27.9% of residents were under the age of 18 8.7% were between the ages of 18 and 24 27.3% were from 25 to 44 23.3% were from 45 to 64 and 12.5% were 65 years of age or older. The average household size was 2.62 and the average family size was 3.07. 24.7% of all households were made up of individuals, and 11.3% had someone living alone who was 65 years of age or older. There were 612 households, of which 39.7% had children under the age of 18 living with them, 49.3% were married couples living together, 12.7% had a female householder with no husband present, 7.7% had a male householder with no wife present, and 30.2% were non-families. Hispanic or Latino of any race were 0.8% of the population. The racial makeup of the town was 97.7% White, 0.4% African American, 0.2% Native American, 0.2% Asian, 0.2% from other races, and 1.2% from two or more races. There were 683 housing units at an average density of 1,219.6 per square mile (470.9/km 2). The population density was 2,975.0 inhabitants per square mile (1,148.7/km 2). Demographics Historical population CensusĪs of the 2010 census, there were 1,666 people, 612 households, and 427 families living in the town. Īccording to the 2010 census, Arcadia has a total area of 0.56 square miles (1.45 km 2), all land. School terms lasted three months, financed by private subscriptions of $1.50 per pupil. Education Īs early as 1840, a school of hewed logs was built on wooded property donated by Moses Martz. In about 1890, the first creamery was established in Arcadia by Toll Driver. Wiles and John Burris, manufacturing an average of 200 lbs. In 1898, the Arcadia Cheese Factory was opened by E. The Baker Glass Company moved operations from Findley, Ohio in 1894, using gas donated by the town, and later the Flint House Glass Company set up a factory to manufacture lamp chimneys. Hollett, which supplied brick for miles up and down the Erie Railroad, using clay from nearby land. A brick plant was opened by George Walters and B. By 1880, eastern factories had used most of the timber they needed for fuel, and were moving west where coal was plentiful, but natural gas allowed them to fire kilns used in glass and brick manufacturing. In 1888, the Frankfort Oil and Gas Company drilled for natural gas and struck a vein which ran from Arcadia and to the southwest for some six miles, which caused a small boom in industry. By the 1880s the town included a wagon shop, a drug store, a butcher shop, a hardware store, and a number of dry goods and grocery stores, a furniture store, an undertaker, and two grain elevators. The town continued to attract new businesses through the end of the century. Immediately Arcadia enjoyed steady growth as a farming community, and attracted a wide variety of businesses, which in the early years included a cigar factory, a cabinet shop, a flour and sawmill, and a planing mill to manufacture building materials. Manufacturing and Industry īy 1852, the railroad was complete, which included a north and south road constructed by the railroad which ran from Indianapolis to Peru, Indiana. Early sidewalks were raised wooden platforms, later replaced by gravel and sawdust. The land was drained by two large open ditches, later spanned by crude log bridges. After the town was laid out, the woods were cleared and streets paved with gravel, and their upkeep was paid for by a toll of 10 cents for a horse and buggy and 12 cents for a horse and wagon. At this time, the site was heavily wooded, and described as "low" and marshy. According to tradition, the town was originally to be named "Shaltz", combining the names of the two men Shaffer and Waltz, but the official naming was left up to Judge Jeremiah Smith, who called it Arcadia, after the ancient region of Greece. By 1849 the town was laid out when the railroad had surveyed a route across the land owned by Shaffer and Waltz, and a year later in 1850, the two men donated the land on which the town was founded, which was plotted the next year by Isaac Martz. On January 18, 1846, the Peru and Indianapolis Railroad (P&I) was incorporated to construct and operate a line from Peru, Indiana, to Indianapolis to connect with the Jeffersonville, Madison and Indianapolis Railroad (JMI). On December 12, 1836, John and Harriet Shaffer bought 160 acres of land adjacent to a plot owned by Daniel and Matilda Waltz, which was later to become the heart of downtown Arcadia. Settlers began to move into the area as early as 1833, when Hencil Bartholomew bought property near present day Arcadia, and other settlers quickly followed. The population was 1,666 at the 2010 census. Arcadia is a town in Jackson Township, Hamilton County, Indiana, United States.
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Twenty-two patients who underwent anterior and posterior spinal fixation were studied. This study evaluated the pathogenesis of disc hernia in cervical fracture dislocations. Maeda, Go Shiba, Keiichiro Ueta, Takayoshi Shirasawa, Kenzo Ohta, Hideki Mori, Eiji Rikimaru, Shunichi Hida, Shinichi Tokunaga, Masami (Spinal Injuries Center, Fukuoka (Japan))Īlthough disc injury is common in cervical spinal fractures the mechanism of disc herniation in cervical fracture dislocations is not known. (author)Įnergy Technology Data Exchange (ETDEWEB) We concluded that the characteristic MRI findings of cervical disc hernia are as follows: 1) discontinuity of injured disc, 2) anterior indentation of spinal cord at the site of dislocated vertebral body, and 3) signal irregularity at the site of interspace between dislocated vertebral body and spinal cord. During surgery, cervical disk hernia were found in six patients (27 %), and the MRI finding of these patients were evaluated in detail. Findings of preoperative magnetic resonance imaging (MRI) were compared with surgical findings. Maeda, Go Shiba, Keiichiro Ueta, Takayoshi Shirasawa, Kenzo Ohta, Hideki Mori, Eiji Rikimaru, Shunichi Hida, Shinichi Tokunaga, MasamiĪlthough disc injury is common in cervical spinal fractures the mechanism of disc herniation in cervical fracture dislocations is not known. International Nuclear Information System (INIS) MRI findings in posterior disc prolapse associated with cervical fracture dislocation Surgeons who treat cervical spine trauma should be able to perform both procedures as well as combined approaches to adequately manage CFD and improve patients’ final outcomes. Although both anterior and posterior approaches can be used interchangeably, there are some patients who may benefit from one of them over the other, as discussed in this review. Combined approaches can be used in more complex cases. Posterior approaches are useful for direct reduction of locked facet joints and provide stronger fixation from a biomechanical point of view. Anterior approaches can restore cervical lordosis, and cause less postoperative pain and less wound problems. We performed a systematic literature review to evaluate the indications for anterior and posterior approaches in the management of CFD. Surgical treatment of traumatic cervical facet dislocation: anterior, posterior or combined approaches?ĭirectory of Open Access Journals (Sweden)įull Text Available ABSTRACT Surgical treatment is well accepted for patients with traumatic cervical facet joint dislocations (CFD, but there is uncertainty over which approach is better: anterior, posterior or combined. While transoral intraoperative reduction of a partially displaced odontoid fracture has previously been described, the authors present the first case utilizing this technique in the treatment of a completely dislocated type II odontoid fracture. In this report, the authors present the case of a patient with a locked type II odontoid fracture treated by anterior screw fixation facilitated by closed transoral and posterior cervical manual reduction. Piedra, Mark P Hunt, Matthew A Nemecek, Andrew NĮarly fixation of type II odontoid fractures has been shown to provide high rates of long-term stabilization and osteosynthesis. Anterior screw fixation of a dislocated type II odontoid fracture facilitated by transoral and posterior cervical manual reduction. If last season is anything to go by, de Ligt is a sure bet to reach and even exceed that milestone. The former Ajax captain is already rated high at 85 and being just 20-years-old, we can see where that 93 potential is coming from. Mathijs de Ligt (Piemonte Calcio): We know! We’re staying on the defensive end of the park with Dutch defender de Ligt. At 27-years-old, it’s hard to imagine him getting much better, but keepers are usually late bloomers and EA trusts him to add up to three points to his already impressive score of 90. it's another keeper! German stalwart ter Stegen is considered Barca’s second-best player behind Messi by FIFA 20 and if you’ve watched any of their games these last couple of years, you could see why. At 91 overall already, Oblak could push up to 93, matching Cristiano’s current level. Oblak was acknowledged as the best goalkeeper in the world by FIFA 20 and EA believe he could become even better. Jan Oblak (Atlético Madrid): It’s a rarity for your team’s star player to be the goalkeeper but that is exactly the case with Spanish side Atletico. A couple years older than Messi, the Portuguese star is in the same boat on the way down as these next few names develop their skills further. Regardless of what his team’s name is, Ronaldo’s overall score allows him to sit among the “potential” elite for another year. Cristiano Ronaldo (Piemonte Calcio): Yes, yes, it’s Juventus, we know. Lionel Messi (Barcelona): Here he is – the Argentinian magician himself! Messi is the highest-rated player at the start of the game but at 32-years-old, he is understandably not going to get any better with time, meaning Mbappé will take over sooner rather than later. Mbappé is sitting on an 89 overall to start the game but his 95 potential means that eventually, he can become the number one player in the world, at least in the FIFA universe. Kylian Mbappé (Paris Saint-Germain): You might have expected to see a certain Argentinian first on this list, but no, EA believe the young French striker could exceed said Argentinian’s current level of ability. 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Step 1: Get Red Alert 2 and Yuris Revenge You can now buy a digital copy of all 12 Command & Conquer games from the EA Origin Store. In 2020, it released the Command & Conquer: Remastered Collection, with an attempted reboot on mobile devices in 2018 named Command & Conquer: Rivals. To its credit, Electronic Arts has tried to keep the Command & Conquer franchise alive to varying degrees over the years. Speedy and team definitely deserve a break, but maybe they're all the more excited for further RTS modding than ever. Mental Omega delivers two acts of campaign, and some fans are already questioning whether there could be a third. For context, that's longer than the official Red Alert franchise ever lasted.įunnily enough, as excited as fans are for the new and final update for Command & Conquer: Red Alert 2's Mental Omega mod, they're also asking the question of what will happen next. It's one thing to love a game so much that someone will dedicate their time to creating a mod, but it's something else entirely to work on a mod across over 15 years. What's most impressive about Mental Omega isn't just its size, but rather the dedication of Speeder and the other developers who have worked on the mod over the years. It's the first update in over a year, but for Command & Conquer fans, it's going to be more than worth the wait. This specific Mental Omega update, an upgrade to 3.3.6, includes nine missions, a new game mode where all RTS players start in the center of the map named "Land Grab," 40 standard maps, 10 "Land Grab" maps, 2 "Islands" maps, 5 "KOTH" variant maps, new units and buildings, new artwork, massive changes to the mod's balance, and so much more. RELATED: Command And Conquer Remastered: The Complete CNC Timeline Explained The free mod features a massive 133-mission "megacampaign" spread across four different factions. The announcement was made on Twitter by Mental Omega main designer Speeder, who confirmed to their followers, "The work is done." As of the start of November, Speeder and team uploaded version 3.3.6 of Mental Omega to ModDB, the final version of a massive mod for Command & Conquer 2: Red Alert 2's Yuri's Revenge expansion. Few, however, love Command & Conquer like the modders behind Mental Omega, a modding project for Command & Conquer: Red Alert 2 that's now finished after more than 15 years of development. Growing disinterest and lack of lack of funding in real-time strategy games hastened Command & Conquer's shelving, but there remain pockets of dedicated fans who adore the Westwood-developed series. Remember when installers were part of a game's world? And as Wes said, the music alone is a treasure.Command & Conquer, and particularly its Red Alert spin-off, used to be one of the most popular franchises in gaming. For instance, I was delighted that a redone version of the Red Alert installer greeted me the first time I launched it. I've only spent an hour playing around with it, but so far the Remastered Collection has ticked all the 'aw, they actually care' boxes I could want. I also recall making a special rules.ini file for purely air and naval wars, probably designed to go along with a long lost collection of custom maps.Īll this simple variable modding was a big part of my experience with Red Alert as a kid, and so I'm pleased that the detail wasn't overlooked in the remaster (or, at least, wasn't removed). I remember creating air units that could only attack other air units, because I was really interested in WW2 dogfighting back when Red Alert came out (I was also 11). You won't be able to make complex total conversions just by dicking around with an ini file, but you can do quite a lot with it. Otherwise, I've tested a few other variables and my changes showed up in the game as expected. I seem to remember having difficulty with that back in the day, too (maybe try editing the 'dog bite' attack instead). For some reason, editing the attack dog entry doesn't work.
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Navigating various test chambers using the portal gun, they learn how to use time portals to navigate between a version of Aperture's laboratories in the past and a dilapidated and broken version twenty years in the future, which the facility's artificial intelligence overseer states has been damaged as a visual aid. The player assumes the role of test subject 4509 in the Aperture Science Enrichment Center, who is awoken from stasis to take part in a "Time Travel Testing Course". Portal Reloaded is intended to take place in the same universe as the official Portal games according to the developer, the narrative is designed to not interfere with that of the original series. See also: Portal (series) § Setting and characters It is intended for "veteran players", being more challenging than the official games. The developer has stated that the mod is intended as a smaller-scale complement to the original game, in contrast to other modifications such as Portal Stories: Mel. Unlike Portal 2, which it is based on, the game's initial release did not feature a co-op mode. Therefore, careful usage of puzzle elements allows the player to have a duplicate of any puzzle element that can be brought through the time portal. A future variant of an object brought into the past does not create another future variant of itself. While past objects cannot be taken through the time portal into the future (causing a paradox), future variants of an object can be brought into the past. However, objects in the future can be moved independently of their past equivalents. If an object – such as a cube or a conventional portal – is manipulated in the past, it moves in the future chamber as well, causing its previous copy to fizzle. The game also involves solving puzzles with other testing elements introduced in the official games, such as buttons, cubes, lasers, and light bridges. Unique to the mod is a third "time portal", allowing the player to traverse between the same point in two alternate versions of the test chamber, located respectively in the past and the future. Players are equipped with a "portal gun", allowing them to create holes that connect disparate areas in three-dimensional space. In this example, the player can either use the blue portal to exit from the orange portal, or enter the green "time portal" to access the future chamber, where the other portals are positioned differently.Īs with the official Portal games, Portal Reloaded takes place in the Aperture Science facility, where the player character solves a variety of puzzles in test chambers. If the GT is low for a number of rounds, the player may get into trouble. In this way we can calculate the average GT (AGT). We can do a similar calculation whenever a new row of ten cards is dealt (and pretending it is the start of a new game). Once the first ten cards are dealt we can calculate the guaranteed turns (GT), that is the minimum number of cards a player can be sure of exposing before being forced to deal another row. Typical scatterplot for Spider solitaire (o = win, x = loss). (the AGT and ATSV statistics are defined below) where blue circles and red crosses indicate wins and losses respectively. The idea is to estimate what value these test statistics would take in a perfectly fair, unbiased game and then compare them to the values recorded in a game we suspect might be biased. Test statisticsįor each game played we wish to record a set of statistics that reflect the luck of the cards, so higher values indicate more chances of winning. Since there are kings in a total of cards, the chance of a single one of the exposed cards being a king is The expected number of exposed kings is therefore If after a large number of games we find the number of kings exposed is closer to on average then we will have reason to believe the program is biased. For instance, we know that there are 10 cards exposed in the starting position. If at any point in the game there are cards unseen, each card should have a chance of appearing as the next card turned over (for sake of argument we will ignore the equivalence of cards with identical suit and rank). Ideally, a Spider program should simulate a game played manually using physical playing cards and assuming perfect shuffling. By experimenting with Brown's strategies, I am indeed able to achieve He also points out his play is not perfect and an expert player could do even better, perhaps Popular belief suggests that very few games can be won under these conditions,īut Steve Brown ( California State University, Long Beach) gives some detailed strategies in his excellentīook Spider solitaire winning strategies and reports a win rate of 48.7% over 306 (declining a game with a poor initial deal), and that he or she is playing to win without regard to score, time taken "a Spider program is biased") is likely to be true or not.įor purposes of this article we will assume the player is playing with no "undo", "restart", or "mulligans" This can also serve as a good exercise of how one can use data observed in the real world and statistical techniques to test whether an hypothesis (e.g. However, with some elementary statistical techniques, it should be possible to validate or Of course users can also be on tilt and play below More specifically, ifĪ program detects the player has a high win rate, then it will "rig the cards" on subsequent games toĪrtificially reduce the win rate. Users have been known to complain about various software programs being biased. Spider solitaire is played with two standard decks of cards. |
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