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India test-launches a missile with a range of 1,800 miles (July 9). More than 200 people die and hundreds more are wounded when a series of bombs explode on commuter trains in Mumbai, India during the evening rush hour (July 11). Saddam Hussein is convicted of crimes against humanity by an Iraqi court (Nov. 5), and hanged in Baghdad. Oct 30, 2007 Explore the ever-shifting world of Super Collapse! 3, the latest addition to the smash-hit Super Collapse! Franchise, as each level presents new and challenging ways to test your skill and speed. Super Collapse! 3 introduces Quest! Where you can explore fun and unique stages for.
Randy Rucker, a professor in the Department of Agricultural Economics and Economics in the MSU College of Agriculture, began looking into colony collapse disorder several years ago with colleagues from North Carolina State University and Oregon State University, for the purpose of estimating its economic impacts. The onset of the disorder was an unexpected shock to commercial beekeeping and pollination markets that first received national attention in the winter of 2006-07 when mortality rates were estimated to be almost 30%.Colony collapse disorder is still a poorly understood phenomenon, wrote Rucker and his co-authors in the paper's introduction. Since its onset, along with other pollinator health issues such as the Varrona mite, which feeds on developing bees, it has caused significant concern among beekeepers and the public.' With colony collapse disorder, a beekeeper goes out and virtually all the worker bees are gone,' said Rucker. 'Twenty thousand, 30,000, 40,000 worker bees, just gone.
There are very few dead worker bees on the ground near the colony, and the queen, the brood and all the food are still there. But the bees are just gone.' With so little known about what causes colony collapse disorder, Rucker and his team set out to identify its economic ripple effects by examining trends in four categories: number of commercial honeybee colonies nationwide, honey production, prices of queens and packaged bees and pollination fees charged by commercial beekeepers to growers. The team found some surprising results.Bee population is known to fall during the winter, said Rucker.
Prior to the onset of colony collapse disorder, the average winter mortality rate was about 15%. Beekeepers have long known how to replace dead hives and are prepared to deal with losses, typically in one of two ways. The first method of offsetting winter losses is called splitting, where a beekeeper takes half the bees in a healthy colony, moves them to a struggling colony and adds a newly fertilized queen, purchased for $18-25 and received through the mail. After about six weeks, there are once again two healthy hives.The other way to increase colony numbers after winter losses is to simply buy a package of bees, also through the mail, which includes a fertilized queen and several thousand worker bees. Beekeepers place the bees in the dead hive and then watch as a healthy hive develops.
Both methods are relatively easy and inexpensive for beekeepers - and have remained so after the onset of colony collapse disorder, the study found.' Beekeepers know how to replace dead hives,' said Rucker. 'As winter mortality increased after CCD appeared and beekeepers worried about having enough hives to meet their pollination contracts in the spring, they responded by splitting more hives in mid- to late summer and would then end up with the number they needed.'
Even with more hives split and more bees purchased, the prices of queens and packaged bees have not increased dramatically, the study found. From this result, the authors infer that 'the supply of queens and packaged bees is sufficiently elastic that any increases in demand associated with CCD have not resulted in measurable increases in price.' The team found similar results when they examined trends in colony numbers and honey production. While there were pre-existing downward trends in both metrics before the onset of colony collapse disorder, the rate of decline has not increased, said Rucker. In fact, colony numbers in 2018 were higher than they had been over the last 20 years. The sole instance of a pronounced negative impact came when the team studied trends in pollination fees for commercial crops.
Even there, however, only one commercially important crop showed a significant increase in price: almonds.' Almonds get pollinated in February or March, and it's really the only major crop that requires pollination during that time of year,' said Rucker.
With about a million acres of almonds in need of pollination each year, it takes about 70% of U.S. Managed honeybee colonies to get the job done.Pollination fees for almonds rose from roughly $70 to almost $160 - adjusted for inflation - over the winters of 2004-05 and 2005-06, but Rucker and his co-authors noticed something unusual about the timing. Those increases happened before colony collapse disorder appeared on the scene over the winter of 2006-07.' Almond pollination fees did go up substantially, but they went up before CCD hit,' said Rucker. 'You can't attribute those increases to colony collapse disorder.'
The bottom line, he said, is that while there have been changes in the commercial pollinator markets, few can be directly linked to colony collapse disorder or any other recent pollinator health concerns. This is good news for beekeepers and consumers alike, he added.' When we started this project, we expected to find huge effects, but we found very small ones,' said Rucker. 'The only effects we found on consumers, for example, is that they probably pay about 10 cents more for a $7, one-pound can of almonds at the grocery store.' The reason the disorder's impacts are so small, said Rucker, is directly linked to the fact that most beekeepers know that bees and honeybee colonies are going to die over the course of the year, and they have developed methods of dealing with those fluctuations.
As a result, they have been able to react quickly to disruptions like CCD. But there are still a lot of unknowns about the disorder, and the paper focused on the particular overlap of colony collapse disorder and economics.' The bottom line is that beekeepers are savvy businesspeople,' he said. 'Our research provides reason for optimism about the future ability of commercial beekeepers to adapt to environmental or biological shocks to their operations and to pollination markets.
It says nothing, however, about non-managed pollinators. Data on those pollinators' populations are sparse, and the impacts of maladies like CCD on their populations are not well understood. There is definitely much more work to be done to grasp the effects of CCD and other threats to bee health.'
(Redirected from Super Collapse 3)
Collapse! | |
---|---|
Genre(s) | Puzzle |
Developer(s) | GameHouse |
Publisher(s) | GameHouse (RealNetworks) |
Platform(s) | Windows, Mac OS X |
First release | Collapse! 1998 |
Latest release | Collapse! Blast March 11, 2013 |
Collapse! is a series of award-winning[1]tile-matchingpuzzle video games by GameHouse, a software company in Seattle, Washington. In 2007, Super Collapse! 3 became the first game to win the Game of the Year at the inaugural Zeebys. The series has been discontinued since 2015 due RealNetworks shutting down its internal games studio.[1]
In 2006, a spin-off series called Super Collapse Puzzle Gallery! was developed into 5 games.
Gameplay[edit]
The classic Collapse! game is played on a board of twelve columns by fifteen rows. Randomly colored blocks fill the board, rising from below. By clicking on a group of 3 or more blocks of the same color, the whole group disappears in a collapse and any blocks stacked above fall down to fill in the vacant spaces. If a whole column is cleared, the elements slide to the center of the field. If one or more blocks rise beyond the top row of the board, the game is lost. If the player manages to survive a specified number of lines without losing, they win the level and are awarded points for successful completion.[2]
A level usually begins with a few rows of blocks using a starting set of colors (typically red, green, blue, white, and yellow.). One after the other, new blocks are added to a 'feed' row below the board. When the feeder row has filled, all of its blocks are moved up, to the active board, shifting the field of remaining blocks higher. During the course of a level, the rate of new blocks entering the feed increases. New colors may also be introduced, making it more challenging for the player to find groups that are large enough to be collapsed.
In higher levels of the game, 'bombs' appear, mixed among the blocks. The bombs are black (in which case clicking on them causes the surrounding blocks to disappear), or are the color of one of the groups of bricks (in which case clicking on the bomb eliminates all bricks on the board that are the same color). Black bombs have the additional quality of serving as a bridge between bricks of the same color; if two or more bricks of the same color are touching a bomb, then clicking one of those bricks has the same effect of clicking on a group of three or more bricks of the same color. In Super Collapse 3!, this rule is changed to allow colored bombs to act as a bridge between matching groups.
When a player completes a certain number of 'even-numbered' levels (i.e., from level 2, 4, 8, 10, 14 and 16), a bonus level is played. Here, the player has 15 seconds to completely clear a screenful of bricks and earn extra points.
Games[edit]
Title | Date | Platforms |
---|---|---|
Collapse! | 1998 | Web (Flash) |
Super Collapse! | 2001 | Win 95/98/ME/2K/XP |
Super Collapse! II | 2002 | Win XP/2K, Mac OS X, Game Boy Advance |
Collapse! Crunch | 2005 | Win XP/2K, Mac OS X |
SpongeBob SquarePants Collapse! | 2007 | Win XP/2K, Mac OS X; Web (Flash) |
Super Collapse! 3 | 2006 | Win XP/2K, Mac OS X; PlayStation Portable, Nintendo DS |
Super Collapse! Puzzle Gallery | 2007 | Win XP/2K, Mac OS X |
Collapse! Chaos | 2008 | Mobile, iPhone/iPod Touch |
Collapse! | 2009 | Win XP/2K/Vista/7, Mac OS X; Web (Flash); iPhone/Touch, Android, Mobile |
Collapse! | 2011 | Windows Phone 7 |
Collapse! Blast | 2013 | iPhone/Touch/Android/Facebook |
Web & Super Collapse![edit]
Super Collapse! | |
---|---|
Developer(s) | GameHouse |
Publisher(s) | GameHouse |
Designer(s) | Ben Exworthy, Garr Godfrey (orig.)[citation needed] |
Series | Collapse! |
Platform(s) | Windows, Mac OS X, Browser (Flash), Game Boy Advance, Nintendo DS, PlayStation Portable, Mobile, iPhone, Smartphone, Facebook, Windows Phone 7 |
Release | 1999 |
Genre(s) | Puzzle |
Mode(s) | Single-player |
![2006 2006](http://www.uefa.com/MultimediaFiles/Photo/competitions/Comp_Matches/02/26/11/03/2261103_w2.jpg)
In late 1998, Ben Exworthy and Garr Godfrey[citation needed] worked together to release the original Collapse! a web-based game that, through distribution arrangements with major online game portals such as Microsoft Zone, quickly grew in popularity. Alongside other seminal games like Bejeweled (PopCap), Collapse! helped to boost the early popularity of the 'match three' genre of casual games.
![Super collapse 3 2006 07 of 11 days Super collapse 3 2006 07 of 11 days](/uploads/1/2/5/4/125495457/351551672.png)
In 2001, following the success of the web-based Collapse!, GameHouse developed and released Super Collapse!, a standalone download for Windows PCs.[3] While the gameplay remained identical to its web-based counterpart, this new version offered enhanced graphical resolution, animations, sounds and music, at a price of US$20. Afterwards, GameHouse would continue to use the word 'super' in the titles of its download games, as a way to distinguish them from the simpler web-based versions.
Super Collapse! II[edit]
In 2002, one year after the release of Super Collapse!, GameHouse would create the first true sequel in the series, Super Collapse! II. In addition to the classic gameplay, Super Collapse II would offer Relapse, Strategy, and Puzzle modes.[4]
Super Collapse! 3[edit]
Super Collapse! 3 continued expanding the work of previous Collapse! games. In addition to three new modes (Slider, Continuous, Countdown), Super Collapse! 3 introduced a 'quest' mode where players progressed through a whimsical world, unlocking new levels as they go.[5] Sound effects and music for Collapse! 3 were created and composed by Jesse Holt.
In 2006, it received a Zeeby award and was named the Best Casual Game of the Year.
Collapse! (2009)[edit]
COLLAPSE! promotional screen art
In late 2009, GameHouse released all new versions of the game dubbed COLLAPSE! across several platforms including Windows, Mac, Facebook, and mobile.[6] While each version is uniquely designed for each major platform, players can earn special codes to unlock bonuses in the PC, Mac, and Facebook versions.
Facebook app[edit]
The first of these new games was a Facebook application, released in October.[7] Players compete with friends in weekly tournaments, with a new game variation unlocked each day. During any given week, players can play and replay any previous day's challenge (for example, to maximize a score) but, at the end of the week, the scores are locked, combined into weekly totals, and winners declared.
iPhone and mobile[edit]
On December 4, 2009, the iPhone and iPod Touch COLLAPSE! was released to the iTunes Store. Like Super Collapse 3, this version featured a quest mode where the player would advance through a world, unlocking new levels. Unlike Collapse 3, however, this version introduced player and enemy characters as well as a name for its fictional world: 'Blocktopia.'
According to RealNetworks, this new mobile game used a proprietary development platform, Emerge, and is capable of being ported to eight mobile operating systems, 130 cell phone carriers and distributors.[8] A version for Android as well as BlackBerry and other devices is planned to follow the iPhone by a few weeks.[6]
PC and Mac[edit]
Released December 9, 2009, the PC and Mac COLLAPSE! continued to evolve the game in the direction set out by Super Collapse 3.[9]
The 'Quest' mode from Super Collapse 3 has been renamed 'Adventure' in COLLAPSE! and updated to feature not only a more detailed world ('Blocktopia') but also a story and a customizable avatar to take through it. Each land within Blocktopia is plagued with a unique catastrophe that must be repaired one level at a time. At the end of each land, players battle against a comic boss who uses special powers and techniques to vary the gameplay and challenge the player.[10]
Completing levels rewards players with coins that can be used to purchase power-ups, avatar clothing, and additional game features in shops located throughout the world. There are also casinos where players can play games of chance to win even more coins if they run into difficulty.
While much of the classic gameplay is unchanged, one significant variation is the addition of double boards. These modes place a second game board alongside the first and players must switch attention between the two.
References[edit]
- ^ abhttp://investor.realnetworks.com/releasedetail.cfm?ReleaseID=229425
- ^http://www.mobygames.com/game/super-collapse
- ^http://www.casualgamewiki.net/wiki/index.php/Super_Collapse!
- ^http://www.casualgamewiki.net/wiki/index.php/Super_Collapse!_II
- ^http://www.casualgamewiki.net/wiki/index.php/Super_Collapse!_3
- ^ abhttps://venturebeat.com/2009/12/09/real-networks-launches-multi-platform-game-collapse/
- ^'Archived copy'. Archived from the original on 2010-01-22. Retrieved 2009-12-10.CS1 maint: archived copy as title (link)
- ^https://venturebeat.com/2009/09/17/real-networks-launches-program-to-publish-mobile-games-to-1700-cell-phones/
- ^'Archived copy'. Archived from the original on 2009-12-13. Retrieved 2009-12-10.CS1 maint: archived copy as title (link)
- ^http://www.gamezebo.com/games/collapse/review
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