Sunday, 22 April 2012
Pokemon Research
INFORMATION FROM http://en.wikipedia.org/wiki/Pokemon#Concept
Pokémon is a media franchise published and owned by Japanese video game company Nintendo and created by Satoshi Tajiri in 1996. Originally released as a pair of interlinkable Game Boy role-playing video games developed by Game Freak, Pokémon has since become the second most successful and lucrative video game-based media franchise in the world, behind only Nintendo's own Mario series.[3] Pokémon properties have since been merchandised into anime, manga, trading cards, toys, books, and other media.
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 Pokémon executive director Satoshi Tajiri-Oniwa enjoyed as a child.[8] Players of the games are designated as Pokémon Trainers, and the two general goals (in most Pokémon games) for such Trainers are: to complete the Pokédex by collecting all of the available Pokémon species found in the fictional region where that game takes place; and to train a team of powerful Pokémon from those they have caught to compete against teams owned by other Trainers, and eventually become the strongest Trainer: the Pokémon Master. These themes of collecting, training, and battling are present in almost every version of the Pokémon franchise, including the video games, the anime and manga series, and the Pokémon Trading Card Game.
Pokémon is a media franchise published and owned by Japanese video game company Nintendo and created by Satoshi Tajiri in 1996. Originally released as a pair of interlinkable Game Boy role-playing video games developed by Game Freak, Pokémon has since become the second most successful and lucrative video game-based media franchise in the world, behind only Nintendo's own Mario series.[3] Pokémon properties have since been merchandised into anime, manga, trading cards, toys, books, and other media.
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 Pokémon executive director Satoshi Tajiri-Oniwa enjoyed as a child.[8] Players of the games are designated as Pokémon Trainers, and the two general goals (in most Pokémon games) for such Trainers are: to complete the Pokédex by collecting all of the available Pokémon species found in the fictional region where that game takes place; and to train a team of powerful Pokémon from those they have caught to compete against teams owned by other Trainers, and eventually become the strongest Trainer: the Pokémon Master. These themes of collecting, training, and battling are present in almost every version of the Pokémon franchise, including the video games, the anime and manga series, and the Pokémon Trading Card Game.
Beanie Baby Research
INFORMATION FROM http://en.wikipedia.org/wiki/Beanie_Baby#Design
A Beanie Baby is a once-popular stuffed animal, made by Ty Warner Inc., which was later renamed as Ty Inc. in late 1993. Each toy has an inner "posable lining" and is stuffed with plastic pellets (or "beans") rather than conventional stuffing (see PVC and PE), giving Beanie Babies a flexible feel. Incredibly popular in the late 1990s, they are a superb example of a marketing fad that exhausted itself.
The original nine Beanie Babies launched in 1993 were Legs the Frog, Squealer the Pig, Spot the Dog, Flash the Dolphin, Splash the Whale, Chocolate the Moose, Patti the Platypus, Brownie the Bear (later renamed "Cubbie"), and Punchers the Lobster (later renamed "Pinchers").
Ty, Inc. stopped producing the product in 1999; but consumer demand led them to reconsider. In 2000, a Beanie Baby named "The Beginning" was introduced to remind people of Beanie Babies' comeback.
A Beanie Baby is a once-popular stuffed animal, made by Ty Warner Inc., which was later renamed as Ty Inc. in late 1993. Each toy has an inner "posable lining" and is stuffed with plastic pellets (or "beans") rather than conventional stuffing (see PVC and PE), giving Beanie Babies a flexible feel. Incredibly popular in the late 1990s, they are a superb example of a marketing fad that exhausted itself.
The original nine Beanie Babies launched in 1993 were Legs the Frog, Squealer the Pig, Spot the Dog, Flash the Dolphin, Splash the Whale, Chocolate the Moose, Patti the Platypus, Brownie the Bear (later renamed "Cubbie"), and Punchers the Lobster (later renamed "Pinchers").
Ty, Inc. stopped producing the product in 1999; but consumer demand led them to reconsider. In 2000, a Beanie Baby named "The Beginning" was introduced to remind people of Beanie Babies' comeback.
Furby Research
INFORMATION FROM http://en.wikipedia.org/wiki/Furby#Furbish-English_phrases
A Furby (plural Furbys or Furbies) was a popular electronic robotic toy resembling a hamster/owl-like creature which went through a period of being a "must-have" toy following its launch in the holiday season of 1998, with continual sales until 2000. Furbies sold 1.8 million units in 1998, 14 million units in 1999, and altogether in its three years of original production, Furbies sold over 40 million units. Its speaking capabilities were translated into 24 languages.
Furbies were the first successful attempt to produce and sell a domestically-aimed robot. A newly purchased Furby starts out speaking entirely Furbish, the unique language that all Furbies use, but is programmed to start using English words and phrases in place of Furbish over time. This process is intended to resemble the process of learning English.[1] In 2005, new Furbies were released, with voice-recognition and more complex facial movements, and many other changes and improvements.
wee-tah-kah-loo-loo: Tell me a joke.
wee-tah-kah-wee-loo: Tell me a story.
wee-tee-kah-wah-tee: Sing me a song.
u-nye-loo-lay-doo?: Do you want to play?
u-nye-ay-tay-doo?: Are you hungry?
u-nye-boh-doo?: How are you?
u-nye-way-loh-nee-way: Go to sleep now.
u-nye-noh-lah: Show me a dance.
Furbies may say these Furbish words:
A Furby (plural Furbys or Furbies) was a popular electronic robotic toy resembling a hamster/owl-like creature which went through a period of being a "must-have" toy following its launch in the holiday season of 1998, with continual sales until 2000. Furbies sold 1.8 million units in 1998, 14 million units in 1999, and altogether in its three years of original production, Furbies sold over 40 million units. Its speaking capabilities were translated into 24 languages.
Furbies were the first successful attempt to produce and sell a domestically-aimed robot. A newly purchased Furby starts out speaking entirely Furbish, the unique language that all Furbies use, but is programmed to start using English words and phrases in place of Furbish over time. This process is intended to resemble the process of learning English.[1] In 2005, new Furbies were released, with voice-recognition and more complex facial movements, and many other changes and improvements.
- doo?: What? (Furbies say this when called)
- doo-dah: Yes. (Furbies say this in response to a command before doing it.)
- boo: No. (Furbies say this when they do not want to carry out a command.)
- yoo?: Why will you not play with me today? (This usually means the Furby is upset.)
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