document_title: Pokémon (video game series)

question_text: when did the first pokemon game come out

text: Pokémon (video game series)

text: Generations

text:
Timeline of release years

1996
Red and Green

Blue

1997

1998
Yellow

Red and Blue

1999
Gold and Silver

2000
Crystal

2001

2002
Ruby and Sapphire

2003

2004
FireRed and LeafGreen

Emerald

2005

2006
Diamond and Pearl

2007

2008
Platinum

2009
HeartGold and SoulSilver

2010
Black and White

2011

2012
Black 2 and White 2

2013
X and Y

2014
Omega Ruby and Alpha Sapphire

2015

2016
Sun and Moon

2017
Ultra Sun and Ultra Moon

text: All of the licensed Pokémon properties overseen by The Pokémon Company are divided roughly by generation. These generations are roughly chronological divisions by release; when an official sequel in the main role-playing game series is released that features new Pokémon, characters, and possibly new gameplay concepts, that sequel is considered the start of a new generation of the franchise. The main games and their spin-offs, the anime, manga and trading card game are all updated with the new Pokémon properties each time a new generation begins. The franchise began its seventh generation with Pokémon Sun and Moon, which were released worldwide on November 18, 2016.

text: First generation (1996–1999)

text: The original Pokémon games are Japanese role-playing video games (RPGs) with an element of strategy, and were created by Satoshi Tajiri for the Game Boy. These role-playing games, and their sequels, remakes, and English language translations, are still considered the "main" 'Pokémon' games, and the games with which most fans of the series are familiar.

text: The Pokémon series began with the release of Pocket Monsters Red and Green for the Game Boy in Japan. When these games proved extremely popular, an enhanced Blue version was released sometime after, and the Blue version was reprogrammed as Pokémon Red and Blue for international release. The original Green version was never released outside Japan.[2] Afterwards, a second enhanced remake, Pokémon Yellow, was released to use the color palette of the Game Boy Color and more of a stylistic resemblance to the popular Pokémon anime. This first generation of games introduced the original 151 species of Pokémon (in National Pokédex order, encompassing all Pokémon from Bulbasaur to Mew), as well as the basic game concepts of capturing, training, battling and trading Pokémon with both computer and human players. These versions of the games take place within the fictional Kanto region, though the name "Kanto" was not used until the second generation. Spin-off first-generation titles include Pokémon Pinball; an adaptation of the Pokémon Trading Card Game for Game Boy Color; an on-rails photography simulator for Nintendo 64 titled Pokémon Snap; a Nintendo 64 Pokémon-themed adaptation of Tetris Attack, Pokémon Puzzle League. A 3D Nintendo 64 incarnation of the handheld RPGs' battle system, Pokémon Stadium; and a co-starring role for several species in the Nintendo 64 fighting game Super Smash Bros..[3] At the Nintendo Space World in 2000, a game was revealed briefly with Meowth and Team Rocket singing a song. This was one of the earliest introductions of the Pokémon Togepi and Bellossom. This game was called Meowth's Party, but was never turned into a playable game. Instead, the song/video was played at the end of one Pokémon episode, and a CD was made for retail in Japan for a limited time.

text: Second generation (1999–2002)

text: The second generation of Pokémon video games began in 1999 with the Japanese release of Pokémon Gold and Silver for the Game Boy Color, with Australia and North America getting the game in October 2000 and European release date of April 2001. Like the previous generation, an enhanced version titled Pokémon Crystal was later released.

text: This generation introduced 100 new species of Pokémon (starting with Chikorita and ending with Celebi), for a total of 251 Pokémon to collect, train, and battle. New gameplay features include a day-and-night system (reflecting the time of the day in the real world) which influences events in the game; full use of the Game Boy Color's color palette; an improved interface and upgraded inventory system; better balance in the collection of Pokémon and their moves, statistics and equippable items (a new addition); the addition of two new Pokémon types (Dark and Steel) to better balance the strengths and weaknesses of each Pokémon; Pokémon breeding; and a new region named Johto. After exploring Johto, the player can travel east to explore the adjacent Kanto region.

text: Spin-off games in the second-generation include Pokémon Puzzle Challenge, the adaptation of Pokémon Puzzle League—a puzzle game created by Zoppf industries—made specifically for the Game Boy Color; the Nintendo 64 pet simulator Hey You, Pikachu!; the Pokémon Stadium sequel, Pokémon Stadium 2, for Nintendo 64; several Pokémon mini-games for the e-Reader; and a co-starring role for several Pokémon species in the Super Smash Bros. sequel Super Smash Bros. Melee for the GameCube.[4] The Pokémon mini was a handheld game console released in December 2001 in Japan and 2002 in Europe and North America.

text: This generation started an unofficial tradition among even numbered generations, giving the Pokémon Eevee new type evolutions beyond the original three of the first generation.

text: Third generation (2002–2006)

text: Pokémon entered its third generation with the 2002 release of Pokémon Ruby and Sapphire for Game Boy Advance and continued with the Game Boy Advance remakes of Pokémon Red and Green, Pokémon FireRed and LeafGreen (Red and Green representing the original Japanese first generation games; territories outside Japan instead saw releases of Red and Blue). An enhanced remake of Pokémon Ruby and Sapphire titled Pokémon Emerald followed after.

text: The third generation introduced 135 new Pokémon (starting with Treecko and ending with Deoxys) for a total of 386 species. It also features a more visually detailed environment compared to previous games, "natures" which affect Pokémon stats, a new 2-on-2 Pokémon battling mechanic, a special ability system applying to each Pokémon in battle, the Pokémon Contest sub-game, the new region of Hoenn, the ability to select the protagonist's gender and Secret Bases: customizable "rooms" where the player can display items they have collected in game and battle against real friends. Secret Bases can be found in bushes, trees or small cave openings in landscapes by using the Pokémon move, Secret Power, which can be taught to virtually all pokémon. However, this generation also garnered some criticism for leaving out several gameplay features, including the day-and-night system introduced in the previous generation (which was removed due to internal-battery save problems), and it was also the first installment that encouraged the player to collect merely a selected assortment of the total number of Pokémon rather than every existing species (202 out of 386 species are catchable in the Ruby and Sapphire versions).

text: Third-generation spin-off titles include Pokémon Pinball: Ruby & Sapphire for Game Boy Advance; Pokémon Mystery Dungeon: Blue Rescue Team and Red Rescue Team for Game Boy Advance and Nintendo DS; Pokémon Dash, Pokémon Trozei! and Pokémon Ranger for Nintendo DS; Pokémon Channel and Pokémon Box: Ruby & Sapphire for GameCube; and two RPGs for the GameCube, consisting of the games Pokémon Colosseum and Pokémon XD: Gale of Darkness.

text: Fourth generation (2006–2010)

text: In 2006, Japan began the fourth generation of the franchise with the release of Pokémon Diamond and Pearl for Nintendo DS. The games were subsequently released in North America on April 22, 2007 and in Australia on June 21, 2007. The game was then later released in the UK and Europe on July 27, 2007.[5] Other main series games in the fourth generation include Pokémon Platinum, a director's cut version of Diamond and Pearl in the same vein as Pokémon Yellow, Crystal, and Emerald.[6][7] It was released for the Nintendo DS in Japan on September 13, 2008,[8] in North America on March 22, 2009,[9][10] and in Australia and Europe on May 14, 2009[11] and May 22, 2009[12] respectively. It was also announced that the Generation II games Pokémon Gold and Silver would be remade for the Nintendo DS as Pokémon HeartGold and SoulSilver.[13] First released in Japan on September 12, 2009, the games were later released to North America, Australia, and Europe during March 2010.[14][15][16]

text: The fourth generation introduces another 107 new species of Pokémon (starting with Turtwig and ending with Arceus), bringing the number of Pokémon species to 493. This generation is the first to have 3D graphics in a main series game, although it is still a mixture of both 3D graphics and sprites. New gameplay concepts include a restructured move-classification system, online multiplayer trading and battling via Nintendo Wi-Fi Connection, the return (and expansion) of the second generation's day-and-night system, the expansion of the third generation's Pokémon Contests into "Super Contests", and the new region of Sinnoh, which has an underground component for multiplayer gameplay in addition to the main overworld. Secret Bases also appear in Sinnoh but can only be created and housed in Sinnoh's underground. HeartGold and SoulSilver also introduced the Pokéathlon to the Johto region, which consists of many Pokémon based sporting events making use of the stylus.

text: Spin-off games in the fourth generation include the Pokémon Stadium follow-up Pokémon Battle Revolution for Wii (which has Wi-Fi connectivity as well[17]), Pokémon Ranger: Shadows of Almia and Pokémon Ranger: Guardian Signs for Nintendo DS, Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness and their sister game, Explorers of Sky all for the Nintendo DS, and a co-starring role for Pikachu, Jigglypuff, Lucario, and a Pokémon Trainer (who uses Squirtle, Ivysaur, and Charizard for fighting) in the 2008 Wii fighter Super Smash Bros. Brawl.

text: Fifth generation (2010–2013)

text: The fifth generation of Pokémon began on September 18, 2010 with the release of Pokémon Black and White in Japan. They were then released in North America, Europe, and Australia in March 2011. They were released on the Nintendo DS, the same console as its predecessing generation.

text: The games take place in the Unova region. New features include the C-Gear, a feature where players can use Wi-Fi options and customizations; two new battle methods ("Triple Battles", where three Pokémon are sent out at once, and Rotation Battles, where three Pokémon are also sent out at the same time, but the trainer can switch one Pokémon out of the three that are present); "Battle Tests", where trainers battle each other to see who has stronger Pokémon; the Pokémon Musicals (similar to Pokémon Contests), which have trainers use their Pokémon to dance in a theater with other Pokémon; and the ability to never waste Technical Machines (TMs), even when found the first time.

text: This generation introduced a total of 156 new Pokémon (beginning with Victini and ending with Genesect), the most of any generation so far. It was also the first generation where the first new Pokémon in National Pokédex order (Victini) is not a starter. It also introduced another new feature, the seasons, from which two Pokémon (Deerling and Sawsbuck) represent them. Unlike previous generations, which would introduce some species of Pokémon that were evolutionary relatives of older-generation Pokémon, the fifth generation's selection was all-original, in an attempt to make the primary versions feel like a brand-new game.

text: The other core series games, and the additions to Black and White, titled Pokémon Black 2 and White 2, are direct sequels. They take place in the Unova region two years later, and were released in Japan on June 23, 2012 and in North America, Australia, and Europe in October of that year for Nintendo DS. They are somewhat different of their predecessors; there are different protagonist trainers, and many of the other important characters have changed as well. The games also introduced a new feature, the "Pokémon World Tournament", where trainers can battle gym leaders and champions from older regions, including Unova. The games also broke the tradition of releasing a third version as the addition to the primary versions.

text: Spin-off fifth generation games include sequels Pokémon Rumble Blast and Pokémon Mystery Dungeon: Gates to Infinity for Nintendo 3DS, PokéPark 2: Wonders Beyond for Wii, and Pokémon Rumble U for Wii U, a downloadable game. Others include Learn with Pokémon: Typing Adventure (a typing game) and Pokémon Conquest (a crossover game) for Nintendo DS, and downloadable reference applications Pokédex 3D, Pokédex 3D Pro (for Nintendo 3DS), and Pokédex for iOS (for iOS devices), which allows players to view information of Pokémon species while they have 3D models.

text: Sixth generation (2013–2016)

text: On December 24, 2012, Japanese magazine Nintendo Dream posted a greetings card sent out by Game Freak. In the card, Junichi Masuda exclaimed that during 2013, they intend to further evolve the world of Pokémon. On December 29, 2012, a new Pokémon Black 2 and White 2 commercial aired in Japan, and ending with a message, informing Pokémon fans that the latest news would be announced on January 8, 2013. On January 4, 2013, both the Japanese and English official Pokémon website confirmed that an announcement would be made on January 8. On January 7, 2013, the official Japanese website explained that the Nintendo president, Satoru Iwata would hold a 10-minute "Pokémon Direct" video conference to announce the big Pokémon news. On January 8, 2013, Satoru Iwata announced the sixth generation of Pokémon, with the new paired games, Pokémon X and Y, which were released on the Nintendo 3DS on October 12, 2013 worldwide.[18] The X and Y games are rendered in full 3D;[19] however, only select parts of the game can be displayed in stereoscopic 3D.[20] The video introduced the player characters, the starter Pokémon; Grass-type Chespin (Japanese: Harimaron (ハリマロン)), the Fire-type Fennekin (Japanese: Fokko (フォッコ)), and the Water-type Froakie (Japanese: Keromatsu (ケロマツ)), and two other Pokémon, not named until later; a bird-like Pokémon called Yveltal (イベルタル, Iberutaru) having a shape similar to the letter Y and a deer-like Pokémon called Xerneas (ゼルネアス, Zeruneasu) with X-shapes in its eyes. A month later, Sylveon (Japanese: Nymphia (ニンフィア, Ninfia)), a new evolved form of Eevee belonging to the games' new Fairy Type was revealed.[21][22]

text: This generation introduced a total of 72 new Pokémon, the new Fairy type, Mega Evolution, the Kalos region, Trainer customization, Super Training, and three new battle modes: Sky Battles, Horde Encounters, and Inverse Battle. This generation is also the first to be compatible with Pokémon Bank.

text: Greninja, the final evolved form of Froakie, would later go on to represent the sixth generation of Pokémon in the hit fighting game, Super Smash Bros. for Nintendo 3DS and Wii U.

text: On May 7, 2014, Nintendo revealed the games Pokémon Omega Ruby and Alpha Sapphire in a teaser trailer, remakes of the third generation games Pokémon Ruby and Sapphire. They were released worldwide in November 2014.[23]

text: On August 26, 2014, Pokkén Tournament was announced and was released on July 16, 2015 in Japanese arcades and was released on March 18, 2016 worldwide for Wii U. It was developed by Bandai Namco Entertainment.[24] In July 2016, Niantic and Nintendo released a free-to-play AR game titled Pokémon Go which was released for Android and iOS devices.

text: Seventh generation (2016–present)

text: During a Nintendo Direct presentation on February 26, 2016, two new Pokémon titles were announced, titled Pokémon Sun and Moon. The games were released on November 18, 2016 in Japan, North America and Australia, and in Europe on November 23, 2016.[25] The games were the first since the second generation to be backwards-compatible with other titles, including Pokémon X and Y; Pokémon Omega Ruby and Alpha Sapphire; and the Virtual Console re-releases of Pokémon Red, Blue and Yellow. On June 6, 2017, Pokémon Ultra Sun and Ultra Moon were announced. The two games offer new additions to the story of Pokémon Sun and Moon, including new features, and was released worldwide on November 17, 2017.[26]

text: In total, this generation introduced 84 new Pokémon, Alolan forms, trials, Z-moves, Poké Pelago and Festival Plaza. It was also the first one to introduce Pokémon mid-generation, with three new Pokémon making their debut in Pokémon Ultra Sun and Ultra Moon.

text: Future

text: During E3 2017, Nintendo and The Pokémon Company announced that Game Freak was developing a new core Pokémon game set for release on the Nintendo Switch, though it may not be available before mid-2018 at the earliest.[27]

text: Summary of core series titles

text:
[show]Summary of core series titles

System

Generation

Main titles

Derivative titles

Upper versions

Remake titles

Game Boy

First

Red & Green
(1996)

Blue
(1996)

Yellow
(1998)

Game Boy Color

Second

Gold & Silver
(1999)

Crystal
(2000)

Game Boy Advance

Third

Ruby & Sapphire
(2002)

Emerald
(2004)

FireRed & LeafGreen
(2004)

Fourth

Diamond & Pearl
(2006)

Platinum
(2008)

HeartGold & SoulSilver
(2009)

Nintendo DS

Fifth

Black & White
(2010)

Black 2 & White 2
(2012)

Sixth

X & Y
(2013)

Omega Ruby & Alpha Sapphire
(2014)

Nintendo 3DS

Seventh

Sun & Moon
(2016)

Ultra Sun & Ultra Moon
(2017)

text: Gameplay

text: One of the consistent aspects of most "Pokémon" games—spanning from Pokémon Red and Blue on the Game Boy to the Nintendo 3DS games Pokémon Sun and Moon—is the choice of one of three different Pokémon at the start of the player's adventures; these three are often labeled "starter Pokémon". Players can choose a Grass-type, a Fire-type, or a Water-type, Pokémon indigenous to that particular region.[28] For example, in Pokémon Red and Blue, the player has the choice of starting with Bulbasaur, Charmander, or Squirtle. The exception to this rule is Pokémon Yellow, where players are given a Pikachu, an Electric-type mouse Pokémon, famous for being the mascot of the Pokémon media franchise; unique to Pokémon Yellow, the three starter Pokémon from Red and Blue can be obtained during the quest by a single player.[29]

text: Another consistent aspect is that the player's rival will always choose the type that has a type advantage over the player's chosen Pokémon as his or her starter Pokémon(excluding Sun and Moon). For instance, if the player picks the Fire-type Charmander, the rival will always pick the Water-type Squirtle. This does not affect the first battle between the rivals, as they can only use Normal-type attacks at this point, meaning that they cannot exploit weaknesses. The exception to this is again Pokémon Yellow, in which the rival picks Eevee, a Normal-type Pokémon with multiple evolutions. Sun and Moon also is an exception is this rule, as the rival picks the starter weak toward the player's starter, with the Pokémon that has the type advantage going to a trainer in the Champion battle.

text: However, in Pokémon Black and White, there are two rivals; one picks the Pokémon with a type advantage over the player's chosen Pokémon, while the other chooses the Pokémon with the type disadvantage. In Pokémon Diamond, Pearl and Platinum, another Trainer chooses the Pokémon with a type disadvantage to the player's chosen Pokémon, but never battles the player; instead, this character battles alongside the player as a tag partner in certain situations.

text: The situation is similar in Pokémon X and Y, but there are four rivals. Two of them receive the starter Pokémon in an arrangement similar to Pokémon Black and White, but the other two have completely different Pokémon.

text: List of main Pokémon games

text: Handheld games

text:
Generation I (Game Boy)

Pocket Monsters: Red and Green (JPFebruary 27, 1996)
Pocket Monsters: Blue (JPOctober 15, 1996)
Pokémon Red and Blue (NASeptember 28, 1998, AUSOctober 23, 1998, EUOctober 5, 1999)
Pokémon Yellow (JPSeptember 12, 1998, NAOctober 19, 1999, EUJune 16, 2000, AUSSeptember 3, 1999)
Pokémon Trading Card Game (JPDecember 18, 1998, NAApril 4, 2000, EUDecember 8, 2000)

Generation II (Game Boy Color)

Pokémon Gold and Silver (JPNovember 21, 1999, AUSOctober 13, 2000, NAOctober 14, 2000, EUApril 6, 2001, KOApril 23, 2002)
Pokémon Puzzle Challenge (JPSeptember 21, 2000, NADecember 4, 2000, EUJune 8, 2001, AUSJune 15, 2001)
Pokémon Crystal (JPDecember 14, 2000, NAJuly 29, 2001, AUSSeptember 30, 2001, EUNovember 2, 2001)

Generation III
(Game Boy Advance)

Pokémon Ruby and Sapphire (JPNovember 21, 2002, NAMarch 18, 2003, AUSApril 3, 2003, EUJuly 25, 2003)
Pokémon FireRed and LeafGreen (JPJanuary 29, 2004, NASeptember 7, 2004, AUSSeptember 23, 2004, EUOctober 1, 2004)
Pokémon Emerald (JPSeptember 16, 2004, NAApril 30, 2005, AUSJune 9, 2005, EUOctober 21, 2005)
Pokémon Mystery Dungeon: Red Rescue Team (JPNovember 17, 2005, NASeptember 18, 2006, AUSSeptember 28, 2006, EUNovember 10, 2006)

(Nintendo DS)

Pokémon Mystery Dungeon: Blue Rescue Team (JPNovember 17, 2005, NASeptember 18, 2006, AUSSeptember 28, 2006, EUNovember 10, 2006, KOAugust 30, 2007)
Pokémon Dash (JPDecember 2, 2004, EUMarch 11, 2005, NAMarch 14, 2005, AUSApril 7, 2005, KOMarch 22, 2007)
Pokémon Trozei! (JPOctober 20, 2005, NAMarch 6, 2006, EUMay 5, 2006, AUSJune 3, 2006, KOMay 17, 2007)
Pokémon Ranger (JPMarch 23, 2006, NAOctober 30, 2006, AUSDecember 6, 2006, EUApril 13, 2007)

Generation IV (Nintendo DS)

Pokémon Diamond and Pearl (JPSeptember 28, 2006, NAApril 22, 2007, AUSJune 21, 2007, EUJuly 27, 2007, KOFebruary 14, 2008)
Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness (JPSeptember 13, 2007, NAApril 20, 2008, AUSJune 19, 2008, EUJuly 4, 2008)
Pokémon Ranger: Shadows of Almia (JPMarch 20, 2008, NANovember 10, 2008, AUSNovember 13, 2008, EUNovember 21, 2008)
Pokémon Platinum (JPSeptember 13, 2008, NAMarch 22, 2009, AUSMay 14, 2009, EUMay 22, 2009, KOJuly 2, 2009)
Pokémon Mystery Dungeon: Explorers of Sky (JPApril 18, 2009, NAOctober 12, 2009, AUSNovember 12, 2009, EUNovember 20, 2009)
Pokémon HeartGold and SoulSilver (JPSeptember 12, 2009, KOFebruary 4, 2010, NAMarch 14, 2010, AUSMarch 25, 2010, EUMarch 26, 2010)
Pokémon Ranger: Guardian Signs (JPMarch 6, 2010 NAOctober 4, 2010, EUNovember 5, 2010, AUSNovember 25, 2010)

Generation V
(Nintendo DS)

Pokémon Black and White (JPSeptember 18, 2010, EUMarch 4, 2011, NAMarch 6, 2011, AUSMarch 10, 2011, KOApril 21, 2011)
Learn with Pokémon: Typing Adventure (JPApril 21, 2011, EUSeptember 21, 2012)
Pokémon Conquest (JPMarch 17, 2012, NAJune 18, 2012, AUSJune 21, 2012, EUJuly 27, 2012)
Pokémon Black 2 and White 2 (JPJune 23, 2012, NAOctober 7, 2012, AUSOctober 11, 2012, EUOctober 12, 2012)

(Nintendo 3DS)

Pokémon Rumble Blast (JPAugust 11, 2011, NAOctober 24, 2011, EUDecember 2, 2011, AUSDecember 8, 2011)
Pokémon Mystery Dungeon: Gates to Infinity (JPNovember 23, 2012, NAMarch 24, 2013, EUMay 17, 2013, AUSMay 18, 2013)

Generation VI (Nintendo 3DS)

Pokémon X and Y (WWOctober 12, 2013)
Pokémon Battle Trozei (JPMarch 12, 2014, EUMarch 13, 2014, AUSMarch 14, 2014, NAMarch 20, 2014)
Pokémon Art Academy (JPJune 19, 2014, EUJuly 4, 2014, AUSJuly 5, 2014, NAOctober 24, 2014)
Pokémon Omega Ruby and Alpha Sapphire (JP/NA/AUSNovember 21, 2014, EUNovember 28, 2014)
Pokémon Shuffle (WWFebruary 18, 2015)
Pokémon Rumble World (WWApril 8, 2015)
Pokémon Super Mystery Dungeon (JPSeptember 17, 2015, NANovember 20, 2015, EUFebruary 19, 2016, AUSFebruary 20, 2016)
Pokémon Picross (JPDecember 2, 2015, NA/EUDecember 3, 2015, AUSDecember 4, 2015)
Great Detective Pikachu (JPFebruary 3, 2016)

Generation VII
(Nintendo 3DS)

Pokémon Sun and Moon (JP/NA/AUSNovember 18, 2016, EUNovember 23, 2016)
Pokémon Ultra Sun and Ultra Moon (WWNovember 17, 2017)

(Nintendo Switch)

Pokkén Tournament DX (WWSeptember 22, 2017)
Pokémon RPG for Nintendo Switch (temp) (WW2018 or later)

text: Console games

text:
Generation I (Nintendo 64)

Pokémon Stadium (ポケモンスタジアム, Pokémon Sutajiamu) (JPAugust 1, 1998)
Pokémon Stadium (ポケモンスタジアム2, Pokémon Sutajiamu 2) (JPApril 30, 1999, NAFebruary 29, 2000, AUSMarch 23, 2000, EUApril 7, 2000)
Pokémon Snap (JPMarch 21, 1999, NAJune 30, 1999, EUSeptember 15, 2000, AUSMarch 23, 2000)
Pokémon Puzzle League (NASeptember 1, 2000, EUMarch 16, 2001, AUSMay 30, 2008)
Hey You, Pikachu! (JPDecember 12, 1998, NANovember 5, 2000)

Generation II (Nintendo 64)

Pokémon Stadium 2 (ポケモンスタジアム金銀, Pokémon Sutajiamu Kin Gin) (JPDecember 14, 2000, NAMarch 28, 2001, EUOctober 19, 2001)

Generation III (GameCube)

Pokémon Colosseum (JPNovember 21, 2003, NAFebruary 10, 2004, EUMarch 22, 2004)
Pokémon Box: Ruby and Sapphire (JPMay 30, 2003, NAJuly 12, 2004, EUMarch 22, 2004)
Pokémon Channel (JPJuly 18, 2003, NADecember 1, 2003, EUApril 2, 2004)
Pokémon XD: Gale of Darkness (JPAugust 4, 2005, NASeptember 28, 2005, EUNovember 18, 2005)

Generation IV (Wii)

Pokémon Battle Revolution (JPDecember 14, 2006, NAJune 25, 2007, AUSNovember 22, 2007, EUDecember 7, 2007)
My Pokémon Ranch (JPMarch 25, 2008, NAJune 9, 2008, EUJuly 4, 2008, AUSJuly 4, 2008)
Pokémon Rumble (JPJune 16, 2009, NANovember 16, 2009, EUNovember 20, 2009)
PokéPark Wii: Pikachu's Adventure (JPDecember 5, 2009, EUJuly 9, 2010, AUSSeptember 23, 2010, NANovember 1, 2010)

Generation V (Wii and Wii U)

PokéPark 2: Wonders Beyond (JPNovember 12, 2011, NAFebruary 27, 2012, EUMarch 23, 2012, AUSMarch 29, 2012)
Pokémon Rumble U (JPApril 24, 2013, NAAugust 29, 2013, EUAugust 15, 2013, AUSAugust 16, 2013)

Generation VI (Wii U)

Pokkén Tournament (WWMarch 18, 2016)

Generation VII (Nintendo Switch)

Pokkén Tournament DX (WWSeptember 22, 2017)
Pokémon RPG for Nintendo Switch (temp) (WW2018 or later)

text: Arcade games

text:
Generation VI

Pokkén Tournament (JPJuly 16, 2015)

text: Mobile games

text:
Generation VI

Pokémon Shuffle Mobile (JPAugust 24, 2015, WWAugust 31, 2015)
Pokémon Go (JP/NA/AUSJuly 6, 2016,EUJuly 13, 2016)[30]
Pokémon Duel (JPApril 12, 2016,NA/PALJanuary 24, 2017)[31]

text: Appearances in other games

text: This section needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (January 2018) (Learn how and when to remove this template message)

text: Several Pokémon PC games were released for Microsoft Windows and Macintosh. Games from the franchise were also released exclusively in Japan for Sega consoles Pico and Advanced Pico Beena. Pokémon are also in Mario Artist: Paint Studio for Nintendo 64DD as pasteable stickers,[32] and they also appear in Picross NP Vol. 1 for the Super Nintendo Entertainment System.

text: Super Smash Bros. series

text: In the Super Smash Bros. series, Pikachu, Ivysaur, Squirtle, Charizard, Jigglypuff, Pichu, Mewtwo, Lucario and Greninja have been playable characters. Pikachu and Jigglypuff are introduced in Super Smash Bros., and are also featured in Super Smash Bros. Melee for the GameCube, alongside Pichu and Mewtwo. In Super Smash Bros. Brawl, Mewtwo and Pichu are not featured as playable characters, although Squirtle, Ivysaur, and Charizard make their first playable appearances as part of the Pokémon Trainer character, while Lucario appears as a separate character. Greninja made its first appearance in Super Smash Bros. for Nintendo 3DS and Wii U, Charizard is a standalone character, and Mewtwo returns as a downloadable content character. Rayquaza is featured as a boss enemy in Super Smash Bros. Brawl. The series features Poké Balls as items, which, when used by a player, make a random Pokémon appear including Piplup, Bonsly, and Munchlax, with various effects on the game, and Super Smash Bros. for Nintendo 3DS and Wii U have Master Balls, which function like Poké Balls but only summon a rare Pokémon (like Mew, Palkia, and Genesect) or Goldeen. Several Pokémon also appear as stage hazards/in stages, including Rayquaza, Ho-Oh and Manaphy.

text: Reception and legacy

text: This section needs expansion. You can help by adding to it. (February 2014)

text: The series has sold over 279 million units (inclusive of spin-off titles; 210 million for the mainline Pokémon games) as of February 29, 2016,[33] giving it the distinction of being one of the best-selling video game series in history.[34] Guinness World Records awarded the Pokémon series eight records in Guinness World Records: Gamer's Edition 2008, including "Most Successful RPG Series of All Time", "Game Series With the Most Spin-Off Movies" and "Most Photosensitive Epileptic Seizures Caused by a TV Show".[35] The Pokémon video game series is the basis of the Pokémon franchise, which includes the Pokémon anime, the Pokémon Trading Card Game, the Pokémon manga, and various toys. The anime series has run for over 900 episodes, accompanied by 19 feature films, with a twentieth in production. The trading card game and its expansion sets have grown to around 3,000 unique cards in total, and continue to draw a healthy player base to its official international tournaments. The extent of global toy and merchandise sales since 1996 cover such broad markets and high quantities that they are simply beyond estimation.[36]

text: IGN ranked Pokémon as the 17th greatest desired game series: "the basic gameplay premise boasts solid, addictive play mechanics, and several of the handheld RPGs deserve to be in every gamer's collection.[37] GamesRadar listed Pokémon as the No. 1 Nintendo game "not made by Nintendo", stating that having to catch each Pokémon made the games addictive.[38]


document_title: Tex-Mex

question_text: what is an example of an americanized mexican food created by tex-mex cuisine

root

text: Tex-Mex

text: Common dishes[edit]

text: Some ingredients are common in Mexican cuisine, but other ingredients not typically used in Mexico are often added. Tex-Mex cuisine is characterized by its heavy use of shredded cheese, meat (particularly beef and pork), beans, peppers and spices, in addition to flour tortillas. Dishes such as Texas-style chili con carne, nachos, hard tacos and fajitas are all Tex-Mex inventions.[citation needed] Moreover, Tex-Mex has imported flavors from other spicy cuisines, such as the use of cumin, introduced by Spanish immigrants to Texas from the Canary Islands and used in Berber cuisine,[4] but used in only a few central Mexican recipes.

tag: p

text: History[edit]

text: The word "Tex-Mex" first entered the English language as a nickname for the Texas Mexican Railway, chartered in southern Texas in 1875.[citation needed] In train schedules published in the newspapers of the 19th century the names of railroads were abbreviated. The Missouri Pacific was called the Mo. Pac. and the Texas-Mexican was abbreviated Tex. Mex. In the 1920s, the hyphenated form was used in American newspapers in reference to the railroad and to describe Texans of Mexican ancestry.[5]

text: In the mission era, Spanish and Mexican cuisines were combined in Texas as in other parts of the northern frontier of New Spain.[citation needed] However, the cuisine that would come to be called Tex-Mex actually originated with Tejanos (Texans of Mexican descent) as a mix of native Mexican and Spanish foods when Texas was part of New Spain and later Mexico.

text: From the South Texas region between San Antonio, the Rio Grande Valley and El Paso, this cuisine has had little variation, and from earliest times has always been influenced by the cooking in the neighboring northern states of Mexico.[citation needed] The ranching culture of South Texas and Northern Mexico straddles both sides of the border. A taste for cabrito (kid goat), barbacoa de cabeza (barbecued beef heads), carne seca (dried beef), and other products of cattle culture is common on both sides of the Rio Grande.

text: In the 20th century, Tex-Mex took on such Americanized elements as yellow cheese, as goods from the United States became cheap and readily available.

text: In much of Texas, the cooking styles on both sides of the U.S.–Mexico border were the same until a period after the U.S. Civil War. With the railroads, American ingredients and cooking appliances became common on the U.S. side.[7]

text: A 1968 Los Angeles Times feature wrote "[i]f the dish is a combination of Old World cooking, hush-my-mouth Southern cuisine and Tex-Mex, it's from the Texas Hill Country."[8]

text: In France, Paris's first Tex-Mex restaurant opened in March 1983. After the 1986 release of the film Betty Blue, Tex-Mex cuisine's popularity in Paris increased.[9]

text: Terminology[edit]

text: The Oxford English Dictionary supplies the first-known uses in print of "Tex-Mex" in reference to food, from a 1963 article in The New York Times Magazine, and a 1966 item in the Great Bend (Kansas) Tribune.[10] Diana Kennedy, an influential food authority, explained the distinctions between Mexican cuisine and Americanized Mexican food in her 1972 book The Cuisines of Mexico. Robb Walsh of the Houston Press said the book "was a breakthrough cookbook, one that could have been written only by a non-Mexican. It unified Mexican cooking by transcending the nation's class divisions and treating the food of the poor with the same respect as the food of the upper classes."[11] Another early instance in print appeared in the Mexico City News in 1973.[citation needed]

text:
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document_title: Qutb Minar

question_text: who caused to build qutub minar in delhi

text: Qutb Minar

text: History[edit]

text: Qutab Minar was established along with Quwwat-ul-Islam Mosque around 1192 by Qutab-ud-din Aibak, first ruler of the Delhi Sultanate.[6] The mosque complex is one of the earliest that survives in the Indian subcontinent.[7][8] The minaret is named after Qutab-ud-din Aibak, or Qutabuddin Bakhtiar Kaki, a Sufi saint.[9] Its ground storey was built over the ruins of the Lal Kot, the citadel of Dhillika.[10] Aibak's successor Iltutmish added three more storeys.[9] The minar's topmost storey was damaged by lightning in 1369 and was rebuilt by Firoz Shah Tughlaq, who added another storey. In 1505, an earthquake damaged Qutub Minar; it was repaired by Sikander Lodi. On 1 September 1803, a major earthquake caused serious damage. Major Robert Smith of the British Indian Army renovated the tower in 1828 and installed a pillared cupola over the fifth story, thus creating a sixth. The cupola was taken down in 1848, under instructions from The Viscount Hardinge, then Governor General of India. It was reinstalled at ground level to the east of Qutab Minar, where it remains. It is known as "Smith's Folly".[11]

text: Architecture[edit]

text: The tower's style is basically Iranian, though likely patterned on Afghanistan's Minaret of Jam, and adapted to local artistic conventions by the incorporation of "looped bells and garlands and lotus borders into the carving".[12] Aybak also started Qutub Minar along the patterns of Iranian minarets but built by Hindus artisans.[13] Numerous inscriptions in Parso-Arabic and Nagari characters in different sections of the Qutab Minar reveal the history of its construction, and the later restorations and repairs by Firoz Shah Tughluq (1351–89) and Sikandar Lodi[14] (1489–1517).

text: The tower has five superposed, tapering storeys. The lowest three comprise fluted cylindrical shafts or columns of pale red sandstone, separated by flanges and by storeyed balconies, carried on Muqarnas corbels. The fourth column is of marble, and is relatively plain. The fifth is of marble and sandstone. The flanges are a darker red sandstone throughout, and are engraved with Quranic texts and decorative elements. The whole tower contains a spiral staircase of 379 steps.[15] At the foot of the tower is the Quwwat ul Islam Mosque. The minar tilts just over 65 cm from the vertical, which is considered to be within safe limits, although experts have stated that monitoring is needed in case rainwater seepage further weakens the foundation.[16]

text: Accident[edit]

text: Before 1974, the general public was allowed access to the top of the minar, via the internal staircase. On 4 December 1981, the staircase lighting failed. Between 300 and 400 visitors stampeded towards the exit, and 45 were killed in the crush and some were injured. Most of these were children. Subsequently, public access to the inside of the tower has been stopped.[citation needed]

text: In Literature[edit]

text:
Wikisource has original text related to this article:
'The Cootub Minah, Delhi',
a poem by L. E. L.

text: Letitia Elizabeth Landon's poem The Cootub Minah, Delhi is a reflection on an engraving in Fisher's Drawing Room Scrap Book, 1833.

text: In popular culture[edit]

text: Bollywood actor and director Dev Anand wanted to shoot the song "Dil Ka Bhanwar Kare Pukar" from his film Tere Ghar Ke Samne inside the Minar. However, the cameras in that era were too big to fit inside the tower's narrow passage, and therefore the song was shot inside a replica of the tower.[17] The site served as the pit stop of the second leg of the second series of The Amazing race Australia.

text: A picture of the minaret is featured on the travel cards issued by the Delhi Metro Rail Corporation. A recently launched start-up in collaboration with the Archaeological survey of India has made a 360o walkthrough of Qutab Minar available.[18]

text: Gallery[edit]

text:
The Minar in context: Alai Darwaza (left), Imam Zamin's tomb (right), Qutb Minar (back)

Entrance to Minar

Calligraphy on upper-base section

Decorative motifs on upper levels

Close-up of balcony

Smith's cupola (foreground, right), with the Tomb of Imam Zamin, Alai Darwaza, and Qutb Minar in background

tag: ul


document_title: United Nations peacekeeping

question_text: where does the un security council get troops for military actions

text: United Nations peacekeeping

text: Process and structure[edit]

text: In 2007, a peacekeeper volunteer was required to be over the age of 25 with no maximum age limit.[7] Peacekeeping forces are contributed by member states on a voluntary basis. As of 31 December 2013, the total size of the peacekeeping force is 98,200 police, troops, and military experts. European nations contribute nearly 6,000 units[clarification needed] to this total. Pakistan, India, and Bangladesh are among the largest individual contributors with around 8,000 units each. African nations contributed nearly half the total, almost 44,000 units.[8]

text: Every peacekeeping mission is authorized by the Security Council.

text: Formation[edit]

text: Once a peace treaty has been negotiated, the parties involved might ask the United Nations for a peacekeeping force to oversee various elements of the agreed upon plan. This is often done because a group controlled by the United Nations is less likely to follow the interests of any one party, since it itself is controlled by many groups, namely the 15-member Security Council and the intentionally diverse United Nations Secretariat.

text: If the Security Council approves the creation of a mission, then the Department of Peacekeeping Operations begins planning for the necessary elements. At this point, the senior leadership team is selected. The department will then seek contributions from member nations. Since the UN has no standing force or supplies, it must form ad hoc coalitions for every task undertaken. Doing so results in both the possibility of failure to form a suitable force, and a general slowdown in procurement once the operation is in the field. Romeo Dallaire, force commander in Rwanda during the Rwandan Genocide there, described the problems this poses by comparison to more traditional military deployments:

text: He told me the UN was a "pull" system, not a "push" system like I had been used to with NATO, because the UN had absolutely no pool of resources to draw on. You had to make a request for everything you needed, and then you had to wait while that request was analyzed... For instance, soldiers everywhere have to eat and drink. In a push system, food and water for the number of soldiers deployed is automatically supplied. In a pull system, you have to ask for those rations, and no common sense seems to ever apply.

text: While the peacekeeping force is being assembled, a variety of diplomatic activities are being undertaken by UN staff. The exact size and strength of the force must be agreed to by the government of the nation whose territory the conflict is on. The Rules of Engagement must be developed and approved by both the parties involved and the Security Council. These give the specific mandate and scope of the mission (e.g. when may the peacekeepers, if armed, use force, and where may they go within the host nation). Often, it will be mandated that peacekeepers have host government minders with them whenever they leave their base. This complexity has caused problems in the field.

text: When all agreements are in place, the required personnel are assembled, and final approval has been given by the Security Council, the peacekeepers are deployed to the region in question.

text: Financing[edit]

text: The financial resources of UN Peacekeeping operations are the collective responsibility of UN Member States. Decisions about the establishment, maintenance or expansion of peacekeeping operations are taken by the Security Council. According to UN Charter every Member State is legally obligated to pay their respective share for peacekeeping. Peacekeeping expenses are divided by the General Assembly based upon a formula established by Member States which takes into account the relative economic wealth of Member States among other things.[9] In 2017, the UN agreed to reduce the peacekeeping budget by $600 million after the US initially proposed a larger cut of approximately $900 million.[10]

text:
Year
Funding sources by country/source
Description
Total

2015-2016

$8.3bn[11]

2016-2017
 US 28.57%
 China 10.29%
 Japan 9.68%
 Germany 6.39%
 France 6.31%
 United Kingdom 5.80%
 Russian Federation 4.01%
 Italy 3.75%
 Canada 2.92%
 Spain 2.44%

Less than 0.5% of world military expenditures (estimated at $1,747 billion in 2013). The resources financed 14 of the 16 United Nations peacekeeping missions with the two remaining ones getting financed through the UN regular budget.
Many countries have also voluntarily made additional resources available to support UN Peacekeeping efforts such as by transportation, supplies, personnel and financial contributions beyond their assessed share of peacekeeping costs.[9]

$7.87bn[9]

2017-2018

While many have praised the Ivory Coast UN peacekeeping mission's stabilizing effects on the country, the mission was ended on 30 June 2017.[12]
$7.3bn[10]

text: Structure[edit]

text: A United Nations peacekeeping mission has three power centers. The first is the Special Representative of the Secretary-General, the official leader of the mission. This person is responsible for all political and diplomatic activity, overseeing relations with both the parties to the peace treaty and the UN member-states in general. They are often a senior member of the Secretariat. The second is the Force Commander, who is responsible for the military forces deployed. They are a senior officer of their nation's armed services, and are often from the nation committing the highest number of troops to the project. Finally, the Chief Administrative Officer oversees supplies and logistics, and coordinates the procurement of any supplies needed.

text: History[edit]

text: Cold War peacekeeping[edit]

text: United Nations peacekeeping was initially developed during the Cold War as a means of resolving conflicts between states by deploying unarmed or lightly armed military personnel from a number of countries, under UN command, to areas where warring parties were in need of a neutral party to observe the peace process. Peacekeepers could be called in when the major international powers (the five permanent members of the Security Council) tasked the UN with bringing closure to conflicts threatening regional stability and international peace and security. These included a number of so-called "proxy wars" waged by client states of the superpowers. As of February 2009, there have been 63 UN peacekeeping operations since 1948, with sixteen operations ongoing. Suggestions for new missions arise every year.

text: The first peacekeeping mission was launched in 1948. This mission, the United Nations Truce Supervision Organization (UNTSO), was sent to the newly created State of Israel, where a conflict between the Israelis and the Arab states over the creation of Israel had just reached a ceasefire. The UNTSO remains in operation to this day, although the Israeli-Palestinian Conflict has certainly not abated. Almost a year later, the United Nations Military Observer Group in India and Pakistan (UNMOGIP) was authorized to monitor relations between the two nations, which were split off from each other following the United Kingdom's decolonization of the Indian subcontinent.

text: As the Korean War ended with the Korean Armistice Agreement in 1953,[13] UN forces remained along the south side of demilitarized zone until 1967, when American and South Korean forces took over.[citation needed]

text: Returning its attention to the conflict between Israel and its Arab neighbors, the United Nations responded to Suez Crisis of 1956, a war between the alliance of the United Kingdom, France, and Israel, and Egypt, which was supported by other Arab nations. When a ceasefire was declared in 1957, Canadian Secretary of State for External Affairs[14] (and future Prime Minister) Lester Bowles Pearson suggested that the United Nations station a peacekeeping force in the Suez in order to ensure that the ceasefire was honored by both sides. Pearson had initially suggested that the force consist of mainly Canadian soldiers, but the Egyptians were suspicious of having a Commonwealth nation defend them against the United Kingdom and her allies. In the end, a wide variety of national forces were drawn upon to ensure national diversity. Pearson would win the Nobel Peace Prize for this work, and he is today considered a father of modern peacekeeping.[citation needed]

text: In 1988, the Nobel Peace Prize was awarded to the United Nations peacekeeping forces. The press release stated that the forces "represent the manifest will of the community of nations" and have "made a decisive contribution" to the resolution of conflict around the world.

text: Since 1991[edit]

text: The end of the Cold War precipitated a dramatic shift in UN and multilateral peacekeeping. In a new spirit of cooperation, the Security Council established larger and more complex UN peacekeeping missions, often to help implement comprehensive peace agreements between belligerents in intra-State conflicts and civil wars. Furthermore, peacekeeping came to involve more and more non-military elements that ensured the proper functioning of civic functions, such as elections. The UN Department of Peacekeeping Operations was created in 1992 to support this increased demand for such missions.

text: By and large, the new operations were successful. In El Salvador and Mozambique, for example, peacekeeping provided ways to achieve self-sustaining peace. Some efforts failed, perhaps as the result of an overly optimistic assessment of what UN peacekeeping could accomplish. While complex missions in Cambodia and Mozambique were ongoing, the Security Council dispatched peacekeepers to conflict zones like Somalia, where neither ceasefires nor the consent of all the parties in conflict had been secured. These operations did not have the manpower, nor were they supported by the required political will, to implement their mandates. The failures—most notably the 1994 Rwandan Genocide and the 1995 massacre in Srebrenica and Bosnia and Herzegovina—led to a period of retrenchment and self-examination in UN peacekeeping.

text: That period led, in part, to the United Nations Peacebuilding Commission, which works to implement stable peace through some of the same civic functions that peacekeepers also work on, such as elections. The Commission currently works with six countries, all in Africa.[15]

text: Participation[edit]

text: The UN Charter stipulates that to assist in maintaining peace and security around the world, all member states of the UN should make available to the Security Council necessary armed forces and facilities. Since 1948, close to 130 nations have contributed military and civilian police personnel to peace operations. While detailed records of all personnel who have served in peacekeeping missions since 1948 are not available, it is estimated that up to one million soldiers, police officers and civilians have served under the UN flag in the last 56 years. As of June 2013, 114 countries were contributing a total 91,216 military observers, police, and troops to United Nations Peacekeeping Operations.

text: As of 29 February 2016, 124 countries were contributing a total of 105,314 personnel in Peacekeeping Operations, with Ethiopia leading the tally (8,324), followed by India (7,695) and Bangladesh (7,525).[16] In June 2013. Pakistan contributed the highest number overall with 8,186 personnel, followed by India (7,878), Bangladesh (7,799), Ethiopia (6,502), Rwanda (4,686), Nigeria (4,684), Nepal (4,495), Jordan (3,374), Ghana (2,859), and Egypt (2,750).[17] As of 28 February 2015, 120 countries were contributing a total of 104,928 personnel in Peacekeeping Operations, with Bangladesh leading the tally (9446).[18] As of March 2008, in addition to military and police personnel, 5,187 international civilian personnel, 2,031 UN Volunteers and 12,036 local civilian personnel worked in UN peacekeeping missions.[19]

text: Through April 2008, 2,468 people from over 100 countries have been killed while serving on peacekeeping missions.[20] Many of those came from India (127), Canada (114) and Ghana (113). Thirty percent of the fatalities in the first 55 years of UN peacekeeping occurred in the years 1993-1995. About 4.5% of the troops and civilian police deployed in UN peacekeeping missions come from the European Union and less than one percent from the United States (USA).[21]

text: The rate of reimbursement by the UN for troop-contributing countries per peacekeeper per month include: $1,028 for pay and allowances; $303 supplementary pay for specialists; $68 for personal clothing, gear and equipment; and $5 for personal weaponry.[22]

text: Results[edit]

text: According to scholar Page Fortna, there is strong evidence that the presence of peacekeepers significantly reduces the risk of renewed warfare; more peacekeeping troops leads to fewer battlefield deaths; and more peacekeeping troops leads to fewer civilian deaths.[23] There is also evidence that the promise to deploy peacekeepers can help an international organizations bring combatants to the negotiation table and increase the likelihood that they will agree to a cease-fire.[24]

text: However, there have been several reports during UN peacekeeping missions of human rights abuse by UN soldiers, notably in Central African Republic in 2015. Cost of these missions is also significant, with UNMISS in South Sudan costing $1 billion per year for 12,500 UN soldiers unable to prevent the country's movement towards civil war. Often missions require approval from local governments before deploying troops which can also limit effectiveness of UN missions.[25]

text: Nicholas Sambanis asserts that the presence of a UN peacekeeping mission is correlated with a positive effect on the achievement of peace, especially in the short-term. However, he notes that this effect is lessened over time. Thus, the longer that peacekeepers remain in a country, the greater the likelihood that peace will maintain. Acknowledging the success that UN peacekeeping operations have achieved in increasing political participation, Sambanis claims that a greater focus on economic development would further increase the efficacy of peacekeeping efforts.[26]

text: Another study suggests that doubling the peacekeeping operation budget stronger peacekeeping operation mandates and a doubling of the PKO budget would reduce armed conflicts by up to two thirds relative to a scenario without PKOs.[27]

text: Crimes by peacekeepers[edit]

text: Peacekeeping, human trafficking, and forced prostitution[edit]

text: Reporters witnessed a rapid increase in prostitution in Cambodia and Mozambique after UN peacekeeping forces moved in. In the 1996 UN study "The Impact of Armed Conflict on Children", former first lady of Mozambique Graça Machel documented: "In 6 out of 12 country studies on sexual exploitation of children in situations of armed conflict prepared for the present report, the arrival of peacekeeping troops has been associated with a rapid rise in child prostitution."[28]

text: Gita Sahgal spoke out in 2004 with regard to the fact that prostitution and sex abuse crops up wherever humanitarian intervention efforts are set up. She observed: "The issue with the UN is that peacekeeping operations unfortunately seem to be doing the same thing that other militaries do. Even the guardians have to be guarded."[29]

text: Human rights violations in United Nations missions[edit]

text: The following table chart illustrates confirmed accounts of crimes and human rights violations committed by United Nations soldiers, peacekeepers, and employees.[30][31][32][33][34][35][36][37][38][39][40][41]

text:
A comparison of incidents involving United Nations peacekeepers, troops, and employees.

Conflict
United Nations Mission
Sexual abuse
Murder
Extortion/Theft

Second Congo War
United Nations Mission in the Democratic Republic of Congo
150
3
44

Somali Civil War
United Nations Operation in Somalia II
5
24
5

Sierra Leone Civil War
United Nations Mission in Sierra Leone
50
7
15

Eritrean-Ethiopian War
United Nations Mission in Ethiopia and Eritrea
70
15
0

Burundi Civil War
United Nations Operation in Burundi
80
5
0

Rwanda Civil War
United Nations Observer Mission Uganda-Rwanda
65
15
0

Second Liberian Civil War
United Nations Mission in Liberia
30
4
1

Second Sudanese Civil War
United Nations Mission in Sudan
400
5
0

Côte d'Ivoire Civil War
United Nations Operation in Côte d'Ivoire
500
2
0

2004 Haitian coup d'état
United Nations Stabilization Mission in Haiti
110
57
0

Kosovo War
United Nations Interim Administration Mission in Kosovo
800
70
100

Israeli–Lebanese conflict
United Nations Interim Force in Lebanon
0
6
0

text: Proposed reform[edit]

text: Brahimi analysis[edit]

text: In response to criticism, particularly of the cases of sexual abuse by peacekeepers, the UN has taken steps toward reforming its operations. The Brahimi Report was the first of many steps to recap former peacekeeping missions, isolate flaws, and take steps to patch these mistakes to ensure the efficiency of future peacekeeping missions. The UN has vowed to continue to put these practices into effect when performing peacekeeping operations in the future. The technocratic aspects of the reform process have been continued and revitalised by the DPKO in its "Peace Operations 2010" reform agenda. This included an increase in personnel, the harmonization of the conditions of service of field and headquarters staff, the development of guidelines and standard operating procedures, and improving the partnership arrangement between the Department of Peacekeeping Operations (DPKO) and the United Nations Development Programme (UNDP), African Union and European Union. 2008 capstone doctrine entitled "United Nations Peacekeeping Operations: Principles and Guidelines"[6] incorporates and builds on the Brahimi analysis.

text: Rapid reaction force[edit]

text: One suggestion to account for delays such as the one in Rwanda, is a rapid reaction force: a standing group, administered by the UN and deployed by the Security Council, that receives its troops and support from current Security Council members and is ready for quick deployment in the event of future genocides.[42]

text: Restructuring of the UN secretariat[edit]

text: The UN peacekeeping capacity was enhanced in 2007 by augmenting the DPKO with the new Department of Field Support (DFS). Whereas the new entity serves as a key enabler by co-ordinating the administration and logistics in UN peacekeeping operations, DPKO concentrates on policy planning and providing strategic directions.[citation needed]


document_title: Monsters, Inc.

question_text: who plays the voice of sulley in monsters inc

text: Monsters, Inc.

text: Plot[edit]

text: The city of Monstropolis in the monster world is powered by energy from the screams of human children. At the Monsters, Inc. factory, skilled monsters employed as "scarers" venture into the human world to scare children and harvest their screams, through doors that activate portals to the children's bedroom closets. It is considered dangerous work, as human children are believed to be "toxic". Energy production is falling because children are becoming less easily scared, and company chairman, Henry J. Waternoose, is determined to find a solution. James P. "Sulley" Sullivan is the organization's top scarer, but his chief rival Randall Boggs is close behind.

text: One day, Sulley discovers that Randall has left a door activated on the scare floor and a small girl has entered the factory. After several failed attempts to put her back, Sulley conceals her and takes her out of the factory. He interrupts his best friend Mike Wazowski's date with his girlfriend, Celia, at a sushi restaurant, and chaos erupts when the child is discovered. Sulley and Mike manage to escape with the child before the Child Detection Agency (CDA) quarantines the restaurant. They soon discover that she is not really toxic after all; Sulley grows attached to her and calls her "Boo," while Mike is just anxious to be rid of her.

text: When they smuggle her back into the factory disguised as a baby monster in an attempt to send her home, Randall discovers her and tries to kidnap her, but he mistakenly kidnaps Mike instead. He straps Mike to a large machine called "The Scream Extractor," which he intends to use to revolutionize the scaring industry and solve the monster world's energy problems by forcefully extracting screams from kidnapped human children. Before Randall can use the machine on Mike, Sulley intervenes and reports Randall to Waternoose. Waternoose, secretly in league with Randall, instead exiles Mike and Sulley to the Himalayas. The two are taken in by a Yeti, who tells them about a nearby village which Sulley realizes he can use to return to the factory. Sulley prepares to leave, but Mike refuses to go with him. Meanwhile, Randall is preparing to use the Scream Extractor on Boo, but Sulley arrives and saves her. Randall and Sulley fight, and after Mike returns and the two reconcile, they overpower Randall, take Boo, and flee.

text: Randall pursues them to the door vault, and a wild chase ensues among the millions of doors as they move in and out of the storage vault on rails to the factory floor. Boo's laughter causes all the doors to activate, allowing the monsters to pass in and out of the human world. Randall attempts to kill Sulley, but Boo overcomes her fear and attacks him. Sulley and Mike trap Randall in the human world, where two residents at a trailer park mistake him for an alligator and beat him with a shovel. Sulley and Mike then trick Waternoose into revealing his plot with Randall, while Mike secretly records the entire conversation for the CDA to view. The CDA arrests Waternoose and it is revealed that Roz the monster in charge of paperwork is CDA #1 to which she orders Sulley and Mike to return Boo home and has her door shredded to prevent any more contact with her.

text: With the factory temporarily shut down, Sulley is named the new CEO of Monsters, Inc. Under his leadership, the energy crisis is solved by harvesting children's laughter instead of screams, as laughter has been found to be much more potent. Mike takes Sulley aside, revealing he has rebuilt Boo's door and only needs one final piece, which Sulley took as a memento. Sulley enters and joyfully reunites with Boo.

text: Voice cast[edit]

text:
John Goodman as James P. "Sulley" Sullivan, a large, furry blue monster with horns and purple spots. Even though Sulley excels at scaring children, he is a gentle giant by nature. At the film's beginning, Sulley has been the "Best Scarer" at Monsters, Inc. for several months running.
Billy Crystal as Michael "Mike" Wazowski, a short, round green monster with a single big eyeball and skinny limbs. Mike is Sulley's station runner and coach on the scare floor, and the two are close friends and roommates. Mike is charming and generally the more organized of the two, but is prone to neurotics and his ego sometimes leads him astray. He is dating Celia Mae, who calls him "Googly-Bear".
Mary Gibbs as Mary "Boo", a three-year-old[3][4][5] human girl who is unafraid of any monster except Randall, the scarer assigned to her door. She believes Sulley is a large cat and refers to him as "Kitty". The book based on the film gives Boo's "real" name as Mary Gibbs, the name of her voice actress. In the film, one of Boo's drawings is covered with the name "Mary".
Steve Buscemi as Randall Boggs, a purple eight-legged lizard monster with a chameleon-like ability to change skin color and blend in completely with his surroundings. He is a snide and preening character who makes himself a rival to Sulley and Mike in scream collection.
James Coburn as Henry J. Waternoose III, an arthropodic monster with a crab-like lower body. Waternoose is the CEO of Monsters, Inc., a job passed down through his family for three generations. He acts as a mentor to Sulley, holding great faith in him as a scarer.
Jennifer Tilly as Celia Mae, a gorgon-like monster with one eye and tentacle-like legs. Celia is the receptionist for Monsters, Inc. and Mike's girlfriend.
Bob Peterson as Roz, a slug-like monster with a raspy voice reminiscent of Selma Diamond's who administrates for Scarefloor F where Sulley, Mike, and Randall work. At the end of the movie, it is revealed that Roz is "agent number 1" of the CDA, and has worked undercover at Monsters, Inc. for two and a half years.
John Ratzenberger as Yeti[6] aka. The Abominable Snowman,[7] a furry white monster who was banished to the Himalayas. He was inspired by the Abominable Snowman from the 1964 Rankin/Bass animated special Rudolph the Red-Nosed Reindeer.[8]
Frank Oz as Jeff Fungus, Randall's red-skinned, three-eyed assistant. He is generally incompetent and is often bullied by Randall.
Dan Gerson as Smitty and Needleman, two goofy adolescent monsters with cracking voices who work as janitors and operate the Door Shredder when required. The pair of them idolize Sulley and are generally seen as a nuisance by Mike.
Steve Susskind as Jerry Slugworth, a red seven-fingered monster who manages Scare Floor F and is a good friend of Waternoose.
Bonnie Hunt as Ms. Flint, a female monster who trains new monsters to scare children.
Jeff Pidgeon as Thaddeus "Phlegm" Bile, a trainee scarer for Monsters, Inc.
Samuel Lord Black as George Sanderson, a chubby, oranged-furred monster with a sole horn on top of his head. A running gag throughout the film involves George repeatedly making contact with human artifacts (such as socks and the like which cling to his fur via static), prompting his scare coach to trigger "23–19" incidents with the CDA resulting in him mobbed, shaved bald, and sterilized. He is good friends with Pete "Claws" Ward.
Phil Proctor as Charlie, George's assistant with sea-green skin and tendrils for limbs. He is friends with George, Mike, and Sulley but is quick to call the CDA on his scarer at the drop of a hat.
Joe Ranft as Pete "Claws" Ward, a blue monster with razor-sharp claws and horrifying breath. He is very good friends with George Sanderson.

text: Production[edit]

text: Development[edit]

text: The idea for Monsters, Inc. was conceived in a lunch in 1994 attended by John Lasseter, Pete Docter, Andrew Stanton and Joe Ranft during the production of Toy Story.[9] One of the ideas that came out of the brainstorming session was a film about monsters. "When we were making Toy Story", Docter said, "everybody came up to me and said 'Hey, I totally believed that my toys came to life when I left the room.' So when Disney asked us to do some more films, I wanted to tap into a childlike notion that was similar to that. I knew monsters were coming out of my closet when I was a kid. So I said, 'Hey, let's do a film about monsters.'"[10]

text: Docter began work on the film that would become Monsters, Inc. in 1996 while others focused on A Bug's Life (1998) and Toy Story 2 (1999). Its code name was Hidden City, named for Docter's favorite restaurant in Point Richmond.[11] By early-February 1997, Docter had drafted a treatment together with Harley Jessup, Jill Culton, and Jeff Pidgeon that bore some resemblance to the final film. Docter pitched the story to Disney with some initial artwork on February 4 that year. He and his story team left with some suggestions in hand and returned to pitch a refined version of the story on May 30. At this pitch meeting, longtime Disney animator Joe Grant – whose work stretched back to Snow White and the Seven Dwarfs (1937) – suggested the title Monsters, Inc., a play on the title of a gangster film Murder, Inc.,[12] which stuck.[13] The film marks the first Pixar feature to not be directed by Lasseter instead being helmed by Docter, as well as Lee Unkrich and David Silverman who served as co-directors.[14]

text: Writing[edit]

text: The story line took on many forms during production.[15] His original idea featured a 30-year-old man dealing with monsters that he drew in a book as a child coming back to bother him as an adult. Each monster represented a fear he had, and conquering those fears caused the monsters eventually to disappear.[16]

text: After Docter scrapped the initial concept of a 30-year-old terrified of monsters, he decided on a buddy story between a monster and a child titled simply Monsters, in which the monster character of Sulley (known at this stage as Johnson) was an up-and-comer at his workplace, where the company's purpose was to scare children. Sulley's eventual sidekick, Mike Wazowski, had not yet been added.[15][17][17]

text: Between 1996 and 2000, the lead monster and child went through radical changes as the story evolved. As the story continued to develop, the child varied in age and gender. Ultimately, the story team decided that a girl would be the best counterpart for a furry, 8-foot-tall (96 in) co-star.[15] After a girl was settled upon, the character continued to undergo changes, at one point being from Ireland and at another time being an African-American character.[13] Originally the character of the little girl, known as Mary, became a fearless seven-year-old who has been toughened by years of teasing and pranks from four older brothers.[13] In stark contrast, Johnson is nervous about the possibility of losing his job after the boss at Monsters, Inc. announces a downsizing is on the way. He feels envious because another scarer, Ned (who later became Randall), is the company's top performer.[13] Through various drafts, Johnson's occupation went back-and-forth from being a scarer and from working in another area of the company such as a janitor or a refinery worker, until his final incarnation as the best scarer at Monsters, Inc.[13] Throughout development Pixar worried that having a main character whose main goal was to scare children would alienate audiences and make them not empathize with him. Docter would later describe that the team "bent over backwards trying to create a story that still had monsters " while still solving the problem,[14] A key moment came when the team decided "Okay, he’s the BEST scarer there. He’s the star quarterback" with Docter noting that before that moment "design after design, we really didn’t know what he was about."[14] Disney noted to Pixar early on that they did not want the character to "look like a guy in a suit." [14] To this end Johnson was originally planned to have tentacles for feet; however, this caused many problems in early animation tests. The idea was later largely rejected, as it was thought that audiences would be distracted by the tentacles.[18] Mary's age also differed from draft to draft until the writers settled on the age of 3. "We found that the younger she was, the more dependent she was on Sulley", Docter said.[10]

text: Eventually Johnson was renamed Sullivan. The name was suggested by an animator who had attended Texas A&M University, inspired by one of Texas A&M's historic icons, Lawrence Sullivan Ross, nicknamed "Sulley" by students. Sullivan was also planned to wear glasses throughout the film. However, the creators found it a dangerous idea because the eyes were a perfectly readable and clear way of expressing a character's personality; thus, the idea was rejected.[18]

text: The idea of a monster buddy for the lead monster emerged at an April 6, 1998 "story summit" in Burbank with employees from Disney and Pixar. A term coined by Lasseter, a "story summit" was a crash exercise that would yield a finished story in only two days.[19] Such a character, the group agreed, would give the lead monster someone to talk to about his predicament. Development artist Ricky Nierva drew a concept sketch of a rounded, one-eyed monster as a concept for the character, and everyone was generally receptive to it.[10] Docter named the character Mike for the father of his friend Frank Oz, a director and Muppet performer.[13] Jeff Pidgeon and Jason Katz story-boarded a test in which Mike helps Sulley choose a tie for work, and Mike Wazowski soon became a vital character in the film.[10] Originally, Mike had no arms and had to use his legs as appendages; however, due to some technical difficulties, arms were soon added to him.[10]

text: Screenwriter Dan Gerson joined Pixar in 1999 and worked on the film with the filmmakers on a daily basis for almost two years. He considered it his first experience in writing a feature film. He explained, "I would sit with Pete [Docter] and David Silverman and we would talk about a scene and they would tell me what they were looking for. I would make some suggestions and then go off and write the sequence. We'd get together again and review it and then hand it off to a story artist. Here's where the collaborative process really kicked in. The board artist was not beholden to my work and could take liberties here and there. Sometimes, I would suggest an idea about making the joke work better visually. Once the scene moved on to animation, the animators would plus the material even further."[15]

text: Casting[edit]

text: Bill Murray was considered for the voice role of James P. "Sulley" Sullivan. He screen tested for the role and was interested, but when Pete Docter was unable to make contact with him, he took it as a "no".[20][21] The voice role of Sulley went to John Goodman, the longtime co-star of the comedy series Roseanne and a regular in the films of the Coen brothers. Goodman interpreted the character to himself as the monster equivalent of a National Football League player. "He's like a seasoned lineman in the tenth year of his career," he said at the time. "He is totally dedicated and a total pro."[22] Billy Crystal, having regretted turning down the part of Buzz Lightyear years prior, accepted that of Mike Wazowski, Sulley's one-eyed best friend and scare assistant.[23][24] The casting of Steve Buscemi as Randall, Sulley's rival, saw a reunion between himself and John Goodman; they had previously worked together on The Big Lebowski and Barton Fink.

text: Animation[edit]

text: In November 2000, early in the production of Monsters, Inc., Pixar packed up and moved for the second time since its Lucasfilm years.[22] The company's approximately 500 employees had become spread among three buildings, separated by a busy highway. The company moved from Point Richmond to a much bigger campus in Emeryville, co-designed by Lasseter and Steve Jobs.[22]

text: In production, Monsters Inc. differed from earlier Pixar features, as every main character in this movie had its own lead animator — John Kahrs on Sulley, Andrew Gordon on Mike, and Dave DeVan on Boo.[25] Kahrs found that the "bearlike quality" of Goodman's voice provided an exceptionally good fit with the character. He faced a difficult challenge, however, in dealing with Sulley's sheer mass; traditionally, animators conveyed a figure's heaviness by giving it a slower, more belabored movement, but Kahrs was concerned that such an approach to a central character would give the film a "sluggish" feel.[25] Like Goodman, Kahrs came to think of Sulley as a football player, one whose athleticism enabled him to move quickly in spite of his size. To help the animators with Sulley and other large monsters, Pixar arranged for Rodger Kram, a University of California, Berkeley expert on the locomotion of heavy mammals, to lecture on the subject.[25]

text: Adding to Sulley's lifelike appearance was an intense effort by the technical team to refine the rendering of fur. Other production houses had tackled realistic fur, most notably Rhythm & Hues in its 1993 polar bear commercials for Coca-Cola and in its talking animals' faces in the 1995 film Babe.[25] This film, however, required fur on a far larger scale. From the standpoint of Pixar's engineers, the quest for fur posed several significant challenges; one was to figure out how to animate a large numbers of hairs — 2,320,413 of them on Sulley — in a reasonably efficient way,[25] and another was to make sure that the hairs would cast shadows on other ones. Without self-shadowing, either fur or hair takes on an unrealistic flat-colored look (e.g., in Toy Story, the hair on Andy's toddler sister, as seen in that movie's opening sequence, is hair without self-shadowing).[25]

text: The first fur test allowed Sulley to run an obstacle course. Results were not satisfactory, as such objects would catch and stretch out the fur due to the extreme amount of motion. Another similar test was also unsuccessful, because, this time, the fur would go through the objects.[18]

text: Pixar then set up a Simulation department and created a new fur simulation program called Fizt (short for "physics tool").[26] After a shot with Sulley in it had been animated, this department took the data for that shot and added Sulley's fur. Fizt allowed the fur to react in a more natural way. Every time when Sulley would have to move, his fur would (automatically) react to his movements, thus taking the effects of wind and gravity into account as well. The Fizt program also controlled the movement of Boo's clothes, which provided another "breakthrough".[26] The deceptively simple-sounding task of animating cloth was also a challenge to animate thanks to those hundreds of creases and wrinkles that automatically occurred in the clothing when the wearer moved.[27] Also, this meant they would have to solve the complex problem of how to keep cloth untangled — in other words, to keep it from passing through itself when parts of it intersect.[28] Fizt applied the same system to Boo's clothes as to Sulley's fur. First of all, Boo would be animated shirtless; the Simulation department then used Fizt to apply the shirt over Boo's body, and every time she would move, her clothes also would react to her movements in a more natural manner.

text: To solve the problem of cloth-to-cloth collisions, Michael Kass, Pixar's senior scientist, was joined on Monsters, Inc. by David Baraff and Andrew Witkin and developed an algorithm they called "global intersection analysis" to handle the problem. The complexity of the shots in the film, including elaborate sets such as the door vault, required more computing power to render than any of Pixar's earlier efforts combined. The render farm in place for Monsters, Inc. was made up of 3500 Sun Microsystems processors, compared with 1400 for Toy Story 2 and only 200 for Toy Story.[28]

text: Release[edit]

text: The film premiered on October 28, 2001, at the El Capitan Theatre in Hollywood, California.[29] It was theatrically released on November 2, 2001 in the United States, in Australia on December 26, 2001, and in the United Kingdom on February 8, 2002.[30] The theatrical release was accompanied with the Pixar short animated film For the Birds.[31]

text: As with A Bug's Life and Toy Story 2, a montage of "outtakes" and a performance of a play based on a line from the film were made and included in the end credits of the film starting on December 7, 2001.[32]

text: After the success of the 3D re-release of The Lion King,[33] Disney and Pixar re-released Monsters, Inc. in 3D on December 19, 2012.[34]

text: Home media[edit]

text: Monsters, Inc. was released on VHS and DVD on September 17, 2002.[35] It was then released on Blu-ray on November 10, 2009,[36] and on Blu-ray 3D on February 19, 2013.[37]

text: Reception[edit]

text: Box office[edit]

text: Monsters, Inc. ranked number 1 at the box office on its opening weekend, grossing $62,577,067 in North America alone. The film had a small drop-off of 27.2% over its second weekend, earning another $45,551,028. In its third weekend, the film experienced a larger decline of 50.1%, placing itself in the second position just after Harry Potter and the Philosopher's Stone. In its fourth weekend, however, there was an increase of 5.9%, making $24,055,001 that weekend for a combined total of over $525 million. As of May 2013, it is the eighth-biggest fourth weekend ever for a film.[38][39]

text: The film made $289,916,256 in North America, and $287,509,478 in other territories, for a worldwide total of $577,425,734.[2] The film is Pixar's ninth highest-grossing film worldwide and sixth in North America.[40] For a time, the film surpassed Toy Story 2 as the second highest-grossing animated film of all time, only behind 1994's The Lion King.[28]

text: In the U.K., Ireland, and Malta, it earned £37,264,502 ($53,335,579) in total, marking the sixth highest-grossing animated film of all time in the country and the thirty-second highest-grossing film of all time.[41] In Japan, although earning $4,471,902 during its opening and ranking second behind The Lord of the Rings: The Fellowship of the Ring for the weekend, it moved to first place on subsequent weekends due to exceptionally small decreases or even increases and dominated for six weeks at the box office. It finally reached $74,437,612, standing as 2001's third highest-grossing film and the third largest U.S. animated feature of all time in the country behind Toy Story 3 and Finding Nemo.[42]

text: Critical reception[edit]

text: Review aggregator Rotten Tomatoes gave the film a score of 96% based on 192 reviews, with an average score of 8/10. The critical consensus was, "Clever, funny, and delightful to look at, Monsters, Inc. delivers another resounding example of how Pixar elevated the bar for modern all-ages animation."[43] Metacritic, which assigns a normalized rating out of 100 top reviews from mainstream critics, calculated a score of 78 based on 34 reviews, indicating "generally favorable reviews."[44]

text: Charles Taylor from Salon.com stated, "[i]t's agreeable and often funny, and adults who take their kids to see it might be surprised to find themselves having a pretty good time."[45] Elvis Mitchell from The New York Times gave it a positive review, praising the film's use of "creative energy", saying "There hasn't been a film in years to use creative energy as efficiently as Monsters, Inc."[46] Although Mike Clark from USA Today thought the comedy was sometimes "more frenetic than inspired and viewer emotions are rarely touched to any notable degree," he also viewed the film as "visually inventive as its Pixar predecessors."[47]

text: ReelViews film critic James Berardinelli gave the film 3 1⁄2 stars out of 4 and wrote that the film was "one of those rare family films that parents can enjoy (rather than endure) along with their kids."[48] Roger Ebert from the Chicago Sun-Times gave the film 3 out of 4 stars, calling it "cheerful, high-energy fun, and like the other Pixar movies, has a running supply of gags and references aimed at grownups."[49] Lisa Schwarzbaum from Entertainment Weekly gave the film a "B" grade and praised the film's animation, stating "Everything from Pixar Animation Studios — the snazzy, cutting-edge computer animation outfit — looks really, really terrific and unspools with a liberated, heppest-moms-and-dads-on-the-block iconoclasm."[50]

text: Accolades[edit]

text: Monsters, Inc. won the Academy Award for Best Original Song (Randy Newman, after fifteen previous nominations, for "If I Didn't Have You").[51] It was one of the first animated films to be nominated for Best Animated Feature (lost to Shrek).[51] It was also nominated for Best Original Score (lost to The Lord of the Rings: The Fellowship of the Ring) and Best Sound Editing (lost to Pearl Harbor).[51] At the Kid's Choice Awards in 2002, it was nominated for "Favorite Voice in an Animated Movie" for Billy Crystal (who lost to Eddie Murphy in Shrek).[51]

text: Music[edit]

text:
Monsters, Inc.

Soundtrack album by Randy Newman

Released
October 23, 2001

Recorded
2000–2001

Genre
Score

Length
1:00:30

Label
Walt Disney

Randy Newman chronology

Meet the Parents
(2000)Meet the Parents2000
Monsters, Inc.
(2001)
Seabiscuit
(2003)Seabiscuit2003

Pixar soundtrack chronology

Toy Story 2
(1999) Toy Story 21999
Monsters, Inc.
(2001) Monsters, Inc.2001
Finding Nemo
(2003) Finding Nemo2003

text:
Professional ratings

Review scores

Source
Rating

AllMusic
[52]

Empire
[53]

Filmtracks.com
[54]

Movie Wave
[55]

Soundtrack.net
[56]

text: Monsters Inc. was Randy Newman's fourth feature film collaboration with Pixar. The end credits song "If I Didn't Have You" was sung by John Goodman and Billy Crystal.[15]

text: The album was nominated for the Academy Award for Best Original Score and a Grammy Award for Best Score Soundtrack for Visual Media.[51] The score lost both these awards to The Lord of the Rings: The Fellowship of the Ring, but after sixteen nominations, the song "If I Didn't Have You" finally won Newman his first Academy Award for Best Original Song.[51] It also won a Grammy Award for Best Song Written for Visual Media.[51]

text: Track listing[edit]

text: All tracks written by Randy Newman.

text:
No.
Title
Length

1.
"If I Didn't Have You" (performed by Billy Crystal and John Goodman)
3:41

2.
"Monsters, Inc."
2:09

3.
"School"
1:38

4.
"Walk to Work"
3:29

5.
"Sulley and Mike"
1:57

6.
"Randall Appears"
0:49

7.
"Enter the Heroes"
1:03

8.
"The Scare Floor"
2:41

9.
"Oh, Celia!"
1:09

10.
"Boo's Adventures in Monstropolis"
6:23

11.
"Boo's Tired"
1:03

12.
"Putting Boo Back"
2:22

13.
"Boo Escapes"
0:52

14.
"Celia's Mad"
1:41

15.
"Boo Is a Cube"
2:19

16.
"Mike's in Trouble"
2:19

17.
"The Scream Extractor"
2:12

18.
"Sulley Scares Boo"
1:10

19.
"Exile"
2:17

20.
"Randall's Attack"
2:22

21.
"The Ride of the Doors"
5:08

22.
"Waternoose is Waiting"
3:14

23.
"Boo's Going Home"
3:34

24.
"Kitty"
1:20

25.
"If I Didn't Have You" (performed by Newman)
3:38

Total length:
1:00:30

text: Chart positions[edit]

text:
Chart (2001)
Peak
position

US Top Soundtracks (Billboard)[57]
25

text: Lawsuits[edit]

text: Shortly before the film's release, Pixar was sued by children's songwriter Lori Madrid of Wyoming, stating that the company had stolen her ideas from her 1997 poem "There's a Boy in My Closet."

text: Madrid mailed her poem to six publishers in October 1999, notably Chronicle Books, before turning it into a local stage musical in August 2001. After seeing the trailer for Monsters, Inc., Madrid concluded that Chronicle Books had passed her work to Pixar and that the film was based on her work.[59] In October 2001, she filed the suit against Chronicle Books, Pixar, and Disney in a federal court in Cheyenne, Wyoming. Her lawyer asked the court to issue a preliminary injunction, that would forbid Pixar and Disney from releasing the film while the suit was pending.

text: In a hearing on November 1, 2001 – the day before the film's scheduled release on 5,800 screens in 3,200 theaters across the country – the judge refused to issue the injunction. On June 26, 2002, he ruled that the film had nothing in common with the poem.[60]

text: In November 2002, Stanley Mouse filed a lawsuit, in which he alleged that the characters of Mike and Sulley were based on drawings of Excuse My Dust, a film that he had tried to sell to Hollywood in 1998.[61] The lawsuit also stated that a story artist from Pixar visited Mouse in 2000, and discussed Mouse's work with him.[61] A Disney spokeswoman responded, by saying that the characters in Monsters, Inc. were "developed independently by the Pixar and Walt Disney Pictures creative teams, and do not infringe on anyone's copyrights".[58] The case was ultimately settled under undisclosed terms.[62]

text: Prequel[edit]

text: A prequel, titled Monsters University, was released on June 21, 2013. John Goodman, Billy Crystal, and Steve Buscemi reprised their roles of Sulley, Mike, and Randall, while Dan Scanlon directed the film. The prequel's plot focuses on Sulley and Mike's studies at Monsters University, where they start off as rivals but soon become best friends.

text: Other media[edit]

text: An animated short, Mike's New Car, was made by Pixar in 2002 in which the two main characters have assorted misadventures with a car Mike has just bought. This film was not screened in theaters, but is included with all home video releases of Monsters, Inc., and on Pixar's Dedicated Shorts DVD.[63] In August 2002, a manga version of Monsters, Inc. was made by Hiromi Yamafuji and distributed in Kodansha's Comic Bon Bon magazine in Japan; the manga was published in English by Tokyopop until it went out of print.[64] A series of video games, including a multi-platform video game were created based on the film. The video games included Monsters, Inc., Monsters, Inc. Scream Team and Monsters, Inc. Scream Arena.[65] A game titled Monsters, Inc. Run was released on the App Store for iPhone, iPod Touch, and iPad on December 13, 2012.[66]

text: Feld Entertainment toured a Monsters, Inc. edition of their Walt Disney's World on Ice skating tour from 2003 to 2007.[67] Monsters, Inc. has inspired three attractions at Disney theme parks around the world. In 2006 Monsters, Inc. Mike & Sulley to the Rescue! opened at Disneyland Resort's Disney California Adventure in Anaheim, California.[68] In 2007, Monsters, Inc. Laugh Floor opened at Walt Disney World Resort's Magic Kingdom in Lake Buena Vista, Florida, replacing The Timekeeper. The show is improvisational in nature, and features the opportunity for Guests to interact with the monster comedians and submit jokes of their own via text message.[69] In 2009 Monsters, Inc. Ride & Go Seek opened at Tokyo Disney Resort's Tokyo Disneyland in Chiba, Japan.[70]

text: In 2009, Boom! Studios produced a Monsters Inc. comic book mini-series that ran for four issues. The storyline takes place after the movie and focuses on Sulley and Mike's daily struggles to operate Monsters Inc. on its new laughter-focused company policy. At the same time, their work is impeded by the revenge schemes of Randall and Waternoose, as well as a human child (indirectly revealed to be Sid Phillips from the Toy Story franchise) who has hijacked the company's closet door technology to commit a string of toy thefts throughout the human world.[71]


document_title: Trust and Believe

question_text: who wrote trust and believe by keyshia cole

text: Trust and Believe

text: Background[edit]

text: "Trust and Believe is the second single from Cole's album Woman to Woman. It was co-written by Guordan Banks and Jessyca Wilson of R&B duo The Righterz. It was produced by Grammy-nominated producer and songwriter DJ Camper.[1] It premiered on Tuesday, October 2, 2012. The heartfelt ballad reflects upon Cole's position, with being cheated on by her ex-lover with her best friend. With it being one of Cole's favorites on the album, it shows the true premise of the album to help ladies with men who have done them wrong.[2]

text: Composition[edit]

text: Another heartfelt single, the song is very reminiscent of Cole's 2006 hit "Love". "I cried when I heard it" says Cole at an interview for Power 99 FM in Philly. Production of the single includes a sample from "End of the Road" by R&B group Boyz II Men and an instrumental resembling a beating heart.

text: Promotion and release[edit]

text: The single premiered on Cole's official website on October 2, 2012. It was sent to Urban Radio[3] and released for digital download on October 22.[4] Just days later, the song was named as the number one song added to Urban Radio for that week.[5] On Thursday November 1, 2012 the song debuted on Billboards Hip-Hop/R&B Airplay Chart at number 44 making it her biggest debut on that chart since "Love". Nearly three weeks after its premiere, the song was rereleased to online markets on November 13, 2012.[6] On November 22, the song debuted at #14 on Billboard's Hot R&B Songs Chart and #39 on their Hot R&B/Hip-Hop Songs Chart.

text: Music video[edit]

text: The music video was directed by longtime collaborator Benny Boom.[7] Produced as a mini-movie, the video features dialogue and acting from Cole herself along with actress Tae Heckard and model Rotimi. It was officially approved on October 25. The music video premiered on BET's 106 & Park on November 8, 2012.[8] On the week of November 13, 2012, "Trust and Believe" was the most liked music video of the year and had over a million views on YouTube.[9]

text: Live performances[edit]

text: Cole's first time performing the single was at BET's special Black Girls Rock! where it was met with positive reviews. She performed the single again along with a snippet of her preceding top 10 hit, Enough of No Love at the 2012 Soul Train Awards. She also performed the song on the late night show Jimmy Kimmel Live! on March 18, 2013. The song has also been added to the setlist of her Spring tour, The Woman to Woman Tour.

text: Charts[edit]

text:
Chart (2012)
Peak
position

US Bubbling Under Hot 100 Singles (Billboard)[10]
2

US Hot R&B/Hip-Hop Songs (Billboard)[11]
39

text: Release history[edit]

text:
Region
Date
Format

United States
October 22, 2012[4]
Digital download

November 13, 2012[6]