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member Skid bass ( LOVE/HATE ) Jack vocal ( LUCKEY DEVIL ) Jon E Love guitar ( LOVE/HATE ) Joey Gold vocal ( LOVE/HATE ) We Are The Party [ Complete Demos ] DemosFinal Mixes [ 2005 ] Dated Finals [ 2005 ] Final Roughs [ 2005 ] Very Rough [ 2005 ] First Demos [ 2005 ] Demos Final Mixes [ 2005 ] 2005年8月14日 1. Ultra Delux Relaxation / 2. 4 Times Out Of My Mind / 3. Let s Go Drinking / 4. Quadraphonic Chronic / 5. Par-te De-la Ritual / 6. I Feel Good / 7. Love Ray / 8. The Green Dream / 9. Fly To The Skunky Woman / 10. Get This Party Started / 11. We Are The Party / 12. Better Than This Dated Finals [ 2005 ] 1. Ultra Delux Relaxation / 2. 4 Times Out Of My Mind / 3. Let s Go Drinking / 4. Par-te De-la Ritual / 5. Love Ray / 6. Get This Party Started / 7. We Are The Party / 8. Better Than This Jack (vo), Skid (b), Jon E Love (g), Joey Gold (ds) Final Roughs [ 2005 ] 2005年7月 1. Ultra Delux Relaxation / 2. 4 Times Out Of My Mind / 3. Let s Go Drinking / 4. Quadraphonic Chronic / 5. Par-te De-la Ritual / 6. I Feel Good / 7. Love Ray / 8. The Green Dream / 9. Fly To The Skunky Woman / 10. Get This Party Started / 11. We Are The Party / 12. Better Than This Jack (vo), Skid (b), Jon E Love (g), Joey Gold (ds) Very Rough [ 2005 ] 2005年6月 1. Ultra Delux Relaxation / 2. 4 Times Out Of My Mind / 3. Let s Go Drinking / 4. Quadraphonic Chronic / 5. Par-te De-la Ritual / 6. I Feel Good / 7. Love Ray / 8. The Green Dream / 9. Fly To The Funky Woman / 10. Get This Part Started / 11. We Are The Party / 12. Better Than This Skid (vo,b), Jon E Love (g), Joey Gold (ds) First Demos [ 2005 ] 2005年5月 1. Ultra Delux Relaxation / 2. 4 Times Out Of My Mind / 3. Let s Go Drinking / 4. Quadraphonic Chronic / 5. Par-te De-la Ritual / 6. I Feel Good / 7. Love Ray / 8. The Green Dream / 9. Fly To The Funky Woman / 10. Get This Party Started / 11. We Are The Party Skid (vo,b), Jon E Love (g), Joey Gold (ds)
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Tips This page is a collection of fine materials and techniques those are not written in the lectures. From local minor tricks to practical major technologies, let s be adding more techniques that come up with. TipsRotation speed of during rotational movement Conditions of rotation jump Rotation jump utilizing Auto-Rotate Targ. The behavior of the rotation jump Offset move Simplified focused lock-on About the turning when firing Elevation defect of gun type arms Control of the surface-to-air lock-on by toroidal range designation Decrease in the stability when they're struck Shooting during overturning Attack on the ground types using anti-aircraft aerial mines Attack on the flying types using anti-ground aerial mines Forced termination of combat by out of fuel Option lasts as long as energy endures Stop firing during special moves involving firing Flying OKEs resisting high gravity Rotation speed of during rotational movement “Rotation speed is reduced while turn on the Auto-Rotate Targ, when you start to move in after one or more frames.” (It is displayed as "Forward + Clockwise" and the like in information) By performing Halt rotate chip after one or more frames from that state, It is possible to perform the rotational movement while maintaining the rotating speed of the original (Display becomes "Forward", etc.), let us remember the case of performing rotational movement. Incidentally, even when performing the rotational movement by Move chips and Rotate chips, rotation speed is reduced. Since there is no way to increase the rotation speed in this case, in the scene that can activate Auto-Rotate Targ., it would be better to use it as much as possible. Conditions of rotation jump You can perform the rotation jump when you executing Jump while rotating by Rotate chips. But… “Rotation jump does not occur if it is moving and Auto-Rotate Targ. is on.” When you perform the rotation jump, Halt moving or turn off the Auto-Rotate Targ. is necessary. Examples that conditions of rotation jump occur and do not occur are shown in the link. http //cosmo-ko.cocolog-nifty.com/blog/2011/03/post-2d14.html Note that there is a need to use the Rotate chip since rotation jump does not occur in the jump and Auto-Rotate. It is noted also that you cannot perform rotation jump if you execute Rotate during jump. If you do not design the program consciously, you cannot perform the rotation jump accurately. It is good to remember when you are designing legged OKEs. Rotation jump utilizing Auto-Rotate Targ. Rotation jump does not occur if Auto-Rotate Targ. is on. But in a state in which it is displayed as "Forward + Clockwise" and the like since Auto-Rotate Targ is on, it is possible to perform the rotation jump if you execute in the order of turn off Auto-Rotate Targ. → Jump. For example, rotation jump occurs without use of Rotate chip when you programmed in this way. Although it should be noted that the rotational speed becomes slow as previously described and fine adjustment does not work on the angle of rotation of jumping as described below, if you incorporate well, it is possible to implement a rotation jump with a small number of chips. The behavior of the rotation jump Depending on the angle of rotation that is specified before the jump, turning angle of the rotation jump is determined in one of several stages of the angle prescribed. (Two-stage seems to many, but not yet examined on all models) It is necessary to note that even if you specify the angle finely such as 60 degrees or 30 degrees, it is rotated at an angle prescribed in each body. However, if it was not rotated to the specified angle until the landing from a jump, the rotation is performed during the landing motion. Although the jump handled as normal if you execute Halt rotation after one or more frames of rotation jump, it rotate to the same angle as the rotation jump since rotational inertia is not canceled. Rotation jump consumes more fuel than a normal jump. Fuel efficiency is improved if you execute Halt rotation during rotation jump because fuel consumption also becomes the same as the normal jump. Offset move The move method of approaching the opponent while avoiding bullets by keep moving forward while capturing opponent diagonally forward. The technique is mainly used in vehicle type, but it is easy to leverage this in flying types or bodies perform melee. The easy way to perform the offset movement is, to set the direction of Auto-Rotate Targ. slightly diagonal than the right in front and just move (mainly forward). The case of moving forward, approaching an opponent sooner and easier to fire as orientation closer to the front but easier to be struck, it tends to be unlikely to be struck as orientation farther to the front but more difficult to fire and harder to approach the opponent. Tractable orientation is 10 ~ 30 deg. approximately, but it is preferable to adjust to such as proper distance and moving speed of the bodies to be used. Simplified focused lock-on Place friendly OKEs in tandem, lock on giving priority to opponent of front when the battle start, then it becomes the state that all the friendly is locking on the same opponent. On account of the formation, the head is likely to be exposed to crossfire and tends to interfere with the line of fire of the friendly. It is a valid technique when it is desired to realize focused lock-on with a small number of chips. About the turning when firing In a state of locking on the target, when performing the firing using the chips of Shoot Reticle, Firing Direction, or Select and Fire, phenomenon that the body is turning to firing direction occurs in some bodies and throwing of grenades. Bodies that occur are as follows. (The armaments that occur are in parentheses) Negroni (Weapon 1) Eggnog (Weapon 2) Norlander (Weapon 1) Moonlight (Weapon 2) Gravestone (Weapon 1 and 2) Fried (All weapons) Priest (All weapons) Mockingbird (All weapons) Bodies that the turning occurs in all weapons have narrow angle of fire. But because the turning occurs, hit can be expected when you perform the firing under conditions of wider angle of fire than its own. On the other hand, if you do not want to capture the front opponents such as orbiting near the wall, it is necessary to avoid occurring turning by using Firing Direction chip to fire in front. In the case of two-legged bodies, since to be able to capture the opponent in front of them even in the middle of a jump, it would be better to make active use. Elevation defect of gun type arms When gun type arms are fired toward depression and elevation angle of more than 63 degrees (straight up or down), bullets are fired to unnatural angle different from the direction of the arms. Therefore, gun type arms are not possible to aim the depression and elevation angle more than 63 degrees. However, only beam guns can be fired at the same elevation as they appear. When the shotgun shell was shot just below or just above, since the angle is limited to 63 degrees to each bullet, it scatters significantly. Submunitions of explosives and rockets are also limited to an angle of 63 degrees. Depression or elevation is different for each OKE. Not a few OKEs can be moved their gun barrel up to near 90 degrees but because of this phenomenon, called the elevation defect, cannot be shooting straight up or down when you use the arms except beam guns. For this specification, beam guns have advantageous performance of air-to-ground and ground-to-air among the gun type arms. Control of the surface-to-air lock-on by toroidal range designation Since many of ground types have limited elevation angle, it is very difficult to score a hit by the main armament on the flying opponents which are located just above. It is possible to specify a toroidal range, such as 50m ~ 800m to various determinations such as lock-on in EXA. By using this feature, it becomes possible to lock on another opponent while ignoring the flying types which are too close to attack. It will be a particularly important technique when using OKEs affected by the elevation defect. Decrease in the stability when they re struck OKEs become enormous stumble state when subjected to high damage (overturning motion occurs). Stability decreases significantly during overturning. Even when they re shot by beam gun at an additional, overturning motion continues. If it is able to continue to hit the opponents in that state, it s possible to keep overturning the opponents, put them to destruction eventually. In the case of OKEs that overturn opponents easily (such as equipping canon, approaching to place mines, be good at melee), additional attack operation when the opponents struck may be decisive factor of victory. Shooting during overturning Although it is not possible to take most of the actions during overturning, shooting spree can be executed.You can deal with mines near or missiles of additional attack by Sonic Blaster and can interfere with the pursuit of the opponents by spraying mines or missiles Attack on the ground types using anti-aircraft aerial mines Anti-aircraft aerial mine can be made to hit even on the ground types if fired at close range because the contact detection begins immediately after it is fired. (To hit the Kraken to ground type opponent that is performing charge is known as an effective tactic to counter the charge) Similarly, to hit the land mine on flying types is also not impossible. But this is not practical. Attack on the flying types using anti-ground aerial mines Anti-ground aerial mines have characteristics that they are hovering above 60 m raised from fired altitude. Therefore, when firing the anti-ground mines to a high altitude by a flying type or Special Move of Tripod, they can be reacted and attack to flying types fighting in 100m altitude. Forced termination of combat by out of fuel When the predetermined time has elapsed in a state that all surviving OKEs become incapacitated by out of fuel, the battle is terminated and the determination of win or loss is made by the Remaining OKEs or Durability Left % at that time. Needs attention that the battle is terminated even though can be re-act since it is equipped with Regeneration Armor. Option lasts as long as energy endures For options involving the consumption of energy for use, if the energy of the body becomes empty while option is activated, its use is interrupted. Options that can be performed without consuming the energy such as Self-Repair System and Self-Destruction System will not be interrupted. Stop firing during special moves involving firing If you execute Halt fire during special moves involving firing, it is possible to interrupt the firing and remain only motion of special moves. However, even though it continues to stop the firing, only one shot is fired. (There is a possible case to cancel first shot if you execute firing in advance and then perform special move in reload time) Flying OKEs resisting high gravity Flying type will crash immediately after the battle starts at High-Gravity Facility, but it is possible to avoid crashing in a state sticking to the ground by continuing to cancel some operations such as special moves. Note 1st high-gravity flight tournament
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Format Title Artist Label Model Number Release Press 12 RELIEF EP NAGAN SERVER MANTIS TROOP RECORDS TROOP-EP-001 2015/12/22 - 232282616_624.v1452090617.jpg Side Track Title Artist Produce A 1 RELIEF NAGAN SERVER MANTIS MANTIS 2 EYE TO EYE NAGAN SERVER MANTIS MANTIS 3 EYE TO EYE(DJ ARCHITECT REMIX) NAGAN SERVER MANTIS DJ ARCHITECT B 4 OH MY TOWN feat.BASI NAGAN SERVER MANTIS MANTIS 5 OH MY TOWN(OLIVE OIL REMIX) feat.BASI NAGAN SERVER MANTIS OLIVE OIL 6 DRIVE MEMO NAGAN SERVER MANTIS MANTIS PERTAIN CD RELIEF
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A figure, with a loud sound, made the reddish door dark. A man was sticking his profile on glass. His hair looked as if it was set with sugar and water. The man slipped in the door. The ravages to his jacket were found at flank. A large proportion of the cloth was stained with reddish brown that looked like a paint that has dried bubbling. That was why I did not think it was denim at first. He looked so pale as if denim was reflected in his face. I suspected that the shadow under his eye was blood. Although people who sat on sofas discerned the man s strange appearance, they crouched down still, not daring to move or scream. The man who fell on his face suddenly was sliding on the floor toward my feet. Gee! A horrible sensation crawling over my back made me dance in a comical manner. The man was kicked from behind. The woman in a shaggy bob was wearing light blue protective gears in her shoulders, elbows, and knees. The contrast between her thin arms or waist and the bulging gears was suggestive of an ant or a cafe racer. The man stood up, turned round toward Cafe racer, and moved his arms up slowly. She was close upon his face. Cafe racer just had grasped the pole of advertising banner before a stand. She grasped the pole again upside down. Using centrifugal force, she swung the pole up, and hit its heavy foundation accelerated to the man s head. The swing chopped the head. The head flew through the air and fell. The body inclined after the head. The man fell down on the floor again. Blood splash went up and broke to pieces. Each fine ball floated further. Preceding balls waited others until all reached her waist-high. Then the balls fell straight down. I estimated that it was lighter than mercury. Terrible, Spine said. Cafe racer ran back to the door and turned the key. What do you think you re doing? Spine s voice rang out. Listen, she spoke aloud towards the whole room. The area has been polluted. Do you work for the Department of Health? Spine responded in a relaxed manner. I have never heard of any departments by the name. How about blowing mine? Spine grinned with his indecent voice. Nobody followed him. It is fortunate. I cannot deal with two persons less than zero. What did you say? Spine made a snatch at Cafe racer when she kept his forehead with the pole. I guess you can speak because you got angry. There you are! Aircraft carrier grinned. PREV / NEXT The Point 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8
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POLICY BREAK 【ポリシーブレイク】 肉食系イベント 禁断の 楽曲 (かじつ)を求めし者へ POLICY BREAK 概要 対象機種・期間 解禁対象楽曲 スティールクロニクルのプレイに関して 関連用語 概要 SOUND VOLTEXとBEMANIシリーズをメインとする他機種との連動イベント。 SOUND VOLTEX II -infinite infection-から始まって、内容は楽曲がアレンジされることなく、他のBEMANI機種からそのままSOUND VOLTEXに移植されるというもの。 元々SOUND VOLTEXは、既存のBEMANI楽曲のREMIXやネットを介して話題を集めている音楽、ボーカロイドを使った曲を収録といったコンセプトを持つ(=POLICY)が、あえてその概念を打ち破ったのが(=BREAK)これらの楽曲となる。 第9弾では初めてBEMANI以外の機種の楽曲がSOUND VOLTEXに収録された。 ※SOUND VOLTEXの当初の構想→リンク 開催期間ごとに対象機種が決められており、対象機種をプレーした後にSDVXをプレイすることで、楽曲解禁に必要なBREAKパワーが貯まる(ただしBREAKゲージとBREAKパワーはSDVXをプレイする際のプレイヤーデータで確認できるが、IIIではプレイヤーデータでは確認できない)。 ゲージを貯めるだけでは楽曲を解禁できず、プレイ終了時の「SDVXステーション」画面で出現する「POLICY BREAK」の項目を選択した後、BREAKパワーを注入したいイベントを選択し、イベント毎に設定されているBREAKゲージを100%にすると、SDVXでプレイ可能な曲を解禁できる。 ちなみに開催期間が終わっても、解禁するためのゲージの状態は次回開催にも引き継がれる。 過去に対象となり、稼働(オンラインサービス)終了もしくは開催頻度が低い機種においては、対象機種をプレイせずに対象曲をインプットする形で開放されるなど、状況の変化が目立ちつつある。 そして 2019/09/12から、第42弾を除く全ての弾がインプット開放へと移行 されることになり、一部の曲はAUTOMATION PARADISEでもMIX可能な曲として追加された。 BREAKパワーの注入は所持している分が一回で全て注入される。分割しても一気にプレイしても構わない。 楽曲解禁の目安は、どの機種も1プレイ3曲と換算(3000PW)して24曲分(24000PW)。 機種・弾によっては1曲当たり12曲~24曲分と異なる場合もある。 第43~45弾は12000PW分で、SDVXで1曲解禁できる。 原曲がそのまま移植されるが、エフェクトが他のSDVX楽曲と同様にかかる。 後に、全BEMANI機種連動イベント「熱闘!BEMANIスタジアム」で登場した曲も実質的なPOLICY BREAK曲に相当する。IIIになってから登場した連動イベント「怪盗BisCoの予告状!!」では、POLICY BREAK以外で初めて他機種からSDVXに移植された楽曲が登場した。 機種に関しては初めて開催されたときの機種のバージョンで記載されているため、バージョンアップでサブタイトルが変わった場合は、そのバージョンアップ後の機種でのプレイが対象となる。(例:REFLEC collete→groovin !!にバージョンアップ後は再度開催の場合、groovin !!でのプレイが対象となる) 対象機種・期間 回数 サブタイトル 連動対象の機種 期間 第1弾 本能を呼び醒ます…純白の翼降臨 REFLEC BEAT colette 2013/07/03(水)10 00-2013/07/17(水)10 00 2013/10/30(水)10 00-2013/11/06(水)10 00【再】 2014/05/02(金)10 00-2014/05/09(金)10 00【再2】 2014/07/23(水)10 00-2014/07/30(水)10 00【再3】 2015/01/28(水)10 00-2015/02/12(木)10 00【再4】 2015/07/30(木)10 00-2015/08/13(木)10 00【再5】 第2弾 みんなで1!2!ぱーりぃたいむ!! jubeat saucer 2013/07/16(火)10 00-2013/08/01(木)10 00 2013/10/18(木)10 00-2013/10/24(水)10 00【再】 2014/04/25(金)10 00-2014/05/02(金)10 00【再2】 2014/07/30(水)10 00-2014/08/06(水)10 00【再3】 2015/05/21(木) 10 00 - 2015/06/04(木) 10 00【再4】 第3弾 高く聳え立つその先は希望か終焉か・・・ ポップンミュージック Sunny Park 2013/08/07(水)10 00-2013/08/21(水)10 00 2013/10/10(木)10 00-2013/10/17(水)10 00【再】 2014/04/25(金)10 00-2014/05/02(金)10 00【再2】 2014/07/23(水)10 00-2014/07/30(水)10 00【再3】 2015/02/27(金) 10 00 - 2015/03/13(金) 10 00【再4】 2015/07/23(木) 10 00 - 2015/08/06(木) 10 00【再5】 第4弾 理系女子の恋愛関数!!キュンキュン! ポップンミュージック Sunny Park 2013/08/21(水)10 00-2013/09/02(水)10 00 2013/12/11(水)10 00-2013/12/18(水)10 00【再】 2014/07/11(金)10 00-2014/07/18(金)10 00【再2】 2014/08/27(水)10 00-2014/09/03(水)10 00【再3】 2015/02/27(金) 10 00 - 2015/03/13(金) 10 00【再4】 2015/07/23(木) 10 00 - 2015/08/06(木) 10 00【再5】 第5弾 今夜はアゲアゲ★Let s Do It Now!! REFLEC BEAT colette 2013/09/03(火)10 00-2013/09/17(火)10 00 2014/02/28(金)10 00-2014/03/07(金)10 00【再】 2014/07/11(金)10 00-2014/07/18(金)10 00【再2】 2014/08/13(水)10 00-2014/08/20(水)10 00【再3】 2015/01/28(水)10 00-2015/02/12(木)10 00【再4】 2015/07/30(木)10 00-2015/08/13(木)10 00【再5】 第6弾 七転八起☆ぎたどら!(゚Д゚ノノ☆パチパチ!たいむ! GITADORAGuitarFreaks&DrumMania 2013/09/25(水)10 00-2013/10/09(水)10 00 2014/02/28(金)10 00-2014/03/07(金)10 00【再】 2014/08/20(水)10 00-2014/08/27(水)10 00【再2】 第7弾 研ぎ澄まされた、真実の・・・藍 jubeat saucer 2013/11/20(水)10 00-2013/12/04(水)10 00 2014/05/02(金)10 00-2014/05/09(金)10 00【再】 2014/09/03(水)10 00-2014/09/10(水)10 00【再2】 2015/05/21(木) 10 00 - 2015/06/04(木) 10 00【再3】 第8弾 蜃気楼に荒れ狂う花嵐イィ!!イヨ~ッポン★ REFLEC BEAT groovin !! 2014/06/11(水)10 00-2014/06/25(水)10 00 2014/09/03(水)10 00-2014/09/10(水)10 00【再】 2015/01/28(水)10 00-2015/02/12(木)10 00【再2】 2015/07/30(木)10 00-2015/08/13(木)10 00【再3】 第9弾 鋼鉄の幻刃! 斬り刻むビートに舞え☆ スティールクロニクル VICTROOPERS 2014/07/30(水)10 00-2014/08/13(水)10 00 2015/04/30(木) 10 00 - 2015/05/14(木) 10 00【再】 2015/07/30(木)10 00-2015/08/13(木)10 00【再2】 第10弾 今、解き放てッ!継承される宿命のランページ! ポップンミュージック ラピストリア 2014/08/06(水)10 00-2014/08/20(水)10 00 2015/02/27(金) 10 00 - 2015/03/13(金) 10 00【再2】 2015/07/23(木) 10 00 - 2015/08/06(木) 10 00【再3】 第11弾 妖しい笑みで撃ち抜いて♥地獄のダンスホール打ッ! REFLEC BEAT groovin !! 2014/08/20(水)10 00-2014/09/03(水)10 00 2015/01/28(水)10 00-2015/02/12(木)10 00【再2】 2015/07/30(木)10 00-2015/08/13(木)10 00【再3】 第12弾 東洋より来る三面の凶気! REFLEC BEAT groovin !! Upper 2015/01/28(水)10 00-2015/02/12(木)10 00 2015/07/30(木)10 00-2015/08/13(木)10 00【再】 第13弾 魂焦がす旋律に今宵魔剣は躍る…! スティールクロニクル VICTROOPERS 2015/04/30(木) 10 00 - 2015/05/14(木) 10 00 2015/07/30(木)10 00-2015/08/13(木)10 00【再】 第14弾 量子の海で少女が覚醒める… jubeat prop 2015/05/21(木) 10 00 - 2015/06/04(木) 10 00 第15弾 弾ける灼熱太陽に振り回されまくればイイじゃんテキナ beatmaniaIIDX 22 PENDUAL 2015/08/07(金) 10 00 - 2015/08/24(月) 10 00 第16弾 禁断の箱に残された、最期の、希望。 2015/08/07(金) 10 00 - 2015/08/24(月) 10 00 第22弾 伝説の14機合体ロボ 再出撃! ポップンミュージック eclale 2016/07/14(木) 10 00 - 2016/08/01(月) 10 00 第43弾~45弾 ポップンミュージック peace 2019/11/14(木) 10 00 - 2019/12/02(月) 10 00 解禁対象楽曲 楽曲 アーティスト名 BPM 第1弾:REFLEC BEAT VALLIS-NERIA DJ YOSHITAKA 185 第2弾:jubeat I m so Happy Ryu☆ 181 第3弾:pop n music BabeL~Next Story~ Power of Nature 100-173 第4弾:pop n music 恋はどう?モロ◎波動OK☆方程式!! あべにゅぅぷろじぇくと feat.佐倉紗織 produced by ave;new 128 第5弾:REFLEC BEAT Playing With Fire kors k 160 第6弾:GITADORA 8 -eight- Tom-H@ck feat.Nadia 230 第7弾:jubeat True Blue dj TAKA feat.AiMEE 164 第8弾:REFLEC BEAT Sakura Mirage Ryu☆ 187 第9弾:スティールクロニクル VICTROOPERS INSECTICIDE Camellia#? 199 第10弾:pop n music [朱と碧のランページ] NU-KO 178 第11弾:REFLEC BEAT [打打打打打打打打打打] ヒゲドライバー join. SELEN 156 第12弾:REFLEC BEAT 鬼神 兎々 161 第13弾:スティールクロニクル VICTROOPERS HAVOX BlackY vs. Yooh 210 第14弾:jubeat 量子の海のリントヴルム 黒猫ダンジョン 280 第15弾:beatmaniaIIDX 灼熱Beach Side Bunny DJ Mass MAD Izm* 153 第16弾:beatmaniaIIDX ΕΛΠΙΣ dj TAKA 175 第17弾:jubeat ドーパミン U1 underground 200 第18弾:REFLEC BEAT 伐折羅-vajra- DJ TOTTO VS 兎々 173 第19弾:MUSECA Virtual Bit KAN TAKAHIKO 152 第20弾:BeatStream [爆なな☆てすとロイヤー] ARM feat.ななひら 200 第21弾:BeatStream [アキネイション] ビートまりお(COOL CREATE) 180 第22弾:pop n music 踊るフィーバーロボ ダニエル&eimyとよしくん 160 第23弾:jubeat JOMANDA DJ YOSHITAKA 90-300 第24弾:MUSECA If Pa s Lam System 170 第25弾:jubeat Boss Rush USAO 190 第26弾:pop n music [恋歌疾風!かるたクイーンいろは] ダニエル&eimyとよしくん 160 第27弾:REFLEC BEAT Rebellio MAX MAXIMIZER VS DJ TOTTO 234 第28弾:GITADORA We Go Down DJ Genki feat. SHIN from HYPERNOVA With 三代 230 第29弾:GITADORA Concertino in Blue 佐々木博史 103-155 第30弾:jubeat Glitter Flatter Scatter Project B- 197 第31弾:pop n music cobalt Des-ROW・組スペシアル 145-175 第32弾:pop n music [НУМЛ] Zutt 158-200 第33弾:jubeat RHYZING BEAT PHQUASE 170 第34弾:jubeat Evans DJ YOSHITAKA 185 第35弾:beatmaniaIIDX Chrono Diver -PENDULUMs- 猫叉L.E.D.Master+ 196 第36弾:beatmaniaIIDX ECHIDNA HuΣeR 146 第37弾:jubeat [Sulk] SYUNN 150 第38弾:jubeat Midnight City Warfare sky_delta 180 第39弾:jubeat †渚の小悪魔ラヴリィ~レイディオ† 夏色ビキニのPrim 190 第40弾:jubeat Yum Yum Sweetie t+pazolite 165 第41弾:GITADORA MODEL FT4 BEMANI Sound Team "Mutsuhiko Izumi" 155※ 第42弾:beatmaniaIIDX V TAKA 150 第43弾:pop n music [Harmonia] ATSUMI UEDA 177 第44弾:pop n music 蛇神 Zektbach 170 第45弾:pop n music Übertreffen TAKA respect for J.S.B. 174 第46弾:Dance Dance Revolution ENDYMION fallen shepherd ft. RabbiTon Strings 110-880 第47弾:GITADORA αρχη Dormir 120 第48弾:GITADORA Nebulas BEMANI Sound Team "Yvya" 165 第49弾:beatmaniaIIDX 卑弥呼 朱雀 vs 玄武 83-185 ※SDVXでは145-155 これとは別にFLOOR INFECTIONの第24弾とPOLICY BREAK第25弾をすべて解放済みの場合、「POLICY BREAK Medley from SOUND VOLTEX×jubeat」もプレイできた。 スティールクロニクルのプレイに関して ※対象楽曲はSDVX IVにおいて、2018/04/26からブロック消費による解禁へと変更された。 以下は当初のPOLICY BREAKの内容である。 +... 第9弾ではスティールクロニクルで、1ミッションをプレイすることがBREAKゲージを貯める対象となり、この機種ではBREAKゲージが以下の条件で貯まる。 ミッションの成功失敗は問わないが、STE(スティールエナジー、プレイ可能時間)が切れて途中終了したり、強制終了でミッションを終了した場合は対象外となる点に注意。 全国オンラインミッションをプレイ。 特定のブリーフィングミッションをプレイ。この場合同一ミッションを2回以上プレイしてもカウントの対象になる。 ブリーフィングミッションの対象は1-3、2~8の計8種。 以上の条件を満たして10ミッションプレイすれば、楽曲「INSECTICIDE」「HAVOX」を解禁するためのBREAKゲージが全て貯まる。 なお、スティールクロニクルをプレイしたことが無いという人を考慮してか、先にSOUND VOLTEXをプレイしておくことで、対象期間中は1日1回、480STE(4分30秒プレイ可能)分の無料チケットを獲得できる。 全国オンラインミッションの場合STEを消費し制限時間が伴うため、ミッションを最後までプレイするのは厳しく、追加の料金が事実必須となる。 このため、確実に最後までプレイでき、1回に付き240STEを消費するブリーフィングミッションでのプレイを推奨。 また、今までプレイしたことが無い、もしくは1ヶ月以上スティールクロニクルをプレイしていない場合、カムバックキャンペーンによりさらに1000STEを獲得できるため、無料チケット分と合わせると1480STEになり、ブリーフィングミッションを7ミッション分、SOUND VOLTEXを1プレイするだけで可能になる。 (※ブリーフィングミッションの1-3は初回のみ無料でプレイできる) 以上から、スティールクロニクルをプレイしたことが無い場合なら、SOUND VOLTEXを1日1回、計3回プレイして、STEをブリーフィングミッションで使用すれば、「INSECTICIDE」を解禁する条件に達する。 関連用語 公式リンク eAMUSEMENT FLOOR INFECTION SOUND VOLTEX 公式イベント関連
https://w.atwiki.jp/legendofnorrath/pages/72.html
Card of the Week Orc Fanaticby Devin Monnens, Game Design Intern InEverQuest, the Orc Fanatic was a fairly formidable mob for lower level players exploring Highpass Hold and were led by the fearsome Chief Gan Shralok. InLegends of Norrath,theOrc Fanatic is one of the more dynamic cards. EQ1の時代、Orc FanaticはHighpass Holdを探索する低LVプレイヤーにとって 「かなり油断ならないモンスター」でした。 かつて恐怖のNMD Chief Gan Shralok に付き従っていたこのモンスターもまた、 LONの世界でよりダイナミックに、カードへの変身を遂げました。 He is one of the few Shadow units that hasFrenzy(the other isVenril Sathir). Orc Fanaticは、Frenzy効果を持つ、非常に貴重なUnitの1つです。(もう1つはVenril Sathir Cost7。Shadow UnitではFrenzyなUnitは実にこの2匹だけ) He is also one of the few units that has a comes into play effect. しかもそれだけではありません……Orc Fanaticは 「Playと同時に特殊効果発動」な効果を持つ、非常にレアなUnitなのです。 Some players might be too quick to dismiss the Fanatic -- after all, why would any sane player want to damage one of his own units? このOrcを手札から除外すると決断するのは ちょっと待った方がよろしい、かも知れませんーーー 要するにこう言われたいのでしょう? まともなプレイヤーなら自分のUnitを痛めつけたいなんて、思わない、と。 Turns out, there are some excellent uses for the Fanatic. しかし(使いようによっては)、それもこのUnitの「メリット」となり得るのです。 Aside from Frenzy, the most obvious advantage of this card is its ability to deal one damage to anyof your opponent s units once it comes into play. Frenzy以外で言うと、このCardが有する最も大きな能力は 「Playと同時に、敵陣に配置されている敵のUnitのうち、 任意の1体に1ダメージを与えること」です。 With the Fanatic, you can choose any of your opponent s units on the playmat, so you could even play the Fanatic at a different quest than the unit you want to damage. You can t do that with his closest counterpart, theBarbarian Butcher. Let s examine the Fanatic s drawback -- you have to deal a point of damage to one of your own units. While at first this may seem like a disadvantage, there are several cards that allow you to turn it into a decisive advantage. Take last week s COTW,Gnoll Soothsayer, for instance. This rare unit will let you draw one card for each point of damage it receives. This means you can play aGnoll Soothsayerand then hit it for a point of damage with the Fanatic, giving you an extra card right away. Let s also not forget units like theFallen Berserker, who gets +1 damage bonus for each point of damage he has when you are shadow-aligned. Simply deal your damage to the Berserker to increase his damage-dealing power and then attack with your frenzied Fanatic, letting you apply the damage. Similar strategies can be used with theOrc Taskmaster. If you re really brave, you can try combining theOrc FanaticandOrc TaskmasterwithBerserk Dwarf, Furious Berserker, andRaging Berserker, giving you some quick damage buff bonuses very quickly. However, you won t be able to make good use of theFallen Berserkerin such a deck, as his bonus only applies when your avatar becomes evil -- and if that happens, you ll get damaged every time you play a light-aligned unit. If it comes down to it, he can always deal that point of damage to himself -- sometimes, desperate situations call for desperate measures. Overall,Orc Fanaticis a very versatile card and can be put to good use in a wide variety of decks. Feel free to experiment with him -- you might be very surprised with the results. Discuss this card in theforums. 戻る
https://w.atwiki.jp/gohongilab2/pages/85.html
tags economics standard Antonelli_C url ScienceDirect Google Scholar auther Antonelli, C. bibtex en @article{Antonelli1994localized, title={Localized technological change and the evolution of standards as economic institutions}, author={Antonelli, C.}, journal={Information Economics and Policy}, volume={6}, number={3-4}, pages={195--216}, year={1994}, publisher={Elsevier} } format for references * abstract memo Chap2 A first distinction stresses the difference between product standards, document standards and compatibility standards the former concern products, the second refer to information codes, the latter refer to processes (FarrellSaloner1986competition Besen1990european . @article{FarrellSaloner1986competition, title={Competition, Compatibility and Standards The Economics of Horses, Penguins and Lemmings}, author={Farrell, J. and Saloner, G.}, journal={Economics Working Papers}, year={1986}, publisher={University of California at Berkeley} } @article{Besen1990european, title={The European Telecommunications Standards Institute A preliminary analysis}, author={Besen, S.M.}, journal={Telecommunications policy}, volume={14}, number={6}, pages={521--530}, year={1990}, publisher={Elsevier} } mandatory standards are mandated by public authorities voluntary standards everge in the market process. De facto standards emerge ex-post in the market process as the result of the interaction of agents and can be eitherunsponsored or sponsored standards according to the role of sponsoring entities. De jure standards are elaborated ex-ante either by committees and agreements or mandated by standard setting authorities David1987some David, P. A. (1987). Some new standards for the economics of standardization in the information age. Economic policy and technological performance, 206-239. "new standards for the economics of standardization" - Google Scholar @incollection{David1987some, title={Some new standards for the economics of standardization in the information age}, author={David, Paul A}, booktitle={Economic policy and technological performance}, editor={Dasgupta, Partha and Stoneman, Paul}, pages={206--239}, year={1987}, publisher={Cambridge University Press Cambridge} } Elaborating upon the large literature, standards can be defined as institutions and more specifically non-pure private goods that (a) are vectors of technical, commercial and procedural information; (b) emerge in the process of selection and diffusion of technological and organizational changes as the result of the interactive cooperative behaviour of learning agents within clubs; (c) change the extent and context of the market and shape the competition process; and (d) affect radically the division of labour and the organizational setup of firms. This definition has many implications. It concerns (1) the role of information costs; (2) the scope of economic action of agents; (3) the notion of non-pure private and quasi-public goods; (4) the effects of standards on transaction costs; (5) the effects of standards on demand; (6) the effects of standards on market structure and competition; (7) the relationship betweenstandardization and regulation; (8) the role of standards as carriers of knowledge and externalities; and (9) the interplay between standards and technological change.  cited as
https://w.atwiki.jp/magicman/pages/38789.html
《奇(き)・4(し)・解(かい)・SAY(セイ)! TRICK(トリック)-HOLIC(ホリック)!》 R 水 6 クリーチャー:(サイバー・ウイルス/ストーリーズ) 4000 ■S・トリガー ■このクリーチャーが出た時、自分の手札からコスト7以下の呪文を1枚選び、コストを支払わずに唱えてもよい。 ■ブロッカー ■このクリーチャーはプレイヤーを攻撃できない。 作者:豆大福 フレーバーテキスト 「起」決闘が始まり、「承」敵に追い込まれるが、「転」そこに我が現れ、「結」その圧倒的な力で我らが勝利する…。完璧だ。---《奇・Show・天・GET! THE・STORY!》 評価 名前 コメント
https://w.atwiki.jp/hmiku/pages/39386.html
うらぎりのANTITHEISM【登録タグ ANGL う 初音ミク 曲】 作詞:ANGL 作曲:ANGL 編曲:ANGL 唄:初音ミク 曲紹介 「最後に誰かを裏切ったのは、いつのことだろう。」 ANGL氏のボカロ曲18作目。 歌詞 (PIAPROより転載) 始まりの感覚 諧謔的モノグラム 未完成のパズル 見破れ未来の現実を 罪と嘘の檻 少しずつ僕を責める 穿て真理の的 追い越せ過去にすがる自分を 「簡単な話さ 君が裏切ると知っていた」 そうやって騙して僕の心に穴を空けるんだ 揺らいだエゴイズム 狙える奇跡などない 愚昧キャピタリズム 欺け全ての真実を 朽ち果てる遺物 無限に響けプラズマ 回せ原理の渦 切り裂け行く手を阻む壁を 「単純な話さ 僕は裏切ると決めていた」 こうやって騙して君の体に傷をつけるんだ 期待 擬態 奇才 機械 暗い視界 辛い 嫌い 打開 堅い時代 理解したい 次第 破壊 瓦解 死体みたい 痛い 痛い 痛い 「本当の話さ 君の運命(さだめ)はもう変わらない」 そうやって騙して僕の心に影を落とす 「簡単な話さ 僕は裏切りの神だから」 こうやって騙して君の体に傷をつけるんだ コメント 名前 コメント