title: Synecdoche

text: Kenneth Burke (1945), an American literary theorist, declared that in rhetoric, the four master tropes, or figures of speech, are metaphor, metonymy, synecdoche, and irony. Burke's primary concern with these four master tropes is more than simply their figurative usage, but includes their role in the discovery and description of the truth. He described synecdoche as "part of the whole, whole for the part, container for the contained, sign for the thing signified, material for the thing made… cause for the effect, effect for the cause, genus for the species, species for the genus". In addition, Burke suggests synecdoche patterns can include reversible pairs such as disease-cure. Burke proclaimed the noblest synecdoche is found in the description of "microcosm and macrocosm" since microcosm is related to macrocosm as part to the whole, and either the whole can represent the part or the part can represent the whole". Burke compares synecdoche with the concept of "representation", especially in the political sense in which elected representatives stand in "pars pro toto" for their electorate.


title: The Bay (TV series)

text: The Bay is an ITV crime drama series produced by Tall Story Pictures and distributed worldwide by ITV Studios Global Entertainment that first aired in March 2019. The first two series starred Morven Christie as a detective sergeant family liaison officer. Marsha Thomason took over the leading role from series three as DS Jenn Townsend. The first series centred around an investigation into teenaged missing twins from a family living in Morecambe. The name of the series derives from Morecambe Bay, which is on the north-west coast of England in the county of Lancashire.


title: The Bay (TV series)

text: The first series received an average of 7.2 million views across the six episodes. A second series of six episodes was confirmed on 4 May 2019 and it was originally planned for it to be broadcast mid-2020 but due to the COVID-19 pandemic, it was pushed back to early 2021 when in January of that year all six episodes were immediately made available on the ITV Hub, receiving an average of 7.9 million views.


title: The Bay (TV series)

text: A third series was filmed in summer 2021. Christie decided to leave the show following production on the second series and Marsha Thomason was cast as the new lead, DS Jenn Townsend. After the last episode of series 3 was broadcast it was announced that a fourth series was forthcoming and in June 2022 that filming was complete.


title: The Bay (TV series)

text: Detective Sergeant Lisa Armstrong (Morven Christie) is the mother of two children and working for the fictional West Lancashire Police Service as a Family Liaison Officer (FLO). She is called out on the case of two missing teenagers only to find the married stepfather of the twins is someone with whom she had sex in an alley behind a pub on the night the twins disappeared whilst out on a friend's hen do. As a FLO, Armstrong is trained not to become emotionally involved with cases she is working on, but her sexual encounter with Sean (Jonas Armstrong) threatens to compromise the investigation. Although she can prove that he is not responsible for their disappearance, Armstrong deletes the CCTV footage of them having sex rather than coming clean and admitting to the one-night stand and providing Sean with an alibi.


title: The Bay (TV series)

text: Lisa's suspension is over but she has been demoted, whilst Med has been promoted. A solicitor is shot on his doorstep. The team investigate. To complicate Lisa's life further, her ex-husband Andy (Joe Absolom) reappears in Morecambe.


title: The Bay (TV series)

text: DS Townsend (Marsha Thomason) is immediately thrown into the deep end when a body is found in the bay on her first day in the job. She must get under the skin of a grieving and complicated family if she has any chance of solving the premature death of an aspiring young boxer.


title: The Bay (TV series)

text: The series has been labelled the "Northern "Broadchurch"", or the "New "Broadchurch"" after a similar British crime drama called Broadchurch starring Olivia Colman and David Tennant. The writer of the series, Daragh Carville, is originally from Northern Ireland, but wanted to set something in where he now lives.


title: The Bay (TV series)

text: The series was shot in and around Morecambe, particularly on the beaches and in the Winter Gardens, where writer Daragh Carville stated that the people of Morecambe took quite an interest in the show and were keen to see that they, and their town, were not misrepresented on screen. Other scenes were also shot in Manchester, Whitehaven and Grange-over-Sands.


title: The Bay (TV series)

text: "The Daily Telegraph" rated the first and second episodes in the series with three stars out of five, and whilst acknowledging the lead character's portrayal, described the series as "Lancashire's riposte to/total rip-off of Broadchurch". "The Independent" also awarded it three stars out of five, labelling the series as having texture, but that the characterisation of the conundrum faced by DS Armstrong as being "cold". "The Guardian" was more positive and gave it four stars out of five stating "Suspects and police officers with shared secrets? Check. Information wilfully withheld by the writer? Check. Will you be hooked? Check."


title: The Bay (TV series)

text: Katrina Williams, writing in the "Glasgow Guardian", highlighted the high standard of production amidst the formulaic setting of the crime drama and noted that "I wasn't desperate for the next episode, but the first episode still managed to strike my interest".


title: The Bay (TV series)

text: Dominic Maxwell, reviewing for "The Times", gave the first episode of the second series four stars out of five commenting that the episode was "a solid, finely crafted detective thriller" and it "could just be the downbeat yet propulsive distraction we need right now". Rachel Sigee, reviewing for the newspaper "i", also gave it four stars praising Christie and suggesting "This engrossing first episode scattered enough clues [...] to set up an intriguing thriller". Anita Singh, reviewing for "The Daily Telegraph", rated the first episode three stars out of five calling it "a refreshing return for this bracing seaside cop show", while Sean O'Grady for "The Independent" was more critical commenting that "though the actors put in some commendable performances, they are all lumbered with carelessly constructed, barely two-dimensional characters" and gave it two stars.


title: Castling

text: Castling is a move in chess. It consists of moving one’s king two squares toward a rook on the same and then moving the rook to the square that the king passed over. Castling is permitted only if neither the king nor the rook has previously moved; the squares between the king and the rook are vacant; and the king does not leave, cross over, or end up on a square attacked by an opposing piece. Castling is the only move in chess in which two pieces are moved at once.


title: Castling

text: Castling with the king's rook is known as castling kingside or castling short, and castling with the queen's rook is known as castling queenside or castling long. In both algebraic and descriptive notation, castling kingside is written as 0-0 and castling queenside as 0-0-0.


title: Castling

text: Castling originates from the king's leap, a two-square king move added to European chess between the 14th and 15th centuries, and took on its present form in the 17th century; however, local variations in castling rules were common, persisting in Italy until the late 19th century. Castling does not exist in Asian games of the chess family, such as shogi, xiangqi, and janggi, but it commonly appears in variants of Western chess.


title: Castling

text: During castling, the king is shifted two squares toward a rook of the same color on the same rank, and the rook is transferred to the square crossed by the king. There are two forms of castling:


title: Castling

text: Conditions 3 and 4 can be summarized by the mnemonic: A player may not castle out of, through, or into check.


title: Castling

text: Tim Krabbé's 1985 book "Chess Curiosities" incorrectly claims that the same-rank requirement was added in 1974 to remove a loophole that allowed a player to castle vertically using an unmoved promoted rook on the e-; for example, White might castle with a promoted rook on e8 by placing the king on e3 and the rook on e2. The book featured a chess problem with such a move; according to the book, the problem was published in 1973, resulting in the rule being changed the following year. In reality, the original FIDE Laws from 1930 explicitly stated that castling must be done with a king and a rook on the same rank ("traverse" in French). Vertical castling, also known as "Pam-Krabbé castling" or "Staugaard castling", has never been seen in actual play, but it has been used in a few novelty chess problems.


title: Castling

text: Under the rules used by FIDE and enforced in most tournaments, castling is considered a king move, so the king must be touched first; if the rook is touched first, a rook move must be made instead. As usual, the player may choose another legal destination square for the king until releasing it. When the two-square king move is completed, however, the player is committed to castling if it is legal, and the rook must be moved accordingly. The entire move must be completed with one hand. A player who illegally attempts to castle must return the king and the rook to their original places and then make a legal king move if possible (which may include castling on the other side). If there is no legal king move, the touch-move rule does not apply to the rook.


title: Castling

text: Under US Chess Federation rules, a player who intends to castle and touches the rook first would suffer no penalty and would be permitted to castle, provided castling is legal in the position. These tournament rules are not commonly enforced in or commonly known by casual players.


title: Castling

text: An unmoved king has castling rights with an unmoved rook of the same color on the same rank. In the context of threefold and fivefold repetition, two positions with different castling rights are considered to be different positions.


title: Castling

text: In a 1986 game between Anatoly Karpov and Tony Miles, play continued from the diagrammed position as follows:


title: Castling

text: With his 26th move, Karpov attempted to claim a draw by threefold repetition, thinking that the positions after his 22nd, 24th, and 26th moves were the same. However, it was pointed out to him that the position after his 22nd move had different castling rights than the positions after his 24th and 26th moves, rendering his claim illegal. As a result, Karpov was penalized three minutes on his clock. The game ended in a draw.


title: Castling

text: Both algebraic notation and descriptive notation indicate kingside castling as 0-0 and queenside castling as 0-0-0 (with the digit zero). Portable Game Notation and some publications instead use O-O for kingside castling and O-O-O for queenside castling (with the letter O). ICCF numeric notation indicates castling based on the starting and ending squares of the king; thus, castling kingside is written as 5171 for White and 5878 for Black, and castling queenside is written as 5131 for White and 5838 for Black.


title: Castling

text: Castling has its roots in the king's leap. There were two forms of the leap: the king would move once like a knight, or the king would move two squares on its first move. The knight move might be used early in the game to get the king to safety or later in the game to escape a threat. This second form was played in Europe as early as the 13th century. In North Africa, the king was transferred to a safe square by a two-move procedure: the king moved to the player's second , and the rook and king moved to each other's original squares.


title: Castling

text: Various forms of castling were developed due to the spread of rule sets during the 15th and 16th centuries which increased the power of the queen and bishop, allowing these pieces to attack from a distance and from both sides of the board, thus increasing the importance of king safety.


title: Castling

text: The rule of castling has varied by location and time. In medieval England, Spain, and France, the white king was allowed to jump to c1, c2, d3, e3, f3, or g1 if no capture was made and the king was not in check and did not move over check; the black king might move analogously. In Lombardy, the white king might also jump to a2, b1, or h1, with corresponding squares applying to the black king. Later, in Germany and Italy, the rule was changed such that the king move was accompanied by a pawn move.


title: Castling

text: In the Göttingen manuscript (c. 1500) and a game published by Luis Ramírez de Lucena in 1498, castling consisted of moving the rook and then moving the king on separate moves.


title: Castling

text: In Rome, from the early 17th century until the late 19th century, the rook might be placed on any square up to and including the king's square, and the king might be moved to any square on the other side of the rook. This was called free castling.


title: Castling

text: In the 1811 edition of his chess treatise, Johann Allgaier introduced the 0-0 notation. He differentiated between 0-0r (right) and 0-0l (left). The 0-0-0 notation for queenside castling was introduced in 1837 by Aaron Alexandre. The practice was adopted in the first edition (1843) of the influential "Handbuch des Schachspiels" and soon became standard. In English descriptive notation, the word "Castles" was originally spelled out, adding "K's R" or "Q's R" if disambiguation was necessary; eventually, the 0-0 and 0-0-0 notation was borrowed from the algebraic system.


title: Castling

text: Castling is generally an important goal in the opening: it moves the king to safety away from the of the board, and it moves the rook to a more active position in the center of the board.


title: Castling

text: The choice regarding to which side one castles often hinges on an assessment of the trade-off between king safety and activity of the rook. Kingside castling is generally slightly safer because the king ends up closer to the edge of the board and can usually defend all of the pawns on the castled side. In queenside castling, the king is placed closer to the center and does not defend the pawn on the a-; for these reasons, the king is often subsequently moved to the b-file. In addition, queenside castling is initially obstructed by more pieces than kingside castling is; therefore, it takes longer to set up than kingside castling. On the other hand, queenside castling places the rook more efficiently on the central d-file, where it is often immediately active; meanwhile, with kingside castling, a tempo may be required to move the rook to a more effective square.


title: Castling

text: One may forgo castling for various reasons. In positions where one's opponent cannot organize an attack on one's centralized king, castling may be unnecessary or even detrimental. In addition, a rook can be more active near the edges of the board than in the center in certain situations, such as if it is able to fight for control of an open or semi-open file.


title: Castling

text: Kingside castling occurs more frequently than queenside castling. It is common for both players to castle kingside, somewhat uncommon for one player to castle kingside and the other queenside, and rare for both players to castle queenside. If one player castles kingside and the other queenside, it is called opposite (or opposite-side) castling. Castling on opposite sides usually results in a fierce fight, as each player's pawns are free to advance to attack the opposing king's castled position without exposing the player's own castled king. Opposite castling is a common feature of many openings, such as the Yugoslav Attack.


title: Castling

text: Tactical patterns involving castling are rare. One pattern involves castling queenside to deliver a : the king attacks a rook (on b2 for White or b7 for Black), while the rook attacks a second opposing piece (usually the king). In the example on the right, from the game Mattison–Millers, Königsberg 1926, Black played 13...Rxb2 and resigned after 14.0-0-0+, which wins the rook.


title: Castling

text: Chess historian Edward Winter has proposed the name "Thornton castling trap" for this pattern, in reference to the earliest known example, Thornton–Boultbee, published in the Brooklyn Chess Chronicle in 1884. Other chess writers such as Gary Lane have since adopted this term.


title: Castling

text: Another example of tactical castling is illustrated in the diagrammed position from the correspondence game Gurvich–Pampin, 1976. After 1.Qxd8+ Kxd8 2.0-0-0+ Ke7 3.Nxb5, White wins a rook by castling with check and simultaneously unpinning the knight.


title: Castling

text: Such a double attack can also be made by castling kingside, though this is much rarer. In this position from the blindfold game Karjakin–Carlsen, 2007, the move 19...0-0 indirectly threatens both to deliver back-rank mate and to win the h7-rook. Black will thus win the g5-knight next move; 20.Rh6 Bxg5 21.Rxg6+ Kh7 22.Rxg5 would not work, as it would be met by 22...Rf1.


title: Castling

text: In the game Yuri Averbakh–Cecil Purdy (1960), when Purdy castled queenside, Averbakh queried the move, pointing out that the rook had passed over an attacked square. Purdy indicated c8 and e8 and said "the king" in an attempt to explain that this was forbidden only for the king. Averbakh replied, "Only the king? Not the rook?". Averbakh's colleague Vladimir Bagirov then explained the castling rules to him in Russian, and the game continued.


title: Castling

text: In the game Edward Lasker–Sir George Thomas (London 1912), White could have checkmated with 18.0-0-0, but he instead played 18.Kd2#. (See Edward Lasker's notable games.)


title: Castling

text: The diagram shows the final position of the game Lodewijk Prins–Lawrence Day (1968), where White resigned. Had the game continued, Black could have checkmated by castling:


title: Castling

text: In the 1934 Belgian Championship, Otto Feuer caught Albéric O'Kelly in the Thornton castling trap. In the position in the diagram, the game continued 10...Rxb2 11.dxe5 dxe5?? 12.Qxd8+ Kxd8 13.0-0-0+, and O'Kelly resigned. Feuer's last move simultaneously gave check and attacked the rook on b2.


title: Castling

text: The diagram illustrates the consequences of losing castling rights. Fischer, with the white pieces, played 16.Ng7+ Ke7 17.Nf5+ Ke8. Although all the pieces were now on the same squares, the two positions were not considered identical, as Black, having moved his king, no longer had the right to castle. White now had time to build pressure on the black king without worrying that the king could escape by castling.


title: Castling

text: Artificial castling, also known as castling by hand, is a maneuver whereby a player achieves a castled position without the use of castling.


title: Castling

text: Black sees that if he plays 1...Nxe5, White responds with 2.d4, winning back the minor piece with a fork and taking control of the center. Instead of allowing this, Black hopes to cause trouble for White by returning the piece while depriving White of the right to castle. However, White can easily castle artificially. For example:


title: Castling

text: White has achieved a normal castled position via several moves. With the bishop pair and a central pawn majority, White has a slight advantage.


title: Castling

text: In variants played on a standard 8×8 board, castling is often the same as in standard chess. This includes variants which replace the king with a different royal piece, as is the case with the knight in Knightmate. Some variants, however, have different rules; for example, in Chess960, the king may move more or fewer than two squares (including none) while castling, depending on the starting position.


title: Castling

text: Castling can also be adapted to variants with different board sizes and shapes. Some such variants, like Capablanca chess (10×8) or chess on a really big board (16×16), preserve the castling movement of the rooks, meaning it is the king that moves a different distance along the board. Conversely, other games, like Dragonfly (7×7), specify that the king still castles two squares in each direction, and the rook is the piece that moves differently. In a few variants, most notably Wildebeest chess (11×10), the player may choose to move the king any distance and move the rook accordingly.


title: Castling

text: Castling sometimes features in chess variants not played on a square grid, such as masonic chess, triangular chess, Shafran's and Brusky's hexagonal chess, and millennium 3D chess. In "5D Chess with Multiverse Time Travel", castling is possible within the spatial dimensions but not across time or between timelines.


title: Castling

text: Some chess variants do not feature castling, such as losing chess, where the king is not royal, and Grand Chess, where the rooks have significantly more opening mobility.


title: Castling

text: In a handicap game with rook odds, the player giving odds may castle with the absent rook, moving only the king.


title: Castling

text: Writing in 2019, former world chess champion Vladimir Kramnik proposed a variant of chess where players would not have the ability to castle. This variant would reduce king safety, theoretically leading to more dynamic games, as it would be considerably harder to force a draw and the pieces would be forced to engage in a mêlée. In 2021, former world champion Viswanathan Anand defeated Kramnik in a no-castling exhibition match under classical time controls 2.5-1.5.


title: Castling

text: Castling features in some chess problems. The earliest known study containing castling was published in 1843 by Julius Mendheim. Castling is common in retrograde analysis problems. By chess problem convention, if a player's king and rook are on their original squares, the player is assumed to have castling rights unless it can be proven otherwise. In some retrograde analysis problems, one of the players (usually White) may castle or capture "en passant" in order to prove that the opponent has previously moved their king or rook and therefore cannot castle.


title: Castling

text: The diagram to the right shows a mate in two. 1.Rad1 0-0 does not work. The is 1.0-0-0, demonstrating that the white king had not moved yet and that the rook on d4 must therefore be a promoted piece, which proves that either the black king or black rook has moved to let it off the back rank, invalidating Black's right to castle; after any move by Black, 2.Rd8# is mate.


title: Castling

text: In some joke problems, the manner of castling is altered in some way, usually by ignoring or creatively reinterpreting one of the rules of castling. For instance, in 1907, C. Staugaard composed a twomover where White promotes their pawn to a rook and then castles vertically with the newly promoted rook (with the king ending up on e3 and the rook ending up on e2), since the rook has not moved. It is unclear whether the rules at the time specified that the rook should be on the same rank as the king, which would have made this "vertical castling" illegal.


title: Castling

text: Some joke chess problems involve castling with a promoted rook of the opponent's color. In orthodox chess, this would be illegal since the rook would be giving check to the king, but if there are fairy conditions in play that prevent check under some circumstances, such castling would have been legal under the 1993 FIDE Laws, which did not specify that the rook and king had to be of the same color.


title: Castling

text: The diagrammed problem involves castling with an opposing rook. The solution (Black's move being given first per helpmate convention) is:


title: Castling

text: The allowance of castling with a "phantom rook" in handicap games has also been used in joke problems. Many other joke variations on castling are possible.


title: Castling

text: In most European languages, the term for castling is derived from the Persian "rukh" (e.g. "rochieren", "rochada", "enroque"), while queenside and kingside castling are referred to using the adjectives meaning "long" and "short" (or "big" and "small"), respectively.


title: Fighting game

text: A fighting game, also known as a versus fighting game, is a genre of video game that involves combat between two or more players. Fighting game combat often features mechanics such as blocking, grappling, counter-attacking, and chaining attacks together into "combos". Characters generally engage in battle using hand-to-hand combat—often some form of martial arts. The fighting game genre is related to, but distinct from, the beat 'em up genre, which pits large numbers of computer-controlled enemies against one or more player characters.


title: Fighting game

text: Battles in fighting games usually take place in a fixed-size arena along a two-dimensional plane, to which the characters' movement is restricted. Characters can navigate this plane horizontally by walking or dashing, and vertically by jumping. Some games, such as "Tekken", also allow limited movement in 3D space.


title: Fighting game

text: The first video game to feature fist fighting was "Heavyweight Champ" in 1976, but it was "Karate Champ" that popularized the one-on-one fighting game genre in arcades in 1984. Released later the same year, "Yie Ar Kung-Fu" featured antagonists with differing fighting styles and introduced health meters, while "The Way of the Exploding Fist", which was released the following year, further popularized the genre on home systems. In 1987, Capcom's "Street Fighter" introduced special attacks, and in 1991, its highly successful sequel "Street Fighter II" refined and popularized many of the conventions of the genre, including the introduction of the concept of combos. Fighting games subsequently became the preeminent genre for competitive video gaming in the early to mid-1990s, particularly in arcades. This period spawned dozens of other popular fighting games, including franchises like "Street Fighter", "Mortal Kombat", "Super Smash Bros.", "Tekken", and "Virtua Fighter".


title: Fighting game

text: Fighting games are a type of action game where two (in one-on-one fighting games) or more (in platform fighters) on-screen characters fight each other. These games typically feature special moves that are triggered using rapid sequences of carefully timed button presses and joystick movements. Games traditionally show fighters from a side view, even as the genre has progressed from two-dimensional (2D) to three-dimensional (3D) graphics. "Street Fighter II", though not the first fighting game, is considered to have standardized the genre, and similar games released prior to "Street Fighter II" have since been more explicitly classified as fighting games. Fighting games typically involve hand-to-hand combat, though many games also feature characters with melee weapons.


title: Fighting game

text: This genre is related to but distinct from beat 'em ups, another action genre involving combat, where the player character must fight many enemies at the same time. Beat 'em ups, like traditional fighting games, display player and enemy health in a bar, generally located at the top of the screen. However, beat 'em ups generally do not feature combat divided into separate "rounds". During the 1980s to 1990s, publications used the terms "fighting game" and "beat 'em up" interchangeably, along with other terms such as "martial arts simulation" (or more specific terms such as "judo simulator") and "punch-kick" games. Fighting games were still being called "beat 'em up" games in video game magazines up until the end of the 1990s. With hindsight, critics have argued that the two types of game gradually became dichotomous as they evolved, though the two terms may still be conflated.


title: Fighting game

text: Sports-based combat games are games that feature boxing, mixed martial arts (MMA), or wrestling. Serious boxing games belong more to the sports game genre than the action game genre, as they aim for a more realistic model of boxing techniques, whereas moves in fighting games tend to be either highly exaggerated or outright fantastical models of Asian martial arts techniques. As such, boxing games, mixed martial arts games, and wrestling games are often described as distinct genres, without comparison to fighting games, and belong more in the sports game genre.


title: Fighting game

text: Fighting games involve combat between pairs of fighters using highly exaggerated martial arts moves. They typically revolve primarily around brawling or combat sport, though some variations feature weaponry. Games usually display on-screen fighters from a side view, and even 3D fighting games play largely within a 2D plane of motion. Games usually confine characters to moving left and right and jumping, although some games such as "" allow players to move between parallel planes of movement. Recent games tend to be rendered in three dimensions, making it easier for developers to add a greater number of animations, but otherwise play like those rendered in two dimensions.


title: Fighting game

text: Aside from moving around a restricted space, fighting games limit the player's actions to different offensive and defensive maneuvers. Players must learn which attacks and defenses are effective against each other, either through trial and error or communication with other players outside of the game. Blocking is a basic technique that allows a player to defend against basic attacks. Some games feature more advanced blocking techniques: for example, Capcom's "Street Fighter III" features a move termed "parrying", which causes the parried attacker to become momentarily incapacitated (a similar state is termed "just defended" in SNK's "").


title: Fighting game

text: An integral feature of fighting games is the use of "special attacks", also called "secret moves", that employ combinations of directional inputs and button presses to perform a particular move beyond basic punching and kicking. Some special moves, which play an animation portraying an aspect of the character's personality, are referred to as taunts. Originally introduced by Japanese company SNK in their game "Art of Fighting," these are used to add humor, but also have an effect on gameplay in certain games, such as improving the strength of other attacks. Sometimes, a character can even be noted especially for taunting (for example, Dan Hibiki from "Street Fighter Alpha"). "Super Smash Bros. Brawl" introduced a new special attack that is exclusive to the "Super Smash Bros." series, known as a Final Smash.


title: Fighting game

text: Combos, in which several attacks are chained together, are another common feature in fighting games and have been fundamental to the genre since the release of "Street Fighter II". Most fighting games display a "combo meter" that displays the player's progress through a combo. The effectiveness of such moves often relates to the difficulty of execution and the degree of risk. These moves are often challenging to perform and require a player to have both a strong memory and excellent timing.


title: Fighting game

text: Predicting opponents' moves and counter-attacking, known as "countering", is a common element of gameplay. Fighting games also emphasize the difference between the height of blows, ranging from low to jumping attacks. Thus, strategy becomes important as players attempt to predict each other's moves, similar to in rock–paper–scissors.


title: Fighting game

text: In addition to blows such as punches and kicks, players can utilize throwing or grappling to circumvent blocks. Most fighting games give the player the ability to execute a grapple move by pressing two or more buttons together, or simply by pressing punch or kick while being directly adjacent to the opponent. Other fighting games, like "Dead or Alive", have a unique button for throws and takedowns.


title: Fighting game

text: Used primarily in 2D fighting games, projectiles are objects that a fighter can launch at another fighter to attack from a distance. While they can be used to simply inflict damage, projectiles are also often used to maneuver opponents into disadvantageous positions. The most notable projectile is Ryu and Ken's Hadouken from "Street Fighter".


title: Fighting game

text: In the world of fighting games, especially those of the 2D variety, zoning refers to defensive play that focuses on using relatively risk-free attacks to keep the opposing player away. The desired outcome of zoning is to force an opponent to take significant risks to approach the zoning player's character, or to stall out the in-game timer, which causes the player with more health (typically the one doing the zoning) to win. The effectiveness of the latter strategy varies from game to game, based on the effectiveness of zoning tools as well as the length of the in-game timer and the rewards characters can receive for successfully landing a hit when countering zoning.


title: Fighting game

text: The opposite of turtling, rushdown refers to a number of specific aggressive strategies, philosophies, and play styles across all fighting games. The general goal of a rushdown play style is to overwhelm the opponent and force costly mistakes, either by using fast, confusing setups or by taking advantage of an impatient opponent as they are forced to play defense for prolonged periods of time. Rushdown players often favor attacking opponents in the corner of a stage or as they get up from a knockdown; both situations severely limit the options of the opponent and often allow the attacking player to force high-risk guessing scenarios.


title: Fighting game

text: Spacing is the act of positioning a character at a range where their attacks and movement tools carry the lowest risk and the highest reward. The concept is somewhat akin to that of footwork in martial arts. The desired position for play varies based on what tools are available to the character each player is currently using. As a result of this, a concept called "footsies" has emerged, frequently defined as players jockeying for position and using low-commitment moves at distances where neither character has a particular advantage.


title: Fighting game

text: Depending on the game, character, and move used, a player may be rewarded for a decisive blow with a strong positional advantage, strong enough that the rewarded player can minimize the number of viable moves available to the other player. Doing so, and then taking advantage of the opponent's limited options, is called pressure. Common forms of pressure include making a player guess whether they should block high or low, or keeping the opposing player trapped in the corner and punishing any attempts to escape.


title: Fighting game

text: Fighting game matches generally consist of a set number of rounds (typically three), and the match will officially begin once the in-game announcer gives the signal (typically "ROUND 1... FIGHT!"). If the score is tied after an even number of rounds (e.g. 1-1), then the winner will be decided in the final round. Round decisions can also be determined by time over (if a timer is present), which judge players based on remaining health to declare a winner. In the "Super Smash Bros." series, the rules are different. Instead of rounds, the games usually give players a set number of lives (called stocks) for each player (usually three), and if the score is tied between two or more fighters when time runs out, then a "sudden death" match will take place by delivering a single hit to an opponent with 300% damage.


title: Fighting game

text: Fighting games widely feature health bars, introduced in "Yie Ar Kung-Fu" in 1984, which are depleted as characters sustain blows. Each successful attack will deplete a character's health, and the round continues until a fighter's health reaches zero. Hence, the main goal is to completely deplete the health bar of one's opponent, thus achieving a "knockout". Games such as "Virtua Fighter" also allow a character to be defeated by forcing them outside of the arena, awarding a "ring-out" to the victor. The "Super Smash Bros." series allows players to send fighters off the stage when a character reaches a high percentage of damage; however, the gameplay objective differs from that of traditional fighting games in that the aim is to increase damage counters and knock opponents off the stage instead of depleting life bars.


title: Fighting game

text: Beginning with Midway's "Mortal Kombat" released in 1992, the "Mortal Kombat" series introduced "Fatalities", a gameplay feature in which the victor of the final round in a match inflicts a brutal and gruesome finishing move onto their defeated opponent. Prompted by the in-game announcer saying "Finish Him/Her!", players have a short time window to execute a Fatality by entering a specific button and joystick combination while positioned at a specific distance from the opponent. The Fatality and its derivations are arguably the most notable features of the "Mortal Kombat" series and have caused a large cultural impact and controversies.


title: Fighting game

text: Fighting games often include a single-player campaign or tournament, where the player must defeat a sequence of several computer-controlled opponents. Winning the tournament often reveals a special story-ending cutscene, and some games also grant access to hidden characters or special features upon victory.


title: Fighting game

text: In most fighting games, players may select from a variety of playable characters with unique fighting styles, special moves, and personalities. This became a strong convention for the genre with the release of "Street Fighter II", and these character choices have led to deeper game strategy and replay value.


title: Fighting game

text: Custom character creation, or "create–a–fighter", is a feature of some fighting games that allows a player to customize the appearance and move set of their own character. "Super Fire Pro Wrestling X Premium" was the first game to include such a feature.


title: Fighting game

text: Fighting games may also offer a multiplayer mode in which players fight each other, sometimes by letting a second player challenge the first at any moment during a single-player match. Some titles allow up to four players to compete simultaneously. Uniquely, the "Super Smash Bros." series has allowed eight-player local and online multiplayer matches, beginning with "Super Smash Bros. for Wii U", though many classify "Super Smash Bros." under the platform fighter subgenre due to its deviation from traditional fighting game rules and design. Several games have also featured modes that involve teams of characters; players form "tag teams" to fight matches in which combat is one-on-one, but a character may leave the arena to be replaced by a teammate. Some fighting games have also offered the challenge of fighting against multiple opponents in succession, testing the player's endurance. Newer titles take advantage of online gaming services, although lag created by slow data transmission can disrupt the split-second timing involved in fighting games. The impact of lag in some fighting games has been reduced by using technology such as GGPO, which keeps the players' games in sync by quickly rolling back to the most recent accurate game state, correcting errors, and then jumping back to the current frame. Games using this technology include "Skullgirls" and "".


title: Fighting game

text: Fighting games find their origins in martial arts films, especially Bruce Lee's Hong Kong martial arts films which featured concepts that would be foundational to fighting games. These include "Game of Death" (1972), which had Lee fighting a series of bosses, and "Enter the Dragon" (1973), which was about an international martial arts tournament. The genre also drew inspiration from Japanese martial arts works, including the manga and anime series "Karate Master" (1971–1977), as well as Sonny Chiba's "The Street Fighter" (1974).


title: Fighting game

text: The earliest video games which involved fist-fighting were boxing games, before martial arts fighting games later emerged, featuring battles between characters with fantastic abilities and complex special maneuvers. Sega's black-and-white boxing game "Heavyweight Champ", released for arcades in 1976, is considered the first video game to feature fist fighting. Vectorbeam's arcade video game "Warrior" (1979) is another title sometimes credited as one of the first fighting games; in contrast to "Heavyweight Champ" and most later titles, "Warrior" was based on sword fighting duels and used a bird's-eye view. Sega's jidaigeki-themed arcade action game "Samurai", released in March 1980, featured a boss battle where the samurai player character confronts a boss samurai in one-on-one sword-fighting combat.


title: Fighting game

text: One-on-one boxing games appeared on consoles with Activision's Atari VCS game "Boxing", released in July 1980, and Sega's SG-1000 game "Champion Boxing" (1983), which was Yu Suzuki's debut title at Sega. Nintendo's arcade game "Punch-Out", developed in 1983 and released in February 1984, was a boxing game that featured a behind-the-character perspective, maneuvers such as blocking and dodging, and stamina meters that deplete when getting hit and replenish with successful strikes.


title: Fighting game

text: "Karate Champ", developed by Technōs Japan and released by Data East in May 1984, is credited with establishing and popularizing the one-on-one fighting game genre. A variety of moves could be performed using the dual-joystick controls. It used a best-of-three matches format like later fighting games, and it featured training bonus stages. The "Player vs Player" edition of "Karate Champ", released later the same year, was also the first fighting game to allow two players to fight each other. It went on to influence Konami's "Yie Ar Kung Fu", released in October 1984. The game drew heavily from Bruce Lee films, with the main player character Oolong modelled after Lee (like in Bruceploitation films). In contrast to the grounded realism of "Karate Champ", "Yie Ar Kung-Fu" moved the genre towards more fantastical, fast-paced action with a variety of special moves and high jumps, establishing the template for subsequent fighting games. It expanded on "Karate Champ" by pitting the player against a variety of opponents, each with a unique appearance and fighting style. The player could also perform up to sixteen different moves, including projectile attacks, and it replaced the point-scoring system of "Karate Champ" with a health meter system, becoming the standard for the genre.


title: Fighting game

text: Irem's "Kung-Fu Master", designed by Takashi Nishiyama and released in November 1984, was a side-scrolling beat 'em up that, at the end of each level, featured one-on-one boss battles that resemble fighting games. It was based on Hong Kong martial arts films, specifically Jackie Chan's "Wheels on Meals" (1984) and Bruce Lee's "Game of Death". Nishiyama later used its one-on-one boss battles as the basis for his fighting game "Street Fighter". Nintendo's boxing sequel "Super Punch-Out", released for arcades in late 1984 and ported by Elite to home computers as "Frank Bruno's Boxing" in 1985, featured martial arts elements, high and low guarding, ducking, lateral dodging, and a KO meter. This meter is built up with successful attacks and, when full, enables a special, more powerful punch to be thrown. Broderbund's "Karateka", designed by Jordan Mechner and released at the end of 1984, was a one-on-one fighting game for home computers that successfully experimented with adding plot to its fighting action, like the beat 'em up "Kung-Fu Master".


title: Fighting game

text: By early 1985, martial arts games had become popular in arcades. On home computers, the Japanese MSX version of "Yie Ar Kung-Fu" was released in January 1985, and Beam Software's "The Way of the Exploding Fist" was released for PAL regions in May 1985; "The Way of the Exploding Fist" borrowed heavily from "Karate Champ", but nevertheless achieved critical success and afforded the burgeoning genre further popularity on home computers in PAL regions, becoming the UK's best-selling computer game of 1985. In North America, Data East ported "Karate Champ" to home computers in October 1985, becoming one of the best-selling computer games of the late 1980s. Other game developers also imitated "Karate Champ", notably System 3's computer game "International Karate", released in Europe in November 1985; after Epyx released it in North America in April 1986, Data East took unsuccessful legal action against Epyx over the game. "Yie Ar Kung-Fu" went on to become the UK's best-selling computer game of 1986, the second year in a row for fighting games. The same year, Martech's "Uchi Mata" for home computers featured novel controller motions for grappling maneuvers, but they were deemed too difficult.


title: Fighting game

text: In the late 1980s, side-scrolling beat 'em ups became considerably more popular than one-on-one fighting games, with many arcade game developers focused more on producing beat 'em ups and shoot 'em ups. Takashi Nishiyama used the one-on-one boss battles of his earlier beat 'em up "Kung-Fu Master" as the template for Capcom's fighting game "Street Fighter", combined with elements of "Karate Champ" and "Yie Ar Kung Fu". "Street Fighter" found its own niche in the gaming world, which was dominated by beat 'em ups and shoot 'em ups at the time. Part of the game's appeal was the use of special moves that could only be discovered by experimenting with the game controls, which created a sense of mystique and invited players to practice the game. Following "Street Fighter's" lead, the use of command-based hidden moves began to pervade other games in the rising fighting game genre. "Street Fighter" also introduced other staples of the genre, including the blocking technique, as well as the ability for a challenger to jump in and initiate a match against a player at any time. The game also introduced pressure-sensitive controls that determine the strength of an attack, though due to causing damaged arcade cabinets, Capcom replaced it soon after with a six-button control scheme offering light, medium, and hard punches and kicks, which became another staple of the genre.


title: Fighting game

text: In 1988, Home Data released "Reikai Dōshi: Chinese Exorcist", also known as "Last Apostle Puppet Show", the first fighting game to use digitized sprites and motion capture animation. Meanwhile, home game consoles largely ignored the genre. "" was one of the few releases for the Sega Genesis, but was not as popular as games in other genres. Technical challenges limited the popularity of early fighting games. Programmers had difficulty producing a game that could recognize the fast motions of a joystick, and so players had difficulty executing special moves with any accuracy.


title: Fighting game

text: The release of "Street Fighter II" in 1991 is considered a revolutionary moment in the fighting game genre. Yoshiki Okamoto's team developed the most accurate joystick and button scanning routine in the genre thus far. This allowed players to reliably execute multi-button special moves, which had previously required an element of luck. The graphics took advantage of Capcom's CPS arcade chipset, with highly detailed characters and stages. Whereas previous games allowed players to combat a variety of computer-controlled fighters, "Street Fighter II" allowed players to play against each other. The popularity of "Street Fighter II" surprised the gaming industry, as arcade owners bought more machines to keep up with demand. "Street Fighter II" was also responsible for popularizing the combo mechanic, which came about when skilled players learned that they could combine several attacks that left no time for the opponent to recover if they timed them correctly. Its success led to fighting games becoming the dominant genre in the arcade game industry of the early 1990s, which led to a resurgence of the arcade game industry. The popularity of "Street Fighter II" led it to be released for home game consoles and becoming the defining template for fighting games.


title: Fighting game

text: SNK released "" shortly after "Street Fighter II" in 1991. It was designed by Takashi Nishiyama, the creator of the original "Street Fighter", which it was envisioned as a spiritual successor to. "Fatal Fury" placed more emphasis on storytelling and the timing of special moves, and added a two-plane system where characters could step into the foreground or background. Meanwhile, Sega experimented with "Dark Edge", an early attempt at a 3D fighting game where characters could move in all directions. However, Sega never released the game outside Japan because it felt that "unrestrained" 3D fighting games were unenjoyable. Sega also attempted to introduce holographic 3D technology to the genre with "Holosseum" in 1992, though it was unsuccessful. Several fighting games achieved commercial success, including SNK's "Art of Fighting" and "Samurai Shodown" as well as Sega's "Eternal Champions". Nevertheless, "Street Fighter II" remained the most popular, spawning a "Champion Edition" that improved game balance and allowed players to use characters that were unselectable in the previous version.


title: Fighting game

text: Chicago's Midway Games achieved unprecedented notoriety when they released "Mortal Kombat" in 1992. The game featured digital characters drawn from real actors, numerous secrets, and "Fatality" finishing maneuvers in which the player's character kills their opponent. The game earned a reputation for its gratuitous violence, and was adapted for home game consoles. The home version of "Mortal Kombat" was released on September 13, 1993, a day promoted as "Mortal Monday". The advertising resulted in line-ups to purchase the game and a subsequent backlash from politicians concerned about the game's violence. The "Mortal Kombat" franchise would achieve iconic status similar to that of "Street Fighter" with several sequels as well as movies, television series, and extensive merchandising. Numerous other game developers tried to imitate "Street Fighter II" and "Mortal Kombat" financial success with similar games; Capcom USA took unsuccessful legal action against Data East over the 1993 arcade game "Fighter's History". Data East's largest objection in court was that their 1984 arcade game "Karate Champ" was the true originator of the competitive fighting game genre, which predated the original "Street Fighter" by three years, but the reason the case was decided against Capcom was that the copied elements were scènes à faire and thus excluded from copyright.


title: Fighting game

text: Sega AM2's first attempt in the genre was the 1993 arcade game "Burning Rival", but they gained renown with the release of "Virtua Fighter" for the same platform the same year. It was the first fighting game with 3D polygon graphics and a viewpoint that zoomed and rotated with the action. Despite the graphics, players were confined to back and forth motion as seen in other fighting games. With only three buttons, it was easier to learn than "Street Fighter" and "Mortal Kombat", which had six and five buttons respectively. By the time the game was released for the Sega Saturn in Japan, the game and system were selling at almost a one-to-one ratio.


title: Fighting game

text: The 1995 PlayStation title "Battle Arena Toshinden" is credited for taking the genre into "true 3D" due to its introduction of the sidestep maneuver, which IGN described as "one little move" that "changed the fighter forever." The same year, SNK released "The King of Fighters '94" in arcades, where players choose from teams of three characters to eliminate each other one by one. Eventually, Capcom released further updates to "Street Fighter II", including "Super Street Fighter II" and "Super Street Fighter II Turbo". These games featured more characters and new moves, some of which were a response to people who had hacked the original "Street Fighter II" game to add new features themselves. However, criticism of these updates grew as players demanded a true sequel. By 1995, the dominant franchises were the "Mortal Kombat" series in America and the "Virtua Fighter" series in Japan, with "Street Fighter Alpha" unable to match the popularity of "Street Fighter II". Throughout this period, the fighting game was the dominant genre in competitive video gaming, with enthusiasts popularly attending arcades in order to find human opponents. The genre was also very popular on home consoles. At the beginning of 1996, "GamePro" (a magazine devoted chiefly to home console and handheld gaming) reported that for the last several years, their reader surveys had consistently seen 4 out of 5 respondents name fighting games as their favorite genre.


title: Fighting game

text: In the late 1990s, traditional 2D fighting games began to decline in popularity, with specific franchises falling into difficulty. "Electronic Gaming Monthly" awarded the excess of fighting games the "Most Appalling Trend" award of 1995. Although the release of "Street Fighter EX" introduced 3D graphics to the series, both it and "" flopped in arcades. While a home video game also titled "" was released for the PlayStation and Sega Saturn, it was not a port, but a separately produced game based on the same premise. Capcom released "Street Fighter III" in 1997 which featured improved 2D visuals, but was also unable to match the impact of earlier games. Excitement stirred in Japan over "Virtua Fighter 3" in arcades, and Sega eventually ported the game to its Dreamcast console. Meanwhile, SNK released several fighting games on their Neo Geo platform, including "Samurai Shodown II" in 1994, "Real Bout Fatal Fury" in 1995, "The Last Blade" in 1997, and annual updates to their "The King of Fighters" franchise. "" from 1999 (part of the "Fatal Fury" series) was considered one of SNK's last great games; the company announced that it would close its doors in late 2001. "Electronic Gaming Monthly" reported that in 1996, U.S. gamers spent nearly $150 million on current generation fighting games, and in Japan, fighting games accounted for over 80% of video game sales.


title: Fighting game

text: The fighting game genre continued to evolve, with several strong 3D fighting games emerging in the late 1990s. Namco's "Tekken" (released in arcades in 1994 and on the PlayStation in 1995) proved critical to the PlayStation's early success, with its sequels also becoming some of the console's most important titles. The "Soul" series of weapon-based fighting games also achieved considerable critical success, beginning with 1995's "Soul Edge" (known as "Soul Blade" outside Japan) to "Soulcalibur VI" in 2018. Tecmo released "Dead or Alive" in the arcades in 1996, porting it for the PlayStation in 1998. It spawned a long-running franchise, known for its fast-paced control system, innovative counterattacks, and environmental hazards. The series again included titles important to the success of their respective consoles, such as "Dead or Alive 3" for the Xbox and "Dead or Alive 4" for the Xbox 360. In 1998, "Bushido Blade", published by Square, introduced a realistic fighting engine that featured three-dimensional environments while abandoning time limits and health bars in favour of an innovative Body Damage System, where a sword strike to a certain body part can amputate a limb or decapitate the head.


title: Fighting game

text: Video game enthusiasts took an interest in fictional crossovers, which feature characters from multiple franchises in a particular game. An early example of this type of fighting game was the 1996 arcade release "X-Men vs. Street Fighter" (which later became the Marvel vs. Capcom series), featuring comic book superheroes as well as characters from other Capcom games. In 1999, Nintendo released the first game in the "Super Smash Bros." series, which allowed match-ups from various franchises, such as Pikachu vs. Mario.


title: Fighting game

text: In the early 2000s, fighting games declined in popularity. In retrospect, multiple developers attribute the decline of the fighting genre to its increasing complexity and specialization. This complexity shut out casual players, and the market for fighting games became smaller and more specialized. Even as far back as 1997, many in the industry said that the fighting game market's growing inaccessibility to newcomers was bringing an end to the genre's dominance. Furthermore, arcades gradually became less profitable throughout the late 1990s to early 2000s due to the increased technical power and popularity of home consoles. The early 2000s is considered to be the "Dark Age" of fighting games.


title: Fighting game

text: In 2000, Italian studio NAPS team released "Gekido" for the PlayStation console, which uses a fast-paced beat 'em up system, with many bosses and a colorful design in terms of graphics. Several more fighting game crossovers were released in the new millennium. The two most prolific developers of 2D fighting games, Capcom and SNK, combined intellectual property to produce "SNK vs. Capcom" games. SNK released the first game of this type, "", for its Neo Geo Pocket Color handheld at the end of 1999. GameSpot regarded the game as "perhaps the most highly anticipated fighter ever" and called it the best fighting game ever to be released for a handheld console. Capcom released "" for arcades and the Dreamcast in 2000, followed by sequels in subsequent years. Though none matched the critical success of the handheld version, "Capcom vs. SNK 2 EO" was noted as the first game of the genre to successfully utilize internet competition. Other crossovers from 2008 included "" and "Mortal Kombat vs. DC Universe". The most successful crossover, however, was "Super Smash Bros. Brawl" for the Wii. Featuring characters from Nintendo and third-party franchises, the game was a runaway commercial success in addition to being lavished with critical praise.


title: Fighting game

text: In the new millennium, fighting games became less popular and plentiful than in the mid-1990s, with multiplayer competition shifting towards other genres. However, SNK reappeared in 2003 as SNK Playmore and continued to release games. Arc System Works received critical acclaim for releasing "Guilty Gear X" in 2001, as well as its sequel "Guilty Gear XX", as both were 2D fighting games featuring striking anime-inspired graphics. Fighting games became a popular genre for amateur and doujin developers in Japan. The 2002 title "Melty Blood" was developed by then-amateur developer French Bread and achieved cult success on the PC. It became highly popular in arcades following its 2005 release, and a version was released for the PlayStation 2 the following year. While the genre became generally far less popular than it once was, arcades and their attendant fighting games remained reasonably popular in Japan in this time period, and remain so even today. "Virtua Fighter 5" lacked an online mode, but still achieved success both on home consoles and in arcades; players practiced at home and went to arcades to compete face-to-face with opponents. In addition to "Virtua Fighter", the "Tekken", "Soul" and "Dead or Alive" franchises continued to release installments. Classic "Street Fighter" and "Mortal Kombat" games were re-released on PlayStation Network and Xbox Live Arcade, allowing internet play, and in some cases, HD graphics.


title: Fighting game

text: The early part of the decade had seen the rise of major international fighting game tournaments such as Tougeki – Super Battle Opera and Evolution Championship Series, and famous players such as Daigo Umehara. An important fighting game at the time was "", originally released in 1999. The game gained significant attention with "Evo Moment 37", also known as the "Daigo Parry", which refers to a portion of a "3rd Strike" semi-final match held at Evolution Championship Series 2004 (Evo 2004) between Daigo Umehara and Justin Wong. During this match, Umehara made an unexpected comeback by parrying 15 consecutive hits of Wong's "Super Art" move while having only one pixel on his health bar. Umehara subsequently won the match. "Evo Moment #37" is frequently described as the most iconic and memorable moment in the history of competitive video gaming, compared to sports moments such as Babe Ruth's called shot and the Miracle on Ice. It inspired many to start playing "3rd Strike," which brought new life into the fighting game community during a time when the community was in a state of stagnation.


title: Fighting game

text: "Street Fighter IV", the series' first mainline title since "Street Fighter III: 3rd Strike" in 1999, was released in early 2009 to critical acclaim, having garnered praise since its release at Japanese arcades in 2008. The console versions of "Street Fighter IV", as well as the updated "Super Street Fighter IV," sold more than 6 million copies over the next few years. "Street Fighter's" successful revival sparked a renaissance for the genre, introducing new players to the genre and with the increased audience allowing other fighting game franchises to achieve successful revivals of their own, as well as increasing tournament participance. "Tekken 6" was positively received, selling more than 3 million copies worldwide as of August 6, 2010. Other successful titles that followed include "Mortal Kombat", "", "The King of Fighters XIII", "Dead or Alive 5", "Tekken Tag Tournament 2", "SoulCalibur V", and "Guilty Gear Xrd". Despite the critically acclaimed "Virtua Fighter 5" releasing to very little fanfare in 2007, its update "Virtua Fighter 5: Final Showdown" received much more attention due to renewed interest in the genre.


title: Fighting game

text: Numerous indie fighting games have also been crowdfunded on websites such as Kickstarter and Indiegogo, the most notable success being "Skullgirls" in 2012. Later, in 2019, Ubisoft reported that the free-to-play platform fighting game "Brawlhalla" reached 20 million players.


title: Fighting game

text: "Super Smash Bros. Ultimate" for the Nintendo Switch in 2018 is the best-selling fighting game of all time, topping its Wii predecessor "Super Smash Bros. Brawl", having sold 29.53 million copies worldwide.


title: Fighting game

text: The following are the highest-grossing fighting game franchises, in terms of total gross revenue generated by arcade games, console games and computer games.


title: Fighting game

text: The following are the best-selling fighting arcade video game franchises that have sold at least 10,000 arcade units. The prices of fighting game arcade units ranged from for "Street Fighter II Dash" ("Champion Edition") in 1992, up to for "Virtua Fighter" (1993). In addition to unit sales, arcade games typically earned the majority of their gross revenue from coin drop earnings.


title: Fighting game

text: The following are the best-selling fighting game franchises for home systems, having sold at least 10 million software units for game consoles and personal computers.


title: Fighting game

text: The following titles are the top ten best-selling fighting arcade video games, in terms of arcade units sold. The prices of fighting game arcade units ranged from for "Street Fighter II Dash" ("Champion Edition") in 1992, up to for "Virtua Fighter" (1993). In addition to unit sales, arcade games typically earned the majority of their gross revenue from coin drop earnings, which are unknown for most games. Arcade revenue figures, from unit sales and coin drop earnings, are listed if known.


title: Fighting game

text: The following titles are the top ten best-selling fighting games for home systems, in terms of software units sold for game consoles and personal computers.


title: Psychopathy Checklist

text: The Psychopathy Checklist or Hare Psychopathy Checklist-Revised, now the Psychopathy Checklist—revised (PCL-R), is a psychological assessment tool that is commonly used to assess the presence and extent of the personality trait psychopathy in individuals—most often those institutionalized in the criminal justice system—and to differentiate those high in this trait from those with antisocial personality disorder, a related diagnosable disorder. It is a 20-item inventory of perceived personality traits and recorded behaviors, intended to be completed on the basis of a semi-structured interview along with a review of "collateral information" such as official records.


title: Psychopathy Checklist

text: The PCL was originally developed in the 1970s by Canadian psychologist Robert D. Hare for use in psychology experiments, based partly on Hare's work with male offenders and forensic inmates in Vancouver, and partly on an influential clinical profile by American psychiatrist Hervey M. Cleckley first published in 1941.


title: Psychopathy Checklist

text: An individual's score may have important consequences for their future, and because the potential for harm if the test is used or administered incorrectly is considerable, Hare argues that the test should be considered valid only if administered by a suitably qualified and experienced clinician under scientifically controlled and licensed, standardized conditions. Hare receives royalties on licensed use of the test.


title: Psychopathy Checklist

text: In psychometric terms, the current version of the checklist has two factors (sets of related scores) that correlate about 0.5 with each other, with Factor One closer to Cleckley's original personality concept than Factor Two. Hare's checklist does not incorporate the "positive adjustment features" that Cleckley did.


title: Psychopathy Checklist

text: The PCL-R is used for indicating a dimensional score, or a categorical diagnosis, of psychopathy for clinical, legal, or research purposes. It is rated by a mental health professional (such as a psychologist or other professional trained in the field of mental health, psychology, or psychiatry), using 20 items. Each of the items in the PCL-R is scored on a three-point scale according to specific criteria through file information and a semi-structured interview.


title: Psychopathy Checklist

text: The current edition of the PCL-R officially lists three factors (1.a, 1.b, and 2.a), which summarize the 20 assessed areas via factor analysis. The previous edition of the PCL-R listed two factors. Factor 1 is labelled "selfish, callous and remorseless use of others". Factor 2 is labelled as "chronically unstable, antisocial and socially deviant lifestyle". There is a high risk of recidivism and mostly small likelihood of rehabilitation for those who are labelled as having "psychopathy" on the basis of the PCL-R ratings in the manual for the test, although treatment research is ongoing.


title: Psychopathy Checklist

text: PCL-R Factors 1a and 1b are correlated with narcissistic personality disorder. They are associated with extraversion and positive affect. Factor 1, the so-called core personality traits of psychopathy, may even be beneficial for the psychopath (in terms of nondeviant social functioning).


title: Psychopathy Checklist

text: PCL-R Factors 2a and 2b are particularly strongly correlated to antisocial personality disorder and borderline personality disorder and are associated with reactive anger, criminality, and impulsive violence. The target group for the PCL-R in prisons in some countries is criminals convicted of delict and/or felony. The quality of ratings may depend on how much background information is available and whether the person rated is honest and forthright.


title: Psychopathy Checklist

text: Each of the 20 items in the PCL-R is scored on a three-point scale, with a rating of 0 if it does not apply at all, 1 if there is a partial match or mixed information, and 2 if there is a reasonably good match to the offender. This is to be done through a face-to-face interview together with supporting information on lifetime behavior (e.g., from case files). It can take up to three hours to collect and review the information.


title: Psychopathy Checklist

text: Out of a maximum score of 40, the cut-off for the label of psychopathy is 30 in the United States and 25 in the United Kingdom. A cut-off score of 25 is also sometimes used for research purposes.


title: Psychopathy Checklist

text: High PCL-R scores are positively associated with measures of impulsivity and aggression, Machiavellianism, persistent criminal behavior, and negatively associated with measures of empathy and affiliation.


title: Psychopathy Checklist

text: Early factor analysis of the "PCL-R" indicated it consisted of two factors. Factor 1 captures traits dealing with the interpersonal and affective deficits of psychopathy (e.g., shallow affect, superficial charm, manipulativeness, lack of empathy) whereas factor 2 deals with symptoms relating to antisocial behavior (e.g., criminal versatility, impulsiveness, irresponsibility, poor behavior controls, juvenile delinquency).


title: Psychopathy Checklist

text: The two factors have been found by those following this theory to display different correlates. Factor 1 has been correlated with narcissistic personality disorder, low anxiety, low empathy, low stress reaction and low suicide risk but high scores on scales of achievement and social potency. In addition, the use of item response theory analysis of female offender PCL-R scores indicates factor 1 items are more important in measuring and generalizing the construct of psychopathy in women than factor 2 items.


title: Psychopathy Checklist

text: In contrast, Factor 2 was found to be related to antisocial personality disorder, social deviance, sensation seeking, low socioeconomic status and high risk of suicide. The two factors are nonetheless highly correlated and there are strong indications they do result from a single underlying disorder. Research, however, has failed to replicate the two-factor model in female samples.


title: Psychopathy Checklist

text: In 2001 researchers Cooke and Michie at Glasgow Caledonian University suggested, using statistical analysis involving confirmatory factor analysis, that a three-factor structure may provide a better model, with those items from factor 2 strictly relating to antisocial behavior (criminal versatility, juvenile delinquency, revocation of conditional release, early behavioral problems and poor behavioral controls) removed. The remaining items would be divided into three factors: arrogant and deceitful interpersonal style, deficient affective experience, and impulsive and irresponsible behavioral style. Hare and colleagues have criticized the Cooke and Michie three-factor model for statistical and conceptual problems, for example, for resulting in impossible parameter combinations (negative variances).


title: Psychopathy Checklist

text: In the 2003 edition of the "PCL-R", Hare added a fourth antisocial behavior factor, consisting of those factor 2 items excluded in the previous model. Again, these models are presumed to be hierarchical with a single, unified psychopathy disorder underlying the distinct but correlated factors. In the four-factor model of psychopathy, supported by a range of samples, the factors represent the interpersonal, affective, lifestyle, and overt antisocial features of the personality disorder.


title: Psychopathy Checklist

text: The PCL-R is widely used to assess individuals in high-security psychiatric units, prisons and other settings. This may be of help in deciding who should be detained or released, or who should undergo what kind of treatment. It is also used in academic psychology for its original purpose as an assistive tool in studies on the pathology of psychopathy.


title: Psychopathy Checklist

text: The PCL-R is also used as a risk assessment tool that attempts to predict who will offend or reoffend (recidivism). It is effective in assessing risk of sexual re-offending, which is especially helpful, as clinical judgement of recidivism is a poor predictor. The PCL-R seems to be more useful for violent sexual offenders who are not pedophiles.


title: Psychopathy Checklist

text: In controlled research environments the inter-rater reliability of the PCL-R may be satisfactory, but in real-world settings it has been found to have rather poor agreement between different raters, especially on the personality trait scores.


title: Psychopathy Checklist

text: There are additional inventories directly from the PCL-R, including the Psychopathy Checklist: Screening Version (PCL:SV) and Psychopathy Checklist: Youth Version (). The PCL:SV was developed as a labor-saving assessment for the same forensic settings as the PCL-R and to meet the needs of settings where clients do not necessarily have criminal records (e.g. civil psychiatric patients). It includes 12 items and takes 90 minutes. According to the MacArthur violence risk assessment study in 2014, there is a stronger correlation between the PCL:SV results and later violence than any other of the 134 variables evaluated in that study. The PCL:YV assesses early signs of juvenile psychopathy in children and adolescents.


title: Psychopathy Checklist

text: Among laypersons and professionals, there is confusion about the meanings and differences between psychopathy, sociopathy, antisocial personality disorder (ASPD), and the ICD-10 diagnosis, dissocial personality disorder.


title: Psychopathy Checklist

text: Hare takes the stance that psychopathy as a syndrome should be considered distinct from the Diagnostic and Statistical Manual of Mental Disorders-IV's antisocial personality disorder construct, although the DSM states ASPD has been referred to as or includes the disorder of psychopathy. Although the diagnosis of ASPD covers two to three times as many prisoners than the diagnosis of psychopathy, Hare believes the PCL-R is better able to predict future criminality, violence, and recidivism than a diagnosis of ASPD. He suggests there are differences between PCL-R-diagnosed psychopaths and non-psychopaths on "processing and use of linguistic and emotional information", while such differences are potentially smaller between those diagnosed with ASPD and without.


title: Psychopathy Checklist

text: Although Hare wanted the DSM-IV-TR to list psychopathy as a unique disorder, the DSM editors were unconvinced and felt that there was too much room for subjectivity on the part of clinicians when identifying things like remorse and guilt; therefore, the DSM-IV panel decided to stick to observable behavior, namely socially deviant behaviors.


title: Psychopathy Checklist

text: According to Hare, one FBI study produced in 1992 found that 44 percent of offenders who killed a police officer were psychopaths. The study was 'Killed in the Line of Duty: A Study of Selected Felonious Killings of Law Enforcement Officers.'


title: Psychopathy Checklist

text: Hare has described psychopaths as 'social predators', 'remorseless predators', or in some cases 'lethal predators', and has stated that 'Psychopathic depredations affect people in all races, cultures, and ethnic groups, and at all levels of income and social status'.


title: Psychopathy Checklist

text: A study using the PCL-R to examine the relationship between antisocial behavior and suicide found that suicide history was strongly correlated to PCL-R factor 2 (reflecting antisocial deviance) and was not correlated to PCL-R factor 1 (reflecting affective functioning). Given that ASPD relates to factor 2, whereas psychopathy relates to both factors, this would confirm Hervey M. Cleckley's assertion that psychopaths are relatively immune to suicide. People with ASPD, on the other hand, have a relatively high suicide rate.


title: Psychopathy Checklist

text: Because an individual's scores may have important consequences for his or her future, the potential for harm if the test is used or administered incorrectly is considerable. The test can only be considered valid if administered by a suitably qualified and experienced clinician under controlled conditions.


title: Psychopathy Checklist

text: There has been controversy over the use of the PCL-R by UK prison and secure psychiatric services, including its role in the government's administrative category of 'Dangerous and Severe Personality Disorder' (a separate older administrative category of 'psychopathic disorder' in the Mental Health Act was abolished in 2007). One leading forensic psychologist, while Deputy Chief at the Ministry of Justice, has argued that it has not lived up to claims that it could identify those who would not benefit from current treatments or those most likely to violently reoffend.


title: Psychopathy Checklist

text: Several recent studies and very large-scale meta-analysis have cast serious doubt on whether the PCL-R performs as well as other instruments, or better than chance. To the extent that it does perform better, it is unclear whether it is due the PCL-R's inclusion of past offending history, rather than the personality trait scores that make it unique.


title: Psychopathy Checklist

text: In addition to the aforementioned report by Cooke and Michie that a three-factor structure may provide a better model than the two-factor structure, Hare's concept and checklist have faced other criticisms.


title: Psychopathy Checklist

text: In 2010, there was controversy after it emerged that Hare had threatened legal action that stopped publication of a peer-reviewed article on the PCL-R. Hare alleged the article quoted or paraphrased him incorrectly. The article eventually appeared, three years later. It alleged that the checklist is wrongly viewed by many as the basic definition of psychopathy, yet it leaves out key factors, while also making criminality too central to the concept. The authors claimed this leads to problems in over-diagnosis and in the use of the checklist to secure convictions. Hare has since stated that he receives less than $35,000 a year from royalties associated with the checklist and its derivatives.


title: Psychopathy Checklist

text: Hare's concept has also been criticised as being only weakly applicable to real-world settings and tending towards tautology. It is also said to be vulnerable to "labeling effects", to be over-simplistic, reductionist, to embody fundamental attribution error, and not pay enough attention to context and the dynamic nature of human behavior. It has been pointed out that half the criteria can also be signs of mania, hypomania, or frontal lobe dysfunction (e.g., glibness/superficial charm, grandiosity, poor behavioral controls, promiscuous sexual behavior, and irresponsibility).


title: Psychopathy Checklist

text: Some research suggests that ratings made using the PCL system depend on the personality of the person doing the rating, including how empathic they themselves are. One forensic researcher has suggested that future studies need to examine the class background, race and philosophical beliefs of raters because they may not be aware of enacting biased judgments of people whose section of society or individual lives for whom they have no understanding of or empathy. Further, a review which pooled various risk assessment instruments including the PCL, found that peer-reviewed studies for which the developer or translator of the instrument was an author (which in no case was disclosed in the journal article) were twice as likely to report positive predictive findings.


title: Giovani Lo Celso

text: Giovani Lo Celso (born 9 April 1996) is an Argentine professional footballer who plays as a central midfielder for La Liga club Villarreal, on loan from Premier League club Tottenham Hotspur, and the Argentina national team.


title: Giovani Lo Celso

text: Lo Celso is a youth product of Rosario Central. He made his league debut at 19 July 2015 against Vélez Sarsfield in a 0-0 home draw. On 28 February 2016, Lo Celso scored his first Rosario Central goal in a 3–0 victory over Colón, netting Rosario's first in the 6th minute. He then went on to score his second of the campaign in a 3–2 defeat to Vélez Sarsfield on 10 April 2016.


title: Giovani Lo Celso

text: On 26 July 2016, Lo Celso joined French giants Paris Saint-Germain on a five-year deal until 2021, for a fee around the margin of £8.5m. He remained at Rosario Central on loan until 31 December 2016. He made his debut for the French side on 5 April 2017 in a Coupe de France quarter final game against US Avranches. He replaced Adrien Rabiot in the 63rd minute of a 4–0 away win.


title: Giovani Lo Celso

text: Lo Celso came on and assisted for Dani Alves’ goal in the UEFA Champions League match against Celtic FC to make the scoreline 7–1. He scored his first goal for PSG in a 3–2 Coupe de la Ligue win against Rennes on 30 January 2018.


title: Giovani Lo Celso

text: On 8 May 2018, he scored as PSG won 2–0 against Les Herbiers VF to clinch the 2017–18 Coupe de France.


title: Giovani Lo Celso

text: On 31 August 2018, Lo Celso joined La Liga side Real Betis on a season-long loan with an option to buy. Betis triggered this option on 16 April 2019 and Lo Celso joined the club on a permanent basis. During his time at the club, Lo Celso made 46 appearances in all competitions, scoring 16 goals.


title: Giovani Lo Celso

text: On 8 August 2019, Lo Celso signed for Tottenham Hotspur on a season-long loan with an option to buy, after a long summer of speculation over his future. He made his debut for Tottenham as a late substitute in the second Premier League match of the season against Manchester City that ended 2–2, a match notable for a controversy over VAR and a new rule on handball introduced this season.


title: Giovani Lo Celso

text: After three substitute appearances for the club, Lo Celso injured his hip while on international duty for Argentina. After returning from injury, he made his first start for Tottenham, scoring his first goal for the club that kicked off a 4–0 win over Red Star Belgrade in the UEFA Champions League, which was the first away win for Tottenham in six months. On 14 January 2020, Lo Celso scored the opening goal in a 2-1 win for Spurs against Middlesbrough in the FA Cup.


title: Giovani Lo Celso

text: Lo Celso's contract was made permanent on 28 January 2020 with the new deal running until the summer of 2025.


title: Giovani Lo Celso

text: In the 2020–21 season, Lo Celso scored his first goals of the season when he netted a brace in the 7–2 win against Maccabi Haifa in a Europa League play-off match. On 21 November 2020, Lo Celso scored his first Premier League goal, 35 seconds after coming on as a substitute in the match against Manchester City, which helped secure a 2–0 win.


title: Giovani Lo Celso

text: On 31 January 2022, Lo Celso joined Villarreal on loan until the end of the 2021–22 season. On 14 August 2022, he rejoined Villarreal on loan for the 2022–23 season.


title: Giovani Lo Celso

text: Due to some impressive performances at Rosario Central, Lo Celso earned a call-up to the Argentina U23 squad for the 2016 Summer Olympics. On 4 August 2016, Lo Celso made his Argentina U23 debut in a 2–0 defeat against Portugal, replacing Cristian Espinoza in the 72nd minute.


title: Giovani Lo Celso

text: On 11 November 2017, Lo Celso made his Argentina debut in a 1–0 victory over Russia. He started the match and was replaced by Alejandro Gómez in the 59th minute. In May 2018, he was named in Argentina’s preliminary 35 man squad for the 2018 FIFA World Cup in Russia; he was later included in the final 23-man selection for the tournament.


title: Giovani Lo Celso

text: In May 2019, Lo Celso was included in Lionel Scaloni's final 23-man Argentina squad for the 2019 Copa América. On 28 June, in the quarter-finals of the tournament, Lo Celso scored Argentina's second goal in a 2–0 win over Venezuela, which enabled his team to advance to the semi-finals of the competition.


title: Giovani Lo Celso

text: In June 2021, Lo Celso was once again included in Scaloni's final Argentina 28-man squad for the 2021 Copa América, which the team eventually won. He also played against Italy in the Finalissima, which Argentina won 3–0 at Wembley Stadium, England on 1 June 2022.


title: Giovani Lo Celso

text: Born in Argentina, Lo Celso also holds an Italian passport due to his Italian heritage. His younger brother Francesco is also a professional footballer and currently plays for Rosario Central.


title: Carambola

text: Carambola, also known as star fruit, is the fruit of "Averrhoa carambola", a species of tree native to tropical Southeast Asia. The mildly poisonous fruit is commonly consumed in parts of Brazil, Southeast Asia, South Asia, the South Pacific, Micronesia, parts of East Asia, the United States, and the Caribbean and contains the neurotoxin caramboxin. The tree is cultivated throughout tropical areas of the world.


title: Carambola

text: The fruit has distinctive ridges running down its sides (usually 5–6). When cut in cross-section, it resembles a star, giving it the name of "star fruit". The entire fruit is edible, usually raw, and may be cooked or made into relishes, preserves, garnish, and juices.


title: Carambola

text: The center of diversity and the original range of "Averrhoa carambola" is tropical Southeast Asia, where it has been cultivated over centuries. It was introduced to the Indian Subcontinent and Sri Lanka by Austronesian traders, along with ancient Austronesian cultigens like coconuts, langsat, noni, and santol. They remain common in those areas and in East Asia and throughout Oceania and the Pacific Islands. They are cultivated commercially in India, Southeast Asia, southern China, Taiwan, and


title: Carambola

text: the southern United States. They are also grown in Central America, South America, and the U.S. state of Hawaii, the Caribbean, and parts of Africa. They are grown as ornamentals. Carambola is considered to be at risk of becoming an invasive species in many world regions.


title: Carambola

text: The carambola tree has a short trunk with many branches, reaching up to in height. Its deciduous leaves are long, with 5 to 11 ovate leaflets medium-green in color. Flowers are lilac in color, with purple streaks, and are about wide.


title: Carambola

text: The showy fruits have a thin, waxy pericarp, orange-yellow skin, and crisp, yellow flesh with juice when ripe. The fruit is about in length and is an oval shape. It usually has five or six prominent longitudinal ridges. In cross section, it resembles a star. The flesh is translucent and light yellow to yellow in color. Each fruit can have 10 to 12 flat light brown seeds about in width and enclosed in gelatinous aril. Once removed from the fruit, they lose viability within a few days.


title: Carambola

text: Like the closely related bilimbi, there are two main types of carambola: the small sour (or tart) type and the larger sweet type. The sour varieties have a higher oxalic acid content than the sweet type. A number of cultivars have been developed in recent years. The most common cultivars grown commercially include the sweet types "Arkin" (Florida), "Yang Tao" (Taiwan), "Ma fueng" (Thailand), "Maha" (Malaysia), and "Demak" (Indonesia) and the sour types "Golden Star", "Newcomb", "Star King", and "Thayer" (all from Florida). Some of the sour varieties like "Golden Star" can become sweet if allowed to ripen.


title: Carambola

text: Carambola is known by many names across its regions of cultivation, including "khế" in Vietnam, "balimbing" in the Philippines, "belimbing" in Indonesia and Malaysia, "ma fen" in China, "kamaranga" in India, "Omuzabibu" in Uganda, and "carambolo" or "carambola" in Spanish-speaking countries, as examples.


title: Carambola

text: The entire fruit is edible, including the slightly waxy skin. The flesh is crunchy, firm, and extremely juicy. It does not contain fibers and has a texture similar in consistency to that of grapes. Carambolas are best consumed shortly after they ripen, when they are yellow with a light shade of green or just after all traces of green have disappeared. They will also have brown ridges at the edges and feel firm. Fruits picked while still slightly green will turn yellow in storage at room temperature, but will not increase in sugar content. Overripe carambola will be yellow with brown spots and can become blander in taste and soggier in consistency.


title: Carambola

text: Ripe sweet type carambolas are sweet without being overwhelming as they rarely have more than 4% sugar content. They have a tart, sour undertone, and an oxalic acid odor. The taste is difficult to match, but it has been compared to a mix of apple, pear, grape, and citrus family fruits. Unripe star fruits are firmer and sour, and taste like green apples.


title: Carambola

text: Ripe carambolas may also be used in cooking. In Southeast Asia, they are usually stewed in cloves and sugar, sometimes with apples. In China, they are cooked with fish. In Australia, they may be cooked as a vegetable, pickled, or made into jams. In Jamaica they are sometimes dried.


title: Carambola

text: Unripe and sour type carambolas can be mixed with other chopped spices to make relishes in Australia. In the Philippines, unripe carambolas are eaten dipped in rock salt. In Thailand, they are cooked together with shrimp.


title: Carambola

text: The juice from carambolas is also used in iced drinks, particularly the juice of the sour varieties. In the Philippines they can be used as seasoning. In India, the juice is bottled for drinking.


title: Carambola

text: Raw carambola is 91% water, 7% carbohydrates, 1% protein, and has negligible fat (table). A 100-gram reference amount of raw fruit supplies of food energy and a rich content of vitamin C (41% of the Daily Value), with no other micronutrients in significant content (table).


title: Carambola

text: Carambolas contain caramboxin and oxalic acid. Both substances are harmful to individuals suffering from kidney failure, kidney stones, or those under kidney dialysis treatment. Consumption by those with kidney failure can produce hiccups, vomiting, nausea, mental confusion, and sometimes death. Caramboxin is a neurotoxin which is structurally similar to phenylalanine, and is a glutamatergic agonist.


title: Carambola

text: Like the grapefruit, carambola is considered to be a potent inhibitor of seven cytochrome P450 isoforms. These enzymes are significant in the first-pass elimination of many medications, and, thus, the consumption of carambola or its juice in combination with certain prescription medications can significantly increase their effective dosage within the body.


title: Carambola

text: The carambola is a tropical and subtropical fruit which can be grown at elevations up to . It prefers full sun exposure, but requires enough humidity and annual rainfall of at least . It does not have a soil type preference, but will thrive in loam and requires good drainage. Moderate irrigation supports its growth during dry seasons. Heavy rains may inhibit fruit production.


title: Carambola

text: Carambola trees are planted at least from each other and typically are fertilized three times a year. The tree grows rapidly and typically produces fruit at four or five years of age. The large amount of rain during spring actually reduces the amount of fruit, but, in ideal conditions, carambola can produce from of fruit a year. The carambola tree flowers throughout the year, with main fruiting seasons from April to June and October to December in Malaysia, for example, but fruiting also occurs at other times in some other locales, such as South Florida.


title: Carambola

text: Growth and leaf responses of container-grown 'Arkin' carambola ("Averrhoa carambola" L.) trees to long-term exposure of 25%, 50%, or 100% sunlight showed that shading increased rachis length and leaflet area, decreased leaflet thickness, and produced more horizontal branch orientation.


title: Carambola

text: Major pests are carambola fruit flies, fruit moths, ants, and birds. Crops are also susceptible to frost.


title: Carambola

text: Top producers of carambola in the world market include Australia, Guyana, India, Israel, Malaysia, the Philippines, Taiwan, and the United States. Malaysia is a global leader in star fruit production by volume and ships the product widely to Asia and Europe. Due to concerns over pests and pathogens, however, whole star fruits cannot yet be imported to the US from Malaysia under current United States Department of Agriculture regulations. In the United States, carambolas are grown in tropical and semitropical areas, including parts of Florida and Hawaii.


title: Carambola

text: In the United States, commercial cultivation and broad consumer acceptance of the fruit only dates to the 1970s, attributable to Morris Arkin, a backyard horticulturalist, in Coral Gables, Florida. The 'Arkin' variety represented 98% of the acreage in South Florida in the early 21st century.


title: Carambola

text: The trees are also grown as ornamentals for their abundant brightly colored and unusually shaped fruits, as well as for their attractive dark green leaves and their lavender to pink flowers.


title: Carambola

text: Like the bilimbi, the juice of the more acidic sour types can be used to clean rusty or tarnished metal (especially brass) as well as bleach rust stains from cloth. They may also be used as a mordant in dyeing.


title: Carambola

text: The farming video game "Stardew Valley" allows the player to cultivate and grow carambola, in this setting known as “starfruit”. They are the most valuable crop in the game. The in-game icon erroneously depicts the fruit as resembling its real-life cross-section, and the plant itself as a single-harvest crop instead of a tree.


title: Carambola

text: The Filipino word for the starfruit, "balimbing", due to its many-faced shape, has acquired the meaning in Philippine political discourse of a turncoat, someone who switches political allegiances not out of principle but for their own self-interest.


title: 2018 Brazilian general election

text: General elections were held in Brazil on 7 October 2018 to elect the president, National Congress and state governors. As no candidate in the presidential election received more than 50% of the vote in the first round, a runoff round was held on 28 October.


title: 2018 Brazilian general election

text: The election occurred during a tumultuous time in Brazilian politics. Narrowly re-elected in 2014, President Dilma Rousseff of the centre-left Workers’ Party (PT), which had dominated Brazilian politics since 2002, was impeached in 2016. Replacing her was her Vice President, Michel Temer of the centre-right Brazilian Democratic Movement Party. Temer, whose age of 75 at inauguration made him the oldest to ever take office, broke sharply with his predecessor's policies and amended the constitution to freeze public spending. He was extraordinarily unpopular, reaching an approval rating of 7% versus 76% in favor of his resignation. Despite mass demonstrations against his governance, including a 2017 general strike and a 2018 truck drivers’ strike, Temer refused to step down and served the duration of his term in office. Due to being convicted of breaking campaign finance laws, Temer was ineligible to run in 2018.


title: 2018 Brazilian general election

text: The candidacy of Jair Bolsonaro, a controversial federal deputy from Rio de Janeiro known for his far-right politics and defense of the former Brazilian military dictatorship, overshadowed other conservative candidates. Noted for his vehement opposition to abortion and same-sex marriage, Bolsonaro joined the small Social Liberal Party (PSL) to mount his bid for the presidency, shifting the party's ideology in favor of social conservatism and nationalism. Bolsonaro benefited from opposition to the former PT government and ran in favor of expanding gun ownership in response to high crime, legalizing the death penalty, and the privatization of state-owned companies. For the position of Vice President, Bolsonaro chose Hamilton Mourão, a conservative retired general in the Brazilian Army. During the campaign, Bolsonaro was the subject of widespread protests for his homophobic, racist, and misogynistic beliefs. Former Governor of São Paulo Geraldo Alckmin, who ran as a member of the previously dominant centre-right Brazilian Social Democracy Party (PSDB), received the worst result for a presidential nominee of his party in Brazilian history.


title: 2018 Brazilian general election

text: Former President Lula da Silva, once considered one of the most popular politicians in the world, intended to run for president as the candidate of the PT with former Mayor of São Paulo Fernando Haddad as his running-mate. Polling taken during the campaign found Lula as the favorite in both the first and second rounds of the election. However, Lula's 2017 conviction on corruption charges barred him from running. Haddad, who was largely unknown to Brazilian voters at the time, was chosen to run in his place, with Communist Party of Brazil (PCdoB) deputy Manuela d’Avila of Rio Grande do Sul serving as his running mate. His major opponent on the left was Ciro Gomes, a mainstay of Brazilian politics who ran a centre-left campaign as a member of the Democratic Labour Party (PDT). Following Haddad's advancement to the second round, Ciro did not endorse his campaign, though he did signal opposition to Bolsonaro.


title: 2018 Brazilian general election

text: The campaign was marked by political violence, with Bolsonaro being a victim of a stabbing attack at a campaign rally in Minas Gerais and supporters of both Haddad and Bolsonaro falling victim to politically-motivated attacks. Fake news spread on popular messaging app WhatsApp was a focal point of election coverage, with disinformation spread on the app being blamed for influencing voting intentions. In the first round of the election, Bolsonaro received approximately 46% of the vote to Haddad's 29%, with Ciro coming in third place with over 12% of the vote. In the second round, Bolsonaro defeated Haddad by approximately ten percentage points, with the deputy receiving over 55% of the vote to less than 45% for Haddad. Bolsonaro took office on 1 January 2019 as President of Brazil.


title: 2018 Brazilian general election

text: The 2014 elections saw Workers' Party candidate Dilma Rousseff reelected as President in the second round with 51.6% of the vote, defeating Aécio Neves of the Brazilian Social Democracy Party who received 48.4% of the vote. Rousseff had first been elected in the 2010 elections, succeeding her political mentor, Luiz Inácio Lula da Silva, who was in office from 2003 until 2011.