Incredible Crash Dummies
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Incredible Crash Dummies
''The Incredible Crash Dummies'' is a line of action figures designed by David McDonald and Jim Byrne, styled after the eponymous crash test dummy popularized in a public service advertising campaign of the late 1980s, to educate people on the safety of wearing seat belts. The toys were first released by Tyco Toys in the early 1990s and discontinued in 1994. From 2004 on, a new series of animated shorts involving the crash dummies was produced and the action figures subsequently revived under the Hot Wheels brand, another subdivision of Mattel. Main features The Crash Dummies are anthropomorphic action figures modeled after the mannequins used in automobile collision simulations. Each one generally has two "impact buttons" on their torsos that, when pushed, will spring their limbs from their bodies. The toys mostly focused on a single body type, which featured two chest buttons- the top button caused the head and arms to separate, and the bottom button forced the legs to come ...
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Action Figure
An action figure is a poseable character (arts), character model figure made most commonly of plastic, and often based upon characters from a film, comic book, military, video game or television program; fictional or historical. These figures are usually marketing, marketed toward boys and adult collectors. The term was coined by Hasbro in 1964 to market G.I. Joe to boys (while competitors called similar offerings ''boy's dolls''). According to a 2005 study in Sweden, action figures which display traditional Masculinity, masculine traits primarily target boys. While most commonly marketed as a child's toy, the action figure has gained widespread acceptance as collecting, collector item for adults. In such a case, the item may be produced and designed on the assumption it will be bought solely for display as a collectible and not played with like a child's toy. History Precursors Articulated dolls go back to at least 200 BCE, with articulated clay and wooden dolls of ancient ...
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4Kids Entertainment
4Kids Entertainment, Inc. (formerly known as Leisure Concepts, Inc. and later known as 4Licensing Corporation) was an American licensing company. The company was previously also a film and television production company that produced English- dubbed Japanese anime through its subsidiary 4Kids Productions between 1992 and 2012; it specialized in the acquisition, production and licensing of children's entertainment around the United States. The first anime that 4Kids Productions dubbed was the first eight seasons of ''Pokémon'' that originally began airing on first run syndication and then it later moved to exclusively air on Kids' WB! in the United States. The company is most well known for its range of television licenses, which has included the multibillion-dollar ''Pokémon'' and ''Yu-Gi-Oh!'' Japanese anime franchises. They also ran two program blocks: Toonzai (originally The CW4Kids) on The CW, and 4Kids TV (originally FoxBox) on Fox, both aimed at children. The 4KidsTV bloc ...
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Limb (anatomy)
A limb (from the Old English ''lim'', meaning "body part") or leg is a jointed, muscled appendage that tetrapod vertebrates use for weight-bearing and terrestrial locomotion such as walking, running and jumping, for paddle-swimming, or for grasping and climbing. The distalmost portion of a limb is known as its extremity. The limbs' bony endoskeleton, known as the appendicular skeleton, is homologous among all tetrapods. All tetrapods have four limbs that are organized into two bilaterally symmetrical pairs, with one pair at each end of the torso. The cranial pair are known as the forelimbs or ''front legs'', and the caudal pair the hindlimbs or ''back legs''. In animals with more upright posture (mainly hominid primates, particularly humans), the forelimbs and hindlimbs are often called upper and lower limbs, respectively. The fore-/upper limbs are connected to the thoracic cage via the shoulder girdles, and the hind-/lower limbs are connected to the pelvis via the hip ...
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Platform Game
A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels that consist of uneven terrain and suspended platforms of varying height that require jumping and climbing to traverse. Other acrobatic maneuvers may factor into the gameplay, such as swinging from vines or grappling hooks, jumping off walls, air dashing, gliding through the air, being shot from cannons, or bouncing from springboards or trampolines. Games where jumping is automated completely, such as 3D games in ''The Legend of Zelda'' series, fall outside of the genre. The genre started with the 1980 arcade video game, '' Space Panic'', which includes ladders, but not jumping. '' Donkey Kong'', released in 1981, established a template for what were initially called "climbing games." ''Donkey Kong'' inspired many clon ...
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International Data Group
International Data Group (IDG, Inc.) is a market intelligence and demand generation company focused on the technology industry. IDG, Inc.’s mission is centered around supporting the technology industry through research, data, marketing technology, and insights that help create and sustain relationships between businesses. IDG, Inc. is wholly owned by Blackstone and is led by Mohamad Ali, who was appointed CEO of the company in 2019. Ali serves on IDG, Inc.’s leadership team along with IDC President Crawford Del Prete, IDG, Inc.’s Chief Financial Officer Donna Marr, and Foundry President Kumaran Ramanathan. IDG, Inc. is headquartered in Needham, MA and is parent company to both International Data Corporation (IDC) and Foundry (formerly IDG Communications). History International Data Group was initially founded as International Data Corporate (IDC) in 1964 by Patrick Joseph McGovern, shortly after he had graduated from the Massachusetts Institute of Technology (MIT). Bas ...
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GamePro
Gamepro.com is an international multiplatform video game magazine media company that covers the video game industry, video game hardware and video game software in countries such as Germany and France. The publication, GamePro, was originally launched as an American online and print content video game magazine. The magazine featured content on various video game consoles, PC computers and mobile devices. GamePro Media properties included ''GamePro'' magazine and their website. The company was also a part subsidiary of the privately held International Data Group (IDG), a media, events and research technology group. The magazine and its parent publication printing the magazine went defunct in 2011, but is outlasted by Gamepro.com. Originally published in 1989, ''GamePro'' magazine provided feature articles, news, previews and reviews on various video games, video game hardware and the entertainment video game industry. The magazine was published monthly (most recently from its hea ...
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Electronic Gaming Monthly
''Electronic Gaming Monthly'' (often abbreviated to ''EGM'') is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content and product reviews. History The magazine was founded in 1988 as U.S. National Video Game Team's ''Electronic Gaming Monthly'' under Sendai Publications. In 1994, ''EGM'' spun off '' EGM²'', which focused on expanded cheats and tricks (i.e., with maps and guides). It eventually became ''Expert Gamer'' and finally the defunct ''GameNOW''. After 83 issues (up to June 1996), ''EGM'' switched publishers from Sendai Publishing to Ziff Davis. Until January 2009, ''EGM'' only covered gaming on console hardware and software. In 2002, the magazine's subscription increased by more than 25 percent. The magazine was discontinued by Ziff Davis in January 2009, following the sale of '' 1UP.com'' to UGO Networks. The magazine's February 2009 issue was already completed, but was not pu ...
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Amiga
Amiga is a family of personal computers introduced by Commodore in 1985. The original model is one of a number of mid-1980s computers with 16- or 32-bit processors, 256 KB or more of RAM, mouse-based GUIs, and significantly improved graphics and audio compared to previous 8-bit systems. This includes the Atari ST—released earlier the same year—as well as the Macintosh and Acorn Archimedes. Based on the Motorola 68000 microprocessor, the Amiga differs from its contemporaries through the inclusion of custom hardware to accelerate graphics and sound, including sprite (computer graphics), sprites and a blitter, and a pre-emptive multitasking operating system called AmigaOS. The Amiga 1000 was released in July 1985, but production problems kept it from becoming widely available until early 1986. The best-selling model, the Amiga 500, was introduced in 1987 along with the more expandable Amiga 2000. The Amiga 3000 was introduced in 1990, followed by the Amiga 500 Plus, and Am ...
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Sega Genesis
The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master System. Sega released it in 1988 in Japan as the Mega Drive, and in 1989 in North America as the Genesis. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, and Tec Toy in Brazil. In South Korea, it was distributed by Samsung as the Super Gam*Boy and later the Super Aladdin Boy. Designed by an Research and development, R&D team supervised by Hideki Sato and Masami Ishikawa, the Genesis was adapted from Sega's Sega System 16, System 16 arcade board, centered on a Motorola 68000 processor as the central processing unit, CPU, a Zilog Z80 as a sound controller, and a video system supporting hardware Sprite (computer graphics), sprites, Tile-based video game, tiles, and scrolling. It plays a List ...
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Super Nintendo Entertainment System
The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Oceania, and 1993 in South America. In Japan, it is called the In South Korea, it is called the Super Comboy and was distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. Although each version is essentially the same, several forms of regional lockout prevent cartridges for one version from being used in other versions. The Super NES is Nintendo's second programmable home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other systems at the time. It was designed to accommodate the ongoing development of a variety of enhancement chips integrated into game cartridges to be competitive into the ...
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Nintendo Entertainment System
The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redesigned version, was released in American test markets on October 18, 1985, before becoming widely available in North America and other countries. After developing a series of successful arcade games in the early 1980s, Nintendo planned to create a home video game console. Rejecting more complex proposals, the Nintendo president Hiroshi Yamauchi called for a simple, cheap console that ran games stored on cartridges. The controller design was reused from Nintendo's portable Game & Watch games. Nintendo released several add-ons, such as a light gun for shooting games. The NES was one of the best-selling consoles of its time and helped revitalize the US game industry following the video game crash of 1983. It introduced a now-standard business model of licensing third-party d ...
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The Incredible Crash Dummies (video Game)
is a side-scrolling action game produced by Flying Edge based on the line of toys of the same name developed by Tyco Toys, and released in North America, Japan and Europe. Gameplay In ''The Incredible Crash Dummies'', the player plays as the two titular Crash Dummies, Spin and Slick, on their adventure to save their kidnapped mates Spare Tire, Darryl, and Bumper from the Junkman. It starts with Slick putting himself back together after a car wreck, while Spin checks the Crash Test Center, a research and development place for machines which is the location for the first stage's first section. He finds that Bumper was kidnapped in the Test Area by one of Junkman's helpers ("Junkbots") who is holding him hostage in the sewers; thus, the level's second section consists of both dummies saving Bumper and having a boss battle with the henchman in the process. The player must finish levels and overcome obstacles, jumping off from towering houses, driving breakneck lawns over life-threat ...
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