title: Mimic (comics)

abstract: Mimic is a fictional character appearing in American comic books published by Marvel Comics. He was briefly a member of the X-Men in the 1960s, and was the first character to be added to the team after the original line-up and the first X-Man who was not a mutant. An alternate reality version of Mimic became a popular member of the Exiles, the reality-hopping team.

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# Mimic (comics)

**Mimic** (**Calvin Montgomery Rankin**) is a fictional character appearing in American comic books published by Marvel Comics. He was briefly a member of the X-Men in the 1960s, and was the first character to be added to the team after the original line-up and the first X-Man who was not a mutant.

An alternate reality version of Mimic became a popular member of the Exiles, the reality-hopping team.

## Publication history

Created by writer Stan Lee and artist Werner Roth, he first appeared in *The X-Men* #19 (April 1966) as a villain.

## Fictional character biography

### Origins

Calvin Rankin was born in Passaic, New Jersey. After an accidental mixup of chemicals from his father Ronald Rankin's experiments, he gained the ability to temporarily copy the skills, physical traits, knowledge, and superpowers of any person within close range (approximately ten feet), which led people to fear him. When Ronald found out about this, he retreated with Calvin into a mine where his father worked on a machine which, as he claimed, would make the abilities his son absorbed permanent. However, these experiments with the device caused several power outages in the vicinity; to hold off the mob which was tracking these disturbances, Ronald blasted the mine entrance, but was accidentally caught and killed in the explosion, and the device sealed deep inside the mine.

### With the X-Men

Calvin first encountered the X-Men when he got into a fight with X-Men members Beast and Iceman in their civilian identities and duplicated their powers to defeat them. He later came across Marvel Girl, and found out her secret after gaining Marvel Girl's telekinetic power. Rankin decided to seek out the X-Men in a plot to get to the machine and make their powers his permanently. Taking the costumed identity "Mimic", he went to their mansion and battled the X-Men. He then escaped them, taking Marvel Girl hostage and drove to the mine, knowing the rest would follow. As the others came near, he regained their abilities, and he used Cyclops's optic power to break through the rubble to the machine. The other X-Men freed Marvel Girl and battled Mimic. Initially, he gained the upper hand and activated the machine after using Professor X's power to understand how the machine worked, but his powers were removed by Ronald's device, as Professor Xavier had expected. Xavier then wiped his memory and let him go.

It was while attending the same college as Jean Grey that his memory returned. In another attempt to gain the X-Men's abilities, Mimic set his sights on joining their ranks, becoming deputy leader in the process when he blackmailed his way into joining the X-Men. As a member of the team, he aided them against Banshee and the Ogre of Factor Three, but soon began to antagonize the other X-Men with his arrogant behavior and ended up expelled after a fight with Cyclops. However, shortly afterwards he saved his ex-teammates from the Super-Adaptoid, defeating the android by tricking it into trying to copy his artificial powers. This battle robbed him of his abilities, and he was left powerless but a better person.

### After the X-Men

Eventually, Mimic regained his powers, but they were enhanced to also absorb people's life forces, killing them. As the Beast tried to work out a solution, Calvin seemingly perished in a self-sacrificial fight against the Hulk after absorbing Hulk's gamma radiation. For a long time, the X-Men believed him to be dead. In actuality, Mimic was in a coma which lasted for years. Mimic woke up when Wolverine came near him, because his power copied Wolverine's healing ability. Mimic also ended up copying Wolverine's other powers, including his claws, but after a confrontation with Wolverine, the Hulk (in his "Joe Fixit" persona) and an artificial intelligence remnant of his father, he began learning self-control by a meditation technique Wolverine taught him.

Mimic's powers soon began to drain the life energy of those around him again. He fled to a remote Siberian village, where he soon encountered X-Force investigating a distress call. X-Force arrived to find a number of dead scientists and the enraged Mimic who illogically blamed X-Force for their deaths. During the fight, Mimic copied Sunspot's powers, and their identical charge caused a large explosion, after which Mimic disappeared.

Mimic was later recruited by the entity Onslaught and his powers stabilized. Along with the Blob, he confronted X-Force member Warpath. But with the assistance of Risque, Warpath was able to subdue them. Soon after, Onslaught himself was defeated and Operation: Zero Tolerance imprisoned Mimic. Later, Excalibur tracked his telepathic signature and freed him, thinking that he was Professor Xavier. He was injured in this encounter and came to Muir Island to recover.

### Excalibur

Mimic became friends with Excalibur. He helps confront the threat of the misguided Feron confronting the team with the Crazy Gang and the Technet. Mimic attends Captain Britain's wedding.

Mimic later joined Mystique's Brotherhood of Mutants and assisted in freeing the real Xavier. That group eventually disbanded, and Mimic was not among later groupings.

### Dark X-Men

During the *Dark Reign* storyline, Mimic became a member of Norman Osborn's Dark X-Men featured in Matt Fraction's *The Uncanny X-Men* stint where it was revealed that his unstable behavior was caused by his previously undiagnosed bipolar disorder which is now being treated with medication.

After Emma Frost and Namor defect to the X-Men taking Cloak and Dagger along with, Rankin continues as a member of Osborn's X-Men alongside former Brotherhood member Mystique, Weapon Omega and Dark Beast as they try to capture Nate Grey during Osborn's reign. Osborn forces Mimic to mimic the powers of Weapon Omega and forces the two to siphon Grey, succeeding in neutralizing Nate's powers at least temporarily.

### Wolverine's X-Men

After Osborn was taken down by the Avengers following the Siege of Asgard, Mimic and Weapon Omega left H.A.M.M.E.R. where Weapon Omega's powers started acting up. Mimic went to Hank McCoy, the only person who had always aided him when he needed, for help. Mimic took Weapon Omega to the Xavier Institute where Beast found out that Weapon Omega was about to explode. The X-Men tried various ways to prevent the explosion. But in the end, the only way left outside of death was an induced artificial coma. Weapon Omega asked his only friend to do it and Mimic complied. Borrowing Rachel Grey's powers, Mimic put Weapon Omega to sleep promising to stay by the man's side until waking up. After the ordeal, he asked Rogue if he could stay at the school to which Rogue agrees noting that he is going to be a wonderful teacher.

Following the *Avengers vs. X-Men* storyline, Mimic and Rogue were the only ones to respond to a prison riot at an unnamed prison. Although they were overpowered by the villains Griffin, Icemaster, Lightmaster, Quicksand, Ruby Thursday, Schizoid Man, Silk Fever and Supercharger, Rogue and Mimic were able to stop the riot by copying the powers of Armadillo, Equinox and Man-Bull.

### Extermination

When the mutant-hunting Ahab comes from the future to try and kill the time-displaced original five X-Men, a younger version of Cable abducts the displaced team to send them home after killing his future self. He also captures Mimic so that he can amputate Mimic's wings and transplant them to the younger Warren in place of his 'new' cosmically-enhanced wings so as to preserve the timeline, but Mimic makes it clear that he knew what he was signing up for and agreed to the procedure. When Ahab tries to attack Cable's base, Mimic sacrifices himself by posing as the young Cyclops, distracting Ahab long enough for the young X-Men to return to their home time after finding a way to stop Ahab.

## Powers and abilities

Mimic is able to copy the knowledge, skills, and powers (if any) of every individual within a certain range of him; different sources list this as anywhere from several feet to a mile radius. In his first appearances, he needed to get within about 5 feet to initially copy someone's powers, but once he copied them he would retain the abilities so long as he was within several miles of them, even if he left that radius and then returned later. This was established shortly after he joined the X-Men, when Professor X had him fly in increasing circles using Angel's wings and he flew beyond his copy range and the wings started to vanish, but they returned immediately when he turned back, but this has been retconned and changed several times. This applies to both superpowered and "normal" abilities, as shown when he duplicated Kitty Pryde's ninja training. He has shown the capacity to manifest numerous powers at the same time, and since he also absorbs knowledge, he can immediately use copied powers with the same skill level as the original owner. However, he occasionally shows difficulty in juggling multiple powers, and his body can be overloaded by absorbing too many at once. Usually the Mimic loses his duplicated abilities once out of range of the owner, but due to the length of time spent with them, his body permanently retains the powers of the original five X-Men: Angel, The Beast, Cyclops, Iceman and Marvel Girl (the High Evolutionary's temporary elimination of the mutant gene once erased these powers from the Mimic's genetic template, but they appear to have returned since). Thus, he has the powers of flight (granted by angelic wings) of Angel, the increased strength and agility of Beast (complete with enlarged hands and feet), the optic blasts of Cyclops (because he lacks Cyclops' brain damage, Mimic is able to control them), the temperature manipulation of Iceman, and the telekinesis of Jean Grey. He partly retains Professor X's telepathic powers, which once caused his telepathic signature to be mistaken for that of Charles Xavier, although he was not shown to be located during more recent searches for Xavier. He may also retain Wolverine's recuperative abilities.

## Reception

## Other versions

### Age of Apocalypse

In the Age of Apocalypse, Calvin Rankin was a prisoner and test subject of the time travelling Sugar Man who had travelled back from Earth-616 in order to create a plague. Rankin died because of the Sugar Man's experiments. It is unknown if he had the copied powers of any mutants here.

### Civil War: House of M

In *House of M*, Mimic is one of the government agents (alongside Nuke and Agent Barnes) sent to Genosha to kill Magneto and as many of his followers as possible. He and Nuke served as a distraction while Agent Barnes sneaked into Magneto's headquarters. He then engaged Magneto in battle. But despite all the mutant powers he manipulated simultaneously, he was ultimately defeated when Magneto used an inhibitor collar to disable Mimic's powers. The powers Mimic has copied are of Magneto's and some unnamed Genoshans who possesses the abilities of hydrokinesis, flight (through reptilian wings), claws, optic blasts, cryokinesis, sharp fangs, pyrokinesis, and having multiple eyes.

### Exiles

| Mimic | |
| --- | --- |
| The cover to *Exiles* #45 depicting Mimic.
Art by Mizuki Sakakibara. | |
| Publication information | |
| Publisher | Marvel Comics |
| First appearance | *Exiles* #1 (2001) |
| Created by | Judd Winick
Mike McKone |
| In-story information | |
| Alter ego | Calvin Montgomery Rankin |
| Species | Human Mutant |
| Abilities | Permanent power mimicry limited to five people at half strength |

Mimic's heroic counterpart from the parallel world Earth-12 is a founding member of the multiverse-traveling Exiles superhero team. This iteration has a clear mutant origin and his powers have a restriction: he can only copy a maximum of five mutant powers at a time. The copied abilities are about half as powerful as those of the original owners, and he is not able to copy knowledge or skill. For most of his appearances, he retains the powers of Wolverine, Colossus, Cyclops and Beast. He is originally depicted with the feathered wings of Angel, but gives those up in order to briefly copy the Dark Phoenix's powers, and soon after mimics Northstar's abilities.

In this reality, Calvin Rankin joined the Brotherhood of Mutants and was defeated by the X-Men. Abandoned by the Brotherhood, Mimic was imprisoned and was only freed by Professor X's intervention, inviting him to join the X-Men. Mimic became a dedicated member. His abilities raised the team's morale, as each member knew they were not alone in their powers, as Calvin could do exactly what they could. Calvin eventually rose to become leader of the team, and helped make his world one where mutants, along with other heroes, are respected and treated with a level of fame and celebrity. Much like Wolverine, who in Rankin's reality is one of his closest friends, Rankin is fond of beer and music and has an unrequited love for Jean Grey. Rankin owns a chain of record stores and is a published author.

Although Rankin is accustomed to leading, he defers leadership to Blink on the grounds that she is from a reality that is more removed from the 'mainstream' universe than the other Exiles, and will therefore be able to make the judgement calls that their missions require without being potentially compromised by her connection to the counterparts of their opponents. Rankin also begins a romantic relationship with Blink. The Exiles' missions grow increasingly dangerous, and Mimic is forced to kill more than once to safeguard entire realities. Many of those he slays are alternate versions of heroes he knows as allies in his home reality and their deaths weigh heavily on his mind, Mimic coming to increasingly resent how so many versions of the people he knows have been corrupted by their power. After an encounter with the sorcery of a vampiric Union Jack, Mimic is trapped for four years on an Earth overrun by the Brood. On this Earth, he is implanted with a Brood egg. He returns to his teammates incubating an egg only held at bay by his acquired healing factor. The Brood egg hatches during a moment of weakness, and the possessed Rankin is forced to attack his teammates, killing Mariko Yashida (Sunfire). Devastated by his actions, Mimic swears never to kill again. During an encounter with Weapon X, Mimic is forced to mimic Deadpool's healing factor in order to survive. Unfortunately for Mimic, the healing factor also comes with Deadpool's unique skin condition; the very sight of which instigated a conflict with Blink concerning their relationship. After swearing never to kill again, his subsequent hesitation to do so, further compounded by an illusion in which Blink claims to no longer love him, allows the villain Proteus to possess him when the Exiles visit the House of M version of the regular Marvel Universe. After Proteus leaves Mimic's burnt husk of a corpse, the Exiles put his body into stasis. Blink later takes him back to his home reality for burial.

### The Big M

Set on Earth-Earth-5423, another alternate Mimic called **The Big M** was his world's greatest criminal and leader of the Brotherhood of Evil Mutants. With his team he slaughtered his reality's X-Men and committed numerous other crimes — including mass murder — until he was finally captured by the Avengers and sent to a high security prison.

He encounters the Exiles Mimic when the latter enters his dimension. Using his telepathy, The Big M reads the Exiles Mimic's mind and realizes that the only difference between the lives they led is that while one of them accepted Xavier's offer of training and help, the other rejected it and sought a more destructive path. He reforms and reinvents the Brotherhood as his world's X-Men. He retains the powers of Magneto, Professor X, Cannonball, Blink, and one unknown mutant.

### *X-Men: Evolution*

In issue #6 of the *X-Men: Evolution* comic book, Mimic befriends Spyke but leaves the team due to his arrogance. His body apparently does not change in appearance when he copies powers, with the brief exception of taking on Nightcrawler's skin coloration.

### Ultimate Marvel

During the *Ultimate Avengers vs New Ultimates* storyline, an Ultimate Marvel equivalent of Mimic is a prototype weapon who is being sold on the black market labeled as **Super Soldier** under Nick Fury. He was originally a soldier that served in Afghanistan who volunteered for the project, possibly due his admiration for Captain America. Shown to be transported by a terrorist cell in Bulgaria but intercepted, the collision activated his abilities while being released by the terrorists in the hopes of fighting the Ultimates. His powers go haywire while coming into contact with Scott Lang and is consoled by Giant-Man as Mimic died in front of the team.

### Marvel Noir

In the *Marvel Noir* reality, an unpowered spy named Calvin Rankin/"The Mimic" is shown to be the target of Kurt Wagner and his agency Weapon X to broker a deal between Germany and its borders. Wagner freed him but later Rankin revealed himself as **Weapon X**, the target of the agency to replicate his skills of unmatched deception.

## In other media

Mimic makes a non-speaking cameo appearance in the *X-Men: The Animated Series* episode "One Man's Worth" as a member of a mutant resistance.

## InfoBox

| Mimic | |
| --- | --- |
| Mimic | |
| Publication information | |
| Publisher | Marvel Comics |
| First appearance | *The X-Men* #19 (April 1966) |
| Created by | Stan Lee (writer)
Werner Roth (artist) |
| In-story information | |
| Alter ego | Calvin Montgomery Rankin |
| Species | Human Mutate |
| Team affiliations | Brotherhood of Mutants
Dark X-Men
Jean Grey School
X-Men |
| Abilities | Power mimicry
Permanently possesses the original powers of the original five X-Men:
Angel's flight
Beast's animalistic physical traits
Cyclops's optic force blasts
Xavier's and Jean Grey's psychic powers
Iceman's ice control and manipulation |


title: Pig stick

abstract: A pig stick is a staff that carries a flag or pennant, usually the burgee of the boat owner's yacht club or private signal, above a mast of a sailboat. The pig stick is connected to a halyard so that when raised to the top of the mast, it extends above the mast, allowing the flag to be seen flying above the boat's sails. Pig sticks are especially useful on catboats and other sailboats which have no stays to which a flag halyard can be attached.

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# Pig stick

A **pig stick** (occasionally pigstick or pig-stick) is a staff that carries a flag or pennant, usually the burgee of the boat owner's yacht club or private signal, above a mast of a sailboat. The pig stick is connected to a halyard so that when raised to the top of the mast, it extends above the mast, allowing the flag to be seen flying above the boat's sails. Pig sticks are especially useful on catboats and other sailboats which have no stays to which a flag halyard can be attached.


title: Vágs Bóltfelag

abstract: Vágs Bóltfelag (VB) is a Faroese handball club. It started as a football club, which was founded on 5 June 1905, but later the sport handball became a part of the club. The handball club is based in Vágur in Suðuroy. They play their home matches in the sports hall, Vágshøll on Eiðinum in Vágur. The football club is now known as FC Suðuroy.

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# Vágs Bóltfelag

**Vágs Bóltfelag** (**VB**) is a Faroese handball club. It started as a football club, which was founded on 5 June 1905, but later the sport handball became a part of the club. The handball club is based in Vágur in Suðuroy. They play their home matches in the sports hall, Vágshøll on Eiðinum in Vágur. The football club is now known as FC Suðuroy.

## Women's handball

VB was earlier a handball club for men and women. But since the football competition was changed, so it now starts earlier and ends later, it is not possible anymore, or at least very difficult, for the same person to play both handball and football. So now the handball in Vágur is mostly for women and football is mostly for the men, in the best divisions anyway, the men have a team in the second best division. The population is only 1400, there are not enough people to get good teams in both sports for both genders in such a small village. The women's best division was called 1. deild until 2005 when they changed the name for sponsor reasons to *Sunset kappingin* or *Sunsetdeildin*.

### Honours

The VB handball team has won the Faroese Championships three times: 1950, 2003 and 2005.

### Team

The current squad as of February 2013

| NR | Name | Nationality | Position |
| --- | --- | --- | --- |
| 2 | Rannvá Augustinussen | Faroe Islands | Right wing |
| 3 | Una Nolsøe | Faroe Islands | Left wing |
| 4 | Bjarta Hergeirsdóttir | Faroe Islands | Pivot |
| 5 | Una Egilsdóttir | Faroe Islands | Middle back |
| 6 | Bára Krosslá Mortensen | Faroe Islands | Pivot |
| 7 | Rúna Midjord Jacobsen | Faroe Islands | Right wing |
| 8 | Gurið Mortensen | Faroe Islands | Left back |
| 9 | Tamara Seja Radic | Serbia | Middle back |
| 10 | Helga Eyðunsdóttir Kjærbo | Faroe Islands | Left wing |
| 11 | Marijana Trbojevis | Serbia | Left back |
| 12 | Beinta Ludvig Gudmundsson | Faroe Islands | Goalkeeper |
| 14 | Birita Hermansdóttir Olsen | Faroe Islands | Left wing |
| 15 | Laila Midjord Jespersen | Faroe Islands | Pivot |
| 17 | Christina Holm | Faroe Islands | Pivot |
| 18 | Andrea Nielsen | Faroe Islands | Right back |
| 22 | Guðrun í Lágabø | Faroe Islands | Goalkeeper |

## Foreign players

Over the last decade it has become normal for Faroese handball clubs as well football clubs, to import foreign players in order to improve the team. This is also the fact regarding VB. In 2004 the Football club signed 22-year-old Lithuanian International, Mindaugas Grigalevičius. In 1996 Tomislav Sivić became player/manager for the football team, when he first came to Faroe Islands. The team was coached by another young foreign player/manager, Krzysztof Popczyński, from 1998 to 2001. Most of the foreign players who played for VB were from Eastern Europe, as well as some from Denmark, Iceland and Africa. Although like other football clubs in the Faroe Islands, the large majority of players in the squad were Faroese.

In 2010 the Handball team made an agreement with three players from Lithuania. In 2011 two players from Serbia are playing handball with VB, Na and one player, the goal keeper, comes from Lithuania.

## The football club

The VB football team was founded on 5 June 1905. 90 years later, in 1995, the club merged with Sumba to form Sumba/VB, although the merger only lasted a single season. 10 years later, in 2005, there was a second merger between VB Vágur and Sumba, and formed VB/Sumba, which later had its name changed to FC Suðuroy. Other divisions of FC Suðuroy play some of their home games in Sumba at the á Krossinum Stadium.

### Honours

### VB in Europe

* 1Q = 1st Qualifying Round

| Season | Competition | Round | Club | Home | Away |
| --- | --- | --- | --- | --- | --- |
| 1998 | UEFA Intertoto Cup | 1Q | Brno | 0–3 | 1–3 |
| 2001–02 | Champions League | 1Q | Slavia Mozyr | 0–0 | 0–5 |
|

### Managers

* FCSuduroy.com The current website of FC Suðuroy
* HSF.fo, The Faroe Islands Handball Association

## InfoBox

| Vágs Bóltfelag | |
| --- | --- |
|  | |
| Sports director | Vigdis Nolsøe |
| Head coach | Claus Rasmussen |
| League | Faroese Handball League (Elektronkappingin) |
| 2011/12 | 3 |
| Club colours |  |
|  | |


title: Meredith effect

abstract: The Meredith effect is a phenomenon whereby the aerodynamic drag produced by a cooling radiator may be offset by careful design of the cooling duct such that useful thrust is produced by the expansion of the hot air in the duct. The effect was discovered in the 1930s and became more important as the speeds of piston-engined aircraft increased over the next decade. The Meredith effect occurs when air flowing through a duct is heated by a heat-exchanger or radiator containing a hot working fluid. Typically the fluid is a coolant carrying waste heat from an internal combustion engine. The duct must be travelling at a significant speed with respect to the air for the effect to occur. Air flowing into the duct meets drag resistance from the radiator surface and is compressed due to the ram air effect. As the air flows through the radiator it is heated, raising its temperature slightly and increasing its volume. The hot, pressurised air then exits through the exhaust duct which is shaped to be convergent, i.e. to narrow towards the rear. This accelerates the air backwards and the reaction of this acceleration against the installation provides a small forward thrust. The air expands and decreases temperature as it passes along the duct, before emerging to join the external air flow. Thus, the three processes of an open Brayton cycle are achieved: compression, heat addition at constant pressure and expansion. The thrust obtainable depends upon the pressure ratio between the inside and outside of the duct and the temperature of the coolant. The higher boiling point of ethylene glycol compared to water allows the air to attain a higher temperature increasing the specific thrust. If the generated thrust is less than the aerodynamic drag of the ducting and radiator, then the arrangement serves to reduce the net aerodynamic drag of the radiator installation. If the generated thrust exceeds the aerodynamic drag of the installation, then the entire assemblage contributes a net forward thrust to the vehicle. The Meredith effect inspired the early American work on the aero-thermodynamic duct or ramjet, due to the similarity of their principles of operation. In more recent times the phenomenon has been utilised in racing cars by mounting the engine cooling radiators in tunnels.

text:
# Meredith effect

The **Meredith effect** is a phenomenon whereby the aerodynamic drag produced by a cooling radiator may be offset by careful design of the cooling duct such that useful thrust is produced by the expansion of the hot air in the duct. The effect was discovered in the 1930s and became more important as the speeds of piston-engined aircraft increased over the next decade.

The Meredith effect occurs when air flowing through a duct is heated by a heat-exchanger or radiator containing a hot working fluid. Typically the fluid is a coolant carrying waste heat from an internal combustion engine.

The duct must be travelling at a significant speed with respect to the air for the effect to occur. Air flowing into the duct meets drag resistance from the radiator surface and is compressed due to the ram air effect. As the air flows through the radiator it is heated, raising its temperature slightly and increasing its volume. The hot, pressurised air then exits through the exhaust duct which is shaped to be convergent, i.e. to narrow towards the rear. This accelerates the air backwards and the reaction of this acceleration against the installation provides a small forward thrust. The air expands and decreases temperature as it passes along the duct, before emerging to join the external air flow. Thus, the three processes of an open Brayton cycle are achieved: compression, heat addition at constant pressure and expansion. The thrust obtainable depends upon the pressure ratio between the inside and outside of the duct and the temperature of the coolant. The higher boiling point of ethylene glycol compared to water allows the air to attain a higher temperature increasing the specific thrust.

If the generated thrust is less than the aerodynamic drag of the ducting and radiator, then the arrangement serves to reduce the net aerodynamic drag of the radiator installation. If the generated thrust exceeds the aerodynamic drag of the installation, then the entire assemblage contributes a net forward thrust to the vehicle.

The Meredith effect inspired the early American work on the aero-thermodynamic duct or ramjet, due to the similarity of their principles of operation. In more recent times the phenomenon has been utilised in racing cars by mounting the engine cooling radiators in tunnels.

## History

F. W. Meredith was a British engineer working at the Royal Aircraft Establishment (RAE), Farnborough. Reflecting on the principles of liquid cooling, he realized that what was conventionally regarded as waste heat, to be transferred to the atmosphere by a coolant in a radiator, need not be lost. The heat adds energy to the airflow and, with careful design, this may be used to generate thrust. The work was published in 1936.

The phenomenon became known as the "Meredith effect" and was quickly adopted by the designers of prototype fighter aircraft then under development, including the Supermarine Spitfire and Hawker Hurricane whose Rolls-Royce PV-12 engine, later named the Merlin, was cooled by ethylene glycol. An early example of a Meredith effect radiator was incorporated in the design of the Spitfire for the first flight of the prototype on 5 March 1936.

Many engineers did not understand the operating principles of the effect. A common mistake was the idea that the air-cooled radial engine would benefit most, because its fins ran hotter than the radiator of a liquid-cooled engine, with the mistake persisting even as late as 1949.


title: Gameplay of Dragon Quest

abstract: skills Dragon Quest is a series of role-playing video games that originated in 1986 with the release of the first game in the series. Although the games are not related in terms of story, many aspects of the gameplay are consistent throughout the series. Each game in the series add new elements to the gameplay, such as longer quests, character classes, or different ways of story-telling. One of the major aspects of the Dragon Quest series is that it retains the same setting and general gameplay throughout the series, instead of reinventing itself with each new installment. This has been seen as both a positive and negative aspect by critics of the series.

text:
# Gameplay of Dragon Quest

*Dragon Quest* is a series of role-playing video games that originated in 1986 with the release of the first game in the series. Although the games are not related in terms of story, many aspects of the gameplay are consistent throughout the series. Each game in the series add new elements to the gameplay, such as longer quests, character classes, or different ways of story-telling.

One of the major aspects of the *Dragon Quest* series is that it retains the same setting and general gameplay throughout the series, instead of reinventing itself with each new installment. This has been seen as both a positive and negative aspect by critics of the series.

## History

*Dragon Quest* was created by Yūji Horii, who became the series' main scenario director. Yūji Horii originally used the full-screen map of *Ultima* and the first-person menu battle and stats oriented *Wizardry* screen to create the gameplay of *Dragon Quest*. *Dragon Quest* is often cited as the birth of the JRPGs. Each game in the main series builds upon its predecessor, but the gameplay never strays from the series' origins.

When asked about the game's resistance to change during an interview, Horii explained that he wants to "keep it simple and keep things organized, after twenty years I've found this to be the best way." During the same interview, Horii also stated that he would never want to make an action role-playing game for the series. He said "The reason why is because I want to make the game fun and simple and relaxing, so that you can just sit down and take it easy. People who don't like to think very much can just push the button and still get by. The people who like to think and strategize have to option to do that as well." Although *Dragon Quest IX* was slated to have an action-oriented combat style, it was changed back to menu-based combat in 2007, two years before its release in response to backlash from fans.

## Common elements

In each installment of the *Dragon Quest* series, players have been able to control a party of up to four characters. The number of party members depends on the game, as well as the number of enemies that can appear in one battle. *Dragon Quest* featured only one-on-one encounters, whereas *Dragon Quest II* expanded the party to three characters and the number of enemies was also increased. *Dragon Quest III* further increased the party size to four characters, which it has stayed at. Players must move their parties through different towns, dungeons, and the world map in order to progress throughout each game. Typically, the party must enter a town or dungeon and defeat a specific enemy or retrieve an item to progress the story. Non-playable characters exist in the game for the party to interact with. NPCs are responsible for giving the player useful information, selling items, saving the player's game, or healing the party, usually at an inn for a fee. Heroes in the series often must defeat a main antagonist to complete the adventure, and there are always several tasks they must do before that, often involving NPCs from different towns.

In *Dragon Quest*, players had to go through a menu in order to use stairs, open treasure chests, and speak to NPCs. The localization of the game also included some gameplay improvements such as being able to see the direction your character is traveling and the ability to save your game through a battery backup instead of passwords. While improvements were made in later versions, the series retained the same basic interface.

*Dragon Quest* features "puff puff" massage girls the player can opt to get a service from. In earlier games, the background would turn black and text would be displayed; in some later games, gags have been used. These were removed from some North American translations, but not others. Also, In later games, certain monsters and characters can use this as an attack. The effect can cause enemies and characters to lose their turn.

### Exploration

Until *Dragon Quest VIII*, exploration was all from an overhead view, while battles were in a first-person perspective. *Dragon Quest VIII* changed this system by featuring fully three dimensional environments and battles in the third-person. Earlier *Dragon Quest* games were released using solely 2D graphics. Starting with *Dragon Quest VII*, 3D graphics were introduced, however the graphics were extremely limited compared to those released in *Dragon Quest VIII*. Since then, every game, including the remakes for the Nintendo DS, has included some level of 3D gameplay.

*Dragon Quest* games often feature different forms of vehicles for the party to explore the world map in. These vehicles allow the party to cross terrain that cannot be walked over. These include ships, which give the party the option of traveling on water. *Dragon Quest IV* featured a hot air balloon, which enabled the party to travel over mountains.

### Battle

Each *Dragon Quest* game in the main series is a role-playing video game and features turn-based battles. During battle, players can issue commands to the party and then the characters and monsters will take turns attacking each other. Certain characters are also able to use magic or skills, and these commands can either damage enemies, recover hit points or remove status ailments, or raise and lower statistics of party members or enemies. Until *Dragon Quest IX*, battles were randomly occurring in the series. While moving the party through either a dungeon or the world map, there is a chance that an enemy group will attack. In *Dragon Quest IX*, enemies are visible on the field and players must touch them to enter a battle.

Characters earn experience points for each monster the party defeats in battle. As characters earn experience points, they gain levels and their stats increase, making them stronger. These stats include hit points, magic points, strength, agility, and vitality. In certain games, including *Dragon Quest VII*, characters will also earn different types of points from battles. In *Dragon Quest VII*, every battle characters are victorious in earns them class points, which allow them to increase their class levels and eventually master that class. Winning battles also grants gold to the party, which can be spent on items at stores, at inns, or at churches in order to heal or revive characters.

*Dragon Quest IV* introduced a "Tactics" system, where the player can set the AI routines for NPCs, which is seen as a precursor to *Final Fantasy XII'*s "Gambits" system. *Dragon Quest V* gave players the opportunity to catch and raise various monsters that appeared in random encounters. These monsters could be added to the player's party and participate in battle, earning experience points just as human party members do. This feature would span its own series of games titled *Dragon Quest Monsters* Monster catching would appear in *Dragon Quest VII* briefly by having a monster park minigame in which players could put monsters caught after battles.

#### Character classes

Beginning with *Dragon Quest III*, the series has featured different forms of character customization. Players were given the option to create a party of four characters consisting of the main Hero and three characters made by the player. Classes such as Warrior, Mage, Cleric, or Merchant could be set upon the character and that character's statistics and skills would correlate with the given class. *Dragon Quest VI*, *Dragon Quest VII*, and *Dragon Quest IX* all featured similar class systems, building off of the original system from *Dragon Quest III*.

#### Abilities

Characters in the *Dragon Quest* games can use a wide variety of abilities, spells, and skills. The original game only featured a few healing and damaging spells, but each game expanded on the list. *Dragon Quest VI* introduced skills (トクギ, *tokugi*), a class of non-spell special abilities. Most spells cost magic points, while many skills have no MP cost.

### Mini medals

> I wanted the fun of collecting these things in the game. Saying that though, if it were the case that 'You can't clear *IV* without gathering gem stones' it would be just following the same old pattern, so I went and made it something that has nothing to do with clearing the game. The people who find them, depending on how many they find, are given useful items! That's the way I made it.

Yuji Horii on the introduction of mini medals to *Dragon Quest*

Starting with *Dragon Quest IV*, a new collectable item known as mini medals were introduced. These mini medals have since been used in every main *Dragon Quest* title. The medals resemble small gold coins with a five-point star in the middle. The player collects these medals throughout the game by opening chests, breaking pots and barrels and searching sacks and drawers. In *Dragon Quest IX*, the player can also obtain some by completing quests or from a spawn point on the world map. At a certain point during the games, the player meets a character he can trade these medals for items. From *Dragon Quest IV* through *VII* this was a reoccurring character known as the Mini Medal King. While he is replaced in later *Dragon Quest* titles, he continue to be referenced. In *Dragon Quest VIII* he makes an appearance, but it is his daughter who collects the medals. In *Dragon Quest IX*, although the medals are collected by a pirate captain, the dialog references his connection to the Mini Medal Kings.

According to Horii, he wanted to have something the player went around collecting as the previous *Dragon Quest* games had crests and orbs respectively. However, he did not want to do the same thing over again by forcing the player to collect a certain number of items before they beat the game; mini medals instead have nothing to do with clearing the game.

### Minigames

During gameplay, players may be able to participate in minigames. Mini-medals can be found and traded for exclusive items, a feature that can be traced to *Dragon Quest IV* and was featured in remakes of earlier games in the series. In addition to mini-medals, the remake of *Dragon Quest III* allowed players to collect monster medals from their perspective monsters. The remake also featured Pachisi, or Suguroku in Japan, a board game style minigame in which the player could win items. This game was based on Horii's other video game series, *Itadaki Street*.

Several games in the series feature casinos for players to win items by playing various games, including poker and betting on monster battles. The DS remake of *Dragon Quest V* features several new minigames, including Bruise the Ooze, Treasures 'n' Trapdoors, a version of Pachisi, the Slurpodrome, and the tombola.

## Reception and legacy

The gameplay of *Dragon Warrior* is seen by critics as revolutionary. In an article for Gamasutra, Kurt Kalata pointed out that the game "was also one of the most in-depth games seen on the Famicom at the time. Back in 1986, if you wanted a complicated game, you needed an expensive PC." A large aspect of the *Dragon Quest* games is the continuity of the series' gameplay. When comparing the four NES games, Kyle Knight of Allgame pointed out that the games made little innovation in terms of gameplay and graphics, but that each installment was longer and had more depth to it than the one before it. In *Dragon Warrior IV*, he argued, "you still have to work around the Dragon Warrior menu system. To open doors, talk to characters, or perform any other action, you have to go to the hotspot for that appropriate action, go to the menu, then click on the appropriate verb." Chris Kohler of *Wired* noted that the remake of *Dragon Quest IV* felt "like a retro game" and that "it'll seem very nostalgic and fun to anyone who has fond memories of poking through *Dragon Quest IV* on their Famicom". Mark Bozon complained of "simple and archaic menus" in his IGN review of *Dragon Quest V*.

IGN described *Dragon Warrior VII's* class system as "one of the best class systems seen outside a strategy RPG." In a preview for *Dragon Quest IX* on 1UP, Jeremey Parish noted that the character customization was a welcome departure from the series of games with only predetermined characters and wrote that "You can define your angel warrior's basic appearance to a degree, but he or she will look like an escapee from a Dragon Ball cartoon no matter what."

### Legacy

*Dragon Warrior* was listed on GameSpot's list of the 15 most influential games of all time, calling it the "most influential role-playing game of all time" and stated that nearly all Japanese RPGs today have roots in its gameplay. GameSpot also noted that the game's 2D graphics were imitated by most Japanese RPGs until video games began using 3D graphics. In another Gamasutra article, Kalata claimed that *Dragon Quest* was the first of its genre and that it "went on to inspire dozens of clones. Most of these are best left forgotten, but it did inspire two more notable franchises: Square's *Final Fantasy* and Sega's *Phantasy Star*". He also noted that when first localized for North America, it was not immediately popular due to "subpar" graphics and "stodgy interface".

## Notes and references

1. Puff puff (ぱふぱふ, *pafu pafu*) comes from the Japanese onomatopoeia for a girl rubbing her breasts in someone's faces, although it can also be used for the general term of a girl juggling her own breasts
2. The original NES games and the DS remakes have this removed while the PS1 and PS2 games, *Dragon Quest IX* and GBC remakes include this.


title: García de Loaysa

abstract: Juan García de Loaysa y Mendoza was a Spanish Archbishop of Seville and Cardinal.

text:
# García de Loaysa

**Juan García de Loaysa y Mendoza** (1478 in Talavera de la Reina, Kingdom of Toledo, Crown of Castile – 22 April 1546 in Madrid, Spain) was a Spanish Archbishop of Seville and Cardinal.

## Biography

His parents were nobles; at a very early age he entered the Dominican Order at St Steven’s Priory, Salamanca. Its severe discipline, however, affected his delicate constitution and he was transferred to the convent of St. Paul in Peñafiel where he was professed in 1495.

On the completion of his studies in Alcalá, and later at the Colegio de San Gregorio of Valladolid University, he taught philosophy and theology. About the same time he was appointed regent of studies and for two terms filled the office of rector in San Gregorio College. In 1518 he represented his province at the general chapter held at Rome where by unanimous vote he gained the generalship of the Dominican Order in succession to Cardinal Thomas Cajetan, a position he held until 1524.

After visiting the Dominican houses in Sicily and other countries, he returned to Spain. There he made the acquaintance of Charles V, Holy Roman Emperor who chose him for his confessor and later, with papal sanction, offered him the See of Osma, for which he was consecrated on 8 June 1524. Subsequently, he held several offices of political importance, such as President of the Council of the Indies. In that capacity he was a proponent of the Dominican line of thought and the *New Laws* of 1542 protecting the Native Americans; they were however revoked in 1545.

On 16 May 1530 Pope Clement VII created him cardinal and transferred him to the See of Sigüenza, where he became bishop on 23 February 1532. He was made Archbishop of Seville on 23 May 1539, and became Grand Inquisitor in 1546, the year of his death.

## Legacy

His writings are limited to a few pastoral letters. G. Haine found, in the royal library at Simancas, Garcia's letters to Charles V written in the years 1530–32, of interest for the history of the Protestant Reformation as well as for the religious and political history of Spain during that period.

* www.catholic-hierarchy.org.
* Correspondence with Charles V, Holy Roman Emperor: in "Colección de documentos inéditos para la historia de España, vol. XIV, pp. 5–284".
* This article incorporates text from a publication now in the public domain: Herbermann, Charles, ed. (1913). "Garcia de Loaisa". *Catholic Encyclopedia*. New York: Robert Appleton Company.
* Miranda, Salvador. "LOAYSA Y MENDOZA, O.P., García de (1478-1546)". *The Cardinals of the Holy Roman Church*. Florida International University. OCLC 53276621.

## InfoBox

| His Eminence
García de Loaysa | |
| --- | --- |
| Archbishop of Seville | |
|  | |
| Church | Catholic Church |
| Archdiocese | Seville |
| Appointed | 23 May 1539 |
| Term ended | 22 April 1546 |
| Predecessor | Alonso Manrique de Lara |
| Successor | Fernando de Valdés y Salas |
| Other post(s) | Cardinal-Priest of Santa Susanna
(1530-1546)
Grand Inquisitor of Spain (1546) |
| Previous post(s) |  |
| Orders | |
| Consecration | 8 June 1524 |
| Created cardinal | 16 May 1530
by Pope Clement VII |
| Rank | Cardinal-Priest |
| Personal details | |
| Born | Juan García de Loaysa y Mendoza
1478
Talavera de la Reina, Spain |
| Died | 22 April 1546(1546-04-22) (aged 67–68)
Madrid, Spain |
| Buried | San Pietro in Montorio |


title: Meryl O'Hara Wood

abstract: Meryl Aitken O'Hara Wood, née Waxman was an Australian tennis player active in the 1920s and 30s.

text:
# Meryl O'Hara Wood

**Meryl Aitken O'Hara Wood**, née **Waxman** (died 6 May 1958) was an Australian tennis player active in the 1920s and 30s.

## Career

Wood won the women's doubles title at the Australian Championships (now the Australian Open) in 1926 and 1927. She won the 1926 title with compatriot Esna Boyd, defeating Daphne Akhurst and Marjorie Cox in the final in three close sets: 6–3, 6–8, 8–6. She successfully defended her title the following year with partner Louie Bickerton, winning in the final against Esna Boyd and Sylvia Lance in two straight sets.

On 3 August 1923, she married Australian tennis player Pat O'Hara Wood.

## Grand Slam finals

### Doubles (2 titles, 2 runners-up)

| Result | Year | Championship | Surface | Partner | Opponents | Score |
| --- | --- | --- | --- | --- | --- | --- |
| Loss | 1924 | Australasian Championships | Grass | Kathrine Le Mesurier | Daphne Akhurst
Sylvia Lance Harper | 5–7, 2–6 |
| Win | 1926 | Australasian Championships | Grass | Esna Boyd | Daphne Akhurst
Marjorie Cox | 6–3, 6–8, 8–6 |
| Win | 1927 | Australian Championships | Grass | Louie Bickerton | Esna Boyd
Sylvia Lance Harper | 6–3, 6–3 |
| Loss | 1929 | Australian Championships | Grass | Sylvia Lance Harper | Daphne Akhurst
Louie Bickerton | 2–6, 6–3, 2–6 |

### Mixed doubles (1 runner-up)

| Result | Year | Championship | Surface | Partner | Opponents | Score |
| --- | --- | --- | --- | --- | --- | --- |
| Loss | 1932 | Australian Championships | Grass | Jiro Satoh | Marjorie Cox Crawford
Jack Crawford | 8–6, 6–8, 3–6 |

## InfoBox

Meryl O'Hara Wood
| Meryl O'Hara Wood, with Gerald Patterson, at the 1928 French Championships | |
| --- | --- |
| Country (sports) | Australia |
| Died | 6 May 1958 |
| Singles | |
| Grand Slam singles results | |
| Australian Open | SF (1928) |
| Doubles | |
| Grand Slam doubles results | |
| Australian Open | **W** (1926, 1927) |
| Grand Slam mixed doubles results | |
| Australian Open | F (1932) |


title: The Law of the Snow Country

abstract: The Law of the Snow Country is a 1926 American silent Western film directed by Paul Hurst and starring Kenneth MacDonald, Jane Thomas and Noble Johnson.

text:
# The Law of the Snow Country

***The Law of the Snow Country*** is a 1926 American silent Western film directed by Paul Hurst and starring Kenneth MacDonald, Jane Thomas and Noble Johnson.

## Cast

## InfoBox

| The Law of the Snow Country | |
| --- | --- |
| Directed by | Paul Hurst |
| Produced by | Bud Barsky |
| Starring | Kenneth MacDonald
Jane Thomas
Noble Johnson |
| Production
company | Bud Barsky Corporation |
| Release date | * April 1, 1926 (1926-04-01) |
| Running time | 50 minutes |
| Country | United States |
| Languages | Silent
English intertitles |


title: Multiple Render Targets

abstract: In the field of 3D computer graphics, Multiple Render Targets, or MRT, is a feature of modern graphics processing units (GPUs) that allows the programmable rendering pipeline to render images to multiple render target textures at once. These textures can then be used as inputs to other shaders or as texture maps applied to 3D models. Introduced by OpenGL 2.0 and Direct3D 9, MRT can be invaluable to real-time 3D applications such as video games. Before the advent of MRT, a programmer would have to issue a command to the GPU to draw the 3D scene once for each render target texture, resulting in redundant vertex transformations which, in a real-time program expected to run as fast as possible, can be quite time-consuming. With MRT, a programmer creates a pixel shader that returns an output value for each render target. This pixel shader then renders to all render targets with a single draw command. A common use of MRT is deferred shading, a shading process which, unlike forward shading, performs lighting calculations on an entire 3D scene at once instead of on each individual object. To do this in real-time, MRT is used to store the required information for the lighting calculations in multiple render targets, which are then used after the entire scene has been drawn to calculate the lit final image. Typically one render target holds color and surface information of objects, while another contains the surface normals and depth information of the scene which are used to calculate the reflection of light. Additional render targets can be used to store information such as the specularity of the surface and ambient occlusion data.

text:
# Multiple Render Targets

In the field of 3D computer graphics, **Multiple Render Targets**, or MRT, is a feature of modern graphics processing units (GPUs) that allows the programmable rendering pipeline to render images to multiple render target textures at once. These textures can then be used as inputs to other shaders or as texture maps applied to 3D models. Introduced by OpenGL 2.0 and Direct3D 9, MRT can be invaluable to real-time 3D applications such as video games. Before the advent of MRT, a programmer would have to issue a command to the GPU to draw the 3D scene once for each render target texture, resulting in redundant vertex transformations which, in a real-time program expected to run as fast as possible, can be quite time-consuming. With MRT, a programmer creates a pixel shader that returns an output value for each render target. This pixel shader then renders to all render targets with a single draw command.

A common use of MRT is deferred shading, a shading process which, unlike forward shading, performs lighting calculations on an entire 3D scene at once instead of on each individual object. To do this in real-time, MRT is used to store the required information for the lighting calculations in multiple render targets, which are then used after the entire scene has been drawn to calculate the lit final image. Typically one render target holds color and surface information of objects, while another contains the surface normals and depth information of the scene which are used to calculate the reflection of light. Additional render targets can be used to store information such as the specularity of the surface and ambient occlusion data.


title: Kathleen Annie Lansdell

abstract: Kathleen Annie Lansdell, was a South African botanical artist. She trained at the Government Art School in Durban and also at the Royal College of Art in South Kensington. She took up an appointment at the Natal Herbarium, located in the grounds of the Durban Botanic Gardens, in about 1915, succeeding Millicent Franks who left in November 1914. She became involved in preparing the illustrations for volume 7 of John Medley Wood's Natal Plants, a volume which remained incomplete and unpublished because of his death in August 1915. Some of the plates were in water colour and still hang in the Natal Herbarium. After 1917 most of her time was spent at the Division of Botany and Plant Pathology in Pretoria, and her work there was a large part of the inspiration for the publication of Flowering Plants of South Africa. She produced a large number of plates for the first volumes published, and volume 35 of 1962 is dedicated to her. After retiring she settled in Durban and continued painting Natal plants, the Killie Campbell Library receiving a folio of 76 of her paintings in 1962.

text:
# Kathleen Annie Lansdell

**Kathleen Annie Lansdell** (1888 Durban \- 3 April 1967 Pietermaritzburg), was a South African botanical artist.

She trained at the Government Art School in Durban and also at the Royal College of Art in South Kensington. She took up an appointment at the Natal Herbarium, located in the grounds of the Durban Botanic Gardens, in about 1915, succeeding Millicent Franks who left in November 1914. She became involved in preparing the illustrations for volume 7 of John Medley Wood's *Natal Plants*, a volume which remained incomplete and unpublished because of his death in August 1915. Some of the plates were in water colour and still hang in the Natal Herbarium. After 1917 most of her time was spent at the Division of Botany and Plant Pathology in Pretoria, and her work there was a large part of the inspiration for the publication of Flowering Plants of South Africa. She produced a large number of plates for the first volumes published, and volume 35 of 1962 is dedicated to her.

After retiring she settled in Durban and continued painting Natal plants, the Killie Campbell Library receiving a folio of 76 of her paintings in 1962.

## Publications

* Wood, John Medley; Evans, Maurice Smethurst (1899). *Natal Plants: Descriptions and Figures of Natal Indigenous Plants, with Notes on Their Distribution Economic Value, Native Names, Etc., Etc*. Durban: Bennett & Davis.
* Bews, J. W. (1925). *Plant Forms and Their Evolution in South Africa: With Map and Illustrations in the Text*. London: Longmans, Green.
* "Weeds of South Africa" *Journal of Agriculture* (Pretoria)


title: Notata modicus

abstract: Notata modicus is a moth in the family Erebidae. It was described by Thomas Pennington Lucas in 1892. It is found in Queensland, Australia.

text:
# Notata modicus

***Notata modicus*** is a moth in the family Erebidae. It was described by Thomas Pennington Lucas in 1892. It is found in Queensland, Australia.

## InfoBox

| *Notata modicus* | |
| --- | --- |
|
| Scientific classification | |
| Domain: | Eukaryota |
| Kingdom: | Animalia |
| Phylum: | Arthropoda |
| Class: | Insecta |
| Order: | Lepidoptera |
| Superfamily: | Noctuoidea |
| Family: | Erebidae |
| Subfamily: | Arctiinae |
| Genus: | *Notata* |
| Species: | ***N. modicus*** |
| Binomial name | |
| ***Notata modicus***<br>(T. P. Lucas, 1892) | |
|
| Synonyms | |
| * *Diphthraspis modica* T. P. Lucas, 1892 * *Notata modica* De Vos & Mastrigt, 2007 | |


title: Graham Dilley

abstract: Graham Roy Dilley was an English international cricketer, whose main role was as a fast bowler. He played first-class cricket for Kent County Cricket Club and Worcestershire County Cricket Clubs, and appeared in 41 Test matches and 36 One Day International (ODIs) for the England cricket team. Dilley is perhaps best remembered for his tail-end batting with Ian Botham in England's second innings against Australia at Headingley in 1981, reaching his highest Test score of 56 in an eighth-wicket partnership of 117 runs.

text:
# Graham Dilley

**Graham Roy Dilley** (18 May 1959 – 5 October 2011) was an English international cricketer, whose main role was as a fast bowler. He played first-class cricket for Kent County Cricket Club and Worcestershire County Cricket Clubs, and appeared in 41 Test matches and 36 One Day International (ODIs) for the England cricket team.

Dilley is perhaps best remembered for his tail-end batting with Ian Botham in England's second innings against Australia at Headingley in 1981, reaching his highest Test score of 56 in an eighth-wicket partnership of 117 runs.

## Early life

Dilley was born and raised in Dartford, Kent and was educated at Dartford High School. He played his early cricket for Dartford Cricket Club at Hesketh Park and trained as a diamond cutter at Hatton Garden before embarking on a cricketing career with Kent County Cricket Club. He first played for the Kent Second XI in 1976, aged 17.

He was married and divorced twice and had four children, including Chris Pennell, who has played rugby union for England and Worcester Warriors, whilst his youngest son, Jonathan, has played cricket for both Gloucestershire and Worcestershire Second XIs. Kent cricketer Graham Johnson was a brother-in-law.

## Early cricket career

A fast bowler, Dilley made his first-class cricket debut for Kent at the age of 18 in 1977, against Cambridge University. He failed to take a wicket, and was not selected again until the following season when was again wicketless against the touring Pakistanis. Seven wickets in his third first-class match, against Middlesex, followed, although he took only one wicket in two further matches later in the season. He was, however, selected for England Young Cricketers against their West Indian counterparts.

In 1979, Dilley played 31 senior games for Kent, including taking four wickets for the cost of 41 runs (4/41) in a World Cup warm-up match against the New Zealanders. He finished with 49 first-class wickets at an average of 23.48 runs per wicket.

## England selection

The England selectors, looking for a young fast bowler for that winter's tour of Australia, took the bold decision to include the 20-year-old Dilley in the squad. He made his international debut in a One Day International against West Indies on 24 November 1979 at Sydney during the 1979/80 Australian Tri-Series, a triangular tournament that also featured Australia. Dilley opened the bowling and took his first wicket in his third over.

A fortnight later, Dilley appeared in his first Test match, making him the youngest cricketer to play for England in 30 years. England captain Mike Brearley showed confidence in his young bowler and he again opened the bowling. He took two wickets on debut. Australia finished their innings on 244 all out. In England's reply Dilley scored an unbeaten 38 runs, the second-highest score of the innings as England were all out for 228. He batted for 206 minutes, facing 57 balls. The game featured a memorable item on the second-innings scorecard:

Lillee  Willey  Dilley 19

Although he also played in the second Test, he was replaced by John Lever for the third and final match of the series. Dilley took only seven wickets on that tour – "£7,000 for seven wickets" as the tour manager Alec Bedser commented.

In 1980, Dilley was not selected until the third Test against West Indies, at Old Trafford. Rain intervened, as it was to do in the fourth and fifth Tests as well, and all were drawn, but Dilley's eleven wickets, in the three innings he was able to bowl in, made sure of his place to face the same opponents in the Caribbean that winter. He took ten wickets on the tour, enough to retain his place for the 1981 Ashes series.

> Nothing that he had done before, from the moment he made his Test debut as the youngest Englishman for 30 years, until the day he retired from competitive cricket – not even the five for 68 he took in Brisbane in the winter of 1986–87 that catalysed a victory in match and Ashes series – would ever topple Headingley from the pinnacle of his achievements. It remains one of the most celebrated passages in the history of British sport.

Mike Selvey, writing in 2011

Dilley began the 1981 Ashes series strongly, taking 12 wickets in the first two Tests, and was retained for the third Test at Headingley. This game is best remembered for England's sensational victory after following on, and for the heroics of Ian Botham and Bob Willis, but Dilley played his part as well, albeit as a batsman. Coming to the crease in the second innings with England at 135/7, 92 runs in arrears, Dilley had no orders from his captain, Mike Brearley, when he joined Botham at the crease. Botham said, "Right then, let's have a bit of fun", and the two men put on 117 in just 80 minutes before Dilley (56 runs from 75 balls) was bowled by Terry Alderman. England eventually established a lead of 130, and Dilley then held a boundary catch to dismiss Rod Marsh in Australia's second innings, England going on to dismiss Australia for 111, winning by 18 runs.

Despite his part in the win at Headingley, Dilley did not play in the fourth Test, nor in the two that followed, being replaced variously by John Emburey, Paul Allott and Mike Hendrick. He did get picked for the subsequent 1981/2 India tour, having pulled out of Graham Gooch's rebel tour of South Africa, something he later regretted for financial reasons.

### Injury and recovery

Despite being in and out of the side, Dilley's future as an international player seemed reasonably bright by 1983, and he played a full part in England's 1983 Cricket World Cup campaign. Following the tournament, a neck injury forced him out of the game for a year, and although he returned to county cricket in 1985, there was some doubt as to his long-term prospects. A decent performance that winter for Natal in South Africa helped in his rehabilitation and in 1986 Dilley took 63 first-class wickets and earned a recall to the England side.

Between 1986 and 1988, Dilley took 83 Test wickets at an average of 26.43 runs per wicket. Generally regarded as England's foremost strike bowler, he developed significant pace and outswing from a long, wide run up, approaching the wicket at an angle of almost 45 degrees. Perhaps his most significant success came in 1986/87 when he took 5/68 in the first innings of the first Test at Brisbane to help his team to a victory that set them on their way to an Ashes win. Later on that tour, Dilley helped England to further success in winning the Benson & Hedges Challenge and the World Series Cup, taking his best one-day international figures of 4/23 in a match against the West Indies (a performance which won him the man of the match award). He also won the man of the match award for another one-day international performance against the West Indies that winter in which he took 4/46.

In the drawn series against New Zealand the following winter Dilley produced his career-best Test match innings bowling figures, taking 6/38 including the first five wickets to fall at Christchurch. He was fined £250 in the same match for swearing at the umpire, comments which were clearly picked up by the stump microphone. He took a further five-wicket haul at Auckland, and finished the series with 15 wickets at an average of 14.

## Later career

For the 1987 season, Dilley moved to Worcestershire. His new county were about to begin the most successful period in their history, winning four trophies in the next three years. Despite further injury problems, he proved a key bowler as Worcestershire won the 1988 and 1989 County Championships; it was during this period that he wrote, with team-mate Graeme Hick, an account of one of the title-winning seasons, entitled *Hick'n'Dilley Circus*.

Dilley recorded his best match figures in a Test match at Lord's in 1988, match figures of 9/128 (comprising 5/55 and 4/73) against the West Indies, although England lost the match. However, Dilley's international career was beginning to wind down by the end of that season, and his final Test was at Edgbaston in the 1989 Ashes series. He made certain that he would not be picked again by accompanying Mike Gatting on the rebel tour to South Africa that winter. Unusually he finished on the winning side only twice in his 41 Test matches (the Headingley test of 1981 and that at Brisbane in 1986), the 1980s being a lean time for English cricket.

He continued to play for his county and in the 1991 season came sixth in the first-class bowling averages in domestic cricket (among bowlers who had taken a minimum of twenty wickets), taking 37 wickets at 22.24, also helping Worcestershire to win the Benson and Hedges Cup.

However recurring injury problems led to his retirement at the end of the 1992 season.

## Post-retirement

Dilley's move to Worcestershire denied him the financial security of a benefit season and he found employment after retirement as a coach, firstly for the England women's cricket team, and then accompanying the men's side on their tour to India in 2001/02. He also worked in a coaching capacity for Zimbabwe and Scotland. His last position was as head coach for Loughborough University Centre of Cricketing Excellence, where he was director of cricket for 11 years. At Loughborough he coached, among others, Monty Panesar, James Anyon, Ruel Brathwaite, James Adams and Rob Taylor.

## Death

Dilley died in a hospice at Leicester on 5 October 2011, aged 52, just one week after being diagnosed with oesophageal cancer. A memorial service was held in Worcester Cathedral on 9 November 2011.

## InfoBox

Graham Dilley
| Personal information | |
| --- | --- |
| Full name | Graham Roy Dilley |
| Born | (1959-05-18)18 May 1959
Dartford, Kent, England |
| Died | 5 October 2011(2011-10-05) (aged 52)
Leicester, England |
| Nickname | Dill, Picca |
| Height | 6 ft 4 in (1.93 m) |
| Batting | Left-handed |
| Bowling | Right arm fast |
| Role | Bowler |
| International information | |
| National side |  |
| Test debut (cap 483) | 14 December 1979 v Australia |
| Last Test | 11 July 1989 v Australia |
| ODI debut (cap 51) | 28 November 1979 v West Indies |
| Last ODI | 21 May 1988 v West Indies |
|  | |
| Domestic team information | |
| Years | Team |
| 1977–1986 | Kent |
| 1985/86 | Natal |
| 1987–1992 | Worcestershire |
|  | |
| Career statistics | |
| Competition Test ODI FC LA  Matches 41 36 234 207  Runs scored 521 114 2,339 675  Batting average 13.35 11.40 14.71 11.25  100s/50s 0/2 0/0 0/4 0/0  Top score 56 31 81 37  Balls bowled 8,192 2,043 34,418 10,438  Wickets 138 48 648 279  Bowling average 29.76 26.89 26.84 22.92  5 wickets in innings 6 0 34 2  10 wickets in match 0 0 3 0  Best bowling 6/38 4/23 7/63 5/29  Catches/stumpings 10/– 4/– 75/– 40/– | |
|  | |
| Source: Cricinfo, 17 November 2008 | |


title: Gulliver Lake

abstract: Gulliver Lake is a 881-acre (357 ha) lake in Doyle Township, Schoolcraft County, Michigan. The lake has a public boat launch on the northwest corner and it has a maximum depth of 28 feet (8.5 m). The lake drains into Lake Michigan through the Gulliver Lake Outlet.

text:
# Gulliver Lake

**Gulliver Lake** is a 881-acre (357 ha) lake in Doyle Township, Schoolcraft County, Michigan. The lake has a public boat launch on the northwest corner and it has a maximum depth of 28 feet (8.5 m). The lake drains into Lake Michigan through the Gulliver Lake Outlet.

## InfoBox

| Gulliver Lake | |
| --- | --- |
| Gulliver LakeGulliver Lake | |
| Location | Doyle Township, Schoolcraft County, Michigan |
| Coordinates | 45°58′58″N 86°01′39″W / 45.9827342°N 86.0275989°W / 45.9827342; -86.0275989 |
| Primary inflows | Gents Creek |
| Primary outflows | Gulliver Lake Outlet |
| Basin countries | United States |
|  | |
| Surface area | 881 acres (357 ha) |
| Max. depth | 28 feet (8.5 m) |
| Surface elevation | 614 feet (187 m) |
|  | |
| Settlements | Gulliver |


title: Pin Drop Studio

abstract: Pin Drop Studio is an arts and entertainment studio founded in 2012 by Simon Oldfield and Elizabeth Day, with a particular focus on short fiction. Pin Drop Studio publishes short fiction, stages an annual short story award for new writing in association with the Royal Academy of Arts, has a podcast series and hosts live events in major cities around the globe with authors, actors, artists, cultural commentators and original thinkers. Pin Drop Productions commissions original fiction from new and established writers.

text:
# Pin Drop Studio

**Pin Drop Studio** is an arts and entertainment studio founded in 2012 by Simon Oldfield and Elizabeth Day, with a particular focus on short fiction.

Pin Drop Studio publishes short fiction, stages an annual short story award for new writing in association with the Royal Academy of Arts, has a podcast series and hosts live events in major cities around the globe with authors, actors, artists, cultural commentators and original thinkers.

Pin Drop Productions commissions original fiction from new and established writers.

## Books

*A Short Affair* is an anthology of original short fiction from Pin Drop Studio, published in hard-back in July 2018 by Scribner, an imprint of Simon & Schuster, and edited by Simon Oldfield. The book contains eighteen original short stories by best-selling authors alongside new writers from the annual Pin Drop Short Story Award, with a foreword by Tim Marlow. The cover design is by White Cube artist Eddie Peake, and each story is accompanied by a unique contemporary artwork, created by artists from the Royal Academy Schools.

A sequel to *A Short Affair* is in development.

## Pin Drop Short Story Award

The Pin Drop Short Story Award is an annual writing prize for new original short stories. It is a free-to-enter, non-commercial, open-submission competition for both published and unpublished writers, and receives over 500 entries each year from writers across the globe. Regular judges of the award include the artistic director of the Royal Academy, Tim Marlow, along with the Pin Drop founders, Simon Oldfield and Elizabeth Day.

The winning story is presented each year at a ceremony at the Royal Academy, where it is read in full to a live audience by a notable actor.

Previous award winners:

2015 - author Bethan Roberts won with her short story, "Ms. Featherstone and the Beast", which was read to a live audience by Stephen Fry.

2016 - author Claire Fuller won with her story, "A Quiet Tidy Man", which was read to a live audience by British actress Juliet Stevenson.

2017 - author Cherise Saywell won with her story, "Morelia Spilota", which was read to a live audience by British actress and Downton Abbey star Dame Penelope Wilton.

2018 - author and actress Sophie Ward won with her story, "Sunbed", which was read to a live audience by British actress and Game of Thrones star Gwendoline Christie.

## Pin Drop Podcasts

Pin Drop Podcasts is a series of live audio recordings of original short fiction and interviews with notable authors and actors, made available free of charge.

## Short fiction portfolio

Pin Drop Productions holds the rights to a library of original short fiction and regularly commissions writers to produce new stories for publication and for film and TV adaptation.

## Pin Drop Live

Pin Drop Live stages events at venues such as BAFTA, the Royal Academy, Hauser & Wirth Somerset and Soho House in London, New York, Los Angeles, Paris and other major cities. Typically an original story is read in its entirety to a live audience by an author, actor, artist or thinker, followed by an interview.

Guest readers have included, Stephen Fry, Ben Okri, Russell Tovey, Juliet Stevenson, Sebastian Faulks, William Boyd, Julian Barnes, Richard Dawkins, Princess Julia, Selma Blair, A.L.Kennedy, Dame Sian Phillips, Dame Eileen Atkins, Dame Penelope Wilton, Tom Rob Smith, Peter Blake, Gwendoline Christie, Will Self, Maura Tierney, Graham Swift, Sue Tilley, Molly Parkin, Tuppence Middleton, David Nicholls, Ed Stoppard, and Curtis Sittenfeld.

## InfoBox

Pin Drop Studio
|
|  |
| Industry | Arts & Entertainment |
| Founded | 2012 |
| Founder | Simon Oldfield & Elizabeth Day |
| Headquarters | London, United Kingdom |
| Area served | Worldwide |
| Products | Books, podcasts, live events and adaptation |
| Brands | Pin Drop Productions, Pin Drop Podcasts, A Short Affair, Pin Drop Live |


title: Vágseiði

abstract: Vágseiði is an area in Vágur, Faroe Islands, located on the west coast of Suðuroy west of the village Vágur, from which it takes its name. Eiði is the Faroese word for isthmus. The distance between the east and the west coast of Vágur is only one km. There is a lake between the village and Vágseiði, the lake is called Vatnið, which is the Faroese word for Lake. The football stadium of FC Suðuroy and the sports hall Vágshøll are located on Vágseiði, 100-200 m from the cliffs. The natural harbour on Vágseiði is called Kleivin. The 200m high cliff south of Vágseiði is called Skúvanes, and the cliffs from Skúvanes towards south are called Eggjarnar. There is a skerry, which looks like some rocks, in the bay of Vágseiði, this skerry is called Heltnarnar. The sea is often rough here and the waves often break against the cliffs here, and often Heltnarnar almost disappear in the surf.

text:
# Vágseiði

**Vágseiði** is an area in Vágur, Faroe Islands, located on the west coast of Suðuroy west of the village Vágur, from which it takes its name. *Eiði* is the Faroese word for *isthmus*. The distance between the east and the west coast of Vágur is only one km. There is a lake between the village and Vágseiði, the lake is called Vatnið, which is the Faroese word for Lake. The football stadium of FC Suðuroy and the sports hall Vágshøll are located on Vágseiði, 100-200 m from the cliffs. The natural harbour on Vágseiði is called Kleivin. The 200m high cliff south of Vágseiði is called Skúvanes, and the cliffs from Skúvanes towards south are called Eggjarnar. There is a skerry, which looks like some rocks, in the bay of Vágseiði, this skerry is called Heltnarnar. The sea is often rough here and the waves often break against the cliffs here, and often Heltnarnar almost disappear in the surf.

## History

There is a small boat harbour on Vágseiði, no pier or anything like that, just a natural harbour. It is not in daily use anymore, but in the 19th and early 20th century it was a busy harbour for fishing boats. Kleivin is partially natural harbour and partially man made. Part of the cliffs have been taken away by dynamite in 1929, concrete was used to improve the harbour and wooden stocks for the boats were sat on the concrete, in order to make it easier to take the boats down to the sea.

In 1906 fishermen from Vágur made a cable way from the gorge Múlagjógv in the west towards east to Vágseiði. The sea is more calm in the gorge, and it was better to take the boats from Múlagjógv up in the air, pulled by man power using the cable way, better than using the dangerous sea around Heltnarnar to Kleivin. The cable way was one of the reasons that the first electricity power plant in the Faroe Islands was made a few kilometers north of Vágseiði, on the other side of the mountain Gjógvárafjall in a place called Botn or Í Botni (In the Bottom). They wanted electricity for the cable way in order to drag the boats ashore. The cable way was partially financed by the fishermen who used it and partially by Vágur Municipality.

The sea is often very rough on Vágseiði, so it could be dangerous to go fishing from this place, but they fishermen had great respect for the weather conditions. They used the other harbour on the east coast when the weather didn't allow them to go fishing from Vágseiði. There used to be boat houses on Vágseiði, but a hurricane on 14 January 1989 which caused much damage and caused the sea to go over its level, took away most of these boat houses and they have not been re-built since then. The boats are now in other boat houses around the fjord of Vágur, Vágsfjørður. Sometimes they make excursions in old wooden boats starting from Vágseiði. The boats then get transported by trucks to Vágseiði. In May 2010 people from Vágur and from some of the neighbour villages made an excursion with the old wooden rowing boats which are called Grindabátar, to Sumba in the south and back again.

The Municipality of Vágur

61°27′58″N 6°50′24″W / 61.466°N 6.840°W / 61.466; -6.840


title: Hugo Sinclair de Rochemont

abstract: Hugues Alexandre Sinclair de Rochemont was a Dutch fascist and later a collaborator with the Nazis.

text:
# Hugo Sinclair de Rochemont

**Hugues Alexandre Sinclair de Rochemont** (6 January 1901 – 13 March 1942) was a Dutch fascist and later a collaborator with the Nazis.

## Biography

Whilst studying Indology at Leiden University, de Rochemont became associated with the rightist professor Gerardus Johannes Petrus Josephus Bolland (1854–1922). After leaving the university in 1924, he set up the country's first fascist movement, the *Verbond van Actualisten*, with Alfred Haighton. This group had stood in the 1925 general election but won only 0.08% of the vote. Alongside this, de Rochemont worked as a journalist for *De Vaderlander* and as a strike breaker. In 1927, he began editing *De Bezem* (*The Broom*), a fascist journal aimed at the working classes and continued to publish under this name after 1930, when he split from Haighton.

Having split from Haighton, de Rochemont became associated with Joris Van Severen of Belgium, although most of his time was given over to his work as a civil servant and then as an antiquarian bookseller. He joined both the National Front and the National Socialist Dutch Workers Party in 1940, having become fully convinced of Nazism, even to the point of accepting the incorporation of the Netherlands into the Third Reich.

After spells in prison for homosexuality and attempting to assassinate Anton Mussert, de Rochemont volunteered for the Dutch legion of the Waffen-SS and was killed on active duty near Grisi in the Soviet Union.

## InfoBox

| Hugo Sinclair de Rochemont | |
| --- | --- |
| H.A. Sinclair de Rochemont (right) in 1929 | |
| Born | Hugues Alexandre Sinclair de Rochemont
(1901-01-06)6 January 1901
Hilversum, Netherlands |
| Died | 13 March 1942(1942-03-13) (aged 41)
Soviet Union |
| Cause of death | Killed in action |
| Nationality | Dutch |
| Alma mater | Leiden University |
| Occupation(s) | Civil servant, bookseller, Waffen SS soldier |
| Employer(s) | Dutch government, Schutzstaffel |
| Known for | fascist politician and writer |
| Political party | *Verbond van Actualisten*, National Front, National Socialist Dutch Workers Party |