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Camp Hyrule
Camp Hyrule was an annual online virtual camp that was sponsored and moderated by Nintendo of America. It first opened in the summer of 1995, and emerged as Nintendo's biggest online event. Camp Hyrule, which was usually held in August, allowed Nintendo fans to chat, play online games, and win prizes under the supervision of Nintendo employees and ''Nintendo Power'' columnists. The camp's name is named after the fictional land of Hyrule, a prominent and recurring setting in The Legend of Zelda series, ''The Legend of Zelda'' series. The last camp was in 2007, with no plans to host another Camp Hyrule. Background Essentially an online simulation of a summer camp, Camp Hyrule had refined many traditional outdoor themes, such as campfires, water sports, and archery into many Java (programming language), Java-based games. Participants were assigned to cabins, where they worked with other teammates to earn points by participating in games, Photoshop contests, and other activities. After ...
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Camp may refer to: Outdoor accommodation and recreation * Campsite or campground, a recreational outdoor sleeping and eating site * a temporary settlement for nomads * Camp, a term used in New England, Northern Ontario and New Brunswick to describe a cottage * Military camp * Summer camp, typically organized for groups of children or youth * Tent city, a housing facility often occupied by homeless people or protesters Areas of imprisonment or confinement * Concentration camp * Extermination camp * List of U.S. federal prisons#Federal Prison Camps Prison Camp, Federal prison camp, a minimum-security United States federal prison facility * Internment camp, also called a concentration camp, resettlement camp, relocation camp, or detention camp * Labor camp * Prisoner-of-war camp ** Parole camp guards its own soldiers as prisoners of war Gatherings of people * Camp, a mining community * Camp, a term commonly used in the titles of technology-related unconferences * Camp meeting, a ...
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Twilight Princess
''The Legend of Zelda: Twilight Princess'' is a 2006 action-adventure game developed and published by Nintendo for the GameCube and Wii home video game consoles. Originally planned for release exclusively on the GameCube in November 2005, ''Twilight Princess'' was delayed by Nintendo to allow its developers to refine the game, add more content, and port it to the Wii. The Wii version was a launch game in North America in November 2006, and in Japan, Europe, and Australia the following month. The GameCube version was also released in December 2006 as the final first-party game for the console. The story focuses on series protagonist Link, who tries to prevent Hyrule from being engulfed by a corrupted parallel dimension known as the Twilight Realm. To do so, he takes the form of both a Hylian and a wolf, and he is assisted by a mysterious creature named Midna. The game takes place over a century after ''Ocarina of Time'' and ''Majora's Mask'' and before ''Four Swords Adventures' ...
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Sweepstakes
A sweepstake is a type of contest where a prize or prizes may be awarded to a winner or winners. Sweepstakes began as a form of lottery that were tied to products sold. In response, the FCC and FTC refined U.S. broadcasting laws (creating the anti-lottery laws). Under these laws sweepstakes became strictly "No purchase necessary to enter or win" and "A purchase will not increase your chances of winning", especially since many sweepstakes companies skirted the law by stating only "no purchase necessary to enter", removing the consideration (one of the three legally required elements of gambling) to stop abuse of sweepstakes. Today, sweepstakes in the United States are used as marketing promotions to reward existing consumers and to draw attention to a product. By definition, the winner is determined by pure random chance rather than skill. Marketing Sweepstakes with large grand prizes tend to attract more entries regardless of the odds of winning. Therefore, the value of smal ...
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Glitch
A glitch is a short-lived fault in a system, such as a transient fault that corrects itself, making it difficult to troubleshoot. The term is particularly common in the computing and electronics industries, in circuit bending, as well as among players of video games. More generally, all types of systems including human organizations and nature experience glitches. A glitch, which is slight and often temporary, differs from a more serious bug which is a genuine functionality-breaking problem. Alex Pieschel, writing for ''Arcade Review'', said: bug' is often cast as the weightier and more blameworthy pejorative, while 'glitch' suggests something more mysterious and unknowable inflicted by surprise inputs or stuff outside the realm of code." Etymology Some reference books, including ''Random House's American Slang'', claim that the term comes from the German word ''glitschen'' ("to slip") and the Yiddish word ''glitshn'' ("to slide", "to skid"). Either way, it is a relatively ...
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Majora's Mask
''The Legend of Zelda: Majora's Mask'' is a 2000 action-adventure game developed and published by Nintendo for the Nintendo 64 home console. It was released worldwide in 2000 as a main installment in ''The Legend of Zelda'' series and was the second to use 3D graphics, following 1998's '' The Legend of Zelda: Ocarina of Time'', to which it is a direct sequel. Designed by a creative team led by Eiji Aonuma, Yoshiaki Koizumi, and Shigeru Miyamoto, ''Majora's Mask'' was completed in less than two years. It featured enhanced graphics and several gameplay changes from its predecessor, though it reused a number of elements and character models, which the game's creators called a creative decision made necessary by time constraints. The story of ''Majora's Mask'' takes place two months after the events of ''Ocarina of Time''. It follows Link, who on a personal quest, ends up in Termina, a world parallel to Hyrule. Upon reaching Termina, Link learns that the world is endangered as th ...
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The Legend Of Zelda (series)
''The Legend of Zelda'' is an action-adventure game franchise created by the Japanese game designers Shigeru Miyamoto and Takashi Tezuka. It is primarily developed and published by Nintendo, although some portable installments and re-releases have been outsourced to Capcom, Vanpool, and Grezzo. The gameplay incorporates action-adventure and elements of action RPG games. The series centers on the various incarnations of Link, a courageous young Hylian man, with pointy, elf-like ears; and Princess Zelda, a magical princess who is the mortal reincarnation of the goddess Hylia; as they fight to save the magical land of Hyrule from Ganon, an evil warlord turned demon king, who is the principal antagonist of the series. Ganon wishes to use the Triforce, a sacred relic left behind by the three goddesses that created Hyrule, to remake the world in his own dark image. When gathered together, the power of the Triforce can grant any wish its user desires; however, if someone with ...
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Water Sport
Water sports or aquatic sports are sport activities conducted on waterbodies, and can be categorized according to the degree of immersion by the participants. On the water * Boat racing, the use of powerboats to participate in races * Boating, the use of boats for personal recreation * Cable skiing, similar to wake boarding but with cables for artificial maneuvering * Canoe polo combines boating and ball handling skills with a contact team game, where tactics and positional play are as important as the speed and fitness of the individual athletes. * Canoeing is an activity which involves paddling a canoe with a single-bladed paddle. Most present-day canoeing is done as or as a part of a sport or recreational activity. * Dragon boat racing, teams of 20 paddlers racing the ancient dragon boat * Fishing, the recreation and sport of catching fish * Flyboard, a brand of hydroflighting device which supplies propulsion to drive the Flyboard into the air to perform a sport known a ...
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Command Center
A command center (often called a war room) is any place that is used to provide centralized command for some purpose. While frequently considered to be a military facility, these can be used in many other cases by governments or businesses. The term "war room" is also often used in politics to refer to teams of communications people who monitor and listen to the media and the public, respond to inquiries, and synthesize opinions to determine the best course of action. If all functions of a command center are located in a single room this is often referred to as a control room. However in business management teams, the term "war room" is still frequently used, especially when the team is focusing on the necessary strategy and tactics to accomplish some goal the business finds important. The war room in many cases is different than a command center because one may be formed to deal with a particular crisis such as sudden unfavorable media, and the war room is convened in orde ...
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Chatroom
The term chat room, or chatroom (and sometimes group chat; abbreviated as GC), is primarily used to describe any form of synchronous conferencing, occasionally even asynchronous conferencing. The term can thus mean any technology, ranging from real-time online chat and online interaction with strangers (e.g., online forums) to fully immersive graphical social environments. The primary use of a chat room is to share information via text with a group of other users. Generally speaking, the ability to converse with multiple people in the same conversation differentiates chat rooms from instant messaging programs, which are more typically designed for one-to-one communication. The users in a particular chat room are generally connected via a shared internet or other similar connection, and chat rooms exist catering for a wide range of subjects. New technology has enabled the use of file sharing and webcams. History The first chat system was used by the U.S. government in 19 ...
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Club Nintendo
Club Nintendo was a customer loyalty program provided by Nintendo. The loyalty program was free to join and provided rewards in exchange for consumer feedback and loyalty to purchasing official Nintendo products. Members of Club Nintendo earned credits or "coins" by submitting codes found on Nintendo products and systems, which could be traded in for special edition items only available on Club Nintendo. Rewards included objects such as playing cards, tote bags, controllers, downloadable content, and warranty extensions on select Nintendo products. On January 20, 2015, it was announced that Club Nintendo would be discontinued in North America on June 30, 2015, and in Europe and Japan on September 30, 2015, due to an upcoming new loyalty program. ''Flipnote Studio 3D'' later became available to all North American Club Nintendo members for free for a limited time, and users who signed up to the European version of the new loyalty program during the launch period received Flipnote ...
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Future US
Future US, Inc. (formerly known as Imagine Media and The Future Network USA) is an American media corporation specializing in targeted magazines and websites in the video games, music, and technology markets. Headquartered in New York City, the corporation has offices in: Alexandria, Virginia; Minneapolis, Minnesota; and Washington, D.C. Future US is owned by parent company, Future plc, a specialist media company based in Bath, Somerset, England. History The company was established when Future plc acquired struggling Greensboro ( N.C.) video game magazine publisher GP Publications, publisher of '' Game Players'' magazine, in 1994. The company launched a number of titles including '' PC Gamer'', and relocated from North Carolina to the San Francisco Bay Area, occupying various properties in Burlingame and South San Francisco. When Chris Anderson, the founder of Future plc, sold Future to Pearson plc he retained GP, renamed Imagine Media, Inc. in June 1995, and operated ...
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Mascot
A mascot is any human, animal, or object thought to bring luck, or anything used to represent a group with a common public identity, such as a school, professional sports team, society, military unit, or brand name. Mascots are also used as fictional, representative spokespeople for consumer products. In sports, mascots are also used for merchandising. Team mascots are often related to their respective team nicknames. This is especially true when the team's nickname is something that is a living animal and/or can be made to have humanlike characteristics. For more abstract nicknames, the team may opt to have an unrelated character serve as the mascot. For example, the athletic teams of the University of Alabama are nicknamed the Crimson Tide, while their mascot is an elephant named Big Al. Team mascots may take the form of a logo, person, live animal, inanimate object, or a costumed character, and often appear at team matches and other related events, sports mascots are ofte ...
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