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Castlevania Symphony of the Night Hack Castlevania: Symphony of the Night Hack
castlevania symphony of the night hack Castlevania: symphony of the night hack. This is a hack that serves as a fanmade sequel to the iconic Symphony of the Night, as such it not only features a brand new story but also features a returning cast of characters such as Richter,Maria,Shaft,Dracula,Succubus, and Alucard. Another it also features is returning items,weapons, and armors from the game as well. There has also be other features carried over from previous Castlevania games such as Maxim Kischine’s legendary Stellar Sword, Dark Pain from the Lords of Shadow series, and the Laser Sword from Curse of Darkness. Another thing that has been added is changes to the majority of the music ingame using various fan favorite tracks from previous CV games such as Bloody Tears,Divine Bloodlines,Dracula’s Castle, Nocturne, and many more, also there has been a there has been changes made to the ingame difficulty to make this metroidvania more challenging for the players since metroidvanias are traditionally rather easy. V1.1 of the hack features new changes from the previous release such as, 1.Changes to the whip knuckle, mach punch, cestus and poison fist animations. 2.Changes to the Dark Pain weapon and Hrunting weapons actually resembling their respective item icons. Castlevania: symphony of the night hack. Castlevania: Symphony of the Night is an action role playing game for the PlayStation. This game in the Castlevania series departs from the designs of the others, and takes the series into an RPG approach. Known in Japan as Akumajou Dracula X: Gekka no Yasoukyoku (Demon Castle Dracula X: Nocturne in the Moonlight), this game takes place after the first Dracula X game (specifically, “Dracula X: Rondo of Blood”). -
Efootball PES 2021 MOBILE REACHES 350 MILLION DOWNLOADS
Nov 12, 2020 10:08 GMT eFootball PES 2021 MOBILE REACHES 350 MILLION DOWNLOADS The milestone will be celebrated with three in-game campaigns Konami Digital Entertainment, B.V. today announced that eFootball PES 2021 Mobile has been downloaded more than 350 million times. To commemorate the milestone, along with this year being the franchise’s 25th anniversary, KONAMI will be running three in-game campaigns starting from today. Between November 12th – November 19th, users who log in will receive three Special Agents for Juventus Iconic Moments. One week later, between November 19th – November 26th, users who log in will receive three Special Agents for Manchester United Iconic Moments. During the campaign period, November 12th – November 30th, mobile and console users will also receive the following items as a reward as each total goal milestone is reached: • 50M - Black Ball x1 • 100M - Black Ball x3 • 150M - Contract renewal ticket x35 • 200M - Level trainer (Big) x35 • 250M - myClub Coin x350 • 350M - Legends: Worldwide Clubs x1 KONAMI has also announced the introduction of Player Packs for Mobile – purchasable packs focusing on one individual superstar player. Each pack comes with their Iconic Moment variant, myClub Coins, an original menu theme and Special Agents. Only one Player Pack can be purchased per account, costing €17.99 / £15.99 each. The three available packs are as follows: • "The Kiss" Messi Pack • "High-Flying" C.Ronaldo Pack • "Step and Fire" Rashford Pack Finally, KONAMI has announced a new loyalty scheme for the eFootball PES series, starting with PES 2021 – eFootball Points*. This cross-platform reward system gives players additional ways to earn amazing bonuses by engaging with core titles in the PES franchise. -
Why Video Game Genres Fail: a Classificatory Analysis
Syracuse University SURFACE TheSchool oflnformationStudies: Faculty School of InformationStudies (iSchool) Scholarship 2015 Why Video Game Genres Fail: A Classificatory Analysis Rachel I. Clarke Syracuse University, [email protected] Jin Ha Lee University of Washington Neils Clark Follow this and additional works at: http://surface.syr.edu/istpub & Part of the Game Design Commons, and the Library and InformationScience Commons Recommended Citation Clarke, Rachel I.; Lee,Jin Ha; and Clark, Neils, "Why Video Game Genres Fail: A ClassificatoryAnalysis" (2015). TheSchool of Information Studies: Faculty Scholarship. Paper 167. http://surface.syr.edu/istpub/167 ThisArticle is brought to you forfree and open access by the School of Information Studies (iSchool) at SURFACE. It has been accepted forinclusion in TheSchool of InformationStudies: Faculty Scholarship by an authorized adminjstrator of SURFACE. For more information, please contact [email protected]. Running head: WHY VIDEO GAME GENRES FAIL 1 Why Video Game Genres Fail: A ClassificatoryAnalysis Rachel Ivy Clarkee1 University of Washington Information School Jin Ha Lee University of Washington Information School Neils Clark Independent Scholar 1 Corresponding author: Rachel Ivy Clarke, University of Washington Information School, Box 352840, Seattle, Washington 98195-2840, [email protected] Running head: WHY VIDEO GAME GENRES FAIL 2 Abstract This paper explores the current affordances and limitations of video game genre froma library and information science perspective with an emphasis on classificationtheory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classificationand conceptualization, and the implications forvideo games. -
Rogue-Gym: a New Challenge for Generalization in Reinforcement Learning
Rogue-Gym: A New Challenge for Generalization in Reinforcement Learning Yuji Kanagawa Tomoyuki Kaneko Graduate School of Arts and Sciences Interfaculty Initiative in Information Studies The University of Tokyo The University of Tokyo Tokyo, Japan Tokyo, Japan [email protected] [email protected] Abstract—In this paper, we propose Rogue-Gym, a simple and or designated areas but need to perform safely in real world classic style roguelike game built for evaluating generalization in situations that are similar to but different from their training reinforcement learning (RL). Combined with the recent progress environments. For agents to act appropriately in unknown of deep neural networks, RL has successfully trained human- level agents without human knowledge in many games such as situations, they need to properly generalize their policies that those for Atari 2600. However, it has been pointed out that agents they learned from the training environment. Generalization is trained with RL methods often overfit the training environment, also important in transfer learning, where the goal is to transfer and they work poorly in slightly different environments. To inves- a policy learned in a training environment to another similar tigate this problem, some research environments with procedural environment, called the target environment. We can use this content generation have been proposed. Following these studies, we propose the use of roguelikes as a benchmark for evaluating method to reduce the training time in many applications of the generalization ability of RL agents. In our Rogue-Gym, RL. For example, we can imagine a situation in which we agents need to explore dungeons that are structured differently train an enemy in an action game through experience across each time they start a new game. -
First Person Shooting (FPS) Game
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 04 | Apr-2018 www.irjet.net p-ISSN: 2395-0072 Thunder Force - First Person Shooting (FPS) Game Swati Nadkarni1, Panjab Mane2, Prathamesh Raikar3, Saurabh Sawant4, Prasad Sawant5, Nitesh Kuwalekar6 1 Head of Department, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 2 Assistant Professor, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 3,4,5,6 B.E. student, Department of Information Technology, Shah & Anchor Kutchhi Engineering College ----------------------------------------------------------------***----------------------------------------------------------------- Abstract— It has been found in researches that there is an have challenged hardware development, and multiplayer association between playing first-person shooter video games gaming has been integral. First-person shooters are a type of and having superior mental flexibility. It was found that three-dimensional shooter game featuring a first-person people playing such games require a significantly shorter point of view with which the player sees the action through reaction time for switching between complex tasks, mainly the eyes of the player character. They are unlike third- because when playing fps games they require to rapidly react person shooters in which the player can see (usually from to fast moving visuals by developing a more responsive mind behind) the character they are controlling. The primary set and to shift back and forth between different sub-duties. design element is combat, mainly involving firearms. First person-shooter games are also of ten categorized as being The successful design of the FPS game with correct distinct from light gun shooters, a similar genre with a first- direction, attractive graphics and models will give the best person perspective which uses light gun peripherals, in experience to play the game. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2013 (Briefing Date: 4/25/2013) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2009 FY3/2010 FY3/2011 FY3/2012 FY3/2013 Net sales 1,838,622 1,434,365 1,014,345 647,652 635,422 Cost of sales 1,044,981 859,131 626,379 493,997 495,068 Gross profit 793,641 575,234 387,965 153,654 140,354 (Gross profit ratio) (43.2%) (40.1%) (38.2%) (23.7%) (22.1%) Selling, general and administrative expenses 238,378 218,666 216,889 190,975 176,764 Operating income 555,263 356,567 171,076 -37,320 -36,410 (Operating income ratio) (30.2%) (24.9%) (16.9%) (-5.8%) (-5.7%) Non-operating income 32,159 11,082 8,602 9,825 48,485 (of which foreign exchange gains) ( - ) ( - ) ( - ) ( - ) (39,506) Non-operating expenses 138,727 3,325 51,577 33,368 1,592 (of which foreign exchange losses) (133,908) (204) (49,429) (27,768) ( - ) Ordinary income 448,695 364,324 128,101 -60,863 10,482 (Ordinary income ratio) (24.4%) (25.4%) (12.6%) (-9.4%) (1.6%) Extraordinary income 339 5,399 186 84 2,957 Extraordinary loss 902 2,282 353 98 3,243 Income before income taxes and minority interests 448,132 367,442 127,934 -60,877 10,197 Income taxes 169,134 138,896 50,262 -17,659 3,029 Income before minority interests - - 77,671 -43,217 7,168 Minority interests in income -91 -89 50 -13 68 Net income 279,089 228,635 77,621 -43,204 7,099 (Net income ratio) (15.2%) (15.9%) (7.7%) (-6.7%) (1.1%) - 1 - Nintendo Co., Ltd. -
Art Styles in Computer Games and the Default Bias
University of Huddersfield Repository Jarvis, Nathan Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Original Citation Jarvis, Nathan (2013) Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Masters thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/19756/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ THE UNIVERSITY OF HUDDERSFIELD Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Master of Research (MRes) Thesis Nathan Jarvis - U0859020010 18/09/2013 Supervisor: Daryl Marples Co-Supervisor: Duke Gledhill 1.0.0 – Contents. 1.0.0 – CONTENTS. 1 2.0.0 – ABSTRACT. 4 2.1.0 – LITERATURE REVIEW. 4 2.2.0 – SUMMARY OF CHANGES (SEPTEMBER 2013). -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Action Video-Game Training and Its Effects on Perception and Attentional Control
Action Video-Game Training and Its Effects on Perception and Attentional Control C. Shawn Green , Thomas Gorman , and Daphne Bavelier Introduction Over the past 40 years, video game play has grown from a niche activity into a pervasive and abundant part of modern life. Over half of the United States popula- tion now plays video games, with over 130 million of these individuals being con- sidered “regular” video game players (i.e., playing more than 3 h of video games per week—ESA 2015 ). And although video games were originally, and for the most part continue to be, an entertainment medium, there has nonetheless been signifi - cant scientifi c interest in the possibility that video gaming may have signifi cant effects on the human brain and human behavior . While much of this research has focused on potential negative outcomes (e.g., effects related to aggression or addic- tion—Anderson et al. 2010 ), there exists a growing body of research outlining posi- tive effects of video game play as well. This chapter will specifi cally focus on the positive impact that playing one particular type of video game, known as “action video games,” has on perceptual and attentional skills. The “ Curse of Specifi city” Before discussing the various effects associated with action video game play, it is worth considering why it is interesting in the fi rst place that something like video game play could alter core perceptual or attentional abilities. Indeed, one’s fi rst C. S. Green (*) • T. Gorman Department of Psychology , University of Wisconsin-Madison , Madison , WI , USA e-mail: [email protected]; [email protected] D. -
Art Academy™: Home Studio Once It Has Been Exported and Converted to JPEG Format
1 Importan t Informati on Setup 2 Internet Enhancemen ts 3 Note to Par ents and Guardi ans Gtget in Srdta te 4 Mnai Muen 5 BiCas c orsnt ol 6 Saving an d Deleting D ata Miak ng Awrt or k 7 Lessons 8 Fer e Pita n Srgha in Awrt or k 9 Rcre o dni g s 10 Mvii eers 11 Ptor fooli WUP-P-BXAE-00 12 Gallery Abou t T his Produ ct 13 Legal Nostice Tuero bl shtgoo in 14 Supp ort Inform ati on 1 Importan t Informati on Please read this manual carefully before using this software. If the software will be used by children, the manual should be read and explained to them by an adult. Also, before using this software, please read the content of the Health and Safety Information application on the Wii U™ Menu. It contains important information that will help you enjoy this software. 2 Internet Enhancemen ts Connect to the Internet to enjoy these features. Post You can post your artwork as well as video recordings showing how you made it 9 11 . ◆ Artwork will be posted to Miiverse™, and video recordings will be posted to YouTube™. View Other Artists' Artwork and Video Recordings You can see artwork and video recordings from artists from around the world. You can also save other people's artwork and then use it as reference images 9 10 . ◆ You can view submitted artwork on Miiverse and video recordings on YouTube. ◆ It is necessary to carry out the initial settings for Miiverse and connect to the Internet. -
Effects of Art Styles on Video Game Narratives
Effects of Art Styles on Video Game Narratives UNIVERSITY OF TURKU Department of Future Technologies Master's Thesis July 2018 Leena Hölttä UNIVERSITY OF TURKU Department of Future Technologies HÖLTTÄ, LEENA Effects of Art Styles on Video Game Narratives Master's thesis, 76 pages, 29 appendix pages Computer Science August 2018 The effect of an art style on a video game's narrative is not widely studied and not much is known about how the general player base views the topic. This thesis attempts to answer this question through the use of two different surveys, a general theory related one, and one based upon images and categorization and a visual novel based interview that aims at gaining a further understanding of the subject. The general results point to the art style creating and emphasizing a narrative's mood and greatly enhancing the player experience. Based on these results a simple framework ASGDF was created to help beginning art directors and designers to create the most fitting style for their narrative. Key words: video games, art style, art, narrative, games TURUN YLIOPISTO Tulevaisuuden teknologioiden laitos HÖLTTÄ, LEENA Taidetyylien vaikutus videopelien narratiiviin Pro gradu -tutkielma, 76 s., 29 liites. Tietojenkäsittelytiede Elokuu 2018 Taidetyylien vaikutus videopelien narratiiviin ei ole laajasti tutkittu aihe, eikä ole laajasti tiedossa miten yleinen pelaajakunta näkee aiheen. Tämä tutkielma pyrkii vastaamaan tähän kysymykseen kahden eri kyselyn avulla, joista toinen on teoriaan perustuva kysely, ja toinen kuvien kategorisointiin perustuva kysely. Myös visuaalinovelliin perustuvaa haastattelua käytettiin tutkimuskysymyksen tutkimiseen. Yleiset tulokset viittaavat siihen, että taidetyyli vaikuttaa narratiivin tunnelmaan ja korostaa pelaajan kokemusta. -
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