google.com, pub-6663105814926378, DIRECT, f08c47fec0942fa0 Around the World List 73287964: 2020-06-14

Holding Things Together When Selling A Location

News that one of a business's locations is about to be sold can start a costlv exodus of customers and employee. But gymnasium owners and operators Brian and Doris Forchheimer managed to keep all of their members and employees during the many months that they were negotiating to sell one of their two CityFitness gyms in Washington, D.C. Because the owners pride themselves on delivering quality and personal service and wanted to focus their efforts on one location, their first concern was how to take care of the six full-time employees and 550 members at the gym they were selling; many had been at the location since the Forchheimers started the business in 1990.



The Forchheimers had several offers to buy, but they held out for someone they thought would take a personal approach to running the gym. Although no prospective buyers would commit in writing to retaining the employees, the Forchheimers asked them all to talk with the staff before considering replacing anyone. As soon as the couple knew that the gym would sell—about 10 months after the sale process began—they sent a letter to members at both locations explaining the situation. When the sale process dragged on eight months longer, the open communication helped suppress rumors and quell concerns among employees and members. During those eight months, the revenue stream continued. Then, to ensure a smooth transition, the couple stayed on for another month.

"Communication is the key," says Brian Forchheimer. "We didn't want to sell to just anyone, and we were dead set against closing the gym when we had so many people who had been coming so long." The new owner agreed to retain all six employees. The two club managers have an open invitation to come to the Forchheimer.-' remaining club if things don't work out with the new owner. The couple believes that their efforts and  upfront communications also paid off in increased loyalty from the members and employees at their original location.

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Monster Hunter Tri

The Monster Hunter series is an absolute phenomenon in Japan. They even have actual summer training camps and festivals dedicated solely to the game. When Monster Hunter Tri released there this past August it broke all sorts of records, including selling over half a million copies in less than a week.

In America, however, the series has not quite taken off to the same degree despite several offerings on the PSP. Not one to back down from a challenge, Capcom is trying once again to bring the social phenomenon to American audiences with the Wii-exclusive localization of Monster Hunter Tri. In a world where man shares the land with fantastical creatures, the preferred profession is that of a hunter-gatherer.



Despite the fact that many of the creatures tower several feet over the humans, the hunters are trained to fearlessly stalk and slaughter the fauna and use any useful materials from the corpses to assemble more effective weapons and gear. Unlike past games in the series, though, the motivation to hunt is not for equipment alone; by completing NPC-given quests, the character’s earthquake-devastated hometown is slowly restored to prosperity once again.

Not all is easy for the hunter, however. Some monsters are so immense and powerful that a single human challenger is child’s play to them. The only means to defeat such a foe is to team up with other hunters, and while players can employ an AI teammate in single-player, the primary focus of Tri is multiplayer. As a game that relies heavily on tactics, the greatest chance for survival comes from hunting with up to three other humans online or a friend in split screen co-op.

Japanese players currently have to pay a monthly fee to access the online portion of Tri, but as of press-time Capcom has stated an interest in making the experience free for the Western audience. In addition, Capcom is currently looking into incorporating WiiSpeak into online play, another feature that the Japan release lacks and one that will certainly aide in strategizing attacks.



To make the experience all the more immersive, Capcom has developed what it touts to be a living, breathing ecosystem. There are several environments, ranging from mountainous landscapes to frozen tundra, and each region’s creatures realistically interact with each other. So if a player is stalking a monster, he can be sure that he’s not the only one on the hunt. Top this with a top-notch graphics engine that puts most other third-party Wii developers’ work to shame and we’ve got an offering sure to visually captivating.

To say that the Monster Hunter series has been a success is an understatement. It’s simply one of the best selling franchises of all time…except in America. Luckily Capcom went all out with Monster Hunter Tri, so there is no better time for Americans to see what they’ve long been ignoring. And maybe start some summer training camps.

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Street Fighter IV

2009, as far as video games are concerned, has undoubtedly meant the resurgence of the fighter. Street Fighter IV and BlazBlue have already made their marks drawing record crowds at events like Evo. Tekken 6 was a huge hit. That being said, though, it comes as somewhat of a surprise that Capcom has announced, so soon at least, their plans for a Street Fighter sequel.



Aptly titled Super Street Fighter IV, the new entry is supposed to mark a return to the roots of the series. Fan favorites Dee Jay and Thunder Hawk are slated to make their glorious returns to the franchise. Producer Yoshinori Ono has also confirmed the return of the classic car smashing bonus round. With so much nostalgia packed into the title, it’s hard to believe that the team has also planned a total revamp of the online mode, as well as the inclusion of six additional characters not including Dee Jay and T Hawk.

While information about the additional characters has been scarce, the team has revealed a Korean Tae Kwon Do practitioner named Juri. Given that she is the first Tae Kwon Do practitioner in the Street Fighter series, her moves will be strikingly different from the other characters in the game. Juri also has a strong affiliation to the SIN organization, which is headed by Seth, the nefarious last boss from Street Fighter IV. As a result, there’s no doubt that she’ll figure heavily into the story (which coincidentally will be getting a lot more love and attention from the developers). Ono has publicly expressed his disappointment with opening and closing cut scenes for each character, so I think it’s fair to expect something more robust for the next installment.



Taking a cue from BlazBlue, Super Street Fighter IV will feature eight player lobbies. Lobbies will feature party chat and the ability to watch replays of top players together. Online matches will also be streamlined, including 2v2 and 4v4 modes. It’s obvious that the team is taking large steps to augment the overall community aspect of the game.

Thanks to Street Fighter IV and other stellar games, the fighting game scene has been totally reinvigorated. Let’s hope that Super Street Fighter IV can improve on a great formula and deliver the kind of game fans have been calling for when it hits shelves in Spring 2010.

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Super Monkey Ball Step&roll

After almost a decade since the original entry in the series, the rolling monkeys are back once again, and this time they want you to monkey see and monkey do!

For a series that focuses so heavily on balance, it’s fitting that the franchise has turned to the Nintendo’s Balance Board. Now more than ever, players will have seamless control over the rolling balls as they navigate the tricky courses and compete in crazy party games. You will feel just like a monkey confined in a translucent sphere!



The Super Monkey Ball series has always delivered both a strong single-player experience and an enjoyable multiplayer component, and Step & Roll is no different. Not only are there numerous mini-games like usual, but the entire single-player adventure can be traversed cooperatively.

So far, only a handful of mini-games have been showed off to public, but there will be several more in the final product. Amongst them is a kart-esque circuit race (complete with projectile pickups); the return of Monkey Bowling; Red Light/Green Light, the monkeys’ take on the classic elementary school game; and an tower of seesaws you must guide your monkey through without falling to the ground.

Although Step & Roll is being touted as a family game, don’t forget that practically every prior game has had challenging courses to an almost ruthless degree. While it is true that Sega wants Step & Roll to be accessible to all, they have far from forgotten the fanbase who just loves to punish themselves into mastering each stage and collecting as many bananas as possible. As the single-player quest progresses, expect the game to turn down-right devious. For the purists out there (or people who are too lazy to stand up), the traditional analog controls and the motion controls of 2006‘s Banana Blitz are also incorporated via the  Wiimote and Nunchuck.



Now, be honest: do you even use your Balance Board anymore? Sega is giving us a game that promises to take full advantage of the neglected accessory, in perhaps the most logical way. Like seriously, the Balance Board was just made for acrobatic monkeys in balls! Catch Super Monkey Ball: Step & Roll rolling into stores this coming.

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