CHRISTINA M. SPIKER Curriculum Vitae [email protected] |
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The Indigenous Shôjo: Transmedia Representations of Ainu Femininity In
Journal of Anime and Manga Studies Volume 1 The Indigenous Shôjo: Transmedia Representations of Ainu Femininity in Japan’s Samurai Spirits, 1993–2019 Christina Spiker Volume 1, Pages 138-168 Abstract: Little scholarly attention has been given to the visual representations of the Ainu people in popular culture, even though media images have a significant role in forging stereotypes of indigeneity. This article investigates the role of representation in creating an accessible version of indigenous culture repackaged for Japanese audiences. Before the recent mainstream success of manga/anime Golden Kamuy (2014–), two female heroines from the arcade fighting game Samurai Spirits (Samurai supirittsu)— Nakoruru and her sister Rimururu—formed a dominant expression of Ainu identity in visual culture beginning in the mid-1990s. Working through the in-game representation of Nakoruru in addition to her larger mediation in the anime media mix, this article explores the tensions embodied in her character. While Nakoruru is framed as indigenous, her body is simultaneously represented in the visual language of the Japanese shôjo, or “young girl.” This duality to her fetishized image cannot be reconciled and is critical to creating a version of indigenous femininity that Japanese audiences could easily consume. This paper historicizes various representations of indigenous Otherness against the backdrop of Japanese racism and indigenous activism in the late 1990s and early 2000s by analyzing Nakoruru’s official representation in the game franchise, including her appearance in a 2001 OVA, alongside fan interpretations of these characters in self-published comics (dôjinshi) criticized by Ainu scholar Chupuchisekor. Keywords: Ainu, indigenous studies, shôjo, gender, arcade gaming, stereotypes Author Bio: Christina M. -
Pots Style Compilation
CHARACTER MAIN THEME STAGE STORY FIGHT 1 STORY FIGHT 2 BOSS (FAKE) FINAL BOSS (SECRET) FINAL BOSS Nightmare Geese; THEME: Kyo; THEME: Esaka Ken; THEME: Stage of God Rugal; THEME: The Lord Soy Sauce for Geese [FFS Reinterpretation (Ryu Suzaku Castle (Japan) Akuma THEME: Theme Ryu Forever (Kyo Kusanagi) Capcom - Street Fighter God [CvS2] STAGE: Osaka original/non-arrange ver] Stage) [SSFIIT HDR] [SSFFIIT HDR] of Akuma [SFIV] [KOF97] Remix [CvS2] [CvS2] STAGE: Geese Tower - Inner Sanctum [RBFFS] Nightmare Geese; THEME: Mai; THEME: "Floating" Cammy; THEME: M. Bison; THEME: God Rugal; THEME: The Lord Soy Sauce for Geese [FFS Street Market (Chun-Li on a Fantasy for Chun-Li Beijing (China) [SFA2] Theme of Cammy Theme of M. Bison God [CvS2] STAGE: Osaka original/non-arrange ver] Stage) [SSFIIT HDR] Yvonne Lerolle (Mai [SFIV] [SFIV] [CvS2] STAGE: Geese Tower - Inner Shiranui Stage) [FF3] Sanctum [RBFFS] Charlie; THEME: Rugal; THEME: The ЯR Nightmare Geese; THEME: Decisive Bout - Theme (Rugal Bernstein) M. Bison; THEME: God Rugal; THEME: The Lord Soy Sauce for Geese [FFS Guile Stage [Street Ghost Valley, Nevada Guile of Charlie [SFA3] [KOF98] STAGE: The Theme of M. Bison God [CvS2] STAGE: Osaka original/non-arrange ver] Fighter Tribute Album] (USA) [SFA3] STAGE: Frankfort Black Noah (round 1) [SFIV] [CvS2] STAGE: Geese Tower - Inner Hangar (USA) [SFA3] [KOF94] Sanctum [RBFFS] Nightmare Geese; THEME: God Rugal; THEME: The Lord Soy Sauce for Geese [FFS Theme of Sakura Setagaya-ku Ni-chome, Karin; THEME: Theme Yuri; THEME: Diet (Yuri Ryu; THEME: Ryu -
Moves] - NEO Encyclopedia 1 / 9
SNK vs CAPCOM - The Match of the Millennium [moves] - NEO Encyclopedia 1 / 9 The Unofficial SNK Neo Geo Games Encyclopedia of Moves & Codes http://sindoni.altervista.org/neoencyclopedia/ [moves] Kyo Kusanagi Terry Bogard Iori Yagami Ryo Sakazaki Mai Shiranui Haohmaru Nakoruru Athena Asamiya Leona Ryu Ken Masters Chun Li Morrigan Felicia Zangief Sakura Kasugano Dan Hibiki Guile Basic Moves Weak Punch Weak Kick Hard Punch Hard Kick Tag Tag Counter * only in Tag guard * only in Tag Battle Battle Average Style Counter Style Rush Style * you can charge your Super Meter * Super Meter increases as you attack. * Super Meter is increased with chain with the Power Builder move. When You can gain up to two levels of super combo attacks. You can store up to 3 full you can perform Super Impact meter. At level 1, you can perform a stocks, but can only do level 1 Super Blast. When life bar is flashing and Super Impact Blast. At Level 2 any Super Impact Blast. MAX Impact Blast you have a full meter, you can do a Impact Blast become MAX Impact Blast moves cannot be performed MAX Impact Blast Hop forward Hop Back Dash Forward Hop Back Dodge Hop Back Guard Counter Guard Counter guard * uses Super Dodge Dodge Attack guard * uses Super Meter Meter Guard Counter while knocked Knockdown guard * uses Super Taunt down Recover Meter Taunt Power Builder Taunt * moves signed with !O must be earned in the Olympic mode first. They can be performed only at Super Meter level 2 (MAX Impact Blast), so cannot be used in Rush Style Kyo Kusanagi close Hatsu Gane http://sindoni.altervista.org/neoencyclopedia/ -
SAMURAI SHODOWN IV Amakusaªs REVENGE
From: [email protected] (Deuce) Newsgroups: rec.games.video.arcade Subject: [SS4] TAPFAQ, v3.0 Date: Fri, 17 Jan 97 05:33:42 GMT TTAAPPFFAAQQ SAMURAI SHODOWN IV AMAKUSAªs REVENGE TAPFAQ version 4.0 March 5th, 2003 SAMURAI SHODOWN IV: AMAKUSA'S REVENGE 378 MEGA SHOCK TAPFAQ By Deuce ([email protected]) PDF Version by Lee ([email protected]) Thanks To SNK (http://www.neogeo.co.jp, http://www.neogeo-usa.com) Donny Chan ([email protected]) For lots of character For giving us yet another unique and kickass game! quotes, and Galford's ending Kotani Harumi For sending me a movelist and the translated Sie Kensou ([email protected]) For Charlotte's ending storyline, as well as giving me the proper, simplified boss code! Mark Zutkoff ([email protected]) For complete Shawn Holmes ([email protected]) For the original transcriptions of all endings, and the ASCII art for the SS4 logo! TAPFAQ format. Plagiarism makes the world go round. :) Many thanks! John Beppu ([email protected]) Lots of initial playtest Shidoshi Naga ([email protected]) For the blood code! information Geese Howie ([email protected]) For figuring out how to Spencer Olson ([email protected]) For info on the time limit, call up the No Contests! characters and Finishing Moves Jason D. Franks ([email protected]) For various Ron Griffith ([email protected]) For a few endings and "goodies." some other neat stuff Madman ([email protected]) For the boss code! TuxKamen ([email protected]) For Honourable Death listings, Peter Williamson ([email protected]) For all the nifty ASCII map, detailed stage descriptions, tons of character his research into the intricacies of the CD combos! quotes, and every single move description you see here! Also, lots of move description "tweaking" for version 2.0. -
Proquest Dissertations
Licensed to shill: How video and computer games tarnished the silver screen Item Type text; Dissertation-Reproduction (electronic) Authors Ruggill, Judd E. Publisher The University of Arizona. Rights Copyright © is held by the author. Digital access to this material is made possible by the University Libraries, University of Arizona. Further transmission, reproduction or presentation (such as public display or performance) of protected items is prohibited except with permission of the author. Download date 30/09/2021 07:23:18 Link to Item http://hdl.handle.net/10150/280772 LICENSED TO SHILL: HOW VIDEO AND COMPUTER GAMES TARNISHED THE SILVER SCREEN by Judd Ethan Ruggill Copyright © Judd Ethan Ruggill 2005 A Dissertation Submitted to the Faculty of the GRADUATE INTERDISCIPLINARY PROGRAM IN COMPARATIVE CULTURAL AND LITERARY STUDIES In Partial Fulfillment of the Requirements For the Degree of DOCTOR OF PHILOSOPHY WITH A MAJOR IN MEDIA ARTS In the Graduate College THE UNIVERSITY OF ARIZONA 2 00 5 UMI Number: 3158216 Copyright 2005 by Ruggill, Judd Ethan All rights reserved. INFORMATION TO USERS The quality of this reproduction is dependent upon the quality of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleed-through, substandard margins, and improper alignment can adversely affect reproduction. In the unlikely event that the author did not send a complete manuscript and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note will indicate the deletion. UMI UMI Microform 3158216 Copyright 2005 by ProQuest Information and Learning Company. All rights reserved. -
Functionality Modifications / Corrections
THE KING OF FIGHTERS XIV Ver.2.00 PATCH NOTES Functionality Modifications / Corrections ・Updated the SNK logo when launching the game. ・Improved training mode functionality: Added multiple recording slots, random play and REVERSAL recording & play. ・Improved training mode functionality: Added "limitless" setting for "1P Max Mode Gauge" and "2P Max Mode Gauge". ・During the 4th and 8th stages of the Story Mode, the opposing team will consist of at least one DLC character and one of the newly released stages will be selected. ・When an opponent is KO'd, the game will stop for a brief instant to highlight the KO. ・Video sharing and screenshot functions can now be used in all modes. ・Other minor bug fixes. ・Improved room searching functionality for Free Match. ・6 player colors are now available in Party Battle. ・Adjusted the attribution of points for "Rank33". ・The process by which the system judges disconnection penalties has been adjusted to be stricter. ・Added a page-turning function for the selection of titles in MY PROFILE. ・Netcode improvements. 1 THE KING OF FIGHTERS XIV Ver.2.00 PATCH NOTES Bug fixes ▶General ・Unified all characters’ movement speed after Quick Max activation. ・Removed throw invincibility that was present from the start of the guard until the opponent blocks. ・Fixed an issue where it was possible to perform a special attack by canceling the landing recovery after a jump without attacking. ・Adjusted characters' collision detection. ・Adjusted characters' stamina. Character Stamina Character Stamina Character Stamina Character -
Número 13 Febrero 2014
Año 3 Número 13 Febrero 2014 REVISTA ATEMPORAL DE VIDEOJUEGOS Y OTRAS FRIKADAS ANÁLISIS REVISIÓN VISIÓN PERIFÉRICA Número 13 – Febrero del 2014 por Skullo .......................................................................03 por Skullo ..................................... 04 Wario Land – Super Mario Land 3 por Alf ................................ 06 Carmageddon GBC por Skullo .................................................... 09 Demon’s Crest por Skullo ........................................................... 12 Godzilla Domination por Skullo ................................................. 16 Dead or Alive por NesBeer ......................................................... 19 Game Boy Camera por Skullo .................................................... 22 Earthworm Jim por Skullo .......................................................... 26 Conker the Squirrel por Skullo ................................................... 30 Juegos piratas de Aladdin (parte 2) por NesBeer ...................... 32 King of Fighters por El Mestre .................................................... 37 Maquetación y Portada: Skullo Todas las imágenes y nombres que aparecen en esta revista son propiedad de sus respectivas marcas, y se usan simplemente a modo informativo. Las opiniones mostradas en esta revista pertenecen al redactor de cada artículo. EDITORIAL Hola de nuevo y feliz 2014, ya van trece Editoriales que escribo y todavía no sé qué poner, así que iré directamente al contenido de la revista, que estoy seguro que es lo que más os -
Character Balance, Bug Fixes
THE KING OF FIGHTERS XIV Ver.3.10 PATCH NOTES Character balance, bug fixes ▶General ・The command input buffer at reversal timing except during guard recovery has been extended by 4 frames. ・Life value has been updated for all characters. Character Stamina Character Stamina Character Stamina Character Stamina Character Stamina Kyo 1000 Iori 1000 Kim 1000 Ramon 1000 Antonov 110 0 Benimaru 950 Mature 950 Gang-Il 1000 Angel 950 Verse 1000 Daimon 110 0 Vice 1000 Luong 950 Dinosaurs 110 0 Rock 1000 Ryo 1000 K’ 950 Athena 950 shun'ei 1000 Yamazaki 1050 Robert 950 Kula 900 Kensou 1000 Tung 1000 Vanessa 950 Yuri 950 Maxima 110 0 Chin 950 Meitenkun 950 Whip 1000 Terry 1000 Geese 1000 Xanadu 110 0 Zarina 950 Oswald 950 Andy 950 Billy 1000 Chang 110 0 Bandeiras 1000 Heidern 1000 Joe 1000 Hein 1000 Choi 950 Nelson 1050 B.Mary 1000 Leona 900 King 950 Nakoruru 900 Sylvie 1000 Najd 950 Ralf 1050 Mai 950 Muimui 1000 Kukri 1000 Clark 1000 Alice 1000 Love 1000 Mian 950 1 ▶Characters changelog KYO KUSANAGI BALANCED MOVE DESCRIPTION Backstep Changed to an airborne move on start-up. Blow Back Overall recovery has been shortened by 6 frames. Start-up has been delayed by 3 frames. Ge-shiki・Gofu Yo Overall recovery has been extended by 3 frames. BENIMARU NIKAIDO BALANCED MOVE DESCRIPTION Spinning Knee Drop Can be now confirmed even from low and mid jumps. Flying Drill The command is now easier to pull out (accepts or or ) Active frames have been shortened by 6 frames. -
SAMURAI SHODOWN Patch Ver.2.10
SAMURAI SHODOWN Patch Ver.2.10 Changed / Improved Features ・Added DLC character ・Added the Guard Crush function -An internal Guard Crush meter increases whenever an opponent blocks regular and special attacks. -The opponent will be able to be Guard Crushed once they turn red. Landing a standing heavy slash during this phase will perform a Guard Crush. -Just Defending an opponent's attack will not reduce one's internal Guard Crush meter. Also, Just Defending can prevent one from being Guard Crushed when glowing red. ・Weapons can now be picked up even if scrolled off screen. -Press the button to pick up your weapon while touching the edge of the screen where the weapon previously was to pick it up. ・Changed NAKORURU's 4P color. Change / Improvements Made to Characters Changed Area Weapon Description of Change All Characters Now invulnerable for the 1st frame of startup. Stance Break With / Without All characters now have the same startup times. Shortened the distance before touching the opponent and coming to a stop. Advancing With / Without Can now dodge even when advancing. HAOHMARU Standing Close Heavy Slash With Decreased attack startup. Cyclone Slash (Medium, Heavy) With Increased damage. Renting Tremor Slash (Medium) With Now blows opponent back when hit in mid-air. NAKORURU Standing Far Medium Slash With Decreased attack startup. Advancing Light Slash With Now cancellable. Annu Mutsube With Shrank top-side of hurtbox. (Heavy,During Max Rage) Rera Mutsube (During Max Rage) With Now invulnerable to in-air attacks on startup. Amube Yatoro With / Without No longer downs opponent on hit. -
Functionality Modifications / Corrections
THE KING OF FIGHTERS XIV Ver.1.03 PATCH NOTES Functionality Modifications / Corrections ・Modification of the RANKED MATCH specifications. * Addition of an "Opponent Strength" option (possibility to switch ON/OFF if a player matches with another player on the same rank). ・Addition of a "Regions" option to the host side in RANKED MATCH and FREE MATCH. * Regions: change the matching areas between your area only or worldwide. ・Improved visualization (=icons) for players who often disconnect during online matches ("rage quits"). ・ Hardening of penalties for "rage quit" type players. (= rage quitters will have more difficulties to connect with standard players) ・After a battle with“Wait in Training Mode” in RANKED MATCH, the screen now returns to this mode. ・Settings for lobbies’“Voice Chat ON / OFF” option / feature can now be saved. ・Correction of the member select order in PARTY BATTLE. ・Correction / modification of minor Online Mode related issues. ・Training Mode’s pause menu settings can now be saved. ・ Progress in Mission’s Trials can now be saved. Addition of a "Touch pad functions" option in order to switch the touch pad functionality ON/OFF. ・ A certain trophy did not unlock when its conditions were cleared with Classic Kyo, Nightmare Geese or the same team even times (e.g. twice, 4 times) is now fixed. For those who have already encountered this issue, if you have already cleared all the conditions with all teams, the trophy will now be unlocked if you play with any team once again). ・Certain trophies attributing a“FIGHT BONUS” which did not unlock after collecting all items in the Gallery have now been fixed. -
Thrash Anime and Fighting Game Martial Arts RPG Version 1.8 by Ewen “Blackbird” Cluney
Thrash Anime and Fighting Game Martial Arts RPG Version 1.8 by Ewen “Blackbird” Cluney 1 Thrash: Martial Arts RPG Chapter 1: Introduction mind you), rather than picking from what the game Chapter 1: Introduction designers have seen fit to provide. This does, however, “Violent fighting to begin again...” have an interesting result on character descriptions; truth -- King of Fighters ‘96 be told, they tend to end up as a maneuver followed by a Capcom’s Street Fighter II changed the face of video (long) list of modifiers (e.g., “Chi Blast (Flaming, Extended games forever by introducing the world to a new style of Range, Ground Blast, Moving Blast)”). Even so, once you game, where two characters faced off in a one-on-one fight look at the system in this way, it becomes very easy to to the finish. This has since spawned countless other define virtually any fighting game character, with similar games, to the point that it has created an entire comparatively little work. genre of video games, collectively known as Fighting Thrash is not a game for muchkins! Admittedly, the Games. rules are easy to abuse. For example, one GM told me of Thrash is a book-and-dice RPG that deals with anime a player who wanted to create Athena Asamiya, and and fighting game style martial arts. This main rulebook proceeded to make her a psychic and then selected some presents only general rules, info on real-world martial arts, four different styles, thereby reducing the cost of all Focus and some general fighting game info, though additional maneuvers to 1 CP each! This is not only abusive of the sourcebooks will deal with an assortment of popular system, but just plain stupid. -
Neo Geo Pocket Color Pocket Fighting Series Samurai Shodown Tables of Contents
Neo Geo Pocket Color Pocket Fighting Series Samurai Shodown Tables of Contents -About this Game (info, story lines, names confusion) -Basic Movelist -Character Movelist -Character Quotes -Codes (how to play as Yuga) -Collecting Cards -Endings -Miscellaneous Combos -Miscellaneous Notes -My comments (Note: The characters' names in most section are in alphabetical order, even this Table of Contents.) ********************************************************************** About this Game ---Game Info--- This is the second SS game that is released on the Neo Geo Pocket. The first one is called SS!, it was released on the black and white Neo Geo Pocket. Now, this is the first color SS game that is made for the Neo Geo Pocket Color. Game title : Samurai Shodown ! 2 Publisher : SNK Developer : SNK Genre : Pocket Fighting Series Game size : 16 megabits Year of release : 1999 No. of player : 1 or 2 players (Note: For 2 Players mode, you need a link cable, 2 Neo Geo Pockets, and 2 SS2! cartridges.) Price : $35(U.S.) System : Neo Geo Pocket Color ---Basic Story Lines--- This story lines(or ending) of this game is basically based on Samurai Shodown 64 II Warrior's Rage(Samurai Spirits 2 Asra Zanmaden) . The story basically goes like, after Yuga is sort of defeated in SS64, he is back again. In order to unite the world of Light and Darkness, he needs to have Haohmaru and Shiki. So Yuga send Asra(Bust) and Shiki(Bust) to get them. (Okay, I'm not good at explaining the story lines) ---Character Names Confusion--- Sometimes SNK gives two different version of names to certain characters(don't ask me why?!) The one we usually see is Rimnerel/ Rimururu.