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Frequent Links
Super Nintendo Entertainment System
Unknown extension tag "indicator"
|File:Super Famicom logo.svg File:SNES logo.svg
Top: North American SNES (circa 1991)
Bottom: Japanese Super Famicom/European and Australian SNES
Other variations are pictured under Casing below
|Also known as
Super Famicom (Japan)
Super Comboy (Korea)
|Home video game console
|Fourth generation
|Release date
EU June 6, 1992[1]
|Units sold
Worldwide: 49.10 million[3]
Japan: 17.17 million
North & South America: 23.35 million
Other: 8.58 million
|ROM cartridge
|Ricoh 5A22 3.58 MHz
|Nintendo S-SMP
|Online services
|Satellaview (Japan only), XBAND, Nintendo Power (Japan Only)
|Best-selling game
|Nintendo Entertainment System
|Nintendo 64
The Super Nintendo Entertainment System (also known as the Super NES, SNES[b] or Super Nintendo) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom (Japanese: スーパーファミコン Hepburn: Sūpā Famikon?, officially adopting the abbreviated name of its predecessor, the Family Computer), or SFC for short. In South Korea, it is known as the Super Comboy (슈퍼 컴보이 Syupeo Keomboi) and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another.
The Super Nintendo Entertainment System is Nintendo's second home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other consoles at the time. Additionally, development of a variety of enhancement chips (which were integrated on game circuit boards) helped to keep it competitive in the marketplace.
The SNES was a global success, becoming the best-selling console of the 16-bit era despite its relatively late start and the fierce competition it faced in North America and Europe from Sega's Genesis/Mega Drive console. The SNES remained popular well into the 32-bit era, and continues to be popular among fans, collectors, retro gamers, and emulation enthusiasts, some of whom are still making homebrew ROM images.
- 1 History
- 2 Technical specifications
- 3 Peripherals
- 4 Enhancement chips
- 5 Emulation
- 6 Legacy
- 7 See also
- 8 Notes
- 9 References
- 10 Bibliography
- 11 External links
To compete with the popular NES/Famicom, NEC launched the TurboGrafx-16 in 1987, and Sega followed suit with the Sega Genesis/Mega Drive in 1988. Both systems were built on 16-bit architectures and offered improved graphics and sound over the 8-bit NES. However, it took several years for Sega's system to become successful.[9] Nintendo executives were in no rush to design a new system, but they reconsidered when they began to see their dominance in the market slipping.[10]
Designed by Masayuki Uemura, the designer of the original Famicom, the Super Famicom was released in Japan on Wednesday, November 21, 1990 for ¥25,000 (US$210). It was an instant success; Nintendo's initial shipment of 300,000 units sold out within hours, and the resulting social disturbance led the Japanese government to ask video game manufacturers to schedule future console releases on weekends.[11] The system's release also gained the attention of the Yakuza, leading to a decision to ship the devices at night to avoid robbery.[12]
With the Super Famicom quickly outselling its chief rivals, Nintendo reasserted itself as the leader of the Japanese console market.[13] Nintendo's success was partially due to its retention of most of its key third-party developers from its earlier system, including Capcom, Konami, Tecmo, Square, Koei, and Enix.[14]
On August 23, 1991,[a] Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for US$199. The SNES was released in the United Kingdom and Ireland in April 1992 for GB£150, with a German release following a few weeks later. Most of the PAL region versions of the console use the Japanese Super Famicom design, except for labeling and the length of the joypad leads. The Playtronic Super Nintendo in Brazil, although PAL, uses the North American design.[21] Both the NES and SNES were released in Brazil in 1993 by Playtronic, a joint venture between the toy company Estrela and consumer electronics company Gradiente.[22]
The SNES and Super Famicom launched with few games, but these games were well received in the marketplace. In Japan, only two games were initially available: Super Mario World and F-Zero.[23] In North America, Super Mario World launched as a bundle with the console, and other launch titles include F-Zero, Pilotwings (both of which demonstrated the console's "Mode 7" pseudo-3D rendering capability), SimCity, and Gradius III.[24]
Console wars
The rivalry between Nintendo and Sega resulted in what has been described as one of the most notable console wars in video game history,[25] in which Sega positioned the Genesis as the "cool" console, with more mature titles aimed at older gamers, and edgy advertisements that occasionally attacked the competition.[26] Nintendo however, scored an early public relations advantage by securing the first console conversion of Capcom's arcade classic Street Fighter II for SNES, which took over a year to make the transition to Genesis. Despite the Genesis's head start, much larger library of games, and lower price point,[27] the Genesis only represented an estimated 60% of the American 16-bit console market in June 1992,[28] and neither console could maintain a definitive lead for several years. Donkey Kong Country is said to have helped establish the SNES's market prominence in the latter years of the 16-bit generation,[29][30][31][32] and for a time, maintain against the PlayStation and Saturn.[33] According to Nintendo, the company had sold more than 20 million SNES units in the U.S.[34] According to a 2004 study of NPD sales data, the Sega Genesis was able to maintain its lead over the SNES in the American 16-bit console market.[35]
Changes in policy
During the NES era, Nintendo maintained exclusive control over titles released for the system—the company had to approve every game, each third-party developer could only release up to five games per year (but some third parties got around this by using different names, for example Konami's "Ultra Games" brand), those games could not be released on another console within two years, and Nintendo was the exclusive manufacturer and supplier of NES cartridges. However, competition from Sega's console brought an end to this practice; in 1991, Acclaim began releasing games for both platforms, with most of Nintendo's other licensees following suit over the next several years; Capcom (which licensed some games to Sega instead of producing them directly) and Square were the most notable holdouts.[36]
The company continued to carefully review submitted titles, giving them scores using a 40-point scale and allocating Nintendo's marketing resources accordingly. Each region performed separate evaluations.[37] Nintendo of America also maintained a policy that, among other things, limited the amount of violence in the games on its systems. One game, Mortal Kombat, would challenge this policy. A surprise hit in arcades in 1992, Mortal Kombat features splashes of blood and finishing moves that often depict one character dismembering the other. Because the Sega Genesis version retained the gore while the SNES version did not,[38] it outsold the SNES version by a ratio of three or four-to-one.[39]
Game players were not the only ones to notice the violence in this game; US Senators Herb Kohl and Joe Lieberman convened a Congressional hearing on December 9, 1993 to investigate the marketing of violent video games to children.[c] While Nintendo took the high ground with moderate success, the hearings led to the creation of the Interactive Digital Software Association and the Entertainment Software Rating Board, and the inclusion of ratings on all video games.[38][39] With these ratings in place, Nintendo decided its censorship policies were no longer needed.[39]
32-bit era and beyond
While other companies were moving on to 32-bit systems, Rare and Nintendo proved that the SNES was still a strong contender in the market. In November 1994, Rare released Donkey Kong Country, a platform game featuring 3D models and textures pre-rendered on SGI workstations. With its detailed graphics, fluid animation and high-quality music, Donkey Kong Country rivaled the aesthetic quality of games that were being released on newer 32-bit CD-based consoles. In the last 45 days of 1994, the game sold 6.1 million units, making it the fastest-selling video game in history to that date. This game sent a message that early 32-bit systems had little to offer over the SNES, and helped make way for the more advanced consoles on the horizon.[40][41]
In October 1997, Nintendo released a redesigned model of the SNES (the SNS-101 model) in North America for US$99, which included the pack-in game Super Mario World 2: Yoshi's Island.[42] Like the earlier redesign of the NES (the NES-101 model), the new model was slimmer and lighter than its predecessor, but it lacked S-Video and RGB output, and it was among the last major SNES-related releases in the region. A similarly redesigned Super Famicom Jr. was released in Japan at around the same time.[43]
Nintendo ceased production of the SNES in 1999,[citation needed] about two years after releasing Kirby's Dream Land 3 (its last first-party game for the system) on November 27, 1997, a year after releasing Frogger (its last third-party game for the system). In Japan, Nintendo continued production of the Super Famicom until September 25, 2003,[2] and new games were produced until the year 2000, ending with the release of Metal Slader Glory Director's Cut on November 29, 2000.[44]
Many popular SNES titles have since been ported to the Game Boy Advance, which has similar video capabilities. In 2005, Nintendo announced that SNES titles would be made available for download via the Wii and Wii U's Virtual Console service.[45] On October 31, 2007, Nintendo of Japan announced that it would no longer repair Family Computer or Super Famicom systems due to an increasing shortage of the necessary parts.[46]
Technical specifications
The 16-bit design of the SNES[47] incorporates powerful graphics and sound co-processors that allow tiling and simulated 3D effects, a palette of 32,768 colors, and high-quality 8-channel audio. These base platform features, plus the ability to dramatically extend them all through substantial chip upgrades inside of each cartridge, represent a leap over the 8-bit NES generation and some significant advantages over the competition such as the Sega Genesis.[48]
Central processing unit
|CPU reference
|Ricoh 5A22, based on a 16-bit 65c816 core
|Clock rates (NTSC)
|Input: 21.47727 MHz
Bus: 3.58 MHz, 2.68 MHz, or 1.79 MHz
|Clock rates (PAL)
|Input: 21.28137 MHz
Bus: 3.55 MHz, 2.66 MHz, or 1.77 MHz
|24-bit and 8-bit address buses, 8-bit data bus
|Additional features
The CPU is a Nintendo-custom 5A22 processor, based on a 16-bit 65c816 core. The CPU employs a variable bus speed depending on the memory region being accessed for each instruction cycle: the input clock is divided by 6, 8, or 12 to obtain the bus clock rate. Non-access cycles, most register accesses, and some general accesses use the divisor of 6. WRAM accesses and other general accesses use the divisor of 8. Only the controller port serial-access registers use the divisor of 12.[49]
The chip has an 8-bit data bus, controlled by two address buses. The 24-bit "Bus A" is used for general accesses, while the 8-bit "Bus B" is used for support chip registers (mainly the video and audio processors).[49] Normally only one bus is used at a time; however, the built-in direct memory access (DMA) unit places a read signal on one bus and a write signal on the other to achieve block transfer speeds of up to 2.68 MB/s.[d][50][unreliable source?]
The DMA unit has 8 independent channels, each of which can be used in two modes. General DMA transfers up to 64 kB[e] in one shot, while H-blank DMA (HDMA) transfers 1–4 bytes at the end of each video scanline. HDMA is typically used to change video parameters to achieve effects such as perspective, split-screen, and non-rectangular windowing without tying up the main CPU.[50]
The 5A22 also contains an 8-bit parallel I/O port (which is mostly unused in the SNES); controller port interface circuits, including both serial and parallel access to controller data; a 16-bit multiplication and division unit; and circuitry for generating non-maskable interrupts on V-blank and IRQ interrupts on calculated screen positions.[50]
|Video reference
|Progressive: 256×224, 512×224, 256×239, 512×239
Interlaced: 512×448, 512×478
|Pixel depth
|2, 4, 7, or 8 bpp indexed; 8 or 11 bpp direct
|Total colors
|32768 (15-bit)
|128, 32 max per line; up to 64 × 64 pixels
|Up to 4 planes; each up to 1024 × 1024 pixels
The graphics processing unit (GPU) consists of two separate but closely tied IC packages, which may be considered as a single entity. It also contains 64 kB[e] of SRAM for storing video data (VRAM), 544 bytes of object attribute memory (OAM) for storing sprite data, and 256 × 15 bits of color generator RAM (CGRAM) for storing palette data. The VRAM is actually divided into two 32 kB sections with separate address and data buses, essentially for the necessary access patterns used by BG Mode 7. The GPU is clocked by the same signal as the CPU, and generates a pixel every two or four cycles. Both NTSC and PAL systems use the same GPU chips, with one pin per chip selecting NTSC or PAL operation.[50]
Images may be output at 256 or 512 pixels horizontal resolution and 224, 239, 448, or 478 pixels vertically. Vertical resolutions of 224 or 239 are usually output in progressive scan, while 448 and 478 resolutions are interlaced. Colors are chosen from the 15-bit RGB color space, for a total of 32,768 possible colors. Graphics consist of up to 128 sprites and up to 4 background layers, all made up of combinations of 8×8 pixel tiles. Most graphics use palettes stored in CGRAM, with color 0 of any palette representing transparency.[50]
Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Sprites may be flipped horizontally and vertically as a whole. Up to 32 sprites and 34 8 × 8 sprite tiles may appear on any one line; excess sprites or tiles would be dropped. Each sprite lies on one of 4 planes, however a lower-numbered sprite will always cover a higher-numbered sprite even if the latter is on a higher priority plane. This quirk is often used for complex clipping effects.[50]
Background layers in most modes range from 32 x 32 to 64 × 64 tiles, each of size 8 x 8 or 16 x 16 pixels, with each tile on one of two planes ("foreground" and "background") and using one of 8 palettes. Tiles are taken from a per-layer set of up to 1024 (as VRAM permits) and can be flipped horizontally and vertically. Each layer may be scrolled both horizontally and vertically. The number of background layers and the size of the palettes depends on the mode:[50][51]
- Mode 0: 4 layers, all using 4-color palettes. Each BG uses its own section of the SNES palette. Up to 96 colors can be displayed on the backgrounds, 24 colors per layer.
- Mode 1: 3 layers, two using 16-color palettes and one using 4-color palettes. Up to 120 colors can be displayed by first two layers and 24 colors by third layer.
- Mode 2: 2 layers, both using 16-color palettes. Each tile can be individually scrolled. Up to 120 colors can be displayed on screen.
- Mode 3: 2 layers, one using the full 256-color palette and one using 16-color palettes. The 256-color layer can also directly specify colors from an 11-bit (RGB443) colorspace. Up to 256 colors displayed by first layer and 120 colors by second layer.
- Mode 4: 2 layers, one using the full 256-color palette and one using 4-color palettes. The 256-color layer can directly specify colors, and each tile can be individually scrolled. Up to 256 colors displayed by first layer and 24 colors by second layer.
- Mode 5: 2 layers, one using 16-color palettes and one using 4-color palettes. Tile decoding is altered to facilitate use of the 512-width and interlaced resolutions. Up to 120 colors displayed by first layer and 24 colors by second layer.
- Mode 6: 1 layer, using 16-color palettes. Tile decoding is as in Mode 5, and each tile can be individually scrolled. Up to 120 colors can be displayed on screen.
- Mode 7: 1 layer of 128×128 tiles of size 8x8 from a set of 256, which may be interpreted as a 256-color one-plane layer or a 128-color two-plane layer. The layer may be rotated and scaled using matrix transformations. HDMA is often used to change the matrix parameters for each scanline to generate perspective effects.
Background layers may be individually pixelized, and layers and sprites can be individually clipped and combined by color addition or subtraction to generate more complex effects and greater color depths than can be specified directly.[50]
The GPU may be instructed to latch the current pixel position at any time during image output, both by game software and by the device attached to controller port 2. The game software may then read back this latched position. The GPU may also be used for fast 16-bit by 8-bit signed multiplication.[50]
|Audio reference
|Nintendo S-SMP
|Clock rates
|Input: 24.576 MHz
SPC700: 1.024 MHz
|8 channel ADPCM
|32 kHz 16-bit stereo
The audio subsystem consists of an 8-bit Sony SPC700, a 16-bit DSP, 64 kB[e] of SRAM shared by the two chips, and a 64 byte boot ROM. The audio subsystem is almost completely independent from the rest of the system: it is clocked at a nominal 24.576 MHz in both NTSC and PAL systems, and can only communicate with the CPU via 4 registers on Bus B.[52][unreliable source?][53][unreliable source?]
RAM is accessed at 3.072 MHz, with accesses multiplexed between the SPC700 (1⁄3) and the DSP (2⁄3). This RAM is used to store the SPC700 program and stack, the audio sample data and pointer table, and the DSP's echo buffer.[52] The SPC700 runs programs (uploaded using the boot ROM program) to accept instructions and data from the CPU and to manipulate the DSP registers to generate the appropriate music and sound effects. The DSP generates a 16-bit waveform at 32 kHz by mixing input from 8 independent voices and an 8-tap FIR filter typically used for reverberation. Each voice can play its sample at a variable rate, with Gaussian interpolation, stereo panning, and ADSR, linear, non-linear, or direct volume envelope adjustment. The voice and FIR filter outputs are mixed both for direct output and for future input into the FIR filter. All audio samples are compressed using ADPCM and a linear predictive coding, a method dubbed BRR.[52]
Hardware on the cartridge, expansion port, or both can provide stereo audio data for mixing into the DSP's analog audio output before it leaves the console.[54] Since the audio subsystem is mostly self-contained, the state of the audio subsystem can be connected to, or emulated on, a host computer. Its output may be saved as an SPC700 sound format (.SPC) file, or the audio subsystem can be emulated in a stand-alone manner to play back all game music except for a few games that constantly stream their samples from ROM. Custom cartridges or PC interfaces can be used to load and play .SPC files onto a real SNES SPC700 and DSP.
Onboard RAM
|Memory reference
|Main RAM
|128 kB[e]
|Video RAM
|64 kB main RAM
512 + 32 bytes sprite RAM
256 × 15 bits palette RAM
|Audio RAM
|64 kB
The console contains 128 kB[e] of DRAM. This is mapped to various segments of Bus A, and can also be accessed in a serial fashion via registers on Bus B. The video and audio subsystems contain additional RAM reserved for use by those processors.[50]
Regional lockout
Nintendo employed several types of regional lockout, including both physical and hardware incompatibilities.
On a physical level, the cartridges are shaped differently for different regions. North American cartridges have a rectangular bottom with inset grooves matching protruding tabs in the console, while other regions' cartridges are narrower with a smooth curve on the front and no grooves. The physical incompatibility can be overcome with use of various adapters, or through modification of the console.[citation needed]
Internally, a regional lockout chip (CIC) within the console and in each cartridge prevents PAL region games from being played on Japanese or North American consoles and vice versa. The Japanese and North American machines have the same region chip. The console CIC releases the reset signal to the rest of the system only after completing a handshake with the chip in the cartridge.[citation needed] This can be overcome through the use of adapters, typically by inserting the imported cartridge in one slot and a cartridge with the correct region chip in a second slot. Alternatively, disconnecting one pin of the console's lockout chip will prevent it from locking the console; hardware in later games can detect this situation, so it later became common to install a switch to reconnect the lockout chip as needed.[55]
PAL consoles face another incompatibility when playing out-of-region cartridges: the NTSC video standard specifies video at 60 Hz while PAL operates at 50 Hz, resulting in approximately 16.7% slower gameplay. Additionally, PAL's higher resolution results in letterboxing of the output image. Some commercial PAL region releases exhibit this same problem and therefore can be played in NTSC systems without issue, while others will face a 20% speedup if played in an NTSC console. To mostly correct this issue, a switch can be added to place the SNES PPU into a 60 Hz mode supported by most newer PAL televisions. Later games will detect this setting and refuse to run, requiring the switch to be thrown only after the check completes.[56]
|Original Japanese version
|Original North American version
|Original PAL version
|Super Famicom Jr.
|North American redesign
All versions of the SNES are predominantly gray, although the exact shade may differ. The original North American version, designed by Nintendo of America industrial designer Lance Barr[57] (who previously redesigned the Famicom to become the NES[58]), has a boxy design with purple sliding switches and a dark gray eject lever. The loading bay surface is curved, both to invite interaction and to prevent food or drinks from being placed on the console and spilling as had happened with the flat surfaced NES.[57] The Japanese and European versions are more rounded, with darker gray accents and buttons. The North American SNS-101 model and the Japanese Super Famicom Jr. (the SHVC-101 model), all designed by Barr, are both smaller with a rounded contour; however, the SNS-101 buttons are purple where the Super Famicom Jr. buttons are gray. The European and American versions of the SNES controllers have much longer cables compared to the Japanese Super Famicom controllers.
All versions incorporate a top-loading slot for game cartridges, although the shape of the slot differs between regions to match the different shapes of the cartridges. The card-edge connector has 62 contacts; however, many cartridges only connect to the middle 46. All versions also incorporate two 7-pin controller ports on the front of the unit, and a plug for a power supply and a Nintendo-proprietary "MULTI OUT" A/V connector on the back.[54][unreliable source?] The MULTI OUT connector (later used on the Nintendo 64 and GameCube) can output composite video, S-Video and RGB signals, as well as RF with an external RF modulator.[citation needed] Original versions additionally include a 28-pin expansion port under a small cover on the bottom of the unit[54] and a standard RF output with channel selection switch on the back;[59] the redesigned models output composite video only, requiring an external modulator for RF.[60]
The ABS plastic used in the casing of some older SNES and Super Famicom consoles is particularly susceptible to oxidization on exposure to air, likely due to an incorrect mixture of the stabilizing or flame retarding additives. This, along with the particularly light color of the original plastic, causes affected consoles to quickly become yellow; if the sections of the casing came from different batches of plastic, a "two-tone" effect results.[61] The color can sometimes be restored with UV light and a hydrogen peroxide solution.[62]
Game cartridge
The cartridge media of the console is officially referred to as Game Pak in most Western regions,[63] and as Cassette (カセット Kasetto?) in Japan and parts of Latin America.[64] While the SNES can address 128 Mbit,[e] only 117.75 Mbit are actually available for cartridge use. A fairly normal mapping could easily address up to 95 Mbit of ROM data (48 Mbit at FastROM speed) with 8 Mbit of battery-backed RAM.[49] However, most available memory access controllers only support mappings of up to 32 Mbit. The largest games released (Tales of Phantasia and Star Ocean) contain 48 Mbit of ROM data,[65][66] while the smallest games contain only 2 Mbit.
Cartridges may also contain battery-backed SRAM to save the game state, extra working RAM, custom coprocessors, or any other hardware that will not exceed the maximum current rating of the console.
The standard SNES controller adds two additional face buttons (X and Y) to the design of the NES iteration, arranging the four in a diamond shape, and introduces two shoulder buttons. The inclusion of six active buttons was made with the popularity of the Street Fighter arcade series in mind.[67] It also features an ergonomic design by Lance Barr, later used for the NES-102 model controllers, also designed by Barr.[57][58] The Japanese and PAL region versions incorporate the colors of the four action buttons into system's logo. The North American version's buttons are colored to match the redesigned console; the X and Y buttons are lavender with concave faces, and the A and B buttons are purple with convex faces. Several later consoles derive elements of their controller design from the SNES, including the PlayStation, Dreamcast, Xbox, and Wii Classic Controller.[68][69][70]
Throughout the course of its life, a number of peripherals were released which added to the functionality of the SNES. Many of these devices were modeled after earlier add-ons for the NES: the Super Scope is a light gun functionally similar to the NES Zapper (though the Super Scope features wireless capabilities) and the Super Advantage is an arcade-style joystick with adjustable turbo settings akin to the NES Advantage. Nintendo also released the SNES Mouse in conjunction with its Mario Paint title. Hudson Soft, under license from Nintendo, released the Super Multitap, a multiplayer adapter for use with its popular series of Bomberman games. Some of the more unusual controllers include the one-handed ASCII Stick L5, the BatterUP baseball bat, and the TeeV Golf golf club.[citation needed]
While Nintendo never released an adapter for playing NES games on the SNES (though the instructions included a way to connect both consoles to the same TV by either daisy chaining the RF switches or using AV outputs for one or both systems), the Super Game Boy adapter cartridge allows games designed for Nintendo's portable Game Boy system to be played on the SNES. The Super Game Boy touted several feature enhancements over the Game Boy, including palette substitution, custom screen borders, and (for specially enhanced games) access to the SNES console.[citation needed] Japan also saw the release of the Super Game Boy 2, which added a communication port to enable a second Game Boy to connect for multiplayer games.
Like the NES before it, the SNES saw its fair share of unlicensed third-party peripherals, including a new version of the Game Genie cheat cartridge designed for use with SNES games. In general, Nintendo proved to be somewhat more tolerant of unlicensed SNES peripherals than they had been with NES peripherals.
Soon after the release of the SNES, companies began marketing backup devices such as the Super Wildcard, Super Pro Fighter Q, and Game Doctor.[71] These devices were sold to create a backup of a cartridge, in the event that it would break. However, they could also be used to play copied ROM images that could be downloaded from BBSes and the Internet, or to create copies of rented video games, often violating copyright laws in many jurisdictions.
Japan saw the release of the Satellaview, a modem which attached to the Super Famicom's expansion port and connected to the St.GIGA satellite radio station. Users of the Satellaview could download gaming news and specially designed games, which were frequently either remakes of or sequels to older Famicom titles, released in installments. Satellaview signals were broadcast from April 23, 1995 through June 30, 2000.[72] In the United States, the similar but relatively short-lived XBAND allowed users to connect to a network via a dial-up modem to compete against other players around the country.
During the SNES's life, Nintendo contracted with two different companies to develop a CD-ROM-based peripheral for the console to compete with Sega's CD-ROM based addon, Mega-CD. Ultimately, deals with both Sony and Philips fell through, (although a prototype console was produced by Sony) with Philips gaining the right to release a series of titles based on Nintendo franchises for its CD-i multimedia player and Sony going on to develop its own console based on its initial dealings with Nintendo (the PlayStation).[73]
Enhancement chips
As part of the overall plan for the SNES, rather than include an expensive CPU that would still become obsolete in a few years, the hardware designers made it easy to interface special coprocessor chips to the console (just like the MMC chips used for most NES games). This is most often characterized by 16 additional pins on the cartridge card edge.[74]
The Super FX is a RISC CPU designed to perform functions that the main CPU could not feasibly do. The chip was primarily used to create 3D game worlds made with polygons, texture mapping and light source shading. The chip could also be used to enhance 2D games.[75]
The Nintendo fixed-point digital signal processor (DSP) chip allowed for fast vector-based calculations, bitmap conversions, both 2D and 3D coordinate transformations, and other functions.[76] Four revisions of the chip exist, each physically identical but with different microcode. The DSP-1 version, including the later 1A and 1B bug fix revisions, is used most often; the DSP-2, DSP-3, and DSP-4 are used in only one title each.[77]
Similar to the 5A22 CPU in the console, the SA-1 chip contains a 65c816 processor core clocked at 10 MHz, a memory mapper, DMA, decompression and bitplane conversion circuitry, several programmable timers, and CIC region lockout functionality.[75]
In Japan, games could be downloaded for a lower price (than standard cartridges) from Nintendo Power kiosks onto special cartridges containing flash memory and a MegaChips MX15001TFC chip. The chip managed communication with the kiosks to download ROM images, and provided an initial menu to select which of the downloaded games would be played. Some titles were available both in cartridge and download form, while others were download only. The service was closed on February 8, 2007.[78]
Many cartridges contain other enhancement chips, most of which were created for use by a single company in a few titles;[77] the only limitations are the speed of the SNES itself to transfer data from the chip and the current limit of the console.
Like the NES before it, the SNES has retained interest among its fans even following its decline in the marketplace. It has continued to thrive on the second-hand market and through console emulation. The SNES has taken much the same revival path as the NES (see History of the Nintendo Entertainment System).
Emulation projects began with the initial release of VSMC in 1994, and Super Pasofami became the first working SNES emulator in 1996.[citation needed] During that time, two competing emulation projects—Snes96 and Snes97—merged to form a new initiative entitled Snes9x.[75] In 1997, SNES enthusiasts began programming an emulator named ZSNES.[79] These two have remained among the best-known SNES emulators, although development continues on others as well. In 2003, members of both the Snes9x and ZSNES teams and others began a push for exact emulation;[f][80] this movement is now led by the development of higan by a developer named byuu.[81]
Nintendo of America took the same stance against the distribution of SNES ROM image files and the use of emulators as it did with the NES, insisting that they represented flagrant software piracy.[82] Proponents of SNES emulation cite discontinued production of the SNES constituting abandonware status, the right of the owner of the respective game to make a personal backup via devices such as the Retrode, space shifting for private use, the desire to develop homebrew games for the system, the frailty of SNES ROM cartridges and consoles, and the lack of certain foreign imports.[citation needed]
The SNES was one of the first systems to attract the attention of amateur fan translators: Final Fantasy V was the first major work of fan translation, and was completed in 1998.[83]
Emulation of the SNES is now available on handheld units, such as Android devices,[84] Apple's iPhone[85] and iPad,[86] Sony's PlayStation Portable (PSP),[87] the Nintendo DS[88] and Game Boy Advance,[89] the Gizmondo,[90] the Dingoo and the GP2X by GamePark Holdings,[91] as well as PDAs.[92] While individual games have been included with emulators on some GameCube discs, Nintendo's Virtual Console service for the Wii marks the introduction of officially sanctioned general SNES emulation, though SNES9x GX, a port of SNES9x, has been made for the Wii.[93]
49.10 million SNES units were sold worldwide, with 23.35 million of those units sold in the Americas and 17.17 million in Japan.[3] Although it could not quite repeat the success of the NES, which sold 61.91 million units worldwide,[3] the SNES was the best-selling console of its era.
In 2007, GameTrailers named the SNES as the second-best console of all time in their list of top ten consoles that "left their mark on the history of gaming", citing its graphic, sound, and library of top-quality games.[94] In 2015, they also named it the best Nintendo console of all time, saying, "The list of games we love from this console completely annihilates any other roster from the Big N."[95] Technology columnist Don Reisinger proclaimed "The SNES is the greatest console of all time" in January 2008, citing the quality of the games and the console's dramatic improvement over its predecessor;[96] fellow technology columnist Will Greenwald replied with a more nuanced view, giving the SNES top marks with his heart, the NES with his head, and the PlayStation (for its controller) with his hands.[97] GamingExcellence also gave the SNES first place in 2008, declaring it "simply the most timeless system ever created" with many games that stand the test of time and citing its innovation in controller design, graphics capabilities, and game storytelling.[98] At the same time, GameDaily rated it fifth of ten for its graphics, audio, controllers, and games.[99] In 2009, IGN named the Super Nintendo Entertainment System the fourth best video game console, complimenting its audio and "concentration of AAA titles".[68]
See also
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- List of Super Famicom games
- List of Super Nintendo Entertainment System accessories
- List of Super Nintendo Entertainment System games
- List of best-selling Super Nintendo Entertainment System video games
- Nintendo Selects
- ^ a b According to Stephen Kent's The Ultimate History of Video Games, the official launch date was September 9.[15] Newspaper and magazine articles from late 1991 report that the first shipments were in stores in some regions on August 23,[16][17] while it arrived in other regions at a later date.[18] Many modern online sources (circa 2005 and later) report August 13.[19][20]
- ^ The acronym SNES can be pronounced by English speakers as a single word (compare "NATO") with various pronunciations, a string of letters (compare "IBM"), or as a hybrid (compare "JPEG"); some even claim SNES should be pronounced "Super Nintendo". In written English, the choice of indefinite article can be problematic due to these differences in pronunciation.[7][8]
- ^ While some contend that Nintendo orchestrated the Congressional hearings of 1993, Senator Lieberman and NOA's Senior Vice President (later Chairman) Howard Lincoln both refute these allegations.[39]
- ^ This quantity uses the standard decimal meaning of megabyte: 1,000,000 bytes.
- ^ a b c d e f Unless otherwise specified, kilobyte (kB), megabyte (MB), and megabit (Mbit) are used in the binary sense in this article, referring to quantities of 1024 or 1,048,576.
- ^ As opposed to emulation "good enough" for most purposes, exact emulation facilitates the use of the emulator for homebrew game development and documents the operation of the hardware against such time as all existing consoles cease functioning.
- ^ "History | Corporate". Nintendo. Retrieved 2013-02-24.
- ^ a b Niizumi, Hirohiko (2003-05-30). "Nintendo to end Famicom and Super Famicom production". GameSpot. Retrieved 2007-07-15.
- ^ a b c "Consolidated Sales Transition by Region". Nintendo. 2010-01-27. Archived from the original (PDF) on 2010-02-14. Retrieved 2010-02-14.
- ^ Kent (2001), p. 497. "By the end of the 16-bit generation, Nintendo would go on to sell 9 million copies of Donkey Kong Country"
- ^ "IGN's Top 100 Games of All Time 2007". IGN. 2007. Retrieved 2009-01-02.
- ^ "Platinum Titles". Capcom. Retrieved 2010-08-21.
- ^ "Do you say NES or N-E-S?". Nintendo NSider Forums. Archived from the original on 2007-09-23. Retrieved 2007-09-23. Additional archived pages: 2 3 4 5 6 7 8 9 10
- ^ "Pronouncing NES & SNES". GameSpot forums. Retrieved 2007-05-16.
- ^ Sheff (1993), pp. 353–356. "The Genesis continued to flounder through its first couple of years on the market, although Sega showed Sisyphean resolve.... [By mid-1991] Sega had established itself as the market leader of the next generation."
- ^ Kent (2001), pp. 413–414.
- ^ Kent (2001), pp. 422–431.
- ^ Sheff (1993), pp. 360–361.
- ^ Kent (2001), pp. 431–433. "Japan remained loyal to Nintendo, ignoring both Sega's Mega-Drive and NEC's PC Engine (the Japanese name for TurboGrafx).... Unlike the Japanese launch in which Super Famicom had outsold both competitors combined in presales alone, SNES would debut against an established product."
- ^ Kristan Reed (2007-01-19). "Virtual Console: SNES". Eurogamer. Retrieved 2009-02-12.
- ^ a b Kent (2001), p. 432. Kent states September 1 was planned but later rescheduled to September 9.
- ^ Campbell, Ron (1991-08-27). "Super Nintendo sells quickly at OC outlets". The Orange County Register.
Last weekend, months after video-game addicts started calling, Dave Adams finally was able to sell them what they craved: Super Nintendo. Adams, manager of Babbages in South Coast Plaza, got 32 of the $199.95 systems Friday.Based on the publication date, the "Friday" mentioned would be August 23, 1991.
- ^ "Super Nintendo It's Here!!!". Electronic Gaming Monthly (Sendai Publishing Group) (28): 162. November 1991.
The Long awaited SNES is finally available to the U.S. gaming public. The first few pieces of this fantastic unit hit the store shelves on August 23rd, 1991. Nintendo, however, released the first production run without any heavy fanfare or spectacular announcements.
- ^ "New products put more zip into the video-game market" (ABSTRACT). Chicago Sun-Times. 1991-08-27. Retrieved 2010-03-05.
On Friday, area Toys R Us stores [...] were expecting SNES, with a suggested retail price of $199.95, any day, said Brad Grafton, assistant inventory control manager for Toys R Us.Based on the publication date, the "Friday" mentioned would be August 23, 1991.
- ^ Ray Barnholt (2006-08-04). "Purple Reign: 15 Years of the SNES". 1UP.com. p. 2. Retrieved 2007-06-14.
- ^ "Super Nintendo Entertainment System". N-Sider.com. Retrieved 2007-06-14.
- ^ "Playtronic SNES Games". SNES Central.
- ^ "Nintendo Brasil" (in Portuguese). Nintendo. Archived from the original on 2007-07-17. Retrieved 2007-08-02.
- ^ Sheff (1993), p. 361.
- ^ Jeremy Parish (2006-11-14). "Out to Launch: Wii". 1UP.com. Retrieved 2007-07-03.
- ^ Kent (2001), p. 431. "Sonic was an immediate hit, and many consumers who had been loyally waiting for SNES to arrive now decided to purchase Genesis.... The fiercest competition in the history of video games was about to begin."
- ^ Kent (2001), pp. 448–449.
- ^ Kent (2001), p. 433.
- ^ Pete Hisey (1992-06-01). "16-bit games take a bite out of sales — computer games". Discount Store News.
- ^ Kent (2001), p. 496-497. "The late November release of Donkey Kong Country stood in stark contrast to the gloom and doom faced by the rest of the video game industry. After three holiday seasons of coming in second to Sega, Nintendo had the biggest game of the year. Sega still outperformed Nintendo in overall holiday sales, but the 500,000 copies of Donkey Kong Country that Nintendo sent out in its initial shipment were mostly sold in preorder, and the rest sold out in less than one week. It (Donkey Kong Country) established the SNES as the better 16-bit console and paved the way for Nintendo to win the waning years of the 16-bit generation."
- ^ "Game-System Sales". Newsweek. 1996-01-14. Retrieved 2012-01-21.
- ^ Greenstein, Jane (1997). "Don't expect flood of 16-bit games". Video Business.
1.4 million units sold during 1996
- ^ "Sega farms out Genesis". Television Digest. 1998-03-02. Retrieved 2012-01-21.
- ^ Danny Allen (2006-12-22). "A Brief History of Game Consoles, as Seen in Old TV Ads". PC World. Archived from the original on 2010-02-15. Retrieved 2007-07-15.
- ^ "Classic Systems: SNES". Nintendo. Archived from the original on 2003-12-09. Retrieved 2012-01-21.
- ^ Matthew T. Clements & Hiroshi Ohashi (October 2004). "Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002" (PDF). NET Institute. pp. 12, 24. Retrieved 2011-09-21.
- ^ Kent (2001), pp. 308, 372, 440–441.
- ^ Reeder, Sara (November 1992). "Why Edutainment Doesn't Make It In A Videogame World". Computer Gaming World. p. 128.
- ^ a b Ray Barnholt (2006-08-04). "Purple Reign: 15 Years of the SNES". 1UP.com. p. 4. Retrieved 2007-07-13.
- ^ a b c d Kent (2001), pp. 461–480. "nearly three to one".
- ^ Kent (2001), pp. 491–493, 496–497.
- ^ Doug Trueman. "GameSpot Presents: The History of Donkey Kong". GameSpot. p. 4. Retrieved 2007-07-13.
- ^ Chris Johnston (1997-10-29). "Super NES Lives!". GameSpot. Retrieved 2007-06-14.
- ^ Yutaka Ohbuchi (1998-01-16). "Super Fami Gets Face-Lift". GameSpot. Retrieved 2007-06-14.
- ^ "スーパーファミコン (Super Famicom)" (in Japanese). Nintendo Japan. Retrieved 2007-05-19.
- ^ "E3 2005: Nintendo's E3 2005 Press Conference". IGN. 2005-05-17. Retrieved 2007-04-14.
- ^ "Nintendo's classic Famicom faces end of road" (REPRINT). AFP. 2007-10-31. Retrieved 2007-11-09.
- ^ "Fullsnes - Nocash SNES Specs". Retrieved 6 February 2015.
- ^ Jeremy Parish (2005-09-06). "PS1 10th Anniversary retrospective". 1UP.com. Retrieved 2007-05-27.
- ^ a b c anomie. "Anomie's SNES Memory Mapping Doc" (TEXT). Romhacking.net. Retrieved 2009-02-12.
- ^ a b c d e f g h i j anomie. "Anomie's Register Doc" (TEXT). Romhacking.net. Retrieved 2007-04-21.
- ^ "SNES Graphics Information". Archived from the original on 12 July 2007. Retrieved 6 February 2015.
- ^ a b c anomie. "Anomie's S-DSP Doc" (TEXT). Romhacking.net. Retrieved 2007-04-21.
- ^ anomie. "Anomie's SPC700 Doc" (TEXT). Romhacking.net. Retrieved 2007-04-21.
- ^ a b c anomie. "Anomie's SNES Port Doc" (TEXT). Romhacking.net. Retrieved 2007-07-13.
- ^ Mark Knibbs (1997-12-27). "Disabling the SNES/Super Famicom "Lockout Chip"". Archived from the original on 2003-01-21. Retrieved 2007-04-14.
- ^ Mark Knibbs (1998-01-25). "Super NES/Super Famicom 50/60Hz Switch Modification". Archived from the original on 2001-05-02. Retrieved 2007-04-14.
- ^ a b c "Super Nintendo Entertainment System". Nintendo Power (Redmond, Washington: Nintendo of America) 25: 45–46. June 1991.
- ^ a b Chad Margetts & M. Noah Ward (2005-05-31). "Lance Barr Interview". Nintendojo. Retrieved 2013-03-02.
- ^ "Nintendo Support: Original-Style Super NES RF to TV Hookup". Nintendo. Retrieved 2010-02-28.
- ^ "Nintendo Support: New-Style Super NES RF to TV Hookup". Nintendo. Retrieved 2010-06-30.
- ^ Edwards, Benj (2007-01-12). "Why Super Nintendos Lose Their Color: Plastic Discoloration in Classic Machines". Vintagecomputing.com. Retrieved 2009-08-19.
- ^ Ragan (2010-07-22). "How-To:Restore the color of LEGO bricks". Makezine.com.
- ^ "Game Pak Troubleshooting". Customer Service. Nintendo of America, Inc. Retrieved 2010-08-23.
- ^ ゼルダの伝説 神々のトライフォース 取扱説明書. Nintendo Co., Ltd. 1991-11-21. p. 1.
- ^ Ogasawara, Nob (November 1995). "Future Fantasies from overseas". GamePro (San Mateo, CA: Infotainment World) 7 (11): 126. ISSN 1042-8658.
- ^ "Star Ocean". Nintendo Power (Redmond, WA: Nintendo of America) (86): 60–61. July 1996. ISSN 1041-9551.
- ^ Ashcraft, Brian (2008). Arcade Mania!: The Turbo-Charged World of Japan's Game Centers. Kodansha. p. 192. ISBN 978-4-7700-3078-8.
- ^ a b "Top 25 Videogame Consoles of All Time". IGN. 2009-09-04. Archived from the original on 2010-02-14. Retrieved 2010-10-24.
- ^ Sud Koushik (2006-01-30). "Evolution of Controllers". Advanced Media Network. Archived from the original on 2009-02-07. Retrieved 2007-05-25.
- ^ Chris Kohler (2005-09-13). "Controller's History Dynamite". 1UP.com. p. 4. Retrieved 2007-05-25.
- ^ "SNES Backup Units". RED #9. Archived from the original on 2007-06-26. Retrieved 2007-09-17.
- ^ Glen Bayer. "NintendOnline". N-Sider.com. Retrieved 2008-07-16.
- ^ Glen Bayer. "SNES-CD Profile". N-Sider.com. Retrieved 2008-07-16.
- ^ "SNES Development--Schematics, Ports, and Pinouts" "Many carts connect only to pins 5-27 and 36-58, as the remaining pins are mainly useful only if the cart contains special chips."
- ^ a b c (2007-05-01) Snes9x readme.txt v1.51. Snes9x. Snes9x. Retrieved on 2007-07-03.
- ^ Overload (2006-05-29). "Digital Signal Processing". Overload's Puzzle Sheet. Archived from the original on 2007-03-11. Retrieved 2007-05-09. Refer to the command summaries for all four DSP versions.
- ^ a b Nach; Moe, Lord Nightmare. "SNES Add-on Chip information". Archived from the original on 2007-07-08. Retrieved 2007-05-09.
- ^ "Nintendo Power". N-Sider.com. Retrieved 2007-07-03.
- ^ "ZSNES v1.51 Documentation". ZSNES. ZSNES. Retrieved 2007-07-16.
- ^ "Snes9x Development Forum". Snes9x forums 2002-02-28 – 2004-05-24. Archived from the original on 2007-05-14. Retrieved 2007-06-13.
- ^ "bsnes Dev Talk". ZSNES Forums. Retrieved 2010-04-25. "byuu's message board — bsnes". Retrieved 2010-04-25.
- ^ "Legal Information (Copyrights, Emulators, ROMs, etc.)". Nintendo of America. Retrieved 2007-06-14.
- ^ "Romhacking.net - Translations - Final Fantasy V". Romhacking.net. Retrieved 17 November 2014.
- ^ Head, Chris (2010-08-12). "Android: A Gamer's Guide". PCWorld. Retrieved 2010-08-22.
- ^ Sorrel, Charlie (2008-01-23). "SNES Emulator for iPhone". Wired. Retrieved 2010-08-22.
- ^ Sorrel, Charlie (2010-06-09). "Video: SNES for iPad, Controlled by iPhone". Wired. Retrieved 2010-08-22.
- ^ "Emulators for PSP – Snes". PSP News. DCEmu. Retrieved 2007-09-09. Emulators listed include Ruka's Unofficial Snes9xTYL, Snes9x PSP, Snes9x Optimised, SnesPSP_TYL, UoSnesPSP_TYL, UoSnes9x PSP, and UoSnes9x PD.
- ^ "Emulators for DS – Snes". DS News. DCEmu. Retrieved 2007-09-09. Emulators listed include SnesDS, SNEmulDS, and SnezziDS
- ^ "Emulators 4 GBA – Snes". GBA News. DCEmu. Retrieved 2007-09-09. Emulators listed include Snes Advance, Snes Advance Hacks, Snes Advance SnesPad Version, and Snezziboy.
- ^ "Gizmondo Section – Snes". Alternative Handheld Emulation. DCEmu. Retrieved 2007-09-09. Emulators listed include GizSnes.
- ^ "Emulators for GP2x – Super Nintendo". GP2x News. DCEmu. Retrieved 2007-09-09. Emulators listed include PocketSnes, SnesGP2X, SquidgeSnes, and SquidgeSnes Hack.
- ^ Werner Ruotsalainen (2007-05-10). "The definitive guide to playing SNES games on Windows Mobile (and Symbian)". Expert Blogs. Smartphone & Pocket PC Magazine. Retrieved 2009-02-12. Emulators listed include MorphGear, Snes9xJ4u, Snes9xPPC, and many forks of PocketSNES.
- ^ "snes9x-gx — SNES emulator for Wii and GameCube, based on Snes9x 1.53 - Google Project Hosting". Code.google.com. Retrieved 2012-04-20.
- ^ Top Ten Consoles (FLASH VIDEO). GameTrailers. 2007-04-19. Event occurs at 8:40. Retrieved 2010-10-24.
- ^ Top Ten Nintendo Systems (FLASH VIDEO). Gametrailers. 2015-03-28. Event occurs at 10:48. Retrieved 2015-03-29.
- ^ Reisinger, Don (2008-01-25). "The SNES is the greatest console of all time". CNET Blog Network. Retrieved 2010-10-24.
- ^ Greenwald, Will (2008-01-28). "The greatest game console of all time?". CNET Blog Network. Retrieved 2010-10-24.
- ^ Sztein, Andrew (2008-03-28). "The Top Ten Consoles of All Time". GamingExcellence. Retrieved 2010-10-24.
- ^ Buffa, Chris (2008-03-05). "Top 10 Greatest Consoles". GameDaily. Archived from the original on 2008-03-09. Retrieved 2010-10-24.
- Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. ISBN 0-7615-3643-4.
- Sheff, David (1993). Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children (First ed.). New York: Random House. ISBN 0-679-40469-4.
External links
16x16px Media related to Super Famicom and variants at Wikimedia Commons
- 16x16px Super NES Programming at Wikibooks
- SNES games list at the Wayback Machine (archived March 25, 2007), archived from Nintendo.com.
- Super Nintendo Entertainment System at DMOZ
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text:
This page provides information relevant to the methods of managing the processing of personal data of users who subscribe the newsletter service of Serendipity Srl., (the following "User" or "Users"), at the address www.chiaraferragnicollection.com (hereinafter the "Website"). The subscription will allow the users to automatically receive, free of charge, every new newsletter. It is information given in compliance with art. 13 of the Law Decree of 30th June 2003, no. 196, "Code for protecting personal data" (hereinafter "Privacy Code").
1. Personal Data Collector
The Data Collector is Serendipity Srl (hereinafter only "Serendipity" and/or the "Collector"), with offices at via Fatebenefratelli 15, 20121 Milano.
2. Purposes of the processing and type of personal details
The personal details that the User voluntarily provides when he/she subscribes the newsletter service, such as the e-mail address, might be used by the Collector, after getting the User's consent, for managing the subscription and sending the newsletter, containing informational, commercial, and/or promotional communications. The provision of the personal data for the aforementioned purposes is optional; the refusal to provide the personal data prevents the user from subscribing to the newsletter and/or receiving it.
Please take note that pursuant to art. 130, paragraph 4, of the Privacy Code, the Collector may use the details relevant to the e-mail that the User has provided during the sale of a product or the supply of a service, for offering services similar to those that are subject of the sales and without getting the User's authorization. At any moment, the User can refuse the processing of data easily and free of charge by following the methods given in paragraph 5 "Rights of the concerned person."
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subset: commoncrawl


text:
Breitbart's army adds one
Matthew Boyle, a young reporter at the conservative website The Daily Caller, has joined Breitbart.com, the news site founded by the late conservative firebrand Andrew Breitbart.
For those of you on the left, jumping from TheDC to Breitbart is roughly -- roughly -- equivalent to leaving Talking Points Memo for Truthout, insofar as its a step away rather than toward relevancy.
So, why would Boyle do it? And, just what kind of person goes to Breitbart (the site) in the post-Breitbart (the man) era?
A soldier, that's who. Boyle explains his decision in a lengthy opening salvo:
I'm enlisting to fight in Andrew Breitbart's war. [...]
War means that everything is on the line. The nation's future rests in the hands of warriors fighting this political war. It's a tall order.
It's not a traditional war that we're fighting. There are no swords and no bullets. This is a war of ideas. [...]
The mainstream media is supposed to shine that sunlight into those holes and under those rocks. But, by and large, the media has failed. So many times over the past several years, I've heard stories about how once-respected journalistic institutions – newspapers, wire services, television networks, even websites – refused to run articles because the reporters or editors were friends with the politicians they were going to write about. The establishment media has become a part of the establishment class. That means it's against their best interests to do the right thing and expose the corruption that plagues Washington – if they did, they'd be fighting against themselves.
At Breitbart News, I plan to investigate these people. Together with Breitbart News, I'm going to expose corruption in Washington.
It's going to be a long fight. It'll probably take the rest of our lives – if not longer (and I'm young – I'm only 25. That's a long, long time for me, hopefully).
I'm going to put it all on the line because we need to stop these people. And the way to do it is to expose them for what they really are – and catch them in the act. That's why I'm enlisting in Andrew Breitbart's army. I'm joining Breitbart News, effective immediately. I'm shipping out today. It's time to go to war. Will you join us?
Rhetorically, at least, its sort of hard to imagine how soldiers like that could lose. Last night there was a scene in Homeland, the Showtime series, in which one character explains to another that his side cannot lose because -- though bombed, starved, and occupied -- "we will never lose our faith."
And yet.


text:
iShares has made another round of additions to its ETF lineup of well more than 200 products, debuting funds that target small cap stocks in Hong Kong and Singapore. The company also debuted an ETF linked to the MSCI World Index, a broad benchmark of stocks in developed markets:
MSCI Hong Kong Small Cap Index Fund (EWHS)
This ETF offers exposure to small cap stocks listed in Hong Kong, giving investors an opportunity to tap into a set of smaller companies that often derive significant revenues from mainland China [see Special Report: China ETFs In Focus]. EWHS has about 44 stocks in total, with no one name accounting for more than about 5% of the total portfolio. The sector breakdown of EWHS is somewhat unique for an international ETF; the consumer discretionary sector accounts for close to 45% of the underlying index, with financials (18%) and industrials (12%) also making up significant chunks.
EWHS joins the existing iShares MSCI Hong Kong Index Fund (EWH), which has gathered almost $2 billion in assets since its debut in 1996. IndexIQ debuted a Hong Kong Small Cap ETF (HKK) in May of last year, but shuttered it in late 2011 after the fund struggled to gain assets.
EWHS charges an expense ratio of 0.59% [see EWHS fact sheet].
MSCI Singapore Small Cap Index Fund (EWSS)
This ETF offers exposure to small cap stocks in Singapore, a small developed Asian market that has shown tremendous growth potential in recent years. EWSS is linked to an index that is designed to measure stocks in the bottom 14% of equity market cap in Singapore, and consists of about 37 individual components. Not surprisingly, the portfolio is tilted heavily towards financial and real estate firms–this segment accounts for about half of the total holdings of EWSS.
iShares also already offered a large cap Singapore ETF; the MSCI Singapore Index Fund (EWS) debuted along with EWH in 1996, and currently has about $1.3 billion in assets. The index underlying EWSS has an average market cap of about $1.1 billion, compared to more than $16 billion for EWS.
EWSS will also charge an expense ratio o f0.59% [see EWSS fact sheet]
MSCI World Index Fund (URTH)
iShares also debuted an ETF linked to the MSCI World Index, a broad-based measure of developed market stocks. The cleverly-named URTH consists of about 1,500 stocks from advanced economies, with about half of the portfolio in U.S. stocks [try our Free ETF Country Exposure Tool]. The largest representatives in the international section of the portfolio include the UK, Japan, Canada, France, Switzerland, Australia, and Germany. In total, URTH includes allocations to about two dozen different markets. Unlike the other two new iShares ETFs, URTH consists primarily of large cap stocks; the top ten weightings include several well-known U.S. firms such as Exxon, Apple, IBM, and General Electric.
URTH has an expense ratio of 0.24% [see URTH fact sheet].
Small Cap ETFs In Focus
EWHS and EWSS join a few other iShares ETFs targeting small cap international stocks, including ECNS (China), EWZS (Brazil), SCZ (EAFE region), SCJ (Japan), and EEMS (emerging markets). In recent years, investors have embraced small cap ETFs as tools for rounding out international equity exposure. The "first generation" of international stock ETFs, such as EWH and EWS, consist primarily of large cap stocks that tend to derive revenue and earnings from around the globe. Smaller companies, on the other hand, are more likely to depend on local consumption to drive profitability–which can make them more of a "pure play" on the underlying economy [see Small Cap ETFdb Portfolio]. Coco-Cola, for example, is a U.S.-listed stock that depends primarily on markets beyond the U.S. for its earnings.
Besides the handful of iShares ETFs mentioned above, there are a number of additional small cap international ETFs covering markets such as Russia (RSXJ), South Korea (SKOR), Canada (CNDA), Australia (KROO), and India (SCIN). The free ETF screener allows investors to see all international small cap ETFs.
Disclosure: No positions at time of writing.


text:
There are two big questions I hear plenty.
- My husband wants to retire at 62 and start taking Social Security. Is that okay?
This typically comes up because husbands are often a few years older than their wives, and figure they want to "get their money's worth" by taking Social Security as early as possible. I think that can be a bad move. Unless you have oodles of money to live on in retirement, you — as a couple — want to maximize your Social Security payout for the longest surviving spouse. It's important to understand that when one spouse dies, the other spouse is entitled to just one Social Security payment. So you want the surviving spouse to have the biggest possible benefit. Here's how: Whichever spouse is the higher earner (and thus eligible for a bigger Social Security benefit) should delay taking Social Security at least until their Full Retirement Age (FRA), which is between age 66 and 67, depending on the year you were born.
Your FRA benefit is 25 to 30 percent higher than the benefit you can get at age 62. Even better is to have the high earner wait all the way until age 70. The benefit if you start then is more than 65 percent higher than the benefit you are entitled to at age 62. While the high-earner should wait as long as possible, the other spouse can start earlier, but I always encourage both spouses to delay as long as possible.
- I am getting divorced and haven't worked full time. Am I going to be able to get Social Security?
If you were married at least 10 years you will be eligible for Social Security based on your ex-spouse's earnings record. Your receiving a benefit will have no impact on the benefit your ex is eligible for.
There are a few caveats to understand about how this works. Most important, you can't make a claim on an ex-spouse's record if you remarry. (It doesn't matter if your ex remarried.) You also need to be at least 62 years old. You can learn more about that here.
SSA does not endorse any particular financial advisory product or service.


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The case results are specific to the facts and legal circumstances of each case. Therefore, results should not be used to form an expectation that the same results could be obtained for other cases like yours. Thank you.


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Ruaridh Nicoll finds it's possible to luxuriate on an Indian Ocean atoll and not break the bank
Standing on the bone-white sand, gazing into the clear water, I watched a blacktip reef shark cruise past my big toe. It was tiny, maybe 25cm long, but it moved like a major predator: I imagined that in its mind it was the terror of tiny things.
"Do they bite?" I asked.
"No, they are completely harmless," said Ali, operations manager of Vilu Reef, a resort on the Maldivian atoll of South Nilandhe. "We've only had one incident. A small boy of maybe 4 managed to catch one, which is hard, and he carried it up the beach and dropped it in the swimming pool." There was, he said, pandemonium.
My gaze rose, over a sea richer in fish than your average aquarium, past over-water cabanas on stilts, past the reef to where a blue seaplane was landing with more guests. The Maldives, coral islands on long-extinct volcanoes, pulsed in the sun - a million visions of paradise.
I'd never thought of visiting the atolls, seeing it as posh. A friend from British Airways changed my mind. He complained that because so many visitors to the Maldives were honeymooners (or just plain rich), the front of their flights were always packed, while the economy sat empty. I got to wondering whether it was possible to visit on the cheap.
Well, it's not easy. One option is to go to the local islands, which number 200. That way you get the flavour of real Maldivian life, in all its Islamic constraints. It's fascinating, but there's no booze, you'll spend days trying to get around on small ferries, and have to swim in a burqa (for men, that's optional).
I looked for a resort that wasn't a five-star tower of marble and palm fronds and which offered deals out of season. The result was Vilu Reef, a truly international experience.
"The Chinese are arriving in ever-larger numbers," said Ali. "And you know what's interesting? Not many Chinese people swim."
"Then what do the Chinese do here?" I asked. "The island's tiny."
"Well they walk round and round until they are bored then they dive in. Our lifeguards are trained to look out for it. We pull them out and then we say, 'We can arrange swimming lessons'."
The truth is that downgrading the price takes away little of the luxury. There's family accommodation in the trees, beach huts that give way to white sand, and houses on stilts out on the reef. These last offer steps down into the sea, with adventures in snorkelling limited only by spectacular sunsets. There are Thai masseurs.
The food is hilariously international, staples from Beijing to Berlin, prepared by charming Bangladeshi chefs who also do fabulous curries and a mean grilled fish.
Then there are one's fellow holiday-makers. I took a sunset walk. New brides in bikinis posed half in, half out of the azure water, their backs arched, hair flung back like models in Sports Illustrated.
It was touching, seeing this, their creating a nirvana in the sunset, on coral white, where they looked their well-loved best. These were best-of-times photos being made.
Theirs is the dream that unfolds as the ads on some cold station platform come to life. It's impossible not to buy into it.
Still, I felt a little guilty at how removed I was from the Maldives itself, so I hired a boat to take me to a nearby island. I was expecting an Indian sort of poverty, but I was wrong.
Eight vast fishing boats were lined up at the quay, waiting to put to sea to line-fish tuna. Shipwrights were at work between seafront villas. No one was too busy to chat. Metal frames covered in fishing nets provided outdoor seating for the covered-up women.
In a rooftop cafe, where men sat smoking, I drank Maldivian coffee and ate tuna and coconut masroshi, bajiya fritters and a slightly astringent mouth-cleanser of nuts, leaf and karanfoo, or clove. The guide, Rasheed, showed me pictures of his Chinese girlfriend on Facebook.
There were two great differences between islands only 500m apart. One was mosquitoes. The other was the vast fruit bats that crashed into the trees above us at dusk. Neither, apparently, is tolerated where tourists stay.
At the end of the trip, I boarded the flight and turned right. As promised, the economy cabin was almost empty except for one of the world's most famous and sophisticated actors (I'll spare her the name-check since she was on holiday). She knew what she was doing: when I went to the loo, I noticed her sleeping full-length across the middle aisle in the arms of her boyfriend.
Getting there: All three Emirates daily flights from Auckland provide direct connections at Dubai with the airline's services to Male in the Maldives.
Online: visitmaldives.com
- Observer


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Our products help improve performance and reduce downtime and energy consumption on production lines across the world.
We have strong experience in a number of sectors and use our understanding of the technical challenges and legislative framework to develop pioneering platform products to answer specific needs.
We aim to help our customers get the most out of their products, enabling them to drive down the total cost of ownership.
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Features :
- Two Way Communication
- Light status feedback speed in 0.1 second
- 64 Brightness level for Incandescent lamp (Dimmer only)
- Soft start 0-9 seconds setup for Incandescent lamp (Dimmer only)
- Highly Reliability , error rate in 1/10000
- Super High anti-jamming capability
- Code Set Electronically.
- Different Scenes up to 16 for Micro Modules only
- Be fixed behind your any existing switch
- Extreme small size (43.25 x 47mm and only 18.9mm thick)
Technical information :
Power : 300W Max
Load Type : Incandescent
Scenes QTY : 16
Supply voltage : 230V +- 10% 50Hz
**** New version ! It support 2 wire wiring and local dimming function ****
Supplementary Information :
Setup for 2 Wire Mode:
Press and Hold the "setup" button for 5 seconds and then use PLCBUS-4034 for send out "DIM" command.
Then this device will change into 2 Wire Mode
Setup for 3 Wire Mode:
Press and Hold the "setup" button for 5 seconds and then use PLCBUS-4034 for send out "BRIGHT" command.
Then this device will change into 3 Wire Mode
Normal Wiring
2 Wire Wiring
Local Dimming Wiring
Wall Switch Backbox
Rocker Mechanical
Momentary ( Normal Close )
Momentary ( Normal Open )
Red Black
Yellow Black
Download Manual
Download Wiring Diagram - Normal Wire
Download Wiring Diagram - Local Dimming
Download Wiring Diagram - 2 Wire Wiring


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Discover for free which first names would suit you or your baby !
Meaning of name Annikki
Etymology : Finnish diminutive of ANNA
Saint :
Origin : Finnish
Rate this first name :
Gender : girl
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Numbers :
Meaning of those numbers?
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Who are they?
Annikki is a real spitfire who is capable of changing from one emotional state to another in less time than it will take you to read this sentence! Hypersensitive and distinctly feminine, she is a charming and childlike, sensitive, gentle, and very capable woman; a femme-fatale, both seductive and daring... A real character who oscillates between timidity, coyness, dependence, submission - and their opposites. It is certainly true that her emotional well-being and equilibrium are necessary for her self-confidence. Thus, she can be alternately shy and reserved, internalized and happy to go unnoticed; then bubbly, mischievous and playful, delighted to be centre stage and even rather cheeky if she feels comfortable... She fluctuates between phases of faltering hesitation and others where she is capable of risking everything. She is a sensitive and emotional soul who knows that "to have a friend, one must be a friend", and is a wonderful listener, perceptive and delicate, with both a keen sense of detail and an interest in all that is intimist. She has a good sense of humor which she employs to her advantage: to save face when she is nervous, to make others laugh or simply for the pleasure of playing with the words. During childhood it is important that her parents shower her with affection and help her to feel secure, encourage her to be creative and cultivate her flair for languages. They should do their best to impart a sense of order and discipline, qualities in which she can be more than slightly lacking, and help her to manage her emotional instability, because it can sometimes play tricks on her. Of insatiable curiosity, Annikki loves reading, however her incessant chatter should be monitored closely if you don´t want to be surprised by an astronomical phone bill!
What does she like?
She´s an extrovert, so she enjoys communication, attention, seduction and is strikingly charming. She dreams of taking center-stage in front of an audience and animating the crowd with her presence and faculties of self-expression. She craves emotional security, hates monotony and enjoys adventures and novelty. After all, life is just a game for her, and she knows how to play! Emotionally, she is pleasant and good-natured, adds sugar and spice to any party, household or workplace, is an outstanding hostess and an excellent mother. Of course, gentlemen, you may be very tempted to try your luck. However, be warned, she might behave like an angel and she certainly looks like one, but she is anything but docile, and won´t be easily seduced. Whatever happens, be nice, because hell hath no fury...!
Get your free Personality test card now !!
What does she do?
Several types of professions are likely to appeal to her, depending on which of two numbers is expressed. She could choose one of the creative or artistic professions, favouring oral or written expression if 3, 12, 21 or 30 correspond to her birthday, her life Path Number, or if she was born in March; and she is likely to be drawn to occupations in connection with movement, action, sport or travel if she was born on the 5th, 14th or 23rd of the month, or in the month of May; or occupations involving intuition, psychology, diplomacy and listening to others, if she was born on the 2nd, 11th, 20th, 29th, or in February or November.
Discover others girls first names : An Ana Anabel
*To note: :
It sometimes happens that two different first names have the same meaning. This has nothing surprising: both first names have the same figures of numerology. It is as in astrology: two persons belonging to the same sign present the same characteristic...
Names compatibility
Test the compatibility of your names to know if your love relation is lucky to succeed. Friendship, love or passion?
Discover fast what waits for you...
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Your Name Horoscope !
Thanks to the numerology, we propose you daily a horoscope personalized for your first name. Love, money , Shape: discover what waits for you for today. In Bonus every day find your daily lucky figure .. Horoscope of the first names
Love :Couples: The complicity between the two of you will be reinforced. Singles: An admirer will make themselves known.
Money :You are trying to decide whether or not to make a property investment. Take your time.
Health:You won't see any results without some effort Annikki .
Your Lucky number : 80


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(CNN) -- Facebook is rolling out a fresh design for its central page, the News Feed, at an event Thursday.
The main column that cuts down the center of the Facebook home page currently shows a hodgepodge of updates, photos, links and likes from friends, companies, organizations and any other pages you follow. The feed is the heart of Facebook, where many members spend the majority of their time reading, liking and clicking.
The invitation from Facebook for Thursday's 1 p.m. ET event is vague, simply beckoning, "Come see a new look for News Feed." But there have been some clues about what that new look might entail.
Josh Constine at TechCrunch reports that the main news feed will be broken into categories, with content such as music information and photos (including Instagram shots) separated off into dedicated feeds.
In January, CEO Mark Zuckerberg described the News Feed as one of the three pillars of Facebook, along with Timeline and the new Graph Search feature, which is still in beta. The largely ad-supported free service likely will update ads and other graphics elements.
Facebook users don't always take well to change. Much of the venom is reserved for policy changes, such as confusing updates to privacy settings, but the tweaks to the physical look of the site also generate a lot of feedback.
When Facebook rolled out its Timeline feature in 2011, some members balked at the radically different look and even started petitions asking that the new profile pages be made optional. In 2008, the company debuted a major redesign dubbed the "new Facebook," and in 2009 overhauled users' homepages.
People were vocal about their issues with those updates, but eventually things quieted down and Facebook went on its merry way, eventually growing its worldwide user base to more than 1 billion profiles.
We'll report live on the updates from Facebook headquarters Thursday. Until then, we'd love to hear what you'd like to see changed in your News Feed, or what beloved features you don't want touched. Here are a few suggestions from @CNNTech's Twitter followers:


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A group of wealthy businessmen and underworld debt collectors are chasing a luxury car salesman over the disappearance of up to $10 million and a missing fleet of Bentleys, Lamborghinis and Maseratis after the collapse of a dealership popular with the city's rich and famous.
Property magnates Jimmy Goh, Mario Salvo and Richard Gu, disgraced doctor Geoffrey Edelsten, and businessman Wayne Mailing are among at least two dozen customers and investors ensnared in a rort allegedly run by Maurie Duchini of Brent's Prestige World.
Several other prominent business figures, underworld identities, nightclub owners and AFL footballers are believed to be owed massive amounts by Mr Duchini but have refused to come forward.
The company's demise came after regulator Consumer Affairs Victoria suspended Mr Duchini's trading licence after he was repeatedly caught illegally selling cars on consignment.
But The Sunday Age can reveal the 61-year-old could face investigation by police and tax authorities over allegations he ran a series of scams from his Moorabbin business targeting wealthy customers, business associates and long-time friends.
Mr Duchini, who has previous criminal convictions for ''recklessly inducing investment'', has been accused of misappropriating money from vehicle purchases and sales, using customers' cars as collateral for private loans, and avoiding stamp duty and the luxury car tax.
Corporate liquidators Bent & Cougle have also been called in to investigate the collapse of Brent's Prestige World, with attention focusing on the whereabouts and ''possible true ownership'' of about 30 luxury cars registered in the company's name.
One disgruntled customer has already employed underworld boss-turned-debt collector Mick Gatto to repossess a car from Mr Duchini, which was taken in lieu of more than $400,000 Mr Duchini allegedly failed to hand over after selling a Rolls-Royce on consignment.
Other victims told The Sunday Age that they were owed payments of more than $200,000 from consignment sales organised by Mr Duchini.
''He kept telling me he would give me the money for my car he sold but it was just excuse after excuse after excuse,'' one said.
Buyers were also slugged in the scam, with one putting down $400,000 for a Bentley that was never ordered. In another rort, Mr Duchini allegedly used cars registered in the company's name - including a $650,000 Lamborgini, Rolls-Royce and a Maserati - as collateral for substantial loans from wealthy businessmen. They later discovered the cars had allegedly been sold off or could not be located when Mr Duchini defaulted on the debts.
''We've got a bizarre situation where a car registered to Maurie's dealership has been used to secure a loan for Maurie but that very same car is sitting in the driveway of some wealthy bloke in Toorak,'' a source said. ''It's a total mess. Maurie has burnt a lot of powerful people.''
Messrs Goh, Salvo, Gu, Mailing and Edelsten would not comment when contacted by The Sunday Age.
Creditors have so far filed claims for more than $4 million but the ultimate value of the losses could exceed $10 million.
The Sunday Age understands that several victims will file complaints with the Fraud Squad.
The State Revenue Office, which collects transfer duties on auto sales, declined to comment.
Consumer Affairs Victoria said its investigation was ongoing.
One car buyer stung in the scam has already been compensated through a traders industry compensation fund.
Mr Duchini did not respond to a request for comment.
Do you know more? Email email@example.com


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Charitable silent auctions - there's an app for that
The silent auction, among the last holdouts to succumb to the digital revolution, is finally giving way.
This year, several Colorado charities and nonprofits, from the Children's Museum of Denver to the Colorado Symphony, ditched the pen and clipboard for the smartphone and Web browser.
By turning to mobile and online-based auctions for marquee fundraising events, charities increased the amount of money raised by 20-60 percent from the prior year.
The Children's Museum used technology from AuctionsByCellular, which allows donors to place bids via text message or a mobile Web browser.
"A huge part of ABC's appeal was that it allowed guests to bid on their cellphones and still mingle during the gala, as opposed to standing in front of a sheet of paper the whole evening to watch over their bids," said Rachael Fischer, a marketing coordinator for the Children's Museum. "Another great factor was that guests and museum employees were able to start the silent-auction process a few days before the gala by registering online."
She said the museum surpassed its fundraising goal by 60 percent for its Birthday Bash in May. Proceeds from that event support programming, interactive exhibits, community outreach and sponsored admissions.
AuctionsByCellular, a bootstrapped company founded two years ago, said it's on target to work 750 events this year, with 150 those in Denver.
After a charity signs up, they send the company a list and photos of auction items. ABC then creates a mobile friendly website that catalogues the items for the organization.
The company sends staff members to each event to register donors, who then submit bids via their smartphones. ABC employees can also enter bids on behalf of guests who don't want to bother with using their phone.
"We cater to the 75-year-old donor," said Jim Alvarez, CEO at AuctionsByCellular. "We realize that they usually have the most money in the room, and we have to make it as easy as possible for them."
Based in the Chicago area, the company's second-largest market is Denver.
With the move to digital, some auctions aren't even displayed at the live event, though ABC encourages charities to still showcase items. Donors receive text alerts when they are outbid, increasing the chances that they'll submit another offer.
By using ABC for a fundraiser in June that benefited the Colorado PGA Golf in Schools Program, Colorado AvidGolfer Magazine bolstered the amount raised by 20 percent over the previous year.
"Sometimes we will find that silent auctions are not as engaging as we would like them to be," said Vanessa Van Horn, projects and special events manager for Colorado AvidGolfer. "Using ABC created a competitive atmosphere that complemented the round of golf as well. The items are on the minds of the players throughout the day."
Going in, she was worried about mixed reviews.
"Sometimes people just like the old-school way of doing it, and anything too digital kind of freaks them out," Van Horn said.
ABC hopes to expand to in-game auctions, preparing to pitch its technology in August to the National Basketball Association.
"During the game, people will be able to bid on unique items, as well as unique fan experiences," Alvarez said. "The second they go to make a bid, they have to enter their credit-card information."
He wouldn't disclose how much the company charges nonprofits, but said it's a flat fee that's negotiated upfront.
"Our flat fee is determined by the number of people that come to the event, the number of items, the complexity of the event," Alvarez said.
Biddingforgood, another digital auction company that has worked with Colorado organizations such as Smile for a Lifetime and Front Range Christian School, takes a different approach.
It charges 9 percent on the first $20,000 raised, 6 percent on the next $30,000 and 3 percent on everything else. The company also charges $600 for an annual license, giving nonprofits access to an event-management platform.
Biddingforgood doesn't send staff members to events or build websites for organizations. It provides auction and bidding tools that the nonprofits embed into their sites.
The company does, however, include a charity's items on its own site, opening the auction to a half-million registered bidders nationwide, said CEO Jon Carson.
He said the number of people bidding on items via a smartphone increased from 5 percent a year ago to 25 percent this year. The rest of the bids are placed through standard Web browsers.
Carson believes charities should go completely digital and hold auctions before or after -- not during -- an event.
"When you have clipboards in a room, you have a lot of friction. You have to fight the crowds. You're down to the last 10 seconds and two people are fighting over a clipboard. That's not good," Carson said.
"Mobile does eliminate a bunch of the friction.... That said, you still are having an auction in a middle of a roaring party. Sotheby's doesn't do it that way for a reason."


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As prize for winning the Columbia Case Challenge, Team Almost GS was given the opportunity to have lunch with Mr. Becker Chase from Booz & Co.'s New York office. The lunch was great. Sashimi, bento box, shabu shabu - all paid for by the generous Columbia Economics Society (which receives its funding from our student life fee).
Turns out, Booz is very interested in China. Their home page tells the compelling story of a new "China Strategy" - a worthwhile read.
"In the world's fastest-growing economy, the experience of the last ten years will not be the best guide to the next ten years. Business leaders around the world who want to be successful—not just in China, but anywhere—will need a new China strategy."
Indeed, a lot of this might just seem like an overly not-another-bullish-view-on-China book. But the fact that the Chairman of Booz & Co. Greater China region is thinking in line with GCC should still be taken as an encouragement.
And what do you know? "Indeed, China is now the world's largest and fastest-growing source of entrepreneurial start-ups." Spot-on opportunity for GCC members right there. The world's largest international student network focusing on China - and what business opportunities do our members have, if not in entrepreneurial endeavors? GCC-Vanderbilt is looking at starting a chapter initiative on doing pro bono consulting work in Nashville Tennessee. GCC-Harvard is looking at bringing volunteerism to China.
"Since 1978, China's economic growth has been phenomenal," the report goes on, "but also extremely inefficient."
With regards to the model of business ownership, the chairman writes, "it will evolve toward a nondemocratic but market-driven form of rule that, arguably, has never been seen on the world
stage before." Included is a fascinating interactive graphic of how these ownership trends are heading toward.
Lastly, Mr. Tse wrote on leadership - "Many Chinese officials have internalized this aspiration. They have taken on responsibilities beyond their job descriptions, acting as the guiding hand in the creation of a world-leading nation. Their interests extend beyond self-enrichment to the creation of national wealth." This reminds me of the words of Mr. Li at Ping An Insurance during the GCC Winter Delegation, "The most outstanding human capital of China are going into the political system."
So all of this sounds wonderful and great. How do I get a piece of it? Becker assured me that every year, Booz tries to hire at least one person from Columbia. How very kind of them. I think I am better off working my ass off at Goldman Sachs this summer.


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First 7" Split EP on Endzeit Elegies, limited, preorder now (delivery June)
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A conceptional EP, 2 songs about the primal theme "Wood". Cover by Gustavo Sazes, who also designed the "Dooom" Digipack. Grab it now, before it's sold out.
International Shipping: 6 EUR Flatrate SECURE. In our shop, secure (registered) shipping is mandatory. Since our switch, we have had 0 lost shipments (compared to 3-5 per year before that). Flatrate means, no matter how much you order, shipping is just 6 EUR. We cover the rest as a sort of discount to you.
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'The Walking Dead' recap: Where does 'Alone' take us?
So are we there, yet? Are we there yet? Terminus, I mean.
Yes, I'm getting a little impatient - like a little kid stuck in the back of a station wagon, on a road trip (Before the advent of smart phones and PlayStation). So where is this so-called "Sanctuary," anyway? And will it have cable TV?
In the second half of its fourth season, "The Walking Dead" has been taking its sweet time ("Lollygagging," you might say), slowing things down and concentrating on no more than a handful of characters per episode. Sunday's installment of "Alone" continued the trend, although there were a couple of major developments that got touched upon in a cursory manner:
– Beth was kidnapped. By who, we don't know. But she was apparently whisked away in a car, which a frantic Daryl failed to track down. The perp may or may not have been the owner of a funeral home.
– Daryl also met up with the dirtbags who were earlier seen invading the home that Rick occupied briefly. But we still don't know much about these guys. A few of our commentators earlier guessed that their scruffy leader might be Negan, one of the more terrifying - and deranged - villains from the comic books. But tonight, he introduced himself to Daryl simply as "Joe." (Is that his real name?) - someone who has much respect for a "bow man."
Other than that, there was more slow going and meandering side trips. The episode split its time between Beth and Daryl, who found themselves hanging out (and growing closer) at the funeral home before the abduction, and Maggie, Bob and Sasha, who did more arguing over whether to set down roots, or head to Terminus.
And basically, that's it. The general theme of "Alone" was one this show has touched upon, in various ways, time and again: Whether it's preferable to hang together in a zombie apocalypse, or to blaze your own trail.
Can we all now just agree that, for the most part, two heads (or three, or four) are better than one? Bob, who had endured some rough patches on his own out in the wilderness, already knew this. But it took Maggie and Sasha an entire episode to figure that out. Now, they're on their way - together - to Terminus, hoping to get by with a little help from their friends.
Meanwhile, we haven't dropped in on Rick, Carl and Michonne in ages (Are you missing them?), and I can hardly recall what Tyreese, Carol and that bunch even look like. Shoot, long time, no see. Does Judith have her driver's license yet?
Some other random thoughts as we follow the railroad tracks through the woods:
On the other hand, this approach can be frustrating because it basically results in a collection of interludes that don't always propel the story forward. At least when "Lost" did these kinds of episodes - especially in the early years - they would reveal surprising (sometimes shocking) bits of back story. And they can be frustrating if you're spending too much time away from the characters who most interest you.
So, with all that said, how are you feeling about the show right now? Have you enjoyed these "interludes"? Or are you ready to jab the the gas pedal and get on with it?


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The website you are seeking was hosted by a company (called Talkspot) that has gone out of business.
I realize this may be confusing, but the company you are seeking is probably still in business and doing fine. They may not be aware that their website has been lost. If you speak with anyone please alert them to this so that their website can be restored.
Apologies for the inconvenience!
Email Ken Williams (Talkspot's former owner) at email@example.com.. He "may" be able to put your site back online for a few days while you move the site elsewhere.
The fastest way to get going again is to speak with an ex employee of Talkspot, Chad Parent, at firstname.lastname@example.com (www.designedge.ca). Chad is set up to quickly and inexpensively move your site to another website provider.
We did everything possible to alert everyone whose sites were hosted at Talkspot including sending emails to the registered site administrator. Unfortunately, in today's world not all emails get through, and many are ignored. It's hard to write an email that doesn't look like spam. The Talkspot website has said for a month that we are shutting down. We are sorry you didn't get the message, but it is what it is.
There are dozens of website hosting companies. You will need to start a new site with one of them. We hear good things about Wix, Weebly, Wordpress, Squarespace and others -- but, have never tried them (except Wordpress).
If you have a website address that ends with ".talkspot.com" .. then you will not be able to keep your website address.
If you have a "www" address, like "www.YourWebsite.com", then you CAN keep your website address.
Talkspot has a long list of domains (website addresses) that we purchased on behalf of our customers and have been renewing from year to year. If you want to keep yours you need to let us know ASAP, as we will not be renewing them. Your name will be lost forever if it comes up for renewal before we transfer your domain to you (they renew annually).
To keep your domain we need you to have a Godaddy account we can transfer it to.
Godaddy.com will not charge you anything to establish an account. Once you have the account established email Ken Williams (email@example.com) and give him the email address you used to set up the account, and the account number. You'll receive an email from Godaddy within 24 hours asking you to approve the transfer, and then Godaddy will charge you approx $12 / year from then on to renew the name.
With 20/20 hindsight there is a lot that should have been done differently. But, oh well. Talkspot was a great product and should have made it. It is SAD...
Yes. Talkspot's email server is also shutdown. You need to find someone new to host your email. I've been impressed with Gmail. You might want to contact them. If you sign up for their $12/month plan they have a data migration utility that can move your existing email.
If you sign up with someone new and want to migrate your existing email, send an email to Ken (firstname.lastname@example.com). He will put your email back online long enough for you to move it.


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Triangle Earrings
Sleek and simple modern earrings fabricated by Karen Chesna. 2.5" long.
Jewelry only orders are mailed using USPS. Shipping and handling charges are included in the flat rate of $9.95 within the continental US. Please allow 7 to 14 days for delivery.
First, we want to thank you very much for your purchase from a 4 Ravens Gallery artist. The bottom line is we want to make things right. Just remember, we are a very small cooperative gallery and not a major retailer!
- No refunds: online store purchases are eligible for online store credit or an exchange and excludes the original shipping and handling costs.
- Return shipping is the responsibility of the customer.
- Return items must be in their original condition. In other words, unused, undamaged, and unworn with all original tags attached, and returned in the original packaging.
- Please make arrangements within 30 days of the order date.
- In order to provide you with the best service, please contact us with your order number and details about the product you wish to return at email@example.com or call 406.317.1543 (10-6, Monday-Saturday, MST) to make arrangements.


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The Cornwell Scout Badge is awarded in respect of pre-eminently high character and devotion to duty, together with great courage and endurance.
It is restricted to Beaver Scouts, Cub Scouts, Scouts, Explorer Scouts and Scout Network Members. Both the bronze badge and the cloth emblem of the same design may be worn.
John 'Jack' Travers Cornwell, a Scout in the St. Mary's Mission Group, Manor Park, London, entered the Royal Navy in 1915. It was wartime and training was brief, but Jack, helped by his days in Scouting, was able to adapt quickly.
On 31 May 1916 while serving in HMS Chester, Jack was struck by a shell splinter. Grievously wounded, he stayed at his post awaiting orders until he was relieved at the end of the battle. On reaching port, Jack was transferred to a hospital in Grimsby and three days later he died a national hero.
For gallantry he was given both the Victoria Cross and the highest Scouting award, the Bronze Cross. To commemorate the courage shown by Jack, The Scout Association created 'The Cornwell Scout Badge' in his memory.
For more details about these awards, their criteria and how to apply, see the forms below. You can also view example citations relating to these awards.