title: Arlington Road

text: Michael appears to let the matter drop. However, a few days later, Brooke sees Oliver swap cars with a stranger in a parking lot, and follows him to a delivery depot where a number of metal boxes are exchanged. From a pay phone, she leaves Michael a message that his suspicions may have been correct, but is discovered by Cheryl.


title: Arlington Road

text: Michael learns of Brooke's (off-screen) death on the news, where it appears she died in a car crash. The next day, Michael inadvertently discovers that messages left on his answering machine had been erased. Again suspecting foul play, Michael phones Whit about Oliver/William and asks him to check FBI records and records of calls to his home.


title: Arlington Road

text: Michael visits the father of the late Dean Scobee, accused of blowing up a federal building in St. Louis, from where the Langs had moved. The elder Scobee is certain his son was innocent since 10 children died in the bombing. Michael becomes convinced Dean was set up when he sees him in a photo with Brady, with whom Grant is on a Discoverer field trip, and rushes in a panic to retrieve him. Troop leaders tell him that Grant was taken home with Brady. Michael confronts Oliver at his home, where he confirms that his group killed Brooke.


title: Arlington Road

text: The next day Whit accosts Michael, stating the FBI discovered nothing suspicious about Oliver/William or his acquaintances, and says that Michael's 'missing' telephone message was from a pay phone. The following morning, Michael slips out of his house, rents a car under a false name, drives to the pay phone where Brooke made the phone call, and sees a passing delivery vehicle. He follows it to its depot, where he sees some men he recognizes from Oliver's house, and from Discoverer photographs, loading metal boxes into the van.


title: Arlington Road

text: Michael follows the van and is shocked to see Grant at the window. Oliver intercepts Michael's car and beats him, promising to kill Grant. Oliver expounds on his group's anti-government mission, and their current target: the J. Edgar Hoover Building, the FBI's headquarters. Michael overpowers Oliver and drives to the FBI headquarters, calling Whit to warn him.


title: Arlington Road

text: Michael sees a delivery van at the gate to the FBI building and illegally pursues it into the secure parking garage, but discovers that it is a different van and is empty. Whit tells Michael that he is the only unauthorized person in the building. Michael rushes back to his own car, discovering a bomb in the trunk seconds before it detonates. The blast partially collapses the FBI headquarters, as Oliver watches from a distance.


title: Arlington Road

text: A montage of news clips, which portray Michael as a lonewolf terrorist seeking revenge on the FBI for Leah's death, show that the Langs have successfully framed him. Statements from Michael's students (one of whom is a conspirator) support the official story, giving accounts of his erratic and paranoid behavior and implying that he held a dangerous grudge against the FBI. Grant, now orphaned, moves in with relatives, unaware of his father's innocence.


title: Arlington Road

text: In the final scene, Oliver and Cheryl have put their house up for sale and prepare to move to another suburban neighborhood where they will plan their next terrorist attack, as well as look for another fall guy to take the blame for their group's actions as they did with Michael and others before him.


title: Arlington Road

text: Sony paid $6 million to acquire the film's United States distribution rights. It opened at #6 in its opening weekend with $7,515,145 behind "American Pie", "Wild Wild West"s second, "Big Daddy"s third, and "Tarzan" and "The General's Daughter"s fourth weekends. The film eventually grossed $24,756,177 in the United States theatrically.


title: Arlington Road

text: The film holds a 63% rating on Rotten Tomatoes based on 91 reviews. with the site's consensus stating; "A suspenseful thriller led by strong cast performances built around a somewhat implausible story." and a 2/4 rating by Roger Ebert, who wrote of the film:"Arlington Road" is a thriller that contains ideas. Any movie with ideas is likely to attract audiences who have ideas of their own, but to think for a second about the logic of this plot is fatal.


title: Arlington Road

text: The film was initially released on October 26, 1999, by Columbia TriStar Home Video. The DVD was reissued in Superbit on February 12, 2002, by Columbia TriStar Home Entertainment.


title: Arlington Road

text: In April 2021, it was announced a television series adaptation based on the film was in development at Paramount+. The project will be a co-production between CBS Studios and Village Roadshow Television with Pellington and Seth Fisher serving as executive producers.


title: 2011 Cannes Film Festival

text: The 64th Cannes Film Festival was held from 11 to 22 May 2011. American actor Robert De Niro served as the president of the jury for the main competition and French filmmaker Michel Gondry headed the jury for the short film competition. South Korean film director Bong Joon-ho was the head of the jury for the Caméra d'Or prize, which is awarded to the best first-time filmmaker. The American film "The Tree of Life", directed by Terrence Malick won the Palme d'Or.


title: 2011 Cannes Film Festival

text: "Midnight in Paris", written and directed by Woody Allen, opened the festival and "Beloved" ("Les Bien-aimés"), directed by Christophe Honoré and screened as out of competition, closed the festival. Mélanie Laurent hosted the opening and closing ceremonies.


title: 2011 Cannes Film Festival

text: Italian film director Bernardo Bertolucci was presented with the third Honorary Palme d'Or Award at the opening ceremony of the festival. Though the award had been given out sporadically in the past the Honorary Palme d'Or was supposed to presented annually after 2011. However it was not given again until the 2015 Cannes Film Festival. Gus Van Sant's "Restless" opened the Un Certain Regard section. Jailed Iranian film directors Jafar Panahi and Mohammad Rasoulof were honoured at the festival. "Goodbye" by Rasoulof and Panahi's "This Is Not a Film" was screened at the festival, and Panahi was awarded the Carrosse d'Or. Four female directors featured in the main competition: Australian Julia Leigh, Japan's Naomi Kawase, Scottish director Lynne Ramsay and France's own Maïwenn Le Besco.


title: 2011 Cannes Film Festival

text: Danish film director Lars von Trier caused controversy with comments he made at the press conference of his film "Melancholia". When he was asked about the relation between the influences of German Romanticism in the film and his own German heritage, the director made jokes about Jews and Nazis. He said he understood Adolf Hitler and admired the work of architect Albert Speer, and jokingly announced that he was a Nazi. The Cannes Film Festival first issued an official apology for the remarks the same day and clarified that Trier is not a Nazi or an antisemite, then declared the director "persona non grata" the following day. The film remained in competition.


title: 2011 Cannes Film Festival

text: The following people were appointed as the Jury for the feature films of the 2010 Official Selection:


title: 2011 Cannes Film Festival

text: The following films were selected for the competition of Un Certain Regard. The "Prix un certain regard" winners have been highlighted.


title: 2011 Cannes Film Festival

text: The following films were selected to be screened in the Cinéfondation section, which focuses on short films made by students at film schools. The winner of the Cinéfondation First Prize has been highlighted.


title: 2011 Cannes Film Festival

text: The following short films competed for the Short Film Palme d'Or. The Short film Palme d'Or winner has been highlighted.


title: 2011 Cannes Film Festival

text: The Cinéma de la Plage is a part of the Official Selection of the festival. The outdoors screenings at the beach cinema of Cannes are open to the public.


title: 2011 Cannes Film Festival

text: The line-up for the International Critics' Week was announced on 18 April at the section's website. "Declaration of War", directed by Valérie Donzelli, and "Bachelor Days Are Over", directed by Katia Lewkowicz, were selected as the opening and closing films of the Semaine de la Critique section.


title: 2011 Cannes Film Festival

text: The Palme d'Or was won by the American film "The Tree of Life" directed by Terrence Malick. Two of the film's producers, Bill Pohlad and Sarah Green, accepted the prize on behalf of the reclusive Malick. "The Tree of Life" is the first American film to win the Palme d'Or since "Fahrenheit 9/11" in 2004. Head of the jury, Robert De Niro, said it was difficult to choose a winner, but "The Tree of Life" "ultimately fit the bill". De Niro explained, "It had the size, the importance, the intention, whatever you want to call it, that seemed to fit the prize."


title: Virtual Console

text: , also abbreviated as VC, is a line of downloadable video games for Nintendo's Wii and Wii U home video game consoles and the Nintendo 3DS family handheld game console.


title: Virtual Console

text: The Virtual Console lineup consists of titles originally released on past home and handheld consoles. These titles are run in their original forms through software emulation (excluding GBA titles on the 3DS), therefore remaining mostly unaltered, and can be purchased from the Wii Shop Channel or Nintendo eShop for between 500 and 1200 Wii Points. They can also be purchased using real currency for $2.99 and $9.99 (3DS) and $4.99 and $9.99 (Wii U), depending on the system, rarity, and/or demand. Virtual Console's library of past games currently consists of titles originating from the Nintendo Entertainment System, Super Nintendo Entertainment System, Game Boy, Game Boy Color, Nintendo 64, Game Boy Advance, and Nintendo DS, as well as Sega's Master System and Genesis/Mega Drive, NEC's TurboGrafx-16, and SNK's Neo Geo AES. The service for the Wii also included games for platforms that were known only in select regions, such as the Commodore 64 (Europe and North America) and Microsoft's and ASCII's MSX (Japan), as well as Virtual Console Arcade, which allowed players to download video arcade games. Virtual Console titles have been downloaded over ten million times. The distribution of past games through the Virtual Console is one of Nintendo's reasons for opposing software piracy of old console games.


title: Virtual Console

text: On January 30, 2019, the Virtual Console service was discontinued on the Wii, following the shutdown of the Wii Shop Channel.


title: Virtual Console

text: There were 38 Famicom, Super Famicom, Nintendo 64, Sega Mega Drive, and PC Engine games available at launch on the Wii Virtual Console for the Japanese region. The Nintendo 3DS Virtual Console launched with 7 Game Boy and Game Boy Color titles. New Virtual Console software is added on Tuesdays (Wii) and Wednesdays (Nintendo 3DS, Wii U) at 2:00PM JST and there are currently 659 titles for the Wii, 244 titles for the 3DS (256 for Nintendo 3DS Ambassadors) and 466 titles for the Wii U available.


title: Virtual Console

text: There were 12 total NES, SNES, N64, and Sega Genesis games available at launch on the Wii Virtual Console for the North American region. Two TurboGrafx-16 titles were added two days later on November 21, 2006. The Nintendo 3DS Virtual Console launched with 4 Game Boy and Game Boy Color titles. North America saw its first release of Commodore 64 games on the service on February 23, 2009, and its first Virtual Console Arcade games on March 25, 2009. As of January 26, 2017, there were 398 titles for the Wii, 172 title for the 3DS (184 including those available for Nintendo 3DS Ambassadors and Donkey Kong: Original Edition) and 267 titles for the Wii U available.


title: Virtual Console

text: Though the Virtual Console lineup initially only covered games that had been released in North America, George Harrison indicated in an interview that there was a possibility that Nintendo or other Virtual Console providers would localize Japanese games that have never been released in English. This later came to reality, and former Japan-only games have appeared on the North American Virtual Console. The first game to be added with such localization was "Sin and Punishment" for the Nintendo 64. While other previous Japan-only titles had been released through the Virtual Console prior to this, the first being "Battle Lode Runner" from the TurboGrafx-16, added on April 23, 2007, this and all others were originally written in English and required no localization. Despite the fact others fit the category, there are currently 25 titles listed under the "Import" genre with 1 removed: "Sin and Punishment", "" (previously available in North America as part of Super Mario All-Stars), "Ninja JaJaMaru-kun", "Alien Soldier" (although the game was previously available in North America through the Sega Channel), "", "Puyo Puyo 2", "Bio Miracle Bokutte Upa", "Dig Dug", "Gley Lancer", "Super Fantasy Zone", "Break In", "Star Parodier" (Removed), "Cho Aniki", "Final Soldier", "", "Gradius II: Gofer no Yabou", "Bomberman '94", "Detana!! TwinBee", "", "Pulseman", "", "Street Fighter II: Champion Edition", "", "Ironclad", "" and "Monster World IV". Furthermore, at least two import titles ("DoReMi Fantasy" and "Puyo Puyo 2") were released without any English translation, and thus only Japanese text is available in these games while "Monster World IV" was fully translated to English.


title: Virtual Console

text: A total of 17 NES, SNES, N64, Sega Mega Drive and TurboGrafx titles were available at launch on the Virtual Console in Europe and 11 titles for the Oceanic region (TurboGrafx games were first added there from July 6, 2007). As of December 8, 2016, there are 385 titles in Europe and 384 titles in Australia and New Zealand for the Wii, 168 titles for Nintendo 3DS (178 for Nintendo 3DS Ambassadors) and 258 titles for Wii U available.


title: Virtual Console

text: Though the Virtual Console titles primarily cover only the games that have been released in Europe, Nintendo UK has commented that there is a possibility that in the future, Nintendo will localize Japanese and North American games that have never been released in Europe such as "Super Mario RPG", which was released on the European Virtual Console on August 22, 2008, after being unreleased in that region for 12 years. In March 2007, Hudson released three TurboGrafx games which were not originally released in Europe: "Double Dungeons", "", and "Battle Lode Runner". Five Hanabi Festivals have been held since, releasing former Japanese and/or North American exclusive titles.


title: Virtual Console

text: The first few Virtual Console games were released to the Wii Shop Channel on November 19, 2006, alongside the launch of the Wii.


title: Virtual Console

text: While the gameplay remains unchanged for all of the classic titles offered for the Virtual Console, Nintendo has stated that some games may be improved with sharper graphics or better frame rates. In reality, however, many games suffer from drops in frame rate or have graphical glitches not present in the original, and many PAL SNES games run with significantly reduced borders compared to the original cartridge releases. As with disc-based games, the Virtual Console service is region-locked—that is, different versions of games are provided to different regions, and game availability may vary from region to region.


title: Virtual Console

text: Nintendo stated that the Wii Shop Channel would not be used exclusively for retro games, and WiiWare games have appeared in North America as of May 12, 2008. These original games are made available through the WiiWare part of the Wii Shop Channel, as opposed to through the Virtual Console.


title: Virtual Console

text: Satoru Iwata stated in a speech on March 23, 2006, that Nintendo, Sega, and Hudson Soft were working in collaboration to bring a "best of" series of games to the Wii. At E3 2006, Hudson also declared it would bring upwards of 100 titles to the Wii's Virtual Console. Additionally, Hudson mentioned that its lawyers were working on acquiring the licenses to games from now defunct companies. Nintendo announced MSX compatibility on September 19, 2006, announcing on February 23, 2007, that the MSX titles "Eggy" and "Aleste" would be released in Japan. In February 2007, a heading for Neo Geo AES games was added to the Japanese Virtual Console page, and in September of that same year, games for that system appeared on the list of future releases, priced at 900 points each. Also in September Hudson announced that games made for the TurboGrafx-CD format would also join the Virtual Console beginning in October 2007, with five titles to be released for the remainder of 2007 and ten titles for 2008, each priced at 800 points.


title: Virtual Console

text: On June 1, 2007, Nintendo of America issued a press release to announce the upcoming release of its 100th Virtual Console title, which was "". Within this press release, Nintendo stated that more than 4.7 million Virtual Console games had been downloaded, at a rate of more than 1,000 titles an hour.


title: Virtual Console

text: Neo Geo AES support was added on September 18, 2007, for the Japanese Virtual Console, becoming the first addition to the list of consoles since the TurboGrafx-16 was added two days after the U.S. launch.


title: Virtual Console

text: On October 9, 2007, Nintendo announced that 7.8 million Virtual Console titles had been downloaded, and as of December 2007, this number topped ten million.


title: Virtual Console

text: Games from several new past consoles were added during 2008: Master System on February 26, 2008, for Japan's Virtual Console; Commodore 64 support was added on March 28, 2008, for Europe's Virtual Console. and MSX support was added on May 27, 2008, for Japan's Virtual Console.


title: Virtual Console

text: On February 23, 2009, the first three Commodore 64 titles ("International Karate", "The Last Ninja" and "Pitstop II") were added to the North America Virtual Console for the first time.


title: Virtual Console

text: On March 25, 2009, simultaneously with Nintendo's Keynote Speech at Game Developers Conference, Nintendo launched 'Virtual Console Arcade', launching with four titles, "Mappy", "The Tower of Druaga", "Star Force" and "Gaplus".


title: Virtual Console

text: On February 4, 2011, Sega announced that a Virtual Console release of "Puyo Puyo", released in Japan in Spring 2011, is the first Virtual Console to feature Wi-Fi support for online multiplayer.


title: Virtual Console

text: The Wii Shop Channel has functionality to allow games to be updated. This has been used four times so far to update "Military Madness", "Star Fox 64/Lylat Wars", "" (in North America and Europe), and "Mario Kart 64" (in Europe and Australia). Several NES and SNES games released before March 30, 2007, have also been given updates in Europe and Australia to fix previous problems with the Wii component cables. These updates are free of charge to those who have downloaded a previous version of the game.


title: Virtual Console

text: In later years, some games have been removed from the service due to their licenses expiring, namely "R-Type" and "Teenage Mutant Ninja Turtles", among others. The three "Donkey Kong Country" SNES games produced by Rare were unknowingly withdrawn. Since Nintendo retains the rights to these games, the reason for their removal remained unknown, however, they have since been released on the Wii U eShop and were also added back to the Wii Shop Channel around the same time as well. "Sonic the Hedgehog" and its sequel "Sonic the Hedgehog 2" were both removed in Japan in 2012. While the games returned to the Wii Shop Channel in 2013, they were removed yet again on October 30, 2015, on the Japanese Wii Shop Channel and Xbox Live Arcade in that region while the 3D Classics versions ported by M2 are still available on the Nintendo 3DS for download via the 3DS eShop. However, both North America and Europe still have both games available to download on the Wii Shop Channel and Xbox Live Arcade. While these and other removed titles can no longer be found or purchased from the Shop Channel, they remain available to those who have purchased them prior to their removal. Such users may still re-download them on their Wii consoles and even transfer them to a Wii U system using the "system transfer" tool. Any Wii Virtual Console titles can be transferred to the Wii U and played via its "Wii Mode".


title: Virtual Console

text: Virtual Console games can be played using different controllers. The Wii Remote itself (turned on its side) can be used for NES, Master System, TurboGrafx-16, and some Mega Drive/Genesis and Neo Geo AES games. The original and the pro versions of Classic Controller (sold separately from the console) can be used for all Virtual Console games. The controllers from the GameCube can also be used for all games on the Virtual Console, except for some multiplayer TurboGrafx-16 games that use the GameCube controller for the fifth player. As a result of this, the wireless GameCube controller (the WaveBird) has seen increased popularity.


title: Virtual Console

text: All Virtual Console games have their buttons mapped to the respective buttons on the controllers, however, in certain circumstances, users can use X and Y instead of A and B, if the original controller does not have X and Y buttons (for example the NES). In certain titles, such as Nintendo 64 games, there may be specific controls tailored to the Classic Controller or GameCube Controller. Nintendo 64 titles that originally provided force feedback via the Nintendo 64 controller's Rumble Pak peripheral, however, are not supported by the built-in "Rumble" feature of the GameCube controller.


title: Virtual Console

text: The button mapping has become the cause of problems and concerns, however. The button mapping is rigid and is not customizable. Because of this, many games are difficult to play. All Neo Geo AES fighting games have very awkward control schemes and glitches when changed to GameCube controllers. Nintendo has acknowledged this issue but has not put any effort towards fixing it on the Wii. Currently, all Wii U Virtual Console games support customizable button mappings.


title: Virtual Console

text: With the release of "Bomberman '93", it was revealed that TurboGrafx-16 games can support full five-player games. Since a single Wii can only have four Wii Remotes and four GameCube controllers connected at the same time, a combination of the two are needed for five-player games. The same issue is found in 5-8 player Commodore 64 games as well. Because the Wii U doesn't have GameCube controller ports, only up to four-player games can be played on the system.


title: Virtual Console

text: a The NES Classic Controller, the SNES Classic Edition Controller, and Club Nintendo's SNES Classic Controller have at least partial functionality with all Wii Virtual Console releases but may require button remapping to accommodate for the lack of buttons.


title: Virtual Console

text: MSX games also support USB keyboards, as the original system featured their input. However, Commodore 64 titles use a pop-up "virtual" keyboard, which can be toggled on and off by pressing the "1" button on the Wii Remote, and are only used to set up the game and are not for input during gameplay.


title: Virtual Console

text: Games downloaded from the Virtual Console library can be stored in the Wii's built-in 512 MB flash memory.


title: Virtual Console

text: Wii system software versions 2.0 and later allow Virtual Console and WiiWare games to be moved from the console's internal memory to a removable SD card and then back to the same console.


title: Virtual Console

text: Wii Menu 4.0 added a new menu to run channels from an SD card provided there is enough free space to hold a copy of the channel in internal memory. If the console runs out of memory, the SD menu will offer to move other channels to the SD card.


title: Virtual Console

text: Virtual Console games are locked to the Wii on which they were purchased—they cannot be transferred to another Wii via an SD card, although it is possible to purchase games in the Wii Shop Channel and send them as gifts to people on their Wii Friends list. This procedure does not work across regions and it has been reported that bought titles cannot be sent to users from other countries either, even if they are on the same region. In the event that a Wii is damaged and the Virtual Console games can no longer be played, Nintendo will provide support (if the serial number or console email name can be provided). Also, if a Wii owner transfers all data on their console to a Wii U, the ability to download those titles from the Wii Shop Channel, along with all save data currently on the Wii, is transferred.


title: Virtual Console

text: Game saving is functional and intact on the Virtual Console for all games which originally had a save feature on their cartridge. Saved games are saved to the Wii Internal Memory and function exactly as the original cartridge did. A game that in its original cartridge form did not have any form of save feature will not have any save game feature on the Virtual Console (though depending on its original system it may have the suspend feature as described below).


title: Virtual Console

text: Most first-party N64 games used internal cartridge memory for game save data and thus will save properly on the Virtual Console. A select few first-party and nearly all other N64 game cartridges utilized the extra memory capability of the N64 Controller Pak. Saving of data to the Controller Pak is not supported by the Virtual Console, so for those games which used this feature, the save feature will not work properly in the Virtual Console.


title: Virtual Console

text: An extreme example is that of "Mario Kart 64" which uses internal cartridge memory for progress and save game data. Consequently, all progress is saved properly (since it was saved to the cartridge itself) but one of the features in Mario Kart 64 (saving ghosts for racing at a later date) will not work, since that particular feature utilized the Controller Pak, and the option to copy data to the Controller Pak won't function in those games.


title: Virtual Console

text: Like other emulation software, the Wii Virtual Console enables the user to suspend play of a game at any time. To do this, users simply return to the Wii main menu from the game. Two exceptions to this are the N64 and Neo Geo AES, titles which do not support this feature. The N64 will allow play to be halted by returning to the Wii Menu but will require the person to start from the title screen to continue playing. Note that suspending play enables the player to pause the game indefinitely but does not function as a "save state" in that, once the game is resumed, the user will be able to pause play again (overwriting the suspend point) but will not be able to return to the previously suspended state.


title: Virtual Console

text: The suspend feature will not be available if the user resets the Wii with the reset button on the front of the console during gameplay. Further, if the Wii loses power during gameplay, there is no further suspend state, nor will there be a way to restart from the previous suspend state. There are some exceptions, however. Arcade games released by Bandai Namco feature an updated menu and when reset during gameplay, the save state will be saved before the console is reset.


title: Virtual Console

text: There were 10 titles total of NES, Super NES, and Nintendo 64 games available at launch on the Virtual Console for South Korea. The store updates irregularly on Tuesdays. There are 40 titles available. Depending on the game, they are playable in either Japanese or English. "Super Mario World" is the only game that can be bought in either language. Companies currently supporting by publishing games are Bandai Namco Entertainment, Hudson Soft, Irem, Konami, Nintendo, Taito and Windysoft.


title: Virtual Console

text: Since Nintendo of Taiwan and Nintendo of Hong Kong never offered a Chinese version of the Wii console in Hong Kong or Taiwan, they have released Japanese Wii's in that region and by hardware extensions, the Japanese Virtual Console is also available for customers in Taiwan and Hong Kong and like other regions are able to buy Japanese Nintendo Points cards at certain retailers.


title: Virtual Console

text: On June 6, 2011, Nintendo launched the Virtual Console service for the Nintendo 3DS on the Nintendo eShop. Games released for the service include titles for the Game Boy, Game Boy Color, NES, Super NES (New Nintendo 3DS only), Game Gear and TurboGrafx-16 games (available in Japan only). There are also special features available while playing Virtual Console games, such as viewing classic Game Boy titles with the traditional green screen or viewing them in an emulated border.


title: Virtual Console

text: A separate, but related set of games are 3D Classics, which are remakes of classic titles that make use of the Nintendo 3DS's stereoscopic 3D capabilities.


title: Virtual Console

text: When asked if Virtual Boy games were going to be available for download on the Virtual Console for the Nintendo 3DS, Nintendo of America President Reggie Fils-Aimé told Kotaku that he couldn't answer, as he was unfamiliar with the platform.


title: Virtual Console

text: The author of the piece, Kotaku's Stephen Totilo, called upon readers to "argue for a Virtual Boy store on the Nintendo 3DS, if you can."


title: Virtual Console

text: In response to an August 2011 price drop on the Nintendo 3DS hardware, Nintendo announced plans to give early adopters of the system a number of Virtual Console releases as appreciation of their support. Owners of the system who logged into the Nintendo eShop by a specified time in their home markets became "Nintendo 3DS Ambassadors". In September 2011, ten NES titles were made available through Virtual Console to the Ambassadors at no cost before their general release; the games included marquee titles such as "Super Mario Bros." and "The Legend of Zelda". They were released to the general public for purchase at a later date, with additional features such as simultaneous multiplayer across multiple systems; Ambassadors received the new features as free software updates. On December 16, 2011, Ambassadors received access to ten Game Boy Advance titles, also at no charge, that are not scheduled to be released to those who are not Ambassadors.


title: Virtual Console

text: Unlike other Virtual Console-branded releases, GBA games are not emulated, but rather they run directly on an ARM7TDMI processor core; the "AGB_FIRM" kernel running on the other CPUs is responsible for emulating the Game Pak, applying a video filter, and allowing the brightness to be adjusted or the game quit without manually rebooting the 3DS.


title: Virtual Console

text: Many save types supported by AGB_FIRM (many of them having been discovered in September 2017, after injection became convenient and accessible to most users of custom firmware) were not employed in the ten official GBA releases, but can be used by games unofficially "injected" into a GBA VC title.


title: Virtual Console

text: On February 1, 2012, "Punch-Out!!" the first non-ambassador NES game was released on the Virtual Console service. Since then, other NES games that were not part of the ambassador program were released including third party games by Capcom, Konami, and Tecmo such as; "Mega Man", "Castlevania", and "Ninja Gaiden". Furthermore, two NES import titles were added in North American and Europe; "Summer Carnival '92 Recca" and "The Mysterious Murasame Castle" in both 2013 and 2014, respectively. As of January 2017, Game Boy Advance games have not been released to non-Ambassadors on the Nintendo 3DS.


title: Virtual Console

text: TurboGrafx-16/PC Engine games were added to the service in Japan starting with "Gradius" and "China Warrior" on December 25, 2013, in Japan. "R-Type" and "Alien Crush" were later added a few months later in February, the following year. As of now, no new TG-16 games have been added to the Virtual Console service.


title: Virtual Console

text: On November 12, 2015, it was announced that during a Nintendo Direct that "Pokémon Red", "Pokémon Blue", and "Pokémon Yellow" would be released on the Virtual Console service on February 27, 2016, to celebrate the 20th anniversary of the series. The games will feature Local Play for trading Pokémon and battling, replacing the game link cable due to the Nintendo 3DS having wireless connections, but Game Boy Printer features in "Pokémon Yellow", like other titles on the Virtual Console, will still not be usable on the Nintendo 3DS.


title: Virtual Console

text: On March 4, 2016, during a Nintendo Direct, Nintendo announced the addition of SNES games on Virtual Console for New Nintendo 3DS. Taking advantage of its upgraded hardware on the New 3DS, the games support "Perfect Pixel mode", which allows these games to be played at their original resolution and aspect ratio. SNES games are not supported on the original Nintendo 3DS models or Nintendo 2DS.


title: Virtual Console

text: The save feature for the Nintendo 3DS Virtual console service is similar to the Wii's. However, unlike the Wii's, the games can save a single "restore point" that can be used as much as the player wants to but is replaced and overwritten if the player makes another one.


title: Virtual Console

text: Before the Nintendo 3DS Virtual Console officially fully launched in South Korea, the New Nintendo 3DS Super Mario Bros. 30th Anniversary bundle came with the Virtual Console version of "Super Mario Bros." pre-installed. The full launch includes six games with three being for the NES and three of them being for Game Boy.


title: Virtual Console

text: Nintendo of Hong Kong launched the Virtual Console in Taiwan and Hong Kong for the first time in Nintendo 3DS/Nintendo 3DS XL systems in Chinese, their first releases are the Japanese versions of "Pokémon Red", "Pokémon Blue", "Pokémon Green" and "Pokémon Yellow" for Game Boy on the same day of the Japanese release on February 27, 2016. The Pure White Nintendo 3DS released in Taiwan & Hong Kong uses the Japanese region firmware but all online features are blocked so the Japanese Nintendo eShop can't be used and likewise the Japanese Virtual Console can't be used either.


title: Virtual Console

text: In January 2013, Nintendo announced a native version of Virtual Console, which would be launched for Wii U on April 26, 2013, in North America and April 27, 2013, in the United Kingdom. Initial releases came from the NES and Super NES libraries, with Game Boy Advance titles being made available starting April 3, 2014, with Nintendo 64 and Nintendo DS being added starting April 1, 2015. Unlike with the Wii, titles originally released on the arcades and non-Nintendo consoles (with the exception of the TurboGrafx-16) were not offered.


title: Virtual Console

text: In a July 2011 interview, Nintendo's Amber McCollum stated that select GameCube titles would be made available for download on the Wii U console via the Wii U's own Nintendo eShop. However, no titles have been made available.


title: Virtual Console

text: Wii U Virtual Console titles include the option to use Off-TV Play on the Wii U GamePad and Miiverse integration. Users who own the Wii Virtual Console version of a game will be able to get the Wii U Virtual Console version of that game for a discounted price. Nintendo also announced some individual games would be released prior to the full Virtual Console launch as part of a special promotion celebrating the 30th anniversary of the release of the Famicom. Existing Wii Virtual Console games can be accessed via the "Wii Mode". The UK Virtual Console service offers versions of games from both North America and Japan, in lieu of slower PAL versions. On December 25, 2013, TurboGrafx-16/PC Engine and MSX titles were added to the service in Japan. In January 2014, Nintendo announced Nintendo DS games for the Wii U Virtual Console. In June 2014, the Nintendo DS game "" was released on the Wii U Virtual Console in Japan and PAL regions. In early April 2015, immediately after a Nintendo Direct announcing them, Nintendo DS and Nintendo 64 games were added to the Wii U Virtual Console on April 1, 2015, following a Nintendo Direct. On June 14, 2015, prior to Nintendo's E3 presentation; Mother was released worldwide and for the first time in North America and Europe on the Virtual Console service, under the title "EarthBound Beginnings". It was previously going to be released in North America back in 1990, but was cancelled due to the Super NES already on its way, causing Nintendo to move on. The game had been fully translated in English. On July 14, 2016, TurboGrafx-16 support was finally added to the North American Virtual Console, launching with three games; Bonk's Adventure, New Adventure Island, and R-Type. Anyone who had downloaded them via the Wii Shop Channel on the Wii or Wii Mode, would get those titles discounted, between $2.99-3.99. TurboGrafx-16 support was added to the European Virtual Console, just two weeks later on June 28, 2016.


title: Virtual Console

text: a Wii Remote is compatible with SNES and GBA releases, but may require button remapping to accommodate for the lack of buttons.


title: Virtual Console

text: b NES Classic Controller, the SNES Classic Edition Controller and Club Nintendo's SNES Classic Controller have at least partial functionality with all Wii U Virtual Console releases except DS games, but may require button remapping to accommodate for the lack of buttons.


title: Virtual Console

text: Virtual Console games are saved either on the Wii U's flash storage (8GB or 32GB) or can be saved on a USB flash drive or external hard drive.


title: Virtual Console

text: The save feature for the Wii U Virtual console service is similar to the Wii's. However, unlike the Wii's, the games can save a single "restore point" that can be used as much as the player wants to, but is replaced and overwritten if the player makes another one. Game saves from Wii Virtual Console games cannot be transferred to the Wii U versions.


title: Virtual Console

text: The Nintendo Switch family of systems does not use the "Virtual Console" label for the digital distribution of its older games from past platforms. However, they are instead releasing Nintendo Entertainment System, Super Nintendo Entertainment System titles to subscribers of the Nintendo Switch Online service, while others are made available via the Switch's eShop. Classic titles originally released on non-Nintendo hardware, such as the Neo Geo and Sega platforms, are releasing via the Switch's eShop under the "Arcade Archives" and "Sega Ages" banners, respectively. In October 2021, Nintendo announced an expansion pack to the online service that adds Nintendo 64 and Sega Genesis titles.


title: Virtual Console

text: Unnamed Nintendo employees have reportedly speculated that licensing issues will be a predominant factor in determining whether a game is available for Virtual Console, giving the examples of "GoldenEye 007" and "Tetris" as games that might be too expensive to license for the Virtual Console. Tecmo has announced its plans to "aggressively" support Virtual Console by re-releasing classic games. Though Tecmo did not specify which titles it intended to release, the company is responsible for many retro classics, such as "Ninja Gaiden", "Rygar", and "Tecmo Bowl". Tecmo was the first third-party game developer to release a game on the Virtual Console ("Solomon's Key" for the NES). Since then, Capcom and Konami, among others, have also released titles. In 2015, Sega released "Sonic Advance", the first "Sonic" title for the Wii U Virtual Console, but so far, only in Japan. It is unknown if the game will be released in North America and Europe.


title: Virtual Console

text: Matt Casamassina of IGN reported that Rare titles absent of Nintendo-owned characters, such as "Banjo-Kazooie" and "Perfect Dark", would be unavailable for purchase due to Microsoft's acquisition of Rare; SNK has announced intentions to release the "Samurai Shodown" series and a few other games to the Virtual Console which has brought the Neo Geo AES to the list of consoles available. Midway had also planned to bring the classic "Mortal Kombat" games to the Virtual Console, but later sold the franchise to Warner Bros. Interactive Entertainment when it filed for bankruptcy in 2009. Warner Bros. has not stated whether it will release the "Mortal Kombat" games to the Virtual Console. However, it was stated by Ed Boon (co-creator of "Mortal Kombat") on his Twitter account that the SNES "Mortal Kombat" games have "0.0" chance of happening.


title: Virtual Console

text: Nintendo has stated that the Virtual Console releases will be faithful to the original games, eliminating the possibility of graphical enhancements, customizable controls, or added online multiplayer features. However, for various reasons, the gameplay experience is not always identical to the original.


title: Virtual Console

text: Some Nintendo 64 games offered optional features that required peripheral hardware, such as the Rumble Pak for force feedback and the Controller Pak for additional data storage. Because these peripherals are not emulated or simulated in the Wii Virtual Console, the games played on the Virtual Console as they would on the Nintendo 64 without the peripherals attached. In particular, "Mario Kart 64" cannot save "Ghost Data" since no Controller Pak is available, "Cruis'n USA" still allows saving game data but data cannot be copied to a Controller Pak. "Wave Race 64" still has the ability to save progress but like "Cruis'n USA" the copy ability that allowed data to be copied to the Controller Pak cannot be used. Similarly, both games "Mario Golf" and "Mario Tennis" cannot use a Transfer Pak to copy data to or from a real Game Boy Color or the 3DS Virtual Console running the respective companion game.


title: Virtual Console

text: Three Famicom games—"Excitebike", "Mach Rider" and "Wrecking Crew"—included the ability to save player-designed levels via the Famicom Data Recorder. Since this peripheral was never released outside Japan, the NES versions of these games did not support this save feature. Despite this, all three games have had the feature implemented in their Virtual Console releases for Wii and Wii U, allowing players to save course data to the system's memory or an SD card; however, these features are not present in the Virtual Console releases of "Mach Rider" and "Wrecking Crew" for Nintendo 3DS, although the 3D Classics release "3D Excitebike" does retain this feature as it is not a Virtual Console release.


title: Virtual Console

text: The N64 game "Pokémon Snap" allowed players to take their Game Paks to special in-store kiosks to print stickers of their in-game photos; the Virtual Console version emulates this by letting players send a photo to the Wii Message Board once per day but this was removed from the Wii U version. Also, the Virtual Console versions of "" (Game Boy Color) and "Super Mario Bros. Deluxe" (Game Boy Color) on the Nintendo 3DS cannot print photos from either game, since this required the Game Boy Printer peripheral to be attached throughout both games and any features that required use of the Game Boy Color Infrared port can't be used since the 3DS uses different infrared technology from the Game Boy Color.


title: Virtual Console

text: Some reviewers have reported that games play differently due to the different controllers. For example, "Super Mario World" is often cited as being more difficult to play due to the GameCube controller's button mapping. The Classic Controller has a button layout more like that of the Super NES controller, and an adapter has been released that enables a player to plug an actual Super NES controller into one of the Wii's GameCube controller ports. Similarly, most N64 Virtual Console games have mapped the Z button to the L, ZL and ZR buttons and the C-buttons to the right analog stick on the Classic Controller, which some reviewers have described as awkward. Furthermore, the mapping of the left analog stick for N64 Virtual Console games does not use the full range of the stick, and instead uses a range of approximately 67%, likely due to the differences in design of the N64 controller's control stick and the GameCube style analog stick. This has been noted to provide a significantly different sensitivity when compared to the original N64 mapping.


title: Virtual Console

text: Virtual Console releases of Game Boy and Game Boy Color games on the Nintendo 3DS give the player the option to play the games as they appeared on their original hardware. By holding a button combination while launching the game, the 3DS presents the game in its original resolution rather than upscaling it to fit the height of the screen, making it appear smaller but more crisp. Game Gear games can also be played in the original resolution by changing the screen settings on the touch screen menu. Monochrome Game Boy games can be displayed in both "black and white" and "black and dark green" color palettes, switchable during gameplay.


title: Virtual Console

text: While virtually all Virtual Console games play identically to their original versions, some games have been altered cosmetically to address licensing and copyright issues. "Tecmo Bowl" (NES) originally included the names of real football players licensed from the NFL Players Association, but since the game's release, Electronic Arts obtained exclusive rights to the license; consequently, the names were removed from the Virtual Console version, with only the players' numbers being shown. Likewise, "Wave Race 64"—which featured Kawasaki logos on the title screen, jetskis and ad banners—had the logos removed from the title screen and jetskis, and the banners replaced with Wii and Nintendo DS banners due to licensing issues with Kawasaki. The Mega Drive/Genesis game "The Revenge of Shinobi" originally featured Spider-Man as a boss character, but because the license to that character had expired, the 2009 release for Virtual Console removes the Marvel copyright notice and changes the character to pink, but retains all of Spider-Man's behaviors and patterns. The Virtual Console release of "StarTropics" (NES) changes the name of one weapon from "Island Yo-Yo" to "Island Star", since Yo-Yo is a trademarked term in Canada.


title: Virtual Console

text: Other games have experienced minor graphical differences from their original versions as well; most of these changes (as well as several others) were done due to Nintendo being more cautious about epilepsy, since many of the games during that time employed high flickering of color patterns that engulfed the screen. "F-Zero" (SNES) eliminates the track dimming when the player runs over the edges of the track, and Nintendo 64 games render polygons at a higher resolution than in their original hardware (though sprites and text appear blocky and pixelated by comparison). In "", the screen turns red upon the player losing a life, whereas the original employed a rapid screen flash (Nintendo has yet to use such an effect since the Dennō Senshi Porygon incident in 1997).


title: Virtual Console

text: The Wii and Wii U Virtual Console release of "The Legend of Zelda" (NES) uses the updated version featured in 2003's "The Legend of Zelda: Collector's Edition" compilation for the GameCube. While the gameplay is identical to the 1986 original, this release includes the save screen from the Famicom Disk System version, as well as an updated translation of the introduction screen.


title: Virtual Console

text: The Wii U Virtual Console releases of the NES games appear to have been anti-aliased, resulting in some characters appearing more rounded or blurred compared to their original, Wii, and 3DS Virtual Console releases. The Wii U Game Boy Advance games have the graphics similarly smoothed, but give the player the option to toggle this effect on or off.


title: Virtual Console

text: One significant difference in gameplay occurred in "Kid Icarus" (NES), which had its password system altered to disable certain special passwords that gave the main character special powers or large amounts of money. Many players did not like this change, and the later release of "Metroid", which used a similar password system, retained its original behavior. Similarly, "Mario Golf" originally had a code to enable password input for special tournaments, but had this feature removed for Virtual Console.


title: Virtual Console

text: The title "Donkey Kong: Original Edition" was available via promotion on the Wii and 3DS Virtual Consoles, then later was made purchasable on the PAL Nintendo 3DS eShop. This game is a modified version of the NES release of "Donkey Kong" to more closely resemble the arcade version, and was originally featured as a mini-game in "Donkey Kong 64". Both the NES version and "Original Edition" are available on the PAL Nintendo 3DS eShop. Despite never actually being released on the NES, the game is treated as an NES title but simply lists "Never Released" in place of the original release year.


title: Virtual Console

text: Wii U Game Boy Advance games do not support multiplayer modes, Game Boy Player rumble features, sleep mode, or GameCube-connectivity. Similarly, Nintendo DS games made available on Virtual Console are identical to their original release, complete with Nintendo Wi-Fi Connection set-up screens; however, as the wireless features are not emulated, attempting to use online play or local wireless multiplayer features (such as in "Mario Kart DS") will not function, especially as the original service had been terminated about eleven months prior to the Virtual Console debut.


title: Virtual Console

text: The Wii U Virtual Console re-release of "" features all of the levels from the World-e section of the game unlocked automatically, including levels only released in Japan. This is done by a modified version of the game, where the levels are contained in the game's data and unlocked automatically. In the original game, the levels were unlocked using cards purchasable at various stores, which had dot codes on them containing the level data, and when scanned by the Nintendo e-Reader peripheral, saved the level to the game's save data for later usage without the card. While the original game could only fit 32 levels at any given time, the Virtual Console version has 38 levels in total, which includes every e-Reader card level ever released.


title: Virtual Console

text: The Wii U Virtual Console re-release of "" removes the requirement to have someone visit your town and buy an item from Tom Nook's shop in order to upgrade to Nookingtons.


title: Virtual Console

text: Game Boy games & Game Boy Color games on the 3DS Virtual Console don't support multiplayer modes or the Game Boy Color Infrared link feature (except for "Pokémon Red", "Blue", "Yellow", "Gold", "Silver", and "Crystal"). Game Boy Color games also don't support Game Boy Printer features, and N64 Connectivity. NES Games also don't support Famicom data recorder features in games such as "Mach Rider" and "Wrecking Crew".


title: Virtual Console

text: Certain games that were originally released only in Japan have been translated and released in other regions on Virtual Console. "Sin and Punishment" (N64), which had never been released in English but featured English voice acting, was released on the Virtual Console in North American and PAL regions; all menu commands and certain in-game text (all originally written in Japanese) were translated into English, but the game retains its Japanese title screen and dialogue subtitles. "The Mysterious Murasame Castle" (NES), and "" (NES), which had never been released in English, were released in English on the Nintendo 3DS Virtual Console in 2014. At least one game was fully translated, "Monster World IV" for the Mega Drive/Genesis was fully translated to English for both North American and European PAL regions.


title: Virtual Console

text: "Wired"'s Chris Kohler protested the disparity between the American and Japanese libraries, both in quantity and quality. The difference between the two libraries became minimal at one point, leading him to change his stance, only to change it back once more as North American releases began to slow. In addition, Kohler has also criticized the overall release strategy, with a handful of games at the beginning and two or three every week. The pricing has also been criticized as too high, especially for the NES games, given the prices of many of the games available as used and the near-zero costs of manufacture and distribution.


title: Virtual Console

text: With the launch of the Wii in territories using the PAL television system, it has become apparent that in most cases the games supplied for the Virtual Console run in 50 Hz mode and in their original unoptimized state. Unoptimized PAL games run roughly 17% slower than their original speed in 60 Hz and have borders covering the top and the bottom of the screen. Setting the Wii console to 60 Hz mode does not force the 50 Hz game into 60 Hz mode (as is possible on emulators and modified PAL consoles).


title: Virtual Console

text: All currently released Nintendo 64 games are partially PAL optimized, resulting in full screen games (although still running in 50 Hz and locked to the original slower gameplay speed). This optimization was not the case for the original cartridge versions of "Super Mario 64", "Wave Race 64" or "Mario Kart 64", making the Virtual Console versions superior in that regard.


title: Virtual Console

text: Additionally, some Super NES games are also partially PAL optimized with reduced borders but still retaining the slower run speed of the original PAL release ("Super Mario World", "" and "Street Fighter II").


title: Virtual Console

text: A select few games were already optimized in the original release to begin with, and are thus just as fast as their 60 Hz counterparts this time around (the most obvious examples being "Donkey Kong Country" and "").


title: Virtual Console

text: TurboGrafx-16 games are the only Virtual Console games to actually run in 60 Hz on PAL Wii systems; this is because the game data was never changed for release in PAL territories, the original hardware itself performed the conversion to a 50 Hz signal.


title: Virtual Console

text: One example of a poor PAL conversion is seen in the Virtual Console release of "Sonic the Hedgehog", which retains the slower framerate, music and borders of the original PAL Mega Drive version, despite the fact that the GameCube release "Sonic Mega Collection" allows PAL users to choose which version of the game they want to play.


title: Virtual Console

text: During Nintendo's "Hanabi Festival" campaign, certain titles that were never released in Europe were being added to the Wii Virtual Console. Some of these games, namely Japan-only titles such as "", are run in 60 Hz only, thus keeping the original speed and gameplay. A small reminder is shown when previewing the game's channel.


title: Virtual Console

text: The Hanabi games can be played in both PAL60 (480i) and 480p modes. This makes these releases look significantly better on progressive displays such as LCD TVs. The fast moving sprites in NES and SNES games generally create a significant amount of interlace artifacts on such displays that the 480p option resolves. However Hanabi Mega Drive titles still run in 50 Hz with the usual PAL conversion problems, despite not been released in PAL.


title: Virtual Console

text: Initially, some PAL Virtual Console games would not display correctly on high-definition televisions when connected via the component lead. However, starting with an update on April 13, 2007, certain newly added games, such as "Punch-Out!!", support the "Wii Component Cable Interlace Mode". This is a temporary fix to problems with various Virtual Console games being played over component cable on HDTVs.


title: Virtual Console

text: The PAL versions of all 3D Classics games on the Nintendo 3DS except "Xevious" and "TwinBee" run much smoother at 60 Hz unlike the Wii's Virtual Console versions which only run at 50 Hz, mainly due to the fact the 3DS versions are semi-modified ports of their original NES and arcade versions. The Ambassador and full release versions of the NES games on the 3DS also run at 60 Hz, but NES games on the Wii U eShop are again running the PAL 50 Hz version.


title: Virtual Console

text: When Nintendo 64 games were released on the Wii U Virtual Console, they were running at 50 Hz again. "Super Mario 64" runs at 60 Hz, however "Donkey Kong 64" only runs at 50 Hz.


title: Burnout (series)

text: Burnout is a series of racing games developed by Criterion Games. The first two games were published by Acclaim Entertainment, while later instalments were published by Electronic Arts.


title: Burnout (series)

text: "Burnout"s origins came by way of Criterion Games, a division of Criterion Software Ltd. established in 1999 to showcase the type of games that its RenderWare game engine was capable of, with Fiona Sperry in charge. Their first game was a fast-paced skateboarding game, "TrickStyle", published by Acclaim Entertainment for the Dreamcast and released in 1999. As a follow-up title, Sperry's team, now with Alex Ward on board, developed a racing game that showed off the capabilities of the newest iteration of RenderWare, named "Burnout", also published by Acclaim in 2001. "Burnout" was aimed to be an arcade-style racer, placing fun over realism as series like "Gran Turismo" offered. "Burnout" was successful enough for a sequel "", released by Acclaim in 2002. Besides races, "Burnout 2" introduced the series' signature "Crash mode", in which players would drive a car into a tableau of other cars and objects to try to do as much damage as possible. At this point in the series, the games were focused on driving on rural and country roads, and while the crashing mechanics were part of the game, these were not emphasized as gameplay elements but simply the undesirable, though often spectacular, result of a collision.


title: Burnout (series)

text: In 2004, Acclaim filed for bankruptcy and sold off its existing properties to other publishers. Electronic Arts (EA) acquired Criterion Games as well as the rights to the "Burnout" series and RenderWare for an estimated that year. EA had been interested in Criterion before from their "TrickStyle" game, and were initially in 2002 hoping for them to expand that out to be an open-world type skateboarding game under the "Skate or Die!" moniker, similar to the popularity of "Grand Theft Auto III". However, Criterion could not find a way for that to work and the project was dropped; it is believed by journalists that this would ultimately be released in the 2007 game "Skate" by EA Black Box. The cancelled project left some animosity between Criterion and EA, but in 2003, EA reached out to Criterion, wanting to resolve the matter and to have them work on a second "Burnout" sequel. Criterion agreed as long as EA left them with creative control over the title. The game was near completion in 2004 by the time of Acclaim's bankruptcy and EA's acquisition. "" took the series in a different route, as Criterion incorporated some of the more combative elements from the "SSX" series, such that players were "fighting through traffic" rather than just "racing through traffic", according to Ward. Players were able to ram into opponents to focus them into crashes ("Takedowns"), which not only temporarily knocked them out from racing in a similar way to the weapons utilised in games such as "Mario Kart", but also benefit the player by providing some boosting effects.


title: Burnout (series)

text: "Burnout 3" was highly successful, with more than 2.3 million copies sold through 2006 in the United States alone. Criterion continued to develop additional "Burnout" games, culminating in "Burnout Paradise" in 2008. "Paradise" was envisioned by Ward as putting the "Burnout" series in an open world, giving players the option of what routes to take to complete races, alongside other traditional game modes, while adding a social element to the game.


title: Burnout (series)

text: Around 2008–2009, some of Criterion's staff had jokingly asked if they could work on an instalment in the "Need for Speed" franchise, which put more focus on stunt-type driving than collisions. The series' games had been bounced between several of EA's internal studios. EA allowed them to develop a title, 2010's "" which was both critically and financially successful and led to Criterion becoming the lead studio for the "Need for Speed" franchise. "Hot Pursuit" and its 2012 follow up, "", were noted to feature elements from the "Burnout" series.


title: Burnout (series)

text: In 2013, oversight of the "Need for Speed" series was transferred to EA's newly formed subsidiary, Ghost Games, as well as 80% of the developers at Criterion; the remaining staff served as advisors. In April of that year, Alex Ward stated that Criterion would be steering away from the racing genre, placing the future of the "Burnout" series into question. Sperry and Ward would ultimately leave Criterion in early 2014 and later form a new studio, Three Fields Entertainment. As the IP for "Burnout" still remains with EA, the studio would spend several years working through smaller game ideas to develop a spiritual successor to the "Burnout" series, with "Dangerous Driving" being the first game meant to capture several aspects of the series. In 2019, development of the "Need for Speed" series was reverted to Criterion Games; Ghost Games would be reverted to its original name as EA Gothenburg and became a Frostbite Engine support studio. That year's instalment, "Need for Speed Heat", would also feature loose elements from the "Burnout" series, such as billboard destruction, ramps located throughout the game world, and a diverse terrain.


title: Burnout (series)

text: The most notable feature that the series is known for is its crash mode. This series is well known for its emphasis on aggressive driving and high speed. In-race rewards are given to a player if they take risks such as driving towards oncoming traffic or deliberately attempting to make their opponents crash. In "Burnout 3: Takedown" the latter action, referred to in-game as a "takedown", was showcased extensively and gave rewards such as points and boost when successfully performed.


title: Burnout (series)

text: It was not the racing element of the game but the slow motion replays of crashes that show the cars being deformed realistically that brought "Burnout" to the attention of the public. Criterion picked up on this and introduced a special "Crash Mode" as part of "". In this mode, players are instructed to cause as much damage as possible by crashing their vehicle into traffic in a specially designed level featuring "crash junctions", areas where many vehicles are passing by (such as a highway). During these events, traffic is constantly the same, utilizing a trial-and-error method to succeed. The mode was excluded from "Burnout Paradise" due to the arrival of "Burnout Crash!". Instead, it is replaced with a "Showtime" mode, which allows the player to crash "anywhere, anytime". "Point of Impact" also introduced a Pursuit mode, where the player drives a special police car and must chase down a speeding racer and stop them before the racecourse ends. This mode was discontinued, but it was featured in "Burnout Legends" and has reappeared as an available upgrade for purchase in "Burnout Paradise" known as "Cops And Robbers".


title: Burnout (series)

text: The takedown element of "" is what differentiates it from other racing games. It is an essential strategy for winning races, especially in single player. There is also a "road rage" mode in which the object is to takedown as many opponents as possible.


title: Burnout (series)

text: "Burnout Revenge" introduced the "traffic check" feature, which made it possible for the player to hit smaller traffic vehicles without crashing and to use them to try to take down rivals. "Burnout Dominator" is the only game without the crash mode from the previous games. Dominator mainly focuses on the original game's "Burnout", which is using up the entire boost meter non-stop and trying to chain boosts as long as possible.


title: Burnout (series)

text: "Burnout Paradise" added new features such as its open world gameplay where players could explore Paradise City at their leisure and race whenever they want once they get to race-starting areas called "intersections". It also introduced a feature called "mugshot" where, using the Xbox Live Vision camera or PlayStation Eye, it takes a "mugshot" of their opponent once the player took them down.


title: Burnout (series)

text: "Burnout" originally featured a small collection of cars, including the small Compact, the Saloon (as well as a sports-modified GT version), the Pickup and the Muscle. This collection grew in "Burnout 2" to include cars such as the Oval racer, the Cop Car, the Classic, The Gangster and the Hot Rod. Once "Burnout 3: Takedown" was released, the original cars were no longer used, except for the Custom Coupe Ultimate, a lime green Coupe that was one of the "Custom" cars in "Burnout 2" (this car also reappears in "Burnout Legends", "Burnout Dominator", and "Burnout Paradise"). The Paradise version is called the Kitano Hydros Techno. The same happened in "Burnout Revenge" where the car collection was entirely new. For the most part, "Burnout Paradise"'s car collection is all new but there are some vehicles (such as the aforementioned "Custom Coupe Ultimate" and the Custom Roadster from "Burnout 2" or the Revenge Racer from "Burnout Revenge") that are models from previous Burnout games. "Paradise" is also the first Burnout game to designate manufacturers and realistic car model names for its vehicles (such as the "Carson Annihilator" or "Nakamura Ikusa GT").


title: Burnout (series)

text: Another thing to note is how many of the cars could be based on their real-life counterparts, especially the vehicles from "Burnout Revenge" and "Burnout Paradise". An example is the "Carson GT Concept" from "Paradise", which resembles a fifth-generation Chevrolet Camaro.


title: Burnout (series)

text: Certain games in the series also have compatibility with other games, such as in "Revenge", where players can unlock the "Madden Challenge Bus" by having a save file from "Madden NFL 06", and a "Burnout 3: Takedown" save file unlocks the "Dominator Assassin".


title: Pakeezah

text: Pakeezah (; ) is a 1972 Indian Hindustani-language musical romantic drama film that was written, directed, and produced by Kamal Amrohi. The film stars Ashok Kumar, Meena Kumari, and Raaj Kumar. It tells the story of Sahibjaan, a Lucknow-based courtesan or dancer, popularly known as tawaif. While asleep on a train, Sahibjaan receives a note from a stranger praising her beauty. Later, evacuating from a broken boat, she takes shelter in a tent and finds out its owner, a forest ranger named Salim, wrote the letter. Sahibjaan and Sahib plan to get married, causing conflicts with Sahibjaan's professional background.


title: Pakeezah

text: Amrohi, to whom Kumari was married, wanted to make a film dedicated to his wife; he began conceiving the story after the release of their collaborative film "Daaera" (1953). Production lasted 15 years. "Pakeezah" principal photography commenced in 1956 under the German cinematographer Josef Wirsching. The film faced many obstacles, particularly Amrohi and Kumari's separation in 1964 and Kumari's addiction to alcohol, which often made her unable to perform. After being postponed for many years, filming resumed in 1969 and finished in November 1971. The film's soundtrack, which became one of the highest-selling Bollywood soundtracks of the 1970s, was composed by Ghulam Mohammed and finished by Naushad, who also composed the background score.


title: Pakeezah

text: "Pakeezah", which was made on a budget of between to , premiered on 4 February 1972 and garnered a mixed response from critics. It was criticised for its extravagance and plot. Nevertheless, it was the highest-grossing Indian film of the year, collecting after a theatrical run of over 50 weeks. Trade analysts said its popularity might have been caused by Meena Kumari's death a month after its release. Meena Kumari was nominated for the Filmfare Award for Best Actress and won a special award at the Bengal Film Journalists' Association Awards; the film also received nominations for Best Film and Best Director (Amrohi), and won N. B. Kulkarni a trophy for Best Art Direction at Filmfare.


title: Pakeezah

text: The film is known for its lengthy production time and is considered to be a milestone of the Muslim social genre. Although initial critical reception to the film was unfavourable, it greatly improved in the years after its release. The film earned widespread praise for its luxurious, sophisticated sets and costumes. "Pakeezah" is also known for being Meena Kumari's last film to be released during her lifetime; her performance in it has been regarded as one of the best of her career. "Pakeezah" has often been included in listings of the best works of Indian cinema, including a poll conducted by the British Film Institute in 2007.


title: Pakeezah

text: Nargis is a "tawaif" (entertainer) based in the Muslim quarter of Lucknow. She dreams of marrying Shahbuddin, the man she loves, but his family's patriarch Hakim Saab strongly opposes their relationship because he finds it unacceptable to welcome a "tawaif" as a daughter-in-law into his respected family. Dejected, Nargis flees to a nearby "qabristan" (cemetery) and lives there, giving birth to a daughter before dying. On her deathbed, Nargis writes Shahbuddin a letter asking him to come for his newborn daughter. Nargis' sister Nawabjaan is buying jewellery when she finds a piece that is similar to one owned by Nargis. She asks the jeweller its origin and is led to the cemetery. She finds Nargis' body and her daughter, whom she takes back to her "kotha" (brothel).


title: Pakeezah

text: When Nargis' belongings are sold several years later, a man finds Nargis' letter and delivers it to Shahbuddin. Shahbuddin tracks down Nargis' now-adult daughter Sahibjaan's whereabouts and finds her working as an entertainer at Nawabjaan's brothel. Nawabjaan, however, does not want him to take Sahibjaan away, and takes her niece and flees to another town. While travelling by train, a young man enters Sahibjaan's compartment and seeing her sleeping. Struck by her beauty, he leaves her a note. After arriving at her destination, Sahibjaan wakes up and finds the note. She reads it and falls in love with the stranger.


title: Pakeezah

text: A brothel patron named Nawab wishes to own Sahibjaan and takes her to his boat for a night. The boat, however, is attacked by elephants and Sahibjaan is carried away by the fast-flowing river in the broken boat. She is taken to the riverside tent of Salim, a forest ranger. Sahibjaan reads Salim's diary and learns it was him who had left her a note on the train. Sahibjaan has finally met the stranger but feigns amnesia to avoid telling him her true identity. Before sunset, Nawabjaan finds Sahibjaan and takes her back to the brothel. Sahibjaan keeps thinking about Salim and runs away from the brothel. Without realising, she runs along the railway and gets her "gharara" (clothing) stuck there. Upon seeing an approaching train, Sahibjaan panics, stumbles and faints. The train stops before running over her body and people come to help her. One of them is Salim, who takes her to his home.


title: Pakeezah

text: Salim and Sahibjaan plan to elope to live peacefully but her profession as a "tawaif" makes her doubtful of the plan. When Salim anoints her to marry her, she refuses and decides to return to the brothel. Salim, who is heartbroken, eventually decides to marry someone else at his family's request and invites Sahibjaan to perform a "mujra" at his wedding. During the event, Nawabjaan recognises Shahbuddin and calls him to witness the irony of the situation; his own daughter dancing and entertaining his family. Shahbuddin's father tries to shoot Nawabjaan to silence her but instead kills Shahbuddin while trying to protect her. With his dying breath, Shahbuddin asks Salim to marry Sahibjaan. Salim's "doli" (vehicle) defies all conventions and arrives at Sahibjaan's brothel, fulfilling Shahbuddin's wishes.


title: Pakeezah

text: The filmmaker Kamal Amrohi and actress Meena Kumari were married in 1952, and made "Daaera" (1953), a film based on their relationship. Although it received positive feedback from critics, the film under-performed at the box office. "Daaera" commercial failure left Amrohi feeling insecure about his career, and he wanted to make a film that would both establish him as a filmmaker and be a tribute to Kumari, reflecting his love for her. Amrohi started conceiving a story of a nautch girl in the mid-1950s. Starting in May or July 1956, Amrohi wrote the screenplay in Mahabaleshwar. At that time, many films with similar themes had vulgar scenes; not wanting "Pakeezah" to be similar, he made the screenplay more "realistic [and] unvulgarised". Amrohi had Kumari in mind while finalising it, and during writing read the film's dialogue to her and asked for her opinions. In 1958, he asked Akhtar ul Iman and Madhusudan to expand the screenplay.


title: Pakeezah

text: Charging only , Kumari played the roles of Nargis and her daughter Sahibjaan, the central characters of the film. She was also involved as the costume designer and helped with casting. Since the film was dedicated to his wife, Amrohi focused the film's story entirely on her characters. In 1958, Amrohi stated he would play Salim because he could not find a suitable actor for the role, but he abandoned the idea because he found it difficult to act and direct at the same time. Ashok Kumar was cast in 1958 for the role but the plan was abandoned after several days of filming, and he got the role of Shahbuddin when filming was resumed. After considering a number of actors, Raaj Kumar became the final choice for the part as Salim; "Pakeezah" was his second collaboration with Amrohi after the hospital-set drama "Dil Apna Aur Preet Parai" (1960). He joined the cast in 1968 but it was only announced a year later.


title: Pakeezah

text: Principal photography was started by the German cinematographer Josef Wirsching on 16 July 1956. "Pakeezah" used CinemaScope. On Kumari's recommendation, Amrohi changed his plans to make the film in black-and-white, and in 1958, he started to make it entirely in colour with Eastmancolor. Filming progressed intermittently, largely determined by Kumari's availability during the 1950s. By early 1964, had been spent on the film, with particular focus on the sets. Also that year, Amrohi and Kumari separated due to personal differences but never actually divorced. In 1969 Kumari agreed to resume work on the film, and shooting restarted on 16 March. Amrohi invited the press to witness Kumari's return and made a documentary on it. Filming was completed in November 1971, and the editing, finished a month later, was done by D. N. Pai. From a reel of film, he retained . The background score was composed by Naushad and arranged by Kersi Lord.


title: Pakeezah

text: Ghulam Mohammed composed the soundtrack to "Pakeezah", except for the "alap" (title song) sequence, which Naushad himself composed. Amrohi, Kaifi Azmi, Majrooh Sultanpuri, and Kaif Bhopali served as the lyricists. Mohammed did not have a successful career, but Amrohi had seen and appreciated his work on "Mirza Ghalib" (1954). Recording started in December 1955 but was interrupted when Mohammed suffered a heart attack; nevertheless, he finished the soundtrack the same year. The 1960s marked the rise of the rock and roll genre in Bollywood films; after Mohammed's death in 1963, distributors suggested Amrohi replace him with a more commercial composer, but Amrohi refused to do so, insisting on keeping Mohammed's work. What remained uncomposed were the music for the "alap" and background score, and by the time production restarted, Amrohi chose Naushad to finish both because distributors persisted with their recommendation.


title: Pakeezah

text: Indian journalist Vinod Mehta and the author Bunny Reuben state that "Pakeezah" generated considerable pre-release anticipation; contrarily, authors Mohan Deep and Meghnad Desai say because of the lengthy production time, anticipation decreased up to the film's theatrical release. On 30 January 1972, "The Illustrated Weekly of India" carried an article by Kamal Amrohi, saying that he doubted Kumari could deliver a good performance at the age of almost 40. "Filmfare" published a promotional blurb of the film. A preview of "Pakeezah" was held for critics; Desai reported Amrohi was depressed because the film attracted more criticism than appreciation, which led him to go home drunk that night.


title: Pakeezah

text: Amrohi originally set the film's release for 1971 but it was postponed due to the Indo-Pakistani War. "Pakeezah" premiered at Maratha Mandir, Bombay, on 4 February 1972; Kumari attended the opening with Amrohi, his son Tajdar, and Raaj Kumar. The composer Mohammed Zahur Khayyam called the film "priceless". According to an estimate by Box Office India, it was highest-grossing film of the year, grossing . "Mint" estimated its net profit to be . "Pakeezah" initially opened to mediocre box-office returns but the film became a sleeper hit and ran for over 50 weeks, in 33 of which it was fully booked. Film observers credited these boosts to the audience's sympathy, given Kumari's death a month later. Amrohi said two weeks after its release, trade analysts called the film a commercial success and added that the pre-release advertisements led it its success.


title: Pakeezah

text: In late 1973, "Pakeezah" became the first film to be aired on Amritsar TV Centre, a television channel established in September 1973 in Amritsar, India, for broadcasting to Lahore, Pakistan. The film unexpectedly received an enthusiastic response from Pakistani viewers and people from other parts of India went to Lahore to watch it. According to Desai, public arrangements using big-screen televisions at traffic intersections were made for screening the film. Consequently, Amritsar TV started airing more films with similar themes. Due to the success of the televising of "Pakeezah", few people visited cinemas on that day, leading the owners, who faced financial failure, to demand a ban on airing the film. Since then, "Pakeezah" has frequently been broadcast on television. In 2005, Tajdar informed a "Stardust" interviewer its rights had been sold for the next 50 years.


title: Pakeezah

text: Upon its premiere, "Pakeezah" plot received unfavourable reviews from the Indian English-language press but according to Mehta, Urdu reviewers showed more enthusiasm, praising the historicity and sensitive, moving performances. "The Times of India" was highly critical of "Pakeezah", describing it as a "lavish waste". "Thought" magazine panned the storyline of a prostitute as irrelevant for the 1970s but complimented the technical aspects, including the colour cinematography and Amrohi's dedication to continuing production of the film for such a long time. The "Thought" writer also added that the film's dialogue uses many metaphors, especially a scene in which Sahibjaan has a monologue about the letter she finds on the train, and considered it to be excessively philosophical and unnatural. Writing for "Filmfare", S. J. Banaji gave the film a one-star rating, indicating "very poor" for the publication's standard, and criticised the film's narrative:


title: Pakeezah

text: Nirmal Kumar Ghosh reviewed "Pakeezah" positively for "Amrita Bazar Patrika", saying the popular belief among critics of the time was that the film's "overabundant wealth of dramatic conviction wrapped in superb cinematic fluidity is slow to its core". He thought its slowness makes the film "in perfect tune with its core, its world of hasteless fragrance, as if in terms of a sad-sweet dream which weaves its own slow spell while the outer world of time keeps ticking". Ghosh predicted it would be "a standing testimony to the great heights of tragedy that a peerless actress-tragedienne of Meena's calibre could climb to achieve deathlessness". While praising the film for promoting Muslim culture, Mehta saw Kumari's performance as "not genius" and commented; "While she was dancing, I would have preferred more lust. While she was playful, I would have preferred more frivolity. While she was briefly happy, I would have preferred more joy. While she was resigned, I would have preferred more fatalism."


title: Pakeezah

text: Critical reception to "Pakeezah" has significantly improved since its release, with most praise going to Kumari's performance; contemporary critics have described the film as "iconic" a classic, and a "magnum opus". In the 1988 book "One Hundred Indian Feature Films: An Annotated Filmography", Anil Srivastava and Shampa Banerjee wrote the film recreates "a lost era of decadence, and the world of high-class courtesans who were artistes in their own right", accompanied by "an incredible romance which cannot be contained within a rational or a casual framework". In 1999, Derek Malcolm of "The Guardian" described it as a mixture of poetry, fantasy and nostalgia, commenting; "If there is nothing special about the plot, the way it is accomplished is often astounding. Amrohi ... saturates the screen not only with some amazing colour photography but with a swirling romanticism that somehow never tips over into the laughable". Malcolm included his review for "The Guardian" in his book, "A Century of Films" (2000).


title: Pakeezah

text: Dinesh Raheja, in 2002, commended the film's lavish production designs, saying; "its splendour fills the eye, stirs the senses. And it ultimately showcases the heart beating at the film's core." He commented that Kumari's "understated performance and moist eyes sparkling with unshed tears have a hypnotic effect", saying Raaj Kumar's presence is felt because of his character's "likeable steadfastness". In 2005, British academic Rachel Dwyer applauded "Pakeezah" for presenting aesthetics in the cast and the choreography, and noted "the elaboration of scenery and in particular of clothing, tied to a certain nostalgia arising from the decline and disappearance of courtesan culture". She called Kumari's character a "quintessentially romantic figure: a beautiful but tragic woman, who pours out her grief for the love she is denied in tears, poetry and dance".


title: Pakeezah

text: Writing for "The Hindu" in 2008, Anjana Rajan likened reviewing "Pakeezah" in the 21st century to stepping "into the twilight world when India was traditional even in its approach to modernity. When courtesy and wisdom were considered as important to a civilised society as appearances and grooming. And when commercial Hindi cinema looked society in the face to point out its flaws, yet laced the statement with a sad sweetness, a searing beauty." In a review carried by the Pakistani newspaper "Dawn" in 2012, Raza Ali Sayeed found the plot to be "over-the-top" but said it is helped by the visuals: "From the dazzling colors of the dresses worn by the courtesans, to the beautiful set pieces which bring the world of the "tawaif" to life, this film is a joy to the senses". He added the dialogue is "like a long poetry recitation from start to finish", and that the film belongs to Kumari. In 2017, American critic Maitland McDonagh of "TVGuide" referred to "Pakeezah" as a "passionate, opulent Indian melodrama".


title: Pakeezah

text: "Pakeezah" won Best Art Direction for Kulkarni at the 20th Filmfare Awards, and was also nominated in categories Best Film, Best Director (Amrohi), Best Actress (Kumari), Best Music Director (Mohammed), and Best Cinematographer (Wirsching). The awards were controversial; there was criticism after Mohammed lost the award to the duo Shankar–Jaikishan of "Be-Imaan". In protest, Pran, the winner of Best Supporting Actor for "Be-Imaan", returned his trophy and said Mohammed's loss was "an insult" for India's music industry. Filmfare, however, defended their decision by stating according to their rules, posthumous awards are not allowed; Mohammed had died in 1963. "Filmfare" editor B. K. Karanjia said both Kumari and Wirsching lost for the same reason.


title: Pakeezah

text: "Pakeezah" addresses prostitution and belongs to the Muslim social genre, a Bollywood film category exploring Muslim culture in the usual settings of Lucknow, Lahore, and Delhi that became popular in the 1930s. Films of the genre generally follow the romantic stories of members of a nawab family. In "Pakeezah" narrative, Nargis and Sahibjaan present as Lucknow-based "tawaifs" (entertainers) who fall in love with Shahbuddin and Salim, members of nawab families, respectively. Other aspects of Muslim culture, such as dance and costumes, are vital to the plot. According to the academic Sumitra S. Chakravarthy, "Pakeezah" is a film in which "high drama and spectacle combine with a fine evocation of the niceties" of Muslim culture and Urdu, the language used by most Indian Muslims.


title: Pakeezah

text: The film's central character is Sahibjaan, and Shahbuddin and Salim appear only in secondary roles, which is uncommon for this type of story. "Pakeezah" follows society's rejection of prostitution; at the film's beginning, Shahbuddin arrives at his home with Nargis, whom he is preparing to marry. His father rejects Nargis, shouting, "She's not my daughter-in-law. She's your sin." The film also aims to capture Islamic traditions; in the ending, Sahibjaan is revealed by Shahbuddin to be the daughter of Nargis, whom his family rejected. Salim is also part of the family, being the son of Shahbuddin's brother. Sahibjaan and Salim subsequently marry, which her father requests before his death; this is not exceptional for a Muslim marriage—marriage between paternal cousins legal under Islamic law.


title: Pakeezah

text: In "Pakeezah", sexuality is represented but not directly depicted. Sex scenes are avoided and instead, like other Indian prostitution-related films, the film uses dance to emphasise the romance genre. Film analysts have considered the first encounter of Salim and Sahibjaan to be one of the most erotic scenes in the film. Salim and Sahibjaan meet in their respective railway journeys when Sahibjaan is sleeping and Salim enters her compartment and is amazed by her feet, placing a note there saying, ""Aapke paon dekhe, bahut haseen hain. Inhein zameen par mat utariyega... maile ho jaayenge"" ("I saw your feet. They are really beautiful. Please do not step on the ground... avoid making them dirty"). According to Sulagana Biswas of "The Telegraph", writing in 2020, the letter can be dismissed in the 21st century as foot fetishism.


title: Pakeezah

text: Voiceovers done by Amrohi play a significant role in "Pakeezah", which several film analysts found to be his finest work. In the film's opening minutes, voiceover is used to identify Nargis as a courtesan with a "mesmerising voice" and whose tinkling of bells are "a sensation all over", and is the younger sister of the character Nawabjaan. Later in the film, the voiceover describes a man who wants to remove Nargis from her brothel, which is referred to as "this hell", and the black-dressed Shahbuddin then opens the doors. Sound motifs are used throughout the film; for instance, a train whistle represents Sahibjaan's hopes of escaping from her brothel and the "alap" represents her sadness. A number of symbols, such as a bird with clipped wings and a snake in Sahibjaan's brothel, are used to represent struggles in Kumari's personal life.


title: Pakeezah

text: "Pakeezah" attained cult status and became a milestone in Bollywood, particularly for its depiction of Muslim culture. The film has been considered one of Amrohi's best works alongside "Mahal" (1949) and "Daaera" (1953), and his monument to Kumari. "Pakeezah" established Amrohi's image as a prominent director. According to Raheja, Amrohi narrates "a story imbued with the despair and the euphoria of human desires so deftly that you are caught up in the swirl of the visual maximalism in the fanciful, almost surreal setting. And by the romanticism of the wish-fulfillment end." Amrohi said the film's success prompted many producers and actors to express their desire to collaborate with him. In 1983, he made an experimental, Muslim-themed biopic called "Razia Sultan", which is about the female Sultan of Delhi of the same name. It was then the most-expensive Indian film, but failed to attract an audience and became his last work.


title: Pakeezah

text: Critics have praised Kumari's performance as one of her career's bests, her swan song, and one that made her an "evergreen heroine" of Hindi cinema. "Pakeezah" was her last release in her lifetime; "Gomti Ke Kinare", in which she also stars as a prostitute, was released after her death, though it failed commercially. Scholar Tejaswini Ganti said though she built her persona as a tragic actor in "Sahib Bibi Aur Ghulam" (1962), the image culminated with her performance in "Pakeezah"; according to critic Nikhat Kazmi; "It wasn't incidental that Meena Kumari perfected the role of the virginal nautch-girl in Kamal Amrohi's "Pakeezah"." In 2010, "Filmfare" included Kumari's work in their list of Bollywood's "80 Iconic Performances", praising her effort to deliver a sensitive performance.


title: Pakeezah

text: "Pakeezah" has been noted for its unusually long production time, and is described by critics as the finest example of the Muslim social, a genre that declined in the 1970s with the rise of secular themes in Bollywood. Its sophisticated, lavish costumes and sets have been considered influential. The duo Abu Jani–Sandeep Khosla's design of Anarkali, the Indian version of a ball gown, was inspired by Kumari's costumes in "Pakeezah"; it was shown in their first fashion show in 1988. Costume designer Salim Arif, in the 2003 book "Encyclopaedia of Hindi Cinema", wrote Kumari "stood out as the perfect embodiment of the distinctive culture that Muslim socials were set in, with her sophisticated persona heightened manifold by the use of the nuances of the Urdu language, an air of nostalgia for a fading style, refined poetry and music, and exquisite costumes and jewellery". Costume designer Manish Malhotra, who watched "Pakeezah" premiere in 1972, said the film's costume and set designs are his favourite of any film.


title: Pakeezah

text: "Pakeezah" has been included in several lists of best films. In 1992, Peter Wollen included in it his list of ten best films of world cinema, placing "Pakeezah" in the fifth position. In 2005, Rachel Dwyer selected the film for her book "100 Bollywood Films", and Rachna Kanwar of "The Times of India" included it in her 2005 list of "25 Must See Bollywood Movies". In 2007, it appeared in the British Film Institute's user poll of ten greatest Indian films. The American Indologist Philip Lutgendorf of the University of Iowa, who compiled a list of "Ten Indian Popular Films that are Not-to-be-missed" in 2014, placed "Pakeezah" in the third position. In 2016, Devesh Sharma from "Filmfare" included it in his "Seven Muslim Socials You Must Watch" list. The newspaper "Mint" chose "Pakeezah" in the list of "70 Iconic Films of Indian Cinema" in the next year. The film appeared in the 2018 book "100 Essential Indian Films", compiled by Rohit K. Dasgupta and Sangeeta Datta. In 2020, "The Indian Express" Shaikh Ayaz included "Pakeezah" as one of the "Hindi classics that defined the 1970s". On Eid al-Fitr 2021, Subhash K. Jha of Bollywood Hungama included it in his list of the holiday's must-watches.


title: Pakeezah

text: The Urdu-language dialogue ""Aapke paon dekhe, bahut haseen hain. Inhein zameen par mat utariyega ... maile ho jaayenge"" ("I saw your feet. They are really beautiful. Please do not step on the ground ... avoid making them dirty") attained popularity among the audience; "India Today" and "Filmfare" gave it a place in their lists of "30 Best Dialogues in Bollywood Movies" (2006) and "20 Most Famous Bollywood Dialogue" (2017), respectively. Actor Madhuri Dixit called "Pakeezah" her favourite film and filmmaker Sanjay Leela Bhansali said it can make him happy, adding; "We already have "Pakeezah". There is no need for another." Writing for "Open" in 2018, Dwyer said "Pakeezah" along with "Deewaar" (1975), "Sholay" (1975), and films of Bimal Roy and Guru Dutt "could constitute some kind of 'world cinema', where despite their typical features such as the use of melodrama and heightened emotion especially around the family, an engaging narrative, stars, a certain "mise en scène", usually one of glamour, grandiloquent dialogues and all-important songs, they can be appraised on similar critical and aesthetic terms".


title: Pakeezah

text: "Pakeezah" remained one of the most-talked-about Indian films decades after its release, and many books, including their chapters, and articles have been written about it. In the 1972 biography "Meena Kumari", republished in 2013 under the title "Meena Kumari: The Classic Biography", Mehta dedicated the fifth chapter to examining the film's production and release, followed by his commentary. Desai wrote the book "Pakeezah: An Ode to a Bygone World" (2013), providing an inside look at the production, release and thematic analysis. The book attracted positive reviews from critics, who praised his writing and extensive commentary. Biographer Raju Bharatan's "Naushadnama", released that year, also contains a chapter about the film's musical composition and background score. "Pakeezah" is one of ten films whose production and release Padhye covered in her book "Ten Classics" (2020). In 2021, media reported the National Film Archive of India had obtained 18 minutes of film footage that includes a sequence of the original, black-and-white version of "Inhin Logon Ne" with a younger Kumari and different choreography.


title: Nepal national football team

text: The Nepal national football team () represents Nepal in International men's football, and is governed by the All Nepal Football Association (ANFA). A member of the Asian Football Confederation (AFC), the Nepali football team plays their home games at Dasarath Rangasala Stadium in Kathmandu.


title: Nepal national football team

text: Football in Nepal had been a national sport as early as 1921 during the Rana dynasty. Several clubs were formed and several domestic tournaments such as the Ram Janaki Cup (1934), and the Tribhuvan Challenge Shield (1948) were organized. In 1951, the All Nepal Football Association (ANFA) was founded, and this saw the formation of the Nepal national football team.


title: Nepal national football team

text: In 1963, Nepal appeared in their first international away game in the Aga Khan Gold Cup; the predecessor of the President's Gold Cup, Asia Champion Club Tournament, and (now rebranded as the AFC Champions League) after various associations (including ANFA) insisted on entering national teams instead of clubs. After Nepal entered an 18-man squad, ANFA flew the players to Dhaka, East Pakistan (now Bangladesh) to play their first match. Nepal faced "Western Railway", a Pakistani team in the Bangabandhu National Stadium. However, the match was lost 0–7. Two days later, Nepal played the Dhaka Wanderers, a local East Pakistani team. Though this match was also lost 0–7. After two disastrous games, Nepal was sure to be knocked out of the preliminary round. The final game was against "Dhaka Police Club", though, despite the previous heavy losses, Nepal managed to win the game with a single goal. The goal scorer, Prakash Bikram Shah, became the first Nepali to score on foreign soil. The goal took place at the 19th minute.


title: Nepal national football team

text: In 1970, Nepal became a member of FIFA. Two years later, Nepal joined the Asian Football Confederation (AFC). With this, Nepal played their first international match on 13 October 1972, where they lost 2–6 to the People's Republic of China. The first Nepali footballer to score the first international goal for Nepal in a FIFA-recognized tournament was Y.B Ghale. Ghale scored against Kuwait in the 1982 Asian Games. Despite the popularity of the game, the lack of appropriate footballing infrastructure and the dearth of trainers, technicians, and other facilities have always been obstacles in the way of the Nepali FA's endeavors to raise the standard of football among the players of a nation that has an official per capita income of just 1,196 US dollars. The woes of Nepali football, however, have been immensely relieved by FIFA's determination to promote football in Nepal through youth programs.


title: Nepal national football team

text: In the mid-1980s, FIFA provided financial assistance and sent a number of coaches to help Nepal's federation to launch its first youth program, which was geared towards spotting talent at the grassroots level (such as in schools, for example) and providing young players with the necessary know-how, both on and off the pitch. The initial five-year plan helped half the players groomed under the first youth program to find a place in the national side, and the team that won the 2 gold medals in the first and sixth South Asian Federation (SAF) Games mostly consisted of the players from that youth programme. Despite Nepal being considered among the lower-ranked nations, Nepal has been largely successful in the South Asian Games where they won two gold, two silver, and two bronze medals.


title: Nepal national football team

text: Nepal hosted several notable friendlies from teams outside the Asian Confederation during the mid to late 80s, against Denmark in 1986; USSR and East Germany in 1987; and West Germany in 1989. While at the same time, Nepal still entered tournaments against club sides such as FC Ural Sverdlovsk Oblast in the 1989 ANFA Cup.


title: Nepal national football team

text: Nepal continued on with their winning ways through several minor tournaments which saw the nation showered with titles including the 1997 and 1998 Governor's Gold Cup, winning gold at the 1993 South Asian Games, and reaching 3rd place in the 1993 South Asian Association of Regional Co-operation Gold Cup (the first edition of the SAFF Championship).