:: wikimiki.org ::
| Tombstone |
TombstoneTombstone most commonly means a headstone marking the grave of a deceased person.
Other uses:
- Tombstone, Arizona is a town in Arizona
- Tombstone (comics) is the name of a fictional Marvel Comics character.
- Tombstone (computer game) an online multiplayer Real Time Strategy Shooter game based on Savage's Silverback engine.
- Tombstone (film) is a 1993 western
- Tombstone (pizza) is a brand of frozen pizza
- Tombstones (programming) are a solution to dangling pointers in computer programming languages.
- Tombstone (typography)
Headstone
A headstone, tombstone or gravestone is a marker, normally carved from stone, placed over or next to the site of a burial.
Originally, a tombstone was the stone lid of a stone coffin, or the coffin itself, and a gravestone was the stone slab that was laid over a grave. Now all three terms are also used for markers placed at the head of the grave.
These markers are often elaborately carved into crosses, or may depict angels, emblems, symbols of a trade or status, or symbols of death (skulls or winged skulls called death's heads may be carved on old headstones, for example). Others bear inscriptions; frequently these are quotations from religious texts, or epitaphs in praise of the deceased. The basic information on the headstone generally includes the name of the deceased and their date of birth and death. Such information can be useful to genealogists and local historians.
Graves and any related memorials are a focus for mourning and remembrance. The names of relatives are often added to a gravestone over the years, so that one marker may chronicle the passing of an entire family spread over decades. Since gravestones and a plot in a cemetery cost money, they are also a symbol of wealth or prominence in a community. Some gravestones were even commissioned and erected to their own memory by people who were still alive, as a testament to their wealth and status.
Gravestones which are well carved in hard-wearing stone may weather many centuries exposed in graveyards and still remain legible. Those which are fixed on the inside of churches, on the walls or on the floor (frequently as near to the altar as possible) may last much longer: such memorials were often embellished with a "monumental brass". Cemeteries do, however, require maintenance, as over the centuries stones may topple and injure people, or graves may simply become overgrown and their markers lost or vandalised.
Crematoria frequently offer similar alternatives for families who do not have a grave to mark, but who want a focus for their mourning and for remembrance. Carved or cast plaques inside the crematorium for example may serve this purpose.
Modern gravestones may include framed photographs of the deceased; photographic images or artwork (showing the loved one, or some other image relevant to their life, interests or achievements) can now be engraved onto smooth stone surfaces. Many cemeteries, however, especially those surrounding historic churches or in conservation areas, have strict regulations as to the appropriate materials for a memorial, and may also forbid the use of artificial flowers in a floral tribute.
Emblems on tombstones
floral tribute
Special emblems on tombstones indicate several familiar themes in the Christian faith. Some examples are:
- Anchor - Steadfast hope
- Arch - Rejoined with partner in Heaven
- Birds - The soul
- Cherub - Divine wisdom or justice
- Column - Noble life
- Broken column - Early death
- Conch shell - Wisdom
- Cross, anchor and Bible - Trials, victory and reward
- Crown - Reward and glory
- Dolphin - Salvation, bearer of souls to Heaven
- Dove - Purity, love and Holy Spirit
- Garland - Victory over death
- Gourds - Deliverance from grief
- Heart - Devotion
- Horseshoe - Protection against evil
- Hourglass - Time and its swift flight
- Ivy - Faithfulness, memory, and undying friendship
- Lamb - Innocence
- Laurel - Victory
- Lily - Purity and resurrection
- Mermaid - Dualism of Christ - half God, half man
- Oak - Strength
- Olive branch - Forgiveness, and peace
- Palms - Martyrdom
- Peacock - Eternal life
- Poppy - Eternal sleep
- Rooster - Awakening, courage and vigilance
- Shell - Birth and resurrection
- Six pointed star - The God
- Skeleton - Life's brevity
- Snake in a circle - Everlasting life in Heaven
- Swallow - Motherhood
- Broken sword - Life cut short
- Crossed swords - Life lost in battle
- Tree trunk - The beauty of life
- Triangle - Truth, equality and the trinity
- Shattered urn - Old age
- Weeping willow - Mourning, grief
Image Gallery
Image:Japanese Cemetery - Broome.JPG|Headstones in the Japanese Cemetery in Broome, Western Australia
Image:Graves.jpg|A cemetery in rural Spain
Image:BuelowHeadstoneSep2003.jpg|A typical late 20th century headstone in the United States
Image:headstone.train.arp.jpg|Headstone in an English cemetery
See also
- Monumental inscription
- Stela
External link
- [http://www.gutenberg.org/etext/12978 In Search Of Gravestones Old And Curious] by W.T. (William Thomas) Vincent, 1896, from Project Gutenberg
Category:Death customs
Category:Memorials
Arizona
Arizona is a large state in the western United States. It is best known for its desert landscape, which includes cacti. Arizona is also known for its exceptionally hot summers and mild winters. Less well known is the pine-covered high country in the north-central portion of the state, which contrasts with the lower deserts of the state.
Arizona is one of the Four Corners states, situated south and east of the Colorado River. It borders New Mexico, Utah, Nevada, California, touches Colorado, and has a long international border with Mexico. Arizona is the sixth largest state in area, after New Mexico and before Nevada. Aside from the Grand Canyon, a number of other National Forests, Parks, Monuments, and Indian reservations are located in the state.
Three ships named USS Arizona have been named in honor of the state, although only USS Arizona (BB-39) was so named after statehood was achieved.
Origin of the name
Historians disagree about the origin of the name "Arizona" and its attachment to the region. Two possible derivations are:
- O'odham words "alĭ ṣon" ("small spring"), actually the name of a town which is called "Arizonac" in English. Arizonac is a small town about eight miles (12 km) south of the United States–Mexican border. Historically, it may have been "alĭ son" or even "alĭ sona". The O'odham "l" is a voiced alveolar lateral fricative, which might sound to a Spanish or English speaker like an "r" sound. Later in the mid 18th century Spanish missionaries changed Father Eusebio Francisco Kino's maps of the area; they renamed the town Arizonac as Arizona. As the maps were republished and circulated in Europe, the name Arizona became attached to the whole northern part of New Spain.
- Spanish words "árida zona" ("arid zone") However, this would be grammatically incorrect because in Spanish, the noun precedes the adjective.
History
Main article: History of Arizona
Beyond its original native inhabitants, Marcos de Niza, a Franciscan, explored the area in 1539. Coronado's expedition entered the area in 1540–42 during its search for Cibola. Father Kino developed a chain of missions and taught the Indians Christianity in Pimería Alta (now southern Arizona and northern Sonora) in the 1690s and early 1700s. Spain founded fortified towns (presidios) at Tubac in 1752 and Tucson in 1775. All of what is now Arizona became part of Mexico's northwest frontier upon the Mexican assertion of independence from Spain in 1810. The United States took possession of most of Arizona at the end of the Mexican War in 1848. In 1853 the land below the Gila River was acquired from Mexico in the Gadsden Purchase. Arizona was administered as part of the Territory of New Mexico until it was organized into a separate territory on February 24, 1863.
Brigham Young sent Mormons to Arizona in the mid to late 1800s. They founded Mesa, Snowflake, Heber, Safford and other towns. They also settled in the Phoenix Valley (or "Valley of the Sun"), Tempe, Prescott, among other areas.
Arizona was the site of a German and Italian prisoner of war camp during WWII. The site was purchased after the war by the Maytag family, and is currently the Phoenix Zoo. A Japanese internment camp was located on Mount Lemmon, just outside of the southeastern city of Tucson.
Arizona was admitted into the Union on February 14, 1912.
Law and government
See: List of Congressmen
Arizona's legislature consists of a thirty-member Senate and a 60-member House of Representatives. The majority party is the Republican Party, which has held power since 1950. The 2002 budget of the Arizona state legislature was $14.3 billion, while the executive budget was $13.8 billion. Besides the money spent on state agencies, money has also been allocated for tax cuts, pay raises for government employees, and health insurance for government employees. The executive budget has allocated money to previously passed legislation. Arizona state senators and representatives are elected for two year terms and there are no terms limits. However, no more than four terms may be served consecutively.
Arizona's executive branch is headed by a governor elected for a four-year term. The governor may serve any number of terms, though no more than two in a row. The current Governor of Arizona is Janet Napolitano, a Democrat. She has been governor since 2003.
See:List of Arizona Governors
The two US Senators from Arizona are Senator John McCain (Republican) and Senator Jon Kyl (Republican).
Arizona's representatives in the United States House of Representatives are Rick Renzi (R-1), Trent Franks (R-2), John Shadegg (R-3), Ed Pastor (D-4), J.D. Hayworth (R-5), Jeff Flake (R-6), Raul Grijalva (D-7), and Jim Kolbe (R-8). Arizona gained two seats in the House of Representatives due to redistricting based on Census 2000. Jim Kolbe is currently the only openly gay Republican U.S. Congressman.
While the Republican Party has long dominated Arizona, the state did support one recent Democratic candidate, Bill Clinton in 1996. In 2004, George W. Bush easily won the state's ten electoral votes by a margin of 11 percentage points with 54.9% of the vote. Democrats are strongest in Tucson, Yuma, and Santa Cruz and Apache counties.
Geography
Apache
Like other states of the Southwest, Arizona has an abundance of topographical characteristics in addition to its desert climes. More than half of the state features mountains and plateaus and contains the largest stand of Ponderosa pine in the United States. The Mogollon Rim, a 600-meter (2000-foot) escarpment, cuts across the central section of the state and marks the southwestern edge of the Colorado Plateau, where the state experienced its worst forest fire ever in 2002.
The Grand Canyon is a colorful, steep-sided gorge, carved by the Colorado River, in northern Arizona. The canyon is one of the seven natural wonders of the world and is largely contained in the Grand Canyon National Park—one of the first national parks in the United States. President Theodore Roosevelt was a major proponent of the Grand Canyon area, visiting on numerous occasions to hunt mountain lion and enjoy the breathtaking scenery.
The canyon, created by the Colorado River cutting a channel over millions of years, is about 277 miles (446 km) long, ranges in width from 6 to 29 kilometers (4 to 18 miles) and attains a depth of more than 1 mile (1.6 km). Nearly 2 billion years of the Earth's history has been exposed as the Colorado River and its tributaries cut through layer after layer of sediment as the Colorado Plateaus have uplifted.
:Statistics
: - Largest City: Phoenix
: - Highest Point: Humphreys Peak - 12,633 ft. (3,851 m) near Flagstaff
: - Lowest Point: Colorado River - 70 ft. (21 m)
Art
Arizona has witnessed a continuous string of dancing and performing groups of many ethnicities. The state is a recognized center of Native American art, with a number of galleries such as the Heard Museum showcasing historical and contemporary works. Sedona and Tubac are known as budding artist colonies, and small arts scenes exist in the larger cities and near the state universities.
Many tourist souvenirs produced in Arizona or by its residents display immediately characteristic images, such as sunsets, coyotes, and desert plants. Several major Hollywood films, such as U-Turn, Waiting to Exhale, Just One of the Guys, Bill and Ted's Excellent Adventure, and Raising Arizona have been made there (as indeed have many Westerns).
Climate
Due to its large area and variations in elevation, the state has a wide variety of climates. In the lower elevations, the climate is primarily desert, with mild winters and hot summers.
Typically, from late fall to early spring, the weather is mild, averaging a minimum of 60 degrees Fahrenheit (15 degrees Celsius). November through February are the coldest months with temperatures typically ranging from 40–75 degrees Fahrenheit (4–24 degrees Celsius), although occasional frosts are not uncommon. About midway through February, the temperatures start to rise again with sunny warm days, and cool breezy nights. The summer months of May through August bring a dry heat ranging from 90–100 degrees Fahrenheit (35 to 40 degrees Celsius), with occasional high temperatures exceeding 125 °F (50 °C) having been observed in the desert area. Due to the primarily dry climate, large temperature swings often occur between day and night, with some as large as 50 °F (28 °C) in the summer months.
However, the northern third of Arizona is a plateau at significantly higher altitudes than the lower desert, and has an appreciably cooler climate, with cold winters and mild summers. Extreme cold temperatures are not unknown; cold air systems from the northern states and Canada occasionally push into the state, bringing temperatures below 0 °F (-20 °C) to the higher parts of the state.
Monsoon season in Arizona is from the end of July through August. Monsoon season storms bring lightning, thunderstorms, wind, and torrential, if usually brief, downpours. It is rare for tornadoes to occur in Arizona.
Indicative of the variation in climate, Arizona is the state which has both the metropolitan area with the most days over 100 degrees Fahrenheit (Phoenix), and the metropolitan area in the lower 48 states with the most days with a low temperature below freezing (Flagstaff).
Economy
The 2004 total gross state product was $187.27 billion. If Arizona were an independent country, it would have the 61st largest economy in the world ([http://www.odci.gov/cia/publications/factbook/rankorder/2001rank.html CIA - The World Factbook]). This figure gives Arizona a larger economy than most other countries, including Norway, Denmark, Czech Republic, Ireland, Finland, and New Zealand. Arizona currently has the 21st largest economy among states in the U.S..
The state's per capita income is $27,232, 39th in the U.S. Early in its history, Arizona's economy relied on the "Five C's": copper, cotton, cattle, citrus, and climate (tourism). At one point Arizona was the largest producer of cotton in the country. Copper is still extensively mined from many expansive open-pit and underground mines, accounting for two-thirds of the nation's output.
The state government is the Arizona's largest employer, while Wal-Mart is the state's largest private employer, with 17,343 employees (2003). Arizona lost much of its comparative advantage as a high-tech industry leader between 1990 and 2001, according to a state [http://www.commerce.state.az.us/ Department of Commerce] report.
In 2001, 161,166 Arizonans were employed in the high-tech sector, accounting for about 8.3 percent of total private-sector employment of more than 1.9 million. High-tech payroll in 2001 was $2.2 billion, or 14.7 percent of the private-sector total. High-tech employment was led by software and computers, with 34,314; electronics components manufacturing, 30,358; aerospace manufacturing, 25,641; architectural and engineering services, 21,378; telecommunications, 21,224; and instruments manufacturing, 13,056.
Demographics
As of 2004, Arizona had a population of 5,743,834 according Census Bureau estimates.
The racial breakdown of the state is as follows:
- 63.8% White non-Hispanic
- 25.3% Hispanic
- 5% Native American
- 3.1% Black
- 1.8% Asian
- 2.9% Mixed race
According to 2003 Census estimates, Arizona has the second highest number (and the 6th highest percentage) of Native Americans of any state in the Union. 286,680 reportedly live in Arizona, representing more than 10% of the country's total Indian population of 2,752,158. Only California has more Indians than Arizona, and Arizona has slightly more Indians than Oklahoma [http://eire.census.gov/popest/data/states/ST-EST2002-ASRO-03.php].
The largest ancestry groups in Arizona are Mexican (21%), German, British, Irish, and American Indian. The southern and central parts of the state are heavily Mexican-American, especially in Yuma and Santa Cruz County. The north-central and northwestern counties are largely inhabited by residents of British ancestry. The northeastern part of Arizona has many American Indians.
Arizona is likely to become a minority-majority state by the year 2035, if current population growth trends continue. In 2003, for the first time, there were more Hispanic births in the state than white non-Hispanic births.
As of 2000, 74.1% of Arizona residents age 5 and older speak English at home and 19.5% speak Spanish. Navajo is the third most spoken language at 1.9%, followed by Other Native North American languages at 0.6% and German at 0.5%.
49.9% of the population is male, 50.1% is female.
See also the list of Arizona Natives.
Religion
Four in five Arizonans are self-described Christians, with large numbers of both Catholics and Protestants living in the state. There is also a significant Mormon population.
Religious affiliations in Arizona:
- Christian – 80%
- Protestant – 42%
- Baptist – 9%
- Methodist – 5%
- Lutheran – 4%
- Other Protestant/general Protestant – 24%
- Roman Catholic – 31%
- Mormon – 6%
- Other Christian – 1%
- Other Religions – 2%
- Non-Religious – 18%
Important cities and towns
Mormon
Mormon
See: List of cities in Arizona, List of cities in Arizona (by population), List of Arizona counties
Phoenix is the largest, primary city and capital of the state. The Phoenix metro area includes Mesa, Glendale, Chandler, Tempe, and Scottsdale. The Phoenix metropolitan area supports a population of nearly 3.5 million.
Tucson, is the state's second largest city, located 135 miles (220 km) southeast of the Phoenix metropolitan area. The Tucson metropolitan area has a population rapidly nearing 1 million.
Each city named in bold has a population greater than 100,000.
25 Richest Places in Arizona
Ranked by per capita income
Notable people
Famous Arizonans also include retiring Supreme Court Justice Sandra Day O'Connor, author Zane Grey, former Governor and Secretary of the Interior Bruce Babbitt, architect Frank Lloyd Wright, Presidential candidate (1964) and former Senator Barry Goldwater, Presidential candidate (2000) and Senior Republican Senator John McCain, former senator Carl Hayden and former Solicitor General Rex E. Lee, From the rock and roll world, both Alice Cooper and Stevie Nicks of Fleetwood Mac are from Phoenix; Linda Ronstadt is from Tucson. Film director Steven Spielberg grew up in Scottsdale, as did Wonder Woman star Lynda Carter. Labor leader Cesar Estrada Chavez is from Yuma. For a complete list, see List of people from Arizona.
Education
Colleges and universities
State universities
(Ranked by student enrollment)
- Arizona State University
- University of Arizona
- Northern Arizona University
Community colleges
- Chandler-Gilbert Community College
- Estrella Mountain Community College
- GateWay Community College
- Glendale Community College
- Mesa Community College
- Paradise Valley Community College
- Phoenix College
- Rio Salado Community College
- Scottsdale Community College
- South Mountain Community College
- Pima Community College
- Desert Vista Campus
- Downtown Campus
- East Campus
- Northwest Campus
- West Campus
- Eastern Arizona College
- Yavapai Community College
- Prescott College
- Cochise College
- Mohave Community College
- South Mountain Community College
- Arizona Western College
- Northland Pioneer College
Private colleges and trade schools
- American Indian College of the Assemblies of God
- Art Institute of Phoenix
- Collins College, Tempe
- DeVry University, Phoenix
- Embry-Riddle Aeronautical University
- Grand Canyon University
- Prescott College
- Southwestern College
- Thunderbird - The Garvin School of International Management
- University of Phoenix
- Western International University
Education associations
- Arizona Music Educators Association
Professional sports teams
- Arizona Cardinals (National Football League)
- Arizona Diamondbacks (Major League Baseball)
- Arizona Rattlers (Arena Football League)
- Arizona Sting (National Lacrosse League)
- Mesa Miners (Golden Baseball League)
- Phoenix Coyotes (National Hockey League)
- Phoenix Mercury (Women's National Basketball Association)
- Phoenix Roadrunners (East Coast Hockey League)
- Phoenix Suns (National Basketball Association)
- Surprise Fightin' Falcons (Golden Baseball League)
- Tucson Sidewinders (Minor League Baseball)
- Yuma Scorpions (Golden Baseball League)
Spring training
Arizona is a popular location for Major League Baseball spring training, as it is the site of the Cactus League. The state hosts the following teams:
- Arizona Diamondbacks in Tucson Electric Park
- Chicago Cubs in HoHoKam Park
- Chicago White Sox in Tucson Electric Park
- Colorado Rockies in Hi Corbett Field
- Kansas City Royals in Surprise Stadium
- Los Angeles Angels of Anaheim in Tempe Diablo Stadium
- Milwaukee Brewers in Maryvale Baseball Park
- Oakland Athletics in Phoenix Municipal Stadium
- San Diego Padres in Peoria Sports Complex
- San Francisco Giants in Scottsdale Stadium
- Seattle Mariners in Peoria Sports Complex
- Texas Rangers in Surprise Stadium
References
External links
- [http://www.funonthenet.in/content/view/145/31/ Arizona Pictures]
- [http://www.az.gov/webapp/portal/ Arizona @ Your Service]
- [http://www.bea.doc.gov/bea/regional/map/map.asp?po=AZ Arizona Regional Accounts Data]
- [http://www.fedstats.gov/qf/states/04000.html Arizona Demographic Data from FedStats]
- [http://www.census.gov/Press-Release/www/2001/tables/redist_az.html Census 2000 Data for Arizona]
- [http://www.arizonaguide.com/home.asp Official Arizona Office of Tourism]
- [http://www.pr.state.az.us/Parks/parksites.html Arizona State Parks]
- [http://www.HavenWorks.com/arizona Arizona News]
- [http://www.lib.az.us/ Arizona State Library, Archives and Public Records]
- [http://www.raybarnesreelectdistrict7.com Arizona State Representative, District 7]
- [http://www.azpaths.com Arizona Paths - All-About-Arizona]
- [http://www.Untraveledroad.com/USA/Arizona.htm Photographic virtual tour of Arizona.]
- [http://www.terragalleria.com/america/arizona/ Photos of Arizona - Terra Galleria]
- [http://www.usnewspapers.org/state/arizona Arizona Newspapers]
- [http://www.azcentral.com/]
- [http://www.dannyburk.com/arizona%20landscapes%20i.htm Pictures of Arizona - Grand Canyon and other National Parks]
Category:States of the American West
-
Category:States of the United States
zh-min-nan:Arizona
ko:애리조나 주
ms:Arizona
ja:アリゾナ州
simple:Arizona
Marvel Comics
Marvel Comics, (AKA Marvel Entertainment Group, Marvel Characters, Inc., and Marvel Enterprises, Inc.) sometimes called by the nickname The House of Ideas, is an American comic book company. Its best-known comics include The Fantastic Four, The Amazing Spider-Man, The Incredible Hulk, Iron Man, Captain America, and X-Men. Since the 1960s, it has been one of the two largest American comics companies, along with DC Comics.
rightrightright
History
Origins
right), the first comic from Marvel precursor Timely Comics. Art by Frank R. Paul]]
Marvel Comics was founded by established pulp magazine publisher Martin Goodman in 1939 as an eventual group of subsidiary companies under the umbrella name Timely Comics. Its first publication was Marvel Comics #1 (Oct. 1939), featuring the first appearance of Carl Burgos' android superhero, the Human Torch, and the first generally available appearance of Bill Everett's mutant anti-hero Namor the Sub-Mariner. The contents of that sales blockbuster were supplied by an outside packager, Funnies, Inc., but by the following year Timely had a staff in place.
The company's first editor, the writer-artist Joe Simon, teamed with soon-to-be industry legend Jack Kirby to create one of the first patriotically themed superheroes, Captain America, in Captain America Comics #1 (March 1941). It, too, proved a major sales hit.
While no other Timely character would be as successful as these "big three", some notable heroes — many continuing to appear in modern-day retcon appearances and flashbacks — include the Whizzer, Miss America, The Destroyer, the original Vision, and Paul Gustavson's The Angel. Timely also published one of humor cartoonist Basil Wolverton's best-known features, Powerhouse Pepper.
Sales of all comic books declined drastically in the post-war era, and the superheroic übermensch archetype popular during the Depression and the war years went out of fashion. Like other comics companies, Timely — generally known as Atlas Comics in the 1950s — followed pop-cultural trends with a variety of genres, including funny animals, Western, horror, war, crime, humor, romance, spy fiction and even medieval adventure, all with varying degrees of success. An attempted superhero revival in 1953-54 with the Human Torch, the Sub-Mariner and Captain America failed.
In 1957, Atlas nearly closed its doors due to the bankruptcy of its distributor, American News Service. This summer of 1957 debacle is infamously known as the "Atlas Implosion". The final comic to bear the famous Atlas Globe on its cover was Dippy Duck #1, the only "Atlas" comic with an October 1957 cover date. The Atlas "one-shots" of 1957 reveal that Martin Goodman was attempting to open a new range of "kiddies" titles just as the ax fell. Goodman switched to the distributor Independent News on constrained terms that allowed him only a limited number of titles per month. The surviving sixteen titles are sometimes referred to as the "sweet sixteen" (published bi-monthly, eight titles per month), the first of which to bear the new "Ind." label was Patsy Walker #73, ironically (like Dippy Duck) bearing an October 1957 cover date. The sixteen survivors of the summer of 1957 (the two fantasy and two war titles clearly were simply using up left over "inventory") reveal that the best selling titles were westerns (Kid Colt Outlaw starring in two titles) and girl humor (led primarily by Millie the Model along with Patsy Walker and Hedy Wolfe). The two fantasy titles (Strange Tales and World of Fantasy) clung on printing "inventory" (stories stored away in summer 1957) from late 1957 until late 1958.
At the end of 1958 Martin Goodman attempted a new direction (after recently reviving Journey into Mystery) by launching a short-lived space fantasy sci-fi range of stories in six titles :Strange Worlds #1, World of Fantasy #15 , Strange Tales #67, Journey into Mystery #50, Tales of Suspense #1 and Tales to Astonish #1. The space fantasy tales were unsuccessful and faded out after less than a year, but by the end of 1959 most of these titles (Strange Worlds and World of Fantasy were both cancelled) were now sporting covers featuring great hulking monsters and featuring a line-up of Jack Kirby-drawn stories (often inked by Dick Ayers) followed by Steve Ditko's wonderful mysterious "ooky" tales and Don Heck's very atmospheric rendering of jungle/prison escapes and weird adventures. The Kirby/Ayers monster stories were riding on the coattails of popular movie trends of the time with a science fiction bent.
Ind-Marvel also expanded its line of girls humor titles in 1959-61 with Kathy the Teen-Age Tornado (Oct 1959) and Linda Carter, Student Nurse (Sept 1961). This fact along with the fanstasy title expansion of late 1958 (and the addition of Amazing Adventures, cover dated June 1961 -- a title which eventually became the Lee & Ditko showpiece Amazing Adult Fantasy before becoming Amazing Fantasy #15 which in turn led to Amazing Spider-Man #1) clearly reveal that Martin Goodman and Stan Lee were looking for ways to expand their comics line.
1960s
Stan Lee), the cornerstone of Marvel and the introduction of a new style of superhero. Art by Jack Kirby.]]
In the wake of DC Comics' success reviving superheroes in the late 1950s and early 1960s, particularly with The Justice League of America, Marvel decided to follow suit. Editor/writer Stan Lee and freelance artist Jack Kirby created the Fantastic Four, vaguely reminding one of DC's adventuring quartet the Challengers of the Unknown. The book was a success, and Marvel began publishing further superhero titles featuring such heroes and anti-heroes as the Hulk, Spider-Man, The Mighty Thor, Ant-Man, Iron Man, the X-Men and Daredevil, and such memorable antagonists as Doctor Doom, Magneto, Galactus, the Green Goblin and Doctor Octopus. The most successful new series was The Amazing Spider-Man, by Stan Lee and Steve Ditko.
Marvel's comics were noted for focusing on characterization to a greater extent than most superhero comics before them — Spider-Man in particular, its young hero suffering from self-doubt and mundane problems like any other teenager. Marvel superheroes are often flawed, freaks, and misfits, unlike the perfect, handsome, athletic heroes found in previous traditional comic books. Some of the Marvel heroes looked like villains and monsters. In time, this non-traditional approach would revolutionize comic books.
Peter Sanderson, in an October 10, 2003, column for IGN.com [http://comics.ign.com/articles/595/595576p1.html], said that
"DC was the equivalent of the big Hollywood studios: After the brilliance of DC's reinvention of the superhero ... in the late 1950s and early 1960s, it had run into a creative drought by the decade's end. There was a new audience for comics, now, and it wasn't just the little kids that traditionally had read the books. The Marvel of the 1960s was in its own way the counterpart of the French New Wave.... Marvel was pioneering new methods of comics storytelling and characterization, addressing more serious themes, and in the process keeping and attracting readers in their teens and beyond. Moreover, among this new generation of readers were people who wanted to write or draw comics themselves, within the new style that Marvel had pioneered, and push the creative envelope still further."
Lee became one of the best-known names in comics, with his charming personality and relentless salesmanship of the company. The "voice" of Stan Lee is what one senses in so many of the Marvel Comics of the first half of the 1960s. His sense of humor and general light-hearted manner, and the depiction of the Bullpen (Lee's name for the staff) as one big happy family. In later years it became clear the artists often had as much to do with Marvel's product and success as Lee. Jack Kirby in particular is often credited as the creative well from which sprang many of the cosmic ideas and characters of The Fantastic Four and The Mighty Thor (such as The Watcher, The Silver Surfer and Ego the Living Planet) while Steve Ditko is recognized as the driving artistic force behind the moody atmosphere and street-level naturalism of Spider-Man and the surreal atmosphere of Dr. Strange. Lee, however, continues to deserve great credit for his well-honed skills at dialog and story sense; for his keen hand at choosing and motivating artists and in assembling creative teams; and for his uncanny ability to connect with the readers.
In 1968, company founder Martin Goodman sold Marvel Comics and his other publishing businesses to the Perfect Film and Chemical Corporation. It grouped these businesses in a subsidiary called Magazine Management Co. Goodman remained as publisher.
1970s
Martin Goodman). Art by Gene Colan and Steve Leialoha]]In 1972, Goodman retired as publisher and was succeeded by Lee, who stepped aside from running day-to-day operations at Marvel. A series of new editors-in-chief oversaw the company during another slow time for the industry. Once again, Marvel attempted to diversify, and achieved moderate success with titles themed to horror (Tomb of Dracula), martial arts, (Shang-Chi: Master of Kung Fu), sword-and-sorcery (Conan the Barbarian, Red Sonja), satire (Howard the Duck) and science fiction ("Killraven" in Amazing Adventures). Some of these were published in larger-sized black-and-white magazines, targeted for mature readers. Marvel was able to capitalize on its successful superhero comics of the previous decade by acquiring a new newsstand distributor and greatly expanding its comics line. Even more importantly, during a time when the price and format of the standard newsstand comic were in flux, Marvel captured a significant piece of DC's market share by offering a lower-priced product with a higher distributor discount.
In 1973, Perfect Film and Chemical Corporation changed its name to Cadence Industries, which in turn renamed Magazine Management Co. as Marvel Comics Group. Goodman, now completely disconnected from Marvel, created a new company called Atlas/Seaboard Comics in 1974, reviving Marvel's old Atlas name, but this project lasted only a year-and-a-half.
In the mid-1970s, Marvel was affected by a decline of the newsstand distribution network. Cult hits such as Howard the Duck were the victims of the distribution problems, with some titles reporting low sales when in fact they were being resold at a later date in the first specialty comic-book stores. An attempt by Marvel to buy DC was frustrated by DC's refusal to sell its entire library of characters (wanting to retain control of Superman and Batman), and DC was sold to Warner Communications instead.
By the end of the decade, Marvel's fortunes were reviving, thanks to the rise of direct-market distribution (selling through those same comics-specialty stores instead of newsstands) and the sales increase of previously borderline books — such as the canceled '60s title The Uncanny X-Men, revived to become a hit series under team of writer Chris Claremont and artist John Byrne, or the more naturalistic, urban-crime superhero comic Daredevil, by writer/artist Frank Miller.
1980s
Frank Miller). Art by Mike Zeck]]By the 1980s, one-time wunderkind Jim Shooter was Marvel's Editor-in-Chief. Although a controversial personality, Shooter cured many of the procedural ills at Marvel (including repeatedly missed deadlines) and oversaw a creative renaissance at the company. This renaissance included institutionalizing creator royalties, starting the Epic imprint for creator-owned material, and launching a brand-new (albeit ultimately unsuccessful) line named New Universe, to commemorate Marvel's 25th anniversary, in 1986. However, Shooter was responsible for the introduction of the company-wide crossover (Contest of Champions, Secret Wars) and was accused by many creators, especially near the end of his tenure, of exercising his job in a draconian manner and interfering with the writers' creative process.
In 1981 Marvel purchased the DePatie-Freleng Enterprises animation studio from famed Looney Tunes director Friz Freleng and his business partner David H. DePatie. The company was renamed Marvel Productions Ltd. and it produced well known animated TV series such as G.I. Joe, The Transformers and Jim Henson's Muppet Babies, Dungeons & Dragons and movies based on the G.I. Joe and The Transformers TV series. Following the acquisition of Marvel by Ronald Perelman, Marvel Productions sold its back catalog to Saban Entertainment and Marvel management permanently closed the animation studio opting to have its animation projects contracted out to third party production companies.
In 1982, Marvel launched its creator-owned imprint Epic Comics, specifically for the "direct market," the emerging retail phenomenon of comic-book stores.
In 1988, Marvel was bought by investor/entrepreneur Ronald Perelman, who made Marvel a public company listed on the New York Stock Exchange and oversaw a great increase in the number of titles published by the company.
1990s
New York Stock Exchange), one of many spin-offs of The Amazing Spider Man. Art by Todd McFarlane]]
Marvel earned a great deal of money and recognition during the early decade's comic-book boom, launching the highly successful 2099 line of comics set in the future (Spider-Man 2099 etc.) and the creatively daring though commercially unsuccessful Razorline imprint of superhero comics created by novelist and filmmaker Clive Barker. Yet by the middle of the decade, the industry had slumped and Marvel filed for bankruptcy amidst accusations that Perelman had strip-mined the company for his own gain. The casualties included the comic-book distribution industry in 1994, when Marvel announced it was acquiring Heroes World to use as its exclusive distributor. As the industry's other major publishers made exclusive distribution deals with other companies, the loss of the industry's largest companies threw the majority of the comic book distributors out of business. Although Marvel's plan failed, only Diamond Comic Distributors Inc. now exists as the major distributor of comic books in North America, a development many comic retailers believe profoundly damaged the business status of the industry.
Investor Carl Icahn attempted to take control of Marvel, but after protracted legal battles, in 1997 control of the company landed in the hands of Isaac Perlmutter, owner of the Marvel subsidiary Toy Biz. With his business partner Avi Arad and publisher Bill Jemas and editor-in-chief Bob Harras, Perlmutter helped Marvel back on its feet. In addition to Marvel revitalizing its comics line, several of its properties have been licensed to become hit movies, most notably X-Men and Spider-Man.
Creatively and commercially, the '90s were dominated by the use of gimmickry to boost sales, such as variant covers, cover enhancements and regular company-wide crossovers that threw the universe's continuity into disarray. In 1996, Marvel had almost all its titles participate in the Onslaught Saga, a crossover that allowed Marvel to relaunch some of its flagship characters, such as the Avengers and the Fantastic Four, in the Heroes Reborn universe, in which Marvel defectors Jim Lee and Rob Liefeld were given permission to revamp the properties from scratch. After an initial sales bump, sales quickly declined below expected levels, and Marvel killed the experiment after its planned one-year run; the characters returned to the Marvel Universe proper. In 1998, the company launched the imprint Marvel Knights, taking place within Marvel continuity; helmed by soon-to-become editor-in-chief Joe Quesada, and featuring tough, gritty stories showcasing such characters as the Inhumans and Daredevil, it achieved substantial success.
2000s
With the new millennium, Marvel Comics escaped from bankruptcy and again began diversifying its offerings. In 2001, Marvel withdrew from the Comics Code Authority and established its own Marvel Ratings System for comics. It also created new imprints, such as MAX, a line intended for mature readers, and Marvel Age, developed for younger audiences, including children. In addition to this is the highly successful Ultimate Marvel imprint, which allowed Marvel to reboot their major titles by deconstructing and updating their major superhero and villian characters to introduce to a new generation. This imprint exists in a universe parallel to the proper Marvel continuity, which allowed the writers freedom from the characters' convoluted history and the ability to redesign them, and to maintain their other ongoing series without replacing the established continuity. This also allowed Marvel to capitalize on an influx of new readers who were not familiar with comics but became familiar with their characters through their film franchises, making it easier for a mainstream audience to follow. The company has also revamped its graphic novel division, establishing a bigger presence in the bookstore market.
Marvel remains a key publisher in the comics business, even as the industry has dwindled to a fraction of its peak size decades earlier. Stan Lee is no longer officially connected to the company, save for the title of "Chairman Emeritus," but remains a visible face in the industry and occasionally remarks on his fondness for the characters. In 2002, he sued successfully for a share of income related to movies and merchandising of Marvel characters, based on a contract between Lee and Marvel from the late 1990s; according to court documents, Marvel had used "Hollywood accounting" to claim that those projects' "earnings" were not profits. Regardless, Marvel has also become a key player in Hollywood, with many of its characters being turned into successful film franchises, with perhaps the best examples being X-Men starting in 2000, and Spider-Man beginning in 2002.
Editors-in-chief
The Marvel editor-in-chief has great power and oversees many creative decisions taken within the company.
The position evolved sporadically. In the earliest years the company had a single editor overseeing the entire line, but as the company grew it became increasingly common for individual titles to be overseen separately. The concept of the "writer-editor" evolved, stemming from the days when Stan Lee wrote and oversaw most of the line's output. Overseeing the line in the 1970s were a series of chief editors, though the titles were used intermittently. Confusing matters further some appear to have been appointed merely by extending their existing editorial duties. By the time of the appointment of Jim Shooter in 1978 the post of editor-in-chief was clearly defined. In 1994, Marvel briefly abolished the position, replacing Tom DeFalco with five "group editors", though they each held the title "editor-in-chief" and had some editors underneath them. It reinstated the position later in the year, installing Bob Harras.
- Joe Simon (1939-1941)
- Stan Lee (1941-1942)
- Vincent Fago (acting editor during Stan Lee's military service) (1942-1945)
- Stan Lee (1945-1972)
- Roy Thomas (1972-1974)
- Len Wein (1974-1975)
- Marv Wolfman (B&W magazines 1974-1975, entire line 1975-1976)
- Gerry Conway (1976)
- Archie Goodwin (1976-1978)
- Jim Shooter (1978-1987)
- Tom DeFalco (1987-1994)
- No overall editor-in-chief (1994-1995)
- Bob Harras (1995-2000)
- Joe Quesada (2000-)
Sources: [http://www.newkadia.com/MarvelComics.html], [http://www.manwithoutfear.com/interviews/ddINTWolfman.shtml], [http://www.geocities.com/marvel80s/mrv_hist.html].
Imprints
- Current
- Marvel Next
- Icon Comics
- Marvel Age
- Marvel Knights
- MAX
- Ultimate Marvel
- Defunct
- Curtis Magazines
- Epic Comics
- Marvel 2099
- Marvel Music
- Tsunami
- MC2 (only Spider Girl remains)
- Marvel UK
- Malibu Comics
- New Universe
- Paramount Comics
- Razorline
- Star Comics
See also
- List of Marvel Comics characters
- List of Marvel Comics publications
- List of Marvel Comics people
- List of Marvel Comics movies
- List of Marvel cosmic beings
- Marvel Universe
- Toy Biz v. United States, which ruled that action figures of certain Marvel characters are legally toys, not dolls
External links
- [http://www.marvelpics.co.uk Official Marvel Picture site]
- [http://www.marvel.com Marvel Comics official site]
- [http://www.marvel.co.uk Official UK Marvel Site]
- [http://www.marvelstore.co.uk Official UK Marvel Store]
- [http://www.marveldatabase.com Marvel Database Project]
- [http://www.marvunapp.com/Appendix/ The Appendix to the Handbook of the Marvel Universe]
- [http://www.marveldirectory.com/ Marvel Directory]
- [http://www.comicboards.com/marvelguide Marvel Guide: An Unofficial Handbook of the Marvel Universe]
- [http://www.comics-db.com/comics/page.cgi?g=Marvel_Comics%2F Big Comic Book DataBase: Marvel Comics]
- [http://www.comicartville.com/bellmanpg2.htm A Timely Talk with Allen Bellman]
- [http://www.atlastales.com/ Atlas Tales]
- [http://www.timely-atlas.comics.org/ Timely Atlas Cover Gallery]
- [http://www.samcci.comics.org/index.html Nick Simon's Silver-Age Marvel Comics Cover Index]
- [http://collectedcomicslibrary.blogspot.com/ Collected Comics Library]
Category:Comic book publishers (companies)
-
Category:Companies based in New York City
ja:マーヴェル・コミック
simple:Marvel Comics
RTSSA Real-Time Strategy Shooter is a genre that combines elements of Real-Time Strategy with First-Person Shooter. It is usually played with teams that have 1 player as a commander, doing the Real-Time strategy part, and the other players played the First-Person shooter role as Soldiers. Usually the commander only needs to command workers on that team, although they can usually command the human-controlled Soldiers as well.
See also
Savage:_The_Battle_for_Newerth
Computer game:This article is about computer and video games. For the magazine see Computer and Video Games (magazine).
Technically, a computer game is a game composed of a computer-controlled virtual universe that players may interact with in order to achieve a goal (or set of goals). A video game is a computer game where a video display is the primary feedback device. Since nearly all computer games use some sort of visual display, these terms are usually considered interchangeable, and are frequently used as umbrella terms for interactive game software. The phrase interactive entertainment is the formal reference to computer and video games. To avoid ambiguity, this game software is referred to as "computer and video games" throughout this article.
However, in common usage, "computer game" refers more specifically to games played on a personal computer, while "video game" (or "videogame") actually refers to both, and "[console name] game" refers specifically to games played on a particular console.
- For specific information regarding "computer games", see personal computer game.
- For specific information regarding "console games", see console game.
console game) is held every year in Los Angeles. New projects are shown every year.]]
History
The first primitive computer and video games were developed in the 1950s and 1960s and ran on platforms such as oscilloscopes, university mainframes and EDSAC computers. Arcade games were developed in the 1970s and led to the so-called "Golden Age of Arcade Games". One of the most well-known of these games is Pong.
The 1970s also saw the release of the first home video game consoles. The late 1970s to early 1980s brought about the improvement of home consoles and the release of the Atari 2600, Intellivision and Colecovision. The video game crash of 1983, however, produced a dark age in the market that was not filled until the Nintendo Entertainment System (NES) reached North America in 1985.
The last two decades of game history have been marked by separate markets for games on video game consoles, home computers and handhelds. See the article on Console wars for additional information on that facet of game history.
The future of console gaming
The end of 2005 and first and second quarters of 2006 will see the next generation of console gaming in the form of continuing advances in processor technology, graphics technology, design innovation, and even platform specific gaming community infrastructure. Sony, Nintendo, and Microsoft are all participating in this coming year's "technology race".
The second generation Microsoft offering, the Xbox 360, will be powered by a multi-core CPU, the PlayStation 3 will be powered by Cell processor technology, and the Nintendo Revolution will allow the gamer to interact with the game via a wireless motion sensing controller, although full technical specifications are yet to be revealed.
Gameplay
Main article: Gameplay
In computer and video gaming, gameplay (sometimes called "Game mechanics") is a general term that describes player interaction with a game. It includes direct interaction, such as controls and interface, but also design aspects of the game, such as levels.
Although the use of this term is often disputed, as it is considered too vague for the range of concepts it describes, it is currently the most commonly used and accepted term for this purpose when describing video games.
Genres
Main article: Computer and video game genres
Games, like most other forms of media, may be categorized into genres based on gameplay, atmosphere, and various other factors.
Any individual gamer is likely to favor some types of gameplay over others, these are refered to as video game genres. The most common genres in use today include platformers, adventure, role-playing games (RPGs), first person shooters (FPS), third person shooter (sometimes called shoot 'em ups), sports, racing, fighting (sometimes called beat 'em ups), action (although this term is abused), puzzle, simulation, and real time strategy (RTS), to name a few. It is rare that a game will fall purely into one genre, most games are a combination of two or more genres (e.g action/RPG). Although most genres have 2D counterparts, they are for the most part considered entirely different genres because of the differences in the way 2D and 3D games are played (e.g. Super Mario Bros. and Super Mario 64).
The increase in the popularity of online gaming has also resulted in new sub-genres being formed, such as the massively multiplayer online role-playing game.
Gaming platforms
massively multiplayer online role-playing game
Today there are many different devices that games may be played on. Personal computers, consoles, handheld systems, and arcade machines are all common. There is an extremely thin line between games played on the computer and those on the console, which is a standardized computer with little or no setup.
Many games intended for computer are now just as prevalent on consoles, both of which have many of the same titles. This is due to the fact that video game consoles have drastically increased in computing power and capabilities over the last few years to the point that they can handle games that were formerly only playable with comparatively higher-end computers. During the last generation of gaming, most major computer game releases have coincided with the release of console versions, and titles initially developed for a single platform are often ported to others if they prove to be successful.
Personal Computer
Main article: Personal Computer Games
Personal computer games are commonly referred to as "computer games" or "PC games". They are played on the personal computer with standard computer interface devices such as the keyboard and mouse, or additional peripherals, such as joysticks. Video feedback is received by the user through the computer screen, sound through speakers or headphones. Computer games are often more powerful than console games because of early market releases of their external architecture and graphics cards.
The most popular genres of Computer games are First-Person Shooters, Real-Time Strategy, Simulations, and MMOGs, given the long-standing nature of Internet access and online play. First Person Shooters benefit highly from using the keyboard and mouse to give very fine control over player movement that is still not matched on the consoles.
Today, most PC games require the Windows operating system to be installed on the computer. There is, however, a continuing movement to get the most popular games to run under the Mac and Linux operating systems.
According to the Entertainment Software Association, console games have outsold computer games roughly four units to one in 2003 and 2004 [http://theesa.com/facts/sales_genre_data.php]. For more information, see sales.
One possible explanation for the declining sales of personal computer games in relation to that of consoles can be found within the PC itself: a computer must meet certain minimum requirements (listed on retail box of the title) such as CPU speed, memory, video card memory, hard drive space, operating system, Internet connection speed (for online games) and other criteria. Without the proper hardware, the game may perform poorly or not run at all.
Internet
Main article: Internet gaming
Online Games are those which either require or benefit from a connection to the Internet to play. Online gaming began with PC games, but has over time expanded to include most moder consoles. It is now a key feature of modern games, with the inclusion of Internet connectivity in consoles such as the PlayStation 2 and Xbox, and in mobile/cellular phones. Online games need to allow several people to play at the same time, so not all genres are suitable; the most popular genres include MMORPG's, FPS's, racing/driving games, strategy games, and sports titles.
The Internet is also host to thousands of small Flash and Java games, named after the programming language in which they are written. These games generally do not share the same magnitude of development costs, depth, or seriousness of PC and console games, and are generally quick to complete by comparison. Some of these games, such as Runescape, however, have expanded far beyond this, and can often be considered on the same level as "mainstream" PC games.
Console
Main article: Console games
Console games are played video game console, a specialized computer specifically designed to play games of a certain format. The player usually interacts with the game through a controller, and video and sound are typically delivered to the player via a television, although most modern consoles support additional outputs, such as surround sound setups.
Consoles themselves branched off from personal computers around two decades ago, a fact which is still evident not only in the name, but also in many of the peripherals available for many consoles, like the keyboard and mouse peripherals released for the Sony PlayStation 2 and the Sega Dreamcast.
Handheld
Main article: Handheld video games
Handheld games are played on handheld game consoles, such as the Nintendo Gameboy, Nintendo DS, and Sony PSP. Handheld consoles act as their own controllers, which the player uses to interact with the game, as well as having in-built display and audio output devices. Because they are designed to be played on the go, they are usually small enough to fit into an average pocket (the virtual boy is an exception to this), but due to their small size, haldheld consoles have reduced processing power compared to larger consoles, meaning that games are shorter, and until the release of the DS, were limited to 2D.
Mobile Phone
Main article: Mobile/Cellular Phone Games
Most mobile phones now have games built into them, and others are available for download, or can be bought for a small amount of money. These games are more restricted than traditional handheld games, and usually play more like arcade games.
Arcade
Main article: Arcade Games
Arcade games, traditionally, are "coin-operated games", played on a standalone device originally leased to commercial entertainment venues. These are programmed, equipped, and decorated for a specific game, consisting of a video display, a set of controls, and the coin slot. Controls are similar to those available for many consoles (albeit usually as peripherals) and range from the classic joystick and buttons, to light guns, to pads on the ground that sense pressure. Arcade games that are no longer profitable to lease can be purchased by private individuals, many of whom then explore the game dynamics by altering the programs.
This term has now expanded to include any game that has more direct action, with fewer long term objectives and, for the most part, shorter in-game levels.
Popularity
:What rock and roll was to the youth of the Sixties, gaming is to the youth of today. — Killol Bhuta, brand manager, Ford Motor Company [http://www.edmunds.com/insideline/do/Features/articleId=107487]
The popularity of computer and video games, as a whole, has been increasing steadily ever since the 1984-1987 dropoff caused by the video game crash of 1983, and the popularity appears to be continuing to increase. The average age of the video game player is now 29 [http://biz.gamedaily.com/features.asp?article_id=8540&filter=myturn], belying the myth that video games are largely a diversion for teenagers.
Sales
teenager) with a large selection of games for several major consoles]]
The four largest markets for computer and video games are the United States, Japan, Canada and the United Kingdom. Other significant markets include Spain, Germany, South Korea, France, and Italy. China is not considered a significant market, most likely because an estimated 95% of video games sold in the country are pirated. [http://slate.msn.com/id/2116629/]
Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers avoid computer games and instead buy video games, with a strong preference for games created in Japan, that run on Japanese consoles. In South Korea, computer games are preferred, especially MMORPG games and real-time strategy games; there are over 20,000 PC bang Internet cafes where computer games can be played for an hourly charge.
The NPD Group tracks computer and video game sales in the United States. It reported that as of 2004:
- Console and portable software sales: $6.2 billion, up 8% from 2003 [http://gameinfowire.com/news.asp?nid=5650]
- Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003 [http://gameinfowire.com/news.asp?nid=5650]
- PC game sales: $1.1 billion, down 2% from 2003 [http://www.gamespot.com/news/2005/01/28/news_6117438.html]
These figures are sales in dollars, not units; unit shipments for each category were higher than the dollar sales numbers indicate, as more software and hardware was sold at reduced prices compared to 2003.
Retail PC game sales have been declining slightly each year since about 1998, but this fact should be taken with a grain of salt: the retail sales numbers from NPD do not include sales from online downloads, nor subscription revenue for games like MMORPGs.
There is a commonly repeated, mistaken belief that video game sales now exceed the revenues of the movie industry. This is untrue; in the United States, video game sales have exceeded the movies' total box office revenue each year since about 1996, but the movie studios trounce the video game publishers when the movies' "ancillary revenue" is counted, meaning sales of DVDs, sales to foreign distributors, and sales to cable TV, satellite TV, and broadcast television networks.
The game and film industries are also becoming increasingly intertwined, with companies like Sony having significant stakes in both. A large number of summer blockbuster films spawn a companion game, often launching at the same time in order to share the marketing costs.
Computer and video games in the broader culture
Computer games are huge business worldwide. Take for example South Korea. Developers there boast MMORPGs such as Lineage and Ragnarok Online with millions of subscribers and a third of the world's MMOG revenue. StarCraft gosu (expert players) are celebrities in a game that some have called the country's national sport. The success of computer and online gaming there is usually credited to South Korea's push for broadband Internet connections in the home and earlier bans on Japanese products (these restrictions were removed by the late 1990s).
Numerous websites and publications devoted solely to games have been created, including Official Xbox Magazine, Nintendo Power, Official Playstation Magazine, GamePro, GameSpot, GameSpy, IGN and GameFAQs.
Video gaming now ingrained in popular culture in the United States. Many T-shirts are available that directly reference video games, such as one with a picture of an NES controller with the text 'Know Your Roots.' Also, video games have also become a major part in cross marketing platforms, such as in Pokémon or Yu-Gi-Oh, where a child can watch the television show, buy the trading cards, and play the various video games available.
Video game properties have had mixed success when migrating to the movies. One of the first films based on a video game property was The Wizard, which some criticized as a 90-minute ad for Super Mario Brothers 3. In the mid-90s, films for Super Mario Brothers, Street Fighter, Wing Commander and Mortal Kombat were released. Reviews have generally been poor.
Despite the ultimately poor performance of these movies, many studios still want to turn big games into movies, hoping that the popularity of the game will help the movie. However, after the initial bunch, many projects materialized that were never finished, but the success of films like Lara Croft: Tomb Raider has led to more films materializing. Doom, a game which film makers were trying to cross over since the mid '90s, finally hit theatres 12 years after its initial release. John Woo is also producing a movie on the popular Nintendo game Metroid.
There is still debate in the movie industry on whether video games can consistently be turned into good, profitable movies. Films like Final Fantasy: The Spirits Within, which has received mixed responses from audiences, with some saying it is a great movie, and others saying it is a very bad movie with excellent computer-generated imagery, but ultimately flopped in the box office, and Uwe Boll's House of the Dead and Alone in the Dark, which both ended up being horrible flops both in fan reactions and box office success and both ending up on the IMDB's bottom 100 movies, do not, in turn, give much confidence in whether these movies will be handled seriously. The recently released Final Fantasy VII: Advent Children may change some people's minds though, even though it's a straight to DVD affair.
On the other hand, video games get much more success when adapted into cartoons/animes. Some notables examples of major success includes the various Mario Bros. cartoons, Sonic SatAM, Captain N: The Game Master and Earthworm Jim while Sonic Underground, the American Mega Man cartoon and 4Kids' dubs (although this isn't limited to their video game-based dubs) are cited as being poor. Sometime, they even "help" more obscure/Japan-only games pick up popularity in America although rarely; To Heart would be the best example of such thing.
Movies have had far more success moving the other direction, onto video games. Most summer blockbuster films now have a simultaneous video game release; some of the most lucrative video games of recent times are based on movies, such as Electronic Arts' and Stormfront Studios' The Lord of the Rings: The Two Towers and the series of EA LotR games that followed it, and Activision's two Spider-Man movie games.
Even though movies have had more success in game conversion, not all movie games are popular amongst the gaming community. Some publishers believe that the success of the movie will help the game sell, and so may not have as lengthy a development schedule as needed to make a compelling game. Some examples of this are the Catwoman and King Arthur movie games.
Also, video games have found themselves on MTV2, in a popular show called Video Mod, where characters from popular video games perform songs from hit artists, such as characters from The Sims 2 performing the song "Stacy's Mom" by Fountains Of Wayne.
On the Internet, gaming has also become a popular subject of many webcomics. Currently there are two varieties. The first one is the sprite comic, such as 8 Bit Theatre, in which the artist uses sprites from the earlier Final Fantasy games to tell stories. Sometimes these are original stories, but are often parodies of the game in which the sprite came from. The other is a more traditional comic strip, containing original art, like Penny Arcade. Here, the storylines or jokes revolve around current events in video gaming. The success of Penny Arcade has attracted many people in the industry, including Ubisoft. Other parodies have come in the form of amateur videos, such as those of Mega 64.
In Germany, the TV channel NBC Europe broadcasts a show called GIGA, which turned more and more into a video and computer game show. In the show, new games are presented and reviewed. Lately, the show featured the esports scene a lot, by introducing professional players to the audience and broadcasting live competition matches.
Online shows are fast becoming the place to view live action gaming broadcasts such as gamespot's 'On the Spot'
Development
Main article: Game development
Video games are made by developers, who used to do this as individuals in the 80's (Bedroom Coders) , but now are almost always a large team consisting of designers, graphic designers and other artists, programmers, sound designers, musicians, and other technicians. Video games are developing fast in all areas, but the problem is of price and how developers intend to keep the price where it is while incorporating better technology, that inevitably costs more. Most video game console development teams number anywhere from 20 to 50 people, with some teams exceeding 100. The average team size as well as the average development time of a game have grown along with the size of the industry and the technology involved in creating games. This has led to regular occurrences of missed deadlines and unfinished products; Duke Nukem Forever is the quintessential example of these problems. See also: video game industry practices.
Visit http://magicalgames.suddenlaunch3.com/index.cgi for forums about videogames.
Game modifications
Main article: Mod (computer gaming)
Games running on a PC are often designed with end-user modifications in mind, and this consequently allows modern computer games to be modified by gamers without much difficulty. These mods can add an extra dimension of replayability and interest. The Internet provides an inexpensive medium to promote and distribute mods, and they have become an increasingly important factor in the commercial success of some games. Developers such as id, Valve, and Epic provide extensive tools and documentation to assist mod makers, allowing for the kind of success seen by popular mods such as Counter-Strike.
Popular mods are sometimes bought by the developers of the game. This is the case of Valve's Half-life. They bought a number of popular mods including Counter-strike and Day of defeat. After the release of Half-life 2 Valve developed these mods for the sequel and sold them through their digital distribution software Steam through the internet.
Recently, computer games have also been used as a digital art medium. See artistic computer game modification.
Naming
Gamers use several umbrella terms for console, PC, arcade, handheld, and similar games since they do not agree on the best name. For many, either "computer game" or "video game" describes these games as a whole. Other commonly used terms include, "entertainment software," "interactive entertainment media," "electronic interactive entertainment," "electronic game," "software game," and "videogame" (as one word).
Computer and video games may be considered a subset of interactive media, which includes virtual reality, flight and engineering simulation, multimedia and the World Wide Web.
See also
- Computer and video game articles by topic
- Computer and video game articles by category
References
- Lieu, Tina (August 1997). [http://www.cjmag.co.jp/magazine/issues/1997/aug97/0897pcgames.html "Where have all the PC games gone?"]. Computing Japan.
- Costikyan, Greg (1994) [http://www.costik.com/nowords.html "I Have No Words & I Must Design"]
- Crawford, Chris (1982) [http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html "The Art of Computer Game Design"]
Category:Games
ko:컴퓨터 게임
ja:コンピューターゲーム
nb:Dataspill
simple:Video game
th:Category:เกมคอมพิวเตอร์และวิดีโอเกม
Tombstone (film)Tombstone is the name of a 1993 Western movie written by Kevin Jarre and directed by George P. Cosmatos.
Wyatt Earp (played by Kurt Russell), a retired peace keeper with quite a reputation, reunites with his brothers Virgil (Sam Elliott) and Morgan (Bill Paxton) in Tucson, Arizona where they venture on towards Tombstone, a small but growing mining town to settle down. There they encounter Wyatt's longtime friend Doc Holliday (Val Kilmer), a southern rogue who seeks relief from his tuberculosis in Arizona's drier environment.
All is not perfect however. Wyatt's wife is slowly becoming dependent on laudanum (opium) which she acquired to heal her headaches. Just as Wyatt and his brothers begin to benefit from the rebuilding of a saloon's below average prospects, they make their first meeting with the Cowboys, an organized crime ring headed by 'Curly' Bill Brocious (Powers Boothe) that wear red sashes around their waist to mark their affiliation. Conflict is narrowly avoided upon Wyatt's insistence that he is retired and no longer interested in pursuing a career in law-keeping. This also marks a less than ideal first meeting for Doc Holliday and his Cowboy counterpart, the psychopathic Johnny Ringo (Michael Biehn), as both begin a tense conversation in Latin.
Also just arriving in town are theatre performers Josephine Marcus (Dana Delany) and her unnamed actor companion (Billy Zane).
Wyatt, although no longer a law-man, cannot betray his good-qualities, and in a town inundated with Cowboys it isn't long before tensions rise. An intoxicated Curly Bill is shooting aimlessly at the sky after his visit to a Chinese opium house and is approached by town marshall Fred White to reliquish his firearms before any harm is done. Curly Bill shoots Marshall White and is subsequently knocked unconscious from behind by Wyatt. Tension mounts as Curly Bill's subordinates, intent on rescuing Curly Bill, are | | |