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Your stomach is a thriving ecosystem, home to 100 trillion microbes. Some of these microbes include harmful bacteria and viruses that could threaten your health and lead to symptoms of illness. Fortunately, your body is protected by good bacteria that work against the activities of the potentially harmful bacteria to keep your digestive system balanced. For decades, scientists studied how people might be able to promote equilibrium between the bad and good microbes in the gut to assist with overall health and well-being. Research led to the discovery of probiotics, the healthy bacteria found in foods like yogurt. Probiotics were shown to help restore balance to the gut and to offer real health benefits for the body, but scientists struggled to find a way to keep the cultured good bacteria alive in supplement form.
In 1985, a pair of researchers named Sherwood L. Gorbach and Barry R. Goldi made a breakthrough discovery. Together, they isolated a probiotic known as Lactobacillus GG. Unlike other strains of probiotics, Lactobacillus GG was hardy and able to be easily packaged into supplement form. Clinical trials showed that the probiotic could withstand the digestive process and once inside the gut, had the ability to colonize, reproducing rapidly to balance the natural flora of the stomach. Since the scientists' discovery, no other probiotic has been proven to offer the same benefits as Lactobacillus GG. Culturelle probiotic supplements are different from others on the market because they are made solely from this one powerful probiotic strain. As a result, each dose of a Culturelle probiotic provides 10 billion live Lactobacillus GG cells to the body. The benefits of Culturelle products and their active ingredient have been evaluated in over 700 studies. In each test, the probiotics were shown to assist with digestion, reducing the chances of unpleasant gastrointestinal symptoms. In addition, the good microbes were found to support the functioning of immune system activities, 70 percent of which occur in the stomach. Because of their unique formulas and the rigorous clinical testing that went into making them, you can use Culturelle supplements with the confidence that comes from knowing you're taking a truly scientific formula. Here at drugstore.com, you'll find all of the popular formulas in the Culturelle collection, including supplements for both adults and children. With the right Culturelle supplement, you can keep your stomach armed with the good probiotic bacteria needed to defend it and to promote healthy digestion. Shop the collection now to find the right Culturelle supplement for your needs and see for yourself how Lactobacillus GG can contribute to your overall health and well-being. back to top » |

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A&P TAPS HERZ TO SUCCEED KRAMER MONTVALE, N.J. — A&P here last week said it had named Paul Herz executive vice president, operations. He succeeds Mark Kramer, who A&P said left the company to pursue other interests. Prior to joining A&P, Herz was executive vice president of retail stores for OfficeMax, and before that he has held vice president posts at Wild Oats Markets, ShopKo and Fred Meyer Inc., a division of Kroger Co. Sam Martin, named chief executive officer of ...
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Final Sale
Mesh Sleeve Tee
Sorry, this product is sold out online!
Sold Out Online:
Everyone's favorite basic, with dressy personality!
- Soft jersey knit, dotted mesh sleeves
- Cap sleeves
- 95% Rayon/5% Spandex; Trim: 100% Nylon
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Item# 5052949
loose fit - wasn't my favorite purchase.
I am 5'7 135lbs. I usually wear a small or medium depending on the style/fabric. I purchased a medium in this shirt and it was too loose. The fabric is a little heavier so it stretches easily. Hope this helps
June 4, 2014
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June 4, 2014
Must buy
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May 23, 2014
1-3 of 3


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Baylor (9-1, No. 12 in the AP Top 25, 15th in the ESPN/USA Today Top 25) nearly became NSU's second-ever nationally-ranked victim but the Demons (4-6) faltered ever so slightly in OT and couldn't contain Chery, who finished with 20 points and a game-high 10 assists.
Northwestern became the first team this season, including three Top 25 foes (Syracuse, Kentucky and Colorado) to outrebound Baylor (38-36), helping the Demons hang close. Sophomore guard Jalan West forced overtime with a 22-foot 3-pointer with 14.5 seconds to go in regulation, forging a 76-all tie.
West topped all scorers with 26 points, adding eight assists, seven rebounds and two steals while playing all 45 minutes. The Demons got 15 points from senior forward DeQuan Hicks, who had a team-best eight rebounds along with three assists and two steals. True freshman guard Zeek Woodley also scored 15 while senior guard Brison White contributed 11.
NSU sank 49 percent of its shots to 51 percent by Baylor. Cory Jefferson topped the Bears with 22 points and 10 rebounds, a total matched by teammate Rico Gathers, who scored 19. Gary Franklin added 11 for the Bears, who turned it over just 10 times to 12 for the Demons.
Both teams rallied from nine-point deficits in regulation. NSU surged up 24-15 midway through the first half before a 38-all halftime stalemate. Baylor was up 54-45 but the Demons rallied within a point and finally drew even on West's 3-pointer off a Hicks assist.
Chery missed a running one-hander from five feet away and Baylor couldn't convert on an offside putback just before the buzzer, sending the game into overtime.
Baylor led 82-80 before Chery hit a driving layup with 1:49 to go, then cashed in a Demons' turnover with a 3-pointer from the right wing with 45 seconds left to open an 87-80 advantage. NSU missed a 3-pointer on its next possession and could not get closer in the last half-minute.
"We played a very solid, tough game against a very good basketball team, and they made a few more plays in overtime than we did," said Demons' coach Mike McConathy. "They won the game. We didn't lose it. Our guys made a lot of plays to give us the chance to walk off winners, and I am proud of them for that and for the way they competed."


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Chronic fatigue syndrome (CFS) is characterized by unexplained and debilitating tiredness and is associated with headaches, disrupted sleep, muscle pain and difficulty in concentrating. New research published by BioMed Central's open access journal BMC Medicine shows that ethnicity, depression, lack of exercise or social support, and social difficulties are major risk factors for CFS.
A multi-institute study funded by the Medical Research Council (UK), involving researchers across London and Manchester, looked at data from over 4000 adults living in England. The result of this study showed that, on average, there is a 2.3% risk of suffering from CFS and that risk increases with age by 2% per year from the age of 35. When the researchers compared the occurrence of CFS with medical factors and exercise they found that, while both depression and anxiety were associated with a much higher risk of CFS, moderate exercise halved the risk.
Social status and adversity were also major risk factors along with cultural and ethnic background. The incidence of CFS was highest amongst people who had the most difficulties with housing, finances, or had family problems, but this was balanced by levels of support within the community. Perceived cultural discrimination and insults in the workplace, or in society, along with racial and religious discrimination, were also much higher for CFS sufferers. Overall people with Pakistani, Indian or Black Caribbean backgrounds had a greater risk of CFS than the white population.
Professor Bhui from Barts and the London School of Medicine and Dentistry, Queen Mary, University of London said, "Earlier studies, based on attendance at clinics, indicated that CFS is a disease of white, middle class people. Our results show that CFS is more common amongst the physically inactive, those with social difficulties and with poor social support, and ethnic minorities, especially in the Pakistani group studied, and that they are silently suffering."
Notes to Editors
1. Chronic fatigue syndrome in an ethnically diverse population: the influence of psychosocial adversity & physical inactivity
Kamaldeep S Bhui, Sokratis Dinos, Deborah Ashby, James Nazroo, Simon Wessely, and Peter D White
BMC Medicine (in press)
Please name the journal in any story you write. If you are writing for the web, please link to the article. All articles are available free of charge, according to BioMed Central's open access policy.
Article citation and URL available on request at email@example.com on the day of publication.
2. BMC Medicine - the flagship medical journal of the BMC series - publishes original research articles, commentaries and reviews in all areas of medical science and clinical practice. To be appropriate for BMC Medicine, articles need to be of outstanding quality, broad interest and special importance. BMC Medicine (ISSN 1741-7015) is indexed/tracked/covered by PubMed, MEDLINE, BIOSIS, CAS, EMBASE, Scopus, Current Contents, Thomson Reuters (ISI) and Google Scholar.
3. BioMed Central (http://www.


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Wave® music system
Sold from 2004 – 2012
Care and maintenance
Connecting other products
Expanding your system
Most viewed articles
Setting the clock
Learn how to adjust, change or reset the time on the system clock. more »Setting the alarm
Learn how to wake to music using the system remote to set and use the alarm. more »Adjusting the display brightness
Learn how to adjust the brightness of the display light. Follow these instructions to adjust display brightness according to your preferences. more »Programming radio presets
Learn how easy it is to store up to six AM and six FM radio stations, using presets that let you quickly tune to your favorites. more »Improving FM reception
If you aren't receiving a good signal from the FM radio source follow these instructions to learn how to resolve issues with poor FM station reception. more »CD troubleshooting
Learn steps you can take if you are having trouble with your system's CD functionality. more »Accessory guides
- Wave® premium backlit remote - Owner's guide
- Wave® music system multi-CD changer - Owner's guide
- Wave® music system iPod® connect kit - Owner's guide
- Wave® under-cabinet/wall bracket - Installation guide
- Wave® Bluetooth Music Adapter owner's guide
- Wave® music system IC-1 integrated controller - Owner's guide
- Wave® SoundLink® adapter - Owner's guide
- Wave® control pod - Owner's guide
Product guides and manuals
To view and print, you'll nead Adobe Reader:
Wave® connect kit for iPod®
Play your compatible iPod® through a Wave® music system or Wave® radio II. Connect kit includes a docking station that charges your iPod, a custom remote that controls both iPod and Wave® system, and an Apple® remote.
Wave® FM antenna
Boost FM reception on your Wave® system with this external dipole FM antenna. Recommended wherever FM signal strength is weak for one or more stations. Plugs directly into antenna input on the back of your system-no old-fashioned screw terminals. For optimum reception, extend the antenna ends as far from the unit and other equipment as possible.
Wave® control pod
This Wave® accessory complements your remote control by offering convenient access to the functions you use most: on/off, volume and mute/snooze. The wireless Wave® control pod can be wall-mounted or attached to a metal surface with its built-in magnet. A non-skid pad also keeps the pod in place on any horizontal surface. The pod puts all controls right at your fingertips. The power button is clearly marked on the side. Rotate the outer ring for volume. And simply press the top of the pod for "snooze" or to mute your music.
The best way to receive additional support for this product is to contact us via the method(s) below.
Chat live
Contact our technical support team for troubleshooting, setup and technical assistance. For the best possible service, please have your product nearby when you chat.
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Lighting a Room the Right Way
From sconces to table lamps, lighting designer Eddie Cohen offers tips on how to properly light a room.
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Hi guys,
I got me a new rig 2x7990s, Asrock z77 extreme 3, win7 64
When I tried to installed the catalyst drivers I get this error message "No AMD drivers were installed or AMD driver not functioning"after rebooting.
I have the radeons in the device manager with yellow !!!s and it says they are not enabled.
WHay should I do?? Please help! Never got such issues so far
FuseTalk Hosting Executive Plan v3.2 - © 1999-2015 FuseTalk Inc. All rights reserved.


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Pignut hickory (Carya glabra) is a common but not abundant species in the oak-hickory forest association in the Eastern United States. Other common names are pignut, sweet pignut, coast pignut hickory, smoothbark hickory, swamp hickory, and broom hickory. The pear-shaped nut ripens in September and October and is an important part of the diet of many wild animals. The wood is used for a variety of products, including fuel for home heating.
The best development of this species is in the lower Ohio River Basin. It is the hickory most commonly found in the Appalachian forests. Pignut makes up much of the hickory harvested in Kentucky, West Virginia, the Cumberland Mountains of Tennessee, and the hill country of the Ohio Valley.
Within the range of pignut hickory, average annual temperatures vary from 7°C (45°F) in the north to 21°C (70°F) in Florida. Average January temperature varies from -4° to 16°C (25° to 60°F) and average July temperature varies from 21° to 27°C (70° to 80°F). Extremes of 46° and -30°C (115° and -22°F) have been recorded within the range. The growing season varies by latitude and elevation from 140 to 300 days.
Mean annual relative humidity ranges from 70 to 80 percent with small monthly differences; daytime relative humidity often falls below 50% while nighttime humidity approaches 100%.
Mean annual hours of sunshine range from 2,200 to 3,000. Average January sunshine varies from 100 to 200 hours, and July sunshine from 260 to 340 hours. Mean daily solar radiation ranges from 12.57 to 18.86 million J m± (300 to 450 langleys). In January daily radiation varies from 6.28 to 12.57 million J m± (150 to 300 langleys), and in July from 20.95 to 23.04 million J m± (500 to 550 langleys).
According to one classification of climate (20), the range of pignut hickory south of the Ohio River, except for a small area in Florida, is designated as humid, mesothermal. That part of the range lying north of the Ohio River is designated humid, mesothermal. Part of the species range in peninsular Florida is classed as subhumid, mesothermal. Mountains in Pennsylvania, West Virginia, North Carolina, and Tennessee are classed as wet, microthermal, and mountains in South Carolina and Georgia are classed as wet, mesothermal. Throughout its range, precipitation is rated adequate during all seasons.
The range of pignut hickory encompasses 7 orders, 12 suborders, and 22 great groups of soils (24,25). About two-thirds of the species range is dominated by Ultisols, which are low in bases and have subsurface horizons of clay accumulation. They are usually moist but are dry during part of the warm season. Udults is the dominant suborder and Hapludults and Paleudults are the dominant great groups. These soils are derived from a variety of parent materials-sedimentary and metamorphic rocks, glacial till, and in places varying thickness of loess-which vary in age from Precambrian to Quaternary.
A wide range of soil fertility exists as evidenced by soil orders-Alfisols and Mollisols which are medium to high in base saturation to Ultisols which are low in base saturation (24). Pignut hickory responds to increases in soil nitrogen similarly to American beech (Fagus grandifolia), sugar maple (Acer saccharum), and blackgum (Nyssa sylvatica) (15). These species are rated as intermediate in nitrogen deficiency tolerance and consequently are able to grow with lower levels of nitrogen than are required by "nitrogen- demanding" white ash (Fraxinus americana), yellow-poplar (Liriodendron tulipifera), and American basswood (Tilia americana). Hickories are considered "soil improvers" because their leaves have a relatively high calcium content.
Pignut hickory is an associated species in 20 of the 90 forest cover types listed by the Society of American Foresters for the eastern United States (6):
40 Post Oak-Blackjack Oak
44 Chestnut Oak
45 Pitch Pine
46 Eastern Redcedar
52 White Oak-Black Oak-Northern Red Oak
53 White Oak
55 Northern Red Oak
57 Yellow-Poplar
59 Yellow-Poplar-White Oak-Northern Red Oak
64 Sassafras-Persimmon
110 Black Oak
75 Shortleaf Pine
76 Shortleaf Pine-Oak
78 Virginia Pine-Oak
79 Virginia Pine
80 Loblolly Pine-Shortleaf Pine
81 Loblolly Pine
82 Loblolly Pine-Hardwood
83 Longleaf Pine-Slash Pine
Because the range of pignut hickory is so extensive, it is not feasible to list the associated trees, shrubs, herbs, and grasses, which vary according to elevation, topographic conditions, edaphic features, and geographic locality.
The fruit of hickory is pear shaped and enclosed in a thin husk developed from the floral involucre. The fruit ripens in September and October, and seeds are dispersed from September through December. Husks are green until maturity; they turn brown to brownish-black as they ripen. The husks become dry at maturity and split away from the nut into four valves along sutures. Husks of pignut hickory split only to the middle or slightly beyond and generally cling to the nut, which is unribbed, with a thick shell.
Seedling growth of hickories is slow. The following height growth of pignut hickory seedlings was reported in the Ohio Valley in the open or under light shade, on red clay soil (2):
Age | Height | |
(yr) | (cm) | (in) |
1 | 8 | 3.0 |
2 | 15 | 5.8 |
3 | 20 | 8.0 |
4 | 30 | 12.0 |
5 | 43 | 17.0 |
Age | D.b.h. | Height | |||
S. Indiana and N.Kentucky¹ | Ohio Valley¹ | Northern Ohio¹ | Cumberland Mountains² | Mississippi Valley² | |
(yr) | (cm) | (m) | (m) | (m) | (m) |
10 | 2 | 2.7 | 2.1 | 1.8 | 1.8 |
20 | 5 | 5.8 | 6.1 | 4.3 | 5.8 |
30 | 8 | 9.8 | 10.7 | 7.3 | 8.2 |
40 | 11 | 12.8 | 14.6 | 9.8 | 10.4 |
50 | 14 | 15.5 | 18.6 | 12.2 | 12.2 |
60 | 17 | 17.7 | 21.0 | 14.6 | 14.0 |
70 | 21 | 19.5 | 22.6 | 16.8 | 15.8 |
80 | 25 | 21.0 | -- | 18.9 | 17.7 |
(yr) | (in) | (ft) | (ft) | (ft) | (ft) |
10 | 1.0 | 9 | 7 | 6 | 6 |
20 | 2.0 | 19 | 20 | 14 | 19 |
30 | 3.2 | 32 | 35 | 24 | 27 |
40 | 4.4 | 42 | 48 | 32 | 34 |
50 | 5.5 | 51 | 61 | 40 | 40 |
60 | 6.8 | 58 | 69 | 48 | 46 |
70 | 8.4 | 64 | 74 | 55 | 52 |
80 | 10.0 | 69 | -- | 62 | 58 |
The Index of Plant Diseases in the United States lists 133 fungi and 10 other causes of diseases on Carya species (4,9). Most of the fungi are saprophytes, but a few are damaging to foliage, produce cankers, or cause trunk or root rots.
The most common disease of pignut hickory from Pennsylvania southward is a trunk rot caused by Poria spiculosa. Cankers vary in size and appearance depending on their age. A common form develops around a branch wound and resembles a swollen, nearly healed wound. On large trees these may become prominent burl-like bodies having several vertical or irregular folds in the callus covering. A single trunk canker near the base is a sign that the butt log is badly infected, and multiple cankers are evidence that the entire tree may be a cull.
Major leaf diseases are anthracnose (Gnomonia caryae) and mildew (Microstroma juglandis). The former causes brown spots with definite margins on the undersides of the leaf. These may coalesce and cause widespread blotching. Mildew invades the leaves and twigs and may form witches' brooms by stimulating bud formation. Although locally prevalent, mildew offers no problem in the management of hickory.
The stem canker (Nectria galligena) produces depressed areas with concentric bark rings that develop on the trunk and branches. Affected trees are sometimes eliminated through breakage or competition and sometimes live to reach merchantable size with cull section at the canker. No special control measures are required, but cankered trees should be harvested in stand improvement operations.
A gall-forming fungus species of Phomopsis can produce warty excrescences ranging from small twig galls to very large trunk burls on northern hickories and oaks. Little information is available on root diseases of hickory.
More than 100 insects have been reported to infest hickory trees and wood products, but only a few cause death or severe damage (1). The hickory bark beetle (Scolytus quadrispinosus) is the most important insect enemy of hickory, and also one of the most important insect pests of hardwoods in the Eastern United States. During drought periods in the Southeast, outbreaks often develop and large tracts of timber are killed. At other times, damage may be confined to the killing of a single tree or to portions of the tops of trees. The foliage of heavily infested trees turns red within a few weeks after attack, and the trees soon die. There is one generation per year in northern areas and normally two broods per year in the South. Control consists of felling infested trees and destroying the bark during winter months or storing infested logs in ponds.
Logs and dying trees of several hardwood species including pignut hickory are attacked by the ambrosia beetle (Platypus quadridentatus) throughout the South and north to West Virginia and North Carolina. The false powderpost beetle (Xylobiops basilaris) attacks recently felled or dying trees, logs, or limbs with bark in the Eastern and Southern States. Hickory, persimmon (Diospyros virginiana), and pecan (C. illinoinensis) are most frequently infested, but other hardwoods also are attacked. Healthy trees growing in proximity to heavily infested trees are occasionally attacked but almost always without success. Hickory and persimmon wood (useful in the manufacture of small products such as shuttle blocks, mallets, and mauls) is sometimes seriously damaged.
Hickory is one of several host species of the twig girdler (Oncideres cingulata). Infested trees and seedlings are not only damaged severely but become ragged and unattractive. A few of the more common species of gall-producing insects attacking hickory are Phylloxera caryaecaulis, Caryomyia holotricha, C. sanguinolenta, and C. tubicola.
The kernel of hickory seeds is exceptionally high in crude fat, up to 70 to 80 percent in some species. Crude protein, phosphorus, and calcium contents are generally moderate to low. Crude fiber is very low.
Pignut hickory makes up a small percentage of the biomass in low-quality upland hardwood stands that are prime candidates for clearcutting for chips or fuelwood as the first step toward rehabilitation to more productive stands. Hickory has a relatively high heating value and is used extensively as a home heating fuel.
Pignut hickory is an important shade tree in wooded suburban areas over most of the range but is seldom planted as an ornamental tree.
Carya glabra (Mill.) Sweet var. glabra distinguishes the (typical) pignut hickory from red hickory (C. glabra var. odorata (Marsh.) Little). The taxonomic position of red hickory is controversial. The binomial C. ovalis (Wangenh.) Sarg. was published in 1913 for a segregate of C. glabra. It was reduced to a synonym of C. glabra in Little's 1953 checklist but was elevated to a variety in the 1979 edition (11). The principal difference is in the husk of the fruit, opening late and only partly, or remaining closed in C. glabra but promptly splitting to the base in C. ovalis. However, many trees are intermediate in this trait, and the recorded ranges are almost the same. The leaves of C. ovalis have mostly seven leaflets; those of C. glabra have mostly five leaflets. The two can be distinguished with certainty only in November. Since the two ranges seem to overlap, the distributions have been mapped together as a Carya glabra-ovalis complex (11).
Carya ovalis has also been treated as an interspecific hybrid between C. glabra and C. ovata. C. ovalis was accepted as a polymorphic species especially variable in the size and shape of its nuts and possibly a hybrid. The relationships may be more complex after a long and reticulate phylogeny, according to detailed chemical analyses of hickory nut oils.
One hybrid, C. x demareei Palmer (C. glabra x cordiformis) was described in 1937 from northeastern Arkansas.
(Silvics of North America; volume 2: Hardwoods, United States Department of Agriculture Forest Service Agriculture Handbook 654, 1990).


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Patient Reviews
Patient Reviews ? Write a Review
Overall Rating:
Total Ratings5 |
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Sep 5th, 2012
He doesn't give specifics. He gives round abouts like you will be ok in a few days or your test results were extremely high in dangerous levels but let me worry about it. Thant kind of stuff. He has destroyed my life.
Aug 15th, 2011
Dr. Packin did not give us specific test results. Just used generalities like "This was high and that was low". Kept saying he was "optimistic" about our chances to conceive. We learned he was misleading us when our insurance company informed us they wouldn't pay for the treatments based on the test results. Meanwhile we spent $2,100 on prescription drugs out of pocket and my wife was subjected to unnecessary tests because we trusted him. Now he won't return our calls. This guy is a scam artist. Stay away from him!
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Histopolis sorts surnames ignoring any capitalization, spaces, accents or punctuation in the name. Histopolis sorts Dufort as "dufort" and the following surnames sort the same way (meaning they are spelled the same but differ only by capitalization, spaces, accents or punctuation).
Accoring to the US Census Bureau, Dufort ranked #36,045 in frequency out of 151,671 surnames for which statistics were released from the 2000 Census. 588 people, or approximately 1 in every 458,779 individuals in the US had this surname in 2000.
Source: "Genealogy Data: Frequently Occurring Surnames from Census 2000", US Census Bureau.
Accoring to the US Census Bureau, Dufort ranked #43,973 in frequency out of 88,799 surnames for which statistics were released from the 1990 Census.
Source: "Frequently Occurring Surnames from Census 1990", US Census Bureau.
Histopolis currently has 5 grave(s) with the surname Dufort.
Search the Histopols Grave Index for the surname Dufort.
The surname Dufort has a Soundex code of D163. The following 136 surname(s) may sound similar to Dufort since they share the same Soundex code.


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MANILA, Philippines?Policemen itching to watch Sunday?s live telecast of the megabucks fight between Manny Pacquiao and his American challenger, Sugar Shane Mosley, may have to settle for a replay of the boxing match or listen to the live blow-by-blow account on radio.
The Philippine National Police on Saturday reminded all its 135,000 personnel to stay alert for possible attacks by local terrorists following al-Qaida?s warning that it would exact revenge on the United States and its allies for the death of its leader Osama bin Laden.
PNP spokesperson Chief Supt. Agrimero Cruz Jr. said all PNP units had been placed on heightened alert to avert criminal activities while millions of Filipinos are glued to the Pacquiao-Mosley slugfest.
Cruz said that although policemen may watch the boxing match, their primary concern should be the security of the people who are expected to troop to the venues offering a live telecast of the fight.
?Their (policemen) eyes should be focused not on the fight, but on monitoring criminals, terrorists and other threat groups,? Cruz said over the phone.
?Anyway, they can just use their ears to listen (to the radio coverage) or watch the replay in the evening,? he added.
Contrary to media reports, Cruz stressed that the police were not putting their guard down.
He said that securing the nation against terror attacks should take precedence over the policemen?s desire to watching Pacquiao?s fight.
?We are not relaxing. In fact, we will be on a multi-tasking mode as policemen, Pacquiao fans and loving children to our mothers today,? he said, noting that the boxing match coincides with the celebration of Mother?s Day.
He said PNP Director General Raul Bacalzo had ordered all regional police directors to make available all PNP mobile units in their jurisdictions for any eventuality.
According to Cruz, Bacalzo had given police field commanders the discretion to raise the security alert level in their respective localities.
?The PNP chief wants all policemen to be on their toes in guarding vital installations and places of convergence as we join our countrymen in cheering for our boxing champ Manny Pacquiao,? he said.
Copyright 2015 Philippine Daily Inquirer. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.
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Subject: Science , Water , Marine Sciences , Coasts , Water Pollution & Quality
Description: Overview of research concerning the "largest zone of oxygen-depleted [hypoxic] coastal waters in the United States, and the second largest for the world's coastal oceans, ... in the northern Gulf of Mexico on the Louisiana continental shelf." Provides links to relevant studies, press releases, action plans, and participating committees and institutes. From the Center for Sponsored Coastal Ocean Research (CSCOR), National Oceanic and Atmospheric Administration (NOAA).
Publisher: Center for Sponsored Coastal Ocean Research (CSCOR)
Language: English
Source: http://www.cop.noaa.gov/stressors/extremeevents/hab/features/hypoxiafs_report1206.html


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Since A is symmetric, it is diagonalizable. That is, there exist orthogonal P such that where D is the diagonal matrix with the eigenvalues of A on the diagonal. In that case, so that or, letting y= Px, . Now it is clear that which is necessarily larger than and smaller than .
Finally, since P is orthogonal, .


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Christmas Card - Australian Comforts Fund, Polygon Wood, 20 Sep 1917, Written 2 May 1918 Reg. No: ST 043828
- Summary:
- Australian Comforts Fund Christmas card bearing an illustration of the planting of the Australian flag on Anzac Redoubt (German Pill-box) on 20 September 1917, during the Battle of Polygon Wood (Belgium). The back of the card bears a printed greeting, a caption for the illustration and a handwritten message 'To Gordie from Will', dated 2 May 1918.
Polygon Wood, and the nearby Glencourse Wood, were destroyed in 1917, during the Battle of Menin Road. They had also been the site of earlier fierce fighting during World War I. - Description:
- Small rectangular card with blunted corners. Front bears colour illustration, back bears text printed in black and handwritten message in pencil.
- Acquisition Information:
- Donation from Mr (David) Goodwin, 1996
Discipline: | Technology |
Dimensions: | 77 mm (Height), 108 mm (Width) |
More information
Tagged with: | world war i 1914-1918, correspondence, christmas cards, soldiers comforts |
Themes this item is part of: | Australian Comforts Fund, World War I, Australian Comforts Fund, World War II, 1939-1946, Public Life & Institutions Collection |
Primary Classification: | MILITARY HISTORY |
Secondary Classification: | Service |
Tertiary Classification: | correspondence |
Inscriptions: | Printed: AUSTRALIAN COMFORTS FUNDS/XMAS & NEW YEAR'S GREETINGS, /1917-18. / One of the most inspiring and historic events during / the Battle of Polygon Wood (Belgium), was the / planting of the Australian Flag on Anzac Redoubt / (German Pill-box), at 7.15 a.m., on September / 20th, 1917.' Handwritten: 'To Gordie From Will / 2.5.18' |
Organisation Named: | Australian Comforts Fund, Polygon Wood, Belgium, 20 Sep |
Date Written: | 2 May 1918 |
This item is part of the following themes:


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petsupplies.com > Clearance Pet Supplies > Dog > Item # 497593
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Sweet 16 Racing Nationals
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Sweet 16 Racing Nationals
I wanted to inform you that the sailing Nationals for the class of sailboats called Sweet 16''s is being held at Lake Jacomo in Blue Springs on September 6 & 7 of 2003. This is a rotating Regatta and this year it is in Missouri. I thought the community might like to know that such a prestigious sailing event is being held right in their backyard, so to speak. Additionally, several KU Students plan to participate. Plus this is a sport not usually covered and might make a good story for your audience, change of pace so to speak. The Commodore of the Sweet 16 fleet is Rick Blowers and his home phone number is (816) 228-2608 and cell phone is (816) 392-2878. The Vice Commodore is Leonard Hock and his email is email@example.com and home phone is (816) 942-2301. All the info I have is attached. Ricks email is rblowe! firstname.lastname@example.com. The Commodore is kind of like the president of our sailing association. Our website is www.s16.org if you would like more specifics about our boats and officers of the club. As I mentioned, we are looking for boats from NE, MO, KS, IA, OK and possibly TX and AR. Thank you for your interest and support for Kansas City Sailing.
Aaron W. Grist
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AudioCubes, Reason and an Outboard mixer input
Jeremy dePrisco made a video with Reason, 4 AudioCubes (http://www.percussa.com) and an outboard mixer input
AudioCubes and Saurus: Perfect Pairing
Mark Mosher has delivered a new video featuring the AudioCubes:
Screencast on how to use the AudioCubes together with Saurus, the new Virtual Analog synthesizer of Tone2.
AudioCube Jam with 9 Box Casual Musical Instrument at Electro-Music 2011 Festival in NY
Mark Mosher is at it again
There was an AudioCube jam at the 2011 Electro-Music Festival in NY (http://event.electro-music.com/), I brought 6 AudoiCubes (http://www.Percussa.com) and setup my casual musical instrument templates called the 9 Box. This same system is the basis for multiple music labs in schools.
The system fits in a backpack, is intended for 1-4 players. It only takes a few minutes to setup the system and about 1 minute to learn to play the 9 Box. "9 Box" refers to a 3×3 matrix of 9 clips – hence the "9 Box". Why 9 clips? After much research I've concluded that 9 is a perfect number of clips for mapping to a single AudioCube and a small enough number of clips that it's easy to keep track of the different musical or sound phrases.
Watch for annotations in video for more details.
Mark Mosher
EVOLVOR Sound Design App for Percussa AudioCubes Demo
The EVOLVOR concept – a new way of sound design and the ultimate tool to get more out of your existing synths and effects EVOLVOR is a MIDI application which generates LFO (low frequency oscillator) envelopes, and which it sends via MIDI to any hardware or software synthesizer or sound effect connected to your computer. Each envelope can be drawn using the built-in graphical envelope editors. Envelopes can be played back and looped with adjustable speed (by setting the cycle time in milliseconds).
Envelopes can lead or follow, which means that they play back by themselves (lead) or sum their own looping signal with signals from other envelopes (follow). Each of the envelopes is automatically linked to a physical AudioCube on your table, a smart wireless block capable of detecting other blocks nearby, which are also attached to (other) envelopes. When blocks are next to each other, wireless connections are formed, and envelopes will automatically sum up in the EVOLVOR software, creating completely new LFOs for your synths and effects in real-time! AudioCubes display bright colours as visual feedback, which helps to remember which envelope is where on your table.
By drawing your own envelopes and looping and summing them at various speeds, you can create ever changing sounds and sound effects, and discover new sounds you never imagined before!
Sound Design Experiment with Aalto and AudioCubes
My friend Mark Mosher has released this cool video featuring his specialty – the AudioCubes
"I've used the configure button on the Ableton Device holding the Aalto syntheiszer (www.http://madronalabs.com) to select a set of parameters that I then map to faces of two Percussa AudioCubes (http://www.percussa.com) in sensor mode. Spatial movement of my fingers modulate parameters in custom patches I created in Aalto from INIT. In same cases cubes modulate each other if sensors are facing each other."
By the way there is a new preset out for the Aalto:
IMPROVISOR for AudioCubes
IMPROVISOR is an application that makes it easy to create complex melodies and rhythms, all while staying in tempo, rhythm and in key (if you want), and without having to be a music theory genius. It's a generative music software application that takes advantage of the unique capabilities of the AudioCubes, our easy to use smart musical blocks.
The idea of IMPROVISOR is that each cube is linked with a groove and a relative note pattern, which is played back in a loop. You can add and remove loops by adding and removing cubes. By placing the cubes next to each other, their note patterns are added to each other, creating completely new melodies, all in key and in rhythm. These can be sent via MIDI to your favourite software or hardware synth. You can enter your own grooves and relative note patterns (in semitones) in the software, using the built in editor and you can choose which cubes should be linked to which patterns. The loops are entered using a step sequencer, which contains 64 steps. What is special about IMPROVISOR, is that you enter the notes in a relative fashion, using the velocity editor and the semitone steps editor.
Why is that interesting?
Well, you can let the cubes each play back their sequences of semitone steps, and you can add them to each other when the cubes are placed next to each other, creating completely new melodies. This is called "following". Each cube can follow the semitones of the other cubes, which basically means they are added together. The semitone steps are added to a "root note" for playback, which can be set per cube.
Each cube is associated with a sequence of notes (semitone steps), as well as a velocity sequence. The velocity sequence determines which semitone steps are played and how loud. This means you can tell two cubes to play different notes using the same "groove" or you can play the same notes using different grooves, for example. The length of the sequence being played back as well as the length of the notes can be set using a rotary knob in the user interface. Each cube can send notes to its own MIDI output port / channel. So one cube could be playing back bass notes to a bass synth while another one is playing a melody on a lead synth for example. To use IMPROVISOR you just have to have one cube connected to your computer. The other cubes are autodetected as they are added. You can set cubes to have a specific colour using the colour picker.
IMPROVISOR can synchronize to other MIDI compatible hardware or software (e.g. a drum machine) using MIDI clock. You can select the MIDI input port to enable this at the top left in the transport bar. Alternatively you can tap the tempo or enter it manually.
Polyrhythm experiments using AudioCubes
In this video it is shown how AudioCubes can be used together with a MIDI generative software to create polyrhythms. We set up the Impulse drum machine in Ableton Live 8 (backbeat room preset) as a sound source, and connected this via MIDI to our software, which uses the position of the AudioCubes to start and stop patterns, and the orientation to change patterns being played back. Each of the cubes is attached automatically to a drum sound (kick drum, snare, closed hi-hat,…) The patterns are all 32 steps in length and are played back in sync, by each of the cubes. The software was playing back the patterns at 70 BPM (beats per minute).
Each of the cubes can play any of the patterns, on any of the sounds, simply by turning each individual cube.
Playing the piano with Percussa AudioCubes
In this short demo video, Percussa AudioCubes is used to automatically generate multiple piano melodies, using the new generative music software created for the AudioCubes by Percussa. Each cube uses a different groove and a limited number of notes to play its melody. All notes are in the same scale, so you don't need to know the details of the scale to create music in harmony. By turning a cube you can choose a different groove. Cubes are placed next to the green PLAY cube to start playback.
By placing cubes next to each other, you can make them adapt to each other's melody automatically. The notes generated by the AudioCubes and software is sent via MIDI to the General MIDI synthesizer available for free with Windows or Mac OSX. Because every AudioCube plays a different melody and they are all related in tempo and in key, the result is "four hand piano music".
All software for AudioCubes is free, for users who bought the AudioCubes hardware. Visit http://www.percussa.com/ to learn more about AudioCubes and contact us if you have any questions about AudioCubes, this video or the software used. Always happy to help!
Generative Music in the Blues Scale using AudioCubes and Ableton Operator
AudioCubes are shown in this video with the new free generative music app from Percussa, capable of generating complex melodies, using note intervals from the blues scale. Notes can be sent via MIDI to any compatible hardware or software such as the Operator synth in Ableton Live 8 in this example.
By adding cubes melodies can be added on top of each other. Rotate cubes to change number of notes played per bar, and place cubes next to each other to make them add to each other's note intervals to create subtly changing melodies, which will continue to have a time and harmony relationship.
Singing AudioCubes with Ableton Live 8
A short video showing a Percussa AudioCube controlling 4 synthetic voices in Ableton Live 8 (voice-vocosyn.adg preset). Hand movement around the cube's four sensors determines the final mix of the 4 voice sounds which are placed in a loop at certain pitches. Learn more about AudioCubes at http://www.percussa.com/ and become a fan on our facebook page at http://www.facebook.com/PercussaAudio…


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5:57 am
Mon March 18, 2013
Proposed Settlement Was Smaller Than Jury Award
The family of an Iraq War veteran who was fatally shot by a police officer wanted to settle a lawsuit against the city of Albuquerque for $1 million before a judge ruled in February that the veteran was unlawfully killed.
Instead, the case went to trial, and The Albuquerque Journal reports the family of Kenneth Ellis III was awarded more than $10 million by a jury Friday.
Ellis was shot during a standoff in front of a convenience store in 2010.
Ellis suffered from post-traumatic stress disorder.
Jurors found that the city was negligent in the supervision and retention of the officer who fatally shot Ellis and that another officer used excessive force in stopping Ellis the day of the shooting.
Lampiris-Tremba was cleared of wrongdoing by police internal affairs and a grand jury.


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Wet-look hair continues to be a summer trend – and yet it's still a mystery to many. Which products to use? How to style it? Slick or messy, textured or smooth? Of course there's plenty of tutorials and visual inspiration at our wet look hairstyles page – but if you're after even more ideas on how to achieve this 2013 hairstyle trend then read on after the break. You'll find 5 video tutorials for slicked and wet-look hairstyles to try at home.
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Wow. That was old... newly married to one of my best friends from hs. We have 4 monsters between us. 10, 8, 6 and 3. We are busy busy busy. Still find time to spend on CM though!
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text:
Date: 7 years ago
Runtime: 0:34
Views: 204,166
Muscleboy sucks his Daddy (2)
Here he gets down to it, chewing on my dick and throroughly enjoying it! I am too! Let me know what you think
suck, daddy, muscle, son, bodybuilder, muscleboy
Categories: Muscle Guys, Daddies, Blow Jobs
All Comments
LOL hot muscles but he sucks at cocksucking! LOL, very bad sucker.
Notice how you never see \"daddy's\" face - could be anybody. My guess, the cocksucker dude is into small dicks - probably his boyfriend or another trick around his age. Says it's \"daddy\" to make the story sound hotter.
hot clip, but def no where near enough time to stroke a decent one out... aim for longer clips, spend more time filming concentrated areas and if yer both comfortable with it, face shots/expressions of the act in progress are always hot!
dude LONGER VIDS seriously i'm like cummin in my pants for real this is hot as hell!!!!!!!!!
guys that was fucking awesome...WANT to see more of you two!!!! Fucking HOT!
You two should fuck each other....That'd be something to see.......So hot!
I think I would like to suck both of you off--swallowing your hot creamy load man! YUM!
Love this kind of thing! Hot. Any guys in Uk up for this? Get in touch
You are candidate for http://www.xtube.com and http://www.xtube.com - maybe even www.buyincestvideos.com!
Let's see more of the body's it's hot to see dads and boys be hot to see him walk in a room and then strip to that hot body and and go at you DAD


text:
Well after watching the trailer I was initially disappointed. I thought the graphics were nice but the IQ looked a bit **** with regards to AA. I was really hoping that ****y technique (is it MSAA?) they used in Killzone 3 (which made the graphics look more jaggy to me) was going to be a thing of the past in this new generation. I'm a big believer that good AA can take a game's IQ to another level and unfortunately, K:SF did not. I really hope they look at this before release and use some decent AA technique and not this ****y mess (especially now they apparently have more RAM to play with...) /rant start topic... Although very early in development and only a demo, I can't help be disappointed with the gameplay more than anything. Whilst the game looked alive, the gameplay looked sterile to say the least. Here I list 2 things which I think would have improved gameplay now we have a machine with enough power, feel free to add anything you all think and maybe we can email GG asap so they can sort their **** out and remember gameplay is king! 1). Grenade damage. This was not good in the trailer with no damage to the surrounding walls (which I can understand for various reasons). However, how about a **** load of dust and debris. Not some powder puff gone in 3 seconds dust. A gameplay changer here could be that a **** load of dust/debris (even though surrounding walls are still intact - it is still a game after all) is thrown out and doesn't disburse for 20 seconds say? The gameplay here then is - Do you wait for the dust/debris to die down and risk the guy you're trying to get run off? or Do you just wade through all the dust/debris and go through almost blind to find the guy you were chasing is waiting there lying on the ground, aiming down the sites ready to shoot your ass? or Do you throw another grenade in there just to make sure no ****er is waiting to shoot your ass? or Do you not have any grenades left and go in Rambo tackle? and so on and so on. As you can see, my limited ideas ^ are surely better than the powder puff explosion with no changing gameplay element that we've had for years. Surely GG could come up with something better or do they just want a run and gun game so it sells more? If so, it won't be for me. I'd prefer they went for a slower, deeper gameplay...ah well.... 2). Improved hit detection/reaction and blood effect. Not even going to go into this one too deep but it's all there for everyone to see. This is worse than KZ2 and just as bad as KZ3. WTF? Look at the Last Of Us to give us some inspiration. In the Last Of Us when they set off the mine and it blows the legs off monsters, you see the blood fall to the floor in a puddle. Or how about when Joel smashes the club into the guy's face and the blood realistically projects towards us? I'm sorry but I really expected another level from GG when you consider KZ2. Is this a case of a great developer pandering to a wider audience and thus removing the subtleties they once had in vision to produce? Sucks! Come on GG, I expect you to produce much better when you consider another developer is doing so on a previous gen machine. Any others to add. Gameplay specific?
We don't have to censor profanity anymore. Like if I wanted to say "Killzone fuckin' SUUUUUUCKS", I could do that. Never really cared much for Killzone games, but I watched the gameplay footage. I was pretty amazed at the city rendering at the beginning and end of the demo, but like you say, the gameplay really didn't look like anything special. It's still early though, so it may be vastly improved when it releases.
The caricatures of american gung ho idiots is well played out. Sev and Rico has no substance to them and I don't care for, really, fighting for the ISA. Helghast are much more appealing. They have personality. Also, the long time it takes to kill Helghast is ridiculous. A head shot is a head shot...no reason that they are still running around after you pumped three shots in their heads. But my major complaint is the first one...do away with that douchebag like attitude for both Sev and Rico. We get it...Sev is the all american no holds barred gets the job done Joe and Rico is the angry black man. It's rather dull.
Yeah I agree. I'm not too sure that Sev & Rico are going to be the main characters. I wouldn't be surprised if it's our own face scanned into the game (like when they show the guy being scanned his face looked kinda real. Gotta use those cameras for something! So if I get fucking banned now I'm gonna blame you you big bastard!
they need to go back to what made KZ2 MP so epic and forget about that BS COD feel they made KZ3 feel like. I also would like more customization of weapons and lots of more different weapons.
1 early demo comes out and people just assume the worst. I almost wonder if some of you have been gaming for more than a year or so. Actually, brings me to my next point of you being under the age of 18 and not understanding a demo or beta phase.
the game takes place 100's of years after the events of killzone3... so we won't be seeing Sev or Rico and other then pretty graphics... its looks like a standard FPS...
I agree. It's still really early on so we can't really judge, but I didn't really like the demo. The graphics were gorgeous but it looked more like a CoD/Crysis and less like a Killzone. They need to keep the sense of weight, that's what makes Killzone Killzone.
I don't think you'll see any huge leaps in overall innovation from GG. However, if you've read much about the game, you know that in SF, you will play as a shadow marshal. Going back to KZ1 and its wonderful pick-your-own-adventure approach with character selection, I can't help but be excited about this. If it plays like KZ1 did when using Luger, then we're in for a treat. Has stealth been done in FPS's before? Certainly, and done very well lately (Dishonored), but never in Killzone. So, like I said, I don't expect any genre defining changes in SF, but some stuff adapted from other games is fine by me so long as it works well. I think what we were shown was just a shoot-em-up sequence that was deemed high enough quality and action to show off the PS4. We'll see in about 9-10 months, but I would be willing to bet the game is going to be much deeper than we are being shown initially, and even if it isn't, I'm still in.
they were only using 1.5gb of ram out of the 8gb that PS4 has to offer. its just a launch title, stop complaining
i hope you aren't lying... I personally think KZ1 was the best... loved being able to choose characters at the beginning of levels... loved how there were different paths depending on who you were....
I did and your already saying things you would do like GG needs your advice. You even stated that you were disappointed. OK, that's were I come in. So take your lack of reading comprehension and apply it to yourself or is that just to far over your head to SEE!
Let's make it more of a straight point. You're saying you were overall disappointed with the showing. You're complaining about the AI IQ. Like I stated, it's a demo that was probably rushed and pushed to be ready for the presentation. I'm not sure if GG related what engine they are using or if they plan to use a better one. I just known what I saw shouldn't be taken as a final product and be judge. I know this is a gamer's wet dream to talk about a game. However, you have to relax a little bit and wait a little down the road til you really get excited. I mean, it was a 7 minute demo. I've played beta's with a month before release and the final copy was a total slam dunk difference in graphics and play style. Also, keep in mind about the AI. It's not going to be built to be the best thing since slice bread on a first impression demo. They want to show people a little more of the game and details more than just somebody getting gunned down in the first few seconds. People are funny as hell. Some complain that a game is too easy, while others will complain about how hard it is. Nobody is ever happy with just a game to play. It's so unfortunate. Hell, the watch dogs demo was made off the PC, not the PS4.
So you've nothing to add than bitch yourself? Great input btw... No you came in with some bullshit higher than thou you're right and everyone else is a dick - with insults too! Cheers . And YES, your reading comprehension is fucking shit - there you go, now we're on the same page...
LOL, you call that insults. How old are you actually then, 12? Glad you can learn how to cuss. However, your lack of knowledge about your whole topic shows just how much of a MORON you are. See that! That would be an insult. Also, nowhere in my post did I come off acting like anybody was a dick. I just want to point out about how much people complain about small things on a first impression demo. Game is no where near release, yet you got to make some moronic thread about it. Pin pointing grenade damage and hit detection. I mean really though.
I understand what you're saying. My point was that I really hope they focus on the gameplay (hence, my relatively simple ideas) and not just the graphics. Its as if some people really can't get it. Gameplay is as important as Graphics. Your remark on the under 18 leads me to believe you are under 18 because that's all you're looking at. A more mature gamer looks for the detail in how it is played. I know its a demo but my point still stands, why are they not showing gameplay improvements? Is it because they are targeting the younger audience who only see the graphics? That is what concerns me and the reason I made the thread. I wanted to see what others thought and what ideas they have that they think GG should implement to improve gameplay. Would it really have been that hard for GG to something akin to my simple ideas? Would that have ensured more Gamers be buzzing on next gen performance as opposed to the amount of people who are saying the game looks boring? If GG are only concentrating on the graphics even though its a demo, does that mean they will only do so in the final game? I do not wish to insult or argue with you but I shall if you continue to belittle anyone else's opinion other than your own...
Again, this proves your arrogance AND your lack of reading comprehension. IF you read the OP you will see the main point of the thread is what do others think GG could/should implement the improve gameplay. The rest was a back story as to why I thought what I thought and why I made the thread. lmfao...
Rico's last name is Velesquez, that's Puerto Rican not black, but I digress. I am not too concerned with whether or not Guerrilla will make any improvements to the gameplay, because the track record shows they have. I do hope the narrative move make conflict feel more epic.
That's called complaining. Which is were my original post came from. You do make the statement that it's a demo. However, you still have to complain about something. If you had been around this board longer than a week, then you would have seen a lot of post bashing KZ:SF. Hence why I made my direct post towards you. However, you've been playing on the Nintendo boards and you seem to got off when you were using profanity towards me. Hence, why I asked if you're 12. You want to come here pick nicking at certain things, but you play on the Nintendo. Seriously! I think the PS4 might be a little too high tech for you boy, best you go back to the Wii U.
I was very disappointed with KillZone Zone: Shadow Fall's game play. It felt too generic. While some changes have been made, like climbing up on higher levels, they are not even close to enough. Instead of scripting the game way too much, why didn't they try like The Last Of Us style linearity, where you can approach your enemy in different ways. And why didn't they "borrow" Naughty Dog's next gen A.I system. Death animation looked like crap too.
Maybe because they want to do the game themselves and not rely on others. Would you talk trash about it if it was exactly like CoD or the Resistance series? Hell, what if it was exactly like Gears of War. OMG some of you people are duds. A game tries to be different from other games to define itself. Not be a copy cat. If some of you are the next generation of gamer's, then the game industry might as well stop after PS4.
If the loosey-goosey targeting reticle is fixed (I think that was done for KZ2), that would make for a much better game.
And this proves how immature you really are...pathetic. So if I play a Nintendo machine or even go on the Nintendo boards, I must be 12? Wow! Bit of advice mate - grow up Back on topic, as I've previously said, the thread was about others ideas for gameplay improvements they would like to see in SF and the 'complaining' you talk about was the back story I was using to get my point across but I guess that is too complicated for your simple mind and immature brain to comprehend. I pity your soul .
Having a realistic, smart AI and giving the player an opportunity to be stealthy is not being a copycat. It's just sad that we need to wait for Call Of Duty to do something new and innovative, so that every other modern military games to do so.
i would really like it to go back to the choose a character at the beginning of each level... with different paths to take depending on who you choose to play as. like Killzone 1 i hope they do away with driving vehicles... IMO those have been the worst parts of all the Killzone games...
You just can't take being wrong can you. You're nothing more than a troll. Yes, if you play on an Nintendo then you have to be childish. That is a family or kids system. The fact that you post on there religiously proves my point. I'm grown and that's all you need to know. Keep your diapers on and just move a long. You complain too much and when somebody puts you on the spot, you get all defensive cause you can't handle the truth.
Yes, it is sad. CoD sets the bar and everything is suppose to compete with it. People dogged KZ2 when they put in the weight system of guns. It wasn't an arcade type shooter so they didn't something different. However, people complained and complained. So what does a good developer do, it fixed the problem. Just because something isn't CoD shouldn't mean it has to act like it. What the other noob doesn't get is that this was just a 7 minute thrown together demo of how the game starts. They have so much to do that he wants to try and act all big and bad pointing out small things. Not even seeing any more vids or evidence of what the final copy will be like. Better yet, I bet money if they do all the things he said, he would come back and pin point something else. Maybe somebody should be a game developer and we'd get all his insight into what he would do with a game. Then people could trash his game and he would complain about that.
Yeah the demo reveal was great graphics, zzzzzzz gameplay. There's tons they need to change from that demo but then again it is just a demo of one area. Not a hot look for next gen's first FPS reveal though.
Oh my days there really is something wrong with you. If I were you mate I'd call it a day and retire because you really are making yourself look very stupid...Very stupid indeed. You could do with being reported because you are continually trying to derail the thread and are adding nothing whatsoever to the original OP. Serious question - Are all those 30,000+ of your posts really that stupid? I feel sorry for your parents or anyone that knows you in real life . Nah...I get it, you're having a laugh and really just being sarcastic....
You're about the most dumb person I've run across on these boards. I mean seriously. Something so simple that I've explained over and over. Yet, you still don't get it and try to insult me further. You took it that route with your use of profanity. So I'm trying to stop your thread by pointing out the obvious. Something you can't comprehend. You really trying to bring my parents in the picture, yet you tell me I need to grow up. Hypocrite much? Your problem is that you can't stand if somebody makes a point or doesn't agree with you. Thus why you came back with profanity insults. Simple solution: You stated your opinion and I gave you my opinion and thoughts about yours. You didn't like it, so here were are. Do you understand that part right there? Probably not, but what do I expect from a kid.
You really are an idiot. You know it's a shame I couldn't meet you in person cos I'd surely give your little ass a woopin to teach you some manners. But then that would be wrong of me cos it's not nice to beat up on idiots who know no better. I suppose you can't help yourself but you really are stupid.....You are a total embarrassment to the human race but hey ho, someone's got to be the dick... Now are you listening? CAN YOU READ? OK - lets continue. The bold part is YOUR insult. YOUR 1st post in this thread. Aimed at ME. So now look at the italic part of YOUR post and realize what a total fool you are. I have no issues with differing opinions so I don't know what on earth you are going on about. I really don't know how you can say I started the insults when it is clearly yourself. See the bold. You've continued to insult, referencing anybody that plays Nintendo as childish, continuing to call me kid, as well as a load of other nonsense. Seriously, what is wrong with you? How about we continue this in a pm so as to not derail the thread. Maybe we can swap addresses... Anyway, back on topic. Another idea for additional gameplay would be.....
If you consider that BOLD part an insult, then I take back the kid part. You must be a woman then. My bad, didn't mean to insult a lady like that. I know how it can be as I deal with one everyday. Yes, give me your address so I can mail you some Tampax or Maxxi Pads. So yes, you can send me PMS, I mean PM's, Sorry, screwed that up. On topic, I wouldn't change a damn thing with KZ. If the haters are going to hate, they going to hate it anyways. Most people that want to change things in games are most likely the ones that suck at that game. I hope it plays just like KZ2 and 3.
Thankfully I've hit the nail on the head with that last comment, so I'm good now. Should have seen it sooner.
Yeah, sounds like a good idea. I've got this nagging twat annoying me right at the back of my neck though which prevents my ability to turn the computer off. You know, more gamers like you in the world, the worse gaming is gonna become. Now fuck off
I think you take the cake on that one. You such a big woman using profanity. I wish I really could meet you!
You know I've now just got it. You've posted so many comments that you've become impregnated within the place. You use phrases and statements like a sheep. Continually copying to what you've seen countless times. The words troll, fanboy, kid and so on and so forth.... I really get it. You've been here since 2004. Your first console was probably the xbox when you were say 11-13 which now makes you 20-22. lmfao You're an adult acting like a kid. Shows what a sad fucker you are when you take into account both the number of posts you've made AND the immaturity you show. Baaaa baaaa. You sure you got a girlfriend? Sad days mate. I feel sorry for her as well as your mum and dad...just saying...
I don't maybe it matters to the Puerto Rican community, because there aren't many PR representatives in games. *jk*. In any case Rico has one the best punch lines ever in a game with. " wtf is a Shakesphere" Classic.
Why would they if the Killzone games provided a better AI than the Uncharted games. Enemy AI on hard and elite is briliant.
i've always enjoyed the AI in the killzones...maybe i take flaws in it as pluses... but i liked seeing some helgast run out guns blazing just to be cut down, while others seamed to care more about there own safety....
On normal, yes. Like every other shooter available. Seen it happen in Uncharted more frequently than Killzone. What I don't understand is how they can have such a smart enemy AI, and yet have such retarded teammates.
Killzone needs to be killed off like Resistance. Just like Resistance, it has no idea what its identity is. You go from the trash that was KZ1(Halo killer LOL!), then to something that was actually cool and different from other shooters in KZ2, to a COD-clone shooter like KZ3. I have no idea what direction they're going with in the 4th game but outside the graphics, nothing in that game screamed next-gen. Shooting mechanics looked boring as ever. You would think with the hardware available, they could make some revolutionary AI at least. Didn't see that in the demo at all. At least attempt to push the stagnant FPS genre forward.
complaining about a DEMO that no one got their hands on that was pretty much to showcase what it can do visually and practically nothing else... lets get something straight, the demo probably was one developer easy mode, hell i bet if he stood there (like jimmy fallon did) and took bullets for a minute he wouldnt die, you know why? BECAUSE THEY WANT TO SHOWCASE THE GAME, NOT TO DIE AND RESTART . so complaining AI looks bad is absurd. not to mention past games were fairly difficult on higher difficulties to beat. idk who the guy is who played the game but more than likely he was a creator who had to follow a script of getting here, shoot that guy, make sure to cover here, etc. hes not showing the fun YOU can have while YOU are playing the game. as for the grenade topic, whatever, its not a game breaker or game maker, it just another nice edition. im expecting some sort of destructibility at least for MP (meat of my experience) because the past two games supported it, and even then its nothing special. just kind of like an ehh thats cool they had that. and once again aesthetics dont make a great shooter, which you were complaining about the gameplay (which you havent played) to ask for little details after that? improve the game as they see, sales will represent the work they put into it hopefully. and comparing this to ND's (seemingly) swan song on the ps3 is kind of bizarre, especially considering the type of game it is. and last but not least, this game is roughly 9 MONTHS AWAY FROM RELEASE! HOLY SHIT ASKDNS J,VD DAFVELA VEV ZJN ZCVZJ NC CN N SERIOUSLY?! NINE MONTHS! COMPLAIN LATER DOWN THE LINE!


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Every now and then a situation comes along that puts the supermarket industry into a tight spot, even though the industry had nothing to do with its making. Such a situation is forming in the shape of the flurry of coffee-price run-ups partially occasioned by the frosts in Brazil, which are expected to reduce the harvest. Since coffee is a fungible commodity that's in perpetual worldwide commerce, it requires little more than a hint that scarcity might be in the offing to drive up prices of ...
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A press conference was held at a Tokyo hotel on December 7th to announce two additional cards for PRIDE SHOCKWAVE 2006, to be held at Saitama Super Arena on December 31st. Present at the conference were Kazuhiro Nakamura (Yoshida Dojo), Takanori Gomi (Kugayama Rascal) and Mitsuhiro Ishida (T-BLOOD).
"This is an extremely interesting card," PRIDE General Director Nobuhiko Takada explained as he announced the anticipated Kazuhiro Nakamura VS Mauricio "Shogun" Rua and Takanori Gomi VS Mitsuhiro Ishida matches. These two amazing match-ups come on the heels of the recently announced Tatsuya Kawajiri VS Gilbert Melendez and Shinya Aoki VS Joachim Hansen bouts.
Takada continued, "Both Shogun and Nakamura had incredible wins in Las Vegas. There have been high hopes for Nakamura since he first stepped into the PRIDE ring. In fact, he appeared at a time when we were calling for Japanese fighters that believed they could make it in the Heavyweight and Middleweight Divisions. Over the past few years, we have hoped that he would leave an additional impact and undergo a change. Now he will face Shogun. I'm not sure how Nakamura feels about this but I believe Shogun will be a very tough mountain to climb. I also believe that Nakamura will be strong in the face of this difficult hurdle and by doing so, bring out the best he has to offer, make the fans take his side and also make them want to stand up and cheer for him. My heart beats faster just by reading the names on this card. The Lightweight and Welterweight Divisions are currently supported by Japanese fighters and now a Japanese Grand Prix Champion has been born. I hope that Nakamura will be in top condition and put on an incredible fight. I want him to show that Japanese can be strong in the Middle and Heavyweight Divisions, too. Shogun, too, will no doubt be as tough as nails in this fight. Both fighters are aggressive and fight with everything they have. I can't help but be excited over this fight. Any of the three Lightweight matches announced for New Year's Eve could headline a BUSHIDO event. I believe these are the three cards that fans wanted to see most. I noticed that the media and the fans sitting behind them were all surprised when they heard about these cards. No one can complain about a Gomi VS Ishida match and we have six of the world's best fighters here. There's no need for explanation or reasons. These are incredible cards with many appealing points that will have a big effect on the upcoming year. This match is a non-title match but I'm sure that Ishida is ready to take out Gomi and fight for the title the next time." Kazuhiro Nakamura, who will take on the Middleweight Grand Prix Champion "Shogun" in the biggest event of the year, commented, "I've always knew there would be a wall that I would someday have to climb as I've fought in PRIDE. This is a wall that I have to climb but I do not believe that it is an impossible wall to climb." Nakamura continued, commenting on his hope to fight a Champion-class fighter just before the Las Vegas event, "I wanted to fight Arona or Alistair in Las Vegas, if possible. I never expected to fight on New Year's Eve." "Shogun is a spectacular fighter and I knew that this would be a good fight," Nakamura explained his thoughts when he received the offer. Although a fight with Shogun is definitely an important event for "Kazu", he still spoke confidently, "I don't feel this is a special fight. My job is still the same so I will go into the fight as I always do. I want to fight Wanderlei. To get there, I have to get past Shogun." Also present at the conference were Takanori Gomi and Mitsuhiro Ishida. "I watched the ring from far away last New Year's Eve but I'm happy to say that I will actually be in the ring this year. I'm the challenger in this fight with Gomi so I will go all out to win," Ishida commented. Gomi also commented, revealing his thoughts on the fight, "It's an honor for me to compete in my third consecutive New Year's Eve event. Of course, as long as I'm doing martial arts, I want to fight in the same ring that Fedor, Silva and Yoshida do. I also hope that Ishida and I will be able to put on a fight that will solidify the position of the Lightweight Division." Considering his loss to Marcus Aurelio in March, it's difficult to say that 2006 has been a good year for Gomi. "I haven't fought a Japanese fighter this year. I've fought Aurelio twice and I fought David Baron. As the final event of the year, I wanted to fight someone that is both popular and strong. I don't really know how to rate the foreign fighters so in that sense, I preferred to fight a Japanese fighter," said Gomi. According to Gomi, he has been working on basic training with the students at his Gym that competed in the Combat Wrestling competition. "Las time I was too focused on winning and didn't fight my own fight, with my own style. I will be ready to bring my style to the last fight of the year," Gomi added, promising the return of the old Gomi. Asked about his opponent, Ishida, Gomi answered, "Basically, he uses his wrestling to keep moving forward and he never stops punching. His style is like a model for people that want to become MMA fighters." Asked if he would be able to fight like himself against Ishida, Gomi avoided a clear answer but predicted a tough battle, "Some parts of our styles are similar. Wrestling and pounding. This will probably be a fight to see who has more stamina and power." "Some people may look at this as getting revenge for Kawajiri," Ishida commented, "but this fight is mine alone. I want to fight my own fight. If I win this fight, it will be a big step for me. I don't want to just stare at Gomi. I will be moving forward towards him." Although this is a non-title fight, Ishida still has the challenger spirit. Ishida is not without confidence, though, commenting that Gomi "is not an unbeatable opponent." Kazu has to climb the wall called "Shogun" to reach his goal of fighting Silva. Gomi, on the other hand, plans on a complete comeback to wipe away the last year. Ishida is burning with desire to beat Gomi, whom he clearly believes he can beat. What battles and stories will be born from the PRIDE ring as these three fighters compete in the most anticipated event of the year?