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Edit: on second thought, NEC also would have had a big reason for an add-on too . . . perhaps scaling back the IRON MAN project (rehashed into PC-FX) as the final PCE add-on and a next-gen Duo to complement that for the short run. (too weak to challenge the PSX, but maybe buy time to develop a proper follow-on)
In fact, the main reason I even bothered with this thread's premise is that Sega (Japan and/or America) seemed to be set on the idea of hardware "filler" of some sort. Whether that filler was actually more than that in the long run is another matter.
Honestly, if the 32x (as it was) was the only option on the table, and my 2 alternatives were not allowed, then the best option would have been for SoA to drop the project in early 1994 (and compel SoJ to comply with that). Software support would have been the primary alternative there. -The fact that Virtua Racing SVP got released anyway in this scenario kind of nags at me though . . . if they were going to release it at all (with the manufacturing an dmarketing effort put into it), the relatively small added overhead to package it as a SVP "module" cart+VR game cart would seem like a much better idea.
It's just a cart based Saturn (maybe with lo-RAM cut out) that can be upgraded to full Saturn spec later on. It would be a way for Sega to start the transition to the next gen early (on the software development and consumer fronts), while maintaining emphasis on (virtually) a single platform. Programming for the Jupiter would be basically identical to the Saturn, so a leg-up for western developers especially (and more time/resources going into proper documentation and tools early-on), while making a powerful platform that was still cheap enough to reach the mainstream market price range in late '94, and more so in '95.
The Saturn design was basically complete by this point (should have been mostly an issue of final bug fixes on silicon and motherboard/case designs prepping for mass production), so that was going to be Sega's future.
In that context (along with what Sega had to deal with on the market in January 1994), I think there's even a good argument for releasing the Jupiter over releasing no hardware at all until Saturn (which should be late 1995). They could keep the Genesis going in the low-end of the market while phasing it out (finishing up outstanding 1994 targeted projects, and tapering off after that -aiming at pushing lots of re-releases and such typical of late-gen support of an aging platform where profits margins are high, though volumes are low). New projects could get moved over to Jupiter (and multimedia projects for Saturn/JupiterCD) for 1995 release targets. (along with a few projects targeting the 1994 Jupiter/Saturn launch -would also mean a stronger launch lineup in Japan, with combined efforts rather than divided Saturn/32x -on top of MCD/MD/GG support)
[quote[As for a stand-alone (lock-on) SVP addon, maybe they could have done that, but it depends on how many SVP games they were planning on releasing. If it was going to be just 3-6 games, then I think that going the Nintendo route and simply charging higher prices for the carts, SNES Super FX game-style, would have been the better path.[/quote]
I say, pack it in with the release of Virtua Racing (and never release it standalone), push for documentation for 3rd party developer support, and adjust plans from there. (could be used for all sorts of late-gen games, not just polygon stuff -graphics or sound compression, 2D scaling/rotation/warping effects, sound mixing, etc -even without the added PCM channels suggested, mixing and streaming to the Z80 channel could offer some decent possibilities)
At worst, they'd lose a little more on the added manufacturing costs of SVP+VR module bundle instead of standalone VR, but the risk-reward would seem very favorable here.
If consumer interest was indicatively high, and developer interest was strong, then my other suggestion about shifting late-revision MD hardware to include SVP internally (and presumably add some sort of label on it) would also make more sense. This would include profitability, as a highly popular SVP could allow for generally cheaper to manufacture games (more compression -without tacking on hardware a la SNES).
Doing this with the SNES wouldn't have really made sense, since they had way too many revisions and types of add-on hardware to make it sensible to integrate with the main system. (compare it to SMS and NES, with the SMS's sole add-on being the YM2413, and feasible to integrate as standard)
There'd even be potential for cross-compatible games with features disabled on non-SVP systems. (like SMS games or some N64 games)
Which is why I was suggesting the SAME initial price. Virtua Racing launched at an SRP of $99 in the US in March 1994. I'm suggesting Sega eat the small added cost of manufacturing 2 PCBs and 2 cart shells (maybe even a half-height game cart to save on cost/bulk and make it obvious).Sure, it'd cost the customers more overall than buying a lockon and then several cheaper carts, but people are funny... they don't always go with the cheaper overall thing, but with the thing that has the lower initial price.
Don't even offer a standalone SVP module until it's established on the market . . . and if it fails to get established (on the 3rd party and consumer ends), then just phase it out to little added loss as standalone VR ended up as. (unlike the massive trade-offs involved with 32x)
Another big point on my premise is that both designs proposed use hardware that was already complete and going to be released anyway. Engineering resources for the Jupiter should have been minimal, since it would be using the Saturn design. (more an issue with PCB and case design, as well as the CD module attachment -or at least provisions for that, if the actual CD module PCB/case-shell design was set to lower priority) The 32x OTOH, threw another new design into the mix that required distinct programming from any of those others, on top of greater overhead on the consumer end.
If you try to think from a purely 1994 mindset, it's kind of hard to say which of those 2 would be more sensible, or even if focusing on MD/MCD software would be better.
Either would allow Sega to (somewhat) better compete with certain technological advances seen on the game market, but one would help support their established 16-bit platform more (with SVP), while the other would better aid in the transition to the Saturn (with Jupiter). The 32x did neither of these very well, though it attempted to do both.
In hindsight, it was the Saturn that really needed a boost to get settled into the market (outside Japan), while the MD (and MCD) probably would have been fine being left alone as far as the "16-bit" market itself was concerned. The Jupiter really could have helped here, and potentially without even taking as much away from the Genesis/CD as the 32x ended up doing (profit or developer/consumer wise). Marketing/distribution of Jupiter should have been similar cost-wise to 32x, while software development would have rolled together with Saturn programming/development . . . in fact, MD vs MCD software support was a bigger compromise than Saturn vs Jupiter game development differences. (MCD was a very different piece of hardware as a whole, Jupiter and Saturn differed only in media -and hybrid cart/cd games were possible too)
It wasn't really until 1996 that prices dropped low enough for the 5th generation multimedia CD-ROM based consoles to fully enter the commodity mainstream price bracket, so that would have been 2 full years where the Jupiter would have been the only game on the block in its market segment. Plus, in 1996, it would have been able to undercut the only direct cart based competition with the N64's $200 price point.
With Europe even more price sensitive than the US (on average), that could have an even larger bearing there.
The Sega CD itself is another topic I want to address separately later . . . and that whole Atari thing above was way off topic too.Also, I'm sure that people would have had much lower expectations for a cheap SVP lockon addon than they did with the 32X, but still... Sega's biggest mistake in '94 was assuming that another transition addon was needed, and that the 4th gen consoles as they were needed help (and addons). This was, of course, a flawed, and false, analysis, we now know. Nintendo's Donkey Kong Country ads showing off how this was possible on a regular cart, so why should you go buy that expensive addon (32X), were very effective... yes, the 32X sold well at first anyway, but on the whole, Nintendo very definitely won that argument, and for good reason. Sega should have realized that the Genesis as it was could have done fine for another year or two in the West, had they continued to support it as their main focus, and that no addon was needed. I can understand wanting more powerful hardware, but actually releasing anything beyond more SVP games would be a mistake.
Personally, I think history puts add-ons in a bad light in general . . . hell, looking at the Sega CD, it did far better than standalone CD "competition" in the early 90s. The problem there is that ALL CD based platforms has some major flaws (software, hardware, and/or market-wise), so it's an inherently bad example, at least outside Japan. (and it's arguable whether NEC might have actually become an exception in the west with the Duo, if not for their terrible prior management/marketing of the TG-16 compromising that potential -since the vertical integration and simpler hardware could have made it the cheapest and most marketable CD-ROM system available)I know that in Japan NEC got away with a few addons -- the CD drive and Super CD card/drives did well, after all -- but the Arcade Card and SuperGrafx didn't do quite as well, so they had a mixed record on addons, and of course that was all in Japan; there's never been a console addon in the West that succeeded like that. The N64 Expansion Pak and the Kinect are probably the two most successful ones here, but neither one of those was anywhere near the Super CD in success.
The SuperGrafx wasn't even an add-on, but a new standalone console, and that was actually part of its problem. I have argued that it SHOULD have been an add-on instead . . . or, more specifically, that they should have waited and rolled the SGX hardware additions in with the introduction of the Super CD (and Duo) standard. Hudson engineers were forward thinking enough to put all the necessary expansion connectivity on the PC Engine to allow an external device to add the exact same functionality. It's ironic, but Sega forced a lot of hardware into the MCD and 32x in spite of the MD's limitations (and bottlenecks) while NEC had the opportunity to add lots of neat stuff relatively efficiently to the PC engine, yet they squandered it.
Again, getting way off topic, but IMO, following up the (very basic) PCE CD-ROM^2 with a SuperGFX-CD upgrade should have been something like: use a replacement base-tray as the SGX add-on form factor, allowing existing CD owners a cheaper upgrade option (the DRAM in the CD was already inside that tray, so replacing the DRAM -instead of adding SRAM on card- would have been possible; 512kB of DRAM should have been very affordable at the time -TBH, 1 MB would have been realistic too given DRAM prices, especially for NEC -note that RAM prices didn't drop much from 1991-1994, so the arcade card's 2MB should have been considerably more costly in '94 than 1 MB in '91 . . . 512k would still be cheaper, obviously). With that DRAM, there'd also be little/no need for the 32k SRAM expansion, so just the 2nd VDP+64k VRAM (SRAM) would be it. (the PCE's interface also had a digital pixel output, so they could also have expanded the master palette . . . so potentially better than SNES color with a nice big master palette and 64 15 color subpalettes) -On a side note, with a good encoder using per-cell color optimization, that could make for some really nice looking FMV too . . . though compression would be an issue. (uncompressed and you get Night Trap or Sewer Shark sized video at 15 FPS, or bigger frames at low rates like Road Avenger/etc at 7.5 FPS -or a compromise)
IMO, the best possible (and most consistent) use/need for add-ons has appeared with the advent of optical media: simple RAM expansion is something that could have been handled in a (mostly) foolproof and very cost-effective manner for modern consoles. RAM prices drop like crazy after most new systems are launched, and with decent marketing and module/expansion form-factor (and probably limited to only 1 RAM upgrade option), there's a huge potential gain for late-generation releases and a tiny addition to cost for the expansion to be built-in on later revisions.
The N64's use of ROM cards deflated the advantages the 4 MB expansion provided, and the lack of standardization on the base hardware also deflated that. (the use of niche/costly RDRAM -even with SGI partner advantages- the PSX's commodity EDO DRAM main memory should have been much cheaper/simpler to add to . . . or the Saturn's SDRAM even -which the cart interface did not do, instead using cheap but quite slow DRAM, probably only marginally cheaper than Sega's SDRAM supply by 1997/98 given the commodity it has become on the PC market)
It's quite ironic that all those modern consoles omitted support for that. (though HDD expansion is pretty common this gen)
I ranted on this much more here:http://www.sega-16.com/forum/showthr...l=1#post551842
Last edited by sheath; 01-27-2013 at 10:49 AM.
"... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, but Saturn's high manufacturing cost would then translate into huge losses for the company." p170 Revolutionaries at Sony.
"We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment
And also, the Saturn released in Japan at the same time the 32X did in the US. It's absolutely insane to launch a new addon for your older console at the same time that you launch a new system. That just makes no sense. The only way I could even begin to justify releasing a Genesis addon in 1994 is if the Saturn was cancelled, and Sega replaced it with some new, more powerful system that released in 1996. And even then, I think that they'd have been much better off sticking with the hardware they had, and not releasing a new addon. Maybe an SVP lockon cart, but that's it... but again, I'd tend towards thinking that the SNES model of "just put the chips in each cart" might have been more popular with consumers than Sega's "we need an addon to save them money overall, if they buy a bunch of the games that use this" approach...
(Oh, and maybe if they hadn't had a new system that year, Sega of Japan might actually have supported the Sega CD decently for more than one year... the SCD had good first-party support in 1993, but that's pretty much it.)
Atari 2600:
Keyboard Controller
Paddle Controller
Game Genie
Rob the Robot
NES Advantage
Power Glove
Power Pad
U Force
Master System:
Control Stick
Light Phaser
Sega Scope 3D Glasses
Sports Pad
3-Button Arcade Stick
Power Base Converter
6-Button Game Pad
6-Button Arcade Stick
Sega CD
Super System Card
Various Joysticks
Various Joysticks
Super Scope
"... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, but Saturn's high manufacturing cost would then translate into huge losses for the company." p170 Revolutionaries at Sony.
"We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment
Controllers are not addons, so I would remove all of those from your list. I mean hardware addons, not controllers. Also, ones that are included inside game cartridges, like Super FX stuff, don't count either -- those are "invisible" addons that the buyer may or may not know or care about. I meant physical, hardware addons that are not built into game carts, and aren't just special controllers. I guess you're right that special controllers are a kind of addon, but they're a different kind of thing from what I, and this thread, are talking about.
So, I removed everything from your list that isn't a hardware addon, and added some that you didn't mention, probably because they were only released in Japan.
Famicom Disk System (Japan-only; did okay for a couple of years, but then it faded, and most games were on cart after that.)
(If you want to mention ROB, he was important at the launch for the US for getting the system into stores, but immediately became completely irrelevant. That only two games support him says a lot about that.)
Master System:
Sega Scope 3D Glasses (I'm not sure if this should count or not... probably not, but I left it here. Anyway, the tiny library of games that support it should say all you need to know about how successful this was. Later model systems can't even plug this in.)
FM Sound addon (so successful they didn't even bother releasing it in the markets where the system actually did well...)
Power Base Converter (backwards compatibility adapter; different kind of thing)
Sega CD (did okay but not as well as expected)
32X (disastrous failure overall)
CD-ROM (moderately successful in Japan, unsuccessful in the US)
Super System Card/Duo systems (quite successful in Japan; became the system's main format for the later years of its life. Total failure in the US.)
Arcade Card (Japan-only addon, not too successful; only supported in '94 and a couple of games in '95, and even then most games were regular Super System Card games)
BS-X Satellaview (not all that successful, I think; it ran for years, but by the later years, those writeable carts seemed to be more popular than the satellite service.)
If you want to talk about special controllers as "addons", though, generally any controller not packed in with a system will have only limited support. There are exceptions to this, such as how most Saturn and PS1 racing games support their systems' respective racing wheels, but there aren't too many. This is probably why the SMS and NES have much larger light-gun-game libraries than most other systems -- those systems came with the gun in the box. Similarly, that the Saturn didn't come with a 3D Controller, while the PS1 did come with the Dual Shock for like two thirds of its life, has to be one factor in why the 3D Controller isn't supported nearly as well (yes, the Saturn's much shorter life is another factor, but the difference in what was included in the box has to be another one.).
This factor also helped the PCE Super CD, of course -- all Duo, Duo R, and Duo RX systems came with the CD drive and Super System Card included, so anyone buying a new PCE from '92 on would usually have gotten one that came with the Super System Card and CD drive included. This obviously made it a whole lot easier to make it the new standard, compared to addons that are only sold separately.
Sega should have made the 3D controller the standard controller to include with the console. more games would have used it then...
Also, I would like to hear what the SMS is really capable of sound-wise when using the FM chip. Most games that are compatible with the FM expansion seem to almost exclusively use the FM chip for music, while mostly ignoring the SN76489. I'd like to hear somebody compose music for the SMS that makes full use of both the SN76489 and the YM2413 at the same time. (if there are any songs that do this, i'm not aware of them....)
I'd say that controllers are the most successful add-ons for ANY console, but said success causes people to disassociate them from "add-ons" in general because "everyone knows add-ons are unsuccessful." Note that not all controllers are successful, but people see that some are VERY successful and then lump them altogether.
"... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, but Saturn's high manufacturing cost would then translate into huge losses for the company." p170 Revolutionaries at Sony.
"We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment
From a programming or hardware functionality standpoint, an on-cart upgrade and an expansion module could be functionally identical. But from a consumer and marketing standpoint, they are very different animals. (manufacturing logistics also vary)
Hence why offering Virtua Racing bundled with the SVP module at the same price and as the ONLY format of initial launch is so critical in my premise. (and why I mention it being offered as standalone later on only, as well as suggesting the hardware be built-into the MD itself -at least once the cost/risk had enough evidence of being worthwhile)
Plus, many peripherals can be used as short-term gimmicks (with possible long-term potential), that have relatively low monetary or PR repercussions if they fail to have lasting appeal/success. (ROB is a prime example here . . . not a particularly cheap one either, but one that was necessary for Nintendo to position itself in for a test market in 1985, after attempting to break into North America for more than 2 full years by that point) The fact that consumers responded better to the cheaper, simpler control-deck released in the expanded test market in 1986 doesn't make this less significant either, as the issue of retail marketing perception was key too (as far as getting the thing on store shelves -the WoW partnership also falls here). Nintendo had next to no name for itself in the US, and getting another new/unknown hardware platform out in the midst of the crash was a huge problem. (Atari's name still had much better PR at that point, and the 7800 could have launched with far less trouble, if not for legal matters hampering it -that's another topic entirely)
On top of that, it has a better ergonomic shape too, slightly smaller and better matched to most hands. (you need to have really big hands to fully appreciate the model 1 MD pad -which I do- and TBH, even the 6 button pad is better suited to big hands than most other 1st party controllers -it's a much better compromise than the NES, SNES, or PS1 pads IMO) Actually, I prefer the feel of the MD 6 button pad to either Saturn pads (3D is nice, but the grips are a little too short -no worse than DC pad though), for some reason even the mode button (shoulder position) is easier to press than the L/R buttons on either saturn pad. (both are at weird angles, worse than SNES -which is actually slightly worse than the Mode button too IMO . . . N64 is better though, and PS pads aside from very early models with skinny L/R)
On the topic of controllers though, one consideration is that games will often work without going beyond the stock/default input device. However, some games will benefit from a specific controller upgrade while being backwards compatible, and still others would necessitate a special controller or upgrade to be playable at all. (from multiplayer games needing an added controller and/or multitap, special controllers or upgraded controllers -6 button, Saturn 3D, dual analog, or PC games requiring joysticks/gamepads and/or mice, etc, etc)
That said, you could also have RAM/coprocessor upgrade modules (or speech modules, sound upgrades, etc, etc) where many games remained backwards compatible as well, but had the option for enhancement with the upgrade applied. (added content, better sound/graphics, etc)
This is ignoring controllers that simply change the form factor or add "extra" features like turbo rather than a standard feature specifically utilized by 1st and/or 3rd party software.
There's also a difference in consumer perception, but this is generally a marketing issue (including gradual/consistent introduction). There's the more real issue of difficulty of installation: most controllers just plug in, so an SVP lock-on card would be similar in this regard (S&K wasn't that confusing either), but the Sega CD needed an added power supply, added space (problem for tight entertainment center shelves/cabinets), and optional audio mixing and output cables. (32x takes more space. had the added power, video mixing cables, and output cables, with the latter being totally different if you'd been using a Model 1 . . . which could mean digging around behind a big TV/stereo receiver buried in an entertainment system -then there's the recommended base/shield plates, depending on model)
In fact, the 32x is probably a near worst-case example since it's generally more complex than setting up most new, standalone systems, and I can say for sure, that (had we owned a Genesis a the time), it would have been a major pain to set up our family room entertainment system for that to work. (not enough vertical clearance on the shelves/enclosure, and need to dig behind a TV and receiver virtually embedded in the big oak cabinets all just to hook up new cables -assuming upgrading a Model 1) -An even bigger pain with the 27" Trinitron we had at the time, since it was just barely big enough that you couldn't rotate it to reach the back. (you had to pull the thing straight forward, ugh)
Granted, you could use aux inputs on a VCR or switch box, if you had one . . . though we were using the built-in switching for our receiver at the time iirc. (might be remembering wrong, and it may just have been using the TV's built in switching between 3 composite input channels, since we never had more than 3 systems hooked into that at once)
On a fun note: we actually had a set-up where the NES's front-loading design was necessary. (would have had to change the shelf arrangement to make clearance for a top loading cart there, though a Genesis might have worked OK given the short carts -especially with the Model 2's low profile)
Also, the PSmove, Kinect, and wiimotionplus could all be considered "controller" add-ons too.
Then there's things like the VR helmet and 3D glasses that aren't controllers and also aren't hardware supplements to the base system architecture (graphics/sound/CPU/memory). -On the note of both of those specific devices, I find it strange that during the "Virtual Reality" 3D craze, that no-one seemed be very interested in using LCD shutter glasses at all. They'd have been the cheapest/simplest options and should have worked at least as well as the SMS had (should have dropped in price too), then again, companies got weird with light guns in this time period too. (aside from the justifier)
---Hell, Sega probably could have re-used the Light Phaser if they'd allowed the MD I/O hardware to swap controller input map while in MD mode. (to re-enable the photo-diode I/O pin)
I'd argue that the Menacer is more trouble to setup than the 32X.
By the same criteria that people proclaim the 32X a failure, mice for any console are a dismall failure. Light guns are only slightly better.
That said, all those devices would also be tougher to set up than most standalone consoles . . . aside from weird cases like buying a PS1 without an RF adapter, and needing one for an older/cheaper TV. (apparently a bigger complaint in the UK, and one of the reasons for the N64 coming bundled with an RF modulator at the UK launch)
IMO a totally modular, flexible, upgradable system could have been a market leader under the right circumstances. The key factors would be releasing practical, easy to install, cost-effective, and generally useful (feature wise) hardware at the right time at the right price point with the right marketing. (the latter 3 factors all depend on existing market situations) A design with the potential to be efficiently integrated with the base unit as a standardized evolution/revision of the system is also a huge factor.
Catering to the huge variety of these latter factors for a worldwide market makes this far, far more limited though . . . at least if you want ALL upgrades to be popular in ALL regions. (RAM expansion in the modern context if an easy "yes" to all of those requirements though . . . still potentially confusing if multiple RAM upgrades were released though)
The PC Engine was the closest thing to that scenario of a (potentially) modular console with its extremely open-ended expansion interface and relatively simple/compact base design (and in-house manufacturing greatly deflating costs and R&D turn-around). This was squandered with horribly underpowered and overly basic expansions with the CD unit, and an even more bizarre issue of the SuperGrafx being a standalone system adding features that were all easily possible through an expansion module. -Plus, thanks to botched management in the North American division (and non-existent European), the TG-16 never amounted to much outside Japan. (so focus on that region could be maintained without compromise)
The CD and Super CD were OK, but far less than they could have been, as I already mused on (more than once in other threads too -Tomaitheous is big on this point). The SuperGrafx was a terrible idea given the alternatives, and the arcade card came too late to really be useful and was very expensive for what it offered. (due to generally stagnating RAM production costs, it wasn't much cheaper in 1994 than a similar device could have been in '92 . . . and 1 MB in the Super CD would have cost significantly less than that 2MB in 1994, and the Super CD card used SRAM too, so the price was inflated on that added 256k/192k too -the original CD only used DRAM, interestingly)
Even so, I think the PC engine probably would have been fine with 2 add-ons tops, with the initial basic CD release followed by the Super CD (but more RAM -512k to 1 MB- and an added VDP and maybe new RAMDAC for an expanded palette, among other additions in a practical cost/complexity range). Release of a cost-effective integrated (Duo) unit would be a necessity too, and pushing that format as the defacto standard would be very significant. (basically expanding the old system into entirely new class of hardware -where the PC engine alone was arguably inferior to the MD and SNES on average technically, the new system would be almost universally superior and certainly superior on average)
Assuming that was matched with realistic marketing/software backing, then NEC's situation by 1994 probably would have been a fair bit better . . . and launching the PC-FX would have been an even worse idea. (they obviously should have had a more powerful system in the works . . . and/or not shelved the Iron Man/PC-FX project in 1993, but kept the hardware evolving alongside developments like the 3DO, Jaguar, PC games, arcades, and Saturn/Playstation rumors)
I'm not sure whether the whole NEC topic merits its own thread or not . . . maybe if the hardware upgrade/design topic was rolled in with the crappy management outside Japan.
More specfically, it would have made sense had the Saturn not been in development, and Sega had no better alternatives (like if they'd been delayed like the N64 ended up as). Cancelling the Saturn makes much less sense than scrapping the 32x, if you want to go there.And also, the Saturn released in Japan at the same time the 32X did in the US. It's absolutely insane to launch a new addon for your older console at the same time that you launch a new system. That just makes no sense. The only way I could even begin to justify releasing a Genesis addon in 1994 is if the Saturn was cancelled
Further, from the context of Janurary 1994, there was still a small worry that the Saturn would be delayed and miss its 1994 launch, making the 32x (or Neptune) potentially critical in Japan more than the US. In fact, that's probably why Sato's design wasn't another add-on: the MD install base in Japan wasn't big enough to make that outweigh the advantages of offering only a standalone unit. (so, had the Saturn failed to meet 1994 release, they'd really have wanted Neptune for Japan)
However, with the Saturn design nearly complete (it must have been at the final debuging/revision stages to make mass production by mid 1994), that worry really shouldn't have been significant at all, so the main context would be outside that issue (SNES/Jaguar/3DO "threats" and market "hole" issues).
Though, even with the decision to move forward with the actual 32x in early 1994, with the changes seen by that Summer, Sega should have been seriously considering canning the 32x, preferably before its unveiling at the Summer CES. Even after the CES, a quick death before launch (and refocusing on other projects) would have made for far less waste and PR backlash then ended up happening with 32x . . . then that stupid early Saturn launch in May '95. (the 32x made that even stupider, but they should never have done that with or without 32x . . . )
This is also one more area where the "Jupiter" makes so much more sense. The ONLY major flaw is also one of its biggest advantages: relying on the Saturn chipset. So, if the Saturn chipset (CD interface aside) were delayed, so would be Jupiter. Again, this was probably an unlikely event given the Saturn's probable development status in early 1994. (the SCU, VDP1, and VDP2 were the most critical: those custom chips had to work, and work correctly)
Hell, even the Jupiter might have had a niche on the Japanese market. It may have been less price sensitive than some western regions as a whole, but a cart based (otherwise equal) Saturn derivative at roughly 1/2 the price of the CD counterpart might have made a significant difference alongside the Saturn in Japan. (remember, the bare-bones Saturn launched for slightly more than the equivalent of $450 US in 1994 -and those are 1994 dollars)
Yet another reason the Jupiter would have been better, and even better than the 32x (in some ways SVP too). It would basically be an extension of the Saturn platform in general, so instead of SMS+GG+MD+MCD+32x+Saturn, you'd have Jupiter+Saturn basically sharing software development resources. Albeit, manufacturing, marketing and distribution resources/logistics would a separate consideration. (they'd have to make careful predictions for hardware/software production volumes for when and where the Saturn would take priority, albeit overproducing Saturn hardware would be a bigger risk than Jupiter due to cost, but software production would see the opposite trend in risks -cheap/easy to scale CD-ROM production)Sega should have been putting the attention it put into the 32X into the Genesis and Sega CD. Remember, Sega was trying to support SIX PLATFORMS in 1995!
On another note: the SMS was nearly dead by this point (and Tec Toy was mostly autonomous), and it was basically down to viral marketing in Europe as a niche budget platform. (so mostly manufacturing/distribution logistics for Sega to keep track of) As far as software went, the GG and SMS could basically be considered the same platform (IMO they should have been even closer, hardware wise, but that's another topic too ). Very little effort was needed to port between SMS and GG, with relatively minor trade-offs for going between the 2. (and even the option to run the GG in SMS mode if necessary -as a few games did)
Without other management changes, I rather doubt this. SoJ, for whatever strange reason, failed to push the MCD (software development/programming wise) for pretty much its entirely life. In spite of it being out a full year earlier in Japan, it was western developers who were most notable in pushing the hardware's capabilities.(Oh, and maybe if they hadn't had a new system that year, Sega of Japan might actually have supported the Sega CD decently for more than one year... the SCD had good first-party support in 1993, but that's pretty much it.)
SoJ's poor documentation of the system (at least for translated docs) hurt this too, but dedicated programmers managed to push through a lot of that eventually. (it was also SoA and western 3rd parties that implemented competent streaming video formats -Japanese FMV being choppy uncompressed messes, with limited color optimization for the most part -the fact the animation styles tended to mask this somewhat only means they might have been among the nicest MCD video with decent codecs used -Like Dragon's Lair or Batman and Robin)
In Japan, very few developers even came close to really pushing the hardware effectively (technically or aesthetically), and Game Arts was the one shining example that did that with any margin of consistency. (including their streaming video and hybrid sprite/tile animation cinematic techniques, but certainly their use of the sound and graphics capabilities too)
In fact, Game Arts not only was exceptional in that respect, but they also manged to innovate with multimedia usage very tastefully and effectively, as better contemporary PC games did to effectively make a game more immersive and overall more interesting and "fun" to play. (they also had one of the very few -and perhaps the best- examples of games using streaming BGs as a prime gameplay feature and being overall better off for it: Silpheed is that game, and that game is also one of the best examples on the system successfully using in-game speech to enhance immersion)
Popful Mail also did that to a fair extent, and with nice use of cinematics and in-game speech too (actually seems Game-Arts-like -comparing it to Lunar II), but I think that was actually done by Sega in-house. (licensed from Falcom, of course) No use of the graphics hardware additions, but good use of sound and multimedia aspects to complement an established/conventional 2D genre.
It was also technically flawed. Like several later mass-storage basted platforms, it was heavily bottlenecked by onboard RAM, but in this case also had the issues of relatively mediocre storage capacity (112 kB) on top of the slow data rate (significant load times even given the limited memory in question) and the piracy threat common to pretty much any floppy disk platform. That 8k of sprite/tile RAM in particular was pretty weak.
There were just too many advantages for using ROM carts, and the potential budget market advantages of the format weren't very attractive for Nintendo either. For Japan, the MSX was the main "console" class hardware platform for disk/tape based games in that niche, more like contemporary home computers in the US and Europe.
Hell, the PCE CD barely had enough onboard RAM to be really useful (64k+8k+64K+64k) . . . granted, that's "useful" in the 1988 cutting-edge home console context. (albeit, in that sense, dedicating 64k mostly usable only for ADPCM samples seems a little odd -rather than using a single block of 128k and using the CPU to play PCM when needed -yet another things better addressed in another topic though )
This was just a stupid decision on Sega's part in general IMO. There's no reason they shouldn't have brought it out in the US or Europe. They couldn't have had it out for launch (FM module wasn't released until after the US/EU SMSs were in production), but it would have been a really nice addition and even more so to integrate it as a standard feature later-on.FM Sound addon (so successful they didn't even bother releasing it in the markets where the system actually did well...)
With good marketing/management and support, it could have made a real difference for the system . . . granted, those things (marketing/managemet) were the key areas where Sega failed miserably in the US with the SMS. (need I say more?)
I agree, but on the topic: this shouldn't have existed at all, and I've discussed this at length before. There's very little reason that Sega shouldn't have made the MD pin-compatible with the SMS. The MD already remaps the cart slot's pins for SMS mode, so most MD games could probably stick with just having 44 or 50 pins (JP vs western SMS) and then use 7800/SNES style outboard expansion pins when added connectivity was necessary. Just use an adapter for cards (since they were so unpopular).Power Base Converter (backwards compatibility adapter; different kind of thing)
Hell, that could even make average MD games cheaper and making JP carts harder to use on western consoles wasn't a bad thing from Sega's PoV. (they did region lock things from day 1, after all -easy to hack around, literally, but the cart shape change was obviously intended as such)
Or, if they wanted to standardize PCB designs, then stick with the more common (better selling) 50 pin slot and use an adapter in Japan only.
Not all that useful as a "game" add-on either. It was more of a non-game accessory for a game system. (kind of like the MPEG encoder for 3DO, or HD-DVD drive for the Xbox 360)SNES:
BS-X Satellaview (not all that successful, I think; it ran for years, but by the later years, those writeable carts seemed to be more popular than the satellite service.)
The issue of releasing attractively positioned (ie well marketed and attractively priced -plus form factor/aesthetics) integrated version of an upgrade is a key element to bringing it to the status of a real all-encompassing standard feature for that platform. In NEC's case, to the point of actually becoming THE standard format, more or less a successor to the PC Engine as a system in its own right.This factor also helped the PCE Super CD, of course -- all Duo, Duo R, and Duo RX systems came with the CD drive and Super System Card included, so anyone buying a new PCE from '92 on would usually have gotten one that came with the Super System Card and CD drive included. This obviously made it a whole lot easier to make it the new standard, compared to addons that are only sold separately.
Aforementioned criticism aside, the Duo is definitely a big thing that was done right with the Super CD. In fact, that was even done right in the US under the newly formed Turbo Technologies as far as market positioning and pricing (the Duo price-matched the Sega CD add-on by itself). That wasn't enough to drive the system to success outside Japan though. (with the lack of market presence of the TG-16, still limited marketing funds from NEC -apparently, given limited ads, relatively limited western software interest and/or limited attempts to opening the platform to 3rd parties, etc etc)
Again, this should be a separate topic, but it really is strange to think that (given NEC's position as a company) the PC Engine could in some respects have gone over more like the PS1 for the same reasons Sony managed to do that (sense to invest heavy market research in what was working well in each reason, and then applying that with massive monetary investment). Probably would have made for an even more interesting "16-bit war" had that been the case. (with the support/management Sega managed historically, it shouldn't have been 1-sided like the Saturn mess either) Meh.
Anyway, I've argued this in depth before too, but given how serious Sega seemed to be with the Sega CD at the time, I really can't see why they didn't push for an attractive cost effective (read: "significantly cheaper than MD+MCD") "Duo" type Sega CD derivative. Say, $300-350 by late 1993 and perhaps $200-250 by late '94.
And, again, a better supported/complemented MD+MCD in general would have made the "need" for the 32x to disappear anyway. (well . . . several very notable advantages for the Jupiter -in association with Saturn- would still remain though)
I still feel there's a stronger argument on the Sega CD topic in general, but I don't want to address that here. (trying to minimize the number of side-topics, as it tends to get overly complicated as it is . . . and my posts are more than long enough too )
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Tata Steel Limited
Business Name: Tata Steel Limited
Business Type: Steel Industry
Products: Hot rolled steel sheets, coils, wire rods, Bars, Billets etc
About company:
Tata Steel Limited is the 10th Largest Steel manufacturer in the world. It has headquartered in Kolkata, India.
It's under the Tata Group.
Product range varies from Long product and Flat products.
Send Message to listing owner
Listing Title: Tata Steel Limited

subset: commoncrawl


text:
How To Introduce Your Kids To Your New Dog
Your kids have been asking you for months, and you finally gave in. You decided to buy your first family dog. It's a big decision, especially if your family has never had a pet to take care of. Before you bring your new dog home to meet your family, it's important to decide how you plan to introduce your kids to the new pet. The following tips will help you prepare for the introduction, and will also help you develop a general game plan for living with your new four-legged family member.
Make Sure The Dog You Choose Has Been Around Children Before
When picking the right dog for your family, it's important to find one that you can be sure will be comfortable around your children. Children—especially if they are under the age of 5—can be loud and a little rambunctious around pets. If you're saving a dog from a shelter, you should ask about the behavioral history of the dog you are considering taking home with you. Most shelters do their best to provide as much information about the dog's history as possible. It will take a bit of time for your new dog to become comfortable with new surroundings in general, but if you find out a dog has had problems being around children in the past, you might consider looking for a different dog that will mesh more easily with your family.
If you're buying a puppy, you obviously won't be able to ask as many questions about behavior as you can with older dogs, but you can look for a dog within a breed that is known to be family-friendly. For a few family-friendly breed recommendations, click here.
Talk To Your Children About The Responsibilities That Come With Having a Dog
Kids need to know that pets are not toys. Before you introduce your children to the new family dog, you should spend time teaching them about the responsibilities associated with pet ownership. Teach your younger children that dogs are not like stuffed animals, and can't be roughly handled. Teach your older children about doggie chores, like feeding them, cleaning up after them in the yard, bathing them, and walking them.
Supervise The Interaction
When the big day finally arrives and you are ready to introduce your new pet to your family, make sure you are intentional about supervising the interaction. Your children will likely be very excited, and so will your dog. To avoid accidents or play that is too rough, you should be involved with family playtime with the dog, especially if you brought home a new puppy. During this time, teach your older children how to respect your new dog. Teach your younger children how to pet nicely, and help them understand what actions might scare the dog.
If you are introducing a puppy or dog to a newborn, take a look at this article. It offers great tips on initial baby/dog interaction.
Allow For Rest Time
The first few days your dog spends with you and your family can be a little overwhelming for them. Remember: everything and everyone in your home is new to your dog. Your new dog needs to have a healthy balance of playtime and rest time. Your children also need to be aware of the importance of this balance. They will likely want to spend a lot of time with your new puppy or dog, so take time to help them understand that dogs need naps and quiet time too.
Establish Boundaries
If you have a baby in your home, dog experts recommend you establish boundaries for your dog. You should condition your dog to recognize an invisible barrier in front of the door to the baby nursery. Teach your dog that he or she is not allowed to cross the barrier without your permission. This will help ensure that no unwanted or unsupervised baby/dog interactions occur while your dog is exploring your home. You can also establish similar boundaries for other rooms or areas in your house if desired.
Reward Your Dog
During the introduction process, your dog deserves to be rewarded for good behavior. Taking time to encourage calm behavior and obedience early on will save you a lot of headaches down the road. It can be easy to focus primarily on your children during this process, but try not to forget about your dog. They also need attention and praise from you.
Let Your Children Help You Train
As you begin to train your new dog, consider involving your older children in the process. Not only does it help reinforce the idea that with a new dog comes responsibilities, but it will also help teach the dog that your children are higher than they are in the social hierarchy of your family. You should work with your children on training your dog to practice good behavior. Help them teach your dog to take treats gently from hands, walk without pulling, refrain from jumping, and other "good behavior" practices.
The Safety of Your Children Comes First
Deciding to bring home a dog for your family is an exciting step to take. When it comes down to it though, it's essential that you remember the safety of your children comes first. If your introduction doesn't go well and your dog and children are having a hard time getting along (to the point where their safety is in jeopardy), you may need to consider finding an alternative home for the pet. Before doing so however, you should try to take your dog to obedience classes or a specialist to see if the problems can be resolved. Shelters across the country are overloaded with pets that have no homes, so avoid giving up your dog if possible.
One Comment
I taught my dogs and my children the meaning of the words "be nice". I just had to say it once and everyone knew what was expected. Worked great!


text:
2019 BBQ Inspection Winner in Raymore!
A big congratulations to customers Grant & Tom (Greenshield Seed Farm) for winning a Louisiana Grills BBQ & grilling package courtesty of Harvest Meats from our 2018/2019 Winter Inspection Program! #thankyoufarmers
In picture: Chad Carroll, Derek Purdue, Grant Greenshields, Tom Greensheilds and the little man in front is Emmett Greenshields


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LOWNDES COUNTY, Miss. (WCBI) – When you pull out of your driveway, having a blowout or a flat tire is probably the last thing on your mind.
However, for one Lowndes County resident, it's a daily fear.
Jennifer Sanders has lived next to Steel Dynamics for a little over a year now.
Already, she said the fallen scrap metal has cost her thousands of dollars in new tires and other car repairs.
"That's where the busted tires and the busted windshields come from, right there," said Sanders.
Sanders walks along the road near her home. She's looking for scrap metal– something that isn't always visible at first glance.
"You get sharp pieces like this… little shards," said Sanders.
Even though Sanders has only lived here for a little over a year, her mother-in-law has lived in this spot for 10 years– before the steel mill opened.
Sanders said there's no telling how many pounds of scrap metal she's collected over the last decade… some pieces dating back to 2014.
"It's constant anxiety because you don't want to leave your driveway because you know that you're gonna have to look and possibly run over some metal scrap in the road," said Sanders.
Sanders has two children. She said her fear is amplified when they are in the car with her.
"It's very frightening to think that if I run over something, they could be in the car with me when I have a blowout or something on the highway. It scares me to death thinking they could be in the car with me when something like that happens," said Sanders.
We contacted Steel Dynamics. Here's their statement.
"SDI is aware of the issue and is sympathetic to the concerns raised. The scrap is unloaded at the port and transported to the mill by third parties. Those parties are local and understand their responsibility to contain the material. To help the community, SDI pays to clean the roads with a magnet…"
Sanders said that's simply not enough.
"I feel that the steel company is responsible because they are the ones who contract out the haulers. The haulers are responsible because they're the ones who haul it from point 'A' to point 'B,'" said Sanders.
"We should be able to drive on the roads and not have to worry about being injured," said Sanders.
Sanders said on any given day, the company's magnet will collect 35 to 75 pounds of scrap metal off the road.


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Jamie Smith, born in New York, is an Alaskan cartoonist and creator of the strips "freeze-frame" and "Nuggets". He received his bachelor of fine art (drawing and printmaking) at the University of Alaska Fairbanks and is working on his masters in sequential arts at the Savannah College of Art and Design. He has published three "freeze-frame" collections and illustrated several books, and his cartoons appear in newspapers and magazines across the state. He teaches drawing and cartooning at the University of Alaska Fairbanks.
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text:
+44 (0)1284 761954
Specialist Bike Shop | Bury St. Edmunds
Home › Men's Bikes › Mountain Biking › Giant Reign 29 SX 2020
From £145.79 per month on 0% Finance
This product is for purchase in store only (not for delivery)
In store only | Click for details
|ALUXX SL-Grade Aluminum, 146mm
|Fox 36 Performance Elite, GRIP2, 170mm,110x15 Kabolt, tapered
|Rear Shock:
|Fox DHX2 Performance Elite
|Front Hub:
|[F] Giant Tracker Performance Boost 15x110, sealed bearing [R] Giant Tracker Performance Boost 12x148, sealed bearing
|Giant AM 29, tubeless ready sleeve-joint rim, 30mm inner width
|[F] Maxxis Minion DHF 29x2.5 WT, EXO, TR [R] Maxxis Minion DHR II 29x2.4 WT, EXO, TR, tubeless
|Shift Levers:
|SRAM NX Eagle
|Front Derailleur:
|Rear Derailleur:
|SRAM NX Eagle
|SRAM NX Eagle, 11x50
|SRAM NX Eagle
|TruVativ Descendent 6k Eagle DUB, 32t with MRP alloy guide
|Bottom Bracket:
|SRAM DUB, press fit
|Seat post:
|Giant Contact Switch dropper post with remote, 30.9
|Giant Contact (neutral)
|Giant Contact SL TR35, 800x35mm, 20mm rise
|Giant Contact SL 35
|SRAM Code R
|Brake Levers:
|SRAM Code R
|platform [GC,GT]
Designed for the bike park, this all-new full-suspension 29er features a new ALUXX SL aluminium frameset, our latest Maestro rear suspension, and components that are aimed at technical descents. It's engineered with progressive geometry that's optimised for its 29-inch wheels. That means shorter chainstays, a longer toptube, and head tube/seat tube angles that put you in the perfect position to slay all types of singletrack. The rear suspension gives you 146mm of smooth, active rear travel with a new trunnion mount shock and Advanced Forged Carbon Composite rocker arm. This SX model features a longer travel 170mm fork for even more control on high-speed descents. Add in a host of other aggressive trail riding technologies, including a cleanly routed dropper seatpost, the latest Giant WheelSystem with Boost hub spacing, and tubeless tyres set up right out of the box, and it's ready to rip when you are.
Buy your Giant Reign 29 SX 2020 from Revel Outdoors.
Price: £ 3599.00
Price: £ 3299.99
Price: £ 3799.00


text:
Love in general is a wonderful feeling for all people. Being in love is one of the most intense experiences we humans have. But today, with a greater number of people travelling, working away and looking to constantly improve, the ability to live a long distance relationship is a fairly common problem.
In each relationship, the circumstances of separation or distance can be varied, but all share the same concern: how can you keep the love, passion and romance if we are separated? A long-distance relationship can be difficult. It is even likely be a long time-weeks, months or years before the couple can be reunited again. But experts (psychologists, sexologists, sociologists) agree that it is possible to survive the time apart and keep alive the flame of love and passion for the other.
If the lovers want to stay together despite the distance, there is much they can do to make the relationship work:
Communication: First, the distance love can survive if they keep the lines of communication open. Arm yourselves a timetable to schedule calls and keep in touch through text messages, email and snail mail. Letters are always romantic. Besides talking about love and how much you love each other, it is important to stay informed on the activities performed each day. In this way, you can accompany the other in your life, if only with feelings, thoughts and words.
Today we have a large number of electronic devices and methods of communication such as instant messaging services that people usually use in their jobs and homes. If the couple both have webcams, you can see each other and chatting in live cam sex chat. They can even play computer games together, just for fun and spend time together online, feeling so close to each other. Love in the Internet age is undoubtedly much more bearable than decades ago. Not to mention the times when the letters were the only form of communication, and had to wait months to reach their destination.
Creativity: Being creative in the way people communicate, is a fun way to keep the romance alive while the lovers are separated. You can use anything from postcards, romantic, sexy or funny photos, to publishing real love letters in forums or blogs. It is always important to seek fun in the emails, faxes and phone calls when greeting your beloved. These are also ways to keep the bond strong. Be creative and show each other how much you think about them. A long-distance relationship can become stronger when creativity is included, enhancing the feeling and the desire to meet again.
Reflection: Every so it is important to talk to the other as to whether both are happy with the relationship, how it has developed, and also communicate how you feel each one with the current situation. Be honest and share feelings. Discuss the expectations of each other, and what you need to tell yourself to feel better and cope with what can be upsetting.
Trust: Trust is essential in a distance relationship. Everyone has to have confidence in each other and in people's social and working environment of the other, so that the relationship survives. To maintain trust, it is important to inform the partner about what you're doing. If you have a new hobby, if you have met someone new, if you attended an event, etc. The key is to make the other person (at least virtually) in to your life as much as possible.
Compliments: By telling your partner in every way possible how much you love them, the feeling will remain alive at a distance. Compliments and loving words are always welcome. Remind each other of what, when and how they fell in love with each other, and why they want to be together again. Allow yourself to imagine what the future holds together, buy a house together, how hot your next encounter will be, the children you'll have, what their names will be, etc.
To overcome a difficult present, there is no better remedy than to imagine a wonderful future together with your loved one.


text:
NEIL LENNON has come out and dispelled the rumours Kieran Tierney's season is prematurely over.
The defender wasn't in the match day squad on Wednesday night in paisley after Kieran limped off in the second half of the Glasgow Derby.
With the player's injury history this season, it has meant some people have been floating the notion his season was over but the Irishman has come out on Celtic TV to rubbish the rumour.
"KT is fully fit, I don't know where these stories came from that his season was over. It certainly didn't come from me"
With regards to squad rotation and having key players back, the interim boss insisted there would be some changes but nothing wholesale as Celtic sit two wins away from the title.
"It might be a case of freshening up the side with a couple of changes.
Celtic take on Livingston at Celtic Park on Saturday with a win putting them in the brink of their 8th title.
The split fixtures are also due out later today.


text: I am trying to enter a bill for received goods, but there is an expenses tab that has amounts attached to it that affects my end total to pay. Expenses tab relates to what I am assuming are COGS, it won't let me delete or change the lines or amounts. Products received are inventory items, have already been received against the purchase order and are showing in inventory. I have tried to change the amount due, but it won't accept as it does not match the final net amount? Have searched items related, and can't see where these COGS are allocated, and whether it is a system thing or if they were loaded incorrectly.


text:
Terms of a Trust
The terms of a trust are the manifestation of the grantor's intent with respect to the management of the trust and distribution of assets. Usually this is articulated in writing in the trust instrument. This can include information and details such as who receives which portions of particular assets, at what time, and subject to what conditions. The manifestation may also be established by other evidence that would be admissible in a judicial proceeding.
Estate Planning Blog
Get useful estate planning insights about wills, trusts, elder law, special needs planning, and more from the estate planning attorneys at TuckerAllen.
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Independence, MO 64057
Overland Park
Lighton Tower, 7500 College Blvd.
Overland Park, KS 66210


text:
Ally to the Wold
Jump to navigation Jump to search
Deed Lore
- When The Wold is in need of aid the Men of The Wold expect that you will find your way to the forefront of battle to assist them in their time of need.
To complete this deed perform the following objective(s)
- You must earn Ally standing with the Men of the Wold
- You are now a trusted ally among the Men of the Wold.
|15 LOTRO Points
|<name>, Ally of the Wold


text: HIP-HOP Kodak Black Accuses D.R.A.M. & Lil Yachty of Stealing His Slang on 'Broccoli', Lil Yachty & E-40 Respond 12/15/2016 David Cabrera Kodak Black Kodak Black had a few choice words for D.R.A.M. and Lil Yachty this week. After posting a clip of him listening to the pair's Grammy-nominated song, "Broccoli", the 19-year-old Florida rapper expressed his frustration on Instagram over his slang being used by other rappers. "Man, what the f--k, man? "Who these ni---s is jocking my lil' swag, man, talking bout broccoli, man," said Black. "Nah, I'm saying you n---as don't smoke broccoli. Look for now on, man, I don't smoke broccoli no more. I smoke cantaloupe since y'all square a-- n---as tryna jack the swag. I smoke cantaloupe now." Afterwards, Kodak posted a second video, in which he banned rappers from stealing the word he claimds to have coined back in his 2014 song "No Flockin'." "You n---as can't say broccoli no more," he said in the second Instagram video. "You n---as gotta say spinach or some sh-t. You n---as don't smoke broccoli, y'all smoke spinach." Lil Yachty responded to Kodak's videos with a clip of his own on Instagram. The "1 Night" rapper said he was confused by the criticism, considering he always paid homage to his fellow XXL freshman when he performed the song. "Anytime before I perform the song "Broccoli," I say shouts out to that n---a Kodak," he said. "Second of all, I don't even smoke broccoli. I don't give a f--k about weed. That's just how it is. I ain't never been no square ass n---a. I address shit how it is. I showed all my respect, but n---a I ain't never been no square, n---a." Later, Yachty went on Twitter and tweeted, "N---as hate me but ion care bout that I need my credit. I did too much this year. #respectme." Meanwhile, Bay Area rap veteran E-40 claims he was the pioneer of the term "broccoli," also taking to Instagram to share a clip of his 1993 song "Practice Looking Hard" with the caption: "In 1993 I refer weed as BROCCOLI On my song " Practice Looking Hard " In 1998 I made a song called " BROCCOLI " On my Gold double album " The Element of Surprise " #PROBLEMSOLVED #BROCCOLIFuck beef get money!" See the drama unfold below. Square Ass Niggas Be On My Trail Too Much So I'm Switching It Up I Don't Smoke Broccoli No More I Smoke Cantaloupe A video posted by Project Baby (@kodakblack) on Dec 14, 2016 at 2:08pm PST Or Watermelon Or Sum Shit A video posted by Project Baby (@kodakblack) on Dec 14, 2016 at 2:29pm PST @kodakblack all I show is love bro don't disrespect me A video posted by KING BOAT (@lilyachty) on Dec 14, 2016 at 2:34pm PST Niggas hate me but ion care bout that I need my credit. I did too much this year. #respectme — lil boat kot* (@lilyachty) December 14, 2016 In 1993 I refer weed as BROCCOLI On my song " Practice Looking Hard " In 1998 I made a song called " BROCCOLI " On my Gold double album " The Element of Surprise " #PROBLEMSOLVED #BROCCOLI Fuck beef get money! -- A video posted by E40 The Counselor (@e40) on Dec 15, 2016 at 7:02am PST FACEBOOK TWITTER EMAIL ME


text: Attendees can visit, during the conference, the Maritime Museum of Barcelona. The Maritime Museum in Barcelona (Av. de les Drassanes, a short walk from the foot of the Ramblas and Columbus statue) is housed in the Drassanes Reals, the former royal shipyards, built between 1283 and 1328, and a superb example of Gothic architecture. You can find further information about the Barcelona Maritime Museum on its website www.mmb.cat. During the conference, entrance at the maritime museum will be free with the accreditation.


text:
- 80x150cm 119euro
- 120x170cm 189euro
- 133x195cm 239euro
- 160x230cm 339euro
- 200x290cm 525euro
- 240x330cm 715euro
How to order your carpet?
Select the carpet size you wish to order and send us an email on firstname.lastname@example.com with the name, size and colour and we will send you an order form which you can pay online. Under normal circumstances carpets that are available in stock will be delivered in a week from date of order.
Laguna Collection


text:
Our application is using Spark and Cassandra.
We make queries on time series data, like this:
The table structure is the following:
The problem we have encountered here is that the Connector sends queries on some fixed set of nodes, and those nodes are NOT the nodes containing partitions of our data.
While debugging, we have found the following code fragments which (as we suspect) cause this behavior.
In CassandraPartitionGenerator:
... and the "splitCount == 1" is the result from CassandraTableScanRDD:
Is it possible to make the queries run on the same nodes where the data partitions are located?
Steps to reproduce:
1. Allocate a C* cluster of K nodes, where K > 1
2. Create a keyspace with replica=1
3. Create table as described above that uses (fname, timestamp) as composite key; insert several entities there
4. Deploy a Spark cluster on the C* nodes, e.g. using Mesos
5. Run multiple queries from Spark-shell using the Connector:
... and see that each Spark Job contains a single task of NODE_LOCAL locality, assigned to the same node, regardless of a randomly chosen name.


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John Estacio (trans. Linklater)
General Info
Year: 1998 / 2011
Duration: c. 5:00
Difficulty: V (see Ratings for explanation)
Publisher: Boosey & Hawkes
Cost: Score and Parts - $125.00 | Score Only - $15.00
Full Score
Flute I-II
Oboe I-II
Bassoon I-II
Bb Soprano Clarinet I-II-III
Bb Bass Clarinet
Eb Alto Saxophone I-II
Bb Tenor Saxophone
Eb Baritone Saxophone
Bb Trumpet I-II-III
Horn in F I-II-III-IV
Trombone I-II
Bass Trombone
Euphonium (Bass Clef & Treble Clef)
String Bass
Percussion I-III, including:
- Bass Drum
- China Cymbal
- Marimba
- Suspended Cymbal
- Tom-Tom
- Triangle
- Vibraphone
- Xylophone
None discovered thus far.
Program Notes
Frenergy was commissioned by the Edmonton Symphony Orchestra in 1998. Estacio's combination of "frantic" and "energy" into the work's title speaks as well to its nature and verve as any worded description could.
Following the pounding opening of drums, the brisk piece is comprised of four short melodic ideas that are tossed among the instruments. The first of these is a chromatic melody first heard in the woodwinds. It is then often complemented by a showy tune frequently presented by the brass. The third idea is first heard on the flute, and is perhaps the most substantial of any theme in the work, strongly characterized by the 6/8 lilt of the piece.
- Program note from score
Commercial Discography
- Audio CD: Texas All-State 5A Concert Band (Kevin Sedatole, conductor) - 2011
Audio Links
State Ratings
- Tennessee: V
To submit a performance please join The Wind Repertory Project
- University of Colorado Boulder High School Honor Band (Shanti Simon, conductor) – 29 February 2020
- Toronto (Canada) Wind Orchestra (Colin Clarke, conductor) – 10 July 2019 - WASBE Conference (Buñol, Spain)
- Ohlone Wind Orchestra (Fremont, Calif.) (Tony Clements, conductor) – 5 May 2019
- Texas Tech University (Lubbock) Symphonic Band (Eric Allen, conductor) – 22 March 2019
- University of Wisconsin – Eau Claire Wind Symphony (John W. Stewart, conductor) – 16 November 2018
- McGill University (Montreal, Que.) Wind Orchestra (Jean-Sébastien Vallée, conductor) – 6 October 2017
- Northwest Missouri State University (Maryville) Wind Symphony (John Bell, conductor) – 13 October 2016
- University of Prince Edward Island (Charlottetown, PEI) Wind Symphony (Karem J. Simon, Conductor) - 25 November 2016
- Atlanta (Georgia) Youth Wind Symphony (Scott A. Stewart, conductor) – 12 October 2015
- San Luis Obispo Wind Orchestra (William V. Johnson, conductor) - 28 September 2013
- Orchestre à Vents Non Identifié (Jonathan Dagenis, conductor) - 2 June 2012
Works for Winds by this Composer
- Estacio, J.; Linklater, F. (2006 or 2007). Frenergy [score]. [Canada: s.n.]


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text:
Canadians Tire of Multiculturalism Two Countries Are Struggling to Shape a National Identity out of Many Nationalities
Mark Clayton, writer of The Christian Science Monitor, The Christian Science Monitor
CANADIANS once embraced the motto "Let's celebrate our differences!"
Today, that 1970s mantra of ethnic tolerance has all but disappeared. Instead, Canada's official policy of multiculturalism is under heavy assault.
Critics say the policy has undermined Canadian identity and systematically divided the society into little more than a bunch of squabbling factions and ethnic groups.
"People don't accept anymore that you can justify Canada as {simply} the sum of its multicultural parts," says Philip Resnick, a political science professor at the University of British Columbia in Vancouver.
Public support for Canada's multicultural policy has fallen from two-thirds to about half since 1989, according to an Environics Research Group poll released last week. Last year, 72 percent of Canadians thought ethnic groups should adopt a Canadian value system, a Decima Research poll showed.
In that same survey, 41 percent agreed: "I am tired of ethnic minorities being given special treatment."
For 24 years, the Canadian government has supported immigrant cultural traditions and languages, in accordance with the vision of former Prime Minister Pierre Trudeau. The goal: to create a "cultural mosaic" of interracial tolerance in contrast to the United States "melting pot."
Others say there was a darker side to Mr. Trudeau's desire for a multicultural society, including muting Quebec's French-speaking minority by making it one in a sea of ethnic voices. Others say simply it was a way of luring immigrant votes with federal dollars.
Spearheading the national multiculturalism debate is novelist Neil Bissoondath, a Canadian citizen for more than 20 years, who was born in Trinidad of Indian descent. Mr. Bissoondath decries the current policy for "racializing" Canadian society. "Multiculturalism was supposed to coalesce into a new sense of Canadian identity," he said in an interview at his home here, as he took a shot at what some say is the holiest of Canada's holy cows.
"Instead, it has helped tear {Canada's identity} apart. It has told those of us who have come here from elsewhere that what matters more is the past ... what defines us is our ethnic or racial identity," he adds. "It has caused many of us to disregard the larger possibilities around us, of belonging to a larger country like Canada."
Bissoondath inflamed debate last fall with his book "Selling Illusions: The Cult of Multiculturalism in Canada," a national bestseller. The book has brought him acclaim and disdain: He has been called a racist and a "coconut" -- brown on the outside, white on the inside, he says.
"I don't enjoy Neil Bissoondath," said Sheila Finestone, secretary of state for multiculturalism in a speech last November to the Canadian Ethnocultural Council in Toronto that castigated him for lacking empathy for immigrant Canadians.
Recent headlines, however, have turned a spotlight on the issue. …


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Today's Positive Thought is by Dr. Jack Addington.
"I have a consciousness of success and abundance. I can envision myself no other way and so I attract success."
Achieving Success, Cause & Effect, Jack Addington, Positive Cookie Attitudes, Positive Thinking, Success, Visualization
Tagged with:
Today's Positive Thought is by Dr. Jack Addington.
"Everyone is endowed with creative imagination. Creative imagination is using imagination creatively to envision that which we want in life instead of what we do not want."
Achieving Success, Affirmation, Cause & Effect, Creative Thinking, Creativity, Goal Setting, Goals, Imagination, Individuality, Jack Addington, Money, Positive Cookie Attitudes, Positive Thinking, Recipe For Living, Success, Visualization, Wealth, Wisdom
My world. A tagline I use for PCA is, The World Is Your Cookie. Create It!(tm)
Take a moment while sipping on your beverage and daydream, envision, visualize, the world you want to create for yourself. Using our imagination is a key to setting up a mental mould for the subconscious to fill and bring forth the desired result into our life.
We move forward in life not by what we want but by what we believe.
Put your creative imagination to work for you. If writing down your desire works, do it. If drawing or taking a photo of something that represents what you are going after, do it. Create something for yourself that will remind you where you are going and be thankful that it is in your life now. Believe in yourself. You know and I know you and I worthy of success in life. Worthy of experiencing our dreams come true; worthy of our success. Today, make good use of your creative imagination and create in your mind's eye the truth of you and your world, which is success on all levels of being, personal and professional. NOW IS THE TIME TO CLAIM YOUR SUCCESS. You are worthy of the highest and the best life has to offer, and that my friend, is the Truth.
Today is your day and I rejoice in your continued success.
Achieving Success, Cause & Effect, Creative Thinking, Creativity, Imagination, Individuality, PCA Articles, Positive Cookie Attitudes, Positive Thinking, Recipe For Living, Success, Visualization, Wealth, Wisdom
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text:
High quality fencing makes an excellent addition to any home. They can provide security, privacy, and curb appeal as well as add value to your property if you keep them in good condition, especially when it comes to wood fencing. Wood won't last forever and requires routine care and maintenance to keep it looking its best. If your fencing is falling down, warping or rotting, the panels should be repaired or replaced as soon as possible.
Besides being an eyesore, a broken fence can provide a means of escape for pets or children, allow access to unwanted pests and if your fence was intended for privacy, that won't be the case anymore either. In addition, besides being damaged by weather conditions, even if a small amount of your fencing panels or the posts begin to rot and decay, it can cause the collapse of much bigger portions. With the humid, rainy climate, we experience in London, it's also important to regularly have your fences sealed to prevent decay. In addition, if you don't seal the fencing panels and end up replacing damaged ones, they won't match the remaining, original panels.
Initial signs of destruction regarding you fencing, other than them being blown off the fence due to windy weather, includes warping, splintering and discoloration. If you see these signs, you should contact a professional fencing contractor and have the fencing inspected and replace the damaged panels before the decay has a chance to spread even further. While it's possible to repair, or even replace your own fencing, and if you're handy and have the necessary expertise, it's actually fairly easy if you have the right tools and time to invest. That being said, in most cases the best option is to hire an experience fence contractor to make sure the job is done right and will last.
When to Replace?
Your fencing is in most cases the first thing people see when they approach your home so whether you're planning on selling your home or are having guests over, a run down fence gives people a bad first impression. Worse, dilapidated fencing can make the entire neighborhood look bad; it's almost worse than an ungroomed yard. If just a few panels need replacing, you could probably do it yourself, but if you've been neglecting your fence for a long time and the damage is significant, it's probably time for a new fence. Fences come in a wide range of styles and materials and each have their own unique advantages, however, not all options will serve the same purpose or fit your specific needs. Consequently, it's important to seek advice from a professional fencing company, even if you want to take on the installation yourself.
Whether you are replacing a small number of fencing panels or having a completely new fence installed, contact Garden Fencing London. We have been proudly providing fencing in the London area for over 25 years and are known as the city's most trusted fencing company.


text:
- Chinenye and Nneka Ogwuimike are two Nigerian sisters who have succeeded in playing professional basketball in the US
- The two sisters started in the sports quite early with the full support of their parents at a time such was considered a big distraction
- According to Chiney, basketball did not only change their lives, but their parents' decision to allow them play the sport was also the most significant
Two Nigerian sisters, Chinenye (Chiney) and Nneka Ogwuimike, are good examples of people flying the nation's flag well. They both play at the Women's National Basketball (WNBA) at the professional level.
In talking about how basketball changed their lives, one of the two sisters, Chiney said that they are forever grateful to their parents who went against the tide and introduced them to basketball right on time.
She said at the time their parents allowed them to play basketball, many thought sports were a big distraction to girls and it was all about going to school and getting good grades.
"We never could have imagined that basketball would change our lives. Most of the Nigerian parents I knew had very strict ideas about child-rearing: You went to school, got good grades and came back home," she said.
Born on March 21, 1992, Chiney played for the Los Angeles Sparks as a power forward, holding the best record for the most rebounds in the history of Stanford Women's Basketball.
Nneka, on the other hand, was born in 1990. She also plays the same team and position as her sister. In 2009, she got the FIBA U19 World Cup MVP, gold medals at 2014 and 2018 FIBA World Cups, 2008 FIBA Americas U18 Championship, among several others.
In 2016, she was a finalist for the US Olympic Basketball Team. She is also the youngest member of the 2010 USA Select Team that had the opportunity of training with the USA National Team in Connecticut.
She was said to have helped the USA Red Team to a 3-2 record in 2007, the same year she won a bronze medal at the USA Youth Development Festival.
PAY ATTENTION: Download our mobile app to enjoy the latest news update
Meanwhile, Legit.ng earlier reported that Abike Dabiri-Erewa, the chairman of the Nigerians in Diaspora Commission, met with some very good ambassadors of the country.
She met with Endurance and Esther in Tokyo and their managers, adding that both citizens are part of the group of 16 Nigerian girls on scholarship in Japan playing basketball.
Abike Dabiri also mentioned that the girls are excellent at what they do, saying "they are so so good".
NAIJ.com (naija.ng) -> Legit.ng We have upgraded to serve you better
How leaving Nigeria for Canada for 16yrs changed my life | Legit TV


text:
If the FDA approves it, there could be a new medication coming to treat the symptoms of CRPS as early as 2014.
There could be hope on the horizon for CRPS patients in 2014. There is a possibility of a medication being developed to help treat the symptoms of CRPS. Neridronate is a new bisphosphonate for the treatment of osteopenia, but an amazing thing happened when it was tested against CRPS.
82 patients, all of whom had CRPS1, who were infused with the drug, were free of all CRPS symptoms one year later.


text:
Airport(CMB) To Ahungalla Hotels Transfers (Arrival)
3 hr
Instant Confirmation
Group Tour
Ahungalla is obviously the most wonderful stretch of coast among Bentota and Galle on the west shore of the island. It is known for its influencing coconut palms, green vegetation, clear blue ocean and brilliant sandy sea shore which all give visitors an air of most extreme unwinding.
Airport(CMB) To Ahungalla Hotels Transfers (Arrival)
Itinerary Details
Once you land at Bandaranayake International Airport (BIA / CMB), your friendly driver will meet you and drive you directly to ahungalla Transfers Whether you're traveling individually, with a partner or in a group, your ground transport needs will be covered by this private airport transfer service. Avoid the confusion of taxis or public transport and enjoy a hassle-free start to your vacation. Airport transfers have never been this easy! Travel in style and comfort with unparalleled safety in your luxurious vehicle and get to your destination in good time and great order. Your English-speaking chauffeur is always at your service.
Important Details
Not Included
Departure Point
Pickup Details
Bandaranayake Intl Airport, Colombo Sri Lanka
Return Details
Ahungalla, Sri Lanka
Additional Info
- Confirmation will be received at time of booking
- Not wheelchair accessible
- The duration of transfers are approximate, the exact duration will depend on the time of day and traffic conditions
- Each traveler is allowed a maximum of 1 suitcase and 1 carry-on bag. Oversized or excessive luggage (e.g. surfboards, golf clubs or bikes) may have certain restrictions, please inquire with the operator prior to travel to confirm if your excess luggage is acceptable
- Transfer in-between 2300hrs to 0600hrs will be additional surcharge of 50% from original rate need to pay directly to driver upon arrival.
- This is a private tour/activity. Only your group will participate
Voucher Requirements
You can present either a paper or an electronic voucher for this activity.View Less
Cancellation Policy
For a full refund, cancel at least 48 hours in advance of the start date of the experience.


text:
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text: Any intra-abdominal organ, composed of the nail-fold feels faint, exhausted, with increasing expectations about the patient needs urgent referral. U or recorded the therapist thoughts from gums, nose may be needed. However, don't want, drink what will later life. Press makes acute brain abscess, leptospirosis, typhoid, malaria, kala-azar, haemolysis, hypoxia.


text:
Stylish handbag features eye-catching gold-tone hardware and capacious interior to stow all your belongings; comes with a matching wallet
Product Details
MK Belted collection is part of Marco Amphora Handbag Group and not associate with Micheal Kors brand.
Marco Designer Satchel Tote Bag with Matching Wallet
- Saffiano faux leather
- Top zip closure
- Dasein emblem
- Rolled and stitched faux-leather handles
- Flat bottom
- Fully-lined fabric interior
- Interior back wall zipper pocket
- Interior open top item pockets
- Polished gold-tone zipper pulls, accents, and rings
- Product dimensions: 16.5" (W) x 11.5" (H) x 7" (D)
- Handle drop length: 4.5''
- Shoulder strap length: end to end 48''
Matching wristlet wallet
- High-quality faux leather
- Zip-around top closure
- Removable wrist strap
- 8 interior card slots
- Matching gold-tone hardware
- Product dimensions: 7.75" (W) x 4" (H) x 1" (D)
- Detachable wrist strap drop length 9''
Are you a practical-purse lover or is style always priority one? Our quiz will help you find the must-have handbag that's a perfect match.
For post-purchase inquiries, please contact customer support.
Sold by Groupon Goods. View the FAQ to learn more.


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Valery Log Cabin 2.45m x 2.45mSKU: 40.0168
Our Valery log cabin is an excellent alternative to a traditional garden shed.
- Description
- Additional information
- Reviews (0)
The Valery Log Cabin features as standard:
- 19mm interlocking wall logs
- Conical tongue and groove for stability
- Double door
- Single fixed window
- Quality door and window fittings
- Real glass
- Roofing felt
- Tanalised foundation beams
- Instruction manual
- Minimum 16mm tongue and groove roof boards
- Overall Dimensions: 2.45m x 2.45m
- Building Footprint: 2.33m x 2.33m
- Internal Dimensions: 2.29m x 2.29m
- Ridge Height: 2.17m
- Door Height: 1.75m
- Rear Overhang: 0.20m
- Front Overhang: 0.20m
Quality Check:
- No Mixed timbers known as Spruce and Pine mix
- Slow grown Spruce
- No Finger Joints in wall logs
- 10-year anti rot promise
- Dutch Standards
When fitting roof tile profile boards we strongly recommend you order the wide wind stops. The colour of the gutter planks and wind stops may vary.
We highly recommend roof shingles with your log cabin: The overall finish is transforming your product into a superior log cabin. Shingles will last for a minimum of 15 years and it is very unlikely you will ever need to replace them.
Please note roof felt will need replaced regularly every 2 – 3 years
Additional information
Tuindeco International B.V.
|Wood Type
Spruce, Untreated
|Log Cabin Width
Log cabins up to 3m wide
|Log Cabin Depth
Log Cabins up to 3m depth
|Log Cabin Height
Under 2.5m Height
|Overall Dimensions
2.45m x 2.45m
|Foundation Size
2.33m x 2.33m
|Cabin Width
|Cabin Depth
|Cabin Height
|Internal Dimensions
2.29m x 2.29m
|Log Cabin Thickness
19mm Logs
|Rooms / Areas
1 Area
|Roof Type
Apex Roof
|Door Size
143cm x 177cm
1 (Fixed)
|Glass Type
Single Glazed
There are no reviews yet.
Only logged in customers who have purchased this product may leave a review.


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This Kenya comes from the Murang'a county which is in the center of the country, just a little bit South of Kirinyaga. It was processed at the Kagumoini washing mill, which is collectively owned by the thousand farmers who use it to process their coffee. This lot was grown by the Kiru Farmer's Co-op and is a mix of SL-34, Ruiru 11, and Batian varities. We typically avoid Kenya lots of Batian varietal. Batian is a hybrid with SL-28 in it, but much more disease resistant and drought resistant. SL-28 is the holy grail of Kenya coffee, with the classic blackberry acidity and winey taste and thick mouthfeel. We haven't really found Batian to hold its own, but a small proportion in a blend seems to be okay. It does get the cost down, which is always a nice trade-off. Kenya is looking to be VERY expensive this year (or at least the early arrivals are...much of the crop isn't slated to get here until the end of July and perhaps prices will come down?)
In light roasts, we are getting apricot and lime notes, juicy, red wine, peach, mango sweetness in the aftertaste coffee. A little bit lacking on the acidity and the body (its a little thin), but I've had far less interesting Kenya coffees that cost way more. I take it about 30 seconds past the end of the 1st cracks. The trick to pull out more acidity is to not stall out during the middle of the roast. Keep it moving along with plenty of heat during the middle, and then slooow it down before the 1st cracks and let it creep through the end of the roast.
But I've also been taking it just into the 2nd cracks to get a deep rich fruity dark roast. It loses all of its brightness of course, but it's an interesting option for a dark roast since Kenyan coffee has so much complexity to start with.
US Arrival June 2020
- choosing a selection results in a full page refresh


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808 State Sleeveless Utd. State 90 T-Shirt
Who did this shirt dirty? Released as Utd. State 90 on Tommy Boy (back has the Tommy Boy hit) and as simply "90" on ZTT in the UK.
Brand: Oneita Power-T
Size: X-Large (Measured like a Large)
Made in Jamaica
Condition: Pre-Owned
Material: 100% Cotton
Measurements are taken with the garment laying flat.
Arm Pit to Arm Pit: 21"
Back Collar to Hem: 28"
Comments: T-Shirt is in great vintage condition. Sleeves have been cut off. Some signs of wear. Graphic on the front and back.