title: 2021 Detroit Lions season

text: In week 17, the Lions visited the Seattle Seahawks. The Seahawks scored ten points in the first quarter via a 15-yard touchdown run from Rashaad Penny and a 51-yard field goal by Jason Myers. The Lions finally got on the board in the second quarter via a 26-yard touchdown run from Amon-Ra St. Brown. The Seahawks scored 21 points in the quarter via a six-yard touchdown run from Penny, a 13-yard touchdown pass from Russell Wilson to DK Metcalf and a one-yard touchdown pass from Wilson to Tyler Lockett, which made the score 31–7 in favor of Seattle at half-time. The Seahawks extended their lead in the third quarter via a 13-yard touchdown pass from Wilson to Metcalf. The Lions responded with 15 points via a one-yard touchdown run from Jamaal Williams and two-point conversion pass from Tim Boyle to St. Brown, and a six-yard touchdown pass from Boyle to Taylor Decker. The teams exchanged touchdowns in the fourth quarter, first a one-yard touchdown pass from Wilson to Metcalf for the Seahawks, then a one-yard touchdown run from Williams for the Lions. The Seahawks extended their lead via two field goals by Myers from 36-yards, and 42-yards, respectively, making the final score 51–29 in favor of Seattle. The loss also meant the Lions finished last in the NFC for the first time since 2008, when they finished 0–16.


title: 2021 Detroit Lions season

text: To finish their season, the Lions hosted a rematch with their divisional rival, the Green Bay Packers. The teams exchanged touchdowns in the first quarter, first a one-yard touchdown pass from Aaron Rodgers to Allen Lazard for the Packers, then a 75-yard touchdown pass from Tom Kennedy to Kalif Raymond for the Lions. The Lions took their first lead of the game in the second quarter via a two-yard touchdown pass from Jared Goff to Amon-Ra St. Brown. The Packers responded with a 29-yard touchdown pass from Rodgers to Lazard, and a missed extra point by Mason Crosby. The Lions scored the final points of the half via a 34-yard field goal by Riley Patterson, which made the score 17–13 in favor of Detroit at half-time. The Lions extended their lead in the third quarter via a 36-yard touchdown pass from Goff to Brock Wright. The Packers responded with a 36-yard field goal by Crosby. The Packers scored 14 points in the fourth quarter via a one-yard touchdown run from Patrick Taylor and a failed two-point conversion attempt, then a 62-yard touchdown pass from Jordan Love to Josiah Deguara and a two-point conversion run from Love to regain the lead for the first time since the first quarter. The Lions scored 13 points in the quarter via a 36-yard field goal by Patterson, a 14-yard touchdown run from D'Andre Swift and a 27-yard field goal by Patterson, making the final score 37–30 in favor of Detroit.


title: Routing table

text: In computer networking, a routing table, or routing information base (RIB), is a data table stored in a router or a network host that lists the routes to particular network destinations, and in some cases, metrics (distances) associated with those routes. The routing table contains information about the topology of the network immediately around it.


title: Routing table

text: The construction of routing tables is the primary goal of routing protocols. Static routes are entries that are fixed, rather than resulting from routing protocols and network topology discovery procedures.


title: Routing table

text: A routing table is analogous to a distribution map in package delivery. Whenever a node needs to send data to another node on a network, it must first know "where" to send it. If the node cannot directly connect to the destination node, it has to send it via other nodes along a route to the destination node. Each node needs to keep track of which way to deliver various packages of data, and for this it uses a routing table. A routing table is a database that keeps track of paths, like a map, and uses these to determine which way to forward traffic. A routing table is a data file in RAM that is used to store route information about directly connected and remote networks. Nodes can also share the contents of their routing table with other nodes.


title: Routing table

text: The primary function of a router is to forward a packet toward its destination network, which is the destination IP address of the packet. To do this, a router needs to search the routing information stored in its routing table. The routing table contains network/next hop associations. These associations tell a router that a particular destination can be optimally reached by sending the packet to a specific router that represents the next hop on the way to the final destination. The next hop association can also be the outgoing or exit interface to the final destination.


title: Routing table

text: With hop-by-hop routing, each routing table lists, for all reachable destinations, the address of the next device along the path to that destination: the next hop. Assuming that the routing tables are consistent, the simple algorithm of relaying packets to their destination's next hop thus suffices to deliver data anywhere in a network. Hop-by-hop is the fundamental characteristic of the IP Internet layer and the OSI Network Layer.


title: Routing table

text: When a router interface is configured with an IP address and subnet mask, the interface becomes a host on that attached network. A directly connected network is a network that is directly attached to one of the router interfaces. The network address and subnet mask of the interface, along with the interface type and number, are entered into the routing table as a directly connected network.


title: Routing table

text: A remote network is a network that can only be reached by sending the packet to another router. Routing table entries to remote networks may be either dynamic or static. Dynamic routes are routes to remote networks that were learned automatically by the router through a dynamic routing protocol. Static routes are routes that a network administrator manually configured.


title: Routing table

text: Routing tables are also a key aspect of certain security operations, such as unicast reverse path forwarding (uRPF). In this technique, which has several variants, the router also looks up, in the routing table, the "source address" of the packet. If there exists no route back to the source address, the packet is assumed to be malformed or involved in a network attack and is dropped.


title: Routing table

text: The need to record routes to large numbers of devices using limited storage space represents a major challenge in routing table construction. In the Internet, the currently dominant address aggregation technology is a bitwise prefix matching scheme called Classless Inter-Domain Routing (CIDR). Supernetworks can also be used to help control routing table size.


title: Routing table

text: Depending on the application and implementation, it can also contain additional values that refine path selection:


title: Routing table

text: Shown below is an example of what the table above could look like on a computer connected to the internet via a home router:


title: Routing table

text: Routing tables are generally not used directly for packet forwarding in modern router architectures; instead, they are used to generate the information for a simpler forwarding table. This forwarding table contains only the routes which are chosen by the routing algorithm as preferred routes for packet forwarding. It is often in a compressed or pre-compiled format that is optimized for hardware storage and lookup.


title: Routing table

text: This router architecture separates the control plane function of the routing table from the forwarding plane function of the forwarding table. This separation of control and forwarding provides uninterrupted high-performance forwarding.


title: Robinson R22

text: The Robinson R22 is a two-seat, two-bladed, single-engine light utility helicopter manufactured by Robinson Helicopter Company. It was designed in 1973 by Frank D. Robinson, and has been in production since 1979.


title: Robinson R22

text: The majority of flight testing was performed at Zamperini Field in Torrance, California. Flight testing and certification was performed in the late 1970s by test pilot Joseph John "Tym" Tymczyszyn and the R22 received FAA certification in March 1979.


title: Robinson R22

text: Due to relatively low acquisition and operating costs, the R22 has been popular as a primary rotorcraft trainer around the world and as a livestock management tool on large ranches in North America and cattle stations in Australia.


title: Robinson R22

text: The R22 has a very low inertia rotor system and the control inputs are operated directly by push rods with no hydraulic assistance. Thus its flight controls are very sensitive and require a light touch to avoid over-correction, and students who master an R22 are usually well prepared to transition to heavier helicopters. Due to the specific training required by the low inertia rotor system and a teetering main rotor, operation of the Robinson R22 or R44 in the US requires a special endorsement by a certified flight instructor. Tip weights were added to the R22 to increase rotor inertia, but the small rotor limits weight.


title: Robinson R22

text: The R22 is a light, two-place, single reciprocating-engined helicopter with a semi-rigid two-bladed main rotor and a two-bladed tail rotor. The main rotor has a teetering hinge and two coning hinges. The tail rotor has only a teetering hinge.


title: Robinson R22

text: The normal production variant has skid landing gear. The Mariner version, no longer manufactured, provided floats. Wheeled gear is not available.


title: Robinson R22

text: The basic structure is welded chromoly steel tubing. The forward fuselage is made of fiberglass and aluminum with a Plexiglas canopy. The tailcone and vertical and horizontal stabilizers are aluminum. It has an enclosed cabin with side-by-side seating for a pilot and passenger. The doors may be removed for flight, as is often done for photographic flights, interior cooling in high temperatures, or a 10.4 lb weight saving.


title: Robinson R22

text: The first version was produced as the R22, followed by the R22 HP, R22 Alpha, R22 Beta, and R22 Beta II. Superficially, the aircraft appear similar. The R22 HP was fitted with a 160 bhp Lycoming O-320-B2C engine, an increase of over the original R22. The steel tube frame on the R22 Alpha was modified by extending the aft landing gear mounting points, giving it a slightly nose-down attitude on the ground and better matching of the skids to the ground in a low altitude hover with two people on board. The R22 Beta added an engine speed governor (optional), rotor brake, and auxiliary fuel tank (optional). The battery was moved from below the instrument cluster to the engine compartment for better balance. The R22 has been offered as an instrument trainer version, with optional fixed floats as the R22 Mariner, and other special configurations for police work, electronic news gathering, and so on. The R22 Beta II received a larger Lycoming O-360 engine de-rated for sea level operation. It allows greater altitudes for hovering in and out of ground effect (HIGE/HOGE). The R22 Beta II also made the engine speed governor standard and included a carburetor heat assist which correlates adding carburetor heat with decrease in collective control. Only the basic skid style is currently being sold.


title: Robinson R22

text: Instead of floor-mounted cyclic sticks between the pilot's knees, the R22 uses a unique teetering "T-Bar" control connected to a stick that emerges from the console between the seats. This makes it easier for occupants to enter and exit the cabin and reduces chances for injury in the event of a hard landing. The teetering bar has a hand grip on both sides that hangs down between the pilots' legs. Thus, if teetered to the right, the right side pilot would be flying and the left grip would be about 12 inches above the left pilot's lap. R22 flight instructors quickly learn how to fly with their hand in the air. The left part of the bar, left collective control, and left tail rotor pedals can be removed if the left seat occupant is not certified to fly the R22 or if the space is needed for technical or observer duties. A floor-mounted foot-activated push-to-talk switch facilitates intercom communications for the left seat occupant, although some later models may be equipped with a voice activated intercom system.


title: Robinson R22

text: The helicopter rotor system consists of a two-bladed main rotor and two-bladed anti-torque rotor on the tail, each equipped with a teetering hinge. The main rotor is also equipped with two coning hinges. Collective and cyclic pitch inputs to the main rotor are transmitted through pushrods and a conventional swashplate mechanism. Control inputs to the pre-coned tail rotor are transmitted through a single pushrod inside the aluminum tail cone.


title: Robinson R22

text: To ease the pilot's workload, a mechanical throttle correlator adjusts the throttle as the collective pitch control is raised or lowered. The pilot needs to make only small adjustments by twisting the throttle grip on the collective throughout the flight regime. Later models are also equipped with an electronic governor which works to maintain RPM within normal operating limits (between 97% and 104% RPM); the governor is active when the engine is running only above 80% RPM, and is most effective in normal flight conditions. The governor can be switched on or off with a toggle switch located at the end of the pilot's collective pitch control. When the governor is not engaged, a yellow caution light glows on the instrument panel.


title: Robinson R22

text: The R22 uses a horizontally mounted Lycoming O-320 (O-360-J2A on the Beta II), flat-four, air-cooled, normally aspirated, carburetor-equipped reciprocating engine. It is fueled with 100LL grade aviation gasoline. Cooling is provided through a direct drive squirrel-cage cooling fan. At sea level it is derated, or operated at less than maximum power, which has been attributed to the company wishing for the power unit to maintain the same performance at sea level as it does at altitude. As the air becomes thinner with increasing altitude, maximum available horsepower decreases, reaching a point where the throttle can be completely open and rotor RPM is controlled by collective lever position. By derating the engine at sea level, the R22 achieves acceptable high-altitude performance without use of supercharging or turbocharging, thus saving the weight, cost, complexity, unreliability, and shortened engine life of a forced induction system.


title: Robinson R22

text: A carburetor is used to provide the air-fuel mixture. Carbureted engines are susceptible to carburetor icing, a condition most likely to occur in conditions of a low 11 °C (20 °F) difference between the outside air temperature and dew point (the "dew point spread"), as well as visible signs of moisture in the atmosphere. Icing can lead to loss of engine power and, if not corrected, total shutdown of the engine. A carburetor heat control is used to supply heated air to the carburetor; this can prevent or cure icing, but also causes a reduction in engine power output because hot air is less dense, enriching the fuel-air mixture. The carburetor heat control is a simple plunger-type control mounted on the center console near the collective pitch control lever. Pulling the control up slides a gate valve near the carburetor that admits warm air from a scoop on the exhaust system. The R22 employs a carburetor air temperature gauge, marked to indicate temperatures conducive to icing. The Beta II version of the R22 also includes a "carburetor heat assist" which automatically applies carburetor heat when the collective lever is lowered below a certain point. When icing conditions are present, carburetor heat is required to prevent icing around the butterfly valve from the pressure drop at that point. As the carburetor air temperature (CAT) indicator does not read correctly below 18 in Hg (457 mm Hg) of intake manifold air pressure, icing conditions require applying full carburetor heat below 18 in Hg of manifold pressure. A placard indicating this requirement is located on the CAT indicator and in the Pilot's Operating Handbook (POH).


title: Robinson R22

text: Power is transmitted from the engine to the drive system through drive belts. Originally, the R22 used four separate v-belts running on multi-groove sheaves. This system proved problematic, as individual belts would sometimes roll over in their groove and fail. As a temporary measure, in 1982, R22 operators received a kit from Robinson that was installed in the cockpit and on the belt tension actuator, isolating the tensioning circuits and locking the clutch/drive system at take-off tension. The problem was ultimately solved by replacing the four individual v-belts with two dual v-belts. The upper, driven sheave is mounted on the main/tail rotor drive shaft incorporating flexible couplings, and is raised and lowered relative to the engine-mounted, driving sheave by means of a belt tension actuator. During shutdown, the actuator is used to lower the upper sheave to loosen the drive belts. For startup, the engine is started with the belts loose, allowing the engine to run without spinning the rotor system. Immediately after engine start, the clutch switch located in the cockpit is closed by the pilot, powering the actuator to slowly raise the upper sheave to flight position, which tightens the belts. The actuator is thereafter controlled by pressure-sensing column springs, automatically maintaining proper belt tension during flight as the belts wear and stretch. The shaft on which the upper sheave is mounted drives both the main and tail rotors; the main gear box delivers power to the main rotor shaft through a set of splash-lubricated spiral bevel gears.


title: Robinson R22

text: A one-way sprag clutch is built into the center of the upper sheave to allow the rotor system to continue to rotate in the event of engine failure, allowing the R22 to enter autorotation and land in a controlled manner. Because the main rotor has very little mass and inertia, autorotation in an R22 requires careful and proper execution to assure a successful outcome. Much time is spent in training practicing various types of autorotation. Target speed in an autorotation is and the glide ratio is approximately 4:1 in maximum-glide configuration.


title: Robinson R22

text: The two-bladed rotor and the small size of the R22 make it possible to transport the helicopter without blade folding or dismantling tasks. Transporting the R22 requires securing the tail boom and rotor blades to a truck or trailer bed, which must be torsionally rigid to prevent motion and stresses being applied to the helicopter during transportation. It is possible to take off from and land directly onto a trailer.


title: Robinson R22

text: The R22 is the basis for Boeing's Maverick military unmanned aerial vehicle helicopter, and its Renegade version. In 1999, Frontier Systems developed a remotely piloted R22, the Maverick. This aircraft, along with the company, was later acquired by Boeing Phantom Works. In 2003 the United States Navy purchased four aircraft, equipped with Wescam EO/IR (Electro-Optical/Infrared) systems.


title: Robinson R22

text: Boeing then modified one of the Mavericks further, calling it the Renegade, under contract with the Defense Advanced Research Projects Agency (DARPA) as a research testbed to develop software for its A160 Hummingbird. The software system, known as the Software Enabled Control (SEC) program, was developed by Boeing and teams from the University of California, Berkeley, Georgia Institute of Technology and Massachusetts Institute of Technology, and was first flown on May 26, 2005. During the flight, the SEC assumed control of the aircraft to "execute autonomous maneuvering algorithms". The software allows the aircraft to autonomously select "optimal routes through a field of pop-up and known threats; flying low-level, terrain-hugging profiles to avoid detection; and determining safe landing zones by using vision-based algorithms to process landing site imagery and terrain height information."


title: Robinson R22

text: The R22 is operated by many private individuals, companies, and flying clubs. In Australia, where there are 489 R22s registered as of mid-2011, a survey found that 62% of the fleet's flying time was in mustering operations, while 13% of hours were spent in training pilots. Many broadcasters used the R22 until the mid-1990s when the financial landscape of radio broadcasting in the U.S. changed due to deregulation of the industry.


title: Robinson R22

text: Since the R22 received FAA certification in March 1979, Robinson has delivered 4620 R22 helicopters. The R22 had 182 fatal accidents between March 1979 and June 2010 from a total of 1230 incidents. In late 1981, the R22 had its type certificate temporarily revoked by the Federal Aviation Administration due to delamination of a main rotor blade. The cause of the delamination was determined to be contamination of one of the bonded parts during a priming operation performed at an outside vendor. In response, Robinson Helicopter Company instituted stringent quality procedures and requirements, and replaced all main rotor blades on the fleet of 33 helicopters in service at the time.


title: Robinson R22

text: In the early 1980s, the R22 experienced a number of student-pilot related accidents due to the R22's use as a primary flight trainer. Believing the number of accidents was the result of insufficient training and lax standards, Robinson established the Robinson Pilot Safety Course in 1982 to educate Certified Flight Instructors transitioning from larger helicopters to the new, smaller R22. After the introduction of the Robinson Pilot Safety Course, the rate of fatal R22 accidents declined from 3.7 per 100,000 flight hours in 1983 to 0.97 per 100,000 flight hours for the 12 months preceding July 1995. Robinson's statistics show the rate of fatal R22 accidents per 100,000 flight hours fell from 6.0 in 1982 to 0.7 in 1997. As of 2012, more than 17,000 students have gone through the course.


title: Robinson R22

text: The R22 has a suggested retail price of $318,000 (ex factory price, USA) and the value on the second hand market is dependent on component time in service.


title: Robinson R22

text: Operating cost, per the factory, including insurance, reserve for overhaul, and direct operating cost (fuel, oil, inspections, unscheduled maintenance) is US$163.71/hr.


title: Robinson R22

text: A full overhaul of major components is required at 2200 hours (or 12 years, whichever comes first), which is sometimes known as "Timex"


title: Robinson R22

text: Depreciation on a Robinson R22 is negligible, as freshly overhauled R22s typically sell for more than the original cost. However, a provision per flown hour must be made for a "reserve for overhaul" cost, currently estimated at US$72.21 per hour. (Total approximate overhaul cost: ~$72.21 x 2200 Hours = ~US$158,862)


title: Mazda MX-6

text: The Mazda MX-6 is a front-engine, front-wheel-drive coupé manufactured and marketed by Mazda from 1987-1997 across two generations.


title: Mazda MX-6

text: Mechanically identical to the Capella/626 and its hatchback platform mate, the Ford Probe, these cars shared the GD (1988–1992) and GE (1993–1997) platforms. The MX-6 replaced the 626 Coupé, although it continued to share the same chassis.


title: Mazda MX-6

text: The MX-6, 626, and Ford Probe were manufactured at joint-venture plants either by AutoAlliance in Flat Rock, Michigan, for the North American market, and by Mazda Japan for Asian and European markets.


title: Mazda MX-6

text: The first-generation MX-6 appeared in 1987 and lasted until 1992 in the United States. In some markets, the model years were from 1987 to 1991. It was based on a series of futuristic sports compact concept cars of the early 1980s. It was a large coupé, based on the Mazda GD platform, and was powered by the inline-four Mazda F engines. It used the Mazda G4A-EL four-speed electronic-shift automatic transmission.


title: Mazda MX-6

text: The US market made use of the F2 2.2-liter engine, with the base engine producing , but a turbocharged version was available. European and Japanese market versions were shipped with either the F8 1.8 L, FE 2.0 L or FE-DOHC 2.0 L DOHC engines.


title: Mazda MX-6

text: The MX-6 was produced with two transmission options, a five-speed manual transmission or a four-speed automatic with overdrive. The MX-6 was also known to be a very reliable car, mechanically.


title: Mazda MX-6

text: This generation was available in several trim levels, which differed depending on the market in which the vehicle was sold. In the United States, the MX-6 was available in "DX", "LX", "LE", and "GT" trim levels:


title: Mazda MX-6

text: In 1989, Mazda offered a special four-wheel steering (commonly abbreviated 4WS) option on MX-6 GTs destined for the U.S. This system consisted of an electronically controlled rear steering rack that turned the rear wheels opposite to the fronts at low speeds to improve cornering, and turned the rear wheels with the fronts at high speeds to improve highway lane change maneuvering. This option was available through all years for GT models in other markets.


title: Mazda MX-6

text: European specification vehicles shipped as the 626 Coupé and commonly received either the 1.8 L SOHC F8 or 2.0 L SOHC FE engine in "GLX" models, or the 2.0 L FE-DOHC engine in their "GT" models. 4WS was a common option for European 626 Coupés. Australian vehicles were almost always equipped with the 2.2 L turbocharged F2T engine as the US models, as well as 4WS. They also carried the MX-6 name of the American models.


title: Mazda MX-6

text: Japanese specification vehicles were shipped as the Capella C2 and were available in several trims, most notably "GT-R" (FE-DOHC and 4WS), "GT-X" (FE-DOHC and AAS) or "GT-S" (F8 and 4WS or AAS). In other parts of Asia, the MX-6 name was also used.


title: Mazda MX-6

text: New Zealand received vehicles in either European or Australian specification, selectable on order. As such, NZ GTs can have either the F2T 2.2 L turbocharged engine or the FE-DOHC 2.0 L DOHC, with optional 4WS.


title: Mazda MX-6

text: Mazda launched the second generation MX-6 using the GE platform, shared by the 626 and Ford rebadged cars, the Ford Probe and the Ford Telstar.


title: Mazda MX-6

text: It was released in three distinct variants worldwide, known as A-spec, E-spec, and J-spec, which relates to their destined markets – U.S., Europe, and Japan, respectively.


title: Mazda MX-6

text: The A-spec variant for the North American market was manufactured alongside the Ford Probe and Mazda 626 from 1992 as a 1993 model by AutoAlliance International in Flat Rock, Michigan. Three trim levels were available on the A-spec models:


title: Mazda MX-6

text: In 1995, the second generation MX-6 was refreshed with different five-spoke alloy wheels, and emissions changes. Another major change after 1995 was the addition of OBD-II to the car. With this addition, the was decreased to for every year thereafter. Known as the "GE2", this model ran until 1997. Unlike the first generation, the second-generation MX-6 only had one model with a different moniker – the Canadian MX-6 Mystère.


title: Mazda MX-6

text: Built from 1991 in Japan, for Australia, New Zealand, and Europe, compared to the A-spec, the E-spec has different headlights (a two-piece projector setup giving far greater lighting) and taillights, different front and rear bumpers, fog lights, wing-mirrors (power and heated), steering wheel, interior trim, and alloys as standard. The side indicator lights were mounted behind the front wheels, and no corner bumper lights were used. It also came with optional air conditioning and leather interior (standard from '96), and the MX-6’s main act – the 4WS system (not available in the UK). The engine was the same as the U.S. version (although not limited by lower-octane fuels) – the KL-DE 2.5 DOHC V6 engine, making and with the higher octane fuels used in Europe as standard, slightly lower mileage but with greater performance.


title: Mazda MX-6

text: In Australia, the MX-6 was released in November 1991. Only one trim was available. Equipped with the KL-DE 2.5 DOHC V6 engine, sunroof, 4WS, etc., with the only remaining options being leather and electric seats. September 1994 was the release of the GE2 update model. Like Mazda Australia did with the GD2, now two choices were available – the 4WS, all-options MX-6, or the 2WS version. They both had new wheels, interior trim, and steering wheel, but only the 4WS version got the sunroof, CD player, leather (which actually only became standard in late '96), and the digital climate control. The MX-6 lasted until 1997, with the last few rolling out of dealers in 1998. The last one rolled off the assembly line on June 20, 1997.


title: Mazda MX-6

text: This version was also released in 1991, and is very similar to the E-spec (as they are built in the same place), but with minor changes. The version sold in Japan was exclusive to Japanese Mazda dealerships, and was not badge engineered and sold at other Mazda Japanese dealerships, unlike the MX-3, the MX-5, and the RX-7 coupes. One-piece headlights were fitted, with indicators incorporated in the fog light housing, as well as a different rear bumper with smaller registration plate cutout, similar to the A-spec. Almost everything was an option, but the 4WS was available, as well as the digital climate control, electric folding mirrors, larger centre console, and of course, the Mazdaspeed body add-ons – a subtle lip kit with Supra-style high-rise rear spoiler.


title: Mazda MX-6

text: Engine choice was the KL-ZE 2.5 DOHC V6 making , a high-compression version of the KL-DE, or the KF-ZE 2.0 DOHC V6 making ; all of the K-series engines in the MX-6 were based on the same engine block and included those found in the Ford Probe, Xedos 6, and MX-3 V6 models. The KLZE had about 40 more horsepower than the KLDE versions for a few reasons. Although the displacement was the same, the KLZE had more durations on the cams, higher compression due to a different shape of pistons, and the intake manifold was different on the ZE. The KL-ZE intake manifold runners were shorter and wider than the KL-DE manifold. Also, the heads on the KL-ZE were ported and shaped differently. Not only was the ZE higher in compression, but it was also a higher-revving engine. The only flaws in the KL-ZE design were the weaker valve springs on the intake valves. This is usually corrected by using the KL-DE springs, keepers, and retainers which are stronger.


title: Mazda MX-6

text: Four-wheel steering was used from 1987 to 1998 on both MX-6 GT and GE models. Four-wheel steering (4WS) was available on both the first-generation and second-generation MX-6 models, although the North American market only received it for the 1989 GT model. South African MX-6s never received 4WS.


title: Mazda MX-6

text: The system electronically controlled a rear rack that was behind the rear wheels. At low speeds (up to 35 km/h), the rear wheels move in the opposite direction from the front wheels, aiding parking and U-turns by lowering the turning circle. Above these speeds, the rear wheels move in the same direction as the front, meaning control during high-speed maneuvers such as lane changes or cornering was improved. Either way, the turning angle of the rear wheels was slight at just 5°, a measurement Mazda determined to be optimally effective and natural to human sensitivity.


title: Mazda MX-6

text: On 16 October 2018, Mazda filed a trademark application with the Japanese Patent Office for the Mazda MX-6 nameplate which can be used for "automobiles and parts and accessories thereof," hinting that the manufacturer may release a new generation MX-6 in the near future.


title: English-based creole languages

text: An English-based creole language (often shortened to English creole) is a creole language for which English was the "lexifier", meaning that at the time of its formation the vocabulary of English served as the basis for the majority of the creole's lexicon. Most English creoles were formed in British colonies, following the great expansion of British naval military power and trade in the 17th, 18th and 19th centuries. The main categories of English-based creoles are Atlantic (the Americas and Africa) and Pacific (Asia and Oceania).


title: English-based creole languages

text: Over 76.5 million people estimated globally speak some form of English-based creole. Sierra Leone, Malaysia, Nigeria, Ghana, Jamaica, and Singapore have the largest concentrations of creole speakers.


title: English-based creole languages

text: It is disputed to what extent the various English-based creoles of the world share a common origin. The "monogenesis hypothesis" posits that a single language, commonly called "proto–Pidgin English", spoken along the West African coast in the early sixteenth century, was ancestral to most or all of the Atlantic creoles (the English creoles of both West Africa and the Americas).


title: Moody Blue

text: Moody Blue is the twenty-fourth and final studio album by American singer and musician Elvis Presley, released on July 19, 1977 by RCA Records, four weeks before his death. The album was a mixture of live and studio work, and included the four tracks from Presley's final studio recording sessions in October 1976 and two tracks left over from the previous Graceland session in February 1976. "Moody Blue" was a previously published hit song recorded at the earlier Graceland session and held over for this album. Also recorded at the February session was "She Thinks I Still Care". "Way Down" became a hit after Presley's death less than one month after this album's release. The album was certified Gold and Platinum on September 12, 1977, and 2× Platinum on March 27, 1992, by the RIAA.


title: Moody Blue

text: The first American pressings were pressed on translucent blue vinyl, for a limited run, the only time an Elvis record had been released in such a creative way. It soon reverted to black vinyl. However, after his death it returned to blue, making the US black vinyl the rarer of the two. Overseas all pressings were black vinyl.


title: Moody Blue

text: As described in "Elvis: The Illustrated Record", RCA was not able to obtain sufficient new studio material for a complete album, with all but two songs of Presley's studio recordings of 1976 having already been used in the previous album, "From Elvis Presley Boulevard, Memphis, Tennessee" or released as singles. The company chose to augment the remaining available works with three live songs recorded in Ann Arbor, Michigan, on April 24 and 26, 1977, which were heavily overdubbed for the album, and were also the final recordings Elvis would ever make. One of these was his version of "Unchained Melody", on which he accompanied himself on the piano. RCA producer Felton Jarvis had booked a recording studio in Nashville, Tennessee, for January 1977, to record some new tracks for this album. Presley had chosen a few songs to record with the help of Jarvis, most of them rather country and uptempo. Unfortunately, Presley never showed up at that session, claiming that he was sick and thus staying home (an excuse that Presley used rather frequently during the 1960s to avoid recording poor soundtracks for his motion pictures). Jarvis and RCA had nothing left to do but to fill the album with the live tracks mentioned above. However, since Elvis's death many unreleased recordings have been released showing that RCA had many usable masters but refused to use them, for reasons which remain unknown. Also included is a live performance of "Let Me Be There" which had already been released three years earlier on his album "Elvis: As Recorded Live on Stage in Memphis", even though, as noted, RCA had access to a previously unreleased live recording, "Softly, As I Leave You", which it would later utilize for a single release of "Unchained Melody".


title: Moody Blue

text: The song "Moody Blue" was released as a single in November 1976 and it reached number one on the Billboard Country Singles Chart and #31 on the pop chart. "Way Down" was released as the album's next single during the early summer of 1977. It did not go very far up the chart, but it soared to #18 after Presley's death in August (jumping to number one in the U.K.) It was a bigger hit on the country charts, and it had risen to number one in the same week of the death of Presley. This album reached number three on the Billboard album charts after his death, although it had already entered the top 40 before he died. This was the last album by Presley to reach the top 40. "Moody Blue" was also a number one album on the Country Albums chart. "Moody Blue" was issued in July 1977, and it peaked on the album chart after Elvis' death on August 16, 1977.


title: Moody Blue

text: RCA pressed the album on blue vinyl, to match the title track. Since colored vinyl pressings were relatively uncommon at the time, and they almost never occurred in a wide release, this has led to collectors mistakenly assuming that blue vinyl copies of "Moody Blue" are collectors' items, when in fact, the true collectables are pressings from immediately before Presley's death on standard black vinyl. (Immediately following his death, the production of "Moody Blue" was shifted back to blue vinyl. However, in later years the album was produced again using standard black vinyl).


title: Moody Blue

text: Following Presley's death, "Unchained Melody" was also released as a single, and it peaked at #6 on the country music charts. This version was not the same as on the "Moody Blue" LP. The single version was an overdubbed version of the song, recorded in Rapid City, June 21, 1977.


title: Moody Blue

text: The original RCA CD issue contained the same tracks and cover art as the original vinyl LP. RCA reissued the album on CD again in 2000 with revised cover art including a different concert photo of Elvis and omitted the track "Let Me Be There", due to its presence on "Elvis: As Recorded Live on Stage in Memphis", and it added the complete album "From Elvis Presley Boulevard, Memphis, Tennessee" as tracks 10–19 – in effect compiling the Graceland sessions rather than reissuing the original album. In 2013, "Moody Blue" was reissued on the Follow That Dream label in a special edition that contained the original album tracks along with a selection of alternate takes.


title: Rules of Go

text: The rules of Go have seen some variation over time and from place to place. This article discusses those sets of rules broadly similar to the ones currently in use in East Asia. Even among these, there is a degree of variation.


title: Rules of Go

text: Notably, Chinese and Japanese rules differ in a number of aspects. The most significant of these are the scoring method, together with attendant differences in the manner of ending the game.


title: Rules of Go

text: While differences between sets of rules may have moderate strategic consequences on occasion, they do not change the character of the game. The different sets of rules usually lead to the same game result, so long as the players make minor adjustments near the end of the game. Differences in the rules are said to cause problems in perhaps one in every 10,000 games in competition.


title: Rules of Go

text: This article first presents a simple set of rules which are, except for wording, identical to those usually referred to as the Tromp–Taylor Rules, themselves close in most essential respects to the Chinese rules. These rules are then discussed at length, in a way that does not assume prior knowledge of Go on the part of the reader. The discussion is for the most part applicable to all sets of rules, with exceptions noted. Later sections of the article address major areas of variation in the rules of go, and individual sets of rules.


title: Rules of Go

text: Two statements of the same basic rules, differing only in wording, are given here. The first is a concise one due to James Davies. The second is a formulation of the basic rules used for expository purposes in this article.


title: Rules of Go

text: Except for terminology, the basic rules are identical to the Logical Rules first proposed in their current form in September 1996 by John Tromp and Bill Taylor. They are also quite close to the Simplified Ing Rules of the European Go Federation, the only exception being the method of ending the game.


title: Rules of Go

text: These rules appear in "The Rules and Elements of Go" by James Davies. They assume familiarity with the equipment used to play go, for which one may refer to below.


title: Rules of Go

text: "Notes:" The words "move" and "territory" are used differently here than elsewhere in this article; "play" and "area", respectively, are used instead. A clarification to rule 5 is added in parentheses.


title: Rules of Go

text: These rules rely on common sense to make notions such as "connected group" and "surround" precise. What is here called a "solidly connected group of stones" is also called a "chain".


title: Rules of Go

text: The basic rules are formulated here in a more detailed way to ease their presentation in below. (Each rule and definition links to a detailed explanation in that section.)


title: Rules of Go

text: The essential features of these basic rules relative to other rulesets are summarized here. Each of the differences is discussed in greater detail in a later section of the article.


title: Rules of Go

text: The object of the game of go is, in rough terms, to control more territory at the end of the game than one's opponent does.


title: Rules of Go

text: The choice of black or white is traditionally done by chance between players of even strength. The method of selection is called "nigiri". One player (A) takes a handful of white stones; the other player (B) then places either one or two black stones on the board, indicating "even" or "odd". Player A counts the number stones in their hand to determine whether there is an odd or even number. If the number of stones matches the other player's selection of "even" or "odd", Player B will play the black stones; if not, they will take the white stones.


title: Rules of Go

text: When players are of different strengths, the weaker player takes black. Black may also pre-place several handicap stones before play begins, to compensate for the difference in strength—see below.


title: Rules of Go

text: Definition: A point on the board where a horizontal line meets a vertical line is called an "intersection". Two intersections are said to be "adjacent" if they are distinct and connected by a horizontal or vertical line with no other intersections between them.


title: Rules of Go

text: The condition that the intersections be "distinct" is included to ensure that an intersection is not considered to be adjacent to itself.


title: Rules of Go

text: Though boards are standard, go can be played on another size board. Particularly common sizes for quick games are and . (See also "Board size" below.)


title: Rules of Go

text: Beginners might prefer to play on a board to start. The nature of the game remains similar enough to make this worthwhile, yet the games are shorter. For beginners, playing longer games is less important than playing a greater number of games.


title: Rules of Go

text: Rule 3. Go is played with playing tokens known as "stones". Each player has at their disposal an adequate supply of stones of their color.


title: Rules of Go

text: Traditionally, Black is given 181 stones, and White, 180, to start the game. This is almost always sufficient, but if it turns out to be insufficient, extra stones will be used.


title: Rules of Go

text: Rule 4. At any time in the game, each intersection on the board is in one and only one of the following three states: 1) empty; 2) occupied by a black stone; or 3) occupied by a white stone. A "position" consists of an indication of the state of each intersection.


title: Rules of Go

text: Specifying a position involves only the current state of the board. It requires no indication of whose turn it is, nor any information relating to previous moves or states of the board. This definition of "position" is used in Rule 8 ("positional superko").


title: Rules of Go

text: Naturally, two stones are said to be "adjacent" if they occupy adjacent intersections. Similarly, a stone and an intersection are "adjacent" if the stone occupies an intersection adjacent to that intersection.


title: Rules of Go

text: Definition. Two placed stones of the same color (or two empty intersections) are said to be connected if it is possible to draw a path from one to the other by passing only through adjacent intersections of the same state (empty, occupied by white, or occupied by black).


title: Rules of Go

text: The concept of connected stones is used to describe (via the concept of "liberties", defined below) the conditions in which stones are "captured" by a move. The concept of connected empty points is used only at the end of the game, to define a player's "score".


title: Rules of Go

text: In the following position, the stones 1 and 7 are connected by the sequence of black stones 1, 2, ..., 7, in which each stone (other than 1) is adjacent to the stone before it. The empty points "a" and "k" are connected by the sequence of empty points "a", "b", ..., "k", in which each point (other than "a") is adjacent to the one before it. In fact, it is easy to see in this position that all the black stones are connected to each other and that all the empty points are connected to each other.


title: Rules of Go

text: In the diagram, stones and empty points are marked with the same number or letter, respectively, whenever they are connected to each other.


title: Rules of Go

text: A "chain" is a set of one or more stones (necessarily of the same color) that are all connected to each other and that are not connected to any other stones. Although it is not necessary to define the word "chain" in order to state the rules, the concept is important for an understanding of the game.


title: Rules of Go

text: For example, Black and White each have four chains in the diagram above. Black has one three-stone chain, one two-stone chain, and two one-stone chains. White has one four-stone chain and three one-stone chains.


title: Rules of Go

text: It follows from the definitions that any stone on the board belongs to exactly one chain. Furthermore, saying that two distinct stones of the same color are connected is the same as saying that they belong to the same chain.


title: Rules of Go

text: In a given position, a "liberty" of a stone is an empty intersection adjacent to that stone or adjacent to a stone which is connected to that stone.


title: Rules of Go

text: In the above position, the points "a", "b", "c", "d", "e", are the liberties of the black stone at 1.


title: Rules of Go

text: The results are the same when determining the liberties of Black 2, or of any other stone belonging to the black chain.


title: Rules of Go

text: Since the liberties of any two stones belonging to the same chain are identical, they are often called the "liberties" of that chain. For example, in the first diagram, the points "a", "b", "c", "d" and "e" are the liberties of the lone black chain. In the second diagram, the liberties of the black chain in the lower right are "c", "d" and "h".


title: Rules of Go

text: Rule 7. On their turn, a player may either pass (by announcing "pass" and performing no action) or play. A play consists of the following steps (performed in the prescribed order):


title: Rules of Go

text: A player may pass on any move. Usually, passing is beneficial only at the end of the game, when all territory has been claimed and further moves would be useless, or even harmful to a player's position.


title: Rules of Go

text: The following three sections discuss the successive steps of a play in greater detail, bearing in mind that, in view of Steps 2 and 3, all stones remaining on the board after any move must have at least one liberty.


title: Rules of Go

text: Step 1 of a play. The player places a stone of their color on an empty intersection (chosen subject to Rule 8 and, if it is in effect, to Optional Rule 7A).


title: Rules of Go

text: As indicated by the reference to Rules 8 and 7A (respectively the superko rule and prohibition of suicide, to be discussed later), there are some restrictions on the choice of point at which to play.


title: Rules of Go

text: Once a stone has been played, it remains on the board in the same location, until the end of the game or until it is captured (removed from the board as part of Step 2 or Step 3 of a play).


title: Rules of Go

text: Step 2 of a play. (After playing their stone) a player removes from the board any stones of their opponent's color that have no liberties.


title: Rules of Go

text: The diagrams below show the capture of a white stone by Black. To begin with, the white stone has a single liberty at "a". By playing a stone at "a", Black removes the last remaining liberty of the white stone. It is subsequently removed from the board.


title: Rules of Go

text: At the edge of the board and especially in the corners, stones have fewer liberties to start with and are more easily captured.


title: Rules of Go

text: Black captures the white chain by playing at "a". The black stone is not captured, because the white stones are removed first, providing it with two liberties.


title: Rules of Go

text: Black captures the marked white chain at the edge of the board by playing at "a". Then White captures the black stone in the corner by playing at "b".


title: Rules of Go

text: Step 3 of a play. (After playing their stone and capturing any opposing stones) a player removes from the board any stones of their own color that have no liberties.


title: Rules of Go

text: The removal of one or more stones in Step 3 is called "self-capture", or "suicide". Most rulesets give effect to Optional Rule 7A, which prohibits it. This means that, in those rulesets, any play which under the basic rules would require a self-capture to be performed is illegal. For further information, see below.


title: Rules of Go

text: First an example which, it is emphasized, does "not" involve self-capture. When Black plays at "a", the capture of the marked white stones results in the black chain at the bottom right acquiring liberties. This move is legal (with the same result) whatever the rules.


title: Rules of Go

text: The previous example shows that it is important that Step 2 of a play (capture) precedes Step 3 (self-capture). If the order were reversed, then self-capture would occur here.


title: Rules of Go

text: It is not difficult to convince oneself that if a play results in the capture of opposing stones, self-capture does not occur.


title: Rules of Go

text: Now some examples of plays in which self-capture occurs. These moves would be illegal under the optional rule prohibiting suicide.


title: Rules of Go

text: In this example, if Black plays at "a", then the stone played by them is removed immediately. This move has the same effect on the position as a pass, though it would not allow White to end the game by passing next (Rule 9). The move is in any event illegal by Rule 8. (This is the positional superko rule. This move might be legal under other versions of the superko rule. See below.)


title: Rules of Go

text: Rule 8. A play is illegal if it would have the effect (after all steps of the play have been completed) of creating a position that has occurred previously in the game.


title: Rules of Go

text: Though a pass is a kind of "move", it is not a "play". Therefore, Rule 8 never bars a player from passing. One consequence of Rule 8 is the so-called "ko" rule:


title: Rules of Go

text: Consequence (ko rule). One may not play in such a way as to recreate the board position following one's previous move.


title: Rules of Go

text: Whereas Rule 8 prohibits repetition of any previous position, the ko rule prohibits only "immediate" repetition.


title: Rules of Go

text: The word "ko", pronounced with a long "o", is taken from Japanese (, "kō"; usually written with katakana: ) and can mean both "threat" and "aeon" (from the Buddhist "kalpa").


title: Rules of Go

text: Rule 8 is known as the "positional superko" rule. The word "positional" is used to distinguish it from slightly different superko rules that are sometimes used. While the ko rule is observed in all forms of go, not all rulesets have a superko rule. The practical effects of the ko rule and the superko rule are similar; situations governed by the superko rule but not by the ko rule arise relatively infrequently. For further information, see below.


title: Rules of Go

text: The superko rule is designed to ensure the game eventually comes to an end, by preventing indefinite repetition of the same positions. While its purpose is similar to that of the threefold repetition rule of Western chess, it differs from it significantly in nature; the superko rule bans moves that would cause repetition, whereas Western chess allows such moves as one method of forcing a draw. It is more similar to the prohibition of moves which would repeat the position in Chinese Chess (Xiangqi). The ko rule has important strategic consequences in go.


title: Rules of Go

text: Some examples follow in which Rule 8 applies. These examples cover only the most important case, namely the ko rule.


title: Rules of Go

text: The first diagram shows the board immediately after White has played at 1, and it is Black's turn. Black captures the marked white stone by playing at "a". If White responds by capturing at "b" with 3, the board position is identical to that immediately following White 1. White 3 is therefore prohibited by the ko rule.


title: Rules of Go

text: As noted in the section "Self-capture", Rule 8 prohibits the suicide of a single stone. This is something of a triviality since such a move would not be strategically useful. Taking it for granted that no suicide of a single stone has occurred, the ko rule can be engaged in only one situation:


title: Rules of Go

text: Restatement of the ko rule: One may not capture just one stone if that stone was played on the previous move and that move also captured just one stone.


title: Rules of Go

text: Furthermore, this can occur only when one plays in the location at which one's stone was captured in the previous move. The two points where consecutive captures might occur, but for the ko rule, are said to be "in ko". For example, in the first two diagrams above, the points "a" and "b" are in ko.


title: Rules of Go

text: The next two examples involve capture and immediate recapture, but the ko rule is not engaged, because either the first or second capture takes more than one stone.


title: Rules of Go

text: In the first diagram below, White must prevent Black from playing at "a", and does this with 1 in the second diagram. Black can capture the three stones in White 1's group by playing at "b". Black does this with Black 2 in the third diagram. White may recapture Black 2 by playing at "a" again, because the resulting position, shown in the fourth diagram, has not occurred previously. It differs from the position after White 1 by the absence of the two marked white stones.


title: Rules of Go

text: In the first diagram below, it is White's turn. White must prevent Black from connecting the marked stones to the others by playing at "a". The second diagram shows White's move. White is threatening to capture the marked black stones by playing at "b". In the third diagram, Black plays at "b" to prevent this, capturing White 1. However, by playing at "a" again, White can capture Black 2's group. This is not barred by the ko rule because the resulting position, shown in the fourth diagram, differs from the one after White 1 by the absence of the marked black stones. This kind of capture is called a "snapback".


title: Rules of Go

text: The next example is typical of real games. It shows how the ko rule can sometimes be circumvented by first playing elsewhere on the board.


title: Rules of Go

text: The first diagram below shows the position after Black 1. White can capture the marked black stone by playing at "a". The second diagram shows the resulting position. Black cannot immediately recapture at "b" because of the ko rule. So Black instead plays 3 in the third diagram. For reasons that will become clear, Black 3 is called a "ko threat".


title: Rules of Go

text: At this point, White could choose to connect at "b", as shown in the first diagram below. However, this would be strategically unsound, because Black 5 would guarantee that Black could eventually capture the white group altogether, no matter how White played.


title: Rules of Go

text: Instead, White responds correctly to Black 3 with 4 in the first diagram below. Now, contrary to the situation after White 2, Black can legally play at "b", because the resulting position, shown in the second diagram, has not occurred previously. It differs from the position after Black 1 because of the presence of Black 3 and White 4 on the board. Now White is prohibited from recapturing at "a" by the ko rule. White has no moves elsewhere on the board requiring an immediate reply from Black (ko threats), so White plays the less urgent move 6, capturing the black stone at 3, which could not have evaded capture even if White had waited. In the next diagram, Black connects at "a" before White has a chance to recapture. Both players pass and the game ends in this position.


title: Rules of Go

text: Rule 9. The game ends when both players have passed consecutively. The "final position" (the position later used to score the game) is the position on the board at the time the players pass consecutively.


title: Rules of Go

text: Since the position on the board at the time of the first two consecutive passes is the one used to score the game, Rule 9 can be said to require the players to "play the game out".


title: Rules of Go

text: Under Rule 9, players must for example capture enemy stones even when it may be obvious to both players that they cannot evade capture. Otherwise the stones are not considered to have been captured. Because Rule 9 differs significantly from the various systems for ending the game used in practice, a word must be said about them.


title: Rules of Go

text: These systems, which are discussed more fully in below, generally allow the game to end as soon as it is clear to the players which stones would remain on the board if the game continued. The precise means of achieving this varies widely by ruleset, and in some cases has strategic implications. These systems often use passing in a way that is incompatible with Rule 9. For players, knowing the conventions surrounding the manner of ending the game in a particular ruleset can therefore have practical importance.


title: Rules of Go

text: Under Chinese rules, and more generally under any using the area scoring system, a player who played the game out as if Rule 9 were in effect would not be committing any strategic errors by doing so. They would, however, likely be viewed as unsportsmanlike for prolonging the game unnecessarily. On the other hand, under a territory scoring system like that of the Japanese rules, playing the game out in this way would in most cases be a strategic mistake.


title: Rules of Go

text: Definition. In the final position, an empty intersection is said to belong to a player's territory if all stones adjacent to it or to an empty intersection connected to it are of that player's color.


title: Rules of Go

text: "Note:" Unless the entire board is empty, the second condition – that there be at least one stone of the kind required – is always satisfied and can be ignored.


title: Rules of Go

text: On the other hand, it may well happen that an empty intersection belongs to neither player's territory. In that case the point is said to be "neutral territory". There are rarely any more than a handful of neutral points at the end of a game; in the majority of cases, there are none at all.


title: Rules of Go

text: Japanese and Korean rules count some points as neutral where the basic rules, like Chinese rules, would not. For more on this, see .


title: Rules of Go

text: In order to understand the definition of territory, it is instructive to apply it first to a position of a kind that might arise before the end of a game.


title: Rules of Go

text: The point "a" is adjacent to a black stone. Therefore, "a" does not belong to White's territory. However, "a" is connected to "b" (by the path shown in the diagram, among others), which is adjacent to a white stone. Therefore, "a" does not belong to Black's territory either. In conclusion, "a" is neutral territory.


title: Rules of Go

text: The point "c" is connected to "d", which is adjacent to a white stone. But "c" is also connected to "e", which is adjacent to a black stone. Therefore, "c" is neutral territory.


title: Rules of Go

text: On the other hand, "h" is adjacent only to black stones and is not connected to any other points. Therefore, "h" is black territory. For the same reason, "i" and "j" are black territory, and "k" is white territory.


title: Rules of Go

text: It is because there is so much territory left to be claimed that skilled players would not end the game in the previous position. The game might continue with White playing 1 in the next diagram. If the game ended in this new position, the marked intersections would become White's territory, since they would no longer be connected to an empty intersection adjacent to a black stone.


title: Rules of Go

text: The game might end with the moves shown below. In the final position, the points marked "a" are black territory and the points marked "b" are white territory. The point marked "c" is the only neutral territory left.


title: Rules of Go

text: In Japanese and Korean rules, the point in the lower right corner and the point marked "a" on the right side of the board would fall under the "seki" exception, in which they would be considered neutral territory. (See below.)


title: Rules of Go

text: Definition. In the final position, an intersection is said to belong to a player's "area" if either: 1) it belongs to that player's territory; or 2) it is occupied by a stone of that player's color.


title: Rules of Go

text: Consider once again the final position shown in the last diagram of the section "Territory". The following diagram illustrates the area of each player in that position. Points in a player's area are occupied by a stone of the corresponding color. The lone neutral point does not belong to either player's area.


title: Rules of Go

text: For example, if a game ended as in the last diagram in the section "Territory", the score would be: Black 44, White 36. The players' scores add to 80. The difference between this and the 81 intersections on a board is accounted for by the one point of neutral territory.


title: Rules of Go

text: The scoring system described here is known as "area scoring", and is the one used in the Chinese rules. Different scoring systems exist. These determine the same winner in most instances. See the "Scoring systems" section below.


title: Rules of Go

text: Rule 10. If one player has a higher score than the other, then that player wins. Otherwise, the game is drawn.


title: Rules of Go

text: The most prominent difference between rulesets is the scoring method. There are two main scoring systems: territory scoring (the Japanese method) and area scoring (the Chinese method). A third system (stone scoring) is rarely used today but was used in the past and has historical and theoretical interest.


title: Rules of Go

text: Care should be taken to distinguish between "scoring" systems and "counting" methods. Only two scoring systems are in wide use, but there are two ways of counting using "area" scoring.


title: Rules of Go

text: In territory scoring (including Japanese and Korean rules) a player's score is determined by the number of empty locations that player has surrounded minus the number of stones their opponent has captured.


title: Rules of Go

text: Furthermore, Japanese and Korean rules have special provisions in cases of "seki", though this is not a necessary part of a territory scoring system. (See "Seki" below.)


title: Rules of Go

text: Typically, counting is done by having each player place the prisoners they have taken into the opponent's territory and rearranging the remaining territory into easy-to-count shapes.


title: Rules of Go

text: Territory scoring also was how very old Chinese Go games were scored; Chinese style gradually switched to area scoring during the Yuan dynasty and Ming dynasty of the 13th–16th centuries.


title: Rules of Go

text: In area scoring (including Chinese rules), a player's score is determined by the number of stones that player has on the board plus the empty area surrounded by that player's stones.


title: Rules of Go

text: There are several common ways in which to count the score (all these ways will always result in the same winner):


title: Rules of Go

text: In stone scoring, a player's score is the number of stones that player has on the board. Play typically continues until both players have nearly filled their territories, leaving only the two eyes necessary to prevent capture. It seems to have arisen during the Ming Dynasty of China, but eventually its popularity faded.


title: Rules of Go

text: If the game ends with both players having played the same number of times, then the score will be identical in territory and area scoring. AGA rules call for a player to give the opponent a stone when passing, and for White to play last (passing a third time if necessary). This "passing stone" does not affect the player's final area, but as it is treated like a prisoner in the territory scoring system, the result using a territory system is consequently the same as it would be using an area scoring system.


title: Rules of Go

text: The results for stone and area scoring are identical if both sides have the same number of groups. Otherwise the results will differ by two points for each extra group. Some older rules used area scoring with a "group tax" of two points per group; this will give results identical to those with stone scoring.


title: Rules of Go

text: Customarily, when players agree that there are no useful moves left (most often by passing in succession), they attempt to agree which groups are alive and which are dead. If disagreement arises, then under Chinese rules the players simply play on.


title: Rules of Go

text: However, under Japanese rules, the game is already considered to have ended. The players attempt to ascertain which groups of stones would remain if both players played perfectly from that point on. (These groups are said to be "alive".) In addition, this play is done under rules in which kos are treated differently from ordinary play. If the players reach an incorrect conclusion, then they both lose.


title: Rules of Go

text: Unlike most other rulesets, the Japanese rules contain lengthy definitions of when groups are considered alive and when they are dead. In fact, these definitions do not cover every situation that may arise. Some difficult cases not entirely determined by the rules and existing precedent must be adjudicated by a go tribunal.


title: Rules of Go

text: The need for the Japanese rules to address the definition of life and death follows from the fact that in the Japanese rules, scores are calculated by territory rather than by area. The rules cannot simply require a player to play on in order to prove that an opponent's group is dead, since playing in their own territory to do this would reduce their score. Therefore, the game is divided into a phase of ordinary play, and a phase of determination of life and death (which according to the Japanese rules is not technically part of the game).


title: Rules of Go

text: To allow players of different skills to compete fairly, handicaps and "komi" are used. These are considered a part of the game and, unlike in many other games, they do not distort the nature of the game. Players at all levels employ handicaps to make the game more balanced.


title: Rules of Go

text: In an "even", or non-handicap game, Black's initial advantage of moving first can be offset by "komi" (compensation points): a fixed number of points, agreed before the game, added to White's score at the end of the game. The correct value of komi (to properly compensate for Black's advantage) is controversial, but common values are 5.5, 6.5, or 7.5; the fractional value avoids a tied game. In a handicap game, komi is usually set to 0.5 (i.e., White wins if the game is tied). A handicap game with a handicap of 1 starts like an even game, but White receives only 0.5 komi (i.e., a White player who is stronger by one rank is handicapped only by Black's first-move advantage).


title: Rules of Go

text: Before the 20th century, there was no komi system. When the great Shusaku was once asked how an important game came out, he said simply, "I had Black", implying that victory was inevitable. As more people became aware of the significance of Black having the first move, komi was introduced. The amount of komi has been increased periodically based on analysis of game results indicating >50% wins for Black; each time, after a period of adjustment Black has again begun winning >50% of games. When it was introduced in Japanese Professional games, it was 4.5 points. However, Black still had a better chance to win, so komi was increased to 5.5 points in 1974. In 2002, the Japanese Go Association again increased the komi value to 6.5.


title: Rules of Go

text: Handicaps are given by allowing the weaker player to take Black and declaring White's first few moves as mandatory "pass" moves. In practice, this means that Black's first move is to place a certain number of stones (usually the number is equal to the difference in the players' ranks) on the board before allowing White to play. Traditionally, the hoshi ("star points") – strategically important intersections marked with small dots—are used to place these handicap stones. On the board, there are nine star points: at the four 4–4 points in the corners, at the four 4–10 points along the sides, and one at the 10–10 point (the centre of the board, or "tengen" in Japanese). Smaller boards such as the and also have star points. The has 9 at the 4–4 points, 4–7 points, and the center. The board has only 5 points: the 3–3 points and the center.


title: Rules of Go

text: When Black is only one rank weaker (also known as one "stone" weaker, due to the close relationship between ranks and the handicap system), Black is given the advantage of playing Black, perhaps without komi, but without any mandatory White passes. For rank differences from two through nine stones, the appropriate number of handicap stones are used. Beyond nine stones, the difference in strength between the players is usually considered great enough that the game is more a lesson where White teaches Black than a competition. Thus, nine stones is the nominal upper limit on handicap stones regardless of the difference in rank (although higher numbers of stones, up to 41 stones in some cases, may be given if the teacher wants a greater challenge).


title: Rules of Go

text: Go was already an ancient game before its rules were codified, and therefore, although the basic rules and strategy are universal, there are regional variations in some aspects of the rules.


title: Rules of Go

text: These definitions are given only loosely, since a number of complications arise when attempts are made to formalize the notion of life and death.


title: Rules of Go

text: A group of stones of one color is said to be "alive by seki" (or "in seki") if it is not independently alive, yet cannot be captured by the opponent.


title: Rules of Go

text: For example, in the diagram above, the black and white groups each have only one eye. Hence they are not independently alive. However, if either Black or White were to play at the circled point, the other side would then capture their group by playing in its eye. In this case both the black and white groups are alive by seki.


title: Rules of Go

text: In the diagram above, the circled point is not surrounded by stones of a single color, and accordingly is not counted as territory for either side (irrespective of ruleset). In more complex cases, as here,


title: Rules of Go

text: a vacant point may be surrounded by a group of a single color which is in seki. According to Japanese and Korean rules, such a point is nonetheless treated as neutral territory for scoring purposes. Generally, the Japanese and Korean rules only count a vacant point as territory for one color if it is surrounded by a group or groups of that color that are independently alive.


title: Rules of Go

text: The major division in rules to prevent repetition is between the simple ko rule and the super ko rule: the simple ko rule (typically part of the Japanese ruleset) prevents repetition of the "last" previous board position, while the superko rule (typically part of Chinese derived rulesets, including those of the AGA and the New Zealand Go Society) prevents repetition of "any" previous position. In both cases, the rule does not, however, prohibit passing.


title: Rules of Go

text: The super ko rule is differentiated into situational super ko (SSK, in which the "position" that cannot be recreated includes knowledge of whose turn it is) and positional super ko (PSK, which ignores whose turn it is). Natural situational super ko (NSSK) is a variant in which what matters is not whose turn it is, but who created the position (i. e., who made the last move other than a pass.)


title: Rules of Go

text: Situations other than ko which could lead to an endlessly repeating position are rare enough that many frequent players never encounter them; their treatment depends on what ruleset is being used. The simple ko rule generally requires the inclusion of additional rules to handle other undesirable repetitions (e.g. long cycles which can lead to "no result" where the game must be replayed).


title: Rules of Go

text: The first position below is an example of a "triple ko", taken, with minor changes, from Ikeda Toshio's "On the Rules of Go".


title: Rules of Go

text: Without a superko rule, this position would lead to an endless cycle, and hence "no result", a draw, or some other outcome determined by the rules.


title: Rules of Go

text: For simplicity, when discussing this position using the superko rule, it is assumed that the last move placed a stone in a position unoccupied since the beginning of the game, and away from the ko. Under positional and situational super ko, Black captures the white group. This is also the case with natural situational super ko if it is Black's turn. If it is White's turn however, then NSSK exhibits odd behavior. White can get a seki by passing, but only at the cost of allowing Black unlimited moves away from the ko. If White insists on saving their group, the final position might look like the second diagram. On the other hand, with the first move (which should be a pass), White wins by two points in the third position using NSSK (assuming area scoring). Black's best response, in terms of maximizing their score, is a pass.


title: Rules of Go

text: Currently, most major rulesets forbid playing such that a play results in that player's own stones being removed from the board. Some rulesets (notably, New Zealand derived rules and Ing rules) allow suicide of more than one stone. Suicide of more than one stone rarely occurs in real games, but in certain circumstances, a suicidal move may threaten the opponent's eye shape, yielding a ko threat.


title: Rules of Go

text: The major rulesets differ in how handicap stones are placed on the board: free placement (Chinese), where stones can be placed anywhere (as if the player's turn repeated); and fixed placement (Japanese), where tradition dictates the stone placement (according to the handicap). Area scoring rules and territory scoring rules also differ in the compensation given for each handicap stone (since each handicap stone would count under area scoring). Komi (compensation for going first) also varies, ranging from several fixed values (commonly 5.5, 6.5, or 7.5) to various "meta-games" to determine a value (notably Auction Komi).


title: Rules of Go

text: Most Go is played on a board, but and are also popular sizes. Historically other board sizes were commonly used (notably , a predecessor of the board in ancient China). Go is also sometimes played on various "novelty" sized boards as small as and larger than . All board sizes have an odd number of lines to ensure that there is a center point, possibly to make mirror Go a less attractive strategy. Generally all rules apply to all board sizes, with the exception of handicaps and compensation (whose placement and values vary according to board size).


title: Rules of Go

text: Historically in China a scoring system was used that penalized the player who had the greatest number of unconnected live groups of stones. On the basis that every group needs two eyes to be alive, and that the two eyes could not be filled in, two points were deducted from the score for each live group at the end of the game. This was known as the "cutting penalty" in Chinese, and is sometimes referred to as the "group tax" in English. This rule is not applied in modern Chinese scoring.


title: Rules of Go

text: In general, there are three closely related issues which have to be addressed by each variation of the rules.


title: Rules of Go

text: First, how to ensure that the game comes to an end. Players must be able to settle unsettled situations rather than going around in circles. And neither player should be able to drag the game out indefinitely either to avoid losing or to irritate the other player. Possible methods include: the super-ko rule, time control, or placing an upper bound on the number of moves. This is also affected by the scoring method used since territory scoring penalizes extended play after the boundaries of the territories have been settled.


title: Rules of Go

text: Second, how to decide which player won the game; and whether draws (jigo) should be allowed. Possible terms to include in the score are: komi, prisoners captured during the game, stones in dead groups on the board at the end of the game, points of territory controlled by a player but not occupied by their stones, their living stones, the number of passes, and the number of disjoint living groups on the board.


title: Rules of Go

text: Third, how to determine whether a group of stones is alive or dead at the end of the game, and whether protective plays are necessary; e.g., connecting a group which could be captured if all neutral territory were filled. If the players are unable to agree, some rules provide for arbitration using virtual attempts to capture the group. Others allow play to resume until the group is captured or clearly immortal.


title: Rules of Go

text: There are many official rulesets for playing Go. These vary in significant ways, such as the method used to count the final score, and in very small ways, such as whether the two kinds of "bent four in the corner" positions result in removal of the dead stones automatically at the end of the game or whether the position must be played out, and whether the players must start the game with a fixed number of stones or with an unbounded number.


title: Rules of Go

text: These are rules used in Japan and, with some minor differences, in Korea. They are in wide use throughout the West, sometimes known as "territory" rules. The scoring is based on territory and captured stones. At the end of the game, prisoners are placed in the opponent's territory and players rearrange the board so that territories are easy to count, leaving a visual image resembling the game, which some players find aesthetically pleasing. There is no superko (the triple ko leads to an undecided game). Suicide is always forbidden. Komi is 6.5.


title: Rules of Go

text: Disagreements about whether certain groups are alive or dead, and about the counting of territory, are resolved in a notoriously complex manner (see above).


title: Rules of Go

text: Japanese rules count vacant points in a seki as neutral, even if they are entirely surrounded by stones of a single color.


title: Rules of Go

text: The rules of the World Amateur Go Championship are based on the Japanese rules, with some differences. These rules are sanctioned by the International Go Federation.


title: Rules of Go

text: This is the other major set of rules in widespread use, also known as "area" rules. At the end, one player (usually Black) fills in all of their captured territory, and the other (White) stones are removed from the board. Prisoners do not count. Black stones are then arranged in groups of ten—eighteen such groups, plus half the komi, plus at least one additional stone = victory for Black. So for example with a komi of 7.5 points, under Chinese rules Black needs at least 184.5 (but usually 185 since half points are not that common) stones on the board at the end to win. Komi is usually 7.5 points.


title: Rules of Go

text: In the Chinese rules, there is no penalty for playing within one's territory at the end of the game, for example to kill and remove dead enemy groups. Thus passing to signal that one believes that there are no more useful moves may be conceived as simply being a convenient device to accelerate the end of the game – assuming one is not mistaken. The result will always be the same as if the game had been played out entirely.


title: Rules of Go

text: The fact that disagreements can be resolved by playing on means that Chinese-style rules can be implemented easily without the need for the rules to define what is meant by "living" and "dead" groups.


title: Rules of Go

text: The rules of the First World Mind Sports Games, held in Beijing in October 2008, are based on the Chinese rules, but are simpler, and represent a compromise with the Japanese and Korean rules.


title: Rules of Go

text: These rules use area scoring, and have a komi of 6.5. Black has one further point deducted in the event that White was the first player to pass in the game. This last feature is a compromise with Japanese and Korean rules in that it is similar, in terms of its strategic consequences, to territory scoring. Unlike the Chinese rules, this rule will generally impose a penalty for an additional move at the end of the game within one's territory. In particular, the result of the game may differ by up to a point from what it would have been had both players played it out.


title: Rules of Go

text: The game normally ends after two consecutive passes, but in the event of disagreement about the score, play resumes in the original order. Once this resumption has occurred, then when two consecutive passes do eventually occur again, play stops and all stones left on the board are deemed alive. Thus after a single disagreement, the players are required to play the game out entirely. (By this point in the game, there is no longer any penalty for making "useless" plays within one's territory to kill dead enemy groups, since the one-point advantage for passing first has already been attributed to one player or the other by the first set of consecutive passes.)


title: Rules of Go

text: Suicide is forbidden in these rules. Unlike the Japanese rules, the WMSG rules apply superko (specifically, positional superko).


title: Rules of Go

text: These are used by the American Go Association. Some special rules (like giving the opponent a prisoner when passing) are added, which make the area scoring and territory scoring equal.


title: Rules of Go

text: The Federation Française de Go also uses AGA rules. The British Go Association also adopted the AGA rules, with some minor departures, in April 2008.


title: Rules of Go

text: The scoring is basically the same as area scoring, but is done with a special technique involving "Ing bowls". Both players must start with exactly 180 stones; the Ing Foundation makes special bowls that allow players to count their stones easily. Prisoners come back to the owner. After the game finishes, both players fill their empty territory with their stones. The one that gets rid of all of them is the winner. Black pays White eight points (komi) by allowing four white stones in Black's territory to be placed at the beginning of the counting phase. As Black wins ties it is 7.5 in effect. The ko rule makes a distinction between "fighting" and "disturbing" ko. Multi-stone suicide is allowed. This ruleset was invented and promoted by Ing Chang-ki.


title: Rules of Go

text: Area scoring is used. Multi-stone suicide is allowed. A stone may not be played such that the resulting board position repeats the whole board position as it was after any of that player's previous moves. (Some people call this a "superko" rule.) Komi is 7 points (so draws with equal scores are possible).


title: Rules of Go

text: In most cases the differences between the rulesets are negligible. The choice of ruleset rarely results in a difference in score of more than one point, and the strategy and tactics of the game are mostly unaffected by the ruleset used. Differences come from passing moves (if white and black didn't pass the same number of times) and from seki scoring.


title: The Jesus Lizard

text: The Jesus Lizard is an American rock band formed in 1987 in Austin, Texas and based in Chicago, Illinois. They were "a leading noise rock band in the American independent underground…[who] turned out a series of independent records filled with scathing, disembowelling, guitar-driven pseudo-industrial noise, all of which received positive reviews in underground music publications and heavy college-radio play."


title: The Jesus Lizard

text: After a brief run as a recording-only project based in Austin, founding vocalist David Yow, bassist David Wm. Sims, and guitarist Duane Denison relocated to Chicago, Illinois, in 1989, where they found kindred spirits in recording engineer Steve Albini and Touch and Go Records. With the addition of drummer Mac McNeilly, they began performing live, eventually attracting an international audience with their powerful live show. Drummer Jim Kimball replaced McNeilly late in 1996, and was himself replaced by Brendan Murphy two years later, with McNeilly returning to drums for their reunion shows years later.


title: The Jesus Lizard

text: Despite releasing a split single with leading alt-rockers Nirvana and signing to Capitol Records, the band failed to find commercial success amid the alternative rock explosion of the 1990s and disbanded in 1999. Their reunion tour ten years later garnered positive responses from audiences and critics. The band performed another reunion tour in 2017 and 2019.


title: The Jesus Lizard

text: The band began in Austin, Texas, when guitarist Duane Denison asked David Yow, formerly of Scratch Acid, to play bass on some songs he wanted to record. Yow suggested that he sing and have former Scratch Acid bassist David Wm. Sims play bass instead. The resultant group took its name from a common nickname for the basilisk, a type of lizard that can run on water. The trio rehearsed several times in Austin with a drum machine. Yow and Sims moved to Chicago in 1988, and Denison followed the next year.


title: The Jesus Lizard

text: Their first EP, "Pure", was recorded by Albini and released by Touch & Go in 1989. It is the only record by the band that uses a drum machine. Drummer Mac McNeilly, formerly of Phantom 309, was recruited and the band played its first live show on July 1, 1989. Albini recorded the band's next four albums – "Head", "Goat", "Liar", and "Down". During this era the group also released a live record, "Show", and a split single with Nirvana, "Puss/Oh, the Guilt".


title: The Jesus Lizard

text: The band signed to Capitol Records in 1995, recording the song "Panic in Cicero" for the "Clerks" soundtrack and making appearances at Lollapalooza shortly thereafter. Impressed by his work on The Melvins' "Stoner Witch" album, the band hired producer Garth Richardson to record their next record, "Shot", the following year. While rumors that Albini refused to work with the band due to their involvement with a major label persisted, both Albini and the group have stated this to be false.


title: The Jesus Lizard

text: McNeilly left the band in late 1996, citing exhaustion from touring and the desire to spend more time with his family. He was replaced by Jim Kimball, of Mule and Denison's side project, The Denison/Kimball Trio.


title: The Jesus Lizard

text: After more heavy touring the following year, this lineup recorded 1998's self-titled EP, their only record whose title is not a four-letter word, on Jetset Records. The EP featured production and engineering by Andy Gill of Gang of Four, John Cale, and Jim O'Rourke. Later that year, the band released the album "Blue", also recorded by Gill. A departure, the record explored their experimental instincts previously hinted at on earlier songs like "Happy Bunny Goes Fluff-Fluff Along" and "White Hole".


title: The Jesus Lizard

text: In August 1998 Kimball left the group and was replaced by Chicago-based drummer Brendan Murphy, formerly of the Wesley Willis Fiasco. They embarked on several more months of heavy touring, playing the final gig of their initial career at the Umeå Open festival in Umeå, Sweden, on March 27, 1999. After being dropped from Capitol Records mid-contract, the band announced its split the following June.


title: The Jesus Lizard

text: In 2000, Touch & Go issued "Bang", a CD of 7" tracks and rarities. The members remained musically active: Denison began performing with Tomahawk, continued to play with Kimball in The Denison/Kimball Trio, and backed Hank Williams III on tour. In 2006, he also formed U.S.S.A. with bassist Paul Barker (ex-Ministry). McNeilly played drums in P.W. Long's Reelfoot recording "Push Me Again", and continued to play along with his wife in their band Mouse. He recorded with Steve Albini in February 2007 for Denison's Fuzz label mate Greg Garing.


title: The Jesus Lizard

text: In 2006, Yow and Sims reformed Scratch Acid, along with original members Rey Washam (also of Rapeman, Ministry) and Brett Bradford (also of Sangre de Toro) for the Touch & Go Records 25th Anniversary Festival in Chicago. A week before the Touch & Go Festival, the reunited Scratch Acid played to a sold-out crowd at Emo's in their hometown of Austin. Sims relocated to New York City, began working as an accountant, and maintained his solo project Dangerpuss. Denison relocated to Nashville. Yow moved to Los Angeles, working in graphic design for an advertising agency and joining the band Qui, before pursuing an acting career and briefly joining Flipper on vocals.


title: The Jesus Lizard

text: The Jesus Lizard reformed in 2008 with McNeilly drumming, and began playing concerts the next year. These shows included appearances at the Pitchfork Music Festival in Chicago, and All Tomorrow's Parties music festivals in England and New York. On October 6, all of the band's Touch & Go studio albums were re-released with improved sound and bonus tracks. The albums were remastered by Albini and Bob Weston and packaged with new liner notes and gatefold artwork. Following the tour, the individual members returned to other projects and stated that this run of activity was "probably [their] last."


title: The Jesus Lizard

text: In August 2011 MVD released "Club", a concert DVD and double LP of the band's Nashville performance at Exit/In from the 2009 tour.


title: The Jesus Lizard

text: In 2013, Yow released "Tonight You Look Like a Spider", a solo album that had been in production for almost 15 years on Joyful Noise Recordings. The album was released in a limited edition, where the vinyl album was delivered inside of a concrete monolith, instead of a normal record sleeve. Yow stated that he'd been inspired to do the album by Mike Patton, and described his compositional process by stating, "I rented a saxophone for 2 months, I borrowed some guitars and some drums, I rummaged through the kitchen, I squeezed a fat cat, I poked and prodded and ended up with my very own music."<ref name="joyfulnoiserecordings.com/journal"></ref>


title: The Jesus Lizard

text: In October 2013, the Jesus Lizard was set to play at the All Tomorrow's Parties event Release the Bats in Melbourne, Australia. They cancelled this show due to 'unforeseen circumstances'.


title: The Jesus Lizard

text: In September 2017, the band announced their second reunion. The band undertook their first tour in eight years that December. They went on a tour in September 2018 and would play Riot Fest 2018 in Chicago that same month.


title: The Jesus Lizard

text: Their music featured a scathing mix of piercing guitar, machine-like drums, propulsive bass guitar, and psychotic vocals. Denison's stinging guitar often served more as texture or coloring than as a rhythm or lead instrument, while the rhythm section's stops and starts were simultaneously precise and brutal. David Sprague suggests that "Yow's disjointed couplets" are reminiscent of a "preacher speaking in tongues." Denison cited in his primary influences, british guitarists such as John McGeoch from Siouxsie and the Banshees and Magazine, Andy Gill from Gang of Four, Geordie Walker from Killing Joke, Keith Levene from Public Image Ltd, and bands of the US underground scenes like Black Flag, Hüsker Dü, Butthole Surfers and Big Black. Denison said that he wanted to mix "the post-punk, minimalist thing with the more, ... esoteric, porgy vibe." Albini typically kept vocals "low in the mix," or much less prominent than was typical of rock and roll recordings. In "Our Band Could Be Your Life", Michael Azerrad writes that "on the Jesus Lizard albums Albini recorded, singer David Yow sounds like a kidnap victim trying to howl through the duct tape over his mouth; the effect is horrific." Yow doesn't consider himself a singer in the usual sense, but rather, thinks of himself as a vocal stylist. While appreciated as a unique vocalist, Yow was more often cited for his confrontational antics on-stage, often leaping into the crowd or taking off his clothes. He was also known to lick members of the crowd while climbing all over them and sometimes striking up conversation mid-song.


title: The Jesus Lizard

text: The band have been cited as an influence or as a favorite by Nirvana, Whores, KEN Mode, Bill Kelliher of Mastodon, Botch, Converge, Brand New, Gouge Away, METZ, Steve Albini, Alexis S.F. Marshall of Daughters, Sara Lund of Unwound, Jim Suptic of The Get Up Kids, Jawbreaker, Johnny Temple of Girls Against Boys, Wes Borland of Limp Bizkit, Red Fang, Joe Lally of Fugazi, Henry Rollins, Helmet, Lydia Lunch and many others.


title: Killeen, Texas

text: Killeen is a city in Bell County, Texas, United States. According to the 2020 census, its population was 153,095, making it the 19th-most populous city in Texas and the largest of the three principal cities of Bell County. It is the principal city of the Killeen–Temple–Fort Hood Metropolitan Statistical Area. Killeen is north of Austin, southwest of Dallas, and northeast of San Antonio.


title: Killeen, Texas

text: Killeen is directly adjacent to the main cantonment of Fort Hood. Its economy depends on the activities of the post, and the soldiers and their families stationed there. It is known as a military "boom town" because of its rapid growth and high influx of soldiers.


title: Killeen, Texas

text: In 1881, the Gulf, Colorado and Santa Fe Railway extended its tracks through central Texas, buying a few miles southwest of a small farming community known as Palo Alto, which had existed since about 1872. The railroad platted a 70-block town on its land and named it after Frank P. Killeen, the assistant general manager of the railroad. By the next year, the town included a railroad depot, a saloon, several stores, and a school. Many of the residents of the surrounding smaller communities in the area moved to Killeen. By 1884, the town had grown to include about 350 people, served by five general stores, two gristmills, two cotton gins, two saloons, a lumberyard, a blacksmith shop, and a hotel.


title: Killeen, Texas

text: Killeen expanded as it became an important shipping point for cotton, wool, and grain in western Bell and eastern Coryell Counties. By 1900, its population was about 780.


title: Killeen, Texas

text: Around 1905, local politicians and businessmen convinced the Texas legislature to build bridges over Cowhouse Creek and other streams, doubling Killeen's trade area. A public water system began operation in 1914 and its population had increased to 1,300 residents.


title: Killeen, Texas

text: Until the 1940s, Killeen remained a relatively small and isolated farm trade center. The buildup associated with World War II changed that dramatically. In 1942, Camp Hood (recommissioned as Fort Hood in 1950) was created as a military training post to meet war demands. Laborers, construction workers, contractors, soldiers, and their families moved into the area by the thousands, and Killeen became a military boomtown. The opening of Camp Hood radically altered the nature of the local economy, since the sprawling new military post covered almost half of Killeen's farming trade area.


title: Killeen, Texas

text: The loss of more than 300 farms and ranches led to the demise of Killeen's cotton gins and other farm-related businesses. New businesses were started to provide services for the military camp. Killeen then suffered a recession when Camp Hood was all but abandoned after the end of the Second World War, but when Southern congressmen got it established in 1950 as a permanent army post, the city boomed again. Its population increased from about 1,300 in 1949 to 7,045 in 1950, and between 1950 and 1951, about 100 new commercial buildings were constructed in Killeen.