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projected-17329052-024
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
2009
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Kenneth Tam, author Matthew LeDrew, author Willie Meikle, author Louise Bohmer, author Vaughn Armstrong, actor Christian Simpson, actor Peter Mayhew, actor
[]
[ "Guest history", "2009" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-025
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
2010
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Nalini Krishan, actress Casey Biggs, actor Max Grodénchik, actor Matthew LeDrew, author Ellen Curtis, author Dwain Campbell, author Ira Nayman, author Kevin Woolridge, comic book creator
[]
[ "Guest history", "2010" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-026
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
2011
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Mike Savva, actor Robert Axelrod, actor David Nykl, actor Suzie Plakson, actress J. G. Hertzler, actor Ellen Curtis, author Matthew LeDrew, author Kevin Woolridge, author/comic artist Charles Picco, co-creator/co-writer/executive story editor of Todd and the Book of Pure Evil
[]
[ "Guest history", "2011" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-027
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
2012
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Richard Hatch, actor Jeffrey Combs, actor Lolita Fatjo, writer and agent Peter Roy, actor Fat Apollo, comedian Drakaina, fantasy art model
[]
[ "Guest history", "2012" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-028
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
2013
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Dominic Keating, actor Mike Dopud, actor Gary Jones, actor Dean Haglund, actor Ginny McQueen, Cosplay model/actress
[]
[ "Guest history", "2013" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-029
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
2014
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Michael Hogan, actor Aron Eisenberg, actor Musetta Vander, actress Mike McCarty, make up artist/author Erin Fitzgerald, voice actor
[]
[ "Guest history", "2014" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-030
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
2015
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Lynda Boyd, actress Frazer Hines, actor Peter Williams, actor Adam Smith and Kevin St. Pierre, cosplayers Fat Apollo, emcee
[]
[ "Guest history", "2015" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-031
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
2016
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Eugene Simon, actor Kirby Morrow, actor/voice actor Robert Picardo, actor J.M. Frey, author Fat Apollo, emcee
[]
[ "Guest history", "2016" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-032
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
2017
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Jewel Staite, actress Doug Jones, actor/ voice actor Ethan Phillips, actor/ voice actor Foamwerx - Gary Murrin and Hamilton Cornish, local cosplay guests Fat Apollo, emcee
[]
[ "Guest history", "2017" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-033
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
2018
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Fintan McKeown actor Steven Blum voice actor Mary Elizabeth McGlynn voice actor, singer Vanessa Pincent Cosplay - Vanessa Pincent Fat Apollo, Emcee
[]
[ "Guest history", "2018" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-034
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
2019
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Stefan Kapicic, actor Terry Farrell, actress Rainbow Francks, actor Lori White, animator Mad Maddox Cosplay - Nicole Maddox, Cosplayer Fat Apollo, emcee
[]
[ "Guest history", "2019" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-035
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
Outside Events
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
The Sci-Fi on the Rock committee spends the rest of the time they are not planning the convention going to outside events. Often these events invite the public to join them in doing different things. Some events that Sci-Fi on the Rock has hosted or attended in the past include:
[]
[ "Outside Events" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-036
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
Hosted
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
24 Hour Dungeons and Dragons Marathon lived streamed on Twitch for Charity BBQ in the park Clothing Swaps Cosplay Workshops Trivia Nights Merry Geek-mas (more below) Sci-Fi at the Rocket
[]
[ "Outside Events", "Hosted" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-037
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
Attended
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Pride Parade St. John's Christmas Parade Mount Pearl Christmas Parade Avalon Expo Hal-Con NGX by Sandbox Gaming The St. John's Regatta Victoria Park Lantern Fest
[]
[ "Outside Events", "Attended" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-038
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
Merry Geek-mas
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Merry Geek-mas is a craft fair hosted by Sci-Fi on the Rock around the end of November or beginning of December each year. Vendors that frequently attend Sci-Fi on the Rock as well as other vendors with similarly geeky products are given space to sell their wares in time for the holiday season. Table space is also given to the charity Sci-fi on the Rock is supporting for the year. In previous years a canteen was open with food such as chili for purchase. Costumed characters attend and were available for photo ops in previous years, and have included Superheroes, Princesses, and a unique Santa-Vader experience! The event is taking place at the Mazol Shriner's in St. John's Newfoundland in December 2019.
[]
[ "Outside Events", "Merry Geek-mas" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-039
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
Sci-Fi at the Rocket
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Since 2015 Sci-Fi on the Rock has been partnering with the Rocket Bakery, in downtown St. John's, to host a kick-off event for Sci-Fi on the Rock each year. This event is typically held the weekend before Sci-Fi on the Rock and has mini workshops and panels as well as Sandbox Gaming with some games. In the past there has been trivia, author readings, auctions and more.
[]
[ "Outside Events", "Sci-Fi at the Rocket" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-040
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
Sci-Fi on the Rock TV
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
In September 2009, Sci-Fi on the Rock put together "Sci-Fi on the Rock TV", a webshow that would appear on YouTube and Facebook, as well as on the Sci-Fi on the Rock website. Each "webisode" runs approximately 10 minutes in length, and would serve as publicity for the festival, as well as a video newsletter, as it were. It is hosted by Steve Lake and Ellen Curtis, and is directed and produced by Darren Hann. The first episode "aired" on YouTube and Facebook on Friday, September 11, 2009. The guests were Darren Hann (Sci-Fi on the Rock festival organizer) and Matthew LeDrew (author of the Black Womb series).
[]
[ "Sci-Fi on the Rock TV" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-041
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
Season One Episodes
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Episode 1—September 11, 2009. Guests: Darren Hann, Matthew LeDrew Episode 2—September 18, 2009. Guests: Jennifer Graham, Ross Barney Episode 3—October 12, 2009. Guests: Justin Foley, Simon Babineau Episode 4—November 6, 2009. Guests: Melanie Collins, Carson Smith, Matthew LeDrew (Note: This was a special "Roadshow" episode, where Sci-Fi on the Rock TV visit Newfoundland's West Coast Con in Corner Brook) Episode 5—December 12, 2009. Guests: Justin Foley, Peggy Dixon Episode 6—January 27, 2010. Guests: Melanie Collins, Mark Todd Episode 7—February 21, 2010. Guests: Darth Vader, Darren Hann Episode 8—March 22, 2010. Guests: Jean Hewson, Julia Coombes Episode 9—April 6, 2010. Festival Recap episode. Sci-Fi on the Rock TV plans to air some "on-location" episodes from the Sci-Fi festival.
[]
[ "Sci-Fi on the Rock TV", "Season One Episodes" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-17329052-042
https://en.wikipedia.org/wiki/Sci-Fi%20on%20the%20Rock
Sci-Fi on the Rock
Season Two Episodes
Sci-Fi on the Rock is an annual science fiction, fantasy and horror festival held in St. John's, Newfoundland, Canada. It was founded by Darren Hann and Melanie Collins in mid-to-late 2006, and held its first festival in 2007. Since its first year, Sci-Fi on the Rock has been a completely volunteer organized non-profit event.
Season Two of Sci-Fi on the Rock TV saw the return of Steve Lake and Ellen Curtis as hosts, but also Ellen's departure and the addition of Melanie Collins as co-host. Also, Season Two was filmed in a new location, with new equipment and new opening sequences. It is available to be watched at the Sci-Fi on the Rock site.
[]
[ "Sci-Fi on the Rock TV", "Season Two Episodes" ]
[ "Science fiction conventions in Canada", "Multigenre conventions", "2007 establishments in Canada" ]
projected-23573805-000
https://en.wikipedia.org/wiki/GP-5%20gas%20mask
GP-5 gas mask
Introduction
The GP-5 gas mask was historically used by the USSR for NBC protection. The mask has become a popular item in popular culture since and referenced widely in video games and films, as it is very cheap because it is the most produced gas mask ever. The GP-5 is a simple gas mask with protection around the entire head, and a single metal ringed filter for breathing. It was designed to protect against the ingress of toxic, radioactive substances and bacterial (biological) agents into the respiratory system, eyes and face of a person. It was produced in the period from 1961 to 1989 (although there were FPC GP-5's produced in 1990). Taking into account the identified shortcomings in the operation of the civilian gas mask GP-5, it was modernized, which was called the modernized civilian gas mask model 5 - GP-5M. Gas masks GP-5 were produced three times more than the population of the Soviet Union. It was in impressive quantities in almost all industries and in civil defense shelters, sometimes it is still used as a training RPE in life safety classes , although now it is mostly replaced by the GP-7 and other soviet-era gas masks.
[]
[ "Introduction" ]
[ "Military personal equipment", "Military equipment of Russia", "Gas masks of the Soviet Union", "Protective gear", "Military equipment introduced in the 1960s" ]
projected-23573805-001
https://en.wikipedia.org/wiki/GP-5%20gas%20mask
GP-5 gas mask
History
The GP-5 gas mask was historically used by the USSR for NBC protection. The mask has become a popular item in popular culture since and referenced widely in video games and films, as it is very cheap because it is the most produced gas mask ever. The GP-5 is a simple gas mask with protection around the entire head, and a single metal ringed filter for breathing. It was designed to protect against the ingress of toxic, radioactive substances and bacterial (biological) agents into the respiratory system, eyes and face of a person. It was produced in the period from 1961 to 1989 (although there were FPC GP-5's produced in 1990). Taking into account the identified shortcomings in the operation of the civilian gas mask GP-5, it was modernized, which was called the modernized civilian gas mask model 5 - GP-5M. Gas masks GP-5 were produced three times more than the population of the Soviet Union. It was in impressive quantities in almost all industries and in civil defense shelters, sometimes it is still used as a training RPE in life safety classes , although now it is mostly replaced by the GP-7 and other soviet-era gas masks.
The GP-5 gas mask kit () is a Soviet-made gas mask kit, which contains a single-filter ShM-62 or Shm-62U gas mask. It was issued to the Soviet population starting in 1962; production ended in 1990. It is a lightweight mask, weighing 1.09 kg (2.42 lbs). It can operate in all weather and withstand temperatures from to . The ShM-62 or comes with sealed glass eye pieces. The GP-5 kit was originally made to protect the wearer from radioactive fallout during the Cold War and were distributed to most fallout shelters. They have been tested in Poland to determine if they have NBC protective capabilities. It was concluded that the mask will last in an NBC situation for 24 hours. They are a favorite of gas mask collectors because they are common and have the "old" circular eyepieces like masks used in World War II and the "helmet" type masks. The GP-5 kit is widely available on the army surplus market, usually very cheaply ($5 to $23), and are often used as a part of Halloween or fancy dress costumes, including cosplay. A variation of the GP-5 gas mask is the GP-5m, which features a circular piece of metal that contains a thin piece of plastic on the inside, which acts as a voice diaphragm ('voicemitter'), as well as circular earholes. The military version of the ShM-62, [The ShM-41] uses a near-identical facepiece but with an elongated filter housing and a hose which connects to a "Coffee can"-type filter. The filter remains supported in the mask's haversack while the mask is being worn. The ShM-62 and the ShM-41 were issued respectively to the civilian population and armed forces of the Soviet Union and its Warsaw Pact allies, among which they were given differing designations. The East German Armed Forces designated the military version the SchM-41M. Although it is unrelated to the GP-5 family of masks, a similar variant of the Russian "helmet-style" design with small eyepieces and a voicemitter for those with specific needs relating to the use of optical equipment (i.e. officers - binoculars) was known as the SchMS.
[ "GP-5 Gasmaskenfilter.jpg" ]
[ "History" ]
[ "Military personal equipment", "Military equipment of Russia", "Gas masks of the Soviet Union", "Protective gear", "Military equipment introduced in the 1960s" ]
projected-23573805-002
https://en.wikipedia.org/wiki/GP-5%20gas%20mask
GP-5 gas mask
Cancer, Mesothelioma and Asbestosis Link
The GP-5 gas mask was historically used by the USSR for NBC protection. The mask has become a popular item in popular culture since and referenced widely in video games and films, as it is very cheap because it is the most produced gas mask ever. The GP-5 is a simple gas mask with protection around the entire head, and a single metal ringed filter for breathing. It was designed to protect against the ingress of toxic, radioactive substances and bacterial (biological) agents into the respiratory system, eyes and face of a person. It was produced in the period from 1961 to 1989 (although there were FPC GP-5's produced in 1990). Taking into account the identified shortcomings in the operation of the civilian gas mask GP-5, it was modernized, which was called the modernized civilian gas mask model 5 - GP-5M. Gas masks GP-5 were produced three times more than the population of the Soviet Union. It was in impressive quantities in almost all industries and in civil defense shelters, sometimes it is still used as a training RPE in life safety classes , although now it is mostly replaced by the GP-7 and other soviet-era gas masks.
There has been some debate as to whether or not the filters are dangerous for containing asbestos. In October 2013, Dixon Information found out that the cotton layer of the filter contains 7.5 percent asbestos. Supposedly, if the masks were made after 1972 they use activated charcoal, however filters dating throughout the 1980s have tested positive for asbestos. The filter case contains lead which slowly degrades into the filter, along with many other chemicals used in the manufacturing process. Because of this it is not recommended to use the mask with the accompanying filter, as it may expose the user to hazardous materials such as asbestos and can cause possible inhalation of charcoal.
[]
[ "Cancer, Mesothelioma and Asbestosis Link" ]
[ "Military personal equipment", "Military equipment of Russia", "Gas masks of the Soviet Union", "Protective gear", "Military equipment introduced in the 1960s" ]
projected-23573805-003
https://en.wikipedia.org/wiki/GP-5%20gas%20mask
GP-5 gas mask
Construction
The GP-5 gas mask was historically used by the USSR for NBC protection. The mask has become a popular item in popular culture since and referenced widely in video games and films, as it is very cheap because it is the most produced gas mask ever. The GP-5 is a simple gas mask with protection around the entire head, and a single metal ringed filter for breathing. It was designed to protect against the ingress of toxic, radioactive substances and bacterial (biological) agents into the respiratory system, eyes and face of a person. It was produced in the period from 1961 to 1989 (although there were FPC GP-5's produced in 1990). Taking into account the identified shortcomings in the operation of the civilian gas mask GP-5, it was modernized, which was called the modernized civilian gas mask model 5 - GP-5M. Gas masks GP-5 were produced three times more than the population of the Soviet Union. It was in impressive quantities in almost all industries and in civil defense shelters, sometimes it is still used as a training RPE in life safety classes , although now it is mostly replaced by the GP-7 and other soviet-era gas masks.
The front part of the GP-5 provides the supply of air purified in the filter-absorbing box to the respiratory organs and protects the eyes and face from the ingress of toxic, radioactive substances and bacterial (biological) agents, as well as dust, smoke and fog. The front part consists of a rubber body (helmet-mask) with fairings and a spectacle assembly with flat round glasses, a valve box with inhalation and exhalation valves. It is completed with one-sided films that prevent fogging of glasses of the spectacle unit, it can also be equipped with insulating cuffs that prevent freezing of glasses of the spectacle unit at low temperatures. The rubber of the front parts was produced in 5 sizes: 0 (0y), 1 (1y), 2 (2y), 3 (3y), 4 (4y). The Russian letter "y" [which translates to the letter U] in a circle next to the number indicating the size of the helmet-mask means that this mask has thinner rubber, which is typical for later batches. The size is indicated by a number on the chin of the helmet mask. To select the required height of the helmet-mask, you need to measure the head along a closed line passing through the top of the head, cheeks and chin. Measurements are rounded to 0.5 cm. With a measurement value of up to 63 cm - 0 height, from 63.5 to 65.5 cm - 1 height, from 66 to 68 cm - 2 height, from 68.5 to 70.5 cm - 3 height, from 71 cm and more - 4 height. On the rubber, helmet-masks are also cast one under the other markings: the first letter of the city of production and the year followed by dots indicating the quarter of the year, and the mold number (for example: T86 ... F625). The valve box of the front part serves to distribute the flows of inhaled and exhaled air. Inside the valve box there are inhalation and two exhalation valves (main and additional). It has a standard 40/4 thread and does not initially have a corrugated tube. The filtering-absorbing box (FPK) of the GP-5 civilian gas mask has the shape of a cylinder. The FPC body is made of aluminium. In its lower half there is an antiaerosol filter, and in the upper half there is an absorber ( activated carbon ). On the lid of the box there is a screwed neck with a standard 40/4 thread for attaching the FPC to the front of the gas mask, and in the bottom there is a round hole through which the inhaled air enters. The gas mask bag is used to store and carry the gas mask. The gas mask bag is equipped with a shoulder strap with movable buckles for carrying the gas mask over the shoulder and a strap for attaching the gas mask to the body. The bag has two pockets: flat with a partition for placing boxes with anti-fogging films and membranes and folding a waist band or IPP (individual dressing bag), and the other for an individual anti-chemical package IPP-8 .
[]
[ "Construction" ]
[ "Military personal equipment", "Military equipment of Russia", "Gas masks of the Soviet Union", "Protective gear", "Military equipment introduced in the 1960s" ]
projected-23573805-004
https://en.wikipedia.org/wiki/GP-5%20gas%20mask
GP-5 gas mask
Accessories
The GP-5 gas mask was historically used by the USSR for NBC protection. The mask has become a popular item in popular culture since and referenced widely in video games and films, as it is very cheap because it is the most produced gas mask ever. The GP-5 is a simple gas mask with protection around the entire head, and a single metal ringed filter for breathing. It was designed to protect against the ingress of toxic, radioactive substances and bacterial (biological) agents into the respiratory system, eyes and face of a person. It was produced in the period from 1961 to 1989 (although there were FPC GP-5's produced in 1990). Taking into account the identified shortcomings in the operation of the civilian gas mask GP-5, it was modernized, which was called the modernized civilian gas mask model 5 - GP-5M. Gas masks GP-5 were produced three times more than the population of the Soviet Union. It was in impressive quantities in almost all industries and in civil defense shelters, sometimes it is still used as a training RPE in life safety classes , although now it is mostly replaced by the GP-7 and other soviet-era gas masks.
The GP-5 was issued in a basic fabric bag with two straps which were designed to be easily slung over a shoulder or hung from the waist. The issued bag also contained a decontamination kit (typically either IPP-1 or IPP-8 model), bandages, a first aid kit, and anti-fogging lenses. Online, there is an additional Gost to NATO filter thread adaptor which is not officially part of the Gp-5 kit issued by the Soviet union , but many buyers claim works.
[]
[ "Accessories" ]
[ "Military personal equipment", "Military equipment of Russia", "Gas masks of the Soviet Union", "Protective gear", "Military equipment introduced in the 1960s" ]
projected-23573805-005
https://en.wikipedia.org/wiki/GP-5%20gas%20mask
GP-5 gas mask
Variants
The GP-5 gas mask was historically used by the USSR for NBC protection. The mask has become a popular item in popular culture since and referenced widely in video games and films, as it is very cheap because it is the most produced gas mask ever. The GP-5 is a simple gas mask with protection around the entire head, and a single metal ringed filter for breathing. It was designed to protect against the ingress of toxic, radioactive substances and bacterial (biological) agents into the respiratory system, eyes and face of a person. It was produced in the period from 1961 to 1989 (although there were FPC GP-5's produced in 1990). Taking into account the identified shortcomings in the operation of the civilian gas mask GP-5, it was modernized, which was called the modernized civilian gas mask model 5 - GP-5M. Gas masks GP-5 were produced three times more than the population of the Soviet Union. It was in impressive quantities in almost all industries and in civil defense shelters, sometimes it is still used as a training RPE in life safety classes , although now it is mostly replaced by the GP-7 and other soviet-era gas masks.
The low-cost and ease of manufacturing of the GP-5 kit led to its adoption by a number of states, both for military and industrial use. In East Germany, the GP-5 was imported in numbers throughout the 1980s, with 1.8 million being imported between 1981 and 1988. The ShM-62 had a couple of variants made by the Soviet Union as the GP-5m, which is also known as the PMG-2. This variant was the equivalent of a standard ShM-62 mask, but with an added voice diaphragm.
[]
[ "Variants" ]
[ "Military personal equipment", "Military equipment of Russia", "Gas masks of the Soviet Union", "Protective gear", "Military equipment introduced in the 1960s" ]
projected-23573805-006
https://en.wikipedia.org/wiki/GP-5%20gas%20mask
GP-5 gas mask
Equipment/ Kit
The GP-5 gas mask was historically used by the USSR for NBC protection. The mask has become a popular item in popular culture since and referenced widely in video games and films, as it is very cheap because it is the most produced gas mask ever. The GP-5 is a simple gas mask with protection around the entire head, and a single metal ringed filter for breathing. It was designed to protect against the ingress of toxic, radioactive substances and bacterial (biological) agents into the respiratory system, eyes and face of a person. It was produced in the period from 1961 to 1989 (although there were FPC GP-5's produced in 1990). Taking into account the identified shortcomings in the operation of the civilian gas mask GP-5, it was modernized, which was called the modernized civilian gas mask model 5 - GP-5M. Gas masks GP-5 were produced three times more than the population of the Soviet Union. It was in impressive quantities in almost all industries and in civil defense shelters, sometimes it is still used as a training RPE in life safety classes , although now it is mostly replaced by the GP-7 and other soviet-era gas masks.
the exhale valve part of ShM-62, ShM-62U or ShMP (similar to the two previous ones, but cast from black rubber), ShM-66MU (for modifying the GP-5M gas mask, it can be made of gray or black rubber) - 1 piece; filtering-absorbing box (FPK) GP-5 - 1 piece Gas mask Sack- 1 bag single-sided anti-fogging films - 1 cartridge with the letters “NP” embossed on the lid contains 6 pieces; 1 instruction manual Spare membranes for the exhale valve (only for SHM-66MU) - 1 box with the letter "M" embossed on the lid contains 6 pieces
[]
[ "Equipment/ Kit" ]
[ "Military personal equipment", "Military equipment of Russia", "Gas masks of the Soviet Union", "Protective gear", "Military equipment introduced in the 1960s" ]
projected-23573805-007
https://en.wikipedia.org/wiki/GP-5%20gas%20mask
GP-5 gas mask
Specifications and maintenance
The GP-5 gas mask was historically used by the USSR for NBC protection. The mask has become a popular item in popular culture since and referenced widely in video games and films, as it is very cheap because it is the most produced gas mask ever. The GP-5 is a simple gas mask with protection around the entire head, and a single metal ringed filter for breathing. It was designed to protect against the ingress of toxic, radioactive substances and bacterial (biological) agents into the respiratory system, eyes and face of a person. It was produced in the period from 1961 to 1989 (although there were FPC GP-5's produced in 1990). Taking into account the identified shortcomings in the operation of the civilian gas mask GP-5, it was modernized, which was called the modernized civilian gas mask model 5 - GP-5M. Gas masks GP-5 were produced three times more than the population of the Soviet Union. It was in impressive quantities in almost all industries and in civil defense shelters, sometimes it is still used as a training RPE in life safety classes , although now it is mostly replaced by the GP-7 and other soviet-era gas masks.
The mass of the gas mask as a whole is no more than 900 grams. The mass of the filter-absorbing box is no more than 250 grams. The mass of the front part of ShM-62 is 400-430 grams, ShM-62U is 370-400 grams. The area of the field of view is not less than 42%. The overall dimensions of the gas mask when placed in a bag are 120x120x270 mm. Overall dimensions of the filter-absorbing box: diameter - 112.5 mm; height with cap — 80 mm. The resistance of the FPC to a constant air flow at a flow rate of 30 L/min is not more than 19 mm of water column (186.2 Pa). The resistance of the front part to a constant air flow at a flow rate of 30 L/min: on inspiration - no more than 2 mm of water column (19.6 Pa); on exhalation - no more than 10 mm of water column (98 Pa). The resistance of the gas mask to a constant air flow at a flow rate of 30 L/min: on inspiration - no more than 21 mm of water column (205.8 Pa); on exhalation - no more than 10 mm of water column (98 Pa). FPC must be sealed at an overpressure of 100 mm Hg. When checking in a water bath for 8-10 seconds, no air bubbles should separate from the surface of the box; The front part must be airtight at a vacuum of 120 mm of water column and must not give a drop in the liquid level along one knee of the pressure gauge by more than 18 mm for 1 minute. FPC protective action time for hazardous chemicals at an air flow rate of 30 L/min. Hydrocyanic at a concentration of 5.0 mg / dm 3  - at least 18 minutes. Cyanogen  at a concentration of 5.0 mg / dm 3  - at least 18 minutes.
[]
[ "Specifications and maintenance" ]
[ "Military personal equipment", "Military equipment of Russia", "Gas masks of the Soviet Union", "Protective gear", "Military equipment introduced in the 1960s" ]
projected-23573805-008
https://en.wikipedia.org/wiki/GP-5%20gas%20mask
GP-5 gas mask
Packaging and storage
The GP-5 gas mask was historically used by the USSR for NBC protection. The mask has become a popular item in popular culture since and referenced widely in video games and films, as it is very cheap because it is the most produced gas mask ever. The GP-5 is a simple gas mask with protection around the entire head, and a single metal ringed filter for breathing. It was designed to protect against the ingress of toxic, radioactive substances and bacterial (biological) agents into the respiratory system, eyes and face of a person. It was produced in the period from 1961 to 1989 (although there were FPC GP-5's produced in 1990). Taking into account the identified shortcomings in the operation of the civilian gas mask GP-5, it was modernized, which was called the modernized civilian gas mask model 5 - GP-5M. Gas masks GP-5 were produced three times more than the population of the Soviet Union. It was in impressive quantities in almost all industries and in civil defense shelters, sometimes it is still used as a training RPE in life safety classes , although now it is mostly replaced by the GP-7 and other soviet-era gas masks.
Civilian gas masks GP-5 were packed, transported and stored in their original packaging - wooden boxes, which where sealed by the manufacturer. Each box contained 40 sets of gas masks, the sizes and numbers in said crate were the following : Size 0 - 5 pcs., Size 1 - 12 pcs., Size 2 - 15 pcs., Size 3 - 7 pcs., Size 4 - 1 pcs. Each box contained a manual for the correct operation and use of the gas mask. In box No. 1 of each batch of gas masks, a form for the batch was inserted.
[]
[ "Packaging and storage" ]
[ "Military personal equipment", "Military equipment of Russia", "Gas masks of the Soviet Union", "Protective gear", "Military equipment introduced in the 1960s" ]
projected-23573805-009
https://en.wikipedia.org/wiki/GP-5%20gas%20mask
GP-5 gas mask
Additional information
The GP-5 gas mask was historically used by the USSR for NBC protection. The mask has become a popular item in popular culture since and referenced widely in video games and films, as it is very cheap because it is the most produced gas mask ever. The GP-5 is a simple gas mask with protection around the entire head, and a single metal ringed filter for breathing. It was designed to protect against the ingress of toxic, radioactive substances and bacterial (biological) agents into the respiratory system, eyes and face of a person. It was produced in the period from 1961 to 1989 (although there were FPC GP-5's produced in 1990). Taking into account the identified shortcomings in the operation of the civilian gas mask GP-5, it was modernized, which was called the modernized civilian gas mask model 5 - GP-5M. Gas masks GP-5 were produced three times more than the population of the Soviet Union. It was in impressive quantities in almost all industries and in civil defense shelters, sometimes it is still used as a training RPE in life safety classes , although now it is mostly replaced by the GP-7 and other soviet-era gas masks.
The GP-5 does not provide protection against ammonia and its derivatives, organic vapors and gases with a boiling point of less than 65 ° C (such as: methane , ethane , acetylene , ethylene oxide , isobutane , etc.), carbon monoxide and nitrogen oxides .
[]
[ "Additional information" ]
[ "Military personal equipment", "Military equipment of Russia", "Gas masks of the Soviet Union", "Protective gear", "Military equipment introduced in the 1960s" ]
projected-23573805-010
https://en.wikipedia.org/wiki/GP-5%20gas%20mask
GP-5 gas mask
Modifications
The GP-5 gas mask was historically used by the USSR for NBC protection. The mask has become a popular item in popular culture since and referenced widely in video games and films, as it is very cheap because it is the most produced gas mask ever. The GP-5 is a simple gas mask with protection around the entire head, and a single metal ringed filter for breathing. It was designed to protect against the ingress of toxic, radioactive substances and bacterial (biological) agents into the respiratory system, eyes and face of a person. It was produced in the period from 1961 to 1989 (although there were FPC GP-5's produced in 1990). Taking into account the identified shortcomings in the operation of the civilian gas mask GP-5, it was modernized, which was called the modernized civilian gas mask model 5 - GP-5M. Gas masks GP-5 were produced three times more than the population of the Soviet Union. It was in impressive quantities in almost all industries and in civil defense shelters, sometimes it is still used as a training RPE in life safety classes , although now it is mostly replaced by the GP-7 and other soviet-era gas masks.
Taking into account the shortcomings of the civilian gas mask GP-5, its modification, GP-5M, was developed. The front part of the gas mask underwent modernization, which received the new name ShM-66MU. The front part of the ShM-66MU received an intercom and slots in the body of the helmet-mask for the ears.
[]
[ "Modifications" ]
[ "Military personal equipment", "Military equipment of Russia", "Gas masks of the Soviet Union", "Protective gear", "Military equipment introduced in the 1960s" ]
projected-23573805-011
https://en.wikipedia.org/wiki/GP-5%20gas%20mask
GP-5 gas mask
Application
The GP-5 gas mask was historically used by the USSR for NBC protection. The mask has become a popular item in popular culture since and referenced widely in video games and films, as it is very cheap because it is the most produced gas mask ever. The GP-5 is a simple gas mask with protection around the entire head, and a single metal ringed filter for breathing. It was designed to protect against the ingress of toxic, radioactive substances and bacterial (biological) agents into the respiratory system, eyes and face of a person. It was produced in the period from 1961 to 1989 (although there were FPC GP-5's produced in 1990). Taking into account the identified shortcomings in the operation of the civilian gas mask GP-5, it was modernized, which was called the modernized civilian gas mask model 5 - GP-5M. Gas masks GP-5 were produced three times more than the population of the Soviet Union. It was in impressive quantities in almost all industries and in civil defense shelters, sometimes it is still used as a training RPE in life safety classes , although now it is mostly replaced by the GP-7 and other soviet-era gas masks.
Before use, the civilian gas mask GP-5 must be checked for serviceability and tightness. When inspecting the front part, you should make sure that the height of the helmet-mask corresponds to the required one. Then determine its integrity by paying attention to the glasses of the spectacle assembly. After that, check the valve box, the condition of the valves. They must not be warped, clogged or torn. There should be no dents, rust, punctures on the filter-absorbing box, and no damage in the neck. Attention is drawn to the fact that the "grains" of the absorber are not poured into the box. The assembly of the GP-5 civilian gas mask is carried out as follows: the front part is taken in the left hand by the valve box, the filter-absorbing box is screwed all the way with the screwed neck into the branch pipe of the valve box of the front part with the right hand. Before putting on the new front part of the gas mask, it is necessary to wipe it outside and inside with a clean cloth slightly moistened with water, and blow out the exhalation valves. If any damage is found in the gas mask, they are eliminated, if it is impossible to do this, the gas mask is replaced with a serviceable one. The checked gas mask is assembled in a bag: down is a filter-absorbing box, on top - the front part, which is not bent, only the head and side parts are slightly turned up so as to protect the glass of the spectacle assembly. A gas mask issued for use can be in 3 positions: "travelling" position "ready" position "combat" position. To bring the civilian gas mask GP-5 into the stowed position, it is necessary to put on a bag with a gas mask over the right shoulder so that it is on the left side, and the clasp is away from you, adjust the shoulder strap with the buckles so that the upper edge of the bag is at the level of the waist belt , check the reliability of the gas mask, fold the gas mask into the gas mask bag. If necessary, the gas mask can be attached to the belt with a ribbon. The gas mask is transferred to the “ready” position according to the signals “Air Raid” and “Threat of Radioactive Contamination”, that is, with an immediate threat of a nuclear, chemical or bacteriological (biological) attack. In this case, it is necessary to move the gas mask forward, unfasten the valve of the gas mask bag, fasten the gas mask to the body with a braid. The mask tightly clings to the skin and scalp of the head, and so may be uncomfortable for those with all but the shortest of hair. The mask also will not create an airtight seal around the face if the individual wearing it has facial hair.
[]
[ "Application" ]
[ "Military personal equipment", "Military equipment of Russia", "Gas masks of the Soviet Union", "Protective gear", "Military equipment introduced in the 1960s" ]
projected-23573805-012
https://en.wikipedia.org/wiki/GP-5%20gas%20mask
GP-5 gas mask
See also
The GP-5 gas mask was historically used by the USSR for NBC protection. The mask has become a popular item in popular culture since and referenced widely in video games and films, as it is very cheap because it is the most produced gas mask ever. The GP-5 is a simple gas mask with protection around the entire head, and a single metal ringed filter for breathing. It was designed to protect against the ingress of toxic, radioactive substances and bacterial (biological) agents into the respiratory system, eyes and face of a person. It was produced in the period from 1961 to 1989 (although there were FPC GP-5's produced in 1990). Taking into account the identified shortcomings in the operation of the civilian gas mask GP-5, it was modernized, which was called the modernized civilian gas mask model 5 - GP-5M. Gas masks GP-5 were produced three times more than the population of the Soviet Union. It was in impressive quantities in almost all industries and in civil defense shelters, sometimes it is still used as a training RPE in life safety classes , although now it is mostly replaced by the GP-7 and other soviet-era gas masks.
PMK gas mask Gp-4u IP-5 GP-9 GP-7 PPM-88 PDF-2D
[]
[ "See also" ]
[ "Military personal equipment", "Military equipment of Russia", "Gas masks of the Soviet Union", "Protective gear", "Military equipment introduced in the 1960s" ]
projected-23573805-013
https://en.wikipedia.org/wiki/GP-5%20gas%20mask
GP-5 gas mask
References
The GP-5 gas mask was historically used by the USSR for NBC protection. The mask has become a popular item in popular culture since and referenced widely in video games and films, as it is very cheap because it is the most produced gas mask ever. The GP-5 is a simple gas mask with protection around the entire head, and a single metal ringed filter for breathing. It was designed to protect against the ingress of toxic, radioactive substances and bacterial (biological) agents into the respiratory system, eyes and face of a person. It was produced in the period from 1961 to 1989 (although there were FPC GP-5's produced in 1990). Taking into account the identified shortcomings in the operation of the civilian gas mask GP-5, it was modernized, which was called the modernized civilian gas mask model 5 - GP-5M. Gas masks GP-5 were produced three times more than the population of the Soviet Union. It was in impressive quantities in almost all industries and in civil defense shelters, sometimes it is still used as a training RPE in life safety classes , although now it is mostly replaced by the GP-7 and other soviet-era gas masks.
Category:Military personal equipment Category:Military equipment of Russia Category:Gas masks of the Soviet Union Category:Protective gear Category:Military equipment introduced in the 1960s
[]
[ "References" ]
[ "Military personal equipment", "Military equipment of Russia", "Gas masks of the Soviet Union", "Protective gear", "Military equipment introduced in the 1960s" ]
projected-56565299-000
https://en.wikipedia.org/wiki/FIS%20Nordic%20World%20Ski%20Championships%202009%20%E2%80%93%20Women%27s%2030%20kilometre%20freestyle
FIS Nordic World Ski Championships 2009 – Women's 30 kilometre freestyle
Introduction
The Women's 30 kilometre freestyle at the FIS Nordic World Ski Championships 2009 was held on 28 February 2009 at 13:00 CET.
[]
[ "Introduction" ]
[ "FIS Nordic World Ski Championships 2009", "2009 in women's sport" ]
projected-56565300-000
https://en.wikipedia.org/wiki/Roberts%20Zvejnieks
Roberts Zvejnieks
Introduction
Roberts Jānis Zvejnieks (born 22 November 1997) is a short track speed skater who competed for Latvia at the 2018 Winter Olympics.
[]
[ "Introduction" ]
[ "1997 births", "Living people", "Latvian male short track speed skaters", "Olympic short track speed skaters of Latvia", "Short track speed skaters at the 2018 Winter Olympics" ]
projected-17329053-000
https://en.wikipedia.org/wiki/IPE%20Quero%20Quero
IPE Quero Quero
Introduction
The KW-1b Quero Quero (Brazilian name for the southern lapwing bird) is a sailplane that was produced in Brazil in the 1970s and 1980s. It is a conventional, single seat design of wooden construction. The undercarriage is a fixed monowheel, and construction is of wood (freijó and plywood) throughout.
[ "Kw-1.jpg" ]
[ "Introduction" ]
[ "1960s Brazilian civil aircraft", "1960s Brazilian sailplanes", "Aircraft first flown in 1969", "High-wing aircraft" ]
projected-17329053-001
https://en.wikipedia.org/wiki/IPE%20Quero%20Quero
IPE Quero Quero
Development
The KW-1b Quero Quero (Brazilian name for the southern lapwing bird) is a sailplane that was produced in Brazil in the 1970s and 1980s. It is a conventional, single seat design of wooden construction. The undercarriage is a fixed monowheel, and construction is of wood (freijó and plywood) throughout.
The original KW-1a prototype, designed and constructed by Kuno Widmaier, first flew in 1969. At the time CTA (Brazilian Aviation Authority at the time) was looking for a new sailplane of Brazilian design to re-equip the Aeroclubs. Other types were considered, but the good results achieved by Widmaier called attention of the selection group. IPE started the process of adaptations required for certification and assembly production: taller cockpit, redesigned nose, and enlarged rudder, it achieved Brazilian certification in December 1976 and was produced by IPE (Indústria Paranaense de Estruturas) under contract by the Brazilian Government. 156 units were produced and supplied to Brazilian flying clubs. Many soaring records were established with the type (Kw-1 Records), which is commonly used as the first solo type during flight training. As of 2017 it still is the most numerous glider type in Brazil.
[ "Kw1 em construcao 1967 a.jpg" ]
[ "Development" ]
[ "1960s Brazilian civil aircraft", "1960s Brazilian sailplanes", "Aircraft first flown in 1969", "High-wing aircraft" ]
projected-17329053-002
https://en.wikipedia.org/wiki/IPE%20Quero%20Quero
IPE Quero Quero
Variants
The KW-1b Quero Quero (Brazilian name for the southern lapwing bird) is a sailplane that was produced in Brazil in the 1970s and 1980s. It is a conventional, single seat design of wooden construction. The undercarriage is a fixed monowheel, and construction is of wood (freijó and plywood) throughout.
After certification, about four different variants were developed: two variants by IPE, and two from independent initiatives.
[]
[ "Variants" ]
[ "1960s Brazilian civil aircraft", "1960s Brazilian sailplanes", "Aircraft first flown in 1969", "High-wing aircraft" ]
projected-17329053-003
https://en.wikipedia.org/wiki/IPE%20Quero%20Quero
IPE Quero Quero
Quero Quero II
The KW-1b Quero Quero (Brazilian name for the southern lapwing bird) is a sailplane that was produced in Brazil in the 1970s and 1980s. It is a conventional, single seat design of wooden construction. The undercarriage is a fixed monowheel, and construction is of wood (freijó and plywood) throughout.
Developed by IPE with different vertical and horizontal tail, and retractable wheel. At least one built.
[]
[ "Variants", "Quero Quero II" ]
[ "1960s Brazilian civil aircraft", "1960s Brazilian sailplanes", "Aircraft first flown in 1969", "High-wing aircraft" ]
projected-17329053-004
https://en.wikipedia.org/wiki/IPE%20Quero%20Quero
IPE Quero Quero
Quero Quero GB
The KW-1b Quero Quero (Brazilian name for the southern lapwing bird) is a sailplane that was produced in Brazil in the 1970s and 1980s. It is a conventional, single seat design of wooden construction. The undercarriage is a fixed monowheel, and construction is of wood (freijó and plywood) throughout.
Developed by Eng. Francisco Leme Galvao, and built by IPE, the GB had a different nose, winglets, laminar profile and retractable wheel. Two Built with registration PP-ZUM and PP-ZUN.
[]
[ "Variants", "Quero Quero GB" ]
[ "1960s Brazilian civil aircraft", "1960s Brazilian sailplanes", "Aircraft first flown in 1969", "High-wing aircraft" ]
projected-17329053-005
https://en.wikipedia.org/wiki/IPE%20Quero%20Quero
IPE Quero Quero
Falcon
The KW-1b Quero Quero (Brazilian name for the southern lapwing bird) is a sailplane that was produced in Brazil in the 1970s and 1980s. It is a conventional, single seat design of wooden construction. The undercarriage is a fixed monowheel, and construction is of wood (freijó and plywood) throughout.
In 1978, Wolfram Gabler and his father Ebehard Gabler, developed from a Kw-1 fuselage a modified version with a different wing profile, new wing-tips, and cockpit. The construction of the new version took place at his father's living room, taking 5600 working hours. The maiden flight took place on October 15, 1982, flow by Wolfram Gabler at Palmeira das Missoes, Brazil. The variant was very successful in soaring contests, having won 3 championships. Only a single unit was built.
[ "Falcon 1.jpg" ]
[ "Variants", "Falcon" ]
[ "1960s Brazilian civil aircraft", "1960s Brazilian sailplanes", "Aircraft first flown in 1969", "High-wing aircraft" ]
projected-17329053-006
https://en.wikipedia.org/wiki/IPE%20Quero%20Quero
IPE Quero Quero
Super Quero Quero
The KW-1b Quero Quero (Brazilian name for the southern lapwing bird) is a sailplane that was produced in Brazil in the 1970s and 1980s. It is a conventional, single seat design of wooden construction. The undercarriage is a fixed monowheel, and construction is of wood (freijó and plywood) throughout.
Developed independently, with a new cockpit, wing plan-form, vertical tail, and fixed mono wheel. At least two built.
[]
[ "Variants", "Super Quero Quero" ]
[ "1960s Brazilian civil aircraft", "1960s Brazilian sailplanes", "Aircraft first flown in 1969", "High-wing aircraft" ]
projected-17329053-009
https://en.wikipedia.org/wiki/IPE%20Quero%20Quero
IPE Quero Quero
References
The KW-1b Quero Quero (Brazilian name for the southern lapwing bird) is a sailplane that was produced in Brazil in the 1970s and 1980s. It is a conventional, single seat design of wooden construction. The undercarriage is a fixed monowheel, and construction is of wood (freijó and plywood) throughout.
Notes
[]
[ "References" ]
[ "1960s Brazilian civil aircraft", "1960s Brazilian sailplanes", "Aircraft first flown in 1969", "High-wing aircraft" ]
projected-06900651-000
https://en.wikipedia.org/wiki/Topa%20ou%20N%C3%A3o%20Topa
Topa ou Não Topa
Introduction
Topa ou Não Topa () is the Brazilian version of Deal or No Deal, broadcast in Portuguese by SBT. It is hosted by Silvio Santos. There are 26 cases, containing amounts from R$ 0.50 (US$0.16) to R$1,000,000 (US$320,000). On August 25, 2010, the gameshow returned and the host is Roberto Justus but in similar set to the old version. Like most sets of Brazilian versions of US game shows, their set and graphics are a dead ringer to the American counterpart. The R$1,000,000 grand prize was won by a man named Paulo in April 2007.
[]
[ "Introduction" ]
[ "Deal or No Deal", "2006 Brazilian television series debuts", "2010 Brazilian television series endings" ]
projected-06900651-001
https://en.wikipedia.org/wiki/Topa%20ou%20N%C3%A3o%20Topa
Topa ou Não Topa
Case values
Topa ou Não Topa () is the Brazilian version of Deal or No Deal, broadcast in Portuguese by SBT. It is hosted by Silvio Santos. There are 26 cases, containing amounts from R$ 0.50 (US$0.16) to R$1,000,000 (US$320,000). On August 25, 2010, the gameshow returned and the host is Roberto Justus but in similar set to the old version. Like most sets of Brazilian versions of US game shows, their set and graphics are a dead ringer to the American counterpart. The R$1,000,000 grand prize was won by a man named Paulo in April 2007.
2006-2011 2019–present
[]
[ "Case values" ]
[ "Deal or No Deal", "2006 Brazilian television series debuts", "2010 Brazilian television series endings" ]
projected-06900663-000
https://en.wikipedia.org/wiki/Magen
Magen
Introduction
Magen (, lit. Shield) may refer to: Star of David, known in Hebrew as the Magen David Magen, Israel, a kibbutz in southern Israel Magen David Adom, Israel's emergency medical, disaster, ambulance and blood bank service HaMagen, a Jewish defense organization active during World War I MAGEN (security), a technology that prevents certain data from being displayed to unauthorized people Mira Magen (born 1950), Israeli author David Magen (born 1945), former Israeli politician Zvi Magen (born 1945), Israeli ambassador
[]
[ "Introduction" ]
[]
projected-17329062-000
https://en.wikipedia.org/wiki/Nuit%20%28song%29
Nuit (song)
Introduction
"Nuit" is a song recorded by the French trio Jean-Jacques Goldman, Carole Fredericks and Michael Jones. It was the first single from their debut album, Fredericks Goldman Jones, on which the song features as the fifth track. It achieved success in terms of sales in France.
[]
[ "Introduction" ]
[ "Songs about nights", "1990 songs", "1991 debut singles", "Carole Fredericks songs", "Jean-Jacques Goldman songs", "Michael Jones (Welsh-French musician) songs", "Macaronic songs", "Songs written by Jean-Jacques Goldman", "CBS Records singles", "Song recordings produced by Erick Benzi" ]
projected-17329062-001
https://en.wikipedia.org/wiki/Nuit%20%28song%29
Nuit (song)
Background, lyrics and music
"Nuit" is a song recorded by the French trio Jean-Jacques Goldman, Carole Fredericks and Michael Jones. It was the first single from their debut album, Fredericks Goldman Jones, on which the song features as the fifth track. It achieved success in terms of sales in France.
Goldman explained that "Nuit" was written in a very short time, i.e. just a few hours. He confessed that he was proud of this song, especially for its text. The music is inspired by Peter Green. The choice of "Nuit" as the first single from the album was difficult : the three singers did not agree initially, but ultimately chose this song, considering that it was very representative of the album which is "really based on vocals and guitars". The song includes lyrics in French-language (written by Goldman) and in English-language (written by Jones and sung by Fredericks). According to Elia Habib, a specialist of French charts, this song is characterized by its "sweetness and lucidity". It is "mainly based on percussion, shooting background framework, and the electric guitar, expressive soloist which plays the refrain". In the last verse, Goldman and Fredericks mix their voices singing in both languages (Goldman sings again the lyrics from the first verse). The song ends with a solo guitar. The song is included on the best of Pluriel 90-96 and Intégrale 1990-2000, and on the live albums Sur scène and Un tour ensemble (on this last album, the song was performed by Jones and Goldman).
[]
[ "Background, lyrics and music" ]
[ "Songs about nights", "1990 songs", "1991 debut singles", "Carole Fredericks songs", "Jean-Jacques Goldman songs", "Michael Jones (Welsh-French musician) songs", "Macaronic songs", "Songs written by Jean-Jacques Goldman", "CBS Records singles", "Song recordings produced by Erick Benzi" ]
projected-17329062-002
https://en.wikipedia.org/wiki/Nuit%20%28song%29
Nuit (song)
Chart performances and cover versions
"Nuit" is a song recorded by the French trio Jean-Jacques Goldman, Carole Fredericks and Michael Jones. It was the first single from their debut album, Fredericks Goldman Jones, on which the song features as the fifth track. It achieved success in terms of sales in France.
In France, "Nuit" charted for 19 weeks on the singles chart, from 18 December 1990 to 13 April 1991. It debuted at number 29 and climbed quickly on the chart, reaching the top ten three weeks later, where it remained for nine weeks, peaking at number six on 16 February. The single was eventually certified Silver disc by the Syndicat National de l'Édition Phonographique. Although not released in the Netherlands, the United Kingdom and Spain (promotional vinyl only), it charted in the Netherlands, reaching number 30. On the European Hot 100, "Nuit" debuted at number 72 on 22 December 1990, peaked at number 36 in its fifth week, and remained in the top 100 for 16 weeks. It was much aired on radio, starting at number 48 on the European Airplay Top 50 on 8 December 1990, reached number 15 in its sixth week and remained on the chart for 13 weeks. In December 1998, the song was performed on the French TV show Hit Machine by the female duet Native and Patrick Fiori.
[]
[ "Chart performances and cover versions" ]
[ "Songs about nights", "1990 songs", "1991 debut singles", "Carole Fredericks songs", "Jean-Jacques Goldman songs", "Michael Jones (Welsh-French musician) songs", "Macaronic songs", "Songs written by Jean-Jacques Goldman", "CBS Records singles", "Song recordings produced by Erick Benzi" ]
projected-17329062-003
https://en.wikipedia.org/wiki/Nuit%20%28song%29
Nuit (song)
Formats and track listings
"Nuit" is a song recorded by the French trio Jean-Jacques Goldman, Carole Fredericks and Michael Jones. It was the first single from their debut album, Fredericks Goldman Jones, on which the song features as the fifth track. It achieved success in terms of sales in France.
CD single "Nuit" — 5:39 "Je l'aime aussi" — 5:07 7" single "Nuit" — 5:39 "Je l'aime aussi" — 5:07 CD single - United Kingdom "Nuit" — 4:54 "Chanson d'amour" — 4:07 "Je l'aime aussi" — 6:10 12 inch single - United Kingdom "Nuit" — 5:38 "Chanson d'amour" — 4:07 "Je l'aime aussi" — 6:10
[]
[ "Formats and track listings" ]
[ "Songs about nights", "1990 songs", "1991 debut singles", "Carole Fredericks songs", "Jean-Jacques Goldman songs", "Michael Jones (Welsh-French musician) songs", "Macaronic songs", "Songs written by Jean-Jacques Goldman", "CBS Records singles", "Song recordings produced by Erick Benzi" ]
projected-17329062-007
https://en.wikipedia.org/wiki/Nuit%20%28song%29
Nuit (song)
References
"Nuit" is a song recorded by the French trio Jean-Jacques Goldman, Carole Fredericks and Michael Jones. It was the first single from their debut album, Fredericks Goldman Jones, on which the song features as the fifth track. It achieved success in terms of sales in France.
Category:Songs about nights Category:1990 songs Category:1991 debut singles Category:Carole Fredericks songs Category:Jean-Jacques Goldman songs Category:Michael Jones (Welsh-French musician) songs Category:Macaronic songs Category:Songs written by Jean-Jacques Goldman Category:CBS Records singles Category:Song recordings produced by Erick Benzi
[]
[ "References" ]
[ "Songs about nights", "1990 songs", "1991 debut singles", "Carole Fredericks songs", "Jean-Jacques Goldman songs", "Michael Jones (Welsh-French musician) songs", "Macaronic songs", "Songs written by Jean-Jacques Goldman", "CBS Records singles", "Song recordings produced by Erick Benzi" ]
projected-17329076-000
https://en.wikipedia.org/wiki/Hpare
Hpare
Introduction
Hpare is a village in Chipwi Township in Myitkyina District in the Kachin State of north-eastern Burma.
[]
[ "Introduction" ]
[ "Populated places in Kachin State", "Chipwi Township" ]
projected-17329085-000
https://en.wikipedia.org/wiki/Haslet%20%28disambiguation%29
Haslet (disambiguation)
Introduction
Haslet is a herbed pork meatloaf. Haslet may also refer to: Places Haslet, Texas, United States People John Haslet (1727–1777), American clergyman and soldier Joseph Haslet (1769–1823), American farmer and politician
[]
[ "Introduction" ]
[]
projected-17329085-001
https://en.wikipedia.org/wiki/Haslet%20%28disambiguation%29
Haslet (disambiguation)
See also
Haslet is a herbed pork meatloaf. Haslet may also refer to: Places Haslet, Texas, United States People John Haslet (1727–1777), American clergyman and soldier Joseph Haslet (1769–1823), American farmer and politician
Haslett (surname) Haslett, Michigan Hazlet (disambiguation) Hazlitt (disambiguation)
[]
[ "See also" ]
[]
projected-23573818-000
https://en.wikipedia.org/wiki/White%20backlash
White backlash
Introduction
White backlash, also known as white rage, is related to the politics of white grievance, and is the negative response of some white people to the racial progress of other ethnic groups in rights and economic opportunities, as well as their growing cultural parity, political self-determination, or dominance. As explored by George Yancy, it can also refer to some white Americans' particularly visceral negative reaction to the examination of their own white privilege. Typically involving deliberate racism and threats of violence, this type of backlash is considered more extreme than Robin DiAngelo's concept of white fragility, defensiveness or denial. It is typically discussed in the United States with regard to the advancement of African Americans in American society, but it has also been discussed in the context of other countries, including the United Kingdom and, in regard to apartheid, South Africa.
[]
[ "Introduction" ]
[ "Race-related controversies", "White nationalism in the United States", "White nationalism in South Africa", "White privilege", "Intersectionality", "Political sociology", "Right-wing populism in the United States", "New Right (United States)", "Sociological terminology", "Majority–minority relati...
projected-23573818-001
https://en.wikipedia.org/wiki/White%20backlash
White backlash
Sociology
White backlash, also known as white rage, is related to the politics of white grievance, and is the negative response of some white people to the racial progress of other ethnic groups in rights and economic opportunities, as well as their growing cultural parity, political self-determination, or dominance. As explored by George Yancy, it can also refer to some white Americans' particularly visceral negative reaction to the examination of their own white privilege. Typically involving deliberate racism and threats of violence, this type of backlash is considered more extreme than Robin DiAngelo's concept of white fragility, defensiveness or denial. It is typically discussed in the United States with regard to the advancement of African Americans in American society, but it has also been discussed in the context of other countries, including the United Kingdom and, in regard to apartheid, South Africa.
White anxiety regarding immigration and demographic change are commonly reported as major causes of white backlash. The political scientist Ashley Jardina has explored those societal changes as a cause for white backlash and suggested that "many whites in the United States are starting to feel like their place at the top of the pyramid is no longer guaranteed and that the United States no longer looks like a 'white nation' which is dominated by white Anglo-Saxon Protestant culture." In 2018, research at the University of California, Riverside, showed a perception of the "growth of the Latino population" made white Americans "feel the extant racial hierarchy is under attack, which in turn unleashed a white backlash." Similarly, a study from the European Journal of Social Psychology showed that informing "white British participants" that immigrant populations were rapidly rising "increases the likelihood they will support anti-immigrant political candidates." Kevin Drum stated that with "the nonwhite share of the population" in the United States increasing from 25% in 1990 to 40% in 2019, the demographic shift may have produced a "short-term white backlash in recent years."
[]
[ "Sociology" ]
[ "Race-related controversies", "White nationalism in the United States", "White nationalism in South Africa", "White privilege", "Intersectionality", "Political sociology", "Right-wing populism in the United States", "New Right (United States)", "Sociological terminology", "Majority–minority relati...
projected-23573818-003
https://en.wikipedia.org/wiki/White%20backlash
White backlash
United States
White backlash, also known as white rage, is related to the politics of white grievance, and is the negative response of some white people to the racial progress of other ethnic groups in rights and economic opportunities, as well as their growing cultural parity, political self-determination, or dominance. As explored by George Yancy, it can also refer to some white Americans' particularly visceral negative reaction to the examination of their own white privilege. Typically involving deliberate racism and threats of violence, this type of backlash is considered more extreme than Robin DiAngelo's concept of white fragility, defensiveness or denial. It is typically discussed in the United States with regard to the advancement of African Americans in American society, but it has also been discussed in the context of other countries, including the United Kingdom and, in regard to apartheid, South Africa.
One early example of a white backlash occurred when Hiram Rhodes Revels became the first African-American to be elected to the US Senate in 1870. The resulting backlash helped to derail Reconstruction, which had attempted to build an interracial democracy. Similarly, the 1898 White Declaration of Independence and the associated insurrection were reactions to the electoral successes of black politicians in Wilmington, North Carolina. Among the highest-profile examples of a white backlash in the United States was after the passage of the Civil Rights Act of 1964. Many Democrats in Congress, as well as President Lyndon B. Johnson himself, feared that such a backlash could develop in response to the legislation, and Martin Luther King Jr. popularized the "white backlash" phrase and concept to warn of that possibility. The backlash that they had warned about occurred and was based on the argument that whites' immigrant descendants did not receive the benefits that were given to African Americans in the Civil Rights Act. After signing the Civil Rights Act, Johnson grew concerned that the white backlash would cost him the 1964 general election later that year. Specifically, Johnson feared that his opponent, Barry Goldwater, would harness the backlash by highlighting the black riots that were engulfing the country. A significant white backlash also resulted from the election of Barack Obama as the first black US President in 2008. As a result, the term is often used to refer specifically to the backlash triggered by Obama's election, with many seeing the election of Donald Trump as president in 2016 as an example of "whitelash". The term is a portmanteau of "white" and "backlash" and was coined by the CNN contributor Van Jones to describe one of the reasons he thought let Trump win the election. The Stop the Steal movement and the 2021 storming of the United States Capitol, occurring in the wake of the 2020 US presidential election, have been interpreted as a reemergence of the Lost Cause idea and a manifestation of white backlash. The historian Joseph Ellis has suggested that many who ignore the role that race played in Donald Trump's 2016 presidential victory are following an example set by Lost Cause propagandists, who attributed the American Civil War to a clash over constitutional issues while downplaying the role of slavery.
[]
[ "Regions", "United States" ]
[ "Race-related controversies", "White nationalism in the United States", "White nationalism in South Africa", "White privilege", "Intersectionality", "Political sociology", "Right-wing populism in the United States", "New Right (United States)", "Sociological terminology", "Majority–minority relati...
projected-23573818-004
https://en.wikipedia.org/wiki/White%20backlash
White backlash
South Africa
White backlash, also known as white rage, is related to the politics of white grievance, and is the negative response of some white people to the racial progress of other ethnic groups in rights and economic opportunities, as well as their growing cultural parity, political self-determination, or dominance. As explored by George Yancy, it can also refer to some white Americans' particularly visceral negative reaction to the examination of their own white privilege. Typically involving deliberate racism and threats of violence, this type of backlash is considered more extreme than Robin DiAngelo's concept of white fragility, defensiveness or denial. It is typically discussed in the United States with regard to the advancement of African Americans in American society, but it has also been discussed in the context of other countries, including the United Kingdom and, in regard to apartheid, South Africa.
In 1975, it was reported that the government was being slow to approve desegregating communities out of fears of an Afrikaner backlash. In 1981, The New York Times reported that P. W. Botha's cabinet colleagues, "sensitive to the danger of a white backlash," was publicly listing statistics that proved it was spending far more money per capita on education for white children than for black children. In 1990, as apartheid was being phased out, Jeane Kirkpatrick wrote that President F. W. de Klerk "knows full well that several opinion polls show a strong white backlash against his policies." By the late 1990s, there were fears of a white Afrikaner backlash unless Nelson Mandela's ANC government permitted Orania, Northern Cape, to become an independent Volkstaat. By then, a former State President, P. W. Botha warned of an Afrikaner backlash to threats against the Afrikaans language. In 2017, John Campbell proposed that "perhaps inevitably, there is a white, especially Afrikaner, backlash" at the removal of Afrikaner or Dutch placenames or colonial statues and the Afrikaans language with English at "historically white universities."
[]
[ "Regions", "South Africa" ]
[ "Race-related controversies", "White nationalism in the United States", "White nationalism in South Africa", "White privilege", "Intersectionality", "Political sociology", "Right-wing populism in the United States", "New Right (United States)", "Sociological terminology", "Majority–minority relati...
projected-23573818-005
https://en.wikipedia.org/wiki/White%20backlash
White backlash
See also
White backlash, also known as white rage, is related to the politics of white grievance, and is the negative response of some white people to the racial progress of other ethnic groups in rights and economic opportunities, as well as their growing cultural parity, political self-determination, or dominance. As explored by George Yancy, it can also refer to some white Americans' particularly visceral negative reaction to the examination of their own white privilege. Typically involving deliberate racism and threats of violence, this type of backlash is considered more extreme than Robin DiAngelo's concept of white fragility, defensiveness or denial. It is typically discussed in the United States with regard to the advancement of African Americans in American society, but it has also been discussed in the context of other countries, including the United Kingdom and, in regard to apartheid, South Africa.
Affirmative action bake sale Angry white male Birtherism Culture war Dog-whistle politics Ethnocultural politics in the United States Flaggers (movement) Grievance politics Karen (slang) Obamagate Race-baiting Race card Reverse racism Right-wing populism in the United States Southern strategy Trumpism Racial views of Donald Trump Wedge issue White defensiveness White identity politics
[]
[ "See also" ]
[ "Race-related controversies", "White nationalism in the United States", "White nationalism in South Africa", "White privilege", "Intersectionality", "Political sociology", "Right-wing populism in the United States", "New Right (United States)", "Sociological terminology", "Majority–minority relati...
projected-23573818-006
https://en.wikipedia.org/wiki/White%20backlash
White backlash
References
White backlash, also known as white rage, is related to the politics of white grievance, and is the negative response of some white people to the racial progress of other ethnic groups in rights and economic opportunities, as well as their growing cultural parity, political self-determination, or dominance. As explored by George Yancy, it can also refer to some white Americans' particularly visceral negative reaction to the examination of their own white privilege. Typically involving deliberate racism and threats of violence, this type of backlash is considered more extreme than Robin DiAngelo's concept of white fragility, defensiveness or denial. It is typically discussed in the United States with regard to the advancement of African Americans in American society, but it has also been discussed in the context of other countries, including the United Kingdom and, in regard to apartheid, South Africa.
Notes Further reading Category:Race-related controversies Category:White nationalism in the United States Category:White nationalism in South Africa Category:White privilege Category:Intersectionality Category:Political sociology Category:Right-wing populism in the United States Category:New Right (United States) Category:Sociological terminology Category:Majority–minority relations Category:Criticism of multiculturalism Category:Cognitive inertia Category:Affirmative action in the United States Category:American political neologisms Category:Trump administration controversies Category:Opposition to affirmative action Category:Race-related controversies in the United States Category:2010s controversies Category:2020s controversies Category:Reactionary
[]
[ "References" ]
[ "Race-related controversies", "White nationalism in the United States", "White nationalism in South Africa", "White privilege", "Intersectionality", "Political sociology", "Right-wing populism in the United States", "New Right (United States)", "Sociological terminology", "Majority–minority relati...
projected-26720865-000
https://en.wikipedia.org/wiki/Limbo%20%28video%20game%29
Limbo (video game)
Introduction
Limbo is a puzzle-platform video game developed by independent studio Playdead and originally published by Microsoft Game Studios for the Xbox 360. The game was released in July 2010 on Xbox Live Arcade, and has since been ported by Playdead to several other systems, including the PlayStation 3, Linux and Microsoft Windows. Limbo is a 2D side-scroller, incorporating a physics system that governs environmental objects and the player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play "trial and death", and used gruesome imagery for the boy's deaths to steer the player from unworkable solutions. The game is presented in black-and-white tones, using lighting, film grain effects and minimal ambient sounds to create an eerie atmosphere often associated with the horror genre. Journalists praised the dark presentation, describing the work as comparable to film noir and German Expressionism. Based on its aesthetics, reviewers classified Limbo as an example of video games as an art form. Limbo received critical acclaim, but its minimal story polarised critics; some critics found the open-ended work to have deeper meaning that tied well with the game's mechanics, while others believed the lack of significant plot and abrupt ending detracted from the game. A common point of criticism from reviewers was that the high cost of the game relative to its short length might deter players from purchasing the title, but some reviews proposed that Limbo had an ideal length. The game has been listed among the greatest games of all time. Limbo was the third-highest selling game on the Xbox Live Arcade service in 2010, generating around $7.5 million in revenue. It won several awards from industry groups after its release, and was named as one of the top games for 2010 by several publications. Playdead's next title, Inside, was released in 2016, and revisited many of the same themes presented in Limbo.
[]
[ "Introduction" ]
[ "2010 video games", "Android (operating system) games", "Apple Design Awards recipients", "Art games", "Horror video games", "Indie video games", "IndieCade winners", "IOS games", "Linux games", "Microsoft games", "MacOS games", "Monochrome video games", "Nintendo Switch games", "PlayStati...
projected-26720865-001
https://en.wikipedia.org/wiki/Limbo%20%28video%20game%29
Limbo (video game)
Gameplay
Limbo is a puzzle-platform video game developed by independent studio Playdead and originally published by Microsoft Game Studios for the Xbox 360. The game was released in July 2010 on Xbox Live Arcade, and has since been ported by Playdead to several other systems, including the PlayStation 3, Linux and Microsoft Windows. Limbo is a 2D side-scroller, incorporating a physics system that governs environmental objects and the player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play "trial and death", and used gruesome imagery for the boy's deaths to steer the player from unworkable solutions. The game is presented in black-and-white tones, using lighting, film grain effects and minimal ambient sounds to create an eerie atmosphere often associated with the horror genre. Journalists praised the dark presentation, describing the work as comparable to film noir and German Expressionism. Based on its aesthetics, reviewers classified Limbo as an example of video games as an art form. Limbo received critical acclaim, but its minimal story polarised critics; some critics found the open-ended work to have deeper meaning that tied well with the game's mechanics, while others believed the lack of significant plot and abrupt ending detracted from the game. A common point of criticism from reviewers was that the high cost of the game relative to its short length might deter players from purchasing the title, but some reviews proposed that Limbo had an ideal length. The game has been listed among the greatest games of all time. Limbo was the third-highest selling game on the Xbox Live Arcade service in 2010, generating around $7.5 million in revenue. It won several awards from industry groups after its release, and was named as one of the top games for 2010 by several publications. Playdead's next title, Inside, was released in 2016, and revisited many of the same themes presented in Limbo.
The player controls the boy throughout the game. As is typical of most two-dimensional platform games, the boy can run left or right, jump, climb onto short ledges or up and down ladders and ropes, and push or pull objects. Limbo is presented through dark, greyscale graphics and with minimalist ambient sounds, creating an eerie, haunting environment. The dark visuals also serve to conceal numerous lethal surprises, including such environmental and physical hazards as deadly bear traps on the forest floor, or lethal monsters hiding in the shadows. Among the hazards are glowing worms, which attach themselves to the boy's head and force him to travel in only one direction until they are killed. The game's second half features mechanical puzzles and traps using machinery, electromagnets, and gravity. Many of these traps are not apparent until triggered, often killing the boy. The player is able to restart at the last encountered checkpoint, with no limits placed on how many times this can occur. Some traps can be avoided and used later in the game; one bear trap is used to clamp onto an animal's carcass, hung from the end of a rope, tearing the carcass off the rope and allowing the branch and rope to retract upwards and allow the boy to climb onto a ledge otherwise out of reach. As the player will likely encounter numerous deaths before they solve each puzzle and complete the game, the developers call Limbo a "trial and death" game. Some deaths are animated with images of the boy's dismemberment or beheading, although an optional gore filter on some platforms blacks out the screen instead of showing these deaths. Game achievements (optional in-game goals) include finding hidden insect eggs and completing the game with five or fewer deaths.
[ "LimboGame1.jpg" ]
[ "Gameplay" ]
[ "2010 video games", "Android (operating system) games", "Apple Design Awards recipients", "Art games", "Horror video games", "Indie video games", "IndieCade winners", "IOS games", "Linux games", "Microsoft games", "MacOS games", "Monochrome video games", "Nintendo Switch games", "PlayStati...
projected-26720865-002
https://en.wikipedia.org/wiki/Limbo%20%28video%20game%29
Limbo (video game)
Plot
Limbo is a puzzle-platform video game developed by independent studio Playdead and originally published by Microsoft Game Studios for the Xbox 360. The game was released in July 2010 on Xbox Live Arcade, and has since been ported by Playdead to several other systems, including the PlayStation 3, Linux and Microsoft Windows. Limbo is a 2D side-scroller, incorporating a physics system that governs environmental objects and the player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play "trial and death", and used gruesome imagery for the boy's deaths to steer the player from unworkable solutions. The game is presented in black-and-white tones, using lighting, film grain effects and minimal ambient sounds to create an eerie atmosphere often associated with the horror genre. Journalists praised the dark presentation, describing the work as comparable to film noir and German Expressionism. Based on its aesthetics, reviewers classified Limbo as an example of video games as an art form. Limbo received critical acclaim, but its minimal story polarised critics; some critics found the open-ended work to have deeper meaning that tied well with the game's mechanics, while others believed the lack of significant plot and abrupt ending detracted from the game. A common point of criticism from reviewers was that the high cost of the game relative to its short length might deter players from purchasing the title, but some reviews proposed that Limbo had an ideal length. The game has been listed among the greatest games of all time. Limbo was the third-highest selling game on the Xbox Live Arcade service in 2010, generating around $7.5 million in revenue. It won several awards from industry groups after its release, and was named as one of the top games for 2010 by several publications. Playdead's next title, Inside, was released in 2016, and revisited many of the same themes presented in Limbo.
The primary character in Limbo is a nameless boy, who awakens in the middle of a forest on the "edge of hell" (the game's title is taken from the Latin limbus, meaning "edge"), where he encounters a giant spider who tries to kill him. After using a trap to cut off the sharp points on half of the spider's legs, it retreats further into the forest, and the boy is allowed to pass. However, he is later caught in webs and spun into a cocoon. After breaking free from the threads that attached him to the roof, he is forced to hop, and eventually gets them off. Later, while seeking his missing sister, he encounters only a few human characters who either attack him, run away, or are dead/dying. At one point during his journey, he encounters a female character, who he thinks might be his sister, but is prevented from reaching her. The forest eventually gives way to a crumbling city environment. On completion of the final puzzle, the boy is thrown through a pane of glass and back into the forest. After he wakes up and recovers from the pain and shock, he walks a short distance until he again encounters a girl, who, upon his approach, stands up, startled. At this point, the screen cuts to black, abruptly ending the game.
[]
[ "Plot" ]
[ "2010 video games", "Android (operating system) games", "Apple Design Awards recipients", "Art games", "Horror video games", "Indie video games", "IndieCade winners", "IOS games", "Linux games", "Microsoft games", "MacOS games", "Monochrome video games", "Nintendo Switch games", "PlayStati...
projected-26720865-003
https://en.wikipedia.org/wiki/Limbo%20%28video%20game%29
Limbo (video game)
Development
Limbo is a puzzle-platform video game developed by independent studio Playdead and originally published by Microsoft Game Studios for the Xbox 360. The game was released in July 2010 on Xbox Live Arcade, and has since been ported by Playdead to several other systems, including the PlayStation 3, Linux and Microsoft Windows. Limbo is a 2D side-scroller, incorporating a physics system that governs environmental objects and the player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play "trial and death", and used gruesome imagery for the boy's deaths to steer the player from unworkable solutions. The game is presented in black-and-white tones, using lighting, film grain effects and minimal ambient sounds to create an eerie atmosphere often associated with the horror genre. Journalists praised the dark presentation, describing the work as comparable to film noir and German Expressionism. Based on its aesthetics, reviewers classified Limbo as an example of video games as an art form. Limbo received critical acclaim, but its minimal story polarised critics; some critics found the open-ended work to have deeper meaning that tied well with the game's mechanics, while others believed the lack of significant plot and abrupt ending detracted from the game. A common point of criticism from reviewers was that the high cost of the game relative to its short length might deter players from purchasing the title, but some reviews proposed that Limbo had an ideal length. The game has been listed among the greatest games of all time. Limbo was the third-highest selling game on the Xbox Live Arcade service in 2010, generating around $7.5 million in revenue. It won several awards from industry groups after its release, and was named as one of the top games for 2010 by several publications. Playdead's next title, Inside, was released in 2016, and revisited many of the same themes presented in Limbo.
According to Playdead co-founder Dino Patti and lead designer Jeppe Carlsen, Playdead's game director, Arnt Jensen, conceived Limbo around 2004. At that time, as a concept artist at IO Interactive, Jensen became dissatisfied with the increasingly corporate nature of the company. He had sketched a "mood image" of a "secret place" to get ideas, and the result, similar to the backgrounds of the final game, inspired Jensen to expand on it. Jensen initially tried on his own to program the game in Visual Basic around 2004, but found he needed more help and proceeded to create an art style trailer by 2006. He had only intended to use the trailer as a means to recruit a programmer to help him, but the video attracted substantial interest in the project from across the Internet, eventually leading him to meet with Patti, who was also dissatisfied with his job. Their collaboration led to the founding of Playdead. Although Patti helped in the first few months with programming, he realised that the project was much larger than the two of them could handle, and Patti developed the business around the game's expanded development. Initial development was funded personally by Jensen and Patti along with Danish government grants, including funding from the Nordic Game Program, while large investors were sought later in the development cycle. Jensen and Patti did not want to commit to major publishers, preferring to retain full creative control in developing the title. Jensen originally planned to release Limbo as a free Microsoft Windows title, but by this point, Jensen and Patti decided to make the game a retail title. Playdead chose to ignore outside advice from investors and critics during development, such as to add multiplayer play and adjustable difficulty levels, and to extend the game's length. According to Patti, Playdead felt these changes would break the integrity of Jensen's original vision. Patti also felt that the investors "tried to control the company with no usable knowledge or respect", citing that after Microsoft raised concerns about the death of the boy, "one of the investors suggested we make him appear older by giving him a moustache." Numerous iterations of the game took place during a -year development cycle, including changes Jensen had demanded to polish the title, some elements being added two months prior to the game's release. Patti stated that they "trashed 70%" of the content they had developed, due to it not fitting in well with the context of the game. The core development team size was about 8 developers, expanding to 16 at various stages with freelancers. Playdead developed the design tools for Limbo in Visual Studio; Patti commented they would likely seek third-party applications for their next project given the challenges in creating their own technology. Patti later revealed they had opted to use the Unity engine for their next project, citing the development of their custom engine for Limbo as a "double product, doing both engine and game", and that their Limbo engine is limited to monochromatic visuals.
[ "Limbo gdc awards 2011 cropped.jpg" ]
[ "Development" ]
[ "2010 video games", "Android (operating system) games", "Apple Design Awards recipients", "Art games", "Horror video games", "Indie video games", "IndieCade winners", "IOS games", "Linux games", "Microsoft games", "MacOS games", "Monochrome video games", "Nintendo Switch games", "PlayStati...
projected-26720865-004
https://en.wikipedia.org/wiki/Limbo%20%28video%20game%29
Limbo (video game)
Story, art and music direction
Limbo is a puzzle-platform video game developed by independent studio Playdead and originally published by Microsoft Game Studios for the Xbox 360. The game was released in July 2010 on Xbox Live Arcade, and has since been ported by Playdead to several other systems, including the PlayStation 3, Linux and Microsoft Windows. Limbo is a 2D side-scroller, incorporating a physics system that governs environmental objects and the player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play "trial and death", and used gruesome imagery for the boy's deaths to steer the player from unworkable solutions. The game is presented in black-and-white tones, using lighting, film grain effects and minimal ambient sounds to create an eerie atmosphere often associated with the horror genre. Journalists praised the dark presentation, describing the work as comparable to film noir and German Expressionism. Based on its aesthetics, reviewers classified Limbo as an example of video games as an art form. Limbo received critical acclaim, but its minimal story polarised critics; some critics found the open-ended work to have deeper meaning that tied well with the game's mechanics, while others believed the lack of significant plot and abrupt ending detracted from the game. A common point of criticism from reviewers was that the high cost of the game relative to its short length might deter players from purchasing the title, but some reviews proposed that Limbo had an ideal length. The game has been listed among the greatest games of all time. Limbo was the third-highest selling game on the Xbox Live Arcade service in 2010, generating around $7.5 million in revenue. It won several awards from industry groups after its release, and was named as one of the top games for 2010 by several publications. Playdead's next title, Inside, was released in 2016, and revisited many of the same themes presented in Limbo.
From the game's inception, Jensen set out three goals for the final Limbo product. The first goal was to create a specific mood and art style. Jensen wanted to create an aesthetic for the game without resorting to highly detailed three-dimensional models, and instead directed the art towards a minimalistic style to allow the development to focus its attention on the gameplay. Jensen's second goal was to only require two additional controls—jumping and grabbing—outside of the normal left-and-right movement controls, to keep the game easy to play. Finally, the finished game was to present no tutorial text to the player, requiring players to learn the game's mechanics on their own. The game was purposely developed to avoid revealing details of its content; the only tagline the company provided was, "Uncertain of his sister's fate, a boy enters Limbo." This was chosen so that players could interpret the game's meaning for themselves. Some aspects of Limbo bore out from Jensen's own past, such as the forest areas that were similar to forests around the farm where he grew up, and the spider coming from Jensen's arachnophobia. Jensen drew inspiration from film genres, including works of film noir, to set the art style of the game; the team's graphic artist, Morten Bramsen, is credited with recreating that art style. Much of the game's flow was storyboarded very early in development, such as the boy's encounters with spiders and mind-controlling worms, as well as the overall transition from a forest to a city, then to an abstract environment. As development progressed, some of the original ideas became too difficult for the small team to complete. The storyline also changed; originally, the spider sequences were to be present near the end of the game, but were later moved to the first part. In retrospect, Jensen was aware that the first half of the game contained more scripted events and encounters, while the second half of the game was lonelier and puzzle-heavy; Jensen attributed this to his lack of oversight during the latter stages of development. Jensen purposely left the game with an open ending though with a specific interpretation only he knew, though noted after the game's release that some players, posting in forum boards, had suggested resolutions that were "scary close" to his ideas. The game's audio was created by Martin Stig Andersen, a graduate from the Royal Academy of Music in Aarhus. Andersen's specialisation was in acousmatic music, non-traditional music created from generated sounds that have no apparent visual source. He was drawn to work with Jensen on the game after seeing the initial trailer, having been drawn in by the expressions of the boy character; Andersen compared the early visuals to his acousmatic music: "you have something recognizable and realistic, but at the same time it's abstract". Andersen sought to create acousmatic music exclusively incorporating the sound effects of the game's environments. Two examples he pointed to was the use of electricity noises while in the presence of a ruined neon "HOTEL" sign, and silencing the wind sound as the spider approached the boy in the forest. Andersen avoided the use of easily recognizable sounds, distorting them when needed as to allow players to interpret the sounds' meanings for themselves. Andersen constructed most of the game's sounds through a number of "grains" instead of longer sound loops, allowing him to adjust the playback to give better feedback to the player without sounding repetitious; one example he cites was the use of separate sounds for the boy's toe and heel when they make contact with the ground, giving a more realistic sound for movement. Many reviews for the game stated that there was no music in Limbo, but Andersen countered that his sound arrangements helped to evoke emotions; the acousmatic music was intended to leave room for interpretation by the player in the same manner as the game's art and story. Andersen noted that this helps with immersion within the game by making no attempt to control the emotional tone; "if [the players are] scared it will probably make them more scared when there's no music to take them by the hand and tell them how to feel". Due to fans' requests, Playdead released the game's soundtrack on iTunes Store on 11 July 2011.
[]
[ "Development", "Story, art and music direction" ]
[ "2010 video games", "Android (operating system) games", "Apple Design Awards recipients", "Art games", "Horror video games", "Indie video games", "IndieCade winners", "IOS games", "Linux games", "Microsoft games", "MacOS games", "Monochrome video games", "Nintendo Switch games", "PlayStati...
projected-26720865-005
https://en.wikipedia.org/wiki/Limbo%20%28video%20game%29
Limbo (video game)
Gameplay direction
Limbo is a puzzle-platform video game developed by independent studio Playdead and originally published by Microsoft Game Studios for the Xbox 360. The game was released in July 2010 on Xbox Live Arcade, and has since been ported by Playdead to several other systems, including the PlayStation 3, Linux and Microsoft Windows. Limbo is a 2D side-scroller, incorporating a physics system that governs environmental objects and the player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play "trial and death", and used gruesome imagery for the boy's deaths to steer the player from unworkable solutions. The game is presented in black-and-white tones, using lighting, film grain effects and minimal ambient sounds to create an eerie atmosphere often associated with the horror genre. Journalists praised the dark presentation, describing the work as comparable to film noir and German Expressionism. Based on its aesthetics, reviewers classified Limbo as an example of video games as an art form. Limbo received critical acclaim, but its minimal story polarised critics; some critics found the open-ended work to have deeper meaning that tied well with the game's mechanics, while others believed the lack of significant plot and abrupt ending detracted from the game. A common point of criticism from reviewers was that the high cost of the game relative to its short length might deter players from purchasing the title, but some reviews proposed that Limbo had an ideal length. The game has been listed among the greatest games of all time. Limbo was the third-highest selling game on the Xbox Live Arcade service in 2010, generating around $7.5 million in revenue. It won several awards from industry groups after its release, and was named as one of the top games for 2010 by several publications. Playdead's next title, Inside, was released in 2016, and revisited many of the same themes presented in Limbo.
The gameplay was the second element created for the game, following the graphics created by Jensen. The gameplay was created and refined using rudimentary graphic elements to establish the types of puzzles they wanted to have, but aware of how these elements would be presented to the player in the released version. Limbo was designed to avoid the pitfalls of major titles, where the same gameplay mechanic is used repeatedly. Carlsen, initially brought aboard as a programmer for the custom game engine, became the lead designer after Playdead found him to be capable at creating puzzles. Carlsen stated that the puzzles within Limbo were designed to "[keep] you guessing all the way through". Jensen also wanted to make the puzzles feel like a natural part of the environment, and to avoid the feeling that the player was simply moving from puzzle to puzzle through the course of the game. Carlsen identified examples of puzzles from other games that he wanted to avoid. He wanted to avoid simple puzzles that gave the player little satisfaction in its solution, such as a puzzle in Uncharted 2: Among Thieves that involved simply moving a sun-lit mirror to specific points in a room. In contrast, Carlsen wanted to avoid making the puzzle so complex with many separate parts that the player would resort to trial-and-error and eventually come out with the solution without thinking about why the solution worked; Carlsen used an example of a puzzle from the 2008 Prince of Persia game that had seven different mechanics that he never bothered to figure out himself. Carlsen designed Limbo puzzles to fall between these limits, demonstrating one puzzle that only has three elements: a switch panel, an electrified floor, and a chain; the goal—to use the chain to cross the electrified floor—is immediately obvious to the player, and then tasks the player to determine the right combination of moves and timing to complete it safely. They often had to strip away elements to make the puzzles more enjoyable and easier to figure out. The decision to provide little information to the player was an initial challenge in creating the game. From their initial pool of about 150 playtesters, several would have no idea of how to solve certain puzzles. To improve this, they created scenarios before troublesome spots that highlighted the appropriate actions; for example, when they found players did not think about pulling a boat onto shore to use as a platform to reach a higher ledge, they presented the player with a box-pulling puzzle earlier to demonstrate the pulling mechanics. The team developed the game's puzzles by first assuming the player was "their own worst enemy", and made puzzles as devious as possible, but then scaled back their difficulty or added visual and audible aids as if the player was a friend. One example given by Carlsen is a puzzle involving a spider early in the game; the solution requires pushing a bear trap to snare the spider's legs in it. Early designs of this puzzle had the bear trap on the same screen as the spider, and Playdead found playtesters focused too much on the trap. The developers altered the puzzle to put the trap in a tree in an earlier off-screen section when facing the spider; the spider's actions would eventually cause this trap to drop to the ground and become a weapon against the spider. Carlsen stated that this arrangement created a situation where the player felt helpless when initially presented with the deadly spider, but then assisted the player through an audible cue when the trap had dropped, enabling the player to discover the solution. One animator was dedicated full-time during three years of the game's development to work out the boy's animations, including animations that showed anticipation on the player's actions or events in the game, such as reaching out for a cart handle as the player moved the boy near it. Jensen felt this was important as the character was always at the center of the player's screen, and the most important element to watch. Playdead included gruesome death sequences to highlight incorrect solutions and discourage players from repeating their mistakes. While they expected players to run the boy into numerous deaths while trying solutions, Carlsen stated that their goal was to ensure death wasn't a penalty in the game, and made the death animations entertaining to keep the player interested. Carlsen noted several early puzzles were too complex for the game, but they would end up using a portion of these larger puzzles in the final release.
[ "Jeppe Carlsen - Game Developers Conference 2011 - Day 3.jpg" ]
[ "Development", "Gameplay direction" ]
[ "2010 video games", "Android (operating system) games", "Apple Design Awards recipients", "Art games", "Horror video games", "Indie video games", "IndieCade winners", "IOS games", "Linux games", "Microsoft games", "MacOS games", "Monochrome video games", "Nintendo Switch games", "PlayStati...
projected-26720865-006
https://en.wikipedia.org/wiki/Limbo%20%28video%20game%29
Limbo (video game)
Release history
Limbo is a puzzle-platform video game developed by independent studio Playdead and originally published by Microsoft Game Studios for the Xbox 360. The game was released in July 2010 on Xbox Live Arcade, and has since been ported by Playdead to several other systems, including the PlayStation 3, Linux and Microsoft Windows. Limbo is a 2D side-scroller, incorporating a physics system that governs environmental objects and the player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play "trial and death", and used gruesome imagery for the boy's deaths to steer the player from unworkable solutions. The game is presented in black-and-white tones, using lighting, film grain effects and minimal ambient sounds to create an eerie atmosphere often associated with the horror genre. Journalists praised the dark presentation, describing the work as comparable to film noir and German Expressionism. Based on its aesthetics, reviewers classified Limbo as an example of video games as an art form. Limbo received critical acclaim, but its minimal story polarised critics; some critics found the open-ended work to have deeper meaning that tied well with the game's mechanics, while others believed the lack of significant plot and abrupt ending detracted from the game. A common point of criticism from reviewers was that the high cost of the game relative to its short length might deter players from purchasing the title, but some reviews proposed that Limbo had an ideal length. The game has been listed among the greatest games of all time. Limbo was the third-highest selling game on the Xbox Live Arcade service in 2010, generating around $7.5 million in revenue. It won several awards from industry groups after its release, and was named as one of the top games for 2010 by several publications. Playdead's next title, Inside, was released in 2016, and revisited many of the same themes presented in Limbo.
Limbo was released on 21 July 2010 on the Xbox Live Arcade service, as the first title in the yearly "Summer of Arcade" promotion. Although the Entertainment Software Rating Board (ESRB) had listed entries for Limbo for the PlayStation 3 and Microsoft Windows platforms, Playdead confirmed that this was a mistake on ESRB's part, and that they had no plans for the game on these systems. Patti later clarified that they had planned on Windows and PlayStation 3 versions alongside the Xbox 360 version initially, but after reviewing their options, decided to go with Xbox 360 exclusivity, in part that "Microsoft provided us with an excellent opportunity, which included a lot of support for the title which in the end would mean a better visibility for Limbo". According to producer Mads Wibroe, part of their decision not to release for the Windows platform was to avoid issues with software piracy, something they could control on the Xbox 360. Patti stated that staying exclusive with the Xbox platform was an assurance that they would be able to recoup their investment in the game's development. Sony Computer Entertainment executive Pete Smith stated later that while they had tried to vie with Microsoft for exclusivity for Limbo, Playdead refused to relinquish its intellectual property to Sony as part of the deal. Patti affirmed that Limbo would not be released for another console, but that their next game, already in development as of October 2010, may see wider release. However, in June 2011, users found that a trailer for Limbo appeared on the Steam software service, which video game publications such as PC Gamer took as a preliminary sign that a Microsoft Windows version would be released. Similarly, a possible PlayStation 3 version was projected based on the title appearing on the Korea Media Rating Board in June 2011. On 30 June 2011, Playdead announced their ports of the game to the PlayStation 3 via the PlayStation Network, and to Microsoft Windows via Steam, later set for 19 July and 2 August 2011, respectively. Patti clarified that their change of mind from their earlier Xbox 360-exclusive approach was because "we want as many people to play our games as possible". The release was set for nearly a year after the original availability of the Xbox 360 version, after the expiration of the Xbox 360 exclusivity rights for the game. Both the PlayStation 3 and Windows versions of the game have additional secret content, according to Patti; it is unknown if this content will be added in a patch to the Xbox 360 version. Playdead has since published a Mac OS X version of the game through the Mac App Store in December 2011, fulfilling their promise to release the title before the end of 2011; though they had wanted to also release the Mac Steam version by then, this version was ultimately delayed to mid January 2012. A Linux version of the game, based on a Wine-encapsulated package prepared by CodeWeavers, premiered in the Humble Indie Bundle V charitable sales event in May 2012. A native port for Linux was later released on 19 June 2014, with porter Ryan C. Gordon bringing over the Wwise audio middleware that previously prevented a native port from being possible. The PlayStation Vita version of the game was developed by Playdead with assistance from the UK studio Double Eleven, and was released in June 2013. The Vita version does not use the handheld's touchpad features; Patti stated that they "didn't feel it would suit Limbo at all" and wanted to provide the "original experience" of the game to Vita players. The Vita version has Cross-play support with the PlayStation 3 version, allowing the user to buy the game once to play on either platform. The iOS version of the game was announced shortly before its release in July 2013, and was designed to optimize the game for use on the touchscreen devices. In April 2011, an Xbox 360 retail distribution of Limbo alongside other indie games Trials HD and 'Splosion Man was released. Playdead began selling a "Special Edition" physical copy of Limbo for Microsoft Windows and Mac OS X, which included art cards, the game's soundtrack, and anaglyph stereoscopic glasses that work with a special version of the game to simulate three dimensions. The title was later ported to the Xbox One console and released in December 2014, with early adopters of the console getting the title for free; Microsoft's Phil Spencer called the title a "must have played" game that affected their decision to give the game to the majority of early adopters. The Xbox 360 version was added to the Xbox One backwards compatibility lists in November 2016. A PlayStation 4 version of the game was released in February 2015. In September 2017, 505 Games published Limbo along with Playdead's following title, Inside, as dual-game retail package for Xbox One and PlayStation 4. A version of Limbo was released on the Nintendo Switch on June 28, 2018.
[]
[ "Release history" ]
[ "2010 video games", "Android (operating system) games", "Apple Design Awards recipients", "Art games", "Horror video games", "Indie video games", "IndieCade winners", "IOS games", "Linux games", "Microsoft games", "MacOS games", "Monochrome video games", "Nintendo Switch games", "PlayStati...
projected-26720865-007
https://en.wikipedia.org/wiki/Limbo%20%28video%20game%29
Limbo (video game)
Reception
Limbo is a puzzle-platform video game developed by independent studio Playdead and originally published by Microsoft Game Studios for the Xbox 360. The game was released in July 2010 on Xbox Live Arcade, and has since been ported by Playdead to several other systems, including the PlayStation 3, Linux and Microsoft Windows. Limbo is a 2D side-scroller, incorporating a physics system that governs environmental objects and the player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play "trial and death", and used gruesome imagery for the boy's deaths to steer the player from unworkable solutions. The game is presented in black-and-white tones, using lighting, film grain effects and minimal ambient sounds to create an eerie atmosphere often associated with the horror genre. Journalists praised the dark presentation, describing the work as comparable to film noir and German Expressionism. Based on its aesthetics, reviewers classified Limbo as an example of video games as an art form. Limbo received critical acclaim, but its minimal story polarised critics; some critics found the open-ended work to have deeper meaning that tied well with the game's mechanics, while others believed the lack of significant plot and abrupt ending detracted from the game. A common point of criticism from reviewers was that the high cost of the game relative to its short length might deter players from purchasing the title, but some reviews proposed that Limbo had an ideal length. The game has been listed among the greatest games of all time. Limbo was the third-highest selling game on the Xbox Live Arcade service in 2010, generating around $7.5 million in revenue. It won several awards from industry groups after its release, and was named as one of the top games for 2010 by several publications. Playdead's next title, Inside, was released in 2016, and revisited many of the same themes presented in Limbo.
Limbo initial release on the Xbox 360 has received acclaim from video game critics and journalists; the subsequent release of the game for the PlayStation 3 and Microsoft Windows platforms received similar praise, holding Metacritic aggregate scores of 90/100 and 88/100, respectively, compared to the 90/100 earned by the Xbox 360 version. Some journalists compared Limbo to previous minimalist platform games such as Another World, Flashback, Heart of Darkness, Oddworld: Abe's Oddysee, Ico, Portal and Braid. Reviews consistently noted Limbo short length for its higher selling price: two to five hours of gameplay for 15 euros or 15 U.S. dollars. Reviewers asserted this length-to-price ratio was the largest drawback for the game, and would be a deterrent for potential buyers. Some journalists contended that the length of the game was ideal; The Daily Telegraph Tom Hoggins considered the short game to have a "perfectly formed running time", while Daemon Hatfield of IGN commented that "it's better for a game to leave us wanting more than to overstay its welcome". Numerous independent game developers, in an organised "Size Doesn't Matter" effort, commented on the critical response to Limbo length-to-price ratio. The independent developers questioned the need to quantify that ratio, and noted that it only seems to be used as a factor in judging video games and not other forms of entertainment such as films. Limbo was generally praised for its puzzle design and the simplicity of its controls. Jake Gaskill of G4 TV was impressed by the complexity of the puzzles based on the two simple actions of jumping and grabbing onto objects, similar to LittleBigPlanet, with a variety of elements to assure "you're always facing something new and challenging" during the game. Game Informer Matt Miller commented that part of the success of Limbo is that "every one of these [puzzles] stands alone"; the game accomplishes this in Miller's opinion by varying the elements throughout the game, and preventing the player from getting too accustomed to similar solutions since "everything changes". GameSpy's Ryan Scott believed that the game empowered the player to work through solutions themselves, and its puzzle design, "with its elegant simplicity, offers up what feels like a world of meaningful possibilities". The frequency of death was not considered a distraction from the game; not only were the deaths seen as necessary as part of learning and overcoming each obstacle, but reviewers found the checkpoints where the player would restart to be plentiful throughout the game. Will Freeman of The Guardian praised the game but noted that beyond the "smoke and mirrors" of Limbo artwork, the game is "undermined by the title's lack of innovative gameplay", which he says has been seen in earlier platform games.
[]
[ "Reception" ]
[ "2010 video games", "Android (operating system) games", "Apple Design Awards recipients", "Art games", "Horror video games", "Indie video games", "IndieCade winners", "IOS games", "Linux games", "Microsoft games", "MacOS games", "Monochrome video games", "Nintendo Switch games", "PlayStati...
projected-26720865-008
https://en.wikipedia.org/wiki/Limbo%20%28video%20game%29
Limbo (video game)
Presentation
Limbo is a puzzle-platform video game developed by independent studio Playdead and originally published by Microsoft Game Studios for the Xbox 360. The game was released in July 2010 on Xbox Live Arcade, and has since been ported by Playdead to several other systems, including the PlayStation 3, Linux and Microsoft Windows. Limbo is a 2D side-scroller, incorporating a physics system that governs environmental objects and the player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play "trial and death", and used gruesome imagery for the boy's deaths to steer the player from unworkable solutions. The game is presented in black-and-white tones, using lighting, film grain effects and minimal ambient sounds to create an eerie atmosphere often associated with the horror genre. Journalists praised the dark presentation, describing the work as comparable to film noir and German Expressionism. Based on its aesthetics, reviewers classified Limbo as an example of video games as an art form. Limbo received critical acclaim, but its minimal story polarised critics; some critics found the open-ended work to have deeper meaning that tied well with the game's mechanics, while others believed the lack of significant plot and abrupt ending detracted from the game. A common point of criticism from reviewers was that the high cost of the game relative to its short length might deter players from purchasing the title, but some reviews proposed that Limbo had an ideal length. The game has been listed among the greatest games of all time. Limbo was the third-highest selling game on the Xbox Live Arcade service in 2010, generating around $7.5 million in revenue. It won several awards from industry groups after its release, and was named as one of the top games for 2010 by several publications. Playdead's next title, Inside, was released in 2016, and revisited many of the same themes presented in Limbo.
Limbo graphical and audio presentation were considered by reviewers as exceptional and powerful elements of the game. The monochrome approach, coupled with film grain filter, focusing techniques and lighting, were compared to both film noir and dreamlike tableaus of silent films, allowing the visual elements of the game to carry much of the story's weight. Cian Hassett of PALGN likened the effect to watching the game through an old-fashioned film projector that creates "one of the most unsettling and eerily beautiful environments" in video gaming. Garrett Martin of the Boston Herald compared the art style and game design decisions to German Expressionism with "dreamlike levels that twist and spin in unexpected angles". The art style itself was praised as minimalistic, and considered reminiscent of the art of Lotte Reiniger, Edward Gorey, Fritz Lang, and Tim Burton. The use of misdirection in the visuals was also praised, such as by using silhouettes to avoid revealing the true nature of the characters or shadows, or by showing human figures across a chasm who disappear once the player crossed the chasm. Reviewers found the sound effects within the game critical to the game's impact. Sam Machkovech, writing for The Atlantic, called the sound direction, "far more colorful and organic than the fuzzed-out looks would lead you to believe". Edge magazine's review noted that the few background noises "[do] little else than contribute towards Limbo’s tone", while the sound effects generated by moving the boy character "are given an eerie clarity without the presence of a conventional soundtrack to cover them". IGN's Hatfield concluded his review by stating, "Very few games are as original, atmospheric, and consistently brilliant as Limbo". Chad Sapeiha of The Globe and Mail summarised his opinion of the game's atmosphere as an "intensely scary, oddly beautiful, and immediately arresting aesthetic." Limbo is said to be the first game to attempt a mix of the horror fiction genre with platform games. The game has been considered an art game through its visual and audio elements.
[]
[ "Reception", "Presentation" ]
[ "2010 video games", "Android (operating system) games", "Apple Design Awards recipients", "Art games", "Horror video games", "Indie video games", "IndieCade winners", "IOS games", "Linux games", "Microsoft games", "MacOS games", "Monochrome video games", "Nintendo Switch games", "PlayStati...
projected-26720865-009
https://en.wikipedia.org/wiki/Limbo%20%28video%20game%29
Limbo (video game)
Plot
Limbo is a puzzle-platform video game developed by independent studio Playdead and originally published by Microsoft Game Studios for the Xbox 360. The game was released in July 2010 on Xbox Live Arcade, and has since been ported by Playdead to several other systems, including the PlayStation 3, Linux and Microsoft Windows. Limbo is a 2D side-scroller, incorporating a physics system that governs environmental objects and the player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play "trial and death", and used gruesome imagery for the boy's deaths to steer the player from unworkable solutions. The game is presented in black-and-white tones, using lighting, film grain effects and minimal ambient sounds to create an eerie atmosphere often associated with the horror genre. Journalists praised the dark presentation, describing the work as comparable to film noir and German Expressionism. Based on its aesthetics, reviewers classified Limbo as an example of video games as an art form. Limbo received critical acclaim, but its minimal story polarised critics; some critics found the open-ended work to have deeper meaning that tied well with the game's mechanics, while others believed the lack of significant plot and abrupt ending detracted from the game. A common point of criticism from reviewers was that the high cost of the game relative to its short length might deter players from purchasing the title, but some reviews proposed that Limbo had an ideal length. The game has been listed among the greatest games of all time. Limbo was the third-highest selling game on the Xbox Live Arcade service in 2010, generating around $7.5 million in revenue. It won several awards from industry groups after its release, and was named as one of the top games for 2010 by several publications. Playdead's next title, Inside, was released in 2016, and revisited many of the same themes presented in Limbo.
The game's story and its ending have been open to much interpretation; the ending was purposely left vague and unanswered by Playdead. It was compared to other open-ended books, films and video games, where the viewer is left to interpret what they have read or seen. Some reviews suggested that the game is a representation of the religious nature of Limbo or purgatory, as the boy character completes the journey only to end at the same place he started, repeating the same journey when the player starts a new game. Another interpretation suggested the game is the boy's journey through Hell to reach Heaven, or to find closure for his sister's death. Another theory considers that either the boy or his sister or both are dead. Some theories attempted to incorporate details from the game, such as the change in setting as the boy travels through the game suggesting the progression of man from child to adult to elder, or the similarities and differences between the final screen of the game where the boy meets a girl and the main menu where what could be human remains stand in their places. The absence of direct narrative, such as through cutscenes or in-game text, was a mixed point for reviewers. John Teti of Eurogamer considered the game's base story to be metaphorical for a "story of a search for companionship", and that the few encounters with human characters served as "emotional touchstones" that drove the story forward; ultimately, Teti stated that these elements make Limbo "a game that has very few humans, but a surplus of humanity". Hatfield praised the simplicity of the game's story, commenting that, "with no text, no dialogue, and no explanation, it manages to communicate circumstance and causality to the player more simply than most games". Both Teti and Hatfield noted that some of the story elements were weaker in the second half of the game, when there are almost no human characters with whom the player comes into contact, but that the game ends with an unexpected revelation. GameSpot's Tom McShae found no issues with the game posing questions on "death versus life and reality versus dream", but purposely providing no answers for them, allowing the player to contemplate these on their own. McShae also considered that the brief but gruesome death scenes for the boy helped to create an "emotional immediacy that is difficult to forget". The New York Daily News Stu Horvath noted that Limbo "turns its lack of obvious narrative into one of the most compelling riddles in videogames". Other reviews disliked the lack of story or its presentation within Limbo. Justin Haywald of 1UP.com was critical of the lacking narrative, feeling that the game failed to explain the purpose of the constructed traps or rationale for how the game's world worked, and that the final act left him "more confused than when [he] began". Haywald had contrasted Limbo to Braid, a similar platform game with minimalistic elements which communicates its metaphorical story to the player through in-game text. Roger Hargreaves of Metro stated that the game has "very little evidence that [Playdead] really knew where they were going with the game", citing the second half, when the player is traveling through a factory-type setting and where he felt the game became more like a typical two-dimensional platform game, and led to an anticlimactic ending; Hargreaves contrasted this to more gruesome elements of the first half, such as encountering corpses of children and having to use those as part of the puzzle-solving aspects.
[]
[ "Reception", "Plot" ]
[ "2010 video games", "Android (operating system) games", "Apple Design Awards recipients", "Art games", "Horror video games", "Indie video games", "IndieCade winners", "IOS games", "Linux games", "Microsoft games", "MacOS games", "Monochrome video games", "Nintendo Switch games", "PlayStati...
projected-26720865-010
https://en.wikipedia.org/wiki/Limbo%20%28video%20game%29
Limbo (video game)
Sales and accolades
Limbo is a puzzle-platform video game developed by independent studio Playdead and originally published by Microsoft Game Studios for the Xbox 360. The game was released in July 2010 on Xbox Live Arcade, and has since been ported by Playdead to several other systems, including the PlayStation 3, Linux and Microsoft Windows. Limbo is a 2D side-scroller, incorporating a physics system that governs environmental objects and the player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play "trial and death", and used gruesome imagery for the boy's deaths to steer the player from unworkable solutions. The game is presented in black-and-white tones, using lighting, film grain effects and minimal ambient sounds to create an eerie atmosphere often associated with the horror genre. Journalists praised the dark presentation, describing the work as comparable to film noir and German Expressionism. Based on its aesthetics, reviewers classified Limbo as an example of video games as an art form. Limbo received critical acclaim, but its minimal story polarised critics; some critics found the open-ended work to have deeper meaning that tied well with the game's mechanics, while others believed the lack of significant plot and abrupt ending detracted from the game. A common point of criticism from reviewers was that the high cost of the game relative to its short length might deter players from purchasing the title, but some reviews proposed that Limbo had an ideal length. The game has been listed among the greatest games of all time. Limbo was the third-highest selling game on the Xbox Live Arcade service in 2010, generating around $7.5 million in revenue. It won several awards from industry groups after its release, and was named as one of the top games for 2010 by several publications. Playdead's next title, Inside, was released in 2016, and revisited many of the same themes presented in Limbo.
Before its release, Limbo was awarded both the "Technical Excellence" and "Excellence in Visual Art" titles at the Independent Games Festival during the 2010 Game Developers Conference. At E3 2010—about a month before its release—Limbo won GameSpot's "Best Downloadable Game", and was nominated for several other "Best of Show" awards, including "Best Platformer" by IGN, "Most Original Game" by G4 TV, and "Best Puzzle Game" by GameSpot. The game was nominated as one of 32 finalists at the 2010 IndieCade festival for independent developers, ultimately winning the "Sound" award. Following its release, Limbo was named "Game of the Year", "Best Indie Game", and "Best Visual Art" at the 2010 European Milthon Awards during the Paris Game Show in September 2010. Game Informer named Limbo their Game of the Month for August 2010. Limbo was awarded the "Best Indie Game" at the 2010 Spike Video Game Awards. The game received the most nominations for the 11th Annual Game Developers Choice Awards, earning seven nominations including for the "Best Debut Game", "Innovation", and "Game of the Year" awards, and ultimately won for "Best Visual Art". The title won the "Adventure Game of the Year" and "Outstanding Achievement in Sound Design" Interactive Achievement Awards from the Academy of Interactive Arts & Sciences and was nominated for "Outstanding Achievement in Game Direction" and "Outstanding Innovation in Gaming". The Academy also named Limbo as the winner of the 2010 Indie Game Challenge award in the "Professional" category, along with a $100,000 prize. The game was selected as the 2010 Annie Award for Best Animated Video Game. Limbo was named as one of ten games for the publicly voted 2011 "Game of the Year" BAFTA Video Game Awards. In addition, the game was nominated for the committee-determined BAFTA awards for "Artistic Achievement", "Use of Audio", "Gameplay" and "Best Game". The inclusion of the independently developed Limbo among other larger commercially backed games such as Assassin's Creed: Brotherhood and Call of Duty: Black Ops for such "Best Game" awards is considered an indication that the video game industry has started to give more recognition to these smaller titles. Several publications, including Time, Wired and the Toronto Sun placed Limbo as one of the top ten video games of 2010. IGN named it the third best Xbox Live Arcade title of all time in two lists, published in 2010 and 2011, in both cases following Shadow Complex and Pac Man Championship Edition. The site also included the scene where the boy reach a neon hotel sign as one of 100 Unforgettable Video Game Moments. Limbo was spoofed by the comedy troupe Mega64 during the 2011 Game Developers Conference, and later by the CollegeHumor sister website, Dorkly. Within two weeks of its release on Xbox Live Arcade, Limbo gained more than 244,000 players to the global leaderboards—a rough measure of full sales of the game—which was considered an "incredibly impressive feat" compared to previous Xbox Live Arcade titles, according to GamerBytes' Ryan Langley. Within a month of its release, more than 300,000 copies of the game were sold. By the end of August 2010, the number of players on the global leaderboard grew to 371,000, exceeding the number of players of other Summer of Arcade games released in 2009, and approaching the number of lifetime players of Braid, released two years earlier. Langley, who had expected Limbo sales to fall "due to the lack of repeatable content and being a strictly single player experience", considered that these figures had "beaten everyone’s expectations". Phil Spencer, the Vice-President of Microsoft Game Studios, stated in September 2010 that Limbo was "our number one Summer of Arcade game by a long stretch", and further posed that Limbo represents a shift in the type of game that gamers want out of online on-demand game services; "it's becoming less about iconic [intellectual property] that people know and it's becoming more diverse". Limbo was the third-highest selling Xbox Live Arcade title in 2010, selling 527,000 and generating about $7.5 million in revenue. In March 2011, Microsoft listed Limbo as the 11th-highest selling game to date on Xbox Live. Playdead stated that more than two million users on the Xbox 360 service played through the demo within the year of the game's release. The developers announced that as of November 2011, they had sold over 1 million copies of the game across the Xbox 360, PlayStation 3, and Microsoft Windows platforms. By June 2013, just prior to the iOS release, Playdead announced that total sales of Limbo across all platforms exceeded 3 million. The PlayStation 3 version was the top selling third-party downloadable game on the PlayStation Network service in 2011. The PlayStation 3 version was also voted "Best Indie Game" in the 2012 PSN Gamers' Choice Awards. The Mac OS X version of Limbo was awarded with Apple's Design Award in 2012. Applications for grants from the Nordic Game Program, which had funded Limbo initial development, increased 50% in the second half of 2010, believed to be tied to the game's success. Playdead was able to buy itself back from its investors in August 2011 from the revenue made from sales of Limbo. Playdead's follow-up title, Inside, first released in June 2016, is visually and thematically similar to Limbo, and includes some elements that were cut from Limbo development.
[ "Dino Patti - Game Developers Conference 2010.jpg" ]
[ "Reception", "Sales and accolades" ]
[ "2010 video games", "Android (operating system) games", "Apple Design Awards recipients", "Art games", "Horror video games", "Indie video games", "IndieCade winners", "IOS games", "Linux games", "Microsoft games", "MacOS games", "Monochrome video games", "Nintendo Switch games", "PlayStati...
projected-23573826-000
https://en.wikipedia.org/wiki/SVOX
SVOX
Introduction
SVOX is an embedded speech technology company founded in 2000 and headquartered in Zurich, Switzerland. SVOX was acquired by Nuance Communications in 2011. The company's products included Automated Speech Recognition (ASR), Text-to-Speech (TTS) and Speech Dialog systems, with customers mostly being manufacturers and system integrators in automotive and mobile device industries.
[]
[ "Introduction" ]
[ "Software companies of Switzerland", "Private equity firms" ]
projected-23573826-001
https://en.wikipedia.org/wiki/SVOX
SVOX
History
SVOX is an embedded speech technology company founded in 2000 and headquartered in Zurich, Switzerland. SVOX was acquired by Nuance Communications in 2011. The company's products included Automated Speech Recognition (ASR), Text-to-Speech (TTS) and Speech Dialog systems, with customers mostly being manufacturers and system integrators in automotive and mobile device industries.
partners GmbH) invested into SVOX. Later, as the market for Personal Navigation Devices and smartphones developed, the company started to supply those markets as well. In 2008, SVOX released Pico, a small-footprint TTS system optimized for mobile phones. In parallel, SVOX has branched into Speech Recognition and Speech Dialog. As part of that process, the company acquired Professional Speech Processing Group of Siemens AG in early 2009. In 2009, SVOX made headlines with news that Google had chosen to include the company's Pico TTS solution into the 1.6 release of Android platform. In June 2011, Nuance Communications acquired SVOX.
[]
[ "History" ]
[ "Software companies of Switzerland", "Private equity firms" ]
projected-23573826-002
https://en.wikipedia.org/wiki/SVOX
SVOX
Products
SVOX is an embedded speech technology company founded in 2000 and headquartered in Zurich, Switzerland. SVOX was acquired by Nuance Communications in 2011. The company's products included Automated Speech Recognition (ASR), Text-to-Speech (TTS) and Speech Dialog systems, with customers mostly being manufacturers and system integrators in automotive and mobile device industries.
SVOX products include Automated Speech Recognition (ASR), Text-to-Speech (TTS) and Speech Dialog systems. Typical uses include: destination entry and voice directions in turn-by-turn navigation systems; voice dialing and caller ID announcement in mobile phones and in-car telematics systems; Point of Interest (POI) output and traffic information in navigation systems (PND and in-car). The company's speech products are especially popular with German carmakers such as Audi, Porsche, BMW, Daimler, and VW and are often found in premium cars.
[]
[ "Products" ]
[ "Software companies of Switzerland", "Private equity firms" ]
projected-23573826-003
https://en.wikipedia.org/wiki/SVOX
SVOX
See also
SVOX is an embedded speech technology company founded in 2000 and headquartered in Zurich, Switzerland. SVOX was acquired by Nuance Communications in 2011. The company's products included Automated Speech Recognition (ASR), Text-to-Speech (TTS) and Speech Dialog systems, with customers mostly being manufacturers and system integrators in automotive and mobile device industries.
Comparison of speech synthesizers
[]
[ "See also" ]
[ "Software companies of Switzerland", "Private equity firms" ]
projected-23573834-000
https://en.wikipedia.org/wiki/Merir
Merir
Introduction
Merir or Melieli is a small outlying island of the Palau group, in the western Pacific Ocean. The island measures 0.90 km2 and is uninhabited. There is an abandoned village in the north-west of the island which previously hosted a radio station. It is very long and narrow, stretching approximately 2.4 kilometers from north to south, but only approximately 667 meters at its widest. The island itself is covered with trees but it is surrounded by a beach around which is a lagoon. Outside this, the whole is surrounded by a coral reef and the open ocean. Together with the islands of Sonsorol and Fanna, which are 110 km to the north-west, and the island of Pulo Anna 50 km away, Merir forms the state of Sonsorol in the republic of Palau. The first recorded sighting of Merir by the Europeans was by the Spanish missionary expedition commanded by Sargento Mayor Francisco Padilla on board of the patache Santísima Trinidad in November 1710.
[]
[ "Introduction" ]
[ "Islands of Palau", "Sonsorol" ]
projected-06900669-000
https://en.wikipedia.org/wiki/Narjis
Narjis
Introduction
Narjis () is believed by the Twelvers to have been the mother of their Hidden Imam, Muhammad al-Mahdi. His birth is said to have been providentially concealed by his father, Hasan al-Askari, out of fear of Abbasid persecution as they sought to eliminate an expected child of the eleventh Imam, whom persistent rumors described as a savior. After the death of his father in 260 AH (873-874 CE), al-Mahdi is believed by the Twelvers to have entered a state of occultation which continues until his rise in the end of time to establish peace and justice on earth. The origin of Narjis is recorded as the Byzantine empire or Nubia and her tomb is believed to be located in the al-Askari shrine in Samarra, Iraq.
[]
[ "Introduction" ]
[ "9th-century Byzantine women", "9th-century Byzantine people", "Shia Muslims", "Twelvers", "Wives of Shiite Imams", "Mahdism" ]
projected-06900669-001
https://en.wikipedia.org/wiki/Narjis
Narjis
Historical background
Narjis () is believed by the Twelvers to have been the mother of their Hidden Imam, Muhammad al-Mahdi. His birth is said to have been providentially concealed by his father, Hasan al-Askari, out of fear of Abbasid persecution as they sought to eliminate an expected child of the eleventh Imam, whom persistent rumors described as a savior. After the death of his father in 260 AH (873-874 CE), al-Mahdi is believed by the Twelvers to have entered a state of occultation which continues until his rise in the end of time to establish peace and justice on earth. The origin of Narjis is recorded as the Byzantine empire or Nubia and her tomb is believed to be located in the al-Askari shrine in Samarra, Iraq.
Until their deaths, the tenth and eleventh Shia Imams (Ali al-Hadi and Hasan al-Askari, respectively) were held under close surveillance in the garrison town of Samarra by the Abbasids, who are often responsible in Shia sources for poisoning the two Imams. Contemporary to the tenth Imam, the Abbasid al-Mutawakkil heavily persecuted the Shia, partly due to a renewed Zaydi opposition. The restrictive policies of al-Mutawakkil towards the tenth Imam were later adopted by his son, al-Mu'tamid, who is reported to have kept the eleventh Imam under house arrest without any visitors. Instead, al-Askari is known to have mainly communicated with his followers through a network of representatives. Among them was Uthman ibn Sa'id, who is said to have disguised himself as a seller of cooking fat to avoid the Abbasid agents, hence his nickname al-Samman. Tabatabai suggests that these restrictions were placed on al-Askari because the caliphate had come to know about traditions among the Shia elite, predicting that the eleventh Imam would father the eschatological Mahdi.
[]
[ "Historical background" ]
[ "9th-century Byzantine women", "9th-century Byzantine people", "Shia Muslims", "Twelvers", "Wives of Shiite Imams", "Mahdism" ]
projected-06900669-002
https://en.wikipedia.org/wiki/Narjis
Narjis
Death of al-Askari
Narjis () is believed by the Twelvers to have been the mother of their Hidden Imam, Muhammad al-Mahdi. His birth is said to have been providentially concealed by his father, Hasan al-Askari, out of fear of Abbasid persecution as they sought to eliminate an expected child of the eleventh Imam, whom persistent rumors described as a savior. After the death of his father in 260 AH (873-874 CE), al-Mahdi is believed by the Twelvers to have entered a state of occultation which continues until his rise in the end of time to establish peace and justice on earth. The origin of Narjis is recorded as the Byzantine empire or Nubia and her tomb is believed to be located in the al-Askari shrine in Samarra, Iraq.
Al-Askari died in 260 (873-874) without an obvious heir. Immediately after the death of the eleventh Imam, his main representative, Uthman ibn Sa'id, claimed that the Imam had an infant son, named Muhammad, who was kept hidden from the public out of fear of Abbasid persecution, as they sought to eliminate an expected child of al-Askari, whom persistent rumors described as a savior. Uthman also claimed that he had been appointed to represent Muhammad, who is more commonly known as Muhammad al-Mahdi (). Being the closest associate of al-Askari, Uthman's assertions were largely accepted by other representatives of al-Askari. Those who accepted the imamate of this Muhammad later formed the Twelvers. The other sects created over the succession of al-Askari disappeared within a hundred years.
[]
[ "Historical background", "Death of al-Askari" ]
[ "9th-century Byzantine women", "9th-century Byzantine people", "Shia Muslims", "Twelvers", "Wives of Shiite Imams", "Mahdism" ]
projected-06900669-003
https://en.wikipedia.org/wiki/Narjis
Narjis
Occultation
Narjis () is believed by the Twelvers to have been the mother of their Hidden Imam, Muhammad al-Mahdi. His birth is said to have been providentially concealed by his father, Hasan al-Askari, out of fear of Abbasid persecution as they sought to eliminate an expected child of the eleventh Imam, whom persistent rumors described as a savior. After the death of his father in 260 AH (873-874 CE), al-Mahdi is believed by the Twelvers to have entered a state of occultation which continues until his rise in the end of time to establish peace and justice on earth. The origin of Narjis is recorded as the Byzantine empire or Nubia and her tomb is believed to be located in the al-Askari shrine in Samarra, Iraq.
Thus began a period of about seventy years, later termed the Minor Occultation (, 260-329 AH, 874–941 CE), during which it is believed that four successive agents represented Muhammad al-Mahdi, the Hidden Imam. The fourth agent, al-Samarri, is said to have received a letter from Muhammad al-Mahdi shortly before his death in 941 CE. The letter predicted the death of al-Samarri in six days and announced the beginning of the complete occultation, later called the Major Occultation, which continues to this day. The letter, ascribed to Muhammad al-Mahdi, added that the complete occultation would continue until God granted him permission to manifest himself again in a time when the earth would be filled with tyranny.
[]
[ "Historical background", "Occultation" ]
[ "9th-century Byzantine women", "9th-century Byzantine people", "Shia Muslims", "Twelvers", "Wives of Shiite Imams", "Mahdism" ]
projected-06900669-004
https://en.wikipedia.org/wiki/Narjis
Narjis
Name
Narjis () is believed by the Twelvers to have been the mother of their Hidden Imam, Muhammad al-Mahdi. His birth is said to have been providentially concealed by his father, Hasan al-Askari, out of fear of Abbasid persecution as they sought to eliminate an expected child of the eleventh Imam, whom persistent rumors described as a savior. After the death of his father in 260 AH (873-874 CE), al-Mahdi is believed by the Twelvers to have entered a state of occultation which continues until his rise in the end of time to establish peace and justice on earth. The origin of Narjis is recorded as the Byzantine empire or Nubia and her tomb is believed to be located in the al-Askari shrine in Samarra, Iraq.
Muhammad al-Mahdi is said to have been born to Narjis, though some sources give her name differently as Sawsan, Rayhana, Sayqal, and Maryam. The first three are names of flowers. As a slave, those names were likely given to her by her owner, Hakima Khatun, in keeping with the practice of the day, while Sayqal might have been her real name.
[]
[ "Name" ]
[ "9th-century Byzantine women", "9th-century Byzantine people", "Shia Muslims", "Twelvers", "Wives of Shiite Imams", "Mahdism" ]
projected-06900669-005
https://en.wikipedia.org/wiki/Narjis
Narjis
Origin
Narjis () is believed by the Twelvers to have been the mother of their Hidden Imam, Muhammad al-Mahdi. His birth is said to have been providentially concealed by his father, Hasan al-Askari, out of fear of Abbasid persecution as they sought to eliminate an expected child of the eleventh Imam, whom persistent rumors described as a savior. After the death of his father in 260 AH (873-874 CE), al-Mahdi is believed by the Twelvers to have entered a state of occultation which continues until his rise in the end of time to establish peace and justice on earth. The origin of Narjis is recorded as the Byzantine empire or Nubia and her tomb is believed to be located in the al-Askari shrine in Samarra, Iraq.
The origin of Narjis is recorded by some sources as the Byzantine empire or Nubia. The earliest account about her origin is given by Ibn Babawayh (), based on a chain of authority leading to Bishr ibn Sulayman al-Nakhkhas. According to this account, Narjis was a slave, bought providentially by an agent of al-Hadi, who had recognized by clairvoyance in her the future mother of al-Mahdi. This and the detailed accounts of Majlesi and Tusi describe Narjis as a captured grand-daughter of the Byzantine emperor and a pious woman who learned about her future union with al-Askari in a dream. These accounts have been described as hagiographic. Possibly the correct account is the one given by al-Mufid (), who writes that Narjis was a slave, born and raised in the house of Hakima Khatun, daughter of al-Jawad (the ninth Imam) and paternal aunt of al-Askari. Narjis was given in marriage to al-Askari by his father, al-Hadi, when the former was about twenty-two years old.
[]
[ "Origin" ]
[ "9th-century Byzantine women", "9th-century Byzantine people", "Shia Muslims", "Twelvers", "Wives of Shiite Imams", "Mahdism" ]
projected-06900669-006
https://en.wikipedia.org/wiki/Narjis
Narjis
Birth of Muhammad al-Mahdi
Narjis () is believed by the Twelvers to have been the mother of their Hidden Imam, Muhammad al-Mahdi. His birth is said to have been providentially concealed by his father, Hasan al-Askari, out of fear of Abbasid persecution as they sought to eliminate an expected child of the eleventh Imam, whom persistent rumors described as a savior. After the death of his father in 260 AH (873-874 CE), al-Mahdi is believed by the Twelvers to have entered a state of occultation which continues until his rise in the end of time to establish peace and justice on earth. The origin of Narjis is recorded as the Byzantine empire or Nubia and her tomb is believed to be located in the al-Askari shrine in Samarra, Iraq.
Twelver sources report that the son of al-Askari was born to his wife, Narjis, around 255 (868). He was named Abu al-Qasim Muhammad, the same name and as the Islamic prophet, though he is more commonly known as Muhammad al-Mahdi. His birthdate is given differently, but most sources seem to agree on 15 Sha'ban, which is celebrated by the Shia for this occasion. The differences in these accounts have been attributed to al-Askari's attempts to hide the birth of his son from the Abbasids. The birth of al-Mahdi is often compared in Twelver sources to the birth of Moses in the Quran, who was miraculously saved from the pharaoh. As a child Imam, al-Mahdi is also often compared in Twelver sources to Jesus, since both are viewed as the proof of God () and both spoke with the authority of an adult while still a child. The earliest account of his birth is given by Ibn Babawayh on the authority of Hakima Khatun, a close relative who was held in high esteem by the tenth and eleventh Imams. The account describes that the pregnancy of Narjis miraculously had no physical signs, similar to Moses' mother, and that Hakima Khatun was brought in as midwife only when the birth was due. While this and similar accounts are hagiographic in nature, they seem to suggest that the pregnancy of Narjis and birth of his son were deliberately concealed. The Twelver accounts add that, except for a few trusted associates, the existence of al-Mahdi was kept secret since the Abbasids sought to eliminate the son of al-Askari, whom persistent rumors described as a savior. Hussain writes that the infant must have been sent to Medina, where al-Askari's mother lived. It is also known that al-Askari left his estate to his mother, Hadith. Amir-Moezzi and Hussain suggest that this was another tactic by al-Askari to hide the birth of his son: in Shia jurisprudence (), under certain conditions, the mother is the sole inheritor if the deceased is childless.
[]
[ "Birth of Muhammad al-Mahdi" ]
[ "9th-century Byzantine women", "9th-century Byzantine people", "Shia Muslims", "Twelvers", "Wives of Shiite Imams", "Mahdism" ]
projected-06900669-007
https://en.wikipedia.org/wiki/Narjis
Narjis
After the death of al-Askari
Narjis () is believed by the Twelvers to have been the mother of their Hidden Imam, Muhammad al-Mahdi. His birth is said to have been providentially concealed by his father, Hasan al-Askari, out of fear of Abbasid persecution as they sought to eliminate an expected child of the eleventh Imam, whom persistent rumors described as a savior. After the death of his father in 260 AH (873-874 CE), al-Mahdi is believed by the Twelvers to have entered a state of occultation which continues until his rise in the end of time to establish peace and justice on earth. The origin of Narjis is recorded as the Byzantine empire or Nubia and her tomb is believed to be located in the al-Askari shrine in Samarra, Iraq.
The death of al-Askari in 260 (873-874) followed a brief illness, during which the Abbasid al-Mu'tamid sent his doctors and servants to attend the Imam. Considering that al-Askari did not have an obvious heir, some have suggested that the caliph intended to closely monitor al-Askari from within his residence. After the death of al-Askari, there are reports that his residence was searched and the women were examined for pregnancy, possibly in the hope of finding his heir. A female servant of al-Askari was held for a while, perhaps due to false rumors of her pregnancy designed to distract the Abbasids in their search. After the death of al-Askari, Narjis claimed to be pregnant to stop the officers from searching for the newborn, according to Sachedina. She was subsequently held in al-Mu'tamid's palace for observation. Her escape from the palace placed her at the center of disputes between Uthman and his son, on one side, and a brother of al-Askari, on the other side. Before his death, al-Askari left his estate to his mother, Hadith, to the exclusion of his brother, Ja'far, who had earlier unsuccessfully laid claim to the imamate after the death of their father, al-Hadi. Ja'far repeated his claims to the imamate after the death of al-Askari, which found a following this time in the form of the now-extinct Ja'fariyya and Fathiyya sects. Ja'far also contested al-Askari's will and raised the case with the authorities. Al-Askari was apparently childless, and Hadith was thus regarded as the sole inheritor in Shia law. The caliph, however, ruled the inheritance to be divided between Hadith and Ja'far. When Narjis escaped from al-Mu'tamid's palace, the tensions between the two groups heightened to the point that Narjis was given protection by a member of the powerful Shia family Nawbakhti.
[]
[ "After the death of al-Askari" ]
[ "9th-century Byzantine women", "9th-century Byzantine people", "Shia Muslims", "Twelvers", "Wives of Shiite Imams", "Mahdism" ]
projected-06900669-008
https://en.wikipedia.org/wiki/Narjis
Narjis
Tomb
Narjis () is believed by the Twelvers to have been the mother of their Hidden Imam, Muhammad al-Mahdi. His birth is said to have been providentially concealed by his father, Hasan al-Askari, out of fear of Abbasid persecution as they sought to eliminate an expected child of the eleventh Imam, whom persistent rumors described as a savior. After the death of his father in 260 AH (873-874 CE), al-Mahdi is believed by the Twelvers to have entered a state of occultation which continues until his rise in the end of time to establish peace and justice on earth. The origin of Narjis is recorded as the Byzantine empire or Nubia and her tomb is believed to be located in the al-Askari shrine in Samarra, Iraq.
The tomb of Narjis is located in the al-Askari shrine in Samarra, Iraq. The shrine also houses the tombs of Hasan al-Askari, Ali al-Hadi, and Hakima Khatun. As an important destination for Shia pilgrimage, the shrine was bombed in February 2006 and badly damaged. Another attack was executed on 13 June 2007, which led to the destruction of the two minarets of the shrine. Authorities in Iraq hold al-Qaeda responsible for this attack. A nearby shrine is said to mark the place where the occultation took place, under which there is a cellar () that hides a well (Bi'r al-Ghayba, ). Into this well, al-Mahdi is said to have disappeared.
[ "Al-Askari Mosque 2013.jpg" ]
[ "Tomb" ]
[ "9th-century Byzantine women", "9th-century Byzantine people", "Shia Muslims", "Twelvers", "Wives of Shiite Imams", "Mahdism" ]
projected-06900669-009
https://en.wikipedia.org/wiki/Narjis
Narjis
In popular culture
Narjis () is believed by the Twelvers to have been the mother of their Hidden Imam, Muhammad al-Mahdi. His birth is said to have been providentially concealed by his father, Hasan al-Askari, out of fear of Abbasid persecution as they sought to eliminate an expected child of the eleventh Imam, whom persistent rumors described as a savior. After the death of his father in 260 AH (873-874 CE), al-Mahdi is believed by the Twelvers to have entered a state of occultation which continues until his rise in the end of time to establish peace and justice on earth. The origin of Narjis is recorded as the Byzantine empire or Nubia and her tomb is believed to be located in the al-Askari shrine in Samarra, Iraq.
Princess of Rome, directed by Hadi Mohamadian, is an animated movie about Narjis, the mother of Muhammad al-Mahdi. Princess of Rome was screened at the thirty-third Fajr International Film Festival in February 2015 in Tehran and received positive reviews.
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[ "In popular culture" ]
[ "9th-century Byzantine women", "9th-century Byzantine people", "Shia Muslims", "Twelvers", "Wives of Shiite Imams", "Mahdism" ]
projected-06900669-010
https://en.wikipedia.org/wiki/Narjis
Narjis
See also
Narjis () is believed by the Twelvers to have been the mother of their Hidden Imam, Muhammad al-Mahdi. His birth is said to have been providentially concealed by his father, Hasan al-Askari, out of fear of Abbasid persecution as they sought to eliminate an expected child of the eleventh Imam, whom persistent rumors described as a savior. After the death of his father in 260 AH (873-874 CE), al-Mahdi is believed by the Twelvers to have entered a state of occultation which continues until his rise in the end of time to establish peace and justice on earth. The origin of Narjis is recorded as the Byzantine empire or Nubia and her tomb is believed to be located in the al-Askari shrine in Samarra, Iraq.
Ahl al-Bayt The Twelve Imams The Fourteen Infallibles
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[ "See also" ]
[ "9th-century Byzantine women", "9th-century Byzantine people", "Shia Muslims", "Twelvers", "Wives of Shiite Imams", "Mahdism" ]
projected-06900669-012
https://en.wikipedia.org/wiki/Narjis
Narjis
Sources
Narjis () is believed by the Twelvers to have been the mother of their Hidden Imam, Muhammad al-Mahdi. His birth is said to have been providentially concealed by his father, Hasan al-Askari, out of fear of Abbasid persecution as they sought to eliminate an expected child of the eleventh Imam, whom persistent rumors described as a savior. After the death of his father in 260 AH (873-874 CE), al-Mahdi is believed by the Twelvers to have entered a state of occultation which continues until his rise in the end of time to establish peace and justice on earth. The origin of Narjis is recorded as the Byzantine empire or Nubia and her tomb is believed to be located in the al-Askari shrine in Samarra, Iraq.
Category:9th-century Byzantine women Category:9th-century Byzantine people Category:Shia Muslims Category:Twelvers Category:Wives of Shiite Imams Category:Mahdism
[]
[ "Sources" ]
[ "9th-century Byzantine women", "9th-century Byzantine people", "Shia Muslims", "Twelvers", "Wives of Shiite Imams", "Mahdism" ]
projected-23573838-000
https://en.wikipedia.org/wiki/Heaven%27s%20Will%20%28manga%29
Heaven's Will (manga)
Introduction
is a shōjo manga series written by Satoru Takamiya. The manga was serialized in Japan in the manga magazine ChuChu from January 2006 to April 2006. Heaven's Will is published in English by VIZ Media.
[]
[ "Introduction" ]
[ "2006 manga", "Shōjo manga", "Supernatural anime and manga", "Viz Media manga", "Shogakukan manga" ]
projected-23573838-001
https://en.wikipedia.org/wiki/Heaven%27s%20Will%20%28manga%29
Heaven's Will (manga)
Plot
is a shōjo manga series written by Satoru Takamiya. The manga was serialized in Japan in the manga magazine ChuChu from January 2006 to April 2006. Heaven's Will is published in English by VIZ Media.
Mikuzu Sudou has a very special talent—she can see ghosts. And because of this predisposition she's become a magnet for all sorts of unwelcome monsters. Luckily for her she's just met Seto, a friendly cross dressing young exorcist. Mikuzu needs protection from all the creepy phantoms bugging her, and Seto needs to practice his exorcism skills. Consequently, the pair decides to team up and help each other. In return, Mikuzu promises to bake a cake every time a monster gets zapped!
[]
[ "Plot" ]
[ "2006 manga", "Shōjo manga", "Supernatural anime and manga", "Viz Media manga", "Shogakukan manga" ]
projected-23573838-002
https://en.wikipedia.org/wiki/Heaven%27s%20Will%20%28manga%29
Heaven's Will (manga)
Characters
is a shōjo manga series written by Satoru Takamiya. The manga was serialized in Japan in the manga magazine ChuChu from January 2006 to April 2006. Heaven's Will is published in English by VIZ Media.
These are the three main characters of Heaven's Will. Mikuzu Sudou is a young girl with the power to see ghosts and spirits known as "Oni". She is very afraid of both these spirits and of men. When she meets Seto, he promises to protect her from the spirits for a large fee. Mikuzu, being very poor, compromises with Seto and instead bakes him a cake every day instead. Seto refers to her as a "Kenki", one who can see oni. Mikuzu is also the only one who meets Seto's younger sister, "Seto", which results in Seto possibly starting to hate her. She has a terrible impression of Kagari and once treated him like a dog. She does whatever she can to make sure Seto doesn't get money to keep him from getting a sex change and giving his body to his little sister. Seto Ashiya (whose real name is unknown) is a cross dressing, cake loving exorcist boy. He protects Mikuzu from Oni by exorcising them with his fan. It is revealed that Seto had a little twin sister who died years ago while protecting him from an Oni. It is also revealed that "Seto" is not his real name, but in reality his little sister's. His goal is to get enough money to get a sex change so that he can bring his sister's soul out of the fan and into his body, killing him, much to Mikuzu's dismay. Seto helps Mikuzu get over her fear of men little by little as he is a boy who looks like a girl. His companion is a vampire who can turn into a wolf, named Kagari. He has a very bright personality and loves food. Kagari is a handsome vampire who can turn into a black wolf. He is taken care of by his companion Seto Ashiya, who gives Kagari his blood to eat. Kagari refused to live with humans because they die first, until he met Seto, who promised that before he died, he would exorcize him. Kagari disapproves of Seto's plan to give his body to Seto's little sister, but doesn't object to it. He can play the piano but doesn't say who it was that taught him, claiming "he's dead now." He acts cold towards Mikuzu, only showing her a true smile at the end of the book. He claims that even though he doesn't like Mikuzu, he doesn't mind being around her. He only allows Seto to treat him like a dog and use him as he wills.
[]
[ "Characters" ]
[ "2006 manga", "Shōjo manga", "Supernatural anime and manga", "Viz Media manga", "Shogakukan manga" ]
projected-23573839-000
https://en.wikipedia.org/wiki/Thrixspermum%20calceolus
Thrixspermum calceolus
Introduction
Thrixspermum calceolus, commonly called the small shoe-carrying thrixspermum, is a species of orchid native to Thailand, Vietnam, Borneo, Malaysia and Sumatra. They can be found as epiphytes or lithophytes in lower evergreen and semideciduous montane forests. The orchids are climbing or creeping with their roots found along the length stems. White flowers with fragrant can be found in summer. There are often 2 to 3 flowers per node.
[]
[ "Introduction" ]
[ "Thrixspermum", "Orchids of Asia" ]
projected-23573839-001
https://en.wikipedia.org/wiki/Thrixspermum%20calceolus
Thrixspermum calceolus
References
Thrixspermum calceolus, commonly called the small shoe-carrying thrixspermum, is a species of orchid native to Thailand, Vietnam, Borneo, Malaysia and Sumatra. They can be found as epiphytes or lithophytes in lower evergreen and semideciduous montane forests. The orchids are climbing or creeping with their roots found along the length stems. White flowers with fragrant can be found in summer. There are often 2 to 3 flowers per node.
calceolus Category:Orchids of Asia
[]
[ "References" ]
[ "Thrixspermum", "Orchids of Asia" ]
projected-23573842-000
https://en.wikipedia.org/wiki/C18H24O2
C18H24O2
Introduction
{{DISPLAYTITLE:C18H24O2}} The molecular formula C18H24O2 may refer to: Alfatradiol Bolandione Dienolone ent-Estradiol Estradiol 17α-Estradiol 19-Nor-5-androstenedione
[]
[ "Introduction" ]
[]
projected-23573860-000
https://en.wikipedia.org/wiki/Aaron%20Coundley
Aaron Coundley
Introduction
Aaron Coundley (born is 18 October 1989, Caerphilly) is a Welsh rugby union player. A prop forward, he currently plays his club rugby for Newport Gwent Dragons having progressed through the Dragons academy. He made his debut for the Dragons 11 October 2008 against Glasgow Warriors. Coundley has represented the Wales national rugby union team at Under 16, 18's and Under 20 level. He previously played for Blackwood RFC, Cross Keys RFC and Ebbw Vale RFC.
[]
[ "Introduction" ]
[ "Rugby union players from Caerphilly", "Welsh rugby union players", "Dragons RFC players", "Newport RFC players", "Living people", "1989 births", "Rugby union props" ]
projected-20465821-000
https://en.wikipedia.org/wiki/List%20of%20GMTV%20presenters%20and%20reporters
List of GMTV presenters and reporters
Introduction
List of GMTV presenters and reporters shows the on air team for the various shows broadcast by GMTV on ITV between 1 January 1993 and 3 September 2010. At this point GMTV was replaced by ITV Breakfast and Daybreak was launched, with new shows and presenters.
[]
[ "Introduction" ]
[ "GMTV", "Lists of television presenters" ]
projected-23573863-000
https://en.wikipedia.org/wiki/Bezno
Bezno
Introduction
Bezno () is a market town in Mladá Boleslav District in the Central Bohemian Region of the Czech Republic. It has about 1,000 inhabitants.
[]
[ "Introduction" ]
[ "Market towns in the Czech Republic", "Populated places in Mladá Boleslav District" ]
projected-23573863-001
https://en.wikipedia.org/wiki/Bezno
Bezno
History
Bezno () is a market town in Mladá Boleslav District in the Central Bohemian Region of the Czech Republic. It has about 1,000 inhabitants.
The first written mention of Bezno is from 1088. On 11 March 2008 the municipality restored the status of the market town.
[]
[ "History" ]
[ "Market towns in the Czech Republic", "Populated places in Mladá Boleslav District" ]
projected-23573863-003
https://en.wikipedia.org/wiki/Bezno
Bezno
References
Bezno () is a market town in Mladá Boleslav District in the Central Bohemian Region of the Czech Republic. It has about 1,000 inhabitants.
Category:Market towns in the Czech Republic Category:Populated places in Mladá Boleslav District
[]
[ "References" ]
[ "Market towns in the Czech Republic", "Populated places in Mladá Boleslav District" ]
projected-23573869-000
https://en.wikipedia.org/wiki/B%C3%ADl%C3%A1%20Hl%C3%ADna
Bílá Hlína
Introduction
Bílá Hlína is a municipality and village in Mladá Boleslav District in the Central Bohemian Region of the Czech Republic. It has about 100 inhabitants.
[]
[ "Introduction" ]
[ "Villages in Mladá Boleslav District" ]