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Christopher Wallace traveled to Los Angeles, California, in February 1997 to promote his upcoming second studio album, Life After Death, and to film a music video for its lead single "Hypnotize". On March 5, he gave a radio interview to The Dog House on San Francisco 's KYLD in which he stated that he had hired security because he feared for ...
Christopher George Latore Wallace (May 21, 1972 – March 9, 1997), better known by his stage names the Notorious B.I.G., Biggie Smalls, [1] and Biggie, [2] was an American rapper. Rooted in the New York rap scene and gangsta rap traditions, he is widely considered one of the greatest rappers of all time.
Infamous (stylized as inFAMOUS) is a series of video games developed by Sucker Punch Productions and published by Sony Computer Entertainment for PlayStation 3 and PlayStation 4. The series follows the adventures of Cole MacGrath, Delsin Rowe and Abigail "Fetch" Walker, super-powered "Conduits" who must decide their own destinies of becoming ...
Life After Death exhibits the Notorious B.I.G. further delving into the mafioso rap subgenre. The album is a sequel to his first album, Ready to Die, and picks up where the last song, "Suicidal Thoughts", ends. Life After Death sold 690,000 copies in its first week, peaking at No. 1 on the Billboard 200.
The last song released before his death in a drive-by shooting a week later, it was the fifth song by a credited artist to peak the Billboard Hot 100 posthumously, and the first since "(Just Like) Starting Over" by John Lennon in 1980. [5] Rolling Stone ranked the song as number 30 on their list of the "100 Greatest Hip-Hop Songs of All Time". [1]
Last words have always fascinated people. Perhaps they hold an echo of wisdom or a biting witticism — or at least a hint about who's getting what in the will.. And so, Business Insider put ...
Image credits: anebje #2. Brought a pediatric patient back for emergency heart surgery (about 14yrs old). He was very nervous. Outlook looked grim. I held his hand as they began to induce anesthesia.
As a hit-driven business, the great majority of the video game industry's software releases have been commercial disappointments.In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue; [1] that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level ...