text:
Fortnite
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For other uses, see Fortnight (disambiguation).
Fortnite
Developer(s)
Epic Games
People Can Fly
Publisher(s)
Epic Games
Director(s)
Darren Sugg[1]
Artist(s)
Pete Ellis[2]
Composer(s)
Rom Di Prisco[3]
Engine
Unreal Engine 4
Platform(s)
Microsoft Windows
macOS
PlayStation 4
Xbox One
Release
2018
Genre(s)
Survival
Mode(s)
Single-player, multiplayer
Fortnite is a co-op sandbox survival game developed by Epic Games and People Can Fly, the former also publishing the game. The game was released as a paid early access title for Microsoft Windows, macOS, PlayStation 4 and Xbox One on July 25, 2017, with a full free-to-play release expected in 2018.
Fortnite is set in contemporary Earth, where the sudden appearance of a worldwide storm causes 98% of the world's population to disappear, and zombie-like creatures rise to attack the remainder. Considered by Epic as a cross between Minecraft and Left 4 Dead, Fortnite has up to four players cooperating on various missions on randomly-generated maps to collect resources, build fortifications around defensive objectives that are meant to help fight the storm and protect survivors, and construct weapons and traps to engage in combat with waves of these creatures that attempt to destroy the objectives. Players gain rewards through these missions to improve their hero characters, support teams, and arsenal of weapon and trap schematics to be able to take on more difficult missions. The game is supported through microtransactions to purchase in-game currency that can be used towards these upgrades.
A standalone mode, Fortnite Battle Royale, based on the battle royale game genre, was released for the same platforms in September 2017.
Contents
[hide]
1 Synopsis
2 Gameplay
2.1 Save the World
2.2 Battle Royale
3 Development
3.1 History
3.2 Art and design
3.3 Battle Royale mode
4 Reception
4.1 Sales
4.2 Accolades
5 References
6 External links
Synopsis
One day, 98% of Earth's population suddenly disappeared, and the remaining population found the skies covered in dense clouds, creating chaotic storms that dropped husks, humanoid zombie-like creatures, that attacked the living. The survivors found ways to construct "storm shields", a field that cleared the storm clouds from immediately overhead and reduced the attacks from husks, and used these to set up survivor bases across the globe. The player is a commander of one of these bases, charged with going out of the storm shield to find resources, survivors, and other allies to help expand their storm shield and find a way to return Earth to its normal state.
Gameplay
Currently, Fortnite provides two distinct modes: a player-versus-environment "Save the World", and a player-versus-player "Battle Royale". The latter mode was added after Fortnite's initial early access launch,[4] and later offered as a separate free-to-play mode on September 26, 2017, that does not require the base game to play.[5]
Save the World
The "Save the World" mode is described as a co-op sandbox survival game and is about exploration, scavenging items, crafting weapons, building fortified structures, and fighting waves of encroaching monsters.[6] Tim Sweeney, Epic's founder, described the game as "Minecraft meets Left 4 Dead".[7] The game cycles between managing one's resources at a safe home base, and then going out on missions to complete quests as to collect resources and obtain rewards to advance the game's story.
In the meta-game, the player has an inventory of weapon and trap schematics, hero characters, defender characters, and support characters, along with collected resources. Schematics are used to construct weapons and traps when on the field. Hero characters represent characters from one of four classes that the player can use while on a mission, as well as used to undertake resource-gathering missions making them unavailable to use until they return from the mission. Defender characters can be summoned to help with defense but only if there are less than four players on a mission. Support characters are used to form various non-playable squads that provide passive bonuses to the player's attack strength, building speed, armor, and health, with additional benefits if the player can match certain characterization attributes within a squad. The player can spend different types of experience points and resources earned as mission rewards, from loot boxes (represented as llama pinatas), or other sources to level up and evolve schematics and characters. For weapons and traps, this generally boosts their effectiveness as well as unlocking additional attribute bonuses, while leveling up hero characters will unlock special skills the character has while in the field. Schematics and characters are generally assigned a rarity, which determines how much they can be leveled and evolved. A player's inventory of schematics and characters is limited, but players can opt to slot anyone they do not need into a collection book to gain rewards when certain collection sets are completed; use one or more of these schematics or characters to transform them into a new random item, or simply retire them to gain back experience points and other resources to free up the inventory slots.[8][9]
The player also can spend skill points, earned by completing missions, and technology points, earned over time, to unlock new skills and technologies in the game's skill and technologies trees. These can improve a player's base attributes, attributes that are shared with the other players while on missions, unlock higher levels of evolution for schematics and characters, open up new squad positions, or unlock general skills that players can use in the field. Collectively, the player's progress on these skill and technology trees, their squad composition, and their selected hero character make up the player's current "power level" which relates to what difficulty of missions the player should take and the game's matchmaking services. Also, players can review their current story progress and quests, which can include daily, side, and event quests, which when completed provide in-game currency or resources.
Mission is currently divided between four world locations, some available only after progressing far enough in the story, and special locations for timed events and for the Survive the Storm mode. Within a location are several possible mission areas that show the type of mission, the terrain it takes place on, its difficulty rating relative to the player's current power level, and whether the mission is currently under special "storm" conditions that throw random effects, like buffed husks or mini-bosses, into the mission but have potentially better rewards if completed. The player optionally can select a special site that automatically matches them with players at a similar power level and story progression on a random mission for added rewards.
Most missions take place on procedurally-generated landscapes. Most missions are based on locating site(s) representing the objectives on the map, build up fortifications around those locations, and then face off against several waves of husks that will try to destroy the objectives. During completion of these missions, players are generally given a "storm forecast" to know where husks will spawn in as to enhance fortification in that direction, though this direction can change in more difficult missions. Other missions are time-limited, requiring the players to locate and help a number of survivors, build out several radar towers, or clear out various encampment of husks scattered around the map before time runs out. These missions encourage the players to explore the map and farm for resources (either by searching objects or destroying them with an axe) used to build the fortifications, weapons, ammunition, and traps needed to defend or attack the husks. Players also frequently need to seek out bluglo, a special resource that does not carry over between maps to activate certain mission objectives. Some missions are considered a loss if the objective is destroyed or time runs out, while other missions allow the players to rework their fortifications and start their defense again if the objective is destroyed. Maps will frequently have optional objectives that are discovered through exploration, such as human survivors that need help. Completing these successfully earn immediate in-game rewards such as resources, weapons, and traps. Missions themselves may provide bonus objectives, such as by completing the mission within a certain in-game period, using a limited number of fortification pieces, or saving more survivors than the minimum necessary, which affects the qualify of rewards the players receive after the successful completion of the main mission.
During missions, players can make their fortifications from one of three base materials (wood, brick, and metal), and in a number of configurations, including floors/ceilings, walls, stairs, and ramps; players have the ability to edit these for more configurations, such as adding a door or window to a wall. Each fortification part can be upgraded with more resources of the same type to improve their durability, and when they are damaged, can be repaired by spending additional resources. Traps, which have a limited number of activation before they fall apart, can be placed on floors, walls, and ceilings, and arranged in means to make them more lethal or effective against husks. Traps may also include beneficial resources for players, such as healing pads, defender posts, and launch pads. Similarly, players can use a range of weapons but these have limited durability that drops as they are used or as a penalty if the player should be downed by husks and need to respawn without the help of allies. Players can construct new weapons, ammo, and traps from gathered resources, or find these from searching containers across the map. During missions, the game progresses through an accelerated day-night cycle; during the day, the husks are more passive and do not generally pose immediate threats, while during the night, bands of husks may spawn in and will aggressively seek out players.
One unique mission type is Storm Shield Defense missions. In each of the four world locations, the player is allocated a map that remains persistent, representing the site where their base's storm shield generator is placed, and in the storm mode, the player must return to this map to expand the storm shield, requiring them to add a new objective to defend successfully to continue the story. At any time, the player can enter this map without starting the defense mission, and use their carried-over resources to build out the fortification and traps, or add resources to a special storage area for this map.
Fortnite is also able to offer themed-events with a unique progression line, new locations, and rewards based on those themes. The first such event was its Halloween event, "Fortnitemares", that offered Halloween-themed heroes, characters, weapons, and traps (usable outside of the event) by completing numerous objectives.[10]
Battle Royale
Fortnite's "Battle Royale" mode follows similar gameplay mechanics as other battle royale games, particularly PlayerUnknown's Battlegrounds. This mode supports up to 100 players, either individuals or up to four-man squads, attempting to be the last man or team standing as they hunt other players and avoid being killed themselves. Players all start with no equipment outside of a pickaxe for resource gathering and parachute onto the map. Once they land, they can scavenge for weapons, armor, and resources, the latter which can be used to make structures in the same manner as the "Save the World" mode. Over time, a "storm" surrounds the area and makes it so that the "safe" area of the map shrinks down in size. Once the "safe" area has shrunk to the smaller circle on the map (a thin, white circle), it will generate, at a random location, a smaller circle within. Those caught outside the area take damage and potentially die if they remain outside it too long. There are also random air drops of resources, weapons, and items that may require players to construct floors and ramps to access, with varying randomized items determined by rarity. Players can use real money to purchase in-game currency, which can be used to purchase cosmetic items.[5]
During The Game Awards 2017 on December 7, 2017, Epic announced and released a time-limited 50-versus-50 mode for Battle Royale, the first of several planned game modes. In this, players are randomly assigned to one of two teams, and play until only members of one team remain, with all other Battle Royale mechanics otherwise in place. The mode encourages players on a team to work together to scavenge resources in anticipation of the smaller safe areas, and then to build up forts when the safe area is small enough, protecting their own fortifications while trying to damage the other teams' and finish off the remaining players.[11]
Development
History
Fortnite was first revealed at the 2011 Spike Video Game Awards (VGA), with Epic's former design director Cliff Bleszinski introducing a trailer for the game.[12] Donald Mustard, creative lead at Epic, said in 2017 that this announcement was "three weeks after we came up with the idea, before we even made the game".[13] The title, which started out as an internal game jam project,[14] represents a departure from the company's previous work.[12] As Bleszinski explained during the Spike event, Epic wanted to "switch things up a little bit and do something different and fun" with Fortnite, describing it as "a world where you explore, you scavenge, you build and ultimately you survive."[12] In an interview with Engadget, he also echoed these statements, claiming that the game would be different from the Gears of War series: "There's no dudebros in it...Not that there's anything wrong with that, right? But creatively for the team, Gears has been amazing for us. But it's fun to kind of stretch our wings and do something that's a little different from the usual."[15] Epic Games Vice President of Publishing Mike Fischer said in 2015 that Epic recognized that they "announced this game too soon", and that its lengthy development was due to "very good reasons".[16]
As the game was at its very preliminary stages at the VGA reveal, the goal of this reveal was to seek public interest in the title and potential publishing partners as to decide on the game's release platforms and timeframe.[17] During the July 2012 San Diego Comic Con, Epic announced that Fortnite would be an exclusive personal computer title, and the first one to be developed by Epic using their new Unreal 4 game engine, with a planned release in 2013.[18][19] The game's development was originally started in the Unreal 3 engine, but as they progressed, they had seen the opportunity to work in several of the new feature sets and scripting language offered by Unreal 4 for Fortnite, while still running on most personal computers at that time. They further opted for personal computer exclusivity to avoid the difficulty of having to go through console certification, and as they planned to be constantly monitoring and tweaking the game, acting as a dungeon master, the personal computer approach would allow them to do this without restrictions normally set by console manfuctures.[20] Bleszinski later clarified that they would not rule out release on other platforms as they developed the title.[21]
Fortnite cosplayers at Gamescom 2017
Fortnite's development was spread among several of Epic's satellite studios,[22] and was also co-developed by the Polish studio People Can Fly, which had worked with Epic previously on earlier games, and had been fully acquired by Epic sometime in 2012. People Can Fly were briefly renamed Epic Games Poland in 2013 as to align with Epic's other studios.[23][24] By March 2014, there were about 90 developers working on the game.[14] People Can Fly later returned to being an independent studio and their own name in 2015, but continued to help Epic with Fortnite's development.[25]
During Fortnite's development, Epic had seen the game industry shifting to games as a service model. To help with this transition, the company brought in Tencent who had several games operating under this model. As part of this agreement, Tencent bought a significant share of ownership in Epic Games through stock acquisition around June 2012. The shifting of Epic's approach through Tencent led to the departure of some high-level staff later that year, including Bleszinski.[26] Fortnite was seen as the spearhead for Epic's games-as-a-service model as they collaborated with Tencent. This caused some road bumps in the development of Fortnite, according to Mustard.[27] Fortnite's development was also slowed as it was used as the testing ground for the new features of the Unreal 4 engine.[27]
By November 2013, Epic confirmed that Fortnite would not release that year, nor offered a target released date, through affirmed the game was still in development by several of its studios.[28] Fortnite was a feature in the May 2014 issue of Game Informer, revealing that the title would be released as a free-to-play game.[29]
By 2014, Fortnite was at a "pretty functional prototype" with most of the Unreal 4 engine elements smoothed out, according to Mustard.[27] Epic anticipated it would still take about three more years to complete, not only in polishing and balancing the game, but setting in place the necessary backend elements for the games-as-a-service model.[27] To help support development and get player feedback, Epic used two closed alpha test periods. The game's first closed alpha, called Online Test 1, ran from December 2 to 19, 2014, while Online Test 2 ran from March 24 to April 14, 2015.[30][31] Epic said the first alpha was designed to help it "make sure all of our basic systems are working" and establish "a baseline for how people play in order to make Fortnite better."[30] After being demoed at WWDC 2015 on Mac, Fortnite entered closed beta testing in the fall of 2015.[32] Approximately 50,000 players participated in these periods.[27]
Fortnite was being developed alongside Paragon, which Epic announced on November 2015. As Paragon seemed to take Epic's focus, leaving little news about Fortnite, CEO Tim Sweeney said in March 2016 that they were still committed to Fortnite once Paragon was launched and established, given that much of the work on Fortnite would take time to get the right balance for gameplay. "We figure we should start with one major successful launch and do one at a time. Fortnite will be next."[33]
By July 2017, Epic Games announced that Fortnite was now set for a 2018 release across Windows, macOS, and the PlayStation 4 and Xbox One consoles. Leading up to this free-to-play release, the game was offered as a paid early access period starting on July 25, 2017 for all platforms; those that purchases access would be given a "Founders" status in-game with additional perks that would extend into the free-to-play game.[34][35] The lengthy period since the game's alpha phases was ascribed to developing Fortnite as a games-as-a-service model, according to creative lead Donald Mustard. While the game was in a playable state for the two years prior, Epic wanted to be able to develop ongoing content to players to keep them interested in the title, such as planning timed events with unique rewards, following in the approach used by games like League of Legends and Warframe.[35] At the time of the start of early access, Epic announced that Gearbox Software will help distribute the game on physical media once it is released.[36]
Art and design
In their initial prototypes of the game, Epic had used more creepier and darker designs for the husks and other enemies. Bleszinski said that they found this to create an "exhaustive environment" that was too grim, and designed to take the design in a more cartoonish approach, while still remaining creepy, so that players would enjoy spending time in the game's world, nor try to compete with games like DayZ.[21] They used works from Pixar, Tim Burton, and Looney Tunes as inspiration for the designs.[21][37]
Fortnite uses procedural generation to build out the maps for each mission. The game also includes an "AI director" that monitors how players are progressing, and alters the challenges of the monsters it sends out to the players based on that progression, easing off if players are having greater difficulty in surviving.[38] At one point, the game had a team-based player versus player mode, where each side attempted to build up a base around a central target while trying to attack the opponent's target after breaking through their base. This did not make it into the final game.[38]
Epic currently has cross-platform play between PC and PS4 and has stated plans to allow separate Fortnite cross-platform support for Xbox One and personal computer users, but cross-platform play between all three platforms has not been announced. However, for a few hours during one day in September 2017, players found they could cross-play between all three platforms. Epic later corrected this, calling it a "configuration error".[39]
Battle Royale mode
In March 2017, PlayerUnknown's Battlegrounds was released on personal computers in early access, and quickly became a popular and successful game, becoming the defining example of the battle royale genre. According to Mustard, the Epic team "loved Battle Royale games like [Battlegrounds]", and explored how they could make a similar mode within Fortnite's engine. They kept this mode in a separate development team from the main player versus environment modes for experimentation and as to not throw off the balance in the main game.[40]
The Battle Royale mode for Fortnite was announced in early September 2017 for release to early access users on September 26, 2017. However, within a week, Epic changed plans and decided to offer this mode as a standalone free-to-play game for Windows, macOS, PlayStation 4, and Xbox One platforms to be released on September 26, 2017; those that had purchased early access to Fortnite in anticipation of this mode were offered refunds.[41] This release, which beat out Battlegrounds to consoles, caused some concern with Battlegrounds developer Bluehole, as they had been working closely with Epic for Unreal engine support in Battlegrounds, and were worried that Fortnite may be able to include planned features to their Battle royale mode before they could release those in Battlegrounds.[42][43][44]
With the popularity of Fortnite: Battle Royale by the start of 2018, Epic split off a separate development team to focus on improvements for that mode.[45] Epic said that their attention to Fortnite was causing some of their other games to see lower player populations, leading them to reduce development efforts on these games, particularly Paragon.[46] By the end of January 2018, Epic announced it was shutting down Paragon by April of that year, providing refunds to all players.[47] Players on a Fortnite-dedicated Reddit forum had expressed concerns that a similar fate could befall the Save the World mode of Fortnite, as externally, the Save the World mode has not received the same attention in providing updates and improvements compared to the Battle Royale mode since that mode's release.[48]
Reception
Sales
On July 26, 2017, it was announced that Fortnite had sold over 500,000 digital pre-order copies.[1] On August 18, 2017, Epic confirmed that Fortnite had surpassed over a million players.[49] The game's free-to-play battle royale mode obtained over 10 million players two weeks after its release.[50]
Accolades
Eurogamer ranked the game 32nd on their list of the "Top 50 Games of 2017".[51] It was also nominated for "Best Co-op Game" in PC Gamer's 2017 Game of the Year Awards,[52] and for "Best Spectator Game" in IGN's Best of 2017 Awards.[53]
Year
Award
Category
Result
Ref.
2017 Global Game Awards 2017 Best Survival 3rd Place [54]
Best Free 2 Play (Battle Royale) 2nd Place [55]
The Game Awards 2017 Best Multiplayer Nominated [56]
2018 16th Visual Effects Society Awards Outstanding Visual Effects in a Real-Time Project (A Hard Day's Night) Nominated [57][58]
D.I.C.E. Awards Outstanding Achievement in Online Gameplay Nominated [59][60]
SXSW Gaming Awards Excellence in Multiplayer Pending [61]
Excellence in Gameplay Pending
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Jump up ^ Eurogamer staff (December 27, 2017). "Eurogamer's Top 50 Games of 2017: 40–31". Eurogamer. Archived from the original on December 28, 2017. Retrieved December 30, 2017.
Jump up ^ PC Gamer staff (December 8, 2017). "Games of the Year 2017: The nominees". PC Gamer. Archived from the original on January 6, 2018. Retrieved January 22, 2018.
Jump up ^ "Best of 2017 Awards: Best Spectator Game". IGN. December 20, 2017. Archived from the original on December 26, 2017. Retrieved January 22, 2018.
Jump up ^ "Best Survival Award Global Game Awards 2017". Game Debate. November 24, 2017. Archived from the original on January 29, 2018. Retrieved February 1, 2018.
Jump up ^ "Best Free 2 Play Award Global Game Awards 2017". Game Debate. November 24, 2017. Archived from the original on February 2, 2018. Retrieved February 1, 2018.
Jump up ^ Makuch, Eddie (December 8, 2017). "The Game Awards 2017 Winners Headlined By Zelda: Breath Of The Wild's Game Of The Year". GameSpot. Archived from the original on December 9, 2017. Retrieved January 22, 2018.
Jump up ^ Giardina, Carolyn (January 16, 2018). "Visual Effects Society Awards: 'Apes,' 'Blade Runner 2049' Lead Feature Nominees". The Hollywood Reporter. Archived from the original on January 16, 2018. Retrieved January 22, 2018.
Jump up ^ Giardina, Carolyn (February 13, 2018). "Visual Effects Society Awards: 'War for the Planet of the Apes' Wins Big". The Hollywood Reporter. Archived from the original on February 14, 2018. Retrieved February 13, 2018.
Jump up ^ Makuch, Eddie (January 14, 2018). "Game Of The Year Nominees Announced For DICE Awards". GameSpot. Archived from the original on January 17, 2018. Retrieved January 17, 2018.
Jump up ^ Makuch, Eddie (February 22, 2018). "Legend Of Zelda: Breath Of The Wild Wins Game Of The Year At DICE Awards". GameSpot. Archived from the original on February 23, 2018. Retrieved February 23, 2018.
Jump up ^ McNeill, Andrew (January 31, 2018). "Here Are Your 2018 SXSW Gaming Awards Finalists!". SXSW. Archived from the original on February 1, 2018. Retrieved February 1, 2018.
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Christopher Latham Sholes
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Christopher Latham Sholes
Christopher Latham Sholes
Born
(1819-02-14)February 14, 1819
Mooresburg, Pennsylvania, U.S.
Died
February 17, 1890(1890-02-17) (aged 71)
Milwaukee, Wisconsin, U.S.
Resting place
Forest Home Cemetery, Milwaukee, Wisconsin, U.S.[1]
Nationality
American
Occupation
Printer, inventor, legislator
Known for
"The Father of the typewriter,"[1] inventor of the QWERTY keyboard
Christopher Latham Sholes[2] (February 14, 1819 – February 17, 1890) was an American inventor who invented the QWERTY keyboard,[3] and along with Samuel W. Soule, Carlos Glidden and John Pratt, has been contended as one of the inventors of the first typewriter in the United States.[4][5][6] He was also a newspaper publisher and Wisconsin politician.
Contents
1 Youth and political career
2 The "Voree Record"
3 Inventing the typewriter
4 Notes
5 References
6 External links
Youth and political career[edit]
Born in Mooresburg, in Montour County, Pennsylvania, Sholes moved to nearby Danville and worked there as an apprentice to a printer. After completing his apprenticeship, Sholes moved to Milwaukee, Wisconsin in 1837, and later to Southport, Wisconsin (present-day Kenosha). He became a newspaper publisher and politician, serving in the Wisconsin State Senate from 1848 to 1849 as a Democrat, in the Wisconsin State Assembly from 1852 to 1853 as a Free Soiler, and again in the Senate as a Republican from 1856 to 1857.[7][8] He was instrumental in the successful movement to abolish capital punishment in Wisconsin; his newspaper, The Kenosha Telegraph, reported on the trial of John McCaffary in 1851, and then in 1853 he led the campaign in the Wisconsin State Assembly.[9] He was the younger brother of Charles Sholes (1816–1867), who was also a newspaper publisher and politician who served in both houses of the Wisconsin State Legislature and as mayor of Kenosha.[10]
The "Voree Record"[edit]
In 1845, Sholes was working as editor of the Southport Telegraph, a small newspaper in Kenosha, Wisconsin. During this time he heard about the alleged discovery of the Voree Record, a set of three minuscule brass plates unearthed by James J. Strang, a would-be successor to Joseph Smith, founder of the Latter Day Saint movement.[11] Strang asserted that this proved that he was a true prophet of God, and he invited the public to call upon him and see the plates for themselves. Sholes accordingly visited Strang, examined his "Voree Record," and wrote an article about their meeting. He indicated that while he could not accept Strang's plates or his prophetic claims, Strang himself seemed to be "honest and earnest" and his disciples were "among the most honest and intelligent men in the neighborhood." As for the "record" itself, Sholes indicated that he was "content to have no opinion about it."[12]
Inventing the typewriter[edit]
Main article: Sholes and Glidden typewriter
John Pratt's Pterotype, the inspiration for Sholes in July 1867, a version close to the stock model advocated by fellow inventor Frank Haven Hall.
Wisconsin Historical Marker
Typewriters with various keyboards had been invented as early as 1714 by Henry Mill and have been reinvented in various forms throughout the 1800s. It is believed to be Sholes among others, who have invented the first one to be commercially successful, however many contest it and couple his inventions with that of Frank Haven Hall, Samuel W. Soule, Carlos Glidden, Giuseppe Ravizza and John Pratt.[13]
Sholes had moved to Milwaukee and became the editor of a newspaper. Following a strike by compositors at his printing press, he tried building a machine for typesetting, but this was a failure and he quickly abandoned the idea. He arrived at the typewriter through a different route. His initial goal was to create a machine to number pages of a book, tickets, and so on. He began work on this at Kleinsteubers machine shop in Milwaukee, together with a fellow printer Samuel W. Soule, and they patented a numbering machine on November 13, 1866.[13]
Sholes and Soule showed their machine to Carlos Glidden, a lawyer and amateur inventor at the machine shop working on a mechanical plow, who wondered if the machine could not be made to produce letters and words as well. Further inspiration came in July 1867, when Sholes came across a short note in Scientific American[14] describing the "Pterotype", a prototype typewriter that had been invented by John Pratt. From the description, Sholes decided that the Pterotype was too complex and set out to make his own machine, whose name he got from the article: the typewriting machine, or typewriter.
For this project, Soule was again enlisted, and Glidden joined them as a third partner who provided the funds. The Scientific American article (unillustrated) had figuratively used the phrase "literary piano"; the first model that the trio built had a keyboard literally resembling a piano. It had black keys and white keys, laid out in two rows. It did not contain keys for the numerals 0 or 1 because the letters O and I were deemed sufficient:
3 5 7 9 N O P Q R S T U V W X Y Z 2 4 6 8 . A B C D E F G H I J K L M
The first row was made of ivory and the second of ebony, the rest of the framework was wooden. It was in this form that Sholes, Glidden and Soule were granted patents for their invention on June 23, 1868[15] and July 14.[16] The first document to be produced on a typewriter was a contract that Sholes had written, in his capacity as the Comptroller for the city of Milwaukee. Machines similar to Sholes's had been previously used by the blind for embossing, but by Sholes's time the inked ribbon had been invented, which made typewriting in its current form possible.[13]
At this stage, the Sholes-Glidden-Soule typewriter was only one among dozens of similar inventions. They wrote hundreds of letters on their machine to various people, one of whom was James Densmore of Meadville, Pennsylvania. Densmore foresaw that the typewriter would be highly profitable, and offered to buy a share of the patent, without even having laid eyes on the machine. The trio immediately sold him one-fourth of the patent in return for his paying all their expenses so far. When Densmore eventually examined the machine in March 1867, he declared that it was good for nothing in its current form, and urged them to start improving it. Discouraged, Soule and Glidden left the project, leaving Sholes and Densmore in sole possession of the patent.
Realizing that stenographers would be among the first and most important users of the machine, and therefore best in a position to judge its suitability, they sent experimental versions to a few stenographers. The most important of them was James O. Clephane, of Washington D.C., who tried the instruments as no one else had tried them, subjecting them to such unsparing tests that he destroyed them, one after another, as fast as they could be made and sent to him. His judgments were similarly caustic, causing Sholes to lose his patience and temper. But Densmore insisted that this was exactly what they needed:[13][17]
This candid fault-finding is just what we need. We had better have it now than after we begin manufacturing. Where Clephane points out a weak lever or rod let us make it strong. Where a spacer or an inker works stiffly, let us make it work smoothly. Then, depend upon Clephane for all the praise we deserve.
Sholes typewriter, 1873. Buffalo History Museum.
Sholes took this advice and set to improve the machine at every iteration, until they were satisfied that Clephane had taught them everything he could. By this time, they had manufactured 50 machines or so, at an average cost of $250. They decided to have the machine examined by an expert mechanic, who directed them to E. Remington and Sons (which later became the Remington Arms Company), manufacturers of firearms, sewing machines, and farm tools. In early 1873 they approached Remington, who decided to buy the patent from them. Sholes sold his half for $12,000, while Densmore, still a stronger believer in the machine, insisted on a royalty, which would eventually fetch him $1.5 million.[13]
Sholes returned to Milwaukee and continued to work on new improvements for the typewriter throughout the 1870s, which included the QWERTY keyboard (1873).[18] James Densmore had suggested splitting up commonly used letter combinations in order to solve a jamming problem caused by the slow method of recovering from a keystroke: weights, not springs, returned all parts to the "rest" position. This concept was later refined by Sholes and the resulting QWERTY layout is still used today on both typewriters and English language computer keyboards, although the jamming problem no longer exists.
Sholes died on February 17, 1890 after battling tuberculosis for nine years, and is buried at Forest Home Cemetery in Milwaukee.
Notes[edit]
^ Jump up to: a b Weller, Charles Edward (1918). The Early History of the Typewriter. Chase & Shepard, printers. p. 75.
Jump up ^ In his time, Sholes went by the names "C. Latham Sholes", "Latham Sholes", or "C. L. Sholes", but never "Christopher Sholes" or "Christopher L. Sholes".
Jump up ^ "Early Typewriter History," http://www.mit.edu/~jcb/Dvorak/history.html.
Jump up ^ Larson, Erik. A Devil in the White City: Murder, Magic, and Madness at the Fair that Changed America. New York: Vintage Books, a Division of Random House, Inc. p. 291 (Adobe epub book).
Jump up ^ Hendrickson, Walter B. (1956). "The Three Lives of Frank H. Hall" (PDF). Journal of Illinois State Historical Society. University of Illinois Press. 49 (3). Archived from the original (PDF) on 2010-08-06.
Jump up ^ Anonymous (24 April 2011). "Hall Braille Writer". American Printing House for the Blind, Inc. Archived from the original on 27 April 2012. Retrieved 29 February 2012.
Jump up ^ "Sholes, Christopher Pichon 1819 - 1890". Wisconsinhistory.org. Retrieved 2011-10-12.
Jump up ^ "Archived copy" (PDF). Archived from the original (PDF) on 2006-12-09. Retrieved 2015-01-17.
Jump up ^ "A Brief History of Wisconsin's Death Penalty". Wisbar.org. Archived from the original on 2012-08-14. Retrieved 2011-10-12.
Jump up ^ "Sholes, Charles Clark 1816 - 1867". Wisconsinhistory.org. Retrieved 2011-10-12.
Jump up ^ See "Voree Plates" at http://www.strangite.org/Plates.htm.
Jump up ^ Fitzpatrick, Doyle, The King Strang Story (National Heritage, 1970), pp. 36-37.
^ Jump up to: a b c d e Iles, George (1912). Leading American Inventors. New York: Henry Holt and Company.
Jump up ^ "Type Writing Machine". Scientific American. 17 (1): 3. 1867-07-06. Retrieved 2009-01-14.
Jump up ^ "#79265". Google.com. Retrieved 2011-10-12.
Jump up ^ "#79868". Google.com. Retrieved 2011-10-12.
Jump up ^ Mares, G.C. (1909), The history of the typewriter, successor to the pen: An illustrated account of the origin, rise, and development of the writing machine, London: Guilbert Putnam Reprinted by Post-era Books, Arcadia, CA, 1985.
Jump up ^ "The Sholes (QWERTY) Keyboard". Cs.ttu.ee. Archived from the original on 2011-10-09. Retrieved 2011-10-12.
References[edit]
Darryl Rehr. "The First Typewriter". The QWERTY Connection. Archived from the original on November 3, 1999. Retrieved May 11, 2005.
Who invented the typewriter?
Sholes and Glidden typewriter
US 79265, Sholes, C. L., issued 1868
US 79868, Sholes, C. L., issued 1868
US 182511, Sholes, C. L., issued 1876
US 199382, Sholes, C. L., issued 1878
US 200321, Sholes, C. L., issued 1878
US 207557, Sholes, C. L., issued 1878
US 207558, Sholes, C. L., issued 1878
US 207559, Sholes, C. L., issued 1878
External links[edit]
Companies portal
Media related to Christopher Latham Sholes at Wikimedia Commons
Christopher Latham Sholes, The Wisconsin State Historical Society
Christopher Latham Sholes at Find a Grave
Sholes Visible typewriter at the Martin Howard Collection
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She's Like the Wind
From Wikipedia, the free encyclopedia
Jump to: navigation, search
"She's Like the Wind"
Single by Patrick Swayze
from the album Dirty Dancing Soundtrack
B-side
"Maurice Williams & The Zodiacs - Stay"
Released
1987
Format
7" single, 12" maxi,
CD single, Cassette single
Recorded
November 1986
Genre
Soft rock[1]
Length
3:49
Label
RCA
Songwriter(s)
Patrick Swayze, Stacy Widelitz
Producer(s)
Michael Lloyd
"She's Like the Wind" is a 1987 power ballad[2] from the film Dirty Dancing, performed by Patrick Swayze. Though Swayze is the primary vocalist on the single, it was billed as being performed by "Patrick Swayze featuring Wendy Fraser"; Fraser is heard throughout much of the song, specifically in the final chorus. The single reached number three on the Billboard Hot 100 and number one on the Adult Contemporary chart.[3]
Contents
[hide]
1 Production
2 History
2.1 Music video
3 Releases
3.1 Track listing
4 Chart position
5 Lumidee
5.1 Background
5.2 Music video
5.3 Track listing
5.4 Charts
6 Other versions
7 References
Production[edit]
This section does not cite any sources. Please help improve this section by adding citations to reliable sources. Unsourced material may be challenged and removed. (December 2014) (Learn how and when to remove this template message)
Swayze and Stacy Widelitz co-wrote the song in 1984.
It was originally intended for the soundtrack of Grandview, U.S.A. and was meant to be about Jamie Lee Curtis' character in the film. However, the song was not used in that film. During production of Dirty Dancing in 1987, Swayze played the demo for producer Linda Gottlieb and director Emile Ardolino. They loved it and passed it on to Jimmy Ienner and Bob Feiden, the soundtrack's executive producers. It was recorded for the soundtrack in November 1986, with Michael Lloyd producing. The song, like the film in which it was featured, was a success, reaching number three on the Billboard Hot 100 and number one on Adult Contemporary, and was a hit around the world. It is still in circulation on radio. The soundtrack album was number one for 19 weeks.[when?]
History[edit]
This section does not cite any sources. Please help improve this section by adding citations to reliable sources. Unsourced material may be challenged and removed. (December 2014) (Learn how and when to remove this template message)
Swayze co-wrote and performed two tracks on the soundtrack to the film Road House (1989), plus he co-wrote and performed a duet with Larry Gatlin for the film Next of Kin (1989).
Music video[edit]
This section does not cite any sources. Please help improve this section by adding citations to reliable sources. Unsourced material may be challenged and removed. (December 2014) (Learn how and when to remove this template message)
The music video in black and white features clips from the movie Dirty Dancing. The video can be seen on the Ultimate Dirty Dancing DVD.
Releases[edit]
The song was released commercially on 7" vinyl in many countries, with a 3-track 12" maxi single and 2-track cassette also produced. CD singles were a relatively new format, however; a 2 and 3-track 5" CD and Japanese mini CD single were commercially released.
Track listing[edit]
7" vinyl single - US[4]
No.
Title
Writer(s)
Length
1. "She's Like the Wind" P. Swayze, S. Widelitz 3:49
2. "Stay" Maurice Williams 1:34
CD single - France[5]
No.
Title
Writer(s)
Length
1. "She's Like the Wind" P. Swayze, S. Widelitz 3:49
2. "Stay" Maurice Williams 1:34
Cassette single - US
No.
Title
Writer(s)
Length
1. "She's Like the Wind" P. Swayze, S. Widelitz 3:49
2. "Stay" Maurice Williams 1:34
Chart position[edit]
Chart (1988)
Peak
position
Australian Singles Chart[6] 6
Austrian Singles Chart[7] 15
Dutch Mega Top 100[7] 13
German Singles Chart[8] 14
Irish Singles Chart[9] 4
New Zealand Singles Chart[7] 27
Norwegian Singles Chart[7] 7
South African Singles Chart[10] 13
Swedish Singles Chart[7] 8
Swiss Singles Chart[7] 23
UK Singles Chart[11] 17
U.S. Billboard Hot 100[12] 3
U.S. Billboard Hot Adult Contemporary Tracks 1
Chart (1992/93)
Peak
position
French SNEP Singles Chart[7] 7
Chart (2009)
Peak
position
Swiss Singles Chart[13] 67
Preceded by
"Seasons Change" by Exposé Billboard Adult Contemporary number-one single (Patrick Swayze version)
February 27, 1988 Succeeded by
"Never Gonna Give You Up" by Rick Astley
""She's Like The Wind""
Single by Lumidee featuring Tony Sunshine
from the album Unexpected
Released
April 3, 2007
Format
Digital download, CD single
Recorded
2006-2007
Label
TVT
Producer(s)
J. Marty, T.C. Love
Lumidee singles chronology
"Dance!"
(2006) ""She's Like The Wind""
(2007) "Crazy"
(2007)
"Dance!"
(2006) ""'She's Like The Wind"
(2007) "Crazy"
(2007)
Lumidee[edit]
"She's Like the Wind" is a cover recorded by American recording artists Lumidee and Tony Sunshine for Lumidee's second album, Unexpected (2007). It was released as the lead single from Unexpected in the U.S. and Europe on April 3, 2007.
Background[edit]
According to Lumidee, the idea to record a remake of Patrick Swayze's 1987 song "She's Like The Wind" was inspired by her European label when she recommended a collaboration with fellow New York recording artist Tony Sunshine.[14] She also said, "We'd been talking about working together but hadn't been able to. But he loved the idea of doing something with this song."[15]
Music video[edit]
The music video for this version was directed by Dayo.[16]
Track listing[edit]
"She's Like The Wind (Radio Edit)" - 4:17
"She's Like The Wind (Spanglish Version)" - 3:53
"She's Like The Wind (Instrumental)" - 4:18
"She's Like The Wind (A Capella)" - 4:15
Charts[edit]
Chart (2007)
Peak
position
Belgium (Ultratip Flanders)[17] 14
Belgium (Ultratip Wallonia)[18] 22
Denmark (Tracklisten)[19] 6
US Billboard Hot 100[20] 43
US Mainstream Top 40 (Billboard)[21] 18
US Hot R&B/Hip-Hop Songs (Billboard)[22] 75
Other versions[edit]
The song was later covered by Vibekingz featuring Maliq, Phonkillaz (2002), and Patrick Nuo, and in 2007 by Lumidee featuring Tony Sunshine, released on Lumidee's album Unexpected.
The Vibekingz version reached #2 on Germany's pop charts in 2006, and stayed in the top ten for two months. The version by Lumidee received widespread airplay in the United States, reaching the top 20. Tony Sunshine sings the original part by Swayze, while Lumidee raps with original verses related to the theme of the song.
A mashup song and video of "She's Like the Wind" with "Minimal" by Pet Shop Boys has been a featured video on YouTube.
Girls Aloud covered "She's Like the Wind" in the Dirty Dancing Medley on their The Sound of Girls Aloud: The Greatest Hits Tour; it was Kimberley Walsh's solo.
Ultrabeat covered the song on their 2008 album, Discolights: The Album.
Jan Wayne covered it on his album Back Again.
Performed as a tribute to Patrick Swayze on Season 9 Dancing with the Stars Result Show by Dmitry Chaplin and Chelsie Hightower.
John Sage covered the song as a single release in 2013.
Boston artist Michael Spaulding also covered the song for his new album released in 2013.
The song is briefly used in a scene of the 2009 movie (500) Days of Summer.
Swaytrick released their She's Like the Wind (Club Mixes) album in 2014. Besides the original Swaytrick versions the album features summery house remixes by The Moodshapers.
Urban Zouk Music Producer Jay Bee did a bootleg remix of the song in 2015.
Calum Scott performed a version used in the 2017 TV movie version of Dirty Dancing.
References[edit]
Jump up ^ McNelis, Tim. "Dancing in the Nostalgia Factory: Anachronistic Music in Dirty Dancing". In The Time of Our Lives: Dirty Dancing and Popular Culture. Eds. Yannis Tzioumakis & Siân Lincoln. Detroit: Wayne State University Press, 2013. P. 250.
Jump up ^ Naish, Stephen Lee (28 April 2017). "Deconstructing Dirty Dancing". John Hunt Publishing – via Google Books.
Jump up ^ Whitburn, Joel (2002). Top Adult Contemporary: 1961-2001. Record Research. p. 238.
Jump up ^ Patrick Swayze – She's Like The Wind 7" US vinyl single
Jump up ^ Patrick Swayze – She's Like The Wind CD single - France
Jump up ^ "She's Like the Wind" [1] (Retrieved October 5, 2016)
^ Jump up to: a b c d e f g "She's Like the Wind", in various singles charts Lescharts.com (Retrieved January 12, 2009)
Jump up ^ German Singles Chart Charts-surfer.de (Retrieved January 12, 2009)
Jump up ^ Irish Single Chart Irishcharts.ie (Retrieved January 12, 2009)
Jump up ^ South African Singles Chart [2] (Retrieved 4 December 2013)
Jump up ^ UK Singles Chart Chartstats.com (Retrieved January 12, 2009)
Jump up ^ Billboard allmusic.com (Retrieved January 12, 2009)
Jump up ^ Acahrts.us
Jump up ^ (Posted: March 26, 2007) Elena del Valle, Puerto Rican singer Lumidee launches second album in April 2007 hispanicmpr.com. Poyeen Publishing. Retrieved 10-31-2010.
Jump up ^ (Posted: March 24, 2007) Gail Mitchell, "R&B singer Lumidee rejects one-hit-wonder tag" reuters.com. Retrieved 1-31-2010.
Jump up ^ Lumidee, "She's Like The Wind" (Feat. Tony Sunshine) - Music videos BET.com. Retrieved 10-31-10.
Jump up ^ "Ultratop.be – Lumidee feat. Tony Sunshine – She's Like The Wind" (in Dutch). Ultratip.
Jump up ^ "Ultratop.be – Lumidee feat. Tony Sunshine – She's Like The Wind" (in French). Ultratip.
Jump up ^ "Danishcharts.com – Lumidee feat. Tony Sunshine – She's Like The Wind". Tracklisten.
Jump up ^ "Lumidee Chart History (Hot 100)" Billboard.
Jump up ^ "Lumidee Chart History (Pop Songs)" Billboard.
Jump up ^ "Lumidee Chart History (Hot R&B/Hip-Hop Songs)" Billboard.
[hide]
v
t
e
Lumidee
Studio albums
Almost Famous (2003)
Unexpected (2007)
Singles
"Never Leave You (Uh Oooh, Uh Oooh)"
"Crashin' a Party"
"She's Like The Wind"
"Crazy"
"Feel Like Makin' Love"
"Could Be Anything"
Featured Singles
"Die Besten Tage Sind Gezählt"
"From Spanish Harlem To Geneva"
"Siéntelo"
"Más Maíz"
"Dance!"
"Don't Sweat That (Whistle Song)"
"Ring My Bell"
"Let Go"
"Kandi"
"Dale Mami"
Related Topics
Discography
Retrieved from "https://en.wikipedia.org/w/index.php?title=She%27s_Like_the_Wind&oldid=801552340"
Categories:
1987 singles
1992 singles
2007 singles
Patrick Swayze songs
Lumidee songs
Billboard Adult Contemporary number-one singles
Songs from Dirty Dancing
1980s ballads
Rock ballads
American soft rock songs
TVT Records singles
1987 songs
RCA Records singles
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