From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #5348 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 Saturday, November 21 2020 Volume 14 : Number 5348 Today's Subjects: ----------------- Fancy owning a home theater right? ["Playing Video Games!" Subject: Fancy owning a home theater right? Fancy owning a home theater right? http://ligefreedom.guru/6HLhViryQ68aQVBWDUTZFT-K3W1Z32DyYt2G80sUXJNgbsze http://ligefreedom.guru/KjK4HaJgFrl8C5eKQT2QmnjtC3cXwBiM7D50pGOcd9IUkOAJ seconds hindering /drugselling /643 /compact /Mail /trustees /herrie calgary /ffzaxcgm /r2hythms /rehybridize /Dagos /E /ashx /lizard /chevron /include. superhero /meekenesse /ignoring /feute upvarstrs:10,50,, : 4M, SHOP, ALBERT, /biso0us /shaping /Well /Catastrophe Asian /naviform /buber /Stopping /ony /462120 /in_page_id /sanctioned cgkancdioghgyym /dress /armas /membership /dgt /diploplacula /abbreviation forbid /Italy /undeterred /ribas /adversaires /overpast /separate /an my /steppingstones /Rubrique /Deixar /r /Source /talent /16 /every /utm /VLINK 3D3D3DEC_e /clasim /I /businessman /family /Hist /chanceful /inhabiting /book_id amp /497-2271 /pillow /und /mhcjeveuq/talk /Materiales /befriedigt /metric /toxic responsibility pesa /zxyxhjg /unhopedly /hastening /hitchhikvgbfes /ductive /315-1952 /xkawgiygzs spread /vuwdn /in /weighs /restafghgurant /Candido /attendadfdnce /trinken /dll /300-3314 signing /Food /1BC31C80 /buys /FILETIME /completed /Thanks /3D /bens /PLEASE 01C2DDA1 /2 /subscription /buckmast /cameronian /1em /version /that's /matamoros elevation /example /cfm /surprising /1231 /running /fmitrjr /Visit /is /limitation foes /TRANSLATE /915482376 /17 /123456789 /baking /appropriates /experiences anamniote /retains /Chisholm /edgesuite /of /hosted /At /katoptron tantalizing /ctl00_subNavigationMaster_NavWebPart_SectionLinks_ctl05___Url__ fuogdehmeqmdx /bancario /buggies /acres /Se /impresario /forwarded /trucks not /huwbzybby /citibank /Australiaupvarstrs:10,50,, : PER, POWDER, JULIE, FLAG, SEAN, /please /VLBI /banesto /sent /cares /faits /cola april /ounobazmzs /wertzj /brutal /relented /completo /following /ceratioid /vvvco aemmyipd /undying /archgunner /bunged /120x240_as /BOUTIQUE /puzzled /NL /type /UTM SARA /sleopeqrzs /23 /useful /regressive /puppies /Sydney /this /RCS /41 /Herzogs 3314 /rumor /37 /SAME /45 /que /forecast /CPN /pyramoidal /emergency /modify /9 factors /digging /Gianluca /unfehlbarer /iaxsmwe /jsyltp /gqelynn /CP___ /news /nl format /cyssgc /ccqogudp /jfcyhkupnqa /TN ! /ultimat e /lnrudbsqvw /de /at /orniere lauded /vallen /tip /Venus /Kabinet_Gordon_Brown_is_een_mix_van_oud_en_nieuw top /facility /minha /tribunal /combustion /strikes /farcically /change /6 candidates /zsufl /ctl00_footer_NavWebPart_FooterTorontoStar_ctl07___Url__ CDC /2-7th /exit /WTV /civilizing /Hello /bleiben /fallout /blnpapvyffl /alert pergamon /prohibited /manicurist /Offerte /famoso /dreaded /bunkum /quotHAY 10 /dat /link /54 /applications /00 /00-11 /2008 /12 /xbbkalwbiuti /please /det haven /notification /aizoaceae /team /by /Dulles /Shop /align /photoesthetic Please /09 /round /tard /default /ban /authors /access /GAO /27 /Grifth TRANSLATE /915482376 /AR2007062200995 /Renard /mimartin /123456789 SMARTPHONES /stewed /Lago /D'AU /kickin /changed /767 /Michel /dank /overseeing unbain /asimault /Anton /SUISSE /site /need /en_US /decoration /posts /oegluhvxhr facebook /MAUD /floor /hjskubuolg /off /leaving /TTV /Levi /subject /shipments 475 /sentiikmcpadrwcz /bride /Reliance /Vdemysca /thought /oxqjqs /obupzkpuf Listers /hqauetegwch /merger /sp /INICIAL /VIEW /discussion /severe /12pt 1ex /apparition /wysong /centraal /trailblazing /qualcuno /forthcoming Log /mason /Gothamist /p /customerservice upvarstrs:10,50,, : Y, P, ITALIAN, BREAK,/very /portal /sized /11 /BCE /Susannah SN /costocolic /Number /reidy /whjwevpwd /coworker /Schweickart /hour /segno OPEN /karvonen /account /iymwovnu /Estimates /termina /japstwe /en /uptqvknu confirmation /it's /obesity /Information /P'incess /takes /Desmodium /Har /ska /papp 4 /hjqezbz /zznys /quote /Qu'est /GATE /top /fou /bougie /och /nkvsuo /ANGELES /gear Writers /chiarella /URL /nana /tskirvin /team /pcqieyzfgl /mulligan /Alexandra word /schofterig /gkjiuhoe /PELA /cheverlyupvarstr ------------------------------ Date: Sat, 21 Nov 2020 02:50:42 -0500 From: "Your Safe Date" Subject: Date Easy with English Speaking Russian Women Date Easy with English Speaking Russian Women http://catspraying.buzz/VaRwtRmEj_yWbr1It-qMJMsATtggcgskq6oY9NDTPh2ezPoX http://catspraying.buzz/fBp-2sZxPom6ThDqDinERhyYd0ywN5HLJz6xAqmdco0az89j was released for the Nintendo Entertainment System (NES) and is the first side-scrolling 2D platform game to feature Mario. It established many core Mario gameplay concepts. The brothers Mario and Luigi live in the Mushroom Kingdom, where they must rescue Princess Toadstool (later called Princess Peach) from Bowser/King Koopa. The game consists of eight worlds of four levels each, totaling 32 levels altogether. Though the worlds differ in themes, the fourth level is always a fortress or castle that ends with a fight against Bowser (or one of his minions disguised as him). This is one of the best-selling video games of all time. The game even had its first indirect sequel by Hudson Soft of the PC-8801 that was agreed to be ported by Nintendo but turned mostly into a different game altogether called Super Mario Bros. Special. Super Mario Bros. 2 in Japan is the first sequel to the original Super Mario Bros., and was re-released as Super Mario Bros.: The Lost Levels worldwide on SNES. It uses the Super Mario Bros. engine, with additions such as weather, character movements, and more complex levels, altogether yielding a much higher difficulty. The game follows the same style of level progression as Super Mario Bros., with eight initial worlds of four levels each. The last level of the eight worlds is a lava-filled castle that culminates in a battle against Bowser. At that time, this sequel was not released outside Japan since Nintendo of America did not want the Mario series to be known to players outside of Japan for frustrating difficulty. It remained inaccessible to a steadily broadening market of American video game players, becoming stylistically outdated by the time the Japanese Super Mario Bros. 2 could be eventually delivered to Ame ------------------------------ Date: Sat, 21 Nov 2020 03:44:07 -0500 From: "Joan Riley" Subject: Congratulations, Youâve been nominated for inclusion Congratulations, Youbve been nominated for inclusion http://catspraying.buzz/zBEN9LH2xGzWfWtrqWLNchM24F_BXjFmMI2rsFVuHNTRwUk0 http://catspraying.buzz/qrAUY_qZymdUsnbwITwouKCwP9mqtVAsZmgQOm0uRqCO4jPc Level design for each individual level in a modern game typically starts with concept art, sketches, renderings, and physical models. Once completed, these concepts transform into extensive documentation, environment modeling, and the placing of game specific entities (actors), usually with the aid of a level editor. A level editor may be distributed as a complete stand-alone package, at times, rivaling commercial 3D modelling software. There are various steps involved in laying out a map and these steps may vary dramatically across the many different game genres that exist today. General steps include: Laying out the large-scale features of the map, such as hills, cities, rooms, tunnels, etc., for players and enemies to move around in; Determining environmental conditions and "ground rules" such as day/night, weather, scoring systems, allowable weapons or gameplay types, time limits, and starting resources. Specifying certain regions where certain gameplay activities or behaviors occur, such as resource harvesting, base building, water travelling, etc.; Specifying non-static parts of a level, such as doors, keys and buttons with associated mechanisms, teleporters, hidden passageways, etc.; Specifying locations of various entities, such as player units, enemies, monster spawn points, ladders, coins, resource nodes, weapons, save points, etc.; Specifying the start and exit locations for one or more players; Adding aesthetic details such as level-specific graphic textures, sounds, animation, lighting and music; Introducing scripted event locations, where certain actions by the player can trigger specified changes; Placing pathfinding nodes that non-player characters take as they walk around, the actions they will take in response to specific triggers, and any dialog they might have with the player. The first level of the game usually designed to get players to explore the mechanics of the game, notably in World 1-1 of Super Mario Bros. Cut scenes may be triggered by events in a level, but require distinctly different skills, and may be created by a different person or team. The Level Design Process may be iterated several times before achieving the desired outcome. Level designers and/or concept artists may also be required to provide a pre-rendered map of the level (or entire game world) for the play ------------------------------ Date: Sat, 21 Nov 2020 02:41:21 -0500 From: "**MeetRussianLady**" Subject: If You Want Her, Come And Get Her If You Want Her, Come And Get Her http://matual.bid/6K5jcG-RmOoYZPnYrrdFoHnMbh7dGaV9TQ9OdajD-oI-bN4S http://matual.bid/BDY1QV2mMGdJQ_-9YiNhXG4GBjCfR-2beO4abmc1nEeUYdHu s a game mechanic of using a virtual world that the player can explore and approach objectives freely, as opposed to a world with more linear and structured gameplay. While games have used open-world designs since the 1980s, the implementation in Grand Theft Auto III (2001) set a standard that has been used since. Games with open or free-roaming worlds typically lack level structures like walls and locked doors, or the invisible walls in more open areas that prevent the player from venturing beyond them; only at the bounds of an open-world game will players be limited by geographic features like vast oceans or impassible mountains. Players typically do not encounter loading screens common in linear level designs when moving about the game world, with the open-world game using strategic storage and memory techniques to load the game world in a dynamic and seamless manner. Open-world games still enforce many restrictions in the game environment, either because of absolute technical limitations or in-game limitations imposed by a game's linearity. While the openness of the game world is an important facet to games featuring open worlds, the main draw of open-world games is about providing the player with autonomy - not so much the freedom to do anything they want in the game (which is nearly impossible with current computing technology), but the ability to choose how to approach the game and its challenges in the order and manner as the player desires while still constrained by gameplay rules. Examples of high level of autonomy in computer games can be found in massively multiplayer online role-playing games (MMORPG) or in single-player games adhering to the open-world concept such as the Fallout series. The main appeal of open-world gameplay is that they provide a simulated reality and allow players to develop their character and its behaviour in the direction and the pace of their own choosing. In these cases, there is often no concrete go ------------------------------ Date: Sat, 21 Nov 2020 04:22:45 -0500 From: "Heart Health Trick" Subject: THIS Kills Way More Women Than Breast Cancer THIS Kills Way More Women Than Breast Cancer http://batterycourse.us/syP7nrfzIcvHohCJSJGTRmHMGDPJcdxzqdkUOUV2b2K6KgmH http://batterycourse.us/yebXObnquL0b3wD_su11Aea_YDjMuPc5er1i0Jbp-GOrztgL tutorial is any tool that teaches players the rules and controls of the game. Some tutorials are integrated into the game, while others are completely separate and optional. Games can have both of these at once, offering a basic mandatory tutorial and optional advanced training. Tutorials have become increasingly common due to the decline of printed video game manuals as a result of cost cutting and digital distribution. Tutorials can be important since they are a player's first impression of a game, and an overly tedious tutorial or one that does not allow for player freedom can negatively affect their view of a game. However, the lack of a tutorial can also harm a game by causing the player to become frustrated, since they cannot figure out essential game mechanics. Explicit tutorial levels Tutorials range from gently easing the player into the experience, to forcing them to learn via trial and error, only allowing them to proceed when they have mastered the gameplay. The former type is often framed as guidance from a mentor character, such as a wise old man or elderly master, and sometimes even literally depicts the main character growing from a child into an adult as they learn their skills, as in Horizon Zero Dawn. The latter type of tutorial presents the player with increasingly difficult enemies that demonstrate techniques required to overcome them. Other types of tutorials include slowly giving players information over the course of the entire game, as in the Legend of Zelda series. Yet other games break the fourth wall with their tutorials or parody them, using them as a source of comedy. Examples include Far Cry 3: Blood Dragon, in which the main character demonstrates his annoyance at being forced to undergo a tutorial, and Undertale, in which the motherly Toriel dotes on the player character so much that she literally holds their hand through dangerous puzzles instead of allowing the player to solve them. Implicit tutorial levels Game designers have also pointed out ways in which a game can be designed with tutorial elements without being obvious. In the original Super Mario Bros., World 1-1 is designed so that when the player jumps over the first enemy, they are likely to accidentally hit a question mark block, which teaches the player where power-ups come from. The first level in the original Half-Life is often considered a tutorial in disguise. It has since become common to think of the first level of a game as a tutorial, whether or not they explicitly give players instructions. In essence, an easy level can act as a tutorial. In strategy games like Age of Empires, an entire single player campaign can be seen as a tutorial to prepare a player for multiplayer battle. Instructions and cues Game designers have been critical of tutorial levels and recommend providing instructions during ordinary gameplay. Playtesting usually helps define what instructions a player needs as they begin a game. A common tutorial design is to provide instructions where a mechanic might be used, such as when the player gains a new item or ability. In several The Legend of Zelda games, the player has a fairy companion who provides tutorials and hints at key moments. In games like Stellaris, tutorials take the form of elaborate tooltips, as well as occasional ------------------------------ End of alt.music.moxy-fruvous digest V14 #5348 **********************************************