Pirates of the Caribbean: Dead Man's Chest
Pirates of the Caribbean: Dead Man's Chest is a 2006 American fantasy swashbuckler film, the second installment of the Pirates of the Caribbean film series and the sequel to Pirates of the Caribbean: The Curse of the Black Pearl. It was directed by Gore Verbinski, written by Ted Elliott and Terry Rossio, produced by Jerry Bruckheimer. In the film, the wedding of Will Turner and Elizabeth Swann is interrupted by Lord Cutler Beckett, who wants Turner to acquire the compass of Captain Jack Sparrow in a bid to find the Dead Man's Chest. Sparrow discovers. Two sequels to Pirates of the Caribbean: The Curse of the Black Pearl were conceived in 2004, with Elliott and Rossio developing a story arc that would span both films. Filming took place from February to September 2005 in Palos Verdes, Saint Vincent and the Grenadines and The Bahamas, as well as on sets constructed at Walt Disney Studios, it was shot back-to-back At World's End. Dead Man's Chest was released in the United States on July 7, 2006, received mixed reviews, with praise for its special effects, action sequences, Hans Zimmer's musical score and performances those of Depp and Nighy, but criticism for its convoluted plot and running time.
The film broke several records at the time, including the opening-weekend record in the United States with $136 million, the fastest film to gross over $1 billion at the worldwide box office, the highest grossing first sequel at the worldwide box office and became the highest-grossing film of 2006. It ranks as the 26th highest-grossing film of all time worldwide and held the record as the highest-grossing film released by the Walt Disney Studios for nearly four years until it was surpassed by Toy Story 3; the film received Academy Award nominations for Best Art Direction, Sound Editing, Sound Mixing, won the Academy Award for Best Visual Effects. Its sequel, At World's End, was released the following year; the wedding of Will Turner and Elizabeth Swann is halted when Lord Cutler Beckett, chairman of the East India Trading Company, arrives with arrest warrants for them, for Commodore James Norrington, who allowed Captain Jack Sparrow to escape. Norrington has resigned and disappeared after losing the Navy's flagship, HMS Dauntless, in a hurricane while pursuing Jack.
Meanwhile, Jack is visited by Bootstrap Bill Turner, aboard the Black Pearl. Bootstrap is now a crewman on the Flying Dutchman, captained by Davy Jones. Jack bartered a deal with Jones to raise the Pearl from the depths. Beckett, promises to free Elizabeth if Will brings him Jack's magic compass which points to whatever the holder wants most. Will frees them from cannibals. Shortly after, Governor Swann frees Elizabeth from jail, but he is captured. Elizabeth bargains with Beckett to find the compass. Disguised as a cabin boy aboard a Scottish merchant vessel, she makes her way to Tortuga where she finds Jack and a drunken Norrington. After escaping the cannibals and the crew visit voodoo priestess Tia Dalma, who reveals Jones' weakness is his heart, locked within the Dead Man's Chest. Jack must find the key that opens it. Locating the Dutchman, Will makes a deal with Jack to find the key to the chest in return for Jack's compass. Jack tricks Will, shanghaied into service aboard the Dutchman. Jones agrees to release Jack from their bargain in exchange for one hundred souls.
Will learns that Jones possesses the key to the chest. They play a game of Liar's Dice against Jones to try and win the key. Despite this, Will is taken aboard the same ship Elizabeth was on. Jones sends the Kraken after him, sinking the ship. In Tortuga, Jack hires a new crew, including Norrington. With Elizabeth's use of Jack's compass, they are able to locate the chest. All parties arrive on Isla Cruces, where the chest is buried, but a three-way sword fight breaks out between Jack and Norrington, who all want the heart for their respective goals: Jack wants to call off the Kraken. In the chaos, Norrington secretly steals the heart and runs off, pretending to lure away the Dutchman's crew. Jones attacks the Pearl with the Kraken, which kills most of the crew and destroys all but one of the Pearl's lifeboats, but Jack, who flees the battle and wounds the Kraken with a net full of gunpowder and rum. Jack orders the survivors to abandon ship, but Elizabeth, realizing the Kraken only wants Jack, tricks him and chains him to the mast so that the crew can escape.
The Kraken drags the Pearl to Davy Jones' Locker. Jones opens. In Port Royal, Norrington gives Beckett the heart and the Letters of Marque meant for Jack, allowing him back into the navy as well as allowing Beckett to gain control of Davy Jones and the seas; the Pearl's crew take shelter with Tia Dalma. Tia Dalma introduces the captain: the resurrected Hector Barbossa. In a post-credits scene, the cannibalistic tribe now worships the prison dog in replacement of Jack. Johnny Depp as Captain Jack Sparrow: Captain of the Black Pearl, he is hunted by the Kraken because of his unpaid blood debt to Davy Jones. He is searching for the Dead Man's Chest to free himself from Jones' servitude. Orlando Bloom as Will Turner: A blacksmith-turned-pirate who strike
A college is an educational institution or a constituent part of one. A college may be a degree-awarding tertiary educational institution, a part of a collegiate or federal university, an institution offering vocational education or a secondary school. In the United States, "college" may refer to a constituent part of a university or to a degree-awarding tertiary educational institution, but "college" and "university" are used interchangeably, whereas in the United Kingdom, South Asia, Southern Africa and Canada, "college" may refer to a secondary or high school, a college of further education, a training institution that awards trade qualifications, a higher education provider that does not have university status, or a constituent part of a university. In ancient Rome a collegium was a club or society, a group of people living together under a common set of rules. Aside from the modern educational context - nowadays the most common use of "college" - there are various other meanings derived from the original Latin term, such as Electoral college.
Within higher education, the term can be used to refer to: a constituent part of a collegiate university, for example King's College, Cambridge, or of a federal university, for example King's College London a liberal arts college, an independent institution of higher education focusing on undergraduate education, such as Williams College or Amherst College a liberal arts division of a university whose undergraduate program does not otherwise follow a liberal arts model, such as the Yuanpei College at Peking University an institute providing specialised training, such as a college of further education, for example Belfast Metropolitan College, a teacher training college, or an art college In the United States, college is sometimes but a synonym for a research university, such as Dartmouth College, one of the eight universities in the Ivy League A sixth form college or college of further education is an educational institution in England, Northern Ireland, The Caribbean, Norway, Brunei, or Southern Africa, among others, where students aged 16 to 19 study for advanced school-level qualifications, such as A-levels, BTEC, HND or its equivalent and the International Baccalaureate Diploma, or school-level qualifications such as GCSEs.
In Singapore and India, this is known as a junior college. The municipal government of the city of Paris uses the phrase "sixth form college" as the English name for a lycée. In some national education systems, secondary schools may be called "colleges" or have "college" as part of their title. In Australia the term "college" is applied to any private or independent primary and secondary school as distinct from a state school. Melbourne Grammar School, Cranbrook School and The King's School, Parramatta are considered colleges. There has been a recent trend to rename or create government secondary schools as "colleges". In the state of Victoria, some state high schools are referred to as secondary colleges, although the pre-eminent government secondary school for boys in Melbourne is still named Melbourne High School. In Western Australia, South Australia and the Northern Territory, "college" is used in the name of all state high schools built since the late 1990s, some older ones. In New South Wales, some high schools multi-campus schools resulting from mergers, are known as "secondary colleges".
In Queensland some newer schools which accept primary and high school students are styled state college, but state schools offering only secondary education are called "State High School". In Tasmania and the Australian Capital Territory, "college" refers to the final two years of high school, the institutions which provide this. In this context, "college" is a system independent of the other years of high school. Here, the expression is a shorter version of matriculation college. In a number of Canadian cities, many government-run secondary schools are called "collegiates" or "collegiate institutes", a complicated form of the word "college" which avoids the usual "post-secondary" connotation; this is because these secondary schools have traditionally focused on academic, rather than vocational and ability levels. Some private secondary schools choose to use the word "college" in their names nevertheless; some secondary schools elsewhere in the country ones within the separate school system, may use the word "college" or "collegiate" in their names.
In New Zealand the word "college" refers to a secondary school for ages 13 to 17 and "college" appears as part of the name of private or integrated schools. "Colleges" most appear in the North Island, whereas "high schools" are more common in the South Island. In South Africa, some secondary schools private schools on the English public school model, have "college" in their title, thus no less than six of South Africa's Elite Seven high schools call themselves "college" and fit this description. A typical example of this category would be St John's College. Private schools that specialize in improving children's marks through intensive focus on examination needs are informally called "cram-colleges". In Sri Lanka the word "college" refers to a secondary school, which signifies above the 5th standard. During the British colonial period a limit
Lithography is a method of printing based on the immiscibility of oil and water. The printing is from a metal plate with a smooth surface, it was invented in 1796 by German author and actor Alois Senefelder as a cheap method of publishing theatrical works. Lithography can be used to print artwork onto paper or other suitable material. Lithography used an image drawn with oil, fat, or wax onto the surface of a smooth, level lithographic limestone plate; the stone was treated with a mixture of acid and gum arabic, etching the portions of the stone that were not protected by the grease-based image. When the stone was subsequently moistened, these etched areas retained water; the ink would be transferred to a blank paper sheet, producing a printed page. This traditional technique is still used in some fine art printmaking applications. In modern lithography, the image is made of a polymer coating applied to a flexible plastic or metal plate; the image can be printed directly from the plate, or it can be offset, by transferring the image onto a flexible sheet for printing and publication.
As a printing technology, lithography is different from intaglio printing, wherein a plate is either engraved, etched, or stippled to score cavities to contain the printing ink. Today, most types of high-volume books and magazines when illustrated in colour, are printed with offset lithography, which has become the most common form of printing technology since the 1960s; the related term "photolithography" refers to when photographic images are used in lithographic printing, whether these images are printed directly from a stone or from a metal plate, as in offset printing. "Photolithography" is used synonymously with "offset printing". The technique as well as the term were introduced in Europe in the 1850s. Beginning in the 1960s, photolithography has played an important role in the fabrication and mass production of integrated circuits in the microelectronics industry. Lithography uses simple chemical processes to create an image. For instance, the positive part of an image is a water-repelling substance, while the negative image would be water-retaining.
Thus, when the plate is introduced to a compatible printing ink and water mixture, the ink will adhere to the positive image and the water will clean the negative image. This allows a flat print plate to be used, enabling much longer and more detailed print runs than the older physical methods of printing. Lithography was invented by Alois Senefelder in the Kingdom of Bavaria in 1796. In the early days of lithography, a smooth piece of limestone was used. After the oil-based image was put on the surface, a solution of gum arabic in water was applied, the gum sticking only to the non-oily surface. During printing, water adhered to the gum arabic surfaces and was repelled by the oily parts, while the oily ink used for printing did the opposite. Lithography works because of the mutual repulsion of water; the image is drawn on the surface of the print plate with a fat or oil-based medium such as a wax crayon, which may be pigmented to make the drawing visible. A wide range of oil-based media is available, but the durability of the image on the stone depends on the lipid content of the material being used, its ability to withstand water and acid.
After the drawing of the image, an aqueous solution of gum arabic, weakly acidified with nitric acid HNO3 is applied to the stone. The function of this solution is to create a hydrophilic layer of calcium nitrate salt, Ca2, gum arabic on all non-image surfaces; the gum solution penetrates into the pores of the stone surrounding the original image with a hydrophilic layer that will not accept the printing ink. Using lithographic turpentine, the printer removes any excess of the greasy drawing material, but a hydrophobic molecular film of it remains bonded to the surface of the stone, rejecting the gum arabic and water, but ready to accept the oily ink; when printing, the stone is kept wet with water. The water is attracted to the layer of gum and salt created by the acid wash. Printing ink based on drying oils such as linseed oil and varnish loaded with pigment is rolled over the surface; the water repels the greasy ink but the hydrophobic areas left by the original drawing material accept it.
When the hydrophobic image is loaded with ink, the stone and paper are run through a press that applies pressure over the surface, transferring the ink to the paper and off the stone. Senefelder had experimented during the early 19th century with multicolor lithography. Multi-color printing was introduced by a new process developed by Godefroy Engelmann in 1837 known as chromolithography. A separate stone was used for each color, a print went through the press separately for each stone; the main challenge was to keep the images aligned. This method lent itself to images consisting of large areas of flat color, resulted in the characteristic poster designs of this period. "Lithography, or printing from soft stone took the place of engraving in the production of English
Randomness is the lack of pattern or predictability in events. A random sequence of events, symbols or steps has no order and does not follow an intelligible pattern or combination. Individual random events are by definition unpredictable, but in many cases the frequency of different outcomes over a large number of events is predictable. For example, when throwing two dice, the outcome of any particular roll is unpredictable, but a sum of 7 will occur twice as as 4. In this view, randomness is a measure of uncertainty of an outcome, rather than haphazardness, applies to concepts of chance and information entropy; the fields of mathematics and statistics use formal definitions of randomness. In statistics, a random variable is an assignment of a numerical value to each possible outcome of an event space; this association facilitates the calculation of probabilities of the events. Random variables can appear in random sequences. A random process is a sequence of random variables whose outcomes do not follow a deterministic pattern, but follow an evolution described by probability distributions.
These and other constructs are useful in probability theory and the various applications of randomness. Randomness is most used in statistics to signify well-defined statistical properties. Monte Carlo methods, which rely on random input, are important techniques in science, as, for instance, in computational science. By analogy, quasi-Monte Carlo methods use quasirandom number generators. Random selection, when narrowly associated with a simple random sample, is a method of selecting items from a population where the probability of choosing a specific item is the proportion of those items in the population. For example, with a bowl containing just 10 red marbles and 90 blue marbles, a random selection mechanism would choose a red marble with probability 1/10. Note that a random selection mechanism that selected 10 marbles from this bowl would not result in 1 red and 9 blue. In situations where a population consists of items that are distinguishable, a random selection mechanism requires equal probabilities for any item to be chosen.
That is, if the selection process is such that each member of a population, of say research subjects, has the same probability of being chosen we can say the selection process is random. In ancient history, the concepts of chance and randomness were intertwined with that of fate. Many ancient peoples threw dice to determine fate, this evolved into games of chance. Most ancient cultures used various methods of divination to attempt to circumvent randomness and fate; the Chinese of 3000 years ago were the earliest people to formalize odds and chance. The Greek philosophers discussed randomness at length, but only in non-quantitative forms, it was only in the 16th century that Italian mathematicians began to formalize the odds associated with various games of chance. The invention of the calculus had a positive impact on the formal study of randomness. In the 1888 edition of his book The Logic of Chance John Venn wrote a chapter on The conception of randomness that included his view of the randomness of the digits of the number pi by using them to construct a random walk in two dimensions.
The early part of the 20th century saw a rapid growth in the formal analysis of randomness, as various approaches to the mathematical foundations of probability were introduced. In the mid- to late-20th century, ideas of algorithmic information theory introduced new dimensions to the field via the concept of algorithmic randomness. Although randomness had been viewed as an obstacle and a nuisance for many centuries, in the 20th century computer scientists began to realize that the deliberate introduction of randomness into computations can be an effective tool for designing better algorithms. In some cases such randomized algorithms outperform the best deterministic methods. Many scientific fields are concerned with randomness: In the 19th century, scientists used the idea of random motions of molecules in the development of statistical mechanics to explain phenomena in thermodynamics and the properties of gases. According to several standard interpretations of quantum mechanics, microscopic phenomena are objectively random.
That is, in an experiment that controls all causally relevant parameters, some aspects of the outcome still vary randomly. For example, if a single unstable atom is placed in a controlled environment, it cannot be predicted how long it will take for the atom to decay—only the probability of decay in a given time. Thus, quantum mechanics does not specify the outcome of individual experiments but only the probabilities. Hidden variable theories reject the view that nature contains irreducible randomness: such theories posit that in the processes that appear random, properties with a certain statistical distribution are at work behind the scenes, determining the outcome in each case; the modern evolutionary synthesis ascribes the observed diversity of life to random genetic mutations followed by natural selection. The latter retains some random mutations in the gene pool due to the systematically improved chance for survival and reproduction that those mutated genes confer on individuals who possess them.
Several authors claim that evolution and sometimes development require a specific form of randomness, namely the introduction of qualitatively new behaviors. Instead of the choice of one possibility among several pre-given ones, this randomness corresponds to the formation of new possibilities; the characteristics of an organism arise to some extent deterministically and to som
IPhone is a line of smartphones designed and marketed by Apple Inc. All generations of the iPhone use Apple's iOS mobile operating system software; the first-generation iPhone was released on June 29, 2007, multiple new hardware iterations with new iOS releases have been released since. The user interface is built around the device's multi-touch screen, including a virtual keyboard; the iPhone can connect to cellular networks. An iPhone can shoot video, take photos, play music and receive email, browse the web and receive text messages, follow GPS navigation, record notes, perform mathematical calculations, receive visual voicemail. Other functionality, such as video games, reference works, social networking, can be enabled by downloading mobile apps; as of January 2017, Apple's App Store contained more than 2.2 million applications available for the iPhone. Apple has released twelve generations of iPhone models, each accompanied by one of the twelve major releases of the iOS operating system.
The original first-generation iPhone was a GSM phone and established design precedents, such as a button placement that has persisted throughout all releases and a screen size maintained for the next four iterations. The iPhone 3G added 3G network support, was followed by the 3GS with improved hardware, the 4 with a metal chassis, higher display resolution and front-facing camera, the 4S with improved hardware and the voice assistant Siri; the iPhone 5 featured Apple's newly introduced Lightning connector. In 2013, Apple released the 5S with improved hardware and a fingerprint reader, the lower-cost 5C, a version of the 5 with colored plastic casings instead of metal, they were followed by the larger iPhone 6, with models featuring 4.7-and-5.5-inch displays. The iPhone 6S was introduced the following year, which featured hardware upgrades and support for pressure-sensitive touch inputs, as well as the SE—which featured hardware from the 6S but the smaller form factor of the 5S. In 2016, Apple unveiled the iPhone 7 and 7 Plus, which add water resistance, improved system and graphics performance, a new rear dual-camera setup on the Plus model, new color options, while removing the 3.5 mm headphone jack found on previous models.
The iPhone 8 and 8 Plus were released in 2017, adding a glass back and an improved screen and camera. The iPhone X was released alongside the 8 and 8 Plus, with its highlights being a near bezel-less design, an improved camera and a new facial recognition system, named Face ID, but having no home button, therefore, no Touch ID. In September 2018, Apple again released 3 new iPhones, which are the iPhone XS, an upgraded version of the since discontinued iPhone X, iPhone XS Max, a larger variant with the series' biggest display as of 2018 and iPhone XR, a lower end version of the iPhone X; the original iPhone was described as "revolutionary" and a "game-changer" for the mobile phone industry. Subsequent iterations of the iPhone have garnered praise; the iPhone is one of the most used smartphones in the world, its success has been credited with helping Apple become one of the world's most valuable publicly traded companies. Development of what was to become the iPhone began in 2004, when Apple started to gather a team of 1,000 employees to work on the confidential "Project Purple."
Apple CEO Steve Jobs steered the original focus away from a tablet towards a phone. Apple created the device during a secretive collaboration with Cingular Wireless at the time—at an estimated development cost of US$150 million over thirty months. According to Steve Jobs, the "i" word in "iMac" stands for internet, instruct and inspire. Apple rejected the "design by committee" approach that had yielded the Motorola ROKR E1, a unsuccessful collaboration with Motorola. Among other deficiencies, the ROKR E1's firmware limited storage to only 100 iTunes songs to avoid competing with Apple's iPod nano. Cingular gave Apple the liberty to develop the iPhone's hardware and software in-house and paid Apple a fraction of its monthly service revenue, in exchange for four years of exclusive US sales, until 2011. Jobs unveiled the iPhone to the public on January 9, 2007, at the Macworld 2007 convention at the Moscone Center in San Francisco; the two initial models, a 4 GB model priced at US$499 and an 8 GB model at US$599, went on sale in the United States on June 29, 2007, at 6:00 pm local time, while hundreds of customers lined up outside the stores nationwide.
The passionate reaction to the launch of the iPhone resulted in sections of the media dubbing it the'Jesus phone'. Following this successful release in the US, the first generation iPhone was made available in the UK, Germany in November 2007, Ireland and Austria in the spring of 2008. On July 11, 2008, Apple released the iPhone 3G including the original six. Apple released the iPhone 3G in upwards of eighty territories. Apple announced the iPhone 3GS on June 8, 2009, along with plans to release it in June and August, starting with the US, Canada and major European countries on June 19. Many would-be users objected to the iPhone's cost, 40% of users had household incomes over US$100,000; the back of the original first generation iPhone was made of aluminum with a black plastic accent. The iPhone 3G and 3GS feature a full plastic back to increase the strength of the GSM signal; the iPhone 3G was available in
The Simpsons is an American animated sitcom created by Matt Groening for the Fox Broadcasting Company. The series is a satirical depiction of working-class life, epitomized by the Simpson family, which consists of Homer, Bart and Maggie; the show is set in the fictional town of Springfield and parodies American culture and society and the human condition. The family was conceived by Groening shortly before a solicitation for a series of animated shorts with producer James L. Brooks. Groening created a dysfunctional family and named the characters after his own family members, substituting Bart for his own name; the shorts became a part of The Tracey Ullman Show on April 19, 1987. After three seasons, the sketch was developed into a half-hour prime time show and became Fox's first series to land in the Top 30 ratings in a season. Since its debut on December 17, 1989, 659 episodes of The Simpsons have been broadcast, it is the longest-running American sitcom, the longest-running American scripted primetime television series in terms of seasons and number of episodes.
The Simpsons Movie, a feature-length film, was released in theaters worldwide on July 27, 2007, grossed over $527 million. On October 30, 2007, a video game was released; the Simpsons is on its thirtieth season, which began airing September 30, 2018. The Simpsons was renewed for a thirty-first and thirty-second season on February 6, 2019, in which the latter will contain the 700th episode; the Simpsons received acclaim throughout its first nine or ten seasons, which are considered its "Golden Age". Time named it the 20th century's best television series, Erik Adams of The A. V. Club named it "television's crowning achievement regardless of format". On January 14, 2000, the Simpson family was awarded a star on the Hollywood Walk of Fame, it has won dozens of awards since it debuted as a series, including 31 Primetime Emmy Awards, 30 Annie Awards, a Peabody Award. Homer's exclamatory catchphrase "D'oh!" has been adopted into the English language, while The Simpsons has influenced many other adult-oriented animated sitcoms.
However, it has been criticized for a perceived decline in quality over the years. The Simpsons is known for its wide ensemble of supporting characters; the main characters are the Simpson family, who live in a fictional "Middle America" town of Springfield. Homer, the father, works as a safety inspector at the Springfield Nuclear Power Plant, a position at odds with his careless, buffoonish personality, he is married to a stereotypical American housewife and mother. They have three children: a ten-year-old troublemaker and prankster. Although the family is dysfunctional, many episodes examine their relationships and bonds with each other and they are shown to care about one another. Homer's dad Grampa Simpson lives in the Springfield Retirement Home after Homer forced his dad to sell his house so that his family could buy theirs. Grampa Simpson has had starring roles in several episodes; the family owns a dog, Santa's Little Helper, a cat, Snowball V, renamed Snowball II in "I, -Bot". Both pets have had starring roles in several episodes.
The show includes an array of quirky supporting characters, which include Homer's co-workers Lenny Leonard and Carl Carlson, the school principal Seymour Skinner and teachers Edna Krabappel and Elizabeth Hoover, neighbor Ned Flanders, friends Barney Gumble, Apu Nahasapeemapetilon, Moe Szyslak, Milhouse Van Houten, Nelson Muntz, extended relatives Patty and Selma Bouvier, townspeople such as Mayor Quimby, Chief Clancy Wiggum, tycoon Charles Montgomery Burns and his executive assistant Waylon Smithers, local celebrities Krusty the Clown and news reporter Kent Brockman. The creators intended many of these characters as one-time jokes or for fulfilling needed functions in the town. A number of them subsequently starred in their own episodes. According to Matt Groening, the show adopted the concept of a large supporting cast from the comedy show SCTV. Despite the depiction of yearly milestones such as holidays or birthdays passing, the characters do not age between episodes, appear just as they did when the series began.
The series uses a floating timeline in which episodes take place in the year the episode is produced though the characters do not age. Flashbacks and flashforwards do depict the characters at other points in their lives, with the timeline of these depictions generally floating relative to the year the episode is produced. For example, in the 1991 episode "I Married Marge", Bart appears to be born in 1980 or 1981, but in the 1995 episode "And Maggie Makes Three", Maggie appears to be born in 1993 or 1994. A canon of the show does exist, although Treehouse of Horror episodes and any fictional story told within the series are non-canon. However, continuity is limited in The Simpsons. For example, Krusty the Clown may be able to read in one episode, but may not be able to read in another. Lessons learned by the family in one episode may be forgotten in the next; some examples of limited continuity include Sideshow Bob's appearances where Bart and Lisa flashback at all the crimes he committed in Springfield or when the characters try to remember things that happened in previous episodes.
The Simpsons takes place in the fictional American town of Springfield in an unknown and impossible-to-determine U. S. state. The show is intentionally e
Pokémon known as Pocket Monsters in Japan, is a media franchise managed by The Pokémon Company, a Japanese consortium between Nintendo, Game Freak, Creatures. The franchise copyright is shared by all three companies, but Nintendo is the sole owner of the trademark; the franchise was created by Satoshi Tajiri in 1995, is centered on fictional creatures called "Pokémon", which humans, known as Pokémon Trainers and train to battle each other for sport. The English slogan for the franchise is "Gotta Catch'Em All". Works within the franchise are set in the Pokémon universe; the franchise began as Pokémon Red and Green, a pair of video games for the original Game Boy that were developed by Game Freak and published by Nintendo in February 1996. Pokémon has since gone on to become the highest-grossing media franchise of all time, with $90 billion in total franchise revenue; the original video game series is the second best-selling video game franchise with more than 300 million copies sold and 1 billion mobile downloads, it spawned a hit anime television series that has become the most successful video game adaptation with over 20 seasons and 1,000 episodes in 124 countries.
In addition, the Pokémon franchise includes the world's top-selling toy brand, the top-selling trading card game with over 25.7 billion cards sold, an anime film series, a live-action film, manga comics and merchandise. The franchise is represented in other Nintendo media, such as the Super Smash Bros. series. In November 2005, 4Kids Entertainment, which had managed the non-game related licensing of Pokémon, announced that it had agreed not to renew the Pokémon representation agreement; the Pokémon Company International oversees all Pokémon licensing outside Asia. The franchise celebrated its tenth anniversary in 2006. In 2016, The Pokémon Company celebrated Pokémon's 20th anniversary by airing an ad during Super Bowl 50 in January, issuing re-releases of Pokémon Red and Blue and the 1998 Game Boy game Pokémon Yellow as downloads for the Nintendo 3DS in February, redesigning the way the games are played; the mobile augmented reality game Pokémon Go was released in July. The most released games in the main series, Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, were released worldwide on the Nintendo Switch on November 16, 2018.
The first live-action film in the franchise, Pokémon: Detective Pikachu, based on Detective Pikachu, began production in January 2018 and is set to release in 2019. The upcoming and latest games in the main series, Pokémon Sword and Shield, are scheduled to be released worldwide on the Nintendo Switch in late 2019; the name Pokémon is the romanized contraction of the Japanese brand Pocket Monsters. The term "Pokémon", in addition to referring to the Pokémon franchise itself collectively refers to the 809 fictional species that have made appearances in Pokémon media as of the release of the seventh generation titles Pokémon: Let's Go, Pikachu! and Let's Go, Eevee! "Pokémon" is identical in the plural, as is each individual species name. Pokémon executive director Satoshi Tajiri first thought of Pokémon, albeit with a different concept and name, around 1989, when the Game Boy was released; the concept of the Pokémon universe, in both the video games and the general fictional world of Pokémon, stems from the hobby of insect collecting, a popular pastime which Tajiri enjoyed as a child.
Players are designated as Pokémon Trainers and have three general goals: to complete the regional Pokédex by collecting all of the available Pokémon species found in the fictional region where a game takes place, to complete the national Pokédex by transferring Pokémon from other regions, to train a team of powerful Pokémon from those they have caught to compete against teams owned by other Trainers so they may win the Pokémon League and become the regional Champion. These themes of collecting and battling are present in every version of the Pokémon franchise, including the video games, the anime and manga series, the Pokémon Trading Card Game. In most incarnations of the Pokémon universe, a Trainer who encounters a wild Pokémon is able to capture that Pokémon by throwing a specially designed, mass-producible spherical tool called a Poké Ball at it. If the Pokémon is unable to escape the confines of the Poké Ball, it is considered to be under the ownership of that Trainer. Afterwards, it will obey whatever commands it receives from its new Trainer, unless the Trainer demonstrates such a lack of experience that the Pokémon would rather act on its own accord.
Trainers can send out any of their Pokémon to wage non-lethal battles against other Pokémon. In Pokémon Go, in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, wild Pokémon encountered by players can be caught in Poké Balls, but cannot be battled. Pokémon owned by other Trainers cannot be captured, except under special circumstances in certain side games. If a Pokémon defeats an opponent in battle so that the opponent is knocked out, the winning Pokémon gains experience points and may level up. Beginning with Pokémon X and Y, experience points are gained from catching Pokémon in Poké Balls; when leveling up, the Pokémon's battling aptitude statistics increase. At certain levels, the Pokémon may learn new moves, which are techniques used in battle. In addition, many species of Pokémon can undergo a form of metamorphosis and