Disaster 32x
Eager to enlarge its player base, Sega looked for ways to expand its consoles, first trying to accessorize the Genesis and provide functionality that the Super Nintendo couldn't. Sega's early attempt, the Sega CD, was a moderate success, so the company started to look towards the future. However, worried about the time table for its next system, the Sega Saturn, Sega pushed ahead with one of the most ill-fated pieces of console hardware of all time, the Sega 32X, which would end up being remembered as a complete disaster.
Disaster 32x
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This mobile command vehicle is designed to be deployed to assist other agencies in disaster recovery operations. This truck is equipped with on-board Wi-Fi, a mast mounted thermal camera, plenty of AC and additional power, with a rear platform with a stair and safety rail system for quick deployment of radios/comms gear for field rescue operations.
It's difficult to pinpoint the exact moment that things started to go wrong for Sega, but the late 1994 release of its 32X kicked off a timeline of disaster that would eventually result in its withdrawal from the console hardware market. A $149 mushroom-shaped add-on, the 32X crashed and burned within just one year. But just how capable was the hardware, how did it work and how well did its games stack up against the competition? Welcome to John Linneman's most ambitious DF Retro project yet - analysis of every single 32X game ever made, along with platform comparisons for multi-format entries. It's a light-hearted, joyous celebration of one of gaming's worst mistakes.
Which left console gamers of the mid-1990s with two choices. The SNES received a decent, albeit censored, port of id Software's DOOM forerunner, Wolfenstein 3D, in 1994, but its own version of DOOM, which followed a year later, was a disaster. Enemies could only ever face the player and were tragically pixelated; the controls were sluggish in comparison to the mouse-powered PC movement (although if you were one of the eight people in Britain with SNES Mouse, you could use that); and there was no texture mapping on the level floors or ceilings. It was ugly, slow and incredibly frustrating to play. But the same really couldn't be said of the alternative.
"Yes, the 32X was largely a complete disaster. Yes, it was probably a bit of a misguided rip-off. Yes it had a crushingly mediocre library of software. But when I think back to those initial moments of shock and wonder, edging my way through DOOM's claustrophobic, blood-soaked corridors, playing 'endurance sessions' in the pitch black with my little brother, fleeing in terror from Barons of Hell, Cacodemons, and the ever-intimidating presence of Pinky, I can't think of a better way to have experienced a first-person shooter for the first time."
The game is very beautiful in terms of it's visuals and features a vibrant and colorful nature setting that is quite charming and is the biggest draw of Kolibri. You'll travel through forested areas, underground caverns, waterfalls, and more as you work your way through the game's 20 gorgeous stages. Most of these are very appealing but do tend to blur into each of them not only because of their similar settings, brief lengths, but also the obtuse gameplay elements that are featured that force your to replay them over and over. Before long, the game feels like a series of frustrating challenges that are loosely strung together that just piles on the frustration to either lull you to sleep with boredom or to make you want to rage quit. To add to this, the bizarre soundtrack does nothing to elevate the experience. Instead of being light and whimsical like you would expect in a colorful game about a hummingbird, you're greeted by a dark an ominous song on the title screen. I guess this is meant to foreshadow the environmental disaster theme that the developers were so adamant about shoving in your face in both this game and the Ecco games. It's a worthwhile soap box to stand on, but I feel like it's pretty heavy handed in these games and isn't really presented well in either case. It's pretty much, "Earth Good!, Pollution Bad!" without much more nuance on display. The rest of the soundtrack is mostly ambient nature sounds with some light background music. It's fine most of the time, but is nothing if not boring. When things do ramp up, the music doesn't get much better and is mostly forgettable.
The handling of the 32X heavily contributed to damaging Sega's reputation, especially in conjunction with the PR disaster that was the Saturn's surprise early North American launch, and in hindsight was a likely factor in Nintendo and the SNES ultimately beating out Sega and the Genesis in the fourth-generation console war. In fact, Nintendo took a page out of Sega's playbook and advertised their new Killer App Donkey Kong Country (which released at the same time as the 32X) as boasting cutting-edge graphics without the need of special add-ons. The only consolation one can give the add-on was that it at least succeeded in outselling the Atari Jaguar, though that's not saying much.
As the '90s progressed, SEGA became more and more of a disaster. The company was spread too thin, trying to support an endless array of consoles, and hadn't had a financial success since the Genesis/Mega Drive. This led to a lot of pressure and stress for staff.
The absolute disaster of Sonix X-treme and the monumental outcry from fans that helped cause the Saturn's failure all led SEGA to know one absolute fact: Sonic needed an epic game for their new Dreamcast console. The Dreamcast was SEGA's final attempt at regaining its reputation, but despite strong initial sales, it ultimately lost out to the PS2 and Microsoft's new Xbox.
Globally, the use of drones has steadily increased in recent years. Each iteration has aided in solving problems relating to urban planning, agriculture, and the usage of drones for emergency management. Drones are beneficial in a variety of industries thanks to the innovation that made them so efficient in warfare. Due to their numerous uses in search and rescue operations, strategic planning assistance, and other areas, drones are becoming more and more prevalent in disaster management. Therefore, using a drone in disaster response is a wise decision that will simplify and streamline the efficiency and effectiveness of response teams. A recent report from Fact.MR projected that: "The global emergency drones market is set to enjoy a valuation of US$ 4,245.1 million in 2022 and further expand at a CAGR of 13.1% to reach US$ 16,729.8 million by the end of 2033." It continued: "Drone applications in emergency services are already widespread across world. While elsewhere in the world, drones are allowed to be used for specific and limited trials whereas in some cases, the sales of emergency drone have reached the valuation of US$ 4,245.1 million in 2022." It added: "In 2023, the global drone market is estimated to have around 7.6 million unit shipments, while the drone market is projected to grow at 15.3% CAGR. wherein sales of emergency drones accounted for nearly 14% share of the global drone market at the end of 2023." Active companies in the markets this week include: Draganfly Inc. (NASDAQ: DPRO) (CSE: DPRO), Ambarella, Inc. (NASDAQ: AMBA),The Boeing Company (NYSE: BA),AgEagle Aerial Systems Inc.(NYSE: UAVS), NVIDIA(NASDAQ: NVDA).
Fact.MR concluded: "Short Term (2023 Q2 to 2026): The use of fixed wing and rotary wing emergency drones in police and homeland security to positively impact emergency drones market growth. Medium Term (2025-2029): Europe and North America anticipated to witness high demand emergency drones due to increasing investment in disaster management in these regions, with the presence of global leading players. Long Term (2029-2033): Increase in the use of emergency drones in healthcare sector will upsurge the market growth. Over the 2018-2022 historical period, the global emergency drones market registered a CAGR of 11.6%, and (according to the Fact.MR, a market research and competitive intelligence provider), the market is projected to exhibit growth at 13.1% CAGR between 2023 and 2033."
Background & objectives: In the tsunami (December 2004) affected coastal villages located on southern parts of Coramandel Coast of India, seawater intrusion has created serious problems for the people, in order to assess the risk of outbreak of fly-borne diseases, a longitudinal study for one year was carried out to investigate muscoid fly abundance and their distribution in relation to various phases of relief measures in disaster-hit villages.
Interpretation & conclusion: Seawater incursion, crowding of tsunami victims at relief camps, accumulation of solid waste at centralized relief kitchen and temporary shelters were responsible for the sudden increase in the number of flies. However, the post-disaster relief efforts kept the situation under control, without outbreak of any vector-borne diseases.
India recorded a disaster during the last week of 2004, which was an undersea earthquake erupted in Sumatra, triggering off tidal waves called tsunami. It battered Indonesian coast, Sri Lanka, Andaman and Car Nicobar islands and southern coast of India in the Tamil Nadu State (1). The tsunami had not only wiped out several lives, but also affected most of the survivors. Over 1,50,000 people killed across Southeast Asian countries, 10,749 were from India (2). Of the 13 coastal districts of Tamil Nadu, the most affected district was Nagapattinam, followed by Tanjore and Kanyakumari. The Karaikkal region, a part of Puducherry Union Territory had also been affected by this tragic event. In Nagapattinam district, the worst affected villages were Keechankuppam, Akkaraipettai, Kallar, Vizhundhamavadi, Nagore, Poompuhar, Tranquebar; and in Karaikkal region, Chandrapadi, Karaikkalmedu and Pattinacherry. Intrusion of seawater, accumulation of carcasses and consequent post disaster activities resulted in untold miseries among the people (3-5). As an immediate relief, people were shifted to camps, organized in public places and subsequently accommodated in temporary shelters, constructed by the govemment. Provisions of food and water were made to the affected people. Balaraman et al (6) reported the risk of outbreak of vector-borne diseases in the tsunami-hit areas. Despite the pest control measures undertaken by the State Health Authorities, profuse breeding of muscoid flies was noticed in the affected villages immediately after the tsunami (7). The abundance of flies during the post-tsunami period with... 041b061a72