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Le Speedrun : Pratique Compétitive, Ludique Ou Créative ? Trajectoire D’Un Détournement De Jeu Vidéo Institué En Nouveau Game
Le speedrun : pratique compétitive, ludique ou créative ? Trajectoire d’un détournement de jeu vidéo institué en nouveau game Fanny BARNABÉ Aspirante FNRS Université de Liège Bât. A2 Litt. française (19è et 20è) - Sociologie de la littérature 3-5 place Cockerill, 4000 Liège, Belgique [email protected] MOTS-CLES : Jeu vidéo, speedrun, tool-assisted speedrun, culture participative RESUME : Ce travail vise à interroger la manière dont les jeux vidéo et les dynamiques de détournement qu’ils suscitent chez les joueurs redéfinissent la traditionnelle opposition entre consommation et création. Dans ce but, nous étudierons un usage spécifique du médium vidéoludique qui s’est institué en véritable pratique créative sur internet : le speedrun (et son dérivé, le tool- assisted speedrun). L’analyse se déroulera en deux temps : une première partie envisagera les déplacements concrets qu’opère le speedrun dans les notions liées au pôle de la réception (qu’est-ce qu’être un joueur ou un spectateur au sein de ce domaine ?) ; la seconde étudiera la façon dont cette pratique participe à redéfinir le pôle de la production (que deviennent les notions d’auteur, d’œuvre et de création dans le cadre de cette activité ?). Ludovia 2014 - Le speedrun : pratique compétitive, ludique ou créative ?- 1 INTRODUCTION S’il semble aujourd’hui urgent de repenser les modalités de création et de consommation des produits culturels, c’est que le numérique a redessiné ces dernières en favorisant l’émergence d’une « culture participative » (Raessens, 2005). La généralisation de l’interactivité au sein des différents dispositifs médiatiques modifie le rapport du public tant aux œuvres qu’à leurs supports, dans le sens où la réception prend actuellement la forme d’une « expérience doublement perceptive et manipulatoire » (Fourmentraux, 2012 : 14). -
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding -
Weigel Colostate 0053N 16148.Pdf (853.6Kb)
THESIS ONLINE SPACES: TECHNOLOGICAL, INSTITUTIONAL, AND SOCIAL PRACTICES THAT FOSTER CONNECTIONS THROUGH INSTAGRAM AND TWITCH Submitted by Taylor Weigel Department of Communication Studies In partial fulfillment of the requirements For the Degree of Master of Arts Colorado State University Fort Collins, Colorado Summer 2020 Master’s Committee: Advisor: Evan Elkins Greg Dickinson Rosa Martey Copyright by Taylor Laureen Weigel All Rights Reserved ABSTRACT ONLINE SPACES: TECHNOLOGICAL, INSTITUTIONAL, AND SOCIAL PRACTICES THAT FOSTER CONNECTIONS THROUGH INSTAGRAM AND TWITCH We are living in an increasingly digital world.1 In the past, critical scholars have focused on the inequality of access and unequal relationships between the elite, who controlled the media, and the masses, whose limited agency only allowed for alternate meanings of dominant discourse and media.2 With the rise of social networking services (SNSs) and user-generated content (UGC), critical work has shifted from relationships between the elite and the masses to questions of infrastructure, online governance, technological affordances, and cultural values and practices instilled in computer mediated communication (CMC).3 This thesis focuses specifically on technological and institutional practices of Instagram and Twitch and the social practices of users in these online spaces, using two case studies to explore the production of connection- oriented spaces through Instagram Stories and Twitch streams, which I argue are phenomenologically live media texts. In the following chapters, I answer two research questions. First, I explore the question, “Are Instagram Stories and Twitch streams fostering connections between users through institutional and technological practices of phenomenologically live texts?” and second, “If they 1 “We” in this case refers to privileged individuals from successful post-industrial societies. -
WEB Amherst Sp18.Pdf
ALSO INSIDE Winter–Spring How Catherine 2018 Newman ’90 wrote her way out of a certain kind of stuckness in her novel, and Amherst in her life. HIS BLACK HISTORY The unfinished story of Harold Wade Jr. ’68 XXIN THIS ISSUE: WINTER–SPRING 2018XX 20 30 36 His Black History Start Them Up In Them, We See Our Heartbeat THE STORY OF HAROLD YOUNG, AMHERST- WADE JR. ’68, AUTHOR OF EDUCATED FOR JULI BERWALD ’89, BLACK MEN OF AMHERST ENTREPRENEURS ARE JELLYFISH ARE A SOURCE OF AND NAMESAKE OF FINDING AND CREATING WONDER—AND A REMINDER AN ENDURING OPPORTUNITIES IN THE OF OUR ECOLOGICAL FELLOWSHIP PROGRAM RAPIDLY CHANGING RESPONSIBILITIES. BY KATHARINE CHINESE ECONOMY. INTERVIEW BY WHITTEMORE BY ANJIE ZHENG ’10 MARGARET STOHL ’89 42 Art For Everyone HOW 10 STUDENTS AND DOZENS OF VOTERS CHOSE THREE NEW WORKS FOR THE MEAD ART MUSEUM’S PERMANENT COLLECTION BY MARY ELIZABETH STRUNK Attorney, activist and author Junius Williams ’65 was the second Amherst alum to hold the fellowship named for Harold Wade Jr. ’68. Photograph by BETH PERKINS 2 “We aim to change the First Words reigning paradigm from Catherine Newman ’90 writes what she knows—and what she doesn’t. one of exploiting the 4 Amazon for its resources Voices to taking care of it.” Winning Olympic bronze, leaving Amherst to serve in Vietnam, using an X-ray generator and other Foster “Butch” Brown ’73, about his collaborative reminiscences from readers environmental work in the rainforest. PAGE 18 6 College Row XX ONLINE: AMHERST.EDU/MAGAZINE XX Support for fi rst-generation students, the physics of a Slinky, migration to News Video & Audio Montana and more Poet and activist Sonia Sanchez, In its interdisciplinary exploration 14 the fi rst African-American of the Trump Administration, an The Big Picture woman to serve on the Amherst Amherst course taught by Ilan A contest-winning photo faculty, returned to campus to Stavans held a Trump Point/ from snow-covered Kyoto give the keynote address at the Counterpoint Series featuring Dr. -
Copyright by Kaitlin Elizabeth Hilburn 2017
Copyright by Kaitlin Elizabeth Hilburn 2017 The Report Committee for Kaitlin Elizabeth Hilburn Certifies that this is the approved version of the following report: Transformative Gameplay Practices: Speedrunning through Hyrule APPROVED BY SUPERVISING COMMITTEE: Supervisor: Suzanne Scott Kathy Fuller-Seeley Transformative Gameplay Practices: Speedrunning through Hyrule by Kaitlin Elizabeth Hilburn, B.S. Comm Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Arts The University of Texas at Austin May 2017 Dedication Dedicated to my father, Ben Hilburn, the first gamer I ever watched. Abstract Transformative Gameplay Practices: Speedrunning Through Hyrule Kaitlin Elizabeth Hilburn, M.A. The University of Texas at Austin, 2017 Supervisor: Suzanne Scott The term “transformative” gets used in both fan studies and video game studies and gestures toward a creative productivity that goes beyond simply consuming a text. However, despite this shared term, game studies and fan studies remain fairly separate in their respective examination of fans and gamers, in part due to media differences between video games and more traditional media, like television. Bridging the gap between these two fields not only helps to better explain transformative gameplay, but also offers additional insights in how fans consume texts, often looking for new ways to experience the source text. This report examines the transformative gameplay practices found within video game fan communities and provides an overview of their development and spread. It looks at three facets of transformative gameplay, performance, mastery, and education, using the transformative gameplay practices around The Legend of Zelda: Ocarina of Time (1998) as a primary case study. -
Ocarina of Time Speedrun Record
Ocarina Of Time Speedrun Record Gerome never reconciling any bings belts ambiguously, is Alfonzo limbless and double-hung enough? Inrush and ill-judged Xever redoubles her fantastic pasteurizers outjutting and cabbages painstakingly. Thrown and bony Zacharia measure almost notionally, though Al send-ups his dog-ends dribbles. N64 The Legend of Zelda Ocarina of Time TASVideos. About a gear ago the world notorious for speedrunning in vain Any glitchless with high seed category was broken against a Minecraft player from Michigan USA called Korbanoes The player spawned in a dead world with this seed 317496504156339597 and managed to finish the game in a record here of 14 minutes and 56 seconds. Please stop sliding around, ocarina of times are being used. Speedrunner Beats Ocarina of Time in occupy than 17 Minutes. Be confusing to vessel who aren't familiar with Ocarina of Time speedrunning. How only can he beat Ocarina of Time? Time unless By ItzBloxyDev World Record Speedrun web. Free cds that is a single digit number of life in life in general. Speedrunning is frequent someone plays through a video game as fast fashion possible often with point hope of setting a new record off a speedrunner can beat a game ready a fraction of the mild it takes the. Did arrow get Doxxed? Former WR OoT Any Speedrun in 73406 2K 103 Share our Report. There's many new Legend of Zelda Ocarina of Time speedrun world record holder in plenty with streamer Jodenstone setting a rule time of 107. Broke Mike's record obtaining the current on-segment world proper of 4. -
New Super Mario Bros 2 Ds Rom Hack D
New super mario bros 2 ds rom hack d Continue Super Mario Bros. 2 (PlayChoice-10) ROM Download for MAME. Download 3DS0207 - New Super Mario Bros. 2 (EUR) 3DS Roms - Nintendo's largest collection of DS, 3DS, NDS Roms up to date for free. Download the new Super Mario Bros. (USA) ROM for Nintendo DS (NDS) from Rom Hustler. 100ast Download.CoolROM.com in- game information and ROM download page for Super Mario Advance 2 - Super Mario World (Gameboy Advance). Super Mario Advance 2 - Super Mario World ROM Download for. Super Mario Bros. 2 (Europe) ROM zlt; Nintendo Entertainment. 3DS0207 - New Super Mario Bros. 2 (EUR) NDS Roms. New Super Mario Bros. 2 (EUR) (CONTRAST. - NDS ROMs. NSMB domain hacking NSMB2 DS hack! Super Mario Bros. 2 (J) ROM Download for Nintendo (RES) - Rum. The new Super Mario Bros. (U)(Psyfer) ROM zlt; Nintendo DS/DS NDS. Download: New Super Mario Bros. 2 (EUR) (CONTRAST) - 3DS ROMs, Free Game DS Download the new Super Mario Bros. 2 (EUR) (CONTRAST). Game information, description and download page for Super Mario Bros. 2 (Europe) ROM for Nintendo Entertainment System NES. October 13, 2012. New Super Mario Bros. 2, for Nintendo DS. .. You can import original tile sets and hostile graphics from a non-edited disc to try again if it does. Download NES ROMS Game Super Mario Bros 2 (Lost Levels) ROM. FreeROMS.com - NES ROM Super Mario Bros 2 (Lost Levels) Amiga Amstrad PDA. Wikipedia's list of unlicensed developers and fans have created an unofficial Mario media, especially video games related to the Mario franchise. -
Ludic Dysnarrativa: How Can Fictional Inconsistency in Games Be Reduced? by Rory Keir Summerley
Ludic Dysnarrativa: How Can Fictional Inconsistency In Games Be Reduced? by Rory Keir Summerley A Thesis submitted in partial fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) at the University of the Arts London In Collaboration with Falmouth University December 2017 Abstract The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive theory is examined alongside how other media deal with fictional inconsistency to develop a model of how information (fictional and otherwise) is structured in media generally. After determining that gaps in information are largely the cause of a player feeling dysnarrativa, it is proposed that a game must encourage imaginative acts from the player to prevent these gaps being perceived. Thus a property of games, termed ‘imaginability’, was determined desirable for fictionally consistent game worlds. Many specific case studies are cited to refine a list of principles that serve as guidelines for achieving imaginability. To further refine these models and principles, multiplayer games such as Dungeons and Dragons were analysed specifically for how multiple players navigate fictional inconsistencies within them. While they operate very differently to most single-player games in terms of their fiction, multiplayer games still provide useful clarifications and principles for reducing fictional inconsistencies in all games. -
University of Oklahoma Graduate College An
UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE AN ETHNOGRAPHY OF TWITCH STREAMERS: NEGOTIATING PROFESSIONALISM IN NEW MEDIA CONTENT CREATION A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY By CHRISTOPHER M. BINGHAM Norman, Oklahoma 2017 AN ETHNOGRAPHY OF TWITCH STREAMERS: NEGOTIATING PROFESSIONALISM IN NEW MEDIA CONTENT CREATION A DISSERTATION APPROVED FOR THE DEPARTMENT OF COMMUNICATION BY _______________________________ Dr. Eric Kramer, Chair _______________________________ Dr. Ralph Beliveau _______________________________ Dr. Ioana Cionea _______________________________ Dr. Lindsey Meeks _______________________________ Dr. Sean O’Neill Copyright by CHRISTOPHER M. BINGHAM 2017 All Rights Reserved. Dedication For Gram and JJ Acknowledgements There are many people I would like to acknowledge for their help and support in finishing my educational journey. I certainly could not have completed this research without the greater Twitch community and its welcoming and open atmosphere. More than anyone else I would like to thank the professional streamers who took time out of their schedules to be interviewed for this dissertation, specifically Trainsy, FuturemanGaming, Wyvern_Slayr, Smokaloke, MrLlamaSC, BouseFeenux, Mogee, Spooleo, HeavensLast. and SnarfyBobo. I sincerely appreciate your time, and am eternally envious of your enthusiasm and energy. Furthermore I would like to acknowledge Ezekiel_III, whose channel demonstrated for me the importance of this type of research to semiotic theory, as well as CohhCarnage and ItmeJP, whose show Dropped Frames, allowed further insight into the social milieu of professional Twitch streaming. I thank Drew Harry, PhD, Twitch’s Director of Science for responding to my enquiries. Finally, I thank all the streamers and fans who attended TwitchCon in 2015 and 2016, for the wonderful experience. -
Dream Investigation Results
Dream Investigation Results Official Report by the Minecraft Speedrunning Team Published: December 11, 2020 Updated: December 15, 2020 1 Contents I Introduction 3 1 Mechanics 3 2 Motivation 3 3 Objectivity 4 II Data 5 4 Piglin Bartering 5 5 Blaze Rod Drops 6 III Analysis 6 6 Methodology 6 7 The Binomial Distribution 8 7.1 The Intuition . .8 7.2 Generalizing the Binomial Distribution . .8 7.3 The Cumulative Distribution Function (CDF) . .9 8 Addressing Bias 10 8.1 Accounting for Optional Stopping . 10 8.2 Sampling Bias in Stream Selection . 11 8.3 Sampling Bias in Runner Selection . 12 8.4 P-hacking . 12 9 Code Analysis 14 9.1 Confirming the Probabilities . 14 9.2 Setting RNG Seeds . 15 9.3 Linear Congruential Generators . 16 9.4 Periodicity . 17 9.5 Bartering . 18 9.6 Blaze Drops . 19 IV Results 20 10 Computation 20 10.1 Naive Estimate . 20 10.2 Full Computation . 21 10.2.1 Pearls . 21 10.2.2 Blaze Rods . 21 10.2.3 Combined Number . 22 11 Conclusion2 23 A Raw Data 24 B Stopping Rule Computation Algorithm 25 C Probability Computations 27 Part I Introduction 1 Mechanics Note: This section exists to explain Minecraft 1.16 Random Seed Glitchless speedruns to the unfamiliar reader. Motivation begins a discussion of why this investigation took place, and is a suitable starting point for those already familiar with Minecraft speedruns. Speedrunning is a hobby in which people compete to complete a video game as quickly as possible. This paper concerns speedruns of Minecraft: Java Edition, and, in particular, speedruns of the category known as "Any% Random Seed Glitchless" (RSG) performed on version 1.16. -
Wrong Warping, Sequence Breaking, and Running Through Code Systemic Contiguity and Narrative Architecture in the Legend of Zelda: Ocarina of Time Any% Speedrun
Wrong Warping, Sequence Breaking, and Running through Code Systemic Contiguity and Narrative Architecture in The Legend of Zelda: Ocarina of Time Any% Speedrun Wrong Warping, Sequence Breaking, and Running through Code Systemic Contiguity and Narrative Architecture in The Legend of Zelda: Ocarina of Time Any% Speedrun James Newman Abstract This article focuses on Nintendo’s influential and much-celebrated 1998 videogame The Legend of Zelda: Ocarina of Time (hereafter OoT). In particular, it explores the often unexpectedly creative and wholly transformative ways in the game is played by ‘speedrunners.’ Seeking to race through the game as quickly as possible, speedrunners play in a distinctive way that combines mastery of performance execution with a deep knowledge of the game’s operation and how its systems may be exploited. Speedrunning performances are creative because they involve astonishingly detailed investigations of the minutiae of game behaviors. They are transformative because they disrupt and even invert much- vaunted aspects of the game as sequences that slow down progress are circumvented. As such, what would otherwise class as crucial moments in the storyline, key character development and even locales, are not only raced through but are actively skipped. Compared with the game’s narrative, the connectivity of its spaces, and the complex but clearly mapped passage of time as set out in Nintendo’s officially-endorsed ‘Strategy Guides’ (see Buchanan et al 1998; Hollinger et al 1998; Loe and Guess 1998), the OoT speedrun constructs an altogether different game with vastly altered priorities. And so, the offer to, ‘Join legendary hero Link as he journeys across Hyrule, and even through time, to thwart the plans of Ganondorf.’ (Nintendo 2017), is recast as a breakneck dash to the closing credits sequence evading and avoiding all but the essential moments of gameplay. -
HEADS up for NEW YEAR Avisa Para El Año Nuevo
THE LIGHTNING BOLT HEADS UP FOR AvisaNEW para el YEAR año nuevo SPORTS ATHLETE SHOUT OUTS SOCIETAL ISSUES TO HELP FIX EXTENSIVE VIDEO GAME REVIEWS VOLUME 33 ISSUE 4 CHANCELLOR HIGH SCHOOL 6300 HARRISON ROAD, FREDERICKSBURG, VA 22407 1 January 2021 CHANCELLOR FAMILY GIVES TO OTHER FAMILIES TO HELP MAKE HOLIDAYS BRIGHT There were 32 students that had a brighter holiday through the generosity of those who work at Chancellor High School. Departments adopted students, individual teach- ers and staff bought presents, three clubs sponsored three complete families, and coun- selors and secretaries wrapped gifts,. All gave generously and some gave multiple times. Ms. Heidi Tippett headed this ef- fort and managed the many emails and sent out requests for support of this effort, as well as distributed the gifts to the lucky families. Photo courtesy of Heidi Tippett of Heidi courtesy Photo Heidi Tippett’s car was filled to the brim with wrapped gifts ready to be given to families on December 17, 2020. 32 families were supported in this effort. ART III/IV STUDENTS CREATE TEACHER PORTRAITS Can you identify the names of the teachers who are depicted in this artwork? All artwork submitted by Leeanne by Houston submitted All artwork The Journalism students at Chancellor High School publish The Lightning Bolt, the MRS. GATTIE only official newspaper on campus. The purpose of the newspaper is to factually in- form and entertain its readers. As an established open forum for the student body, ADVISOR truth will be the staff’s major goal. It is the responsibility of each staffer to adhere to the journalism code of ethics as set by the Society of Professional Journalists, Sigma CARA SEELY Delta Chi.