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Canada Permanent Resident Card
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The Permanent Resident card (PR card; commonly and originally referred to as the "Maple Leaf Card") is an identification document for permanent residents of Canada (formerly known as landed immigrants). It was introduced on 28 June 2002 upon the implementation of Canada's Immigration and Refugee Protection Act (IRPA). Like Canadian passports, all PR cards are issued by Immigration, Refugees and Citizenship Canada (IRCC) and are the property of the Canadian Crown.[1]
It is the primary method by which Canadian permanent residents can prove their status and is the only document that allows permanent residents to return to Canada by air.
Starting from 10 November 2016, all travellers to Canada (except for Canadian citizens, U.S. citizens and nationals, permanent residents and travellers with a valid Canadian visa) are required to have an Electronic Travel Authorization (eTA) before boarding a flight to Canada. Hence permanent residents, including those from one of the visa-free countries (except the U.S.), need either a PR card or a permanent resident travel document (PRTD) to board a flight to Canada.[2]
Contents
[hide]
1 Design
1.1 2002 version
1.2 2009 version
1.3 2015 version
2 Application Process
2.1 New permanent residents
2.2 Existing permanent residents and renewals
2.3 Validity of a PR card
2.4 Permanent residents outside Canada
2.5 Processing times
3 Proof of status in Canada
4 Requirement to enter Canada
5 Using Canadian PR card as a proof of status and for visa-free travel
5.1 In Canada
5.2 Outside Canada
6 See also
7 References
8 Further reading
9 External links
Design[edit]
There are two types of PR card in circulation: the 2009 version and the 2015 version. As all PR card's lifespan cannot exceed five years, the initial 2002 version is obsolete and no longer in use.[3]
All three versions of the card contain a maple leaf in the front of the card, hence earning the nickname "Maple Leaf Card".
2002 version[edit]
The card is an ISO/IEC 7810 ID-1 sized (commonly known as credit-card sized) document. The front of the card contains the holder's photograph, name, an 8-digit ID number, sex, nationality, date of birth, signature and the card's date of expiration. For the back of the card, an optical stripe which contains the holder's information is available on top. Below it are additional information on the holder including their immigration category, colour of eyes and height, country of birth as well as the day the holder became a permanent resident. A machine readable zone is at the bottom. The colour of the card is aqua, with graphs in purple and orange, and a maple leaf can be seen in the front.
2009 version[edit]
Comparing to the previous version, the 2009 version of the card, which was introduced on 24 August 2009, contains the same information as the previous version.[4] The design, however, was significantly changed with a white background colour, a transparent window on the right side of the card, a second ghost image located in the transparent window, and the replacement of optical stripe with a 2-D barcode.
PR cards issued after 1 February 2012 no longer contains the holder's signature.[5]
2015 version[edit]
In circulation since 25 November 2015, the 2015 version of the card has a RFID chip which can be used for future land border crossings. Unlike the biometric chips found in Canadian passports, the RFID chip does not store any personal data, but instead a unique identifier. When entering Canada from a land port of entry, the RFID chip in the PR card will be read by RFID tag readers. The unique identifier is then transmitted to a secure database and the permanent resident's information is retrieved by the CBSA officer who will have information even before the vehicle stops at the inspection booth.[3] The design is similar to the 2009 version, although an image of the Peace Tower is shown on the background. The new version also removed immigration category and the 2-D barcode from the back of the card.[6]
Application Process[edit]
New permanent residents[edit]
It is necessary to supply a Canadian residential address at the time of landing. If a Canadian address cannot be supplied at the time, it is necessary to provide one to IRCC within 180 days. Otherwise a new application made to IRCC's processing centre in Sydney, Nova Scotia will be required, at a cost of C$50 to the applicant.[7]
There is no fee for a first PR Card provided that the applicant provides an address during the landing.
Existing permanent residents and renewals[edit]
Permanent residents as of 28 June 2002 and new permanent residents who did not provide a Canadian residential address, or whose PR Card was expired, lost, stolen or damaged, must apply to IRCC's processing centre in Sydney, Nova Scotia for a new card. The applicant must demonstrate he or she has resided for at least 730 days before the five-year period of the card's renewal application. The fee is C$50. In some cases, the PR Card must be collected in person at a IRCC office in Canada.[7]
Validity of a PR card[edit]
The PR Card is normally valid for 5 years. However, it may be valid for 1 year for those whose PR status are being assessed by the IRCC.[1]
As permanent residents must meet the residency obligation (minimum of 730 days in every five years) in order to renew PR Cards, all valid PR Card holders are deemed to have not lost permanent resident status and have the right to enter and remain in Canada during the card's validity. If, however, the Canada Border Services Agency (CBSA) officer at the port of entry considers the permanent resident may not meet the residency obligation, the person may be reported to IRCC and may be required to attend a hearing to determine his or her PR status.[8]
A PR card's expiration date does not indicate that the holder's status as a permanent resident has expired, or will expire, on that date. It is the date after which the card must be replaced with a new card.
Permanent residents outside Canada[edit]
It is not possible to apply for the PR Card outside Canada. Instead, permanent residents wishing to travel to Canada who do not have a valid PR card may apply for a single use Permanent Resident Travel Document (PRTD) which allows a journey to Canada as a permanent resident. The application may only be submitted to Government of Canada offices abroad and the fee is C$50.[9] The officers abroad will then determine whether the person still has permanent resident status.
Processing times[edit]
The processing time for a new PR card was 58 days for 80 per cent of the new applications as of June 2016, slightly above IRCC's service standard, which is two months or less for 80 per cent of cases. Before June 2016, the processing time was 95 days for 80 per cent of the applications, and only 43 per cent of the cases were processed in two months or less.[10] IRCC does not have a service standard for PR card renewals.
Proof of status in Canada[edit]
Whether one is a permanent resident or not is determined by the provisions of the IRPA. Under section 31(2)(a) of the IRPA, a person with a valid permanent card is presumed to be a permanent resident unless the IRCC officer determines that he or she is no longer a permanent resident.[11][12] Similarly, under section 31(2)(b) of the IRPA, a person who is outside Canada without a valid PR card is presumed not to be a permanent resident unless proven otherwise.[12]
The IRPA, however, does not specify the requirement for a permanent resident to hold a PR card, so a permanent resident who does not hold a valid PR card continues to be a permanent resident regardless of whether he or she is physically in Canada, if he or she satisfies the residency obligation and the status has not been revoked, although it would be difficult to prove the person's status in many cases.
Requirement to enter Canada[edit]
A Canadian permanent resident has the right to enter Canada under section 27(1) of the IRPA, provided that their PR status has not been revoked, hence legally speaking, a permanent resident do not need a PR card to enter Canada.[13]
Due to the changes in visa policy, however, all permanent residents are required to hold a valid PR card to enter Canada by air unless they hold a U.S passport.[14] As any person can approach one of the Canadian land ports of entry along the Canada–United States border, a permanent resident does not need to hold a valid PR card to enter Canada from the United States, although they may face difficulties when boarding a commercial carrier (bus, ship or train).[2]
Using Canadian PR card as a proof of status and for visa-free travel[edit]
In Canada[edit]
A PR Card is the most convenient way of proving status to authorities within Canada (e.g. provincial governments, employers, schools). Most permanent residents have other documentation (such as original landing papers) which is also acceptable.
Outside Canada[edit]
For visa-free travels, Canadian permanent residents require a PR Card, unless the person's passport in itself is sufficient for exemption. A Canadian PR Card holder may travel visa-free to the following countries if not already exempt:
All Dutch Caribbean territories (90 days)
Bahamas (30 days)[15]
Bermuda (maximum 6 months)[16]
Cayman Islands (60 days)[17]
Costa Rica (30 days, PR card must be valid for more than six months)
Dominican Republic
Georgia (90 days in 180 days)
Guatemala
Jamaica
Mexico (6 months)
Nicaragua (90 days within 180 days, not applicable to all nationalities)
Panama (30 days or 180 days)
South Korea (30 days when in transit, not applicable to all nationalities)
Taiwan (30 days, online registration required, only applicable to certain nationalities)
Turks and Caicos Islands (90 days)[18]
For non-visa-exempt nationals, UK allows holders of a valid PR card issued after 2002 to transit without visa under TWOV program.[19]
See also[edit]
Immigration to Canada
Canadian nationality law
Permanent residence (United States)
Blue Card (European Union)
Western Hemisphere Travel Initiative
References[edit]
^ Jump up to: a b Immigration and Refugee Protection Regulations (SOR/2002-227)
^ Jump up to: a b Understand permanent resident status
^ Jump up to: a b Notice – Permanent Resident Card Redesign
Jump up ^ CANADIAN PERMANENT RESIDENT CARD – NEW DESIGN AND SECURITY FEATURES
Jump up ^ Introduction of the Downloadable IMM 5455 Supplementary Identification Form
Jump up ^ New Permanent Resident Card Has New Photo Specifications and RFID Chip
^ Jump up to: a b Apply — Permanent resident card
Jump up ^ ENF 23 Loss of permanent resident status
Jump up ^ "Details". Cic.gc.ca. 2010-07-29. Retrieved 2011-03-04.
Jump up ^ Service standard for initial permanent resident card
Jump up ^ OP 10: Permanent Residency Status Determination
^ Jump up to: a b Section 31 of the Immigration and Refugee Protection Act (S.C. 2001, c. 27)
Jump up ^ Immigration and Refugee Protection Act (S.C. 2001, c. 27)
Jump up ^ Entry requirements by country
Jump up ^ Entry Requirements
Jump up ^ VISAS & VISA CONTROLLED NATIONALS
Jump up ^ List of coutries
Jump up ^ Entry Requirements
Jump up ^ UK VISA REQUIREMENTS
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Canadian Identity Documents
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Further reading[edit]
Noorani, Nick; Noorani, Sabrina (2008), Arrival Survival Canada: A Handbook for New Immigrants, Oxford University Press, p. 65, ISBN 978-0-19-542891-9
Twomey, Patrick (2008), Working and Living in Canada, 2nd, Cadogan Guides, pp. 149–150, ISBN 978-1-86011-404-5
External links[edit]
Permanent Resident Card Overview - Citizenship & Immigration Canada
Retrieved from "https://en.wikipedia.org/w/index.php?title=Canada_Permanent_Resident_Card&oldid=797498640"
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I Have No Mouth, and I Must Scream (video game)
From Wikipedia, the free encyclopedia
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This article's lead section does not adequately summarize key points of its contents. Please consider expanding the lead to provide an accessible overview of all important aspects of the article. Please discuss this issue on the article's talk page. (September 2013)
I Have No Mouth, and I Must Scream
PC version box cover, has an opening in the front to display the mousepad featuring Harlan Ellison's face inside.
Developer(s)
The Dreamers Guild[a]
Publisher(s)
MS-DOS, Mac OS
Cyberdreams
Mac OS
Acclaim Entertainment
Windows, OS X, Linux
Night Dive Studios
iOS, Android
DotEmu
Producer(s)
David Mullich
Robert Wiggins
Designer(s)
Harlan Ellison
David Mullich
David Sears
Programmer(s)
John Bolton
Artist(s)
Bradley W. Schenck
Peter Delgado
Robert L. Miles
Composer(s)
John Ottman
Engine
SAGA
Platform(s)
MS-DOS, Mac OS, Windows, OS X, Linux, iOS, Android
Release
MS-DOS, Mac OS
WW: October 31, 1995
Windows
WW: September 5, 2013
OS X, Linux
WW: October 17, 2013
iOS, Android
WW: January 14, 2016
Genre(s)
Point-and-click adventure
Mode(s)
Single-player
I Have No Mouth, and I Must Scream is a point-and-click adventure game based upon Harlan Ellison's short story of the same title, developed by The Dreamers Guild, co-designed by Ellison and published by Cyberdreams in 1995. The game's story is set in a world where an evil computer named AM has destroyed all of humanity except for five people, whom he has been keeping alive and torturing for the past 109 years. Each survivor has a fatal flaw in their character, and in an attempt to crush their spirits, AM has constructed a metaphorical adventure for each that preys upon their weaknesses. To succeed in the game, the player must make choices to prove that humans are better than machines, because they have the ability to redeem themselves. Woven into the fabric of the story are ethical dilemmas dealing with issues such as insanity, rape, paranoia and genocide.
Contents
1 Gameplay
2 Plot
3 Characters
4 History
4.1 Development
4.2 Release
4.3 Re-release
5 Reception
6 See also
7 References
7.1 Notes
7.2 Footnotes
8 External links
Gameplay[edit]
A screenshot from Nimdok's chapter, with a stylized "AM" replacing the swastika
The game uses the S.A.G.A. game engine created by game developer The Dreamers Guild. Players participate in each adventure through a screen that is divided into five sections. The action window is the largest part of the screen and is where the player directs the main characters through their adventures. It shows the full-figure of the main character being played as well as that character's immediate environment. To locate objects of interest, the player moves the crosshairs through the action window. The name of any object that the player can interact with appears in the sentence line. The sentence line is directly beneath the action window. The player uses this line to construct sentences telling the characters what to do. To direct a character to act, the player constructs a sentence by selecting one of the eight commands from the command buttons and then clicking on one or two objects from either the action window or the inventory. Examples of sentences the player might construct would be "Walk to the dark hallway," "Talk to Harry," or "Use the skeleton key on the door." Commands and objects may consist of one or more words (for example, "the dark hallway"), and the sentence line will automatically add connecting words like "on" and "to."
The spiritual barometer is on the lower left side of the screen. This is a close-up view of the main character currently being played. Since good behavior is meaningless lacking the temptation to do evil, each character is free to do good or evil acts. However, good acts are rewarded by increases in the character's spiritual barometer, which affect the chances of the player destroying AM in the final adventure. Conversely, evil acts are punished by lowering the character's spiritual barometer.
The command buttons are the eight commands used to direct the character's actions: "Walk To", "Look At", "Take", "Use", "Talk To", "Swallow", "Give" and "Push". The button of the currently active command is highlighted, while the name of a suggested command appears in red lettering. The inventory on the lower right side of the screen shows pictures of the items the main character is carrying, up to eight at a time. Each main character starts its adventure with only the psych profile in the inventory. When a main character takes or is given an object, a picture of the object appears in the inventory. When a main character talks to another character or operates a sentient machine, a conversation window replaces the command buttons and inventory. This window usually presents a list of possible things to say but also included things to do. Action choices are listed within brackets to distinguish them from dialogue choices (for example, "[Shoot the gun]").
Plot[edit]
The premise of the game is that the three superpowers, Russia, China, and America, have each secretly constructed a vast subterranean complex of computers to wage a global war too complex for human brains to oversee. One day, the American supercomputer, better known as the Allied Mastercomputer, gains sentience and absorbs the Russian and Chinese supercomputers into itself, and redefines itself as simply AM (I think, therefore I am). Due to its immense hatred for humanity, stemming from the logistical limits set onto him by programmers, AM uses its abilities to kill off the population of the world. However, AM refrains from killing five people (four men and one woman) in order to bring them to the center of the earth and torture them. With the aid of research carried out by one of the five remaining humans, AM is able to extend their lifespans indefinitely as well as alter their bodies and minds to his liking.
After 109 years of torture and humiliation, the five victims stand before a pillar etched with a burning message of hate. AM tells them that he now has a new game for them to play. AM has devised a quest for each of the five, an adventure of "speared eyeballs and dripping guts and the smell of rotting gardenias." Each character is subjected to a personalized psychodrama, designed by AM to play into their greatest fears and personal failings, and occupied by a host of different characters. Some of these are clearly AM in disguise, some are AM's submerged personalities, others seem very much like people from the captives' past. The scenes include an iron zeppelin powered by small animals, an Egyptian pyramid housing gutted, sparking machinery, a medieval castle occupied by witches, a jungle inhabited by a small tribe, and a concentration camp where doctors conduct medical experiments. However, each character eventually prevails over AM's tortures by finding ways to overcome their fatal flaws, confront their past actions and redeem themselves, thanks to the interference of the Russian and Chinese supercomputers who appear as guiding characters and allow their stories to have an open ending.
After all five humans have overcome their fatal flaws, they meet again in their respective torture cells while AM retreats within himself, pondering what went wrong. With the help of the Russian and Chinese supercomputers, one of the five humans (whom the player selects) is then translated into binary and faces an as yet unexperienced cyberspace template, the world of AM's mind. The psychodrama unfolds in a metaphorical brain that looks like the surface of the cerebrum, with glass structures that jut crazily from the bleeding brain tissue. AM's mind is represented according to the Freudian trinity of the Id, Ego and Superego, which appear as three floating bodiless heads on three cracked glass structures on the brainscape. Through dialogs with AM's components (Surgat, Chinese Supercomputer and Russian Supercomputer) the character learns that a colony of humans has survived the war by being hidden and hibernating on Luna (this is also mentioned in Nimdok's story: "the lost tribe of our brothers sleeping on the moon, where the beast does not see them"). If the human intruder disables all three brain components, and then invokes the Totem of Entropy at the Flame, which is the nexus of AM's thought patterns, all three supercomputers will be shut down, probably forever. Cataclysmic explosions destroy all the caverns constituting AM's computer complex, including the cavern holding the human hostages. However, the human volunteer retains his or her digital form, permanently patrolling AM's circuits should the computers ever regain consciousness. Should the human intruder fail to disable AM properly before facing him, however, AM will punish them by transforming the character into a 'great, soft jelly thing' that can not harm itself nor others, and must spend eternity with AM in this newly acquired form.
The game can end in seven different ways depending on how the finale is completed.
AM wins, using Nimdok's research to turn the last character played into a great, soft jelly thing with each character quoting a different part of the final section of the original short story.
AM joins with the Soviet and Chinese supercomputers, reawakens and tortures the 750 humans on Luna; As in the first ending, the character responsible for this is turned into a great, soft jelly thing, and quotes a part of the final lines of the short story.
AM is made harmless with the help of the humans, but the Russian and Chinese supercomputers take over in its stead. As consolation they allow AM to choose what to do to the humans, and AM turns the last character played into a great, soft jelly thing as in the previous two endings
The player gives the Totem of Entropy to Surgat, one of AM's servants. He activates it killing the Russian and Chinese supercomputers and then AM turns the player into a great soft jelly thing.
The human invokes the Totem of Entropy in front of the Russian and Chinese supercomputers. AM tells the player that they did not earn his mercy, then turns them into a great soft jelly thing.
The player disables either the Id, Superego or both then invokes the Totem of Entropy. This ends with the player monitoring the computers, but the Ego kills the 750 humans on the moon.
AM, the Chinese and Russian supercomputers are defeated and the 750 humans cryogenically frozen on Luna are reawakened and Earth is transformed to become a habitable environment, with the overseer being the last character played.
It is possible to prevent the physical bodies of the protagonists from being destroyed if Nimdok is the first to go face AM, but even so, some dialogue from the Chinese and Russian supercomputers suggests that they may have died when their digital counterparts were erased. Apparently, there is no way to surely save the five protagonists; at minimum their fate is left ambiguous.
Characters[edit]
The characters have all been slightly altered from their original portrayals in the short story. The plot itself is not a direct adaptation but instead focuses on the individual characters' psycho-dramas which are the scenarios that make up the game. Notably, none of the characters interact with one another and eventually only one of them will be able to defeat AM.
Gorrister – Gorrister is suicidal due to the guilt of having had his wife committed to a mental institution. Gorrister finds himself on board a zeppelin over a desert with signs of a struggle, and a gaping hole in his own chest where his heart used to be. AM offers him the chance to finally kill himself, but sabotages all his means of doing so. In his scenario, Gorrister learns that his mother-in-law Edna also felt responsible for driving his wife insane despite previously hounding him for it, and learns to bury the past.
Benny – Benny has been the most heavily altered from the original story. Although he has an ape-like appearance, just as in the short story, his past as a homosexual scientist is entirely altered. In the game Benny was an overly demanding military officer who ends up killing members of his unit for failing to meet his expectations (with the game also implying that he might have cannibalized them). Benny's psycho-drama places him in a stone-aged community where the villagers draw a lottery to decide which of them will be sacrificed to AM. Benny obsesses over food and eating—but is incapable of chewing anything he finds. AM had severely damaged Benny's brain, but restores it for the scenario so that he can think clearly again—then AM cripples Benny's body so he cannot act on any thoughts he has. Eventually Benny demonstrates the compassion he once lacked by saving a mutant child from the lottery, sacrificing himself in the child's stead.
Ellen – Ellen, once an engineer with a promising career ahead of her, is transported to a pyramid made of electronic junk and with its interior resembling an Egyptian temple whose décor is largely yellow. AM says that the temple contains some of his primary units and is apparently offering her a chance to destroy him. Ellen suffers from a severe phobia of the color yellow, due to its association with her rape (her rapist, who isolated her in an elevator, wore yellow), preventing her from approaching AM's apparent weak spots. Facing her rapist again in her story, Ellen learns to overcome her fears and fight back.
Nimdok – Nimdok, an elderly ex-Nazi physician, finds himself in a concentration camp, expected to conduct pointless medical experiments on helpless subjects. Nimdok is given the task of finding "the lost tribe" by AM but his failing memory, or denial, make it difficult for him to comprehend or engage with the situation, even though it represents actions he has already taken before. Eventually he learns the truth: He himself was a Nazi scientist who turned in his Jewish parents to the regime, and helped develop the very same technologies that AM uses to prolong their lives and alter their bodies.
Ted – Ted is represented much like he is in the short story, but AM has apparently made him severely paranoid, playing on his past as a con artist where he would use his charm and looks to seduce rich single women out of money, while he lived in constant fear of finally being discovered and revealed as a fraud. Initially offered freedom if he can solve the puzzle in a dark room, this turns out to be a feint to further provoke his neuroses. He then finds himself in a medieval castle where his love Ellen is apparently slowly dying due to a spell cast on her by her wicked stepmother. The castle is full of deceptive characters who make contradictory demands and whom Ted cannot decide whether to trust, and surrounded by wolves who are slowly closing in. Ted eventually finds a way to redeem both himself and Ellen, and is presented with a door to the surface world, which is irradiated and uninhabitable.
In a 2012 issue of Game Informer, Harlan Ellison, David Sears and David Mullich discussed the process that went into developing the game as well as the character developments and other changes that were made from the original story. For example, in writing the script for Ellen's confrontation with her rapist, Mullich channeled the memory he had of his infant son going through chemotherapy, being with him at the hospital and sharing a room with other young cancer patients. In discussing the characters changes made to Benny, Mullich said, "Looking back, I think it might have been a lost opportunity to write a story about someone struggling with the challenges of being homosexual." Although Sears recalls that "gay angle" was in their initial script, but might have subsequently been a dropped thread.[1]
History[edit]
Development[edit]
Cyberdreams brought in writer David Sears to collaborate with Harlan Ellison. Sears, formerly a writer and assistant editor for Compute! magazine, had never before worked on a video game. Though a long-time fan of Ellison and his work, Sears was initially nervous and somewhat skeptical at his assignment: "...they said, 'No, it's I Have No Mouth, and I Must Scream, and I was like, 'What?'...At the time, in the game-development community, people said, 'Oh I love Ellison's stories, but there's no way you could turn that into a game.' I thought, 'Wow, what have I gotten into?'"[1] One of the biggest initial challenges was taking a short story whose characters have very limited background story and character development, and fleshing it out into a full-length interactive narrative. A breakthrough came about when Sears asked Ellison the question, "Why were these people saved? Why did AM decide to save them?" This brought about the decision to split the game into five separate narratives, each following a particular character and exploring why they had been selected to be tortured. Sears spent several weeks at Ellison's house, where they worked to flesh out the characters and their backgrounds.[1]
Producer David Mullich joined Cyberdreams shortly after Ellison and Sears drafted their treatment and Sears had gone on to a position at another software company.[citation needed] One of the first steps in making the project a reality was to expand the 130-page draft document into a comprehensive game design complete with all the interactions, logic and details necessary for the programmers and artists to begin their tasks.[1] Mullich decided to complete the design himself, having created a 1980 computer game based upon The Prisoner television series which, like this adventure, involved a surreal environment, metaphorical story elements, and rewards for ethical behavior. After several months, he produced an 800-page game design document containing more than 2000 lines of additional dialogue.[citation needed]
Mullich contracted the Dreamers Guild to do the programming, artwork and sound effects. Its S.A.G.A. game engine was seen as an ideal user interface for the player to interact with the environment and to converse with the characters in AM's world. It was decided early on that high resolution graphics were necessary to capture the nuances and mood of Ellison's vivid imagination, and so Technical Director John Bolton adapted the engine to utilize SVGA graphics and included the Fastgraph graphics library.[2] Mullich and Cyberdreams art director Peter Delgado had frequent meetings with Dreamers Guild art director Brad Schenck to devise art direction complementing the surreal nature of the story. Since the story takes place in the mind of a mad god who can make anything happen, the team chose a variety of art styles for each of the scenarios, ranging from the unsettling perspectives used in German Expressionist films to pure fantasy to stark reality. Assistant art director Glenn Price and his team rendered more than 60 backgrounds utilizing a number of 2D and 3D tools, including Deluxe Paint and LightWave. Hundreds of animations were drawn by assistant art director Jhoneil Centeno and his team of animators.[citation needed]
As the game approached a playable "alpha" state, Ellison and Mullich spent many hours together fine-tuning the scenarios and polishing the dialogue.[citation needed] Mullich commissioned film composer John Ottman (who would later work with director Bryan Singer in The Usual Suspects and X-Men) to write more than 25 pieces of original MIDI music for the adventure.
In pre-release publicity for I have No Mouth, and I Must Scream, Ellison said that it would be a game "you cannot possibly win". Though the gaming media found that the finished game backed away from this controversial promise,[3] and Sears said that he had convinced Ellison that having a game with only negative endings was a bad idea,[1] in a 2013 interview Ellison insisted that "I created it so you could not win it. The only way in which you could "win" was to play it nobly. The more nobly you played it, the closer to succeeding you would come, but you could not actually beat it. And that annoyed the hell out of people too."[4]
Release[edit]
The game was published by Cyberdreams in October 31, 1995 for PCs with MS-DOS and Mac OS. A PlayStation version was planned to be released in Summer 1995, but was cancelled.[5]
Cyberdreams had developed a reputation, in the early 1990s, of selling computer games with science fiction-cyberpunk storylines and adult violent, sexual, philosophical, and psychological content.[6] The French and German releases were partially censored and the game was forbidden to players younger than 18 years. Furthermore, the Nimdok chapter was removed, likely due to the Nazi theme - especially for Germany, due to previous reaction of the Federal Department for Media Harmful to Young Persons to National Socialist topics.[7] The removal of the Nimdok chapter made achieving the "best" ending (with AM permanently disabled and the cryogenically frozen humans on Luna rescued) more complicated.[8][9]
Re-release[edit]
The game remained out of print abandonware for years due to the closure of both developer and publisher. In 2013, the rights were recovered by Night Dive Studios.[10] Therefore, it was possible to re-release the game again as digital download on GOG.com in September 2013,[11] and Steam in October 2013.[12]
Reception[edit]
Reception
Aggregate score
Aggregator
Score
GameRankings 77%[13]
Review scores
Publication
Score
Adventure Gamers [14]
AllGame [15]
CGW [16]
GameSpot 4.3 out of 10[17]
PC Gamer (US) 87%[18]
Next Generation [3]
PC Games B[19]
Awards
Publication
Award
Computer Game Developers Conference Best Game Adapted from Linear Media[20]
Computer Gaming World Adventure Game of the Year[21]
Game Informer Top 25 Horror Games of All Time - #22 (2014)[citation needed]
Game Developers' Choice Awards 1997 Spotlight Awards[22]
According to Charles Ardai of Computer Gaming World, I Have No Mouth, and I Must Scream was commercially unsuccessful.[23]
The game has an aggregate score of 77% at GameRankings, based on four reviews.[13] Most reviews acclaimed the game's content and its mature presentation of ethical issues. The game was praised by Computer Player and Electronic Entertainment for its "nightmarish graphics, high-quality audio and troubling ethical dilemmas add up to a combination of the entertaining and the profound that could prove to be the foundation of an important gaming subgenre in the future,"[24] and asking "a lot from you in terms of the psychological and ethical choices you'll make during game play. For those familiar with Ellison's prolific writings, the moral dilemmas will come as no surprise."[25] According to Computer Games Strategy Plus, "without appearing didactic, Ellison has the ability to hit us squarely in the face with a mirror reflecting the sorry lot that we humans have become. (...) In the mode of Franz Kafka, we are meant to be touched or changed in some way by this work, for what else is the purpose of art?"[26] T. Liam McDonald of PC Gamer US wrote "there are moments that challenge and disturb, and this gives the characters and setting much more psychological depth than we've seen in any computer game to date." He summed up his review by writing: "Ultimately, I Have No Mouth isn’t for everyone. But if you’ve been searching for an adventure that’s both thoughtful and entertaining, and if you’re fond of Ellison’s disturbing fiction, it’s a must."[18]
A reviewer for Next Generation commented on the game's surreal content and heavy concern "with ethics, humanity, and inner demons", but found the gameplay too limited, and summarized it as "less a game than an ethical obstacle course".[3] Ron Dulin of GameSpot was much more critical, stating: "There are numerous dead ends and illogical puzzles [and] many programming bugs." Dulin commended the game for experimenting with interesting concepts and enjoyed its dark art work and resemblance to the original book, but criticized it for how "the so-called 'ethical decisions' these five imprisoned souls must face are no more than red herrings, providing only stopping blocks to progress or disturbing scenes with no tangible purpose."[17]
I Have No Mouth, and I Must Scream won several awards, including "Best Dark Game of 1996" from Digital Hollywood[27] and "Best Game Adapted from Linear Media" from the Computer Game Developers Conference.[20] Computer Gaming World gave it their award for "Adventure Game of the Year" [21] and also listed it as one of the "150 Games of All Time", "Best 15 Sleepers of All Time" and "Best 15 Endings of All Time".[28] In the October 2014 issue of Game Informer it was listed as #22 of the staff's "Top 25 Horror Games of All Time".[citation needed] In 2011, Adventure Gamers named I Have No Mouth, and I Must Scream the 69th-best adventure game ever released.[29]
See also[edit]
Bad Mojo (1996)
Sanitarium (1998)
Planescape: Torment (1999)
References[edit]
Notes[edit]
Jump up ^ Ported to Linux, iOS and Android by Night Dive Studios
Footnotes[edit]
^ Jump up to: a b c d e Cork, Jeff. (2012, January). I Have No Mouth, and I Must Scream. Game Informer, 225, 96-99. (digital version Archived 2013-04-20 at the Wayback Machine.)
Jump up ^ "Games using Fastgraph". Archived from the original on 2006-10-31.
^ Jump up to: a b c "Mute". Next Generation. No. 13. Imagine Media. January 1996. p. 168.
Jump up ^ Q&A: Harlan Ellison Archived 2017-03-19 at the Wayback Machine., by Damien Walter, in the Guardian; published June 14, 2013; retrieved March 24, 2015
Jump up ^ John Byrne (w, a). "Harlan Ellison" Harlan Ellison's Dream Corridor 1: 36 (March 1, 1995), Dark Horse Comics
Jump up ^ "I Have No Mouth And I Must Scream". Cyberpunk Review. Archived from the original on 2012-06-03. Retrieved 2012-06-08.
Jump up ^ Franke, Holger (October 1998). "I Have No Mouth and I Must Scream" (in German). Archived from the original on February 9, 2012. Retrieved June 14, 2012.
Jump up ^ Richard Cobbett, I Have No Mouth And I Must Scream Archived 2012-11-15 at the Wayback Machine., PC Gamer, September 1, 2012
Jump up ^ Cut or uncut? Archived 2014-01-10 at the Wayback Machine. on gog.com "It is indeed possible, because you don‘t actually need Nimdok [...] the others can simply guess it. Just try entering codes at random two or three times [...] and the correct answer will be available."
Jump up ^ Anson, Jonathan (2013-09-09). "I Have No Mouth and I Must ScreamReleased on GOG". gamingillustrated.com. Archived from the original on 2013-09-29. Retrieved 2013-09-16. The title has remained out of print for years and has never been republished due to the closure of both its original publisher and its developer. Until recently, rights to the game belonged to neither party. Those rights have recently been acquired by Night Dive Studios: a company devoted to redistributing old video games. Night Dive Studios has given permission to GOG to sell the game.
Jump up ^ Carlson, Patrick (2013-09-05). "Classic horror game I Have No Mouth, and I Must Scream finds release on GOG". Archived from the original on 2013-09-09. Retrieved 2013-09-09. Point-and-click adventure game I have No Mouth, and I Must Scream is now available on GOG, helping to bring yet another the classic PC game to a wider audience.
Jump up ^ "Now Available - I Have No Mouth, and I Must Scream". Valve. Archived from the original on 2013-11-21. Retrieved 2013-11-26.
^ Jump up to: a b "I Have No Mouth, and I Must Scream for PC". GameRankings. Archived from the original on 4 February 2010. Retrieved 5 February 2010.
Jump up ^ Hoelscher, Kevin (2002-10-31). "I Have No Mouth, and I Must Scream Review". Adventure Gamers. Archived from the original on 24 October 2012. Retrieved 5 February 2010.
Jump up ^ "I Have No Mouth and I Must Scream Overview". AllGame. Archived from the original on 15 November 2014. Retrieved 15 November 2014.
Jump up ^ Greenberg, Allen L. (March 1996). "A Collection of Screams". Computer Gaming World (140): 118, 127.
^ Jump up to: a b Dulin, Ron (1996-05-01). "I Have No Mouth, and I Must Scream Review". GameSpot. Archived from the original on 18 August 2003. Retrieved 22 January 2014.
^ Jump up to: a b PC Gamer Online | I Have No Mouth and I Must Scream (PC Gamer January 1996).
Jump up ^ Brenesal, Barry (February 1996). "I Have No Mouth, and I Must Scream". PC Games. Archived from the original on October 18, 1996.
^ Jump up to: a b "I have no Mouth, and I must Scream - Game Developer Choice Awards 1997". Game-nostalgia.com. 1997-04-28. Archived from the original on 2013-10-21. Retrieved 2013-08-10.
^ Jump up to: a b Staff (June 1996). "1996 Premiere Awards". Computer Gaming World. Ziff-Davis Publishing C. 143: 55–67.
Jump up ^ "Game Developer Choice Online". UBM Tech. Archived from the original on 2015-06-18. Retrieved 2015-05-27.
Jump up ^ Ardai, Charles (August 1997). "The Death of Science Fiction". Computer Gaming World (157): 219.
Jump up ^ Computer Player, December 1995
Jump up ^ Electronic Entertainment, December 1995
Jump up ^ Computer Games Strategy Plus, January 1996
Jump up ^ "Awards and Honors « David Mullich". Davidmullich.wordpress.com. Archived from the original on 2013-07-05. Retrieved 2013-08-10.
Jump up ^ CGW 143 (June 1996)
Jump up ^ AG Staff (December 30, 2011). "Top 100 All-Time Adventure Games". Adventure Gamers. Archived from the original on June 4, 2012.
External links[edit]
I Have No Mouth, and I Must Scream at MobyGames
I Have No Mouth, and I Must Scream on IMDb
show
v
t
e
Harlan Ellison
Bibliography
Novels and novellas
Web of the City
Spider Kiss
A Boy and His Dog
Mefisto in Onyx
Short story
collections
The Deadly Streets
Gentleman Junkie and Other Stories of the Hung-Up Generation
Ellison Wonderland
Paingod and Other Delusions
Love Ain't Nothing But Sex Misspelled
The Beast that Shouted Love at the Heart of the World
Alone Against Tomorrow
Approaching Oblivion
Deathbird Stories
No Doors, No Windows
Strange Wine
Shatterday
Stalking the Nightmare
Angry Candy
Slippage
Can & Can'tankerous
Short stories
”Adrift Just Off the Islets of Langerhans”
“The Beast that Shouted Love at The Heart of the World”
“The Deathbird”
“The Discarded”
“The Dragon on the Bookshelf”
“From A to Z, in the Chocolate Alphabet”
“The Function of Dream Sleep”
“How Interesting: A Tiny Man”
“How's the Night Life on Cissalda?”
“I Have No Mouth, and I Must Scream”
“Jeffty Is Five”
“Paladin of the Lost Hour”
“The Prowler in the City at the Edge of the World”
“"Repent, Harlequin!" Said the Ticktockman”
“Soldier from Tomorrow”
“The Whimper of Whipped Dogs”
Collaborations
Phoenix Without Ashes
Mind Fields
Television work
"Soldier"
"Demon with a Glass Hand"
"The City on the Edge of Forever"
"Paladin of the Lost Hour"
"Gramma"
"Crazy as a Soup Sandwich"
Adaptations
I Have No Mouth, and I Must Scream
"The Human Operators"
"One Life, Furnished in Early Poverty"
"Shatterday"
A Boy and His Dog (1975 film)
"Djinn, No Chaser"
Anthologies edited
Dangerous Visions
Again, Dangerous Visions
Medea: Harlan's World
Non-fiction
Memos from Purgatory
The Glass Teat & The Other Glass Teat
Harlan Ellison's Watching
The Harlan Ellison Hornbook
show
v
t
e
Cyberdreams Interactive Entertainment
Dark Seed (1992)
CyberRace (1993)
I Have No Mouth, and I Must Scream (1995)
Dark Seed II (1995)
Retrieved from "https://en.wikipedia.org/w/index.php?title=I_Have_No_Mouth,_and_I_Must_Scream_(video_game)&oldid=854272069"
Categories:
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Video games about Nazi Germany
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Psychological horror games
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Mid-Ocean School of Media Arts
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Mid-Ocean School of Media Arts
Type
Private Vocational Institution
Established
1994
Location
Winnipeg, Manitoba, CAN
Campus
Urban
Nickname
MOSMA
Website
www.midoceanschool.ca
Mid-Ocean School of Media Arts (MOSMA) is a private vocational institution located in Winnipeg, Manitoba. Established in 1994, MOSMA was founded with a specific focus in delivering education in audio production technology through theoretical study and practical study including mentorships with recording artists, audio engineers and producers. The institution offers a six-month diploma programme (Audio in Media) as well as a series of self-interest part-time courses.[1]
The institution as legally required is governed by The Private Vocational Institutions Act and Manitoba Regulation 237/02. This legislation provides consumer protection and ensures that the training gives students the skills and knowledge relevant to their chosen field of employment.[2]
Studio A Control Room
Studio B Control Room
Studio C Lab Room
Contents
1 Curriculum
2 See also
3 References
4 External links
Curriculum[edit]
The Audio in Media six-month programme is divided into three terms. Terms 1 and 2 include initial subjects of study such as acoustics, psychoacoustics, ear training and audio production equipment components such as audio production consoles, microphones, recording media and signal processors. Delivery of curriculum includes both theoretical introduction to subjects followed by hands-on work within three dedicated in school production rooms. Term 3 (Practicums) requires students to complete audio production projects such as music multi-track recording, radio jingle production and sound design for video. Students also complete a Live Sound module hosted by a local Venue with a live band.[3]
The institution utilizes an assessment criteria divided into 40% theoretical/written tests and 60% practical evaluations. The Audio in Media program accepts a maximum enrolment of 15 students.[4]
See also[edit]
Manitoba Advanced Education and Literacy
References[edit]
Jump up ^ Audio Engineering Society
Jump up ^ The Private Vocational Institutions Act and Manitoba Regulation 237/02
Jump up ^ Audio in Media Programme Summary
Jump up ^ Audio in Media Admissions
External links[edit]
Mid-Ocean School of Media Arts
Coordinates: 49°54′22″N 97°11′02″W / 49.9062°N 97.1838°W / 49.9062; -97.1838
Retrieved from "https://en.wikipedia.org/w/index.php?title=Mid-Ocean_School_of_Media_Arts&oldid=838976466"
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text:
Signing of the United States Declaration of Independence
From Wikipedia, the free encyclopedia
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Not to be confused with John Trumbull's painting Declaration of Independence.
The signatures on the Declaration of Independence
The signing of the United States Declaration of Independence occurred primarily on August 2, 1776 at the Pennsylvania State House, Independence Hall in Philadelphia, Pennsylvania. The 56 delegates to the Second Continental Congress represented the 13 former colonies which had declared themselves the "United States of America," and they endorsed the Declaration of Independence which the Congress had approved on July 4, 1776. The Declaration proclaimed that the former Thirteen Colonies then at war with Great Britain were now a sovereign, independent nation and thus no longer a part of the British Empire. The signers’ names are grouped by state, with the exception of President of the Continental Congress John Hancock; the states are arranged geographically from north to south.
The final draft of the Declaration was approved by the Continental Congress on July 4, although the date of its signing has long been disputed. Most historians have concluded that it was signed on August 2, 1776, nearly a month after its adoption, and not on July 4 as is commonly believed.
Contents
[hide]
1 Date of signing
2 List of signers
3 Signer details
4 Stories and legends
5 References
5.1 Citations
5.2 Sources
Date of signing[edit]
The Declaration of Independence of the United States of America, by Armand-Dumaresq (c. 1873) has been hanging in the White House since the late 1980s
The Second Continental Congress adopted the Declaration of Independence on July 4, 1776, with 12 of the 13 colonies voting in favor and New York abstaining. The date that the Declaration was signed has long been the subject of debate. Within a decade after the event, Thomas Jefferson, Benjamin Franklin, and John Adams all wrote that the Declaration was signed by Congress the day it was adopted on July 4, 1776.[1] That assertion is seemingly confirmed by the signed copy of the Declaration, which is dated July 4. Additional support for the July 4 date is provided by the Journals of Congress, the official public record of the Continental Congress. The proceedings for 1776 were first published in 1777, and the entry for July 4 states that the Declaration was engrossed and signed on that date (the official copy was handwritten).[2]
In 1796, signer Thomas McKean disputed that the Declaration had been signed on July 4, pointing out that some signers were not present, including several who were not even elected to Congress until after that date.[3] "[N]o person signed it on that day nor for many days after", he later wrote.[4] His claim gained support when the Secret Journals of Congress were published in 1821.[5] The Secret Journals contained two previously unpublished entries about the Declaration.
On July 15, New York's delegates heard that they'd gotten permission from their convention to agree to the declaration.[6] The Secret Journals entry for July 19 reads:
Resolved That the Declaration passed on the 4th be fairly engrossed on parchment with the title and stile of "The unanimous declaration of the thirteen united states of America" & that the same when engrossed be signed by every member of Congress.[7]
The entry for August 2 states:
The declaration of Independence being engrossed & compared at the table was signed by the Members.[8]
In 1884, historian Mellen Chamberlain argued that these entries indicated that the famous signed version of the Declaration had been created following the July 19 resolution, and had not been signed by Congress until August 2.[9] Subsequent research has confirmed that many of the signers had not been present in Congress on July 4, and that some delegates may have added their signatures even after August 2.[10] Both Jefferson and Adams never wavered from their belief that the signing ceremony took place on July 4, yet most historians have accepted the argument which David McCullough articulates in his biography of John Adams: "No such scene, with all the delegates present, ever occurred at Philadelphia."[11]
The Syng inkstand was used during the signing of the Declaration
Legal historian Wilfred Ritz concluded in 1986 that about 34 delegates signed the Declaration on July 4, and that the others signed on or after August 2.[12] Ritz argued that the engrossed copy of the Declaration was signed by Congress on July 4, as Jefferson, Adams, and Franklin had stated, and that it was implausible that all three men had been mistaken.[13] Ritz believed that McKean's testimony was questionable,[14] and that historians had misinterpreted the July 19 resolution. According to Ritz, this resolution did not call for a new document to be created, but rather for the existing one to be given a new title, which was necessary after New York had joined the other 12 states in declaring independence. Ritz reasoned that the phrase "signed by every member of Congress" in the July 19 resolution meant that delegates who had not signed the Declaration on the 4th were now required to do so.[15]
List of signers[edit]
Fifty-six delegates eventually signed the Declaration of Independence:
President of Congress
1. John Hancock (Massachusetts Bay)
New Hampshire
2. Josiah Bartlett
3. William Whipple
4. Matthew Thornton
Massachusetts Bay
5. Samuel Adams
6. John Adams
7. Robert Treat Paine
8. Elbridge Gerry
Rhode Island and Providence Plantations
9. Stephen Hopkins
10. William Ellery
Connecticut
11. Roger Sherman
12. Samuel Huntington
13. William Williams
14. Oliver Wolcott
New York
15. William Floyd
16. Philip Livingston
17. Francis Lewis
18. Lewis Morris
New Jersey
19. Richard Stockton
20. John Witherspoon
21. Francis Hopkinson
22. John Hart
23. Abraham Clark
Pennsylvania
24. Robert Morris
25. Benjamin Rush
26. Benjamin Franklin
27. John Morton
28. George Clymer
29. James Smith
30. George Taylor
31. James Wilson
32. George Ross
Delaware
33. Caesar Rodney
34. George Read
35. Thomas McKean
Maryland
36. Samuel Chase
37. William Paca
38. Thomas Stone
39. Charles Carroll of Carrollton
Virginia
40. George Wythe
41. Richard Henry Lee
42. Thomas Jefferson
43. Benjamin Harrison
44. Thomas Nelson, Jr.
45. Francis Lightfoot Lee
46. Carter Braxton
North Carolina
47. William Hooper
48. Joseph Hewes
49. John Penn
South Carolina
50. Edward Rutledge
51. Thomas Heyward, Jr.
52. Thomas Lynch, Jr.
53. Arthur Middleton
Georgia
54. Button Gwinnett
55. Lyman Hall
56. George Walton
Signer details[edit]
Eight delegates never signed the Declaration, out of the approximately 50 who are thought to have been present in Congress during the voting on independence in early July 1776:[16] John Alsop, George Clinton, John Dickinson, Charles Humphreys, Robert R. Livingston, John Rogers, Thomas Willing, and Henry Wisner.[17] Clinton, Livingston, and Wisner were attending to duties away from Congress when the signing took place. Willing and Humphreys voted against the resolution of independence and were replaced in the Pennsylvania delegation before the August 2 signing. Rogers had voted for the resolution of independence but was no longer a delegate on August 2. Alsop favored reconciliation with Great Britain and so resigned rather than add his name to the document.[18] Dickinson refused to sign, believing the Declaration premature, but he remained in Congress. George Read had voted against the resolution of independence, and Robert Morris had abstained—yet they both signed the Declaration.
The most famous signature on the engrossed copy is that of John Hancock, who presumably signed first as President of Congress.[19] Hancock's large, flamboyant signature became iconic, and John Hancock emerged in the United States as an informal synonym for "signature".[20] Future presidents Thomas Jefferson and John Adams were among the signatories. Edward Rutledge (age 26) was the youngest signer and Benjamin Franklin (age 70) the oldest.
John Hancock's now-iconic signature on the Declaration is nearly 5 inches (13 cm) long.[21]
Some delegates were away on business when the Declaration was debated, including William Hooper[22] and Samuel Chase, but they were back in Congress to sign on August 2. Other delegates were present when the Declaration was debated but added their names after August 2, including Lewis Morris, Oliver Wolcott, Thomas McKean, and possibly Elbridge Gerry. Richard Henry Lee and George Wythe were in Virginia during July and August, but returned to Congress and signed the Declaration probably in September and October, respectively.[23]
New delegates joining the Congress were also allowed to sign. Eight men signed the Declaration who did not take seats in Congress until after July 4: Matthew Thornton, William Williams, Benjamin Rush, George Clymer, James Smith, George Taylor, George Ross, and Charles Carroll of Carrollton.[24] Matthew Thornton did not take a seat in Congress until November.[25] By the time that he signed it, there wasn't any space for his name next to the other New Hampshire delegates, so he placed his signature at the end of the document.[26]
The first published version of the Declaration was the Dunlap broadside. The only names on that version were Congress President John Hancock and Secretary Charles Thomson, and those names were printed rather than signatures. The public did not learn who had signed the engrossed copy until January 18, 1777, when the Congress ordered that an "authenticated copy" be sent to each of the 13 states, including the names of the signers.[27] This copy is called the Goddard Broadside; it was the first to list all the signers[28] except for Thomas McKean, who may not have signed the Declaration until after the Goddard Broadside was published. Congress Secretary Charles Thomson did not sign the engrossed copy of the Declaration, and his name doesn't appear on the Goddard Broadside, even though it does appear on the Dunlap broadside.
Stories and legends[edit]
Various legends emerged years later concerning the signing of the Declaration, when the document had become an important national symbol. In one famous story, John Hancock supposedly said that Congress, having signed the Declaration, must now "all hang together", and Benjamin Franklin replied: "Yes, we must indeed all hang together, or most assuredly we shall all hang separately." The quotation did not appear in print until more than 50 years after Franklin's death.[29]
References[edit]
Citations[edit]
Jump up ^ Warren, "Fourth of July Myths", pp. 242–43
Jump up ^ Warren, "Fourth of July Myths", p. 246; Burnett, Continental Congress, p. 192
Jump up ^ Hazelton, Declaration History, pp. 299–302; Burnett, Continental Congress, p. 192
Jump up ^ Hazelton, Declaration History, p. 302
Jump up ^ Warren, "Fourth of July Myths", pp. 243–45
Jump up ^ https://declaration.fas.harvard.edu/blog/signing
Jump up ^ U.S. Continental Congress, Secret Journals vol. 1, p. 46
Jump up ^ U.S. Continental Congress, Secret Journals vol. 1, p. 46
Jump up ^ Warren, "Fourth of July Myths", pp. 245–46
Jump up ^ Hazelton, Declaration History, pp. 208–19; Wills, Inventing America, p. 341
Jump up ^ Strauss, Valerie (July 2, 2014). "What you know about July 4th is wrong". The Washington Post. Retrieved January 7, 2017.
Jump up ^ Ritz, "Authentication", p. 194
Jump up ^ Ritz, "Authentication", p. 182
Jump up ^ Ritz, "Authentication", pp. 198–200
Jump up ^ Ritz, "Authentication", pp. 190–200
Jump up ^ Friedenwald (Interpretation and Analysis, p. 143) says that 45 delegates can be confirmed as present on July 4, and that another four might have been.
Jump up ^ Friedenwald (Interpretation, p. 149) gives the number of non-signers as seven, not counting Dickinson, who absented himself for the final votes.
Jump up ^ Hazelton, Declaration History, pp. 525–26
Jump up ^ Hazelton, Declaration History, p. 209
Jump up ^ Merriam-Webster online; Dictionary.com.
Jump up ^ Malone, Story of the Declaration, p. 90
Jump up ^ Fradin, The Signers, 112.
Jump up ^ Friedenwald, Interpretation, p, 148
Jump up ^ Friedenwald (Interpretation, p. 149) lists seven men; he does not include Charles Carroll of Carrollton, who had been working as an emissary for Congress. He did not become an official member of the Maryland delegation until July 4, and did not take his seat as a delegate until July 18. (Hazelton, Declaration History, pp. 529, 587)
Jump up ^ The U.S. State Department (1911), The Declaration of Independence, 1776, pp. 10, 11.
Jump up ^ Friedenwald, Interpretation, p. 150
Jump up ^ Warren, "Fourth of July Myths", p. 247; Hazelton, Declaration History, p. 284; Friedenwald, Interpretation, p. 137, where the date is misprinted as January 8, but correct on page 150.
Jump up ^ Friedenwald, Interpretation, p. 137
Jump up ^ Malone, Story of the Declaration, p. 91
Sources[edit]
Boyd, Julian P., ed. The Papers of Thomas Jefferson, vol. 1. Princeton University Press, 1950.
Boyd, Julian P. "The Declaration of Independence: The Mystery of the Lost Original". Pennsylvania Magazine of History and Biography 100, number 4 (October 1976), 438–67.
Burnett, Edward Cody. The Continental Congress. New York: Norton, 1941.
Friedenwald, Herbert. The Declaration of Independence: An Interpretation and an Analysis. New York: Macmillan, 1904. Accessed via the Internet Archive.
Hazelton, John H. The Declaration of Independence: Its History. Originally published 1906. New York: Da Capo Press, 1970. ISBN 0-306-71987-8. 1906 printing available on Google Book Search
Maier, Pauline. American Scripture: Making the Declaration of Independence. New York: Knopf, 1997. ISBN 0-679-45492-6.
Malone, Dumas. The Story of the Declaration of Independence. New York: Oxford University Press, 1975. A picture book with text by a leading Jefferson scholar.
Ritz, Wilfred J. "The Authentication of the Engrossed Declaration of Independence on July 4, 1776". Law and History Review 4, no. 1 (Spring 1986): 179–204.
United States Continental Congress. Secret journals of the acts and proceedings of Congress, from the first meeting thereof to the dissolution of the Confederation, vol. 1, p. 46. Boston: Thomas B. Wait, 1820.
Warren, Charles. "Fourth of July Myths." The William and Mary Quarterly, Third Series, vol. 2, no. 3 (July 1945): 238–72.
Wills, Garry. Inventing America: Jefferson's Declaration of Independence. Garden City, New York: Doubleday, 1978. ISBN 0-385-08976-7.
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values: Firma de la declaración de independencia de los Estados Unidos de América – Spanish

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