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| Economic Vehicle |
Economic vehicleEspecially, some Joint Ventures and funds incurring a lot of cash flow are called vehicles.
All economic body can be called the vehicle.
Joint ventureA joint venture (often abbreviated JV, and sometimes known by the older term joint adventure) is a strategic alliance between two or more parties to undertake economic activity together. The parties agree to create a new entity together by both contributing equity, and they then share in the revenues, expenses, and control of the enterprise. The venture can be for one specific project only, or a continuing business relationship such as the Sony Ericsson joint venture.
Organizations can also form joint ventures, for example, a child welfare organization in the Midwest initiated a joint venture whose mission is to develop and service client tracking software for human service organizations. The five partners all sit on the joint venture corporation's board, and together have been able to provide the community with a much-needed resource.
When are joint ventures used?
Joint ventures are very common in the oil and gas industry, and are often cooperations between a local and foreign company (about 3/4 are international). A joint venture is often seen as a very viable business alternative in this sector, as the companies can complement their skill sets while it offers the foreign company a geographic presence. Studies show a failure rate of 30-61%, and that 60% failed to start or faded away within 5 years. (Osborn, 2003) It is also known that Join ventures in low-developed countries show a greater instability, and that JVs involving government partners have higher incidence of failure (private firms seem to be better equipped to supply key skills, marketing networks etc.) Furthermore, JVs have shown to fail miserably under highly volatile demand and rapid changes in product technology.
Some countries require foreign companies to form joint ventures with domestic firms in order to enter a market. This requirement often forces technology transfers and managerial control to the domestic partner.
Reasons for forming a joint venture
Internal reasons
#Spreading costs and risks
#Improving access to financial resources
#Economies of scale and advantages of size
#Access to new technologies and customers
#Access to innovative managerial practices
#Taxation as a partnership (in the case of unincorporated joint ventures)
Competitive goals
#Influencing structural evolution of the industry
#Pre-empting competition
#Defensive response to blurring industry boundaries
#Creation of stronger competitive units
Strategic goals
#Synergies
#Transfer of technology/skills
#Diversification
Examples
- AutoAlliance International between Ford Motor Company and Mazda
- Cingular between SBC and BellSouth
- Equilon between Texaco and Royal Dutch Shell
- LG.Philips Components between LG Group and Royal Philips Electronics
- NUMMI between General Motors and Toyota
- Penske Truck Leasing between GE and the Penske Corporation
- Sony Ericsson between Sony and Ericsson
- Verizon Wireless between Verizon Communications and Vodafone
- Northwest Airlines and KLM Royal Dutch Airlines
Category:Business law
Category:Strategic Alliance
Cash flowIn finance, cash flow refers to the amounts of cash being received and spent by a business during a defined period of time, sometimes tied to a specific project.
In accounting, a cash flow projection sets out all the expected payments and receipts in a given period. Managers use cash-flow projections to arrange for employees and creditors to be paid at appropriate times.
Example
The cash flow for this example is +$40.00.
Note that we only include sales income which was paid for in cash. This is very important for describing the health of the business because although you may have made $1000 in sales, you still may have to wait to collect that cash (due to the terms you have with the customer). Even though you may be showing high profits on the Income statement, you may have no cash to show for it. This is why when determining the health of a business you must look at the Income statement, Balance Sheet, and the Cash Flow statement.
See also
- Cash flow statement
- Cash is king
- Discounted cash flow
- Internal rate of return
- Net present value
- Income statement
- Balance sheet
- Cash on cash return
External links
- [http://www.investopedia.com/articles/01/110701.asp - investopedia.com article]
Category:Accounting
Category:Corporate finance
Category:Fundamental analysis
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Vehicle:This article is about the means of transport. For the political meaning, see electoral vehicle. For the economical meaning, see economic vehicle
Vehicles are non-living means of transportation. They are most often man-made (e.g. cars, motorcycles, trains, ships, and aircraft), although some other means of transportation which are not made by man can also be called vehicles; examples include icebergs and floating tree trunks.
Vehicles may be propelled by animals, e.g. a chariot or an ox-cart. However, animals on their own, though used as a means of transportation, are not called vehicles. This includes humans carrying another human, for example a child or a disabled person.
Most land vehicles have wheels. Please see the wheel article for examples of vehicles with and without wheels.
Movement without the help of a vehicle or an animal is called locomotion. The word vehicle itself comes from the Latin vehiculum.
AVL stands for Automatic Vehicle Location.
Types of vehicles
- Aircraft
- Cars
- Auto rickshaws
- Boats
- Buses
- Coaches
- Motorcycles
- Trains
- Ships
- Vans
- Bicycles
- More...
External Links
- [http://www.epa.gov/greenvehicles/ Green Vehicle Guide]
- [http://www.nhtsa.dot.gov/cars Vehicle Information]
Category:Transportation
simple:Vehicle
ToeJam & Earl
ToeJam and Earl is a 1991 console game for the Sega Genesis. It features the two eponymous characters, aliens from a planet called Funkotron, who accidentally crash on Earth after their ship being hit by a meteorite.
The gameplay consists of the player controlling the characters around several levels in a search for their funkotronic space ship parts, while fighting earthlings with tomatoes. During the game, the player will also collect present boxes which contain special items.
The items vary from food (to gain or lose health points) to rocket-skate shoes, and each different type of present box contains the same kind item.
The music plays an important role in the game, even being part of the major concept. The whole game revolves around "funk". The soundtrack is composed by John Baker.
Another notable feature of the game is the multi-screen capability. When on two players mode, if the characters get too far away from each other, the screen will split in half letting each character free to move through the game. The players could even be on different levels at the same time.
The two characters also talk with each other during the game, if they are close enough and if they're both not moving. When two players get together again, the characters also say things like "Yo, what's up!". They also talk in most elevator scenes, between each level.
All the games employ music and style derived from early-1970s funk music and culture, similar in some respects to the blaxploitation films of that period. The games were created by ToeJam & Earl Productions Inc., of San Rafael, California.
Characters
- ToeJam is a skinny three-legged red alien with snail-like eyes, who wears a white hat, black and white shoes and a golden necklace.
- "Big" Earl is an obese orange alien who wears sunglasses and blue shorts.
ToeJam & Earl
The original ToeJam & Earl, a two-dimensional action game, was released for the Sega Genesis game console in 1991. The game's premise starts with ToeJam & Earl cruising the stars in their spaceship, when ToeJam decides to let Earl drive. As a result, the pair crash-land on Earth, their spaceship broken into ten pieces. They must search for the pieces and reassemble their spaceship in order to return home to the planet Funkotron. As they do so, they face a variety of Earthlings that stand in their way, such as the Insane Dentist (Painus Maximus), Crazed Shopper (Spenditallinadae), Nerdherd (Geekus Dorkia), Cupid (Cupidus Stupidus), and the Phantom Ice Cream Truck (Driverus Insanicus Ghostium), each of which causes the player to lose health and eventually lives.
To defend against the Earthlings, a variety of power-ups are provided in the form of presents. Each present appears as a differently-wrapped package, which must be identified either by opening it or by other means. Some presents offer increased mobility for a limited time, such as the Super Hi-tops (increased speed), Rocket Skates (really increased speed at the cost of control), Spring Shoes (ability to jump), and Icarus Wings (flight). Other presents provide bonuses, such as extra bucks (which may be used to mail-order presents at mailboxes or to have presents identified by the Wise Man in the Carrot Suit without opening them) or extra lives. Still others are harmful, such as Schoolbook (puts the player to sleep for a time, making them vulnerable to attack) 'Total Bummer!' (Kills the player on the spot) or Randomizer (scrambles all identified presents, requiring them to be identified all over again). Health bonuses in the form of food items are also found; the better the food tastes, the more it heals, so a fudge sundae will heal more than an apple. Some food items, however, cause the player to lose health rather than gain it. Most of this type are rotten, like moldy cheese, but some types are foods stereotypically disliked by children, such as brocolli.
The game has twenty-five main levels, which are arranged vertically, one above the other. Players progress upward through the levels by means of an elevator, which appears on each map. Levels also have cliff edges, which the unwary player can fall from, landing on the next-lower level. The terrain also presents hazards such as deserts and lakes. The game could be played through with preset levels (Fixed World) or randomly-generated levels (Random World). In Random World mode, the level layout, Earthlings and Presents were randomised, increasing the longevity of the game.
The game's two-player cooperative play is one of its most unique features. When two players play, the game keeps them on the same screen whenever feasible, but switches to split-screen rendering if they get far enough apart. Players can assist one another by performing a high five, which equalizes health between the two. A special present, Togetherness, allows a player to teleport to the other player's location.
ToeJam & Earl was a hit on the Genesis platform; it has been suggested by some that, were it not for Sonic the Hedgehog, ToeJam and Earl could have become the platform's unofficial mascots. The game appeared on top lists of rentals for years after its release, and is one of the best-remembered Genesis titles.
ToeJam & Earl in Panic on Funkotron
Sonic the Hedgehog
A sequel to the original in the form of a side-scrolling game platform game, ToeJam & Earl in Panic on Funkotron was released for the Genesis in 1993. In this game, it is revealed that a number of Earthlings hitchhiked on ToeJam and Earl's spaceship on their trip back home after the first game, and are now infesting Funkotron. ToeJam and Earl must capture the Earthlings in jars, and ship them back to Earth in rocket ships at the end of each level.
The player has a variety of "funk powers" to assist in evading and capturing the earthlings, such as Funk Move (allowing the player to pass through walls and other objects) and Funk Scan (revealing hidden items). Other bonuses are also found throughout the game, including minigames such as Jam Out (a rhythm-matching game requiring the player to press the controller buttons to match patterns shown on screen) and Hyperfunk Zones (a time-limited race to pick up bonuses). Presents and food items also show up, in a manner similar to that of the original game. Progress can be saved by means of passwords that are presented at specific points.
Panic on Funkotron has its fans, but many gamers thought the original ToeJam & Earl was the better game of the two.
ToeJam & Earl III: Mission To Earth
The third game in the series was originally intended for the Sega Dreamcast console, but, after Sega discontinued the Dreamcast, the game was retargeted at the Microsoft Xbox. A three-dimensional platform game, it was released in October 2002. The gameplay is primarily based on that of the original ToeJam & Earl, though elements from Panic on Funkotron were also included. The game presented a more adult approach, full random 3-D levels.
For the more-capable platform, ToeJam and Earl were given graphical makeovers; ToeJam was dressed in a tank top, shorts, and a baseball cap to accompany his gold medallion, while Big Earl's polka-dot Bermuda shorts were replaced by blue denim, and he was given a knit cap. The two characters are joined by Latisha, a blue female insect-like character in blue jeans, a bra top, and gold bangle jewelry. Players may play as any of the three, and may switch between characters in mid-game using the Character Switch Platforms. (Additional playable characters may be downloaded via Xbox Live, as well as additional levels.)
The three are called upon by Lamont, the Funkopotamus (ruler of Funkotron and source of all Funk), to retrieve the twelve Sacred Albums of Funk, which have been stolen and hidden on Earth. As with the original ToeJam & Earl, a variety of Earthlings stand in the way, many of which have carried over from the first two games. To fight against them, the player can use "funk powers" (as in Panic on Funkotron) such as Funk-Fu, a short-range energy blast, and Funk Notes, which can be launched at enemies from a distance, to "funkify" the Earthlings and render them harmless. Presents and food items, many of which carry over from ToeJam & Earl as well, are available to assist or hinder the player. The rhythm-matching from Panic on Funkotron also makes an appearance, in the form of Funk Rhythm, which funkifies nearby Earthlings or gives the player bonus points for matching rhythms by pressing the controller's buttons.
The levels, instead of being arranged in a linear fashion, are grouped into five zones, and accessed by collecting keys scattered throughout the levels. Each zone contains its own set of levels, as well as minigames in which the player must compete against the clock to win bonuses. The gates between zones are opened through special minigames, which must be accessed by collecting karaoke microphones, each of which requires the completion of a mission in one of the levels to acquire. Gradually, however, a more critical purpose is revealed, through cut scenes in which Lamont, in lines reminiscent of Star Wars (such as "I feel a great disturbance in the Funk"), tells the player of the existence of the "Anti-Funk," the game's final boss. Progress through the game is saved to the Xbox console's hard disk drive.
ToeJam & Earl III received mixed reviews in the gaming community. Some reviewers felt it was one of the best platform games available on any console. Others dismissed it as suitable for fans of the original but otherwise relatively pedestrian.
Other Appearances
ToeJam and Earl also appeared in Ready-Aim-Tomatoes! soon after the original, a game packaged with the Menacer light gun for the Genesis, which involved ToeJam fighting off Earthlings by throwing tomatoes.
External links
- [http://www.tjande.com ToeJam & Earl Productions Inc.] Official website
- [http://www.mobygames.com/game_group/sheet/gameGroupId,911/ ToeJam and Earl Series] at MobyGames
- [http://www.gamefaqs.com/console/genesis/game/563350.html Walkthrough of ToeJam & Earl 2: Panic on Funkotron]
- [http://www.xbox.com/en-us/toejamearl3/default.htm Xbox.com catalog listing for ToeJam & Earl III: Mission to Earth]
- [http://www.tjande.com/audio/tje_theme.mp3 The ToeJam & Earl Theme Song (mp3 file)]
Category:1991 computer and video games
Category:1993 computer and video games
Category:2002 computer and video games
Category:Action-adventure games
Category:Sega Genesis games
Category:Xbox games
Category:Computer and video game franchises
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