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Rosedale Open Homepage
SEASON 13, ISSUE 10: April 18th, 2008 The Rosedale Open homepage: http://www.pvv.ntnu.no/~janbu/ropen.html Contents ======== 1. Introduction 2. Broadcast messages 3. Apprentices discovered 4. League results 5. League tables 6. Scorer’s lists 7. Suspensions 8. GMs auction 9. Transferlist 10.Sale to non-league 11. Private trade 12. League matches next issue 13. the Rosedale Knockout 14. GM's ramble 15. List of addresses 1. Introduction Refer to GM's ramble, section 14, for information. 2. Broadcast messages None. 3. Apprentices discovered None. 4. League results Rosedale Premiership Match day 17 ================================== Fjortoft's Friends - FC Asskickers 0 : 0 Booked: JanAage ***Chris Jericho A rather hard-fought game to start this weekend off, in which either team could reasonably have scored, but in practice, neither did. The Ages - Twin Peaks Owls 3 : 0 Scorers: New Age (72.), The Sixties (74.), Carboniferous (57.) ***--- The Ages picked the right strategy for this game, and had no problems winning it. They're closing in on the top three, but have generally been solid at home. Perhaps the away game is greater reason for worry? Dummys - Mishima Zaibatsu 0 : 0 Booked: Madonna ***--- Dummys picked the right strategy, allowing Mishima Zaibatsu very little play in this one, and as made sense, it ended goalless. Extreme - Ladida FC 1 : 3 Scorers: Rooney (77.) ***Cowboy-Laila (45., 78.), Beyonce (60.) Extreme picked the better strategy, but still, Ladida were a little stronger and managed to edge out a win. I guess Extreme simply aren't strong enough for the Premiership now, even though they would have deserved quite a few more points so far. -
Xiaoyu's Bio by Stylistic86
Xiaoyu's Bio by Stylistic86 Ling Xiaoyu "High Spirited" Country of Origin: China Fighting Style: Hakke Sho, Hika Ken, and various Chinese martial arts Birthday: June 9 Age: 19 Height: 5'2" Weight: 93 lbs Blood Type: A Occupation: Student, Panda Caretaker Hobby: Traveling, Visiting Amusement Parks Worldwide Likes: Chinese Steamed Buns, Shrimp Dumplings, Peking Duck, Panda, Jin Kazama, and Heihachi Mishima Dislikes: Math Teachers, Kazuya Mishima, Anyone who opposes the Mishima Zaibatsu 1P Outfit: Tekken 6 1P Outfit (Alternate color pink from Tekken 5) 2P Outfit: Tekken 4 1P Outfit 3P Outfit: Tekken 4 2P Outfit 4P Outfit: Tekken Blood Vengeance Outfit (Hair down optional) Bio: Ever since Jin Kazama was defeated at the King of the Iron Fist Tournament 6, Ling Xiaoyu had been on a personal mission to find her friend. She had been trying to convince people that Jin was not an international criminal committing war crimes against several nations but many people chose to ignore her defensive case. Desperate and running out of leads, Xiaoyu turned to Heihachi Mishima, who had restored the Mishima Zaibatsu back to its original state. Xiaoyu couldn't tell Heihachi that she was looking for Jin but she was willing to help Heihachi any way she could. Doing so, Heihachi paired Xiaoyu with Chai Xianghua, a Chinese soldier who was sent on assignment to cover up an incident, and Christie Monteiro, who was not only looking for Eddy Gordo but also secretly working with Lei Wulong as a private investigator. While it seemed as though Xiaoyu was eager to work for Heihachi and was willing to do whatever he commanded, Xianghua and Christie were not as eager as her, which raised suspicion within Xiaoyu and started to question her partners' motives. -
Final Fantasy VII (1997) Is a Hugely Successful Japanese Srole Playing Game
M170 CARR M/UP 24/11/05 11:06 AM Page 72 Phil's G4 Phil's G4:Users:phil:Public: PHIL'S JOBS:9595 - POLIT CHAPTER 06 Playing Roles Andrew Burn QUARESOFT’S Final Fantasy VII (1997) is a hugely successful Japanese SRole Playing Game. It sold to virtually all Japan’s Playstation owners within the first forty-eight hours of its release in 1997, and was no less popular in the USA on its release there later that year.1 In this chapter, we use FFVII as a case study to explore one of the key dimensions of Role Playing Games: the avatar. ‘Avatar’ is the Sanskrit word for ‘descent’, and refers to the embodi- ment of a god on earth. It is by means of the avatar that the player becomes embodied in the game, and performs the role of protagonist. Cloud Strife, the protagonist-avatar of FFVII, is a mysterious mercenary. Dressed in leather and big boots, he wields a sword as big as himself; but he has an oddly childish face, whimsically delineated in the ‘deformed aesthetic’ of manga, with enormous, glowing blue eyes, framed in cyberpunk blond spikes (Illustration 6). This is how Rachel, a seventeen-year-old English player of FFVII, described Cloud in one of our research interviews: It’s just basically you play this character who’s in this like really cool like cityscape and you have to, er, and he finds out . and, er, he escapes because he finds out that, um, he’s, because he starts having these flashbacks, and he escapes from this city because he’s being pursued I think, and, um, he has to defeat this big corporation and try and – oh yeah, Sephiroth, he’s this big military commander, and you have to go and try to stop him, ’cos he’s trying to raise up all the beasts, and you do this by collecting materia, which you can use for magic and stuff, and you use your own weapons, and – Rachel’s phrase ‘this character’ evokes the conventional idea of the fictional character operating as a protagonist in a narrative. -
A Rhizomatic Reimagining of Nintendo's Hardware and Software
A Rhizomatic Reimagining of Nintendo’s Hardware and Software History Marilyn Sugiarto A Thesis in The Department of Communication Studies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts at Concordia University Montreal, Quebec, Canada April 2017 © Marilyn Sugiarto, 2017 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By Marilyn Sugiarto Entitled A Rhizomatic Reimagining of Nintendo’s Hardware and Software History and submitted in partial fulfillment of the requirements for the degree of Master of Arts in Media Studies complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final Examining Committee: __________________________________ Chair Dr. Maurice Charland __________________________________ Examiner Dr. Fenwick McKelvey __________________________________ Examiner Dr. Elizabeth Miller __________________________________ Supervisor Dr. Mia Consalvo Approved by __________________________________________________ Chair of Department or Graduate Program Director __________________________________________________ Dean of Faculty Date __________________________________________________ iii Abstract A Rhizomatic Reimagining of Nintendo’s Hardware and Software History Marilyn Sugiarto Since 1985, the American video game market and its consumers have acknowledged the significance of Nintendo on the broader development of the industry; however, the place of Nintendo in the North American -
The Story of Final Fantasy VII and How Squaresoft
STS145 History of Computer Game Design, Final Paper, Winter 2001 Gek Siong Low Coming to America The making of Final Fantasy VII and how Squaresoft conquered the RPG market Gek Siong Low [email protected] Disclaimer: I have tried my best to find sources that are as reliable as possible (press releases, interviews in published magazines, etc) but many times I had to depend on third-party accounts of what happened. Some of these accounts conflict with one another, so I try to present as coherent an account of the history as I can here. I do not claim that everything in this paper is true. With that in mind, let us proceed on with the story… Introduction “[Final Fantasy VII is]…quite possibly the greatest game ever made.” -- GameFan magazine, quote on back of Final Fantasy VII CD case (Greatest Hits edition) The story of Squaresoft’s success in the US video games market appears at first glance to be like a fairy tale. Before Final Fantasy VII, console-based role-playing games (RPGs) were still a niche market, played only by a dedicated few who were willing to endure the long wait for the few games to cross the Pacific and onto American soil. Then came Final Fantasy VII in the September of 1997, wowing everybody with its amazing graphics, story and gameplay. The game single-handedly lifted console-based RPGs out of their little niche into the mainstream, selling millions of copies worldwide, and made Squaresoft a household name in video games. Final Fantasy VII CD cover art Today console-based RPGs are a major industry, with players spoilt-for- choice on which RPG to buy every Christmas. -
Final Fantasy
kvarter Volume 20. Spring 2020 • on the web akademiskacademic quarter “What you Remember is the Illusion” The Deluded Hero, New Mythology, and Nostalgia in Final Fantasy VII David Stevenson is a PhD film graduate from Queen’s University, Belfast. His research interests focus on theorizing Japanese digital cultures and the application of interdisciplinary methodology and close reading to video games. Recently, David has been examining the relationship between game narratives, their aesthetics, and the industrial efforts that produce them. “No, not memories… a memory is something that is con- sciously recalled, right? That’s why sometimes it can be mistaken or wrong. It’s different from a memory locked deep in your heart.” - Tifa Lockheart, Final Fantasy VII. Abstract Typically, critical writing on the topic has emphasised the hero / pro- tagonist figure as the primary vector of player agency. However, the hero(es) of Final Fantasy VII (Finaru Fantashii VII, 1998) exhibit psy- chological depth in which party characters confront their self-delu- sion. This is particularly apt with Cloud who experiences an intro- spective reckoning while comatose that prefigures the game’s denouement. Beyond the narrative function of self-discovery, this essay argues that this process exists to reconcile the player with the JRPG ‘world’, a pan-mythological territory often reliant on signs, symbols and archetypes as exposition of an intricate and alien place. Through close reading of FFVII’s aesthetic and gameplay design, I aim to demonstrate that the protagonist is the nexus of player discov- ery, psychological characterisation and ‘lore’, and the significance of this model in the reframing and reinvention of the past common to the JRPG genre. -
Sephiroth Cathedron Album Download Wordpress Sephiroth Cathedron Album Download Wordpress
sephiroth cathedron album download wordpress Sephiroth cathedron album download wordpress. Completing the CAPTCHA proves you are a human and gives you temporary access to the web property. What can I do to prevent this in the future? If you are on a personal connection, like at home, you can run an anti-virus scan on your device to make sure it is not infected with malware. If you are at an office or shared network, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. Another way to prevent getting this page in the future is to use Privacy Pass. You may need to download version 2.0 now from the Chrome Web Store. Cloudflare Ray ID: 67a261552ab3c3d9 • Your IP : 188.246.226.140 • Performance & security by Cloudflare. Sephiroth (5e Creature) Armor Class 18 (natural armor) Hit Points 209 (22d8 + 110) Speed 40 ft. STR DEX CON INT WIS CHA 24 (+7) 19 (+4) 20 (+5) 15 (+2) 16 (+3) 20 (+5) Saving Throws Str +13, Dex +10, Con +11, Wis +9 Skills Athletics +13, Intimidation +11, Insight +9, Perception +9 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Senses truesight 60 ft.; passive Perception 19 Languages Common, Deep Speech Challenge 20 (25,000 XP) Elemental Spellcasting. Sephiroth’s spellcasting ability is Charisma (spell saving throw DC 19). He can innately cast the following spells while he is immune to their corresponding damage types, requiring no material components: 3/day (acid): tidal wave 3/day (cold): ice storm 3/day (fire): fireball 3/day (lightning): lightning bolt 3/day (thunder): shatter (as a 4th-level spell) 1/day (acid): maelstrom 1/day (cold): freezing sphere 1/day (fire): wall of fire 1/day (lightning): storm sphere (as a 5th-level spell) 1/day (thunder): whirlwind. -
From Losing to Loss: Exploring the Expressive Capacities of Videogames Beyond Death As Failure
From Losing to Loss: Exploring the Expressive Capacities of Videogames Beyond Death as Failure By Sabine Harrer Abstract In games, loss is as ubiquitous as it is trivial. One reason for this has been found in the established convention of on-screen character death as a signifier for failure (Klastrup 2006; Grant 2011; Johnson 2011). If that’s all that games have to offer in terms of addressing an existential trope of human experience, the worried pro- tectionist concludes, shouldn’t we dismiss this intrinsically flat medium as inferior to more established media forms such as film or literature? (Ebert 2010). Contrary to this view, this paper discusses gameplay examples that shed light on how this medium might leverage its expressive resources to arrive at rich representations of loss. First, the notion of loss implied in Sigmund Freud’s work “Mourning and Mel- ancholia” (1917) will be discussed in relation to losing in games. Looking at pro- cedurality, fictional alignment and experiential metaphor as three expressive gameplay devices identified by Doris Rusch (2009) will help explain the expres- sive shortcoming of losing and lay out what is at stake with profound gameplay expression. Moreover, it will serve as the keywords structuring the following analysis of three videogames, Final Fantasy VII (1997), Ico (2001) and Passage (2007), and their design decisions fostering deep representations of loss. Keeping the Freudian notion of loss in mind, we can trace its repercussions on the three expressive dimensions respectively. Following a separate analysis of each game- play example, the last section will discuss some commonalities and differences and arrive at the identification of desired object, permanent disruption and lineari- ty as design aspects modeling loss in more compelling ways than losing. -
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. -
Tekken 3 Para 3D&T
Tekken 3 e realmente um dos melhores jogos de todos os tempos. Alem de ótimos gráficos 3D, boa velocidade, personagens interessantes e muitos, mas muitos mesmo, golpes, a serie Tekken tem algo que falta na maioria dos jogos de videogame de luta: uma historia consistente, interessante e intrigante, capaz de receber elogios ate de quem esta acostumado com os complexos storylines dos RPGs. Novas Regras Novas Regras de Combate Esses são alguns novos movimentos de combate que podem ser utilizados por qualquer personagem, sem necessitar comprar nenhuma vantagem para isso: Agarrao: agarrao e um golpe em que você prende o oponente (obviamente), não permitindo que ele se defenda. Acertar um impoe um redutor de -1 de Habilidade, ele só pode ser usado com Força, nunca com PdF, e o inimigo não tem direito a jogada de Armadura para resistir ao dano. Agarrar o golpe: você agarra o golpe do oponente, podendo contra-atacar com qualquer outro golpe Se você perder a iniciativa e o oponente acertar o golpe, você pode jogar Habilidade com -1 para agarrar o golpe do oponente. Se passar no teste, você ainda deve realizar um teste de Armadura. Se conseguir, você não sofre dano nenhum, e pode contra- atacar com qualquer golpe que você queira, que ira acertar automaticamente (caso seja algum que implique em múltiplos golpes, como Ataque Múltiplo ou Combo, apenas o primeiro golpe ira acertar automaticamente). Apenas contra ataques baseados em Força são permitidos. Novas Vantagens/Desvantagens Agarrao Múltiplo (2 pontos): igual a ataque múltiplo, mas para agarroes. Estilo Mutante (2 pontos): apos comprar esta vantagem, você deve separar uma quantidade de pontos para colocar nela. -
Tekken 6 Guide
Tekken 6 Guide Tekken 6 is a fast and furious fighting game filled to the brim with challenging foes. Foes that sometimes can be a bit too challenging. If there's one thing that Tekken 6 isn't, it's friendly to gamers new to the franchise. Learning the skills necessary to win can be tough, but we've got your back. We've played through Tekken 6 and have compiled a few tips to help turn from zero to a slugfest hero. As the game box says, "This Fight is Yours." There's no reason to show up to it unprepared. In this Tekken 6 strategy guide, you'll find: BASICS // Myriad tips and strategies for defense and offense. SCENARIO CAMPAIGN // Info on enemies, bosses and the weapons of Scenario Campaign. CHARACTERS GUIDE // Tips for playing each of the game's 40 fighters. Guide by: Stewart Shearer © 2009, IGN Entertainment, Inc. May not be sold, distributed, transmitted, displayed, published or broadcast, in whole or part, without IGN’s express permission. You may not alter or remove any trademark, copyright or other notice from copies of the content. All rights reserved. © 2009 IGN Entertainment, Inc. Page 1 of 60 Tekken 6 Basics « Defense & Attack Levels Strikes & Combos » Blocking Blocking is your most rudimentary defense against attack in Tekken 6. After all, your opponent could pull off the most gloriously cool move in the book and it will do them about a fart's worth of good if you can block it. Blocking in Tekken 6 is pretty simple. The most basic way to block is to do nothing. -
Cloud Strife, an Analysis of Cloud-Based Shadow IT and a Framework for Managing Its Risks and Opportunities, © February 26, 2016 Supervisors: Dr
CLOUDSTRIFE marc hulsebosch [email protected] An analysis of Cloud-based Shadow IT and a framework for managing its risks and opportunities Master of Science- Business Information Technology Faculty of Electrical Engineering, Mathematics and Computer Science University of Twente February 25, 2016 – version 0.6 Marc Hulsebosch: Cloud Strife, An analysis of Cloud-based Shadow IT and a framework for managing its risks and opportunities, © February 26, 2016 supervisors: Dr. Klaas Sikkel- University of Twente Dr. ir. Hans Moonen- University of Twente Edwin Sturrus, MSc.- KPMG location: Enschede SUMMARY This thesis proposes a framework for the management of unauthorized cloud computing usage, based on a risk analysis, a set of possible strategies and concrete measures. The rise of cloud computing in the consumer domain has raised users’ ex- pectations about the types of services that organizational IT departments deliver and the speed of delivery. Many IT departments are unable to keep up with these expectations. As a result, individual employees and depart- ments choose to bring cloud services into the organization by themselves, circumventing IT. This is called Cloud-Based Shadow IT. The use of these services may result in various risks for the organization, such as business continuity risks, unauthorized access to sensitive data, non- compliance and adverse eects on nancial and operational performance. On the other hand, an employee’s legitimate desire to use these tools to im- prove the quality of their works can lead to various benets. No frameworks for the management of the risks and benets of Cloud- Based Shadow IT previously existed, so this report proposes one.