where does the expression when pigs fly come from

The idiom is apparently derived from a centuries-old Scottish proverb, though some other references to pigs flying or pigs with wings are more famous. At least one appears in the works of Lewis Carroll:

When pigs fly

The phrase "when pigs fly" (alternatively, "pigs might fly") is an adynatonâ€”a figure of speech so hyperbolic that it describes an impossibility. The implication of such a phrase is that the circumstances in question (the adynaton, and the circumstances to which the adynaton is being applied) will never occur.

"When pigs fly" is an adynaton, a way of saying that something will never happen. The phrase is often used for humorous effect, to scoff at over-ambition. There are numerous variations on the theme; when an individual with a reputation for failure finally succeeds, onlookers may sarcastically claim to see a flying pig. ("Hey look! A flying pig!") [1] Other variations on the phrase include "And pigs will fly", this one in retort to an outlandish statement.

An example occurs in the film The Eagle Has Landed: an Irish secret agent working for the Nazis replies to a German general speaking of Germany's shortly winning World War II, "Pigs may fly, General, but I doubt it!" Later, when the Irishman sees German soldiers parachuting before an attack, he says to himself, "Mother of God! Flying pigs!"

An identical phrase, used to express impossibilities, exists in Romanian, Când o zbura porcul, literally meaning "When the pig shall fly"; an equivalent also implying an animal is La Paștele cailor, literally: "on horses' Easter". Similar phrases in English include "when hell freezes over", the Latin expression "to the Greek calends", and "and monkeys might fly out of my butt", popularized in Wayne's World skits and movies. They are examples of adynata.[2] In Finnish, the expression "kun lehmät lentävät" (when cows fly) is used because of its alliteration. In French, the most common expression is "quand les poules auront des dents" (when hens will have teeth).

In Polish, a similar expression is "See a tank rolling in here?", while simultaneously lowering a lower eyelid with a finger. Sometimes, when in return to this a slightly more limited, but still improbable answer is given, the speaker repeats the gesture, stating: "Maybe at least a gun barrel sticks out?":

"Thinking again?" the Duchess asked, with another dig of her sharp little chin.
"I've a right to think," said Alice sharply, for she was beginning to feel a little worried.
"Just about as much right," said the Duchess, "as pigs have to fly...." â€” Alice's Adventures in Wonderland, Chapter 9.

American literature author John Steinbeck was told by his professor that he would be an author when pigs flew. When he eventually became a novelist, he started to print every book he wrote with the insignia "Ad astra per alas porci" (to the stars on the wings of a pig).[3] He sometimes added an image of a flying pig, called "Pigasus".


what kind of material can be used in the house to make it more soundproof

Residential soundproofing aims to decrease or eliminate the effects of exterior noise. The main focus of residential soundproofing in existing structures is the windows and doors. Solid wood doors are a better sound barrier than hollow doors.[6] Curtains can be used to damp sound either through use of heavy materials or through the use of air chambers known as honeycombs. Single-, double- and triple-honeycomb designs achieve relatively greater degrees of sound damping. The primary soundproofing limit of curtains is the lack of a seal at the edge of the curtain, although this may be alleviated with the use of sealing features, such as hook and loop fastener, adhesive, magnets, or other materials. Thickness of glass will play a role when diagnosing sound leakage. Double-pane windows achieve somewhat greater sound damping than single-pane windows when well sealed into the opening of the window frame and wall.[7]

Soundproofing

Soundproofing is any means of reducing the sound pressure with respect to a specified sound source and receptor. There are several basic approaches to reducing sound: increasing the distance between source and receiver, using noise barriers to reflect or absorb the energy of the sound waves, using damping structures such as sound baffles, or using active antinoise sound generators.

Two distinct soundproofing problems may need to be considered when designing acoustic treatments - to improve the sound within a room (See anechoic chamber), and reduce sound leakage to/from adjacent rooms or outdoors. Acoustic quieting and noise control can be used to limit unwanted noise. Soundproofing can suppress unwanted indirect sound waves such as reflections that cause echoes and resonances that cause reverberation. Soundproofing can reduce the transmission of unwanted direct sound waves from the source to an involuntary listener through the use of distance and intervening objects in the sound path.

The energy density of sound waves decreases as they spread out, so that increasing the distance between the receiver and source results in a progressively lesser intensity of sound at the receiver. In a normal three-dimensional setting, with a point source and point receptor, the intensity of sound waves will be attenuated according to the inverse square of the distance from the source.

Damping means to reduce resonance in the room, by absorption or redirection (reflection or diffusion). Absorption will reduce the overall sound level, whereas redirection makes unwanted sound harmless or even beneficial by reducing coherence. Damping can reduce the acoustic resonance in the air, or mechanical resonance in the structure of the room itself or things in the room.

Absorbing sound spontaneously converts part of the sound energy to a very small amount of heat in the intervening object (the absorbing material), rather than sound being transmitted or reflected. There are several ways in which a material can absorb sound. The choice of sound absorbing material will be determined by the frequency distribution of noise to be absorbed and the acoustic absorption profile required [1]

Porous absorbers, typically open cell rubber foams or melamine sponges, absorb noise by friction within the cell structure.[2] Porous open cell foams are highly effective noise absorbers across a broad range of medium-high frequencies. Performance can be less impressive at lower frequencies.

The exact absorption profile of a porous open cell foam will be determined by a number of factors including the following:

Resonant panels, Helmholtz resonators and other resonant absorbers work by damping a sound wave as they reflect it.[3] Unlike porous absorbers, resonant absorbers are most effective at low-medium frequencies and the absorption of resonant absorbers is always matched to a narrow frequency range.

When sound waves hit a medium, the reflection of that sound is dependent on dissimilarity of the surfaces it comes in contact with.[4] Sound hitting a concrete surface will result in a much different reflection than if sound were to hit a softer medium such as fiberglass. In an outdoor environment such as highway engineering, embankments or panelling are often used to reflect sound upwards into the sky.

If a specular reflection from a hard flat surface is giving a problematic echo then an acoustic diffuser may be applied to the surface. It will scatter sound in all directions. This is effective to eliminate pockets of noise in a room.[5]

A room within a room (RWAR) is one method of isolating sound and preventing it from transmitting to the outside world where it may be undesirable.

Most vibration / sound transfer from a room to the outside occurs through mechanical means. The vibration passes directly through the brick, woodwork and other solid structural elements. When it meets with an element such as a wall, ceiling, floor or window, which acts as a sounding board, the vibration is amplified and heard in the second space. A mechanical transmission is much faster, more efficient and may be more readily amplified than an airborne transmission of the same initial strength.

The use of acoustic foam and other absorbent means is less effective against this transmitted vibration. The user is advised to break the connection between the room that contains the noise source and the outside world. This is called acoustic decoupling. Ideal decoupling involves eliminating vibration transfer in both solid materials and in the air, so air-flow into the room is often controlled. This has safety implications: inside decoupled space, proper ventilation must be assured, and gas heaters cannot be used.

Noise cancellation generators for active noise control are a relatively modern innovation. A microphone is used to pick up the sound that is then analyzed by a computer; then, sound waves with opposite polarity (180Â° phase at all frequencies) are output through a speaker, causing destructive interference and cancelling much of the noise.

Significant noise reduction can also be achieved by installing a second interior window. In this case the exterior window remains in place while a slider or hung window is installed within the same wall openings.[8]

The FAA offers soundproofing for homes that fall within a noise contour where the average decibel level is 65 decibels. It is part of their Residential Sound Insulation Program. The program provides Solid-core wood entry doors plus windows and storm doors. [9]

Restaurants, schools, office businesses, and health care facilities use architectural acoustics to reduce noise for their customers. In the US, OSHA has requirements regulating the length of exposure of workers to certain levels of noise.[10]

Commercial businesses sometimes use soundproofing technology, especially when they are an open office design. There are many reasons why a business might implement soundproofing for their office. One of the biggest hindrances in worker productivity are the distracting noises that comes from people talking such as on the phone, or with their co-workers and boss. Noise soundproofing is important in mitigating people from losing their concentration and focus from their work project. It is also important to keep confidential conversations secure to the intended listeners.

When trying to find places to install soundproofing, acoustic panels should be installed in office areas where lots of traffic corridors, circulation pathways, and open work areas are connected. Successful acoustic panel installations rely on three strategies and techniques to absorb sound, block sound transmission from one place to another, and cover and masking of the sound.[11]

Automotive soundproofing aims to decrease or eliminate the effects of exterior noise, primarily engine, exhaust and tire noise across a wide frequency range. When constructing a vehicle which includes soundproofing, a panel damping material is fitted which reduces the vibration of the vehicles body panels when they are excited by one of the many high energy sound sources caused when the vehicle is in use.[12] There are many complex noises created within vehicles which change with the driving environment and speed at which the vehicle travels.[13] Significant noise reductions of up to 8Â dB can be achieved by installing a combination of different types of materials.[14]

The automotive environment limits the thickness of materials that can be used, but combinations of dampers, barriers, and absorbers are common. Common materials include felt, foam, polyester, and Polypropylene blend materials. Waterproofing may be necessary based on materials used.[15] Acoustic foam can be applied in different areas of a vehicle during manufacture to reduce cabin noise. Foams also have cost and performance advantages in installation since foam material can expand and fill cavities after application and also prevent leaks and some gases from entering the vehicle. Vehicle soundproofing can reduce wind, engine, road, and tire noise. Vehicle soundproofing can reduce sound inside a vehicle from five to 20 decibels.[16]

Since the early 1970s, it has become common practice in the United States and other industrialized countries to engineer noise barriers along major highways to protect adjacent residents from intruding roadway noise. The Federal Highway Administration (FHWA) in conjunction with State Highway Administration (SHA) adopted Federal Regulation (23 CFR 772) requiring each state to adopt their own policy in regards to abatement of highway traffic noise.[17] Engineering techniques have been developed to predict an effective geometry for the noise barrier design in a particular real world situation. Noise barriers may be constructed of wood, masonry, earth or a combination thereof. One of the earliest noise barrier designs was in Arlington, Virginia adjacent to Interstate 66, stemming from interests expressed by the Arlington Coalition on Transportation. Possibly the earliest scientifically designed and published noise barrier construction was in Los Altos, California in 1970.


degree of workability is high when slump is

Only a true slump is of any use in the test. A collapse slump will generally mean that the mix is too wet or that it is a high workability mix, for which the slump test is not appropriate.[1][3] Very dry mixes having slump 0 – 25 mm are typically used in road making, low workability mixes having slump 10 – 40 mm are typically used for foundations with light reinforcement, medium workability mixes with slump 50 – 90 mm, are typically used for normal reinforced concrete placed with vibration, high workability concrete with slump > 100 mm is typically used where reinforcing has tight spacing, and/or the concrete has to flow a great distance.[5]:68

Concrete slump test

The concrete slump test measures the consistency of fresh concrete before it sets. It is performed to check the workability of freshly made concrete, and therefore the ease with which concrete flows. It can also be used as an indicator of an improperly mixed batch. The test is popular due to the simplicity of apparatus used and simple procedure. The slump test is used to ensure uniformity for different loads of concrete under field conditions.[1]

A separate test, known as the flow table, or slump-flow, test, is used for concrete that is too fluid (workable) to be measured using the standard slump test, because the concrete will not retain its shape when the cone is removed.

The test is carried out using a metal mould in the shape of a conical frustum known as a slump cone or Abrams cone, that is open at both ends and has attached handles. The tool typically has an internal diameter of 100 millimetres (3.9 in) at the top and of 200 millimetres (7.9 in) at the bottom with a height of 305 millimetres (12.0 in).The cone is placed on a hard non-absorbent surface. This cone is filled with fresh concrete in three stages. Each time, each layer is tamped 25 times with a 2 ft (600 mm)-long bullet-nosed metal rod measuring 5/8 in (16 mm) in diameter.[2] At the end of the third stage, the concrete is struck off flush with the top of the mould. The mould is carefully lifted vertically upwards, so as not to disturb the concrete cone.

The concrete then slumps (subsides). The slump of the concrete is measured by measuring the distance from the top of the slumped concrete to the level of the top of the slump cone.[3][4]

The slumped concrete takes various shapes and according to the profile of slumped concrete, the slump is termed as true slump, shear slump or collapse slump. If a shear or collapse slump is achieved, a fresh sample should be taken and the test repeated. A collapse slump is an indication that the mix is too wet.

The slump test is suitable for slumps of medium to high workabiity, slump in the range of 5 – 260 mm, the test fails to determine the difference in workability in stiff mixes which have zero slump, or for wet mixes that give a collapse slump. It is limited to concrete formed of aggregates of less than 38 mm (1.5 inch).[1]

The slump test is referred to in several testing and building codes, with minor differences in the details of performing the test.

In the United States, engineers use the ASTM standards and AASHTO specifications when referring to the concrete slump test. The American standards explicitly state that the slump cone should have a height of 12-in, a bottom diameter of 8-in and an upper diameter of 4-in. The ASTM standards also state in the procedure that when the cone is removed, it should be lifted up vertically, without any rotational movement at all.[6] The concrete slump test is known as "Standard Test Method for Slump of Hydraulic-Cement Concrete" and carries the code (ASTM C 143) or (AASHTO T 119).

In the United Kingdom, the standards specify a slump cone height of 300 mm, a bottom diameter of 200 mm and a top diameter of 100 mm. The British Standards do not explicitly specify that the cone should only be lifted vertically. The slump test in the British standards was first (BS 1881–102) and is now replaced by the European Standard (BS EN 12350-2).[7] The test should be carried out by filling the slump cone in three equal layers with the mixture being tamped down 25 times for each layer.

There are many tests for evaluating slump in concrete: the flow table test (DIN 1048-1) uses similar, but differently-sized, apparatus, but the table on which the slump cone is placed is dropped several times after the slump cone is removed, and the measurement is of the diameter of the sample, not the height.[8] one example is the K-Slump Test (ASTM International C1362-09 Standard Test Method for Flow of Freshly Mixed Hydraulic Cement Concrete).[9] Other tests evaluating consistency are the British compacting factor test,[10] the Vebe consistometer for roller-compacted concrete (ASTM C1170),[11]

Another way of determining slump is to use an automated slump meter. Sensors and controls enable the meters to measure and display slump. Their reliability has by now earned them acceptance in various standard codes such as ASTM International. Some automated slump meters, such as the one by Verifi also can add water to the concrete mix in the delivery truck while in transit. In 2013 ASTM C94/C94M was revised to allow water additions during transit for trucks equipped with automated slump monitoring and measurement systems.


where does the last name hamilton come from

The surname Hamilton most probably originated in the village of Hamilton, Leicestershire, England,[1][2][3] but bearers of that name became established in the 13th century in Lanarkshire, Scotland.[3] The town of Hamilton, South Lanarkshire was named after the family some time before 1445.[4][5] Contemporary Hamiltons are either descended from the original noble family, or descended from people named after the town.[2][4]

Hamilton (surname and title)


the black sheep squadron is currently based at what marine installation

The squadron is best known as the Black Sheep of World War II fame and for one of its commanding officers, Colonel Gregory "Pappy" Boyington, whose memoirs also inspired the 1970s television show Baa Baa Black Sheep, later syndicated as Black Sheep Squadron, which dramatized the squadron's exploits during the war.

VMA-214

Marine Attack Squadron 214 (VMA-214) is a United States Marine Corps fighter squadron consisting of AV-8B Harrier (V/STOL) jets. The squadron is based at Marine Corps Air Station Yuma, Arizona and is under the command of Marine Aircraft Group 13 (MAG-13) and the 3rd Marine Aircraft Wing (3rd MAW).

Provide offensive air support, armed reconnaissance, and air defense for Marine expeditionary forces.

Marine Fighter Squadron 214 was originally commissioned on July 1, 1942, at Marine Corps Air Station Ewa, on the Island of Oahu. Initially called the "Swashbucklers," they participated in the Solomon Islands campaign, flying out of Henderson Field on Guadalcanal. They were disbanded following their combat tour and the squadron designation was given to the Marine command on Espiritu Santo.

In August 1943, a group of twenty-seven young men under the leadership of Major Gregory "Pappy" Boyington (who was later awarded the Medal of Honor) were joined together to form the original "Blacksheep" of VMF-214. Major Boyington had just returned from a year's tour in China as a member of the 1st American Volunteer Group (nicknamed the Flying Tigers), and had been credited with multiple kills of Japanese aircraft.[1] The squadron was not assigned any aircraft or ancillary personnel at first and flew to Guadalcanal and later the Russell Islands in borrowed planes that were in less than satisfactory condition.[2]

On the evening of September 13, 1943, the men of VMF-214 gathered in their commanding officer's hootch during which time it was suggested that they needed a nickname. Originally the squadron called itself "Boyington's Bastards" after its new commander, the fact that all of the pilots had been orphans and not attached to a squadron when they got together, and the fact they possessed few reliable planes and no mechanics. The following day, this new label was presented to the Marine Corps public information officer on the island at the time, Captain Jack DeChant, and found to be unacceptable because civilian newspapers would never print it. DeChant then suggested the call sign "Black Sheep" because the expression meant essentially the same thing.[3] The pilots ranged from experienced combat veterans, with several air-to-air victories to their credit, to new replacement pilots from the United States. Major Boyington and Major Stan Bailey were given permission to form the unassigned pilots into a squadron, with the understanding that they would have less than four weeks to have them fully trained and ready for combat. Although they dropped the moniker "Boyington's Bastards," the squadron still retains the black bar of bastardy across its shield.[4] They chose for their badge the black shield of illegitimacy, the bar sinister, a black sheep superimposed, surrounded by a circle of twelve stars, and crowned with the image of their aircraft, the F4U Corsair.

The Black Sheep squadron fought for eighty-four days. They met the Japanese over their own fields and territory and piled up a record of 203 planes destroyed or damaged, produced nine fighter aces with 97 confirmed air-to-air kills, sank several troop transports and supply ships, destroyed many installations, in addition to numerous other victories. For their actions, the original Black Sheep were awarded the Presidential Unit Citation for extraordinary heroism in action. Following their first combat tour, 26 pilots from the squadron left the airfield at Munda for a week of rest and relaxation in Sydney, Australia where they holed up in the Australia Hotel.[5]

The Black Sheep ended their second combat tour on January 8, 1944, five days after Major Boyington was shot down and captured by the Japanese. The original Black Sheep were disbanded and the pilots were placed in the pilot pool in Marine Aircraft Group 11. Exploits of this incarnation of the unit were loosely fictionalized in the 1970s television series Baa Baa Black Sheep, later renamed Black Sheep Squadron, starring Robert Conrad as Boyington.

VMF-214 was reformed on January 29, 1944 at Marine Corps Air Station Santa Barbara near Goleta, California. They deployed aboard the USS Franklin (CV-13) on February 4, 1945 to join on-going operations on Okinawa. On March 19, a Japanese bomber hit the USS Franklin. The explosion and resulting fire caused 772 deaths aboard the Franklin including 32 Black Sheep members. Many Black Sheep aircraft were launching for a strike on mainland Japan at the time. One, First Lieutenant Ken Linder, was given half credit for shooting down the Japanese bomber that struck the Franklin. This ended VMF-214 involvement in World War II. During the course of the war, the squadron suffered 23 pilots killed in action or missing and lost 48 aircraft to accidents or enemy contact.[6]

In April 1945, the Black Sheep were relocated to Marine Corps Air Station El Centro, California, and then to MCAS El Toro, CA in October 1945. In the next few years, the Black Sheep deployed for operations on board the USS Rendova (CVE-114), the USS Bairoko (CVE-115), the USS Badoeng Strait (CVE-116), and the USS Boxer (CV-21).

When the Korean War broke out, VMF-214 was en route to Hawaii on board the USS Badoeng Strait (CVE-116) hosting midshipmen from the Naval Academy. The squadron's commanding officer, Major Robert P. Keller, was summoned to headquarters in Hawaii where he met with then Colonel Victor Krulak. Krulak bluntly asked, "Major, are you ready to go to war?"[7]

Flying eight F4U-4B Corsairs on August 3, 1950, VMF-214 became the first Marine squadron to see action in Korea, when they launched from the USS Sicily (CVE-118) and executed a raid against enemy installations near Inchon. After the F4Us delivered their incendiary bombs and rockets, they followed up with a series of strafing runs.[8][9] Flying from the USS Badoeng Strait (CVE-116) and the USS Boxer (CV-21), the Black Sheep completed two combat tours in Korea. They participated in key battles, including the Inchon landing and the UN's defeat and withdrawal from Chosin Reservoir. In these and others battles, they provided nearly continual air cover, interdicting supply and communication lines, and inflicting heavy damage on numerous ground emplacements, and enemy armor.

Shortly before the close of hostilities in Korea, VMF-214 returned to Marine Corps Air Station El Toro. Here they exchanged their Corsairs for F9F Panther jets and began another training program. In the spring of 1953, the Black Sheep traded their F9s for new F2H-4 Banshees, and headed for the Hawaiian Islands. Upon their arrival, they became part of Marine Aircraft Group 13 and the First Marine Brigade.

In January 1956, the Black Sheep again received the order to "get ready." This time, the circumstances were less demanding. In the ensuing fifteen months, the Black Sheep covered all aspects of Marine aviation. On December 31, 1956, the squadron was redesignated Marine All Weather Fighter Squadron-214, flying the Banshee. The buildup included instrument flying, bombing, rocketry, strafing, air-to-air gunnery, field carrier landing practice, high and low altitude special weapon drops, and carrier qualifications. VMF(AW)-214 became the first Marine squadron to be qualified in special weapons delivery, in February 1957.

The period between Korea and Vietnam saw several significant changes for the Black Sheep. VMF was changed to VMA on July 9, 1957, designating the Squadron as "attack" rather than "fighter". In March 1958, the Black Sheep transitioned to the FJ-4 Fury. VMA-214 and VMF-212 became the first squadrons to deploy flying their aircraft across the Pacific. Another aircraft change occurred in January 1959, when the Black Sheep changed over to the newer FJ-4B.

In the FJ-4B Fury jets, the squadron logged over 27,000 hours as an attack squadron. This included a stretch with over 20,000 accident-free flight hours. The Black Sheep were awarded, on August 29, 1961, the CMC safety award for the "most outstanding safety record" achieved among attack squadrons throughout the Marine Corps.

On January 23, 1962, the Black Sheep replaced the FJ-4B Fury with the A-4B Skyhawk. This began a 27-year association between the Black Sheep and follow-on versions of the Skyhawk. In the fall of 1963, VMA-214 was selected as the first Marine Corps squadron to provide a detachment ("N") to deploy on a Westpac cruise aboard the USS Hornet (CVS-12). The detachment was assigned to intercept Russian "Bears" and "Badgers" flying toward the anti-submarine naval task force in the Sea of Japan. They returned home to MCAS Kaneohe Bay in April 1964.

In May 1965, the Black Sheep were reassigned to Marine Aircraft Group 12, 1st Marine Aircraft Wing, Fleet Marine Force, Pacific, and relocated to MCAS Iwakuni, Japan. On June 21, 1965, the first Black Sheep division flew into Chu Lai, Republic of Vietnam, landing on 4,000 feet of SATS runway. The Black Sheep rotated out of Vietnam in February 1966 to pick up new pilots and personnel. In April 1966, the Black Sheep deployed back to Chu Lai where combat missions were again flown in support of the Republic of Vietnam. The Black Sheep Squadron flew 14,000 hours in combat, 13,000 sorties, and dropped more than 10,000 tons of ordnance. For their service VMA-214 was awarded the Navy Unit Commendation with Bronze Star.

VMA-214 returned from Vietnam in April 1967, relocated to El Toro, and was reassigned to Marine Aircraft Group 33, 3rd Marine Aircraft Wing, Fleet Marine Force, Pacific. Once in El Toro, the unit became recognized as an operational training squadron for attack pilots, many of whom were replacement pilots bound for Vietnam. During December 1970, the Black Sheep were reassigned to Marine Aircraft Group 13.

During the late 1970s, and into the 1980s, the squadron participated in the Unit Deployment Program, rotating between Marine Aircraft Group 12, Marine Corps Air Station, Iwakuni, Japan, and Marine Aircraft Group 13 at MCAS El Toro, California. In October 1982, the Black Sheep were awarded the Lawson H.M Sanderson Award for Attack Squadron of the Year. In September 1987, the Black Sheep squadron once again relocated, this time to Marine Corps Air Station Yuma, Arizona. On October 17, 1987, the Black Sheep made history by becoming the first squadron to win the prestigious Sanderson award for a second time.

Two significant events occurred in 1989. During the year, the Black Sheep completed 30,000 accident free hours and six years of accident-free flying. Also, in June 1989, the Black Sheep introduced single-seat fixed wing "Night Attack" aircraft to the Marine Corps with the first operational squadron of AV-8B Night Attack Harrier IIs.

Marine Attack Squadron 214 became the first squadron to introduce the Night Attack capability into the Unit Deployment Program in October 1991, by deploying 20 Night Attack Harriers to Iwakuni, Japan, for seven months. Continuing in their traditions as pioneers, in July 1993, the Black Sheep conducted a dedicated "Night Systems" deployment to the Marine Corps Air Ground Combat Center at Twenty-Nine Palms, California. Ultimately, sorties were conducted throughout the night until shortly before dawn over a period of three weeks. It also resulted in the gathering of original medical data on night flying and its effect on pilot performance.

From December 1993 to July 1994, Marines of VMA-214 deployed aboard the USS Peleliu (LHA-5) and participated in contingency Operation Restore Hope and Operation Quick Draw off the coast of Somalia. Also during this deployment, VMA-214 Det B participated in Operation Distant Runner in Burundi and Rwanda.

In October 1994 a detachment from Marine Attack Squadron 214 embarked aboard the USS Essex (LHD-2) to support the 13th Marine Expeditionary Unit (13th MEU). While deployed, the detachment supported Operation Southern Watch in Southwest Asia and Operation United Shield off the coast of Somalia.

During April 1996, Marine Attack Squadron 214 again deployed a detachment aboard the USS Tarawa (LHA-1) in support of the 13th MEU. The detachment supported Operation Southern Watch off the coast of Kuwait and Operation Desert Strike in Northern Iraq.

In August 1997, the Black Sheep were recognized for the third time with the Lawson H.M. Sanderson Award for Attack Squadron of the Year. In 1998 and 1999, the Black Sheep Squadron prepared for and deployed aboard the USS Boxer (LHD-4) heading directly to the North Persian Gulf to take part in Operation Desert Fox. It was on this deployment that the Harrier community had its first operational use of Night Vision Devices for shipboard activities to include working with helicopters on a shared deck.

Immediately following an extended fleet-wide grounding of all Harrier activities, the Black Sheep split the squadron and deployed simultaneously in support of two separate Marine Expeditionary Units. The Squadron (-) deployed to Marine Corps Air Station Iwakuni, Japan, while Detachment Bravo sailed in support of the 13th Marine Expeditionary Unit aboard USS Tarawa (LHA-1). During this deployed period, the Marines of VMA-214 participated in humanitarian operations in East Timor and Indonesia. One month later, Det Bravo was off the coast of Yemen with the 13th MEU(SOC) participating in Operation Determined Response - the recovery of the USS Cole (DDG-67). During this operation, Black Sheep Marines trained in the region and helped provide stability with a constant fixed wing presence.

VMA-214 has twice deployed in support of Operation Iraqi Freedom. The first time was for the 2003 invasion of Iraq and again from February to August 2004, where they were based out of Al Asad.[10] The squadron deployed to Afghanistan in May 2009 as part of the 2nd Marine Expeditionary Brigade. They returned to MCAS Yuma in November 2009 having flown some 3,000 hours during their six-month tour. During the deployment, they were based out of Kandahar International Airport as part of Marine Aircraft Group 40 and provided close air support and aerial reconnaissance.[11][12] They were part of the 17,000 troop increase announced by President Obama in mid-February 2009.[13]

Beginning in May 2009, a detachment from VMA-214 deployed in support of Operation Enduring Freedom and Combined Task Force 151 (CTF-151) with the 13th Marine Expeditionary Unit. During the deployment they supported the 2nd Marine Expeditionary Brigade in southern Afghanistan and counter piracy operations off the coast of Africa.[14] The Black Sheep were recognized for the fourth time with the Lawson H. M. Sanderson Award as the 2010 Attack Squadron of the Year as a result.

A flying ace or fighter ace is an aviator credited with shooting down five or more enemy aircraft during aerial combat.

The following Marines from VMA-214 have been credited with five or more victories:[15]


when does the steins gate movie take place

A film, titled Steins;Gate: The Movie − Load Region of Déjà Vu, was announced at the end of the series.[106][107] The movie, featuring an original storyline taking place after the events of the series, was released in Japanese theaters on April 20, 2013, and later on Blu-ray Disc and DVD on December 13, 2013.[13]

Steins;Gate

Steins;Gate[a] is a visual novel video game developed by 5pb. and Nitroplus. It is the second game in the Science Adventure series, following Chaos;Head. The story follows a group of students as they discover and develop technology that gives them the means to change the past. The gameplay in Steins;Gate follows non-linear plot lines which offer branching scenarios with courses of interaction.

Steins;Gate was released for the Xbox 360 on October 15, 2009. The game was ported to Windows on August 26, 2010, PlayStation Portable on June 23, 2011, iOS on August 25, 2011, PlayStation 3[3] on May 24, 2012, PlayStation Vita on March 14, 2013, and Android on June 27, 2013. The game is described by the development team as a "hypothetical science ADV" (想定科学ADV, Sōtei Kagaku ADV).[4] JAST USA released the PC version in North America on March 31, 2014, both digitally and as a physical collector's edition,[5][6][7][8][9] while PQube released the PS3 and Vita versions in North America and Europe in 2015.[10] Additionally, the iOS version was released in English on September 9, 2016.[11]

A manga adaptation of the game, created by Yomi Sarachi, was serialized from 2009 to 2013, and later published in North America from 2015 to 2016. A second manga series, illustrated by Kenji Mizuta, began serialization in Mag Garden's Monthly Comic Blade on December 28, 2009. An anime adaptation by White Fox aired in Japan between April 6, 2011 and September 14, 2011, and has been licensed in North America by Funimation. An animated film premiered in Japanese theaters on April 20, 2013.[12][13] A fan disc of the game, titled Steins;Gate: Hiyoku Renri no Darling, was released on June 16, 2011. An 8-bit sequel to the game, titled Steins;Gate: Hen'i Kuukan no Octet, was released on October 28, 2011.[14] Another game, Steins;Gate: Senkei Kōsoku no Phenogram, was released on April 25, 2013.[15] A follow-up game, Steins;Gate 0, was released on December 10, 2015 for PS3, PlayStation 4 and Vita,[16] with an anime adaptation in production.[17]

Steins;Gate's gameplay requires little interaction from the player as most of the duration of the game is spent on reading the text that appears on the screen which represents either the dialogue between the various characters or the thoughts of the protagonist. Like many other visual novels, there are specific points in Steins;Gate where the user is given a choice to affect the direction of the game.

For these decision points, Steins;Gate presents the user with the "phone trigger" (フォーントリガー, fōn torigā) system which is similar to the "delusional trigger" system that was introduced in Chaos;Head. When the player receives a phone call from somebody, the player can choose to answer or ignore the call. Incoming text messages will have specific words underlined and highlighted in blue, much like a hyperlink on a browser, where the player can select one to reply to the text message. Most phone calls or text messages do not have to be responded to though there are certain points in the game where the player is required to take action. Depending on the player's choices on how to respond to these phone calls and text messages, the plot will progress in a specific direction.[18]

Steins;Gate is set in the summer of 2010, approximately one year after the events that took place in Chaos;Head,[19] in Akihabara. Physical locales of Akihabara like the Radio Kaikan building can be spotted in the game.[20] According to Chiyomaru Shikura, who headed the planning of Steins;Gate, Akihabara was chosen because it is an easy place for acquiring hardware parts, which makes it the ideal place for people interested in inventing and tinkering with things.[21] The notion of time and time traveling are the main themes of the game.[20][22] The concept of cause and effect is featured prominently in the game as the protagonist travels back in time numerous times to perform different actions in an attempt to alter what has happened in the future.[22]

Rintarō Okabe (岡部 倫太郎, Okabe Rintarō)

Kurisu Makise (牧瀬 紅莉栖, Makise Kurisu)

Mayuri Shiina (椎名 まゆり, Shiina Mayuri)

Itaru "Daru" Hashida (橋田 至, Hashida Itaru)

Moeka Kiryū (桐生 萌郁, Kiryū Moeka)

Luka Urushibara (漆原 るか, Urushibara Ruka)

Faris Nyannyan (フェイリス・ニャンニャン, Feirisu Nyannyan) / Rumiho Akiha (秋葉 留未穂, Akiha Rumiho)

Suzuha Amane (阿万音 鈴羽, Amane Suzuha)

Yūgo Tennōji (天王寺 裕吾, Tennōji Yūgo)

Nae Tennōji (天王寺 綯, Tennōji Nae)

Doctor Nakabachi (ドクター中鉢)

The following summary is based upon the True End route.

Steins;Gate takes place in the Akihabara district of Tokyo. On July 28, 2010, Rintarō Okabe and his friend Mayuri Shiina head towards the Radio Kaikan building for a conference, where Rintarō finds a girl named Kurisu Makise lying in a pool of blood.[39] As Rintarō sends a text message about the incident to his friend, Itaru "Daru" Hashida, he experiences a strange phenomenon and the people around him disappear, with no-one else noticing anything had changed.[40] After later running into Kurisu, who is strangely alive and well, and discovering the message he had sent to Itaru had arrived a week before he sent it,[41][42] Rintarō soon deduces that the 'Mobile Microwave' he and his friends had been developing is, in fact, a time machine capable of sending text messages to the past.[20][43] He and his friends soon learn that SERN, an organization that has been researching time travel for some time, has actually succeeded in sending humans into the past although they seem to have all resulted in the test subjects' deaths. Rintarō begins experimenting with "D-Mails" (Dメール, D mēru, short for DeLorean mail), which begin to cause major differences in the timeline. Kurisu also manages to create a device to send a person's memories through the microwave, allowing that person to effectively leap into the past.

However, SERN learns of the time machine and sends a group to retrieve it, killing Mayuri in the process. Using Kurisu's time leap machine, Rintarō travels back in time numerous times to try to save Mayuri, but to no avail. As Rintarō reaches wit's end, he is approached by Suzuha Amane, a girl from a future ruled by SERN due to their possession of a time machine, who tells him that he needs to return to a Beta world line in which Mayuri won't die. By undoing the effects of the D-Mails that caused shifts in the time line, Rintarō regains possession of an IBN 5100 PC that they lost earlier, allowing them to crack into SERN's systems and delete the evidence of Rintarō's original D-Mail. However, Rintarō realizes that by doing so, he would have to return to a world line in which Kurisu is dead. After realizing their feelings for each other, Kurisu tells Rintarō to save Mayuri.[44] Reluctantly, Rintarō agrees and deletes the evidence of his D-Mail from SERN's database, returning him to the Beta world line.

Some time later, Suzuha appears before Rintarō, having arrived in a time machine from the future. She tells Rintarō that the only way to prevent World War III in the future is to prevent Kurisu's death at the hands of her father, Dr. Nakabachi, who stole her time travel theory to publish it under his own name.[45] However, this operation ends in a disaster as Rintarō ends up killing Kurisu himself by mistake.[46] After this failure, Rintarō receives a message from his future self, telling him that the way to save Kurisu without altering the events that led to him developing a time machine is to fool his past self into believing Kurisu had been killed and thus achieving the final divergence value of 1.048596%, which he dubs the 'Steins Gate'.[47][48] Returning to the past again, Rintarō puts his own life in danger in order to save Kurisu's life, prevent Nakabachi from successfully escaping with the time travel theory, and fool his past self, setting him on his journey through time. Returning to the Steins Gate world line, safe from the threat of a third world war, Rintarō and Kurisu manage to reunite by chance (or by fate) in the streets of Akihabara.[49]

The player's choices throughout the game may result in alternate endings.

In the Suzuha Amane Ending, Okabe decides to not send the D-Mail that would prevent him from pursuing Suzuha. In order to prevent Mayuri's death, he re-lives the final two days before her murder through constant time-leaping. After countless leaps, Okabe loses all emotion and personality due to re-living the same two days for all eternity. Eventually, Suzuha notices Okabe's behavior. She tells him that he will slowly "die" on the inside, and the world's set divergence will continue as planned. Both of them decide to travel to the past together and vow to stop SERN's dystopian future, despite the possibility of both losing their memories on arrival.

In the Faris Nyannyan Ending, Okabe decides to not send the D-Mail that results in the death of Faris' father to try to stop the loss of the IBN 5100 computer. He instead sends a different D-Mail in an attempt to convince Faris' father to not part with the IBN computer. Beyond 1% divergence is achieved, but the divergence meter gives a strange output and none of Okabe's friends have any memories of him. In this worldline, Okabe and Faris are a couple and live together, participating in Rainet Access Battlers card game tournaments. Although disappointed that none of his friends remember him, Okabe is still satisfied that he was able to prevent Mayuri's death. He decides to build a new life with Faris at his side.

In the Luka Urushibara Ending, Okabe decides to not send the D-Mail that reverts Luka back to a guy. He fully accepts Mayuri's expected death and makes no more attempts to save her. Okabe and Luka decide to spend the rest of their lives together, both of them sharing a guilt and sadness that only they would understand.

In the Mayuri Shiina Ending, Okabe must choose between saving Mayuri or Kurisu. Realizing that he harbors romantic feelings for Mayuri, Okabe and Kurisu decide to return to the Beta worldline in which Kurisu's murder continues as planned. After hacking into SERN's database with the IBN computer, 1% divergence is achieved. Okabe vows to remember his memories of Kurisu, and spends his time with Mayuri as lovers.

The Kurisu Makise Ending follows a similar route to the True End. To achieve this ending, one must have had several conversations with Kurisu throughout the game. Doing so allows Okabe and Kurisu to realize their inner feelings for each other. Unlike the True End, Kurisu's death is not prevented after the credits.

Steins;Gate is the second collaborative work between 5pb. and Nitroplus after Chaos;Head.[4] The game was created with the concept of "99% science (reality) and 1% fantasy" in mind.[50] The planning for Steins;Gate was headed by Chiyomaru Shikura of 5pb.[22] The characters were designed by Ryohei Fuke, also known as 'Huke' (known as one of the illustrators of Metal Gear series, and the creator of Black Rock Shooter franchise) whereas the gadgets were designed by Sh@rp.[22]

Prior to the game's announcement, a teaser site was featured on 5pb.'s website that simply referred to the game as Project S;G and stating that it was going to be a collaboration between 5pb. and Nitroplus.[52] Nitroplus's website had also hinted at this on its 10th anniversary website.[53] Matsuhara, who was also the producer for Chaos;Head, had previously stated that the game would be centred on Akihabara and that the project with Nitroplus would be the second part in a series around the theme "Science Novels (科学ノベル, Kagaku Noberu)".[54] On June 12, 2009, the countdown expired and the name Steins;Gate was revealed.[4]

Matsuhara, who came up with the concept of the phone trigger system, stated that he initially wanted to incorporate the player's own mobile phone into the system. However, the idea was abandoned due to concerns that it might clash with Japan's privacy laws. When asked if the phone trigger system would be used in a possible sequel to the game, Hayashi stated that he hoped this would not be the case and recalled saying "who thought of this system!" while writing the contents of the text messages. While Shitakura did not directly contribute to the script itself, Hayashi stated that Shitakura helped with the overall plot and provided assistance with the second half of the story. In particular, Shitakura helped a lot on the time traveling aspects of the story. Hayashi stated that while he did not want the script to repeat the same text over and over again, it was ultimately unavoidable due to the player having to travel back in time so he tried to place emphasis on the overall tempo of the plot's development and how the plot unfolded. With regards to the theme of time traveling, Hayashi had felt that it seemed like a topic that was overdone and expressed concern over it when he first heard the idea from Shikura.[51]

Kana Hanazawa stated that she was happy to have been selected to be in Steins;Gate as she felt that it was not common to be able to play a part in a serious game. She also thought that the game gives the player more of a thrilling sensation rather than a frightening one and it entices the player to continue reading.[55]

Steins;Gate was first declared gold on September 18, 2009[56] with a demo of the game being made available a few weeks later on the Xbox Live Marketplace on October 7, 2009[57] for Xbox Live Gold members and then publicly on October 14, 2009.[58] The demo allows the player to play through the prologue and the game's first chapter.[57] Steins;Gate was released in both limited and regular editions on October 15, 2009. The limited edition contained the game itself, a toy named "Future Gadget #3 Lie Detector" from the game and a small hardcover artbook that includes various illustrations and background information about the game's universe as well as comments from the staff members.[18] A Windows port of the game was released on August 26, 2010,[59] and included additional CGs.[60] A PlayStation Portable port of the game was released on June 23, 2011.[61] The game includes elements from the downloadable contents of the Xbox 360 version as well as a new opening movie, a new opening theme and a new ending theme.[62] The game was also released for Apple iOS devices on August 25, 2011.[2] A port for PlayStation Vita that includes the original game as well Steins;Gate: Hiyoku Renri no Darling, was released on March 14, 2013.[63] All copies came with a free movie ticket for the upcoming film. At Anime Expo 2013, JAST USA announced that they would be licensing the PC version of the game in North America.[5] The game was released on March 31, 2014 in a Limited Edition, as well as digitally. The Limited Edition contained a deluxe collector's box, a fan book with artwork, a set of replica Future Gadget Laboratory pins, the manual, and game disc. A physical Standard Edition later followed. On December 16, 2014, PQube announced they would release the PlayStation 3 and PlayStation Vita versions of the game in North America and Europe in 2015.[64] Physical versions were exclusive to Amazon.com in the United States, while in Canada, they were only available at VideoGamesPlus.ca. The PC version was made available on Steam on September 8, 2016.

The success of Steins;Gate spawned additional sequels.

Steins;Gate: Hiyoku Renri no Darling was released on June 6, 2011, and is similar to Chaos;Head Love Chu Chu! in terms of style. The story for this sequel is unrelated to the original game, and is more comedic in tone. It was originally an Xbox 360 exclusive, though ports later followed for PS3, PSP, and PlayStation Vita.[65] A version for iOS was later released on October 3, 2013 as well.[66]

Steins;Gate: Hen'i Kuukan no Octet is a non-canon extension of the True End of the original game. Unlike the modern visual novel format of the original game, this retro game mimics the style of graphical text adventure games from the 8-bit PC era (e.g. PC-88), with the player typing short commands to interact with and explore the game world. It features all backgrounds and characters drawn in a low-color pixelated style with emulated scanlines, and chiptune music played through an emulated FM chip with no voice acting. The premise of the game features Rintarō Okabe receiving a D-Mail from himself in 2025 that states that he must save the future by reclaiming an IBN 5100 from a person under of the alias "Neidhardt". This person is Takumi Nishijō of Chaos;Head, as he runs under the same player name in his favorite MMORPG, and the D-Mail stating that "Neidhardt" lives in Shibuya and has "inherent, supernatural abilities", a reference to his power as a gigalomaniac. Although non-canon, the game contains many easter eggs and references that connect Chaos;Head and Steins;Gate together. The game was released on October 28, 2011 as a PC exclusive. A game demo is currently available.[14] An official manga adaptation of the game's story has also been released.[67]

A third spin-off game titled

An updated version of Steins;Gate, titled Steins;Gate Elite, is planned for release in 2018 in Japan for PlayStation 4, PlayStation Vita and Nintendo Switch.[72][73][74] Unlike previous Science Adventure games,[75] it will be fully animated,[76] using all the footage from the Steins;Gate anime series along with newly-produced animation for story routes not included in the anime series;[75] the animation is played together with the script and voiced dialogue from the original game.[72] The new animation is produced by White Fox, the studio that produced the anime series.[75]

An Internet radio show to promote Steins;Gate named "Steins;Gate Radio Future Gadget Radio Show (Steins;Gate ラジオ　未来ガジェット電波局, Steins;Gate Rajio Mirai Gajetto Denpakyoku)" began broadcasting on September 11, 2009.[77] The show was streamed online on every Friday, and was produced by HiBiKi Radio Station. The show was hosted by Asami Imai, the voice actress of Kurisu Makise, and Kana Hanazawa, the voice actress of Mayuri Shiina. Guests that appeared on the show included Yū Kobayashi, the voice actress of Luka Urushibara,[78] and Ayano Yamamoto, the voice actress of Nae Tennōji (天王寺綯, Tennōji Nae).[79] The last show was aired on October 30, 2009. A CD containing a special Comiket show with Haruko Momoi, the voice actress of Feiris Nyannyan, as the guest was released on December 29, 2009.[80][81] A collection of all eight broadcast Internet radio shows, the Comiket show, and one new show was released on February 3, 2010, in a bundle together with the soundtrack of the game.[82] The Internet radio shows are recorded in MP3 format.[82]

A manga adaptation of the game, titled Steins;Gate, was created by Yomi Sarachi and serialized by Media Factory in their Monthly Comic Alive from 2009 to 2013, and later published in North America by Udon Entertainment from 2015 to 2016.[83][84][85]

Four side-story manga series are currently being serialised. Steins;Gate: Bōkan no Rebellion (STEINS;GATE 亡環のリベリオン, Shutainzu Gēto Bōkan no Reberion, "Steins;Gate: Death Ring Rebellion"), illustrated by Kenji Mizuta, began serialization in Mag Garden's Monthly Comic Blade's February 2010 issue.[81] The manga focuses on Suzuha Amane as it tells the events of the story from her point of view. Steins;Gate: Onshū no Braunian Motion (STEINS;GATE 恩讐のブラウニアンモーション, Shutainzu Gēto Onshū no Buraunian Mōshon, "Steins;Gate: Love/Hate Braunian Motion), illustrated by Takeshi Mizoguchi, began serialization in Famitsu's Comic Clear web magazine and it takes the point of view of Yūgo Tennōji.[86] Steins;Gate: Shijō Saikyō no Slight Fever (STEINS;GATE 史上最強のスライトフィーバー, Shutainzu Gēto Shijō Saikyō no Suraito Fībā, "Steins;Gate: The World's Strongest Slight Fever"), illustrated by Yuzuhana Morita, began serialization in Kadokawa Shoten's Comptiq's February 2011 issue and was transferred to Monthly Shōnen Ace in its October 2011 issue. The manga focuses on main heroine Kurisu Makise as the events are told from her point of view. Another manga, titled Steins;Gate: Hiyoku Renri no Sweets Honey (STEINS;GATE 比翼恋理のスイーツはにー, Shutainzu Gēto Hiyoku Renri no Suītsu Hanī) started serializing on Comic Blade in its August 2011 issue. It follows the events told in the fandisc. A manga adaptation of the drama CD, Steins;Gate: Aishin Meizu no Babel (STEINS;GATE 哀心迷図のバベル, Shutainzu Gēto Aishin Meizu no Baberu), also told from Kurisu's perspective, is being illustrated by Shinichirou Nariie and began serialisation in Shueisha's Ultra Jump magazine from May 15, 2012.[87]

A spinoff comedy manga, titled Steins;Gate! (しゅたいんず・げーと), was illustrated by Nini and serialized in Media Factory's Monthly Comic Alive's March 2011 issue.

A book containing information and designs of Steins;Gate was published by Enterbrain on February 26, 2010.[88]

A light novel sequel, set 6 years after the events of the original game and titled Steins;Gate: The Committee of Antimatter, was to ship on January 16, 2015.[89][90] However, due to "various circumstances", it was announced on December 22, 2014 that its release was cancelled.[91]

Three drama CDs were released on March 31, 2010, April 28, 2010, and June 2, 2010 respectively.[92] The first drama CD takes place in the tenth chapter of Kurisu's route.[92]

On July 25, 2010, Chiyomaru Shikura announced on his Twitter account that Steins;Gate would be adapted into an anime.[93] Further details about the adaptation were revealed in the September 2010 issues of Newtype and Comptiq.[94] The adaptation was produced by White Fox[95] and aired in Japan between April 6, 2011 and September 14, 2011.[95] The entire series was released in Japan on nine DVD/Blu-ray combo packs. Each set features 2–3 episodes, an art book, and a bonus disc containing music and radio dramas by the Japanese voice cast. An OVA episode was released with the final DVD/BD volume on February 22, 2012.[96] The adaptation was directed by Hiroshi Hamasaki and Takuya Satō,[95] with series' composition by Jukki Hanada and music by Takeshi Abo and Murakami Jun.[95] Funimation has licensed the series in North America and released the series in two Blu-ray/DVD combo sets, on September 25, 2012[97][98][99] and December 18, 2012 respectively.[100] Both box sets were compiled into a complete series Blu-ray/DVD box set as part of Funimation's "Anime Classics" line of releases. It was released on September 30, 2014.[101] Manga Entertainment have licensed the series in the United Kingdom and released it in two parts on July 15, 2013 and September 30, 2013 respectively.[102][103] A series of original net animation shorts, titled Steins;Gate - Sōmei Eichi no Cognitive Computing (シュタインズゲート 聡明叡智のコグニティブ・コンピューティング, Steins;Gate Cognitive Computing of Intelligent Wisdom), were released between October 14, 2014 and November 11, 2014 as part of a collaboration with IBM to promote cognitive computing.[104]

An anime adaptation of Steins;Gate 0 is currently in production.[70] To celebrate its release, an alternate version of episode 23 of the first season aired on December 2, 2015 as part of a rebroadcast of the series, depicting an alternate ending which leads into the events of Steins;Gate 0.[105]

Steins;Gate has four main theme songs, the opening theme "Sky Clad Observer" (スカイクラッドの観測者, Sukai Kuraddo no Kansokusha), the first ending theme "Another Heaven", the second ending theme "Unmei no Farfalla" (運命のファルファッラ, Unmei no Farufarra), and the insert song "Technovision". The third song is sung by Yui Sakakibara while the other ones are sung by Kanako Itō. Itō's "Technovision" was included in her "Stargate" album which was released on August 26, 2009.[108] "Sky Clad Observer" was composed by Chiyomaru Shikura and "Another Heaven" was composed by Yoshihiro Suda.[109] The "Sky Clad Observer" single was released on October 28, 2009.[109] Sakakibara's "Unmei no Farufarra" was composed by Tatsuhi Hayashi and the single was released on November 25, 2009.[110] The PC version received a brand new opening song, "AR" sung by Kanako Itō. Similarly, the PSP and PS3 versions featured new songs as well, all sung by Itō. The opening songs were "Space Engineer" (宇宙エンジニア, Uchuu Engineer) and "Hisenkei Jeniakku" (非線形ジェニアック, Hisenkei Jeniakku), respectively. The PSP version received a new ending theme titled "In the Moonlit Night of Preghiera" (プレギエーラの月夜に, Preghiera no Tsukiyo Ni) sung by Yui Sakakibara. All these songs were released as separate singles, then eventually as a vocal collection on June 26, 2013.[111] The composers for the background music consisted of Chiyomaru Shikura, AKIRASTAR, Takeshi Abo, Tatsushi Hayashi, and Yoshihiro Suda; all whom had previously worked with 5pb on other titles. A soundtrack of the game was released on February 3, 2010 across two discs in a bundle of three that includes recorded episodes of the Internet radio show.[82] All the background music of the game was included as well as shortened versions of the original Xbox 360 vocal tracks.[82] The piano score for one of the tracks, "Gate of Steiner", was also included in the soundtrack.[82] In episode 4, the song "Watashi☆LOVE na☆Otome!" by Afilia Saga East, who also sings the opening to the sequel game of Steins;Gate, can be heard. The PS3 Double Pack Collector's Edition, which contained the original Steins;Gate and Hiyoku Renri no Darling, shipped with a special bonus soundtrack entitled "Steins;Gate Symphonic Material." It collects ten arranged tracks from the game performed by a studio orchestra and was released on May 24, 2012.[112] This release was later expanded upon and released commercially on a 2-disc set, as "Steins;Gate Symphonic Reunion" on September 25, 2013.[113]

The anime features four pieces of theme music; the opening theme is "Hacking to the Gate" by Kanako Ito, the main ending theme is "Tokitsukasadoru Jūni no Meiyaku" (刻司ル十二ノ盟約) by Yui Sakakibara (in ending credits she is mentioned as FES from Chaos;Head "Phantasm" (ファンタズム) band), the ending themes of episode 23 and 24 are "Sukai Kuraddo no Kansokusha" (スカイクラッドの観測者) and "Another Heaven" both by Kanako Ito. The first two ones are original (created for anime series), the ending themes for episodes 23 and 24 are adopted from visual novel. The background music of the anime was composed by Takeshi Abo, Jun Murakami, and Yoshihiro Suda. It utilizes some themes that were taken directly from the game, but also features original music performed by a studio orchestra. A soundtrack of the anime is not available commercially, but was instead released across two discs that were included with the Japanese Blu-rays. The first album "Butterfly Effect" was released alongside Volume 2 on June 27, 2011[114] while the second album "Event Horizon" was released with Volume 8 on January 25, 2012.[115]

A real-life version of the in-universe board game, Rainet Access Battlers (雷ネットアクセスバトラーズ, Rainetto Akusesu Batorāzu), was made by GigasDrop and was released in Japan on December 28, 2011.[116]

A live action Steins;Gate play Living ADV: Steins;Gate finished its eight-day run in Tokyo's Zepp Diver City Theater on October 20, 2013.[117]

Kurisu and Mayuri appear in the Nendoroid crossover game, Nendoroid Generation, which was developed by Banpresto for the PlayStation Portable and released on February 23, 2012.[118]

The 2D fighting game Phantom Breaker featured Kurisu as a guest character and was released in Japan on June 2, 2011.[119] Kurisu was additionally included as part of DLC for its spin-off Phantom Breaker: Battle Grounds.[120]

Senji Ishii of Famitsu Xbox 360 praised the scenario for its detail and noted that events that were overlooked as insignificant later returned to affect events of the future. Due to the way the plot ties the many different events of the game together, Ishii believes it must have been a lot of work to write the scenarios.[22] In 2009, the Famitsu Awards gave Steins;Gate an annual Game of Excellence award.[142] 4Gamer.net commented that Steins;Gate is comparable to 428: Fūsa Sareta Shibuya de and felt that it is a gem that has not been seen in recent years.[143] ITmedia Gamez noted that players should be attentive to all the details in the story as the twists will surprise the player in many different ways. It was also suggested to the player that the characters' voices be left turned on as the voice acting is very good.[144] The review did caution that players who have played through the demo and who did not enjoy the atmosphere of the game were not likely to find the rest of the game interesting.[145] Steins;Gate has also been praised by Square Enix producer Tomoya Asano, who described it as having "appealing and likable characters and a scenario that surprised players"; this led to Steins;Gate writer Naotaka Hayashi writing the plot and characters for the role-playing video game Bravely Default: Flying Fairy.[146] In 2011, Steins;Gate was voted #6 in Famitsu's poll of "most tear-inducing games" of all time.[147]

The later English release of the Steins;Gate visual novel has also been well received.[121] On Metacritic, it is the seventh highest-rated PC game of 2014,[148] and the highest-rated PS Vita game of 2015.[149] USgamer also gave it a perfect 5 out of 5 stars, concluding that it makes "excellent use of the visual novel medium to tell its story" and "is a beautifully crafted piece of interactive fiction that blends character drama, sci-fi and critique of popular culture into a compelling and memorable whole."[126] GameFan praised the plot as "outstanding", "well written" and "the best storyline in a game released this year, period." They stated the "twists and turns, branching plot points, multiple endings and plot development is amazing" and "an interesting phone-based choice system makes the game feel far more engaging than similar games in the genre".[150] Dealspwn praised the plot, characters, artwork, "excellent" writing and localisation, and the phone trigger system for giving "real choices with huge consequences", but criticized it for having a slow start and "lots of" technical jargon.[132] GamesMaster said it was smart, "with an unforgettable protagonist", and is one "of the great visual novels."[129] Syfy called it one "of the best Visual Novels of all time," stating that, while "bad guys exist," "by trying to save the future, you become one yourself", making "choices whose devastating consequences you couldnâ€™t predict."[128] Official PlayStation Magazine said "it's a story you'll want to see through."[131] Steins;Gate was nominated for the 2015 Golden Joystick Award in the "Best Handheld / Mobile Game" category.[151]

Steins;Gate placed 13th in sales during its first week of release with 16,434 copies sold,[152] 28th on its second week with 4,253 copies,[153] and 26th on its third week with 6,095 copies, totaling 26,782 copies by October 29, 2009.[154] Steins;Gate placed fourth in overall Xbox 360 game sales on Amazon Japan on the year starting on December 1, 2008 and ending November 30, 2009.[155] The PSP version of Steins;Gate debuted at 2nd place on the Japanese game charts, selling 63,558 units in its first week.[156] As of June 2011, 300,000 copies have been shipped across the PC, Xbox 360 and PSP platforms.[157] As of 2014, Steins;Gate sold over 500,000 copies.[158] On the UK charts, as of June 8, 2015, Steins;Gate topped the PlayStation Vita chart, came third place on the PlayStation 3 chart, and entered at #18 on the All-Format chart.[159] The Android version has sold between 50,000 and 100,000 downloads, as of 2015.[160] As of December 2015, the Steins Gate visual novel series has sold more than one million copies, including 100,000 copies of Steins;Gate 0.[161]