples and the relationships between them (compare cultural, social, or sociocultural anthropology). Scientific discipline Compared to ethnography, the study of single groups through direct contact with the culture, ethnology takes the research that ethnographers have compiled and then compares and contrasts different cultures. The term ethnologia (ethnology) is credited to Adam Franz Kollár (1718–1783) who used and defined it in his Historiae ivrisqve pvblici Regni Vngariae amoenitates published in Vienna in 1783. as: "the science of nations and peoples, or, that study of learned men in which they inquire into the origins, languages, customs, and institutions of various nations, and finally into the fatherland and ancient seats, in order to be able better to judge the nations and peoples in their own times." Kollár's interest in linguistic and cultural diversity was aroused by the situation in his native multi-ethnic and multilingual Kingdom of Hungary and his roots among its Slovaks, and by the shifts that began to emerge after the gradual retreat of the Ottoman Empire in the more distant Balkans. Among the goals of ethnology have been the reconstruction of human history, and the formulation of cultural invariants, such as the incest taboo and culture change, and the formulation of generalizations about "human nature", a concept which has been criticized since the 19th century by various philosophers (Hegel, Marx, structuralism, etc.). In some parts of the world, ethnology has developed along independent paths of investigation and pedagogical doctrine, with cultural anthropology becoming dominant especially in the United States, and social anthropology in Great Britain. The distinction between the three terms is increasingly blurry. Ethnology has been considered an academic field since the late 18th century, especially in Europe and is sometimes conceived of as any comparative study of human groups. The 15th-century exploration of America by European explorers had an important role in formulating new notions of the Occident (the Western world), such as the notion of the "Other". This term was used in conjunction with "savages", which was either seen as a brutal barbarian, or alternatively, as the "noble savage". Thus, civilization was opposed in a dualist manner to barbary, a classic opposition constitutive of the even more commonly shared ethnocentrism. The progress of ethnology, for example with Claude Lévi-Strauss's structural anthropology, led to the criticism of conceptions of a linear progress, or the pseudo-opposition between "societies with histories" and "societies without histories", judged too dependent on a limited view of history as constituted by accumulative growth. Lévi-Strauss often referred to Montaigne's essay on cannibalism as an early example of ethnology. Lévi-Strauss aimed, through a structural method, at discovering universal invariants in human society, chief among which he believed to be the incest taboo. However, the claims of such cultural universalism have been criticized by various 19th- and 20th-century social thinkers, including Marx, Nietzsche, Foucault, Derrida, Althusser, and Deleuze. The French school of ethnology was particularly significant for the development of the discipline, since the early 1950s. Important figures in this movement have included Lévi-Strauss, Paul Rivet, Marcel Griaule, Germaine Dieterlen, and Jean Rouch. Scholars See: List of scholars of ethnology See also References Bibliography External links
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[SOURCE: https://en.wikipedia.org/wiki/Meta_Platforms#cite_note-174] | [TOKENS: 8626]
Contents Meta Platforms Meta Platforms, Inc. (doing business as Meta) is an American multinational technology company headquartered in Menlo Park, California. Meta owns and operates several prominent social media platforms and communication services, including Facebook, Instagram, WhatsApp, Messenger, Threads and Manus. The company also operates an advertising network for its own sites and third parties; as of 2023[update], advertising accounted for 97.8 percent of its total revenue. Meta has been described as a part of Big Tech, which refers to the largest six tech companies in the United States, Alphabet (Google), Amazon, Apple, Meta (Facebook), Microsoft, and Nvidia, which are also the largest companies in the world by market capitalization. The company was originally established in 2004 as TheFacebook, Inc., and was renamed Facebook, Inc. in 2005. In 2021, it rebranded as Meta Platforms, Inc. to reflect a strategic shift toward developing the metaverse—an interconnected digital ecosystem spanning virtual and augmented reality technologies. In 2023, Meta was ranked 31st on the Forbes Global 2000 list of the world's largest public companies. As of 2022, it was the world's third-largest spender on research and development, with R&D expenses totaling US$35.3 billion. History Facebook filed for an initial public offering (IPO) on January 1, 2012. The preliminary prospectus stated that the company sought to raise $5 billion, had 845 million monthly active users, and a website accruing 2.7 billion likes and comments daily. After the IPO, Zuckerberg would retain 22% of the total shares and 57% of the total voting power in Facebook. Underwriters valued the shares at $38 each, valuing the company at $104 billion, the largest valuation yet for a newly public company. On May 16, one day before the IPO, Facebook announced it would sell 25% more shares than originally planned due to high demand. The IPO raised $16 billion, making it the third-largest in US history (slightly ahead of AT&T Mobility and behind only General Motors and Visa). The stock price left the company with a higher market capitalization than all but a few U.S. corporations—surpassing heavyweights such as Amazon, McDonald's, Disney, and Kraft Foods—and made Zuckerberg's stock worth $19 billion. The New York Times stated that the offering overcame questions about Facebook's difficulties in attracting advertisers to transform the company into a "must-own stock". Jimmy Lee of JPMorgan Chase described it as "the next great blue-chip". Writers at TechCrunch, on the other hand, expressed skepticism, stating, "That's a big multiple to live up to, and Facebook will likely need to add bold new revenue streams to justify the mammoth valuation." Trading in the stock, which began on May 18, was delayed that day due to technical problems with the Nasdaq exchange. The stock struggled to stay above the IPO price for most of the day, forcing underwriters to buy back shares to support the price. At the closing bell, shares were valued at $38.23, only $0.23 above the IPO price and down $3.82 from the opening bell value. The opening was widely described by the financial press as a disappointment. The stock set a new record for trading volume of an IPO. On May 25, 2012, the stock ended its first full week of trading at $31.91, a 16.5% decline. On May 22, 2012, regulators from Wall Street's Financial Industry Regulatory Authority announced that they had begun to investigate whether banks underwriting Facebook had improperly shared information only with select clients rather than the general public. Massachusetts Secretary of State William F. Galvin subpoenaed Morgan Stanley over the same issue. The allegations sparked "fury" among some investors and led to the immediate filing of several lawsuits, one of them a class action suit claiming more than $2.5 billion in losses due to the IPO. Bloomberg estimated that retail investors may have lost approximately $630 million on Facebook stock since its debut. S&P Global Ratings added Facebook to its S&P 500 index on December 21, 2013. On May 2, 2014, Zuckerberg announced that the company would be changing its internal motto from "Move fast and break things" to "Move fast with stable infrastructure". The earlier motto had been described as Zuckerberg's "prime directive to his developers and team" in a 2009 interview in Business Insider, in which he also said, "Unless you are breaking stuff, you are not moving fast enough." In November 2016, Facebook announced the Microsoft Windows client of gaming service Facebook Gameroom, formerly Facebook Games Arcade, at the Unity Technologies developers conference. The client allows Facebook users to play "native" games in addition to its web games. The service was closed in June 2021. Lasso was a short-video sharing app from Facebook similar to TikTok that was launched on iOS and Android in 2018 and was aimed at teenagers. On July 2, 2020, Facebook announced that Lasso would be shutting down on July 10. In 2018, the Oculus lead Jason Rubin sent his 50-page vision document titled "The Metaverse" to Facebook's leadership. In the document, Rubin acknowledged that Facebook's virtual reality business had not caught on as expected, despite the hundreds of millions of dollars spent on content for early adopters. He also urged the company to execute fast and invest heavily in the vision, to shut out HTC, Apple, Google and other competitors in the VR space. Regarding other players' participation in the metaverse vision, he called for the company to build the "metaverse" to prevent their competitors from "being in the VR business in a meaningful way at all". In May 2019, Facebook founded Libra Networks, reportedly to develop their own stablecoin cryptocurrency. Later, it was reported that Libra was being supported by financial companies such as Visa, Mastercard, PayPal and Uber. The consortium of companies was expected to pool in $10 million each to fund the launch of the cryptocurrency coin named Libra. Depending on when it would receive approval from the Swiss Financial Market Supervisory authority to operate as a payments service, the Libra Association had planned to launch a limited format cryptocurrency in 2021. Libra was renamed Diem, before being shut down and sold in January 2022 after backlash from Swiss government regulators and the public. During the COVID-19 pandemic, the use of online services, including Facebook, grew globally. Zuckerberg predicted this would be a "permanent acceleration" that would continue after the pandemic. Facebook hired aggressively, growing from 48,268 employees in March 2020 to more than 87,000 by September 2022. Following a period of intense scrutiny and damaging whistleblower leaks, news started to emerge on October 21, 2021 about Facebook's plan to rebrand the company and change its name. In the Q3 2021 earnings call on October 25, Mark Zuckerberg discussed the ongoing criticism of the company's social services and the way it operates, and pointed to the pivoting efforts to building the metaverse – without mentioning the rebranding and the name change. The metaverse vision and the name change from Facebook, Inc. to Meta Platforms was introduced at Facebook Connect on October 28, 2021. Based on Facebook's PR campaign, the name change reflects the company's shifting long term focus of building the metaverse, a digital extension of the physical world by social media, virtual reality and augmented reality features. "Meta" had been registered as a trademark in the United States in 2018 (after an initial filing in 2015) for marketing, advertising, and computer services, by a Canadian company that provided big data analysis of scientific literature. This company was acquired in 2017 by the Chan Zuckerberg Initiative (CZI), a foundation established by Zuckerberg and his wife, Priscilla Chan, and became one of their projects. Following the rebranding announcement, CZI announced that it had already decided to deprioritize the earlier Meta project, thus it would be transferring its rights to the name to Meta Platforms, and the previous project would end in 2022. Soon after the rebranding, in early February 2022, Meta reported a greater-than-expected decline in profits in the fourth quarter of 2021. It reported no growth in monthly users, and indicated it expected revenue growth to stall. It also expected measures taken by Apple Inc. to protect user privacy to cost it some $10 billion in advertisement revenue, an amount equal to roughly 8% of its revenue for 2021. In meeting with Meta staff the day after earnings were reported, Zuckerberg blamed competition for user attention, particularly from video-based apps such as TikTok. The 27% reduction in the company's share price which occurred in reaction to the news eliminated some $230 billion of value from Meta's market capitalization. Bloomberg described the decline as "an epic rout that, in its sheer scale, is unlike anything Wall Street or Silicon Valley has ever seen". Zuckerberg's net worth fell by as much as $31 billion. Zuckerberg owns 13% of Meta, and the holding makes up the bulk of his wealth. According to published reports by Bloomberg on March 30, 2022, Meta turned over data such as phone numbers, physical addresses, and IP addresses to hackers posing as law enforcement officials using forged documents. The law enforcement requests sometimes included forged signatures of real or fictional officials. When asked about the allegations, a Meta representative said, "We review every data request for legal sufficiency and use advanced systems and processes to validate law enforcement requests and detect abuse." In June 2022, Sheryl Sandberg, the chief operating officer of 14 years, announced she would step down that year. Zuckerberg said that Javier Olivan would replace Sandberg, though in a “more traditional” role. In March 2022, Meta (except Meta-owned WhatsApp) and Instagram were banned in Russia and added to the Russian list of terrorist and extremist organizations for alleged Russophobia and hate speech (up to genocidal calls) amid the ongoing Russian invasion of Ukraine. Meta appealed against the ban, but it was upheld by a Moscow court in June of the same year. Also in March 2022, Meta and Italian eyewear giant Luxottica released Ray-Ban Stories, a series of smartglasses which could play music and take pictures. Meta and Luxottica parent company EssilorLuxottica declined to disclose sales on the line of products as of September 2022, though Meta has expressed satisfaction with its customer feedback. In July 2022, Meta saw its first year-on-year revenue decline when its total revenue slipped by 1% to $28.8bn. Analysts and journalists accredited the loss to its advertising business, which has been limited by Apple's app tracking transparency feature and the number of people who have opted not to be tracked by Meta apps. Zuckerberg also accredited the decline to increasing competition from TikTok. On October 27, 2022, Meta's market value dropped to $268 billion, a loss of around $700 billion compared to 2021, and its shares fell by 24%. It lost its spot among the top 20 US companies by market cap, despite reaching the top 5 in the previous year. In November 2022, Meta laid off 11,000 employees, 13% of its workforce. Zuckerberg said the decision to aggressively increase Meta's investments had been a mistake, as he had wrongly predicted that the surge in e-commerce would last beyond the COVID-19 pandemic. He also attributed the decline to increased competition, a global economic downturn and "ads signal loss". Plans to lay off a further 10,000 employees began in April 2023. The layoffs were part of a general downturn in the technology industry, alongside layoffs by companies including Google, Amazon, Tesla, Snap, Twitter and Lyft. Starting from 2022, Meta scrambled to catch up to other tech companies in adopting specialized artificial intelligence hardware and software. It had been using less expensive CPUs instead of GPUs for AI work, but that approach turned out to be less efficient. The company gifted the Inter-university Consortium for Political and Social Research $1.3 million to finance the Social Media Archive's aim to make their data available to social science research. In 2023, Ireland's Data Protection Commissioner imposed a record EUR 1.2 billion fine on Meta for transferring data from Europe to the United States without adequate protections for EU citizens.: 250 In March 2023, Meta announced a new round of layoffs that would cut 10,000 employees and close 5,000 open positions to make the company more efficient. Meta revenue surpassed analyst expectations for the first quarter of 2023 after announcing that it was increasing its focus on AI. On July 6, Meta launched a new app, Threads, a competitor to Twitter. Meta announced its artificial intelligence model Llama 2 in July 2023, available for commercial use via partnerships with major cloud providers like Microsoft. It was the first project to be unveiled out of Meta's generative AI group after it was set up in February. It would not charge access or usage but instead operate with an open-source model to allow Meta to ascertain what improvements need to be made. Prior to this announcement, Meta said it had no plans to release Llama 2 for commercial use. An earlier version of Llama was released to academics. In August 2023, Meta announced its permanent removal of news content from Facebook and Instagram in Canada due to the Online News Act, which requires Canadian news outlets to be compensated for content shared on its platform. The Online News Act was in effect by year-end, but Meta will not participate in the regulatory process. In October 2023, Zuckerberg said that AI would be Meta's biggest investment area in 2024. Meta finished 2023 as one of the best-performing technology stocks of the year, with its share price up 150 percent. Its stock reached an all-time high in January 2024, bringing Meta within 2% of achieving $1 trillion market capitalization. In November 2023 Meta Platforms launched an ad-free service in Europe, allowing subscribers to opt-out of personal data being collected for targeted advertising. A group of 28 European organizations, including Max Schrems' advocacy group NOYB, the Irish Council for Civil Liberties, Wikimedia Europe, and the Electronic Privacy Information Center, signed a 2024 letter to the European Data Protection Board (EDPB) expressing concern that this subscriber model would undermine privacy protections, specifically GDPR data protection standards. Meta removed the Facebook and Instagram accounts of Iran's Supreme Leader Ali Khamenei in February 2024, citing repeated violations of its Dangerous Organizations & Individuals policy. As of March, Meta was under investigation by the FDA for alleged use of their social media platforms to sell illegal drugs. On 16 May 2024, the European Commission began an investigation into Meta over concerns related to child safety. In May 2023, Iraqi social media influencer Esaa Ahmed-Adnan encountered a troubling issue when Instagram removed his posts, citing false copyright violations despite his content being original and free from copyrighted material. He discovered that extortionists were behind these takedowns, offering to restore his content for $3,000 or provide ongoing protection for $1,000 per month. This scam, exploiting Meta’s rights management tools, became widespread in the Middle East, revealing a gap in Meta’s enforcement in developing regions. An Iraqi nonprofit Tech4Peace’s founder, Aws al-Saadi helped Ahmed-Adnan and others, but the restoration process was slow, leading to significant financial losses for many victims, including prominent figures like Ammar al-Hakim. This situation highlighted Meta’s challenges in balancing global growth with effective content moderation and protection. On 16 September 2024, Meta announced it had banned Russian state media outlets from its platforms worldwide due to concerns about "foreign interference activity." This decision followed allegations that RT and its employees funneled $10 million through shell companies to secretly fund influence campaigns on various social media channels. Meta's actions were part of a broader effort to counter Russian covert influence operations, which had intensified since the invasion. At its 2024 Connect conference, Meta presented Orion, its first pair of augmented reality glasses. Though Orion was originally intended to be sold to consumers, the manufacturing process turned out to be too complex and expensive. Instead, the company pivoted to producing a small number of the glasses to be used internally. On 4 October 2024, Meta announced about its new AI model called Movie Gen, capable of generating realistic video and audio clips based on user prompts. Meta stated it would not release Movie Gen for open development, preferring to collaborate directly with content creators and integrate it into its products by the following year. The model was built using a combination of licensed and publicly available datasets. On October 31, 2024, ProPublica published an investigation into deceptive political advertisement scams that sometimes use hundreds of hijacked profiles and facebook pages run by organized networks of scammers. The authors cited spotty enforcement by Meta as a major reason for the extent of the issue. In November 2024, TechCrunch reported that Meta were considering building a $10bn global underwater cable spanning 25,000 miles. In the same month, Meta closed down 2 million accounts on Facebook and Instagram that were linked to scam centers in Myanmar, Laos, Cambodia, the Philippines, and the United Arab Emirates doing pig butchering scams. In December 2024, Meta announced that, beginning February 2025, they would require advertisers to run ads about financial services in Australia to verify information about who are the beneficiary and the payer in a bid to regulate scams. On December 4, 2024, Meta announced it will invest US$10 billion for its largest AI data center in northeast Louisiana, powered by natural gas facilities. On the 11th of that month, Meta experienced a global outage, impacting accounts on all of their social media and messaging applications. Outage reports from DownDetector reached 70,000+ and 100,000+ within minutes for Instagram and Facebook, respectively. In January 2025, Meta announced plans to roll back its diversity, equity, and inclusion (DEI) initiatives, citing shifts in the "legal and policy landscape" in the United States following the 2024 presidential election. The decision followed reports that CEO Mark Zuckerberg sought to align the company more closely with the incoming Trump administration, including changes to content moderation policies and executive leadership. The new content moderation policies continued to bar insults about a person's intellect or mental illness, but made an exception to allow calling LGBTQ people mentally ill because they are gay or transgender. Later that month, Meta agreed to pay $25 million to settle a 2021 lawsuit brought by Donald Trump for suspending his social media accounts after the January 6 riots. Changes to Meta's moderation policies were controversial among its oversight board, with a significant divide in opinion between the board's US conservatives and its global members. In June 2025, Meta Platforms Inc. has decided to make a multibillion-dollar investment into artificial intelligence startup Scale AI. The financing could exceed $10 billion in value which would make it one of the largest private company funding events of all time. In October 2025, it was announced that Meta would be laying off 600 employees in the artificial intelligence unit to perform better and simpler. They referred to their AI unit as "bloated" and are seeking to trim down the department. This mass layoff is going to impact Meta’s AI infrastructure units, Fundamental Artificial Intelligence Research unit (FAIR) and other product-related positions. Mergers and acquisitions Meta has acquired multiple companies (often identified as talent acquisitions). One of its first major acquisitions was in April 2012, when it acquired Instagram for approximately US$1 billion in cash and stock. In October 2013, Facebook, Inc. acquired Onavo, an Israeli mobile web analytics company. In February 2014, Facebook, Inc. announced it would buy mobile messaging company WhatsApp for US$19 billion in cash and stock. The acquisition was completed on October 6. Later that year, Facebook bought Oculus VR for $2.3 billion in cash and stock, which released its first consumer virtual reality headset in 2016. In late November 2019, Facebook, Inc. announced the acquisition of the game developer Beat Games, responsible for developing one of that year's most popular VR games, Beat Saber. In Late 2022, after Facebook Inc rebranded to Meta Platforms Inc, Oculus was rebranded to Meta Quest. In May 2020, Facebook, Inc. announced it had acquired Giphy for a reported cash price of $400 million. It will be integrated with the Instagram team. However, in August 2021, UK's Competition and Markets Authority (CMA) stated that Facebook, Inc. might have to sell Giphy, after an investigation found that the deal between the two companies would harm competition in display advertising market. Facebook, Inc. was fined $70 million by CMA for deliberately failing to report all information regarding the acquisition and the ongoing antitrust investigation. In October 2022, the CMA ruled for a second time that Meta be required to divest Giphy, stating that Meta already controls half of the advertising in the UK. Meta agreed to the sale, though it stated that it disagrees with the decision itself. In May 2023, Giphy was divested to Shutterstock for $53 million. In November 2020, Facebook, Inc. announced that it planned to purchase the customer-service platform and chatbot specialist startup Kustomer to promote companies to use their platform for business. It has been reported that Kustomer valued at slightly over $1 billion. The deal was closed in February 2022 after regulatory approval. In September 2022, Meta acquired Lofelt, a Berlin-based haptic tech startup. In December 2025, it was announced Meta had acquired the AI-wearables startup, Limitless. In the same month, they also acquired another AI startup, Manus AI, for $2 billion. Manus announced in December that its platform had achieved $100mm in recurring revenue just 8 months after its launch and Meta said it will scale the platform to many other businesses. In January 2026, it was announced Meta proposed acquisition of Manus was undergoing preliminary scrutiny by Chinese regulators. The examination concerns the cross-border transfer of artificial intelligence technology developed in China. Lobbying In 2020, Facebook, Inc. spent $19.7 million on lobbying, hiring 79 lobbyists. In 2019, it had spent $16.7 million on lobbying and had a team of 71 lobbyists, up from $12.6 million and 51 lobbyists in 2018. Facebook was the largest spender of lobbying money among the Big Tech companies in 2020. The lobbying team includes top congressional aide John Branscome, who was hired in September 2021, to help the company fend off threats from Democratic lawmakers and the Biden administration. In December 2024, Meta donated $1 million to the inauguration fund for then-President-elect Donald Trump. In 2025, Meta was listed among the donors funding the construction of the White House State Ballroom. Partnerships February 2026, Meta announced a long-term partnership with Nvidia. Censorship In August 2024, Mark Zuckerberg sent a letter to Jim Jordan indicating that during the COVID-19 pandemic the Biden administration repeatedly asked Meta to limit certain COVID-19 content, including humor and satire, on Facebook and Instagram. In 2016 Meta hired Jordana Cutler, formerly an employee at the Israeli Embassy to the United States, as its policy chief for Israel and the Jewish Diaspora. In this role, Cutler pushed for the censorship of accounts belonging to Students for Justice in Palestine chapters in the United States. Critics have said that Cutler's position gives the Israeli government an undue influence over Meta policy, and that few countries have such high levels of contact with Meta policymakers. Following the election of Donald Trump in 2025, various sources noted possible censorship related to the Democratic Party on Instagram and other Meta platforms. In February 2025, a Meta rep flagged journalist Gil Duran's article and other "critiques of tech industry figures" as spam or sensitive content, limiting their reach. In March 2025, Meta attempted to block former employee Sarah Wynn-Williams from promoting or further distributing her memoir, Careless People, that includes allegations of unaddressed sexual harassment in the workplace by senior executives. The New York Times reports that the arbitration is among Meta's most forcible attempts to repudiate a former employee's account of workplace dynamics. Publisher Macmillan reacted to the ruling by the Emergency International Arbitral Tribunal by stating that it will ignore its provisions. As of 15 March 2025[update], hardback and digital versions of Careless People were being offered for sale by major online retailers. From October 2025, Meta began removing and restricting access for accounts related to LGBTQ, reproductive health and abortion information pages on its platforms. Martha Dimitratou, executive director of Repro Uncensored, called Meta's shadow-banning of these issues "One of the biggest waves of censorship we are seeing". Disinformation concerns Since its inception, Meta has been accused of being a host for fake news and misinformation. In the wake of the 2016 United States presidential election, Zuckerberg began to take steps to eliminate the prevalence of fake news, as the platform had been criticized for its potential influence on the outcome of the election. The company initially partnered with ABC News, the Associated Press, FactCheck.org, Snopes and PolitiFact for its fact-checking initiative; as of 2018, it had over 40 fact-checking partners across the world, including The Weekly Standard. A May 2017 review by The Guardian found that the platform's fact-checking initiatives of partnering with third-party fact-checkers and publicly flagging fake news were regularly ineffective, and appeared to be having minimal impact in some cases. In 2018, journalists working as fact-checkers for the company criticized the partnership, stating that it had produced minimal results and that the company had ignored their concerns. In 2024 Meta's decision to continue to disseminate a falsified video of US president Joe Biden, even after it had been proven to be fake, attracted criticism and concern. In January 2025, Meta ended its use of third-party fact-checkers in favor of a user-run community notes system similar to the one used on X. While Zuckerberg supported these changes, saying that the amount of censorship on the platform was excessive, the decision received criticism by fact-checking institutions, stating that the changes would make it more difficult for users to identify misinformation. Meta also faced criticism for weakening its policies on hate speech that were designed to protect minorities and LGBTQ+ individuals from bullying and discrimination. While moving its content review teams from California to Texas, Meta changed their hateful conduct policy to eliminate restrictions on anti-LGBT and anti-immigrant hate speech, as well as explicitly allowing users to accuse LGBT people of being mentally ill or abnormal based on their sexual orientation or gender identity. In January 2025, Meta faced significant criticism for its role in removing LGBTQ+ content from its platforms, amid its broader efforts to address anti-LGBTQ+ hate speech. The removal of LGBTQ+ themes was noted as part of the wider crackdown on content deemed to violate its community guidelines. Meta's content moderation policies, which were designed to combat harmful speech and protect users from discrimination, inadvertently led to the removal or restriction of LGBTQ+ content, particularly posts highlighting LGBTQ+ identities, support, or political issues. According to reports, LGBTQ+ posts, including those that simply celebrated pride or advocated for LGBTQ+ rights, were flagged and removed for reasons that some critics argue were vague or inconsistently applied. Many LGBTQ+ activists and users on Meta's platforms expressed concern that such actions stifled visibility and expression, potentially isolating LGBTQ+ individuals and communities, especially in spaces that were historically important for outreach and support. Lawsuits Numerous lawsuits have been filed against the company, both when it was known as Facebook, Inc., and as Meta Platforms. In March 2020, the Office of the Australian Information Commissioner (OAIC) sued Facebook, for significant and persistent infringements of the rule on privacy involving the Cambridge Analytica fiasco. Every violation of the Privacy Act is subject to a theoretical cumulative liability of $1.7 million. The OAIC estimated that a total of 311,127 Australians had been exposed. On December 8, 2020, the U.S. Federal Trade Commission and 46 states (excluding Alabama, Georgia, South Carolina, and South Dakota), the District of Columbia and the territory of Guam, launched Federal Trade Commission v. Facebook as an antitrust lawsuit against Facebook. The lawsuit concerns Facebook's acquisition of two competitors—Instagram and WhatsApp—and the ensuing monopolistic situation. FTC alleges that Facebook holds monopolistic power in the U.S. social networking market and seeks to force the company to divest from Instagram and WhatsApp to break up the conglomerate. William Kovacic, a former chairman of the Federal Trade Commission, argued the case will be difficult to win as it would require the government to create a counterfactual argument of an internet where the Facebook-WhatsApp-Instagram entity did not exist, and prove that harmed competition or consumers. In November 2025, it was ruled that Meta did not violate antitrust laws and holds no monopoly in the market. On December 24, 2021, a court in Russia fined Meta for $27 million after the company declined to remove unspecified banned content. The fine was reportedly tied to the company's annual revenue in the country. In May 2022, a lawsuit was filed in Kenya against Meta and its local outsourcing company Sama. Allegedly, Meta has poor working conditions in Kenya for workers moderating Facebook posts. According to the lawsuit, 260 screeners were declared redundant with confusing reasoning. The lawsuit seeks financial compensation and an order that outsourced moderators be given the same health benefits and pay scale as Meta employees. In June 2022, 8 lawsuits were filed across the U.S. over the allege that excessive exposure to platforms including Facebook and Instagram has led to attempted or actual suicides, eating disorders and sleeplessness, among other issues. The litigation follows a former Facebook employee's testimony in Congress that the company refused to take responsibility. The company noted that tools have been developed for parents to keep track of their children's activity on Instagram and set time limits, in addition to Meta's "Take a break" reminders. In addition, the company is providing resources specific to eating disorders as well as developing AI to prevent children under the age of 13 signing up for Facebook or Instagram. In June 2022, Meta settled a lawsuit with the US Department of Justice. The lawsuit, which was filed in 2019, alleged that the company enabled housing discrimination through targeted advertising, as it allowed homeowners and landlords to run housing ads excluding people based on sex, race, religion, and other characteristics. The U.S. Department of Justice stated that this was in violation of the Fair Housing Act. Meta was handed a penalty of $115,054 and given until December 31, 2022, to shadow the algorithm tool. In January 2023, Meta was fined €390 million for violations of the European Union General Data Protection Regulation. In May 2023, the European Data Protection Board fined Meta a record €1.2 billion for breaching European Union data privacy laws by transferring personal data of Facebook users to servers in the U.S. In July 2024, Meta agreed to pay the state of Texas US$1.4 billion to settle a lawsuit brought by Texas Attorney General Ken Paxton accusing the company of collecting users' biometric data without consent, setting a record for the largest privacy-related settlement ever obtained by a state attorney general. In October 2024, Meta Platforms faced lawsuits in Japan from 30 plaintiffs who claimed they were defrauded by fake investment ads on Facebook and Instagram, featuring false celebrity endorsements. The plaintiffs are seeking approximately $2.8 million in damages. In April 2025, the Kenyan High Court ruled that a US$2.4 billion lawsuit in which three plaintiffs claim that Facebook inflamed civil violence in Ethiopia in 2021 could proceed. In April 2025, Meta was fined €200 million ($230 million) for breaking the Digital Markets Act, by imposing a “consent or pay” system that forces users to either allow their personal data to be used to target advertisements, or pay a subscription fee for advertising-free versions of Facebook and Instagram. In late April 2025, a case was filed against Meta in Ghana over the alleged psychological distress experienced by content moderators employed to take down disturbing social media content including depictions of murders, extreme violence and child sexual abuse. Meta moved the moderation service to the Ghanaian capital of Accra after legal issues in the previous location Kenya. The new moderation company is Teleperformance, a multinational corporation with a history of worker's rights violation. Reports suggests the conditions are worse here than in the previous Kenyan location, with many workers afraid of speaking out due to fear of returning to conflict zones. Workers reported developing mental illnesses, attempted suicides, and low pay. In 26 January 2026, a New Mexico state court case was filed, suggesting that Mark Zuckerberg approved allowing minors to access artificial intelligence chatbot companions that safety staffers warned were capable of sexual interactions. In 2020, the company UReputation, which had been involved in several cases concerning the management of digital armies[clarification needed], filed a lawsuit against Facebook, accusing it of unlawfully transmitting personal data to third parties. Legal actions were initiated in Tunisia, France, and the United States. In 2025, the United States District court for the Northern District of Georgia approved a discovery procedure, allowing UReputation to access documents and evidence held by Meta. Structure Meta's key management consists of: As of October 2022[update], Meta had 83,553 employees worldwide. As of June 2024[update], Meta's board consisted of the following directors; Meta Platforms is mainly owned by institutional investors, who hold around 80% of all shares. Insiders control the majority of voting shares. The three largest individual investors in 2024 were Mark Zuckerberg, Sheryl Sandberg and Christopher K. Cox. The largest shareholders in late 2024/early 2025 were: Roger McNamee, an early Facebook investor and Zuckerberg's former mentor, said Facebook had "the most centralized decision-making structure I have ever encountered in a large company". Facebook co-founder Chris Hughes has stated that chief executive officer Mark Zuckerberg has too much power, that the company is now a monopoly, and that, as a result, it should be split into multiple smaller companies. In an op-ed in The New York Times, Hughes said he was concerned that Zuckerberg had surrounded himself with a team that did not challenge him, and that it is the U.S. government's job to hold him accountable and curb his "unchecked power". He also said that "Mark's power is unprecedented and un-American." Several U.S. politicians agreed with Hughes. European Union Commissioner for Competition Margrethe Vestager stated that splitting Facebook should be done only as "a remedy of the very last resort", and that it would not solve Facebook's underlying problems. Revenue Facebook ranked No. 34 in the 2020 Fortune 500 list of the largest United States corporations by revenue, with almost $86 billion in revenue most of it coming from advertising. One analysis of 2017 data determined that the company earned US$20.21 per user from advertising. According to New York, since its rebranding, Meta has reportedly lost $500 billion as a result of new privacy measures put in place by companies such as Apple and Google which prevents Meta from gathering users' data. In February 2015, Facebook announced it had reached two million active advertisers, with most of the gain coming from small businesses. An active advertiser was defined as an entity that had advertised on the Facebook platform in the last 28 days. In March 2016, Facebook announced it had reached three million active advertisers with more than 70% from outside the United States. Prices for advertising follow a variable pricing model based on auctioning ad placements, and potential engagement levels of the advertisement itself. Similar to other online advertising platforms like Google and Twitter, targeting of advertisements is one of the chief merits of digital advertising compared to traditional media. Marketing on Meta is employed through two methods based on the viewing habits, likes and shares, and purchasing data of the audience, namely targeted audiences and "look alike" audiences. The U.S. IRS challenged the valuation Facebook used when it transferred IP from the U.S. to Facebook Ireland (now Meta Platforms Ireland) in 2010 (which Facebook Ireland then revalued higher before charging out), as it was building its double Irish tax structure. The case is ongoing and Meta faces a potential fine of $3–5bn. The U.S. Tax Cuts and Jobs Act of 2017 changed Facebook's global tax calculations. Meta Platforms Ireland is subject to the U.S. GILTI tax of 10.5% on global intangible profits (i.e. Irish profits). On the basis that Meta Platforms Ireland Limited is paying some tax, the effective minimum US tax for Facebook Ireland will be circa 11%. In contrast, Meta Platforms Inc. would incur a special IP tax rate of 13.125% (the FDII rate) if its Irish business relocated to the U.S. Tax relief in the U.S. (21% vs. Irish at the GILTI rate) and accelerated capital expensing, would make this effective U.S. rate around 12%. The insignificance of the U.S./Irish tax difference was demonstrated when Facebook moved 1.5bn non-EU accounts to the U.S. to limit exposure to GDPR. Facilities Users outside of the U.S. and Canada contract with Meta's Irish subsidiary, Meta Platforms Ireland Limited (formerly Facebook Ireland Limited), allowing Meta to avoid US taxes for all users in Europe, Asia, Australia, Africa and South America. Meta is making use of the Double Irish arrangement which allows it to pay 2–3% corporation tax on all international revenue. In 2010, Facebook opened its fourth office, in Hyderabad, India, which houses online advertising and developer support teams and provides support to users and advertisers. In India, Meta is registered as Facebook India Online Services Pvt Ltd. It also has offices or planned sites in Chittagong, Bangladesh; Dublin, Ireland; and Austin, Texas, among other cities. Facebook opened its London headquarters in 2017 in Fitzrovia in central London. Facebook opened an office in Cambridge, Massachusetts in 2018. The offices were initially home to the "Connectivity Lab", a group focused on bringing Internet access to those who do not have access to the Internet. In April 2019, Facebook opened its Taiwan headquarters in Taipei. In March 2022, Meta opened new regional headquarters in Dubai. In September 2023, it was reported that Meta had paid £149m to British Land to break the lease on Triton Square London office. Meta reportedly had another 18 years left on its lease on the site. As of 2023, Facebook operated 21 data centers. It committed to purchase 100% renewable energy and to reduce its greenhouse gas emissions 75% by 2020. Its data center technologies include Fabric Aggregator, a distributed network system that accommodates larger regions and varied traffic patterns. Reception US Representative Alexandria Ocasio-Cortez responded in a tweet to Zuckerberg's announcement about Meta, saying: "Meta as in 'we are a cancer to democracy metastasizing into a global surveillance and propaganda machine for boosting authoritarian regimes and destroying civil society ... for profit!'" Ex-Facebook employee Frances Haugen and whistleblower behind the Facebook Papers responded to the rebranding efforts by expressing doubts about the company's ability to improve while led by Mark Zuckerberg, and urged the chief executive officer to resign. In November 2021, a video published by Inspired by Iceland went viral, in which a Zuckerberg look-alike promoted the Icelandverse, a place of "enhanced actual reality without silly looking headsets". In a December 2021 interview, SpaceX and Tesla chief executive officer Elon Musk said he could not see a compelling use-case for the VR-driven metaverse, adding: "I don't see someone strapping a frigging screen to their face all day." In January 2022, Louise Eccles of The Sunday Times logged into the metaverse with the intention of making a video guide. She wrote: Initially, my experience with the Oculus went well. I attended work meetings as an avatar and tried an exercise class set in the streets of Paris. The headset enabled me to feel the thrill of carving down mountains on a snowboard and the adrenaline rush of climbing a mountain without ropes. Yet switching to the social apps, where you mingle with strangers also using VR headsets, it was at times predatory and vile. Eccles described being sexually harassed by another user, as well as "accents from all over the world, American, Indian, English, Australian, using racist, sexist, homophobic and transphobic language". She also encountered users as young as 7 years old on the platform, despite Oculus headsets being intended for users over 13. See also References External links 37°29′06″N 122°08′54″W / 37.48500°N 122.14833°W / 37.48500; -122.14833
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[SOURCE: https://en.wikipedia.org/wiki/Middle_English] | [TOKENS: 5879]
Contents Middle English Middle English (abbreviated to ME) is the forms of the English language that were spoken in England after the Norman Conquest of 1066, until the late 15th century, roughly coinciding with the High and Late Middle Ages. The Middle English dialects displaced the Old English dialects under the influence of Anglo-Norman French and Old Norse, and were in turn replaced in England by Early Modern English. Middle English had significant regional variety and churn in its vocabulary, grammar, pronunciation, and orthography. The main dialects were Northern, East Midland, West Midland, and Southern in England, as well as Early Scots and the Irish Fingallian and Yola. During the Middle English period, many Old English grammatical features either became simplified or disappeared altogether. Noun, adjective, and verb inflections were simplified by the reduction (and eventual elimination) of most grammatical case distinctions. Middle English also saw considerable adoption of Anglo-Norman vocabulary, especially in the areas of politics, law, the arts, and religion, as well as poetic and emotive diction. Conventional English vocabulary remained primarily Germanic in its sources, with Old Norse influences becoming more apparent. Significant changes in pronunciation took place, particularly involving long vowels and diphthongs, which in the later Middle English period began to undergo the Great Vowel Shift. Little survives of early Middle English literature, due in part to Norman domination and the prestige that came with writing in French rather than English. During the 14th century, a new style of literature emerged with the works of writers including John Wycliffe and Geoffrey Chaucer, whose Canterbury Tales remains the most studied and read work of the period. By the end of the period (about 1470), and aided by the invention of the printing press by Johannes Gutenberg in 1439, a standard based on the London dialects (Chancery Standard) had become established. This largely formed the basis for Modern English spelling, although pronunciation has changed considerably since that time. In England, Middle English was succeeded by Early Modern English, which lasted until about 1650. In Scotland, Scots developed concurrently from a variant of the Northumbrian dialect (prevalent in Northern England and spoken in southeast Scotland). History The transition from Late Old English to Early Middle English had taken place by the 1150s to 1180s, the period when the Augustinian canon Orrm wrote the Ormulum, one of the oldest surviving texts in Middle English. Contact with Old Norse aided the development of English from a synthetic language with relatively free word order to a more analytic language with a stricter word order, as both Old English and Old Norse were synthetic languages with complicated inflections. Communication between Vikings in the Danelaw and their Anglo-Saxon neighbours resulted in the erosion of inflection in both languages; this effect was characterized as being of a "substantive, pervasive, and of a democratic" manner. Like close cousins, Old Norse and Old English resembled each other, and with a lot of vocabulary and grammatical structures in common, speakers of each language roughly understood each other, but according to the historian Simeon Potler, the main difference lay in their inflectional endings, which led to much confusion within the mixed population that existed in the Danelaw, thus endings tended gradually to become obscured and finally lost, "simplifying English grammar" in the process, leading to the emergence of the analytic pattern. The dramatic changes that happened in English contribute to the acceptance of the hypothesis that Old Norse had a more profound impact on the development of Middle and Modern English than any other language. Viking influence on Old English is most apparent in pronouns, modals, comparatives, pronominal adverbs (like hence and together), conjunctions, and prepositions show the most marked Danish influence. The best evidence of Scandinavian influence appears in extensive word borrowings; however, texts from the period in Scandinavia and Northern England do not provide certain evidence of an influence on syntax. While the Old Norse influence was strongest in the dialects under Danish control, which approximately covered Yorkshire, the central and eastern Midlands, and the East of England, words in the spoken language emerged in the 10th and 11th centuries near the transition from Old to Middle English. Influence on the written languages only appeared from the beginning of the 13th century onwards; this delay in Scandinavian lexical influence in English has been attributed to the lack of written evidence from the areas of Danish control, as the majority of written sources from Old English were produced in the West Saxon dialect spoken in Wessex, the heart of Anglo-Saxon political power at the time. The Norman Conquest of England in 1066 saw the replacement of the top levels of the English-speaking political and ecclesiastical hierarchies by Norman rulers who spoke a dialect of Old French, now known as Old Norman, which developed in England into Anglo-Norman. The use of Norman as the preferred language of literature and polite discourse fundamentally altered the role of Old English in education and administration, even though many Normans of this period were illiterate and depended on the clergy for written communication and record-keeping. A significant number of Norman words were borrowed into English and used alongside native Germanic words with similar meanings. Examples of Germanic/Norman pairs in Modern English include pig and pork, calf and veal, wood and forest, and freedom and liberty. The role of Anglo-Norman as the language of government and law can be seen in the abundance of Modern English words for the mechanisms of government that are derived from Anglo-Norman, such as court, judge, jury, appeal, and parliament. There are also many Norman-derived terms relating to the chivalric cultures that arose in the 12th century, an era of feudalism, seigneurialism, and crusading. Words were often taken from Latin, usually through French transmission. This gave rise to various synonyms, including kingly (inherited from Old English), royal (from French, inherited from Vulgar Latin), and regal (from French, which borrowed it from Classical Latin). Later French appropriations were derived from standard, rather than Norman, French. Examples of the resulting doublet pairs include warden (from Norman) and guardian (from later French; both share a common ancestor loaned from Germanic). The end of Anglo-Saxon rule did not result in immediate changes to the language. The general population would have spoken the same dialects as they had before the Conquest. Once the writing of Old English came to an end, Middle English had no standard language, only dialects that evolved individually from Old English. Ralph d'Escures’ Homily on the Virgin Mary, a French work translated into Latin and then English in the first half of the 12th Century, was either one of "the very latest compositions in Old English, or, as some scholars would have it, the very earliest in Middle English," having an Old English vocabulary co-existing with simplified inflexion. Early Middle English (1150–1350) has a largely Anglo-Saxon vocabulary (with many Norse borrowings in the northern parts of the country) but a greatly simplified inflectional system. The grammatical relations that were expressed in Old English by the dative and instrumental cases were replaced in Early Middle English with prepositional constructions. The Old English genitive -es survives in the -'s of the modern English possessive, but most of the other case endings disappeared in the Early Middle English period, including most of the roughly one dozen forms of the definite article ("the"). The dual personal pronouns (denoting exactly two) also disappeared from English during this period. The loss of case endings was part of a general trend from inflections to fixed word order that also occurred in other Germanic languages (though more slowly and to a lesser extent). Therefore, it cannot be attributed simply to the influence of French-speaking sections of the population; English did, after all, remain the vernacular. It is also argued that Norse immigrants to England had a great impact on the loss of inflectional endings in Middle English. One argument is that, although Norse and English speakers were somewhat comprehensible to each other due to similar morphology, the Norse speakers' inability to reproduce the ending sounds of English words influenced Middle English's loss of inflectional endings. Important texts for the reconstruction of the evolution of Middle English out of Old English are the Peterborough Chronicle, which continued to be compiled up to 1154; the Ormulum, a biblical commentary probably composed in Lincolnshire in the second half of the 12th century, incorporating a unique phonetic spelling system; and the Ancrene Wisse and the Katherine Group, religious texts written for anchoresses, apparently in the West Midlands in the early 13th century. The language found in the last two works is sometimes called the AB language, one of a range of regional dialects: East Midlands (London), South West (Kentish), Western (AB) and Northern. Additional literary sources of the 12th and 13th centuries include Layamon's Brut and The Owl and the Nightingale. Some scholars have defined "Early Middle English" as encompassing English texts up to 1350. This longer time frame would extend the corpus to include many Middle English Romances (especially those of the Auchinleck manuscript c. 1330). Gradually, the wealthy and the government Anglicised again, although Norman (and subsequently French) remained the dominant language of literature and law until the 14th century, even after the loss of the majority of the continental possessions of the English monarchy. In the aftermath of the Black Death in the 14th century, there was significant migration into London, particularly from the counties of the East of England and the East Midlands and, to a lesser extent, from the West Midlands and the North of England, and a new prestige London dialect began to develop as a result of this clash of the different dialects, that was based chiefly on the speech of the East Midlands (roughly corresponding to the official regions of the East of England and the East Midlands) but also influenced by that of other regions. The writing of this period, however, continues to reflect a variety of regional forms of English. The Ayenbite of Inwyt, a translation of a French confessional prose work, completed in 1340, is written in a Kentish dialect. The best known writer of Middle English, Geoffrey Chaucer, wrote in the second half of the 14th century in the emerging London dialect, although he also portrays some of his characters as speaking in northern dialects, as in "The Reeve's Tale". In the English-speaking areas of lowland Scotland, an independent standard was developing, based on the Northumbrian dialect. This would develop into what came to be known as the Scots language. A large number of terms for abstract concepts were adopted directly from scholastic philosophical Latin (rather than via French). Examples are "absolute", "act", "demonstration", and "probable". The Chancery Standard of written English emerged c. 1430 in official documents that, since the Norman Conquest, had normally been written in French. Like Chaucer's work, this new standard was based on the East Midlands-influenced speech of London. Clerks using this standard were usually familiar with French and Latin, influencing the forms they chose. The Chancery Standard, which was adopted slowly, was used in England by bureaucrats for most official purposes, excluding those of the Church and legalities, which used Latin and Law French respectively. The Chancery Standard's influence on later forms of written English is disputed, but it did undoubtedly provide the core around which Early Modern English formed.[citation needed] Early Modern English emerged with the help of William Caxton's printing press, developed during the 1470s. The press stabilized English through a push towards standardization, led by Chancery Standard enthusiast and writer Richard Pynson. Early Modern English began in the 1540s after the printing and wide distribution of the English Bible and Prayer Book, which made the new standard of English publicly recognisable and lasted until about 1650. Phonology The main changes between the Old English sound system and that of Middle English include: The combination of the last three processes listed above led to the spelling conventions associated with silent ⟨e⟩ and doubled consonants (see under Orthography, below). Morphology Middle English retains only two distinct noun-ending patterns from the more complex system of inflection in Old English: Nouns of the weak declension are primarily inherited from Old English n-stem nouns but also from ō-stem, wō-stem, and u-stem nouns,[citation needed] which did not inflect in the same way as n-stem nouns in Old English, but joined the weak declension in Middle English. Nouns of the strong declension are inherited from the other Old English noun stem classes. Some nouns of the strong type have an -e in the nominative/accusative singular, like the weak declension, but otherwise strong endings. Often, these are the same nouns that had an -e in the nominative/accusative singular of Old English (they, in turn, were inherited from Proto-Germanic ja-stem and i-stem nouns). The distinct dative case was lost in early Middle English, and although the genitive survived, by the end of the Middle English period only the strong -'s ending (variously spelled) was in use. Some formerly feminine nouns, as well as some weak nouns, continued to make their genitive forms with -e or no ending (e.g., fole hoves, horses' hooves), and nouns of relationship ending in -er frequently have no genitive ending (e.g., fader bone, "father's bane"). The strong -(e)s plural form has survived into Modern English. The weak -(e)n form is now rare and used only in oxen and as part of a double plural, in children and brethren. Some dialects still have forms such as eyen (for eyes), shoon (for shoes), hosen (for hose(s)), kine (for cows), and been (for bees). Grammatical gender survived to a limited extent in early Middle English before being replaced by natural gender in the course of the Middle English period. Grammatical gender was indicated by agreement of articles and pronouns (e.g., þo ule "the feminine owl") or using the pronoun he to refer to masculine nouns such as helm ("helmet"), or phrases such as scaft stærcne (strong shaft), with the masculine accusative adjective ending -ne. Single-syllable adjectives added -e when modifying a noun in the plural and when used after the definite article (þe), after a demonstrative (þis, þat), after a possessive pronoun (e.g., hir, our), or with a name or in a form of address. This derives from the Old English "weak" declension of adjectives. This inflexion continued to be used in writing even after final -e had ceased to be pronounced. In earlier texts, multisyllable adjectives also receive a final -e in these situations, but this occurs less regularly in later Middle English texts. Otherwise, adjectives have no ending and adjectives already ending in -e etymologically receive no ending as well. Earlier texts sometimes inflect adjectives for case as well. Layamon's Brut inflects adjectives for the masculine accusative, genitive, and dative, the feminine dative, and the plural genitive. The Owl and the Nightingale adds a final -e to all adjectives not in the nominative, here only inflecting adjectives in the weak declension (as described above). Comparatives and superlatives were usually formed by adding -er and -est. Adjectives with long vowels sometimes shortened these vowels in the comparative and superlative (e.g., greet, great; gretter, greater). Adjectives ending in -ly or -lich formed comparatives either with -lier, -liest or -loker, -lokest. A few adjectives also displayed Germanic umlaut in their comparatives and superlatives, such as long, lenger. Other irregular forms were mostly the same as in modern English. Middle English personal pronouns were mostly developed from those of Old English, with the exception of the third person plural, a borrowing from Old Norse. (The original Old English form clashed with the third person singular and was eventually dropped.) Also, the nominative form of the feminine third person singular was replaced by a form of the demonstrative that developed into sche (modern she), but the alternative heyr remained in some areas for a long time. As with nouns, there was some inflectional simplification (the distinct Old English dual forms were lost), but pronouns, unlike nouns, retained distinct nominative and accusative forms. Third person pronouns also retained a distinction between accusative and dative forms, but that was gradually lost: The masculine hine was replaced by him south of the River Thames by the early 14th century, and the neuter dative him was ousted by it in most dialects by the 15th. The following table shows some of the various Middle English pronouns. Many other variations are noted in Middle English sources because of differences in spellings and pronunciations at different times and in different dialects. As a general rule, the indicative first person singular of verbs in the present tense ended in -e (e.g., ich here, "I hear"), the second person singular in -(e)st (e.g., þou spekest, "thou speakest"), and the third person singular in -eþ (e.g., he comeþ, "he cometh/he comes"). (þ (the letter "thorn") is pronounced like the unvoiced th in "think", but under certain circumstances, it may be like the voiced th in "that"). The following table illustrates a typical conjugation pattern: Plural forms vary strongly by dialect, with Southern dialects preserving the Old English -eþ, Midland dialects showing -en from about 1200, and Northern forms using -es in the third person singular as well as the plural. The past tense of weak verbs was formed by adding an -ed(e), -d(e), or -t(e) ending. The past-tense forms, without their personal endings, also served as past participles with past-participle prefixes derived from Old English: i-, y-, and sometimes bi-. Strong verbs, by contrast, formed their past tense by changing their stem vowel (e.g., binden became bound, a process called apophony), as in Modern English. Orthography With the discontinuation of the Late West Saxon standard used for the writing of Old English in the period prior to the Norman Conquest, Middle English came to be written in a wide variety of scribal forms, reflecting different regional dialects and orthographic conventions. Later in the Middle English period, however, and particularly with the development of the Chancery Standard in the 15th century, orthography became relatively standardised in a form based on the East Midlands-influenced speech of London. Spelling at the time was mostly quite regular. (There was a fairly consistent correspondence between letters and sounds.) The irregularity of present-day English orthography is largely due to pronunciation changes that have taken place over the Early Modern English and Modern English eras. Middle English generally did not have silent letters. For example, knight was pronounced [ˈkniçt] (with both the ⟨k⟩ and the ⟨gh⟩ pronounced, the latter sounding as the ⟨ch⟩ in German Knecht). The major exception was the silent ⟨e⟩ – originally pronounced but lost in normal speech by Chaucer's time. This letter, however, came to indicate a lengthened – and later also modified – pronunciation of a preceding vowel. For example, in name, originally pronounced as two syllables, the /a/ in the first syllable (originally an open syllable) lengthened, the final weak vowel was later dropped, and the remaining long vowel was modified in the Great Vowel Shift (for these sound changes, see Phonology, above). The final ⟨e⟩, now silent, thus became the indicator of the longer and changed pronunciation of ⟨a⟩. In fact, vowels could have this lengthened and modified pronunciation in various positions, particularly before a single consonant letter and another vowel or before certain pairs of consonants. A related convention involved the doubling of consonant letters to show that the preceding vowel was not to be lengthened. In some cases, the double consonant represented a sound that was (or had previously been) geminated (i.e., had genuinely been "doubled" and would thus have regularly blocked the lengthening of the preceding vowel). In other cases, by analogy, the consonant was written double merely to indicate the lack of lengthening. The basic Old English Latin alphabet consisted of 20 standard letters plus four additional letters: ash ⟨æ⟩, eth ⟨ð⟩, thorn ⟨þ⟩, and wynn ⟨ƿ⟩. There was not yet a distinct j, v, or w, and Old English scribes did not generally use k, q, or z. Ash was no longer required in Middle English, as the Old English vowel /æ/ that it represented had merged into /a/. The symbol nonetheless came to be used as a ligature for the digraph ⟨ae⟩ in many words of Greek or Latin origin, as did ⟨œ⟩ for ⟨oe⟩. Eth and thorn both represented /θ/ or its allophone /ð/ in Old English. Eth fell out of use during the 13th century and was replaced by thorn. Thorn mostly fell out of use during the 14th century and was replaced by ⟨th⟩. Anachronistic usage of the scribal abbreviation (þe, "the") has led to the modern mispronunciation of thorn as ⟨y⟩ in this context; see ye olde. Wynn, which represented the phoneme /w/, was replaced by ⟨w⟩ during the 13th century. Due to its similarity to the letter ⟨p⟩, it is mostly represented by ⟨w⟩ in modern editions of Old and Middle English texts even when the manuscript has wynn. Under Norman influence, the continental Carolingian minuscule replaced the insular script that had been used for Old English. However, because of the significant difference in appearance between the old insular g and the Carolingian g (modern g), the former continued in use as a separate letter, known as yogh, written ⟨ȝ⟩. This was adopted for use to represent a variety of sounds: [ɣ], [j], [dʒ], [x], [ç], while the Carolingian g was normally used for [g]. Instances of yogh were eventually replaced by ⟨j⟩ or ⟨y⟩ and by ⟨gh⟩ in words like night and laugh. In Middle Scots, yogh became indistinguishable from cursive z, and printers tended to use ⟨z⟩ when yogh was not available in their fonts; this led to new spellings (often giving rise to new pronunciations), as in McKenzie, where the ⟨z⟩ replaced a yogh, which had the pronunciation /j/. Under continental influence[clarification needed], the letters ⟨k⟩, ⟨q⟩, and ⟨z⟩, which had not normally been used by Old English scribes, came to be commonly used in the writing of Middle English. Also, the newer Latin letter ⟨w⟩ was introduced (replacing wynn). The distinct letter forms ⟨v⟩ and ⟨u⟩ came into use but were still used interchangeably; the same applies to ⟨j⟩ and ⟨i⟩. (For example, spellings such as wijf and paradijs for "wife" and "paradise" can be found in Middle English.) The consonantal ⟨j⟩/⟨i⟩ was sometimes used to transliterate the Hebrew letter yodh, representing the palatal approximant sound /j/ (and transliterated in Greek by iota and in Latin by ⟨i⟩); words like Jerusalem, Joseph, etc. would have originally followed the Latin pronunciation beginning with /j/, that is, the sound of ⟨y⟩ in yes. In some words, however, notably from Old French, ⟨j⟩/⟨i⟩ was used for the affricate consonant /dʒ/, as in joie (modern "joy"), used in Wycliffe's Bible. This was similar to the geminate sound [ddʒ], which had been represented as ⟨cg⟩ in Old English. By the time of Modern English, the sound came to be written as ⟨j⟩/⟨i⟩ at the start of words (like "joy"), and usually as ⟨dg⟩ elsewhere (as in "bridge"). It could also be written, mainly in French loanwords, as ⟨g⟩, with the adoption of the soft G convention (age, page, etc.) Many scribal abbreviations were also used. It was common for the Lollards to abbreviate the name of Jesus (as in Latin manuscripts) to ihc. The letters ⟨n⟩ and ⟨m⟩ were often omitted and indicated by a macron above an adjacent letter, so for example, in could be written as ī. A thorn with a superscript ⟨t⟩ or ⟨e⟩ could be used for that and the; the thorn here resembled a ⟨Y⟩, giving rise to the ye of "Ye Olde". Various forms of the ampersand replaced the word and. Numbers were still always written using Roman numerals, except for some rare occurrences of Arabic numerals during the 15th century. Although Middle English spelling was never fully standardised, the following table shows the pronunciations most usually represented by particular letters and digraphs towards the end of the Middle English period, using the notation given in the article on Middle English phonology. As explained above, single vowel letters had alternative pronunciations depending on whether they were in a position where their sounds had been subject to lengthening. Long vowel pronunciations were in flux due to the beginnings of the Great Vowel Shift. Sample texts Most of the following Modern English translations are poetic sense-for-sense translations, not word-for-word translations. This passage explains the background to the Nativity (3494–501): An epitaph from a monumental brass in an Oxfordshire parish church: (Selwyn College lOS. L. 1.) (MS. Bodl. Douce 250.) (KJM 1611) 6. But let him ask in faith, nothing wavering. For he that wavereth is like a wave of the sea driven with the wind and tossed. 6. But the prayer must be made with faith, and no trace of doubt, because a person who has doubts is like the waves thrown up in the sea by the buffeting of the wind. From the Wycliffe's Bible: The following is the very beginning of the General Prologue from The Canterbury Tales by Geoffrey Chaucer. The text was written in a dialect associated with London and spellings associated with the then-emergent Chancery Standard. The following is the beginning of the Prologue from Confessio Amantis by John Gower. Translation in Modern English: (by J. Dow) Of those who wrote before we were born, books survive, So we are taught what was written by them when they were alive. So it's good that we, in our times here on earth, write of new matters – Following the example of our forefathers – So that, in such a way, we may leave our knowledge to the world after we are dead and gone. But it's said, and it is true, that if one only reads of wisdom all day long It often dulls one's brains. So, if it's alright with you, I'll take the middle route and write a book between the two – Somewhat of amusement, and somewhat of fact. In that way, somebody might, more or less, like that. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Thirty-seventh_government_of_Israel#cite_note-49] | [TOKENS: 9915]
Contents Thirty-seventh government of Israel The thirty-seventh government of Israel is the current cabinet of Israel, formed on 29 December 2022, following the Knesset election the previous month. The coalition government currently consists of five parties — Likud, Shas, Otzma Yehudit, Religious Zionist Party and New Hope — and is led by Benjamin Netanyahu, who took office as the prime minister of Israel for the sixth time. The government is widely regarded as the most right-wing government in the country's history, and includes far-right politicians. Several of the government's policy proposals have led to controversies, both within Israel and abroad, with the government's attempts at reforming the judiciary leading to a wave of demonstrations across the country. Following the outbreak of the Gaza war, opposition leader Yair Lapid initiated discussions with Netanyahu on the formation of an emergency government. On 11 October 2023, National Unity MKs Benny Gantz, Gadi Eisenkot, Gideon Sa'ar, Hili Tropper, and Yifat Shasha-Biton joined the Security Cabinet of Israel to form an emergency national unity government. Their accession to the Security Cabinet and to the government (as ministers without portfolio) was approved by the Knesset the following day. Gantz, Netanyahu, and Defense Minister Yoav Gallant became part of the newly formed Israeli war cabinet, with Eisenkot and Ron Dermer serving as observers. National Unity left the government in June 2024. New Hope rejoined the government in September. Otzma Yehudit announced on 19 January 2025 that it had withdrawn from the government, which took effect on 21 January, following the cabinet's acceptance of the three-phase Gaza war ceasefire proposal, though it rejoined two months later. United Torah Judaism left the government in July 2025 over dissatisfaction with the government's draft conscription law. Shas left the government several days later, though it remains part of the coalition. Background The right-wing bloc of parties, led by Benjamin Netanyahu, known in Israel as the national camp, won 64 of the 120 seats in the elections for the Knesset, while the coalition led by the incumbent prime minister Yair Lapid won 51 seats. The new majority has been variously described as the most right-wing government in Israeli history, as well as Israel's most religious government. Shortly after the elections, Lapid conceded to Netanyahu, and congratulated him, wishing him luck "for the sake of the Israeli people". On 15 November, the swearing-in ceremony for the newly elected members of the 25th Knesset was held during the opening session. The vote to appoint a new Speaker of the Knesset, which is usually conducted at the opening session, as well as the swearing in of cabinet members were postponed since ongoing coalition negotiations had not yet resulted in agreement on these positions. Government formation Yair Lapid Yesh Atid Benjamin Netanyahu Likud On 3 November 2022, Netanyahu told his aide Yariv Levin to begin informal coalition talks with allied parties, after 97% of the vote was counted. The leader of the Shas party Aryeh Deri met with Yitzhak Goldknopf, the leader of United Torah Judaism and its Agudat Yisrael faction, on 4 November. The two parties agreed to cooperate as members of the next government. The Degel HaTorah faction of United Torah Judaism stated on 5 November that it will maintain its ideological stance about not seeking any ministerial posts, as per the instruction of its spiritual leader Rabbi Gershon Edelstein, but will seek other senior posts like Knesset committee chairmen and deputy ministers. Netanyahu himself started holding talks on 6 November. He first met with Moshe Gafni, the leader of Degel HaTorah, and then with Goldknopf. Meanwhile, the Religious Zionist Party leader Bezalel Smotrich and the leader of its Otzma Yehudit faction Itamar Ben-Gvir pledged that they would not enter the coalition without the other faction. Gafni later met with Smotrich for coalition talks. Smotrich then met with Netanyahu. On 7 November, Netanyahu met with Ben-Gvir who demanded the Ministry of Public Security with expanded powers for himself and the Ministry of Education or Transport and Road Safety for Yitzhak Wasserlauf. A major demand among all of Netanyahu's allies was that the Knesset be allowed to ignore the rulings of the Supreme Court. Netanyahu met with the Noam faction leader and its sole MK Avi Maoz on 8 November after he threatened to boycott the coalition. He demanded complete control of the Western Wall by the Haredi rabbinate and removal of what he considered as anti-Zionist and anti-Jewish content in schoolbooks. President Isaac Herzog began consultations with heads of all the political parties on 9 November after the election results were certified. During the consultations, he expressed his reservations about Ben-Gvir becoming a member in the next government. Shas met with Likud for coalition talks on 10 November. By 11 November, Netanyahu had secured recommendations from 64 MKs, which constituted a majority. He was given the mandate to form the thirty-seventh government of Israel by President Herzog on 13 November. Otzma Yehudit and Noam officially split from Religious Zionism on 20 November as per a pre-election agreement. On 25 November, Otzma Yehudit and Likud signed a coalition agreement, under which Ben-Gvir will assume the newly created position of National Security Minister, whose powers would be more expansive than that of the Minister of Public Security, including overseeing the Israel Police and the Israel Border Police in the West Bank, as well as giving powers to authorities to shoot thieves stealing from military bases. Yitzhak Wasserlauf was given the Ministry for the Development of the Negev and the Galilee with expanded powers to regulate new West Bank settlements, while separating it from the "Periphery" portfolio, which will be given to Shas. The deal also includes giving the Ministry of Heritage to Amihai Eliyahu, separating it from the "Jerusalem Affairs" portfolio, the chairmanship of the Knesset's Public Security Committee to Zvika Fogel and that of the Special Committee for the Israeli Citizens' Fund to Limor Son Har-Melech, the post of Deputy Economic Minister to Almog Cohen, establishment of a national guard, and expansion of mobilization of reservists in the Border Police. Netanyahu and Maoz signed a coalition agreement on 27 November, under which the latter would become a deputy minister, would head an agency on Jewish identity in the Prime Minister's Office, and would also head Nativ, which processes the aliyah from the former Soviet Union. The agency for Jewish identity would have authority over educational content taught outside the regular curriculum in schools, in addition to the department of the Ministry of Education overseeing external teaching and partnerships, which would bring nonofficial organisations permitted to teach and lecture at schools under its purview. Likud signed a coalition agreement with the Religious Zionist Party on 1 December. Under the deal, Smotrich would serve as the Minister of Finance in rotation with Aryeh Deri, and the party will receive the post of a minister within the Ministry of Defense with control over the departments administering settlement and open lands under the Coordinator of Government Activities in the Territories, in addition to another post of a deputy minister. The deal also includes giving the post of Minister of Aliyah and Integration to Ofir Sofer, the newly created National Missions Ministry to Orit Strook, and the chairmanship of the Knesset's Constitution, Law and Justice Committee to Simcha Rothman. Likud and United Torah Judaism signed a coalition agreement on 6 December, to allow request for an extension to the deadline. Under it, the party would receive the Ministry of Construction and Housing, the chairmanship of the Knesset Finance Committee which will be given to Moshe Gafni, the Ministry of Jerusalem and Tradition (which would replace the Ministry of Jerusalem Affairs and Heritage), in addition to several posts of deputy ministers and chairmanships of Knesset committees. Likud also signed a deal with Shas by 8 December, securing interim coalition agreements with all of their allies. Under the deal, Deri will first serve as the Minister of Interior and Health, before rotating posts with Smotrich after two years. The party will also receive the Ministry of Religious Services and Welfare Ministries, as well as posts of deputy ministers in the Ministry of Education and Interior. The vote to replace then-incumbent Knesset speaker Mickey Levy was scheduled for 13 December, after Likud and its allies secured the necessary number of signatures for it. Yariv Levin of Likud was elected as an interim speaker by 64 votes, while his opponents Merav Ben-Ari of Yesh Atid and Ayman Odeh of Hadash received 45 and five votes respectively. Netanyahu asked Herzog for a 14-day extension after the agreement with Shas to finalise the roles his allied parties would play. Herzog on 9 December extended the deadline to 21 December. On that date, Netanyahu informed Herzog that he had succeeded in forming a coalition, with the new government expected to be sworn in by 2 January 2023. The government was sworn in on 29 December 2022. Timeline Israeli law stated that people convicted of crimes cannot serve in the government. An amendment to that law was made in late 2022, known colloquially as the Deri Law, to allow those who had been convicted without prison time to serve. This allowed Deri to be appointed to the cabinet. Shas leader Aryeh Deri was appointed to be Minister of Health, Minister of the Interior, and Vice Prime Minister in December 2022. He was fired in January 2023, following a Supreme Court decision that his appointment was unreasonable, since he had been convicted of fraud, and had promised not to seek government roles through a plea deal. In March 2023, Defence Minister Yoav Gallant called on the government to delay legislation related to the judicial reform. Prime Minister Netanyahu announced that he had been dismissed from his position, leading to the continuation of mass protests across the country (which had started in January in Tel Aviv). Gallant continued to serve as a minister as he had not received formal notice of dismissal, and two weeks later it was announced that Netanyahu had reversed his decision. Public Safety Minister Itamar Ben-Gvir (Otzma Yehudit leader) and Minister of Justice Yariv Levin (Likud) both threatened to resign if the judicial reform was delayed.[better source needed] After the outbreak of the Gaza war, five members of the National Unity party joined the government as ministers without portfolio, with leader Benny Gantz being made a member of the new Israeli war cabinet (along with Netanyahu and Gallant). As the war progressed, minister of national security Itamar Ben-Gvir threatened to leave the government if the war was ended. A month later in mid December, he again threatened to leave if the war did not maintain "full strength". Gideon Sa'ar stated on 16 March that his New Hope party would resign from the government and join the opposition if Prime Minister Benjamin Netanyahu did not appoint him to the Israeli war cabinet. Netanyahu did not do so, resulting in Sa'ar's New Hope party leaving the government nine days later, reducing the size of the coalition from 76 MKs to 72. Ben-Gvir and Bezalel Smotrich, of the National Religious Party–Religious Zionism party, have indicated that they will withdraw their parties from the government if the January 2025 Gaza war ceasefire is adopted, which would bring down the government. Ben-Gvir announced on 5 June that the members of his party would be allowed to vote as they wish, though his party resumed support on 9 June. On 18 May, Gantz set an 8 June deadline for withdrawal from the coalition, which was delayed by a day following the 2024 Nuseirat rescue operation. Gantz and his party left the government on 9 June, giving the government 64 seats in the Knesset. Sa'ar and his New Hope party rejoined the Netanyahu government on 30 September, increasing the number of seats held by the government to 68. The High Court of Justice ruled on 28 March 2024 that yeshiva funds would no longer be available for students who are "eligible for enlistment", effectively allowing ultra-Orthodox Jews to be drafted into the IDF. Attorney general Gali Baharav-Miara indicated on 31 March that the conscription process must begin on 1 April. The court ruled on 25 June that the IDF must begin to draft yeshiva students. Likud announced on 7 July that it would not put forward any legislation after Shas and United Torah Judaism said that they would boycott the plenary session over the lack of legislation dealing with the Haredi draft. The Ultra-Orthodox boycott continued for a second day, with UTJ briefly ending its boycott on 9 July to unsuccessfully vote in favor of a bill which would have weakened the Law of Return. Yuli Edelstein, who was replaced by Boaz Bismuth on the Foreign Affairs and Defense Committee in early August, published a draft version of the conscription law shortly before his ouster. Bismuth cancelled the work on the draft law in September 2025, which Edelstein called "a shame." Bismuth released the official version of the draft law in late November 2025. It weakened penalties for draft evaders, with Edelstein saying it was "the exact opposite" of the bill which he attempted to pass. Members of Otzma Yehudit resigned from the government on 19 January 2025 over the January 2025 Gaza war ceasefire, which took effect on 21 January. The members rejoined in March, following the "resumption" of the war in Gaza. Avi Maoz of the Noam party left the government in March 2025. On 4 June 2025, senior rabbis for United Torah Judaism Dov Lando and Moshe Hillel Hirsch instructed the party's MKs to pass a bill which would dissolve the Knesset. Yesh Atid, Yisrael Beytenu and The Democrats announced that they will "submit a bill" for dissolution on 11 June, with Yesh Atid tabling the bill on 4 June. There were also reports that Shas would vote in favor of Knesset dissolution amidst division within the governing coalition on Haredi conscription. This jeopardized the coalition's majority and would have triggered new elections if the bill passed. The following day, Agudat Yisrael, one of the United Torah Judaism factions, confirmed that it would submit a bill to dissolve the Knesset. Asher Medina, a Shas spokesman, indicated on 9 June that the party would vote in favor of a preliminary bill to dissolve the Knesset. The rabbis of Degel HaTorah instructed the parties' MKs on 12 June 2025 to oppose the dissolution of the Knesset, which was followed by Yuli Edelstein and the Shas and Degel HaTorah parties announcing that a deal had been reached, with "rabbinical leaders" telling their parties to delay the dissolution vote by a week. Shas and Degel HaTorah voted against the dissolution bill, which led to the bill failing its preliminary reading in a vote of 61 against and 53 in favor. MKs Ya'akov Tessler and Moshe Roth of Agudat Yisrael voted in favor of dissolution. Another dissolution bill will be unable to be brought forward for six months. If the bill had passed its preliminary reading, in addition to three more readings, an election would have been held in approximately three months; The Jerusalem Post posited it would have been held in October. Degel HaTorah announced on 14 July 2025 that it would leave the government because members of the party were dissatisfied after viewing the proposed draft bill by Yuli Edelstein regarding Haredi exemptions from the Israeli draft. Several hours later, Agudat Yisrael announced that it would also leave the government. Deputy Transportation Minister Uri Maklev, Moshe Gafni, the head of the Knesset Finance Committee, Ya'akov Asher, the head of the Knesset Interior and Environment Protection Committee and Jerusalem Affairs minister Meir Porush all submitted their resignations, with their resignations taking effect in 48 hours. Sports Minister Ya'akov Tessler and "Special Committee for Public Petitions Chair" Yitzhak Pindrus also submitted resignations. Yisrael Eichler submitted his resignation as the "head of the Knesset Labor and Welfare Committee" the same day. The resignations will leave Netanyahu's government with a 60-seat majority in the Knesset, as Avi Maoz, of the Noam party, left the government in March 2025. Despite Edelstein's ouster in August, a spokesman for UTJ head Yitzhak Goldknopf remarked that it would not change the faction's withdrawal from the government. The religious council for Shas, called the Moetzet Chachmei HaTorah, instructed the party on 16 July to leave the government, but stay in the coalition. The following day, various cabinet ministers submitted their resignations, including "Interior Minister Moshe Arbel, Social Affairs Minister Ya'akov Margi and Religious Services Minister Michael Malchieli." Malchieli reportedly has postponed his resignation so he could attend a 20 July meeting of the panel investigating whether attorney general Gali Baharav-Miara should be dismissed. Deputy Minister of Agriculture Moshe Abutbul, Minister of Health Uriel Buso and Haim Biton, a minister in the Education Ministry, also submitted their resignation letters, while Arbel retracted his resignation letter. The last cabinet member from the party to submit it was Labor Minister Yoav Ben-Tzur. The ministers who resigned will return to the Knesset, replacing MKs Moshe Roth, Yitzhak Pindrus and Eliyahu Baruchi. Members of government Listed below are the current ministers in the government: Principles and priorities According to the agreements signed between Likud and each of its coalition partners, and the incoming government's published guideline principles, its stated priorities are to combat the cost of living, further centralize Orthodox control over the state religious services, pass judicial reforms which include legislation to reduce judicial controls on executive and legislative power, expand settlements in the West Bank, and consider an annexation of the West Bank. Before the vote of confidence in his new government in the Knesset, Netanyahu presented three top priorities for the new government: internal security and governance, halting the nuclear program of Iran, and the development of infrastructure, with a focus on further connecting the center of the country with its periphery. Policies The government's flagship program, centered around reforms in the judicial branch, drew widespread criticism. Critics said it would have negative effects on the separation of powers, the office of the Attorney General, the economy, public health, women and minorities, workers' rights, scientific research, the overall strength of Israel's democracy and its foreign relations. After weeks of public protests on Israel's streets, joined by a growing number of military reservists, Minister of Defense Yoav Gallant spoke against the reform on 25 March, calling for a halt of the legislative process "for the sake of Israel's security". The next day, Netanyahu announced that he would be removed from his post, sparking another wave of protest across Israel and ultimately leading to Netanyahu agreeing to pause the legislation. On 10 April, Netanyahu announced that Gallant would keep his post. On 27 March 2023, after the public protests and general strikes, Netanyahu announced a pause in the reform process to allow for dialogue with opposition parties. However, negotiations aimed at reaching a compromise collapsed in June, and the government resumed its plans to unilaterally pass parts of the legislation. On 24 July 2023, the Knesset passed a bill that curbs the power of the Supreme Court to declare government decisions unreasonable; on 1 January 2024, the Supreme Court struck the bill down. The Knesset passed a "watered-down" version of the judicial reform package in late March 2025 which "changes the composition" of the judicial selection committee. In December 2022 Minister of National Security Itamar Ben-Gvir sought to amend the law that regulates the operations of the Israel Police, such that the ministry will have more direct control of its forces and policies, including its investigative priorities. Attorney General Gali Baharav-Miara objected to the draft proposal, raising concerns that the law would enable the politicization of police work, and the draft was amended to partially address those concerns. Nevertheless, in March 2023 Deputy Attorney General Gil Limon stated that the Attorney General's fears had been realized, referring to several instances of ministerial involvement in the day-to-day work of the otherwise independent police force – statements that were repeated by the Attorney General herself two days later. Separately, Police Commissioner Kobi Shabtai instructed Deputy Commissioners to avoid direct communication with the minister, later stating that "the Israel Police will remain apolitical, and act only according to law". Following appeals by the Association for Civil Rights in Israel and the Movement for Quality Government in Israel, the High Court of Justice instructed Ben-Gvir "to refrain from giving operational directions to the police... [especially] as regards to protests and demonstrations against the government." As talks of halting the judicial reform gained wind during March 2023, Minister of National Security Itamar Ben-Gvir threatened to resign if the legislation implementing the changes was suspended. To appease Ben-Gvir, Prime Minister Netanyahu announced that the government would promote the creation of a new National Guard, to be headed by Ben-Gvir. On 29 March, thousands of Israelis demonstrated in Tel Aviv, Haifa and Jerusalem against this decision. On 1 April, the New York Times quoted Gadeer Nicola, head of the Arab department at the Association for Civil Rights in Israel, as saying "If this thing passes, it will be an imminent danger to the rights of Arab citizens in this country. This will create two separate systems of applying the law. The regular police which will operate against Jewish citizens — and a militarized militia to deal only with Arab citizens." The same day, while speaking on Israel's Channel 13 about those whom he'd like to see enlist in the National Guard, Ben-Gvir specifically mentioned La Familia, the far-right fan club of the Beitar Jerusalem soccer team. On 2 April, Israel's cabinet approved the establishment of a law enforcement body that would operate independently of the police, under Ben-Gvir's authority. According to the decision, the Minister was to establish a committee chaired by the Director General of the Ministry of National Security, with representatives of the ministries of defense, justice and finance, as well as the police and the IDF, to outline the operations of the new organization. The committee's recommendations will be submitted to the government for consideration. Addressing a conference on 4 April, Police Commissioner Kobi Shabtai said that he is not opposed to the establishment of a security body which would answer to the police, but "a separate body? Absolutely not." The police chief said he had warned Ben-Gvir that the establishment of a security body separate from the police is "unnecessary, with extremely high costs that may harm citizens' personal security." During a press conference on 10 April, Prime Minister Netanyahu said, in what has been seen by some news outlets as a concession to the protesters, that "This will not be anyone's militia, it will be a security body, orderly, professional, that will be subordinate to one of the [existing] security bodies." The committee established by the government recommended the government to order the establishment of the National Guard immediately while allocating budgets. The National Guard, under whose command will be a superintendent of the police, will not be subordinate to Ben-Gvir. It will be subordinate to the police commissioner and will be part of Israel Border Police. The Ministry of Defense and Finance opposed the conclusions. The Israeli National Security Council called for further discussion on this. The coalition's efforts to expand the purview of Rabbinical courts; force some organizations, such as hospitals, to enforce certain religious practices; amend the Law Prohibiting Discrimination to allow gender segregation and discrimination on the grounds of religious belief; expand funding for religious causes; and put into law the exemption of yeshiva and kolel students from conscription have drawn criticism. According to the Haaretz op-ed of 7 March 2023, "the current coalition is interested... in modifying the public space so it suits the religious lifestyle. The legal coup is meant to castrate anyone who can prevent it, most of all the HCJ." Several banks and institutional investors, including the Israel Discount Bank and AIG have committed to avoid investing in, or providing credit to any organization that will discriminate against others on ground of religion, race, gender or sexual orientation. A series of technology companies and investment firms including Wiz, Intel Israel, Salesforce and Microsoft Israel Research and Development, have criticized the proposed changes to the Law Prohibiting Discrimination, with Wiz stating that it will require its suppliers to commit to preventing discrimination. Over sixty prominent law firms pledged that they will neither represent, nor do business with discriminating individuals and organizations. Insight Partners, a major private equity fund operating in Israel, released a statement warning against intolerance and any attempt to harm personal liberties. Orit Lahav, chief executive of the women's rights organization Mavoi Satum ("Dead End"), said that "the Rabbinical courts are the most discriminatory institution in the State of Israel... Limiting the HCJ[d] while expanding the jurisdiction of the Rabbinical courts would... cause significant harm to women." Anat Thon Ashkenazy, Director of the Center for Democratic Values and Institutions at the Israel Democracy Institute, said that "almost every part of the reform could harm women... the meaning of an override clause is that even if the court says that the law on gender segregation is illegitimate, is harmful, the Knesset could say 'Okay, we say otherwise'". She added that "there is a very broad institutional framework here, after which there will come legislation that harms women's right and we will have no way of protecting or stopping it." During July 2023, 20 professional medical associations signed a letter of position warning against the ramifications to public health that would result from the exclusion of women from the public sphere. They cited, among others, a rise in prevalence of risk factors for cardiovascular disease, pregnancy-related ailments, psychological distress, and the risk of suicide. On 30 July the Knesset passed an amendment to penal law adding sexual offenses to those offenses whose penalty can be doubled if done on grounds of "nationalistic terrorism, racism or hostility towards a certain community". According to MK Limor Son Har-Melech, the bill is meant to penalize any individual who "[intends to] harm a woman sexually based on her Jewishness". The law was criticized by MK Gilad Kariv as "populist, nationalistic, and dangerous towards the Arab citizens of Israel", and by MK Ahmad Tibi as a "race law", and was objected to by legal advisors at the Ministry of Justice and the Knesset Committee on National Security. Activist Orit Kamir wrote that "the amendment... is neither feminist, equal, nor progressive, but the opposite: it subordinates women's sexuality to the nationalistic, racist patriarchy. It hijacks the Law for Prevention of Sexual Harassment to serve a world view that tags women as sexual objects that personify the nation's honor." Yael Sherer, director of the Lobby to Combat Sexual Violence, criticized the law as being informed by dated ideas about sexual assault, and proposed that MKs "dedicate a session... to give victims of sexual assault an opportunity to come out of the darkness... instead of [submitting] declarative bills that change nothing and are not meant but for grabbing headlines". In Israel, during 2022, 24 women "were murdered because they were women," which was an increase of 50% compared to 2021. A law permitting courts to order men subject to a restraining order following domestic violence offenses to wear electronic tags was drafted during the previous Knesset and had passed its first reading unanimously. On 22 March 2023, the Knesset voted to reject the bill. It had been urged to do so by National Security Minister Itamar Ben-Gvir, who said that the bill was unfair to men. Earlier in the week, Ben-Gvir had blocked the measure from advancing in the ministerial legislative committee. The MKs voting against the bill included Prime Minister Netanyahu. The Association of Families of Murder Victims said that by rejecting the law, National Security Minister Itamar Ben-Gvir "brings joy to violent men and abandons the women threatened with murder… unsupervised restraining orders endanger women's lives even more. They give women the illusion of being protected, and then they are murdered." MK Pnina Tamano-Shata, chairwoman of the Knesset Committee on the Status of Women and Gender Equality, said that "the coalition proved today that it despises women's lives." The NGO Amutat Bat Melech [he], which assists Orthodox and ultra-Orthodox women who suffer from domestic violence, said that: "Rejecting the electronic bracelet bill is disconnected from the terrible reality of seven femicides since the beginning of the year. This is an effective tool of the first degree that could have saved lives and reduced the threat to women suffering from domestic violence. This is a matter of life and death, whose whole purpose is to provide a solution to defend women." The agreement signed by the coalition parties includes the setting up of a committee to draft changes to the Law of Return. Israeli religious parties have long demanded that the "grandchild clause" of the Law of Return be cancelled. This clause grants citizenship to anyone with at least one Jewish grandparent, as long as they do not practice another religion. If the grandchild clause were to be removed from the Law of Return then around 3 million people who are currently eligible for aliyah would no longer be eligible. The heads of the Jewish Agency, the Jewish Federations of North America, the World Zionist Organization and Keren Hayesod sent a joint letter to Prime Minister Netanyahu, expressing their "deep concern" about any changes to the Law of Return, adding that "Any change in the delicate and sensitive status quo on issues such as the Law of Return or conversion could threaten to unravel the ties between us and keep us away from each other." The Executive Council of Australian Jewry and the Zionist Federation of Australia issued a joint statement saying "We… view with deep concern… proposals in relation to religious pluralism and the law of return that risk damaging Israel's… relationship with Diaspora Jewry." On 19 March 2023, Israeli Finance Minister Bezalel Smotrich spoke in Paris at a memorial service for a Likud activist. The lectern at which Smotrich spoke was covered with a flag depicting the 'Greater Land of Israel,' encompassing the whole of Mandatory Palestine, as well as Trans-Jordan. During his speech, Smotrich said that "there's no such thing as Palestinians because there's no such thing as a Palestinian people." He added that the Palestinian people are a fictitious nation invented only to fight the Zionist movement, asking "Is there a Palestinian history or culture? There isn't any." The event received widespread media coverage. On 21 March, a spokesman for the US State Department sharply criticized Smotrich's comments. "The comments, which were delivered at a podium adorned with an inaccurate and provocative map, are offensive, they are deeply concerning, and, candidly, they're dangerous. The Palestinians have a rich history and culture, and the United States greatly values our partnership with the Palestinian people," he said. The Jordanian Foreign Ministry also voiced disapproval: "The Israeli Minister of Finance's use, during his participation in an event held yesterday in Paris, of a map of Israel that includes the borders of the Hashemite Kingdom of Jordan and the occupied Palestinian territories represents a reckless inflammatory act, and a violation of international norms and the Jordanian-Israeli peace treaty." Additionally, a map encompassing Mandatory Palestine and Trans-Jordan with a Jordanian flag on it was placed on a central lectern in the Jordanian Parliament. Jordan's parliament voted to expel the Israeli ambassador. Israel's Ministry of Foreign Affairs released a clarification relating to the matter, stating that "Israel is committed to the 1994 peace agreement with Jordan. There has been no change in the position of the State of Israel, which recognizes the territorial integrity of the Hashemite Kingdom of Jordan". Ahead of a Europe Day event due to take place on 9 May 2023, far-right wing National Security Minister Itamar Ben-Gvir was assigned as a representative of the government and a speaker at the event by the government secretariat, which deals with placing ministers at receptions on the occasion of the national days of the foreign embassies. The European Union requested that Ben-Gvir not attend, but the government did not make changes to the plan. On 8 May, the European delegation to Israel cancelled the reception, stating that: "The EU Delegation to Israel is looking forward to celebrating Europe Day on May 9, as it does every year. Regrettably, this year we have decided to cancel the diplomatic reception, as we do not want to offer a platform to someone whose views contradict the values the European Union stands for. However, the Europe Day cultural event for the Israeli public will be maintained to celebrate with our friends and partners in Israel the strong and constructive bilateral relationship". Israel's Opposition Leader Yair Lapid stated: "Sending Itamar Ben-Gvir to a gathering of EU ambassadors is a serious professional mistake. The government is embarrassing a large group of friendly countries, jeopardizing future votes in international institutions, and damaging our foreign relations. Last year, after a decade of efforts, we succeeded in signing an economic-political agreement with the European Union that will contribute to the Israeli economy and our foreign relations. Why risk it, and for what? Ben-Gvir is not a legitimate person in the international community (and not really in Israel either), and sometimes you have to be both wise and just and simply send someone else". On 23 February 2023, Defense Minister Gallant signed an agreement assigning governmental powers in the West Bank to a body to be headed by Minister Bezalel Smotrich, who will effectively become the governor of the West Bank, controlling almost all areas of life in the area, including planning, building and infrastructure. Israeli governments have hitherto been careful to keep the occupation as a military government. The temporary holding of power by an occupying military force, pending a negotiated settlement, is a principle of international law – an expression of the prohibition against obtaining sovereignty through conquest that was introduced in the wake of World War II. An editorial in Haaretz noted that the assignment of governmental powers in the West Bank to a civilian governor, alongside the plan to expand the dual justice system so that Israeli law will apply fully to settlers in the West Bank, constitutes de jure annexation of the West Bank. On 26 February 2023, following the 2023 Huwara shooting in which two Israelis were killed by an unidentified attacker, hundreds of Israeli settlers attacked the Palestinian town of Huwara and three nearby villages, setting alight hundreds of Palestinian homes (some with people in them), businesses, a school, and numerous vehicles, killing one Palestinian man and injuring 100 others. Bezalel Smotrich subsequently called on Twitter for Huwara to be "wiped out" by the Israeli government. Zvika Fogel MK, of the ultra-nationalist Otzma Yehudit, which forms part of the governing coalition, said that he "looks very favorably upon" the results of the rampage. Members of the coalition proposed an amendment to the Disengagement Law, which would allow Israelis to resettle settlements vacated during the 2005 Israeli disengagement from Gaza and the northern West Bank. The evacuated settlements were considered illegal under international law, according to most countries. The proposal was approved for voting by the Foreign Affairs and Defense Committee on 9 March 2023, while the committee was still waiting for briefing materials from the NSS, IDF, MFA and Shin Bet, and was passed on 21 March. The US has requested clarification from Israeli ambassador Michael Herzog. A US State Department spokesman stated that "The U.S. strongly urges Israel to refrain from allowing the return of settlers to the area covered by the legislation, consistent with both former Prime Minister Sharon and the current Israeli Government's commitment to the United States," noting that the actions represent a clear violation of undertakings given by the Sharon government to the Bush administration in 2005 and Netanyahu's far-right coalition to the Biden administration the previous week. Minister of Communication Shlomo Karhi had initially intended to cut the funding of the Israeli Public Broadcasting Corporation (also known by its blanket branding Kan) by 400 million shekels – roughly half of its total budget – closing several departments, and privatizing content creation. In response, the Director-General of the European Broadcasting Union, Noel Curran, sent two urgent letters to Netanyahu, expressing his concerns and calling on the Israeli government to "safeguard the independence of our Member KAN and ensure it is allowed to operate in a sustainable way, with funding that is both stable, adequate, fair, and transparent." On 25 January 2023, nine journalist organizations representing some of Kan's competitors issued a statement of concern, acknowledging the "important contribution of public broadcasting in creating a worthy, unbiased and non-prejudicial journalistic platform", and noting that "the existence of the [broadcasting] corporation as a substantial public broadcast organization strengthens media as a whole, adding to the competition in the market rather than weakening it." They also expressed their concern that the "real reason" for the proposal was actually "an attempt to silence voices from which... [the Minister] doesn't always draw satisfaction". The same day, hundreds of journalists, actors and filmmakers protested in Tel Aviv. The proposal was eventually put on hold. On 22 February 2023 it was reported that Prime Minister Netanyahu was attempting to appoint his close associate Yossi Shelley as the deputy to the National Statistician — a highly sensitive position in charge of providing accurate data for decision makers. The appointment of Shelley, who did not possess the required qualifications for the role, was withdrawn following publication. In its daily editorial, Haaretz tied this attempt with the judicial reform: "once they take control of the judiciary, law enforcement and public media, they wish to control the state's data base, the dry numerical data it uses to plan its future". Netanyahu also proposed Avi Simhon for the role, and eventually froze all appointments at the Israel Central Bureau of Statistics. Also on 22 February 2023, it was revealed that Yoav Kish, the Minister of Education, was promoting a draft government decision change to the National Library of Israel board of directors which would grant him more power over the institution. In response, the Hebrew University — which owned the library until 2008 – announced that if the draft is accepted, it will withdraw its collections from the library. The university's collections, which according to the university constitute some 80% of the library's collection, include the Agnon archive, the original manuscript of Hatikvah, and the Rothschild Haggadah, the oldest known Haggadah. A group of 300 authors and poets signed an open letter against the move, further noting their objection against "political takeover" of public broadcasting, as well as "any legislation that will castrate the judiciary and damage the democratic foundations of the state of Israel". Several days later, it was reported that a series of donors decided to withhold their donations to the library, totaling some 80 million shekels. On 3 March a petition against the move by 1,500 academics, including Israel Prize laureates, was sent to Kish. The proposal has been seen by some as retribution against Shai Nitzan, the former State Attorney and the library's current rector. On 5 March it was reported that the Legal Advisor to the Ministry of Finance, Asi Messing, was withholding the proposal. According to Messing, the proposal – which was being promoted as part of the Economic Arrangements Law – "was not reviewed... by the qualified personnel in the Ministry of Finance, does not align with any of the common goals of the economic plan, was not agreed to by myself and was not approved by the Attorney General." As of February 2023, the government has been debating several proposals that will significantly weaken the Ministry of Environmental Protection, including reducing the environmental regulation of planning and development and electricity production. One of the main proposals, the transferal of a 3 billion shekel fund meant to finance waste management plants from the Ministry of Environmental Protection to the Ministry of the Interior, was eventually withdrawn. The Minister of Environmental Protection, Idit Silman, has been criticized for using for meeting with climate change denialists, for wasteful and personally-motivated travel on the ministry's expense, for politicizing the role, and for engaging in political activity on the ministry's time. The government has been noted for an unusually high number of dismissals and resignations of senior career civil servants, and for the frequent attempts to replace them with candidates with known political associations, who are often less competent. According to sources, Netanyahu and people in his vicinity are seeking out civil servants who were appointed by the previous government, intent on replacing them with people loyal to him. Governmental nominees for various positions have been criticized for lack of expertise. In addition to the nominee to the position of Deputy National Statistician (see above), the Director General of the Ministry of Finance, Shlomi Heisler; the Director General of the Ministry of Justice, Itamar Donenfeld; and the Director General of Ministry of Transport, Moshe Ben Zaken, have all been criticized for incompetence, lack of familiarity with their Ministries' subject matter, lack of interest in the job, or lack of experience in managing large organizations. It has been reported that in some ministries, senior officials were enacting slowdowns as a means for dealing with the new ministers and director generals. On 28 July the director general of the Ministry of Education resigned, citing as reason the societal "rift". Asaf Zalel, a retired Air Force Brigadier General, was appointed in January. When asked about attempts to appoint his personal friend and attorney to the board of directors of a state-owned company, Minister David Amsalem replied: "that is my job, due to my authority to appoint directors. I put forward people that I know and hold in esteem". Under Minister of Transport Miri Regev, the ministry has either dismissed or lost the heads of the National Public Transport Authority, Israel Airports Authority, National Road Safety Authority, Israel Railways, and several officials in Netivei Israel. The current chair of Netivei Israel is Likud member and Regev associate Yigal Amadi, and the legal counsel is Einav Abuhzira, daughter of a former Likud branch chair. Abuhzira was appointed instead of Elad Berdugo, nephew of Netanyahu surrogate Yaakov Bardugo, after he was disqualified for the role by the Israel Government Companies Authority. In July 2023 the Ministry of Communications, Shlomo Karhi, and the minister in charge of the Israel Government Companies Authority, Dudi Amsalem, deposed the chair of the Israel Postal Company, Michael Vaknin. The chair, who was hired to lead the company's financial recovery after years of operational loss and towards privatization, has gained the support of officials at the Authority and at the Ministry of Finance; nevertheless, the ministers claimed that his performance is inadequate, and nominated in his place Yiftah Ron-Tal, who has known ties to Netanyahu and Smotrich. They also nominated four new directors, two of which have known political associations, and a third who was a witness in Netanyahu's trial. The coalition is allowed to spend a portion of the state's budget on a discretionary basis, meant to coax member parties to reach an agreement on the budget. As of May 2023, the government was pushing an allocation of over 13 billion shekels over two years - almost seven times the amount allocated by the previous government. Most of the funds will be allocated for uses associated with the religious, orthodox and settler communities. The head of the Budget Department at the Ministry of Finance, Yoav Gardos, objected to the allocations, claiming they would exacerbate unemployment in the Orthodox community, which is projected to cost the economy a total of 6.7 trillion shekels in lost produce by 2065. At the onset of the Gaza war and the declaration of a state of national emergency, Minister of Finance Bezalel Smotrich instructed government agencies to continue with the planned distribution of discretionary funds. Corruption During March 2023, the government was promoting an amendment to the Law on Public Service (Gifts) that would allow Netanyahu to receive donations to fund his legal defense. The amendment follows a decision by the High Court of Justice (HCJ) that forced Netanyahu to refund US$270,000 given to him and his wife by his late cousin, Nathan Mileikowsky, for their legal defense. This is in contrast to past statements by Minister of Justice Yariv Levin, who spoke against the possible conflict of interests that can result from such transactions. The bill was opposed by the Attorney General Gali Baharav-Miara, who stressed that it could "create a real opportunity for governmental corruption", and was eventually withdrawn at the end of March. As of March 2023, the coalition was promoting a bill that would prevent judicial review of ministerial appointments. The bill is intended to prevent the HCJ from reviewing the appointment of the twice-convicted chairman of Shas, Aryeh Deri (convicted of bribery, fraud, and breach of trust), to a ministerial position, after his previous appointment was annulled on grounds of unreasonableness. The bill follows on the heels of another amendment, that relaxed the ban on the appointment of convicted criminals, so that Deri - who was handed a suspended sentence after his second conviction - could be appointed. The bill is opposed by the Attorney General, as well as by the Knesset Legal Adviser, Sagit Afik. Israeli law allows for declaring a Prime Minister (as well as several other high-ranking public officials) to be temporarily or permanently incapacitated, but does not specify the conditions which can lead to a declaration of incapacitation. In the case of the Prime Minister, the authority to do so is given to the Attorney General. In March 2023, the coalition advanced a bill that passes this authority from the Attorney General to the government with the approval of the Knesset committee, and clarified that incapacitation can only result from medical or mental conditions. On 3 January 2024, the Supreme Court ruled by a majority of 6 out of 11 that the validity of the law will be postponed to the next Knesset because the bill in its immediate application is a personal law and is intended to serve a distinct personal purpose. Later, the court rejected a petition regarding the definition of Netanyahu as an incapacitated prime minister due to his ongoing trial and conflict of interests. Notes References External links
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Contents Middle East The Middle East[b] is a geopolitical region encompassing the Arabian Peninsula, Egypt, Iran, Iraq, the Levant, and Turkey. The term came into widespread usage by Western European nations in the early 20th century as a replacement of the term Near East (both were in contrast to the Far East). The term "Middle East" has led to some confusion over its changing definitions. Since the late 20th century, it has been criticized as being too Eurocentric. The region includes the vast majority of the territories included in the closely associated definition of West Asia, but without the South Caucasus. It also includes all of Egypt (not just the Sinai region) and all of Turkey (including East Thrace). Most Middle Eastern countries (13 out of 18) are part of the Arab world. The three most populous countries in the region are Egypt, Iran, and Turkey, while Saudi Arabia is the largest Middle Eastern country by area. The history of the Middle East dates back to ancient times, and it was long considered the "cradle of civilization". The geopolitical importance of the region has been recognized and competed for during millennia. The Abrahamic religions (Judaism, Christianity, and Islam) have their origins in the Middle East. Arabs constitute the main ethnic group in the region, followed by Turks, Persians, Kurds, Jews, and Assyrians. The Middle East generally has a hot, arid climate, especially in the Arabian and Egyptian regions. Several major rivers provide irrigation to support agriculture in limited areas here, such as the Nile Delta in Egypt, the Tigris and Euphrates watersheds of Mesopotamia, and the basin of the Jordan River that spans most of the Levant. These regions are collectively known as the Fertile Crescent, and comprise the core of what historians had long referred to as the cradle of civilization; multiple regions of the world have since been classified as also having developed independent, original civilizations. Conversely, the Levantine coast and most of Turkey have relatively temperate climates typical of the Mediterranean, with dry summers and cool, wet winters. Most of the countries that border the Persian Gulf have vast reserves of petroleum. Monarchs of the Arabian Peninsula in particular have benefitted economically from petroleum exports. Because of the arid climate and dependence on the fossil fuel industry, the Middle East is both a major contributor to climate change and a region that is expected to be severely adversely affected by it. Other concepts of the region exist, including the broader Middle East and North Africa (MENA), which includes states of the Maghreb and the Sudan. The term the "Greater Middle East" also includes Afghanistan, Mauritania, Pakistan, as well as parts of East Africa, and sometimes Central Asia and the South Caucasus. Terminology The term "Middle East" may have originated in the 1850s in the British India Office. However, it became more widely known when United States naval strategist Alfred Thayer Mahan used the term in 1902 to "designate the area between Arabia and India". During this time the British and Russian empires were vying for influence in Central Asia, a rivalry that would become known as the Great Game. Mahan realized not only the strategic importance of the region, but also of its center, the Persian Gulf. He labeled the area surrounding the Persian Gulf as the Middle East. He said that, beyond Egypt's Suez Canal, the Gulf was the most important passage for Britain to control in order to keep the Russians from advancing towards British India. Mahan first used the term in his article "The Persian Gulf and International Relations", published in September 1902 in the National Review, a British journal. The Middle East, if I may adopt a term which I have not seen, will some day need its Malta, as well as its Gibraltar; it does not follow that either will be in the Persian Gulf. Naval force has the quality of mobility which carries with it the privilege of temporary absences; but it needs to find on every scene of operation established bases of refit, of supply, and in case of disaster, of security. The British Navy should have the facility to concentrate in force if occasion arise, about Aden, India, and the Persian Gulf. Mahan's article was reprinted in The Times and followed in October by a 20-article series entitled "The Middle Eastern Question", written by Sir Ignatius Valentine Chirol. During this series, Sir Ignatius expanded the definition of Middle East to include "those regions of Asia which extend to the borders of India or command the approaches to India." After the series ended in 1903, The Times removed quotation marks from subsequent uses of the term. Until World War II, it was customary to refer to areas centered on Turkey and the eastern shore of the Mediterranean as the "Near East", while the "Far East" centered on China, India and Japan. The Middle East was then defined as the area from Mesopotamia to Burma; namely, the area between the Near East and the Far East. This area broadly corresponds to South Asia. In the late 1930s, the British established the Middle East Command, which was based in Cairo, for its military forces in the region. After that time, the term "Middle East" gained broader usage in Europe and the United States. Following World War II, for example, the Middle East Institute was founded in Washington, D.C. in 1946. The corresponding adjective is Middle Eastern and the derived noun is Middle Easterner. While non-Eurocentric terms such as "Southwest Asia" or "Swasia" have been sparsely used, the classification of the African country, Egypt, among those counted in the Middle East challenges the usefulness of using such terms. The description Middle has also led to some confusion over changing definitions. Before the First World War, "Near East" was used in English to refer to the Balkans and the Ottoman Empire, while "Middle East" referred to the Caucasus, Persia, and Arabian lands, and sometimes Afghanistan, India and others. In contrast, "Far East" referred to the countries of East Asia (e.g. China, Japan, and Korea). With the collapse of the Ottoman Empire in 1918, "Near East" largely fell out of common use in English, while "Middle East" came to be applied to the emerging independent countries of the Islamic world. However, the usage "Near East" was retained by a variety of academic disciplines, including archaeology and ancient history. In their usage, the term describes an area identical to the term Middle East, which is not used by these disciplines (see ancient Near East).[citation needed] The first official use of the term "Middle East" by the United States government was in the 1957 Eisenhower Doctrine, which pertained to the Suez Crisis. Secretary of State John Foster Dulles defined the Middle East as "the area lying between and including Libya on the west and Pakistan on the east, Syria and Iraq on the North and the Arabian peninsula to the south, plus the Sudan and Ethiopia." In 1958, the State Department explained that the terms "Near East" and "Middle East" were interchangeable, and defined the region as including only Egypt, Syria, Israel, Lebanon, Jordan, Iraq, Saudi Arabia, Kuwait, Bahrain, and Qatar. Since the late 20th century, scholars and journalists from the region, such as journalist Louay Khraish and historian Hassan Hanafi have criticized the use of "Middle East" as a Eurocentric and colonialist term. The Associated Press Stylebook of 2004 says that Near East formerly referred to the farther west countries while Middle East referred to the eastern ones, but that now they are synonymous. It instructs: Use Middle East unless Near East is used by a source in a story. Mideast is also acceptable, but Middle East is preferred. European languages have adopted terms similar to Near East and Middle East. Since these are based on a relative description, the meanings depend on the country and are generally different from the English terms. In German the term Naher Osten (Near East) is still in common use (nowadays the term Mittlerer Osten is more and more common in press texts translated from English sources, albeit having a distinct meaning). In the four Slavic languages, Russian Ближний Восток or Blizhniy Vostok, Bulgarian Близкия Изток, Polish Bliski Wschód or Croatian Bliski istok (terms meaning Near East are the only appropriate ones for the region). However, some European languages do have "Middle East" equivalents, such as French Moyen-Orient, Swedish Mellanöstern, Spanish Oriente Medio or Medio Oriente, Greek is Μέση Ανατολή (Mesi Anatoli), and Italian Medio Oriente.[c] Perhaps because of the political influence of the United States and Europe, and the prominence of Western press, the Arabic equivalent of Middle East (Arabic: الشرق الأوسط ash-Sharq al-Awsaṭ) has become standard usage in the mainstream Arabic press. It comprises the same meaning as the term "Middle East" in North American and Western European usage. The designation, Mashriq, also from the Arabic root for East, also denotes a variously defined region around the Levant, the eastern part of the Arabic-speaking world (as opposed to the Maghreb, the western part). Even though the term originated in the West, countries of the Middle East that use languages other than Arabic also use that term in translation. For instance, the Persian equivalent for Middle East is خاورمیانه (Khāvar-e miyāneh), the Hebrew is המזרח התיכון (hamizrach hatikhon), and the Turkish is Orta Doğu. Countries and territory Traditionally included within the Middle East are Arabia, Asia Minor, East Thrace, Egypt, Iran, the Levant, Mesopotamia, and the Socotra Archipelago. The region includes 17 UN-recognized countries and one British Overseas Territory. Various concepts are often paralleled to the Middle East, most notably the Near East, Fertile Crescent, and Levant. These are geographical concepts, which refer to large sections of the modern-day Middle East, with the Near East being the closest to the Middle East in its geographical meaning. Due to it primarily being Arabic speaking, the Maghreb region of North Africa is sometimes included. "Greater Middle East" is a political term coined by the second Bush administration in the first decade of the 21st century to denote various countries, pertaining to the Muslim world, specifically Afghanistan, Iran, Pakistan, and Turkey. Various Central Asian countries are sometimes also included. History The Middle East lies at the juncture of Africa and Eurasia and of the Indian Ocean and the Mediterranean Sea (see also: Indo-Mediterranean). It is the birthplace and spiritual center of religions such as Christianity, Islam, Judaism, Manichaeism, Yezidi, Druze, Yarsan, and Mandeanism, and in Iran, Mithraism, Zoroastrianism, Manicheanism, and the Baháʼí Faith. Throughout its history the Middle East has been a major center of world affairs; a strategically, economically, politically, culturally, and religiously sensitive area. The region is one of the regions where agriculture was independently discovered, and from the Middle East it was spread, during the Neolithic, to different regions of the world such as Europe, the Indus Valley and Eastern Africa. Prior to the formation of civilizations, advanced cultures formed all over the Middle East during the Stone Age. The search for agricultural lands by agriculturalists, and pastoral lands by herdsmen meant different migrations took place within the region and shaped its ethnic and demographic makeup. The Middle East is widely and most famously known as the cradle of civilization. The world's earliest civilizations, Mesopotamia (Sumer, Akkad, Assyria and Babylonia), ancient Egypt and Kish in the Levant, all originated in the Fertile Crescent and Nile Valley regions of the ancient Near East. These were followed by the Hittite, Greek, Hurrian and Urartian civilisations of Asia Minor; Elam, Persia and Median civilizations in Iran, as well as the civilizations of the Levant (such as Ebla, Mari, Nagar, Ugarit, Canaan, Aramea, Mitanni, Phoenicia and Israel) and the Arabian Peninsula (Magan, Sheba, Ubar). The Near East was first largely unified under the Neo Assyrian Empire, then the Achaemenid Empire followed later by the Macedonian Empire and after this to some degree by the Iranian empires (namely the Parthian and Sassanid Empires), the Roman Empire and Byzantine Empire. The region served as the intellectual and economic center of the Roman Empire and played an exceptionally important role due to its periphery on the Sassanid Empire. Thus, the Romans stationed up to five or six of their legions in the region for the sole purpose of defending it from Sassanid and Bedouin raids and invasions. From the 4th century CE onwards, the Middle East became the center of the two main powers at the time, the Byzantine Empire and the Sassanid Empire. However, it would be the later Islamic Caliphates of the Middle Ages, or Islamic Golden Age which began with the Islamic conquest of the region in the 7th century AD, that would first unify the entire Middle East as a distinct region and create the dominant Islamic Arab ethnic identity that largely (but not exclusively) persists today. The 4 caliphates that dominated the Middle East for more than 600 years were the Rashidun Caliphate, the Umayyad caliphate, the Abbasid caliphate and the Fatimid caliphate. Additionally, the Mongols would come to dominate the region, the Kingdom of Armenia would incorporate parts of the region to their domain, the Seljuks would rule the region and spread Turko-Persian culture, and the Franks would found the Crusader states that would stand for roughly two centuries. Josiah Russell estimates the population of what he calls "Islamic territory" as roughly 12.5 million in 1000 – Anatolia 8 million, Syria 2 million, and Egypt 1.5 million. From the 16th century onward, the Middle East came to be dominated, once again, by two main powers: the Ottoman Empire and the Safavid dynasty. The modern Middle East began after World War I, when the Ottoman Empire, which was allied with the Central Powers, was defeated by the Allies and partitioned into a number of separate nations, initially under British and French Mandates. Other defining events in this transformation included the establishment of Israel in 1948 and the eventual departure of European powers, notably Britain and France by the end of the 1960s. They were supplanted in some part by the rising influence of the United States from the 1970s onwards. In the 20th century, the region's significant stocks of crude oil gave it new strategic and economic importance. Mass production of oil began around 1945, with Saudi Arabia, Iran, Kuwait, Iraq, and the United Arab Emirates having large quantities of oil. Estimated oil reserves, especially in Saudi Arabia and Iran, are some of the highest in the world, and the international oil cartel OPEC is dominated by Middle Eastern countries. During the Cold War, the Middle East was a theater of ideological struggle between the two superpowers and their allies: NATO and the United States on one side, and the Soviet Union and Warsaw Pact on the other, as they competed to influence regional allies. Besides the political reasons there was also the "ideological conflict" between the two systems. Moreover, as Louise Fawcett argues, among many important areas of contention, or perhaps more accurately of anxiety, were, first, the desires of the superpowers to gain strategic advantage in the region, second, the fact that the region contained some two-thirds of the world's oil reserves in a context where oil was becoming increasingly vital to the economy of the Western world [...] Within this contextual framework, the United States sought to divert the Arab world from Soviet influence. Throughout the 20th and 21st centuries, the region has experienced both periods of relative peace and tolerance and periods of conflict particularly between Sunnis and Shiites. Geography In 2018, the MENA region emitted 3.2 billion tonnes of carbon dioxide and produced 8.7% of global greenhouse gas emissions (GHG) despite making up only 6% of the global population. These emissions are mostly from the energy sector, an integral component of many Middle Eastern and North African economies due to the extensive oil and natural gas reserves that are found within the region. The Middle East region is one of the most vulnerable to climate change. The impacts include increase in drought conditions, aridity, heatwaves and sea level rise. Sharp global temperature and sea level changes, shifting precipitation patterns and increased frequency of extreme weather events are some of the main impacts of climate change as identified by the Intergovernmental Panel on Climate Change (IPCC). The MENA region is especially vulnerable to such impacts due to its arid and semi-arid environment, facing climatic challenges such as low rainfall, high temperatures and dry soil. The climatic conditions that foster such challenges for MENA are projected by the IPCC to worsen throughout the 21st century. If greenhouse gas emissions are not significantly reduced, part of the MENA region risks becoming uninhabitable before the year 2100. Climate change is expected to put significant strain on already scarce water and agricultural resources within the MENA region, threatening the national security and political stability of all included countries. Over 60 percent of the region's population lives in high and very high water-stressed areas compared to the global average of 35 percent. This has prompted some MENA countries to engage with the issue of climate change on an international level through environmental accords such as the Paris Agreement. Law and policy are also being established on a national level amongst MENA countries, with a focus on the development of renewable energies. Economy Middle Eastern economies range from being very poor (such as Gaza and Yemen) to extremely wealthy nations (such as Qatar and UAE). According to the International Monetary Fund, the three largest Middle Eastern economies in nominal GDP in 2023 were Saudi Arabia ($1.06 trillion), Turkey ($1.03 trillion), and Israel ($0.54 trillion). For nominal GDP per person, the highest ranking countries are Qatar ($83,891), Israel ($55,535), the United Arab Emirates ($49,451) and Cyprus ($33,807). Turkey ($3.6 trillion), Saudi Arabia ($2.3 trillion), and Iran ($1.7 trillion) had the largest economies in terms of GDP PPP. For GDP PPP per person, the highest-ranking countries are Qatar ($124,834), the United Arab Emirates ($88,221), Saudi Arabia ($64,836), Bahrain ($60,596) and Israel ($54,997). The lowest-ranking country in the Middle East, in terms of GDP nominal per capita, is Yemen ($573). The economic structure of Middle Eastern nations are different because while some are heavily dependent on export of only oil and oil-related products (Saudi Arabia, the UAE and Kuwait), others have a highly diverse economic base (such as Cyprus, Israel, Turkey and Egypt). Industries of the Middle Eastern region include oil and oil-related products, agriculture, cotton, cattle, dairy, textiles, leather products, surgical instruments, defence equipment (guns, ammunition, tanks, submarines, fighter jets, UAVs, and missiles). Banking is an important sector, especially for UAE and Bahrain. With the exception of Cyprus, Turkey, Egypt, Lebanon and Israel, tourism has been a relatively undeveloped area of the economy, in part because of the socially conservative nature of the region as well as political turmoil in certain regions. Since the end of the COVID pandemic however, countries such as the UAE, Bahrain, and Jordan have begun attracting greater numbers of tourists because of improving tourist facilities and the relaxing of tourism-related restrictive policies. Unemployment is high in the Middle East and North Africa region, particularly among people aged 15–29, a demographic representing 30% of the region's population. The total regional unemployment rate in 2025 is 10.8%, and among youth is as high as 28%. Demographics Arabs constitute the largest ethnic group in the Middle East, followed by various Iranian peoples and then by Turkic peoples (Turkish, Azeris, Syrian Turkmen, and Iraqi Turkmen). Native ethnic groups of the region include, in addition to Arabs, Arameans, Assyrians, Baloch, Berbers, Copts, Druze, Greek Cypriots, Jews, Kurds, Lurs, Mandaeans, Persians, Samaritans, Shabaks, Tats, and Zazas. European ethnic groups that form a diaspora in the region include Albanians, Bosniaks, Circassians (including Kabardians), Crimean Tatars, Greeks, Franco-Levantines, Italo-Levantines, and Iraqi Turkmens. Among other migrant populations are Chinese, Filipinos, Indians, Indonesians, Pakistanis, Pashtuns, Romani, and Afro-Arabs. "Migration has always provided an important vent for labor market pressures in the Middle East. For the period between the 1970s and 1990s, the Arab states of the Persian Gulf in particular provided a rich source of employment for workers from Egypt, Yemen and the countries of the Levant, while Europe had attracted young workers from North African countries due both to proximity and the legacy of colonial ties between France and the majority of North African states." According to the International Organization for Migration, there are 13 million first-generation migrants from Arab nations in the world, of which 5.8 reside in other Arab countries. Expatriates from Arab countries contribute to the circulation of financial and human capital in the region and thus significantly promote regional development. In 2009 Arab countries received a total of US$35.1 billion in remittance in-flows and remittances sent to Jordan, Egypt and Lebanon from other Arab countries are 40 to 190 per cent higher than trade revenues between these and other Arab countries. In Somalia, the Somali Civil War has greatly increased the size of the Somali diaspora, as many of the best educated Somalis left for Middle Eastern countries as well as Europe and North America. Non-Arab Middle Eastern countries such as Turkey, Israel and Iran are also subject to important migration dynamics. A fair proportion of those migrating from Arab nations are from ethnic and religious minorities facing persecution and are not necessarily ethnic Arabs, Iranians or Turks.[citation needed] Large numbers of Kurds, Jews, Assyrians, Greeks and Armenians as well as many Mandeans have left nations such as Iraq, Iran, Syria and Turkey for these reasons during the last century. In Iran, many religious minorities such as Christians, Baháʼís, Jews and Zoroastrians have left since the Islamic Revolution of 1979. The Middle East is very diverse when it comes to religions, many of which originated there. Islam is the largest religion in the Middle East, but other faiths that originated there, such as Judaism and Christianity, are also well represented. Christian communities have played a vital role in the Middle East, and they represent 78% of Cyprus population, and 40.5% of Lebanon, where the Lebanese president, half of the cabinet, and half of the parliament follow one of the various Lebanese Christian rites. There are also important minority religions like the Baháʼí Faith, Yarsanism, Yazidism, Zoroastrianism, Mandaeism, Druze, and Shabakism, and in ancient times the region was home to Mesopotamian religions, Canaanite religions, Manichaeism, Mithraism and various monotheist gnostic sects. The six top languages, in terms of numbers of speakers, are Arabic, Persian, Turkish, Kurdish, Modern Hebrew and Greek. About 20 minority languages are also spoken in the Middle East. Arabic, with all its dialects, is the most widely spoken language in the Middle East, with Literary Arabic being official in all North African and in most West Asian countries. Arabic dialects are also spoken in some adjacent areas in neighbouring Middle Eastern non-Arab countries. It is a member of the Semitic branch of the Afro-Asiatic languages. Several Modern South Arabian languages such as Mehri and Soqotri are also spoken in Yemen and Oman. Another Semitic language is Aramaic and its dialects are spoken mainly by Assyrians and Mandaeans, with Western Aramaic still spoken in two villages near Damascus, Syria. There is also an Oasis Berber-speaking community in Egypt where the language is also known as Siwa. It is a non-Semitic Afro-Asiatic sister language. Persian is the second most spoken language. While it is primarily spoken in Iran and some border areas in neighbouring countries, the country is one of the region's largest and most populous. It belongs to the Indo-Iranian branch of the family of Indo-European languages. Other Western Iranic languages spoken in the region include Achomi, Daylami, Kurdish dialects, Semmani, Lurish, amongst many others. The close third-most widely spoken language, Turkish, is largely confined to Turkey, which is also one of the region's largest and most populous countries, but it is present in areas in neighboring countries. It is a member of the Turkic languages, which have their origins in East Asia. Another Turkic language, Azerbaijani, is spoken by Azerbaijanis in Iran. The fourth-most widely spoken language, Kurdish, is spoken in the countries of Iran, Iraq, Syria and Turkey, Sorani Kurdish is the second official language in Iraq (instated after the 2005 constitution) after Arabic. Hebrew is the official language of Israel, with Arabic given a special status after the 2018 Basic law lowered its status from an official language prior to 2018. Hebrew is spoken and used by over 80% of Israel's population, the other 20% using Arabic. Modern Hebrew only began being spoken in the 20th century after being revived in the late 19th century by Elizer Ben-Yehuda (Elizer Perlman) and European Jewish settlers, with the first native Hebrew speaker being born in 1882. Greek is one of the two official languages of Cyprus, and the country's main language. Small communities of Greek speakers exist all around the Middle East; until the 20th century it was also widely spoken in Asia Minor (being the second most spoken language there, after Turkish) and Egypt. During the antiquity, Ancient Greek was the lingua franca for many areas of the western Middle East and until the Muslim expansion it was widely spoken there as well. Until the late 11th century, it was also the main spoken language in Asia Minor; after that it was gradually replaced by the Turkish language as the Anatolian Turks expanded and the local Greeks were assimilated, especially in the interior. English is one of the official languages of Akrotiri and Dhekelia. It is also commonly taught and used as a foreign second language, in countries such as Egypt, Jordan, Iran, Iraq, Qatar, Bahrain, United Arab Emirates and Kuwait. It is also a main language in some Emirates of the United Arab Emirates. It is also spoken as native language by Jewish immigrants from Anglophone countries (UK, US, Australia) in Israel and understood widely as second language there. French is taught and used in many government facilities and media in Lebanon, and is taught in some primary and secondary schools of Egypt and Syria. Maltese, a Semitic language mainly spoken in Europe, is used by the Franco-Maltese diaspora in Egypt. Due to widespread immigration of French Jews to Israel, it is the native language of approximately 200,000 Jews in Israel. Armenian speakers are to be found in the region. Georgian is spoken by the Georgian diaspora. Russian is spoken by a large portion of the Israeli population, because of emigration in the late 1990s. Russian today is a popular unofficial language in use in Israel; news, radio and sign boards can be found in Russian around the country after Hebrew and Arabic. Circassian is also spoken by the diaspora in the region and by almost all Circassians in Israel who speak Hebrew and English as well. The largest Romanian-speaking community in the Middle East is found in Israel, where as of 1995[update] Romanian is spoken by 5% of the population.[d] Bengali, Hindi and Urdu are widely spoken by migrant communities in many Middle Eastern countries, such as Saudi Arabia (where 20–25% of the population is South Asian), the United Arab Emirates (where 50–55% of the population is South Asian), and Qatar, which have large numbers of Pakistani, Bangladeshi and Indian immigrants. Culture The Middle East has recently become more prominent in hosting global sport events due to its wealth and desire to diversify its economy. The South Asian diaspora is a major backer of cricket in the region. See also Notes References Further reading External links 29°N 41°E / 29°N 41°E / 29; 41
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[SOURCE: https://dev.to/community#main-content] | [TOKENS: 506]
DEV Community Popular Community Members @jess 18 posts this month @sylwia-lask 6 posts this month @aaron_rose_0787cc8b4775a0 30 posts this month @ben 11 posts this month @dannwaneri 9 posts this month @techresolve 190 posts this month @xbill 40 posts this month @art_light 13 posts this month About DEV Community A space to discuss and keep up software development and manage your software career We're a place where coders share, stay up-to-date and grow their careers. Welcome to DEV Community! Start by introducing yourself to the community. Because the internet... Artificial intelligence leverages computers and machines to mimic the problem-solving and decision-making capabilities found in humans and in nature. The magic behind computers. 💻 🪄 Once relegated to the browser as one of the 3 core technologies of the web, JavaScript can now be found almost anywhere you find code. JavaScript developers move fast and push software development forward; they can be as opinionated as the frameworks they use, so let's keep it clean here and make it a place to learn from each other! "A journey of a thousand miles begins with a single step." -Chinese Proverb Productivity includes tips on how to use tools and software, process optimization, useful references, experience, and mindstate optimization. Tutorial is a general purpose tag. We welcome all types of tutorial - code related or not! It's all about learning, and using tutorials to teach others! import antigravity Content centering around the shifting left of responsibility, deconstruction of responsibility silos, and the automation of repetitive work tasks. May The Source Be With You! Articles about Open Source and Free Software as a philosophy, and its application to software development and project management. Discussion threads targeting the whole community Official tag for Facebook's React JavaScript library for building user interfaces 💎 DEV Diamond Sponsors Thank you to our Diamond Sponsors for supporting the DEV Community Google AI is the official AI Model and Platform Partner of DEV Neon is the official database partner of DEV Algolia is the official search partner of DEV DEV Community — A space to discuss and keep up software development and manage your software career Built on Forem — the open source software that powers DEV and other inclusive communities. Made with love and Ruby on Rails. DEV Community © 2016 - 2026. We're a place where coders share, stay up-to-date and grow their careers.
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[SOURCE: https://en.wikipedia.org/wiki/Al-Ghabisiyya] | [TOKENS: 1901]
Contents Al-Ghabisiyya Al-Ghabisiyya was a Palestinian Arab village in northern Palestine, 16 km north-east of Acre in present-day Israel. It was depopulated by the Israel Defense Forces during the 1948 Palestinian expulsion and remains deserted. History A wine press, dating to the Bronze Age, has been found at Al-Ghabisiyya. Other remains, suggesting that the place might have had a Roman and Byzantine settlement have also been discovered. One Corinthian capital was observed there in the 19th century. During the Crusader period the site was known as La Gabasie and was one of the fiefs of Casal Imbert. It was described as part of the domain of the Crusaders during the hudna ("truce") between the Crusaders based in Acre and the Mamluk sultan al-Mansur Qalawun in 1283. The village corresponds to that of Ghabiyya in the nahiya (subdistrict) of Akka, part of Sanjak Safad, in the 1596 C.E. Ottoman tax register. This village had a population of 58 households (khana) and 2 bachelors (mujarrad), all Moslem. They paid a fixed tax-rate of 25% on agricultural products, including wheat, barley, fruit trees, cotton, and water buffalo; a total of 6,334 akçe. 14/24 of the revenue went to a Waqf. A map by Pierre Jacotin from Napoleon's invasion of 1799 showed the place, named as El Rabsieh. The village mosque dates from the time of Ali Pasha al-Khazindar, father of Abdullah Pasha (i.e. some time before 1818 CE). French explorer Victor Guérin visited the village, which he called "El-Rhabsieh", in 1875. In 1881, the PEF's Survey of Western Palestine (SWP) described al-Ghabisiyya as "a village, built of stone, containing about 150 Moslems, on the edge of the plain, surrounded by olives, figs, pomegranate and gardens; a stream of water near, plentiful of water." A population list from about 1887 showed that Al-Ghabisiyya had about 390 inhabitants, all Muslim. At the time of the 1922 census of Palestine conducted by the British Mandate, Al-Ghabisiyya had a population of 427, all Muslims, increasing in the 1931 census to 470, still Muslims, in a total of 125 houses. The population grew to 690 in the 1945 statistics, still all Muslim. Together with the nearby villages of Shaykh Dannun and Shaykh Dawud, the village had 11,771 dunums of land in 1945. The local economy was based on livestock and agriculture. In 1944/45 a total of 6,633 dunums of land in the three villages was used for cereals, 1,371 dunums were irrigated or used for orchards, and 58 dunams were built-up (urban) land. 300 dunums in Ghabisiyya were planted with olive trees. The village was in the territory allotted to the Arab state under the 1947 UN Partition Plan. Like many Arab villages, it had a non-aggression pact with nearby Jewish communities. In the early months of the 1948 Arab-Israeli War, the villagers provided the Jewish militia Haganah with intelligence and ammunition in return for an agreement to not enter the village or harm the inhabitants. Despite these agreements, on May 21, 1948, the Haganah's Carmeli Brigade attacked al-Ghabisiyya as part of Operation Ben-Ami. The Carmeli troops "entered the village with guns blazing", killing a number of Palestinians, in what historian Saleh Abdel Jawad calls a massacre. Six villagers may have been executed under suspicion of participating in the Yehiam convoy attack. The villagers fled or were expelled to nearby villages, where they remained until the complete Jewish conquest of the Galilee in October. At that time, many of the residents went to Lebanon while others fled to nearby Arab towns and became Israeli citizens due to their registration in the October–November census. The latter tried repeatedly to settle back in their village. Some apparently obtained permission but others went back illegally. On January 24, 1950, the Military Governor of the Galilee ordered all the residents of al-Ghabisiyya to leave within 48 hours and then declared the village a closed military area. No alternative accommodation had been arranged, and the villagers took up temporary residence in abandoned houses of nearby Shaykh Dawud and Sheikh Danun. The expulsion caused a public controversy. The leaders of the leftist Mapam party condemned it, but they were undermined by the Mapam-dominated regional Jewish settlements bloc (one Mapam kibbutz of which was already cultivating al-Ghabisiyya's land) which declared that the "Arabs of Ghabisiyya should on no account be allowed to return to their village". In September 1950, some of the villagers again resettled the village but were sentenced to several months in prison and given fines. In 1951, the villagers instituted proceedings against the Military Government in the High Court of Israel. The court ruled that the declaration of the village as a closed area had been improperly instituted, and in consequence "the military governor had no authority to evict the petitioners [from the village] and he has no authority to prevent them from entering or leaving it or from residing there." The military government responded by sealing the village, and two days later again declared it to be a closed military area. The villagers appealed to the High Court again, but the court ruled that the new declaration was legal and in consequence villagers who had not managed to return to the village before that declaration (which in practice was all of them) were forbidden to go there without permission. The village thus remained deserted. Its lands were officially expropriated and in 1955 its houses were demolished leaving only the large mosque. Later attempts of the villagers to return to the village were not successful. The villagers set up a committee whose principal activity was to renovate the village cemetery and mosque, and in July 1972 the committee wrote to the prime minister: In the village a mosque and the cemetery remain.... The mosque is in a run-down state and the cemetery, where our relatives are buried, is neglected and overgrown with weeds to such an extent that it is impossible to identify the graves any more. Knowing that our state authorities have always taken care of the places of worship and cemeteries of all the ethnic communities,... [we ask] to be enabled to carry out repairs on the mosque and also to repair and fence the cemetery and put it in order. The authorities did not permit the al-Ghabisiyya's residents to carry out the requested renovation of the mosque and cemetery. The land of the village, including the mosque, had been acquired by the Israel Land Administration (ILA) under one of the laws regarding land expropriation, and not the Ministry of Religion, which is responsible for holy places. In 1994 members of the village committee began renovating the mosque and praying there. In January 1996 the ILA sealed the entrance of the mosque, but the villagers broke through the fence and again used the mosque for prayers. The villagers appealed to Prime Minister Shimon Peres in April 1996, they received a reply on his behalf from one of his aides: The government of Israel regards itself as obligated to maintain the holy places of all religions, including, of course, cemeteries and mosques sacred to Islam. The prime minister has stated to the heads of the Arab community, with whom he recently met, that the government would see to the renovation and the restoration of the dignity of mosques in abandoned villages, including the mosque in Ghabisiyya. However, Shimon Peres was defeated in the next prime ministerial elections, and in March 1997 police surrounded the mosque and representatives from ILA removed copies of the Quran and prayer rugs and once again sealed the entrance of the mosque. The conflict was carried to the court in Acre, where the uprooted villagers contended that the government action was contrary to Israel's "Law of Preservation of Holy Places". The ILA challenged the villagers right to pray there, and used the illegal eviction of 1951 and the demolition of the village in 1955 as arguments to bolster its claim: "The village of Ghabisiyya was abandoned by its inhabitants and destroyed during the War for Independence".... [the mosque..had stood].."lonely and neglected"..."and since it was in a run-down and unstable state that constituted a threat to the safety of those inside it, it was decided by the Ministry of Religions to seal it and fence it off. The court declined to issue an injunction permitting worshippers back into the mosque. The Ghabisiyya villagers still pray in the field outside the sealed mosque. Gallery See also References Bibliography External links
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[SOURCE: https://en.wikipedia.org/wiki/Python_(programming_language)#cite_ref-PEP465_95-0] | [TOKENS: 4314]
Contents Python (programming language) Python is a high-level, general-purpose programming language. Its design philosophy emphasizes code readability with the use of significant indentation. Python is dynamically type-checked and garbage-collected. It supports multiple programming paradigms, including structured (particularly procedural), object-oriented and functional programming. Guido van Rossum began working on Python in the late 1980s as a successor to the ABC programming language. Python 3.0, released in 2008, was a major revision and not completely backward-compatible with earlier versions. Beginning with Python 3.5, capabilities and keywords for typing were added to the language, allowing optional static typing. As of 2026[update], the Python Software Foundation supports Python 3.10, 3.11, 3.12, 3.13, and 3.14, following the project's annual release cycle and five-year support policy. Python 3.15 is currently in the alpha development phase, and the stable release is expected to come out in October 2026. Earlier versions in the 3.x series have reached end-of-life and no longer receive security updates. Python has gained widespread use in the machine learning community. It is widely taught as an introductory programming language. Since 2003, Python has consistently ranked in the top ten of the most popular programming languages in the TIOBE Programming Community Index, which ranks based on searches in 24 platforms. History Python was conceived in the late 1980s by Guido van Rossum at Centrum Wiskunde & Informatica (CWI) in the Netherlands. It was designed as a successor to the ABC programming language, which was inspired by SETL, capable of exception handling and interfacing with the Amoeba operating system. Python implementation began in December 1989. Van Rossum first released it in 1991 as Python 0.9.0. Van Rossum assumed sole responsibility for the project, as the lead developer, until 12 July 2018, when he announced his "permanent vacation" from responsibilities as Python's "benevolent dictator for life" (BDFL); this title was bestowed on him by the Python community to reflect his long-term commitment as the project's chief decision-maker. (He has since come out of retirement and is self-titled "BDFL-emeritus".) In January 2019, active Python core developers elected a five-member Steering Council to lead the project. The name Python derives from the British comedy series Monty Python's Flying Circus. (See § Naming.) Python 2.0 was released on 16 October 2000, featuring many new features such as list comprehensions, cycle-detecting garbage collection, reference counting, and Unicode support. Python 2.7's end-of-life was initially set for 2015, and then postponed to 2020 out of concern that a large body of existing code could not easily be forward-ported to Python 3. It no longer receives security patches or updates. While Python 2.7 and older versions are officially unsupported, a different unofficial Python implementation, PyPy, continues to support Python 2, i.e., "2.7.18+" (plus 3.11), with the plus signifying (at least some) "backported security updates". Python 3.0 was released on 3 December 2008, and was a major revision and not completely backward-compatible with earlier versions, with some new semantics and changed syntax. Python 2.7.18, released in 2020, was the last release of Python 2. Several releases in the Python 3.x series have added new syntax to the language, and made a few (considered very minor) backward-incompatible changes. As of January 2026[update], Python 3.14.3 is the latest stable release. All older 3.x versions had a security update down to Python 3.9.24 then again with 3.9.25, the final version in 3.9 series. Python 3.10 is, since November 2025, the oldest supported branch. Python 3.15 has an alpha released, and Android has an official downloadable executable available for Python 3.14. Releases receive two years of full support followed by three years of security support. Design philosophy and features Python is a multi-paradigm programming language. Object-oriented programming and structured programming are fully supported, and many of their features support functional programming and aspect-oriented programming – including metaprogramming and metaobjects. Many other paradigms are supported via extensions, including design by contract and logic programming. Python is often referred to as a 'glue language' because it is purposely designed to be able to integrate components written in other languages. Python uses dynamic typing and a combination of reference counting and a cycle-detecting garbage collector for memory management. It uses dynamic name resolution (late binding), which binds method and variable names during program execution. Python's design offers some support for functional programming in the "Lisp tradition". It has filter, map, and reduce functions; list comprehensions, dictionaries, sets, and generator expressions. The standard library has two modules (itertools and functools) that implement functional tools borrowed from Haskell and Standard ML. Python's core philosophy is summarized in the Zen of Python (PEP 20) written by Tim Peters, which includes aphorisms such as these: However, Python has received criticism for violating these principles and adding unnecessary language bloat. Responses to these criticisms note that the Zen of Python is a guideline rather than a rule. The addition of some new features had been controversial: Guido van Rossum resigned as Benevolent Dictator for Life after conflict about adding the assignment expression operator in Python 3.8. Nevertheless, rather than building all functionality into its core, Python was designed to be highly extensible via modules. This compact modularity has made it particularly popular as a means of adding programmable interfaces to existing applications. Van Rossum's vision of a small core language with a large standard library and easily extensible interpreter stemmed from his frustrations with ABC, which represented the opposite approach. Python claims to strive for a simpler, less-cluttered syntax and grammar, while giving developers a choice in their coding methodology. Python lacks do .. while loops, which Rossum considered harmful. In contrast to Perl's motto "there is more than one way to do it", Python advocates an approach where "there should be one – and preferably only one – obvious way to do it". In practice, however, Python provides many ways to achieve a given goal. There are at least three ways to format a string literal, with no certainty as to which one a programmer should use. Alex Martelli is a Fellow at the Python Software Foundation and Python book author; he wrote that "To describe something as 'clever' is not considered a compliment in the Python culture." Python's developers typically prioritize readability over performance. For example, they reject patches to non-critical parts of the CPython reference implementation that would offer increases in speed that do not justify the cost of clarity and readability.[failed verification] Execution speed can be improved by moving speed-critical functions to extension modules written in languages such as C, or by using a just-in-time compiler like PyPy. Also, it is possible to transpile to other languages. However, this approach either fails to achieve the expected speed-up, since Python is a very dynamic language, or only a restricted subset of Python is compiled (with potential minor semantic changes). Python is meant to be a fun language to use. This goal is reflected in the name – a tribute to the British comedy group Monty Python – and in playful approaches to some tutorials and reference materials. For instance, some code examples use the terms "spam" and "eggs" (in reference to a Monty Python sketch), rather than the typical terms "foo" and "bar". A common neologism in the Python community is pythonic, which has a broad range of meanings related to program style: Pythonic code may use Python idioms well; be natural or show fluency in the language; or conform with Python's minimalist philosophy and emphasis on readability. Syntax and semantics Python is meant to be an easily readable language. Its formatting is visually uncluttered and often uses English keywords where other languages use punctuation. Unlike many other languages, it does not use curly brackets to delimit blocks, and semicolons after statements are allowed but rarely used. It has fewer syntactic exceptions and special cases than C or Pascal. Python uses whitespace indentation, rather than curly brackets or keywords, to delimit blocks. An increase in indentation comes after certain statements; a decrease in indentation signifies the end of the current block. Thus, the program's visual structure accurately represents its semantic structure. This feature is sometimes termed the off-side rule. Some other languages use indentation this way; but in most, indentation has no semantic meaning. The recommended indent size is four spaces. Python's statements include the following: The assignment statement (=) binds a name as a reference to a separate, dynamically allocated object. Variables may subsequently be rebound at any time to any object. In Python, a variable name is a generic reference holder without a fixed data type; however, it always refers to some object with a type. This is called dynamic typing—in contrast to statically-typed languages, where each variable may contain only a value of a certain type. Python does not support tail call optimization or first-class continuations; according to Van Rossum, the language never will. However, better support for coroutine-like functionality is provided by extending Python's generators. Before 2.5, generators were lazy iterators; data was passed unidirectionally out of the generator. From Python 2.5 on, it is possible to pass data back into a generator function; and from version 3.3, data can be passed through multiple stack levels. Python's expressions include the following: In Python, a distinction between expressions and statements is rigidly enforced, in contrast to languages such as Common Lisp, Scheme, or Ruby. This distinction leads to duplicating some functionality, for example: A statement cannot be part of an expression; because of this restriction, expressions such as list and dict comprehensions (and lambda expressions) cannot contain statements. As a particular case, an assignment statement such as a = 1 cannot be part of the conditional expression of a conditional statement. Python uses duck typing, and it has typed objects but untyped variable names. Type constraints are not checked at definition time; rather, operations on an object may fail at usage time, indicating that the object is not of an appropriate type. Despite being dynamically typed, Python is strongly typed, forbidding operations that are poorly defined (e.g., adding a number and a string) rather than quietly attempting to interpret them. Python allows programmers to define their own types using classes, most often for object-oriented programming. New instances of classes are constructed by calling the class, for example, SpamClass() or EggsClass()); the classes are instances of the metaclass type (which is an instance of itself), thereby allowing metaprogramming and reflection. Before version 3.0, Python had two kinds of classes, both using the same syntax: old-style and new-style. Current Python versions support the semantics of only the new style. Python supports optional type annotations. These annotations are not enforced by the language, but may be used by external tools such as mypy to catch errors. Python includes a module typing including several type names for type annotations. Also, mypy supports a Python compiler called mypyc, which leverages type annotations for optimization. 1.33333 frozenset() Python includes conventional symbols for arithmetic operators (+, -, *, /), the floor-division operator //, and the modulo operator %. (With the modulo operator, a remainder can be negative, e.g., 4 % -3 == -2.) Also, Python offers the ** symbol for exponentiation, e.g. 5**3 == 125 and 9**0.5 == 3.0. Also, it offers the matrix‑multiplication operator @ . These operators work as in traditional mathematics; with the same precedence rules, the infix operators + and - can also be unary, to represent positive and negative numbers respectively. Division between integers produces floating-point results. The behavior of division has changed significantly over time: In Python terms, the / operator represents true division (or simply division), while the // operator represents floor division. Before version 3.0, the / operator represents classic division. Rounding towards negative infinity, though a different method than in most languages, adds consistency to Python. For instance, this rounding implies that the equation (a + b)//b == a//b + 1 is always true. Also, the rounding implies that the equation b*(a//b) + a%b == a is valid for both positive and negative values of a. As expected, the result of a%b lies in the half-open interval [0, b), where b is a positive integer; however, maintaining the validity of the equation requires that the result must lie in the interval (b, 0] when b is negative. Python provides a round function for rounding a float to the nearest integer. For tie-breaking, Python 3 uses the round to even method: round(1.5) and round(2.5) both produce 2. Python versions before 3 used the round-away-from-zero method: round(0.5) is 1.0, and round(-0.5) is −1.0. Python allows Boolean expressions that contain multiple equality relations to be consistent with general usage in mathematics. For example, the expression a < b < c tests whether a is less than b and b is less than c. C-derived languages interpret this expression differently: in C, the expression would first evaluate a < b, resulting in 0 or 1, and that result would then be compared with c. Python uses arbitrary-precision arithmetic for all integer operations. The Decimal type/class in the decimal module provides decimal floating-point numbers to a pre-defined arbitrary precision with several rounding modes. The Fraction class in the fractions module provides arbitrary precision for rational numbers. Due to Python's extensive mathematics library and the third-party library NumPy, the language is frequently used for scientific scripting in tasks such as numerical data processing and manipulation. Functions are created in Python by using the def keyword. A function is defined similarly to how it is called, by first providing the function name and then the required parameters. Here is an example of a function that prints its inputs: To assign a default value to a function parameter in case no actual value is provided at run time, variable-definition syntax can be used inside the function header. Code examples "Hello, World!" program: Program to calculate the factorial of a non-negative integer: Libraries Python's large standard library is commonly cited as one of its greatest strengths. For Internet-facing applications, many standard formats and protocols such as MIME and HTTP are supported. The language includes modules for creating graphical user interfaces, connecting to relational databases, generating pseudorandom numbers, arithmetic with arbitrary-precision decimals, manipulating regular expressions, and unit testing. Some parts of the standard library are covered by specifications—for example, the Web Server Gateway Interface (WSGI) implementation wsgiref follows PEP 333—but most parts are specified by their code, internal documentation, and test suites. However, because most of the standard library is cross-platform Python code, only a few modules must be altered or rewritten for variant implementations. As of 13 March 2025,[update] the Python Package Index (PyPI), the official repository for third-party Python software, contains over 614,339 packages. Development environments Most[which?] Python implementations (including CPython) include a read–eval–print loop (REPL); this permits the environment to function as a command line interpreter, with which users enter statements sequentially and receive results immediately. Also, CPython is bundled with an integrated development environment (IDE) called IDLE, which is oriented toward beginners.[citation needed] Other shells, including IDLE and IPython, add additional capabilities such as improved auto-completion, session-state retention, and syntax highlighting. Standard desktop IDEs include PyCharm, Spyder, and Visual Studio Code; there are web browser-based IDEs, such as the following environments: Implementations CPython is the reference implementation of Python. This implementation is written in C, meeting the C11 standard since version 3.11. Older versions use the C89 standard with several select C99 features, but third-party extensions are not limited to older C versions—e.g., they can be implemented using C11 or C++. CPython compiles Python programs into an intermediate bytecode, which is then executed by a virtual machine. CPython is distributed with a large standard library written in a combination of C and native Python. CPython is available for many platforms, including Windows and most modern Unix-like systems, including macOS (and Apple M1 Macs, since Python 3.9.1, using an experimental installer). Starting with Python 3.9, the Python installer intentionally fails to install on Windows 7 and 8; Windows XP was supported until Python 3.5, with unofficial support for VMS. Platform portability was one of Python's earliest priorities. During development of Python 1 and 2, even OS/2 and Solaris were supported; since that time, support has been dropped for many platforms. All current Python versions (since 3.7) support only operating systems that feature multithreading, by now supporting not nearly as many operating systems (dropping many outdated) than in the past. All alternative implementations have at least slightly different semantics. For example, an alternative may include unordered dictionaries, in contrast to other current Python versions. As another example in the larger Python ecosystem, PyPy does not support the full C Python API. Creating an executable with Python often is done by bundling an entire Python interpreter into the executable, which causes binary sizes to be massive for small programs, yet there exist implementations that are capable of truly compiling Python. Alternative implementations include the following: Stackless Python is a significant fork of CPython that implements microthreads. This implementation uses the call stack differently, thus allowing massively concurrent programs. PyPy also offers a stackless version. Just-in-time Python compilers have been developed, but are now unsupported: There are several compilers/transpilers to high-level object languages; the source language is unrestricted Python, a subset of Python, or a language similar to Python: There are also specialized compilers: Some older projects existed, as well as compilers not designed for use with Python 3.x and related syntax: A performance comparison among various Python implementations, using a non-numerical (combinatorial) workload, was presented at EuroSciPy '13. In addition, Python's performance relative to other programming languages is benchmarked by The Computer Language Benchmarks Game. There are several approaches to optimizing Python performance, despite the inherent slowness of an interpreted language. These approaches include the following strategies or tools: Language Development Python's development is conducted mostly through the Python Enhancement Proposal (PEP) process; this process is the primary mechanism for proposing major new features, collecting community input on issues, and documenting Python design decisions. Python coding style is covered in PEP 8. Outstanding PEPs are reviewed and commented on by the Python community and the steering council. Enhancement of the language corresponds with development of the CPython reference implementation. The mailing list python-dev is the primary forum for the language's development. Specific issues were originally discussed in the Roundup bug tracker hosted by the foundation. In 2022, all issues and discussions were migrated to GitHub. Development originally took place on a self-hosted source-code repository running Mercurial, until Python moved to GitHub in January 2017. CPython's public releases have three types, distinguished by which part of the version number is incremented: Many alpha, beta, and release-candidates are also released as previews and for testing before final releases. Although there is a rough schedule for releases, they are often delayed if the code is not ready yet. Python's development team monitors the state of the code by running a large unit test suite during development. The major academic conference on Python is PyCon. Also, there are special Python mentoring programs, such as PyLadies. Naming Python's name is inspired by the British comedy group Monty Python, whom Python creator Guido van Rossum enjoyed while developing the language. Monty Python references appear frequently in Python code and culture; for example, the metasyntactic variables often used in Python literature are spam and eggs, rather than the traditional foo and bar. Also, the official Python documentation contains various references to Monty Python routines. Python users are sometimes referred to as "Pythonistas". Languages influenced by Python See also Notes References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Animal#cite_ref-73] | [TOKENS: 6011]
Contents Animal Animals are multicellular, eukaryotic organisms belonging to the biological kingdom Animalia (/ˌænɪˈmeɪliə/). With few exceptions, animals consume organic material, breathe oxygen, have myocytes and are able to move, can reproduce sexually, and grow from a hollow sphere of cells, the blastula, during embryonic development. Animals form a clade, meaning that they arose from a single common ancestor. Over 1.5 million living animal species have been described, of which around 1.05 million are insects, over 85,000 are molluscs, and around 65,000 are vertebrates. It has been estimated there are as many as 7.77 million animal species on Earth. Animal body lengths range from 8.5 μm (0.00033 in) to 33.6 m (110 ft). They have complex ecologies and interactions with each other and their environments, forming intricate food webs. The scientific study of animals is known as zoology, and the study of animal behaviour is known as ethology. The animal kingdom is divided into five major clades, namely Porifera, Ctenophora, Placozoa, Cnidaria and Bilateria. Most living animal species belong to the clade Bilateria, a highly proliferative clade whose members have a bilaterally symmetric and significantly cephalised body plan, and the vast majority of bilaterians belong to two large clades: the protostomes, which includes organisms such as arthropods, molluscs, flatworms, annelids and nematodes; and the deuterostomes, which include echinoderms, hemichordates and chordates, the latter of which contains the vertebrates. The much smaller basal phylum Xenacoelomorpha have an uncertain position within Bilateria. Animals first appeared in the fossil record in the late Cryogenian period and diversified in the subsequent Ediacaran period in what is known as the Avalon explosion. Nearly all modern animal phyla first appeared in the fossil record as marine species during the Cambrian explosion, which began around 539 million years ago (Mya), and most classes during the Ordovician radiation 485.4 Mya. Common to all living animals, 6,331 groups of genes have been identified that may have arisen from a single common ancestor that lived about 650 Mya during the Cryogenian period. Historically, Aristotle divided animals into those with blood and those without. Carl Linnaeus created the first hierarchical biological classification for animals in 1758 with his Systema Naturae, which Jean-Baptiste Lamarck expanded into 14 phyla by 1809. In 1874, Ernst Haeckel divided the animal kingdom into the multicellular Metazoa (now synonymous with Animalia) and the Protozoa, single-celled organisms no longer considered animals. In modern times, the biological classification of animals relies on advanced techniques, such as molecular phylogenetics, which are effective at demonstrating the evolutionary relationships between taxa. Humans make use of many other animal species for food (including meat, eggs, and dairy products), for materials (such as leather, fur, and wool), as pets and as working animals for transportation, and services. Dogs, the first domesticated animal, have been used in hunting, in security and in warfare, as have horses, pigeons and birds of prey; while other terrestrial and aquatic animals are hunted for sports, trophies or profits. Non-human animals are also an important cultural element of human evolution, having appeared in cave arts and totems since the earliest times, and are frequently featured in mythology, religion, arts, literature, heraldry, politics, and sports. Etymology The word animal comes from the Latin noun animal of the same meaning, which is itself derived from Latin animalis 'having breath or soul'. The biological definition includes all members of the kingdom Animalia. In colloquial usage, the term animal is often used to refer only to nonhuman animals. The term metazoa is derived from Ancient Greek μετα meta 'after' (in biology, the prefix meta- stands for 'later') and ζῷᾰ zōia 'animals', plural of ζῷον zōion 'animal'. A metazoan is any member of the group Metazoa. Characteristics Animals have several characteristics that they share with other living things. Animals are eukaryotic, multicellular, and aerobic, as are plants and fungi. Unlike plants and algae, which produce their own food, animals cannot produce their own food, a feature they share with fungi. Animals ingest organic material and digest it internally. Animals have structural characteristics that set them apart from all other living things: Typically, there is an internal digestive chamber with either one opening (in Ctenophora, Cnidaria, and flatworms) or two openings (in most bilaterians). Animal development is controlled by Hox genes, which signal the times and places to develop structures such as body segments and limbs. During development, the animal extracellular matrix forms a relatively flexible framework upon which cells can move about and be reorganised into specialised tissues and organs, making the formation of complex structures possible, and allowing cells to be differentiated. The extracellular matrix may be calcified, forming structures such as shells, bones, and spicules. In contrast, the cells of other multicellular organisms (primarily algae, plants, and fungi) are held in place by cell walls, and so develop by progressive growth. Nearly all animals make use of some form of sexual reproduction. They produce haploid gametes by meiosis; the smaller, motile gametes are spermatozoa and the larger, non-motile gametes are ova. These fuse to form zygotes, which develop via mitosis into a hollow sphere, called a blastula. In sponges, blastula larvae swim to a new location, attach to the seabed, and develop into a new sponge. In most other groups, the blastula undergoes more complicated rearrangement. It first invaginates to form a gastrula with a digestive chamber and two separate germ layers, an external ectoderm and an internal endoderm. In most cases, a third germ layer, the mesoderm, also develops between them. These germ layers then differentiate to form tissues and organs. Repeated instances of mating with a close relative during sexual reproduction generally leads to inbreeding depression within a population due to the increased prevalence of harmful recessive traits. Animals have evolved numerous mechanisms for avoiding close inbreeding. Some animals are capable of asexual reproduction, which often results in a genetic clone of the parent. This may take place through fragmentation; budding, such as in Hydra and other cnidarians; or parthenogenesis, where fertile eggs are produced without mating, such as in aphids. Ecology Animals are categorised into ecological groups depending on their trophic levels and how they consume organic material. Such groupings include carnivores (further divided into subcategories such as piscivores, insectivores, ovivores, etc.), herbivores (subcategorised into folivores, graminivores, frugivores, granivores, nectarivores, algivores, etc.), omnivores, fungivores, scavengers/detritivores, and parasites. Interactions between animals of each biome form complex food webs within that ecosystem. In carnivorous or omnivorous species, predation is a consumer–resource interaction where the predator feeds on another organism, its prey, who often evolves anti-predator adaptations to avoid being fed upon. Selective pressures imposed on one another lead to an evolutionary arms race between predator and prey, resulting in various antagonistic/competitive coevolutions. Almost all multicellular predators are animals. Some consumers use multiple methods; for example, in parasitoid wasps, the larvae feed on the hosts' living tissues, killing them in the process, but the adults primarily consume nectar from flowers. Other animals may have very specific feeding behaviours, such as hawksbill sea turtles which mainly eat sponges. Most animals rely on biomass and bioenergy produced by plants and phytoplanktons (collectively called producers) through photosynthesis. Herbivores, as primary consumers, eat the plant material directly to digest and absorb the nutrients, while carnivores and other animals on higher trophic levels indirectly acquire the nutrients by eating the herbivores or other animals that have eaten the herbivores. Animals oxidise carbohydrates, lipids, proteins and other biomolecules in cellular respiration, which allows the animal to grow and to sustain basal metabolism and fuel other biological processes such as locomotion. Some benthic animals living close to hydrothermal vents and cold seeps on the dark sea floor consume organic matter produced through chemosynthesis (via oxidising inorganic compounds such as hydrogen sulfide) by archaea and bacteria. Animals originated in the ocean; all extant animal phyla, except for Micrognathozoa and Onychophora, feature at least some marine species. However, several lineages of arthropods begun to colonise land around the same time as land plants, probably between 510 and 471 million years ago, during the Late Cambrian or Early Ordovician. Vertebrates such as the lobe-finned fish Tiktaalik started to move on to land in the late Devonian, about 375 million years ago. Other notable animal groups that colonized land environments are Mollusca, Platyhelmintha, Annelida, Tardigrada, Onychophora, Rotifera, Nematoda. Animals occupy virtually all of earth's habitats and microhabitats, with faunas adapted to salt water, hydrothermal vents, fresh water, hot springs, swamps, forests, pastures, deserts, air, and the interiors of other organisms. Animals are however not particularly heat tolerant; very few of them can survive at constant temperatures above 50 °C (122 °F) or in the most extreme cold deserts of continental Antarctica. The collective global geomorphic influence of animals on the processes shaping the Earth's surface remains largely understudied, with most studies limited to individual species and well-known exemplars. Diversity The blue whale (Balaenoptera musculus) is the largest animal that has ever lived, weighing up to 190 tonnes and measuring up to 33.6 metres (110 ft) long. The largest extant terrestrial animal is the African bush elephant (Loxodonta africana), weighing up to 12.25 tonnes and measuring up to 10.67 metres (35.0 ft) long. The largest terrestrial animals that ever lived were titanosaur sauropod dinosaurs such as Argentinosaurus, which may have weighed as much as 73 tonnes, and Supersaurus which may have reached 39 metres. Several animals are microscopic; some Myxozoa (obligate parasites within the Cnidaria) never grow larger than 20 μm, and one of the smallest species (Myxobolus shekel) is no more than 8.5 μm when fully grown. The following table lists estimated numbers of described extant species for the major animal phyla, along with their principal habitats (terrestrial, fresh water, and marine), and free-living or parasitic ways of life. Species estimates shown here are based on numbers described scientifically; much larger estimates have been calculated based on various means of prediction, and these can vary wildly. For instance, around 25,000–27,000 species of nematodes have been described, while published estimates of the total number of nematode species include 10,000–20,000; 500,000; 10 million; and 100 million. Using patterns within the taxonomic hierarchy, the total number of animal species—including those not yet described—was calculated to be about 7.77 million in 2011.[a] 3,000–6,500 4,000–25,000 Evolutionary origin Evidence of animals is found as long ago as the Cryogenian period. 24-Isopropylcholestane (24-ipc) has been found in rocks from roughly 650 million years ago; it is only produced by sponges and pelagophyte algae. Its likely origin is from sponges based on molecular clock estimates for the origin of 24-ipc production in both groups. Analyses of pelagophyte algae consistently recover a Phanerozoic origin, while analyses of sponges recover a Neoproterozoic origin, consistent with the appearance of 24-ipc in the fossil record. The first body fossils of animals appear in the Ediacaran, represented by forms such as Charnia and Spriggina. It had long been doubted whether these fossils truly represented animals, but the discovery of the animal lipid cholesterol in fossils of Dickinsonia establishes their nature. Animals are thought to have originated under low-oxygen conditions, suggesting that they were capable of living entirely by anaerobic respiration, but as they became specialised for aerobic metabolism they became fully dependent on oxygen in their environments. Many animal phyla first appear in the fossil record during the Cambrian explosion, starting about 539 million years ago, in beds such as the Burgess Shale. Extant phyla in these rocks include molluscs, brachiopods, onychophorans, tardigrades, arthropods, echinoderms and hemichordates, along with numerous now-extinct forms such as the predatory Anomalocaris. The apparent suddenness of the event may however be an artefact of the fossil record, rather than showing that all these animals appeared simultaneously. That view is supported by the discovery of Auroralumina attenboroughii, the earliest known Ediacaran crown-group cnidarian (557–562 mya, some 20 million years before the Cambrian explosion) from Charnwood Forest, England. It is thought to be one of the earliest predators, catching small prey with its nematocysts as modern cnidarians do. Some palaeontologists have suggested that animals appeared much earlier than the Cambrian explosion, possibly as early as 1 billion years ago. Early fossils that might represent animals appear for example in the 665-million-year-old rocks of the Trezona Formation of South Australia. These fossils are interpreted as most probably being early sponges. Trace fossils such as tracks and burrows found in the Tonian period (from 1 gya) may indicate the presence of triploblastic worm-like animals, roughly as large (about 5 mm wide) and complex as earthworms. However, similar tracks are produced by the giant single-celled protist Gromia sphaerica, so the Tonian trace fossils may not indicate early animal evolution. Around the same time, the layered mats of microorganisms called stromatolites decreased in diversity, perhaps due to grazing by newly evolved animals. Objects such as sediment-filled tubes that resemble trace fossils of the burrows of wormlike animals have been found in 1.2 gya rocks in North America, in 1.5 gya rocks in Australia and North America, and in 1.7 gya rocks in Australia. Their interpretation as having an animal origin is disputed, as they might be water-escape or other structures. Phylogeny Animals are monophyletic, meaning they are derived from a common ancestor. Animals are the sister group to the choanoflagellates, with which they form the Choanozoa. Ros-Rocher and colleagues (2021) trace the origins of animals to unicellular ancestors, providing the external phylogeny shown in the cladogram. Uncertainty of relationships is indicated with dashed lines. The animal clade had certainly originated by 650 mya, and may have come into being as much as 800 mya, based on molecular clock evidence for different phyla. Holomycota (inc. fungi) Ichthyosporea Pluriformea Filasterea The relationships at the base of the animal tree have been debated. Other than Ctenophora, the Bilateria and Cnidaria are the only groups with symmetry, and other evidence shows they are closely related. In addition to sponges, Placozoa has no symmetry and was often considered a "missing link" between protists and multicellular animals. The presence of hox genes in Placozoa shows that they were once more complex. The Porifera (sponges) have long been assumed to be sister to the rest of the animals, but there is evidence that the Ctenophora may be in that position. Molecular phylogenetics has supported both the sponge-sister and ctenophore-sister hypotheses. In 2017, Roberto Feuda and colleagues, using amino acid differences, presented both, with the following cladogram for the sponge-sister view that they supported (their ctenophore-sister tree simply interchanging the places of ctenophores and sponges): Porifera Ctenophora Placozoa Cnidaria Bilateria Conversely, a 2023 study by Darrin Schultz and colleagues uses ancient gene linkages to construct the following ctenophore-sister phylogeny: Ctenophora Porifera Placozoa Cnidaria Bilateria Sponges are physically very distinct from other animals, and were long thought to have diverged first, representing the oldest animal phylum and forming a sister clade to all other animals. Despite their morphological dissimilarity with all other animals, genetic evidence suggests sponges may be more closely related to other animals than the comb jellies are. Sponges lack the complex organisation found in most other animal phyla; their cells are differentiated, but in most cases not organised into distinct tissues, unlike all other animals. They typically feed by drawing in water through pores, filtering out small particles of food. The Ctenophora and Cnidaria are radially symmetric and have digestive chambers with a single opening, which serves as both mouth and anus. Animals in both phyla have distinct tissues, but these are not organised into discrete organs. They are diploblastic, having only two main germ layers, ectoderm and endoderm. The tiny placozoans have no permanent digestive chamber and no symmetry; they superficially resemble amoebae. Their phylogeny is poorly defined, and under active research. The remaining animals, the great majority—comprising some 29 phyla and over a million species—form the Bilateria clade, which have a bilaterally symmetric body plan. The Bilateria are triploblastic, with three well-developed germ layers, and their tissues form distinct organs. The digestive chamber has two openings, a mouth and an anus, and in the Nephrozoa there is an internal body cavity, a coelom or pseudocoelom. These animals have a head end (anterior) and a tail end (posterior), a back (dorsal) surface and a belly (ventral) surface, and a left and a right side. A modern consensus phylogenetic tree for the Bilateria is shown below. Xenacoelomorpha Ambulacraria Chordata Ecdysozoa Spiralia Having a front end means that this part of the body encounters stimuli, such as food, favouring cephalisation, the development of a head with sense organs and a mouth. Many bilaterians have a combination of circular muscles that constrict the body, making it longer, and an opposing set of longitudinal muscles, that shorten the body; these enable soft-bodied animals with a hydrostatic skeleton to move by peristalsis. They also have a gut that extends through the basically cylindrical body from mouth to anus. Many bilaterian phyla have primary larvae which swim with cilia and have an apical organ containing sensory cells. However, over evolutionary time, descendant spaces have evolved which have lost one or more of each of these characteristics. For example, adult echinoderms are radially symmetric (unlike their larvae), while some parasitic worms have extremely simplified body structures. Genetic studies have considerably changed zoologists' understanding of the relationships within the Bilateria. Most appear to belong to two major lineages, the protostomes and the deuterostomes. It is often suggested that the basalmost bilaterians are the Xenacoelomorpha, with all other bilaterians belonging to the subclade Nephrozoa. However, this suggestion has been contested, with other studies finding that xenacoelomorphs are more closely related to Ambulacraria than to other bilaterians. Protostomes and deuterostomes differ in several ways. Early in development, deuterostome embryos undergo radial cleavage during cell division, while many protostomes (the Spiralia) undergo spiral cleavage. Animals from both groups possess a complete digestive tract, but in protostomes the first opening of the embryonic gut develops into the mouth, and the anus forms secondarily. In deuterostomes, the anus forms first while the mouth develops secondarily. Most protostomes have schizocoelous development, where cells simply fill in the interior of the gastrula to form the mesoderm. In deuterostomes, the mesoderm forms by enterocoelic pouching, through invagination of the endoderm. The main deuterostome taxa are the Ambulacraria and the Chordata. Ambulacraria are exclusively marine and include acorn worms, starfish, sea urchins, and sea cucumbers. The chordates are dominated by the vertebrates (animals with backbones), which consist of fishes, amphibians, reptiles, birds, and mammals. The protostomes include the Ecdysozoa, named after their shared trait of ecdysis, growth by moulting, Among the largest ecdysozoan phyla are the arthropods and the nematodes. The rest of the protostomes are in the Spiralia, named for their pattern of developing by spiral cleavage in the early embryo. Major spiralian phyla include the annelids and molluscs. History of classification In the classical era, Aristotle divided animals,[d] based on his own observations, into those with blood (roughly, the vertebrates) and those without. The animals were then arranged on a scale from man (with blood, two legs, rational soul) down through the live-bearing tetrapods (with blood, four legs, sensitive soul) and other groups such as crustaceans (no blood, many legs, sensitive soul) down to spontaneously generating creatures like sponges (no blood, no legs, vegetable soul). Aristotle was uncertain whether sponges were animals, which in his system ought to have sensation, appetite, and locomotion, or plants, which did not: he knew that sponges could sense touch and would contract if about to be pulled off their rocks, but that they were rooted like plants and never moved about. In 1758, Carl Linnaeus created the first hierarchical classification in his Systema Naturae. In his original scheme, the animals were one of three kingdoms, divided into the classes of Vermes, Insecta, Pisces, Amphibia, Aves, and Mammalia. Since then, the last four have all been subsumed into a single phylum, the Chordata, while his Insecta (which included the crustaceans and arachnids) and Vermes have been renamed or broken up. The process was begun in 1793 by Jean-Baptiste de Lamarck, who called the Vermes une espèce de chaos ('a chaotic mess')[e] and split the group into three new phyla: worms, echinoderms, and polyps (which contained corals and jellyfish). By 1809, in his Philosophie Zoologique, Lamarck had created nine phyla apart from vertebrates (where he still had four phyla: mammals, birds, reptiles, and fish) and molluscs, namely cirripedes, annelids, crustaceans, arachnids, insects, worms, radiates, polyps, and infusorians. In his 1817 Le Règne Animal, Georges Cuvier used comparative anatomy to group the animals into four embranchements ('branches' with different body plans, roughly corresponding to phyla), namely vertebrates, molluscs, articulated animals (arthropods and annelids), and zoophytes (radiata) (echinoderms, cnidaria and other forms). This division into four was followed by the embryologist Karl Ernst von Baer in 1828, the zoologist Louis Agassiz in 1857, and the comparative anatomist Richard Owen in 1860. In 1874, Ernst Haeckel divided the animal kingdom into two subkingdoms: Metazoa (multicellular animals, with five phyla: coelenterates, echinoderms, articulates, molluscs, and vertebrates) and Protozoa (single-celled animals), including a sixth animal phylum, sponges. The protozoa were later moved to the former kingdom Protista, leaving only the Metazoa as a synonym of Animalia. In human culture The human population exploits a large number of other animal species for food, both of domesticated livestock species in animal husbandry and, mainly at sea, by hunting wild species. Marine fish of many species are caught commercially for food. A smaller number of species are farmed commercially. Humans and their livestock make up more than 90% of the biomass of all terrestrial vertebrates, and almost as much as all insects combined. Invertebrates including cephalopods, crustaceans, insects—principally bees and silkworms—and bivalve or gastropod molluscs are hunted or farmed for food, fibres. Chickens, cattle, sheep, pigs, and other animals are raised as livestock for meat across the world. Animal fibres such as wool and silk are used to make textiles, while animal sinews have been used as lashings and bindings, and leather is widely used to make shoes and other items. Animals have been hunted and farmed for their fur to make items such as coats and hats. Dyestuffs including carmine (cochineal), shellac, and kermes have been made from the bodies of insects. Working animals including cattle and horses have been used for work and transport from the first days of agriculture. Animals such as the fruit fly Drosophila melanogaster serve a major role in science as experimental models. Animals have been used to create vaccines since their discovery in the 18th century. Some medicines such as the cancer drug trabectedin are based on toxins or other molecules of animal origin. People have used hunting dogs to help chase down and retrieve animals, and birds of prey to catch birds and mammals, while tethered cormorants have been used to catch fish. Poison dart frogs have been used to poison the tips of blowpipe darts. A wide variety of animals are kept as pets, from invertebrates such as tarantulas, octopuses, and praying mantises, reptiles such as snakes and chameleons, and birds including canaries, parakeets, and parrots all finding a place. However, the most kept pet species are mammals, namely dogs, cats, and rabbits. There is a tension between the role of animals as companions to humans, and their existence as individuals with rights of their own. A wide variety of terrestrial and aquatic animals are hunted for sport. The signs of the Western and Chinese zodiacs are based on animals. In China and Japan, the butterfly has been seen as the personification of a person's soul, and in classical representation the butterfly is also the symbol of the soul. Animals have been the subjects of art from the earliest times, both historical, as in ancient Egypt, and prehistoric, as in the cave paintings at Lascaux. Major animal paintings include Albrecht Dürer's 1515 The Rhinoceros, and George Stubbs's c. 1762 horse portrait Whistlejacket. Insects, birds and mammals play roles in literature and film, such as in giant bug movies. Animals including insects and mammals feature in mythology and religion. The scarab beetle was sacred in ancient Egypt, and the cow is sacred in Hinduism. Among other mammals, deer, horses, lions, bats, bears, and wolves are the subjects of myths and worship. See also Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/William_Kovacic] | [TOKENS: 708]
Contents William Kovacic William Evan Kovacic (born 1952) is an American legal scholar who was a commissioner of the Federal Trade Commission (FTC) from 2006 to 2011, including as its chairman from 2008 to 2009. He is a member of the Republican Party. Kovacic is known for his studies of antitrust law. He is a professor at George Washington University Law School, where he serves as director of their Competition Law Center. Early life and education Kovacic was born in 1952. His father was a chemical engineer who worked for the U.S. Department of Energy in Washington, D.C. Kovacic graduated from the University of Detroit Jesuit High School in 1970. He then attended Princeton University, graduating in 1974 with a Bachelor of Arts (B.A.) in public and international affairs. After college, Kovacic spent one year on the staff of the Senate Committee on the Judiciary Subcommittee on Antitrust and Monopoly. He then attended Columbia Law School, graduating in 1978 with a Juris Doctor degree as a Harlan Fiske Stone Scholar. Career From 1979 to 1983, Kovacic served as a staffer within the FTC, first within the Bureau of Competition's Planning Office and later as an attorney and advisor to then-Commissioner George W. Douglas. After leaving the FTC in 1983, Kovacic became an associate at the Washington, D.C., office of international law firm Bryan Cave. At Bryan Cave, Kovacic practiced in the firm's antitrust and government contracts departments. In 1986, Kovacic joined the faculty of the George Mason University Law School (now Antonin Scalia Law School), where he taught antitrust law. In 1999, Kovacic became E.K. Gubin Professor of Government Contracts Law at George Washington University (GWU) Law School. In 2001, Kovacic rejoined the FTC's staff as the agency's general counsel, serving until 2004. In 2006, President George W. Bush appointed Kovacic to replace Orson Swindle as a member of the FTC. On March 30, 2008, Kovacic was designated by Bush to serve as FTC Chair, replacing Deborah Platt Majoras. Following the election of Democrat Barack Obama, he was replaced in this capacity after less than a year in office. On March 2, 2009, Democrat Jon Leibowitz replaced him as FTC Chair. Following his term at the FTC, Kovacic returned to the GWU Law School where he teaches antitrust, contracts, and government contracts. Kovacic currently serves as the director of the Competition Law Center at GWU Law School. International advising Since 1992, Kovacic has served as an adviser on antitrust and consumer protection issues to the governments of Armenia, Benin, Egypt, El Salvador, Georgia, Guyana, Indonesia, Kazakhstan, Mongolia, Morocco, Nepal, Panama, Russia, Ukraine, Vietnam, and Zimbabwe. Kovacic also serves on the International Committee of the Institute of Competition Law. Kovacic was appointed as a Non-Executive Director to the U.K. Competition and Markets Authority (CMA) on July 15, 2013. Kovacic is also a visiting professor at the Dickson Poon School of Law at King's College, London. Personal life Kovacic lives in Virginia, with his wife Kathryn Fenton, an antitrust attorney. Selected works See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Mario_Kart:_Super_Circuit] | [TOKENS: 2288]
Contents Mario Kart: Super Circuit Mario Kart: Super Circuit[a] is a 2001 kart racing game for the Game Boy Advance (GBA). It is the third Mario Kart game and retains its predecessors' gameplay: as a Mario franchise character, the player races opponents around tracks based on locales from the Super Mario platform games. Tracks contain obstacles and power-ups that respectively hamper and aid the player's progress. Super Circuit includes various single-player and multiplayer game modes, including a Grand Prix racing mode and a last man standing battle mode. Super Circuit was developed by Intelligent Systems and published by Nintendo. It was the first handheld Mario Kart game and the only game in the series developed by Intelligent Systems. Its graphical style changed drastically from early demos, with the final release resembling Super Mario Kart (1992) visually. Nintendo revealed Super Circuit alongside the GBA in 2000 and released it in mid-2001, months after the console's launch. Super Circuit received acclaim, with praise for its modes, presentation, gameplay, and difficulty, though responses to the multiplayer were mixed. Retrospectively, critics have ranked it as one of the best GBA games, but one of the lesser Mario Kart games due to its lack of technical innovation compared to its predecessors. It was nominated for several awards and won one. Super Circuit sold 5.91 million copies worldwide, making it the fourth-bestselling GBA game. It was rereleased digitally for the Virtual Console line on the Nintendo 3DS in 2011 and the Wii U in 2014, and for the Nintendo Classics service in 2023. Gameplay Mario Kart: Super Circuit is a kart racing game featuring characters and elements from the Mario franchise. The player controls one of eight Mario characters and races opponents in karts around tracks themed around locales from the Super Mario platform games. Boxes labeled with question marks populate each of the 40 tracks; they give the player a random item based on elements from Super Mario games to help progress. Items can either be power-ups, such as a speed boost, or offensive, such as one that freezes an opponent's kart in place. Tracks are littered with obstacles that slow the player down, and coins that increase their speed once collected. Each playable character is sorted into one of three weight classes that determine how they play, with heavier characters having higher top speeds but slower acceleration. Princess Peach, Toad, and Yoshi are lightweights; Luigi and Mario are middleweights; and Bowser, Donkey Kong, and Wario are heavyweights. There are three difficulty levels themed after engine classes—50cc, 100cc, or 150cc—, with the harder difficulties' more powerful engine classes providing increased maximum speed and control difficulty. Super Circuit features three single-player modes: Grand Prix (GP), Time Trial, and Quick Run. The main racing mode, GP, sees the player race against seven computer opponents around four consecutive circuits, with the objective of placing first in each race. Each set of tracks is part of a "cup", of which there are 10. Whoever achieves the best overall placements across all four races wins. The player is graded at the end of the GP based on a formula which takes into account several factors of player performance, including how many coins the player collected and the weight class of the character they completed the GP with. Achieving a high grade on any of the game's five original cups unlocks a single-player cup from Super Mario Kart (1992). Time Trial allows the player to race on their own to complete a track in the fastest time possible. The player can compete against another player's fastest time shared via the Game Boy Advance's (GBA) Game Link Cable, a peripheral cable that connects GBA systems. The Japanese release of Super Circuit was compatible with the Mobile Adapter GB peripheral, service for which was discontinued in 2002, which allowed the player to upload and download track times using a mobile phone's internet connection. Quick Run allows the player to race with customizable aspects, such as lap count and toggling item boxes and coins. Multiplayer modes allow up to four players to compete via the Game Link Cable. It is possible to play multiplayer even if only one player owns the game cartridge, though only one character (Yoshi with different color variations) and four tracks (all being from the SNES Mushroom Cup) are selectable with this setup. Three modes are playable in multiplayer: GP, Versus (VS), and Battle. GP remains unchanged from its single-player version, though only two players can race at once. VS allows up to four players to race around a single track without computer opponents. Battle mode differs from other modes as it sees up to four players compete in an arena rather than a circuit. Players begin with three balloons above their character and must pop the balloons of other players by attacking them with items. Players are knocked out if they lose all their balloons, and the winner is whoever remains the last man standing. Development and release Mario Kart: Super Circuit was the only Mario Kart game developed by Intelligent Systems. It borrows elements from Super Mario Kart and Mario Kart 64 (1996), and uses a similar graphical style to Super Mario Kart, particularly with its use of parallax scrolling and Mode 7-style scaling. Originally titled Mario Kart Advance in English, Super Circuit was announced by Nintendo prior to its annual Space World exhibition in 2000 and was unveiled alongside the GBA console itself. Gameplay screenshots published in an issue of CoroCoro featured a different super deformed art style, depicting characters with large heads. Items from early versions were also absent in the final release. Nintendo released Mario Kart: Super Circuit in Japan on July 21, 2001, in North America on August 27, and in Europe on September 14. It released not long after the GBA itself, which launched in March in Japan and June elsewhere. It was the third entry in the Mario Kart series, after Super Mario Kart and Mario Kart 64, and the first released on a handheld console. Nintendo intended to release Super Circuit in mainland China through iQue, which localized Nintendo games for the region. A Chinese translation was created, but its release was canceled due to significant piracy of iQue's first batch of localized GBA games. The game was rereleased for the Nintendo 3DS and Wii U's digital Virtual Console. On the 3DS, it was released free on December 16, 2011 for members of the Ambassador Program, eligible for entry to anyone who accessed the 3DS's eShop service before the console received a price cut. It was made available for purchase on the Wii U in 2014 in North America and 2015 in Europe and Japan. Super Circuit was also rereleased on the Nintendo Switch as part of the Nintendo Classics service on February 8, 2023. Reception Mario Kart: Super Circuit received "universal acclaim", according to the review aggregator website Metacritic. The game was successful commercially, selling 5.91 million copies worldwide—the fourth-bestselling GBA game and the system's bestselling non-Pokémon game. In the United Kingdom, Super Circuit sold 350,000 units by 2005 and was the bestselling GBA game in the region, and by 2006 had sold 2.1 million units in the United States. The game was added to Nintendo's "Player's Choice" lineup in 2006. The single-player modes received praise. Reviewers said the game had significant replay value due to the grading system and large number of tracks. IGN praised the "ghost mode" that allows players to race their friend's saved best time, which they said contributed to replay value. The multiplayer offerings were lauded; Nintendo World Report commended their speed, and GamesRadar declared Super Circuit the best multiplayer game on a handheld console at the time. The battle mode in particular drew praise, although IGN criticized the inability to play against computer opponents in it. The ability for multiplayer modes to be played over multiple consoles with only one game cartridge was met with a more mixed reception. While GameSpot stated that the feature added further value, Nintendo World Report noted performance problems, which they said were enough to hinder gameplay. Critics enjoyed Super Circuit's gameplay. GamePro described its controls as precise, though they found it difficult to input a power slide move. Nintendo Life, in contrast, stated that controls could have been more precise. GamesRadar said the vehicle handling was superior to competitors like Crash Team Racing (1999) and Diddy Kong Racing (1997), with movement that felt "effortlessly perfect". Reviewers noted the difficulty; IGN described its single player offerings as "extremely challenging" due to the intelligence of computer opponents and the process of unlocking tracks. GameSpy and Nintendo Life agreed that the precision of the controls adds to the challenge, though they became less of a struggle through experience. Super Circuit's presentation received praise, with critics admiring the visuals. Some reviewers noted its graphical similarity to Super Mario Kart, though they considered it an improvement. Nintendo Life and Nintendo World Report commended the track designs for their thematic variety and attention towards minute details. The original GBA model did not contain a backlit screen, a problem which GameSpot wrote the bright color palette helped rectify. The sound design was well received: IGN described the music as "extremely upbeat", and Nintendo World Report said its stereo audio contained a high degree of precision. GamePro said Intelligent Systems had combined all the positive aspects of previous Mario Kart games "seamlessly" to create Super Circuit. GamesRadar and IGN said the game had few flaws, the latter naming it an exemplar for the GBA's hardware capabilities. Super Circuit received "Favourite Video Game" at the 2002 Nickelodeon Kids' Choice Awards. It was nominated for the Handheld Game of the Year award at both the 5th Annual Interactive Achievement Awards and the 2002 Golden Joystick Awards, and best "Mobile" game at the 2001 BAFTA Awards show. Legacy Despite its positive initial reception, Super Circuit ranks low on retrospective critics' lists of the best Mario Kart games, and Nintendo World Report said it was the Mario Kart game with the "fewest innovations". Critics blamed this on the hardware limitations of the GBA; GamesRadar said that the scarcity of the Link Cable made Super Circuit's multiplayer experience less memorable than other Mario Kart games. Kotaku described Super Circuit as "lost", unable to live up to the technically pioneering releases of Super Mario Kart and 64 because of the GBA's hardware. Nonetheless, critics rank Super Circuit among the best GBA games. Super Circuit was the first Mario Kart game to include tracks introduced in previous games, a tradition that would carry with every entry in the series starting with Mario Kart DS (2005). In 2017, Paste ranked Super Circuit's Cheese Land as the tenth best track in the Mario Kart series; he cited it as an example of Super Circuit having "some of the wackiest, out-there tracks", surmising that "the course designers hadn't yet been stultified by the series' massive success to come during the DS and Wii eras". Notes References External links
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