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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. -
Rosedale Open Homepage
SEASON 13, ISSUE 5: February 23rd, 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 Paul Riley, Sleep Wanderers: "If Tamriel looses it IS "mismanaged". You can only blame the old regime for so long, Henry." 3. Apprentices discovered Interchangeable Parts: D2, M3 4. League results Rosedale Premiership Match day 7 ================================= Dummys - Fjortoft's Friends 0 : 0 Booked: --- ***Kutsche Table toppers Dummys were in full control of this one after having picked the right strategy, but Fjortoft's Friends got real lucky and stole a point. The Ages - Extreme 1 : 0 Penalties: 1 ***- Booked: --- ***Alonso Extreme missed a suspension and had a resulting weakened strategy. The Ages thus dominated the game, but needed a penalty to pull through a win. FC Asskickers - Blue Revolution 5 : 5 Scorers: Booker T. (29., 33., 62.), Sting (36., 61.) ***Kazuya (35., 61., 80.), Kenichi (25., 69.) Booked: Booker T., Chris Jericho, Mark Henry ***--- A very even game where all chances seemed to become goals. Although the draw was fair, the scoreline was rather ridiculous. Twin Peaks Owls - FC Mokum 1 : 1 Scorers: Lawrence Jacoby (38.) ***Marcellis (9.) Booked: --- ***Sneijder After picking a good game plan, the Bookhouse Boys really deserved to win this game. -
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. -
TEKKEN 3 STORY One Day, Fifteen Years After the King of Iron Fist Tournament 2, a Communique Was Sent to Heihachi Mishima, the Leader of the Mishima Financial Empire
TEKKEN 3 STORY One day, fifteen years after The King of Iron Fist Tournament 2, a communique was sent to Heihachi Mishima, the leader of the Mishima Financial Empire. The report brought the ominous news that his “Tekken Forces” had been obliterated after encountering a mysterious being called “Ogre”. Soon after receiving this news, martial arts masters from around the world began disappearing. In the midst of Heihachi’s concerns about the missing fighters and Ogre, a young man appeared before him. His name was Jin Kazama. He claimed to be the son of Kazuya Mishima, whom Heihachi himself had taken to the grave during the last Tournament. In a more startling revelation, Jin said that his mother, Jun Kazama, had been attacked by Ogre and vanished. All of these events convinced Heihachi that Ogre thrived on the powerful souls of the vanished masters. He also believed that harnessing Ogre’s powers could bring immense strength to the Mishima empire. And thus Heihachi taught the art of Mishima Style Fighting Karate to young Jin. Jin’s discipline and abilities were strengthened like steel under the intensive training driven by the desire for revenge upon the beast that took his mother’s life. Four years have passed, and Heihachi acknowledges Jin’s impressive fighting prowess. And now, he announces “The King of Iron Fist Tournament 3” – with Jin as a lure to draw Ogre out into the open. THE GAME SCREEN HEALTH METER Shows how much of a beating your character has taken. You win when you deplete your enemy’s health meter to 0. -
32 Anni Di Metroid,Spartan,Super Mario È Comunista?
Action 52: fra ambizioni troppo grandi e ghepardi ninja Videogiochi, videogiochi, videogiochi… Ogni giocatore ne vuole più che può! Quelli più giovani, oggi, nascono in famiglie in cui, con buona probabilità, i genitori sono stati dei gamer più o meno attivi e pertanto, quando arriva il momento di comprare il primo videogioco, conoscono il mercato e perciò non cadono vittime delle assurde console tarocche con 100.000 giochi delNintendo Entertainment System (che poi sono solo una manciata che si ripetono più e più volte). C’è stato un periodo in cui i genitori dei giocatori, oggi un po’ più vecchiotti, erano prede ideali per questo tipo di prodotti e, non raramente, quando a Natale si chiedeva una PlayStation c’era il pericolo che i parenti avrebbero potuto regalarti unaPolyStation traumatizzandoli a vita! A ogni modo, nel 1989, un visionario ispirato da questo concetto provò a inserire in una cartuccia perNES ben 52 giochi originali, tutti programmati da zero, un idea che, a senso suo, gli avrebbe fruttato milioni di dollari in poco tempo ma che invece si rivelò un disastro senza precedenti, finendo per diventare solamente un pezzo da collezione che nessuno vuole nella sua retrolibreria. Oggi, su Dusty Rooms, vi parleremo dell’orrendo Action 52, dal concetto, alla realizzazione, fino al suo inevitabile destino. La formazione del team Stati Uniti, 1989: il Sega Genesis era appena uscito ma il mercato era ancora nelle mani di Nintendo che, col suo NES e il neoarrivato Game Boy, era semplicemente sinonimo di videogioco. Anche senza internet, la comunità di giocatori era attivissima, il passaparola sostituiva le discussioni su Facebook, le riviste erano l’unica vera fonte di informazioni e, in assenza dei periodi dei saldi sui videogiochi o negozi dedicati come Gamestop che rottamano l’usato, l’unico metodo per aggirare gli alti costi di un solo videogioco era scambiarsi le cartucce a scuola o quando il tempo lo consentiva. -
Computer Game Modding, Intermediality and Participatory Culture
Computer Game Modding, Intermediality and Participatory Culture Olli Sotamaa University of Tampere, Finland [email protected] Introduction Artistic freedom. Do what you want. But just make sure that the money ain't gone. The Jam, All Mod Cons The lines by Paul Weller captured a moment in time in the late 70’s but interestingly they also reveal something of the dynamics of 21st century mod scene. And today, I’m not talking about kids wearing smart suits and riding fancy scooters but gamer-made modifications of computer games that are celebrated as a new medium for artistic innovation and simultaneously successfully used as a marketing strategy for new retail titles. The ways modding1 phenomenon links together media production and consumption clearly go beyond the simple oppositions of co- optation and resistance. In a larger scale a growing number of literature has lately identified the need for a closer integration of studies of media production and consumption. In obtaining a profound picture of the meanings attached to artefacts and media texts neither processes of production nor forms of consumption should be privileged. (du Gay et. al. 1997, Deacon 2003) In case of contemporary digital media defined as “interactive” and “multilinear”, all this sounds somewhat obvious. Take virtual worlds or mobile communication, active users and user communities constantly construct new ways of interpreting, using and manipulating the media environment. In context of computer games the involvement of the player becomes a fundamental feature: the result of the game is not determined beforehand but it is highly dependent on the skills and creativity of the player. -
Tekken Jump 1.0. by Fancyfiredrake Welcome to the King of Iron Fist
Tekken Jump 1.0. By FancyFireDrake Welcome to the King of Iron Fist Tournament Jumper! The World of Tekken is one where Devils roam among Mortals, corporations fund Tournaments and chances are you have the most messed up Family this side of fiction. The major plot of this World surrounds the Mishima family and the eternal power struggle between its members. All gunning for either Power or revenge. This conflict has spiralled out of control with the inclusion of Devils and World spanning Wars. Countless of lives have been involved in this never- ending Fight, from your average human with martial art skills to things like enhanced animals, aliens and robots. You have 10 years in this World. Fight well, avoid Volcanoes and perhaps you can become the new King of Iron Fist. Here are your 1000 CP. Use them well. Timeline First, we need to clarify at what point in the timeline you wish to start. There are so far 7 major King of Iron Fist tournaments which we will use to create an understanding of what time you will start your 10 years in. Tekken 1: The first King of Iron Fist Tournament. Kazuya Mishima, son of Heihachi Mishima, has entered to get revenge on the Father that tried to kill him. A dark power has risen inside the youngest Mishima and the Battle between him and Heihachi will give birth to the most destructive legacy in this World. Tekken 2: Heihachi Mishima survived… and he is back for revenge. Two years after the events of Tekken, Father and son will clash once more but the Power inside of Kazuya has started to consume him. -
TEKKEN 3 STORY One Day, Fifteen Years After the King of Iron Fist Tournament 2, a Communique Was Sent to Heihachi Mishima, the Leader of the Mishima Financial Empire
TEKKEN 3 STORY One day, fifteen years after The King of Iron Fist Tournament 2, a communique was sent to Heihachi Mishima, the leader of the Mishima Financial Empire. The report brought the ominous news that his “Tekken Forces” had been obliterated after encountering a mysterious being called “Ogre”. Soon after receiving this news, martial arts masters from around the world began disappearing. In the midst of Heihachi’s concerns about the missing fighters and Ogre, a young man appeared before him. His name was Jin Kazama. He claimed to be the son of Kazuya Mishima, whom Heihachi himself had taken to the grave during the last Tournament. In a more startling revelation, Jin said that his mother, Jun Kazama, had been attacked by Ogre and vanished. All of these events convinced Heihachi that Ogre thrived on the powerful souls of the vanished masters. He also believed that harnessing Ogre’s powers could bring immense strength to the Mishima empire. And thus Heihachi taught the art of Mishima Style Fighting Karate to young Jin. Jin’s discipline and abilities were strengthened like steel under the intensive training driven by the desire for revenge upon the beast that took his mother’s life. Four years have passed, and Heihachi acknowledges Jin’s impressive fighting prowess. And now, he announces “The King of Iron Fist Tournament 3” – with Jin as a lure to draw Ogre out into the open. THE GAME SCREEN HEALTH METER Shows how much of a beating your character has taken. You win when you deplete your enemy’s health meter to 0. -
Rosedale Open Homepage
SEASON 13, ISSUE 12: May 16th, 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. Award ceremony and statistics 16. 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 21 ================================== Fjortoft's Friends - Dummys 7 : 4 Scorers: JanAage (44., 48., 67., 84.), Bum-Bum-Yang (11.), Ansgar (5.), Webbi (76.) ***Dennis (30., 56.), Leaf (14., 71.) Penalties: - (2 missed) ***- Booked: --- ***Krezip, Van Dik Hout Dummys were crippled by suspensions, and picked the wrong strategy in addition. A comfortable win for Jan Aage and his followers. Extreme - The Ages 2 : 7 Scorers: Landzaat (64.), Robson (81.) ***Carboniferous (1., 27., 35., 77.), The Future (63., 84.), Cambrian (51.) Booked: Alonso, Rooney ***--- Extreme had suspensions their manager didn't notice, but as they had identical players to replace them with, no harm was done to the strategy. The Ages were however a far stronger team, and won out rather easily. Blue Revolution - FC Asskickers 6 : 3 Scorers: Kunihiko (17., 23., 81.), Kyushichi (58., 72.) ***Booker T. (31.), Mark Henry (63.), Sting (22.) Penalties: 1 (1 missed) ***- Booked: --- ***Booker T., Dusty Rhodes, Jerry Lawler Although they fought hard for this, FC Asskickers couldn't quite even out the advantage Blue Revolution had from the home crowd and a slightly stronger lineup.