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How to Fold Party Hat Napkins
Martha Stewart and guest David Stark fold napkins into decorative party hats.
Source:The Martha Stewart Show, Season 7 Episode 7006
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Preppy Napkin Rings
Fashion a set of napkin rings in no time.
- Stitched grosgrain
- Imported Chromspun grosgrain
- Nickel D rings, 1 inch wide
- Fabric glue
Projects Like This
Good Thing: Holiday Leaf-Shaped Napkin Rings
Martha Stewart shares an easy Good Thing of leaf-shaped napkin rings.
Source:The Martha Stewart Show, Season 1 Episode 1055
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Faux-Porcelain Handmade Gifts
Martha Stewart crafts faux-porcelain napkin rings, pins, and place card holders with fake flowers, birds, and white paint.
Source:The Martha Stewart Show, Season 3 Episode 3173
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Table Settings for an Outdoor Buffet Party
Martha Stewart decorates and sets her table for her outdoor country buffet party with a wide variety of plates, glassware and flatware.
Source:Secrets Of Entertaining, Season -1 Episode SP0002
Videos Like This
Christmas Dinner Party with Martha's Family
Martha Stewart sets her Christmas table with a stenciled tablecloth and a holly wreath centerpiece and decorates her Christmas tree with both old and new ornaments before her family arrives for her annual Christmas party feast.
Source:Classic One-Off Specials, Season -1 Episode SP0005
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Three Table Setting Ideas for Any Party
Event designer Matthew Robbins joins Martha Stewart and shares three simple and affordable table settings for any party.
Source:The Martha Stewart Show, Season 7 Episode 7072
Videos Like This


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Posted Fri, Aug 22, 2008 by Ralsu
CABAL Online hits Steam Greenlight just ahead of the release of its next update, Rising Force Extreme.
With The Bible Online entering beta yesterday and introducing the Bible to the MMORPG realm, it only seems fitting that
Danny "Ralsu" Gourley has been taking a lot of heat over his choices for the best free-to-play games. He thought it'd be easy to explain his selection criteria until he sat down to do it....

subset: commoncrawl


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The New Year aside, West Virginia's basketball team is hoping not to suffer any hangover when the Mountaineers jump back into Big East play tonight.
West Virginia (10-4, 1-1 Big East) faces Rutgers (8-6, 0-1) in a 7 p.m. game at the Rutgers Athletic Center. The game will be televised by the Big East Network on Root Sports Pittsburgh.
The Mountaineers are still stinging from an ugly 67-48 loss at Seton Hall last Friday in which they played poorly in virtually every phase, failing to defend against easy baskets and shooting abysmally.
Worst of all, West Virginia failed to get any kind of decent performance from the only three veterans on the roster - Truck Bryant, Kevin Jones and Deniz Kilicli. While some still insist on blaming any WVU shortcomings on a preponderance of freshmen, Huggins can't tolerate that.
"Let's don't blame it all on youth,'' Huggins said Tuesday before the team left for its second trip to northern New Jersey in less than a week. "Truck was three-for-16 [shooting from the floor], Deniz didn't have one of his better games and Kevin sprained his ankle.''
True, but playing in their first Big East road game West Virginia's freshmen did little to pick up the slack, something that will eventually have to change. Huggins noted that tonight's game at The RAC will bring the Mountaineers to the midpoint of the season and that should be enough time for them to acclimate both to college basketball and each other.
"We're halfway through the season,'' Huggins said. "I would think that if the jelling process isn't complete, we're in trouble.''
Against Rutgers, though, the Mountaineers will face a team in a similar position. The Scarlet Knights' top three scorers are two freshmen guards and a sophomore center. Freshman Eli Carter is averaging 13.5 points and this week was named the Big East's rookie of the week after averaging 27 points, 4.5 assists, four rebounds and three steals in a rather odd pair of results - an 85-83, two-overtime win against then-No. 10 Florida and a 67-65 loss at South Florida on New Year's Day.
Freshman guard Myles Mack averages 11 points off the bench for the Knights and 6-8 sophomore Gilvydas Biruta averages 10.9 points. Another freshman, guard Jerome Seagears, leads the team in assists and 6-8 freshman Derrick Randall had 10 rebounds against Florida and 10 points at USF.
Still, the best player might be 6-6 junior wing Dane Miller, who had 16 points, seven rebounds and five assists at USF.
"Dane Miller is an elite athlete,'' Huggins said. "He's as good an athlete as there is in the Big East.''


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Ride-Along Program |
The Ride-Along Program is designed to increase understanding between Officers in the Campus Police Department and the University community. Officers are able to learn how they are viewed by students, faculty, and staff and the riders their awareness of law enforcement processes, problems, and operations. The Campus Police Department encourages the campus community to be interested and involved in the law enforcement process. Therefore, members of the campus community are permitted to ride in Department vehicles as passangers observers for civic or educational purposes. Participation in the Ride-Along Program is open to any interested individual who has a specific interest in campus policing (e.g. persons studing criminal justice or engaging in criminal research, visiting law enforcement officials, etc.) Participants must be 18 years of age or olders (persons under the age of 18 can participate with a parent or guardian permission only). Interested persons should submit a letter of request to the OIC of Patrol Operations. This letter should include your full name, sex, race, date of birth, full address, telephone number, the date and time you wish to ride and your particular interest in law enforcement. All participants will also be required to sign a release form which indicates that the rider assumes the risks involved in riding in a Department vehicle. Direct your letter of request and questions to: |


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The Crunch will face off against their East Division 36 times, but will not face the team that ousted them from the Calder Cup finals.
Stadium Journey gives the Tampa Bay Times Forum a high ranking; the CHL has two of three conference champions; a Murray is a GM of the Year candidate -- and it's not the one that you're thinking of.
As we approach the midpoint of the season, the standings in the Southeast Division are far from settled. The way it's going, the Divisional winner may be the only team playing in May, and with the third seed in the East.
With three of the teams on the road all week, the Lightning have lost 3 straight but still hang on to the top spot in the Division, while the Canes move into second with three gutsy performances from Cam Ward.
A quick look around the Southeast Division for signs of rust and glory as the 2013 NHL season gets off to a rousing start. Plus, the week ahead.
Travel distance between cities is always a factor in the NHL Western Conference playoffs. For the 2012 Conference Finals, however, travel will be a negligible factor.
And now for something completely different: Forget the Quarterfinal round. The Tampa Bay Lightning start from zero on Friday as they begin their series with the Washington Capitals.
The Lightning win their 3rd straight game and their 3rd begame 7 in franchise history, defeating the Pittsburgh Penguins and moving on to the Conference Semi-Finals.
Three games played against Ottawa this season, all resulted in a one-goal win or loss. This time around, the one goal should be for the BOlts to clinch a playoff spot (with a little help from Washington).
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Duke's expert physicians offer abdominal wall surgery, commonly known as a tummy tuck, at our state-of-the-art Duke Aesthetics Center in Durham, North Carolina.
Abdominal wall surgery treats flabby, stretched-out abdominal muscles and skin to improve appearance and strength.
Excessive fatty tissue and loose skin are removed from the middle and lower sections of the abdomen and the abdominal muscles may be tightened.
This procedure is perfect for removing stubborn abdominal fat that will not respond to diet or exercise. It is commonly used by women whose abdominal muscles have endured multiple pregnancies and can no longer return to their prior, firm shape.
An incision is made across the lower abdomen, just above the pubic area. Excess skin and fat are removed from the abdominal wall, from the pubic area to the rib cage, around the umbilicus and the abdominal muscles are tightened. The incision is stitched (sutured) closed.
Small flat tubes (drains) may be inserted and used for a few days to allow fluid to drain out of the incisions.
The surgery typically takes two to four hours. A firm elastic garment is worn postoperatively.
For the first few days, your abdomen will probably be swollen and you will feel some pain and discomfort which can be controlled by medication. There will be numbness of the abdomen that will slowly resolve in a few months.
Some people return to work after two weeks, while others take three or four weeks to rest and recuperate.
Surface stitches will be removed in about seven days.
Expect it to take six months to a year before your scars flatten out and lighten in color. While they'll never disappear completely, abdominal scars will not show under most clothing, even under bathing suits.
In most cases, the results are long lasting, if you follow a balanced diet and exercise regularly.
Post-operative complications such as infection and blood clots are rare, but can occur. Infection can be treated with antibiotics. You can minimize the risk of blood clots by moving around, as instructed by your physician, as soon after the surgery as possible.
Smokers are advised to stop, as smoking may increase the risk of complications and delay healing.
Physicians offering this service include:
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Viso Bolio Base Lamp
The Bolio base lamp provides the perfect light and ambiance to any modern space. This classic contemporary piece is made with a metal interior and polished aluminum; sprinkling a luxurious look and glamorous pizazz.The Bolio base lamp uses: 1 x E26 60watt max.
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Designer: Viso
Origin: Portugal
Finish: Mirror (Chrome) & Transparent Acrylic
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Wattage: 60w max
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7" F5.7 Mark Harry mirror dob (self made) TMB 6MM, 8,13 Ethos, 22T4, 27 Pan, Meade 36QX 10" F5 Swayze refigured mirror waiting for a home
Quote:I have a helical focuser so changing focus didn't change it, so can't be the eyepiece.
Quote:I think maybe it could be coming from the edge of my secondary which I haven't gotten around to darkening.
"If I say something in the forest and my wife isn't there to hear it, am I still wrong?"
20" homebuilt truss dob 6" watson refractor
"A craftsman relies on science when knowledge allows it, tradition and experience when it does not, and makes art whenever he can." 14 built scopes from 4.25 to 18" and a 24" in (perpetual) progress. 15 ATM awards. Co-mounted CPC 1100 EdgeHD/TAK FS-102/Orion ED80T on a trash-cart for when I'm feeling lazy. "Simple minds discuss people. Good minds discuss events. Great minds discuss telescopes." http://stardazed.com/
Quote:Hello: I have seen things similar to what you describe. In my case, it was caused by a heat plume from the center of my Cassegrain primary mirror. I saw a short spike or flare to only one side, that was changing slowly like slow seeing. If you go way out of focus (until you see a big donut), you can see the source of the heat plume. CheersMike


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The Samsung Business Monitor SA450 is the perfect choice for professional businesses looking to increase overall operational efficiencies while boosting the performance and productivity of employees. These high-performance monitors are specially designed for working under extremely demanding conditions while providing users with ergonomic features that reduce fatigue. It is also a born multitasker and can run more efficiently with lower power consumption. So whether you're in professional services, the financial industry, or higher education, Samsung's SA450 will transform the way you and your employees conduct business.


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Dead or Alive (series)
Dead or Alive franchise | |
Logo of the series since Dead or Alive 3
Genres | Fighting |
Developers | Team Ninja |
Publishers | Tecmo |
Creators | Tomonobu Itagaki |
Platforms | Arcade, Saturn, PlayStation, Dreamcast, PlayStation 2, Xbox, Xbox 360, PlayStation Portable, Nintendo 3DS, PlayStation 3, iOS, PlayStation Vita |
First release | Dead or Alive 1996 |
Latest release | Dead or Alive 5 Ultimate September 3, 2013 |
Spin-offs | Sports/gambling games (Xtreme series), live-action film |
Dead or Alive (Japanese: デッドオアアライブ Hepburn: Deddo oa Araibu?) is a video game series produced by Tecmo and developed by Team Ninja that is primarily composed of fast-paced 3D fighting games. Its story and characters are the creation of Tomonobu Itagaki, who has since left the company and is no longer working on the series.
In addition to its innovative countering system, the franchise is arguably as well known for its cast of busty female characters and the animation of their breasts. This aspect of the game's popularity led to the creation of the spin-off game Dead or Alive Xtreme Beach Volleyball and its sequels, where the women and their sex appeal play a more focal role than it does in the core Dead or Alive series.
Development history[edit]
This section is outdated. (April 2013) |
The series was created by Tomonobu Itagaki when he became a programmer for Tecmo—which was in need of a hit to boost sagging game sales. In this vein, Itagaki made a wager with the head of the company, assuring the president he would create a video game that would garner a competent fan base. Because of the wager, Itagaki named the series "Dead or Alive" to demonstrate the series' fail or succeed status and proceeded to form a division in the company named Team Ninja.[citation needed]
Itagaki's inspiration for the series derived from the Fatal Fury series in Japan and the Mortal Kombat series in America, with DOA's fast gameplay and sexual appeal drawn from the former series, and the ability to knock opponents off landscapes from the latter. His stated reasoning was: "I wanted to do something that would attract people's attention as I worked on the DOA game. Of course, DOA is known for its bouncing breasts. Well, I didn't come up with that idea originally. I actually got the idea from one of SNK's 2D fighting games Garou Densetsu. Of course, when I applied it to a 3D game, it was almost too much for people. And of course, it hurts to fall off from high places in DOA, but the idea came from Mortal Kombat. In the case of Mortal Kombat, the 2D fighter, the character falls off and he simply dies. That ends the game. That's it. But we figured it would be more interesting to have the character continue to fight after the fall. And that's what we did."[citation needed] When asked how he wished the series would contribute to the fighting genre, Itagaki replied: "I want people to remember DOA as a game that was very aggressive and combative. As to [...] how it contributed to the fighting genre – I look at it as something similar to how sushi was released in this country and became mainstream. You know, like, some people like graphics, some people like animation, some like flashy character design and so forth. Through DOA, we want to reach out to those people and become somewhat of a mainstream game."[1]
Before his departure from Team Ninja, Itagaki stated in 2006 that he had the first play concepts in mind,[2] but in a 2008 interview he said about the Dead or Alive series: "This is another area that my closest colleagues and I all agree that we were able to achieve the definitive fighting game with DOA4. So we're not looking to extend the series at this point."[3] In a released statement on June 3, 2008, Itagaki announced his resignation from Tecmo (July 1, 2008) due to business troubles with then president of Tecmo, Yoshimi Yasuda. Itagaki stated that this would unfortunately lead to the end of production for the game and its series.[4] However, Tecmo replied with the announcement that Team Ninja would not be dissolved upon Itagaki's departure, stating that both the Ninja Gaiden and Dead or Alive franchises would remain in production and that some projects were already underway.[5]
This section is outdated. (April 2013) |
The Dead or Alive series focuses on fast-paced gameplay in a three-dimensional playing field. In comparison to others in the fighting game genre, such as Virtua Fighter, the series places emphasis on striking characters quickly and efficiently. There is an emphasis on quick combos and air-juggles since the game's countering system and fast recovery times prevent slow, technical sets of moves in most instances.
One of the series' most innovative additions to the genre is its countering system. Beginning with the original Dead or Alive, players could tap the guard button and a direction corresponding with the anticipated attack, which would do a powerful counterattack. Counter holds must be timed correctly and match the direction of the attack being countered.
Like other modern fighting games that attempt to emulate real life martial arts, DOA's input system is designed so controls correspond game character's actions; if the character moves forward with a punch, the controls most likely would include the punch input and pressing forward on the directional pad.
The series controls also make the instances of speed and simplicity more congruent with the focus of timing and combos in mind, as the commands for basic attacks are widely considered more straightforward than most video games. There is only one button for punch, kick, throw and guard, with the player rarely having to combine more than two different input schemes together at a time.
In Dead or Alive 2, the series implemented its tag fighting system, allowing characters to switch back and forth for combo attacks and even attack simultaneously when timed correctly. The tag mode also included special throws unique to certain pairs of characters and allows for the participation of four players, something not common in the genre.
The Dead or Alive series depicts several skilled martial artists in a worldwide competition named the "Dead or Alive tournament". DOATEC (Dead or Alive Tournament Executive Committee), a massive corporation with unknown motives, holds the fighting competition in arenas ranging from the North Pole to the Amazon rain forest.
- Dead or Alive, the first game in the series, introduces the characters and their reasons for entering the tournament. For example, Zack enters for profit. Kasumi, a runaway female ninja, enters the tournament to seek revenge against Raidou who crippled her brother Hayate. In the end, the strict laws of ninja society prevent Kasumi from returning to her village, and she became a hunted fugitive. Kasumi won the first DOA tournament.
- Dead or Alive 2 is set less than a year later. Here, a tengu known as the Gohyakumine Bankotsubo threatens the world's peace and stability. Kasumi's brother Hayate, previously injured by Raidou, returns from being a subject in DOATEC's bio-weapon experiment Epsilon. New fighters include Ein, Helena Douglas and Leon. Eventually, Ryu defeats Tengu and thus wins the tournament.
- The third game, Dead or Alive 3, takes place shortly after Ryu Hayabusa's defeat of the Gohyakumine Bankotsubo. This game's plot concerns DOATEC's secret goal to produce the ultimate fighter, called the Omega project. Through Epsilon and Alpha stages, DOATEC wipes the ninja Genra's memory and turns him into the vicious Omega. A third tournament is held to test Omega's abilities. In the end, Ayane and Hayate destroy the Omega entity. The game introduces four more fighters, Hayate, Hitomi, Brad Wong, and Christie.
- Dead or Alive 4 again explores DOATEC's attempts to create the ultimate bio-weapon, which is a powerful clone of Kasumi created by the Alpha project. The various fighters discover the true nature of DOATEC and set out to stop it. Helena wins the tournament and decides to give the title to Zack.
- The fifth game, Dead or Alive 5, follows the last game's series of events and the explosion DOATEC's tri-tower. Set two years later, DOATEC is newly reformed with Helena still in control and Zack appearing to be in employ. Jann Lee beat Hitomi in the last round of the tournament, thus winning the tournament.
Title | Release | Arcade | 5th Gen | 6th Gen | 7th Gen | Handheld | PC |
Dead or Alive/++ | 1996-11 | Arcade | Saturn, PlayStation | N/A | N/A | N/A | N/A |
Dead or Alive 2 | 1999-11 | Arcade | N/A | Dreamcast, PS2, Xbox | N/A | N/A | N/A |
Dead or Alive 2 Millennium | 2000–01 | Arcade | N/A | N/A | N/A | N/A | N/A |
Dead or Alive 2/Limited Edition | 2000–09 | N/A | N/A | Dreamcast | N/A | N/A | N/A |
Dead or Alive 2: Hardcore | 2000–10 | N/A | N/A | PS2 | N/A | N/A | N/A |
Dead or Alive 2: Hard*core | 2000–12 | N/A | N/A | PS2 | N/A | N/A | N/A |
Dead or Alive 3 | 2001–11 | N/A | N/A | Xbox | N/A | N/A | N/A |
Dead or Alive Xtreme Beach Volleyball | 2003-01 | N/A | N/A | Xbox | N/A | N/A | N/A |
Dead or Alive Ultimate | 2004–10 | N/A | N/A | Xbox | N/A | N/A | N/A |
Dead or Alive 4 | 2006-01 | N/A | N/A | N/A | Xbox 360 | N/A | N/A |
Dead or Alive Xtreme 2 | 2006–11 | N/A | N/A | N/A | Xbox 360 | N/A | N/A |
The Girls of Dead or Alive: Blackjack | 2009–?? | N/A | N/A | N/A | N/A | iOS | N/A |
Dead or Alive Online | 2009-08 | N/A | N/A | N/A | N/A | N/A | Windows |
Dead or Alive Paradise | 2010-03 | N/A | N/A | N/A | N/A | PSP | N/A |
Dead or Alive: Dimensions | 2011-05 | N/A | N/A | N/A | N/A | 3DS | N/A |
Dead or Alive 5 | 2012-09 | N/A | N/A | N/A | Xbox 360, PS3 | N/A | N/A |
Dead or Alive 5 Plus | 2013-03 | N/A | N/A | N/A | N/A | PS Vita | N/A |
Dead or Alive 5 Ultimate | 2013-09 | N/A | N/A | N/A | Xbox 360, PS3 | N/A | N/A |
Dead or Alive 5 Ultimate: Arcade | 2013 Fall | Arcade | N/A | N/A | N/A | N/A | N/A |
Main series[edit]
This section is outdated. (April 2013) |
Dead or Alive has spawned five main sequels which have continued the storyline and six overall. Of the six games in total, four of them focus on the fighting genre of gameplay. This number excludes the numerous updated editions, ports and remakes of each title.
Dead or Alive[edit]
The original Dead or Alive was inspired by Virtua Fighter, as noted by Itagaki in an interview. In comparison to other 3D fighters, such as Tekken (which gained a substantial market base in Japan and North America), DOA introduced a countering system unique to the genre and an added emphasis on speed, as well as a rich graphics engine that lacked many jaggies and incorporated very smooth surfaces. The original DOA game was first released for the arcades and Sega Saturn in 1996. In graphical comparison, the arcade version featured superior detail, using fully three-dimensional backgrounds and high quality music. When released for the Saturn, the game sacrificed quality in the character models and used pre-rendered images for background stages.[6] Additionally, in a review of the game's moveset, it was discovered by players that the move lists included were not aligned properly with the game.[7] In 1998, a PlayStation version was released in Japan, with the North American and European versions following shortly thereafter. It introduced new characters, improved graphics, "remixed" stage designs and additional unlockable costumes for the player. This was also re-released in the arcades and named Dead or Alive ++ due to its upgraded content.[1]
Dead or Alive 2[edit]
The second installment, Dead or Alive 2, was released in 2000, and like its predecessor, improved upon the graphics engine by using NAOMI hardware.[6] Notable features included introducing CG cutscenes in line with the plot, replacing the original "danger zone areas" in stages with fully interactive ones, allowing players to juggle each other into walls, propelling characters from landmarks for more damage (the first game to implement this feature was Samurai Shodown 64), and upon completing the game, presenting the player with (sometimes ambiguous) endings for each character using the game's standard engine.
Dead or Alive 2 has spawned the most upgrades and remakes in the series to date, with the original arcade version and North American Dreamcast version serving as the starting point. When the PlayStation 2 was launched in Japan, a DOA2 port was released for it as well. Although this version was considered graphically inferior to any of the previous versions, lacked the 4 player Tag Team feature, and was never released outside of Japan, it did include extra backgrounds and costumes. The extras from this version were then included in the belated Japanese Dreamcast release,[8] which was available in both Regular Edition and Limited Edition versions. Another remake was released in October of that year for the PS2 in North America, titled DOA2: Hardcore. This version provided improvements larger in scope than any previous franchise entry. It expanded the unlockable costumes, amended graphical problems prevalent in the Dreamcast versions, added new game modes and included English voice acting. (Dead or Alive 2: Hardcore is one of the only installments in the series with the ability to switch between English and Japanese voice acting.) After this, a final version of DOA2 was released in Japan dubbed Dead or Alive 2: Hard*core which was essentially the North American/European version but with a few extras; it was considered the most up to date version until the Xbox version.
In 2004, after the release of Dead or Alive 3, Team Ninja once again remade DOA2, this time for the Xbox system. In the planning stages, this new game was named Dead or Alive Online for its addition of online support. On January 14, it was renamed to Dead or Alive Ultimate and promised fresh content, additional characters and an upgraded version of the original Dead or Alive for the Sega Saturn. According to Tecmo, the name change was due to the opinion that "Ultimate would more accurately describe the feeling players feel upon experiences with the game".[9]
Dead or Alive 3[edit]
Dead or Alive 3 was released for the Xbox as one of the system's launch titles for American gamers (as well as Japanese and European). As with previous facets of the series, it took advantage of the system's power to push the range of the graphics and stage sizes farther than DOA2. However, it lacked in unlockable content compared to Hardcore and controls were somewhat more lenient to allow players new to the series to adapt to gameplay. Dead or Alive 3 was one of the best-selling installments in the series; in 2002 Tecmo announced the game had reached sales of over one million copies.[10]
Dead or Alive 4[edit]
Dead or Alive 4 was released later in 2005 as a launch title for the Xbox 360 platform. Initially held back by retailers,[11] like Ultimate, it included online support where players could interact in a similar fashion to an arcade setting, fighting opponents at win/loss intervals. Nevertheless, like DOA3, the game featured a low number of costumes and numerous series characters now had to be unlocked by the player.
Dead or Alive: Dimensions[edit]
Dead or Alive: Dimensions, released in 2011 for Nintendo's 3DS platform, is responsible for several firsts for the series: It is the first DOA game released for a Nintendo platform,[12] the first game to be not fully published by Tecmo (it was jointly published with Nintendo in Europe and Australia),[13] the first DOA fighting game released on a handheld (Dead or Alive Paradise, released a year earlier on PSP, is part of the non-fighting "Xtreme" spinoff series), and most notably, the first released without any involvement from series creator Tomonobu Itagaki. It also features the largest character roster of any DOA game to date, with 26 playable characters. As the game doesn't feature any completely new playable characters (except Shiden) and its stages are mostly taken from those in DOA 3 and DOA 4, "Dimensions" can be considered something of a "best of" collection rather than a truly new entry in the series, similar to Mortal Kombat Trilogy. The only substantial new content is the inclusion of a stage based on Metroid: Other M – a Wii game co-developed by Team Ninja with Nintendo – with characters from that game appearing as stage hazards (but not playable fighters).[12][14][15][16]
Dead or Alive 5[edit]
At the Tokyo Game Show in 2011, Team Ninja revealed a trailer of a pre-alpha build of Dead or Alive 5. A brief battle atop a skyscraper under construction is captured between Ryu Hayabusa and Hayate before the entire building begins to crumble. Producer Yousuke Hiyashi has used the phrase "fighting entertainment" to explain the game's direction and has stated the environment will play a much larger role in DOA5. For the first time in the series' history that the game received a simultaneous release on multiple platforms (being released for both the PlayStation 3 and Xbox 360 in 2012). It was also the first to have no involvement from the series creator, Tomonobu Itagaki, who had quit the company before development began.
Spin-off series[edit]
Dead or Alive Xtreme Beach Volleyball[edit]
Dead or Alive Xtreme Beach Volleyball was released in 2003, shortly after DOA3. The plot is set immediately after the tournament in DOA 3 ended. Gameplay revolves around the women of the DOA series playing various mini-games in the many locations of Zack Island, a reclusive private resort on an island owned by Zack (who is the only male character from the series to appear anywhere in the game). This installment features no fighting engine, instead being much like a simulation game that encourages the player to establish relationships with the AI of characters, and eventually make a two-person team to compete in volleyball competitions. "Zack dollars" earned from completing mini-games and gambling in the island's casino allow the player to purchase hundreds of different swimsuits to wear in the game, many of which are very revealing and make the women appear almost nude in some instances (which led to the first Mature rating in the series' history). According to Itagaki, who revealed the basis for the game in an interview with video game cable channel G4, the idea for the game took shape after fans' expressed a desire for a beach ball mini-game in DOA2.
Dead or Alive Xtreme 2[edit]
A sequel for this game followed on the Xbox 360 in 2006, with the title shortened slightly to Dead or Alive Xtreme 2, suggesting – and accurately so – that volleyball was no longer at the center of the experience.
Dead or Alive Paradise[edit]
Dead or Alive Paradise, remake of Xtreme 2 with some changes (primarily a greater emphasis on the photography portion of the game), was released for Sony's PlayStation Portable handheld platform in the Spring of 2010. It was the first Dead or Alive title to be released on a handheld system, as well as the first release from the series since the departure of series creator Itagaki from Team Ninja. Regarding Dead or Alive Xtreme 3, when questioned about it, Yosuke Hayashi mentioned that there aren't any current plans on making Dead or Alive Xtreme 3 due to poor sales of Xtreme 2, although he has heavily implied that he will consider it if people stated their support for it on Team Ninja's official Twitter account.[17]
Dead or Alive: Code Chronos[edit]
A side-story game, named Dead or Alive: Code Chronos, was once in production for the Xbox 360, as confirmed in the July 2006 edition of Play Magazine by Itagaki to "...not be a fighting game" and instead act as a prequel to the series proper, relaying the history of Ayane and Kasumi. Earlier reports had implied the character of Helena would be more heavily involved.[18] However, the game has since been cancelled.[19]
Ninja Gaiden connection[edit]
After Tecmo's classic (but long dormant) Ninja Gaiden series was revived in 2004 by Tomonobu Itagaki and Team Ninja, they began linking it back with Dead or Alive, setting the franchises within the same universe with overlapping characters and events. As it was a complete reboot of the series and didn't continue the canon of any previous Ninja Gaiden titles, the developers were free to do with the universe and its characters as it saw fit, and so the game was implemented into the DOA universe by being set up as a prequel to the first DOA. In addition, Ninja Gaiden protagonist Ryu Hayabusa, who had already been on the roster of every DOA fighting game since the beginning, plays a major role in that series' overarching storyline, which has been fleshed out during the development of the subsequent Ninja Gaiden titles. As the repayment of including Hayabusa in most of Dead or Alive games during a development of Ninja Gaiden reboot, they are allowed to include the character Ayane in most of Ninja Gaiden games. Conversely, several characters from DOA have roles in the rebooted Ninja Gaiden series (which currently stands at six games, including four main entries and numerous ports of the first, third and fourth games with added content), initially only appearing during story sequences but becoming fully playable characters in special modes in later games. Momiji and Rachel, characters originating from the Ninja Gaiden series, appear in Dead or Alive 5 Ultimate, an updated version of Dead or Alive 5.
Game | GameRankings | Metacritic |
Dead or Alive | (PS) 83.92%[20] (SAT) 82.00%[21] |
Dead or Alive 2 | (DC) 91.37%[23] | – |
Dead or Alive 3 | (Xbox) 86.19%[24] | (Xbox) 87[25] |
Dead or Alive 4 | (X360) 85.49%[26] | (X360) 85[27] |
Dead or Alive 5 | (Vita) 86.20%[28] (X360) 79.45%[29] (PS3) 74.57%[30] |
(Vita) 84/100[31] (X360) 76[32] (PS3) 74[33] |
This section requires expansion. (April 2013) |
The Dead or Alive series have been well received. The fighting series have received positive reviews with Dead or Alive 2 having the highest rankings out of all the main series games and Dead or Alive 5 having the lowest.
Film adaptation[edit]
A live-action feature film titled DOA: Dead or Alive, directed by Corey Yuen and starring Devon Aoki, Jaime Pressly, Holly Valance, Sarah Carter and Natassia Malthe was released in the United States on June 15, 2007. Not screened in advance for the press,[34] the film received mixed to negative reviews from critics and was a flop at the box office, failing to recoup even half of its modest $21 million budget.
- ^ a b "Catching up with Tecmo's Prince of Darkness: Classic GI interviews Tomonogu Itagaki". Game Informer magazine Issue December 2004. 2004.
- ^ Klepek, Patrick (2006). "Itagaki Confirms Dead or Alive 5". 1up.com. Retrieved May 31, 2008.
- ^ Ogden, Gavin (2008). "Tomonobu Itagaki Interview". Computer and Video Games.com. Retrieved May 24, 2008.
- ^ Top: Itagaki Leaving Tecmo, Suing Tecmo
- ^ Magrino, Tom (June 3, 2008). "Tecmo affirms Itagaki departure – Xbox 360 News at GameSpot". Gamespot.com. Retrieved August 12, 2011.
- ^ a b "DOA analysis at Hardcore Gaming 101". Hardcore Gaming 101. 2005.
- ^ "Dead or Alive Defective?". IGN. 1998.
- ^ "Dead or Alive". Hardcore Gaming 101. Retrieved August 12, 2011.
- ^ Tor Thorsen (2004). "Dead or Alive Online now Dead or Alive Ultimate". Gamespot.
- ^ Giancarlo Varanini (2002). "Dead or Alive reaches 1 million". Gamespot.
- ^ Douglas C. Perry (2005). "Dead Or Alive 4 Delayed?". IGN.
- ^ a b Tamoor Hussain. "News: Dead or Alive 3D screens". ComputerAndVideoGames.com. Retrieved August 12, 2011.
- ^ "Nintendo Europe Beating up Dead Or Alive Dimensons in May". Nintendolife.com. May 24, 2011. Retrieved February 20, 2012.
- ^ "Dead or Alive: Dimensions pictures and screenshots for 3DS". VideoGamer.com. June 16, 2010. Retrieved August 12, 2011.
- ^ John Tanaka (September 3, 2008). "Team Ninja Working on Three New Action Games – Xbox360 News at IGN". Au.xbox360.ign.com. Retrieved August 12, 2011.
- ^ "Dead or Alive 3DS gets a name | GoNintendo – What are YOU waiting for?". GoNintendo. Retrieved August 12, 2011.
- ^ Matt S. (2013). "Team Ninja Head Yosuke Hayashi on Art". Digitally Downloaded.
- ^ IGN staff (2001). "Q & A With Dead Or Alive 3 Creator, Tomonobu Itagaki". IGN.
- ^ Anoop Gantayat (November 5, 2010). "Team Ninja's Project Progressive and Dead or Alive Cronus Cancelled". Andriasang. Retrieved November 3, 2010.
- ^ "Dead or Alive Reviews". GameRankings. Retrieved September 25, 2012.
- ^ "Dead or Alive Reviews". GameRankings. Retrieved September 25, 2012.
- ^ "Dead or Alive Reviews". Metacritic. Retrieved September 25, 2012.
- ^ "Dead or Alive 2 Reviews". GameRankings. Retrieved September 25, 2012.
- ^ "Dead or Alive 3 Reviews". GameRankings. Retrieved September 25, 2012.
- ^ "Dead or Alive 3 Reviews". Metacritic. Retrieved September 25, 2012.
- ^ "Dead or Alive 4 Reviews". GameRankings. Retrieved September 25, 2012.
- ^ "Dead or Alive 4 Reviews". Metacritic. Retrieved September 25, 2012.
- ^ "Dead or Alive 5 Plus (Vita)". GameRankings. Retrieved April 1, 2013.
- ^ "Dead or Alive 5 Reviews". GameRankings. Retrieved September 25, 2012.
- ^ "Dead or Alive 5 Reviews". GameRankings. Retrieved September 25, 2012.
- ^ "Dead or Alive 5 Plus for PlayStation Vita – Reviews, Ratings, Credits, and More". Metacritic. Retrieved March 30, 2013.
- ^ "Dead or Alive 5 Reviews". Metacritic. Retrieved September 25, 2012.
- ^ "Dead or Alive 5 Reviews". Metacritic. Retrieved September 25, 2012.
- ^ Boston Globe (June 16, 2007)"In 'DOA,' the inspiration and excitement are MIA" (review by Tom Russo)
External links[edit]
- Official website (Japanese)
- Dead or Alive on Facebook
- Dead or Alive at MobyGames
- Dead or Alive at TV Tropes


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The NV-GS300, Panasonic's midrange consumer three-CCD camcorder, arrives at a lower price than last year's model, the NV-GS250. As with its higher-end sibling, the NV-GS500, Panasonic adds a few new features and, unfortunately, deletes others. The primary appeal of this camera is its trio of CCD chips, which allow it to capture richer colour and sharper images than single-CCD cameras. The sharp video and the addition of a wide-screen LCD will appeal to HDTV owners looking for good image quality at a price less than that of a true HD camcorder. Its limited feature list, however, may well disappoint experienced video buffs looking for the shooting flexibility offered by cameras loaded with manual and automatic feature settings.
Weighing 510g, the Panasonic PV-GS300's solidly built silver-plastic case has a squat design that's comfortable for one-handed use. The tape ejects upwards, allowing you to swap tapes while using a tripod. However, you'll have to remove the camcorder from the tripod to swap the Secure Digital memory cards used for stills, as the card slot is on the bottom.
The NV-GS300's control layout is almost identical to that of the NV-GS500 -- minimalist. You perform most adjustments via the menus, navigating with a small, hard-to-manage joystick that sits in the centre of the mode wheel. The onscreen menus are easy to understand, but the process of changing settings is tedious. We'd have preferred at least a few dedicated buttons for often-used functions such as backlight compensation. Then again, Panasonic designed the GS300 for the point-and-shoot crowd, providing the typical assortment of program autoexposure modes, highlighted by manual shutter and aperture, adjustable white balance and a macro mode. You also use the joystick for focusing manually -- an imprecise tool that makes us long for the focus ring of the GS250.
The NV-GS300's biggest improvement over the NV-GS250 is its widescreen, 69mm (2.7-inch) LCD. Colourful, with good detail rendering, the LCD works great for framing shots, though it's a bit too small to give you the precision needed for manual focus. The optical image stabilisation on the NV-GS300 is quite effective -- very little image shake is evident when shooting handheld at full 10x zoom. Autofocus and exposure react accurately when panning from close, well-lit objects to distant, shadowed scenes, though sometimes there's a perceptible delay. Battery life is solid, providing more than an hour of start/stop recording and as much as two hours of continuous shooting.
Image quality
The chief advantages of three-CCD models are richer colour and better low-light performance, and the three 800,000-pixel CCDs clearly make a difference here. Footage shot outdoors in sunlight looked very sharp and detailed, with accurate, vibrant colour. Moving indoors into regular room light -- a situation where things can start to get grainy with single-CCD consumer camcorders -- resulted in equally sharp footage with little or no visible graininess. Only in dim light did noise become intrusive. But even then, video retained an above-average level of colour, albeit with a reddish cast. The MagicPix mode lets you use the LCD to illuminate dark subjects, though this does little to improve dark shots. Still quality for outdoor and indoor shots using the built-in flash is acceptable for small, uncropped prints. However, zooming in even slightly reveals significant noise and a general lack of detail.
The GS300 records sound very well, too, and incorporates an effective wind filter as well as an audio-zoom feature. It has a jack for an external microphone, though it lacks the headphone jack that's found on the NV-GS250.
If you have a good eye for video but a bad time with technology, then the Panasonic NV-GS300 will deliver exactly what you want -- great video quality with minimum fuss. But if you like to tweak and experiment even occasionally, don't go here.
Edited by Lori Grunin
Additional editing by Kate Macefield


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The term "head and neck cancers" refers to a broad category of cancers occurring in the head or neck region, including the nasal cavity, sinuses, lips, mouth, salivary glands, throat, tonsils or larynx. Most head and neck cancers begin in the squamous cells that line the moist surfaces of these areas. Major risk factors for developing these cancers include heavy use of tobacco and alcohol.
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In his sacred music Domenico showed elements of the harmonic richness and melodic individuality which flood his later keyboard writing, but the main features of his settings of emotive sacred texts are tuneful melodies which mix religious deference with occasional elements of the opera. This readily approachable style is nonetheless underpinned by a sound compositional technique.
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Quiltmaker's Gift - Hardback
When a generous quiltmaker finally agrees to make a quilt for a greedy king but only under certain conditions, she causes him to undergo a change of heart. .
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Glittering in Silver Shade Crystal Mesh on the front and silver calfskin on the back, this cardholder has two flat pockets. A perfect match to the bag, it can be neatly tucked in with eyes following its every glint.
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Mmm, Doughnuts: Zac Young Plans A Shop; Brooklyn Farmacy Gets Peter Pan
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What is phosphatidylcholine?
Phosphatidylcholine (PC or PPC) belongs to a special category of fat-soluble substances called phospholipids, a principal type of lipid within cell membranes. Often used synonymously with lecithin, phosphatidylcholine is found in soybeans, egg yolks, meat and some vegetables. Choline, the primary constituent of PC, is found in eggs, beef, liver and wheat germ.
How does phosphatidylcholine support health?
Why choose Vitacost Phosphatidyl Choline?
About Vitacost
Vitacost nutritional products are manufactured to high standards of quality, efficacy and safety. Each Vitacost product meets or exceeds the standards and requirements set forth in the FDA's Code of Federal Regulation (21 CFR, 111) Current Good Manufacturing Practices (CGMP).
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As a dietary supplement, take 2 softgels daily or as directed by a physician.
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Pregnant or lactating women, diabetics, hypoglycemics, and people with known medical conditions and/or taking drugs, should consult with a licensed physician and/or pharmacist prior to taking dietary supplements.
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