From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #11030 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Wednesday, March 29 2023 Volume 14 : Number 11030 Today's Subjects: ----------------- You have won an Rachel Ray Cucina Cookware Set ["Savings" Subject: You have won an Rachel Ray Cucina Cookware Set You have won an Rachel Ray Cucina Cookware Set http://brainsavior.best/943N1UUv9HLu-f1TmPU2GiQnvEJ3KKmd0Ewgk1fkBzGIs6nWjA http://brainsavior.best/UmpRCNoVCWW0SOw-VnPOCJE_D05nnZX5whwG6bgJSruWEVrkcQ n Proteus, the player explores an island from a first-person perspective. The island is drawn in a pixel art style and consists of hills, trees, structures, and animals such as frogs and rabbits; the layout of these elements is different each time the game is played. The focus of the game is on exploration rather than interaction, as there is no narrative and the player is given no instructions on how to proceed. Possible interactions are limitedbfor example, animals may run away when the player comes too close. The game's soundtrack varies depending on the player's movements and location; it may fall silent when the player is at the top of a hill and become sonically dense as they travel down it. The soundtrack layers additional sounds and notes when the player nears objects and animals in the world. Many objects on the island are rendered as two-dimensional sprites, contrasting with the three-dimensional landscape. When the game begins, the player is situated away from the island and must move across an ocean to reach it. Upon arrival, players are free to explore the whole island during the initial season of spring. During the night, the player can enter a designated area to advance time to the next season, exploring each until the end of winter, after which the game ends. The landscape changes with the seasonbfor example, trees shed their leaves in autumn. The player can capture a screenshot via a "save a postcard" feature, through which they can save and load their progress. In addition to the base gameplay elements, the PlayStation Vita version allows the player to directly affect the environment with the console's rear touch panel and to generate islands based on the current date and location in the real world ------------------------------ Date: Wed, 29 Mar 2023 11:13:07 +0200 From: "Weight Loss" Subject: One Exotic Loophole Dissolves 59 lbs Fat One Exotic Loophole Dissolves 59 lbs Fat http://unitedairlines.today/VjKDxBFrrRSzhbNF1ghWePnctMqV60qvHg_f5pc-Kn3kjM9Hxw http://unitedairlines.today/-hFHmJgiBhm_7Yt_Rb99HAUrgA0hAWlYLqPST5ZIdR4CCuFO6A British game designer Ed Key began work on Proteus in 2008 during his evenings and weekends, though the game only neared its final form when David Kanaga joined development in 2010. Key originally envisioned the game as a procedural role-playing game in the same vein as The Elder Scrolls IV: Oblivion, in which the player would visit towns and complete quests. Realizing the extent of the work that would be needed for such a game, the developers decided to instead make something "nontraditional and nonviolent". The first technology developed for the game was the landscape generator, for which Key was inspired by walking in the village of Avebury, England. While he knew he wanted to make an exploration game, Proteus went through a variety of early iterations as Key explored different gameplay ideas. Key developed Proteus using a game engine written in the C# programming language. He found the game's visual style early in development, with the impressionistic tree design being one of the first he settled on. Art Deco and the work of Paul Nash have been cited as "big influences". After Kanaga joined the development team as its audio composer, the game's music and sound mechanics were refined through testing a wide range of ideas, including allowing players to create their own music within the game. This idea was ultimately cut because Key and Kanaga felt it would detract from the game's exploratory emphasis and instead turn it into a creative tool. During development, and after the game's release, the developers expressed interest in allowing player-created mods of the game; some have since been created by the community. Proteus was released on 30 January 2013 for Windows and OS X ------------------------------ Date: Wed, 29 Mar 2023 10:23:19 +0200 From: "Ninja Air Fryer Department" Subject: Your Name Came Up For a Ninja Air Fryer customer Gift Your Name Came Up For a Ninja Air Fryer customer Gift http://mysolarcost.today/8cvHRwFcwUu5O_LGll1ImryrkrRB7YOkGM5_c30TAIDJvbC_9Q http://mysolarcost.today/_x4hw3JqV1DxmCsFzQBLVTfVlOC3z5zrXzXlGzG2FBZgeo4Svw Chinua Achebe was born on 16 November 1930 and baptised as Albert Chin?al?m?g? Achebe. His father, Isaiah Okafo Achebe, was a teacher and evangelist, and his mother, Janet Anaenechi Iloegbunam, was the daughter of a blacksmith from Awka, a leader among church women, and a vegetable farmer. His birthplace was Saint Simon's Church, Nneobi, which was near the Igbo village of Ogidi; the area was part of British Colonial Nigeria at the time. Isaiah was the nephew of Udoh Osinyi, a leader in Ogidi with a "reputation for tolerance"; orphaned as a young man, Isaiah was an early Ogidi convert to Christianity. Both Isaiah and Janet stood at a crossroads of traditional culture and Christian influence, which made a significant impact on the children, especially Chinua. His parents were converts to the Protestant Church Mission Society (CMS) in Nigeria. As such, Isaiah stopped practicing Odinani, the religious practices of his ancestors, but continued to respect its traditions. The Achebe family had five other surviving children, named in a fusion of traditional words relating to their new religion: Frank Okwuofu, John Chukwuemeka Ifeanyichukwu, Zinobia Uzoma, Augustine Ndubisi, and Grace Nwanneka. After the youngest daughter was born, the family moved to Isaiah Achebe's ancestral town of ------------------------------ Date: Wed, 29 Mar 2023 13:25:02 +0200 From: "Joint Pain" Subject: Secret morning routine improves joint health by 179% Secret morning routine improves joint health by 179% http://vistaclears.shop/m9o8wVvfXQ9oMLFmc9tNW5GAE6-qY5Edeq_7v__x6BHGTCL3pA http://vistaclears.shop/GzYefcWISS7mZC84GItZFfPaToa4i7sadAEiajB-fmrbL3QAvQ eplayability, finding that the game provided a deeper experience on each subsequent playthrough. GameSpot was less positive, writing that while some events and locations were not guaranteed on each generated island, later portions of the game were less interesting due to their familiarity. Likewise, PC Gamer said that towards the end of the game they began to find it aimless and unstimulating, in particular because of the sparsity of animal life. The PlayStation Vita version received "generally favourable reviews", while the PlayStation 3 version received above-average reviews, according to Metacritic. Pocket Gamer gave a positive review, praising the audio and the extra features present in the Vita version such as PlayStation Trophies, which provided a reason to replay the game. They noted, however, that the game had some performance issues, particularly when moving the camera. Metro's review described the game as a "fascinating interactive experience", particularly as a result of the music. PlayStation Official Magazine b UK called the PlayStation 3 version "simple but wonderfully effective", commenting positively on the game's uniqueness and sense of wonder. Many players and journalists debated Proteus' status as a video game, citing aspects such as the lack of goals or objectives. Some, including the game's developers, called it an anti-game, a description which was controversial. Ian Bogost proposed that the game was intentionally unconventional, arguing that "Proteus is a game about being an island instead of a game about being on one". IGN argued that Proteus does contain an action (walking) and a goal (proceeding through the seasons). Edge's reviewer contended that the day/night cycle, changeable weather, and a player-tri ------------------------------ Date: Wed, 29 Mar 2023 09:36:16 +0200 From: "Home Depot Shopper Feedback" Subject: Congratulations! You can get a $100 Home Depot gift card! Congratulations! You can get a $100 Home Depot gift card! http://mysolarcost.today/1h9vVWfQUD8eT1lPknZrOiuAFAw9XwABHdKm9KA0co01GywUZg http://mysolarcost.today/hWK49bhKbVYFX4APZ6k_nhBmwkEs2TJQ-_S0KjXTwbG1o1j1bw Proteus is a 2013 exploration and walking simulator video game designed and created by Ed Key and David Kanaga for Microsoft Windows, OS X, Linux, PlayStation 3 and PlayStation Vita. In the game, the player traverses a procedurally generated environment without prescribed goals. The world's flora and fauna emit unique musical signatures, combinations of which cause dynamic shifts in audio based on the player's surroundings. The game began development in 2008. Key first conceived Proteus as an open-ended role-playing game akin to The Elder Scrolls IV: Oblivion but, because of the work required for such a project, later redesigned it to be "nontraditional and nonviolent". Audio designer and composer David Kanaga joined the project in 2010. Versions for the PlayStation 3 video game console and Vita handheld console were developed by Curve Studios, whose team added new gameplay features to the Vita edition at Sony's request. Proteus won the prize for Best Audio at the 2011 IndieCade awards, and was a finalist for the 2012 Independent Games Festival's Nuovo Award. Following its release, critics praised the game, especially for its audio features, although some criticised the game's brevity and limited replayability. The game was frequently mentioned in discussions of video games as art, with some debating whether it could be considered a video game at all ------------------------------ Date: Wed, 22 Mar 2023 13:08:08 +0100 From: "Covid Testing" Subject: Another COVID-Spike is expected, get Free Covid Tests here Another COVID-Spike is expected, get Free Covid Tests here http://backtolifez.shop/HvNyr962PZITnqIJZqRLb9oU0amD2ORrgvZ67OEeVKU-bhZgQA http://backtolifez.shop/hBB5XNQzISA9oClH2gdfe0n1fDbo1P7T47npEG5rBFrOr36X be original in their work. The students did not have access to the newspapers he had read as a student, so Achebe made his own available in the classroom. He taught in Oba for four months. He left the institution in 1954 and moved to Lagos to work for the Nigerian Broadcasting Service (NBS), a radio network started in 1933 by the colonial government. He was assigned to the Talks Department to prepare scripts for oral delivery. This helped him master the subtle nuances between written and spoken language, a skill that helped him later to write realistic dialogue. Lagos made a significant impression on him. A huge conurbation, the city teemed with recent migrants from the rural villages. Achebe revelled in the social and political activity around him and began work on a novel. This was challenging, since very little African fiction had been written in English, although Amos Tutuola's Palm-Wine Drinkard and Cyprian Ekwensi's People of the City were notable exceptions. A visit to Nigeria by Queen Elizabeth II in 1956 highlighted issues of colonialism and politics, and was a significant moment for Achebe. Also in 1956, Achebe was selected to attend the staff training school for the British Broadcasting Corporation (BBC). His first trip outside Nigeria was an opportunity to advance his technical production skills, and to solicit feedback on his novel (which was later split into two books). In London, he met the novelist Gilbert Phelps, to whom he offered the manuscript. Phelps responded with great enthusiasm, asking Achebe if he could show it to his editor and publishers. Achebe declined, insisting that it needed more wor ------------------------------ End of alt.music.moxy-fruvous digest V14 #11030 ***********************************************