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Violin making and maintenance


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Making violins

A new violin scroll being carved.

The outer contour of a new violin, one of the more important aspects of the instrument, is designed by the violin maker, and today the outlines of the old masters' violins are usually used. Different methods of violin making include using an inside mould, an outside mould, or building "on the back" without a mould. aluminium baseball bat

The "inside mould" approach starts with a set of plans, which include a drawing of the outer shape of the instrument. From these plans a template is constructed, which can be made from thin metal or other materials, and is a flat "half-violin" shape. The template is used to construct a mould, which is a violin-shaped piece of wood, plywood, MDF or similar material approximately 12 mm or 1/2" thick. bamboo baseball bats

Around the mould are built the sides (or ribs), which are flat pieces of wood curved by means of careful heating. The completed "garland" of ribs, blocks, and linings is removed from the mould to allow attachment of the separately carved top and back. When the body is complete, the neck, which is carved out of a separate piece of wood (usually maple), is set in its mortise to complete the basic structure of the instrument, after which it is varnished. ash baseball bat

Violin taken down, showing soundpost.

Vital to the sound and playability of the instrument is setup, which includes adjusting the neck angle if needed, fitting the pegs so they turn smoothly and hold firmly, dressing the fingerboard to the proper scooped shape, fitting the soundpost and bridge, adjusting the tailgut and installing the tailpiece, and stringing up. A removable chinrest may be put on at this time.

Then the instrument begins the "playing-in" process, as its parts adjust to the string tension. The sound of a violin is said to "open up" in the first weeks and months of use, a process which continues more gradually over the years.

Maintenance

Quite as important as the excellence of the instrument is its care.

arl Flesch, from The Art of Violin Playing

Close-up of rosin grains on end of fingerboard.

With careful maintenance, a violin can last and improve for many years. A well-tended violin can outlive many generations of players, so it is wise to take a curatorial view when caring for a violin. Most importantly, if the collected rosin dust is not wiped from the varnish, and left for long enough, it will fuse with the varnish, and become impossible to remove without damage.

Cleaning the rosin off strings can make a striking difference to the sound. A common wine cork serves admirably, quietly scrubbing off the crust of rosin without damaging the winding of the string. A dry microfiber cloth is often recommended; it retains the dust well, but makes a penetrating squeaking noise. A cloth with a little rubbing alcohol is effective, if care is taken to protect the top from the slightest chance of stray droplets of alcohol touching the varnish. The use of alcohol is generally avoided, as it easily damages violin varnish in ways which may be difficult or impossible to restore.

The tuning pegs may occasionally be treated with "peg dope" when they either slip too freely, causing the string to go flat or slack, or when they stick, making tuning difficult. "Peg drops" (a solution of rosin in alcohol) may occasionally be used to treat slipping pegs, but that is a temporary solution at best; quite often slipping pegs have shafts which are no longer smoothly conical, and should be refitted or replaced.

The violin will benefit from occasional checks by a technician, who will know if repairs need to be made.

Violinists generally carry replacement sets of strings with their instruments to have a spare available in case one breaks. Even before breaking, worn strings may begin to sound tired and to become "false" over time, producing an unreliable pitch. Another common problem with strings is unravelling of the metal winding. Strings may need replacement every two or three months with frequent use. The higher strings require replacement more frequently than the lower strings fortunately higher strings cost less. The price of strings varies, and the quality of the strings strongly influences the timbre of the sound produced. A teacher can advise students how often to change strings, as it depends on how much and how seriously one plays.

For the bow, the only real maintenance is regular cleaning of the stick with a cloth, and re-hairing. In the course of playing the violin, hairs are often lost from the bow, making it necessary to have it rehaired periodically, which is done by professionals at roughly the cost of a new set of strings. The old horse hair is replaced with new hair. Other maintenance may include replacing the wire lapping and leather grip, or lubricating the screw. Large cracks and breakages in the bow are usually fatal; they cannot be repaired like the body of the instrument can. A bow which has warped and is no longer straight can sometimes be bent back to true or re-cambered, but this must be done with heat by a craftsman, and it is not always successful or worthwhile.

Loosening the hair when the bow is not being used helps keep the bow from becoming "sprung," or losing its camber, and the hair from becoming stretched. There are now bows available made from fiberglass or carbon composite which are less fragile.

Sound post adjustment

Main article: Sound post

The position of the sound post inside the violin is critical, and moving it by very small amounts can make a substantial difference in the sound quality and loudness of an instrument. Soundpost adjustment is as much art as science, depending on the ears, experience, structural sense, and sensitive touch of the luthier. Moving the sound post has very complex consequences on the sound; in the end, it is the ear of the person doing the adjusting that determines the desired location of the post.

As a rough guide of how the sound post influences the sound output of the violin there are a few positions that can help find the right spot:

If the sound is too thin and shrill, the post may be too near the f hole or too tight or possibly the post is too thin. If the sound is weak and there is a loss of power (especially on the lower register), the post may be too near the center of the instrument. If the sound is chocked, the post may be to near the bridge foot or under it. If there is a loss of overall power and tone, the post may be too far behind the bridge or possibly the post is too thick.

See also

Luthier

External links

Violinbridges - Online bridge Archive

Violin Making - virtual tour of a violin shop

Making a Violin - watch a violin maker construct a violin by hand

Photo essay on making a viola

Musical Instrument Makers Forum

Violin Discussion Forum - section on building and maintaining violins

Sound post setting article

Path Through the Woods: The Use of Medical Imaging in Examining Historical Instruments (PDF)

Free e-text of The Repairing & Restoration of Violins by Horace Petherick on project Gutenberg

The Luthier Helper - Specialized search engine looking only in violin and stringed instrument making, repair and restoration ressources

Luthier Manuals and books

Luthier Manuals and books

Categories: Violins | String instrument construction | Lutherie

Gregory Weir


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Early life and education

Although Weir would later become known for the visually distinctive art style of his games, he received little formal art training, other than occasional art and cartooning classes while growing up.

At college he produced a weekly comic in his college newspaper called he Absolute Sum of All Evil. grain belt conveyor

Game designing powered belt conveyor

Weir writes most of his games in a language called ActionScript 3 for the Flash platform, with the intent that they be played in a web browser. He takes responsibility for the graphics, the programming, and the design of the games. inclined belt conveyor

Weir funds his work through a bid-based model, where casual gaming portals such as Kongregate or Armor Games bid to sponsor Flash projects in exchange for privileges such as their logo appearing in the final game, site exclusivity, or other benefits. Weir's games are developed start to finish, and then offered up for sponsorship as a complete product. Says Weir, "That means that I get to maintain creative freedom, although it does introduce uncertainty. I never quite sure if a game is going to get sponsors interested at all."

The advertising and sponsorship money Weir receives from his games, in combination with his work writing for website GameSetWatch, is enough to fully financially support him.

Necropolis

Screenshot of Necropolis showcasing the game's memorably dark and gloomy presentation.

Weir's first complete Flash game was Necropolis. Released in October 2008 and sponsored by Spanish gaming portal MiniJuegos.com, it cast players as "Ms. Lilian Trevithick, lady adventurer and radical steam technician, who has come to the infamous Necropolis of Ao in search of adventure".

The game presents the action from a top down perspective. Players explore 25 procedurally-generated levels, looking on each level for treasure, a lever to unlock the stairs to the next level, and then the stairs themselves. At the same time the player tries to avoid harmful spike and steam traps. Players are asked to manage three statistics: Dodge, representing their ability to avoid damage from traps; Detect, representing their ability to discern hidden traps; and Disable, representing their ability to disarm traps to proceed past them. Players also collect health tonics, which can be consumed to restore life energy, and disposable tools, which can be used to disarm traps, as well as a range of equipment which can be used to boost some or all of the three statistics. Gold can also be found, which serves no purpose during the game but acts as a scoring mechanism.

Necropolis bears many similarities to roguelike games, being essentially an exploration of a procedurally-generated dungeon. Its distinctive features are its pensive looping music and its dark, shadow-filled presentation.

Critical reception

Necropolis received little critical attention. Jay Is Games featured it in a "Link Dump Friday" after the release and popularity of The Majesty of Colors, and felt its most noteworthy qualities were its female protagonist and its creator, Gregory Weir.

The Majesty of Colors

Screenshot of The Majesty of Colors. The player controls the tentacle of the sea-creature pictured bottom-right.

The Majesty of Colors, also known as (I Fell In Love With) The Majesty of Colors, was Weir's second fully-formed game, and was released in December 2008. It casts players in the role of a tentacled sea creature, and offers them a chance to interact with humans, creatures, and objects in and around an area of sea. The player's actions can be benevolent towards the humans and creatures, or destructive. The actions of the player determine which of five different endings will be shown. Weir described the game as "pixel-horror".

The game is memorable for its blocky pixel art style. Said Weir, "What I try to do is fit the art to the game. Majesty is really a very simple game, with simple controls and a simple-minded protagonist, so I went for blocky pixel art, which is both easy to make and evokes a simpler era of video games." Although the visuals seem simple and low-tech, they are actually more complex than they look, making use of alpha blending and large moving textures. The most complex visual element is the creature's tentacle, which utilises an inverse kinematic system more commonly used in 3D animation.

Weir claims to have been inspired by a TIGSource competition themed around H. P. Lovecraft's commonplace book. Says Weir, "I had the idea of an enormous creature from beneath the waves discovering the world above. When I think of the deep ocean, I imagine darkness and a lack of color. When I think of color at its simplest, balloons come to mind: floating spheres in primary shades."

Early design rough for The Majesty of Colors showing a centrally-placed creature with multiple tentacles.

In deciding on the art style, Weir drew inspiration from Daniel Benmergui's Flash game I Wish I Were the Moon, "which had similarly surreal premises and simple gameplay". Weir decided that a similar "chunky, low-res pixel style" would work well for Majesty. Original designs involved a creature with two independently-controlled tentacles, but during development Weir cut the control down to a single limb, suggesting but not showing additional tentacles through the position of the creature's body.

The finished game presents some of the story through evocative prose. However, Weir has since stated he feels this was a mistake, saying without text it would have been a "cleaner, purer game". "In retrospect," he said, "I probably should have given the player more credit, and gone lighter on the narration text."

Weir claims that development of Majesty cost him nothing other than his personal living expenses. The game was coded in the Flex compiler and IDE FlashDevelop, which are freely available. The sounds used in the game were obtained from website soundsnap.com, which provides free sound effects and loops. The game art was created by Weir in the open-source graphics editor GIMP. Weir obtained sponsorship for the game by posting it on the FlashGameLicence website and directly emailing potential sponsors. Weir has stated that although he is pleased with his experiences with FlashGameLicence, most of the sponsorship interest in the game came as a result of his direct emails. The game was first posted on FlashGameLicence on November 15, 2008 and a sponsorship deal with Kongregate worth "several thousand dollars" was finalised by December 10 of that year. Weir claims the sponsorship money, when combined with advertising revenue and a secondary site-locked sponsorship, represents "over a hundred dollars for each hour [Weir] spent on the game".

Critical reception

The Majesty of Colors was critically well-received and gained endorsements on sites ranging from Kotaku to Penny Arcade. Said Weir, "I think that Majesty appeal is that it provides a very unified aesthetic, and makes players feel what it would be like to be a titanic, tentacled horror from beneath the waves who really only wants to be loved."

Kotaku's Maggie Greene called Majesty an "artistic timewaster" and "a weird, lovely little game". Penny Arcade's Jerry Holkins described it as "an electronic poem". Jay Is Games noted Majesty's similarity to I Wish I Were The Moon, but thought that Majesty was more compelling because its interface was "more concrete and personal" and because of the strength of its narration. Jay Is Games also praised Majesty's pixel art and its strong focus on emotion and atmosphere, with the only criticism being a disappointment that the game didn't support more unscripted interactions between the sea creature and its environment. Play This Thing described Majesty as "a poetic exploration of alienation and social interaction" and a "precious snowflake of content that unfolds like one of those paper-folded fortune tellers kids play with", but complained that ultimately all decisions in the game result in one of only five endings, creating an incentive to game the experience.

The Majesty of Colors was nominated for "Best Game" in the 2008 Tank Awards at Newgrounds, and nominated for "Most Creative Game" at the 2009 Mochi Awards at that year's Flash Gaming Summit.. Daniel Kronovet of the Daily Californian awarded it a "Krony Award", calling it "beautiful".

As of January 2009, The Majesty of Colors had been played 700,000 times.

Bars of Black and White

Screenshot of Bars of Black and White demonstrating the game's hand-drawn visual style.

In January of 2009 Weir made a resolution to "release at least one new game each month for the year of 2009". The first of these games was Bars of Black and White, released in late January of that year.

At face value Bars is a room escape game, where the player is given the role of an anonymous apartment-dweller who discovers their front door has become inexplicably locked, trapping them in their apartment (along with the comment "Weird... I don't remember ever having a key."). The game environment is filled with non-sequitur mysteries and each mystery when solved arms the player with new items, new information, or transforms the environment. The game is presented from a first-person perspective and interaction is by way of the mouse. The player's chief tool is a barcode scanner, which can be used by clicking the left mouse button and dragging the mouse cursor across any of the many barcodes embedded in the environment. When scanned, barcodes produce a string of text. Some of these lines of text provide clues or passcodes necessary to advance through the game but many merely produce ominous warnings such as "THEY ARE FEEDING YOU POISON AND LIES" and "YOUR LIFE IS NOT REAL".

Bars of Black and White is presented through hand-drawn black-and-white still images. Said Weir, "I wanted the strong black-and-white aesthetic combined with sketchy line drawing to reflect the fact that the protagonist perceptions of the world are not entirely accurate." Unlike Weir's previous games, there is no musical accompaniement, only a track of ambient outdoor noise including bird chirps. The player later discovers this sound is diagetic, being played by a tape player hidden behind a wall.

The game explores themes of reality, paranoia, and sanity. The facade of the apartment peels back as the game progresses, with hidden observation stations lurking behind the apartment walls and a window ostensibly showing the outside world revealed as an implausible fake opening onto a painted background. Barcodes are hidden in steadily more ludicrous locations, including fence palings and the stripes of a zebra, and the increasingly ominous text prompts the player to question whether the game's protagonist is at the centre of a complex conspiracy, or merely losing their grip on reality.

The game's format, structure, and story evoke the conventions of the room escape genre, along with games such as Silent Hill 4, which featured a protagonist locked in his apartment under mysterious and disturbing circumstances.

Critical reception

As of July 2009, Bars of Black and White had been played 1.25 million times. Jay Is Games called it "truly compelling and emotionally evocative". IGN called it "short but poignant".

Criticism largely focused on the game's short length (it can be completed in less than ten minutes) and the fact that unobservant players can complete the entire game without encountering its central conceit, the barcode scanner.

Exploit

Screenshot of Exploit showing one of the game's more complex puzzles.

Developed in February 2009 and released in early March of that year, Exploit is "a game about totalitarianism, computer security, and terrorism". It was the second game released pursuant to Weir's goal of creating a game every month of 2009. It casts players in the role of a hacker attempting to gain access to a range of government and corporate computer networks. Gameplay takes the form of a series of static puzzles. Players control orange "ports" located around the edge of a grid. Clicking on a port using a mouse causes it to fire a "packet" into the grid, which interacts with objects located on the grid in a variety of ways. The goal in each puzzle is to cause at least one packet to reach a green "root node" located somewhere on the grid. Success requires planning and careful timing.

The game features over 50 puzzles, divided across a "story mode" (which sets the levels in the context of a narrative) and a "challenge mode" (which contains more difficult free-standing levels). There is also a level editor where users can create their own levels and share them with other players by distributing unique codes. Exploit features a soundtrack by Evan Merz which Weir has made available for free download through his blog Ludus Novus. The game was sponsored by casual games portal Kongregate.

Critical reception

Exploit was generally well-received and developed a small but active following of fans who create and share levels.

Kyle Moore at Jay Is Games gave it a positive review, calling particular attention to the game's story mode. "Weir delivers the story brilliantly, without overdoing it with any cutscenes or voice acting. " said Moore. "The minimalist approach not only makes the story feel more real [...], but it also draws the focus onto the puzzling aspect of the game." He continued, "As for the music, it's not much to write home about, but does a nice job of adding tension."

Play This Thing were also generally positive, calling Exploit "a nice jaunt into a 21st century brand of cyberpunk that borders on contemporary fiction". They were not hugely impressed by the game's hacking theme, saying, "The game itself doesnt have a whole lot to do with actual hacking; its an abstract logic tracing game with time sensitivity on a turn-based cycle," and adding that the game's depiction of encryption systems presented them as more effective than they actually are in real life.

As of July 2009, Exploit had been played 1.1 million times.

Sugarcore

Screenshot of Sugarcore showing typical play.

Sugarcore is a game by Gregory Weir which Weir describes as "a game about bullets, naturally-occurring candy formations, and the hazards of gardening". Although the game was developed in October and November of 2008, prior to completion of The Majesty of Colors, it remained unpublished due to a lack of sponsors until March 2009, when Weir finally released it (sponsor-less) as the third of Weir's "12 games for 2009".

The game casts the player as a "candy miner", tasked with extracting valuable candy from a colourful rotating ball of confectionary. Each of the game's level presents a different ball composition with different goals. Missiles are launched towards the ball on a regular schedule and the player must rotate the ball to ensure each missile hits its desired target. The ball is made up of several layers of confectionary and often the player is required to help the missile steer past worthless or dangerous outer layers to hit key targets deeper inside, including the titular "sugarcore" which, when hit, detonates the ball and ends the level.

The game was conceived as "a radial Breakout" and shares elements with that game such as brightly coloured layered bricks which are destroyed by incoming projectiles. As of July 2009 it had been played 315,000 times.

Influences

Among the games that Weir has suggested influence his work is Shadow of the Colossus, which he praises as "an incredibly emotional work", drawing attention to that game's schism between the goal of killing huge creatures while at the same time feeling ambivalent about the morality of those actions.

He also speaks fondly of Planescape: Torment, which he says "continually asks the question, 'What can change the nature of a man?'" He adds, "It gives a lot of answers over the course of the game, but never holds one up as the correct one."

He has also referenced Knytt, saying, "It manages to create better atmosphere with a few hundred pixels and some sound loops than any multi-million-dollar triple-A video game title."

External links

Ludus Novus (Gregory Weir's blog) - including playable versions of many of Weir's games.

References

^ a b c d e f g h i j k l Bernardi, Joe (March 18, 2009). "Gregory Weir". Whose Fault Is That: Interviews With Wonderful People. http://www.whosefaultisthat.net/2009/03/gregory-weir/. Retrieved February 26, 2010. 

^ Intervista a Gregory Weir as translated at Ludus Novus

^ a b Weir, Gregory (October 17, 2008). "Necropolis". Luds Novus. http://ludusnovus.net/2008/10/17/necropolis/. Retrieved February 26, 2010. 

^ Dora (May 15, 2009). "Link Dump Friday". Casual Gameplay @ Jay Is Games. http://jayisgames.com/archives/2009/05/link_dump_friday_113.php. Retrieved February 26, 2010. 

^ a b c d e f g h i j k Weir, Gregory (January 7, 2009). "Postmortem: (I Fell In Love With) The Majesty of Colors". GameSetWatch. http://www.gamesetwatch.com/2009/01/postmortem_i_fell_in_love_with.php. Retrieved March 1, 2010. 

^ Greene, Maggie (December 14, 2008). "Weird Artistic Timewaster: The Majesty of Colors". Kotaku. http://kotaku.com/5109654/weird-artistic-timewaster-the-majesty-of-colors. Retrieved March 2, 2010. 

^ Holkins, Jerry (February 16, 2009). "The Return of Hattori Hanzo". Penny Arcade. http://www.penny-arcade.com/2009/2/16/. Retrieved March 2, 2010. 

^ Psychotronic (December 11, 2008). "The Majesty of Colors". Casual Gameplay @ Jay Is Games. http://jayisgames.com/archives/2008/12/the_majesty_of_colors.php. Retrieved March 2, 2010. 

^ the99th (December 12, 2008). "The Majesty of Colors: I Am The Monster". Play This Thing!. http://playthisthing.com/majesty-colors. Retrieved March 2, 2010. 

^ Newgrounds staff (December 2008). "The 2008 Tank Awards!". Newgrounds. http://www.newgrounds.com/awards2008.html?page=games. Retrieved March 2, 2010. 

^ Flash Gaming Summit 2009: The Mochis

^ The Krony Awards: The Majesty of Colors

^ Weir, Gregory (January 4, 2008). "New Year's Resolution 2009". Ludus Novus. http://ludusnovus.net/2009/01/04/new-years-resolution-2009/. Retrieved February 26, 2010. 

^ a b c d e f Weir, Gregory (July 8, 2009). "Six Months of Games". Ludus Novus. http://ludusnovus.net/2009/07/08/six-months-of-games/#more-536. Retrieved February 26, 2010. 

^ Jess (January 29, 2009). "Bars of Black and White". Casual Gameplay @ Jay Is Games. http://jayisgames.com/archives/2009/01/bars_of_black_and_white.php. Retrieved February 26, 2010. 

^ Claiborne, Samuel J. (June 16, 2009). "Sam's Take On Bars of Black and White". IGN. http://au.games.ign.com/articles/995/995307p1.html. Retrieved February 26, 2010. 

^ a b c Weir, Gregory (February 27, 2009). "Preview of Exploit". Ludus Novus. http://ludusnovus.net/2009/02/27/preview-of-exploit/. Retrieved March 1, 2010. 

^ Moore, Kyle E. (March 4, 2009). "Exploit". Casual Gameplay @ Jay Is Games. http://jayisgames.com/archives/2009/03/exploit.php. Retrieved March 1, 2010. 

^ the99th (November 3, 2009). "Exploit: Little Brother's Got Your Back". Play This Thing!. http://playthisthing.com/exploit. Retrieved March 1, 2010. 

^ Weir, Gregory (March 30, 2009). "Sugarcore Released". Ludus Novus. http://ludusnovus.net/2009/03/30/sugarcore-released/. Retrieved March 2, 2010. 

^ Weir, Gregory (November 3, 2008). "An Update on myself". Ludus Novus. http://ludusnovus.net/2008/11/03/an-update-on-myself/. Retrieved March 2, 2010. 

Categories: Game designers

Hitachi Data Systems


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China Product

Corporate history

The current Hitachi Data Systems (HDS) was founded in 1989 when Hitachi and Electronic Data Systems (EDS) acquired National Advanced Systems (NAS) from National Semiconductor and renamed it Hitachi Data Systems. But before that company had a history that stretched back to Itel, an early player in the mainframe market. Itel Computer Products Group sold National Semiconductors IBM compatible mainframes, and in 1979 National Semiconductor took it over and formed National Advanced Systems (NAS). NAS shifted from manufacturing mainframes and began marketing systems from Hitachi. Then, in 1999, Hitachi bought out EDS share, and HDS became a wholly owned subsidiary of Hitachi. For many years, HDS sold both Hitachi IBM-compatible mainframes and storage systems, but in 1998 exited the mainframe business and shifted its focus to enterprise storage.

Itel was an equipment leasing company founded in 1967 by Peter Redfield and Gary Friedman, initially focusing on leasing IBM mainframes. Through creative financial arrangements and investments, Itel was able to lease IBM mainframes to customers at costs below what customers would have paid IBM, making them the second to IBM itself in revenues due to leasing of IBM mainframes. a19 light bulb

A joint venture between National Semiconductor and Hitachi formed in 1977 was contracted by Itel to manufacture IBM-compatible mainframes branded as Advanced Systems. In the face of initial success of having shipped 200 such systems and netting profits of $73 million, Itel had increased their investments and personnel to market their Advanced Systems brand and hence committed themselves to long term contracts with National Semiconductor and Hitachi. While Itel had not expected quick change in semiconductor technologies, Charlie Sporck, CEO of National Semiconductor, saw opportunities by tempting Itel to longer term commitments in response to request by Itel for lower prices in order to compete with IBM. Itel succumbed to commitment. neon undercar kits

Thereafter, news was abound that IBM was releasing a new technologically superior line of computers, to which customers responded by holding back purchases causing Itel's inventory to build up drastically. Even though Hitachi had agreed to Itel's request to cut back on shipment, National Semiconductor was adamant in implementing what the industry had termed as National's blackmailing of Itel. In 1979, Redfield was forced to resign as CEO, and National Semiconductor took over the whole of Itel Advanced Systems, including its sales and marketing team. budweiser neon lights

National renamed the division to National Advanced Systems (NAS), assembling and selling IBM-compatibles where the CPU was imported from Hitachi. National and Hitachi quite often depended on IBM's gradual and restrained roll-out of newer models to feed on IBM's technology and market share and hence NAS enjoyed occasional successes.

However, IBM had invested and obtained significant success in semiconductor technologies which enabled them to build more powerful computers at lower costs. They were also introducing the Unix operating system gradually into their computers. IBM had also introduced the Personal Computer. By 1985, competing technologies from Honeywell, Prime, NCR and Control Data were gradually being forced off the mainframe market. NAS, as well as Amdahl (the other IBM-compatible mainframe maker) was no exception to facing the technological and sales pressure from IBM.

In 1983, National Semiconductor and its subsidiary NAS was sued by IBM for $2.5 billion on charges of using computer technology stolen from IBM, as result of investigation by the United States Government into National's collaboration with Hitachi engaging in industrial espionage to obtained technology secrets from IBM, a case which illustrated the effects of desperation the onslaught of IBM technology had on its competitors.

On February 28, 1989, National Semiconductor and Hitachi announced their agreement that Hitachi and EDS would jointly acquire NAS for $398 million in cash , of which Hitachi would own 80%. Memorex Telex and National had earlier, on January 10, 1989, announced plans on a joint venture "under which each company would own half of the unit and National would get $250 million plus four million shares of Memorex Telex". However, National proceeded to negotiate with Hitachi after Memorex's offer expired as National had felt that the Hitachi-EDS offer was a better deal as it entailed no further financial obligation or commitment on the part of National after the sale besides reaping a pre-tax profit of $200 million from the sale. By that time, Memorex Telex was able to arrange financing for the deal, but National had already accepted the Hitachi-EDS deal.

The acquisition was envisaged to provide Hitachi a better presence in the United States to compete with IBM. The entity was renamed Hitachi Data Systems.

Corporate affairs

The company has its corporate headquarters in Santa Clara, California and has business offices in the United States, Australia/New Zealand, Canada, Latin America, Europe, Middle East, and Africa.

Products and services

Partial list of hardware products

Universal Storage Platform. The Hitachi Universal Storage Platform (USP-V & USP-VM) family is HDS high-end storage platform focused on consolidation for enterprise storage needs, including virtualization of internal and external heterogeneous into one pool.

USP-V / USP-VM products are also OEMed and resold by Sun Microsystems as its Sun StorageTek 9990V & 9985V Systems , and by HP as its HP StorageWorks XP 24000 / XP 20000 Systems

Adaptable Modular Storage. The Hitachi Adaptable Modular Storage 2000 line is designed for fault tolerant mission critical storage needs and uses a symmetric active-active controller architecture.

Hitachi High-performance NAS (HNAS). The Hitachi High-performance NAS line offers best-in-class performance and scalability, Intelligent Tiering with dynamic data migration (Hierarchical storage management), and Cluster Namespace (CNS) for unified file administration.

Technology Partners

Hitachi Data Systems has three types of partners: Solution, Technology and Developer.

Partners include:

Abrevity

Agfa

Akorri

Alero

Applimation

APTARE

Arkivio

Atempo

BlueArc

Brocade

BusTech

CA, Inc.

CaminoSoft Corp

Carestream Health

Ceyoniq

Ciena Corporation

Cisco

COI

CommVault

Configuresoft, Inc.

Continuity Software

Crossroads Systems

CSP

Cyberdigm

DecaSoft

Diligent

Dream Security

EASY SOFTWARE

Emulex

Enigma Data Solutions

FileTek

For The Record

Fujifilm

Gwava

Hewlett-Packard

IBM

Incipient, Inc.

Index Engines

Innovation Data Processing

Intellitactics, Inc

Intense Technologies Limited

Intercom

Kazeon

Kraftway

Laserfiche

Mawell

Message Gate

Messaging Architects

Microsoft

Mimosa Systems

Mobius (an ASG Company)

Moonwalk

NDMA

Newgen

Nice

Nikoyo

North King Technology

Open Text Corporation

Optimal Systems

Oracle Corporation

Princeton Softech

Procedo

Qlogic

QStar Technologies Inc.

Redwood Software

Sanpulse

SAP AG

SenSage

Seven Ten Storage

Softnext

Solix

STAR STORAGE

StoredIQ

Sun Microsystems

Surety

Symantec

TeamQuest

Tek-Tools

TERASYSTEM

Torpedo

Union Information Systems

Verint Systems

Verismart

Visus

VMware

Windfire System

ZANTAZ

ZipLip

Zoral

References

^ "Hitachi Data Systems Corporation Company Profile". Yahoo Financel accessdate=2009-01-21. http://biz.yahoo.com/ic/103/103884.html. 

^ "Microsoft Solutions Partners". Microsoft. http://www.microsoft.com/virtualization/partner-profile-hitachi.mspx. Retrieved 2009-01-21. 

^ "Vendor profile: Hustling Hitachi Data Systems has EMC in its sights". Computerworld Storage Network World Online. http://www.snwonline.com/voice/hustling_hitachi_02-10-2003.asp. Retrieved 2009-01-21. 

^ "National Semiconductor Corporation". Funding Universe. http://www.fundinguniverse.com/company-histories/National-Semiconductor-Corporation-Company-History.html. 

^ "Sierra Adds Power to I.B.M". The New York Times. February 13, 1985. 

^ AP (November 16, 1983). "I.B.M. SUIT MAY ASK $2.5 BILLION". The New York Times. http://www.nytimes.com/1983/11/16/business/ibm-suit-may-ask-2.5-billion.html. 

^ Peter Carey (May 22, 1983). "The selling of IBM secrets". Boca Raton News. http://news.google.com/newspapers?nid=1291&dat=19830522&id=yTMQAAAAIBAJ&sjid=1IwDAAAAIBAJ&pg=7268,6364925. 

^ LAWRENCE M. FISHER (February 28, 1989). "Partners Buy A Computer Subsidiary". The New York Times. http://www.nytimes.com/1989/02/28/business/partners-buy-a-computer-subsidiary.html. 

^ "Hitachi Data Systems Corporation". Business Week. http://investing.businessweek.com/research/stocks/private/snapshot.asp?privcapId=1006425. Retrieved 2008-04-17. 

^ "Hitachi Universal Storage Plaform V". Hitachi Data Systems. http://www.hds.com/products/storage-systems/universal-storage-platform-v.html. Retrieved 2008-04-17. 

^ "Sun Microsystem's website product page". Sun Microsystems. http://www.sun.com/storage/disk_systems/data_center/9990v/. Retrieved 2009-10-19. 

^ "Vendor profile: Hustling Hitachi Data Systems has EMC in its sights". Computerworld Storage Network World Online. http://www.snwonline.com/voice/hustling_hitachi_02-10-2003.asp. Retrieved 2009-01-21. 

^ "Hitachi AMS family overview". Hitachi Data Systems. http://www.hds.com/assets/pdf/hitachi-ams-2000-family-overview.pdf. Retrieved 2008-04-17. 

^ "Hitachi NAS platform overview". Hitachi Data Systems. http://www.hds.com/products/storage-systems/network-attached-storage/hitachi-high-performance-nas-platform.html. Retrieved 2009-07-30. 

^ Hitachi Web site. DS Partners. Retrieved September 11, 2009.

See also

National Semiconductor

External links

Wikimedia Commons has media related to: Hitachi Hard disks

Hitachi Data Systems Home Page

Hitachi Data Systems Blogs

Hitachi Data Systems Forums Home Page

Itel Corporation Company History

IEEE Annals January-March 2005 (vol. 27 no. 1), The Rise and Fall of Plug-Compatible Mainframes

Categories: Computer companies of the United States

EMD SDP40


China Product
China Product

Design

Like its predecessor in EMD's catalog, the SDP35, the SDP40 is essentially a high-horsepower freight locomotive with additional equipment for passenger train service.

In 1966, EMD updated their locomotive catalog with entirely new models, all powered by the new 645 diesel. These included six-axle models SD38, SD40 and SD45, in addition to the SDP40. All shared standardized components, including the frame, cab, generator, trucks, traction motors, and air brakes. The primary difference was the power output: SD38 = 2,000 hp (1,490 kW) from a non-turbocharged V16, SD40 = {convert|3000|hp|abbr=on|lk=in|sigfig=3}} from a turbocharged V16, and SD45 = 3,600 hp (2,680 kW) from a turbocharged V20. frp cooling towers

The SD40 and SDP40 were so similar that EMD published common operator's and service manuals to cover both. cross flow cooling tower

Besides horsepower, the primary characteristic of a passenger locomotive at the time was the ability to provide steam to the passenger cars, for heating, cooking, and sometimes cooling. Secondary characteristics could include a higher gear ratio for faster running, addition of the graduated-release feature to the air brakes, type F tight-lock couplers to keep equipment together in the event of a derailment, or extra signals and communication equipment. Of these, the steam generator was the largest, and had the greatest impact on the locomotive's appearance. To fit a steam generator to the freight-only SD40, the designers had to move all the machinery forward about two feet on the frame, add a compartment behind the radiators for the boiler, and divide the fuel tank into fuel and water sections. copeland air compressor

Aesthetics

Earlier passenger diesels, like the EMD E8, ALCO PA, FM Erie-built and Baldwin Sharknose, were streamlined cab units designed for good looks and the appearance of speed. The SDP40 instead has the rugged appeal of a high-horsepower road-switcher. This look was contemporary to, and eventually overtaken by cowl units like the GE U30CG and EMD FP45, SDP40F and F40PH.

Visually, the SDP40 is a hood unit distinguished only by the shape of its rear end behind the radiators, with its flat end having no number boards, shuttered boiler air intake on each side, extra exhaust stacks over the boiler, cantilevered walkway around the flat end, and very steep rear steps. EMD applied this same end to the passenger SDP35, SDP45, and GP40P locomotives, as well as the freight DD35, DDA40X and SD40T-2.



Amtrak's SDP40F locomotive, although sharing several mechanical specifications, is visually a much different locomotive. Seven years separate their introductions, and the SDP40F was actually based on the SD40-2. It had a full-width carbody, similar to the FP45. It was also six feet longer than the SDP40.

Original Owners

Passenger locomotive purchases in Canada, the United States and Mexico during the 1960's were limited to 111 units. In most cases, the purchaser intended to save costs by replacing older, less powerful locomotives.

The Great Northern Railway purchased the first six SDP40s in 1966, to replace older F-units on the Western Star and smaller regional trains. These were followed in 1967 by eight more powerful SDP45 locomotives ordered for the Empire Builder. After the startup of Amtrak in 1971, Great Northern Railway successor Burlington Northern Railroad converted all fourteen SDP passenger locomotives to freight service.

One SDP40, former Great Northern Railway 323, was temporarily renumbered 1976 and painted in red, white and blue for the United States Bicentennial in 1976.

NdeM's 14 were ordered in two groups: Ten in 1968 and four in 1970. In 1998, the government of Mexico privatized the NdeM, and the locomotives were split between two successor companies. Eight went to TFM, which was later purchased KCS and became KCSM. These eight have roamed freely in the United States. The other six went to Ferromex.

Roster

Order

Built

Serial

Phase

1st No.

2nd No.

3rd No.

4th No.

5th No.

6th No.

7th No.

Disposition

7870-

5/66

31592

Ia2

GN 320

BN 9850

BN 6394

Scrapped MK Rail July 1996

7870-2

5/66

31593

Ia2

GN 321

BN 9851

BN 6395

MRL 290

Rebuilt, Active

7870-

5/66

31594

Ia2

GN 322

BN 9852

BN 6396

Wrecked June 1984, scrapped

7870-4

5/66

31595

Ia2

GN 323

BN 9853

BN 6397

BN 1976

BN 6397

BNSF 6325

GCFX 3093

Rebuilt, Active

7870-

5/66

31596

Ia2

GN 324

BN 9854

BN 6398

BNSF 6326

GN 6326

Stored Dead - Reporting mark changed from BNSF to GN to make way for new deliveries

7870-

5/66

31597

Ia2

GN 325

BN 9855

BN 6399

BNSF 6327

MNTX 6327

Retired June 2008, donated to the Minnesota Transportation Museum May 2009.

710917

5/68

33371

IIb_

NdeM 8522

FNM 8522

TFM 1314

KCSM 1314

Scrapped December 2008 by Progress Rail in Mayfield, KY

710918

5/68

33372

IIb_

NdeM 8523

FNM 8523

TFM 1315

KCSM 1315

710919

5/68

33373

IIb_

NdeM 8524

FXE ????

710920

5/68

33374

IIb_

NdeM 8525

FXE ????

710921

5/68

33375

IIb_

NdeM 8526

FXE ????

710922

5/68

33376

IIb_

NdeM 8527

FXE ????

Was once derelict - rebuilt into FNM 13099, FXE 3212, or FXE 3227?

710923

5/68

33377

IIb_

NdeM 8528

FNM 8528

TFM 1316

KCSM 1316

Scrapped December 2008 by Progress Rail in Mayfield, KY

710924

5/68

33378

IIb_

NdeM 8529

FNM 8529

TFM 1317

KCSM 1317

Scrapped December 2008 by Progress Rail in Mayfield, KY

710925

5/68

33379

IIb_

NdeM 8530

FNM 8530

TFM 1318

KCSM 1318

KCS 3057

710926

5/68

33380

IIb_

NdeM 8531

FNM 8531

TFM 1319

KCSM 1319

Rebuilt to SD22ECO August 2009

711392

5/70

36156

IIb2

NdeM 8532

FXE ????

711393

5/70

36157

IIb2

NdeM 8533

FNM 8533

TFM 1320

KCSM 1320

Rebuilt to SD22ECO August 2009

711394

5/70

36158

IIb2

NdeM 8534

FXE ????

711395

5/70

36159

IIb2

NdeM 8535

FNM 8535

TFM 1321

KCSM 1321

Phases refer to SD40s in general.

Rebuilds

FNM 13099 was rebuilt by the San Luis Potosi shops, but the original locomotive number is unknown. The steam generator air intake was plated over during the rebuild.

FXE 3212 was rebuilt from an SDP40, but the original locomotive number is unknown. This rebuild resulted in removal of most of the steam generator compartment and installation of rear switching steps.

FXE 3227 appears to have been rebuilt from an SDP40, but the original locomotive number is unknown. The steam generator air intake was plated over during the rebuild, but it retained the full compartment and vertical rear steps.

MRL 290 was wrecked in 1988, and subsequently sold to MRL. It is listed in rosters and lettered as an SDP40-2XR. Its steam generator air intake was plated over during the rebuild, but it retained the full compartment and vertical rear steps.

GCFX 3093 sources suggest was remanufactured by Alstom to SD40-2 specifications. Much of the steam generator compartment was removed to permit installation of compliant rear switching steps.

KCS 1319 was rebuilt by EMD in London, ON during August 2009 into an SD22ECO, keeping its external appearance.

KCS 1320 was rebuilt by EMD in London, ON during August 2009 into an SD22ECO, keeping its external appearance.

A consideration when rebuilding an SDP40 is that the rear corner steps do not comply with current Federal Regulations. The bottom step must be further out than the upper steps to provide a place to stand. Since the steam generator compartment extends to the end of the frame, it must be removed to install compliant switching steps. FXE 3212 and GCFX 3093 are examples. See:

49 CFR 231.29 Road locomotives with corner stairways

49 CFR 231.30 Locomotives used in switching service

The KCS pair rebuilt into SD22ECOs took a different approach: The bottom steps of the rear ladders were moved out to meet the requirement.

Preservation

BNSF donated 6327 - former Great Northern 325 and their last SDP40 in service - to the Minnesota Transportation Museum in May 2009.

References

Moran, Miles (1975). "And Passenger Service Too". Railroad Modeler 5 (8): 4047. 

Pinkepank, Jerry A. (1973). The Second Diesel Spotter Guide. Milwaukee, WI: Kalmbach Publishing Company. ISBN 0-89024-026-4. 

Shine, Joseph W. (1992). Great Northern Color Pictorial - Volume 2: Division Assignment, Second Generation Diesels, The Big Sky Blue Era. La Mirada, CA: Four Ways West Publications. ISBN 0961687479

Strauss, John F. Jr. (1998). Great Northern Color Pictorial - Volume 5: Rocky's Robe of Many Colors. La Mirada, CA: Four Ways West Publications. ISBN 1885614225

Sarberenyi, Robert. EMD SD40, SD40A, and SDP40 Original Owners. Retrieved on August 27, 2006

The UNofficial EMD Homepage. Retrieved on May 1, 2009

EMD's SD40, SD40A, and SDP40 - Original Owners. Retrieved on May 5, 2009

Great Northern Empire - GN EMP SDP40 Roster. Retrieved on May 5, 2009

KCS NAFTA Rosters. Retrieved on May 5, 2009

Service Department (1966). SD40 - SDP40 Operator's Manual. La Grange, IL: Electro-Motive Division of General Motors Corporation

Progress Rail KCS loco scrapping observed. Retrieved on June 13, 2009

SD22ECO rebuilds 1319 and 1320 observed. Retrieved on August 27, 2009

See also

List of GM-EMD locomotives

List of GMD Locomotives

v  d  e

6- and 8-axle diesel-electric locomotives built by GM-EMD

Six-axle road power

SD7  SD9  SD18  SD24  SD28  SD35  SDP35  SD38  SD38AC  SD38-2  SD39  SDL39  SD40  SD40X  SD40A  SD40-2  SD40-2W  SD40T-2  SD40-2S  SDP40  SDP40F  SD45  SD45X  SD45-2  SD45T-2  SDP45  SD50  SD60  SD60F  SD60I  SD60M  SD70  SD70I  SD70M  SD70MAC  SD70M-2  SD70ACe  SD75M  SD75I  SD80MAC  SD89MAC  SD90MAC

Eight-axle road power

DD35  DD35A  DDA40X  DDM45

See also: List of GM-EMD locomotives

Categories: EMD locomotives | C-C locomotives | Passenger locomotives | Diesel locomotives of the United States | Railway locomotives introduced in 1966Hidden categories: Unusual parameters of Infobox locomotive template

Special Agent Oso


China Product
China Product

Cast/Characters

This is a full list of the show's cast in the English and hispanoamerican dubbed version.

Character (English/Hispanoamerican) pierre cardin pens

Voiced by in the English Version zebra pens

Voiced by in the Hispanoamerican Dubbed Version floating pens

Other Information

Special Agent Oso/Agente Especial Oso

Sean Astin

Hector Emmanuel Gmez

A special agent appearing as a colourful panda in training to help children. He has a computerized assistant named "Paw Pilot" who tells Oso the 'three special steps' he needs to accomplish for his current mission. When he accomplishes the tasks, he gets a reward called the "Digi-Medal". Oso is a children's parody of James Bond.

Paw Pilot or Paw Guide/Garra gua

Meghan Strange

Natalia Sosa

She is the computerized assistant of Oso who tells the missions and the three special steps that Oso has to complete. She appears in a paw-shaped computer that Oso carries on his outfit.

Mr. Dos/Seor Dos

Gary Anthony Williams

Agustn Lpez Lezama

Oso's boss. He tells the assignments that Special Agent Oso needs to accomplish. He is not seen, but only can be heard in Oso's watch.

Special Agent Wolfie or Special Agent Johnson/Agente Especial Lobito

Phill Lewis

Vctor Ugarte

One of the two special agents that assist Oso in his training. He is a blue wolf. His line is "A-WOOO-tstanding!".

Special Agent Dotty/Agente Especial Dotty

Amber Hood

Mireya Mendoza

One of the two special agents that assist Oso in his training. She is a spotted orange cat, and the only female special agent. Her line is "Spot on!".

Whirly Bird or Help Bird/Helipjaro

Cam Clarke

Javier Olgun

He is Oso's talking aeroplane where he takes Oso to the place where someone needs help.

R.R Rapide

Cam Clarke

N/A

He is Oso's French talking train which is hard of hearing and first appears in the 15th episode, The Boy With The Golden Gift. He doesn't star in the Hispanoamerican Dubbed version.

Shutterbug

N/A

N/A

He is Oso's camera who keep the eye out for someone who needs help. He resembles as a ladybug. He doesn't star in the Hispanoamerican Dubbed version.

Episodes

Main article: List of Special Agent Oso episodes

There are currently 47 episodes in the whole series, 47 in series 1 and currently working on a series 2.

Series No.

Status

Episodes No.

Other Information

1

Series finished

47

Series 1 has finished and 47 episodes have been produced, but still airing on several countries.

2

Currently being produced

0

A second series has been confirmed and currently being produced.

Three Special Steps

Main article: List of Special Agent Oso episodes

The Three Special Steps are the steps that Paw Pilot gives Oso to follow when he is on his special assignments. Oso has a matter of time to finish the three special steps. In the episode list the three special steps are separated by commas, not 'and'.

Training Exercises

Main articles: Special Agent Oso#Training Exercises (not Special Assignments) and List of Special Agent Oso episodes

The training exercises are Oso's training task. They are given by Wolfie or Dotty. Oso usually fails the first try, but in the special assignments he remembers something about the training exercise, thanks to the person he is helping. He tries a second time and completes the training exercise, then earns a Digi-Medal.

Special Assignments

Main articles: List of Special Agent Oso episodes and Special Agent Oso#Three Special Steps

The special assignments are missions when Oso helps other kids do whatever they need help with. Oso tries to complete the Three Special Steps that Paw Pilot gives him.

Training Exercises (not Special Assignments)

(The exercises are named after James Bond movies.)

Series 1

To Grandma With Love/Gold Flower

Wolfie tells Oso to climb Mount Aconcagua in Mendoza, Argentina. Oso learns to climb with both arms and legs.

Dotty tells Oso to space walk towards the satellite in outer space. Oso learns to keep the tether straight.

Never Say No Brushing Again/The Girl With The Golden Book

Dotty tells Oso to repair her spacejet. The Rectangle Door can be Unlocked by Top & Bottom Latches.

Dotty tells Oso how to identify a Hidden Agent. It was Oso.

Live and Jump Rope/A View To A Kitten

Dotty tells Oso how to Jump on Laser Beams. Oso learns how to jump when it get to his feet.

Dotty Tells Oso how to find a buried spy plane in the Sahara Desert. Oso listens for the beeps.

A View To A Book/Diamonds Are For Kites

Wolfie tells Oso how to drive. Oso Knows How to Slow Down on a Sharp Turn

Wolfie tells Oso how to Get Across a Ravine. Oso Knows how to Tie Gently.

The Boy With The Golden Gift/Birthdays Are Forever

Dotty tells Oso to solve the mystery picture. Oso learns to fold the paper to make triangles. The mystery picture is R.R. Rapide.

Dotty tells Oso to put the air brake pipes onto R.R. Rapide to make him slow down. Oso learns to put the each opening of the pipe on each side of the air brake box

Carousel Royale/Leaf Raker

Wolfie Tells Oso to Load up the Statue on R.R. Rapide. Oso learns to close the crane claw.

Dotty tells Oso how to Step up Without Gagdets. Oso learns to use a step stool.

Thunder Berries/Flowers Are Forever

Dotty tells Oso to put invisibility paint on his motorcycle. Oso learns how to remove the paint by using the water hose.

Dotty tells Oso to fly a plane over the field and come back safely. Oso learns how to get the plane in the air by pulling the steering wheel.

For Your Nice Bunny/For Pancakes With Love

Dotty tells Oso to bring an envelope downstairs, out side the building, and following the path to go through the gate while being chased by dogs. Oso learns how to latch a gate. Inside the envelope is dog food.

In space, Dotty tells Oso to fix a solar panel from a satellite. Oso learns how to be gentle.

License To Clean/On Her Cousin's Special Salad

Dotty tells Oso to go in a cave and find a red gem. Oso learns to use a flashlight.

Wolfie tells Oso to go underwater and find a submarine with two stars. Oso learns to use a brush.

Hide Another Day/Live And Let Dry

Wolfie tells Oso to put the pen together, blindfolded. Oso learns to find something under the table.

Wolfie tells Oso to kayak down the river and find the blue flag. Oso learns to wipe the water off the mask.

Dr. Off/License To Dress

Dotty tells Oso to follow her and Wolfie to the underground tunnel. Oso learns to hold the remote and point it to the entrance to the tunnel.

Wolfie tells Oso to wear the scuba gear over his tuxedo to swim to the yacht for a fancy party. Oso learns to zip up the zipper to keep his tuxedo from getting wet.

Octo-Puzzle/One Suitcase Is Now Enough

Dotty Tells Oso To Find the Red Sports Car. Oso learns to look at a picture.

Dotty Tells Oso to Enter the Special Gadget Room. Oso learns to turn it and fit in the different way.

Three Wheels Are Not Enough/A Zoo to a Thrill

Dotty tells Oso to close the Spacejet Door. Oso learns to turn the handle to the right.

Wolfie tells Oso to find the disc that's hidden behind the painting. Oso learns to catch the disc as it come out of the slot.

The Girl Who Cheered Me/License to Twirl

Wolfie tells Oso to find the box with the blue moon from his train R. R. Rapide to his helicopter Whirly Bird. Oso learns to shout really loud.

Wolfie tells Oso to sail his boat till he reach a submarine. Oso learns to lower the anchor he needs to give the wheel a good hard spin.

For Show and Tell Only/Piggy Bank Royale

Wolfie tells Oso to help R. R. Rapide to take his boat to the sea. Oso learns to couple the couplings together.

Dotty tells Oso how to avoid a meteor shower. Oso learns to fly above the meteors, where it is safe.

Hopscotch Royale/Goldringer

Wolfie tells Oso to cross a swamp on a path of stones without spilling a tube of sponge creature capsules. Oso learns to hop on one foot.

Dotty tells Oso to fire a laser pointer at a target on a mountainside. Oso learns to aim by sighting down his arm.

The Living Flashlight/Sandcastle Royale

Wolfie tells Oso to launch the deep sea probe from the submarine into the bottom of the Atlantic Ocean. Oso learns to match the symbols correctly - plus on plus, and minus on minus.

Wolfie tells Oso to follow his footprints through the forest to find him. Oso learns to follow the footprints that shaped like a paw.

License to Chill/GoldenFly

Dotty tells Oso to paint a car black. Oso learns to wait for the paint to dry before he can touch the car.

Wolfie tells Oso to steer his boat to the dock and parked the boat. Oso learns to follow the light.

Tie Another Day/You Only Start Pre-School Once

Dotty tells Oso to ride a horse and get it to jump over the tallest fence. Oso learns to pull the reins tight.

Dotty tells Oso to get to the Unique Special Agent Car Wash. Oso learns to look at the Eye Scanner.

Goldfeather/Live and Let Ride

Wolfie tells Oso to ride a zipline from his iceberg to his own. Oso learns to run fast and jump.

Dotty tells Oso to blast off into space. Oso learns to type his name (Training Exercise Code Word).

For Your Pies Only/The Plates Are Not Enough

Dotty tells Oso to ride his new motorcycle all around the track in less than one minute. Oso learns to go around the mud puddles.

Dotty tells Oso to snowboard down a mountain. Oso learns to go to the left.

For Your Ice Only/Coldfingers

Dotty tells Oso to cross a narrow metal beam to get the red flag. Oso learns to hold his arms out to steady himself.

Dotty tells Oso to ski down a mountain without falling. Oso learns to put on gloves.

Nobody Draws It Better/ThunderBubble

Wofie tells Oso to get into the Ice Base and open the Ice Base gate. Oso learns to say the password. The password is Down.

Wolfie tells Oso to help him get his boat from the passageway into the lake. Oso learns to stop adding water.

Series 2

No episodes have been made for Series 2 yet.

Missions

Main article: List of Special Agent Oso episodes

DVD releases

Title

Release date

Episodes included

Other features

Region 2

Region 1

Region 4

Training In Ready

May 11, 2010

TBA

TBA

To Grandma With Love/Gold Flower

Never Say No Brushing Again/The Girl With The Golden Book

Live And Jump Rope/A View To A Kitten

A View To Book/Diamonds Are For Kites

Further information: List of Special Agent Oso episodes#DVD releases

Broadcast

Country / Region

Channel

Title

 United States

Disney Channel's Playhouse Disney

Special Agent Oso

 Turkey

Disney channel

Latin America

Playhouse Disney Channel

Oso: Agente Especial

 Brazil

Agente Especial Urso

Southeast Asia

Playhouse Disney

Special Agent Oso

 Poland

Disney Channel's Playhouse Disney

Agent Specjalny OSO

Scandinavia

Playhouse Disney

Special-agent OSO

 Arab League

Disney Channel's Playhouse Disney Morning

Special Agent Oso

Southern Africa

Disney Channel's Playhouse Disney

special agent OSO

 Portugal

Disney Channel's Playhouse Disney

Agente Especial Oso

 Spain

Playhouse Disney

 France

Playhouse Disney

Agent Special OSO

 Italy

Playhouse Disney

Agente Speciale OSO

 Greece

ET1



 Japan

Disney Channel's Playhouse Disney

OSO

 India

Disney Channel's Playhouse Disney

Special Agent Oso

 United Kingdom

Playhouse Disney

Special Agent Oso

External links

Official Website

Disney Channel press release for Special Agent Oso

Special Agent Oso on TV.com

Spanish Wikipedia

Special Agent Oso on Spanish Wikipedia

Special Agent Oso on Spanish Wikipedia (Printable Version)

Special Agent Oso on Spanish Wikipedia (PDF Version)

Notes

^ http://www.scrippsnews.com/node/42239

Preceded by

Imagination Movers

Playhouse Disney Shows

2009

Succeeded by

Jungle Junction

Categories: Disney Channel shows | 2009 American television series debuts | Television programs featuring anthropomorphic characters