The Need for Speed series was originally developed by Distinctive Software, a video game studio based in Vancouver, British Columbia, Canada. Prior to Electronic Arts' purchase of the company in 1991,[4] it had created popular racing games such as Stunts and Test Drive II: The Duel. After the purchase, the company was renamed Electronic Arts (EA) Canada. The company capitalized on its experience in the domain by developing the Need for Speed series in late 1992.[citation needed]

Need for Speed III: Hot Pursuit added Hot Pursuit mode, where the player either attempted to outrun the police or be the cop, arresting speeders. NFS III took advantage of the multimedia capabilities by featuring audio commentary, picture slideshows, and music videos. This game was the first in the series to allow the downloading of additional cars from the official website. As a result, modding communities sprang up to create vehicles. The PC version was also the first game in the series to support Direct3D hardware.


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Hot Pursuit 2 draws primarily from the gameplay and style of NFS III, putting emphasis on evading the police and over-the-top tracks. Although the game allowed players to play as the police, the pursuit mode was less realistic than preceding versions of NFS; players merely needed to "tap" a speeder to arrest them, as opposed to using simulated police tactics to immobilize a speeding vehicle. This was the first version since the start of the series not to feature an "in the driving seat" (cockpit) camera view, transitioning EA from realistic racing to arcade street racing. It was the last game in the series for the PC version to feature the split-screen two-player mode introduced in Need for Speed II. For the multiplayer mode of the PC version, GameSpy's internet matchmaking system was used in place of Local Area Network (LAN) play. Hot Pursuit 2 was the first NFS game to use songs sung by licensed artists under the EA Trax label.

Need for Speed: ProStreet, developed by EA Black Box, was released in 2007. Key features of the game included realistic damage, a return to realistic racing, modeling, and burnouts.[125][126] The game lacked the free roam mode found in earlier releases, instead, all of the races were on closed race tracks that took place on organized race days. The game consisted of drag races, speed challenges (essentially sprint races and speed traps), grip races (circuit racing), and drift races.

There were over 60 cars, most available to both racers and cops, but a few were exclusive to either side.[133] Unlike previous NFS titles, there was no customization, and the game takes place in a fictional rural area called Seacrest County, which the "free roam" feature lets you explore. Hot Pursuit allows play as either police or racer. The game also features many weapons, with some exclusive to the cops or racers. The biggest feature introduced was Autolog, which tracked player progressions and recommended events to play. In addition to its statistical system, Autolog also features Facebook-like speedwalls where players can post their comments and photos while in the game. Hot Pursuit has received some of the best reviews of the series.

Need for Speed Heat was released in 2019 for Microsoft Windows, PlayStation 4 and Xbox One.[143][144][145] The game is set in Palm City. Unlike the previous title, which featured a full day-night cycle, the time of day can be switched when needed between a day and night period, with each period offering different races and payouts. Heat is similar to other titles and features a "Heat" system in which players earn rep when participating in police pursuits, with greater amounts offered during night than in the day. This was the last title released by Ghost Games before its dissolvement in 2020, after which Criterion took full creative oversight of the franchise.

We don't mind if people make a thread that offers constructive criticism and isn't made on a regular basis. However, repeated whining is not welcome here. If the game frustrates you, don't whine about it all the time. It clogs up the subreddit and gets very annoying very quickly. Just chill, breathe and take a break from the game if you need to.

Most teams have a natural tendency to over-build, over-engineer, and overly complicate their products. The sense of urgency that comes from speed keeps the team focused on the smallest viable product.

We want our teams to be highly motivated. Excited to come into work. They should always be learning and improving. They should feel good about what they produce. Speed leads to success, and this success leads to a highly motivated team. The virtuous cycle of all this is that highly motivated teams also lead to more speed.

As always, it is critical to keep reinforcing that speed does not mean working 15 hour days. Speed is a function of the skills of the team, the techniques the team uses, and the culture of the organization, not how many hours people are at their computers.

When the first responder community and 9/11 commission studied this problem, the experts concluded not only that first responders were severely affected by insufficient technology, but also that the technology first responders needed was available if only the nation had taken steps to help them put it in place.

First responders need additional spectrum to ensure connectivity and seamless communication in times of crisis, and federal funding of such units should be prioritized, the 9/11 commission said in its groundbreaking report.

Many projects need samples sequenced fast, especially those involving clinical research samples from patients. Other researchers may need results quickly in order to meet deadlines, apply for funding, or produce a publication.

Before Exome Express, it would take about seven weeks to sequence the exome of a sample at the Broad. For projects in which a researcher needs information on a large batch of samples, this timeframe is often sufficient. But for clinicians and patients looking for data that may help them make treatment choices, seven weeks is an eternity.

The lowdown: Clinicians, drug developers, politicians, investors, patients and regulators all have an interest in accelerating drug development, and have been working hard to introduce new pathways and policies that can speed up the process. Just last month, the US Food and Drug Administration (FDA) approved the first breakthrough drug candidate (see page 891). A JAMA Internal Medicine article now quantifies some of the benefits of the multitude of expedited drug pathways.

There are applications where gigabit speeds are important with the greatest demand coming from IP cameras. With security as the driver, customers are seeking more frames per second so little is missed in surveillance applications. Other customers simply want the ability to handle the higher speeds even if their current automation systems cannot operate at these speeds. It is because most modern desktop computers and laptops come with Gigabit Ethernet adapters. Even if all your automation devices only operate at 100 Mbps, you can use four ports of the switch for 100 Mbps connections and the fifth port as a Gigabit backbone to another Gigabit switch for higher throughput.

The five-port EISK5-GT can operate at 10, 100 or 1000 Mbps by having its speed set automatically through auto-negotiation with its link partner. Physically, it looks almost identical to the EISK5-100T with is compact metal enclosure size and DIN-rail mounting. Like other products in the Skorpion series, it can be powered from a 24 VAC/VDC supply and operate over the industrial temperature range of 0-60C.

With the advent of Gigabit speed, there was a demand for larger Ethernet frames. The EISK5-GT can support Jumbo Frames up to 9216 bytes. Gigabit speed utilizes all four pairs of the Ethernet cable for communication. CAT6 cable is preferred to accommodate the higher data rate. The EISK5-GT supports auto-MDIX so switches can be cascaded without the need of Gigabit crossover cables which are different from 10/100 crossover cables. With the proper cabling and the EISK5-GT, you are built for speed. 589ccfa754

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