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[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
Lucasarts and the Design of Successful Adventure Games
LucasArts and the Design of Successful Adventure Games: The True Secret of Monkey Island by Cameron Warren 5056794 for STS 145 Winter 2003 March 18, 2003 2 The history of computer adventure gaming is a long one, dating back to the first visits of Will Crowther to the Mammoth Caves back in the 1960s and 1970s (Jerz). How then did a wannabe pirate with a preposterous name manage to hijack the original computer game genre, starring in some of the most memorable adventures ever to grace the personal computer? Is it the yearning of game players to participate in swashbuckling adventures? The allure of life as a pirate? A craving to be on the high seas? Strangely enough, the Monkey Island series of games by LucasArts satisfies none of these desires; it manages to keep the attention of gamers through an admirable mix of humorous dialogue and inventive puzzles. The strength of this formula has allowed the Monkey Island series, along with the other varied adventure game offerings from LucasArts, to remain a viable alternative in a computer game marketplace increasingly filled with big- budget first-person shooters and real-time strategy games. Indeed, the LucasArts adventure games are the last stronghold of adventure gaming in America. What has allowed LucasArts to create games that continue to be successful in a genre that has floundered so much in recent years? The solution to this problem is found through examining the history of Monkey Island. LucasArts’ secret to success is the combination of tradition and evolution. With each successive title, Monkey Island has made significant strides in technology, while at the same time staying true to a basic gameplay formula. -
Uniting Commedia Dell'arte Traditions with the Spieltenor Repertoire
UNITING COMMEDIA DELL’ARTE TRADITIONS WITH THE SPIELTENOR REPERTOIRE Corey Trahan, B.M., M.M. Dissertation Prepared for the Degree of DOCTOR OF MUSICAL ARTS UNIVERSITY OF NORTH TEXAS May 2012 APPROVED: Stephen Austin, Major Professor Paula Homer, Committee Member Lynn Eustis, Committee Member and Director of Graduate Studies in the College of Music James Scott, Dean of the School of Music James R. Meernik, Acting Dean of the Toulouse Graduate School Trahan, Corey, Uniting Commedia dell’Arte Traditions with the Spieltenor repertoire. Doctor of Musical Arts (Performance), May 2012, 85 pp., 6 tables, 35 illustrations, references, 84 titles. Sixteenth century commedia dell’arte actors relied on gaudy costumes, physical humor and improvisation to entertain audiences. The spieltenor in the modern operatic repertoire has a similar comedic role. Would today’s spieltenor benefit from consulting the commedia dell’arte’s traditions? To answer this question, I examine the commedia dell’arte’s history, stock characters and performance traditions of early troupes. The spieltenor is discussed in terms of vocal pedagogy and the fach system. I reference critical studies of the commedia dell’arte, sources on improvisatory acting, articles on theatrical masks and costuming, the commedia dell’arte as depicted by visual artists, commedia dell’arte techniques of movement, stances and postures. In addition, I cite vocal pedagogy articles, operatic repertoire and sources on the fach system. My findings suggest that a valid relationship exists between the commedia dell’arte stock characters and the spieltenor roles in the operatic repertoire. I present five case studies, pairing five stock characters with five spieltenor roles. -
Comedic Devices Exercise.Pdf
Name ________________________________________________________ Teacher’s Name ______________________________________________ English ____ – Period _____ __________________________________________ Date Month Year Devices of Comedy Part I. DEVICES OF COMEDY. Consider each of the devices of comedy listed below, and then try to come up with examples that you know from television, film, or literature that illustrate these terms. We will go over each term and then try to generate modern examples as a class. ANACHRONISM - Something is anachronistic if it is out of sync with a time period. For instance, if there were a television in the set of an otherwise entirely historical production of a Shakespearean play, that television would serve as an anachronism. In a “Moonlighting Atomic Shakespeare” adaptation of the Taming of the Shrew, Petruchio arrives on his horse with a BMW symbol painted on the rear of his horse just as flying ninjas come bounding through the air (utterly out of place) into the midst of swordplay. ELEVATED LANGUAGE – Language that is overblown, flowery, or lofty (particularly juxtaposed to a more base version of the same language) is said to be “elevated.” Students might think of someone like the brother Nigel on the sitcom “Frasier” who had difficulty speaking to everyday people; in Twelfth Night, the actor playing Malvolio very likely enunciates his words as if he is just a bit more high-brow than his station actually allows. In The Taming of the Shrew, Sly, a drunkard can hardly understand the noblemen who find it hysterical to pretend that Sly is one of them when he so obviously is not—not in station, not in vocabulary, not in diction. -
Greetingsfromgreetingsfrom INSTRUCTION MANUAL INSTRUCTION INSTRUCTION MANUAL INSTRUCTION TRAVELGUIDE TRAVELGUIDE and and the Land of the Dead
Grim Fand. UK Man 19/4/01 4:46 pm Page 1 Greetingsfrom ™ The Land of the Dead TRAVEL GUIDE And INSTRUCTION MANUAL Grim Fand. UK Man 19/4/01 4:46 pm Page 2 1 GRIM FANDANGO Meet Manny. He’s suave. He’s debonaire. He’s dead. And... he’s your travel agent. Are you ready for your big journey? Grim Fand. UK Man 19/4/01 4:46 pm Page 2 GRIM FANDANGO 2 3 GRIM FANDANGO ™ Travel Itinerary WELCOME TO THE LAND OF THE DEAD ...................................5 Conversation ...................................................16 EXCITING TRAVEL PACKAGES AVAI LABLE .................................6 Saving and Loading Games ...................................16 MEET YOUR TRAVEL COMPANIONS .......................................8 Main Menu ......................................................17 STARTI NG TH E GAME ...................................................10 Options Screen .................................................18 Installation .....................................................10 Advanced 3D Hardware Settings .............................18 If You Have Trouble Installing................................11 QUITTING.............................................................19 RUNNING THE GAME ...................................................12 KEYBOARD CONTROLS .................................................20 The Launcher.....................................................12 JOYSTICK AND GAMEPAD CONTROLS ....................................22 PLAYING THE GAME ....................................................12 WALKTHROUGH OF -
Días De Tentáculos
B R U M A L Revista de Investigación sobre lo Fantástico DOI: https://doi.org/10.5565/rev/brumal.468 Research Journal on the Fantastic Vol. VI, n.º 1 (primavera/spring 2018), pp. 163-183, ISSN: 2014-7910 DÍAS DE TENTÁCULOS. HUMOR, SERIE B Y FANTASÍA CINÉFILA EN LAS AVENTURAS GRÁFICAS DE LUCASARTS MARIO-PAUL MARTÍNEZ FABRE Universidad Miguel Hernández de Elche [email protected] FRAN MATEU Universidad de Alicante [email protected] Recibido: 10-01-2018 Aceptado: 02-05-2018 RESUMEN Desde mediados de los años ochenta hasta finales de la década de los noventa, las aventuras gráficas vivieron un periodo de esplendor en el mercado del videojuego. La compañía LucasArts, con su particular mezcla de humor, cinefilia y sencillez de con- trol, dibujó el molde a seguir para las demás desarrolladoras de juegos digitales. Este artículo pretende exponer, a través de dos de sus ejemplos más importantes, Maniac Mansion y su secuela, Day of the Tentacle, cuáles fueron los principales argumentos que la instituyeron, no sólo como uno de los referentes esenciales del espacio lúdico, sino también como uno de los objetos culturales más señalados de su época, al englobar y transmitir, desde su propio intertexto y su cualidad novedosa, a otros medios como la literatura, la animación, la televisión, y, primordialmente, el cine. PALABRAS CLAVE: Humor, cine, videojuegos, serie B, LucasArts. ABSTRACT From the mid-eighties to the end of the nineties, the graphic adventures experienced a period of splendor in the video game market. The company LucasArts, with its par- ticular mixture of humor, cinephilia and simplicity of control, drew the format to fol- low for other developers of digital games. -
Tony Kushner's <I>Angels in America</I>
Global Posts building CUNY Communities since 2009 http://tags.commons.gc.cuny.edu Tony Kushner’s Angels in America: Histories, Futures, and Queer Lives Vanessa Campagna/ We must strive, in the face of the here and now’s totalizing rendering of reality, to think and feel a then and there. Queerness is essentially about the rejection of a here and now and an insistence on potentiality for another world.[1] José Esteban Muñoz Two decades have passed since Tony Kushner’s opus, Angels in America: A Gay Fantasia on National Themes (1993), premiered on Broadway at the Walter Kerr Theatre, yet the questions raised by the play are no less a part of the current zeitgeist than they were when the play debuted. Through its protagonist, Prior Walter, Angels in America poses audiences with provocative and poignant questions including: Does a queer engagement with the future exist? If so, what does queer futurity entail? What are the terms and conditions of the “citizenship”[2] Prior demands for himself and his fellow queers? These questions evoke two of the play’s major themes, history and futurity, and initiate conversations about queer lives. In the twenty years since Angels in America debuted, these themes and conversations have become increasingly integrated into American public discourse. The Defense of Marriage Act[3] has been repealed, the United States Supreme Court defeated Proposition 8,[4] and marriage equality measures have passed in nineteen states. Don’t Ask Don’t Tell[5] legislation was dismantled by President Obama, and the Employment Non-Discrimination Act[6] has been presented to nearly every Congress since 1994. -
Ben There, Dan That! / Time Gentlemen, Please!
Ben There, Dan That! / Time Gentlemen, Please! Even though Sierra and LucasArts gave up on adventure games around the turn of the century, there are still those who hold on to the belief that the genre is very much alive. But without the continuation of games like Monkey Island, Space Quest and Simon the Sorcerer, what we have are, mostly, legions of humorless entries with depressingly dry CG backgrounds, plus the occasional cartoonish adventure that tries to be funny but fails spectacularly. Former adventure creators still make some great work, of course. Tim Schaefer, of Grim Fandango, spent a long time working on Psychonauts and Brütal Legend, both of which were hilarious despite not being adventure games, while Telltale, formed with some of the other LucasArts staff, comes close to the glory days of the genre. But it‟s not quite the same. So it was more or less out of nowhere that a tiny group of Brits called Zombie Cow Studios brought out two of the funniest adventures since... well, since ever, perhaps. Ben There, Dan That! and its sequel, Time Gentlemen Please!, are both low budget hits made with Adventure Game Studio and have a graphical style most consistent with elementary school notebook doodles, but succeed tremendously because they‟re so brilliantly written. One could call it “The British version of South Park!” and that wouldn‟t entirely be wrong, but that‟s a glib summation of it. While both creations have uber low-fi visuals, subversive plotting, and more than just a bit of toilet humor, Zombie Cow‟s games replace South Park's libertarian cynicism with a self aware affection for adventure games, LucasArts in particular. -
7 Rules for Writers, #5: the 15 Character Types That Affect Plot - 10-21-2014 by Chazda Albright - Greatstorybook.Com
7 Rules for Writers, #5: The 15 Character Types that Affect Plot - 10-21-2014 by Chazda Albright - GreatStorybook.com - http://greatstorybook.com/dev 7 Rules for Writers, #5: The 15 Character Types that Affect Plot by Chazda Albright - http://greatstorybook.com/dev/7-rules-for-writers-5/ Character creates plot; the plot doesn’t happen to the character. This is a key distinction that affects absolutely everything about a story. The protagonist must make decisions that drive the plot forward. That's their role and ultimately what makes them the main character. When the protagonist doesn't fill that role, the story is at best a collection of events happening to someone - at worst, it's a passive story where the character drifts from moment to moment without purpose. A plot is driven by the decisions your protagonist makes when presented with options. Likewise, the types of characters appearing in a story are defined by their actual purpose, so you can functionally break it down to character type to help structure your writing. This is why you should create your characters before planning out the story's plot points. So let's take a look at the types of characters you might have in a story, and how that influences the plot. Protagonist: the main character who makes the decisions that drive the plot. Antagonist: the secondary main character or thing (especially in children's books, the antagonist can be a thing - the first day of school, the potty, the darkness under the bed, etc.) that poses a problem for the protagonist. -
The Subversive Anti-Hero Trend in Postmodern Television: How Subversive Are They, Really?
THE REPUBLIC OF TURKEY BAHCESEHIR UNIVERSITY THE SUBVERSIVE ANTI-HERO TREND IN POSTMODERN TELEVISION: HOW SUBVERSIVE ARE THEY, REALLY? M.S. Thesis ELİF İNCE İSTANBUL, 2013 THE REPUBLIC OF TURKEY BAHCESEHIR UNIVERSITY GRADUATE SCHOOL OF SOCIAL SCIENCES FILM AND TELEVISION THE SUBVERSIVE ANTI-HERO TREND IN POST- MODERN TV: HOW SUBVERSIVE ARE THEY, REALLY? M.S. Thesis ELİF İNCE Thesis Supervisor: PROF. SELİM EYÜBOĞLU İSTANBUL, 2013 ACKNOWLEDGEMENTS The writing process of this thesis has provided me with the long-forgotten joy of concentrating, brewing and producing. It has also provided me with an excuse for what already is a shameless guilty pleasure: spending countless hours in front of the television. I would like to thank my advisor Prof. Dr. Selim Eyüboğlu for steering me in the right direction and encouraging me to keep it simple while also looking at multiple TV series- it certainly made the process much more fun and satisfying; my mother Birsen İnce for talking me into getting a master’s degree (although she definitely would not like any of the characters I wrote about if she had to chance to meet them); my father Ümit İnce, for somehow having an idea about each and every show I discussed and talking to me about them (although it remains a mystery when he finds the time to watch them); and my fiancé Çağıl Yetkin for bearing with me without once growing jealous of Tony Soprano, Dexter Morgan or Walter White, and above all for sharing and enjoying the Buffysphere with me. İstanbul, 2013 Elif İnce iii ABSTRACT THE SUBVERSIVE ANTI-HERO TREND IN POST-MODERN TV: HOW SUBVERSIVE ARE THEY, REALLY? Elif İnce Film and Television Thesis Supervisor: Prof. -
A Glossary of New Testament Narrative Criticism with Illustrations
religions Article A Glossary of New Testament Narrative Criticism with Illustrations James L. Resseguie Winebrenner Theological Seminary, Findlay, OH 45840, USA; resseguiej@findlay.edu Received: 10 February 2019; Accepted: 15 March 2019; Published: 21 March 2019 Abstract: This is the first stand-alone glossary of New Testament narrative-critical terms in the English language. It is an alphabetical listing of prominent terms, concepts, and techniques of narrative criticism with illustrations and cross-references. Commonly used terms are defined and illustrated, these include character, characterization, double entendre, misunderstanding, implied author, implied reader, irony, narrator, point of view, plot, rhetoric, and other constitutive elements of a narrative. Lesser-known terms and concepts are also defined, such as carnivalesque, composite character, defamiliarization, fabula, syuzhet, hybrid character, MacGuffin, masterplot, primacy/recency effect, and type-scene. Major disciplines—for example, narratology, New Criticism, and reader-response criticism—are explained with glances at prominent literary critics/theorists, such as Aristotle, Mikhail Bakhtin, Wayne Booth, Seymour Chatman, Stanley Fish, E. M. Forster, Gérard Genette, Wolfgang Iser, and Susan Sniader Lanser. Keywords: narrative criticism; narratology; literary terms; literary criticism; reader-response criticism; New Criticism; close reading 1. Introduction Narrative criticism focuses on how the New Testament works as literature. The “what” of a narrative (content) and the “how” (rhetoric and structure) are analyzed as a complete tapestry, an organic whole. Narrative critics are concerned primarily with the literariness of New Testament narratives or the qualities that make them literature. It is a shift away from traditional historical-critical methods to how the text communicates meaning as a self-contained unit, an undivided whole. -
The Revolutionary Technology Behind Monkey Island and Grim Fandango
The revolutionary Technology behind ‘Monkey Island’ and ‘Grim Fandango’ Oliver Franzke p1xelcoder About Oliver 1990 1991 1993 1995 1998 2009 2010 2016 2017 2015 SCUMM GrimE Powered by SCUMM™ 1987 1988 1989 1990 1990 1991 1992 1993 1993 1995 1995 1997 More games made with SCUMM SCUMM Way ahead of its time Room script 1 Script 2 Object script 2 Object script 1 Cut-scene script 1 Script 1 Script 4 SCUMM Script 3 Room script 2 SPUTM Data Example script – Maniac Mansion script clock-tick { do { clock-state = not clock-state object living-room-clock state clock-state play-sound clock-tick break-here 60 } } Source: http://www.gdcvault.com/play/1014732/Classic-Game-Postmortem-MANIAC Example script – Maniac Mansion cut-scene { ... actor nurse-edna in-room edna-bedroom at 60,20 camera-follow nurse-edna actor nurse-edna walk-to 30,20 wait-for-actor nurse-edna say-line nurse-edna "WHATS'S YOUR POINT ED!!!" wait-for-talking nurse-edna ... } Source: http://www.gdcvault.com/play/1014732/Classic-Game-Postmortem-MANIAC Example script – Maniac Mansion (cont.) onFrame() { … if(getLoc(nurse-edna) == (30,20)) { if(waiting_for_line) { if(doneTalking(nurse-edna)) { cut-scene { … ... } actor nurse-edna in-room edna-bedroom at 60,20 } camera-follow nurse-edna else { actor nurse-edna walk-to 30,20 sayLine(nurse-edna, wait-for-actor nurse-edna "WHATS'S YOUR POINT ED!!!“) say-line nurse-edna "WHATS'S YOUR POINT ED!!!" waiting_for_line = True wait-for-talking nurse-edna } ... … } } … } Become a Scummlet http://www.wilmunder.com/Arics_World/Games.html Cooperative multi-tasking