Art And Science

The Ten Most Expensive Cars In The World

19/3/2009 · Kategori: Cars

People who don't have billions of dollars tend to think lavishly about what they would do with that kind of money. Car writers especially get this question: "Why doesn't Bill Gates just spend $1 billion to have his very own car made for him?" 

Well, we usually answer such questions very politely--or scurry off to the other end of the cocktail party as rapidly as possible--but the truth is, we think billionaires get to be that way by not squandering their dough. 

Which is not to say that the super-rich can't blow $1 million on a rare collectible car or have their choice of the world's fastest, most lavish production automobiles. Many of them do. All such vehicles are easily within their means--the same way a 3 Series BMW is easily within reach of perhaps a million Americans. But just as you wouldn't go spending new-vacation-home money on a car--lest you want to find yourself divorced faster than your new speedster can hit 100 mph--Bill Gates has better, smarter things to do with his billions than developing his very own car. 

We bring this up, and put it in this context, because we wanted to let you know about ten of the most expensive cars in the world. But before we do, we think it's important for you to have a little perspective on what it is buyers in this market can and will spend, and what, even to these lucky few, becomes outlandish or just a big annoyance. (Yes, an annoyance even if you have minions to do your car buying, since it can still be a big waste of time to have said minions, say, bring a car into the U.S. that hasn't been crash-tested by the feds.) 

As a result, there are several cars that exotic sheet metal fanatics may notice "missing" from our list, and we explain this by saying that just because a very wealthy person could go through extreme legal hassles to get such monsters, they probably won't. Three examples are the $370,000 Pagani Zonda C12S (a 200-mph Italian racer built in Italy and powered by a Mercedes-Benz AMG V-12), the 2002 Spyker C8 Double 12 (a Dutch-built GT car with a 4.0 V-8 and a claimed 620 horsepower that has yet to be priced) and the Cerbera 4.5 made by English carmaker TVR, which is much faster than the current Corvette although it costs a bit more at roughly $70,000. 

The problem is that none of those cars are coming to the U.S. anytime soon, at least according to official word from their makers. So putting them on our list is like hanging candy in the window but not offering it for sale. 

This, then, is a list of ten of the most expensive cars you can buy in the U.S. right now. True, some are new models that are just becoming available, such as the Saleen S7, the Ferrari 575 M Maranello and the Lamborghini Murciélago, but even these only require that you contact the company or visit a dealer to make a deposit (and wait, at most, six months, for delivery). 

One final qualification: We fudged a little. This isn't precisely a top ten list of the most expensive cars. That would basically be a bunch of Bentleys and Rolls-Royces and only a few other makes. So instead we picked the highest-dollar cars of each of ten carmakers, so no manufacturer got two slots. After all, even if you could afford a garage full of Rolls, you'd probably like to have a Ferrari or Lamborghini, too

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Jamil wilson

9/3/2009 · Kategori: Sports

Short info about Jamil Wilson

Small forward
Racine (WI) Horlick
AAU: Playground Elite

Ht: 6-foot-7
Wt: 211 lbs
Class: 2009 (High School)

Shaping up to become one of the elite players in his class. Reminds me of Marvin Williams because of his versatility, athleticism and option to play multiple forward slots. Will attack, score and comfortable with the basketball in his hands. Elite player nationally.


BY PETER JACKEL

You probably already know that Jamil Wilson is one of the most coveted high school basketball players ever from Racine County.

What you may not know is that inside the athletic frame that could be wearing a Wisconsin or Marquette uniform two years from now is a pretty decent kid.


That was underscored recently when the All-Racine County Player of the Year in boys’ basketball said he was postponing when he will announce his choice of schools until next March 8 for a couple of reasons. The first is that is the birthday of his late mother, Carolyn. The second is perhaps even more touching.

With Wilson not announcing his decision until the end of next season, college coaches will still be showing up in the John R. Belden Fieldhouse to scout him and present him with a sales pitch. And that’s exactly what Wilson wants to have happen.

 

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Mucis genres

4/3/2009 · Kategori: Music

Music genre

music genre is a categorical and typological construct that identifies musical sounds as belonging to a particular category and type of music that can be distinguished from other types of music.

There are several approaches to genre. In his book Form in Tonal Music, Douglass M. Green lists the madrigal, the motet, the canzona, thericercar, and the dance as examples of genres (from the Renaissance period). According to Green, "Beethoven's Op. 61 and Mendelssohn'sOp. 64 are identical in genre - both are violin concertos - but different in form. Mozart's Rondo for Piano, K. 511 Agnus Dei from his Mass, K. 317 are quite different in genre but happen to be similar in form."[1] Some treat the terms genre and style as the same, and state that genre should be defined as pieces of music that share a certain style or "basic musical language".[2] Others state that genre and style are two separate terms, and that secondary characteristics such as subject matter can also differentiate between genres.[3] A music genre (or sub-genre) could be defined by the techniques, the styles, the context and the themes (content, spirit). Also, geographical origin sometimes is used to define the music genre, though a single geographical category will normally include a wide variety of sub-genres.

Kembrew McLeod, in an essay entitled "Genres, Subgenres, Sub-Subgenres and More",[4] suggested that in electronic music, "the naming of new subgenres can be linked to a variety of influences, such as the rapidly evolving nature of the music, accelerated consumer culture, and the synergy created by record company marketing strategies and music magazine hype. The appropriation of the musics of minorities by straight, middle and upper-middle-class Whites in the United States and Great Britain plays a part, and the rapid and ongoing naming process within electronic/dance music subcultures acts as a gate-keeping mechanism, as well."

A list of genres of music (including subgenres) can be found at List of music genres. However, there are a number of criteria with which one may classify musical genres, including:

  • The Art/Popular/Traditional distinction
  • Regional and national distinctions
  • Fusional origins
  • Art music

    Art music is the musical expression of high culture.

    Art music primarily refers to classical music, including European classical music, or others listed at List of classical music styles (including non-European classical music), contemporary classical music (including Electronic art musicExperimental music and Minimalist music). Art music may also include certain forms of Jazz (even though jazz is primarily a popular form of music).

    [edit]Popular music

    Popular music is the musical expression of popular culture.

    The usual stereotype of "popular music" is music belonging to any of a number of musical styles that are accessible to the general public and are disseminated by one or more of the mass media. For a critical introduction, see the work of Richard Middleton (e.g. Studying Popular Music1998) and Starr/Waterman American Popular Music (2004)

    [edit]Traditional music

    Traditional music is the musical expression of Traditional culture.

    Traditional music is the modern name for what used to be called "Folk music", before the term "Folk music" was expanded to include a lot of non-traditional material. The defining characteristics of traditional music are:

    • Oral transmission: The music is passed down, or learned, through singing and listening and sometimes dancing
    • Cultural basis: The music derives from and is part of the traditions of a particular region or culture.

    ]Regional and national music

    It is possible to categorize music geographically. For example, the term "Australian music" could include Australian rock music, Australian traditional music in the European style (eg. Waltzing Matilda), Aboriginal Australian music, Australian classical music, and Australian Jazz

     

     

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Best games

4/3/2009 · Kategori: free area

150 Best Games of All Time


From Computer Gaming World's November 1996 Anniversary Edition

1. Sid Meier's Civilization - Microprose, 1993

While some games might be equally addictive, none have sustained quite the level of rich, satisfying gameplay quite like Sid Meier's magnum opus. The blend of exploration, economics, conquest and diplomacy is augmented by the quintessential research and developemnt model, as you struggle to erect the Pyramids, discover gunpowder, and launch a colonization spacecraft to Alpha Centauri. For its day, Civ had the toughest computer opponents around - even taking into account the "cheats," that in most instances added rather than detracted from the game. Just when you think the game might bog down, you discover a new land, a new technology, another tough foe - and you tell yourself, "just one more game," even as the first rays of the new sun creep into your room...the most accute case of game-lock we've ever felt.

2. Ultima IV - Origin, 1984

3. Mule - EA, 1983

4. Red Baron - Sierra, 1990

While Falcon 3.0 (see below) may be the most impressive from a technical standpoint, there is little question that Red Baron is the better game. Damon Slye honed his craft while designing action hits like Stellar 7 and Skyfox, but with pure flight sims, he found his metier. With all the realistic options turned on, Red Baron is a bear to fly; it's all you can do to keep the fragile wings from tearing off. Rotary aircraft snap to the right, machine guns jam at the worst time - just exactly how you would expect these rickety constructions of wood and fabric to behave. When you toss in the interesting missions and wonderful campaigns, it's hard to imagine a better flight experience. A tribute to the design is that despite its dated VGA graphics, it is still selling. If Red Baron II is anywhere near as good, flight sim fans will have ample reason to rejoice.

5. Doom - id Software, 1993

Simply the best action game of all time. Even though DOOM wasn't true 3D, it transformed the way everyone thought about the PC as a fast gaming machine. If you want to see us phapsodize some more, check out this month's Hall of Fame.

6. Sim City - Maxis, 1987

The ultimate in software toys almost never got published. Supposedly, there just wasn't "enough game," a description belied by the dynamic city construction involved. After you built your city from scratch, you had to run it, and the continued success comes not so much from the mechanics, but from tapping into the sheer joy of discovery. Challenging on many levels, it evaluates your performance even as you enjoy it. It's hard to ask much more than that from any game.

7. Wing Commander - Origin, 1990

8. Empire - Interstel, 1978

9. Wasteland - Interplay, 1987

A fascinating science fiction story set in a post-nuclear world of disintegrating technology, dysfunctional society and mutant organisms, Wasteland was the first game many of us played where the other members of the player's adventuring party acted like "real" people instead of inventory cabinets with names and automatons with skill sets. Ask the party to divvy up the cash and one or more might refuse. Try to get a party member to cough up his/her last clip of ammo? No way!

10. Falcon 3.0 - Spectrum HoloByte, 1991

Falcon 3.0 was the first jet simulation to offer a truly realistic flight model, but it didn't stop there. It also introduced the useful (and necessary) wingmen and the first truly dynamic flight sim campaign. Moreover, Falcon 3.0 was also one of the first games to support multiplayer network play. The fact that the game is still in the shelves more than five years after its initial release is testament to its quality and advanced design.

11. FPS Football 1995 - Sierra, 1994

12. Lemmings - Psygnosis, 1991

The cries of "Oh no!" as you'd sacrifice a Lemming in an effort to save its brethren proved that the death of little animals had never been so cute. This diabolical puzzle game starts with simple challenges and works you steadily towards ultra-challenging conundrums that require split-second timing with the mouse. In its initial release, the PC version was a poor imitation of its Amiga predecessor, but the Win 95 update included with Lemmings Paintball should be snatched up by all who missed this classic.

13. Zork - Infocom, 1981

It all started with a little letter in a mailbox outside a small white house. From here began a magic journey into the land of Frobozz. This seminal Infocom text adventure combined challenging puzzles, wonderful descriptive prose, and a touch of humor to create a rich universe that existed not in SVGA graphics, but within your head. A far different tone than the campy Return to Zork or the dark Zork Nemesis made this a universe many early gamers would spend all their non-school hours glued to until it was fully explored.

14. Tetris - Spectrum Holobyte, 1988

This insidious little puzzle game may have been the Soviet Union's last-ditch attempt at destroying American productivity. If personal computers had been more commonplace in 1988, it darned well might have succeeded. The seemingly simple task of matching falling blocks would become an obsession, to the point that many gamers would find themselves rotating Tetris blocks in their dreams.

15. Panzer General - SSI, 1994

Most of us that play wargames began for a variety of reasons, but chief among them was that we wanted to be Patton, or Lee, or Rommel for a day. Panzer General lets you do just that, in a series of tough scenarios and exciting campaigns. PG isn't for everybody, since every time realism and fun clash, the latter wins out. But what the game lacks in historical insights, it more than makes up for in variety: the amphibious invasion of Norway; the airborne assault on Crete; the sweeping armored battles of Kursk and North Africa. Panzer General made more realistic games like Steel Panthers possible, because it made wargames fun - and marketable - again.

16. Wizardry - Sir-Tech, 1981

17. Gabriel Knight 2: The Beast Within - Sierra, 1996

A hauting tale from Jane Jensen, the interactive Ann Rice, which successfully blended the psychological and supernatural, an adventure game interface and full motion video.

18. Sid Meier's Pirates! - MicroProse, 1987

The Amiga version of this hybrid game of exploration, combat and role-playing was by far the best, with smooth ship combat and fast-action sworldplay.

19. Secret of Monkey Island - LucasArts, 1989

Who could ever forget the insult-driven duel system or the identity of the mysterious Swordmaster?

20. Archon - EA, 1984

21. Their Finest Hour - LucasArts, 1990

22. X-COM - MPS, 1994

The best tactical system for squad-based combat combines with an excellent R&D model and pop culture about aliens and UFOs for an incredibly addictive strategy experience.

23. Might & Magic - New World, 1986

24. Raid on Bungeling Bay - Broderbund, 1984

25. Earl Weaver Baseball - EA, 1986

26. Links 386 - Access, 1992

When a "386" golf game is still selling to Pentium Pro owners, you know it's good.

27. MechWarrior 2 - Activision, 1995

The atmosphere and background story made this giant robot game an amazingly immersive experience.

28. Warcraft II - Blizzard, 1995

Doesn't reach all of its lofty goals, but it's fast, furious and compelling - what Interplay's Tolkien games should have been.

29. Star Control 2 - Accolade, 1994

StarControl 2 was a fast-paced space game with a stunning blend of adventure, action, and humor.

30. Populous - Bullfrog, 1988

31. NASCAR Racing - Papyrus, 1994

Its fast action on the track introduced computer gaming to a whole new market.

32. M-1 Tank Platoon - MPS, 1989

33. Master of Orion - Simtex/MPS, 1993

Steve Barcia leaped to the stage with this Sid Meier's Civilization meets Reach for the Stars game of space conquest.

34. Day of the Tentacle - LucasArts, 1993

DOTT completely blew away its ancestor, Maniac Mansion, with its smooth animated sequences, nifty plot and great voiceovers.

35. Chuck Yeager's Air Combat - EA, 1989

Three eras of air combat came together in this flight sim classic. For the Korean War, this is the only flight sim which has addressed it.

36. Quake - id, 1996

The ultimate implementation of the deathmatch, Quake also creates the spookiest atmosphere ever presented in an action game.

37. Duke Nukem 3D - Apogee, 1996

A close match for Quake, with any deficiencies in its 3D engine made up for by its bizarre, and sometimes earthy, humor.

38. Crusader: No Remorse - Origin, 1995

In an industry dominated by Doom-clones, this shows that the view action game has a lot of very visceral appeal left.

39. Red Storm Rising - Microprose, 1989

40. Harpoon - 360 Pacific, 1989

41. Sid Meier's Railroad Tycoon - MPS, 1990

Sid's fascination with railroading begat a combination of SimCity, 1830 and the ultimate model railroad that will be a strategy game icon for years to come.

42. Hitchhiker's Guide - Infocom, 1985

43. Betrayal at Krondor - Dynamix, 1993

The universe of Raymond E. Feist came to brilliant life in this 3D, first-person perspective role-playing game.

44. Ultima VI - Origin, 1990

45. Rocket Ranger - Cinemaware, 1988

46. Chessmaster - Software Toolworks, 1986

The best of a competitive pawn-pushing lot, Chessmaster stays ahead of the competition with AI opponents based on real-life Grandmasters.

47. Aces of the Pacific - Dynamix, 1992

Corsairs came alive in this WWII sim that set new standards for graphics and performance.

48. Command & Conquer - Westwood, 1995

Not quite as complete a design as Warcraft II, this still set a new standard for great multiplayer play combined with a good back story told through top-notch cinematics.

49. Dungeon Master - FTL, 1987

50. Pinball Construction Set - EA, 1983

51. Reach for the Stars - SSG, 1984

52. F-19 Stealth Fighter - MicroProse, 1988

53. Steel Panthers - SSI, 1995

Gary Grigsby's superb implementation of tactical combat in WWII was the culmination of such successes as KampfgruppePanzer Strike and Typhoon of Steel.

54. Wing Commander III - Origin, 1994

Thrilling space action in the first successful interactive movie. The beginning of a new breed?

55. Starflight - Electronic Arts, 1986

56. TIE Fighter - LucasArts, 1994

A far better simulation of the Star Wars universe than X-Wing, winning in this space combat game relied more on flying skills than puzzle-solving.

57. NBA Live - EA Sports, 1994

58. Suspended - Infocom, 1983

Controlling remote robots gave this SF text adventure a unique flavor.

59. Gettysburg - SSI, 1986

60. EF2000 - Digital Integration, 1995

Graphics, sound, and realism took a flying leap forward in this combat sim.

61. Seven Cities of Gold - EA, 1983

62. Incredible Machine - Sierra, 1993

This Rube Goldberg-style puzzle game was fresh in concept and long on gameplay.

63. Faery Tale Adventure - MicroIllusions, XX

64. Marathon - Bungee, 1994

65. Wings - Cinemaware, 1991

66. World Circuit - MicroProse, 1992

67. Syndicate - Bullfrog, 1993

68. Ultima Underworld - Origin, 1992

With the 3D look that paved the way for other point-of-view games, the Looking Glass design team immersed gamers in a more intense Britannia.

69. Leisure Suit Larry - Sierra, 1988

Lowe's Larry's lascivious, lecherous life was launched in this remake of lewd text game, Softporn.

70. Dune 2 - Westwood, 1992

Command & Conquer's predecessor used the universe of Dune as the environment for a fabulously engaging real-time strategy game.

71. Aces of the Deep - Dynamix, 1994

This U-boat simulator is still unrivaled for creating an authentic atmosphere.

72. Solitaire's Journey - QQP, 1992

73. Quest for Glory - Sierra, 1987

Whoever heard of combat in a Sierra adventure? Attributes? Skills? Corey and Lori Cole made it work in the hybrid adventure/role-playing game.

74. Secret of Monkey Island II - LucasArts, 1990

LeChuck was back and managed to provide the unhappily ever after for a washed-up pirate hunter named Guybrush.

75. You Don't Know Jack - Berkeley Systems, 1995

This irreverent cyber game-show will glue the most computer-phobic to the screen.

76. Shadow of the Beast - Psygnosis, 1989

77. Warlords II - SSG, 1993

78. Balance of Power - Mindscape, 1983

79. Flight Simulator II - SubLogic, 1984

80. Lode Runner - Broderbund, 1983

81. Loom - LucasArts, 1982

Loom featured one of the most beautiful scores ever to grace an adventure game and a musical staff interface that was most original.

82. Rescue at Fractalus - Epyx, 1987

83. Rise of the Dragon - Dynamix,1990

84. Prince of Persia - Broderbund, 1990

An acrobatic platformer with amazingly fuid action, Prince of Persia let you become the legenday Thief of Baghdad.

85. Robot War - Muse, 1981

86. Silent Service - MicroProse, 1985

87. F/A-18 Interceptor - EA, 1987

88. Alone in the Dark - I-Motion, 1992

Following on the heels of Out of this World, Alone in the Dark showed that 3D action needn't get in the way of a tense, exciting story.

89. Bard's Tale - EA, 1985

With three-point monster animations, 3D maze window and new character classes, Michael Cranford's story started the successful trilogy.

90. Carriers at War - SSG, 1992

91. Battles of Napoleon - SSI, 1985

92. Defender of the Crown - Cinemaware, 1986

93. Indiana Jones and the Fate of Atlantis - LucasArts, 1993

Three games in one, Hal Barwwod's Indy adventure let the gamer regulate the way it was to played without losing its impact as a story-based game.

94. King's Quest V - Sierra, 1990

With King's Quest V, Roberta Williams horrified Sierra tradionalists by getting the parser out of the way of some of the most beautiful graphics ever.

95. Sam & Max Hit the Road - LucasArts, 1993

The adventure game that redefined "wacky" as Steve Purcell's crazy animal detectives visit alligator farm miniature golf courses and freak shows.

96. Star Trek: Judgement Rites - Interplay, 1994

97. Wolfenstein 3-D - Apogee, 1992

98. System Shock - Origin, 1994

This hybrid action/adventure/RPG didn't get the credit it deserved for its tight cyberpunk plot, believable characters, and SHADAN, an excellent villain.

99. Under a Killing Moon - Access, 1993

Campy humor combined with amazing 3D scenery in this futuristic film noir.

100. AH-64D Longbow - Jane's, 1996

The first helicopter sim to match its fixed-wing counterparts for realistic play.

101. Kampfgruppe - SSI, 1985

102. Gunship - MPS, 1989

103. Eric the Unready - Interplay, 1992

Full of puns, punchlines and personality, Eric the Unready was not only one of the funniest games of all time, but Bob Bates' masterpiece.

104. Deadline - Infocom, 1982

Deadline was a tough text adventure that placed you in the midst of an intricate police procedural and let you wander around a mansion.

105. Crusaders of the Dark Savant - Sir-Tech, 1987

106. Battle Chess - Interplay, 1988

Star Wars' Chewbacca would have felt right at home with this chess game enhanced by funny, elaborate animated sequences and spectacular special effects.

107. Perfect General - QQP, 1989

As in Empire, Mark Baldwin (with new partner Bob Rakowsky) took a proven design (Bruce Williams Zaccagnino's table-top strategy game) and made it better.

108. Neuromancer - Interplay, 1988

109. Pacific War - SSI, 1992

Arguably the most ambitious wargame design in history, Gary Grigsby's magnum opus lets you refight the campaigns in the Pacific on a day-by-day basis.

110. Operation Crusader - AH/Atomic, 1994

111. Wayne Gretzky Hockey - Bethesda, 1989

112. TV Sports: Football - Cinemaware, 1987

113. Monopoly - Virgin/Hasbro, 1995

Based on the quintessential family boardgame, this Internet-capable version of Monopoly offered more than we ever expected in a computer version.

114. Jagged Alliance - Sir-Tech, 1995

115. BattleGround: Waterloo - Talonsoft, 1996

The grand age of warfare comes to life with colorful uniforms, delightful landscapes, and above-average opponent AI in this recent release.

116. Castle Wolfenstein - Muse, 1981

117. Beach Head - Access, 1983

118. Fighter Duel Pro 2 - Jaeger Software, 1993

119. Pinball Dreams - 21st Century Entertainment, 1990

Smooth scrolling and great ball physics made this Amiga game a wizard's choice.

120. Trinity - Infocom, 1986

Brian Moriarty's text adventure based on the Manhattan Project was a tense, ethical tightrope walk through the Cold War.

121. Virtua Fighter PC - Sega, 1996

The best of the horizontal-scrolling fighting games, this title succedds on a platfor for which it was not designed.

122. Indianapolis 500 - EA, 1989

The nascent Papyrus redefined the racing sim on the PC and Amiga with this game that allowed you to go backwards on the Indianapolis "Brickyard" for the first time.

123. Descent II - Interplay, 1996

Builds on the promise of the original with better 3D effects and enemy AI.

124. Deathtrack - Activision, 1989

125. Warcraft - Blizzard, 1994

A spirited real-time rendition of the age-old conflict between Orcs and Humans, with an especially elegant network setup routine.

126. War in Russia - SSI, 1984

Gary Grigsby's strategic level game of combat on WWII's eastern front was the first "monster game" on the computer that came close to SPI's huge boxed sets.

127. Star Control - Accolade, 1992

Space War enters the 90s with a touch of humor.

128. Tony LaRussa 3 - Stormfront, 1995

129. MiG Alley Ace - MicroProse, 1984

130. Ogre - Origin, 1986

131. President Elect - SSI, 1981

132. Lexi-Cross - Interplay, 1991

133. Heroes of Might & Magic - New World, 1995

This award-winning remake of The King's Bounty is a brilliantly balanced game of fantasy combat the quickly becomed addictive.

134. I Have No Mouth and I Must Scream - Cyberdreams, 1995

Harlan Ellison's dark, despairing story makes a smooth transition to dark, despairing adventure game.

135. NukeWar - Avalon Hill, 1983

136. Dark Castle - Silicon Beach, 1986

137. Magic Carpet - Bullfrog/EA, 1994

Darned weird rules were offset by a rich, 3D world to explore and conquer.

138. ArcticFox - EA, 1986

139. Mean Streets - Access, 1989

140. Crystal Caliburn - Starplay, 1993

Not as many tables as we'd like, but it looks and sounds like real pinball. The multiball action leaves Tristan in the dust.

141. Master of Magic - MPS, 1994

Once patched, this fantastic strategy game was almost a Sid Meier's Civilization/Magic: The Gathering hybrid.

142. Blue Max - Synapse, 1983

143. Typhoon of Steel - SSI, 1987

144. Ultima III - Origin, 1983

145. Kasparov's Gambit - EA, 1993

Not up to the standard set by Chessmaster, but this was the first to effectively use multimedia in illuminating the mysteries of chess. Strong AI didn't hurt, either.

146. Shangai - Activision, 1986

This mah-jongg style game not only transfixed puzzle games of both sexes during the '80s, but even has version on dedicated word processors in the Far East.

147. Sword of Fargoal - Epyx, 1992

148. Tigers on the Prowl - HPS, 1994

149. Courtside College Basketball - Haffner, 1984

150. StarFleet I - Interstel, 1985

Source: http://www.cdaccess.com/html/pc/150best.htm

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Basic photography techniques

27/2/2009 · Kategori: Technology

we now look for basic photography techniques.

THERE ARE THREE TECHNICAL ELEMENTS THAT "MAKE" AN IMAGE

 

 

1. APERTURE

 

aperture schema

The aperture determines the amount of light that gets to the digital sensor. A SMALL number indicates a LARGE aperture, good lenses start with a maximum aperture of 2, better and more expensive lenses start at 1.1!

Apart from the quantity of light that is allowed to get through, the aperture also determines the DOF (depth of field).

The numbers you see on the side of a lens usually look like this:

F 22 | 16 | 11 | 8 | 5.6 | 4 | 2.4

At F 22, the lens lets in a very small amount of light, it is at minimum aperture. At F 2.4, the lens lets in the maximum amount of light that it has been designed for.

Each number represents a double increase (or decrease) of the quantity of light that is allowed through the lens.

For example: at aperture 5.6 you allow 2 times more light than at aperture 8, and 2 times less light than at aperture 4

On "point and shoot" digital cameras you do not see this numbers on the side of the lens, the process of opening and closing the aperture is controlled electronically and has also increments like: 5.9 or 8.2

2. SHUTTER SPEED

The shutter is the device that controls the exposure time of the photo. The exposure time usually begins at 1/2000 sec. and goes up to 30 sec.

At 1/250 sec. exposure time, the shutter will let in 2 times more light than at 1/500 sec. and 2 times less than at 1/125 sec.

The exposure time determines how a photo will look, if it will be "shaken" or crystal clear. For example: you want to take a picture of a water fountain. You have two options, use a short exposure, or a long one. A short exposure (of 1/2000 sec.) will "freeze" the water droplets in mid air; the detail of every droplet will be clearly visible in the photo. A long exposure time (of 1 sec.) will create a special effect where the falling droplets traces unite to create streams of water.

Aperture Priority | Shutter Speed 1/25 | Aperture Value 8 | ISO Speed 50

Aperture Priority | Shutter Speed 1/1000 | Aperture Value 3.2 | ISO Speed 50

 

3. ISO SPEED

 

ISO speed is the third element that "makes" a photo. It is usually expressed with the following numbers:

50 | 100 | 200 | 400 | 800 | 1600 | 3200

These numbers tell you how "fast" does the digital sensor react to the light sent through the aperture and shutter.

A small number means that it takes a relatively long time to take a photo, a large number, a very short time.

But things are relative in using the right ISO setting. On an average digital camera, the ISO goes from 50 to 400. The ISO speed 50 is usually used on bright sunny days, while the 200 and 400 ISO is used in low light conditions (like interiors or at night)

There is also a problem with the image quality regarding the ISO speed. At large numbers, 400, 800, the image will contain "noise", so use the low ISO speed as much as possible.

Here is a table that will further explain how the aperture, shutter speed and ISO speed are used TOGHETHER to "make" an image. I'll give a theoretical example of how this three indicators work together: At ISO speed 100 you select an aperture of 8 and the shutter speed is calculated by the camera at 1/250 sec. The same image*, mathematically speaking, can be created using the following settings:

ISO speedApertureShutter speed
100161/60
100111/125
10081/250
1005.61/500
10041/1000

same image* - the same in theory but with different effects on the final, real image

As you can see, with the ISO speed constant, the aperture and exposure time increase or decrease in connection with each other; if the aperture allows more light into the camera, the shutter speed decreases to compensate and give the perfect exposure.

But what happens to these theoretical numbers if you set the ISO speed at 50? Take a look:

ISO speedApertureShutter speed
50111/60
5081/125
505.61/250
5041/500
502.81/1000

You can modify the aperture, keeping the shutter speed constant, or you can modify the shutter speed, while keeping the aperture values constant:

ISO speedApertureShutter speed
50161/125
50111/250
5081/500
505.61/1000
5041/1250

full copyright, text&images © www.digital-cameras-help.com / published: January/20/2006

Source: http://www.digital-cameras-help.com/basic-photography-tips.html

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