Thứ Sáu, 1 tháng 12, 2017

Waching daily Dec 2 2017

In the world of games/ there is no character more prolific than Megaman.

You might call him Rockman/ but however you say it/ this character has appeared in more

games/ more frequently than any other game series in history!

More than Mario/ or Sonic/ or well you name it.

Megaman has them all beat.

But how did Megaman even come about?

And what makes him so popular?

In this episode we'll take a look at the birth/ development and early history of the

Blue Bomber.

So/ grab an E-can and celebrate this incoming message: Megaman is 30!

OPEN

On December 17/ 1987/ Capcom released a game known as Rockman in Japan Soon after/ this

game would come to the West as Megaman.

You wouldn't know it then/ but that one game would be the genesis for one of the best

selling series of all time.

30 years later/ the Megaman franchise has over a dozen spinoffs and over 100 games overall.

To cover all of them would be a little too crazy/ but we will take a look at how how

Megaman/ the character and the series were created and how the success of these early

games laid the foundation for what Megaman has become today.

In the early 1980s/ Capcom had established itself as a leader of the arcade game industry

in Japan/ with games like 1942 and Commando becoming big successes.

As the home game market started to open up/ after the popularity of the Nintendo Family

Computer/ Capcom brought many of these titles home.

A group of six people were given the task in early 1987 to create a unique home game/

that would set itself apart from the arcade style games that Capcom were known for.

The games development team all contributed their parts equally/ and was not a top-down

project like most games.

One of those assigned to the project was planner/ Akira Kitamura/ credited in Megaman 1 as A.K.

In an interview about the early days of Megaman/ he said "Mega Man was developed in a different/

special way.

It wasn't made according to one mastermind's whims and fancies; it was a melting pot of

ideas from different people/ and I think that also helps explain its appeal."

2011 interviewed "Rockman Maniax Collection" Translation: Shumplations.

In the same interview Kitamura AKA A.K. explains the ground rules that were layed out for Mega

Man

All the game's stages should be cleared in an hour/ and be something that players

would come back to and play all over again.

Players should choose whichever stage they liked in any order they wanted.

Single/ weak little enemies would appear in "waves" of 3 or 4 and to the extent possible/

avoid mixing up multiple enemies Enemies would all use the same attacks;

Differences in terrain and enemy placement would adjust the difficulty of each area

The difficulty of each enemy in each wave would gradually rise/ but the last enemy to

appear would be easier.

These gameplay rules were created in part to create a level of difficulty that would

go against the Conventional Wisdom that games should increase in difficulty as you get closer

to the end .

Then came time to create the playable character/ who would come to be known as Rockman or Megaman.

In the earliest stages of the development/ Kitamura had said that/ originally/ "Cut

Man was the hero.

I imagined a game where you'd use those scissors on his head to cut down enemies and

other obstacles as you progressed through the stage.

After that/ more and more Robot Masters started coming to me."

After that the idea then came to him that he should create a hero capable of using different

power-ups collected from the Robot Masters in the game.

Those weapons would then exploit different weaknesses in enemies/ borrowing from the

concept of Rock Paper Scissors.

While the first Megaman game only has 6 Robot Masters as opposed to 8 in all the rest/ there

were plans originally for 8 in the first game.

A 7th Robot Master/ Bond Man/ witch the power of Super Glue was on the drawing board/ when

the team realized that the memory size restrictions put on the game would allow only 6.

An 8th Robot Master never materialized.

An interesting programming technique was to create Megaman on screen.

His body would be one sprite and his face would be another.

The two objects would move together and it allowed for Megaman to break the hardware

limitations given for just one sprite.

It allowed for Megaman to change his color for each power up and the separate face sprite

would blink and have facial expressions.

It helped give Megaman distinct traits that made its graphics impressive in the 80s and

90s and made it age well and look great today.

Blue was chosen as the main color simply because there were more shades of blue available on

the Famicom's color palette than anything else.

Blue also doesn't look as being seen as too weak or too menacing as well.

This design and the tricks behind it were the work of Nobuyuki Matsushima (H.M.D. in

the credits).

Like many people in the early days of gaming/ he had a background in a different field than

games/ and came from the field of industrial machinery.

In that field/ one small mistake could cost lives and so Matushima's strict work ethic

of "Zero Mistakes" carried over to the programming of Megaman.

While a few bugs have been found/ the design and movements of the Megaman are precise and

flawless/ thanks to him.

Matushima also had input on how Megaman would look.

He was responsible for the idea of Megaman changing colors depending on which power up

he was using.

Part of this was inspired by 1970s Tokusatu actions shows like Ninja Captor where each

hero has a specific power which is denoted by different colored suits.

One design aspect that was left on the cutting room floor however was showing the selected

weapons icon the helmet of Megaman.

This idea is retained in enemies like Cut Man and shows up in later games with Metal

Man/ Magnet Man and Ring Man for example.

a space for the weapon in Megaman's helmet is a remnant of that idea.

Keiji Inafune/ often referred to as the "Father of MegaMan" was brought into the project

mid-development.

His duties for the first MegaMan game were to polish up the original designs of Megaman

for print and to design enemy characters/ with Yasuaki Kishimoto contributing as well.

Naoya Tomita (aka TOM-PON) named the enemies in the first game.

The music was done by Manami Matsumae.

Known as Chanchacorin.

Under Kitamura's direction she developed soundtracks based on the theme of the robot

master/ such as Elec Man stage having a pulse and Cut Man stage having a metallic drum feel

to it.

The backstory to the first Megaman game/ and the series as a whole was given serious thought

and consideration.

Rockman bears a strong similarity to the 1950-60s anime series Mighty Atom/ known in English

as Astro-Boy.

Roll was based slightly on the anime character Candy Candy.

Dr Wily was based on Albert Einstein.

And Dr. Light was designed to resemble Santa Claus.

There are news articles that pop-up from time to time that claim the first Megaman game

was to be a licensed Astro-Boy game/ but that the deal fell through and the game was changed

enough to avoid legal trouble.

The characters and robotic Sci-Fi futuristic themes look very similar.

But in a 2013 interview with Eurogamer/ Keiji Inafune refutes it.

Stating/ "people are looking at the silhouette of the character and thinking 'oh/ it's the

same/' but it's really not.

Is Astro Boy the same character as Mega Man?

I would answer no."

Jeffrey Matulef Eurogamer.

Benn Judd: Inafune's translator.

Many people don't know it/ but there was an Astro Boy game released in February 1988 by

Konami/ so a licensed Astro Boy game made at this time did actually see release.

It would be remiss if I didn't mention that Astro Boy is heavily influenced on the classic

tale of Pinocchio.

And all three/ Megaman/ Astro Boy and Pinocchio are about an elderly man building a young

boy then embarks on an adventure.

Character profiles for these characters were developed/ even if they never made on screen

in the game until much later.

Dr. Thomas Light and Dr. Albert W. Wily met at the Robot Institute of Technology.

After Dr. Light beat out Dr. Wily for a Nobel Prize in Physics/ Dr. Wily ended their friendship

and disappeared.

Dr. Light began to develop and build advanced robots for different uses including Rock/

as a lab assistant/ and Roll as a housekeeping robot.

After several more robots were built/ Dr. Wily reappeared/ stole many of Dr. Light's

robots and reprogrammed them/ making them use their special abilities to cause havoc.

In order to stop them Rock volunteered to become upgraded into Rockman and save the

world.

All of these elements came together over the course of 1987 and as the year came to a close

the game was finishing up and being readied for a release.

On December 17/ 1987/ Rockman was released for the Nintendo Family Computer in Japan.

The game was loved by people who had played it/ but the sales were not at the level of

a best-seller.

Kitamura addressed this by saying "One of the weaknesses of Mega Man was that it didn't

have a lot of shelf appeal.

You wouldn't know it was fun until one actually played it."

He's right/ as a game with no history of being in the arcade/ with gameplay styles

not used before and competing for sales with other best selling titles of that time/ Rockman

was left somewhere in the middle.

Not a bomb but not a hit.

However.

it was successful enough for Capcom to allow the game to go to America.

When we come back/ Rockman goes stateside/ gets a new name and work on a sequel gets

underway.

BREAK!

Even though in 1987 it was common place for a game from in Japan to be released much later

on in America/ the wait for Megaman stateside/ was actually quite fast.

After the initial manufacturing order of Rockman sold out/ plans were quickly put in motion

to bring the game stateside.

One thing that helped was that no translation was needed in game/ leaving Capcom USA the

duty of localizing the game's manual and artwork.

A product had already existed with the Rock Man trademark in the US.

The Rockman headphone amplifier was released in 1981.

SR&D/ maker of the Rockman amp owned the rights to use the name Rockman.

Its a great coincidence that the Rock Man amp using the same color as Megaman's body

The decision to use the term MEGA/ to illustrate the power of the character/ as well as the

catchiness of the name then ensured that the name Rockman stay in Japan forever.

Capcom's then-Senior Vice President Joseph Marici/ created the name Mega Man saying as

a title/ Rockman "was horrible.

So I came up with Mega Man/ and they liked it enough to keep using it for the U.S. games."

Megaman was released soon after the Japanese Rockman/ and was also well received by gamers.

However/ while the game was liked and selling moderately in Japan and the US/ Capcom had

no imminent plans for a follow up.

The original team of 6 were upset to hear the news/ as they had always expected Megaman

to become a full series.

In his 2011 interview/ Kitamura said he had always planned from the start for Megaman

to become a long running series.

He said/ "I knew right away that this would become a series.

The gameplay system was really well done/ and I felt that it would be easy for another

developer or team could make a sequel and keep that high level of quality."

The team begged the management at Capcom to commission a sequel/ and they did allow it/

though under the condition that it be done alongside other existing projects.

That meant while the rest of Capcom's 1988 and 89 linueup were being were being made/

Megaman 2 would be developed in the team's free time.

Keiji Inafune commented in 2004 about the making of the game: "we worked really/ really

hard/ you know/ just 20-hour days to complete this/ because we were making something we

wanted to make.

… that was the best time of my working at Capcom/ because we were actually working toward

a goal/ we were laying it all on the line/ we were doing what we wanted to do.

And it really showed in the game/ we put all our time and effort and love/ into it."

Play Magazine 2004

Keiji Inafune would take on a larger role for Megaman 2 and also mentor new staff members

coming into the project and drove the direction of the series from then on.

While Kitamura was still on board/ he had envisioned a darker tone with Mega Man as

a darker and tragic character.

Inafune instead turned the sequel into a brighter and anime themed game.

In addition to the team having to create the game on the side/ they had a very short time

to get it done.

The development time was less than four months.

Many elects from the first game were quickly reused.

One of the things that became a staple of the series/ Capcom accepted designs for the

8 boss enemies in the game.

In the end over 8/000 designs had been sent in/ with Inafune tweaking the designs to his

liking.

It was a nice way to connect with fans/ and very likely/ saved a lot of time as well.

One thing that was also added were a few Easter eggs that would give the game some free press/

crucial for a game series on the bubble.

Metal Man taking two hits of his own weapon to be defeated and holding start and select

to turn the flying stars into birds were ways to get the game put in magazines and increase

word of mouth advertising.

Rockman 2: Wily no Nazo (Dr. Wily's Mystery) was released for the Nintendo Family Computer

on December 24/ 1988.

The game was a success/ and the team's hard work had been validated.

The game was sent overseas to America as MegaMan 2 and was released in June 1989/ and Europe

in early 1990.

By then/ the American market had expanded greatly.

The game graced the cover of Nintendo Power and had a multi page spread.

Electronic Gaming Monthly and others had given the game positive reviews.

Fans of the original game quickly picked it up.

Newcomers were greeted with an amazing game that had them wondering/ "if this game is

so great/ wheres part 1?"

In the end/ Megaman 2 had sold over 1.5 million copies worldwide.

Capcom had no choice but to fully embrace the series.

Plans were put in motion for Rockman 3.

This time with a team fully devoted to the game and ample time to make the best game

possible.

Kitamura would part ways with Capcom before the development on Rockman 3.

Keiji Inafune was put fully in charge and ran the series for the next 20 years.

When we come back/ the series expands farther than anyone ever imagined and Mega Man comes

alive in the present day.

BREAK

On September 28/ 1990/ Rockman 3: Dr. Wily no Saigo?!

(The end of Dr. Wily?!) was released in Japan.

Released later in 1990 in America and in 1992 in Europe as simply Megaman 3.

Rockman 3 came to establish the character Blues/ known as Protoman in the West and Rush/

Megaman's loyal sidekick.

Much of the backstory that was previously only mentioned in game manuals was also filled

in and made complete.

The game was backed with a full promotional campaign and received positive reviews just

as Megaman 2 had.

Wether 2 or 3 is the better game/ is for you to decide!

From then on/ Megaman would be a permanent fixture in the gaming world/ and still is

to this day.

Three more games would be released for the Family Computer and NES as Megaman 4/5 and

6.

The series expanded to the game boy with Dr. Willy's revenge in 1991. four sequels would

follow

Megaman would go 16 bit in the spin-off X series/ set about a century after the original

series.

The mainline series would also continue on in Megaman 7 and 8.

Megaman would go 3D for the first time in Megaman Legends for the PlayStation.

There were other unique attempts to adapt Megaman to other games such as Megaman Soccer

and Rockboard.

Anime series/ action figures/ clothes/ food and a ton of other goods would follow as the

game series just kept on rolling/ expanding to different storylines and hardware as time

went on.

The mainline series would be revived after going dark for over a decade/ when in 2008/

to the surprise of everyone/ Megaman 9 was announced as a throwback title/ embracing

the original 8-bit style of the first 6 games/ and especially recreating the gameplay and

difficulty of Megaman 2p..

A sequel would follow in 2010.

With a total of ten numbered titles/ Megaman hold the record for the highest numbered platform

game series ever.

The original series and especially the first Megaman game would go on to be remade and

rereleased and since The Wily Wars/ has been available on every mainstream piece of hardware

since.

In fact there are soooo many games across sooo many series/ Only the most die hard fan

would be able to name them all.

To close out this video/ Here's a list of all of them set to/ probably everyone's

favorite Megaman stage music.

I hope you've enjoyed this video celebrating 30 years of Megaman.

I only hope we can get another 130 or so Blue Bomber games between now and 2047.

For more infomation >> Mega Man 30 Rockman 30th Anniversary: Capcom Series Origin, History, Secrets, Trivia & Did You Know! - Duration: 21:50.

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Wrestling WWE - Top 10 Attitude Era Wrestlers You Forgot Passed Away - Duration: 11:55.

Top 10 Attitude Era Wrestlers You Forgot Passed Away

10 LUNA VACHON (ATTITUDE ERA) During the Attitude Era, Luna Vachon served as a rival for Sable and later as a manager for the parade of Human Oddities.

Unfortunately, we lost Luna Vachon in 2010. She was 48 years old when she died of an overdose in her home in Florida.

The previous year, Luna had gone to WWE sponsored rehabilitation but evidently her addiction to painkillers carried on after she completed her treatment.

Her wrestling career was unique for her era. Luna got over as a unique heel, her character was originally a reporter who was later corrupted by Kevin Sullivan. She would continue with her lunatic persona the rest of her career.

She was close friends with Andre the Giant and her ashes were scattered over Andre's old ranch in North Carolina after her death.

9 SEAN O'HAIRE (RUTHLESS AGGRESSION) Sean O'Haire seemed like a can't miss prospect in 2000 when he came out of World Championship Wrestling's Power Plant program.

He would go on to become a regular in the later stages for the promotion before his contract was picked up by WWE after they purchased WCW.

Then after a motorcycle accident in 2004, he and WWE mutually parted ways. O'Haire wanted to get involved in professional kickboxing and mixed martial arts.

He ended up competing professionally in both sports after leaving WWE. People close to him say that he had been suffering from depression and was suffering from alcoholism leading up to his death. Unfortunately, Sean O'Haire committed suicide in 2014.

8 TEST (ATTITUDE ERA) The other man who almost married Stephanie McMahon in WWE programming, Andrew "Test" Martin, lost his life in 2009 of a suspected drug overdose.

When Test debuted for the WWE in 1998 he came in as a bodyguard for Motley Crew. He then ended up joining the Corporation, Vince McMahon's stable at the time.

Test would eventually leave the Corporation and helped form the Union, which was a stable of wrestlers who fought against the Corporation.

Test would eventually be let go from the promotion in 2004. He would come back briefly in 2006 and 2007 to take part in the revamped ECW brand but would eventually request his release again not long after.

Just a couple of years later, Test was found dead on March 13, 2009. His death was ruled an overdose due to prescription painkillers.

7 RUSS HAAS (RUTHLESS AGGRESSION) The tragedy of Russ Haas was not that he died right before he and his brother debuted on WWE television but that he lost his life at only 27 years of age.

Had Russ had not died, there's no telling what the Hass brothers could've done in WWE's Tag Team Division. The team was signed to WWE in 2000 and we're competing in their developmental territories when Russ died on December 15th, 2001.

Charlie would wrestle for the remainder of his WWE career with the name Russ written on his wrist tape. While in developmental he changed his name to RC Hass, as in Russ and Charlie.

Russ had longstanding heart problems and had suffered his first heart attack at 21. His second heart attack killed him in his sleep at 27 years of age.

6 DOUG FURNAS (ATTITUDE ERA) Doug Furnas was a power-lifter who teamed with Philip Lafon as the team Furnas and Lafon in ECW, WWE, and in Japan.

They were very successful in All-Japan Wrestling and a popular team in ECW as well but they never caught on in WWE- as well as the promotion hoped they would.

At one point, the plan had been to align them with Bret Hart's Hart Foundation since Lafon was from Canada but it never came to pass. They also had a great feud in ECW with Sabu and Rob Van Dam.

Before the Attitude Era, Furnas had a series of matches with Ric Flair for WCW in 1990 as well.

After retiring Furnas and his wife ran a group home for abused boys, but unfortunately a heart attack would take his life at only the age of 52.

5 CRASH HOLLY (RUTHLESS AGGRESSION) Crash Holly's WWE career sort of straddled the line between the late Attitude Era stage and the early Ruthless Aggression stage.

By the time he was getting much airtime, however, most of the attitude from the Attitude Era was gone.

Crash would be placed in the fictional Holly family along with Hardcore Holly and Molly Holly. While it seemed that he was coming along and gaining some fans, he was let go from the promotion in 2003.

He would quickly catch on with TNA wrestling but only did a short stint with the company who were then only doing weekly Pay Per Views.

Crash Holly's death in 2003 was ruled a suicide via alcohol and prescription drugs. He was said to have been depressed leading up to his death due to a failed marriage.

4 VISCERA (ATTITUDE ERA) Nelson Frazier, better known to wrestling fans as Viscera or Mabel, died in 2014 of a heart attack. He was only 43 years old at the time.

A very large man, Viscera was pushed to the top of the card as King Mabel, even challenging for the WWE championship at SummerSlam. It's rumored that WWE became frustrated with his lack of ability to reduce his weight, however.

Having dealt with similar issues with wrestlers such as Yokozuna, WWE fired Viscera on three different occasions in 1996, 2000 and again in 2008.

Representatives for his estate attempted to sue WWE after his death claiming that the impacts of concussions and CTE were to blame. The case was later dismissed with nothing coming from it.

3 ROSEY (RUTHLESS AGGRESSION ERA) WWE wrestler, Rosey, performed in WWE from 2002 to 2006. He began with the company as a member of the 3-Minute Warning tag team along with Jamal, who fans might better remember as Umaga.

Rosey died in April of this year as a result of a congestive heart failure.

His father was Sika of the Wild Samoans and he was the older brother of Roman Reigns. Rosey also left behinds family. He had actually been hospitalized due to his heart condition a few years prior to his death.

Weight problems plagued Rosey throughout his life. In 2007, year after being released from WWE, Rosey competed on an ABC reality show Fat March.

It was a show consisting of 12 people trying to lose weight by walking over 570 miles. Unfortunately, Rosey couldn't make it the whole way as he began to suffer problems with his knees.

2 CHRIS CANDIDO (ATTITUDE ERA) Chris Candido had a short stint in WWE as one half of the Bodydonnas.

The tag team is most notable for featuring the debut of Sunny, who would go on to be a big star in the promotion even after Candido returned to ECW.

The story goes that while Sunny stayed in WWE she had a torrid love affair with Shawn Michaels. Ultimately, Sunny would decide to break things off with HBK and continue her relationship with Candido, however.

In 2005, Candido competed at TNA Wrestling's Lockdown event and fractured his tibia and fibula in a cage match. He died four days after surgery to repair the damage.

There are conflicting reports about whether he died from a blood clot or from pneumonia he had developed. Either way, wrestling lost a truly talented individual at only 33 years of age.

1 LANCE CADE (RUTHLESS AGGRESSION) Lance Cade was part of the famous first class of Shawn Michaels' Wrestling Academy along with Daniel Bryan and Brian Kendrick.

He was the guy in the class that Michaels most felt could earn a WWE contract. HBK was right on that as well as Cade would be signed with the organization from 2001 to 2008.

Cade was released by WWE after a strange incident on a plane in 2008.

All that was said regarding the incident was that Cade needed medical care on a plane and Jim Ross would later say that he made a major league mistake and used bad judgment.

That bad judgment, Ross continued, is what led to his release.

Two years later, Cade died of heart failure. The San Antonio medical examiner said that intoxication from multiple drugs complicated an underlying heart condition leading to his death. He was only 29 years old.

For more infomation >> Wrestling WWE - Top 10 Attitude Era Wrestlers You Forgot Passed Away - Duration: 11:55.

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WANNA ONE助陣MAMA 台下藝人齊熱唱這首歌 - Duration: 3:06.

For more infomation >> WANNA ONE助陣MAMA 台下藝人齊熱唱這首歌 - Duration: 3:06.

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Genius Makeup Tips and Beauty Hacks You Need To Know About - TUTORIALS By Isabel Bedoya (1) - Duration: 10:28.

Hello

I hope you are well

I hope you enjoy watching this video

And

DON'T FORGET TO SUBSCRIBE

ENJOY :*

For more infomation >> Genius Makeup Tips and Beauty Hacks You Need To Know About - TUTORIALS By Isabel Bedoya (1) - Duration: 10:28.

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Wrestling WWE - Top 6 things you should know about Broken Matt Hardy - Duration: 6:46.

Top 6 things you should know about Broken Matt Hardy

1 The Gimmicks Incarnation All of this started in TNA, now knowns as Impact Wrestling (although they were also known as GFW in the interim, its all very confusing I know).

In 2006, Matt Hardy was in the main event picture in TNA battling for the TNA World Championship. Hardy won the title from Ethan Carter III but lost his title to Drew Galloway (now McIntyre once more in NXT).

Matt Hardy started battling with his brother Jeff and on a the April 16th edition of Impact Wrestling, the two took part in a no-DQ match which ended in a no-contest which resulted in Matt Hardy being taken away on a stretcher.

Over the next month, Jeff Hardy was attacked by a man called dressed as The Charismatic Enigmas alter-ego, Willow. Matt was eventually revealed to be the attacker and it was on between the two.

Over the next few weeks, Matt Hardy evolved into a Broken character who spoke in a new speech pattern using his iconic accent which is an amalgamation of several dialects. Hence, the Broken Matt character was born.

2 Broken Matts Biggest Matches Were Against Jeff Hardy After Jeff Hardy broke Matt, it was really on between the two.

Matt blamed Jeff for trying to DELETE him and make him OBSOLETE while calling him Brother Nero in the process. This resulted in a Full Metal Mayhem match at Slammiversary in June 2016 which Jeff won.

The two had a six-sides of steel match later that same month and Jeff Hardy came out as victorious in that encounter as well.

Another match was declared between the two and was called a final battle which was to take place at Hardys actual home in North Carolina where the winner of this match would be the only one who could use the Hardy name.

(In retrospect this is ironic seeing how the whole situation soon became about name rights.).

3 They Held A Ton Of Championship Gold The Broken Hardys soon set out on their Expedition Of Gold where they showed up at various independent wrestling shows and captured their tag team championships.

They held several sets of titles at once during this time which could have been an inside joke with The Young Bucks, to be honest, seeing how Nick and Matt Jackson were currently collecting titles around this time as well.

At the time, TNA was relaxed with talent in regards to appearing for other promotions and working indy wrestling dates and the Broken Hardys took full advantage of this as they traveled around collecting gold wherever they could.

They would eventually send the TNA Tag Team Titles back to Impact Wrestling after their contract expired without ever really losing those titles.

But they picked up the ROH Tag Team Titles in the interim period before finally coming back to WWE where they concluded their Expedition Of Gold at WrestleMania 33 by winning the Raw Tag Team Titles as surprise additions to the massive ladder match at the Show Of Shows.

4 The Seven Deities Are Real.To Matt Hardy During Broken Matt Hardys promos, he would often speak about the Seven Deities who guide him, give him inspiration, and all that sort of thing.

They were very real to Matt Hardy and you should never think he was making stuff up without having a backstory as well.

Matt Hardys vessel is only as old at Hardys physical form but Broken Matts soul is 2,009 years old and he speaks like a man who has lived through all of history and absorbed everything obscene, perfect, and repulsive to develop a discernment on what needs to be DELETED and what is OBSOLETE.

5 The Broken Universe Was Funded By The House Of Hardy During this entire ordeal concerning the ownership of the Broken Hardy gimmick, a crux of The House Of Hardys argument was that they funded so much of the Broken character which was true.

They held events on their property and funded production. Matt Hardy and family developed this character out of many months of blood, sweat, and tears which ultimately became something great.

During the legal battle between the Hardys and Impact Wrestling over this gimmick, a lot of figures were thrown around and one piece of information consisted of how much Matt Hardy and family spent on The Final Deletion.

6 He Stayed In Character All The Time If you had the pleasure of seeing Broken Matt Hardy work any of the independent dates during his time before coming back to WWE you would have seen something amazing.

When Matt Hardy was out he was in character non-stop.

It must have been exhausting to keep it up, but Matt Hardy was fully dedicated to this character and gave incredible interviews in character including one amazing episode of Talk Is Jericho where Chris Jericho had the pleasure of speaking to Broken Matt Hardy at length to really dig into this character and Matt Hardy didnt skip a beat in his Broken persona.

It was really quite magical to witness and the WWE Universe might soon have the privilege of seeing this on a weekly basis which is a very exciting prospect for sure.

For more infomation >> Wrestling WWE - Top 6 things you should know about Broken Matt Hardy - Duration: 6:46.

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Worry never Fixes Anything | daily sprout 428 - Duration: 0:47.

For more infomation >> Worry never Fixes Anything | daily sprout 428 - Duration: 0:47.

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HOW TO PURL - Duration: 1:03.

okay let's learn how to purl

so to purl you're going to bring your right hand

needle from the back to the front and your yarn make sure it's in the front.

and then you bring your yarn around your right hand needle counter-clockwise

and pull the stitch off of your needle.

Ok? Your yarn is still in the front.

Get your needle from the back to the front.. bring your yarn around.

Pull it off.

Back to the front...yarn around...pull it off.

and that's how you purl.

For more infomation >> HOW TO PURL - Duration: 1:03.

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Leadership Serves Thanksgiving - Duration: 0:59.

These Gunfighters are up bright and early. They are preparing to serve

Thanksgiving dinner for more than 150 service members. With the food ready to

go, there was only one thing left to do.. Serve it! One of the Gunfighter

priorities is taking care of Airmen and we pride ourselves here in FSS in

doing that. So, it provides a great opportunity for our Airmen, especially

those who may not have a place to go or have to work today. They can come in here

and they have a relaxed atmosphere where they can get everything that they would

get at a home meal and including some extra special things. The meal is great!

As you can see, my dad killed it. It's like a meal away from home.

Leadership is here serving our food, it shows that they care about us, care about

the Airmen. Meals like these, and holiday events around the base keep morale high,

making Airmen better able to fly fight and win. Reporting from Mountain Home Air Force Base

I'm Airman first class Hailey Bivens.

For more infomation >> Leadership Serves Thanksgiving - Duration: 0:59.

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Creating an Effective User Experience - Duration: 3:58.

Hello, this is Brian Lewis and I'm here today to talk about information

architecture. Sounds like a very complex topic. Some of you may have heard of it. Some

of you may know what it is. Some of you may never heard of that before. So let's kind

of drill down into what information architecture really is. I think the best

place to start is - you've probably walked into a store before and needed to look

for something very specific. And well, let's say like a Home Depot which, by the

way they're very good, maybe not the best example for this but they're very good

at labeling their aisle. But let's assume that you're not looking at the aisles and

you're trying to find a particular thing and you're going up and down all the

aisles and it's a very frustrating experience.

That's why stores like Home Depot do such a good job of trying to guide you

in the right direction so that you don't have to go up and down the aisles.

Websites should do the same thing. Alright, when I land on your site as a

visitor, I have a particular intent in mind. I'm not there just to look at your

site and say, "Wow, this looks cool," or necessarily just to browse around. For the

most part, your visitors have a very specific intent of area agenda and very

limited patience. So your job as web marketer is to do as good a job as

possible to guide them down the path they want to go. And the way they're

going to do that is through what's called information architecture. Now,

information architecture - the actual output of information architecture - is

all going to be more familiar to you and that is a site map. So when we're done

doing the process of information architecture, we actually have a site map,

whether that's a traditional site map that's got all the pages in the links, or

a list of pages of the links, or whether it's your top navigation - an illustration

of what your top navigation is going to be. Information architecture is the

process of identifying all the content that's going to be on your site or

that's currently on your site and how are we going to organize that content

and how we're going to label that content so it makes sense for your

visitors? So it's logical and intuitive for your visitors - not for you as a

marketer. And I see this a lot; I see a lot of clients that they say, "You know, I

want my visitors to read my blog because we have some great content in there. And

they'll put as the very first nav element: "Blog". And the reality is, if they

did visitor profiling, they'd see that very few, if any of the visitors care about

the blog. The visitor - for a particular site, visitors want to go there and, again, they

want to accomplish a particular task. The blog might be secondary to them or maybe

even lower than that. Well, what we need to do is identify what's important to your

visitors. Do some visitor profiling by identifying the different types of

visitors that come to your site, what are their motivations, what are their concerns?

And then putting your navigation in the order that's going to work best for them.

We have also then talked about labeling. We see this occasionally too, where the

labeling - there could be two problems of labeling: One is that it may not be

entirely clear as to what it really means. So visitors going to look at that

and say, "What happens when I click on that?" and that little bit of doubt is

going to prevent a lot of visitors from clicking on it. So think about that

target page - does that link? And now we're talking about really any link on

the page, link or button does that really set the proper expectation for where

that person's going or is it unclear or will they be surprised when they

actually land on the page and think, "Wow, I thought I was going to a page on

pricing. There's no pricing information here,

they're just trying to dodge all this and they try to trick me into coming to

this page and now I feel like I've lost little bit of trust with this company." So

we want to talk about - we want to make sure that what's important is the order

for the information architecture and the labeling. Those are the two main things

that, if you keep that in mind when you're putting your navigation together,

your sitemap together, you'll have a much more effective visit experience for your

visitors. So that's it on information architecture. Again, this is Brian Lewis.

Thank you very much.

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