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Hideo Kojima
Kojima at the 2010 Japan Expo
|Native name
|[1]August 24, 1963
Setagaya, Tokyo, Japan
|Video game designer, writer, director, producer
|Years active
Notable work
|Metal Gear, Snatcher, Policenauts, Zone of the Enders, Death Stranding
Hideo Kojima ( Kojima Hideo, born August 24, 1963) is a Japanese video game designer, writer, director and producer.
Regarded as an auteur of video games,[2] during his childhood and adolescence, he developed a strong passion for action/adventure cinema and literature. In 1986, he was hired by Konami, for which he designed and wrote Metal Gear (1987) for the MSX2, a game that laid the foundations for stealth games and the Metal Gear series, his best known and most appreciated works. The title that consecrated him as one of the most acclaimed video game designers is Metal Gear Solid (1998) for PlayStation. He is also known for producing the Zone of the Enders series, as well as writing and designing Snatcher (1988) and Policenauts (1994), graphic adventure games regarded for their cinematic presentation.
In 2005, Kojima founded Kojima Productions,[1][3] a software house controlled by Konami, and by 2011, he rose as vice president of Konami Digital Entertainment.[4]
In 2015, Kojima Productions split from Konami, becoming an independent software company. Kojima announced a collaboration with Sony Interactive Entertainment for a new action game, Death Stranding, which is currently in development for PlayStation 4. From 2017 to 2018, he also edited a column for Rolling Stone dedicated to cinema, video games and analysis of the differences and similarities between the two mediums.[5]
Kojima was born the youngest of three children in Setagaya, Tokyo, Japan.[6][1] The family moved to Osaka when he was about four years old. The family watched movies every night and he "wasn't allowed to go to bed till the film had finished".[6]
When he was young, the Kojima family moved to a small city called Shirasaki.[7] His family soon[when?] moved to Kawanishi, Hy?go[8] in the Kansai region.[7] He was 13 years old when his father died and Kojima has commented that early on in his life he had to deal with death.[7][6] Kojima was a latchkey kid, often having to look after himself when he came home from school.[7] Staying at home by himself in isolation still affected him as he stated in a 2004 interview, "[whenever] I travel and stay at a hotel I put the TV on as soon as I enter the room, just to deal with the feeling of loneliness".[7]
He wanted to be an artist, filmmaker, or illustrator, but felt discouraged by the pressure of social norms favoring a stable, salaried job over creative pursuits, and also because his uncle was an artist who struggled to make a living. The death of Kojima's father, which left the entire family poorer, was another reason.[7] As a young adult, he began studying economics[6] while writing short stories in his spare time; he submitted some of these to magazines but was not able to get anything published. He cites that his stories were often 400 pages long while most magazines wanted their short stories to be around 100 pages.[7] Eventually, he shifted his creative focus to making films with a friend who had an 8mm camera.[7]
In an interview on G4's TV series Icons,[9][10] Kojima revealed that while studying economics in university, he found himself playing video games during his free time, mainly on the Nintendo Famicom. In his fourth year in university, Kojima surprised his peers by announcing his intentions to join the video game industry, despite initially having ambitions of becoming a film director.[11] He felt a career in video games would be more satisfying.[12] The majority of his friends and peers strongly discouraged Kojima from pursuing video games due to it being a new medium that was not as respected or financially secure. His mother, however, remained supportive which gave Kojima the confidence to go ahead with his dream. He would later reflect positively upon his choice, stating, "The industry was full of dropouts, people who felt like games offered them another chance. I met many people in that same situation; we bonded together through that in some sense".[6] Kojima has cited Shigeru Miyamoto's Super Mario Bros. (1985)[8] and Yuji Horii's The Portopia Serial Murder Case (1983)[13] as the games that inspired him to make this decision. He cited Hydlides open world game design as an influence.[14] His literary influences include Kobo Abe, Ryu Murakami, Yukio Mishima, Kazuaki Takano, Project Itoh, Yasutaka Tsutsui, Seicho Matsumoto, Richard Levinson, William Link, and Paul Auster.[15]
After initial failed attempts to break into the video game industry, Kojima joined video game publisher Konami's MSX home computer division in 1986 as a designer and planner.[9] Initially, he was disappointed with his assignment, and desired to work on Nintendo Entertainment System and arcade games instead--Kojima felt the color palette of the system was too restrictive.[12] Kojima's gameplay ideas were often overlooked initially, and due to his lack of familiarity with programming was repeatedly snubbed for his failures in his initial years at Konami. At one point Kojima considered leaving the company, but he hung on.[9] The first game he worked on was Penguin Adventure, the sequel to Antarctic Adventure,[7] as an assistant director. It significantly expanded upon the gameplay of Antarctic Adventure, adding more action game elements, a greater variety of levels, role-playing elements such as upgrading equipment,[16] and multiple endings.[17] The first game he developed was Lost Warld [sic], an MSX platform game in 1986. However, the game was ultimately rejected by Kojima's superiors at Konami.[9]
Kojima was asked to take over a project, Metal Gear, from a senior associate. Hardware limitations hindered the development of the game's combat. Inspired by The Great Escape, Kojima altered the gameplay to focus on a prisoner escaping.[12] It was released in 1987 for the MSX2 home computer in Japan and parts of Europe. The game revolves around a special forces operative codenamed Solid Snake, who is sent to the fortified state of "Outer Heaven" to stop a nuclear-equipped walking tank known as "Metal Gear". Metal Gear is one of the earliest examples of the stealth action game genre, where avoiding encounters with the enemies is emphasized over direct combat. A port of Metal Gear was released for the Nintendo Entertainment System. Kojima was not directly involved in the production of this version and he has openly criticized some of the changes made in the porting process,[18] including poor translation and no ending boss fight with the titular weapon.
His next project was the graphic adventure game Snatcher, released for the NEC PC-8801 and MSX2 computer platforms in Japan in 1988. The game, influenced by cyberpunk science fiction works such as Akira, Blade Runner, The Terminator, and Bubblegum Crisis, is set in a post-apocalyptic world and centers around an amnesiac detective who faces a race of cyborgs (the titular Snatchers) that kill their victims, copy their likeness and assume their place in society.[19] While Kojima and his team wrote the entire story of the game, they were forced to leave out the final act of the game due to time constraints. The game was highly regarded at the time for pushing the boundaries of video game storytelling, cinematic cut scenes, and mature content,[20] and was praised for its graphics, soundtrack, high quality writing comparable to a novel, voice acting comparable to a film or radio drama, post-apocalyptic setting, light gun shooter segments, and in-game computer database with optional documents that flesh out the game world. The Sega CD version of Snatcher was for a long time the only major visual novel game to be released in America. However, partly due to a Teen rating limiting its accessibility,[19] it only sold a "couple of thousand units", according to Jeremy Blaustein, a member of Snatchers localization team.[21]
In 1990, Kojima was involved in the productions of two MSX2 games: a spinoff of Snatcher titled SD Snatcher; and a sequel to Metal Gear titled Metal Gear 2: Solid Snake, which further evolved the stealth game genre. The player had more abilities, such as crouching, crawling into hiding spots and air ducts, distracting guards by knocking on surfaces, and using a radar to plan ahead. The enemies had improved artificial intelligence (AI), including a 45-degree field of vision, the detection of various different noises, being able to move from screen to screen, and a three-phase security alarm. The game also had improved graphics and a complex storyline dealing with themes such as the nature of warfare and nuclear disarmament.[22][23]
SD Snatcher is a role-playing video game which adapts the storyline of the original Snatcher while featuring its version of the planned ending. The characters are depicted in a "super deformed" art style, in contrast to the original game's realistic style. Like the original computer versions of Snatcher, it was only released in Japan. It abandoned random encounters and introduced an innovative first-person turn-based battle system where the player can aim at specific parts of the enemy's body using firearms with limited ammo. Such a battle system has rarely been used since,[19] though similar battle systems based on targeting individual body parts can later be found in Square's Vagrant Story (2000), Bethesda Softworks's Fallout 3 (2008), and Nippon Ichi's Last Rebellion (2010).[24]
Due to the success of the original Metal Gear on the NES, Konami decided to create a sequel to the game, Snake's Revenge, without the involvement of Kojima. During a ride home on the train, Kojima met one of the staff members who worked on the game who asked him if he would create a "true" Metal Gear sequel.[9] As a result, Kojima began plans for his own sequel titled: Metal Gear 2: Solid Snake. The game was only released in Japan for the MSX2, as one of the last games Konami produced for the computer system. The game would not be released overseas in North America and Europe until its inclusion in 2006's Metal Gear Solid 3: Subsistence.
All of his subsequent projects after Metal Gear 2 were produced primarily for disc-based media, allowing for the inclusion of voice acting in his games. He remade Snatcher in 1992 for the PC Engine Super CD-ROM2. An English localization of the game was produced for the Sega Mega-CD in North America and Europe in 1994. Kojima was not directly involved in the Sega CD version nor the subsequent PlayStation and Saturn ports released in Japan in 1996.
In 1994, Kojima released Policenauts, a film noir-science fiction-themed adventure game set in a space colony, for the NEC PC-9821. Kojima oversaw the subsequent ports released for the 3DO in 1995; and the PlayStation and Saturn in 1996, which all featured animated cutscenes that were not in the PC-98 release. Despite announcements for an English release in 1996,[25] problems with synching the English dialogue with the cut-scenes stopped its production.[26] An unofficial English translation patch was released on August 24, 2009, to coincide with Kojima's 46th birthday.[27] From 1997 to 1999, he developed the Tokimeki Memorial Drama Series, a trilogy of visual novel adventure games.[28]
Kojima began development on a 3D sequel to Metal Gear 2: Solid Snake in 1994. A gameplay demo of Metal Gear Solid for the PlayStation was first revealed to the public at the 1996 Tokyo Game Show, and was later shown at E3 1997 as a short video.[29] With the release of Metal Gear Solid in 1998, Kojima became an international celebrity among the video game media. Metal Gear Solid was the first in the Metal Gear series to use 3D graphics and voice acting, which gave a more cinematic experience to the game. Metal Gear Solid was highly regarded for its well-designed gameplay and for its characters and storyline, which featured themes of nuclear proliferation and genetic engineering.
In early 2001, Kojima released the first details of the sequel to Metal Gear Solid, Metal Gear Solid 2: Sons of Liberty, for the PlayStation 2. The game's highly detailed graphics, physics, and expanded gameplay quickly made it one of the most anticipated games at the time.[30][31] The game was highly successful and critically acclaimed at release, due to its graphics, gameplay, and storyline, which dealt with myriad philosophical themes as specific as memes, censorship, manipulation, patricide, the inherent flaws of democracy and as grandiose as the nature of reality itself. While Metal Gear Solid 2 appealed to gamers with the discussion of these, the bewildering maze of dialogue and plot revelation in the final hours of the game was a disappointment for many gamers, who expected the Hollywood-style resolution of its forerunner.[32]
Before the release of Metal Gear Solid 2, Kojima produced the game and anime franchise Zone of the Enders in 2001 to moderate success. In 2003, he produced Boktai: The Sun Is in Your Hand for the Game Boy Advance, which players take the role of a young vampire hunter who uses a solar weapon which is charged by a photometric sensor on the game cartridge, forcing them to play in sunlight. Another team inside Konami, in a collaboration with Silicon Knights, began work on Metal Gear Solid: The Twin Snakes, a GameCube enhanced remake of the first Metal Gear Solid with all the gameplay features of Metal Gear Solid 2 and with cutscenes redirected by director Ryuhei Kitamura. It was released in 2004.
Afterwards, Kojima designed and released Metal Gear Solid 3: Snake Eater for the PlayStation 2. Unlike the previous games in the series, which took place in the near future and focused on indoor locations, the game is set in a Soviet jungle during the height of the Cold War in 1964, and features wilderness survival, camouflage, and James Bond styled espionage. The North American version was released on November 17, 2004, with the Japanese counterpart following on December 16. The European version was released on March 4, 2005. Critical response to the game was highly favorable. Kojima has said that his mother played it, "It took her an entire year to complete Metal Gear Solid 3. She would get her friends to help her. When she defeated The End, [a character the player faces off during the game] she called me up and said: 'It is finished'."[33]
At that time, Kojima produced Boktais sequel, Boktai 2: Solar Boy Django for the Game Boy Advance. Released in summer 2004, it makes more extensive use of the cartridge's sunlight sensor and allows players to combine various new solar weapons. Also released was Metal Gear Acid for the PlayStation Portable handheld. A turn-based game, it is less action-oriented than the other Metal Gear games and focuses more on strategy. It was released in Japan on December 16, 2004. Its sequel, Metal Gear Acid 2, was released on March 21, 2006.
Kojima wanted Solid Snake to appear in Nintendo's Super Smash Bros. Melee, but Nintendo refused, due to development cycle problems. When Super Smash Bros. Brawl was in development, series director Masahiro Sakurai contacted Kojima to work and add Snake and content related to the Metal Gear series, including a stage based on Shadow Moses Island (the main setting of Solid), into the game.[34]
Released in June 2008, Kojima co-directed Metal Gear Solid 4: Guns of the Patriots with Shuyo Murata. Initially, Kojima was not going to direct it, but death threats made the team nervous and he decided to work with them.[35] Kojima received a lifetime achievement award at the MTV Game Awards 2008 in Germany. In his speech, he said in English, "I have to say, even though I received this award, let me state that I will not retire. I will continue to create games as long as I live".[36]
Before E3 2009, Kojima stated interest in working with a Western developer.[37] This later turned out to be a collaboration between him and Spanish developer MercurySteam to work on Castlevania: Lords of Shadow.
Although he announced that Metal Gear Solid 4: Guns of the Patriots would be the last Metal Gear game he would be directly involved in,[38] he announced at E3 2009 that he would return to help on two Metal Gear games: Metal Gear Rising: Revengeance, as a producer and Metal Gear Solid: Peace Walker as writer, director, and producer.[39] When interviewed at Gamescom 2009, Kojima stated that he got more involved with Peace Walker because "there was a lot of confusion within the team and it didn't proceed as I wanted it to. Therefore I thought that I needed to jump in and do Peace Walker".[40]
Kojima was at E3 2010 to show off his team's latest project, Metal Gear Rising: Revengeance. He was also seen in Nintendo's 3DS interview video, where he stated he was interested in making a Metal Gear Solid game for the 3DS and wondered what it would be like in 3D.[] This game ended up being a remake of Metal Gear Solid 3 titled Metal Gear Solid: Snake Eater 3D. In late 2011, Metal Gear Solid: Rising was renamed Metal Gear Rising: Revengeance with PlatinumGames being involved in developing it alongside Kojima Productions. Nevertheless, Kojima is the game's executive producer and showed interest in working in the game's demo.[41] Kojima was satisfied with the final product and expressed the possibility of a sequel if Platinum were to develop it.[42]
On April 1, 2011, Kojima was promoted to Executive Vice President and Corporate Officer in Konami Digital Entertainment.[43] At E3 2011, he revealed his new innovative gaming technology labeled as "transfarring", a portmanteau of the verbs transferring and sharing. The technology enables gamers to transfer their gaming data from the PlayStation 3 to PlayStation Portable in a quick data transferring process and bring it on the go from home into the outside world.[44]
Later that year, he stated he was working on a new intellectual property with Goichi Suda, tentatively titled Project S, and preparing new projects. On July 8, 2011, Kojima announced that Project S was a radio-show sequel to Snatcher, titled Sdatcher as a reference to the show's producer Suda. The show would air on Fridays on Kojima's bi-weekly Internet radio show, starting with episode No. 300 which was broadcast in August 2011.[45] In October, Kojima announced that he would be collaborating with Suda and 5pb. director Chiyomaru Shikura in producing a new adventure game visual novel.[46] It was initially speculated that the game would be the third entry in 5pb.'s Science Adventure series, but it was later confirmed to be a separate title.[47] The game was planned to have an overseas release and an anime adaption.[48] As of 2018, no further news regarding the project has been released.
In mid-2012 and in the following years after Kojima finished work on the Fox Engine, Kojima has been connected to the Silent Hill series. During this time, he indicated that he was interested in making a Silent Hill game and the first instance of this was on August 18, 2012. He described his excitement regarding the potential use of the Fox Engine on the eighth generation platforms via a tweet of an image of the DVD for the Silent Hill film:[49][50] Later, he added what he had in mind for this game in a series of tweets: "Silent Hill is in closed room setting and doesn't require full action so that we can focus on the graphic quality. Enemies featured in the game do not have to be consistent or move fast. It only requires scariness by graphics and presentation. As being a creator, making action games in an open world setting, such a type of game is very enviously attractive. If only someone could create this on the Fox Engine."[51] After a while, and as a result of Kojima's interest in making a Silent Hill game, Konami asked him to do so. Kojima explained the story in an interview with Eurogamer:
In the past I've mentioned Silent Hill in interviews, and as a result of that the president of Konami rung me up and said he'd like me to make the next Silent Hill. Honestly, I'm kind of a scaredy-cat when it comes to horror movies, so I'm not confident I can do it. At the same time, there's a certain type of horror that only people who are scared of can create, so maybe it's something I can do. That said, I think Silent Hill has a certain atmosphere. I think it has to continue, and I'd love to help it continue, and if I can help by supervising or lending the technology of the Fox Engine, then I'd love to participate in that respect.[52][53][54]
Additionally, in an interview with Geoff Keighley, when a fan asked "which game do you want to direct or reboot?" Kojima stated without hesitation, Silent Hill.[55][56][57] Keighley jumped in and asked "What do you want to do with Silent Hill?" Kojima responded: "A guy [like myself] that is such a chicken and is so easily scared - making a scary game - I'm very confident that something horrifying would come out from that. But on the other hand I would have to prepare myself to have nightmares every single day. Hopefully sometime in the future I'm able to work on this, but I would really need to prepare to have daily nightmares".[] In August 2014, PT was released on the PlayStation Store revealed that a new game in the Silent Hill franchise titled Silent Hills was being directed by Kojima for the PlayStation 4, alongside Mexican film director Guillermo del Toro.[58] In April 2015, the playable teaser was removed and the game was cancelled.[59]
At the 2013 Game Developers Conference, Kojima unveiled Metal Gear Solid V: The Phantom Pain, which was set to be his final Metal Gear work, noting that this time unlike previous announcements that he had stopped working on the series, was very serious about leaving.[60] In March 2015, reports began to surface that Kojima would part ways with longtime publisher Konami after the release of The Phantom Pain.[61] Konami later stated that they were auditioning for new staff for future Metal Gear titles and removed Kojima's name from the series' marketing material.[62] Despite reports that Kojima left the company in October 2015, a spokesman for Konami stated that he was "taking a long time off from work."[63] At The Game Awards 2015, Metal Gear Solid V won the awards for Best Action Game and Best Score/Soundtrack, but Kojima did not attend the event, being reportedly barred from attending by Konami.[64] Instead, it was accepted by Kiefer Sutherland on his behalf.[64]
On December 16, 2015, Kojima announced that Kojima Productions would be re-established as an independent studio, partnered with Sony Computer Entertainment, and that his first game would be console exclusive to the PlayStation 4.[65] At E3 2016 in Los Angeles, Kojima personally announced the game's title as Death Stranding in a trailer.[66] The trailer showed actor and inspiration for the main character Norman Reedus, whom Kojima had previously worked with in the canceled Silent Hills.
In 2016, Kojima launched his own YouTube channel, where he and film critic Kenji Yano discuss their favorite films and matters pertaining to Kojima's studio.[67] Starting in 2017, Kojima became a regular contributor to Rolling Stone, often discussing recent film releases, and occasionally drawing comparisons to his own works.[68]
Kojima has cited Yuji Horii's The Portopia Serial Murder Case (1983)[13] and Shigeru Miyamoto's Super Mario Bros. (1985)[8] as the games that inspired him to enter the video game industry. Portopia Serial Murder Case, a murder mystery adventure game, was an important influence because, according to Kojima, it had "mystery, a 3D dungeon, humor, and a proper background and explanation of why the murderer committed the crime. That is why there was drama in this game. My encountering this game expanded the potential of video games in my mind."[13]Portopia had an influence on his early works, including Metal Gear and particularly Snatcher.[69]
Kojima's love of film is noticeable in his games where he pays homage through his stories and characters, sometimes to the point of pastiche, as in Snatcher. He cited a contrast between films and games as while in his games he intends to portray violence like in a movie, in the game it is up to the player to decide. He wants people to understand the effects of violence. As he considers the games too stressful, he also wants comic relief to contrast it.[70]
Snatcher is inspired by many science fiction films, particularly from the 1980s, including Blade Runner,[71]Akira,[72]The Thing, Invasion of the Body Snatchers,[73] and The Terminator.[72] Examples of influence by films include Solid Snake's codename (named after Snake Plissken from Escape from New York),[18] Snake's alias in MGS2: Pliskin (in reference to the last name of Snake Plissken from the Escape movies), Snake's real name (Dave from 2001: A Space Odyssey),[74] and Snake's trademark bandana (The Deer Hunter[75]).
Film would also have an influence on other aspects of his games. Hal "Otacon" Emmerich (named after HAL 9000 from 2001: A Space Odyssey and film director Roland Emmerich),[74] Sniper Wolf shooting Meryl in Metal Gear Solid (Full Metal Jacket),[18] Psycho Mantis (inspired from the film The Fury)[18] and the whole Metal Gear stealth concept (The Great Escape[18] and The Guns of Navarone[76]). James Bond also had a large influence on the Metal Gear series,[77] with Metal Gear Solid 3 having a James Bond-like introduction sequence.
In an article he wrote for Official PlayStation 2 Magazine, Kojima described the influence of the film Dawn of the Dead on the Metal Gear series. The zombie classic inspired "the maximum three-dimensional use of a closed area like a shopping mall with elevators, air ducts, and escalators". These aspects are similar enough in his view that "[Metal Gear Solid] is [Dawn of the Dead] if you replace soldiers with zombies."[78]
He also received inspiration from anime. His early works, particularly the cyberpunk adventure game Snatcher (which uses anime-style art), were influenced by cyberpunk anime, most notably Akira (mentioned above).[72] In an interview, he mentioned that his Zone of the Enders series was inspired by mecha/robot anime, such as Neon Genesis Evangelion. Mecha anime was also an inspiration for the Metal Gear series, which features mecha robots, such as Metal Gear REX and Metal Gear RAY; this is referenced in Metal Gear Solid, where Otacon mentions mecha anime as an influence on his Metal Gear REX designs.
In regards to storyline development and interaction with them, he said:
|Storytelling is very difficult. But adding the flavor helps to relay the storytelling, meaning in a cut scene, with a set camera and effects, you can make the users feel sorrow, or make them happy or laugh. This is an easy approach, which we have been doing. That is one point, the second point is that if I make multiple storylines and allow the users to select which story, this might really sacrifice the deep emotion the user might feel; when there's a concrete storyline, and you kind of go along that rail, you feel the destiny of the story, which at the end, makes you feel more moved. But when you make it interactive - if you want multiple stories where you go one way or another - will that make the player more moved when he or she finishes the game? These two points are really the key which I am thinking about, and if this works, I think I could probably introduce a more interactive storytelling method.[79]
In terms of reverse influence on film, his work on the storylines of the Metal Gear series was cited as an influence by screenwriter David Hayter, the voice actor for Solid Snake, on his screenwriting for Hollywood films. He stated that "Kojima and I have different styles (...) but I've certainly learned things from him, especially about ambiguity and telling a story without giving all the answers".[80]
Newsweek named Kojima as one of the top ten people of 2002.[81][82] In 2008, Next-Gen placed him seventh in their list of "Hot 100 Developers 2008."[83]
In 2009, IGN placed him sixth in their list of top game creators of all time.[84] At the 2008 MTV Game Awards, Kojima was given the award show's first Lifetime Achievement Award for a game designer and was also honored with a Lifetime Achievement Award at the 2009 Game Developers Conference.[85][86]
At the 2014 National Academy of Video Game Trade Reviewers (NAVGTR) awards, Kojima was credited for Metal Gear Solid V: Ground Zeroes' nomination for the category Game, Franchise Adventure.[87] In December 2015, Kojima was invited to accept an award from The Game Awards 2015 for Metal Gear Solid V: The Phantom Pain, but was prevented from attending by Konami.[88]
In February 2016, Kojima received the AIAS Hall of Fame Award at the 19th Annual D.I.C.E. Awards.[89] In December 2016, Kojima was able to attend The Game Awards 2016 and accepted the Industry Icon Award.[90]
On October 12, 2017, Kojima received a Lifetime Achievement Award at the Brasil Game Show.[91]
The following are games in which Hideo Kojima held a lead creative role. This includes director, lead writer, or lead game designer roles.
|Credited as
|Metal Gear
|Metal Gear 2: Solid Snake
|Metal Gear Solid
|Metal Gear Solid 2: Sons of Liberty
|Metal Gear Solid: The Twin Snakes
|Metal Gear Solid 3: Snake Eater
|Metal Gear Solid 4: Guns of the Patriots
|Metal Gear Solid: Peace Walker
|Metal Gear Solid V: Ground Zeroes
|Metal Gear Solid V: The Phantom Pain
|Credited as
|SD Snatcher
|Boktai: The Sun is in Your Hand
|Death Stranding
Blaustein: As for (Snatcher): Sega CD, I think that counting you and me, the game only sold a couple thousand units at most in the US. I know the Sega CD sucked and had no software available for it, but where was everyone when Snatcher came out!? Boy, was that embarrassing - having it fail so badly.


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Carthage HS (CHS) Class of 1991 Alumni List
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The top movie in theaters during 1991 was Beauty and the Beast, grossing over $218,699,359 in its lifetime. The most popular television series for 1991 was Cheers
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tom waits
Tom Waits scores big with must-have live album
By Bill Copeland on January 10, 2010
Tom Waits can never be accused of trying to sound like anyone else in modern music. Waits' unusual mesh of roots influences and Americana is truly unique.
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FOSSEE Summer Fellowship 2018
The registrations for FOSSEE Summer Fellowship 2018 are closed.
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Hard disk problem
It may be that the hard drive is going bad and cannot be be reconized because of bad sectors
Before format and partitiong the drive run fdisk /mbr
Now run setup and see if scan disk will recognize the drive
Hard disk problem
If you were able to use access the hard disk normally and then you started having problems the first thing I would try is getting a clean write protected floppy with an anti-virus program on it and boot up the computer with it and check for viruses. To clarify what I mean by "clean" in case you are unsure, is one that has been formatted and scanned for viruses using up to date virus definitions. What you are describing could be the reuslt of a virus. The other possibility is as was suggestedby soulrider that the hard disk is failing.
Hard disk problem
I agree with the previous answer. Try to find a good bootable floppy with fdisk and scandisk on it and run the full surface scan. Sounds to me like you have bad sectors.
I am not familiar with Disk Manager 2.56, but if you can go all the way to a fdisk, make new partitions, scandisk with a full surface scan, you should be okay. If it finds bad sectors, chances are you are losing your hard drive, but it should mark them as unusable and let you install the operating system.
You may have been able to use it before, as long as the offending sectors weren't being used. It may be trying to put operating system on a bad sector now though, or even using it as swap file - and that won't work.
Good luck!
Hard disk problem
I would suspect you lost the configuration for the HD or at least the LBA support in the BIOS. By the OS the CMOS battery could be going bad, check and/or replace.
Problem # 1 Compaq uses a proprietary hard-drive configuration for the OEM setup.Problem # 2 Disk manager is proprietary software used to manage large harddrives and loads itself on boot-up from the HD, if not loaded the HD appears to be empty and un-partitioned.
Only know this because I ran into it while trying to install a new HD in a Presario and HP. After unloading the DM program and allowing the CMOS to auto-detect the HD was I able to do the standard Fdisk, format, and OS load.
Hard disk problem
Your hard disk might be having a bad sectors that is why format have been terminated.And the bad sectors are in the first sectors,that is why you could not even finnish installing win98.
By now you cannot scan the disk for errors untill format is finished.
What am suggesting is try taking the hard disk in another laptop i.e Toshiba and format it using the new laptop.


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Get me some calcium stearate, tapioca
dextrin and titanium dioxide!
by Than Acuff
Thank you KBUT and thank you longtime KBUT DJ Bonnie Chlipala for playing My Sharona by the Knack Tuesday afternoon. That song is both horrible and totally awesome.
I started thinking, what kind of a name is Sharona? Maybe the protagonist was actually a woman named Sharon but Sharona rolls off the tongue so much smoother than Sharon. But then the Internet, in all of its glory, directed me to a story by NPR explaining that Sharona is a real woman, Sharona Alperin. In fact, she was around the age of "16 or 17" when lead singer for the Knack, Doug Fieger, first saw her. Fieger was 26 years old at the time when they met and he then wrote this song, which might explain this borderline inappropriate stanza given her age.
"Never gonna stop, give it up, such a dirty mind
I always get it up, for the touch of the younger kind
My, my, my, aye-aye, whoa!
M-m-m-my Sharona
M-m-m-my Sharona"
This one is a gem as well.
"Come a little closer, huh, a-will ya, huh?
Close enough to look in my eyes, Sharona
Keeping it a mystery, it gets to me
Running down the length of my thigh, Sharona"
I can only imagine when Sharona brought Doug home to meet her dad. Then again, it was 1979, and there is a chance that Sharona's dad was exceptionally hip, or incoherent, and merely said, "Nice to meet you Doug, you kids have fun tonight," while walking upstairs and singing the words to My Sharona only to come to the realization what the words actually are.
"Running down the length of my thigh Sharona… NOOOOOOOO!!!!"
Speaking of KBUT, Buzzman is back on the radio again. It's as if the entire volunteer DJ staff has exited the valley the past two weeks and handed the board to the Buzzman, in perpetuity.
Love hearing the Buzzman on the radio.
And speaking of buzzing, the Brew Crew continued to buzz saw their way through the regular season racking up their 13th win of the season, out of 13 games, Tuesday night when they ran over the Trash Talkers 20-8 at Tommy V Field.
As I have often said, it didn't have to be that bad, at least not at the start as the Trash Talkers did some damage to themselves as well.
The Brew Crew built a 4-0 lead in the top of the first as Rob Houston stretched a single to shallow center into a triple and scored on a sac hit RBI by Krystal Ramsey. Nick Velasco and Gerry Heal followed with a couple doubles to score another run and then Tyler Williams cleared the bags with a two-run inside the park home run (ITPHR).
The Trash Talkers scored two in the bottom of the first as Connor McGuire doubled and scored when Jules Frerichs stepped to the plate in just her socks to stroke a RBI single down the first base line. Dave McGuire pushed another run home with a single but a base running miscue ended things right then and there.
The Brew Crew followed with another four-run inning as Chris Wiig cracked a solo ITPHR, Molly Keating one-upped Wiig with a two-run ITPHR (ALWAYS play deep on Molly Keating!), Houston tripled again and Ramsey gave the Brew Crew an 8-2 lead with another RBI hit. Velasco looked to go yard, as he often can, but got under it to send a ball so high to deep left field that Connor had time to mull over coastal Italian recipes he will be preparing at a new restaurant in Springfield, Illinois before making the catch.
Trash Talker Erik "Turbo" Ervin showed how it's really done crushing a solo home run over the fence in right center but that was all she wrote, whoever she is, for the Trash Talkers as the game started to slip away. Which is too bad really because barring a couple errors, both in the field and on the base path, and a couple of other avoidable mistakes it could have easily been a 4-4 game at this point.
But that's all part of the game and the Brew Crew starting rolling through the next couple of innings. Ian Baird cracked a RBI double, Keating hit her second two-run ITPHR of the game (ALWAYS play deep on Molly Keating!), Houston joined in with a solo ITPHR and the Brew Crew were out front 12-3. Velasco found the sweet spot for a solo shot, Gerry Heal doubled and scored on a triple by Tyler Williams and Baird returned to the plate for a two-run ITPHR, their fifth of the game.
Krista Hildebrandt drove a RBI single up the middle and Paul Moscatelli kept the rally going after an error by the writer (yours truly) on a foul pop kept him alive to single and score on a double by Keating. Houston closed out the crushing with a RBI double (great to see an Airhead finding his stroke on a winning team, HUDFW would be proud!) for a 20-4 lead.
The Brew Crew defense did their job as everybody earned a free taco for their effort, but the Trash Talkers are no quitters (rehab is for quitters). As all good trash talkers do, they had the final say, sort of, scoring three runs in their final at bat. Frerichs continued her shoeless magic with another single to lead off and scored on a RBI single by Hollywood. Turbo doubled to score another Trash Talker and then Greg Hise popped a two RBI single for one last word before the Brew Crew put an end to it to remain undefeated.


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Cfmi 5232 Clifton St, Alexandria , Virginia 22312 (VA )
Cfmi (703) 642-8997
Cfmi is located in Alexandria , VA which is in fairfax County. There are approximately 1 Counties located in the 703 area code. Phone companies and telecommunication companies in this area may include the following: AT&T, Verizon, T-Mobile, Pacific Bell, Sprint
fairfax County - Population 1,081,700


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January 24, 2017, Prescott-
School started at 10,
instead of 8.
Ice clogged the streets,
many pick-up drivers feared being late.
So, as I drove carefully along,
there were several who swung around me.
Arriving safely at work,
I was glad to, rid of traffic, be.
Shortened schedules bother our students,
a lack of mid-morning breakfast,
also an unwelcome surprise-
how imprudent.
We made it safely through, with no bumps and bruises.
A fair amount of learning,
even a short day infuses.


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The employment contract of each individual is their starting point – and vitally important to get right. We offer advice on terms and conditions and on any unusual or tricky areas, such as non-competition clauses. The better the employment relationship is set up, the better the chances it will continue and thrive.
Labour law defines your rights and obligations as workers and employers.
EU labour law covers 2 main areas:
working conditions – working hours, part-time & fixed-term work, posting of workers,
informing & consulting workers about collective redundancies, transfers of companies, etc.
Whenever a dispute before a national court raises a question of how to interpret an EU directive, the court can refer the issue to the Court of Justice of the EU. The European Court then gives the national court the answers it needs to resolve the dispute.
The European Commission & labour law. The Commission checks that EU directives are incorporated into national law and ensures through systematic monitoring that the rules are correctly implemented. When the Commission considers that an EU country has not incorporated a directive into national law correctly, it may decide to start infringement proceedings. In this way, it ensures that all the rights set out in the directives are available in national law. However, the Commission cannot procure redress to individual citizens (i.e. compensate damages or set a situation right) – that is up to the competent national authorities.
Labour law (also known as labor law or employment law) mediates the relationship between workers, employing entities, trade unions and the government. Collective labour law relates to the tripartite relationship between employee, employer and union. Individual labour law concerns employees' rights at work and through the contract for work. Employment standards are social norms (in some cases also technical standards) for the minimum socially acceptable conditions under which employees or contractors are allowed to work. Government agencies (such as the former US Employment Standards Administration) enforce labour law (legislative, regulatory, or judicial).
Belgian labour law and your contract of employment
Once you have found a job, there can be a probationary period of up to two weeks for blue-collar workers, and anywhere between one and six months for white-collar workers if the annual wage does not exceed around EUR 36–37,000. White-collar employees earning more than this may have a trial period of up to 12 months. During this period, either side can terminate the employment within seven days' notice.
The average working week is 38 hours, although longer working hours are common, particularly in international institutions. Although Belgian labour law contains a general prohibition against overtime, there are exceptions where overtime regulations do not apply; you may not always receive time off in lieu or compensation for working overtime, although in most cases compensation should legally apply.
In Belgium, you must work for one year before any holiday entitlement is paid. It is then calculated on the basis of how many months you were in the job during the previous calendar year. If you worked a full calendar year, you are then entitled to a minimum of 20 days. In addition, there are 10 legal holidays in Belgium, many of them religious days, plus regional holidays.
Legal Office Caluwaerts & Uytterhoeven | Individual Labour Law
Employment Law is a branch of law which is subject to constant changes and therefore requires fast professional advice. Thanks to the firm's years of experience in this legal domain, we are able to help you quickly and efficiently within the legal domain of Individual Employment Law.
Individual Employment Law deals with the relationship between the employer and the employee. We provide advice and support for both employees and employers in the context of legal settlement of the following matters within the area of individual labour relations:
- employment agreements
- dismissal/resignation of employees
- employee recruitment
- social criminal law
Labour law – Janson Baugniet Attorneys at law
Individual labour law and collective labour relations are the department's main day-to-day focus, and it has extensive expertise in the international aspects of these two complementary fields as well. For more than 30 years, this department has been handling the restructuring of companies, whether through conventional transfer or otherwise (i.e. transfers, mergers, divisions and collective layoffs). This expertise also extends to assistance with social security regulation matters such as commercial procedures of collective regulation and company closures, as well as the occasional bankruptcy of major economic groups.
As for individual law, whether drafting an employment contract, executing or terminating it, we provide counsel, issue notices of law suits and negotiate agreements for our clients or defend them in legal proceedings (civil or criminal) or even in arbitration and mediation proceedings.
In this field of law, where the regulations are always being modified, we feel that it is also important to offer companies and groups a legal monitoring service, and even a social security regulation audit service to help them adapt their human resources policies and update and optimise their legal instruments (e.g. special clauses in employment contracts, salary optimisation, labour regulations, collective labour agreements, internal labour organisation regulations, visits from external occupational health and safety services).


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Sunday, April 12, 2020 - 1:00pm to 5:00pm
Sunday, April 12, 2020 - 1:00pm to 5:00pm
Please come and share your garden treasures and/or garden stories. Second Sunday Garden Exchange April 12th.
Crafts at 1pm
Music fron 2-4pm
Talk on Growing Mushrooms at 3pm
In April we will celebrate our one year anniversary of the Exchange and will have an extra ordinary day!
Put it on your calendars Sunday April 12th 1-5pm


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Business type
Internet of Things, Wearables
- Digital Strategy
- UI/UX Design
- Android Development
- Front & Back-end Web Development
Product description
Chronos is a 3mm thick disc that mounts on the back of almost any watch. A user connects it with their smartphone via Bluetooth and then can use it to track steps, get notifications, silence calls, tap it to find the phone and more.
- The Android app was first expected to be a clone of the iOS app. But it needed to be additionally adjusted to the platform's guidelines and users' habits.
- The Chronos app was required to work with firmware that was not fine-tuned and finalized at that moment.
- The app sports smart gestures and notifications. To make them possible, the app needs to keep a stable, long-term connection with the Chronos disk. BLE APIs, battery consumption and connectivity management restrictions made its implementation a tough task.
- The app includes a customizable notifications manager. It lets users create unique sets of notification patterns for their instance of the app.
- The app establishes long-term connection between the smartphone and the disc. We implemented it on the Android SDK level. Such approach is more flexible than a default system-level connection.
- The app must regularly show notifications to keep the connection established. We used notifications as one more way of UI input to communicate with the user about the most urgent events.
- Android OS doesn't provide enough system permissions for third-party apps. We were able to overcome these challenges while keeping the UX smooth and positive.
- A custom app notification parsing mechanism keeps the highest level of privacy. Even the app itself doesn't know what text the notifications will show next. Users can also set the vibration type and color of the notifications to customize them even more.
- Following current healthy lifestyle trends, Chronos also supports Google Fitness. It allows sharing data with other fitness apps.
- Our developers gained deeper expertise with Android BLE APIs, known for many pitfalls.
- We improved Nordic DFU mechanisms to make the device firmware update process even smoother.
- Modern programming is reactive. We utilized best ReactiveX approaches and used RxJava2 to let parts of the app communicate with each other in the most effective way.
- We translated the Design Team requirements into smooth and sound custom views. That allowed us to provide users with the highest-level user experience they love.
Tools used
Java, Android SDK, RxJava 2 for reactive communications, Dagger 2 as a dependency injection framework, Fabric Crashlytics as a crash analytics to keep the high level of quality even after release.


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David Barron explains in his book,"Jefferson Lies", how historical negativism can be overcome, it's easy.
The effects and influences of Historical Negativism can be overcome by remembering that whenever any negative historical story is presented, check and see if there is a second view, or if there were any positive aspects that were omitted from the account. Negatives will always be easy to find and emphasize (such as the witch trials), but identifying the positives (such as the numerous contributions of the Puritans to our successful civil institutions and practices) will take deliberate effort.
The blogger has been a writer/photographer for over thirty years. Specializing in nature and landscape photography, as well as studying native cultures.
His travels have taken him to most of the United States, as well as Australia, Belize, Egypt and the Canary Islands.
He has studied the Mayan culture of Central America as well as the aborigines of Australia. Photography has given him the opportunity to observe life in various parts of the world.
He has published several books about his adventures.
For more information, please consult his website,www.journeysthrulife.com.
Your comments are welcome
I often think back to what my parents and grandparents believed and said, at the time I thought they were totally out of their mind and ignored it. I now wish I would have listened and followed their advice more often.
It is now evident they were a lot smarter than we gave them credit for. Many times, in today's world, the schools and universities can no longer be counted on to teach truth and values that will guide someone through life.
Their teachings have become convoluted and are no longer sensible. Because so many have lost sight of the basic universal truths, they think these values no longer apply. Mention age old values and many people would have no idea what you were talking about.
We cannot keep teaching beliefs that are not based on solid time worn principles that have endured the test of time. The laws of Nature and/ or Nature's God cannot be denied without serious consequences.
Available in paperback and ebook FORMATS.


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Tutoring in English has turned out to be quite helpful in learning Spanish. I've been instructed to speak only English while tutoring because it will be the only hour a week that student has immersed in English, however, since she is less comfortable speaking in English she rambles in Spanish and I have to figure it out and then I try to say in English what she should have said and respond in English. I try to get her to speak in English a lot.
Also a couple weeks ago a friend I met at Spanish class said she would like to help tutor in math. I said I didn't know if the Literacy Council did that, but then it turned out my student is trying to get her GED and needs help in the math section. So now both of us are learning Spanish and helping with math, and because I know a little more Spanish than my friend I'm "the Interpreter" of sorts… well me and Google Translator.
Regarding Art: I didn't get as many projects done as I would have liked because of lack of time. I've actually been working more as it's tax season, but I have done a few projects.
My first project was mixed media with water, rocks, paint and photography. It turned out pretty well, so I'll be exploring this more. Here's one of the photos.
I also worked on some drawing projects, from the book I mentioned I would be working out of last week. I am working with both my right and left hand on many of the projects, but not all of them for the main reason of lack of time. I have an hour of our time right before my book writing hour so often I have to stop in the middle.
Surprisingly these projects are exhausting. I don't feel like they should be, because they're so small, but often after following the directions for 30 minutes I'm mentally tired.
I completely messed up the proportions on this last picture. However looking at the subject upside down and just drawing what you see is an exercise I will try again. It's fun and I'm attracted to linear art, it's therapeutic.
Keep moving forward!


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|Home > Celyna
♀ Celyna
What does Celyna mean?
Celyna as a girls' name is of Latin and Greek origin, and the name Celyna means "heavenly; the moon". Celyna is a version of Celeste (Latin): anglicized version of Céleste (French). Celyna is also a variation of Selena (Greek): from Selene.
VARIANTS Sylena, Syleena, Selyna, Selina▼, Selenna, Selenia, Salina, Salena, Saleena, Celina▼, Celenia
RELATIONS VIA CELESTE, SELENA Caleena, Calina, Cela, Celene, Celes, Celesia, Celest, Celesta, Celestyna, Celia▼, Celie, Celinda, Celine▲, Celinka, Celka, Cellina, Sela, Selene, Selia, Selinda, Seline, Selyne, Sena▼CREATIVE FORMS
Celyna Angelina (C.A.), ..
How popular is Celyna?
Celyna is an uncommonly occurring first name for women. Celyna is an unusual last name too for both adults and children. (2000 U.S. DEMOGRAPHICS)
Which version is better?
Popular related forms of Celyna (NOT RANKED) are Selena (#285 FROM RECENT DATA), Celeste (#495), Celine (#605), Celia (#837), Celina (#1138), Selina (#1148), Selene (#1218), Celene, Celesta, Celie, Salena, Salina and Sena. Other forms, like Cela, are uncommon. These forms of Celyna were at the apex of their popularity 2 decades ago (AVERAGE #1034) and have become much less popular since (#1363, ▼57%), with forms like Selina becoming somewhat dated. Celeste is the steady favorite, though Selena is now more regularly used. (TOP 2000 NAMES, 2016)
Similar Names
Celyna is pronounced similarly to Ceilena, Celeena, Celena, Celinna, Solana, Solina, Sylina, Xylina, Xylona, Zelaina, Zelenia, Zelenya, Zelina and Zylina. Other recommended sound-alike names are Adelyna, Alyna, Amelyna (see Amelia), Belona, Belynda, Caelan, Caelin, Cailyn▼, Cailynn, Calen, Calin, Calyn, Calynda, Calynn, Carlyna, Caylyn, Celenne, Celida, Celsea, Cerena, Cesya, Chalina, Cholena, Chyna▼, Ciline, Cleona, Cliona, Cluny, Colena, Colina, Coline, Collena, Collina, Coryna, Delana, Delayna, Delena, Delina, Delya, Delyn, Delyne, Felina, Gelya, Helana, Helena, Jelena, Jelina, Jolyna, Leyna, Melana, Melina▲, Melya, Melynda, Melyta, Reyna▲, Seryna, Telayna, Teryna (see Terena), Teyna, Veryna and Yelena. These names tend to be more frequently used than Celyna.See names in meaning and etymology.


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Pimsleur Language Programs products are among the best-selling audio language courses available. `Organic learning' seeks to approximate the conditions in which ordinary language-learning takes place. The process is almost entirely aural, supplemented only minimally-or at the student's discretion, not at all-by reference to reading lessons after each half-hour lesson.
Clearly, Dr. Pimsleur and his disciples—I use the word advisedly, as a glance at promotional and instructional materials will demonstrate—have done their pedagogical homework. Utilizing the spectacular power of the brain for on-the-hoof language analysis and replication, the Pimsleur Language Programs lure their listeners into meaning-rich dialogues, providing only the information required for one to respond. The closest thing to a grammatical concept that a student hears is a brief warning that `this is the form used with feminine words'. Yet with a little effort, the student intuits her way to the correct and timely use of all that grammar describes.
This is an extremely productive approach at the level of basic conversational skills that is the bread and butter of Pimsleur's products. The course writers have found just the level at which to challenge the student without counterproductive frustration. One is encouraged to achieve 80% control of a unit before moving on. Many students will accomplish this in most units on the first try. Yet the approach in these three volumes is never simplistic, reducing the urge to be somewhere else or engaged in a more advanced section to the vanishing point.
Pimsleur Language Programs has populated websites with two highly sellable language-learning concepts: the `principle of anticipation' and `graduated interval recall'. The former refers to the interval during which the student is challenged to retrieve information to which he has been exposed, occasionally take some small step in the processing of it, and then utilize that information in a response. PLP has refined just the right intervals to facilitate prompt but unhurried responses.
`Graduated interval recall' refers to the time lag between the initial learning of a language component and its subsequent reintroduction in a new conversation. Here, too, the Pimsleur method shows its debt to years of practice and research. By my lights, they do this perfectly.
Regionally and socially, PLP's German course(s) aim at an `educated' dialect that will prepare the student to be conversant throughout Germany, Austria, and Switzerland.
Regrettably, Simon & Schuster Audio tampered with a winning recipe and with predictable results. The voices in the recording of volume III are amateurish and the audio quality disastrous, a shocking departure from the evident quality of volumes I and II. This may seem a trifle, until one counts up the 15 hours minimum that one spends with each of these recorded albums. Attractive voices and good audio, especially for commuters like this one, are elements that matter. A Simon & Schuster Pimsleur Language network spokesman stated that a resolution is forthcoming.
German I, II, and III are available in cassette tape and CD versions, packaged attractively and with sufficient ruggedness to survive both winter and summer Midwestern temperatures in my car.


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How Much You Need To Expect You'll Pay For A Good magnetic dry erase boardA similar gloss that enables a marker-board to erase will induce glare when projected on, having said that there are numerous points that can be completed to decrease the outcome of the glare. For those who alter the angle on the projection relative in your viewers these may be a good projection screen.
The time period whiteboard is likewise employed metaphorically to seek advice from features of Pc application purposes that simulate whiteboards. This kind of "virtual whiteboards" enable a number of persons to write or draw photos over a simulated canvas.
Test peroxide. Pour some peroxide straight to the aged marks. Wipe the peroxide off having a cloth or paper towel. You could need to rub the board all over again having a thoroughly clean fabric or paper towel to fully remove the marks.
Brace your board having a backer board if necessary. Whatever the substance you end up picking, your board will probably be really skinny (only about 1/four" - one/2" thick). For this reason, Will probably be to some degree bendable or versatile. This isn't a challenge if you propose to attach your board directly to a wall with glue - in this case, the wall driving the board will give help while you're creating.
I go through even though the tutorial, it it does not point out how or in which you received the vinyl "obligations". Did you make them yourself or are they pre printed and available at Walmart, Joann's or Michaels?
Your overview: I did a lot of investigation before buying five of these magnetic whiteboards. I had noticed numerous poor evaluations on other models arriving bent up and with bubbles throughout the whiteboard floor, but all five on the whiteboards which were delivered had been in fantastic condition.
Just after fours decades of blogging I can honestly say that i'm grateful for the numerous opportunities I have had to do what I like even though sharing, generating, and reinventing with our viewers.
Properly it absolutely smells very unpleasant. That's enough for me to not need to use it. I used to be just curious if it had not long ago been uncovered to generally be more unsafe than Beforehand thought.
The H-Bar keeps The 2 panels even from leading to base counteracting any imperfections with your partitions. Without the H-Bars your dry erase panels likely wouldn't line up adequately.
Regularly questioned query: A lot of people check with us if they might undertaking onto these boards, the shorter answer is yes but Do not count on to obtain the identical final results as you'll by using a projection display.
Not that massive of an issue. The magnetic element of here the board isn't quite sturdy. Typical fridge magnets won't delay paper. You will need more robust magnets to carry everything to the board. The good news is, we had some.
I've attempted this and when They are really very good for short-term issues if you permit matters on them for an extended period of time they have an inclination to stain, even with dry erase markers.
It is finished using an aluminum body that complements pretty much any decor. It can be mounted vertically or horizontally. Dry eraser markers, marker tray and mounting kit are incorporated.
Make sure you be sure to inspect your buy at time of shipping and delivery for any concerns or damage and if at all possible note any problems with shipping and delivery driver.


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The 'School Sports Premium' & St Francis CE Primary School
As you may be aware, 2012 the Government committed to spending more than £450 million to improve Physical Education (P.E.) and Sport in primary schools, over 3 academic years, from 2013-2016. This funding pledge was then extended twice, ensuring funding for schools through 2020.
This funding - provided jointly by the Departments for Education, Health and Culture, Media and Sport - is allocated directly to primary school headteachers, and is 'ring-fenced', meaning it can only be spent on provision of PE and sport in schools.
As of September 2013, St Francis CE Primary School is accountable to OFSTED for the decisions it makes with regard to the use of this funding, which originally comprised a grant of £8,000 plus £5 per pupil on roll, per annum for the funding period (payable in installments), but was increased in 2017-18.
As a school, we strongly believe that the main impact of this funding should be felt by all pupils across the school, particularly with respect to the quality of teaching and learning within P.E. lessons and playtimes, opportunities to participate in a variety of fun and active after-school sports clubs and in pupil attitudes towards health, physical activity and mental wellbeing. Our expenditure aims to have a sustainable impact for pupils and staff at St Francis beyond the end of the funding window in 2020, specifically which will:
A summary of the main and projected expenditure (through 2017-18) is provided below:
Discounted After-School Club Offering
In addition to clubs already run without cost by staff in school, St Francis has arranges an annual programme of exciting 'Wednesday' After-School Clubs run by our partners at Sport-S-Cool, which can be accessed by all pupils. For each of the past six academic years, the school has used part of the School Sports Premium to subsidise the cost of these clubs, by way of a voucher for all pupils. (Each pupil attending a club is eligible for a £5 discount - 25% - off the standard cost of a Sport-S-Cool Club, reducing the cost to £15 for a 5 week club, or just £3 per session). This has resulted in a significantly increased uptake in physical activity in school through attendance at these clubs.
You can visit our Sport-S-Cool club page for more details on the clubs on offer in 2018/19
Starting in 2013/14, our first year, 168 places had been allocated to pupils in Sport-S-Cool clubs, of which 100 were unique attendees. Of these, 95 had used vouchers to discount the club. This use of funding has been highly successful and will continue for the forseeable future. UPDATED September 2018: This projected has now been extended to include previously 'inactive' KS2 pupils who had not attended a St Francis after-school club for the past 2 years.
School Games Organiser - Service Level Agreement
(Competition & Support Package)
St Francis has bought into a Borough-wide Service Level Agreement (payable annually), which is run by the BwD School Games Organiser and provides access to an extensive BwD Competitive Sporting Calendar for the academic year (Football, Netball, Cross-Country, Outdoor and Sports Hall Athletics, Cricket amongst others) as well as other 'friendly' festivals, including the Celebration of Dance. These opportunities for competitive sport and participation are a vital aspect of the school's commitment to creating an 'join-in', active environment.
The SLA also provides St Francis with a support network with ongoing ad-hoc CPD & training opportunities, access to SEN-Specific Sporting events (such as the Boccia Leagues and Paralympic Festivals, both of which St Francis has already accessed), training and resources for a new pupil-led playground leader scheme (which commenced at St Francis in April 2014) and a free half-term club for our pupils (Previously this has included KS1 Athletics, KS2 Cricket with coaching professionals and a gifted and talented sports development club) In class support for teachers has also been accessed.
More details can be found the SGO website.
Staff Training and Development (High Quality P.E.)
The school has used part of the funding to enable all members of the teaching staff to access specialist P.E. training, to help address specifically identified teaching needs, and help improve the school's overall quality-first teaching in the subject. Staff members have received specialist PE training in both academic years and disseminated their knowledge to St Francis staff on return to school.
Intra-School Competition ('House Sports' & Sports Day)
Part of the funding has been used to develop a calendar of competitive sporting events, in support of our House System at St Francis. This project ensures that all of our Junior pupils will participate in (and in the case of our Sporting House Captains, take a leadership role in assisting) a series of Key Stage 2 Sporting competitions throughout the academic year. In 2013/14, this included a football, netball, speedstacking, dodgeball and rounders events and as recently as 2017-18, it was re-worked and expanded to create our first ever 'St Francis Sports Week'. This included the use of 'young Sport Leaders' to run and officiate the events.
Playleader 'PALS' Scheme - Equipment
Commencing in April 2014, our Year 3 Pupils took on the role of playground leaders, having received training in Spring Term. As part of our commitment to an active, happy and participation-for-all playground, St Francis will be investing in extensive additional equipment over the next few years to help enhance the games and activities offered by our pupils and for general use at playtimes to develop children's fundamental movement skills and fitness, from 2016 and beyond. This scheme continues to be used in school (now forming part of our 'Year 5-to-Reception Buddies' activities') and has been highly successful.
Gifted & Talented Performers
St Francis has used part of its funding to equip and prepare a Gifted & Talented Dancers club, which performed at the King George's Hall in March 2014, 2015, 2016 and will do so again in 2017. Children chosen for this club were identified by staff and subsequently through an audition process, leading into an after-school club lasting for around 7 weeks during Spring Term in both years.
The school has also used part of its funding to pay to have children identified as Gifted and Talented at PE in Years 3-6 to attend half term multi-sports development camps at St Bedes, with senior coaches for several years, including 2016/17.
iPad Apps: Resourcing
A small proportion of the funding has been budgeted to add specific PE apps to the School iPads, with the aim of finding new and inspiring ways to enhance progress in the subject, as well as increasing enjoyment.
Low Level Trail Installation
As part of a larger capital project, in Spring 2016, St Francis began installing a comprehensive low-level trail on the school field. This activity centre has been built to support PE lessons with motor skills content, particularly for Early Years and KS1 pupils, and provide an enjoyable way for children to develop a mixture of balancing skills, agility, interweaving, coordination, climbing, and upper body strength at play times. The trail has been universally well used and enjoyed by all.
Playtime Equipment Funding
In 2017, as part of our effort to enhance play time physical activity a program of purchases was made to increase the number of items available to lunchtime supervisors for structured sporting games. The new equipment trolley, which has items designed to improve hand-eye coordination and ball skills, is available for dry-day playtimes, which some of our older children will oversee the management of. The school plans to enhance these further in the coming years.
Community Trust Links with Blackburn Rovers
For several years, St Francis has been using part of the Sports Premium to build links with our Community Football club, Blackburn Rovers, who have helped run several education schemes on site. These have included Tots2Tyres and FUNdamentals for our KS1 pupils, and Move & Learn for our UKS2 children. Involvement in these schemes has also ensured our children have been able to access local competitions at Blackburn Rovers each year - with a number of our children being afforded the chance to play on the pitch at Ewood Park.
Archery Taster Day
As part of our ongoing commitment to increase positive perceptions of sport and physical activity, St Francis used part of the Premium to hold an 'Archery Taster Day', including the set up of an in-house Archery club for Key Stage 2 pupils. With a new Archery club starting in 2018-19, this has been an effective way to engage more children in sports beyond those most typically offered.
Playground Resurfacing & Markings
Our largest Premium project to date has involved the re-surfacing of our school playground (The P.E. 'classroom') with brand new Uniplay surface markings. These enhancements include a new 'Daily Mile' track (to increase physical activity for all pupils) and other bespoke educational markings to help promote physical and emotional wellbeing at playtimes. The long-term, sustainable impact of this expenditure has been to improve playtime experience for our children and is the first phase of further planned work.
Mindfulness and Wellbeing Sessions
A number of our children have been provided with 'Mindfulness' sessions via a trained local practitioner, Debbie Redhead, which have run throughout 2017-18. These after-school and curriculum-targeted group sessions have been universally well-received and have had a sustainable health and well-being impact for many of our children.
* Dance Curriculum Resourcing & CPD updates for 2018-19
* New Sportswear for Pupils representing the school
* Further Playtime Equipment Purchases
* Hall re-boarding and marking, including gymnastics equipment
PARENTS: If you have ideas about how you would like to see our Sports Premium being used at St Francis, feel free to drop us a line and share your thoughts!
Further information about funding will appear on this page when projects are completed.
Last Updated: September 2018


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A Change Of Name?
April 15th 2018 marked a significant day … World Harvest Bible Church became GoChurch!!
There are three instances in the Bible where God changed people's names. He changed their names to help them grow in their faith, in order to see the vision that they had already been given become a reality, not changing direction but helping them to confess the future vision as a present reality. It is clear from the Bible that faith comes from hearing and hearing and hearing; God's promises being spoken more than once. As we hear those promises we grow in faith as we learn to trust Him and believe His promises.
- Abram and Sarai received the promise of a land, becoming a great nation, tremendous blessing and an awesome reputation. As they walked out these promises, God worked with them, growing their faith by changing their names, getting them to confess the big vision he had for them. Abraham and Sarah: Father of Nations and Princess of the Multitudes. (Gen 17:5)
- Jacob had an encounter with God as he stepped back into the Promised Land and took hold of the promised inheritance. His new name Israel declared "he who prevails and overcomes with God". It was time to take his rightful place knowing that God was with him. (Gen 32:22-32)
- Simon's declaration of Jesus as the Christ/Messiah, God's Son led Jesus to renaming him Peter meaning a rock cut from the bedrock, affirming Peter's calling as an Apostle. (Matthew 16:16-18)
GoChurch is God's new name for us, reaffirming the missional vision He gave us. Not a change of direction but an acceleration of the vision that God has already given us.
Go conveys the sense of urgency in Jesus' command to GO into all the World and make disciples (Matthew 28:18-20). To seek and save the lost. To rescue those perishing. To reach a hurt and dying world with God's Word and His love. Everywhere we GO we are to be ready for those divine appointments.
Church – the Body of Christ, God's family, our family, the vehicle through which God has determined to reveal himself to the world and make His wisdom known to the powers and principalities (Ephesians 3:10). Strong, vibrant, powerful and united. Something happens in the spiritual realms every time we meet together!
GoChurch is not just Manchester: we are part of something bigger. This year we are expanding from Manchester, Bradford and London planting new churches in Liverpool and Beirut, we are entering into a new phase of the ministry and multiplying our reach as we step out in obedience, taking hold of God's promises for us by faith and declaring GO!
"GoChurch" … same vision … greater focused … more immediate … and easier to say!


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BETWEEN GIRLS: A Passage To Womanhood
Between Girls: A Passage to Womanhood is a visual study about friendship among women. The project explores the emotional bonding between girls at sixteen and their identities as women today.
By following a group of middle class New York City teenagers from age 16 to adulthood, Between Girls contemplates communal coming of age rituals and the influence that this critical time has on women regardless of their class and background.
The project includes interviews with five women about their thoughts and memories of time spent together and its effect on how they see themselves in the world today.
A sixth girl, Molly Brover, the project's primary subject for 10 months, was hit by a car and killed in the summer of 1986. A vibrant and impulsive 16-year-old, it was her excitement and support that made Between Girls possible when she introduced Karen Marshall to her wide circle of friends in September 1985.
The sudden death of a vital member of this group created a cloud of confusion for her friends at a time when they were preparing to graduate high school and plan their future. Molly's death deeply affected their lives and friendships and continues to act as a metaphor decades later. The loss of their friend ensures that one of them will always remain a teenager.
The girl's emergence as individual women with diverse perspectives is the focal point of this study. Between Girls offers an up-close view of how these women see themselves in relationship to their transformation from girls, to young women, into womanhood.
Between Girls: A Passage To Womanhood has been developed into a multi-media exhibition for museums using books, audio and video projection along with black and white silver gelatin images. The installation was first created for the OK Centrum for Contemporary Art in Linz, Austria in 2008 and is part of the ArtBase at the Elizabeth Sackler Center for Feminist Art at the Brooklyn Museum.
In October of 2015 the exhibition was seen in its entirety for the first time at Hampshire College in Amherst, Ma. The project is perfect for the University setting as it can easily interface with academic programming and encourage community involvement.


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"The great thing in life is efficiency. If you amount to anything in the world, your time is valuable, your energy precious. They are your success capital, and you cannot afford to heedlessly throw them away or trifle with them." – Orison Swett Marden
Daily Nugget of Gold 1634
Efficiency Improvements
We're on the subject of making small improvements daily, and we would be hard pressed to imagine a better thing to improve upon than our efficiency. This is not arranging your desk so that everything you usually use is in reach, or redesigning your kitchen in such a way as to avoid taking too many steps between the stove and the fridge- this is big league stuff. Just because we want to focus on big changes overall, it may not actually come down to disrupting our routines all that much.
Surely, at some point in your life you've switched the way you do something, and this really is all we're talking about. After all, we all have exactly 24 hours a day to work with, don't we? It doesn't matter if we're a multi-billionaire or a guy without two nickles to rub together, none of us have more time than anyone else does each day. This is where efficiency matters.
One way to build our fortune is to work to become work creators rather than work processors. We could find something to do creatively and then have others doing the work involved to bring it to market. Another thing we want to keep an eye out for would be opportunities where we could build residual income.
Yesterday, we said we wanted to work on improving quality. Think about it, if we are the best in our field, whatever field that might be, that creates an opportunity for us to teach others how it's done. Teaching these days need not be a teacher in front of a student, or a group of students. It could be by book, audio, or visual presentations. These things have a chance of producing residual income, the kind of income stream that keeps coming even after we've moved on to do something else.
So forget about how far the stapler is from you, or whether or not you want your calendar on the desk, these things have tiny payoffs. Instead, put your mind capital to work on things which greatly magnify your efficiency so that when you do one thing, it will pay off again and again. Spend time daily thinking of ways you could do this.
Question of the Day to Ask Ourselves
"What little changes can I make in what I do which will have the biggest payoff?"
Copyright 2016 Kevin Littleton, all rights reserved.


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Cisco 1000BASE-SX is the term used for a number of transceivers that belong to form factor types such as SFP, QSFP, SFP+, CFP, X2, XENPAK, XFP and others. This term mainly denotes short range transmit/receive modules that deliver data connectivity to a length of 550m. the Cisco 1000BASE-SX transceivers work with multi-mode fibers and support industrial temperature range of 0 to 70 degree Celsius. Cisco 1000BASE-SX transceivers connect IEEE Gigabit Ethernet ports and switches to optic fiber networks. Some GBIC modules can also be used interchangeably with Cisco 1000BASE-SX SFP Transceivers. Cozlink manufactures and supplies 1000BASE-SX transceivers that are built according to Industry set standards such as MSA and RoHS. These 1000BASE-SX transceivers from Cozlink are industry approved replacements for other transceiver producing brands such as Dell, HP, Huawei, Brocade, Juniper, Finisar and many others.
Enter the brand and model of the optical module you want to find.


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01 Feb GENERATION IRON 3 BEGINS PRODUCTION
The Vladar Company and Generation Iron Brands begin production on Generation Iron 3
Screen Daily has reported that The Vladar Company has started production on Generation Iron 3. Once again featuring some of the greatest bodybuilders and industry experts of past and present, this time the film expands it's story globally. Traveling across the world (countries & continents featured include: India, Brazil, Europe, Africa, Canada, and the US), Generation Iron 3 interviews and follows bodybuilders, trainers, experts, and fans to determine what the universal ideal physique should look like. With so many divisions appearing within the bodybuilding leagues – what body type should be championed as the absolute best in the world?
"Generation Iron 1 was an inception, and the re-introduction of profession bodybuilding to the masses. Generation Iron 2 focused on progression and expansion of the fitness industry. Generation Iron 3 will be a journey through the world of bodybuilding in search of the perfect physique, discovering new movements in this interesting and extreme sport"
Vlad Yudin shared with Screen Daily, the director of the Generation Iron trilogy and founder of The Vladar Company. The Vladar Company's Edwin Mejia, Jr also states,
"It's an incredible time for us, as we continue our global expansion to audiences everywhere. We have proven successfully that we can produce and distribute independently of any studio in-house. We are redefining the idea of studio releases, with a true indie's spirit; further reaching around the globe on all platforms to enthusiastic audiences. The world of film is changing and we are excited to be on the forefront of it."
The original Generation Iron film highlighted a new generation of competitors (the top seven bodybuilders in the sport), whose focused passion was to become the greatest and win the Mr. Olympia competition. Generation Iron 2 revealed the further expansion of the bodybuilding industry, how the Internet changed it, and how athletes were finding new ways to push the limits of physique perfection. Now Generation Iron 3 will attempt to finally answer the ultimate question – what is the ideal and perfect physique?


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07 Sep ExpiredThe New Klan, A Heritage of Hate
Posted at 00:14h in 0 Comments
- The New Klan, A Heritage of Hate
October 7, 2018
6:45 pm - 8:15 pm
The New Klan, A Heritage of Hate
The New Klan, Heritage of Hate" tracks the Klan's strategy in the 1970s to normalize racism. The film takes us into rare Klan ceremonies and David Duke's early campaigns to legitimize white supremacy and the Klan's Heritage of Hate.There are many parallels between "The New Klan" and the growing license to express intolerance in the current political climate. This beautifully restored film allows us to look to the past to inform our future.
Venue: LA LIVE REGAL
1000 W Olympic Blvd, Los Angeles, California, 90015, United States
Awareness Film Festival 2018
will be hosted at


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Black Diamond Rewards
Ok, so i know already what they say..... what happens in black diamond stays in black diamond, but I JUST GOTTA KNOW!!! Can somebody give me some hints even, ill take anonymous if it suits
6 Replies
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The winning shot is Bones!
So RevZilla got a hold of me a few days ago and said they would love to do a gift card giveaway with a little photo contest right here. Click the RevZilla link and check them out. Personally I ordered a Bluetooth headset from them recently and guess what it showed up!! I never had to ask if it was shipped and I can't say that about the other on-line supply shops. The coolest part of the site is the ADV section. Here's a little link to there new Bell helmets. Anyone want to by me a retro Bell lid???
I will post the photos up on the blog in the order they come in and only use you first name and a location of the photo. Please send to email@example.com and include ALL your info if you want the gift card. If you sent me a picture and I have yet to post it please let me know. One guy I know is having issues. I also use thie E-mail --- email@example.com
Good luck!!
Mountain north of Highlands, NC.
Dennis at Theodore Roosevelt National Park N. Dakota
Monday, August 15, 2011
Sunday, August 14, 2011
get the trucks off of RT-129 Deals Gap
The terrain and layout of US Highway 129 is mountainous with multiple sharp curves, many outside the limits of tractor trailer vehicles' maneuverability. Because of this, the driver of the tractor trailer must compensate for the curves by utilizing the lane of oncoming traffic. This action often times results in vehicles being ran off the road, wrecks, and fatalities. Such a fatality occurred on Wednesday, August 3, 2011. Dwight "Ike" Woodard, a seasoned, experienced, and habitually safe rider, was enjoying a ride with friends on his Triumph Speed Triple. According to law enforcement reports, a tractor trailer rig attempting to utilize US Highway 129 failed to maintain it's lane in a series of curves. The tractor trailer rig crossed into Ike's lane of travel, almost taking up his whole lane. Ike's motorcycle was ran over, but he survived. However, Ike lost his life en route to the hospital due to complications from the wreck.
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This fine museum quality wax is made in Canada, using a traditional recipe that has been passed on for generations. Homestead House Black Furniture Wax is made of beeswax with a little carnauba wax and tinted to a rich black. This product is perfect for protecting Milk Paints or Fusion Mineral Paints, while providing a beautiful antique satin finish. It seals and protects all kind of paints, furnitures and woodworks as well as your small and large projects. It also is an ideal protective product to apply on decorative coating like NaturaChaux. It can be used in combination with White Wax, Antiquing Wax or Espresso Wax.
- Easy to apply;
- Pleasant odour;
- Beautiful satin sheen;
- Natural wax;
- Smoke effect;
- Offer a good durability.
Clean the surface with the TSP phosphate free organic degreaser or EVO Black Soap. On a surface with an old waxed finish, remove wax with EVO Citrus Solvent and a #00 steel wool. On bare wood you should apply one or two coat of tung or hemp oil as a sealer before applying the wax.
Apply with a wax brush or with a whitened cloth. Allow to dry for 5 to 10 minutes and wipe off the excess. Once the wax is perfectly dry (about 1 1/2 hours), polish with a whitened cloth or a polishing brush for a better lustre. Two layers may be required to obtain a beautiful lustre.
Apply a thin layer of Homestead House Black Furniture Wax once a year or as needed.
CAUTION – The finish reaches its maximum hardness after 30 days.


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Sherri Coale : Celebrity AddressesClaim to Fame: Women's Basketball Coach for the University of Oklahoma Sooners
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Book Cover Design: Uri Bram
I was commissioned to create a series of covers for Uri Bram's popular non-fiction books. Whilst all of the texts have different topics, they shared a simple accessible style and a sense of being self-published passion projects at their heart, however successful they now are. This is where the inspiration for the covers came from, each one is handmade and crafted out of paper, providing the stylistic link between each work whilst allowing it its own individual identity. Here I have included just two of the covers I worked on, Thinking Statistically and Write Harder


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Cassidy, Laurie M.O'Connell, Maureen H. (Eds.) () She who imaginesfeminist theological aestheticsMLA Citation
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She who imagines [electronic resource] : feminist theological aesthetics /
edited by Laurie Cassidy, Maureen H. O'Connell ; foreword by Elizabeth A. Johnson.
|Cassidy, Laurie M. | O'Connell, Maureen H.
|Collegeville, Minn. : Liturgical Press, ©2012.
ebrary Academic religion & philosophy
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|Aesthetics - Religious aspects. | Feminist theology. | Feminine beauty (Aesthetics) | Feministische Theologie | Ästhetik | RELIGION / Christian Theology / Systematic | RELIGION / Christianity / General
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