UTF-8

# UTF-8

## Abstract

UTF-8 is a character encoding standard used for electronic communication. Defined by the Unicode Standard, the name is derived from Unicode Transformation Format – 8-bit.

UTF-8 is capable of encoding all 1,112,064 (17 planes times 2 code points per plane, minus 2 technically-invalid surrogates) valid Unicode code points using a variable-width encoding of one to four one- byte (8-bit) code units. Code points with lower numerical values, which tend to occur more frequently, are encoded using fewer bytes. It was designed for backward compatibility with ASCII: the first 128 characters of Unicode, which correspond one-to-one with ASCII, are encoded using a single byte with the same binary value as ASCII, so that a UTF-8-encoded document using only those characters is identical to the same text in ASCII and can be read by programs expecting such.

UTF-8 was designed as a superior alternative to UTF-1, a proposed variable-length encoding with partial ASCII compatibility which lacked some features including self-synchronization and fully ASCII-compatible handling of characters such as slashes. Ken Thompson and Rob Pike produced the first implementation for the Plan 9 operating system in September 1992. This led to its adoption by X/Open as its specification for FSS-UTF, which would first be officially presented at USENIX in January 1993 and subsequently adopted by the Internet Engineering Task Force (IETF) in RFC 2277 (BCP 18) for future internet standards work, replacing Single Byte Character Sets such as Latin-1 in older RFCs.

UTF-8 results in fewer internationalization issues than any alternative text encoding, and it has been implemented in all modern operating systems, including Microsoft Windows, and standards such as JSON, where, as is increasingly the case, it is the only allowed form of Unicode.

UTF-8 is the dominant encoding for the World Wide Web and other Internet technologies, accounting for 98.3% of all web pages, 99.1% of the top 100,000 pages, and up to 100% for many languages, as of 2024. Virtually all countries and languages have 95% or more use of UTF-8 encodings on the web.

## History

The International Organization for Standardization (ISO) set out to compose a universal multi-byte character set in 1989. The draft ISO 10646 standard contained a non-required annex called UTF-1 that provided a byte stream encoding of its 32-bit code points. This encoding was not satisfactory on performance grounds, among other problems, and the biggest problem was probably that it did not have a clear separation between ASCII and non-ASCII: new UTF-1 tools would be backward compatible with ASCII-encoded text, but UTF-1-encoded text could confuse existing code expecting ASCII (or extended ASCII), because it could contain continuation bytes in the range 0x21–0x7E that meant something else in ASCII, e.g., 0x2F for /, the Unix path directory separator.

In July 1992, the X/Open committee XoJIG was looking for a better encoding. Dave Prosser of Unix System Laboratories submitted a proposal for one that had faster implementation characteristics and introduced the improvement that 7-bit ASCII characters would only represent themselves; all multi-byte sequences would include only bytes where the high bit was set. The name File System Safe UCS Transformation Format (FSS-UTF) and most of the text of this proposal were later preserved in the final specification. In August 1992, this proposal was circulated by an IBM X/Open representative to interested parties. A modification by Ken Thompson of the Plan 9 operating system group at Bell Labs made it self-synchronizing, letting a reader start anywhere and immediately detect character boundaries, at the cost of being somewhat less bit-efficient than the previous proposal. It also abandoned the use of biases and instead added the rule that only the shortest possible encoding is allowed; the additional loss in compactness is relatively insignificant, but readers now have to look out for invalid encodings to avoid reliability and especially security issues. Thompson's design was outlined on September 2, 1992, on a placemat in a New Jersey diner with Rob Pike. In the following days, Pike and Thompson implemented it and updated Plan 9 to use it throughout, and then communicated their success back to X/Open, which accepted it as the specification for FSS-UTF.

UTF-8 was first officially presented at the USENIX conference in San Diego, from January 25 to 29, 1993. The Internet Engineering Task Force adopted UTF-8 in its Policy on Character Sets and Languages in RFC 2277 (BCP 18) for future internet standards work in January 1998, replacing Single Byte Character Sets such as Latin-1 in older RFCs.

In November 2003, UTF-8 was restricted by RFC 3629 to match the constraints of the UTF-16 character encoding: explicitly prohibiting code points corresponding to the high and low surrogate characters removed more than 3% of the three-byte sequences, and ending at U+10FFFF removed more than 48% of the four-byte sequences and all five- and six-byte sequences.

## Naming

The official name for the encoding is UTF-8, the spelling used in all Unicode Consortium documents. Most standards officially list it in upper case as well, but all that do are also case-insensitive and utf-8 is often used in code.

Some other spellings may also be accepted by standards, e.g. web standards (which include CSS, HTML, XML, and HTTP headers) explicitly allow utf8 (and disallow "unicode") and many aliases for encodings. Spellings with a space e.g. "UTF 8" should not be used. The official Internet Assigned Numbers Authority also lists csUTF8 as the only alias, which is rarely used.

In Windows, UTF-8 is codepage 65001 (i.e. CP_UTF8 in source code).

In MySQL, UTF-8 is called utf8mb4 (with utf8mb3, and its alias utf8, being a subset encoding for characters in the Basic Multilingual Plane).

In HP PCL, the Symbol-ID for UTF-8 is 18N.

In Oracle Database (since version 9.0), AL32UTF8 means UTF-8. Oracle previously used the UTF-8 name to refer to CESU-8, a deprecated variant.

UTF-8-BOM and UTF-8-NOBOM are sometimes used for text files which contain or do not contain a byte-order mark (BOM), respectively. In Japan especially, UTF-8 encoding without a BOM is sometimes called UTF-8N.

## Characteristics

Some of the important features of this encoding are as follows:

- Backward compatibility: Backward compatibility with ASCII and the enormous amount of software designed to process ASCII-encoded text was the main driving force behind the design of UTF-8. In UTF-8, single bytes with values in the range of 0 to 127 map directly to Unicode code points in the ASCII range. Single bytes in this range represent characters, as they do in ASCII. Moreover, 7-bit bytes (bytes where the most significant bit is 0) never appear in a multi-byte sequence, and no valid multi-byte sequence decodes to an ASCII code-point. A sequence of 7-bit bytes is both valid ASCII and valid UTF-8, and under either interpretation represents the same sequence of characters. Therefore, the 7-bit bytes in a UTF-8 stream represent all and only the ASCII characters in the stream. Thus, many text processors, parsers, protocols, file formats, text display programs, etc., which use ASCII characters for formatting and control purposes, will continue to work as intended by treating the UTF-8 byte stream as a sequence of single-byte characters, without decoding the multi-byte sequences. ASCII characters on which the processing turns, such as punctuation, whitespace, and control characters will never be encoded as multi-byte sequences. It is therefore safe for such processors to simply ignore or pass-through the multi-byte sequences, without decoding them. For example, ASCII whitespace may be used to tokenize a UTF-8 stream into words; ASCII line-feeds may be used to split a UTF-8 stream into lines; and ASCII NUL characters can be used to split UTF-8-encoded data into null-terminated strings. Similarly, many format strings used by library functions like "printf" will correctly handle UTF-8-encoded input arguments.

- Fallback and auto-detection: Only a small subset of possible byte strings are a valid UTF-8 string: several bytes cannot appear; a byte with the high bit set cannot be alone; and further requirements mean that it is extremely unlikely that a readable text in any extended ASCII is valid UTF-8. Part of the popularity of UTF-8 is due to it providing a form of backward compatibility for these as well. A UTF-8 processor which erroneously receives extended ASCII as input can thus "auto-detect" this with very high reliability. A UTF-8 stream may simply contain errors, resulting in the auto-detection scheme producing false positives; but auto-detection is successful in the vast majority of cases, especially with longer texts, and is widely used. It also works to "fall back" or replace 8-bit bytes using the appropriate code-point for a legacy encoding when errors in the UTF-8 are detected, allowing recovery even if UTF-8 and legacy encoding is concatenated in the same file.

- Prefix code: The first byte indicates the number of bytes in the sequence. Reading from a stream can instantaneously decode each individual fully received sequence, without first having to wait for either the first byte of a next sequence or an end-of-stream indication. The length of multi-byte sequences is easily determined by humans as it is simply the number of high-order 1s in the leading byte. An incorrect character will not be decoded if a stream ends mid-sequence.

- Self-synchronization: The leading bytes and the continuation bytes do not share values (continuation bytes start with the bits 10 while single bytes start with 0 and longer lead bytes start with 11). This means a search will not accidentally find the sequence for one character starting in the middle of another character. It also means the start of a character can be found from a random position by backing up at most 3 bytes to find the leading byte. An incorrect character will not be decoded if a stream starts mid-sequence, and a shorter sequence will never appear inside a longer one.

- Sorting order: The chosen values of the leading bytes means that a list of UTF-8 strings can be sorted in code point order by sorting the corresponding byte sequences.

### Single-byte

- UTF-8 can encode any Unicode character, avoiding the need to figure out and set a " code page " or otherwise indicate what character set is in use, and allowing output in multiple scripts at the same time. For many scripts there have been more than one single-byte encoding in usage, so even knowing the script was insufficient information to display it correctly.

- The bytes 0xFE and 0xFF do not appear, so a valid UTF-8 stream never matches the UTF-16 byte-order mark (BOM) and thus cannot be confused with it. The absence of 0xFF (0377) also eliminates the need to escape this byte in Telnet (and FTP control connection).

- UTF-8 encoded text is larger than specialized single-byte encodings except for plain ASCII characters. In the case of scripts which used 8-bit character sets with non-Latin characters encoded in the upper half (such as most Cyrillic and Greek alphabet code pages), characters in UTF-8 will be double the size. For some scripts, such as Thai and Devanagari (which is used by various South Asian languages), characters will triple in size. There are even examples where a single byte turns into a composite character in Unicode and is thus six times larger in UTF-8. This has caused objections in India and other countries.

- It is possible in UTF-8 (or any other multi-byte encoding) to split or truncate a string in the middle of a character. If the two pieces are not re-appended later before interpretation as characters, this can introduce an invalid sequence at both the end of the previous section and the start of the next, and some decoders will not preserve these bytes and result in data loss. Because UTF-8 is self-synchronizing this will however never introduce a different valid character, and it is also fairly easy to move the truncation point backward to the start of a character.

- If the code points are all the same size, measurements of a fixed number of them is easy. Due to ASCII-era documentation where "character" is used as a synonym for "byte" this is often considered important. However, by measuring string positions using bytes instead of "characters" most algorithms can be easily and efficiently adapted for UTF-8. Searching for a string within a long string can for example be done byte by byte; the self-synchronization property prevents false positives.

### Other multi-byte

- UTF-8 can encode any Unicode character. Files in different scripts can be displayed correctly without having to choose the correct code page or font. For instance, Chinese and Arabic can be written in the same file without specialized markup or manual settings that specify an encoding.

- UTF-8 is self-synchronizing: character boundaries are easily identified by scanning for well-defined bit patterns in either direction. If bytes are lost due to error or corruption, one can always locate the next valid character and resume processing. If there is a need to shorten a string to fit a specified field, the previous valid character can easily be found. Many multi-byte encodings such as Shift JIS are much harder to resynchronize. This also means that byte-oriented string-searching algorithms can be used with UTF-8 (as a character is the same as a "word" made up of that many bytes), optimized versions of byte searches can be much faster due to hardware support and lookup tables that have only 256 entries. Self-synchronization does however require that bits be reserved for these markers in every byte, increasing the size.

- Efficient to encode using simple bitwise operations. UTF-8 does not require slower mathematical operations such as multiplication or division (unlike Shift JIS, GB 2312 and other encodings).

- UTF-8 will take more space than a multi-byte encoding designed for a specific script. East Asian legacy encodings generally used two bytes per character yet take three bytes per character in UTF-8.

### UTF-16

- Byte encodings and UTF-8 are represented by byte arrays in programs, and often nothing needs to be done to a function when converting source code from a byte encoding to UTF-8. UTF-16 is represented by 16-bit word arrays, and converting to UTF-16 while maintaining compatibility with existing ASCII-based programs (such as was done with Windows) requires every API and data structure that takes a string to be duplicated, one version accepting byte strings and another version accepting UTF-16. If backward compatibility is not needed, all string handling still must be modified.

- Text encoded in UTF-8 will be smaller than the same text encoded in UTF-16 if there are more code points below U+0080 than in the range U+0800..U+FFFF. This is true for all modern European languages. It is often true even for languages like Chinese, due to the large number of spaces, newlines, digits, and HTML markup in typical files.

- Most communication (e.g. HTML and IP) and storage (e.g. for Unix) was designed for a stream of bytes. A UTF-16 string must use a pair of bytes for each code unit: The order of those two bytes becomes an issue and must be specified in the UTF-16 protocol, such as with a byte-order mark (BOM). If an odd number of bytes is missing from UTF-16, the whole rest of the string will be meaningless text. Any bytes missing from UTF-8 will still allow the text to be recovered accurately starting with the next character after the missing bytes.

- The order of those two bytes becomes an issue and must be specified in the UTF-16 protocol, such as with a byte-order mark (BOM).

- If an odd number of bytes is missing from UTF-16, the whole rest of the string will be meaningless text. Any bytes missing from UTF-8 will still allow the text to be recovered accurately starting with the next character after the missing bytes.

## Encoding

UTF-8 encodes code points in one to four bytes, depending on the value of the code point. In the following table, the x characters are replaced by the bits of the code point:

The first 128 code points (ASCII) need 1 byte. The next 1,920 code points need two bytes to encode, which covers the remainder of almost all Latin-script alphabets, and also IPA extensions, Greek, Cyrillic, Coptic, Armenian, Hebrew, Arabic, Syriac, Thaana and N'Ko alphabets, as well as Combining Diacritical Marks. Three bytes are needed for the remaining 61,440 codepoints of the Basic Multilingual Plane (BMP), including most Chinese, Japanese and Korean characters. Four bytes are needed for the 1,048,576 codepoints in the other planes of Unicode, which include emoji (pictographic symbols), less common CJK characters, various historic scripts, and mathematical symbols.

A whole graphic character can take more than 4 bytes, because it is made of more than one code point. For instance, a national flag character takes 8 bytes since it is "constructed from a pair of Unicode scalar values" both from outside the BMP. Some complex emoji characters can take even more than this: The transgender flag emoji (🏳⚧), which consists of the 5 code point sequence U+1F3F3 U+FE0F U+200D U+26A7 U+FE0F, requires sixteen bytes to encode, while that for the flag of Scotland (🏴) requires a total of 28 bytes for the 7 code point sequence U+1F3F4 U+E0067 U+E0062 U+E0073 U+E0063 U+E0074 U+E007F.

### Byte-order mark

If the Unicode byte-order mark (BOM, U+FEFF, technically the U+FEFF ZERO WIDTH NO-BREAK SPACE character) is at the start of a UTF-8 file, the first three bytes will be 0xEF, 0xBB, 0xBF.

The Unicode Standard neither requires nor recommends the use of the BOM for UTF-8, but warns that it may be encountered at the start of a file trans-coded from another encoding. While ASCII text encoded using UTF-8 is backward compatible with ASCII, this is not true when Unicode Standard recommendations are ignored and a BOM is added. A BOM can confuse software that isn't prepared for it but can otherwise accept UTF-8, e.g. programming languages that permit non-ASCII bytes in string literals but not at the start of the file. Nevertheless, there was and still is software that always inserts a BOM when writing UTF-8, and refuses to correctly interpret UTF-8 unless the first character is a BOM (or the file only contains ASCII).

### Invalid sequences and error handling

Not all sequences of bytes are valid UTF-8. A UTF-8 decoder should be prepared for:

- Bytes that can never appear in UTF-8: C0, C1, F5 – FF

- An unexpected continuation byte

- A non-continuation byte before the end of the character

- The string ending before the end of the character (which can happen in simple string truncation)

- An overlong encoding

- A sequence that decodes to an invalid code point

Many of the first UTF-8 decoders would decode these, ignoring incorrect bits and accepting overlong results. Carefully crafted invalid UTF-8 could make them either skip or create ASCII characters such as NUL, slash, or quotes. Invalid UTF-8 has been used to bypass security validations in high-profile products including Microsoft's IIS web server and Apache's Tomcat servlet container. RFC 3629 states "Implementations of the decoding algorithm MUST protect against decoding invalid sequences." The Unicode Standard requires decoders to: "... treat any ill-formed code unit sequence as an error condition. This guarantees that it will neither interpret nor emit an ill-formed code unit sequence."

Since RFC 3629 (November 2003), the high and low surrogate halves used by UTF-16 (U+D800 through U+DFFF) and code points not encodable by UTF-16 (those after U+10FFFF) are not legal Unicode values, and their UTF-8 encoding must be treated as an invalid byte sequence. Not decoding unpaired surrogate halves makes it impossible to store invalid UTF-16 (such as Windows filenames or UTF-16 that has been split between the surrogates) as UTF-8, while it is possible with WTF-8.

Some implementations of decoders throw exceptions on errors. This has the disadvantage that it can turn what would otherwise be harmless errors (such as a "no such file" error) into a denial of service. For instance early versions of Python 3.0 would exit immediately if the command line or environment variables contained invalid UTF-8.

Since Unicode 6 (October 2010), the standard (chapter 3) has recommended a "best practice" where the error is either one byte long, or ends before the first byte that is disallowed. In these decoders E1,A0,C0 is two errors (2 bytes in the first one). This means an error is no more than three bytes long and never contains the start of a valid character, and there are 21 952 different possible errors. The standard also recommends replacing each error with the replacement character "�" (U+FFFD).

These recommendations are not often followed. It is common to consider each byte to be an error, in which case E1,A0,C0 is three errors (each 1 byte long). This means there are only 128 different errors, and it is also common to replace them with 128 different characters, to make the decoding "lossless".

## Implementations and adoption

UTF-8 has been the most common encoding for the World Wide Web since 2008. As of September 2024, UTF-8 is used by 98.3% of surveyed web sites. Although many pages only use ASCII characters to display content, very few websites now declare their encoding to only be ASCII instead of UTF-8. Over 50% of the languages tracked have 100% UTF-8 use.

Many standards only support UTF-8, e.g. JSON exchange requires it (without a byte-order mark (BOM)). UTF-8 is also the recommendation from the WHATWG for HTML and DOM specifications, and stating "UTF-8 encoding is the most appropriate encoding for interchange of Unicode " and the Internet Mail Consortium recommends that all e‑mail programs be able to display and create mail using UTF-8. The World Wide Web Consortium recommends UTF-8 as the default encoding in XML and HTML (and not just using UTF-8, also declaring it in metadata), "even when all characters are in the ASCII range... Using non-UTF-8 encodings can have unexpected results".

Lots of software has the ability to read/write UTF-8. It may though require the user to change options from the normal settings, or may require a BOM (byte-order mark) as the first character to read the file. Examples of software supporting UTF-8 include Microsoft Word, Microsoft Excel (2016 and later), Google Drive, LibreOffice and most databases.

Some software can only read and write UTF-8 (or at least does not require a BOM). Windows Notepad, in all currently supported versions of Windows, defaults to writing UTF-8 without a BOM (a change from the outdated / unsupported Windows 7 Notepad), bringing it into line with most other text editors. Some system files on Windows 11 require UTF-8 with no requirement for a BOM, and almost all files on macOS and Linux are required to be UTF-8 without a BOM. Java 18 defaults to reading and writing files as UTF-8, and in older versions (e.g. LTS versions) only the NIO API was changed to do so. Many other programming languages default to UTF-8 for I/O, including Ruby 3.0 and R 4.2.2. All current versions of Python support UTF-8 for I/O, even on Windows (where it is opt-in for the open() function), and plans exist to make UTF-8 I/O the default in Python 3.15 on all platforms. C++23 adopts UTF-8 as the only portable source code file format (surprisingly there was none before).

Backwards compatibility is a serious impediment to changing code to use UTF-8 instead of a 16-bit encoding, but this is happening. The default string primitive in Go, Julia, Rust, Swift 5, and PyPy uses UTF-8 internally in all cases. Python 3.3 uses UTF-8 internally for Python C API extensions and sometimes for strings and a future version of Python is planned to store strings as UTF-8 by default. Modern versions of Microsoft Visual Studio use UTF-8 internally. Microsoft's SQL Server 2019 added support for UTF-8, and using it results in a 35% speed increase, and "nearly 50% reduction in storage requirements."

All currently supported Windows versions support UTF-8 in some way (including Xbox); partial support has existed since at least Windows XP. As of May 2019, Microsoft has reversed its previous position of only recommending UTF-16; the capability to set UTF-8 as the "code page" for the Windows API was introduced; and Microsoft recommends programmers use UTF-8, and even states "UTF-16 is a unique burden that Windows places on code that targets multiple platforms".

The Java programming language includes Modified UTF-8 (MUTF-8), in which the null character (U+0000) uses the two-byte overlong encoding 110 00000 10 000000 (hexadecimal C0 80), instead of 00000000 (hexadecimal 00). Modified UTF-8 strings never contain any actual null bytes but can contain all Unicode code points including U+0000, which allows such strings (with a null byte appended) to be processed by traditional null-terminated string functions. All known Modified UTF-8 implementations also treat the surrogate pairs as in CESU-8. In normal usage, the language supports standard UTF-8 when reading and writing strings through InputStreamReader and OutputStreamWriter (if it is the platform's default character set or as requested by the program). However it uses Modified UTF-8 for object serialization among other applications of DataInput and DataOutput, for the Java Native Interface, and for embedding constant strings in class files. The dex format defined by Dalvik also uses the same modified UTF-8 to represent string values. Tcl also uses the same modified UTF-8 as Java for internal representation of Unicode data, but uses strict CESU-8 for external data.

Version 3 of the Python programming language treats each byte of an invalid UTF-8 bytestream as an error (see also changes with new UTF-8 mode in Python 3.7); this gives 128 different possible errors. Extensions have been created to allow any byte sequence that is assumed to be UTF-8 to be losslessly transformed to UTF-16 or UTF-32, by translating the 128 possible error bytes to reserved code points, and transforming those code points back to error bytes to output UTF-8. The most common approach is to translate the codes to U+DC80...U+DCFF which are low (trailing) surrogate values and thus "invalid" UTF-16, as used by Python 's PEP 383 (or "surrogateescape") approach. Another encoding called MirBSD OPTU-8/16 converts them to U+EF80...U+EFFF in a Private Use Area. In either approach, the byte value is encoded in the low eight bits of the output code point. These encodings are very useful because they avoid the need to deal with "invalid" byte strings until much later, if at all, and allow "text" and "data" byte arrays to be the same object. If a program wants to use UTF-16 internally these are required to preserve and use filenames that can use invalid UTF-8; as the Windows filesystem API uses UTF-16, the need to support invalid UTF-8 is less there. For the encoding to be reversible, the standard UTF-8 encodings of the code points used for erroneous bytes must be considered invalid. This makes the encoding incompatible with WTF-8 or CESU-8 (though only for 128 code points). When re-encoding it is necessary to be careful of sequences of error code points which convert back to valid UTF-8, which may be used by malicious software to get unexpected characters in the output, though this cannot produce ASCII characters so it is considered comparatively safe, since malicious sequences (such as cross-site scripting) usually rely on ASCII characters.

## Standards

There are several current definitions of UTF-8 in various standards documents:

- RFC 3629 / STD 63 (2003), which establishes UTF-8 as a standard internet protocol element

- RFC 5198 defines UTF-8 NFC for Network Interchange (2008)

- ISO/IEC 10646:2014 §9.1 (2014)

- The Unicode Standard, Version 15.0.0 (2022)

They supersede the definitions given in the following obsolete works:

- The Unicode Standard, Version 2.0, Appendix A (1996)

- ISO/IEC 10646-1:1993 Amendment 2 / Annex R (1996)

- RFC 2044 (1996)

- RFC 2279 (1998)

- The Unicode Standard, Version 3.0, §2.3 (2000) plus Corrigendum #1 : UTF-8 Shortest Form (2000)

- Unicode Standard Annex #27: Unicode 3.1 (2001)

- The Unicode Standard, Version 5.0 (2006)

- The Unicode Standard, Version 6.0 (2010)

They are all the same in their general mechanics, with the main differences being on issues such as allowed range of code point values and safe handling of invalid input.


Addison Rae

# Addison Rae

## Abstract

Addison Rae Easterling (born October 6, 2000) is an American influencer, singer, and actress. Rae rose to fame on TikTok and has amassed over 88 million followers, making her the fifth most-followed individual on the platform.

In 2021, Rae signed a publishing deal with Sandlot Records and released her debut single, " Obsessed ", which peaked at number ten on the US Bubbling Under Hot 100 chart. The song was later included on Rae's debut EP, AR. She also made her acting debut in the Netflix original film, He's All That (2021) and starred in the holiday film Thanksgiving (2023). In 2024, Rae signed with Columbia Records, and released her first major label single, " Diet Pepsi ".

## Early life

Addison Rae Easterling was born and raised in Lafayette, Louisiana, to parents Monty Lopez and Sheri Easterling. Rae has two younger brothers, Enzo Lopez and Lucas Lopez, and an older half-sister, Macye Neumeyer, who has two daughters of her own. Rae's parents initially divorced when she was younger and were on and off often throughout her childhood, before remarrying in 2017. Both parents also have their own presence on TikTok; Monty has 5 million followers and Sheri has 14 million followers.

Rae started dancing competitively at the age of six where she attended competitions across the country. Before moving to Los Angeles to pursue her TikTok career, the dancer briefly attended Louisiana State University (LSU) where she studied sports broadcasting in the fall but then dropped out when she began to gain popularity on TikTok. In an interview with Elle magazine, Rae talked about her choice to move to Los Angeles, saying: "a few people in LA reached out to me, and I was like 'I need to go. I need to go.' So my parents supported me fully."

## Career

Addison Rae amassed 88.7 million followers on TikTok; she first joined TikTok in July 2019, uploading dance videos to trending songs on the platform. In just a few months, Rae gained over one million followers on TikTok and decided to leave LSU in November. "I remember that's when it changed for me," Rae told Business Insider in April 2020. "I knew I wanted to take it more seriously and expand it to other platforms. I uploaded a video to YouTube and got really active on Instagram." She signed with talent agency WME in January 2020, along with her parents. In that same month, Addison released a weekly podcast exclusive to Spotify with her mother called "Mama Knows Best" in July 2020 entailing topics covering their personal and career life. In 2021, Rae relaunched this podcast with the new name, "That was Fun? With Addison and Sheri." Addison has launched her own cosmetics line, Item Beauty, with her as the role of Chief Innovation Officer. She co-founded Item Beauty with Madeby Collective, and she oversees most of the products in the brand. Rae also founded her own fragrance line called "Addison Rae Fragrance".

Rae starred in He's All That, a remake film of the 1999 teen comedy She's All That. Her role was inspired by Freddie Prinze Jr. 's character Zachary Siler from the original. The film was released on Netflix in August 2021 and though it was the most streamed film of its week, it received negative reviews from critics. Courtney Howard for Variety magazine wrote that "Rae has a natural ease and charm, at her best when she's either leaning into the bubbly, comedic, satirical overtones, or performing in a heavily choreographed dance-off; however, she's a little rough around the edges and not quite a confident presence when tasked to mine emotional poignancy, especially evident in the third act." On February 2, 2022, Rae announced on Instagram that she had signed to join the cast of a new movie called Fashionista, produced by Paramount, which any further details are unknown. In February 2023, it was announced that Rae would be cast in Eli Roth 's Thanksgiving. The movie was released with favourable reviews and critics praising Rae's growth in acting since her debut film. On May 12, 2023, Rae was also cast alongside Ryan Reynolds for a live-action hybrid movie titled Animal Friends. The movie is scheduled for a 2025 release however, more details are yet to be revealed.

## Personal life

In October 2020, Rae confirmed she was in a relationship with TikToker Bryce Hall through various social media posts; however, they broke up the following year. In January 2021, Rae donated her $1 million in prize money from winning an all-star Mario Tennis Aces tournament called the Stay At Home Slam to the charity No Kid Hungry. In June 2021, it was reported that Rae was in a relationship with Omer Fedi, a producer and musician based in Los Angeles.

## Public image

Forbes published a report in August 2020 revealing that Rae earned $5 million in the last year through June from her various endorsement deals and merchandise, making her the highest-earning TikTok star at the time. Rae's TikTok success led her to work with companies such as Reebok, L'Oréal, Hollister and American Eagle. In July 2020, she partnered with American Eagle on the brand's campaign of #AExME Back to School '20 ads as the brand did their first virtual photoshoot that encompasses shots in Addison's bedroom due to the pandemic.

In late 2020, she was mentioned by Lil Yachty on the song "E-ER" by DJ Scheme, when Yachty said "I want Addison Rae to become my doctor and check on my privates". Bryce Hall attempted to get this lyric removed from the song, but it remained on the official release.

Rae came under scrutiny in August 2022 when she made a controversial post featuring a bra and a bikini with the words "Father", "Son" and "Holy Spirit", which was considered offensive by some Christians. She has since removed the post.

Rae, along with celebrities including Ice Spice and Billie Eilish, have been credited with reviving the popularity of the navel piercing in the 2020s.

## Discography

## Filmography


Brooke Valentine discography

# Brooke Valentine discography

## Abstract

The discography of American R&B singer Brooke Valentine, which consists of one studio album, one mixtape, one EP and sixteen singles.

## Albums

## Singles


John the Ripper

# John the Ripper

## Abstract

John the Ripper is a free password cracking software tool. Originally developed for the Unix operating system, it can run on fifteen different platforms (eleven of which are architecture-specific versions of Unix, DOS, Win32, BeOS, and OpenVMS). It is among the most frequently used password testing and breaking programs as it combines a number of password crackers into one package, automatically detects password hash types, and includes a customizable cracker. It can be run against various encrypted password formats including several crypt password hash types most commonly found on various Unix versions (based on DES, MD5, or Blowfish), Kerberos AFS, and Windows NT/2000/XP/2003 LM hash. Additional modules have extended its ability to include MD4 -based password hashes and passwords stored in LDAP, MySQL, and others.

## Sample output

Here is a sample output in a Debian environment.

The first line is a command to expand the data stored in the file " pass.txt ". The next line is the contents of the file, i.e. the user (AZl) and the hash associated with that user (zWwxIh15Q). The third line is the command for running John the Ripper utilizing the " -w " flag. " password.lst " is the name of a text file full of words the program will use against the hash, pass.txt makes another appearance as the file we want John to work on.

Then we see output from John working. Loaded 1 password hash — the one we saw with the " cat " command — and the type of hash John thinks it is (Traditional DES). We also see that the attempt required one guess at a time of 0 with a 100% guess rate.

## Attack types

One of the modes John can use is the dictionary attack. It takes text string samples (usually from a file, called a wordlist, containing words found in a dictionary or real passwords cracked before), encrypting it in the same format as the password being examined (including both the encryption algorithm and key), and comparing the output to the encrypted string. It can also perform a variety of alterations to the dictionary words and try these. Many of these alterations are also used in John's single attack mode, which modifies an associated plaintext (such as a username with an encrypted password) and checks the variations against the hashes.

John also offers a brute force mode. In this type of attack, the program goes through all the possible plaintexts, hashing each one and then comparing it to the input hash. John uses character frequency tables to try plaintexts containing more frequently used characters first. This method is useful for cracking passwords that do not appear in dictionary wordlists, but it takes a long time to run.


The Man on Lincoln's Nose

# The Man on Lincoln's Nose

## Abstract

The Man on Lincoln's Nose is a 2000 American short documentary film directed by Daniel Raim about Hollywood art director Robert F. Boyle. It was nominated for an Academy Award for Best Documentary Short. The title is derived from the Alfred Hitchcock film North by Northwest (1959), which has a climactic scene of two characters dangling from the carving of Abraham Lincoln 's face on Mount Rushmore. One of the producers was Hitchcock's daughter, Patricia Hitchcock.

## Cast

- James D. Bissell as himself

- Robert F. Boyle as himself

- Henry Bumstead as himself

- Norman Jewison as himself

- Harold Michelson as himself

- Walter Mirisch as himself

- Albert Nozaki as himself


Stefan Mross

# Stefan Mross

## Abstract

Stefan Mross (born November 26, 1975 in Traunstein, Upper Bavaria) is a German trumpeter, singer,and television presenter. He is one of the most famous German folk musicians.

## Career

Mross completed his secondary education in his hometown. He took the entrance exam to the Mozarteum in Salzburg, but then concentrated on his musical career.

Since 2005, Mross has hosted the ARD (SWR) show Immer wieder sonntags live from Europa-Park in Rust. On August 10, 2014, Mross collapsed during a live broadcast of the show after eating a very hot currywurst and had to stop presenting. He was represented by Guido Cantz for the rest of the broadcast.

## Personal life

Mross was married to Stefanie Hertel from 2006 to 2012 and has a daughter with her in 2001. Three months after the couple announced their separation, Karl Moik claimed on December 6, 2011 on the ZDF show Markus Lanz that the partnership between his former Mross and Hertel had been arranged for the media.

Mross was married to production assistant Susanne Schmidt from 2013 to 2016. The marriage produced a daughter in 2013 and a son in 2015. The couple lived in Unterwössen, a municipality in the Traunstein district of Upper Bavaria, until their separation in autumn 2016.

Since December 2016, he has been in a relationship with singer Anna-Carina Woitschack, whom he met on his show Immer wieder sonntags in the summer of 2016. In the show Das Adventsfest der 100.000 Lichter he proposed to her on November 30, 2019. On June 6, 2020, the two got married live on television in the music show Schlagerlovestory.2020 with presenter Florian Silbereisen as witnesses. The couple lived in Windorf near Passau. In November 2022, they announced their separation. Mross has been in a relationship with Eva Luginger since March 2023.


Philadelphia School of Design for Women

# Philadelphia School of Design for Women

## Abstract

Philadelphia School of Design for Women (1848 – 1932) was an art school for women in Philadelphia, Pennsylvania. Housed in the former Edwin Forrest House at 1346 North Broad Street, under the directorship of Emily Sartain (1886 – 1920), it became the largest art school for women in the United States. Its faculty included Robert Henri, Samuel Murray and Daniel Garber. In 1932, it merged into what is now the Moore College of Art and Design.

## History

Sarah Worthington King Peter, wife of the British consul in Philadelphia, established an industrial arts school in her home in 1848 to teach women without a means of supporting themselves a trade. The school taught lithography, wood carving, and design, such as for household items like carpets and wallpaper. Peter's husband died soon after she established the school and she returned to her Cincinnati, Ohio home.

In 1850, Peter wrote to the Franklin Institute about her drawing class of some 20 young women becoming a "co-operative, but separate branch" of the institute. The Franklin Institute established and supervised the Philadelphia School of Design for Women from 1850 to 1853. A group of 17 men were designated the incorporators of the school in 1853. Elliott Cresson was among these 17 directors, and was elected president at the first meeting. Scientific illustrator Helen Elizabeth Lawson was appointed to the position of secretary of the school. It was the country's largest art school for women and its students included Emily Sartain, Jessie Willcox Smith, Alice Barber Stephens, Elizabeth Shippen Green, Annie Traquair Lang and Alice Neel.

The first principal of the school was Anne Hill, who held the position from 1850 to 1852. She was followed by the artist Thomas Braidwood (1855-1873), who probably left due to disagreements with John Sartain, who served as Director of the school for 28 years. Elizabeth Croasdale took over as principal from 1873 to 1886, followed by Sartain's daughter Emily Sartain from 1886 to 1920.

The 1875 Prospectus for the school lists its faculty as Charles Page, Teacher of Designing, Modelling, and Lithography; Peter Moran, Teacher of Landscape Painting in Oil and Water Colors; Stephen J. Ferris, Teacher of Drawing the Human Figure and Painting from the Antique and from Life; John Dalziel, Teacher of Wood Engraving; Rebecca N. Trump, Teacher of Free-hand Drawing and Flower Painting from Nature; and Sophia Freedley, Teacher of Object Drawing with Practical Perspective.

John Sartain was the school's leader until 1920. In 1920 the position of principal was renamed dean, and Sartain's granddaughter, Harriet Sartain, held that position from 1920 to 1946. Additional presidents are listed in the book Moore College of Art & Design by Sharon G. Hoffman with Amanda M. Mott.

Harriet Sartain implemented life-drawing classes at the Philadelphia School of Design for Women, using draped male and nude women models, which was revolutionary at the time for women artists. Sartain created a professional program that was built upon technical and lengthy training and high standards. The women were taught to create works of art based upon three-dimensional and human forms, based upon her training in Paris and at the Pennsylvania Academy of the Fine Arts. She was responsible for introducing important faculty members such as Robert Henri, Samuel Murray and Daniel Garber. In 1892, Robert Henri began teaching at the school. William Innes Homer said, "A born teacher, Henri enjoyed immediate success at the school."

Nina de Angeli Walls wrote,

As Sartain's career illustrates, art schools conferred professional status in a cultural field once dominated by men. Women artists used formal schooling to counter the accusation of amateurism frequently leveled at them. Nineteenth century design schools were the first institutions to offer professional certification for women in such careers as art education, fabric design, or magazine illustration; hence, the schools opened unprecedented paths to female economic independence.

In 1932 the Philadelphia School of Design for Women merged into the Moore Institute of Art, Science, and Industry. It is now the Moore College of Art and Design, which offers both a Bachelor of Fine Arts degree and a Master of Arts in Art Education. The Edwin Forrest House, the school's home between 1880 and 1959, was designated a National Historic Landmark in recognition of its association with the school.

## Faculty

- Rae Sloan Bredin

- Stephen James Ferris

- Daniel Garber

- Robert Henri

- Peter Moran

- Samuel Murray

- Leopold Seyffert

## Students

- Katherine Levin Farrell

- Elenore Abbott

- Theresa Bernstein

- Mary-Russell Ferrell Colton

- Florence Esté

- Lillian Genth

- Bessie Pease Gutmann

- Charlotte Harding

- Ella Sophonisba Hergesheimer

- Edith Lucile Howard

- Anna Russell Jones

- Gertrude Alice Kay

- Alice Kindler

- Maria Louise Kirk

- Annie Traquair Lang

- Alice Mumford

- Phoebe Davis Natt

- Alice Neel

- Anne Parrish

- Deborah Griscom Passmore

- Katharine Pyle

- Paulette Van Roekens

- Jessie Willcox Smith

- Alice Barber Stephens


Atari, Inc. (1993–present)

# Atari, Inc. (1993–present)

## Abstract

Atari, Inc. is an American video gaming company based in New York City, and a subsidiary of the Atari SA holding company. It is the main entity serving the commercial Atari brand globally since 2003. The company currently publishes games based on retro Atari franchises as well as some new content, and also produces the new Atari 2600+ dedicated console. In the past it produced titles including Neverwinter Nights, Driver 3, Fahrenheit, RollerCoaster Tycoon 3 and Test Drive Unlimited.

Its origins date to GT Interactive Software in 1993, known for publishing games such as Doom II, Quake, Driver, the first Unreal. The company was acquired by Infogrames in 1999, and later renamed to Infogrames, Inc. Two years after Infogrames's purchase of the Atari brand and assets from Hasbro Interactive, the company was rebranded to Atari, Inc., initially serving as Infogrames's US operations. In 2008 it became a wholly-owned subsidiary of Infogrames, now known as Atari SA, and activities were largely consolidated into Atari Inc.

## History

### As GT Interactive

The GT Interactive Software Corp., officially abbreviated GTIS, was founded in February 1993 in New York as a division and the video game publishing arm of GoodTimes Home Video, a video-tape distributor owned by the Cayre family, with Ron Chaimowitz as co-founder and president. In its first year, revenue reached $10.3 million. Their first product was Wolfenstein 3D. GT was unique among many publishers as they allowed developers they contracted to retain their Intellectual Property.

#### Growth and Doom II

GT Interactive revenue soared 880% and reached $101 million in its second year of existence, with profits reaching $18 million. GT Interactive's partnership with id Software scored another hit with Doom II: Hell on Earth, which was released in October 1994 and sold over 2 million copies. In February 1995, GT Interactive obtained the publishing rights to games based on Mercer Mayer property, which included Little Critter and Little Monster. GT Interactive began to set up displays at Kmart and Walmart for low cost software.

GT Interactive signed an exclusive software supplier agreement with Walmart, that meant according to UBS Securities analyst Michael Wallace: "All software developers have to deal with GT if they want to sell in a Walmart."

#### Initial public offering

In December 1995, GT Interactive debuted on the NASDAQ stock exchange under the stock symbol GTIS. Raising $140 million with its initial public offering, it was one of the biggest IPOs of the year, second only to Netscape 's. GT Interactive offered 10 million shares to the public at $14 each. During GT Interactive's IPO, Joseph Cayre sold more than 1.4 million shares, 9.2% of his shares, for a $20 million return.

GT Interactive reported a strong revenue growth of 134% in the year to $234.4 million but, in the first sign of trouble ahead, profits increased a meager 23% to $22.6 million.

#### Humongous acquisition and Quake

In January 1996, GT Interactive obtained the publishing rights for the highly anticipated Quake from id Software. In February GT Interactive and Target signed an agreement in which GT Interactive became the primary consumer software supplier to all Target's 675 stores. In June 1996 GT Interactive acquired WizardWorks, publisher of the Deer Hunter series, for 2.4 million shares and FormGen, which had the publishing rights to Duke Nukem, for 1 million shares, or $17 million. Quake was also released in June by GT Interactive for PC. It sold 1.8 million copies, becoming a PC classic.

In July, the game developer Humongous Entertainment was bought by GT Interactive for 3.5 million shares, or $76 million. In 1995, Humongous Entertainment 's revenue had risen to $10 million, an increase of 233% over 1994's revenue of $3 million. The deal gave GT Interactive rights to successful children's software titles such as the Putt-Putt franchise as well as the Freddi Fish and Spy Fox series.

In November GT Interactive acquired Warner Interactive Europe (including Renegade Software) from Time Warner for $6.3 million in cash, with this acquisition GT Interactive gained bigger access to software markets in Western Europe. In a sign of uncertainty for its future, GT Interactive, for the year, reported a net income increase of only 11% over the previous year to $25.1 million. Revenue growth also decelerated to 56%, revenue for the year was $365 million. Making matters worse, net income in the fourth quarter reduced 16.8% to $8.5 million when compared to 1995's fourth quarter.

#### Net loss in 1997

In January 1997, GT Interactive bought One Stop, a European value software publisher, for $800,000 in cash. In June GT Interactive signed a deal with MTV, the deal gave GT Interactive the rights to publish games based on Beavis and Butt-head and Æon Flux.

In October GT Interactive bought game developer SingleTrac for $14.7 million — $5.4 million in cash and $9.3 million in stock. SingleTrac owned and developed such games as Twisted Metal and Jet Moto. In September game developer Cavedog Entertainment, a division of Humongous Entertainment, made its first release, Total Annihilation, which sold more than 1 million copies.

On October 5, 1997, GT Interactive announced that it had signed a definitive agreement to acquire MicroProse for $250 million in stock; the deal had even been unanimously approved by the Board of Directors of both companies and was expected to be completed by the end of that year. The merger would have made GT Interactive the second largest U.S. gaming software company, exceeded only by Electronic Arts. But on December 5 the acquisition was cancelled, according to both CEOs "the time is simply not right" for the deal. MicroProse's stock plummeted after the announcement of the deal's cancellation. GT Interactive's result was negatively affected because, in March, they stopped being the exclusive computer software distributor to Walmart, who decided to buy its software directly from the publishers.

In 1997 GT Interactive's share of the entertainment software market reached a historical low of 6.4% down from the record highs of 9% and 10% years earlier. GT Interactive was a leader only on the arcade/action category, with a 20.3% market share. Making matters worse, GT Interactive also had a high debt/equity ratio of 41%, Electronic Arts had a debt/equity ratio of just 8%. For 1997 GT Interactive's return on equity was a dismal -16.14%. For the year, GT Interactive's revenue growth continued to decelerate, increased only 45% to $530 million. During 1997 GT Interactive posted its first net loss, totaling $25 million.

#### Further acquisitions in 1998

In May 1998, Epic Games 's Unreal was published by GT Interactive, in the first 10 months over 800,000 copies were sold. Coincidentally Deer Hunter II, which was released in October also sold 800,000 copies.

In November GT Interactive bought OneZero Media for $17.2 million in stock and $20 million in total, becoming the first game publisher to own an entertainment Internet website. Legend Entertainment was acquired for around $2 million, while Reflections Interactive was acquired for 2.3 million shares or $13.5 million. Both companies were bought in December of 1998.

In the fourth quarter of 1998 GT Interactive posted a net income of $16.7 million on revenues of $246.3 million. For the year, GT Interactive reported revenues were almost flat rising 10% to $584 million, but GT Interactive swung into black by posting a $20.3 million net income (results from the fiscal year ending on December 31, 1998).

#### Driver, financial troubles and sale to Infogrames

In 1999, GT Interactive posted first quarter losses of $90 million due to restructuring costs. In February, in light of the bad results, CEO Ron Chaimowitz was replaced. Game sales in 1999 fell in comparison to 1998, which had dire consequences on GT Interactive's finances. In April, GT Interactive predicted for 2000 a first quarter loss of $55 million on revenues of around just $95 million. A failure to release 5 major games and a planned relocation to Los Angeles added to the losses. In June GT Interactive announced it had hired Bear Stearns to look into the possibility of either a merger or a sale of the company and in October GT Interactive fired 35% of its workforce, or 650 employees, mostly from its distribution section.

In June, Reflections -developed Driver was released, selling approximately 1 million copies. In July GT Interactive sold OneZero Media for $5.2 million in cash, just six months after it was purchased.

On November 16, France-based Infogrames Entertainment, SA (IESA) announced that it would buy 70% of GT Interactive for $135 million and assume $10.5 million in debt, a deal completed by December 17. IESA's acquisition came just in time because GT Interactive's 1999 results were dismal. Revenues fell 30% to $408 million in 1999 and GT Interactive posted a net loss of $254 million for the year (results with the fiscal year ending on December 31, 1999).

On May 10, 2000, IESA announced the renaming of GT Interactive to Infogrames, Inc. Additionally, California -based Infogrames North America, Inc., which was formerly Accolade, was consolidated into the new Infogrames, Inc. and hence IESA's North American division. The GT Interactive brand and trademark was eventually sold during Atari SA's (IESA's successor) 2013 bankruptcy, to Tommo, Inc., and later Billionsoft, but was bought back by Atari SA on April 20, 2023, alongside select titles formerly published by the company.

### As Atari Inc.

In 2001, Infogrames Entertainment SA (IESA) acquired the Atari brand, assets and franchises from Hasbro Interactive. Later that year, Atari-branded titles published by Infogrames Inc. (and its European distributor Infogrames Europe SA) started appearing, starting with MX Rider. Amid a corporate restructuring in 2003, IESA rebranded Infogrames, Inc. to Atari, Inc. on May 8, 2003 and all titles from here on were solely under the Atari brand. It became 'ATAR' on the NASDAQ stock market.

#### Matrix, Godzilla and other successes

Atari released a series of games based on The Matrix movie trilogy including Enter the Matrix and The Matrix: Path of Neo. Although not critical successes, these titles represent some of the most expensive video games ever developed. Enter the Matrix, which was developed by Shiny Entertainment, sold 1.38 million units for the PlayStation 2 and 1 million units for the GameCube. However the 2004 release of Driver 3, as part of the Driver series developed by Reflections Interactive, was met with a widely negative critical reception.

Atari's top-selling titles had been the Dragon Ball games based on the popular anime license from Toei Animation in Japan. These include the Dragon Ball Z: Budokai series of games and the Dragon Ball Z: The Legacy of Goku series of games for the Game Boy Advance. These games have topped the best-seller charts for numerous console platforms since the release of Atari's first Dragon Ball Z game, The Legacy of Goku in 2002, which was the first Dragon Ball game to be made by an American company, Webfoot Technologies. Following the success of the Budokai and Legacy of Goku series, Atari has released numerous other Dragon Ball titles including Dragon Ball Z: Supersonic Warriors, Dragon Ball Z: Super Sonic Warriors 2, Dragon Ball Z: Sagas, Dragon Ball GT: Transformation, Dragon Ball: Advanced Adventure and Super Dragon Ball Z.

Pipeworks developed and created all three of the console titles based on Godzilla for Atari, although handheld titles were developed separately. The series started with Godzilla: Destroy All Monsters Melee for the GameCube which was released on October 11, 2002, to much success before it was ported to the Microsoft Xbox a year later. It was followed by a sequel, Godzilla: Save the Earth for the PlayStation 2 and the Xbox, on November 16, 2004. Despite Save the Earth ' s relative commercial failure, Godzilla: Unleashed was released for the PS2 on November 20, 2007, and the Wii on December 5, 2007. Unleashed was accompanied by Godzilla Unleashed: Double Smash for the Nintendo DS, which was released on November 20, 2007.

#### Retro releases and Atari Flashback

Alongside new releases, Atari, Inc. also released compilations honoring the classic Atari library, including Atari Anthology on PC and consoles, and Atari Masterpieces in two volumes on Nokia N-Gage. The company went into hardware in 2004 with Atari Flashback, designed and produced by Atari consultant Curt Vendel through his engineering firm Legacy Engineering. With only a 10-week development window, what they produced looked like a miniature version of the Atari 7800 console originally released in 1984. Twenty classic Atari titles were built into the system. The success of Flashback led to the creation of a follow-up Flashback 2, released in August 2005, based on an implementation of the original Atari 2600 on a single chip that Curt Vendel designed, allowing the original 2600 games to be run instead of ports as in the first Flashback. A total of forty titles were available for the system, including Pitfall! licensed from Activision.

#### Releases after 2006

Driver: Parallel Lines was released in March 2006, receiving a more positive critique compared to its predecessor; however the company sold the Driver franchise to Ubisoft afterwards. On May 5, 2006, Atari and Hasbro stopped BioWare and DLA from further development of premium modules and publishing near-completed premium modules for Neverwinter Nights. No reason was stated, but it was likely in anticipation of the upcoming sequel, Neverwinter Nights 2, which would lack features from these modules. They relented after community backlash. Later that year came Test Drive Unlimited, developed by Eden Games of France which was also under the ownership of Infogrames Entertainment. Eden Games also developed Alone in the Dark, released in 2008, the fifth installment in the Alone in the Dark series. Other big releases by Atari were Ghostbusters: The Video Game in 2009 and Test Drive Unlimited 2 in 2011.

Atari, Inc., including its fellow American subsidiaries, filed for bankruptcy in 2013. It exited bankruptcy within a year, and following this its parent group had a new corporate strategy revolving around new audiences outside the gaming industry, and mobile games, leading to lessened activities by Atari, Inc. The first release of note was Alone in the Dark: Illumination in 2015, which was universally panned by critics. For the rest of the decade, the company mainly released new titles in the RollerCoaster Tycoon series on various platforms, including RollerCoaster Tycoon World (2016) and RollerCoaster Tycoon Classic (2017) and RollerCoaster Tycoon Adventures (2019), but during this period also released Tempest 4000, developed by Llamasoft (Jeff Minter) a sequel to the original Tempest, on various systems including the Atari VCS.

#### Recharged series and hardware

With a renewed focus of its parent company, led by Wade Rosen, on Atari's retro library as an IP, in 2022 Atari introduced Kombinera, the first original IP title that Atari produced in many years. It is a puzzle-platformer, developed by Graphite Lab, and a game that fits into the "Atari gameplay motif" as part of the corporate strategy. 2023 saw the release of Mr. Run and Jump on consoles and computers, as well as a remake of Haunted House, developed by Orbit Studio. Atari have also been releasing remakes of classics under the Atari Recharged series since 2021.

In August 2023, Atari announced the 2600+ console, a product directly manufactured by Atari, Inc. and separate from the VCS and Flashback series. In March 2024, Atari announced that it would bring its Atari Recharged series to arcades, which would be the first Atari arcade game since 1999's San Francisco Rush 2049.

## Software piracy

Atari was one of the companies using British legal company Davenport Lyons in 2008 to recover damages from computer users illegally downloading games. It stopped using the company when they were made aware of the false claims being made against innocent members of the public.


Stine Oftedal Dahmke

# Stine Oftedal Dahmke

## Abstract

Stine Bredal Oftedal (born 25 September 1991) is a former Norwegian professional handball player for the Norwegian national team, where she was the team captain for nine years and who last played for Győri ETO KC. She is three times world champion and five times European champion with the Norwegian national team. Oftedal has several times announced her retiring from international handball after the Summer Olympics of 2024.

She was voted World Handball Player of the Year 2019 by the International Handball Federation.

## Early and personal life

Oftedal was born in Nittedal on 25 September 1991. She is the older sister of fellow handball player Hanna Oftedal Sagosen.

She studied at BI Norwegian Business School. Previously she competed for Nittedal IL in the javelin throw, throwing 32.08 m at the age 13.

She is in a relationship with fellow handballer, Rune Dahmke. They got engaged 23 June 2023, and married on 16 August 2024.

## Club career

Ofredal hails from Nittedal and started her career in Nit/Hak HK. She then continued to Fjellhammer IL before continuing to Helset IF. Helset is a feeder team for Stabæk Håndball, and so she played for Stabæk from the 2008–09 season while still being registered in Helset.

From 2013 to 2017 she played for the French club Issy-Paris Hand. During this period she was selected player of the year in the French top league three times, in 2014, 2016 and 2017. From 2017 she played for the Hungarian club Győri ETO KC, and won the Women's EHF Champions League with this club in 2018, 2019 and 2024.

## International career

Playing for the Norwegian national team, Oftedal has been the team captain since 2015. Her achievements with the Norwegian team include winning the IHF World Women's Handball Championship in 2011, 2015 and 2021, and winning the European Women's Handball Championship in 2010, 2014, 2016, 2020, and 2022. She won three Olympic medals, a gold medal at the 2024 Summer Olympics, and two bronze medals at the 2016 and 2020 Summer Olympics.

## Achievements

### National team

- Olympic Games: Winner: 2024 Bronze Medalist: 2016, 2020

- Winner: 2024

- Bronze Medalist: 2016, 2020

- World Championship: Winner: 2011, 2015, 2021 Silver Medalist: 2017

- Winner: 2011, 2015, 2021

- Silver Medalist: 2017

- European Championship: Winner: 2010, 2014, 2016, 2020, 2022 Silver Medalist: 2012

- Winner: 2010, 2014, 2016, 2020, 2022

- Silver Medalist: 2012

- Junior World Championship: Winner: 2010

- Winner: 2010

- Junior European Championship: Winner: 2009

- Winner: 2009

### European

- EHF Champions League: Winner: 2018, 2019, 2024 Finalist: 2022 Bronze medalist: 2021, 2023

- Winner: 2018, 2019, 2024

- Finalist: 2022

- Bronze medalist: 2021, 2023

### Domestic

- Nemzeti Bajnokság I Winner: 2018, 2019, 2022, 2023

- Winner: 2018, 2019, 2022, 2023

- Hungarian Cup: Winner: 2018, 2019, 2021

- Winner: 2018, 2019, 2021

- Norwegian Cup: Finalist: 2011, 2012

- Finalist: 2011, 2012

## Individual awards

- IHF World Player of the Year: 2019

- All-Star centre back of the Summer Olympics: 2024

- All-Star Left Wing of the U18 European Open: 2008

- All-Star Centre Back of the Junior World Championship: 2010

- All-Star Centre Back of Postenligaen: 2010/2011

- French Championship MVP: 2014

- All-Star Centre Back of the World Championship: 2015, 2023

- French Championship Best Playmaker: 2014, 2016

- Most Valuable Player of the World Championship: 2017

- All-Star Centre Back of the European Championship: 2018, 2020, 2022

- All-Star Centre Back of the EHF Champions League: 2019, 2020, 2021, 2022

- MVP EHF Champions League Final4: 2024

- Handball-Planet.com All-Star Centre Back of the Year: 2019

- Foreign Handballer of the Year in Hungary: 2019


Terry Bogard

# Terry Bogard

## Abstract

Terry Bogard (Japanese: テリー・ボガード, Hepburn: Terī Bogādo) is a fictional character created by SNK as the protagonist of their Fatal Fury series. Introduced in Fatal Fury: King of Fighters in 1991, he is an American fighter who enters the worldwide "The King of Fighters" tournaments to combat his father's murderer, Geese Howard. Following Geese's defeat, Terry becomes the guardian of Geese's son Rock Howard. He is also a regular character in the crossover video game series The King of Fighters, where he continues participating in tournaments. He has also been a guest character in other games, including the Capcom vs. SNK series, Arika ’s Fighting EX Layer, Street Fighter 6 and Nintendo's crossover fighting game Super Smash Bros. Ultimate. In addition to video games, Terry has appeared in anime films based on Fatal Fury, and manga serialized in Comic Bom Bom.

SNK created Terry with the idea of a macho fighter which is reflected in his design. After several games, Terry was redesigned for Garou: Mark of the Wolves, where he is a more peaceful person. This had an impact on his design which was also altered for The King of Fighters games. Terry's popularity led SNK to create a female version of him for the 2018 game SNK Heroines: Tag Team Frenzy. The character has been well received, and is ranked highly in popularity polls. Publications have praised the character's personality and movesets and how he was developed from Fatal Fury to The King of Fighters, although the female Terry saw mixed reception. Terry has become an icon for not just SNK, but fighting games in general, appearing prominently on SNK and non-SNK merchandise.

## Creation

### Origin

Terry Bogard originates in the development of Capcom 's fighting game Street Fighter (1987), for which developers Hiroshi Matsumoto and Takashi Nishiyama created a concept for a Caucasian man wearing a leather jacket; the concept was not used in Street Fighter, as they decided to make the main playable character a dougi-clad karateka name Ryu instead. They still wanted to use this concept in a game; after their move to SNK, they implemented him in Fatal Fury: King of Fighters (1991) as a playable character. Terry was also based off of Loren Avedon as an inspiration for his personality as well as his outfit choice for Fatal Fury 2 (1992). Particularly the role Loren Avedon played in The King of the Kickboxers (1990). His inclusion in Street Fighter 6 was done since Nishiyama had created the first Street Fighter during his time at Capcom and believed adding him alongside Mai Shiranui would fit in the game. However, all of Terry's special moves were created by Capcom designers. Terry and Street Fighter character Ken Masters have had past dialogue between them, so they were very conscious of their relationship when they created them.

In the making of the series, Terry and his brother Andy were characterized as the heroic leads, contrasting with the comical Joe Higashi. For the release of the Fatal Fury 3 game, Terry was quickly added because of his popularity with fans. When it came to his moves, SNK had different ideas and altered the special moves he could perform. While Terry has an easygoing personality, he is fueled with the thirst of revenge with killing Geese Howard in most games. However, in Real Bout Fatal Fury, revenge is not necessarily Terry's absolute goal, as is clear from the fact that he instinctively reaches out to Geese, who is supposed to be Jeff's enemy. Terry and fellow fighter Blue Mary get along, SNK writer Akihiko Ureshino does not see the two as a romantic couple but instead as a friendly relationship comparable to Robert Garcia and Yuri Sakazaki from Art of Fighting or Athena Asamiya and Sie Kensou from Psycho Soldier because Blue Mary is in doubts about her late boyfriend killed by Geese. However, Ureshino has shown a desire to promote Terry and Mary's relationship in either Fatal Fury or The King of Fighters.

The fourth title of Fatal Fury, Real Bout Fatal Fury, was made to end the conflict between Terry and his nemesis, Geese Howard. Ureshino believes Terry had no intention of killing Geese and getting revenge, and at most he just wanted to defeat Geese and make Jeff apologize after he died. Ureshino thinks Terry's feelings were expressed when he instinctively reached out his hand to Geese as he was falling off the building. However, Geese refused even that, and selfishly ended his life, abandoning the future of Billy Kane and the connections he had built up. Terry has been popular with the SNK staff to the point multiple individuals worked on his character's movesets during location tests of Real Bout Fatal Fury 2. When Rock says that "there is a possibility that he may change greatly in the future", he means that when he is confronted with a truth that he did not know until then, the values that Rock has cultivated while living with Terry may be completely overturned. If a sequel were had been released, perhaps Rock might have been transformed into a character who was at odds with Terry. According to Yasuyuki Oda, the phrase The King of Fighters is commonly associated with Kyo Kusanagi and Iori Yagami than Fatal Fury characters. As a result, the new tournament was dubbed "Maximum Mayhem King of Fighters" to give a new tension to associate Terry and Rock.

According to Ureshino, Terry became a famous character thanks to KOF and Fatal Fury which earned his fame in Smash. In the Smash games, Terry he became depicted as famous and cultural figure, and he has many different jobs. He is rich, no matter how the player looks at it. However, Ureshino describes the Garou Terry as a childish adult who is lazy most of the time and believes that in a sequel he might be given a more mature personality. When the 35-year-old Terry appeared in KOF: Maximum Impact 2 under the name "Wild Wolf", his character story naturally followed this, and he also earned a living by giving lectures and writing essays, while at the same time showing a fatherly side, worrying about Rock's future, who has been forced to join in his wandering life. His earlier life with Rock is potrayed as similar to the Sakazaki family from Art of Fighting as they are comically worried about their money and fighting style at the same time.

The King of Fighters game was created with the idea of having Terry fighting against Ryo Sakazaki, the lead character from the Art of Fighting series. The King of Fighters protagonist Kyo Kusanagi was also created with this in mind. Though Terry does not have a major role in the Maximum Impact series other than revenge with Billy Kane over Geese's death in Real Bout, game designer Falcoon created the new lead Alba Meira to be Terry's KOF counterpart. SNK said that Terry's great popularity among players made him one of the most used characters for every installment of the series. For The King of Fighters XV, when the staff was finishing Team Hero, creative director Eisuke Ogura wanted to use Terry because he is a disciple of Tung, just like newcomers Meitenkun and Shun’ei. He thought he would be in the best position to watch over them. However, in the end we chose Benimaru Nikaido as a proposal from fellow busy character Kyo Kusanagi, as Benimaru is just good enough to take care of others whereas Kyo was requested by fellow fighter Chizuru Kagura join her team. In the end, Ogura was glad with this decision.

### Designs

The SNK staff described his original design as "the most macho, stand-out, original Terry". Youchiro Soeda was in charge of the animation of most of the characters in the first Fatal Fury. His appearance evolves across Fatal Fury; there were two rejected sketches. One involved a design with cowboy boots, a tattoo, and a pendant he had received from an unidentified woman. The role Loren Avedon played in The King of the Kickboxers (1990) inspired Terry's Fatal Fury 2 design. Nobyuki Kuroki handled Terry's design in the Real Bout titled games. Most of the main King of Fighters games up to The King of Fighters 2002 feature Terry in his Fatal Fury 2 outfit. In XII, his classic outfit was used to remain true to his origins, while color editing was made in order to make him look like Pokemon character Ash Ketchum as a gag. For The King of Fighters XIV, the artists found Terry's new appearance challenging to the point it was remade four times along with changes by his motion actor. Yusuke Amano was the character designer for Terry in this title which he enjoyed due to his personal experience with Terry ever since he played as him in his childhood.

In Mark of the Wolves, Terry was redesigned with a "cool" look by the SNK staff because they thought his previous appearance had become outdated. Yasuyuki Oda was in charge of this version of Terry with respect to the game design. Artist Falcoon considered this one of his favorite designs before he began working. He was pleased when he got the opportunity to work on the character's redesign. Falcoon said that both Terry and Mai Shiranui are his favourite SNK characters. Another reason for the change of clothing was to symbolize Terry's more peaceful personality now displayed in Mark of the Wolves. The King of Fighters 2003 and The King of Fighters XI feature the "Mark of the Wolves" design. In Maximum Impact and Maximum Impact 2 Terry wears both recurring outfits which bothered Ureshino. This is mostly due to the age difference Terry and Rock has as Terry is 24 years old in Fatal Fury and The King of Fighters but 35 in Garou: Mark of the Wolves. Meanwhile, Rock is only 17 Garou: Mark of the Wolves, making the time gap in Maximum Impact not fitting. As a result, even if Rock stands next to him, they look more like brothers than stepfather in KOF. That is why Ureshino feel uncomfortable when the two of them talk in demo scenes and the like. As a result, SNK solved this discomfort by setting Maximum Impact in an alternate timeline where Geese Howard is already dead, making it nearly the Garou: Mark of the Wolves timeline. Meanwhile, XV has Terry in Fatal Fury 2 design as regular and in his Garou design as DLC. While Terry retains his Garou look in City of the Wolves'. Players who pre-order Fatal Fury: City of the Wolves will receive an additional costume for Terry based on his appearance in Fatal Fury 2.

While making SNK Heroines: Tag Team Frenzy, SNK staff noted that because Terry was one of the company's most popular characters, his inclusion in the game was necessary even if he had to be redesigned as a woman; this incarnation has feminine clothing options including a variant of his original outfit wherein the FATAL FURY logo on his cap is changed to read "FATAL CUTiE", a cheerleader outfit, and steampunk-inspired clothes. This was not the first time SNK had featured a female version of Terry in a game: in 2003's SNK vs. Capcom: SVC Chaos, he is magically transformed by the Darkstalkers character Demitri Maximoff.

### Voice actors

Starting with Fatal Fury: The King of Fighters until Neo Geo Heroes: Ultimate Shooting Terry was voiced by Satoshi Hashimoto who also voiced fellow playable character Kim Kaphwan. When he was replaced, Hashimoto said he was happy that his roles were widely recognized by fans and that he highly enjoyed Terry's character. Takashi Kondō replaced Hashimoto for The King of Fighters XIV onward and was very aware of his character's popularity. Kondo first met the character through his childhood when playing the video games that feature him. He described his character as cool due to his demeanor.

For the three animated adaptations of Fatal Fury, the character's role was left to Kazuyoshi Nishikori. In the English dubs of the three works, Terry is voiced by Mark Hildreth.Early in SNK Heroines development, the female Terry was meant to still have a masculine voice, but the decision was reversed following disapproval from the game's sound designers. Despite fears over the voice actresses' deliveries, in the end SNK felt Terry managed to fit in with the cast. Amano believed that SNK was able to explore a more humanistic take on the character through SNK Heroines.

### Fighting style

For the release of Fatal Fury 3 Terry's air move Rising Tackle (ライジングタックル) was removed in exchange for the Power Dunk (パワーダンク). The Power Dunk was better for the team even though it closely resembled the Rising Tackle. Another of Terry's most iconic early moves is called the Power Geyser, where he generates a massive geyser of energy by punching the ground. Designer Nobuyuki Kuroki said there were several rejected versions of this move, but one of them was used in a later Fatal Fury game, Real Bout Fatal Fury Special. In Garou, Terry has a new move called the Buster Wolf (バスターウルフ). Designer Yasuyuki Oda said its original name was actually "God Geyser Twin", but he did not find it fitting for the Showa period when the move was added. In 2019, Oda noted that one of Terry's most popular techniques is the Buster Wolf. The design required a certain amount of ruggedness, but Oda was careful to keep him from looking too old-fashioned. Regarding his moves, Oda put together his kit with the intention of producing the "ultimate version of Terry". For this game, the intent was to make 35-year-old Terry feel a little more subdued, so he paid attention to those areas. but, he still somersaults when he jumps, and goes into a full sprint when he dashes, so he hasn't really lost a step. He hopes Terry maintains his good health for more games.

When The King of Fighters was announced, Terry was quickly added into the franchise by the SNK staff, who noted "his popularity skyrocketed!" His development was overseen by many designers who "fretted over various aspects of his character". In retrospect the SNK staff noted he "became the powerhouse, getting a super punch cancel move added to his arsenal and becoming the fearsome character he is today". The ability to cancel the second hit of his standing punch move was added by one of the game's designers two hours before submitting the game's mask ROM. There were also arguments about the character's winpose, but in the end they decided on something new. Terry's alter ego "Wild Wolf" from KOF: Maximum Impact 2 was designed to share Terry's Garou: Mark of the Wolves with Rising Tackle and Round Wave having been removed, super special moves such as Power Stream and Rising Beat, which were in The King of Fighters 2003 and SVC Chaos ', have been added, and many special moves are now affected by braking. This applies to moves that you wonder if braking is even possible. Ureshino considers the best part of Wild Wolf is the high-power combo moves and seamless rushes that involve braking.

Game designer Masahiro Sakurai said he wanted to show the original appeal of Terry in Super Smash Bros. when including him in the game. Sakurai preferred using his Fatal Fury 2 design in Smash as he believes it is one of the most recognizable ones, most notably in the 1990s. In doing so, Terry was made to automatically look at his opponents in one-on-one fights, including jumps where the character spins. He was designed to be slower than most characters. A new move known as the Somersault Kick was created for Smash although the original moves were also retained. An airbased variation of his original projectile technique, the Power Wave, was also used to balance the character. In order to accommodate his full moveset, Terry is the only character who has different side special moves depending on whether the player inputs left or right, and can use Desperation Moves if his health reaches a critical point rather than as his Final Smash, which is a completely new move melding together his different Desperation Moves.

In Masami Obari 's Fatal Fury animated adaptations, Terry is given an original move taught by Tung Fu Rue in his last moments: the "Hado Senpukyaku" (波動旋風脚, lit. "Fluctuating Cyclone Kick") in which Terry covers himself into a tornado to take down his enemies. The move was implemented in both Fatal Fury: City of the Wolves and Street Fighter 6 as a tribute to Obari. Obari also took note of the anime move's usage in gaming and posted on his X account that it was an honor and was overwhelmed being involved in fighting games series.

## Appearances

### In video games

Terry has served as the lead character of the Fatal Fury series since his debut in the first game. The original Fatal Fury centers around Terry and his younger brother Andy who enter the King of Fighters tournament to avenge their adoptive father Jeff Bogard's death. He was murdered a decade before by the tournament's sponsor, Geese Howard. Along with their friend Joe Higashi, they manage to defeat Geese who dies falling from a tower after fighting one of the three main characters. The numerous Fatal Fury sequels released later feature Terry and his friends competing in new tournaments. The first sequel, Fatal Fury 2, introduced a new antagonist for Terry to defeat named Wolfgang Krauser who tries to conquer Southtown. By Fatal Fury 3: Road to the Final Victory, Terry continues his fight against Geese, who survived his apparent death and now seeks revenge against Terry and other rivals. Real Bout Fatal Fury concludes the Bogard and Howard rivalry by killing off Geese at the end of the game. Two subsequent Real Bout sequels featuring Terry were produced - Real Bout Fatal Fury Special and Real Bout Fatal Fury 2: The Newcomers (although neither game contains a storyline), along with Fatal Fury: Wild Ambition, a 3D game which retells the plot of the first game. Terry Bogard's character was reinvented for Garou: Mark of the Wolves, which features an older Terry as the mentor of Geese Howard's son, Rock Howard. During this time, Terry and Rock enter a new King of Fighters tournament related to the latter's heritage. As revealed in the featurette Memories of Stray Wolves, Rock is the winner of the tournament, joining the host Kain after learning he is related with his mother, leaving Terry who tells this story to Blue Mary. Terry is set to make his return in Fatal Fury: City of the Wolves.

After the release of Fatal Fury 2, Terry appeared in The King of Fighters '94, where he serves as the leader of the game's "Fatal Fury" team alongside Andy and Joe. The King of Fighters series, which was originally conceived as a crossover of SNK's previous video game franchises, eventually established their own self-contained continuity set apart from the earlier Fatal Fury series. Terry became a staple of both franchises. While the Fatal Fury Team's members change various times across the series, Terry remains the team's leader. In NESTS Saga storyline, depicted in The King of Fighters '99 up to The King of Fighters 2001, Terry plays much larger role on helping Mary to take down NESTS's hidden agents, mainly outside the tournaments. The King of Fighters XII and The King of Fighters XIII, including The King of Fighters XV bring back the character in his Fatal Fury 2 outfit. Terry returns in The King of Fighters XIV and XV mainly to oversee his nemesis, Geese.

The Fatal Fury Team remains as in the first KOF in the games without a storyline. They include: The King of Fighters '98, The King of Fighters 2002 and Neowave. In The King of Fighters: Kyo, a role-playing game (RPG) centered on Kyo Kusanagi, Terry appears when Kyo goes to South Town and helps him fight Geese Howard. In the two games for the Game Boy Advance titled EX: Neo Blood and EX2, the Fatal Fury Team participates in the new tournaments. Terry also appears in the KOF: Maximum Impact sub-series in both his Fatal Fury 2 and Mark of the Wolves outfits, with the latter being labelled as "Wild Wolf" (ワイルドウルフ, Wairudourufu). The character is also present in The King of Fighters All Star in his Fatal Fury 2 and Garou personas and KOF 98: Ultimate Match Online.

He is also playable in the shooter game Sky Stage, and stars in the crossover video games NeoGeo Battle Coliseum in his Mark of the Wolves outfit and the SNK vs. Capcom series in his Fatal Fury 2 outfit. The shooting game Neo Geo Heroes: Ultimate Shooting uses him as a playable character. An alternate female version of Terry is featured in the game SNK Heroines: Tag Team Frenzy. Terry's ending is a dream that revisits the events of Geese's death, but an older Rock also throws him from a cliff before he awakes in the present where Rock had been trying to wake him up after finished cooking their breakfasts. Terry appears as a guest character in the Arika fighting game Fighting EX Layer. He is available in the King of Fighters X Fatal Fury mobile phone game, the Chinese mobile phone game called KOF: WORLD, Metal Slug Defense, the dating sim Days of Memories and the otome game King of Fighters for Girls. A pachinko based on the Orochi storyline of the series was released by SNK featuring Terry, while The Rhythm of Fighters has the character. Terry appears as a playable fighter in Super Smash Bros. Ultimate. He was released as downloadable content in November 2019, along with a stage based on Fatal Fury and The King of Fighters known as King of Fighters Stadium. Terry is set to appear as a playable character in Street Fighter 6 in September 2024 as part of its second season of downloadable content.

### In other media

Terry Bogard is the central character in a trilogy of Japanese animated Fatal Fury films. Two of them were original video animations (OVA) while the third was a theatrical release where his character is voiced by Shōnentai lead singer Nishikiori Kazukiyo in the Japanese originals and Mark Hildreth in the English dubs. The first two OVAs, 1992 ' s Fatal Fury: Legend of the Hungry Wolf and 1993 ' s Fatal Fury 2: The New Battle loosely follow the storylines of their respective games, while the third theatrical film, 1994 ' s Fatal Fury: The Motion Picture, features an original storyline. The first OVA introduces a new love interest for Terry named Lily McGuire, an orphan raised by Geese Howard. Lily is killed by Geese during the first OVA, but she appears in both sequels as a spirit who guides Terry. The theatrical film introduced a new love interest for Terry named Sulia. She is the younger sister of the antagonist, Laocorn Gaudeamus, who sacrifices herself near the end of the film to help Terry defeat her brother. He is also present into the novelizations of The King of Fighters.

Terry plays a supporting role in the 2006 original internet animation The King of Fighters: Another Day. He appears in the episode Accede voiced in the Japanese version by his video game voice actor, Satoshi Hashimoto, and by Tony Carroll in the English dub. Terry is featured in volume 3 of the soundtracks series SNK Character Sounds Collection released by Pony Canyon. The CD features several songs based on his character. He appears in several manhua, including the Fatal Fury series, The King of Fighters and SNK Vs. Capcom: SVC Chaos, which retell the stories of their respective games. The first seven chapters of the manhua The King of Fighters 2003 by Wing Yen feature a short chapter from Garou: Mark of the Wolves that tells of Rock's training with Terry. His character is part of a social action program created by SNK Playmore named the " Nakoruru & Terry Club". The organization supports children to guide them to a better future. David Leitch portrays Terry in the live-action 2010 film The King of Fighters, where his role is that of a CIA agent who serves as the supporting side-kick and comic-relief of Iori, Kyo, and Mai's team.

Terry is also one of the characters featured in The King of Fighters: Destiny, an animated retelling of the first game in the series, voiced by his new voice actor in the games Takashi Kondo. In this story, Terry enters a tournament with Andy and Joe to avenge Jeff like the first Fatal Fury. He begins a romantic relationship with a woman named Angelina who is an agent from Geese. As Geese is about to kill Terry, Angelina sacrifices herself to protect him and he takes down Geese. After the battle, Heidern takes Terry and Kyo to meet the real mastermind behind Geese's power, Rugal Bernstein. Although Terry is defeated, Kyo manages to overpower Rugal. Terry plays a minor role in the manga The King of Fighters G where he faces Iori Yagami during the tournament and is nearly killed in combat by his enemy. However, when the tournament is interrupted, the Bogard brothers engage in a fight against Geese and Billy Kane.

## Cultural impact

### Popularity

Terry is frequently used to represent the company in crossover games, merchandise and publicity. During the KOF Year-End Party in 2005, a fan event held by SNK, the character's cap was given to every fan in attendance. His character has been well received by fans, appearing in several video games popularity polls. In Gamest ' s 1997 Heroes Collection, Terry was voted the staff's eighth favorite character. In a popularity poll by SNK for the release of Garou: Mark of the Wolves, Terry ranked second. SNK staff commented that "Terry's the eternal hero". A character popularity poll on the Neo Geo Freak website resulted in Terry as the fourth favorite character from the series with a total of 2,479 votes.

He was voted the number one fan favorite character with a total of 10,014 votes in a 2005 poll conducted by SNK-Playmore USA, which lead to his placement in the North American release of The King of Fighters: Maximum Impact to appeal to the Western gamers. For the Japanese special endings in The King of Fighters '97, three video game publications, Gamest, Famitsu and Neo Geo Freak, had to create a team composed of three characters for a special illustration. Gamest created a team composed of Terry, Blue Mary and Joe Higashi. In 2018, Terry was voted the most popular Neo Geo character. In his official blog, Falcoon reveals that both Meira brothers were initially conceptualized as the KOF counterparts to Fatal Fury stars given the game's setting is the same as their predecessors. In late 2018, Terry and other characters created by SNK appeared as part of a collaboration between other companies in Harajuku Japan involving new merchandising.

### Critical response

The character has received both praise and criticism from several media publications. GameSpot reviewer Frank Provo commented that one of Fatal Fury ' s biggest accomplishments is the creation of Terry Bogard and their use of him in later sequels. Damien McFerran praised Terry's design, saying that he is "emanating so much coolness it's little wonder that SNK otaku can always be seen wearing his trademark red cap". Dale Nardozzi of TeamXbox also praised Terry's distinct appearance. He also commented that Terry's clothes are some of the most common cosplays at every convention featuring video games. GamingExcellence's Andrew Sztein commented that Terry was one of his favorite series' character. He mentioned that he liked his design because "he should be working at Petro Canada part time" and added that his mispronunciation of English quotes is quite funny. IGN reviewer Ryan Clements also preferred Terry over all the other characters in the Fatal Fury series, commenting that he liked the way the character played in each game. Dan Whitehead from Eurogamer praised each part of Terry's appearance that makes him look cool. He noted that Terry is one of the most popular characters from Fatal Fury although he is "rather bland". UGO.com listed Terry's baseball cap thirteenth on their list of "The Coolest Helmets and Headgear in Video Games", calling it "completely badass", despite having "Fatal Fury" stitched on the front. Den of Geek placed Terry third on their "best fighting game characters" list. Editor Harry Slater commented that "Bogard is a stark reminder of the glory days of the two dimensional fighter". The English actor's voice in Maximum Impact received a good review in Hardcore Gamer magazine for fitting Terry so well.

GamesRadar called Terry "one of SNK's most memorable characters", ranking him the 86th "most memorable, influential, and badass" protagonist in games. They also listed him as the second best fighting character because of the appeal of his techniques. His role in the story, for example his adoption of Rock Howard, was also praised. In 2012, Complex ranked Terry the 11th "Most Dominant Fighting Game Character" commenting that his appearance in the least would be predictable based on his fame. 4thletter listed Terry's ending in Real Bout Fatal Fury as the best one in gaming as it not only ends his rivalry with Geese but also shows more of his relationship with Rock Howard. Arcade Sushi ranked him as the "4th best fighting game good guy" noted for more than "his hilarious English butchery". They praised his outfit and cited his moves as entertaining. Den of Geek listed him as the third best The King of Fighters character with the writer commenting on his "overthetop" moves as well as comparing him positively with Street Fighter characters Ryu and Ken Masters based on their personalities. The same site listed him as the third best fighting game character, remarking on his figure within SNK's games and his impact within gamers. TeamXbox referred to Terry as one of SNK's most popular characters due to the number of cosplayers based on him.

Several sites have commented on Terry's gameplay moves. Gaming Age writer Jeff Keely criticized how overpowered Terry became in The King of Fighters '99 because of his new special moves. Prima Games listed his "Burn Knuckle" as one of the 50 greatest fighting moves in video game history because Terry dashes towards his enemies in the process. Terry was given a move known as the "Buster Wolf" which was listed as one of the best techniques in fighting games by Arcade Sushi not only because of its impact, but also before landing the attack, the character ironically says "Are you okay?" Polygon recommended that newcomers to The King of Fighters XIV try Terry's movesets, despite some difficulties with mastering certain moves.

The female portrayal of Terry in SNK Heroines: Tag Team Frenzy was met with surprise. Push Square joked about the implications of the developers changing Terry's gender while Nintendo Life wondered why they did not use Alice Nakata, a female fighter who has some of Terry's moves. Nevertheless, the site found Terry's fighting style in the crossover to be promising. Despite also finding the fighter's appearance confusing, Game Informer commented that every SNK game might need Terry regardless of gender. Destructoid noted that while Terry retained his original moves, most fans were unaware that the female Terry appeared for the first time in a Japanese mobile game. Daily World News agreed with Nintendo Life ' s questioning why SNK did not use Alice instead. They noted the most common response had been mixed and wondered if this was meant to be a joke similar to Iori Yagami's cross-dressing alter-ego, Miss X, from SNK Gals' Fighters. The character's inclusion in Street Fighter 6 was praised by Anime News Network for its level of attention to the detail despite noting negative backlash about his large chin, but still found it as a fanservice to SNK fans, most specifically gamers from Garou: Mark of the Wolves. Kotaku enjoyed this decision especially due to how Terry is the rival of Ken Masters from Street Fighter as highlighted in promotional artwork of previous crossovers.

Anime News Network ' s Bamboo Dong praised Terry's character development in the Fatal Fury original video animations because they portrayed his insecurities, something rarely seen in other adaptations. Chris Beveridge of Mania Beyond Entertainment also praised the characters' development citing Terry's grief over the loss of his love interest. In contrast THEM Anime Reviews' Raphael criticized Terry's story for being told several times already in other series and also panned his final fight against Geese Howard because of the lack of regular martial arts and the use of chi-like energy instead. For The Motion Picture, Anime News Network found Terry's tragic characterization and fate sad enough to make him sensitive as it contrasted his views on fighting game characters in general with Terry losing for the second time a woman he loves despite having the power to defeat the villain. Although the live-action film of The King of Fighters has been panned, Beyond Hollywood said that KOF ' s "only saving grace... is David Leitch, who is flat-out hilarious as world-weary CIA agent Terry Bogard. Yeah, the character doesn't make a lick of sense, but in this film, it borders on genius". Felix Vasquez of Cinema Crazed, however, criticized Terry's character in the movie calling him a "nuisance". Tyler Treese of GameRevolution has praised Terry's addition in Super Smash Bros. Ultimate by stating that "There are so many ridiculous possibilities for him to battle, and that’s exactly what makes Smash Bros. such a fun series." A commercial for the mobile phone game SNK Allstar generated disgust in social media for Terry being portrayed as a man sexually harrassing women. This led to the game's cancellation when SNK's heard about it.