The Bears Pit and If You Have Any Questions, Feel Free to Ask Them
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
2018 – Volume 6, Number
THE POPULAR CULTURE STUDIES JOURNAL VOLUME 6 NUMBER 2 & 3 2018 Editor NORMA JONES Liquid Flicks Media, Inc./IXMachine Managing Editor JULIA LARGENT McPherson College Assistant Editor GARRET L. CASTLEBERRY Mid-America Christian University Copy Editor KEVIN CALCAMP Queens University of Charlotte Reviews Editor MALYNNDA JOHNSON Indiana State University Assistant Reviews Editor JESSICA BENHAM University of Pittsburgh Please visit the PCSJ at: http://mpcaaca.org/the-popular-culture- studies-journal/ The Popular Culture Studies Journal is the official journal of the Midwest Popular and American Culture Association. Copyright © 2018 Midwest Popular and American Culture Association. All rights reserved. MPCA/ACA, 421 W. Huron St Unit 1304, Chicago, IL 60654 Cover credit: Cover Artwork: “Bump in the Night” by Brent Jones © 2018 Courtesy of Pixabay/Kellepics EDITORIAL ADVISORY BOARD ANTHONY ADAH PAUL BOOTH Minnesota State University, Moorhead DePaul University GARY BURNS ANNE M. CANAVAN Northern Illinois University Salt Lake Community College BRIAN COGAN ASHLEY M. DONNELLY Molloy College Ball State University LEIGH H. EDWARDS KATIE FREDICKS Florida State University Rutgers University ART HERBIG ANDREW F. HERRMANN Indiana University - Purdue University, Fort Wayne East Tennessee State University JESSE KAVADLO KATHLEEN A. KENNEDY Maryville University of St. Louis Missouri State University SARAH MCFARLAND TAYLOR KIT MEDJESKY Northwestern University University of Findlay CARLOS D. MORRISON SALVADOR MURGUIA Alabama State University Akita International -
A Chronicle of Map Interfaces in Games
Maps, Navigation and Transportation: Find a way DIS ’20, July 6–10, 2020, Eindhoven, Netherlands Paper to Pixels: A Chronicle of Map Interfaces in Games Z O. Toups,1,3 Nicolas LaLone,4 Katta Spiel,5 Bill Hamilton2,3 1Play & Interactive Experiences for Learning Lab / 2Participatory Live Experiences Laboratory 3Computer Science Department, New Mexico State University, Las Cruces, NM, USA 4Bridge Lab, Department of Information Systems and Quantitative Analysis, College of Information Science and Technology, University of Nebraska at Omaha, Omaha, NE, USA 5e-Media Research Lab, KU Leuven, BE & Centre for Teacher Education, University of Vienna, AT [email protected], [email protected], [email protected], [email protected] ABSTRACT More than physical navigation, maps navigate the complex Game map interfaces provide an alternative perspective on and dynamic world of human culture. Maps on news media the worlds players inhabit. Compared to navigation applica- show political and socio-economic divides. Maps can show us tions popular in day-to-day life, game maps have different where people like ice cream over frozen yogurt or can be used affordances to match players’ situated goals. To contextualize by sports commentators showing us where specific athletes and understand these differences and how they developed, we have placed a ball or puck over time. present a historical chronicle of game map interfaces. Starting Despite that ubiquity, maps in and of themselves are generally from how games came to involve maps, we trace how maps static, a relic of the paper to which they owe their creation. are first separate from the game, becoming more and more There is so much more that maps can provide users given the integrated into play until converging in smartphone-style inter- growing ubiquity of computation and the increasing digital faces. -
The Linux Gamers' HOWTO
The Linux Gamers’ HOWTO Peter Jay Salzman Frédéric Delanoy Copyright © 2001, 2002 Peter Jay Salzman Copyright © 2003, 2004 Peter Jay SalzmanFrédéric Delanoy 2004-11-13 v.1.0.6 Abstract The same questions get asked repeatedly on Linux related mailing lists and news groups. Many of them arise because people don’t know as much as they should about how things "work" on Linux, at least, as far as games go. Gaming can be a tough pursuit; it requires knowledge from an incredibly vast range of topics from compilers to libraries to system administration to networking to XFree86 administration ... you get the picture. Every aspect of your computer plays a role in gaming. It’s a demanding topic, but this fact is shadowed by the primary goal of gaming: to have fun and blow off some steam. This document is a stepping stone to get the most common problems resolved and to give people the knowledge to begin thinking intelligently about what is going on with their games. Just as with anything else on Linux, you need to know a little more about what’s going on behind the scenes with your system to be able to keep your games healthy or to diagnose and fix them when they’re not. 1. Administra If you have ideas, corrections or questions relating to this HOWTO, please email me. By receiving feedback on this howto (even if I don’t have the time to answer), you make me feel like I’m doing something useful. In turn, it motivates me to write more and add to this document. -
Download Jagged Alliance 2: Boss Fight Books #5 Free Ebook
JAGGED ALLIANCE 2: BOSS FIGHT BOOKS #5 DOWNLOAD FREE BOOK Darius Kazemi, Rob Zacny | 140 pages | 25 Aug 2014 | Boss Fight Books | 9781940535043 | English | United States Darren van Haussen The map screen displays the world map of Arulco in a square grid called sectors and the forces deployed by the enemy and the player. PC Zone. Metal Gear Solid Salvatore Pane Goodreads Author. Star Wars: Knights of the Old Republic. That will be up to you. InYacht Club Games released its very first … More. Discover new books on Goodreads. In between these flawed passages, Kunzelman found Kimball displaying expert craft in telling a moving personal story about "coping with the world through videogames" that "many, many people can relate to". For fifteen seconds of the one of the highest-gros… Jagged Alliance 2: Boss Fight Books #5. I really enjoyed this! Kimball looks at the game, its place in contemporary culture, and how he related to it growing up in an abusive environment. His pitch for the Kickstarter backer selected title was accepted after an open call for submissions. May 23, Eric rated it it was amazing. Upcoming Events. If we can trust the knowledge of the author, then we should also trust his opinions. Rock, Paper, Shotgun. PC Gamer. ZZT - 4. Dismiss Join GitHub today GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. The Legend of Zelda: Majora's Mask ZZT - 4. The real treasure here, though, is the fact that he's taken the time to talk with the developers involved, and even lays out some of the history surround Thorough research is an excellent basis for creating a compelling text, and this book is a clear example of that. -
View the Manual
Epilepsy warning Certain individuals may be susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or light patterns. These individuals may suffer a seizure while watching images or playing certain video games. This may happen even if the person has no medical history of epilepsy or has never had any epileptic seizures. If you or any member of your family has ever had symptoms relating to epilepsy, please consult your doctor prior to playing. We also advise parents to monitor the use of video games by their children. If you or your child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary move- ments or convulsions while playing, please stop immediately and consult your doctor. Precautionary measures: - Please sit a reasonable distance away from the screen, as far away as the length of the cable allows. - Play the game on as small a screen as possible. - Do not play when you are tired. - Please ensure you are playing in an environment that is well lit. - Take a 10-15 minute break for every hour of gameplay. 2 Contents 1. Introduction ..............................................4 Quickslots and equipped items .......................25 Your first job ...................................................4 Equipped weapon .....................................25 Game intro .....................................................5 Ammunition ..............................................25 Equipped items .........................................25 -
TACTICALMANUALA Strategy Role-Playing
TACTICAL MANUAL A Strategy Role-Playing Simulation Jagged Alliance application software Copyright © 1995 by Sir-tech Software, Inc. All logos, printed graphic designs and printed materials Copyright © 1995 by Sir-tech Software, Inc. All rights reserved. No part of this software or printed material may be reproduced in any way, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise without prior per- mission in writting from the publisher, except by revie- wers, who may quote brief written passages to be prin- ted or quoted in a magazine, newspaper, radio or televi- sion. Jagged Alliance® is a registered trakemark of Sir-tech Software, Inc.; reg’d TM Canada. Other trakemarked names are the property of their individual owners and use of such names without mention of trademark status is not a challenge to their status. A STRATEGY ROLE-PLAYING SIMULATION BY MADLAB SOFTWARE CREDITS DEVELOPED BY Madlab Software PRODUCED BY Linda(Sirotek)Currie ORlGlNAL CONCEPT Ian Currie GAME DESIGN Ian Currie, Shaun Lyng, Linda (Sirotek) Currie ADDITIONAL DESlGN Alex Meduna STORYLINE & DIALOGUE Shaun Lyng PROGRAMMING Ian Currie, Alex Meduna ADDlTIONAL PROGRAMMING Ray E. Bornert II, Bret Rowdon, Mike Poullas, David Smoth GRAPHICS & ANIMATION Mohanned Mansour ADDITIONAL GRAPHICS Dave Menehan, Harry Akalestos MUSIC Steve Wener SOUND Sean McDermott GAME MANUAL Brenda Garno PLAYTESTERS Glen Anderson, Marty Berkman, Les Berkman, Steven Berra, Nathan Bruyere, Bill Dedi, Paul Gittens, Steven Al Hartzell, Megan Hartzell, Nathan Koch, Phil Lewis, Jim McDonnell, Gila Monster, Moon Mulligan, Joseph Pacelli, Michael Percell, Declan Rodrigues, Clancy Shaffer, Dan Sherry, Norman Sirotek, Robert J. -
Applying Dynamic Scripting to Jagged Alliance 2
Department of Computer Science Knowledge Engineering Group Supervisor: Prof. Dr. Johannes Fürnkranz Diploma Thesis Applying Dynamic Scripting to “Jagged Alliance 2” Author: Manuel Ladebeck September 2008 ii Declaration of authenticity I hereby declare that I wrote this thesis myself without sources other than those indicated herein. All parts taken from published and unpublished scripts are indicated as such. This thesis has not been previously presented as an examination paper in this or a similar form. Darmstadt, September 2008 Manuel Ladebeck iii Abstract Many modern computer games are fairly complex, with a vast amount of game states and a high degree of randomization. Most of those games fail to provide an adequate artificial intelligence which leads to the player being more adept than the computer controlled agents after a short amount of time. As a consequence, the developers need to artificially strengthen the computer controlled agents to keep up the challenge. Ultimately the player may loose interest in the game because he feels that the odds are not even. A real adaptive artificial intelligence would go a long way towards immersive digital games. However the above mentioned characteristics of todays computer games raise some issues when trying to apply standard procedures known from machine learning and data mining. The desired learning processes need to be fast and reliable. An algorithm named 'Dynamic Scripting' has been developed by Pieter Spronck specifically for the deployment in modern computer games. This thesis covers the application of 'Dynamic Scripting' in 'Jagged Alliance 2', a commercially developed and distributed computer game. After explaining the game's basics and the mechanisms of the learning algorithm, the implemented artificial intelligence is evaluated thoroughly. -
Analysis of Gender and Queer Representation in Outlast II Margret
Outlasting the Binary: Analysis of Gender and Queer Representation in Outlast II Margret M. Murphy Department of Sociology SOC 401: Research Dr. Oluwakemi “Kemi” Balogun March 20, 2020 OUTLASTING THE BINARY 2 Abstract The components within Horror Media has been a topic of study for decades. A major gap in the scholarship is how representations within horror media impacts marginalized communities negatively. Using the first-person survival horror game Outlast II, I ask how these tropes accentuate the archetypes of hegemonic masculinity and emphasized femininity as well as how they conventionalize individuals that challenge the gender binary. The cutscenes, dialogue, documents, and recordings collected will be analyzed, providing evidence for the forthcoming discussions about the representation of gender and queer communities within this game. Results show that the game emphasizes similar themes commonly found in horror media. These include: the “male protector” and “damsel in distress” archetypes, the violent mistreatment of women, framing sexually transmitted diseases (STD’s) as grotesque, exclusion of primary female characters, stereotyping queer characters, and emphasis on hegemonic masculinity, a term coined by Connell (1987). This case study will provide further evidence for ongoing research on horror media and its use of the gender binary, stereotypical male/female roles, and exclusion of non- stereotypical gender non-conforming or queer characters. Keywords: videogames, horror, gender binary, hegemonic masculinity, emphasized femininity, queer representation OUTLASTING THE BINARY 3 Dedications and Acknowledgements A huge thank you to my advisor, Professor Oluwakemi “Kemi” Balogun! Thank you for giving me criticisms, advice, and ideas that were nothing but helpful in making this the best it can possibly be. -
Eyes the Horror Game Old Version
1 / 4 Eyes The Horror Game Old Version Exploring an old, abandoned house, you can collect anything of value, ... Download Eyes - the horror game APK 6.1.33 and all version history .... Eyes The Horror Game v2.0.3 is very very good mod, the best in the website.. ... Search an old, abandoned house and collect any valuables but be careful – there are ... Version:2. 3.7. Moonlight Race – PJ's Transforming Masks is an exciting, .... Older Versions — eyesthegame.eyes.apk apps can be downloaded and installed on Android 4.4.x and higher Android devices. The Latest Version of .... Direct Download Eyes - The Horror Game apk free download Download apk Android apk Android app .... Eyes - The Horror Game, free and safe download. Eyes - The Horror Game latest version: Scared of Slenderman? Well turn your eye away from this terrify.. Download Eyes The Horror Game 5.5.28 APK + MOD Unlocked Free For Android Mobiles, Smart Phones. Tablets ... Explore and loot the abandoned spooky mansion, a terrifying old hotel and other scary places ... Supported Android Version:-. It just released for $3.99 USD (with a 5% off discount on release, and an additional 5% off if you buy it off of the Yai Gameworks Complete Bundles).. Eyes - The Horror Game: It sounded like a simple heist... get into the ... The game also has a free browser version that plays exactly the ... Conceptually, the game is almost identical to Slender, with the by now old fashioned .... Download Latest Version of Eyes: The Horror Game for Free! Works with all Windows(10,7,8/8.1,Vista) versions. -
Like Museums, Videogames Aren't Neutral
Old Dominion University ODU Digital Commons Institute for the Humanities Theses Institute for the Humanities Summer 2019 Harbored: Like Museums, Videogames Aren't Neutral Stephanie Hawthorne Old Dominion University, [email protected] Follow this and additional works at: https://digitalcommons.odu.edu/humanities_etds Part of the European History Commons, Mass Communication Commons, Museum Studies Commons, Social and Cultural Anthropology Commons, and the United States History Commons Recommended Citation Hawthorne, Stephanie. "Harbored: Like Museums, Videogames Aren't Neutral" (2019). Master of Arts (MA), thesis, Humanities, Old Dominion University, DOI: 10.25777/176r-k992 https://digitalcommons.odu.edu/humanities_etds/21 This Thesis is brought to you for free and open access by the Institute for the Humanities at ODU Digital Commons. It has been accepted for inclusion in Institute for the Humanities Theses by an authorized administrator of ODU Digital Commons. For more information, please contact [email protected]. HARBORED: LIKE MUSEUMS, VIDEOGAMES AREN’T NEUTRAL by Stephanie Hawthorne B.A. May 2013, Old Dominion University A Thesis Submitted to the Faculty of Old Dominion University in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS HUMANITIES OLD DOMINION UNIVERSITY August 2019 Approved by: Kevin Moberly (Chair) Annette Finley-Croswhite (Member) Amy K. Milligan (Member) ABSTRACT HARBORED: LIKE MUSEUMS, VIDEOGAMES AREN’T NEUTRAL Stephanie Hawthorne Old Dominion University, 2019 Director: Dr. Kevin Moberly There are three primary components to be reviewed: (1) an essay (2) a videogame design document and (3) a prototype. The following essay is comprised of: (1) an analysis of scholarship and contemporary works regarding videogames and museums that demonstrate the theory and method behind this project, (2) research regarding an historic maritime event that will serve as the subject matter for the proposed videogame, and (3) a conclusion that summarizes the game design. -
Jagged Alliance Game Manual
Jagged Alliance Game Manual Gaming Questions? Hints Hotline Support! Available 7 Days a Week If you have a question about Jagged Alliance or need a game hint, we have someone waiting to help you. In the United States and Canada 4:00 to 8:00 p.m. Eastern Time Monday through Friday 12:00 noon to 4:00 p.m. Eastern Time Weekends and Holidays Phone (315) 393-6633 Need Technical Support? Phone (315) 393-6644, 9:00 a.m. to 5:00 p.m. Eastern Time, Monday through Friday. This line is not for game hints. We could give you answers, but then again, we'd just be making them up. See Extra: Customer Support for More Services 1234567890 Jagged Alliance application software Copyright © 1995 by Sir-tech Software, Inc. All logos, printed graphic designs and printed materials Copyright © 1995 by Sir-tech Software, Inc. All rights reserved. No part of this software or printed material may be reproduced in any way, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise without prior permission in writing from the publisher, except by reviewers, who may quote brief written passages to be printed or quoted in a magazine, newspaper, radio or television. Jagged Alliance ® is a registered trademark of Sir-tech Software, Inc. Other trademarked names are the property of their individual owners and use of such names without mention of trademark status is not a challenge to their status. Credits Developed by.......................................... Madlab Software Produced by .......................................................Linda(Sirotek)Currie Original Concept ........................................................... Ian Currie Game Design ....................... -
The Bears Pit Hello
Subject: UC-1.13 Public Beta Discussion 1 (2009/10/29 to 2010/10/16) Posted by Wil473 on Thu, 29 Oct 2009 15:12:53 GMT View Forum Message <> Reply to Message Sorry for taking up so many threads. The use of multiple in-line posts, and multiple threads for Mod release and feedback is something I picked up on one of the bigger Civilization Modding sites. This is the thread for comments, feedback, bug reports and general discussion on the Urban Chaos-1.13 Hybrid. Enjoy folks. Subject: Re: UC-1.13 Public Beta 1 Posted by the scorpion on Thu, 29 Oct 2009 19:32:02 GMT View Forum Message <> Reply to Message Just wanted to congratulate! Subject: Re: UC-1.13 Public Beta 1 Posted by lockie on Thu, 29 Oct 2009 19:54:02 GMT View Forum Message <> Reply to Message Great to see this finally out there Wil , It's in the Downloads section Folks... (Nice to see you too Scorp5001) EDIT : It's installed and working using VFS , player speed seems rather fast though ? Subject: Re: UC-1.13 Public Beta 1 Posted by Wil473 on Fri, 30 Oct 2009 13:15:31 GMT View Forum Message <> Reply to Message Thanks everyone, and it is good to hear from you too Scorpion. Sorry, I left 4 of the 5 ...Turn_Speed_Up_Factor settings in Ja2_options.ini on maximum speed. In testing I wanted to speed up the non player turn movements. I have it changed for the next release already, hopefully it will be an enhanced graphics pack instead of a major bug fix.