title: Bamar people

text: The Bamar customarily recognise Twelve Auspicious Rites, which are a series of rites of passage. Among these rites, the naming of the child, first feeding, ear-boring for girls, Buddhist ordination ("shinbyu") for boys, and wedding rites are the most widely-practiced today.


title: Bamar people

text: Burmese literature has a longstanding history, spanning religious and secular genres. Burmese chronicles and historical memoirs called "ayedawbon" comprise the basis of the Bamar's pre-colonial historical writing traditions.


title: Bamar people

text: The traditional Burmese calendar is a lunisolar calendar that was widely adopted throughout mainland Southeast Asia, including Siam and Lan Xang, until the late 19th century. Similar to neighbouring Thailand, Laos, and Cambodia, "Thingyan", which is held during the month of April, marks the beginning of the Burmese New Year. Several Buddhist full moon days, including the full moon days of Tabaung (for Magha Puja), Kason (for Vesak), Waso (start of the Buddhist lent), Thadingyut (end of the Buddhist lent), and Tazaungmon (start of Kathina), are national holidays. Full moon days also tend to coincide with numerous pagoda festivals, which typically commemorate events in a pagoda's history.


title: Bamar people

text: White rice is the staple of the Bamar diet, reflecting a millennium of continuous rice cultivation in Burmese-speaking areas. Burmese curries, which are made with a curry paste of onions, garlic, ginger, paprika, and turmeric, alongside Burmese salads, soup, cooked vegetables, and ngapi (fermented shrimp or fish paste) traditionally accompany rice for meals. Noodles and Indian breads are also eaten. Bamar cuisine is regional due to differences in availability of local ingredients. Anya or Upper Burmese cuisine is typified by greater use of land meats (like pork and chicken), beans and pulses, while Lower Burmese cuisine generally incorporates more seafood and fish products like ngapi.


title: Bamar people

text: The Bamar traditionally drink green tea, and also eat pickled tea leaves, called "lahpet", which plays an important role in ritual culture. Burmese cuisine is also known for its variety of "mont", a profuse variety of sweet desserts and savory snacks, including Burmese fritters. The best-known dish of Bamar origin is "mohinga", rice noodles in a fish broth. It is available in most parts of the region, also considered as the national dish of Myanmar.


title: Bamar people

text: Burmese cuisine has been significantly enriched by contact and trade with neighboring kingdoms and countries well into modern times. The Columbian exchange in the 15th and 16th centuries introduced key ingredients into the Burmese culinary repertoire, including tomatoes, chili peppers, peanuts, and potatoes. While record-keeping of pre-colonial culinary traditions is scant, food was and remains deeply intertwined with Bamar religious life, exemplified in the giving of food alms (dāna), and communal feasts called "satuditha" and "ahlu pwe" (အလှူပွဲ).


title: Bamar people

text: Traditional Bamar music is subdivided into folk and classical traditions. Folk music is typically accompanied by the "hsaing waing", a musical ensemble featuring a variety of gongs, drums and other instruments, including a drum circle called "pat waing", which is the ensemble's centrepiece. Classical music descends from Burmese royal court traditions. The Mahāgīta constitutes the entire corpus of Burmese classical music, which is often accompanied by a small chamber music ensemble that features a distinct set of instruments, such as a harp called saung gauk, bell and clapper, and a xylophone called pattala.


title: Bamar people

text: The Bamar traditionally wear sarongs called "longyi", an ankle-length cylindrical skirt that is wrapped at the waist. The modern form of the "longyi" (လုံချည်) was popularised during the British colonial period, and replaced the much lengthier "paso" (ပုဆိုး) and "htamein" () of the pre-colonial era. The indigenous "acheik" silk textile, known for its colorful wave-like patterns, is closely associated with the Bamar.


title: Bamar people

text: Formal attire for men includes a longyi accompanied by a jacket called "taikpon" (), which similar to the Manchu magua, and a cloth turban called "gaung baung" (). Velvet sandals called "gadiba phanat" (, also called "Mandalay phanat"), are worn as formal footwear by both men and women.


title: Bamar people

text: Bamar people of both sexes and all ages also apply "thanakha", a paste ground from the fragrant wood of select tree species, on their skin, especially on their faces. In modern times, the practice is now largely confined to women, children, and young, unmarried men. The use of "thanakha" is not unique to by the Bamar; many other Burmese ethnic groups also utilize this cosmetic. Western makeup and cosmetics have long enjoyed a popularity in urban areas.


title: Bamar people

text: The Bamar possess a single personal name, and do not have family names or surnames. Burmese names typically incorporate a mix of native and Pali words that symbolise positive virtues, with female names tending to signify beauty, flora, and family values, and male names connoting strength, bravery, and success. Personal names are prefixed with honorifics based on one's relative gender, age, and social status. For instance, a Bamar male will advance from the honorific of "Maung" to "Ko" as he approaches middle adulthood, and from "Ko" to "U' as he approaches old age.


title: Bamar people

text: A common Bamar naming scheme uses a child's day of birth to assign the first letter of their name, reflecting the importance of one's day of birth in Burmese astrology. The traditional Burmese calendar includes "Yahu", which is Wednesday afternoon.


title: Bamar people

text: The Bamar predominantly embrace a syncretic blend of Theravada Buddhism and indigenous Burmese folk religion, the latter of which involves the recognition and veneration of spirits called "nat", and pre-dates the introduction of Theravada Buddhism. These two faiths play an important role in Bamar cultural life.


title: Bamar people

text: Theravada Buddhism is closely intertwined with Bamar identity, having been the predominant faith among Burmese speakers since the 11th century, during the Pagan dynasty . Modern-day Bamar Buddhism is typified by the observance of basic five precepts and the practice of "dāna" (charity), "sīla ("Buddhist ethics) and "bhavana" (meditation). Village life is centred at Buddhist monasteries called "kyaung", which serve as community centres and address the community's spiritual needs. Buddhist Sabbath days called Uposatha, which follow the moon's phases (i.e., new, waxing, full, waning), are observed by more devout Buddhists.


title: Bamar people

text: Vestiges of Mahayana Buddhism remain popular among the Bamar, including the veneration of Shin Upagutta, Shin Thiwali, and Lawkanat (the Burmese name for Avalokiteśvara), while the influence of Hinduism can be in the widespread veneration of Hindu deities like Thuyathadi (the Burmese name for Saraswati) and practice of yadaya rituals. Smaller communities practice more esoteric forms of Buddhism, including weizza practices. The Bamar also profess a belief in guardian "nats," particularly the veneration of Mahagiri, the household guardian "nat." Bamar households traditionally maintain a shrine, which holds a long-stemmed coconut called "on-daw" (အုန်းတော်), symbolic of Mahagiri."" The shrine is traditionally placed at the home's main southwest pillar (called "yotaing" or ရိုးတိုင်). The expression of Burmese folk religion is very localised; the Bamar in Upper Myanmar and urban areas tend to propitiate the Thirty-Seven Min, a pantheon of "nats" who are intimately linked to the pre-colonial royal court. Meanwhile, the Bamar in Lower Myanmar tend to propitiate other local or guardian "nats" like Bago Medaw and U Shin Gyi. Spirit houses called "nat ein" () or "nat sin" () are commonly found in Bamar areas.


title: Bamar people

text: A minority of Bamar practice other religions, including Islam and Christianity. Among them, Bamar Muslims (previously known as Zerbadees or Pati), are the descendants of interracial marriages between Indian Muslim fathers and Bamar Buddhist mothers, and self-identify as Bamar.


title: Magnus Fiennes

text: Magnus Hubert Twisleton-Wykeham-Fiennes (born 21 November 1965) is an English composer, record producer and songwriter.


title: Magnus Fiennes

text: He has worked with artists such as Shakira, Pulp, Tom Jones and Morcheeba. In 1997 he produced the million-selling All Saints single "Never Ever", which reached number 4 on the US charts and number 1 throughout Europe; producing and co-writing on their eponymous five million selling album.


title: Magnus Fiennes

text: He composed and produced much of the two multi-million selling albums from the girl quartet Bond. He has composed several major film scores, numerous commercials and TV series, including many seasons of leading BBC dramas such as "Hustle", "Murphy's Law", and "Death in Paradise". He also created developed and produced the $20 million animated cartoon series "Freefonix".


title: Magnus Fiennes

text: As a producer/arranger programmer and re-mixer, Fiennes has worked with a diverse range of artists including Neneh Cherry, Marianne Faithfull, Bryan Ferry, the Spice Girls, Hal David, Seal, Yello, Propaganda$2, Erazure, Eagle-Eye Cherry, David McAlmont, Ian McCulloch, Roland Gift, Lenny Kravitz, Nigel Kennedy, Daniel Lanois, Trilok Gurtu, Damien Hirst (in the guise of Fat Les's Vindaloo), Dot Allison, Justin Hawkins, Jamelia and Geneva.


title: Magnus Fiennes

text: Other work includes producing the double platinum "Watching Angels Mend" for Australian singer-songwriter Alex Lloyd, a collaboration with Canadian violinist Lara St. John on the album of "Bach with beats" for Sony Classical, co-writing material with Massive Attack and the Sugababes, and co-writing and producing album tracks and singles for Bertine Zetlitz (a Norwegian number one) and Liberty X. Although Fiennes now works primarily in the field of film and TV composition he was music director on Shakira's "The Sun Come Out 2010 World Tour".


title: Magnus Fiennes

text: Magnus Fiennes continues to develop and consult on US based film and TV projects including developing a TV series for Silver Television/Pictures.


title: Magnus Fiennes

text: Fiennes has written and produced a number of featured songs including the title song for Paramount's "Addicted to Love" (featuring Neneh Cherry), Madonna's "Next Best Thing" and Scala Pictures music business satire, "Five Seconds to Spare". Fiennes has produced tracks for Working Title's Rowan Atkinson vehicle, "Johnny English", and co-wrote the closing Massive Attack song on their score for the Luc Besson film, "Danny the Dog".


title: Magnus Fiennes

text: As a keyboard player, Fiennes toured extensively with legendary blues guitarist Gary Moore in a line-up with Pink Floyd's Guy Pratt on bass and Gary Husband on drums. He was Music Director on Shakira's "The Sun Come Out" 2010 World Tour.


title: Magnus Fiennes

text: Magnus Fiennes was born in Suffolk, England in 1965, a son of photographer Mark Fiennes and novelist Jennifer Lash. He married Maya Dokic in 1995, and they have two daughters. One of six siblings, he is brother to actors Ralph Fiennes and Joseph Fiennes, and film makers Sophie Fiennes and Martha Fiennes. Another brother, Jacob, is a conservationist. His foster brother, Michael Emery, is an archaeologist.


title: OECD Better Life Index

text: The OECD Better Life Index, created in May 2011 by the Organisation for Economic Co-operation and Development, is an initiative pioneering the development of economic indicators which better capture multiple dimensions of economic and social progress. The platform consists of a dashboard, that provides data and insights into key indicators - measuring areas such as wellbeing, environmental quality, quality of public services and security - alongside an interactive tool "Your Better Life Index (BLI)", which encourages citizens to create their own indexes by ranking each of the indicators according to the importance in their own lives.


title: OECD Better Life Index

text: The index and tool were created as part of the OECD Better Life Initiative. This initiative began in 2011 in line with the recommendations of the Commission on the Measurement of Economic Performance and Social Progress, also known as the Stiglitz-Sen-Fitoussi Commission, whose recommendations sought to address concerns that standard macroeconomic statistics like GDP failed to give a true account of people's current and future well-being. The initiative's goals are to develop social and wellbeing indicators that can better reflect growth focusing on four key areas; environmental sustainability, increased wellbeing, falling inequality and systems resilience. The 'beyond growth' approach to economic progress is relatively new and the OECD Better Life Initiative promotes the co-production of what we might standardise by facilitating conversation between the public and policymakers.


title: OECD Better Life Index

text: You can create your own economic index by ranking 11 areas of socio-economic progress by what is important to you, this generates a ranking so you can see how your country compares. You are encouraged to share your indicator with others on the platform to view theirs and discuss your similarities and differences. You can choose to share their data with OECD and will then be asked to provide more demographical data about your situation. The OECD Better Life Initiative then analyses all users input data and reports the findings in a bi-annual report named "How's Life? Well-being". The data used in the report consists of 80+ indicators including measures on inequality and further socio-economic indicators. The findings reflect what is important to citizens, and how their current socio-economic situations reflect in the areas of governance that they prioritise. These insights are then used to guide governments to put well-being at the centre of their policymaking by shedding light on what well-being means to their citizens. In this way, by using the tool citizens can shape public policy.


title: OECD Better Life Index

text: First published on 24 May 2011, the index consists of 11 topics of well-being. Each of the 11 topics is made up of 1-4 indices and these are fine-tuned over time as insights are derived from data collected in previous years.


title: OECD Better Life Index

text: Initially, each of the 11 topics are equally weighted to generate scores and ranks of 30+ countries by each area of well-being. The topics are given below:


title: OECD Better Life Index

text: The official definitions for the topics and the indices which make them up are stated in the OECD Better Life Index definitions


title: OECD Better Life Index

text: Users create their own economic indexes by scoring each of the 11 topics from 0 to 5, where 0 reflects that this topic is not important to the user and 5 it is very important. The tool shows countries ranked in a chart where each of the nations is represented by a flower, and each of the topics is a petal, where its size is defined by its score in that area. The tool was designed by Berlin-based agency Raureif in collaboration with Moritz Stefaner and is very user-friendly.


title: OECD Better Life Index

text: The score that the user inputs for a topic is then used to calculate the weighting for that topic in the index. The weights are calculated using the formula


title: OECD Better Life Index

text: The individual measures come in many units (percent, dollar, years etc) and so to calculate the total score for that topic, the measures are normalised, resulting in a score χ between 0 and 1 per measure.


title: OECD Better Life Index

text: For each topic, the score are then added up and divided by the total number of measures used to make up that topic, this gives the total score for the topic.


title: OECD Better Life Index

text: The Better Life Index is not yet comparable over time as its methodology is still being fine-tuned. The OECD advises referring to the Hows Life - Well-being database for a view over time.


title: OECD Better Life Index

text: Each topic is given a score calculated from the indices used to create the topic group, you can find the raw data on the OECD Better Life Index website


title: OECD Better Life Index

text: The fourth edition of How's Life was released in 2020; all reports can be viewed online using the OECD Library. Below is a summary of the most recent findings.


title: OECD Better Life Index

text: The report highlights differences in gender, age, education and between the top and bottom performers of well-being outcomes. Income inequality has barely changed since 2010 and those in the top 20% earn 6 times more than those in the bottom 20%. Women have more social connections and earn 13% less than men whilst also working half an hour more on both paid and unpaid work per day.


title: OECD Better Life Index

text: From an econometric point of view, the Index seems similar to other efforts aimed at substituting or complementing the gross domestic product (GDP) measure by an econometric model for measuring the happiness and well-being of the population. One major criticism is that the Better Life Index uses a limited subset of indicators used by other econometric models such as Gross National Well-being Index 2005, Sustainable Society Index of 2008, and Bhutan Gross National Happiness Index of 2012, and Social Progress Index of 2013. Observers argue that "the 11 dimensions still cannot fully capture what is truly important to a populace, such as social networks that sustain relationships, and freedom of speech.". Various critics have pointed out that the OECD's BLI does not include such dimensions as poverty, economic inequality, access to health insurance and healthcare, environmental and air pollution.


title: OECD Better Life Index

text: In 2012 OECD relaunched "with new indicators on inequality and gender plus rankings for Brazil and Russia. Some indicators have been removed or updated, Governance has been renamed civic engagement, the employment rate of women with children has been replaced by the full integration of gender information in the employment data and students' cognitive skills (e.g. student skills in reading, math and sciences) has replaced students' reading skills to have a broader view.". Some argue that some of the criteria are vague and question the purpose of such measures, it is questioned "what really constitutes "environmental quality"? Can it result in a population control policy to minimize damage to the environment? While others argue that the Better Life Index unlike the Gross National Happiness Index does not pay attention to religion. Critics also state that the Better Life Index ignores good family life or moral formation. Others have criticized its methodology such as the use of relative scores instead of absolute ones.


title: OECD Better Life Index

text: The insights provided by user inputs into the platform have been praised to effectively depict collective citizen definitions of well-being. The initiative and index has gone some way to moving the public debate, though the platform is not well advertised and does not appear in the top results of web searches for similar tools


title: OECD Better Life Index

text: As increases in inequality and climate change force us to reconsider our ideas of growth and progress the OECD Better Life Index may become more mainstream.


title: History of Nintendo

text: The history of Nintendo begins in 1889, founded to produce handmade playing cards. In the mid-1900s, the company licensed third-party card graphics, such as Disney characters. In the 1960s, it expanded into countless varieties of toys, including original designs by Gunpei Yokoi. In the 1980s, it became one of the most prominent figures in the video game industry including designs by Shigeru Miyamoto such as mascot Mario and breakthrough hit arcade video game "Donkey Kong". is now the largest video game company by revenue, as a Japanese multinational consumer electronics company headquartered in Kyoto, Japan.


title: History of Nintendo

text: Nintendo was founded as by Fusajiro Yamauchi on September 23, 1889. Based in Kyoto, Japan, the business produced and marketed . The name "Nintendo" is commonly assumed to mean "leave luck to heaven", but there are no historical records to validate this assumption. The cards, which were all handmade, soon began to gain in popularity, and Yamauchi had to hire assistants to mass-produce cards to keep up with the demand.


title: History of Nintendo

text: Fusajiro Yamauchi did not have a son to take over the family business. Following the common Japanese tradition, he adopted his son-in-law, Sekiryo Kaneda, who then legally took his wife's last name of Yamauchi. In 1929, Fusajiro Yamauchi retired from the company and allowed Sekiryo Kaneda to take over the company as president. In 1933, Sekiryo Kaneda established a joint venture with another company and renamed the company Yamauchi Nintendo & Co.


title: History of Nintendo

text: In 1947, Sekiryo established a distribution company, Marufuku Co., Ltd., to distribute the , and several other types of cards produced by Nintendo. Sekiryo Kaneda also had only daughters, so again his son-in-law (Shikanojo Inaba, renamed Shikanojo Yamauchi) was adopted into the family. Shikanojo later abandoned his family and did not become company president. Subsequently, his son Hiroshi Yamauchi was brought up by his grandparents and he later took over the company instead of his father.


title: History of Nintendo

text: In 1949, Hiroshi Yamauchi attended Waseda University in Tokyo. However, after his grandfather suffered a debilitating stroke, he left to take office as the president of Nintendo. In 1950, he renamed Marufuku Co. Ltd. to , and in 1951 to (writing as rather than ). In 1953, Nintendo became the first company in Japan to produce playing cards from plastic.


title: History of Nintendo

text: In 1956, Yamauchi visited the U.S., to engage in talks with the United States Playing Card Company (USPCC), the dominant playing card manufacturer in the United States, based in Cincinnati. He was shocked to find that the world's biggest company in his business was relegated to using a small office. This was a turning point for Yamauchi, who then realized the limitations of the playing card business.


title: History of Nintendo

text: In 1959, Nintendo made a deal with Disney to allow the use of Disney's characters on Nintendo's playing cards. Previously, Western playing cards were regarded as something similar to and mahjong: a device for gambling. By tying playing cards to Disney and selling books explaining the different games one could play with the cards, Nintendo could sell the product to Japanese households. The tie-in was a success and the company sold at least 600,000 card packs in a single year. Due to this success, in 1962, Yamauchi took Nintendo public, listing the company in Osaka Stock Exchange Second division.


title: History of Nintendo

text: In 1963, Nintendo Playing Card Co., Ltd. was renamed to Nintendo by Yamauchi. Nintendo now began to experiment in other areas of business using the newly injected capital. This included establishing a food company in partnership with two other firms with a product line featuring instant rice (similar to instant noodles), a vacuum cleaner, and Chiritory (which later appeared in a two-player minigame in "" in 2003). All these ventures eventually failed, except toymaking, based on some earlier experience from selling playing cards. In 1964, while Japan was experiencing an economic boom due to the Tokyo Olympics, the playing card business reached saturation. Japanese households stopped buying playing cards, and the price of Nintendo stock fell from 900 yen to 60 yen.


title: History of Nintendo

text: In 1965, Nintendo hired Gunpei Yokoi as a maintenance engineer for the assembly line. However, Yokoi soon became famous for much more than his ability to repair conveyor belts.


title: History of Nintendo

text: During the 1960s, Nintendo struggled to survive in the Japanese toy industry, which was still small at this point, and already dominated by already well-established companies such as Bandai and Tomy. Because of the generally short product life cycle of toys, the company took the approach of introducing new products at a quicker rate, marking the start of a major new era for Nintendo.


title: History of Nintendo

text: In 1966, Yamauchi, upon visiting one of the company's factories, noticed an extending arm-shaped toy, which had been made by one of its maintenance engineers, Gunpei Yokoi, for fun. Yamauchi ordered Yokoi to develop it as a proper product for the Christmas rush. Released as the Ultra Hand, it became one of Nintendo's earliest toy blockbusters, selling over hundreds of thousands units. Seeing that Yokoi had potential, Yamauchi pulled him off assembly line work. Yokoi was soon moved from maintenance duty to product development.


title: History of Nintendo

text: Due to his electrical engineering background, it soon became apparent that Yokoi was quite adept at developing electronic toys. These devices had a much higher novelty value than traditional toys, allowing Nintendo to charge a higher price margin for each product. Yokoi went on to develop many other toys, including the Ten Billion Barrel puzzle, a baseball throwing machine called the Ultra Machine, and a Love Tester.


title: History of Nintendo

text: Nintendo released the first solar-powered light gun, the Nintendo Beam Gun, in 1970; this was the first commercially available light-gun for home use, produced in partnership with Sharp.


title: History of Nintendo

text: In 1972, Nintendo released the Ele-Conga, one of the first programmable drum machines. It plays pre-programmed rhythms from disc-shaped punch cards, which can be altered or programmed by the user, to play different patterns.


title: History of Nintendo

text: In 1972, the first commercially available video game console, the Magnavox Odyssey, has a light gun accessory, the Shooting Gallery. This was the first involvement of Nintendo in video games. According to Martin Picard in the "International Journal of Computer Game Research": "in 1971, Nintendo had -- even before the marketing of the first home console in the United States -- an alliance with the American pioneer Magnavox to develop and produce optoelectronic guns for the Odyssey (released in 1972), since it was similar to what Nintendo was able to offer in the Japanese toy market in 1970s".


title: History of Nintendo

text: In 1973, its focus shifted to family-friendly arcades with the Laser Clay Shooting System, using the same light gun technology used in Nintendo's "Kousenjuu" series of toys, and set up in abandoned bowling alleys. Gaining some success, Nintendo developed several more light gun machines for the emerging arcade scene. While the Laser Clay Shooting System ranges had to be shut down following excessive costs, Nintendo had founded a new market.


title: History of Nintendo

text: Nintendo also began to enter the video game market. Its first steps in that field were to acquire the rights to distribute the Magnavox Odyssey in Japan in 1974 and to release its first video arcade game, "EVR Race", in 1975. In 1977, Nintendo released the Color TV Game 6 and Color TV Game 15, two consoles jointly developed with Mitsubishi Electric. The numbers in the console names indicated the amount of games included in each.


title: History of Nintendo

text: In the early 1980s, Nintendo's video game division (led by Yokoi) created some of its most famous arcade games. The massively popular "Donkey Kong" was designed by Shigeru Miyamoto and released in arcades in 1981. Home releases soon followed, with versions being made by Coleco for the Atari 2600, Intellivision, and ColecoVision video game systems. Some of Nintendo's other arcade games would also be ported to home consoles by third parties, including "Donkey Kong Jr.", "Sky Skipper", "Mario Bros.", and "Donkey Kong 3". Despite the success, Nintendo would start to shift more focus to the home game market. Nintendo of Japan stopped manufacturing and releasing arcade games in Japan in Fall 1985, and withdrew its membership from the Japan Amusement Machinery Manufacturers Association (JAMMA) on February 28, 1989. On July 31, 1992, Nintendo of America announced it would no longer manufacture arcade equipment.


title: History of Nintendo

text: In addition to the arcade game activity, Nintendo was testing the consumer handheld video game waters with the Game & Watch. The Game & Watch is a line of handheld electronic games produced by Nintendo from 1980 to 1991. Created by game designer Gunpei Yokoi, each Game & Watch features a single game to be played on an LCD screen in addition to a clock and/or an alarm. It was the earliest Nintendo product to garner major success, with 43.4 million units sold worldwide.


title: History of Nintendo

text: In 1982, Nintendo developed a prototype system called the Advanced Video System (AVS). Its accessories include controllers, a tape drive, a joystick, and a lightgun. The system can be used as a simple home computer. It was never released and is on display at the Nintendo World Store in New York. In July 1983, Nintendo released the Family Computer console in Japan, as its first attempt at a cartridge-based video game console. More than 500,000 units were sold within two months at around . After a few months of favorable sales, Nintendo received complaints that some Famicom consoles would freeze on certain games. The fault was found in a malfunctioning chip and Nintendo decided to recall all Famicom units that were currently on store shelves, at a cost of approximately half a million USD.


title: History of Nintendo

text: During this period, Nintendo redesigned the Famicom as the Nintendo Entertainment System for launch in the US. Since the company had very little experience with the US market, it had previously attempted to contract with Atari for the system's distribution in 1983. However, a controversy involving Coleco and "Donkey Kong" soured the relationship between the two during the negotiations, and Atari refused to back Nintendo's console.


title: History of Nintendo

text: In 1983–1985, a large scale recession in video game sales hit the market which amounted to a 97% decrease primarily in the North American area. The recession known as the video game crash of 1983 was caused by a few main factors including the flooding of the console market, competition of home computers, inflation, and loss of publishing control. The video game crash of 1983 soon took out not only Atari, but the vast majority of the American market itself. Over time, dominance in the market shifted from America to Japan. Nintendo began exporting to America and had virtually only one major competitor in the market, Sega, which was another Japanese company.


title: History of Nintendo

text: Nintendo was determined not to make the same mistakes in the US that Atari had. Because of massive influxes of games that were regarded as some of the worst ever created, gaming had almost completely died out in America. Nintendo decided that to avoid facing the same problems, they would only allow games that received their "Seal of Quality" to be sold for the Famicom.


title: History of Nintendo

text: In 1985, Nintendo announced that they were releasing the Famicom (Family Computer) worldwide with a different design under the name the "Nintendo Entertainment System" (NES). They used a creative tactic to counter the bad view that the media was giving on video games, and released the NES with R.O.B. units that connected to the console and were synchronised to the games. To ensure the localization of the highest-quality games by third-party developers, Nintendo of America limited the number of game titles third-party developers could release in a single year to five. Konami, the first third-party company that was allowed to make cartridges for the Famicom, would later circumvent this rule by creating a spinoff company, Ultra Games, to release additional games in a single year. Other manufacturers soon employed the same tactic. Also in 1985, "Super Mario Bros." was released for the Famicom in Japan and became a large success.


title: History of Nintendo

text: Nintendo test marketed the Nintendo Entertainment System in the New York area on October 18, 1985. They expanded the test to Los Angeles in February 1986, followed by tests in Chicago and San Francisco. They would go national by the end of 1986, along with 15 games, sold separately. In the US and Canada, it outsold its competitors by a wide margin. This was also the year that "Metroid" and "The Legend of Zelda" were released to much critical acclaim.


title: History of Nintendo

text: In 1988, Nintendo of America unveiled "Nintendo Power", a monthly news and strategy magazine from Nintendo that served to advertise new games. The first issue published was the July/August edition, which spotlighted the NES game "Super Mario Bros. 2" ("Super Mario USA" in Japan). "Nintendo Power" has since ceased publication with its December 2012 edition.


title: History of Nintendo

text: In 1989, Nintendo (which had much success from the Game & Watch) released the Game Boy (both created by Gunpei Yokoi), along with the accompanying game "Tetris". Due to the price, the game and its durability (unlike the prior Microvision from Milton Bradley Company, which was prone to static and screen rot), the Game Boy line sold extremely well, eventually amassing sales of 118 million units. "Super Mario Land" was also released with the system, which sold 14 million copies worldwide. 1989 was also the year that Nintendo announced a sequel to the Famicom, to be called the Super Famicom.


title: History of Nintendo

text: The last major first-party game for the NES, "Super Mario Bros. 3", was released in early 1990 in North America, and went on to sell over 18 million units. It was followed by a licensed television adaption named "The Super Mario Bros. Super Show!", which was released by DIC Entertainment and Viacom Enterprises in that year to capitalise on the game's immense popularity.


title: History of Nintendo

text: The Super Famicom was released in Japan on November 21, 1990. The system's launch was widely successful, and the Super Famicom was sold out across Japan within three days, selling 1.6 million units by June 1991. In August 1991, the Super Famicom was launched in the US under the name ""Super Nintendo Entertainment System"" (SNES), followed by Europe in 1992.


title: History of Nintendo

text: The Super Nintendo Entertainment System followed in the steps of its predecessor, with high technical specifications for its era. The controller of the SNES had also improved over that of the NES, as it now had rounded edges and four new buttons, a standard which is evident on many modern controllers today. The controller was called the "dog bone".


title: History of Nintendo

text: Nintendo had begun development on a CD-ROM attachment for the SNES/Super Famicom. Its first partner in this project was Sony, which had provided the SNES with its SPC sound chip. Development on the Nintendo PlayStation CD-ROM add-on and SNES/SFC standalone hybrid console began. However, at the last minute Nintendo decided to pull out of the partnership and instead go with Philips, and while no CD-ROM add-on was produced, several Nintendo properties (namely "The Legend of Zelda") appeared on the Philips CD-i media console. Upon learning this, Sony decided to continue developing the technology they had into the PlayStation. The exact reason Nintendo left its partnership with Sony has been the subject of speculation over the years, but the most common theory is that Sony either wanted too much of the profits for the machine or the rights to the CD-ROM attachment itself.


title: History of Nintendo

text: In Japan, the Super Famicom easily took control of the gaming market. In the US, due to a late start and an aggressive marketing campaign by Sega (Headed by the Sega Company's new mascot, Sonic The Hedgehog, their answer to Nintendo's Super Mario), Nintendo's market share plunged from 90 to 95% with the NES to a low of approximately 35% against the Sega Genesis. Over the course of several years, the SNES in North America eventually overtook the Genesis, thanks to franchise titles such as "Super Mario World", "", "Street Fighter II", and the "Final Fantasy" series. Total worldwide sales of the SNES reached 49.10 million units, eclipsing the estimated 40 million unit sales of the Genesis.


title: History of Nintendo

text: As the SNES battled the Sega Genesis, Nintendo was running into problems on another front caused by their own aggressive marketing behavior. In 1991, Nintendo agreed to a settlement regarding price-fixing allegations brought by the Federal Trade Commission and attorneys general in New York and Maryland. Nintendo had been accused of threatening to cut off shipments of the NES to retailers who discounted the price of the system. The estimated cost of the settlement was just under $30 million.


title: History of Nintendo

text: In 1992, Gunpei Yokoi and the rest of R&D 1 began planning on a new stereoscopic 3D console to be called the Virtual Boy. Hiroshi Yamauchi also bought majority shares of the Seattle Mariners in 1992. By May 1993, Nintendo had reportedly become one of the top ten leading companies in the world.


title: History of Nintendo

text: In 1993, Nintendo announced plans to develop a new 64-bit console codenamed "Project Reality", capable of rendering fully 3D environments and characters. In 1994, Nintendo also claimed that Project Reality would be renamed "Ultra 64" in the US. The "Ultra 64" moniker was unveiled in arcades on the Nintendo branded fighting game "Killer Instinct" and the racing game "Cruisin' USA". "Killer Instinct" was later released on the SNES. Soon after, Nintendo realized they had mistakenly chosen a name for their new console that the Konami corporation owned the rights to. Specifically, only Konami would have the rights to release games for the new system called "Ultra Football", "Ultra Tennis", etc. Therefore, in 1995 Nintendo changed the final name of the system to "Nintendo 64", and announced that it would be released in 1996. They later showed previews of the system and several games, including "Super Mario 64", to the media and public. Also in 1995, Nintendo purchased part of Rare.


title: History of Nintendo

text: In 1994, after many years of Nintendo's products being distributed in Australia by Mattel since the NES in 1985, Nintendo opened its Australian headquarters and its first managing directors were Graham Kerry, who moved along from Mattel Australia as managing director and Susumu Tanaka of Nintendo UK Ltd.


title: History of Nintendo

text: In 1995, Nintendo released the Virtual Boy in Japan. The console sold poorly, but Nintendo still said they had hope for it and continued to release several other games and attempted a release in the US, which was another disaster.


title: History of Nintendo

text: Also in 1995, Nintendo found themselves in a competitive situation. Competitor Sega introduced their 32-bit Saturn, while newcomer Sony introduced the 32-bit PlayStation. Sony's fierce marketing campaigns ensued, and it started to cut into Nintendo and Sega's market share.


title: History of Nintendo

text: On June 23, 1996, the Nintendo 64 (N64) was released in Japan, selling over 500,000 units on the first day of its release. On September 29, 1996, Nintendo released the Nintendo 64 in North America, selling out the initial shipment of 350,000. Many said that the advertising onslaught by Sony at this time did not truly begin to take effect until many of the consumers who held out for the Nintendo 64 became frustrated at the lack of software following the first few months after the system's release. Nintendo's extremely competitive climate was pushed by many third-party companies immediately developing and releasing many of their leading games for Nintendo's competitors. Many of those third-party companies cited cheaper development and manufacturing costs for the CD format, versus the cartridge format. On December 1, 1999, Nintendo released the 64DD add-on peripheral to the Nintendo 64 in Japan, although it was never released elsewhere.


title: History of Nintendo

text: Nintendo followed with the release of the Game Boy Pocket, a smaller version of the original Game Boy, designed by Gunpei Yokoi as a final product. A week after the release of the Game Boy Pocket, he resigned from his position at Nintendo. He then helped in the creation of the competing handheld WonderSwan.


title: History of Nintendo

text: In 1995, "Pocket Monsters" (known internationally as "Pokémon") was released in Japan to a huge following. The "Pokémon" franchise, created by Satoshi Tajiri, was proving so popular in America, Europe, and Japan, that for a brief time, Nintendo took back their place as the supreme power in the games industry!


title: History of Nintendo

text: In 1997, Gunpei Yokoi died in a car accident at the age of 56. That year, the European Economic Community forced Nintendo to drastically rework its third-party licensing contracts, ruling that Nintendo could no longer limit the number of games a license could release, require games to undergo prior approval, or require third-party games to be exclusively manufactured by Nintendo.


title: History of Nintendo

text: On October 13, 1998, the Game Boy Color was released in Japan, with releases in North America and Europe a month later.


title: History of Nintendo

text: Nintendo released the Game Boy Advance in Japan on March 21, 2001, followed by the North American launch on June 11 and the European launch on June 22.


title: History of Nintendo

text: Nintendo released the GameCube home video game console on September 14, 2001, in Japan. It was released in North America on November 18, 2001, Europe on May 3, 2002, and Australia on May 17, 2002.


title: History of Nintendo

text: In January 2002, Minoru Arakawa resigned as president of Nintendo of America, and Nintendo named Tatsumi Kimishima as his successor.


title: History of Nintendo

text: In May 2002, Hiroshi Yamauchi stepped down as the president of Nintendo and named Satoru Iwata his successor.


title: History of Nintendo

text: During the same year, Nintendo and Chinese-American scientist Dr Wei Yen co-founded iQue to manufacture and distribute official Nintendo consoles and games for the mainland Chinese market under the iQue brand. Nintendo's aggressive business tactics in Europe would catch up to them. The European Commission determined that Nintendo had engaged in anticompetitive price-fixing business practices dating at least as far back as the early 1990s. This resulted in a heavy fine being laid against the company — €149 million, one of the largest antitrust fines applied in the history of the commission.


title: History of Nintendo

text: In May 2004, Nintendo announced plans to release a new brand of handheld, unrelated to the Game Boy, featuring two screens, one of which was touch-sensitive. The Nintendo DS, released on November 21, 2004, received over three million pre-orders. In addition to the touch screen, the DS can also create three-dimensional graphics, similar to those of the Nintendo 64, although its lack of hardware support for texture filtering results in more pixelated graphics than on the Nintendo 64.


title: History of Nintendo

text: President Satoru Iwata reassigned all of Nintendo's software designers under new managers and different division; most of the resources were allocated to Shigeru Miyamoto and Takashi Tezuka and the Nintendo EAD division.


title: History of Nintendo

text: On May 14, 2005, Nintendo opened its first retail store accessible to the general public, Nintendo World Store, at the Rockefeller Center in New York City. It consists of two stories, and contains many kiosks of GameCube, Game Boy Advance, and Nintendo DS games. There are also display cases filled with things from Nintendo's past, including Hanafuda, Nintendo's first product. They celebrated the opening with a block party at Rockefeller Plaza.


title: History of Nintendo

text: At E3 in May 2005, Nintendo displayed the first prototype for their "next-generation" system, codenamed the Nintendo Revolution (now known as the Wii), its controller revealed at the Tokyo Game Show later that year.


title: History of Nintendo

text: On January 26, 2006, Nintendo announced a new version of their Nintendo DS handheld, the Nintendo DS Lite, designed to be smaller and lighter, with a brighter screen. It was launched in Japan on March 2, 2006, and three months later in North America and Europe on June 11 and June 23, 2006, respectively.


title: History of Nintendo

text: On May 25, 2006, Reggie Fils-Aimé was promoted to president and CEO of Nintendo of America, Inc. The former president, Tatsumi Kimishima, was promoted to chairman of the board and CEO.


title: History of Nintendo

text: On July 7, 2006, Nintendo officially established a South Korean subsidiary, Nintendo Korea, in the country's capital, Seoul, which replaced Daewon Media as the official distributor of Nintendo products in South Korea.


title: History of Nintendo

text: In early August 2006, it was revealed that Nintendo, along with Microsoft, was made the target of a patent-infringement lawsuit. Leveled by the Anascape Ltd., the suit claimed that Nintendo's use of analog technology in their game controllers constitutes a violation of their patents. The lawsuit sought to recover damages from both corporations and possibly force them to stop selling controllers with the violating technology. Microsoft settled with Anasacape, while Nintendo went to trial, initially losing and being ordered to pay US$21 million in damages. Nintendo appealed, and on April 23, 2010, the Federal Circuit reversed the ruling. In November 2010, Anascape's appeal to the Supreme Court of the United States was denied.


title: History of Nintendo

text: In mid-September 2006, during press conferences held in Tokyo, New York, and London on 13, 14 and 15 September, respectively, Nintendo announced launch details for its Wii console, as well as demonstrated features of the "Wii Menu" GUI.


title: History of Nintendo

text: The system was first released on November 19, 2006, in the US, followed by the Japanese launch on December 2, the Australian launch on December 6, and the European launch on December 8.


title: History of Nintendo

text: The console sold fast and was a big breakthrough for Nintendo, picking up the pace lost from their last console, the GameCube. The success of the Wii has been attributed to the intended market of the product; while at the time most competitors were focusing on more adult and fan-based games, Nintendo decided to release a console for a larger demographic, one including casual gamers, children and those who wouldn't ordinarily play video games.


title: History of Nintendo

text: Since no other major gaming console was marketing for this image, these other companies were caught mostly unprepared by the success of the Wii system, and it wasn't until 2010 that Sony and Microsoft released consoles targeting the same demographic as the Wii.


title: History of Nintendo

text: On September 17, 2007, Nintendo of America closed its official forums, the NSider Forums, indefinitely due to a major overhaul of their site. For months prior, cutbacks in Nintendo of America's online department led to the trimming back of NSider's chat hours and the replacement of their annual Camp Hyrule event — held during August — with a sweepstakes. In the meantime, Nintendo encouraged fans to run their own forums. Nintendo-Europe's forum section of their site was also officially closed down a week later due to a site revamp, however it had been offline citing "security issues" since June of that year. On December 19, 2007, Nintendo opened a forum for technical support only.


title: History of Nintendo

text: In October 2007, Nintendo announced Nintendo Australia's new managing director, Rose Lappin. She is Nintendo's first female head of one of its subsidiaries and worked for Nintendo before it started in Australia as Director of Sales and Marketing for Mattel and had that role until she was announced managing director.


title: History of Nintendo

text: On November 1, 2008, Nintendo released an updated version of the Nintendo DS Lite in Japan; the Nintendo DSi. It includes all features of the Nintendo DS Lite, but it includes a camera on the inside and outside of the system, and newer features. It is the first handheld game system manufactured by Nintendo that allows downloadable gaming content to the system. The Nintendo DSi was released April 2, 2009, in Australia and Asia, April 3, 2009, in Europe, and April 5, 2009, in North America.


title: History of Nintendo

text: Project Cafe was announced in 2011, and soon revealed later as the Wii U, an HD console with a new controller, the GamePad. That same year, Nintendo released the 3DS, the first Nintendo handheld with autostereoscopic 3D graphics. Nintendo continued to be successful in the handheld market, and through its decade-long run, 75 million units of the 3DS were sold. By contrast, the Wii U suffered confusing marketing, a lack of third-party support, and very slow consumer adoption. Thus Nintendo quickly gained declining revenues throughout the mid-2010s. The Wii U was discontinued in 2017 as the lowest-selling Nintendo home console with only about 13.5 million sales. On July 11, 2015, Satoru Iwata died from a bile duct tumor at the age of 55. On September 16, Tatsumi Kimishima was named as his replacement.


title: History of Nintendo

text: During the Nintendo 3DS and Wii U era, Nintendo's profits fell to lows not seen during their history as a video game manufacturer, reporting their first net loss as a video game company in 2012. Despite initially claiming that mobile gaming was incompatible with Nintendo's identity, Iwata established a partnership with mobile developer DeNA to create mobile games based on Nintendo properties prior to his death.


title: History of Nintendo

text: After beginning the conceptual phase of development in 2012, Nintendo announced in a March 2015 press conference that they were developing a dedicated video game system, codenamed "NX". According to Fils-Aimé, the system was a "make or break" console for the company's success, as it was apparent that the Wii U's lifespan would be considerably shorter than average. In April 2016, they revealed that the NX was set for a March 2017 release. The NX was formally unveiled as the Nintendo Switch in October 2016, a hybrid console able to switch between portable and home console play. In a January 2017 event, Nintendo revealed more details about the Nintendo Switch. The Nintendo Switch was released on March 3, 2017, at a list price of in Japan, in the United States, and in the United Kingdom—in April 2019, Tencent would receive approval to sell the Nintendo Switch in mainland China, and the Nintendo Switch released in the region that December for .


title: History of Nintendo

text: Following the failure of the 1993 "Super Mario Bros." film, Nintendo was wary of creating films based off of their franchises, though the Virtual Console service inspired them to pursue other utilizations of their poopular software, including film. A partnership between Nintendo and Sony Pictures for a computer-animated "Mario" film was leaked in 2014, Nintendo announced in January 2018 that Nintendo would be partnering with Illumination to produce an animated "Mario" film, produced by Shigeru Miyamoto and Chris Meledandri, and distributed by Universal Pictures. Titled ""The Super Mario Bros. Movie"", the film will release on April 7, 2023, starring Chris Pratt as Mario.


title: History of Nintendo

text: In April 2018, Shuntaro Furukawa succeeded Kimishima as Nintendo President, and in February of the next year, Doug Bowser replaced Fils-Aimé as President and COO of Nintendo of America. ValueAct Capital, a San Francisco-based investment firm, announced in April 2020 that they had purchased worth of Nintendo stock, or a 2% stake of the company. In May 2022, the Public Investment Fund of the Saudi government purchased a 5% stake in Nintendo. Furukawa claimed in February 2021 that the Nintendo Switch was "in the middle of its life cycle". In 2021, Furukawa said Nintendo plans to explore animated adaptations of their franchises beyond "The Super Mario Bros. Movie". Nintendo announced its acquisition of SRD Co., Ltd. in February 2022, who had worked with Nintendo for over 40 years, primarily as a support studio. In July, Nintendo announced its acquisition of the Japanese animation studio Dynamo Pictures, Inc., and renamed the studio to Nintendo Pictures Co., Ltd. following the closure of the acquisition in October.


title: History of Nintendo

text: In January 2020, hotel and restaurant development company Plan See Do announced their intent to refurbish the former headquarters of Marufuku Nintendo as a hotel set to open midway through 2021, and in June 2021, Nintendo announced that the Uji Ogura plant in which the company's playing cards were produced would be transformed into a museum titled the "Nintendo Gallery", to be completed by the end of the 2023 fiscal year.


title: Diner

text: A diner is a small, inexpensive restaurant found across the United States, as well as in Canada and parts of Western Europe. Diners offer a wide range of foods, mostly American cuisine, a casual atmosphere, and, characteristically, a combination of booths served by a waitstaff and a long sit-down counter with direct service, in the smallest simply by a cook. Many diners have extended hours, and some along highways and areas with significant shift work stay open for 24 hours.


title: Diner

text: Considered quintessentially American, many diners share an archetypal exterior form. Some of the earliest were converted rail cars, retaining their streamlined structure and interior fittings. From the 1920s to the 1940s, diners, by then commonly known as "lunch cars", were usually prefabricated in factories, like modern mobile homes, and delivered on site with only the utilities needing to be connected. As a result, many early diners were typically small and narrow to fit onto a rail car or truck. This small footprint also allowed them to be fitted into tiny and relatively inexpensive lots that otherwise were unable to support a larger enterprise. Diners were historically small businesses operated by the owner, with some presence of restaurant chains evolving over time.


title: Diner

text: Diners typically serve staples of American cuisine such as hamburgers, french fries, club sandwiches, and other simple, quickly cooked, and inexpensive fare, such as meatloaf or steak. Much of the food is grilled, as early diners were based around a gas-fueled flattop grill. Coffee is a diner staple. Diners often serve milkshakes and desserts such as pies, cake or ice cream. Comfort food cuisine draws heavily from, and is deeply rooted in, traditional diner fare. Along with greasy spoon menu items, many diners will serve regional cuisine as well, such as clam chowder in New England and tacos in California.


title: Diner

text: Classic American diners often have an exterior layer of stainless steel siding—a feature unique to diner architecture. In some cases, diners share nostalgic, retro-style features also found in some restored drive-ins and old movie theatres.


title: Diner

text: A crude precursor of the diner was created in 1872 by Walter Scott, who sold food out of a horse-pulled wagon to employees of the "Providence Journal", in Providence, Rhode Island. Scott's diner can be considered the first diner with walk-up service, as it had windows on each side of the wagon. Commercial production of such "lunch wagons" began in Worcester, Massachusetts, in 1887, by Thomas Buckley. Buckley was successful and became known for his "White House Cafe" wagons. Charles Palmer received the first patent (1893) for the diner, which he billed as a "Night-Lunch Wagon." He built his "fancy night cafes" and "night lunch wagons" in the Worcester area until 1901.


title: Diner

text: As the number of seats increased, wagons gave way to pre-fabricated buildings made by many of the same manufacturers which had made the wagons. Like the lunch wagon, a stationary diner allowed one to set up a food service business quickly using pre-assembled constructs and equipment.


title: Diner

text: The Transfer Station neighborhood of Union City, New Jersey was the site, in 1912, of the first lunch wagon built by Jerry and Daniel O'Mahoney and John Hanf, which was bought for $800 and operated by restaurant entrepreneur Michael Griffin, who chose the location for its copious foot traffic. The wagon helped spark New Jersey's golden age of diner manufacturing, which in turn made the state the diner capital of the world. In the decades that followed, nearly all major U.S. diner manufacturers, including Jerry O'Mahoney Inc., started in New Jersey. Jerry O'Mahony (1890–1969), who hailed from Bayonne, New Jersey, is credited by some to have made the first such "diner". The O'Mahony Diner Company of Elizabeth, New Jersey, produced 2,000 diners from 1917 to 1952. Only approximately twenty remain throughout the United States and abroad. Others more credibly credit Philip H. Duprey and Grenville Stoddard, who established the Worcester Lunch Car and Carriage Manufacturing Company in Worcester, Massachusetts, in 1906, when O'Mahony was still just 16.


title: Diner

text: Until the Great Depression, most diner manufacturers and their customers were located in the Northeast. Diner manufacturing suffered with other industries during the Depression, though not as much as many industries, and the diner offered a less expensive way of getting into the restaurant business as well as less expensive food than more formal establishments. After World War II, as the economy returned to civilian production and the suburbs boomed, diners were an attractive small business opportunity. During this period, diners spread beyond their original urban and small town market to highway strips in the suburbs, even reaching the Midwest, with manufacturers such as Valentine. After the Interstate Highway System was implemented in the U.S. in the 1960s, diners saw a boom in business as mobile travellers would stop for a meal.


title: Diner

text: In many areas, diners were superseded in the 1970s by fast food restaurants, but in parts of New Jersey, New York, the New England states, Delaware, and Pennsylvania, the independently owned diner remains relatively common. Since the 1970s, most newly constructed diners lack the original narrow, stainless steel, streamlined appearance, and are usually much bigger buildings, though some are still made of several prefabricated modules, assembled on site, and manufactured by the old line diner builders. A wide variety of architectural styles were now used for these later diners, including Cape Cod and Colonial styles. The old-style single module diners featuring a long counter and a few small booths sometimes now grew additional dining rooms, lavish wallpaper, fountains, crystal chandeliers and Greek statuary. The definition of the term "diner" began to blur as older, prefabricated diners received more conventional frame additions, sometimes leaving the original structure nearly unrecognizable as it was surrounded by new construction or a renovated facade. Businesses that called themselves diners but which were built onsite and not prefabricated began to appear. These larger establishments were sometimes known as diner-restaurants.


title: Diner

text: Inspired by the streamlined trains, and especially the Burlington Zephyr, Roland Stickney designed a diner in the shape of a streamlined train called the Sterling Streamliner in 1939. Built by the J.B. Judkins coach company, which had built custom car bodies, the Sterling and other diner production ceased in 1942 at the beginning of American involvement in World War II. Two Sterling Streamliners remain in operation: the Salem Diner at its original location in Salem, Massachusetts and the Modern Diner in Pawtucket, Rhode Island.


title: Diner

text: Like a mobile home, the original style diner is narrow and elongated and allows roadway or railway transportation to the restaurant's site. In the traditional diner floorplan, a service counter dominates the interior, with a preparation area against the back wall and floor-mounted stools for the customers in front. Larger models may have a row of booths against the front wall and at the ends. The decor varied over time. Diners of the 1920s–1940s feature Art Deco or Streamline Moderne elements or copy the appearance of rail dining cars (though very few are, in fact, refurbished rail cars). They featured porcelain enamel exteriors, some with the name written on the front, others with bands of enamel, others in flutes. Many had a "barrel vault" roofline. Tile floors were common. Diners of the 1950s tended to use stainless steel panels, porcelain enamel, glass blocks, terrazzo floors, Formica, and neon sign trim. Diners built in the 2000s generally have a different type of architecture; they are laid out more like restaurants, retaining some aspects of traditional diner architecture (stainless steel and Art Deco elements, usually) while discarding others (the small size, and emphasis on the counter).


title: Diner

text: Many diners serve casual inexpensive food, such as hamburgers, french fries, club sandwiches, and other simple fare, with menus resembling those from greasy spoon-style restaurants.. Much of the food is grilled, as early diners were based around a grill. There is often an emphasis on breakfast foods such as eggs (including omelets), waffles, pancakes, and French toast. Some diners serve these "breakfast foods" throughout the business day and others that focus on breakfast may close in the early afternoon. These are most commonly known as pancake houses. Coffee is ubiquitous at diners. Many diners do not serve alcoholic drinks, although some may serve beer and inexpensive wine, while others—particularly in New Jersey and on Long Island—carry a full drink menu, including mixed drinks. Many diners serve hand-blended milkshakes.


title: Diner

text: There is regional variation among diners with traditional food. In the U.S., Michigan and the Ohio Valley at "Coney Island–style" restaurants, coney dogs are served, as are certain types of Greek cuisine like gyros influenced by Greek diner owners. In Indiana and Iowa, pork tenderloin sandwiches are often on the menu. The Northeast has more of a focus on seafood, with fried clams and fried shrimp commonly found in Maine and cheesesteak sandwiches and scrapple in Pennsylvania. Diners in the Southwest U.S. may serve tamales. In the southern U.S., typical breakfast dishes include grits, biscuits and gravy, and soul food such as fried chicken and collard greens. In New Jersey, the "Taylor Ham, Egg, and Cheese Sandwich" is a feature of many diners. Many diners have transparent display cases in or behind the counter for the desserts. It is common with new diners to have the desserts displayed in rotating pie cases. Typical desserts include a variety of pies and cheesecake.


title: Diner

text: Several international ethnic influences have been introduced into the diner industry in the U.S., because of generations of immigration. Many diners in the United States—especially in the Northeast—are owned or operated by first and second generation Americans. Greek-Americans, as well as Polish, Ukrainian, Eastern European Jews, Italian-Americans, Mexicans and Cubans, have notable presences depending on the area. These influences can be seen in certain frequent additions to diner menus, such as Greek moussaka, Slavic blintzes, and Jewish matzah ball soup, deli-style sandwiches (e.g., corned beef, pastrami, Reubens), and bagels and lox.


title: Diner

text: Diners attract a wide spectrum of the local populations, and are generally small businesses. From the mid-twentieth century onwards, they have been seen as quintessentially American, reflecting the perceived cultural diversity and egalitarian nature of the country at large. Throughout much of the 20th century, diners, mostly in the Northeast, were often owned and operated by Greek-American immigrant families. The presence of Greek casual food, like gyros and souvlaki, on several northeastern diners' menus, testifies to this cultural link.


title: Diner

text: Diners frequently stay open 24 hours a day, especially in cities, and were once the most widespread 24-hour public establishments in the U.S., making them an essential part of urban culture, alongside bars and nightclubs; these two segments of nighttime urban culture often find themselves intertwined, as many diners get a good deal of late-night business from persons departing drinking establishments. Many diners were also historically placed near factories which operated 24 hours a day, with night shift workers providing a key part of the customer base. For this reason, diners sometimes served as symbols of loneliness and isolation. Edward Hopper's iconic 1942 painting "Nighthawks" depicts a diner and its occupants, late at night. The diner in the painting is based on a real location in Greenwich Village, but was chosen in part because diners were anonymous slices of Americana, meaning that the scene could have been taken from any city in the country-and also because a diner was a place to which isolated individuals, awake long after bedtime, would naturally be drawn. The spread of the diner meant that by 1942 it was possible for Hopper to cast this institution in a role for which, fifteen years earlier, he had used an Automat all-night restaurant. The diner as an institution in this painting is a vignette mimicked by a movie lead-in aired nightly on the Turner Classic Movie Channel.


title: Diner

text: But as a rule, diners were always symbols of American optimism. Norman Rockwell made his 1958 painting, "The Runaway", generically American by placing his subjects, a young boy and a protective highway patrolman, at the counter of an anonymous diner. In television and cinema (e.g. "The Blob", "Happy Days", "Grease" and "Diner"), diners and soda fountains have come to symbolize the period of prosperity and optimism in America in the 1950s. They are shown as the place where teenagers meet after school and as an essential part of a date. The television show "Alice" used a diner as the setting for the program, and one is often a regular feature in sitcoms such as Seinfeld. The diner's cultural influence continues today. Many non-prefab restaurants (including franchises like Denny's) have copied the look of 1950s diners for nostalgic appeal, while Waffle House uses an interior layout derived from the diner.


title: Diner

text: Manhattan was once known for its diners. The Moondance Diner was shipped to Wyoming to make room for development.


title: Diner

text: Diners provide a nationwide, recognizable, fairly uniform place to eat and assemble, desirable traits mirrored by fast food chains. The types of food served are likely to be consistent, especially within a region (exceptions being districts with large immigrant populations, in which diners and coffee shops will often cater their menus to those local cuisines), as are the prices charged. At the same time, diners have much more individuality than fast food chains; the structures, menus, and even owners and staff, while having a certain degree of similarity to each other, vary much more widely than the more rigidly standardized chain and franchise restaurants. The Poirier's Diner and Munson Diner, both manufactured by the Kullman Dining Car Company of Lebanon, New Jersey, are listed on the National Register of Historic Places.


title: Diner

text: Diners have figured significantly in American films and television since the form developed. In "I Love Lucy", the episode titled "The Diner" shows the perils, pitfalls, and difficulty in operating a diner, to much comedic effect. Archetypal appearances include significant scenes in classic films such as "Sullivan's Travels" and "The Killers". The 1982 "rites of passage" film "Diner" was centered on an eatery shared by the protagonists. "Waitress" in 2007 was about a waitress in a diner. Television series include the Food Network show "Diners, Drive-Ins, and Dives". "Pennsylvania Diners and Other Roadside Restaurants", is a 1993 documentary. Diners are the focus of photorealist painter John Baeder who spent about 40 years painting diners across the US. In 1990, Williams Electronics Games introduced a pinball machine entitled "Diner". The object of the game is to serve all customers to light-up Dine Time (the jackpot).


title: Teardown (video game)

text: Teardown is a 2022 sandbox, puzzle and action game developed and published by Tuxedo Labs. The game revolves around the owner of a financially stricken demolition company, who is caught executing a questionable job and becomes entangled between helping police investigations and taking on further dubious assignments. "Teardown" features levels made of destructible voxels, and the player follows the campaign through subsequent missions. In most missions, the player must collect or destroy objects connected to a security alarm. The player has unlimited time to prepare and is given upgradable tools, vehicles, and explosives to create a path within the level that allows them to complete the objectives as quickly as possible. A timer starts as soon as the security alarm is triggered, and the player must complete all required objectives and reach a getaway vehicle within sixty seconds.


title: Teardown (video game)

text: "Teardown" uses a proprietary game engine developed by Dennis Gustafsson. He began developing the technology after winding down his previous company, Mediocre, in 2017. He initially implemented destructible voxels with ray tracing and teamed up with former Mediocre designer Emil Bengtsson to find amicable gameplay concepts that used this technology. Gustafsson conceived the two-phase heist concept, which he and Bengtsson refined. Gustafsson regularly shared development updates via Twitter and the resulting popularity led him to not pursue traditional marketing for "Teardown". The game was announced in October 2019 and made available as an early access game in October 2020 with one half of the campaign, the other being added in December 2021. The completed game was released in April 2022.


title: Teardown (video game)

text: "Teardown" saw positive reactions leading up to and during its early access phase, and it received favourable reviews upon release. Critics praised the game's physics, interactivity, graphics implementation, art style, and music. Mixed opinions were raised regarding the campaign progression and story and some control elements were criticised. The game's support for mods was cited as a major factor for its longevity. "Teardown" sold 1.1 million copies by August 2022, and the game's success led to Tuxedo Labs being acquired by Saber Interactive.


title: Teardown (video game)

text: "Teardown" is a sandbox game with puzzle and action elements. The player can freely navigate the game's nine levels, which consist entirely of destructible voxels. Some voxel materials require stronger tools to destroy. The player starts out with a sledgehammer, fire extinguisher, and spraycan. The spraycan can be used to mark points of interest. Later tools are unlocked throughout the campaign, including a blowtorch, a shotgun, bombs, and a rocket launcher, which have limited uses. New structures can be erected using planks. Acquired tools can be upgraded using cash earned from collecting valuables scattered throughout levels. Vehicles including trucks, cranes, excavators, and boats can be used for traversal and destruction, as well as explosives like propane tanks.


title: Teardown (video game)

text: Each mission comprises one or more objectives, of which some are required and some optional. In most missions, the player is tasked with stealing or destroying a predetermined set of objects connected to a security alarm. Once it is triggered, the player has sixty seconds to complete the required objectives and reach a getaway vehicle. Failing to do so results in a security helicopter spotting the getaway vehicle and the player failing the level. The initial setup time is unlimited to allow the player to plan and create a fast route between the objectives. Level overviews and route replays are presented from a top-down view. In other kinds of missions, the player must raze buildings to an indicated height, move heavy objects to a central location, avoid an attack helicopter, pass by security robots undetected, or extinguish fires from lightning strikes to avoid triggering a fire alarm. Some levels feature multiple missions with slightly altered world designs. All missions are accessible via a hub world, and previous progress can be loaded from a quick save.


title: Teardown (video game)

text: Through accessibility options, the player can adjust the game's difficulty, such as by increasing the time they have to complete a level after triggering the timer. Outside of the campaign, the Sandbox mode puts the player into any of the unlocked levels with all tools and their upgrades but without objectives. Three challenge modes can be played on each unlocked level: In Mayhem, the player must destroy as many voxels as possible within sixty seconds; in Hunted, the player is tasked with collecting randomly appearing items while being chased by an attack helicopter; and in Fetch, the player has to collect as many items as possible in a sixty-second time frame.


title: Teardown (video game)

text: Custom levels and structures can be modelled using the program MagicaVoxel and imported into the game. "Teardown" includes a level editor and integration with the Steam Workshop. Most game elements are scriptable using the Lua programming language. Early on, players created art using the in-game tools, while mods had appeared by November 2020. More than 1,100 mods had been submitted to the Steam Workshop by May 2022. The game highlights select mods curated by the developers. The "Art Vandals" expansion, released in December 2022, was modelled as a mod to showcase the modding system's capabilities.


title: Teardown (video game)

text: "Teardown"s story is primarily told through emails that the player character receives. The game takes place in the fictional Löckelle Municipality and the player controls the unnamed owner of Löckelle Teardown Services. The company is facing financial hardships due to a lack of clients, so the owner accepts a dubious job from Gordon Woo, who requests that an old building be destroyed during the night to make way for his Evertides Mall. On the day after the demolition, the owner's mother, Tracy, alerts them that the razed building had been under cultural heritage protection and that a traffic camera had caught the company vehicle entering the site. Löckelle Police Department criminal investigator Parisa Terdiman agrees not to pursue an investigation if the owner helps her investigate Lawrence Lee Junior and his company, Lee Chemicals. Under her orders, the owner repeatedly breaks into the Lee Chemicals premises and Lee's private properties to retrieve information about a mystery client.


title: Teardown (video game)

text: While Lee and Woo repeatedly request destruction jobs aimed at the other, Terdiman discovers that Lee Chemicals' client is BlueTide, an energy drink producer run by Mr Amanatides. As no official records exist on Amanatides, Terdiman asks the owner to retrieve communication data from BlueTide's premises on Hollowrock Island and accounting data from Lee Chemicals. Through Woo, Amanatides learns of the owner's services and hires them to increase BlueTide's security by obtaining confidential information on autonomous guard robots. In the meantime, Tracy purchases a new company vehicle and retains the old one for herself. As Terdiman investigates an unknown substance found in BlueTide's drinks, a leftover shipping label recovered from Hollowrock Island reveals that Amanatides controls the Evertides Mall and uses it as a repackaging hub for the substance. Shipping logs from the Evertides Mall leads the owner to the Muratori Islands, where Terdiman orders them to secure evidence and destroy the local supply chain.


title: Teardown (video game)

text: As a result of the disruptions on Hollowrock Island, at the Evertides Mall, and on the Muratori Islands, Amanatides fires Woo as the mall's manager and begins a revenge plot against who he believes harmed BlueTide's business. He orders the owner to retrieve a truck, autonomous robots, and nitroglycerin. Amanatides uses these components to assemble a destructive machine he dubs the Truxterminator. Terdiman and the Löckelle Police Department raid Hollowrock Island and apprehend Amanatides, who reveals that he had already deployed the Truxterminator to destroy the town of Cullington, where he had spotted the former Löckelle Teardown Services company vehicle in Tracy's driveway. Tracy is unaware of her fate as she is trying out her new tanning bed, so the owner arrives in Cullington and safely guides the Truxterminator through the town and into the sea.


title: Teardown (video game)

text: "Teardown" was developed by Tuxedo Labs, an indie game studio founded by Swedish programmer Dennis Gustafsson. Gustafsson had previously been involved with companies developing middleware for game physics. Together with Henrik Johansson, he had founded the mobile game studio Mediocre in 2010, where they worked on "Smash Hit", "PinOut", and the "Sprinkle" series. After shutting down Mediocre in 2017, Gustafsson began working on technology for destructible environments using voxels, an idea he had been looking to pursue for some time. Voxels appeared easier to implement because regular polygons would have led to arbitrary geometry with overly complex collision detection. Inspired by MagicaVoxel, he implemented the voxel technology alongside real-time ray tracing, which the simplicity of voxel-based scenes made possible. Reflection colours use screen space reflection instead of full-path tracing "for performance reasons". Smoke is simulated using a fluid animation system Gustafsson had authored for "Sprinkle" and is rendered with stochastic transparency. Unlike traditional voxel engines that manage all voxels in a single volume, Gustafsson chose to use several volumes that contain a smaller number of voxels to allow for local translation. The resulting game engine and custom tools were written in C++. In the engine, voxels were implemented using an 8-bit colour palette, where each material determines a voxel's colour, roughness, emissiveness, reflectivity, and physical material type. Gustafsson did not add material stress to the engine, feeling as though predictable behaviour would be more beneficial to the player.


title: Teardown (video game)

text: After creating a voxel sandbox, he worked alongside former Mediocre designer Emil Bengtsson to come up with gameplay concepts. Like with "Smash Hit" and "Sprinkle", Gustafsson wanted to model the gameplay around the technology, this time using destruction as a key element. He described this process as difficult "because any traditional game objective could just be solved by the player creating a straight line from A to B", with walls and doors unable to restrict the player. Several ideas were floated, starting with a driving game in which the player would drive into and topple objects. They decided against this concept because the destruction was merely an effect rather than central to the gameplay. Several stealth game prototypes followed over the span of several months, but Gustafsson and Bengtsson were unable to construct stealth gameplay where the enemies were insensitive to the sound of the player's destruction. The developers explored a survival game prototype featuring giant spiders, but Gustafsson and Bengtsson were generally not content with the use of enemies, as they would disrupt the destructive gameplay. Lastly, they toyed with a heist concept, requiring the player to steal a predefined set of objects. Gustafsson and Bengtson considered this task too trivial but regarded using limited tools and caches as too restrictive. Seven months into the development, after the two could not come to a mutually liked gameplay variant, Bengtsson left the project in early 2019. Gustafsson further experimented with the technology on his own, refusing to drop the work he had already done. He stated that it was difficult to find a justification for the possible destruction in the game without resorting to a shooter game or violent gameplay in general. He considered the design process his most frustrating yet.


title: Teardown (video game)

text: Gustafsson shared the progress of his technology on Twitter from 2018 onwards. By August 2019, he had developed a game concept that he planned to release. Gustafsson came up with the two-phase heist structure with unlimited setup time and limited execution time. He said that it was "compatible with all the limitations (or lack thereof)" of a fully destructible environment while "offering an interesting challenge". As a result of the destructibility, obstacles within levels could only be designed with elevation, distance, water, and unbreakable objects. Additionally, Gustafsson intended to use few unbreakable parts, mostly for levels' lower bounds. He avoided overly large maps, initially due to a technical restriction, and later to keep navigation from becoming tedious. Within the second phase of the structure, Gustafsson settled on a simple timer, rather than other concepts such as a slowly flooding cavern. The initial levels Gustafsson designed for this concept were long, straight corridors that the player would have travelled twice, reaching an item and returning to the getaway vehicle. After Bengtsson re-joined the project, the two discovered that the game played much better when it featured multiple objectives in a non-linear open world, which became the final design.


title: Teardown (video game)

text: Levels were designed with MagicaVoxel. For the quick save system, Gustafsson used run-length encoding to compress world data at high speeds, seeking to encourage the system's use by eliminating long load times. A popular request from fans was to have the security helicopter not spot the getaway vehicle when the timer runs out and instead chase after the player. Gustafsson disliked this idea, saying that it "would introduce an element of randomness that would discourage the strategic thinking and careful planning". He once looked into procedurally altering levels to reflect damage the player had inflicted earlier but scrapped the idea due to time. Adding multiplayer was not planned as the engine was written for single-player gameplay, and the team considered the networked synchronisation of all voxel physics technically infeasible. Anticipating that players would want to mod the game, he moved much of the game's gameplay logic from C++ to Lua. Gustafsson cited as the ultimate goal that modders should be able to create entirely new gameplay mechanics within the game's framework.


title: Teardown (video game)

text: Douglas Holmquist, who had worked on many of Mediocre's games, created "Teardown"s music and sound design, starting part-time November 2019 before joining full-time in February 2020. He recorded impact, break, and squeak sounds for the in-game materials, weapon sounds (using a Benelli M4 and Colt M1911), vehicle sounds, and ambience. He worked on Foley with sound engineer Mathias Schlegel. During the development, unused sounds Holmquist had created for "Smash Hit" were used as placeholders. He composed and performed the game's soundtrack with Andreas Baw on the drums, Hans Kristian Durán providing vocals for the song "Löckelle", and Håkan Åkesson mastering the songs at Nutid Studio.


title: Teardown (video game)

text: Gustafsson revealed the game as "Teardown" on 1 October 2019. The announcement was coupled with the release of a walkthrough video, a website, and a preparatory Steam storefront page. Later development updates shared by Gustafsson documented dynamic weather, further vehicles and levels, and other content being added. The game's online presence grew its pre-release popularity substantially and he thus chose to not use any traditional marketing techniques. Gustafsson formally founded Tuxedo Labs in Malmö in 2019. Another trailer showcased "Teardown" during in August 2020. Gustafsson planned to release the game as an early access title for Windows later in 2020. He made it available as such via Steam on 29 October 2020. By this time, the development team comprised Gustafsson, Bengtsson, and five contractors. They later brought on John Kearney as "Teardown"s art director. The early access phase was to last approximately one year, subject to change depending on player feedback, to allow for the addition of more content. The initial release included one half of the game, Part 1, with the second in development by January 2021. Part 2, released on 2 December 2021, added further missions and tools, as well as enemy robots. The completed game was released on 21 April 2022. The trailer announcing this release date, published earlier that month, compiled the updates made during the early access phase.


title: Teardown (video game)

text: During its early access phase, "Teardown" was received well. Graham Smith of "Rock Paper Shotgun" lauded the game's voxel destruction mechanics and their intrinsic value to the gameplay, considering the destruction technology to outperform foregone destruction-focused games like "". "GameStar"s Christian Just praised the game's sandbox approach to level destruction and the technology's level of detail. Rick Lane of "Bit-Tech" called the game's puzzles "highly open ended yet beautifully challenging". Smith regarded the game as rarely frustrating due to its use of quick saves, which Andy Kelly of "PC Gamer" echoed. Smith also described the successful completion of a level within 60 seconds, after having spent up to an hour planning the route, as rewarding. Likewise, Nathan Grayson of "Kotaku" stated that it felt "amazing" to complete a level with little time left. Connor Sheridan of "GamesRadar+" regarded the game's music as "slick". Lane noted that the visual style was "splendid". "Eurogamer"s Robert Purchese was amazed by the unexpected existence of a story. "PC Gamer"s Natalie Clayton praised "Teardown"s ray-traced lighting implementation and overall art style as "something utterly gorgeous". She believed that its mod support had transformed it "from a fun curiosity into a worthy successor to the king of physics sandboxes, "Garry's Mod" and gave it longevity.


title: Teardown (video game)

text: With only Part 1 released at the time, Just felt that the game lacked varying content, making it feel "lifeless and dull" after an initial "wow effect". He called the game's worlds "oddly cold and empty" and further cited a perceived lack of optimisation. Smith criticised some imprecise interactions between the game's elements, such as the player colliding with "glitchy" object edges or large, partially destroyed structures being supported by very few voxels due to a lack of stress.


title: Teardown (video game)

text: "Teardown" received "generally favorable reviews", according to the review aggregator website Metacritic, which calculated a weighted average rating of 80/100 based on nineteen critic reviews. Clayton, who reviewed the game for "PC Gamer", labelled the game "the most creative sandbox platform since "Garry's Mod" and an "endlessly delightful destruction sandbox". Stefania Netti of "Eurogamer.it" similarly called it "the interactive fulcrum "par excellence", that twisted gratification that never tires". Dawid Biel of "CD-Action" described interactions with fires, explosions, and destruction of large structures as "mesmerising". "Teardown"s physics were praised as "superb" by "GameSpot"s Alessandro Barbosa, who felt that "the chaotic nature of its physics are a consistent source of joy". "Game Rant"s Dwayne Jenkins regarded the game a "technical marvel" with "a startling amount of detail" in its physics. However, Netti and Annika Menzel of "PC Games" lamented that buildings could remain unrealistically supported by very few blocks. John Cantees of "GamingBolt" found the interactions with some objects "finicky" and lamented "floaty" controls while jumping, while Jenkins faulted poor controls for vehicles.


title: Teardown (video game)

text: Cantees found the voxel art style apt for the game and its destruction-based gameplay. Jenkins wrote that it was "deceptively beautiful" and Biel regarded it "extremely visually attractive". Chris Jarrard reviewed "Teardown" for "Shacknews" and called the game "an absolute stunner", citing its use of ray tracing for lighting, shadows, and reflections, bounce lighting, ambient occlusion, and diffuse reflections. He further believed that the fire propagation exceeded that of his prior favourite, "Far Cry 2".


title: Teardown (video game)

text: Barbosa criticised the pace of upgrades in the campaign, feeling that it hindered the "ability to tear maps apart in entertaining ways" and prevented drastic changes in mission objectives. Menzel cited monotony in returning to the same maps with different objectives. In contrast, Jason Coles of "NME" found satisfaction in finding new shortcuts on previously played levels after unlocking the planks. Jarrard exclaimed that completing a mission with only seconds left was "a legitimate rush". Jenkins considered the campaign's narrative unnecessary, especially due to a lack of voiced dialogue and missing ability to meet the characters in the game. Jarrard said the story was "paper-thin".


title: Teardown (video game)

text: Barbosa felt that the challenge modes had no lasting appeal, while Clayton bemoaned a lack of multiplayer and found the modding scene to be the game's "enduring lifeblood". Coles similarly believed that mods would be "Teardown"s legacy. Jenkins, Menzel, and Netti warned of possible motion sickness, and Cantees faulted an inconsistent performance.


title: Teardown (video game)

text: "Teardown" was among Steam's best-selling games in the first few days of its early-access availability. In the same time frame, the game received more than 1,800 player reviews, of which 96% were positive, indicating an "overwhelmingly positive" reception. Gustafsson attributed the early success to the popularity of his Twitter videos. By August 2022, "Teardown" had sold 1.1 million copies.


title: Teardown (video game)

text: "Teardown" received nominations for year-end accolades at the Independent Games Festival and Golden Joystick Awards, winning "Excellence in Design" at the former. "Shacknews" named "Teardown" the best early access game of 2020. "Rock Paper Shotgun"s editors cited the game as one of their favourite games of 2020, and it ranked #25 on "PC Gamer"s list of the "top 100 PC games" in 2022. "PCGamesN" said "Teardown" was one of the "best relaxing games in 2022".


title: Teardown (video game)

text: On 1 July 2022, Tuxedo Labs was acquired by Saber Interactive as part of Embracer Group. Saber Interactive justified its purchase by arguing that "Teardown"s technology could be expanded into a larger platform and compete with "Minecraft" and "Roblox". By this time the acquisition was announced in August 2022, Gustafsson had grown the studio's staff to six people, taking the title of chief technology officer and hiring as chief executive officer (CEO) Marcus Dawson, the former CEO of Illusion Labs.


title: Shyam Benegal

text: Shyam Benegal (born 14 December 1934) is an Indian film director, screenwriter and documentary filmmaker. Often regarded as the pioneer of parallel cinema, he is widely considered as one of the greatest filmmakers post 1970s. He has received several accolades, including eighteen National Film Awards, a Filmfare Award and a Nandi Award. In 2005, he was honoured with the Dadasaheb Phalke Award, India's highest award in the field of cinema. In 1976, he was honoured by the Government of India with the Padma Shri, the fourth-highest civilian honour of the country, and in 1991, he was awarded Padma Bhushan, the third-highest civilian honour for his contributions in the field of arts.


title: Shyam Benegal

text: Benegal was born in Hyderabad to Sridhar B. Benegal who was prominent in the field of photography. Starting his career as a copywriter, he made his first Documentary film in Gujarati, "Gher Betha Ganga" (Ganges at the Doorstep) in 1962. Benegal's first four feature films "Ankur" (1973), "Nishant" (1975), "Manthan" (1976) and "" (1977) made him a pioneer of the new wave film movement of that period. Benegal's films, Mammo (1994), along with Sardari Begum (1996) and Zubeidaa (2001) all of which won National Film Awards for Best Feature Film, form the "Muslim women Trilogy". Benegal has won the National Film Award for Best Feature Film in Hindi seven times. He was awarded the V. Shantaram Lifetime Achievement Award in 2018.


title: Shyam Benegal

text: Shyam Benegal was born on 14 December 1934 in Hyderabad, as Shyam Sunder Benegal. When he was twelve years old, he made his first film, on a camera given to him by his photographer father Sridhar B. Benegal. He received an M.A. in Economics from Osmania University, Hyderabad. There he established the Hyderabad Film Society.


title: Shyam Benegal

text: Film director and actor Guru Dutt's maternal grandmother and Shyam's paternal grandmother were sisters, thus making Dutt and Shyam second cousins.


title: Shyam Benegal

text: In 1959, he started working as a copywriter at a Mumbai-based advertising agency, Lintas Advertising, where he steadily rose to become the creative head. Meanwhile, Benegal made his first documentary in Gujarati, "Gher Betha Ganga" (Ganges at the Doorstep) in 1962. His first feature film had to wait another decade while he worked on the script.


title: Shyam Benegal

text: In 1963 he had a brief stint with another advertising agency called ASP (Advertising, Sales and Promotion). During his advertising years, he directed over 900 sponsored documentaries and advertising films.


title: Shyam Benegal

text: Between 1966 and 1973, Shyam taught at the Film and Television Institute of India (FTII), Pune, and twice served as the institute's chairman: 1980–83 and 1989–92. By this time he had already started making documentaries. One of his early documentaries "A Child of the Streets" (1967), garnered him wide acclaim. In all, he has made over 70 documentary and short films.


title: Shyam Benegal

text: He was awarded the Homi J. Bhabha Fellowship (1970–72) which allowed him to work at the Children's Television Workshop, New York, and later at Boston's WGBH-TV.


title: Shyam Benegal

text: After returning to Mumbai, he received independent financing and "Ankur" ("The Seedling") was finally made in 1973. It was a realistic drama of economic and sexual exploitation in his home state, Telangana, and Benegal instantly shot to fame. The film introduced actors Shabana Azmi and Anant Nag and Benegal won the 1975 National Film Award for Second Best Feature Film. Shabana won the National Film Award for Best Actress.


title: Shyam Benegal

text: The success that New India Cinema enjoyed in the 1970s and early 1980s could largely be attributed to Shyam Benegal's quartet: "Ankur" (1973), "Nishant" (1975), "Manthan" (1976) and "Bhumika" (1977). Benegal used a variety of new actors, mainly from the FTII and NSD, such as Naseeruddin Shah, Om Puri, Smita Patil, Shabana Azmi, Kulbhushan Kharbanda and Amrish Puri.


title: Shyam Benegal

text: In Benegal's next film, "Nishant" ("Night's End") (1975), a teacher's wife is abducted and gang-raped by four zamindars; officialdom turns a deaf ear to the distraught husband's pleas for help. "Manthan" ("The Churning") (1976) is a film on rural empowerment and is set against the backdrop of Gujarat's fledgling dairy industry. For the first time, over five lakh (half a million) rural farmers in Gujarat contributed 2 each and thus became the film's producers. Upon its release, truckloads of farmers came to see "their" film, making it a success at the box office. After this trilogy on rural oppression, Benegal made a biopic "" ("The Role") (1977), broadly based on the life of well-known Marathi stage and film actress of the 1940s, Hansa Wadkar (played by Smita Patil), who led a flamboyant and unconventional life. The main character sets out on an individual search for identity and self-fulfilment, while also grappling with exploitation by men.


title: Shyam Benegal

text: In the early 1970s, Shyam made 21 film modules for Satellite Instructional Television Experiment (SITE), sponsored by UNICEF. This allowed him to interact with children of SITE and many folk artists. Eventually he used many of these children in his feature length rendition of the classic folk tale "Charandas Chor" ("Charandas the Thief") in 1975. He made it for the Children's Film Society, India.


title: Shyam Benegal

text: what Benegal has done is to paint a magnificent visual recreation of those extraordinary days and one that is also sensitive to the agonies and predicament of a talented woman whose need for security was only matched by her insistence on freedom.


title: Shyam Benegal

text: Unlike most New Cinema filmmakers, Benegal has had private backers for many of his films and institutional backing for a few, including "Manthan" (Gujarat Cooperative Milk Marketing Federation ) and "Susman" (1987) (Handloom Co-operatives). However, his films did not have proper releases. He turned to TV where he directed serials such as "Yatra" (1986), for the Indian Railways, and one of the biggest projects undertaken on Indian television, the 53-episode television serial "Bharat Ek Khoj" (1988) based on Jawaharlal Nehru's book, "Discovery of India". This gave him an added advantage, as he managed to survive the collapse of the New Cinema movement in the late 1980s due to paucity of funding, with which were lost many neo-realist filmmakers. Benegal continued making films throughout the next two decades. He also served as the Director of the National Film Development Corporation (NFDC) from 1980 to 1986.