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XENOGEARS JUMP by SJ-Chan & Abraxesanon
XENOGEARS JUMP By SJ-Chan & AbraxesAnon Image: SECTIONS IN YELLOW LIKE THIS HAVE NOT BEEN VETTED BY SJ SECTIONS IN GREEN LIKE THIS ARE BEING CONSIDERED SECTIONS IN BLUE LIKE THIS ARE RECENTLY MODIFIED BY SJ SECTIONS IN WHITE ARE THE ONLY BITS THAT ARE MOSTLY FINISHED Feel free to comment on anything, but if it’s in Yellow or Green, Abraxes wrote it, and I haven’t approved it yet. Oh, and if it’s in Black… it’s probably cut and pasted from a wiki. The continent of Ignas, in the northern hemisphere of our world. On this, the largest continent, a war has been raging between two countries for hundreds of years. In the north lies the Kislev Empire, in the south lies the desert kingdom of Aveh. The war has gone on for so long that people have forgotten the cause, knowing only the pointless cycle of hostility and tragedy. This chronic war obsession was soon to encounter a devastating change, thanks to the ‘Ethos’, an institution that preserves the world’s culture, repairing tools and weapons excavated from the ruins of an ancient civilization. Practically simultaneously, both Kislev and Aveh began to excavate their native ruins, seeking weapons from ancient technology and had the ‘Ethos’ repair the discoveries. The various weapons recovered greatly changed the form of warfare. The outcome of the battles between the two countries was no longer determined by man-to-man combat, but by ‘Gears’ - giant humanoid fighting machines - that were obtained from deep within the ruins. Inevitably, after many swings in the state of the war, Kislev gained the upper hand, in large part because of the superior quantity of resources buried within their ruins. -
Understanding Computer Role-Playing Games
Understanding Computer Role-Playing Games A Genre Analysis Based on Gameplay Features in Combat Systems Christopher Dristig Stenström1 Staffan Björk2,3 1Chalmers University of Technology 2Gothenburg University 3The Interactive Institute Department of of Applied IT Department of Applied IT Lindholmsplatsen 1 412 96 Gotheburg SWEDEN 412 96 Gothenburg SWEDEN 417 56 Göteborg +46 (0)31-7721039 +46 (0)31-7721039 +46 (0)702-889759 [email protected] [email protected] [email protected] ABSTRACT viewed as a vital part – if not the core gameplay – of the role- A game genre as diverse as that of computer role-playing games playing genre. This is a stance differing from for example that of is difficult to overview. This poses challenges or both developers Wolf [32] which uses an inclusive strategy to compile genres and researchers to position their work clearly within the genre. within video games. However, that approach leaves the We present an overview of the genre based on clustering games motivation for specific subgenres difficult to understand from a with similar gameplay features. This allows a tracing of relations structural perspective and does not clearly show any potential between subgenres through their gameplay, and connecting this to relation between the subgenres. While limiting the perspective, concrete game examples. The analysis was done through using the choice of basing a subgenre specification on the gameplay gameplay design patterns to identify gameplay features and related to combat offers to present a subgenre classification focused upon the combat systems in the games. The resulting scheme with internal relations and a common method for cluster structure makes use of 321 patterns to create 37 different selection. -
364 Gaminguistics: Proposing a Framework on The
Journal of Social Studies Education Research Sosyal Bilgiler Eğitimi Araştırmaları Dergisi 2019:10 (3),364-386 www.jsser.org Gaminguistics: Proposing a Framework on the Communication of Video Game Avatars Giyoto Giyoto1, SF. Luthfie Arguby Purnomo2, Lilik Untari3, SF. Lukfianka Sanjaya Purnama4 & Nur Asiyah5 Abstract This study attempts to construct a communication framework of video game avatars. Employing Aarseth’s textonomy, Rehak’s avatar’s life cycle, and Lury’s prosthetic culture avatar’s theories as the basis of analysis on fifty-five purposively selected games, this study proposes ACTION (Avatars, Communicators, Transmissions, Instruments, Orientations and Navigations). Avatars, borrowing Aarseth’s terms, are classifiable into interpretive, explorative, configurative, and textonic with four systems and sub classifications for each type. Communicators, referring to the participants involved in the communication with the avatars and their relationship, are classifiable into unipolar, bipolar, tripolar, quadripolar, and pentapolar. Transmissions, the ways in which communication is transmitted, are classifiable into restrictive verbal and restrictive non-verbal. Instruments, the graphical embodiment of communications, are realized into dialogue boxes, non-dialogue boxes, logs, expressions, movements and emoticons. Orientations, the methods the game spatiality employs to direct the movement of the avatars, are classifiable into dictative and non-dictative. Navigations, the strategies avatars perform regarding with the information saving system of the games, are classifiable into experimental and non-experimental. Departing from this ACTION, analysts are able to employ this formula as an approach to reveal how the avatars utilize their own ‘linguistics’ to communicate, out of the linguistics benefited by humans. Keywords: framework of communication, game avatars, game studies, video games, prosthetic culture. -
Sailor Mars Meet Maroku
sailor mars meet maroku By GIRNESS Submitted: August 11, 2005 Updated: August 11, 2005 sailor mars and maroku meet during a battle then fall in love they start to go futher and futher into their relationship boy will sango be mad when she comes back =:) hope you like it Provided by Fanart Central. http://www.fanart-central.net/stories/user/GIRNESS/18890/sailor-mars-meet-maroku Chapter 1 - sango leaves 2 Chapter 2 - sango leaves 15 1 - sango leaves Fanart Central A.whitelink { COLOR: #0000ff}A.whitelink:hover { BACKGROUND-COLOR: transparent}A.whitelink:visited { COLOR: #0000ff}A.BoxTitleLink { COLOR: #000; TEXT-DECORATION: underline}A.BoxTitleLink:hover { COLOR: #465584; TEXT-DECORATION: underline}A.BoxTitleLink:visited { COLOR: #000; TEXT-DECORATION: underline}A.normal { COLOR: blue}A.normal:hover { BACKGROUND-COLOR: transparent}A.normal:visited { COLOR: #000020}A { COLOR: #0000dd}A:hover { COLOR: #cc0000}A:visited { COLOR: #000020}A.onlineMemberLinkHelper { COLOR: #ff0000}A.onlineMemberLinkHelper:hover { COLOR: #ffaaaa}A.onlineMemberLinkHelper:visited { COLOR: #cc0000}.BoxTitleColor { COLOR: #000000} picture name Description Keywords All Anime/Manga (0)Books (258)Cartoons (428)Comics (555)Fantasy (474)Furries (0)Games (64)Misc (176)Movies (435)Original (0)Paintings (197)Real People (752)Tutorials (0)TV (169) Add Story Title: Description: Keywords: Category: Anime/Manga +.hack // Legend of Twilight's Bracelet +Aura +Balmung +Crossovers +Hotaru +Komiyan III +Mireille +Original .hack Characters +Reina +Reki +Shugo +.hack // Sign +Mimiru -
Anime: the Cultural Signification of the Otaku Anime
ANIME: THE CULTURAL SIGNIFICATION OF THE OTAKU ANIME: THE CULTURAL SIGNIFICATION OF THE OTAKU By Jeremy Sullivan, B.A. A Thesis Submitted to the School of Graduate Studies In Partial Fulfilment of the Requirements For the Degree Master of Arts McMaster University © Copyright by Jeremy Sullivan, September 2005 MASTER OF ARTS (2005) McMASTER UNIVERSITY (English) Hamilton, Ontario TITLE: Anime: The Cultural Signification of the Otaku AUTHOR: Jeremy Sullivan, B.A. (McMaster University) SUPERVISOR: Dr. Lorraine York NUMBER OF PAGES: v, 103 Abstract Technology has allowed nearly instantaneous communication around the globe and this study examines how cultural transmission occurs through the consumption of television and film. Anime, a term used to refer to a genre of animation that is of Japanese origin, has become immensely popular in North America and has come to simultaneously come to signify a commodifled Japanese youth culture. However, the spectrum of Japanese animation is restricted and controversial anime that includes offensive themes, violent, sexual or illicit material are not televised, or publicized except when associated with negative behaviour. The Otaku are labeled as a socially deviant subculture that is individualistic and amoral. Their struggle for autonomy is represented by their production, circulation and consumption of manga and anime, despite the insistence of the dominant Japanese and North American cultural discourses. This study will examine how publicly circulating definitions, media review, historical relations and censorhip have affected the portrayal of otaku subculture in Japan and internationally. in Acknowledgements A special thanks to my thesis supervisor Lorraine York. Without her patience and guidance this project would not have been possible. -
Sony Playstation
Sony PlayStation Last Updated on September 24, 2021 Title Publisher Qty Box Man Comments 007 Racing Electronic Arts 007: The World is Not Enough Electronic Arts 007: The World is Not Enough: Greatest Hits Electronic Arts 007: Tomorrow Never Dies Electronic Arts 007: Tomorrow Never Dies: Greatest Hits Electronic Arts 101 Dalmatians II, Disney's: Patch's London Adventure Eidos Interactive 102 Dalmatians, Disney's: Puppies to the Rescue Eidos Interactive 1Xtreme: Greatest Hits SCEA 2002 FIFA World Cup Electronic Arts 2Xtreme SCEA 2Xtreme: Greatest Hits SCEA 3 Game Value Pack Volume #1 Agetec 3 Game Value Pack Volume #2 Agetec 3 Game Value Pack Volume #3 Agetec 3 Game Value Pack Volume #4 Agetec 3 Game Value Pack Volume #5 Agetec 3 Game Value Pack Volume #6 Agetec (Distributed by Tommo) 3D Baseball Crystal Dynamics 3D Lemmings: Long Box Ridged Psygnosis 3Xtreme 989 Studios 3Xtreme: Demo 989 Studios 40 Winks GT Interactive A-Train: Long Box Cardboard Maxis A-Train: SimCity Card Booster Pack Maxis Ace Combat 2 Namco Ace Combat 3: Electrosphere Namco Aces of the Air Agetec Action Bass Take-Two Interactive Action Man: Operation Extreme Hasbro Interactive Activision Classics: A Collection of Activision Classic Games for the Atari 2600 Activision Activision Classics: A Collection of Activision Classic Games for the Atari 2600: Greatest Hits Activision Adidas Power Soccer Psygnosis Adidas Power Soccer '98 Psygnosis Advanced Dungeons & Dragons: Iron & Blood - Warriors of Ravenloft Acclaim Advanced Dungeons & Dragons: Iron and Blood - Warriors of Ravenloft: Demo Acclaim Adventures of Lomax, The Psygnosis Agile Warrior F-111X: Jewel Case Virgin Agile Warrior F-111X: Long Box Ridged Virgin Games Air Combat: Long Box Clear Namco Air Combat: Greatest Hits Namco Air Combat: Jewel Case Namco Air Hockey Mud Duck Akuji the Heartless Eidos Aladdin in Nasira's Revenge, Disney's Sony Computer Entertainment.. -
Playstation Games
The Video Game Guy, Booths Corner Farmers Market - Garnet Valley, PA 19060 (302) 897-8115 www.thevideogameguy.com System Game Genre Playstation Games Playstation 007 Racing Racing Playstation 101 Dalmatians II Patch's London Adventure Action & Adventure Playstation 102 Dalmatians Puppies to the Rescue Action & Adventure Playstation 1Xtreme Extreme Sports Playstation 2Xtreme Extreme Sports Playstation 3D Baseball Baseball Playstation 3Xtreme Extreme Sports Playstation 40 Winks Action & Adventure Playstation Ace Combat 2 Action & Adventure Playstation Ace Combat 3 Electrosphere Other Playstation Aces of the Air Other Playstation Action Bass Sports Playstation Action Man Operation EXtreme Action & Adventure Playstation Activision Classics Arcade Playstation Adidas Power Soccer Soccer Playstation Adidas Power Soccer 98 Soccer Playstation Advanced Dungeons and Dragons Iron and Blood RPG Playstation Adventures of Lomax Action & Adventure Playstation Agile Warrior F-111X Action & Adventure Playstation Air Combat Action & Adventure Playstation Air Hockey Sports Playstation Akuji the Heartless Action & Adventure Playstation Aladdin in Nasiras Revenge Action & Adventure Playstation Alexi Lalas International Soccer Soccer Playstation Alien Resurrection Action & Adventure Playstation Alien Trilogy Action & Adventure Playstation Allied General Action & Adventure Playstation All-Star Racing Racing Playstation All-Star Racing 2 Racing Playstation All-Star Slammin D-Ball Sports Playstation Alone In The Dark One Eyed Jack's Revenge Action & Adventure -
Anime/Games/J-Pop/J-Rock/Vocaloid
Anime/Games/J-Pop/J-Rock/Vocaloid Deutsch Alice Im Wunderland Opening Anne mit den roten Haaren Opening Attack On Titans So Ist Es Immer Beyblade Opening Biene Maja Opening Catpain Harlock Opening Card Captor Sakura Ending Chibi Maruko-Chan Opening Cutie Honey Opening Detektiv Conan OP 7 - Die Zeit steht still Detektiv Conan OP 8 - Ich Kann Nichts Dagegen Tun Detektiv Conan Opening 1 - 100 Jahre Geh'n Vorbei Detektiv Conan Opening 2 - Laufe Durch Die Zeit Detektiv Conan Opening 3 - Mit Aller Kraft Detektiv Conan Opening 4 - Mein Geheimnis Detektiv Conan Opening 5 - Die Liebe Kann Nicht Warten Die Tollen Fussball-Stars (Tsubasa) Opening Digimon Adventure Opening - Leb' Deinen Traum Digimon Adventure Opening - Leb' Deinen Traum (Instrumental) Digimon Adventure Wir Werden Siegen (Instrumental) Digimon Adventure 02 Opening - Ich Werde Da Sein Digimon Adventure 02 Opening - Ich Werde Da Sein (Insttrumental) Digimon Frontier Die Hyper Spirit Digitation (Instrumental) Digimon Frontier Opening - Wenn das Feuer In Dir Brennt Digimon Frontier Opening - Wenn das Feuer In Dir Brennt (Instrumental) (Lange Version) Digimon Frontier Wenn Du Willst (Instrumental) Digimon Tamers Eine Vision (Instrumental) Digimon Tamers Ending - Neuer Morgen Digimon Tamers Neuer Morgen (Instrumental) Digimon Tamers Opening - Der Grösste Träumer Digimon Tamers Opening - Der Grösste Träumer (Instrumental) Digimon Tamers Regenbogen Digimon Tamers Regenbogen (Instrumental) Digimon Tamers Sei Frei (Instrumental) Digimon Tamers Spiel Dein Spiel (Instrumental) DoReMi Ending Doremi -
Military Nanotechnology and Comic Books
Intertexts 9.1 Pages final 3/15/06 3:22 PM Page 77 Nanowarriors: Military Nanotechnology and Comic Books Colin Milburn U N I V E R S I T Y O F C A L I F O R N I A , D AV I S In February 2002, the Massachusetts Institute of Technology submitted a proposal to the U.S. Army for a new research center devoted to developing military equipment enhanced with nanotechnology. The Army Research Office had issued broad agency solicitations for such a center in October 2001, and they enthusiastically selected MIT’s proposal from among several candidates, awarding them $50 million to kick start what became dubbed the MIT Institute for Soldier Nanotechnologies (ISN). MIT’s proposal out- lined areas of nanoscience, polymer chemistry, and molecular engineering that could provide fruitful military applications in the near term, as well as more speculative applications in the future. It also featured the striking image of a mechanically armored woman warrior, standing amidst the mon- uments of some futuristic cityscape, packing two enormous guns and other assault devices (Figure 1). This image proved appealing enough beyond the proposal to grace the ISN’s earliest websites, and it also accompanied several publicity announcements for the institute’s inauguration. Figure 1: ISN Soldier of the Future. 2002. Reproduced with permission. Intertexts, Vol. 9, No. 1 2005 © Texas Tech University Press Intertexts 9.1 Pages final 3/15/06 3:22 PM Page 78 78 I N T E R T E X T S As this image disseminated, it wasn’t long before several comic book fans recognized similarities to the comic book Radix, created by the frater- nal team of Ray and Ben Lai (Figure 2). -
Karaoken Presenteras Av Sveriges J-Rock-Förening
Karaoken presenteras av Sveriges J-rock-förening Karaokelista – Innehåll s. 3 Animé & Live Action s. 20 J-rock s. 26 J-pop s. 31 Spel & VN s. 33 Parodier & Fanlåtar s. 37 Vocaloid s. 39 Koreanskt & Kinesiskt s. 44 Västerländskt s. 51 Film & TV s. 54 Musikal & Opera Scanna QR-koden – få karaokelistan digitalt! Listan senast uppdaterad 2021-06-10 Karaoken presenteras av I samarbete med Hikari-kai, Sveriges J-rock-förening Raison d’être Pecena Piperka och Feed Me Kpop Den här är rejäl Jag minns inte exakt när det var jag tog över karaokelistan och databasen. När det var jag som började vara ansvarig för uppdateringarna. Det allra tidigaste beviset jag kan finna på en lista som det med hundraprocentig säkerhet var jag som stod för är från december 2014. Så jag har inte riktigt gjort det i ett decennium än. Men jag är rätt säker på att det här är den absolut största uppdateringen jag har gjort. I alla fall är det, utan minsta tvivel, den största uppdateringen på så här kort tid, eftersom det inte ens var två månader sedan den förra listan. Vi hade nämligen förra månaden ett litet event. En karaokemakartävling som löpte över fyra veckor. Summa summarum: Över hundra nya låtar i listan. Plus ett gäng uppdaterade versioner av sånt vi redan hade. Själv har jag se’n sist i princip bara gjort One Piece och Nichijou-låtar, så där finns det diverse nytt att hämta. Högst takt höll Nea, som dessutom fokuserade mycket på nyare populära serier. Så häri kan ni numera hitta musik från Tensei Shitara Slime Datta Ken, Re:Zero kara Hajimeru Isekai Seikatsu, Dr. -
Star Ocean: Till the End of Time; a Nietzschian Approach to Games
Star Ocean: Till the End of Time; a Nietzschian approach to games Andrea Bergamini UCC – University College of Cork College Rd, University College, Cork, Irlanda +353 087 627 9442 [email protected] Keywords Nietzsche, Myth of the Cave, Simulacra, God, Technology, Artificial Intelligence. INTRODUCTION Star Ocean: Till the End of Time is the third chapter of the JRPG (Japanese Role Playing Game) series Star Ocean, developed by tri-Ace and published by Square Enix in 2004 worldwide. Its narrative is sci-fi with few fantasy elements and it is set in the future (A.D 2858) in our own universe. It specifically revolves around the final discovery by the playable characters that our world is itself a huge MMORPG (Massive Multiplayer Online Role-Playing Game), a videogame and that we are all just programs that resemble only in appearance their humanoid developers and users. The objective of the game is to save the universe from its deletion by God, who is just the main programmer of our world-simulation. With this research, I intend to demonstrate how Star Ocean: Till the End of Time attempts a self-reflection on video game media from a Nietzschian perspective. The question whether such approach is coincidental or intentionally developed by tri-Ace is left out from this study. In fact, there is not enough evidence to support one option over the other. However, it is quite probable that this specific product reflects also a tendency of video game media and especially frequently recurring within Japanese role-playing games: the theme of deicide, expressed through both gameplay and narrative, and direct references to Nietzsche’s philosophy. -
45 Years of Arcade Gaming
WWW.OLDSCHOOLGAMERMAGAZINE.COM ISSUE #2 • JANUARY 2018 Midwest Gaming Classic midwestgamingclassic.com CTGamerCon .................. ctgamercon.com JANUARY 2018 • ISSUE #2 EVENT UPDATE BRETT’S BARGAIN BIN Portland Classic Gaming Expo Donkey Kong and Beauty and the Beast 06 BY RYAN BURGER 38BY OLD SCHOOL GAMER STAFF WE DROPPED BY FEATURE Old School Pinball and Arcade in Grimes, IA 45 Years of Arcade Gaming: 1980-1983 08 BY RYAN BURGER 40BY ADAM PRATT THE WALTER DAY REPORT THE GAME SCHOLAR When President Ronald Reagan Almost Came The Nintendo Odyssey?? 10 To Twin Galaxies 43BY LEONARD HERMAN BY WALTER DAY REVIEW NEWS I Didn’t Know My Retro Console Could Do That! 2018 Old School Event Calendar 45 BY OLD SCHOOL GAMER STAFF 12 BY RYAN BURGER FEATURE REVIEW Inside the Play Station, Enter the Dragon Nintendo 64 Anthology 46 BY ANTOINE CLERC-RENAUD 13 BY KELTON SHIFFER FEATURE WE STOPPED BY Controlling the Dragon A Gamer’s Paradise in Las Vegas 51 BY ANTOINE CLERC-RENAUD 14 BY OLD SCHOOL GAMER STAFF PUREGAMING.ORG INFO GAME AND MARKET WATCH Playstation 1 Pricer Game and Market Watch 52 BY PUREGAMING.ORG 15 BY DAN LOOSEN EVENT UPDATE Free Play Florida Publisher 20BY OLD SCHOOL GAMER STAFF Ryan Burger WESTOPPED BY Business Manager Aaron Burger The Pinball Hall of Fame BY OLD SCHOOL GAMER STAFF Design Director 22 Issue Writers Kelton Shiffer Jacy Leopold MICHAEL THOMASSON’S JUST 4 QIX Ryan Burger Michael Thomasson Design Assistant Antoine Clerc-Renaud Brett Weiss How High Can You Get? Marc Burger Walter Day BY MICHAEL THOMASSON 24 Brad Feingold Editorial Board Art Director KING OF KONG/OTTUMWA, IA Todd Friedman Dan Loosen Thor Thorvaldson Leonard Herman Doc Mack Where It All Began Dan Loosen Billy Mitchell BY SHAWN PAUL JONES + WALTER DAY Circulation Manager Walter Day 26 Kitty Harr Shawn Paul Jones Adam Pratt KING OF KONG/OTTUMWA, IA King of Kong Movie Review 28 BY BRAD FEINGOLD HOW TO REACH OLD SCHOOL GAMER: Tel / Fax: 515-986-3344 Postage paid at Grimes, IA and additional mailing KING OF KONG/OTTUMWA, IA Web: www.oldschoolgamermagazine.com locations.