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Code Monkeys
''Code Monkeys'' is an American adult animated television program by Adam de la Peña. Set in the early 1980s, it follows the adventures of fictional video game company GameaVision. The show ran for two seasons, from 2007 to 2008, on G4 and G4 Canada. Plot The plot of ''Code Monkeys'' revolves around the fictitious video game company GameaVision (a play on companies like Activision and Intellivision) and its eccentric employees, mainly the slacker Dave and his high-strung friend Jerry. The entire series takes place in the Silicon Valley city of Sunnyvale, California during the 1980s. ''Code Monkeys'' relies on crude humor and stoner comedy to convey the numerous references to video games, past and present, but mostly games from the 8-bit era. This also extends to cameos from well known video game developers, who appear in the show pitching their ideas to GameaVision for the games that would later make them famous, usually to be rejected, insulted, and sometimes injured or killed ...
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Animated Sitcom
An animated sitcom is a subgenre of the sitcom that is animated instead of live action and is generally made or created for adult audiences in most cases. ''SpongeBob SquarePants'', ''The Simpsons'', ''South Park'', and ''Family Guy'' are four of the longest-running animated sitcoms. History Early history ''The Flintstones'', which debuted in 1960, is considered the first example of the animated sitcom genre. A similar cartoon, '' The Jetsons'', which took place in the future rather than the past, followed in 1962. Marc Blake argued it started the "science fiction sitcom sub genre". Animated sitcoms have been more controversial than traditional cartoons from the onset. ''The Flintstones'' was originally oriented at parents, as an animated version of ''The Honeymooners'', though it was primarily popular with children. David Bennett argued that when it was originally released, it was aimed at an adult audience, and called it the "direct ancestors" of current adult animation, becaus ...
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Silicon Valley
Silicon Valley is a region in Northern California that serves as a global center for high technology and innovation. Located in the southern part of the San Francisco Bay Area, it corresponds roughly to the geographical areas San Mateo County and Santa Clara County. San Jose is Silicon Valley's largest city, the third-largest in California, and the tenth-largest in the United States; other major Silicon Valley cities include Sunnyvale, Santa Clara, Redwood City, Mountain View, Palo Alto, Menlo Park, and Cupertino. The San Jose Metropolitan Area has the third-highest GDP per capita in the world (after Zurich, Switzerland and Oslo, Norway), according to the Brookings Institution, and, as of June 2021, has the highest percentage of homes valued at $1 million or more in the United States. Silicon Valley is home to many of the world's largest high-tech corporations, including the headquarters of more than 30 businesses in the Fortune 1000, and thousands of startup c ...
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Sign Of The Horns
The sign of the horns is a hand gesture with a variety of meanings and uses in various cultures. It is formed by extending the index and little fingers while holding the middle and ring fingers down with the thumb. Religious and superstitious meaning In Hatha Yoga, a similar hand gesture – with the tips of middle and ring finger touching the thumb – is known as '' Apāna Mudrā'', a gesture believed to rejuvenate the body. In Indian classical dance forms, it symbolizes the lion. In Buddhism, the ''Karana Mudrā'' is seen as an apotropaic gesture to expel demons, remove negative energy, and ward off evil. It is commonly found on depictions of Gautama Buddha. It is also found on the Song dynasty statue of Laozi, the founder of Taoism, on Mount Qingyuan, China. An apotropaic usage of the sign can be seen in Italy and in other Mediterranean cultures where, when confronted with unfortunate events, or simply when these events are mentioned, the sign of the horn ...
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Aside
An aside is a dramatic device in which a character speaks to the audience. By convention, the audience is to realize that the character's speech is unheard by the other characters on stage. It may be addressed to the audience expressly (in character or out) or represent an unspoken thought. An aside is usually a brief comment, rather than a speech, such as a monologue or soliloquy. Unlike a public announcement, it occurs within the context of the play. An aside is, by convention, a true statement of a character's thought; a character may be mistaken in an aside, but may not be dishonest. Examples This technique is used by many playwrights, including William Shakespeare. For instance, in the play ''Macbeth'', Macbeth has the following aside: Another example is found in ''Hamlet'': This technique has frequently been used in film comedy, for example in the Bob Hope "Road" comedies, Woody Allen comedies and in '' Ferris Bueller's Day Off''. The Jean-Luc Godard film '' Breathless ...
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Crash (computing)
In computing, a crash, or system crash, occurs when a computer program such as a software application or an operating system stops functioning properly and exits. On some operating systems or individual applications, a crash reporting service will report the crash and any details relating to it (or give the user the option to do so), usually to the developer(s) of the application. If the program is a critical part of the operating system, the entire system may crash or hang, often resulting in a kernel panic or fatal system error. Most crashes are the result of a software bug. Typical causes include accessing invalid memory addresses, incorrect address values in the program counter, buffer overflow, overwriting a portion of the affected program code due to an earlier bug, executing invalid machine instructions (an illegal opcode), or triggering an unhandled exception. The original software bug that started this chain of events is typically considered to be the cause ...
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Kill Screen
''Kill Screen'' (stylized as ''KILL SCREEN'') was a print and online magazine founded in 2009 by Jamin Warren and Chris Dahlen and owned by Kill Screen Media, Inc. It focused on video games and culture, but also included articles based on entertainment. The name is based on the video game term of the same name. In 2009, both Warren and Dahlen were former writers for '' Pitchfork'' when they decided to found the magazine. After a successful Kickstarter campaign to fund the magazine, the first issue was released in March 2010. After partnerships with ''Pitchfork'', StoryCode and Film Society of Lincoln Center, the magazine eventually founded an annual video game conference, two5six, in 2013. The magazine's website did a redesign in January 2014 and the print magazine itself was redesigned and overhauled after a second successful Kickstarter campaign in November 2015. In 2016, two5six's name was changed to Kill Screen Festival. After 2016, Kill Screen ceased publication, ...
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3-in-1 Super Mario Bros
3-in-One Oil is a general-purpose lubricating oil sold for household and do-it-yourself use. It was originally formulated in 1894 for use on bicycles, and remains a popular lubricant for their chains. Its name, given by inventor George W. Cole of New Jersey in 1894, reflects the product's triple ability to "clean, lubricate and protect". The product changed ownership many times throughout the 20th century and was bought by its current owners, the WD-40 Company, in 1995. The current marketing slogan is "The Tool Kit In A Can," with the logo of the text "3 in" inside a large numeral "1". A few other products are now produced under the 3-in-1 brand, including a white lithium grease, silicone spray, and oil with added PTFE. In 2000, the can was redesigned to look like the early 20th century oil can An oil can (oilcan or oiler)
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Multicart
In video game parlance, a multicart is a cartridge that contains more than one game. Typically, the separate games are available individually for purchase (such as ''Sega Smash Pack'') or were previously available individually (such as '' Final Fantasy: Dawn of Souls''). For this reason, collections, anthologies, and compilations are considered multicarts. The desirability of the multicart to consumers is that it provides better value, greater convenience, and (in the case of portable games) more portability than the separate games would provide. The advantage to developers is that it allows two or more smaller games to be sold together for the price of one larger game, and provides an opportunity to repackage and sell older games one more time, often with little or no changes. Multicarts are distinct from minigame series such as ''Mario Party'', '' Game & Watch Gallery'', or ''WarioWare''. These games are made up of several minigames specifically created for the overall game e ...
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8-bit Color
8-bit color graphics are a method of storing image information in a computer's memory or in an image file, so that each pixel is represented by 8 bits (1 byte). The maximum number of colors that can be displayed at any one time is 256 or 28. Color quantization In order to turn a true color 24-bit image into an 8-bit image, the image must go through a process called color quantization. Color quantization is the process of creating a color map for a less color dense image from a more dense image. The simplest form of quantization is to simply assign 3 bits to red, 3 bits to green and 2 bits to blue, as the human eye is less sensitive to blue light. This creates a so called 3-3-2 8-bit color image, arranged like on the following table: Bit 7 6 5 4 3 2 1 0 Data R R R G G G B B This process is sub optimal. There could be different groupings of colors that make evenly spreading the colors out inefficient and likely to misrepresent the actual image. An alternati ...
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History Of Video Game Consoles (third Generation)
In the history of video games, the third generation of game consoles, commonly referred to as the 8-bit era, began on July 15, 1983 with the Japanese release of two systems: Nintendo's Family Computer (commonly abbreviated to ''Famicom'') and Sega's SG-1000. When the Famicom was not released outside of Japan it was remodelled and marketed as the Nintendo Entertainment System (NES). This generation marked the end of the video game crash of 1983, and a shift in the dominance of home video game manufacturers from the United States to Japan. Handheld consoles were not a major part of this generation; the Game & Watch line from Nintendo (which started in 1980) and the Milton Bradley Microvision (which came out in 1979) that were sold at the time are both considered part of the previous generation due to hardware typical of the second generation. Improvements in technology gave consoles of this generation improved graphical and sound capabilities, comparable to golden age arcade ga ...
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