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M&M

M&M's is a brand of small, round, sugar-coated manufactured by Mars Wrigley , a division of Mars, Incorporated, featuring a shell that encases a milk center and comes in multiple colors and varieties such as plain, peanut, and peanut butter. The product was developed in 1941 through a partnership between Forrest Mars Sr., son of the Mars company founder, and Bruce Murrie, son of Hershey president William Murrie, with the name M&M's derived from their surnames to reflect the collaboration in producing a melt-resistant candy using Hershey's supply. The candies gained initial prominence during , when their durable shell—designed to prevent melting in warm conditions—inspired by European dragees observed by Mars during the , made them suitable for military rations supplied to U.S. soldiers overseas. Postwar, expanded commercially with the slogan "Melts in your mouth, not in your hand," emphasizing the shell's protective quality, and by the 1950s, the brand introduced its signature animated spokescharacters, which have since become central to its marketing and cultural recognition worldwide. Among its notable milestones, became the first candy taken into space in 1981 aboard NASA's Columbia shuttle, selected for its compact size, ease of consumption in zero , and non-melting properties, a role it has continued in subsequent missions. The brand has achieved global sales in over 100 countries, with innovations including flavor extensions and limited editions, though it has periodically faced scrutiny over production practices, such as sourcing linked to labor issues in .

Confectionery and Food Products

M&M's

M&M's are bite-sized candies consisting of a chocolate center—typically —encased in a colorful, hard shell designed to prevent melting. Developed by Forrest E. Mars Sr. of Mars, Incorporated and Bruce Murrie, son of Hershey Chocolate Company president William Murrie, the product derives its name from the initials of its creators. Production began in , following a granted on March 3, 1941, with initial sales limited to U.S. . The concept originated from Mars's observation of British Smarties, melt-resistant candies used by soldiers, prompting a with Murrie to secure supplies under wartime . This enabled the candies' hard coating to withstand heat without dissolving, a practical advantage proven in field conditions where they "melt[ed] in your mouth, not in your hand." Post-1945, civilian availability from 1947 fueled widespread adoption, with annual global sales exceeding 400 million pounds by the late , demonstrating sustained empirical success in durability and consumer preference. Standard varieties feature in six colors—brown (30%), red (20%), yellow (20%), green (10%), orange (10%), and blue (10%)—with extensions including (introduced 1954), (1988), and (1990), alongside seasonal and options produced by Mars, Incorporated. Color distributions vary by type, optimized for visual appeal and uniform manufacturing. In January 2022, Mars redesigned its animated spokescharacters for greater inclusivity, notably swapping the Green M&M's go-go boots for sneakers and rendering the Yellow M&M less stylized by aligning its legs parallel rather than crossed. These alterations, framed as adapting to a "dynamic, progressive world," faced backlash for sanitizing the figures' playful, attractive traits in deference to ideological priorities, with critics like decrying the loss of sex appeal and fun. The controversy, amplified by conservative media, prompted an "indefinite pause" on the spokescharacters in January 2023, temporarily replacing them with comedian as spokesperson amid polarizing reception. Market feedback favoring original designs led to their reinstatement in a February 2023 advertisement, restoring elements like the Green M&M's boots and affirming the characters' "back for good" status with traditional characterizations. Continued use in 2024 campaigns, such as Halloween promotions, reflected prioritization of proven consumer appeal over the prior revisions.

Businesses and Industry

Mahindra & Mahindra

Limited is an multinational automotive manufacturing corporation headquartered in , primarily known for producing s, sport utility vehicles (SUVs), and electric vehicles tailored to the demands of emerging markets. Founded on October 2, 1945, as Mahindra & Mohammed—a trading firm in by brothers J.C. Mahindra, K.C. Mahindra, and associate Ghulam Mohammed—the company transitioned into vehicle assembly in 1949 with production under license, capitalizing on post-World War II surplus military hardware to support India's nascent industrial base. By 1963, it had entered manufacturing, establishing itself as the world's largest producer by volume, with rugged, durable models designed for agricultural use in resource-constrained rural economies. The company's engineering emphasizes cost-effective, robust designs derived from practical constraints in developing regions, prioritizing mechanical simplicity, high ground clearance, and load-bearing capacity over luxury features to ensure reliability on poor —a approach that has enabled reverse innovations applicable globally. Key products include the and Thar SUVs, which dominate India's segment, alongside recent electric models like the BE 6e and XEV 9e, launched in November 2024 with ranges up to 682 km and pricing starting at ₹18.90 , leveraging the INGLO platform for born-electric architecture. In 2025, reported revenue of ₹1,59,211 (approximately ) and profit after tax of ₹12,929 , employing over 260,000 across operations focused on affordable solutions. Global expansion has involved strategic acquisitions, such as SsangYong Motor in 2010 to access Korean technology and European markets, and in 2015 for €168 million to enhance design capabilities for premium vehicles like the Battista hypercar. These moves have facilitated exports to over 100 countries, with a emphasis on self-reliant manufacturing in to reduce import dependence post-independence. While the firm commits to carbon neutrality by 2040 and to landfill by 2030, it has faced environmental regulatory scrutiny, including notices for compliance lapses at facilities, though such issues are common in India's amid rapid scaling; labor practices have drawn isolated allegations of regional hiring biases in subsidiaries, contrasted by the company's role in providing economic opportunities in a labor-abundant .

Medicine and Healthcare

Morbidity and Mortality

In , "M&M" denotes morbidity and mortality conferences, structured forums where clinical teams systematically review cases of complications or deaths to analyze contributing factors, enhance , and refine protocols based on empirical outcomes. These sessions emphasize identifying preventable errors through detailed case , focusing on causal chains rather than individual fault, to foster accountability and data-informed improvements in care delivery. Held regularly—often weekly in surgical departments—they correlate clinical decisions with pathological findings, aiming to reduce recurrence of adverse events by quantifying error patterns across cases. The practice originated in early 20th-century surgery, pioneered by Ernest Amory Codman at , who advocated tracking surgical outcomes to expose systemic deficiencies and drive accountability. Codman's "End Result System" in the 1910s sought to end unexamined practices by mandating follow-up on every case, influencing modern M&M formats that prioritize verifiable data over anecdotal success narratives. By the 1930s, formalized committees, such as the Philadelphia County Medical Society's Mortality Committee, began holding dedicated reviews, evolving into interdisciplinary tools for . M&M conferences promote by categorizing morbidities—such as infections, procedural errors, or diagnostic delays—and mortalities, often using root cause methodologies to isolate modifiable factors like gaps or limitations. indicates they support educational gains and quality improvements, with structured formats linked to reduced error rates in subsequent cases through shared insights and updates. For instance, multidisciplinary implementations have demonstrated utility in meeting accreditation standards for competencies by translating case reviews into actionable interventions. Criticisms include underreporting of morbidities due to liability concerns or incomplete case capture, potentially skewing analyses toward overt failures while omitting subtler systemic issues like delayed diagnoses. Some formats risk devolving into blame-oriented discussions, fostering defensive practices that hinder open , though evidence-based reforms—such as anonymous reporting and non-punitive framing—mitigate this by emphasizing over personal accountability. Despite limitations, their value persists in revealing true outcome rates through aggregated data, countering overreliance on selective success metrics in institutional reporting.

Tabletop and Role-Playing Games

Mutants & Masterminds

is a superhero-themed system published by Green Ronin Publishing, with its first edition authored by Steve Kenson and released on December 4, 2002. The core mechanic revolves around a modified , where players roll a twenty-sided die plus applicable modifiers—derived from abilities, skills, powers, or situational factors—to meet or exceed a difficulty class determined by the . This resolution incorporates degrees of success or failure, providing granular outcomes that enhance narrative depth and strategic choices over binary results dependent on random variance. Character creation employs a point-buy framework, distributing a fixed pool of power points to acquire ranks in eight core abilities (such as Strength and ), skills, advantages (akin to feats), defensive and offensive combat ratings, and modular powers that emulate abilities like flight or energy blasts. Powers are constructed via effects with customizable extras, flaws, and modifiers, enabling precise replication of tropes while allowing deviation for original concepts; power level caps enforce trade-offs, such as pairing high damage output with reduced accuracy, to maintain group balance without classes or traditional hit points—instead using saves and cumulative conditions to simulate injury. This structure prioritizes player-driven customization and tactical combat planning, where routine actions can bypass rolls via assumed average results (d20 roll of 10), minimizing luck's dominance in favor of preparation and . Subsequent editions have iterated on these foundations through community input and playtesting data: the second edition expanded source material in 2005, while the third edition, announced in May 2010 and released in 2011, streamlined power arrays, refined advantage lists, and adjusted caps for better empirical equilibrium across diverse power sets. A fourth edition playtest launched in July 2025, with full release slated for 2026, incorporating further refinements like updated damage rules to address edge cases identified in long-term campaigns. The system's adaptability supports campaigns spanning street-level vigilantes to godlike entities, drawing directly from conventions yet permitting house-ruled extensions for non-superhero genres. The game's strengths lie in its non-prescriptive framework, which fosters creative and by avoiding level-based progression in favor of milestone-driven advancement tied to narrative arcs. Reviews highlight its efficacy in capturing dynamics, with the capping mechanism effectively curbing munchkinry and promoting over solo dominance. Criticisms center on the intricate power-building process, which demands upfront calculation and can intimidate beginners, alongside occasional interactions yielding unintended overpowered builds despite caps—issues partially resolved via official errata and playtest-derived patches but requiring adjudication for optimal fairness. Overall, it excels in delivering flexible, trope-faithful play that rewards , though its density suits groups valuing depth over simplicity.

Video Games and Franchises

Might and Magic

Might and Magic is a science fantasy role-playing video game series originally developed by New World Computing, founded by Jon Van Caneghem in 1983. The inaugural title, Might and Magic: Book One: The Secret of the Inner Sanctum, launched in 1986 for MS-DOS, emphasizing first-person dungeon crawling, party-based combat, and open-world exploration in a persistent setting called VARN, engineered by ancient extraterrestrial creators known as the Ancients. Subsequent core entries, including Might and Magic II: Gates to Another World (1988), III: Isles of Terra (1991), IV: Clouds of Xeen (1993), V: Darkside of Xeen (1995), VI: The Mandate of Heaven (1998), VII: For Blood and Honor (1999), VIII: Day of the Destroyer (2000), and IX: Writ of Fate (2002), expanded this framework with evolving 3D engines, skill-based character progression, and lore integrating medieval fantasy with sci-fi elements such as laser weaponry, cloning facilities, and interdimensional travel. The franchise branched into turn-based strategy with the Heroes of Might and Magic spin-off series, debuting in 1995 and fusing elements like hero development and creature recruitment with tactical map conquest and castle-building. Standouts include Heroes II (1996), III: The Restoration of Erathia (1999)—which sold over 1 million copies by 2000 through expansions and remakes—and later entries up to Heroes VII (2015), maintaining shared lore across worlds like Enroth and Axeoth while prioritizing strategic depth over narrative linearity. Commercial viability stemmed from genre innovation, with the series amassing millions in sales by the early 2000s, though exact figures for early RPG titles remain undocumented beyond anecdotal publisher reports. Following New World Computing's closure and The 3DO Company's 2003 bankruptcy, acquired the intellectual property for $1.3 million, leading to fragmented : Heroes V (2006) rebooted timelines with Ashan as a new realm, diverging from prior sci-fi underpinnings, while Might & Magic X: Legacy (2014) reverted to RPG roots but underperformed critically due to repetitive quests. Recent efforts include : Olden Era (early access planned for 2025), a homage to III's amid fan demand for revival. Criticisms highlight early games' rudimentary graphics—such as wireframe dungeons in I and low-resolution sprites persisting into VII—and post-acquisition dilution, where lore depth yielded to graphical overhauls and experiments in mobile spin-offs, eroding tactical purity. Nonetheless, the series endures for its causal , like risks and emergent exploration, outlasting superficial remasters by rewarding mastery of intertwined systems over visual fidelity.

Music and Entertainment

M&M (production duo)

M&M, the production and remix duo of John Morales and Sergio Munzibai, emerged in the New York club scene during the early 1980s, focusing on extended dance versions that amplified bass, percussion, and groove elements for DJ use. Their partnership, often credited as M+M or M&M, resulted in over 450 remixes for artists such as the Rolling Stones ("Undercover of the Night," 1983), Dan Hartman ("I Can Dream About You," 1984), and Jocelyn Brown ("Somebody Else's Guy," 1984), emphasizing dub-style breakdowns and rhythmic extensions that prioritized club functionality over radio edits. This approach reflected causal priorities in sound design—sustaining energy through layered loops and filtered effects—contributing to the evolution from disco to garage and house without reliance on mainstream promotion. Active until around 1989, the duo's output remained influential in underground dance circuits, where their versions dominated sets at venues like the , though they achieved limited crossover chart success compared to pop-oriented producers. Sergio Munzibai's death marked the end of their , but has since released archival compilations like The M+M Mixes series (BBE, 2011–2017), which document their technical innovations, such as pioneering acapella isolations and multi-layered percussion builds. Critics note their work's enduring appeal stems from empirical club testing rather than theoretical trends, underscoring merit-driven refinement amid the era's stylistic shifts.

Other Notable Uses

Material and Methods (scientific reporting)

The Materials and Methods (M&M) section in scientific manuscripts details the reagents, equipment, experimental procedures, and protocols employed in a , enabling replication and verification of results. This subsection is typically written in and structured chronologically or by experimental phase, often subdivided by technique (e.g., , assays, statistical analyses) to facilitate parsing. For instance, it specifies exact concentrations (e.g., 0.1 M NaCl ), instrument models (e.g., Thermo Q Exactive spectrometer), software versions (e.g., R 4.2.1 with package), and ethical approvals (e.g., protocol #IRB-2023-045 on July 15, 2023). Omission of such specifics undermines , a cornerstone of empirical where labs must yield consistent outcomes using identical inputs. Standardization of the M&M format traces to early scientific journals like Philosophical Transactions (1665 onward), which emphasized detailed procedural descriptions to allow replication, evolving into formalized sections by the in outlets such as Nature (founded 1869), whose guidelines mandate sufficient detail for "an expert in the field to repeat the experiments." This structure prioritizes causal transparency—explicitly linking inputs to outputs—over narrative framing, countering risks of interpretive distortion in results sections. In biomedical fields, for example, M&M disclosures have been refined post-2000s reproducibility crises (e.g., Amgen's 2012 report of failed replications in 47% of cancer studies), prompting policies like NIH's 2014 guidelines requiring resource sharing for grant-funded work. Such evolutions underscore the section's role in falsifying unsubstantiated claims through direct empirical challenge, rather than reliance on or . Despite its value, M&M sections face critiques for potential , where exhaustive listings (e.g., multi-page protocols) obscure key innovations, and selective , such as omitting negative controls or p-hacking like unreported outliers. A analysis of clinical trials found selective outcome in 27% of publications, inflating effect sizes by up to 20% and eroding meta-analytic reliability. Peer-reviewed journals mitigate this via checklists (e.g., for trials, STROBE for observatories), but enforcement varies, with editor screening often prioritizing novelty over methodological rigor. Nonetheless, the section's core strength lies in empowering absent trust in institutional narratives, as evidenced by replication successes in physics (e.g., Higgs boson confirmations post-2012 via shared protocols) versus persistent failures in (e.g., <40% replication rate in Open Science Collaboration's 2015 study).

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