title: Pinball

text: The Electro-mechanical (EM) heads contain the score reels, relays and stepper units that control the scores and other sequencing operations dealing with players, balls, scores, credits and so forth. Most EM backglasses are removed from the rear of the head where a lever will release it so it can be leaned back and carefully sliding it up and out. The newer Solid State game heads contain most circuit boards and digital displays that perform the same functions as their EM predecessors, but much faster and with exponentially higher capacity. Newer games may have digital displays (some with alpha-numeric digit displays) or a dot-matrix display (DMD-often used to describe the era of the 90s) and speakers. All games will have some sort of cabling connecting the head to the rest of the game. The heads of all games will have 2-4 bolts securing them to the lower cabinet. Newer games have pivot brackets that allow them to be folded down for easier transport. The EMs will have a tin panel in the back of the head with a lock to unlatch for service. Newer games are serviced from the front. Typically they will have a lock on the side of the head, or centered above the backglass to unlatch.


title: Pinball

text: The EM lower cabinet contains fuses, relays, stepper units and a score motor, among other things, mounted to a Mechanical Board which is mounted to the cabinet floor. The Mechanical Board is mounted to the cabinet floor with bolts to be removed for service if necessary. Just inside and under the coin door is the cash box.


title: Pinball

text: The modern lower cabinet is mostly empty. Power cord, transformer, tilt mechs, diagnostic switches, speaker(s), wiring harnesses, flipper buttons. Both types of cabinets have four legs at each corner, typically secured with acorn head bolts that mate with a threaded plate attached to the inside corner brace. Older games have wooden legs, while modern games have many finishes on metal legs, with Chrome and black powder coat popular choices. Legs should have adjustable casters at the bottom to adjust the pitch (rear-to-front angle) and level (side-to-side evenness). Some modern games are fitted with a small "bubble level" by the ball plunger.


title: Pinball

text: The key attribute of a successful pinball game is an interesting and challenging layout of scoring opportunities on the playfield. Many types of targets and features have been developed over the years.


title: Pinball

text: The "playfield" is a planar surface inclined upward, usually at six and a half degrees, away from the player, and includes multiple targets and scoring objectives. Some operators intentionally extend threaded levelers on the rear legs and/or shorten or remove the levelers on the front legs to create additional incline in the playfield, making the ball move faster and harder to play. The playfield must be level left-to-right; a quick visual test compares the top of the back cabinet against a brick or block wall behind it, or to roll a marble down the center of the playfield glass. If it rolls off to one side, a player may be inclined to stuff folded paper beneath the legs on the lower side to level the playfield. Additionally, leg levelers that are extended fully make the game easier to nudge; when collapsed low, the entire game is more stable, and nudging becomes harder.


title: Pinball

text: The ball is put into play by use of the "plunger", a spring-loaded rod that strikes the ball as it rests in an entry lane, or as in some newer games, by a button that signals the game logic to fire a solenoid that strikes the ball. With both devices the result is the same: The ball is propelled upwards onto the playfield. Once a ball is in play, it tends to move downward towards the player, although the ball can move in any direction, sometimes unpredictably, due to contact with objects on the playfield or by the player's actions. To return the ball to the upper part of the playfield, the player uses one or more "flippers".


title: Pinball

text: Manipulation of the ball may also be accomplished by various tricks, such as "nudging". However, excessive nudging is generally penalized by losing the current player's turn (known as "tilting") or ending of the entire game when the nudging is particularly violent (known as "slam tilting"). This penalty was instituted because nudging the machine too much may damage it or result in unearned play and scoring that wears game parts. Many games also have a slam tilt in the bottom of the lower cabinet to end the game if the cabinet is raised and dropped to the floor in an attempt to trigger the coin counting switch falsely.


title: Pinball

text: The "plunger" is a spring-loaded rod with a small handle, used to propel the ball into the playfield. The player can control the amount of force used for launching by pulling the plunger a certain distance (thus changing the spring compression). This is often used for a "skill shot," in which a player attempts to launch a ball so that it exactly hits a specified target. Once the ball is in motion in the main area of the playfield, the plunger is not used again until another ball must be brought onto the playfield. An electronically controlled launcher is sometimes substituted for the plunger in modern machines.


title: Pinball

text: The shape of the ball launch button that replaces the plunger may be modified to fit the aesthetics of a particular game's theme, such as being made to look like the trigger of a gun in a game with a military or action-hero theme.


title: Pinball

text: The "flippers" are one or more mechanically or electromechanically (solenoid) controlled levers, roughly in length, used for redirecting the ball up the playfield. They are the main control that the player has over the ball, usually by corresponding pushbuttons on the cabinet‘s sides. They can primarily be switched fully on, sometimes with two different strengths for thrusting the flipper up and for holding it in position. Careful timing of this limited positional control allows the player to direct the ball in a range of directions with various levels of velocity and spin. With the flippers, the player attempts to move the ball to hit various types of scoring targets, and to keep the ball from disappearing off the bottom of the playfield.


title: Pinball

text: The very first pinball games appeared in the early 1930s and did not have flippers; after launching the ball simply proceeded down the playfield, directed by static nails (or "pins") to one of several scoring areas. (These pins gave the game its name.) In 1947, the first mechanical flippers appeared on Gottlieb's "Humpty Dumpty" and by the early 1950s, the two-flipper configuration at the bottom above the center drain had become standard. Some pinball models also have a third or fourth flipper. A few later machines even have flippers that the machine's software could operate independently of the flipper button. During "Thing Flips" on "The Addams Family" pinball machine, the upper-left flipper automatically triggers a brief moment after the ball passes an optical sensor just above the flipper. Very few machines came with curve shaped banana flippers.


title: Pinball

text: The introduction of flippers ushered in the "golden age" of pinball, where the fierce competition between the various pinball manufacturers led to constant innovation in the field. Various types of stationary and moving targets were added, spinning scoring reels replaced games featuring static scores lit from behind. Multiplayer scores were added soon after, and then bells and other noise-makers, all of which began to make pinball less a game and more of an experience. The flippers have loaned pinball its common name in many languages, where the game is known mainly as "flipper".


title: Pinball

text: "Bumpers" are round knobs that, when hit, will actively push the ball away. There is also an earlier variety of bumper (known as a "dead bumper" or "passive bumper") that doesn't propel the ball away; most bumpers on machines built since the 1960s are active bumpers, variously called "pop bumpers," "thumper bumpers," "jet bumpers," or "turbo bumpers." Most recent games include a set of pop bumpers, usually three, sometimes more or fewer depending on the designer's goals. Bumpers predate flippers, and active bumpers added a great deal of spice to older games.


title: Pinball

text: Pop bumpers are operated by a switch connected to a ring surrounding the bottom circumference of the bumper that is suspended several millimeters above the playfield surface. When the ball rolls over this ring and forces one side of it down, a switch is closed that activates the bumper's solenoid. This pulls down a tapered ring surrounding the central post of the bumper that pushes downward and outward on the ball, propelling it away.


title: Pinball

text: "Kickers" and "slingshots" are rubber pads that propel the ball away upon impact, like bumpers, but are usually a horizontal side of a wall. Every recent pinball machine includes slingshots to the upper left and upper right of the lowest set of flippers; older games used more experimental arrangements. They operate similarly to pop bumpers, with a switch on each side of a solenoid-operated lever arm in a typical arrangement. The switches are closed by ball contact with the rubber on the kicker's face, which activates the solenoid.


title: Pinball

text: Early pinball machines typically had full solenoid current passing through trigger switches for all types of solenoids, from kickers to pop bumpers to the flippers themselves. This caused arcing across switch contacts and rapid contact fouling and failure. As electronics were gradually implemented in pinball design, solenoids began to be switched by power transistors under software control to lower switch voltage and current, vastly extend switch service lifetime, and add flexibility to game design.


title: Pinball

text: The smaller, lower-powered solenoids were first to be transistorized, followed later by the higher-current solenoids as the price, performance, and reliability of power transistors improved over the years.


title: Pinball

text: Initially, holes and saucers worked by using tubes behind the playing field, with a pin at the top to hold the ball for later drops. Another version of the tube uses two spinning wheels to transfer the ball from hole to hole. Newer versions use an electronic track with a carriage or an electromagnet to pull the ball between holes.


title: Pinball

text: Ramps are inclined planes with a gentle enough slope that the ball may travel along it. The player attempts to direct the ball with enough force to make it to the top of the ramp and down the other side. If the player succeeds, a "ramp shot" has been made. Ramps frequently end so that the ball goes to a flipper so one can make several ramp shots in a row. The number of ramp shots scored in a game is often tallied, and reaching certain numbers may lead to various game features. At other times, the ramps will go to smaller "mini-playfields" (small playfields, usually raised above the main game surface, with special goals or scoring).


title: Pinball

text: The "backglass" is a vertical graphic panel mounted on the front of the backbox, which is the upright box at the top back of the machine. The backglass contains the name of the machine and eye-catching graphics. The score displays (lights, mechanical wheels, an LED display, or a dot-matrix display depending on the era) would be on the backglass, and sometimes also a mechanical device tied to gameplay, for example, elevator doors that opened on an image or a woman swatting a cat with a broom such as on Williams' 1989 "Bad Cats". For older games, the backglass image is screen printed in layers on the reverse side of a piece of glass; in more recent games, the image is imprinted into a translucent piece of plastic-like material called a translite which is mounted behind a piece of glass and which is easily removable. The earliest games did not have backglasses or backboxes and were little more than playfields in boxes. Games are generally built around a particular theme, such as a sport or character and the backglass art reflects this theme to attract the attention of players. Recent machines are typically tied into other enterprises such as a popular film series, toy, or brand name. The entire machine is designed to be as eye-catching as possible to attract players and their money; every possible space is filled with colorful graphics, blinking lights, and themed objects. The backglass is usually the first artwork the players see from a distance. Since the artistic value of the backglass may be quite impressive, it is not uncommon for enthusiasts to use a deep frame around a backglass (lighted from behind) and hang it as art after the remainder of the game is discarded.


title: Pinball

text: There are other idiosyncratic features on many pinball playfields. Pinball games have become increasingly complex and multiple play modes, multi-level playfields, and even progression through a rudimentary "plot" have become common features in recent games. Pinball scoring objectives can be quite complex and require a series of targets to be hit in a particular order. Recent pinball games are distinguished by increasingly complex rule sets that require a measure of strategy and planning by the player for maximum scoring. Players seeking the highest scores would be well-advised to study the placard (usually found in the lower-left corner of the playfield) to learn each game's specific patterns required for these advanced features and scoring.


title: Pinball

text: In the 1990s, game designers often put hidden, recurring images or references in their games, which became known as easter eggs. For example, Williams' designers hid cows in the video displays of the games, and Pat Lawlor would place a red button in the artwork of games he developed. The methods used to find the hidden items usually involved pressing the flipper buttons in a certain order or during specific events. Designers also included hidden messages or in-jokes; one example of this is the phrase "DOHO" sometimes seen quickly displayed on the dot matrix displays, a reference to "Do"ris "Ho", the wife of then-Williams display artist Scott "Matrix" Slomiany. DOHO was popularly thought to be an acronym for "D"ocumented "O"ccurrence of a "H"idden "O"bject until its true meaning was revealed in a "PinGame Journal" article on the subject. The game "" went so far as to embed a hidden "Breakout"-like game, available only after a complex sequence of events had been accomplished during the game.


title: Pinball

text: Contact with or manipulation of scoring elements (such as targets or ramps) scores points for the player. Electrical switches embedded in the scoring elements detect contact and relay this information to the scoring mechanism. Older pinball machines used an electromechanical system for scoring wherein a pulse from a switch would cause a complex mechanism composed of relays to ratchet up the score. In later games these tasks have been taken over by semiconductor chips and displays are made on electronic segmented or dot-matrix displays (DMD). The first DMD on a pinball machine was used by "Checkpoint" and features also video mode minigames. MarsaPlay in Spain manufactured a remake of Inder's original "Canasta" titled "New Canasta", with an LCD screen in the backbox in 2010." The Wizard of Oz" is the first US pinball machine that used a LCD in the back box. It is not only used for scoring and mini-games but also to display full color videos. Other display innovations on pinball machines include pinball video game hybrids like "Baby Pac-Man" in 1982 and "Granny and the Gators" in 1984 and the use of a small color video monitor for scoring and minigames in the backbox of the pinball machine "Dakar" from manufacturer Mr. Game in 1988 and CGA color monitors in Pinball 2000 in 1999 that utilizes a Pepper's ghost technique to reflect the monitor in the head of the as well as modifications by the use of ColorDMD that is used to replace the standard mono color DMDs.


title: Pinball

text: Pinball scoring can be peculiar and varies greatly from machine to machine. During the 1930s and the 1940s, lights mounted behind the painted backglasses were used for scoring purposes, making the scoring somewhat arbitrary. (Frequently the lights represented scores in the hundreds of thousands.) Then later, during the 1950s and 1960s when the scoring mechanism was limited to mechanical wheels, high scores were frequently only in the hundreds "or" thousands. (Although, in an effort to keep with the traditional high scores attained with the painted backglass games, the first pinball machines to use mechanical wheels for scoring, such as "Army Navy", allowed the score to reach into the millions by adding a number of permanent zeros to the end of the score.) The average score changed again in the 1970s with the advent of electronic displays. Average scores soon began to commonly increase back into tens or hundreds of thousands. Since then, there has been a trend of scoring inflation, with modern machines often requiring scores of over a billion points to win a free game. At the peak of this trend, Williams and Jack-Bot have been played into ten billions and Williams "Johnny Mnemonic" and Miday/Bally "Attack from Mars", have been played into one hundred billion. Another recent curiosity is the 1997 Bally game "NBA Fastbreak" which, true to its theme, awards points in terms of a real basketball score: Each successful shot can give from one to three points. Getting a hundred points by the end of a game is considered respectable, which makes it one of the "lowest" scoring pinball machines of all time. The inflated scores are the source of one of the Spanish-language names of pinball machines, "máquina del millón" ("million machine").


title: Pinball

text: Pinball designers also entice players with the chance to win a free game or credit. Ways to get a free game might include the following:


title: Pinball

text: When a free game is won, Williams and Bally/Midway machines typically makes a single loud bang, most often with a solenoid that strikes a piece of metal, or the side of the cabinet, with a rod, known as a "knocker", or less commonly with loudspeakers. "Knocking" is the act of winning an free game when the knocker makes the loud and distinctive noise.


title: Pinball

text: The primary skill of pinball involves application of the proper timing and technique to the operation of the flippers, nudging the playfield when appropriate without tilting, and choosing targets for scores or features. A skilled player can quickly "learn the angles" and gain a high level of control of ball motion, even on a machine they have never played. Skilled players can often play on a machine for long periods of time on a single coin. By earning extra balls, a single game can be stretched out for a long period, and players can earn replays known as "specials."


title: Pinball

text: A placard is usually placed in a lower corner of the playfield. It may simply show pricing information, but should also show critical details about special scoring techniques. This information is vital to achieving higher scores; it typically describes a series of events that must take place (e.g., shoot right ramp and left drop targets to light 'extra ball' rollover). Learning these details makes the game more fun and challenging. With practice — and a machine in good operating condition — a player can often achieve specific targets and higher scores and trigger exciting events.


title: Pinball

text: Players can influence the movement of the ball by moving or bumping the pinball machine, a technique known as "nudging" or "shaking." After some experience in playing a certain machine, a skillful player is able to nudge the machine to make the ball bounce harder from a bumper or go in a certain direction. A very skillful player can shake the machine and cause the ball to bounce back and forth and prevent it from "draining."


title: Pinball

text: There are tilt mechanisms which guard against excessive manipulation of this sort. The mechanisms generally include:


title: Pinball

text: When any of these sensors is activated, the game registers a "tilt" and the lights go out, solenoids for the flippers no longer work, and other playfield systems become inoperative so that the ball can do nothing other than roll down the playfield directly to the drain. A tilt will usually result in loss of bonus points earned by the player during that ball; the game is automatically over if it's the last ball and the player has no extra ball. Older games would immediately end the ball in play on a tilt. Modern games give tilt warnings before sacrificing the ball in play. The number of tilt warnings can be adjusted by the operator of the machine. Until recently most games also had a "slam tilt" switch which guarded against kicking or slamming the coin mechanism, or for overly aggressive behavior with the machine, which could give a false indication that a coin had been inserted, thereby giving a free game or credit. This feature was recently taken out by default in new Stern S.A.M System games, but can be added as an option. A slam tilt will typically end the current game for all players.


title: Pinball

text: Skilled players can also hold a ball in place with the flipper, giving them more control over where they want to place the ball when they shoot it forward. This is known as "trapping." This technique involves catching the ball in the corner between the base of the flipper and the wall to its side, just as the ball falls towards the flipper; the flipper is then released, which allows the ball to roll slowly downward against the flipper. The player then chooses the moment to hit the flipper again, timing the shot as the ball slides slowly against the flipper. Multi-ball games, in particular, reward trapping techniques. Usually this is done by trapping one or more balls out of play with one flipper, then using the other flipper to score points with the remaining ball or balls.


title: Pinball

text: Once a player has successfully trapped a ball, they may then attempt to "juggle" the ball to the other flipper. This is done by tapping the flipper button quickly enough so that the trapped ball is knocked back at an angle of less than 90 degrees into the bottom of the nearest slingshot. The ball will then often bounce across the playfield to the other flipper, where the ball may then be hit (or trapped) by the opposite flipper.


title: Pinball

text: Occasionally a pinball machine will have a pin or post placed directly between the two bottom flippers. When this feature is present, the advanced player may then attempt to perform a "chill maneuver" when the ball is heading directly toward the pin by opting "not" to hit a flipper. If successful, this will cause the ball to bounce up and back into play. A related move, the "dead flipper pass," is performed by "not" flipping when a ball is heading toward a flipper. If done properly, the ball will bounce off the "dead" flipper, across to the other flipper, where it may be trapped and controlled.


title: Pinball

text: The wiring for the game's electronic system is a major effort. A color-coded flexible wiring harness is typically soldered to many lamps, switches and solenoids, and connected with plugs to the main electronic circuit boards in modern machines. Technicians are guided by a set of instructions and templates to ensure all wires (that can have a total length of almost half a mile) are installed properly.


title: Pinball

text: The main construction on one hand involves the mounting of mechanical components onto the wooden playfield, such as hammering in anchored metal railing that keeps the balls from exiting the playfield and attachment of plastic parts with nuts and screws. On the other hand, electrical components are installed, like bumpers, slingshots, and sockets for lamps and flashing lights. All of the wiring is fastened to the playfield and big components like speakers, mains transformers or shaker motors are bolted into the bottom of the cabinet. The player-accessible parts like the spring plunger, buttons and the coin door with its mechanics are attached directly to the cabinet.


title: Pinball

text: After successful testing, the playfield is set on hinges into the cabinet. The cabinet of computerized games contains very few parts. On older electromechanical games, the entire floor of the lower box was used to mount custom relays and special scoring switches, making them much heavier. To protect the top of the playfield, tempered glass is slid into side rails and secured with a metal locking bar.


title: Pinball

text: The backbox is installed with hinges on modern machines or screws on older games. It contains the scoring displays and electronic circuit boards and is historically covered with a removable, painted, partially transparent, backglass which defined the game‘s appeal as much as the playfield design and the cabinet art. Since a damaged backglass is hard to restore, newer games use (sometimes optional) plastic translites behind a clear glass.


title: Pinball

text: Other steps include installation of removable boards with speaker and dot-matrix displays and/or hinged wooden boards with lights and displays. The cabinet and backbox are covered with artwork that was historically sprayed on with stencils and later is applied as full-size decal stickers.


title: Pinball

text: Flipper solenoids contain two coil windings in one package; a short, heavy gage 'power' winding to give the flipper its initial thrust up, and a long, light gage 'hold' winding that uses lower power (and creates far less heat) and essentially just holds the flipper up allowing the player to capture the ball in the inlane for more precise aiming. As the flipper nears the end of its upward travel, a switch under the flipper disconnects the power-winding and leaves only the second sustain winding to hold the flipper up in place. If this switch fails 'open' the flipper will be too weak to be usable, since only the weak winding is available. If it fails 'closed' the coil will overheat and destroy itself, since both windings will hold the flipper at the top of its stroke.


title: Pinball

text: Solenoids also control pop-bumpers, kickbacks, drop target resets, and many other features on the machine. These solenoid coils contain a single coil winding. The plunger size and wire gage & length are matched to the strength required for each coil to do its work, so some types are repeated throughout the game, some are not.


title: Pinball

text: All solenoids and coils used on microprocessor games include a special reverse-biased diode to eliminate a high-voltage pulse of reverse EMF (electromotive force). Without this diode, when the solenoid is de-energized, the magnetic field that was built up in the coil collapses and generates a brief, high-voltage pulse backward into the wiring, capable of destroying the solid-state components used to control the solenoid. Proper wiring polarity must be retained during coil replacement or this diode will act as a dead short, immediately destroying electronic switches. Older electromechanical AC game solenoids do not require this diode, since they were controlled with mechanical switches. However, electromechanical games running on DC do require diodes to protect the rectifier.


title: Pinball

text: All but very old games use low DC voltages to power the solenoids and electronics (or relays). Some microprocessor games use high voltages (potentially hazardous) for the score displays. Very early games used low-voltage AC power for solenoids, requiring fewer components, but AC is less efficient for powering solenoids, causing heavier wiring and slower performance. For locations that suffer from low AC wall outlet voltage, additional taps may be provided on the AC transformer in electromechanical games to permit raising the game's DC voltage levels, thus strengthening the solenoids. Microprocessor games have electronic power supplies that automatically compensate for inaccurate AC supply voltages.


title: Pinball

text: Historically, pinball machines have employed a central fixed I/O board connected to the primary CPU controlled by a custom microcontroller platform running an in-house operating system. For a variety of reasons that include thermal flow, reliability, vibration reduction and serviceability, I/O electronics have been located in the upper backbox of the game, requiring significant custom wiring harnesses to connect the central I/O board to the playfield devices.


title: Pinball

text: A typical pinball machine I/O mix includes 16 to 24 outputs for driving solenoids, motors, electromagnets and other mechanical devices in the game. These devices can draw up to 500 W momentarily and operate at voltages up to 50 Vdc. There is also individually controlled lighting that consists of 64 to 96 individually addressable lights. Recently developed games have switched from incandescent bulbs to LEDs. And there is general illumination lighting that comprises two or more higher-power light strings connected and controlled in parallel for providing broad illumination to the playfield and backbox artwork. Additionally, 12 to 24 high-impulse lighting outputs, traditionally incandescent but now LED, provide flash effects within the game. Traditionally, these were often controlled by solenoid-level drivers.


title: Pinball

text: A game typically includes 64 to 96 TTL-level inputs from a variety of sensors such as mechanical leaf switches, optical sensors and electromagnetic sensors. Occasionally extra signal conditioning is necessary to adapt custom sensors, such as eddy sensors, to the system TTL inputs.


title: Pinball

text: Recently, some pinball manufacturers have replaced some of the discrete control wiring with standard communication buses. In one case, the pinball control system might include a custom embedded network node bus, a custom embedded Linux-based software stack, and a 48-V embedded power distribution system.


title: Pinball

text: Some hobbyists and small companies modify existing pinball machines or create their own custom pinball machines. Some want, for example, a game with a specific subject or theme that cannot be bought in this form or was never built at all. Some custom games are built by using the programmable P-ROC controller board. Modifications include the use of ColorDMD that is used to replace the standard mono color dot-matrix displays or the addition of features, e.g. figures or other toys.


title: Pinball

text: A few notable examples of custom pinball machines include a "Ghostbusters" theme machine, a "Matrix" style game, Bill Paxton Pinball, "Sonic", "Star Fox", "Predator", and Iron man machines.


title: Pinball

text: Data East was one of the few regular pinball companies that manufactured custom pinball games (e.g. for Aaron Spelling, Michael Jordan and the movie "Richie Rich"), though these were basically mods of existing or soon to be released pinball machines (e.g. "Lethal Weapon 3" or "The Who's Tommy Pinball Wizard").


title: Pinball

text: Two Pinball World Championships were held in the Washington, D.C. area in 1972 and 1973 under the auspices of the World Pinball Association which also published a newsletter carrying results of regional tournaments.


title: Pinball

text: In 1974, students at Jersey City State College wanted to make pinball playing a varsity school sport, like football was, so they started a Pinball Club Team to compete against clubs at other schools. They asked two other schools to participate. St. Peter's College took up the challenge, while the other school did not.


title: Pinball

text: Many pinball leagues have formed, with varying levels of competitiveness, formality and structure. These leagues exist everywhere from the Free State Pinball Association (FSPA) in the Washington, D.C. area to the Tokyo Pinball Organization (TPO) in Japan. In the late 1990s, game manufacturers added messages to some games encouraging players to join a local league, providing website addresses for prospective league players to investigate.


title: Pinball

text: Competitive pinball has become increasingly popular in recent years, with the relaunch of both the Professional and Amateur Pinball Association (PAPA) and the International Flipper Pinball Association (IFPA).


title: Pinball

text: Two different systems for ranking pinball players exist. The World Pinball Player Rankings (WPPR) was created by the IFPA. The WPPR formula takes into account the quantity and quality of the players in the field, and awards points based on that calculation for the nearly 200 IFPA endorsed events worldwide. PAPA manages a ranking system known as the PAPA Advanced Rating System (PARS), which uses the Glicko Rating System to mathematically analyze the results of more than 100,000 competitive matches. Since 2008 the IFPA has held a World Championship tournament, inviting the top-ranked WPPR players to compete; the 2019 title holder was Johannes Ostermeier of Germany.


title: Pinball

text: PAPA also designates the winner of the A Division in the annual PAPA World Pinball Championships as the World Pinball Champion; the current holder of this title is Keith Elwin from the USA. Current Junior (16 and under) and Senior (50 and over) World Champions are Joshua Henderson and Paul McGlone, respectively. Samuel Ogden has become one of the most memorable champions in the PAPA tournaments, winning four straight competitions from 2004 to 2008 in the 50 and over category.


title: Pinball

text: Simulating a pinball machine has also been a popular theme of video games. Chicago Coin's "TV Pingame" (1973) was a digital version of pinball that had a vertical playfield with a paddle at the bottom, controlled by a dial, with the screen filled with simple squares to represent obstacles, bumpers and pockets. This inspired a number of clones, including "TV Flipper" (1973) by Midway Manufacturing, Exidy's "TV Pinball" (1974), and "Pin Pong" (1974) by Atari, Inc. The latter replaced the dial controls with button controls.


title: Pinball

text: Other early pinball video games include Toru Iwatani's Namco arcade games "Gee Bee" (1978), "Bomb Bee" (1979), and "Cutie Q" (1979), Tehkan's arcade game "Pinball Action" (1985), the Atari 2600 game "Video Pinball" (1980), and "David's Midnight Magic" (1982). Most famous on home computers was Bill Budge's "Pinball Construction Set", released for the Apple II in 1983. "Pinball Construction Set" was the first program that allowed the user to create their own simulated pinball machine and then play it.


title: Pinball

text: Most early simulations were top-down 2D. As processor and graphics capabilities have improved, more accurate ball physics and 3D pinball simulations have become possible. Tilting has also been simulated, which can be activated using one or more keys (sometimes the space bar) for "moving" the machine. Flipper button computer peripherals were also released, allowing pinball fans to add an accurate feel to their game play instead of using the keyboard or mouse. Modern pinball video games are often based around established franchises such as "Metroid Prime Pinball", "Mario Pinball Land", "Pokémon Pinball", "Kirby's Pinball Land", and "Sonic Spinball".


title: Pinball

text: Popular pinball games of the 1990s include "Pinball Dreams", "Pro Pinball" and "3D Pinball: Space Cadet" that was included in Windows ME and Windows XP. More recent examples include "Pinball FX", "Pinball FX 2", and "Pinball FX 3".


title: Pinball

text: There have been released for all major home video game and computer systems, tablet computers and smart phones. Pinball video game engines and editors for creation and recreation of pinball machines include for instance "Visual Pinball", "Future Pinball" and "Unit3D Pinball".


title: Pinball

text: A BBC News article described virtual pinball games e.g. "Zen Pinball" and "The Pinball Arcade" as a way to preserve pinball culture and bring it to new audiences. Another example of preserving historic pinball machines is "Zaccaria Pinball" that consists of digital recreations of classic Zaccaria pinball machines.


title: Pinball

text: Pinball games have frequently been featured in popular culture, often as a symbol of rebellion or toughness. Perhaps the most famous instance is the rock opera album "Tommy" (1969) by The Who, which centers on the title character, a "deaf, dumb, and blind kid", who becomes a "Pinball Wizard" and who later uses pinball as a symbol and tool for his messianic mission (the album was subsequently made into a movie and stage musical). "Wizard" has since moved into popular usage as a term for an expert pinball player. In 1975, Bally created a pinball game named "Wizard!" that features Ann-Margret and The Who's Roger Daltrey on the backglass. In the movie, Tommy plays a Gottlieb "Kings and Queens" machine, while The Champ plays a Gottlieb "Buckaroo" machine. In 1976, Bally released "Capt.Fantastic", which had an image of Elton John on the backglass, playing pinball in a similar costume as used in the movie "Tommy". Data East produced "The Who's Tommy Pinball Wizard" in 1994, based on the rock musical "The Who's Tommy". This game is notable in its use of The Who's iconic songs, including "Pinball Wizard", sung by original Broadway cast members.


title: Pinball

text: In the late 1970s the children's television series "Sesame Street" began airing a series of short animated segments, called the "Pinball Number Count". Each segment was different, and involved the ball rolling in different themed areas of a pinball machine depending on which number (from 2 to 12; no segment was produced for the number 1) was being featured. The animations were directed by Jeff Hale and featured music by Walt Kraemer and vocal work by The Pointer Sisters.


title: Pinball

text: In "Pinball, 1973", a novel by Haruki Murakami, the protagonist is obsessed with pinball. One of the plot lines follows his attempts to find a pinball machine he used to play.


title: Pinball

text: "Little Twelvetoes," a 1973 episode of "Multiplication Rock", centers around an intergalactic pinball game demonstrating the multiples of the number 12.


title: Pinball

text: "Tilt" is a 1979 drama film starring Brooke Shields as the protagonist, Tilt, a young pinball wizard.


title: Pinball

text: "Nickelodeon" used the pinball as their logo in the early 1980s. The words "Nickelodeon" were in rainbow colors against a huge pinball. This logo was used until 1984, when the orange splat logo took its place.


title: Pinball

text: Canadian Football League running back Michael "Pinball" Clemons got his nickname due to his running style; his diminutive size and extraordinary balance allowed him to bounce between defensive players much like a pinball inside a pinball machine.


title: 12 (number)

text: 12 (twelve) is the natural number following 11 and preceding 13. Twelve is a superior highly composite number, divisible by 2, 3, 4, and 6.


title: 12 (number)

text: It is the number of years required for an orbital period of Jupiter. It is central to many systems of timekeeping, including the Western calendar and units of time of day and frequently appears in the world's major religions.


title: 12 (number)

text: Twelve is the largest number with a single-syllable name in English. Early Germanic numbers have been theorized to have been non-decimal: evidence includes the unusual phrasing of eleven and twelve, the former use of "hundred" to refer to groups of 120, and the presence of glosses such as "tentywise" or "ten-count" in medieval texts showing that writers could not presume their readers would normally understand them that way. Such uses gradually disappeared with the introduction of Arabic numerals during the 12th-century Renaissance.


title: 12 (number)

text: Derived from Old English, ' and ' are first attested in the 10th-century Lindisfarne Gospels' Book of John. It has cognates in every Germanic language (e.g. German "zwölf"), whose Proto-Germanic ancestor has been reconstructed as ', from ' ("two") and suffix ' or ' of uncertain meaning. It is sometimes compared with the Lithuanian ', although ' is used as the suffix for all numbers from 11 to 19 (analogous to "-teen"). Every other Indo-European language instead uses a form of "two"+"ten", such as the Latin "". The usual ordinal form is "twelfth" but "dozenth" or "duodecimal" (from the Latin word) is also used in some contexts, particularly base-12 numeration. Similarly, a group of twelve things is usually a "dozen" but may also be referred to as a "dodecad" or "duodecad". The adjective referring to a group of twelve is "duodecuple".


title: 12 (number)

text: As with eleven, the earliest forms of twelve are often considered to be connected with Proto-Germanic ' or ' ("to leave"), with the implicit meaning that "two is left" after having already counted to ten. The Lithuanian suffix is also considered to share a similar development. The suffix "" has also been connected with reconstructions of the Proto-Germanic for ten.


title: 12 (number)

text: As mentioned above, 12 has its own name in Germanic languages such as English (dozen), Dutch (dozijn), German (Dutzend), and Swedish (dussin), all derived from Old French "dozaine". It is a compound number in many other languages, e.g. Italian "dodici" (but in Spanish and Portuguese, 16, and in French, 17 is the first compound number), Japanese 十二 "jūni".


title: 12 (number)

text: In prose writing, "twelve", being the last single-syllable numeral, is sometimes taken as the last number to be written as a word, and 13 the first to be written using digits.


title: 12 (number)

text: This is not a binding rule, and in English language tradition, it is sometimes recommended to spell out numbers up to and including either "nine", "ten" or "twelve", or even "ninety-nine" or "one hundred". Another system spells out all numbers written in one or two words ("sixteen", "twenty-seven", "fifteen thousand", but "372" or "15,001").


title: 12 (number)

text: In German orthography, there used to be the widely followed (but unofficial) rule of spelling out numbers up to twelve ("zwölf"). The Duden (the German standard dictionary) mentions this rule as outdated.


title: 12 (number)

text: Twelve is a composite number, the smallest number with exactly six divisors, its divisors being 1, 2, 3, 4, 6 and 12. Twelve is also a highly composite number, the next one being twenty-four.


title: 12 (number)

text: Twelve is the smallest abundant number, since it is the smallest integer for which the sum of its proper divisors (1 + 2 + 3 + 4 + 6 = 16) is greater than itself. Twelve is the smallest of two known sublime numbers, numbers that has a perfect number of divisors, and the sum of its divisors is also a perfect number. Since there is a subset of 12's proper divisors that add up to 12 (all of them but with 4 excluded), 12 is a semiperfect number.


title: 12 (number)

text: A twelve-sided polygon is a dodecagon. A twelve-faced polyhedron is a dodecahedron. Regular cubes and octahedrons both have 12 edges, while regular icosahedrons have 12 vertices. Twelve is a pentagonal number. The densest three-dimensional lattice sphere packing has each sphere touching 12 others, and this is almost certainly true for "any" arrangement of spheres (the Kepler conjecture). Twelve is also the kissing number in three dimensions.


title: 12 (number)

text: Twelve is the smallest weight for which a cusp form exists. This cusp form is the discriminant Δ("q") whose Fourier coefficients are given by the Ramanujan -function and which is (up to a constant multiplier) the 24th power of the Dedekind eta function. This fact is related to a constellation of interesting appearances of the number twelve in mathematics ranging from the value of the Riemann zeta function at −1 i.e. ζ(−1) = −, the fact that the abelianization of SL(2,Z) has twelve elements, and even the properties of lattice polygons.


title: 12 (number)

text: The duodecimal system (12 [twelve] = 10), which is the use of 12 as a division factor for many ancient and medieval weights and measures, including hours, probably originates from Mesopotamia.


title: 12 (number)

text: 12 is the negative reciprocal of the Ramanujan summation of the infinite series 1 + 2 + 3 + 4 + ⋯. Although the series is divergent, methods such as Ramanujan summation can assign finite values to divergent series.


title: 12 (number)

text: Notably, twelve is the number of full lunations in a solar year, hence the number of months in a solar calendar, as well as the number of signs in the Western and the Chinese zodiac. Twelve is also the number of years for an orbital period of Jupiter.


title: 12 (number)

text: The number twelve carries religious, mythological and magical symbolism, generally representing perfection, entirety, or cosmic order in traditions since antiquity.


title: 12 (number)

text: Ishmael - the first-born son of Abraham - has 12 sons/princes (Genesis 25:16), and Jacob also has 12 sons, who are the progenitors of the Twelve Tribes of Israel. This is reflected in Christian tradition, notably in the twelve Apostles. When Judas Iscariot is disgraced, a meeting is held (Acts) to add Saint Matthias to complete the number twelve once more.


title: Transistor count

text: The transistor count is the number of transistors in an electronic device (typically on a single substrate or "chip"). It is the most common measure of integrated circuit complexity (although the majority of transistors in modern microprocessors are contained in the cache memories, which consist mostly of the same memory cell circuits replicated many times). The rate at which MOS transistor counts have increased generally follows Moore's law, which observed that the transistor count doubles approximately every two years. However, being directly proportional to the area of a chip, transistor count doesn't represent how advanced corresponding manufacturing technology is, which is better characterized by transistor density instead (ratio of transistor count of a chip to its area).


title: Transistor count

text: , the largest transistor count in a commercially available microprocessor is 114billion transistors, in Apple's ARM-based dual-die M1 Ultra system on a chip, which is fabricated using TSMC's 5 nm semiconductor manufacturing process. , the highest transistor count GPU is Nvidia's H100, built on TSMC's N4 process and totalling 80 billion MOSFETs. , the highest transistor count in flash memory was Micron's 2terabyte (3D-stacked) 16-die, 232-layer V-NAND flash memory chip, with 5.3trillion floating-gate MOSFETs (3bits per transistor). , the highest transistor count in any IC chip is a deep learning engine called the Wafer Scale Engine 2 by Cerebras, using a special design to route around any non-functional core on the device; it has 2.6trillion MOSFETs in 84 exposed fields (dies) on a wafer, manufactured using TSMC's FinFET process.


title: Transistor count

text: In terms of computer systems that consist of numerous integrated circuits, the supercomputer with the highest transistor count is the Chinese-designed Sunway TaihuLight, which has for all CPUs/nodes combined "about 400 trillion transistors in the processing part of the hardware" and "the DRAM includes about 12 quadrillion transistors, and that's about 97 percent of all the transistors." To compare, the smallest computer, dwarfed by a grain of rice, has on the order of 100,000 transistors. Early experimental solid-state computers had as few as 130 transistors but used large amounts of diode logic. The first carbon nanotube computer has 178 transistors and is a 1-bit one-instruction set computer, while a later one is 16-bit (its the instruction set is 32-bit RISC-V though).


title: Transistor count

text: Ionic transistor chips ("water-based" analog limited processor), have up to hundreds of such transistors.


title: Transistor count

text: In terms of the total number of transistors in existence, it has been estimated that a total of 13sextillion () transistors have been manufactured worldwide between 1960 and 2018.


title: Transistor count

text: A microprocessor incorporates the functions of a computer's central processing unit on a single integrated circuit. It is a multi-purpose, programmable device that accepts digital data as input, processes it according to instructions stored in its memory, and provides results as output.


title: Transistor count

text: The development of MOS integrated circuit technology in the 1960s led to the development of the first microprocessors. The 20-bit MP944, developed by Garrett AiResearch for the U.S. Navy's F-14 Tomcat fighter in 1970, is considered by its designer Ray Holt to be the first microprocessor. It was a multi-chip microprocessor, fabricated on six MOS chips. However, it was classified by the Navy until 1998. The 4-bit Intel 4004, released in 1971, was the first single-chip microprocessor.


title: Transistor count

text: Modern microprocessors typically include on-chip cache memories. The number of transistors used for these cache memories typically far exceeds the number of transistors used to implement the logic of the microprocessor (that is, excluding the cache). For example, the last DEC Alpha chip uses 90% of its transistors for cache.


title: Transistor count

text: A graphics processing unit (GPU) is a specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the building of images in a frame buffer intended for output to a display.


title: Transistor count

text: The designer refers to the technology company that designs the logic of the integrated circuit chip (such as Nvidia and AMD). The manufacturer refers to the semiconductor company that fabricates the chip using its semiconductor manufacturing process at a foundry (such as TSMC and Samsung Semiconductor). The transistor count in a chip is dependent on a manufacturer's fabrication process, with smaller semiconductor nodes typically enabling higher transistor density and thus higher transistor counts.


title: Transistor count

text: The random-access memory (RAM) that comes with GPUs (such as VRAM, SGRAM or HBM) greatly increase the total transistor count, with the memory typically accounting for the majority of transistors in a graphics card. For example, Nvidia's Tesla P100 has 15billion FinFETs (16 nm) in the GPU in addition to 16GB of HBM2 memory, totaling about 150billion MOSFETs on the graphics card. The following table does not include the memory. For memory transistor counts, see the "Memory" section below.


title: Transistor count

text: A field-programmable gate array (FPGA) is an integrated circuit designed to be configured by a customer or a designer after manufacturing.


title: Transistor count

text: Semiconductor memory is an electronic data storage device, often used as computer memory, implemented on integrated circuits. Nearly all semiconductor memory since the 1970s have used MOSFETs (MOS transistors), replacing earlier bipolar junction transistors. There are two major types of semiconductor memory, random-access memory (RAM) and non-volatile memory (NVM). In turn, there are two major RAM types, dynamic random-access memory (DRAM) and static random-access memory (SRAM), as well as two major NVM types, flash memory and read-only memory (ROM).


title: Transistor count

text: Typical CMOS SRAM consists of six transistors per cell. For DRAM, 1T1C, which means one transistor and one capacitor structure, is common. Capacitor charged or not is used to store 1 or 0. For flash memory, the data is stored in floating gate, and the resistance of the transistor is sensed to interpret the data stored. Depending on how fine scale the resistance could be separated, one transistor could store up to 3-bits, meaning eight distinctive level of resistance possible per transistor. However, the fine the scale comes with cost of repeatability therefore reliability. Typically, low grade 2-bits MLC flash is used for flash drives, so a 16 GB flash drive contains roughly 64 billion transistors.


title: Transistor count

text: For SRAM chips, six-transistor cells (six transistors per bit) was the standard. DRAM chips during the early 1970s had three-transistor cells (three transistors per bit), before single-transistor cells (one transistor per bit) became standard since the era of 4Kb DRAM in the mid-1970s. In single-level flash memory, each cell contains one floating-gate MOSFET (one transistor per bit), whereas multi-level flash contains 2, 3 or 4 bits per transistor.


title: Transistor count

text: Flash memory chips are commonly stacked up in layers, up to 128-layer in production, and 136-layer managed, and available in end-user devices up to 69-layer from manufacturers.


title: Transistor count

text: Before transistors were invented, relays were used in commercial tabulating machines and experimental early computers. The world's first working programmable, fully automatic digital computer, the 1941 Z3 22-bit word length computer, had 2,600 relays, and operated at a clock frequency of about 4–5 Hz. The 1940 Complex Number Computer had fewer than 500 relays, but it was not fully programmable. The earliest practical computers used vacuum tubes and solid-state diode logic. ENIAC had 18,000 vacuum tubes, 7,200 crystal diodes, and 1,500 relays, with many of the vacuum tubes containing two triode elements.


title: Transistor count

text: The second generation of computers were transistor computers that featured boards filled with discrete transistors, solid-state diodes and magnetic memory cores. The experimental 1953 48-bit Transistor Computer, developed at the University of Manchester, is widely believed to be the first transistor computer to come into operation anywhere in the world (the prototype had 92 point-contact transistors and 550 diodes). A later version the 1955 machine had a total of 250 junction transistors and 1300 point-contact diodes. The Computer also used a small number of tubes in its clock generator, so it was not the first transistorized. The ETL Mark III, developed at the Electrotechnical Laboratory in 1956, may have been the first transistor-based electronic computer using the stored program method. It had about "130 point-contact transistors and about 1,800 germanium diodes were used for logic elements, and these were housed on 300 plug-in packages which could be slipped in and out." The 1958 decimal architecture IBM 7070 was the first transistor computer to be fully programmable. It had about 30,000 alloy-junction germanium transistors and 22,000 germanium diodes, on approximately 14,000 Standard Modular System (SMS) cards. The 1959 MOBIDIC, short for "MOBIle DIgital Computer", at 12,000 pounds (6.0 short tons) mounted in the trailer of a semi-trailer truck, was a transistorized computer for battlefield data.


title: Transistor count

text: The third generation of computers used integrated circuits (ICs). The 1962 15-bit Apollo Guidance Computer used "about 4,000 "Type-G" (3-input NOR gate) circuits" for about 12,000 transistors plus 32,000 resistors.


title: Transistor count

text: The IBM System/360, introduced 1964, used discrete transistors in hybrid circuit packs. The 1965 12-bit PDP-8 CPU had 1409 discrete transistors and over 10,000 diodes, on many cards. Later versions, starting with the 1968 PDP-8/I, used integrated circuits. The PDP-8 was later reimplemented as a microprocessor as the Intersil 6100, see below.


title: Transistor count

text: The next generation of computers were the microcomputers, starting with the 1971 Intel 4004. which used MOS transistors. These were used in home computers or personal computers (PCs).


title: Transistor count

text: This list includes early transistorized computers (second generation) and IC-based computers (third generation) from the 1950s and 1960s.


title: Transistor count

text: Historically, each processing element in earlier parallel systems—like all CPUs of that time—was a serial computer built out of multiple chips. As transistor counts per chip increases, each processing element could be built out of fewer chips, and then later each multi-core processor chip could contain more processing elements.


title: Transistor count

text: Brunel University Scape (single-chip array-processing element): (1983) 256 pixel processors per chip, 120,000 to 140,000 transistors per chip.


title: Transistor count

text: The transistor density is the number of transistors that are fabricated per unit area, typically measured in terms of the number of transistors per square millimeter (mm). The transistor density usually correlates with the gate length of a semiconductor node (also known as a semiconductor manufacturing process), typically measured in nanometers (nm). , the semiconductor node with the highest transistor density is TSMC's 5 nanometer node, with 171.3million transistors per square millimeter (note this corresponds to a transistor-transistor spacing of 76.4 nm, far greater than the relative meaningless "5nm")


title: Auxiliary verb

text: An auxiliary verb (abbreviated ) is a verb that adds functional or grammatical meaning to the clause in which it occurs, so as to express tense, aspect, modality, voice, emphasis, etc. Auxiliary verbs usually accompany an infinitive verb or a participle, which respectively provide the main semantic content of the clause. An example is the verb "have" in the sentence "I have finished my lunch." Here, the auxiliary "have" helps to express the perfect aspect along with the participle, "finished". Some sentences contain a chain of two or more auxiliary verbs. Auxiliary verbs are also called helping verbs, helper verbs, or (verbal) auxiliaries. Research has been conducted into split inflection in auxiliary verbs.


title: Auxiliary verb

text: Below are some sentences that contain representative auxiliary verbs from English, Spanish, German and French, with the auxiliary verb marked in bold:


title: Auxiliary verb

text: These auxiliaries help express a question, show tense/aspect, or form passive voice. Auxiliaries like these typically appear with a full verb that carries the main semantic content of the clause.


title: Auxiliary verb

text: Auxiliary verbs typically help express grammatical tense, aspect, mood, and voice. They generally appear together with an infinitive. The auxiliary is said to "help" the infinitive. The auxiliary verbs of a language form a closed class, i.e., there is a fixed, relatively small number of them.


title: Auxiliary verb

text: Widely acknowledged verbs that can serve as auxiliaries in English and many related languages are the equivalents of "be" to express passive voice, and "have" (and sometimes "be") to express perfect aspect or past time reference.


title: Auxiliary verb

text: In some treatments, the copula "be" is classed as an auxiliary even though it does not "help" another verb, e.g.,


title: Auxiliary verb

text: Definitions of auxiliary verbs are not always consistent across languages, or even among authors discussing the same language. Modal verbs may or may not be classified as auxiliaries, depending on the language. In the case of English, verbs are often identified as auxiliaries based on their grammatical behavior, as described below. In some cases, verbs that function similarly to auxiliaries, but are not considered full members of that class (perhaps because they carry some independent lexical information), are called "semi-auxiliaries". In French, for example, verbs such as "devoir" (have to), "pouvoir" (be able to), "aller" (be going to), "vouloir" (want), "faire" (make), and "laisser" (let), when used together with the infinitive of another verb, can be called semi-auxiliaries. There has also been a study on auxiliary verb constructions in Dravidian languages.


title: Auxiliary verb

text: The following sections consider auxiliary verbs in English. They list auxiliary verbs, then present the diagnostics that motivate this special class (subject-auxiliary inversion and negation with "not"). The modal verbs are included in this class, due to their behavior with respect to these diagnostics.


title: Auxiliary verb

text: The status of "dare (not)", "need (not)", and "ought (to)" is debatable and the use of these verbs as auxiliaries can vary across dialects of English. If the negative forms "can't", "don't", "won't", etc. are viewed as separate verbs (and not as contractions), then the number of auxiliaries increases. The verbs "do" and "have" can also function as full verbs or as light verbs, which can be a source of confusion about their status. The modal verbs ("can", "could", "may", "might", "must", "shall", "should", "will", "would", and "dare", "need" and "ought" when included) form a subclass of auxiliary verbs. Modal verbs are defective insofar as they cannot be inflected, nor do they appear as gerunds, infinitives, or participles.


title: Auxiliary verb

text: The following table summarizes the auxiliary verbs in standard English and the meaning contribution to the clauses in which they appear. Many auxiliary verbs are listed more than once in the table based upon discernible differences in use.


title: Auxiliary verb

text: Deontic modality expresses an ability, necessity, or obligation that is associated with an agent subject. Epistemic modality expresses the speaker's assessment of reality or likelihood of reality. Distinguishing between the two types of modality can be difficult, since many sentences contain a modal verb that allows both interpretations.


title: Auxiliary verb

text: African American Vernacular English makes a variety of finer tense/aspect distinctions than other dialects of English by making use of unique variant forms of, in particular: habitual 'be', reduced 'done' (dən), and stressed 'been' (BIN):


title: Auxiliary verb

text: The verbs listed in the previous section can be classified as auxiliaries based upon two diagnostics: they allow subject–auxiliary inversion (the type of inversion used to form questions etc.) and (equivalently) they can take "not" as a postdependent (a dependent that follows its head). The following examples illustrate the extent to which subject–auxiliary inversion can occur with an auxiliary verb but not with a full verb:


title: Auxiliary verb

text: (The asterisk * is the means commonly used in linguistics to indicate that the example is grammatically unacceptable or that a particular construction has never been attested in use.) The following examples illustrate that the negation "not" can appear as a postdependent of a finite auxiliary verb, but not as a postdependent of a finite full verb:


title: Auxiliary verb

text: A third diagnostic that can be used for identifying auxiliary verbs is verb phrase ellipsis. See the article on verb phrase ellipsis for examples.


title: Auxiliary verb

text: These criteria lead to the copula "be" and non-copular use of "be" as an existential verb being considered an auxiliary (it undergoes inversion and takes postdependent "not", e.g., "Is she the boss?", "She is not the boss", "Is there a God?", "There is a God"). However, if one defines "auxiliary verb" as a verb that somehow "helps" another verb, then the copula "be" is not an auxiliary, because it appears without another verb. The literature on auxiliary verbs is somewhat inconsistent in this area.


title: Auxiliary verb

text: There are also some properties that some but not all auxiliary verbs have. Their presence can be used to conclude that the verb is an auxiliary, but their absence does not guarantee the converse. One such property is to have the same form in the present tense, also for the first and the third person singular. This in particular is typical for "modal" auxiliary verbs, such as "will" and "must". (Examples: "He will come tomorrow", "she must do it at once", not "he wills" or "she musts".)


title: Auxiliary verb

text: Some syntacticians distinguish between auxiliary verbs and light verbs. The two are similar insofar as both verb types contribute mainly just functional information to the clauses in which they appear. Hence both do not qualify as separate predicates, but rather they form part of a predicate with another expression - usually with a full verb in the case of auxiliary verbs and usually with a noun in the case of light verbs.


title: Auxiliary verb

text: In English, light verbs differ from auxiliary verbs in that they cannot undergo inversion and they cannot take "not" as a postdependent. The verbs "have" and "do" can function as auxiliary verbs or as light verbs (or as full verbs). When they are light verbs, they fail the inversion and negation diagnostics for auxiliaries, e.g.


title: Auxiliary verb

text: Note that in some dialects (for example, the West and South West dialects of Hiberno-English), the inversion test may sound correct to native speakers.


title: Auxiliary verb

text: Sometimes the distinction between auxiliary verbs and light verbs is overlooked or confused. Certain verbs (e.g., "used to", "have to", etc.) may be judged as light verbs by some authors, but as auxiliaries by others.


title: Defense of the Ancients

text: Defense of the Ancients (DotA) is a multiplayer online battle arena (MOBA) mod for the video game "" (2002) and its expansion, "The Frozen Throne". The objective of the game is for each team to destroy their opponents' Ancient, a heavily guarded structure at the opposing corner of the map. Players use powerful units known as heroes, and are assisted by allied teammates and AI-controlled fighters. As in role-playing games, players level up their heroes and use gold to buy equipment during the game.


title: Defense of the Ancients

text: "DotA" has its roots in the "Aeon of Strife" custom map for "StarCraft". The scenario was developed with the "World Editor" of "Reign of Chaos", and was updated upon the release of its expansion, "The Frozen Throne". There have been many variations of the original concept, the most popular being "DotA Allstars", eventually simplified to "DotA". The mod has been maintained by several authors during development, with the pseudonymous designer known as IceFrog maintaining the game since the mid-2000s.


title: Defense of the Ancients

text: "DotA" became a feature at several worldwide tournaments, including Blizzard Entertainment's BlizzCon and the Asian World Cyber Games. Critical reception to "DotA" was positive, and it has been called one of the most popular mods of any game. "DotA" is largely attributed as being the most significant inspiration for the MOBA genre. American video game developer Valve acquired the intellectual property rights to "DotA" in 2009 to develop a franchise, beginning with "Dota 2" in 2013.


title: Defense of the Ancients

text: "Defense of the Ancients" pits two teams of players against each other. Players on the "Sentinel" team are based at the southwest corner of the map, and those on the "Scourge" team are based in the northeast. Each base is defended by towers and waves of units which guard the main paths leading to their base. In the center of each base is the "Ancient", the building that must be destroyed to win the game.


title: Defense of the Ancients

text: Each player controls one hero, a powerful unit with unique abilities. In "DotA", players on each side can choose one of more than a hundred heroes, each with different abilities and tactical advantages. The scenario is highly team-oriented; it is difficult for one player to carry the team to victory alone. "DotA" allows up to ten players in a five-versus-five format.


title: Defense of the Ancients

text: Because the gameplay revolves around strengthening individual heroes, it does not require focus on resource management and base-building, unlike most traditional real-time strategy games. Killing computer-controlled or neutral units earns the player experience points; the player gains a level when enough experience is accumulated. Leveling up improves the hero's toughness and the damage they inflict, and allows players to upgrade spells or skills. In addition to accumulating experience, players also manage a single resource of gold. The typical resource-gathering of "Warcraft III" is replaced by a combat-oriented money system; in addition to a small periodic income, heroes earn gold by killing or destroying hostile units, base structures, and enemy heroes. This creates an emphasis on "last-hitting" to land the killing blow and receive the experience and gold for doing so. Using gold, players buy items to strengthen their hero and gain abilities; certain items can be combined with recipes to create more powerful items. Buying items that suit one's hero is an important tactical element of the mod.


title: Defense of the Ancients

text: "DotA" offers a variety of game modes, selected by the game host at the beginning of the match. The game modes dictate the difficulty of the scenario, as well as whether players can choose their hero or are assigned one randomly. Many game modes can be combined, allowing more flexible options.


title: Defense of the Ancients

text: Blizzard Entertainment's 1998 real-time strategy game "StarCraft" shipped with a campaign editor that allowed players to create custom levels, complete with scripted triggers. One such custom map was "Aeon of Strife". Instead of controlling multiple units and managing buildings, players controlled a single hero unit as they fought against waves of enemies.


title: Defense of the Ancients

text: Blizzard followed "StarCraft" with the real-time strategy game "" in 2002. As with "" and "StarCraft", Blizzard included a free "World Editor" in the game that allows players to create custom scenarios or maps for the game, which can be played online with other players through Battle.net. "Warcraft III" also featured powerful hero units that leveled up and could equip items to boost their abilities, and the "World Editor" enabled mapmakers to create their own. Taking inspiration from "Aeon of Strife" and using the expanded capabilities of the "World Editor", modder Kyle "Eulogizing" Sommer created the first version of "Defense of the Ancients" in 2003. The heroes could now sport different abilities and level up skills and equipment. After the release of "Warcraft III"s expansion "The Frozen Throne", which added new features to the "World Editor", Eul did not update the scenario and made his map code open-source. Other mapmakers produced "Defense of the Ancients" spinoffs that added new heroes, items, and features. Among the "DotA" variants created in the wake of Eul's map, there was "DotA Allstars", originally created and developed by custom map makers Meian and Ragn0r, who took the most popular heroes and compiled them into one map. In March 2004, map maker Steve "Guinsoo" Feak assumed control of "Allstars" development. Feak said when he began developing "DotA Allstars", he had no idea how popular the game would eventually become. Feak added a recipe system for items so that player's equipment would scale as they grew more powerful, as well as a powerful boss character called Roshan (named after his bowling ball) who required an entire team to defeat.


title: Defense of the Ancients

text: Feak used a Battle.net chat channel as a place for "DotA" players to congregate, but "DotA Allstars" had no official site for discussions and hosting. Subsequently, the leaders of the "DotA Allstars" clan, TDA, proposed that a dedicated web site be created to replace the various online alternatives that were infrequently updated or improperly maintained. TDA member Steve "Pendragon" Mescon created an official community site, dota-allstars.com.


title: Defense of the Ancients

text: Towards the end of his association with the map in 2005, Feak handed over control to another developer. The new author, IceFrog, added new features, heroes, and fixes. IceFrog was at one time highly reclusive, refusing to give interviews; the only evidence of his authorship was the map maker's email account on the official website and the name branded on the game's loading screen. "Defense of the Ancients" was maintained via official forums. Users posted ideas for new heroes or items, some of which were added to the map. IceFrog would quickly update the map in response to feedback. Mescon maintained dota-allstars.com, which by May 2009 had over 1,500,000 registered users and received over one million unique visitors every month. Mescon's sale of the domain to Riot Games split the "DotA" community, and IceFrog announced a new official site, playdota.com, while continuing game development.


title: Defense of the Ancients

text: Because "Warcraft III" custom games have none of the features designed to improve game quality (matchmaking players based on connection speed, etc.), various programs were used to maintain "Defense of the Ancients". External tools pinged player's locations, and games could be named to exclude geographic regions. Clans and committees such as TDA maintained their own official list of rules and regulations, and players could be kicked from matches by being placed on "banlists". While increasingly popular, "DotA Allstars" remained limited as a custom map in "Warcraft III", relying on manual matchmaking, updates, and containing no tutorials.


title: Defense of the Ancients

text: "Computer Gaming World" featured "DotA Allstars" in a 2004 review of new maps and mods in "Warcraft III", and in the following years "DotA Allstars" became a fixture at esports tournaments. Its refined gameplay and high skill level made the game extremely popular in a competitive setting. It debuted at Blizzard's BlizzCon convention in 2005. "DotA Allstars" was also featured in the Malaysia and Singapore World Cyber Games starting in 2005, and the World Cyber Games Asian Championships beginning with the 2006 season. "Defense of the Ancients" was included in the game lineup for the internationally recognized Cyberathlete Amateur League and CyberEvolution leagues. Additionally, the scenario appeared in Electronic Sports World Cup (ESWC) 2008; Oliver Paradis, ESWC's competition manager, noted that the high level of community support behind the scenario, as well as its worldwide appeal, were among the reasons it was chosen.


title: Defense of the Ancients

text: The scenario was extremely popular in many parts of the world, especially in Europe and Asia. In the Philippines and Thailand, it was played as much as the game "Counter-Strike". It was also popular in Sweden and other Northern European countries, where the "Defense of the Ancients"-inspired song "Vi sitter i Ventrilo och spelar DotA" by Swedish musician Basshunter cracked the top ten singles charts in Sweden, Norway, and Finland. LAN tournaments were a major part of worldwide play, including tournaments in Sweden and Russia; however, due to a lack of LAN tournaments and championships in North America, several teams disbanded.


title: Defense of the Ancients

text: Michael Walbridge, writing for Gamasutra in 2008, stated that "DotA" "is likely the most popular and most-discussed free, non-supported game mod in the world". In pointing to the strong community built around the game, Walbridge stated that "DotA" showed it is much easier for a community game to be maintained by the community, and this is one of the maps' greatest strengths. Former game journalist Luke Smith called "DotA" "the ultimate RTS". Blizzard pointed to DotA as an example of what dedicated mapmakers can create using developer's tools.


title: Defense of the Ancients

text: "Defense of the Ancients" helped spur the development of the multiplayer online battle arena (MOBA) genre. It was one of the influences for the 2009 Gas Powered Games title "Demigod", with the video game publication GameSpy noting the game's premise revolved around aspiring gods "[playing] "DotA" in real life". Feak went on to apply many of the mechanics and lessons he learned from "Defense of the Ancients" to the Riot Games title "League of Legends". Other ""DotA" clones" include S2 Games' "Heroes of Newerth". Blizzard Entertainment developed a game inspired by "DotA" titled "Heroes of the Storm", which features an array of heroes from Blizzard's franchises, including numerous heroes from "Warcraft III." The MOBA design "DotA" popularized also made its way into games that deviated from the mod's top-down perspective, such as third-person shooters and side-scrolling platformers. "DotA" also typified the MOBA genre's reputation for unfriendly and toxic behavior as well as a difficult learning curve for new players.


title: Defense of the Ancients

text: In October 2009, IceFrog was hired by Valve to lead a team to develop the standalone sequel, "Dota 2". The game follows heavily in the gameplay style of "DotA", with aesthetics and heroes working mostly as direct ports to the original mod. In addition to the pre-conceived gameplay constants, "Dota 2" also features Steam support and profile tracking, intended to emphasize and support the game's matchmaking and community. The marketing and trademark of "Dota" as a franchise by Valve faced opposition from the "DotA Allstars" contributors working at Riot Games, as well as Blizzard Entertainment, both of which legally challenged the franchising of "Dota" by Valve. The legal dispute was conceded in May 2012, with Valve gaining franchising rights for commercial use to the trademark, while non-commercial use remains open to the public. "Dota 2" was officially released in July 2013.


title: Pangasinan

text: Pangasinan, officially the Province of Pangasinan (, ; ; ) is a coastal province in the Philippines located in the Ilocos Region of Luzon. Its capital is Lingayen. Pangasinan is in the western area of Luzon along the Lingayen Gulf and the South China Sea. It has a total land area of . According to the 2020 census it has a population of 3,163,190. The official number of registered voters in Pangasinan is 1,651,814. The western portion of the province is part of the homeland of the Sambal people, while the central and eastern portions are the homeland of the Pangasinan people. Due to ethnic migration, the Ilocano people settled in the province.


title: Pangasinan

text: Pangasinan is the name of the province, the people and the spoken language. Indigenous Pangasinan speakers are estimated to number at least 2 million. The Pangasinan language, which is official in the province, is one of the officially recognized regional languages in the Philippines. In Pangasinan there were several ethnic groups that enriched the cultural fabric of the province. Almost all of the people are Pangasinans and the rest are descendants of Bolinao and Ilocano that settled the eastern and western parts of the province. Pangasinan is spoken as a second-language by many of the ethnic minorities in Pangasinan. The secondary ethnic groups are the Bolinao-speaking Zambals, and Ilocanos.


title: Pangasinan

text: The name "Pangasinan" means "place of salt" or "place of salt-making"; it is derived from the prefix "pang", meaning "for", the root word "asin", meaning "salt”, and suffix "an", signifying "location". The Spanish form of the province's name, "Pangasinán", remains predominant, albeit without diacritics and so does its pronunciation: . The province is a major producer of salt in the Philippines. Its major products include bagoong ("salted-krill") and alamang ("shrimp-paste").


title: Pangasinan

text: Pangasinan was founded by Austronesian peoples who called themselves "Anakbanwa" circa 2500 BCE. A kingdom called "Luyag na Caboloan" which expanded to incorporate much of northwestern Luzon existed in Pangasinan before the Spanish conquest in the 16th century. The Kingdom of "Luyag na Kaboloan" was known as the Wangdom of Pangasinan in Chinese records. The ancient Pangasinan people were skilled navigators and the maritime trade network that once flourished in ancient Luzon connected Pangasinan with other peoples of Southeast Asia, India, China, Japan and the rest of the Pacific. The ancient kingdom of Luyag na Caboloan was in fact mentioned in Chinese and Indian records as being an important kingdom on ancient trade routes.


title: Pangasinan

text: Popular tourist attractions in Pangasinan include the Hundred Islands National Park in Alaminos the white-sand beaches of Bolinao and Dasol. Dagupan City is known for its Bangus Festival ("Milkfish Festival"). Pangasinan is also known for its mangoes and ceramic oven-baked Calasiao "puto" ("native rice cake"). Pangasinan occupies a strategic geo-political position in the central plain of Luzon. Pangasinan has been described as the gateway to northern Luzon.


title: Pangasinan

text: The Pangasinan people, like most of the people in the Malay Archipelago, are descendants of the Austronesian-speakers who settled in Southeast Asia in prehistoric times. Comparative genetics, linguistics and archaeological studies locate the origin of the Austronesian languages in Sundaland which was populated as early as 50,000 years ago by modern humans. The Pangasinan language is one of many languages that belongs to the Malayo-Polynesian languages branch of the Austronesian languages family.


title: Pangasinan

text: A vast maritime trade network connected the distant Austronesian settlements in Southeast Asia, the Pacific and the Indian Ocean. The Pangasinan people were part of this ancient Austronesian civilization.


title: Pangasinan

text: The ancient Austronesian-speakers were expert navigators. Their outrigger canoes and sailboats were capable of crossing the distant seas. The Malagasy sailed from the Malay archipelago to Madagascar and possibly reached Africa. As the possible predecessors of the Polynesians, large seagoing canoes called "bangka" ("vaka" in several Polynesian dialects and "waka" in Maori) were first developed by Austronesians in the Philippine archipelago. Bangka were used to establish long-distance trade networks with Pacific islands from the Micronesian island nations of Guam and Palau, as far away as Hawaii and Easter Island and possibly the Pacific coastline of the Americas. Proof of these trade exchanges are the prevalence of "kumara" or sweet potato in the Pacific Islands which is endemic to South America and the abundance of chicken bones in ancient South American archaeological dig sites whose closest genetic relatives are those of chickens from Asia. At least three hundred years before the arrival of Europeans the Makasar and the Bugis from Sulawesi as well as the Sama-Bajaus of the Malay Archipelago carried out long-distance commerce with their "prau" or "paraw" ("sailboat") establishing settlements in north Australia which they called "Marege".


title: Pangasinan

text: Pangasinan was founded by Austronesian peoples who called themselves "Anakbanwa" during the Austronesian expansion from Taiwan and Southern China circa 5000–2500 BCE or the Austronesian dispersal from Sundaland at least 7,000 years after the last Ice Age. "Anakbanwa" means "child of "banwa."" "Banwa" (also spelled "banua" or "vanua") is an Austronesian concept that could mean territory, homeland, habitat, society, civilization or cosmos. The Pangasinan people identified or associated "banwa" with the sun which was their symbol for their "banwa". The Pangasinan people are closely related to the Ibaloi in the neighboring province of Benguet and other peoples of Luzon. The "Anakbanwa" established their settlements on the banks of the Agno River and the coasts of the Lingayen Gulf. The coastal area came to be known as "Pangasinan" and the interior area came to be known as "Kaboloan". Eventually the people and the language came to be known as Pangasinan. Archaeological evidence as well as early Chinese and Indian records show that the inhabitants of Pangasinan traded with India, Arabia, China and Japan as early as the 8th century CE.


title: Pangasinan

text: The Wangdom of Pangasinan (as known in Chinese records), known locally as the ancient kingdom of "Luyag na Caboloan" (also spelled "Kaboloan"), was located in the fertile Agno River valley with its capital in "Binalatongan". Around the same period the Srivijaya and Majapahit empires arose in Indonesia and extended their influence to much of the Malay Archipelago. Urduja/Udaya, a legendary woman warrior who Ibn Battuta called a rival of the Mongol Empire, is believed to have ruled in Pangasinan around the 14th century. The "Luyag na Caboloan" expanded the territory and influence of Pangasinan to what are now the neighboring provinces of Tarlac, La Union, Zambales, Nueva Ecija, Aurora (province), Quirino, and Benguet. Pangasinan enjoyed full independence until the Spanish conquest.


title: Pangasinan

text: In the sixteenth-century Pangasinan was called the "Port of Japan" by the Spanish. The locals wore native apparel typical of other maritime Southeast Asian ethnic groups in addition to Japanese and Chinese silks. Even common people were clad in Chinese and Japanese cotton garments. They blackened their teeth and were disgusted by the white teeth of foreigners which were likened to that of animals. They used porcelain jars typical of Japanese and Chinese households. Japanese-style gunpowder weapons were encountered in naval battles in the area. In exchange for these goods traders from all over Asia would come to trade primarily for gold and slaves but also deerskins, civet and other local products. Other than a notably more extensive trade network with Japan and China they were culturally similar to other Luzon groups to the south.


title: Pangasinan

text: Pangasinans were also described as a warlike people who were known for their resistance to Spanish conquest. Bishop Domingo Salazar described Pangasinans as the fiercest and cruelest in the land. They were untouched by Christianity but like Christians they used vintage wine in small quantities for sacramental practices. The church bragged that they, not the Spanish military, won the northern part of the Philippines for Spain. The church was strict with adulterers with the punishment being death for both parties. Pangasinans were known to take defeated Zambal, (Aeta) and Negrito warriors to sell as slaves to Chinese traders.


title: Pangasinan

text: In 1324, Odoric of Pordenone, a Franciscan missionary from Friuli, Italy, is believed by some to have celebrated a Catholic Mass and baptized natives at Bolinao. In July 2007, memorial markers were set up in Bolinao to commemorate Odoric's journey based on a publication by Luigi Malamocco. The 1324 mass would have predated the mass held in 1521 by Ferdinand Magellan which is generally regarded as the first mass in the Philippines by some 197 years. However, historian William Henry Scott concluded after examining Oderic's writings about his travels that he likely never set foot on Philippine soil and if he did there is no reason to think that he celebrated mass.


title: Pangasinan

text: On April 27, 1565, the Spanish conquistador Miguel López de Legazpi arrived in the Philippine islands with about 500 soldiers and established a Spanish settlement. On May 24, 1570, the Spanish forces defeated Rajah Sulayman and other rulers of Manila and later declared Manila as the new capital of the Spanish East Indies. After securing Manila the Spanish forces continued to conquer the rest of the island of Luzon including Pangasinan.


title: Pangasinan

text: In 1571 the Spanish conquest of Pangasinan began with an expedition by the Spanish conquistador Martín de Goiti who came from the Spanish settlement in Manila through Pampanga. About a year later another Spanish conquistador, Juan de Salcedo, sailed to Lingayen Gulf and landed at the mouth of the Agno River. Limahong, a Chinese pirate, fled to Pangasinan after his fleet was driven away from Manila in 1574. Limahong failed to establish a colony in Pangasinan, as an army led by Juan de Salcedo chased him out of Pangasinan after a seven-month siege.


title: Pangasinan

text: Pangasinan as a province dates back to an administrative and judicial district, with Lingayen as the capital, as early as 1580 but its territorial boundaries were first delineated in 1611. Lingayen has remained the capital of the province except for a brief period during the revolutionary Era when San Carlos served as temporary administrative headquarters and during the slightly longer Japanese Occupation when Dagupan was the capital.


title: Pangasinan

text: The province of Pangasinan was formerly classified as an "alcaldía mayor de término" or first class civil province during the Spanish regime and has remained a first class-A province up to the present day. Its territorial jurisdiction once included the entire province of Zambales and portions of what are now Tarlac and La Union provinces.


title: Pangasinan

text: Andres Malong, a native chief of the town of Binalatongan (now named San Carlos City), liberated the province from Spanish rule in December 1660. The people of Pangasinan proclaimed Andres Malong "Ari na Pangasinan" ("King of Pangasinan"). Pangasinan armies attempted to liberate the neighboring provinces of Pampanga and Ilocos, but were repelled by a Spanish-led coalition of loyalist tribal warriors and mercenaries. In February 1661, the newly independent Kingdom of Pangasinan fell to the Spanish.


title: Pangasinan

text: On November 3, 1762, the people of Pangasinan proclaimed independence from Spain after a rebellion led by Juan de la Cruz Palaris. The Pangasinan revolt was sparked by news that Manila had fallen to the British on October 6, 1762. The Traité de Paris ended the Seven Years' War between Britain, France and Spain on March 1, 1763. On January 16, 1765, Juan de la Cruz Palaris was captured and Pangasinan independence was lost again.


title: Pangasinan

text: The Katipunan, a nationalist secret society, was founded on July 7, 1892, with the aim of uniting the peoples of the Philippines in the fight for independence and religious freedom. The Philippine Revolution began on August 26, 1896, and was led by the leader of the Katipunan, Andres Bonifacio. On November 18, 1897, a Katipunan council was formed in western Pangasinan with Presidente Generalisimo Roman Manalang and General Mauro Ortiz. General Emilio Aguinaldo proclaimed Philippine independence on June 12, 1898. Dagupan City, the major commercial center of Pangasinan, was surrounded by Katipunan forces on July 18, 1898. The Battle of Dagupan lasted from July 18 to 23 of that year with the surrender of 1,500 Spanish soldiers under Commander Federico J. Ceballos and Governor Joaquin de Orengochea.


title: Pangasinan

text: The Battle of Dagupan was fought by local Katipuneros under the command of General Francisco Makabulos and the last remnants of the once mighty Spanish Army under General Francisco Ceballos. Three local heroes fought in the five-day battle, Don Daniel Maramba of Santa Barbara, Don Vicente Prado of San Jacinto and Don Juan Quezada of Dagupan. Their armies amassed in Dagupan making a last stand at the brick-walled Catholic Church.


title: Pangasinan

text: Maramba led the liberation of the town of Santa Barbara on March 7, 1898, following a signal for simultaneous attack from Makabulos. Hearing that Santa Barbara fell to the rebels Spanish forces in Dagupan attempted to retake the town but were repelled by Maramba's forces. After the setback the Spanish decided to concentrate their forces in Lingayen in order to protect the provincial capital. This allowed Maramba to expand his operations to include Malasiqui, Urdaneta and Mapandan which he defeated in succession. He then defeated the town of Mangaldan before proceeding to the last Spanish garrison in Dagupan. On March 7, 1898, rebels under the command of Prado and Quesada attacked convents in the province of Zambales which now constitute western Pangasinan.


title: Pangasinan

text: Attacked and brought under Filipino control were Alaminos, Agno, Anda, Alos, Bani, Balincaguin, Bolinao, Dasol, Eguia and Potot. The revolt then spread to Labrador, Sual, Salasa and many other towns in the west. The towns of Sual, Labrador, Lingayen, Salasa and Bayambang were occupied first by the forces of Prado and Quesada before they attacked Dagupan.


title: Pangasinan

text: On April 17, 1898, General Makabulos appointed Prado to politico-military governor of Pangasinan with Quesada as his second in command. In May 1898 General Emilio Aguinaldo returned from his exile in Hong Kong following the signing of the Pact of Biac-na-Bato in December 1897. Aguinaldo's return gave renewed the flames of the revolution. On June 3, 1898, General Makabulos entered Tarlac.


title: Pangasinan

text: So successful were the Filipinos in their many pitched battles against the Spanish that on June 30, 1898, Spanish authorities decided to evacuate all forces to Dagupan for a last stand against the rebels. They were ordered to go to Dagupan were all civilian and military personnel, including members of the volunteer locales of towns not yet in rebel hands. Those who heeded this order were the volunteer forces of Mangaldan, San Jacinto, Pozorrubio, Manaoag, and Villasis. Among the items brought to Dagupan was the image of the Most Holy Rosary of the Virgin of Manaoag which was the patron saint of Pangasinan.


title: Pangasinan

text: The siege began when the forces of Maramba and Prado converged in Dagupan on July 18, 1898. The arrival of General Makabulos strengthened the rebel forces until the Spanish, holed up inside the Catholic Church, waved the flag of surrender five days later. The poorly armed Filipinos were no match for the Spanish soldiers holed inside the Church. The tempo of battle changed when the attackers under the command of Don Vicente Prado devised a crude means of protection to shield them from Spanish fire while advancing. They used trunks of bananas bundled up in sawali which enabled them to move upon the Church.


title: Pangasinan

text: On November 30, 1903, several municipalities from northern Zambales including Agno, Alaminos, Anda, Bani, Bolinao, Burgos, Dasol, Infanta and Mabini were ceded to Pangasinan by the American colonial government. These municipalities were a part of the homeland of the Sambal people who wanted to remain within the Zambales province. This 1903 colonial decision has yet to be reverted.


title: Pangasinan

text: Pangasinan and other parts of the Spanish East Indies were ceded to the Americans after the Treaty of Paris, which ended the Spanish–American War. During the Philippine–American War Lieutenant Col. José Torres Bugallón of Salasa fought together with Gen. Antonio Luna to defend the First Philippine Republic against American colonization in Northern Luzon. Bugallon was killed in battle on February 5, 1899. The First Philippine Republic was abolished in 1901. In 1907 the Philippine Assembly was established and for the first time five residents of Pangasinan were elected as its district representatives. In 1921, Mauro Navarro, representing Pangasinan in the Philippine Assembly, sponsored a law to rename the town of Salasa to Bugallon in honor of General Bugallon.


title: Pangasinan

text: Manuel L. Quezon was inaugurated as the first president of the Commonwealth of the Philippines with collaboration from the United States of America on November 15, 1935.


title: Pangasinan

text: The 21st Infantry Division were stationed in Pangasinan during the pre-World War II era. Anti-Japanese Imperial military operations included the fall of Bataan and Corregidor along with aiding the USAFFE ground force from January to May 1942 and the Japanese Insurgencies and Allied Liberation in Pangasinan from 1942 to 1945.


title: Pangasinan

text: After the declaration of Independence on July 4, 1946, Eugenio Perez, a Liberal Party congressman representing the fourth district of Pangasinan, was elected Speaker of the lower Legislative House. He led the House until 1953 when the Nacionalista Party became the dominant party.


title: Pangasinan

text: Pangasinan, which is historically and geographically part of the Central Luzon Region, is made politically part of the Ilocos Region (Region I) in the gerrymandering of the Philippines by Ferdinand Marcos, despite the fact that Pangasinan has its distinct primary language, which is Pangasinan. The political classification of Pangasinan as part of the Ilocos Region has generated confusion among some Filipinos. The residents of Pangasinan are Ilocanos even though Ilocanos constitute a minority in the province. Pangasinan is an ethnic group with a distinct language and culture. Its economy is larger than the Ilocano provinces of Ilocos Norte, Ilocos Sur and La Union and its population is more than 50 percent of the population of Region 1.


title: Pangasinan

text: In February 1986 Vice Chief of Staff General Fidel V. Ramos, head of the Philippine Integrated National Police and a native of Pangasinan, became an instrumental figure in the EDSA people power revolution which deposed President Ferdinand Marcos.


title: Pangasinan

text: After the downfall of Marcos all local government unit executives were ordered by President Corazon Aquino to vacate their posts. Some local executives were ordered to return to their seats as in the case of Mayor Ludovico Espinosa of Dasol who claimed to have joined UNIDO during the height of the EDSA Revolution. Fidel Ramos was appointed as AFP Chief of Staff and later as Defense Secretary replacing Juan Ponce Enrile. Oscar Orbos, a congressman from Bani, was appointed by Aquino to head the Department of Transportation and Communications and later to Executive Secretary.


title: Pangasinan

text: On May 11, 1992, Fidel V. Ramos ran for President. He became the first Pangasinense President of the Philippines. Under his leadership the Philippines recovered from the oil and power crisis of 1991. His influence sparked the economic growth of Pangasinan when it hosted the 1995 "Palarong Pambansa" (Philippine National Games).


title: Pangasinan

text: Jose de Venecia, who represented the same district as Eugenio Perez, was the second Pangasinense to become Speaker of the House of Representatives in 1992. He was reelected again in 1995. De Venecia was selected by the Ramos' administration party Lakas NUCD to be its presidential candidate in 1998. De Venecia ran but lost to Vice President Joseph Estrada. Oscar Orbos ran for vice president but lost to Senator Gloria Macapagal Arroyo, whose mother, former First Lady Evangelina Macaraeg-Macapagal, hails from Binalonan.


title: Pangasinan

text: Arroyo ascended to the presidency after the second EDSA Revolution when President Joseph Estrada was overthrown.


title: Pangasinan

text: In May 2004 actor-turned-politician Fernando Poe, Jr. of San Carlos City ran for president against incumbent Gloria Macapagal Arroyo. The Pangasinan vote was split by the two presidential candidates, both with Pangasinan roots. Arroyo was elected president but her victory was tainted by charges of electoral fraud and vote-buying.