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https://w.atwiki.jp/eternal_duel/pages/16.html
Contents 1 Level 2 Race 3 Health Points 4 Experience 5 Energy 6 Mining Attempts 7 Wraithblade Touches 8 Strength 9 Agility 10 Gold 11 Debt Level Your character s level determines what type of weapons armour you can use and wear. It also determines what type of training you can do. Race Race determines what race you are (funny how that is)Different races have different benefits; all information on this can be found at Races. Also, depending on Race Level, you get different bonus s all info Race Levels. Health Points Health points or HP is the amount of health you have left before you DIE. Dying = a bad thing but can be fixed at one of these places The Witchdoctor in Silver Meadows or the Fountain of Life in Blackdale, aswell as the Hospital in Tyrale. You gain HP for levelling or adding master rubies to yourself at the Potions Shop. For those that can work this out HP = level*(level+1) + 13 + High Elf modifiers + church gains/loss s + 25* MRs used. Thanks to Xyranius for that. Experience Experience is the factor that is used to increase your level. Exp can be gained from players but more from NPCs. Gains can be added from weapons as well to increase exp gained... Energy Energy is used for Training at the Legend Stone, on other players or on NPCs. When you run out of energy you can get more from using the Mythril Hut to exchange your Mythril to energy. The rates of exchange can change as you level up. Mining Attempts Mining attempts are how many turns you have left to use a mine. Wraithblade Touches Once you join the church you will be able to show your faith by touching the Wraithblade. You can only touch it a certain amount of times a day before it becomes too dangerous. Strength Strength is used to see how hard you hit certain players/NPCs. Certain NPCs require you to have a high strength to get past their armour. Strength can be trained at the Legend Stone. Agility Agility is used to see how fast you swing at another Player/NPC. Agility can be trained at the Legend Stone Gold Gold, Eternal Duel s currency, is used to buy things from gems to armour. It can be made from selling gems, armour, using keys, battling players and NPCs (gold gains on weapons help to get more gold from NPCs). Certain NPCs give greater gold rewards then others. Debt If you have debt from defaulting on a loan or get negative gold by any other means, 70% of all money that touches you hand is taken off and put towards your debt (which will be a separate place displayed under your bank) So for example if you sell something on the markets when you withdraw the money from your bank, 70% of it will be deducted.
https://w.atwiki.jp/ce00582/pages/3443.html
using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; namespace game0224 { /// summary /// ゲームメインクラス /// /summary public class Game1 Microsoft.Xna.Framework.Game { /// summary /// グラフィックデバイス管理クラス /// /summary private GraphicsDeviceManager graphics = null; /// summary /// スプライトのバッチ化クラス /// /summary private SpriteBatch spriteBatch = null; /// summary /// 頂点データ定義 /// /summary private VertexDeclaration vertexDeclaration = null; /// summary /// LineList 用頂点バッファ /// /summary private VertexBuffer lineListVertexBuffer = null; /// summary /// LineStrip 用頂点バッファ /// /summary private VertexBuffer lineStripVertexBuffer = null; /// summary /// 基本エフェクト /// /summary private BasicEffect basicEffect = null; /// summary /// GameMain コンストラクタ /// /summary public Game1() { // グラフィックデバイス管理クラスの作成 this.graphics = new GraphicsDeviceManager(this); // ゲームコンテンツのルートディレクトリを設定 this.Content.RootDirectory = "Content"; } /// summary /// ゲームが始まる前の初期化処理を行うメソッド /// グラフィック以外のデータの読み込み、コンポーネントの初期化を行う /// /summary protected override void Initialize() { // TODO ここに初期化ロジックを書いてください // コンポーネントの初期化などを行います base.Initialize(); } /// summary /// ゲームが始まるときに一回だけ呼ばれ /// すべてのゲームコンテンツを読み込みます /// /summary protected override void LoadContent() { // テクスチャーを描画するためのスプライトバッチクラスを作成します this.spriteBatch = new SpriteBatch(this.GraphicsDevice); // 頂点定義データを作成 this.vertexDeclaration = new VertexDeclaration( this.GraphicsDevice, VertexPositionColor.VertexElements); // エフェクトを作成 this.basicEffect = new BasicEffect(this.GraphicsDevice, null); // エフェクトで頂点カラーを有効にする this.basicEffect.VertexColorEnabled = true; // ビューマトリックスをあらかじめ設定 ((0, 0, 10) から原点を見る) this.basicEffect.View = Matrix.CreateLookAt( new Vector3(0.0f, 0.0f, 10.0f), Vector3.Zero, Vector3.Up ); // プロジェクションマトリックスをあらかじめ設定 this.basicEffect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), (float)this.GraphicsDevice.Viewport.Width / (float)this.GraphicsDevice.Viewport.Height, 1.0f, 100.0f ); // 頂点の数 int vertexCount = 6; // LineList 用頂点バッファ作成 this.lineListVertexBuffer = new VertexBuffer(this.GraphicsDevice, VertexPositionColor.SizeInBytes * vertexCount, BufferUsage.None); // LineList 用頂点データを作成する VertexPositionColor[] lineListVertices = new VertexPositionColor[6]; lineListVertices[0] = new VertexPositionColor(new Vector3(-2.5f, 2.5f, 0.0f), Color.Red); lineListVertices[1] = new VertexPositionColor(new Vector3(-1.5f, 0.5f, 0.0f), Color.Blue); lineListVertices[2] = new VertexPositionColor(new Vector3(-0.5f, 2.5f, 0.0f), Color.Green); lineListVertices[3] = new VertexPositionColor(new Vector3(0.5f, 0.5f, 0.0f), Color.Yellow); lineListVertices[4] = new VertexPositionColor(new Vector3(1.5f, 2.5f, 0.0f), Color.Black); lineListVertices[5] = new VertexPositionColor(new Vector3(2.5f, 0.5f, 0.0f), Color.White); // 頂点データを頂点バッファに書き込む this.lineListVertexBuffer.SetData VertexPositionColor (lineListVertices); // LineStrip 用頂点バッファ作成 this.lineStripVertexBuffer = new VertexBuffer(this.GraphicsDevice, VertexPositionColor.SizeInBytes * vertexCount, BufferUsage.None); // LineStrip 用頂点データを作成する VertexPositionColor[] lineStripVertices = new VertexPositionColor[6]; lineStripVertices[0] = new VertexPositionColor(new Vector3(-2.5f, -0.5f, 0.0f), Color.Red); lineStripVertices[1] = new VertexPositionColor(new Vector3(-1.5f, -2.5f, 0.0f), Color.Blue); lineStripVertices[2] = new VertexPositionColor(new Vector3(-0.5f, -0.5f, 0.0f), Color.Green); lineStripVertices[3] = new VertexPositionColor(new Vector3(0.5f, -2.5f, 0.0f), Color.Yellow); lineStripVertices[4] = new VertexPositionColor(new Vector3(1.5f, -0.5f, 0.0f), Color.Black); lineStripVertices[5] = new VertexPositionColor(new Vector3(2.5f, -2.5f, 0.0f), Color.White); // 頂点データを頂点バッファに書き込む this.lineStripVertexBuffer.SetData VertexPositionColor (lineStripVertices); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { // Xbox 360 コントローラの BACK ボタンを押したときにゲームを終了させます if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO ここに更新処理を記述してください // 登録された GameComponent を更新する base.Update(gameTime); } /// summary /// 描画処理を行うメソッド /// /summary /// param name="gameTime" このメソッドが呼ばれたときのゲーム時間 /param protected override void Draw(GameTime gameTime) { // 画面を指定した色でクリアします this.GraphicsDevice.Clear(Color.CornflowerBlue); // 描画する頂点データの定義を設定 this.GraphicsDevice.VertexDeclaration = this.vertexDeclaration; // 描画に使用する頂点バッファをセットします this.GraphicsDevice.Vertices[0].SetSource( this.lineListVertexBuffer, 0, VertexPositionColor.SizeInBytes); // エフェクトの使用を開始します this.basicEffect.Begin(); // パスの数だけ繰り替えし描画 foreach (EffectPass pass in this.basicEffect.CurrentTechnique.Passes) { // パスの開始 pass.Begin(); // LineList で描画する this.GraphicsDevice.DrawPrimitives(PrimitiveType.LineList, 0, 3); // パスの終了 pass.End(); } // エフェクトの使用を終了する this.basicEffect.End(); // 描画に使用する頂点バッファをセットします this.GraphicsDevice.Vertices[0].SetSource( this.lineStripVertexBuffer, 0, VertexPositionColor.SizeInBytes); // エフェクトの使用を開始します this.basicEffect.Begin(); // パスの数だけ繰り替えし描画 foreach (EffectPass pass in this.basicEffect.CurrentTechnique.Passes) { // パスの開始 pass.Begin(); // LineStrip で描画する this.GraphicsDevice.DrawPrimitives(PrimitiveType.LineStrip, 0, 5); // パスの終了 pass.End(); } // エフェクトの使用を終了する this.basicEffect.End(); // 登録された DrawableGameComponent を描画する base.Draw(gameTime); } } }
https://w.atwiki.jp/no12pokan/pages/11.html
死ねよこの野郎!というメッセが来たら、you too -) と返してあげよう 死ねよこの野郎!というメッセが来たら、you too -) と返してあげよう 【Xbox360】 XboxLiveアーケード 131【XBLA】 http //toro.2ch.net/test/read.cgi/famicom/1325843299/ 29 :なまえをいれてください:2012/01/07(土) 01 34 09.37 ID 4QEO9rExちょっと教えてくれ「gg」って「お前のプレイはよかった」なのか「お互い健闘したな」なのかどっち?あと何て返事すればいいの? 32 :なまえをいれてください:2012/01/07(土) 01 53 26.75 ID C3OnfwRkggはgood gameの略、33 :なまえをいれてください:2012/01/07(土) 01 55 42.62 ID J97D/nRu 29単純に「楽しかったよ」程度の意味で使う人が多い特に深い意味もなく「さようなら」の代わりに使うような人もいる34 :なまえをいれてください:2012/01/07(土) 01 59 06.67 ID 4QEO9rEx 32,33ありがとうで、こんなときは何て返事すればいいの?いつも困る35 :なまえをいれてください:2012/01/07(土) 02 02 12.28 ID J97D/nRuggでいいよ向こうも凝った返事なんて期待してない41 :なまえをいれてください:2012/01/07(土) 04 19 27.47 ID YgKALshr 34you too :-)が良いよw相手が「グッゲーム ありがとね」なら「そちらこそ」って意味になるし「死ねよこの野郎!」って意図だったら「おまえもなー(・∀・)」で返る結構万能なメッセ42 :なまえをいれてください:2012/01/07(土) 05 00 16.82 ID C3OnfwRk 39-40なるほど、情報サンクス43 :なまえをいれてください:2012/01/07(土) 05 10 20.36 ID 4QEO9rEx 41ありがとうもし褒められてたら、それに対して「お前もな」だとちょっと上から目線になっちゃうかと思ってたんだがそういう意味なら安心したチャンスがあれば使ってみるよ53 :なまえをいれてください:2012/01/07(土) 08 49 37.34 ID LRecRCLr 43英語出来るなら別だが、そう言う時は日本語で返せばいいんだよ英語出来ないのに無理に英語で応じようとするのはアメリカに劣等感持ってる日本人だけお前はチェコ語でメッセ貰ったら一々調べてチェコ語でメッセ返すのかと
https://w.atwiki.jp/tonesphere/pages/45.html
Video Game NORMAL HARD EXPERT LEVEL 7 8 10.5 Notes 383 367 579 Combo 629 697 698 Composer THB AlbumArt sta 原典 NEXT/'Re'Coding 難易度推移 ver.1.0 ver.1.1.3 rev5 ver.1.1.5 ver.1.2.6 NORMAL 6 7 HARD 9 9.5 7.5(新HARD) 8 EXPERT 9.5(旧HARD) 10.5 曲について 2011年に発表されたTHBのアルバム"NEXT"から収録された。 2014年に新規にレコーディングを行ったバージョンが" Re Coding"に収録されている。"STRLabel×Tone Sphere"には原曲(TS収録版)がDisc1に、この" Re Coding"版がDisc2に収録されている。 Ras氏によるリミックス、「Video game (Addiction mix)」がTHBのアルバム「Telescope」に収録されている。 アーティストについて THBは、関西を中心に活動している「”JAM-ELECTRO”バンド」。 STRLabelメンバーのTigerlily氏(THBでは「TOM」名義)がシンセ担当で参加している。 なお、THBは2015年7月5日をもって活動を休止している(詳細)。活動再開の予定はある模様。 THB公式サイト - site-THB 攻略・解説 各譜面の攻略に関する情報はこちらへお願いします。 名前 コメント コメント 名前 コメント
https://w.atwiki.jp/dreamgame/pages/13.html
Dream Gameシリーズ Dream Game first season~蘇る覇王~ Dream Game second season~隔絶されし世界~ Dream Game third season~呪われし大罪の使徒~ Dream Game last season~破滅の封印石~ 国立メディナヘブン学園
https://w.atwiki.jp/dbsongs/pages/14.html
ドラゴンボールZ 誕生編 アルティメットバトル22 永遠の約束 デュエットバージョン?未作成 (ED) 光のWILLPOWER (IM) ドラゴンボールZ 超悟空伝 覚醒編 涙みたいな雨が降る (IM) ドラゴンボールZ 真武闘伝 灼熱のファイティング (ED) まひるの闇 (IM) ドラゴンボールZ 偉大なるドラゴンボール伝説 NEVER ENDING,NEVER GIVE UP?未作成 (ED) SIGN~兆~ (IM) FIRE OF BLACK~黒い炎~?未作成 (IM) ドラゴンボールZ2 くすぶるheartに火をつけろ!! (OP) ドラゴンボールZ3 俺はとことん止まらない!! (OP) ドラゴンボール FINAL BOUT THE BIGGEST FIGHT~激突~ (OP) 君を忘れない?未作成 (ED) THANK YOU!?未作成 (ED) HERO OF HEROES?未作成 (IN) DRAGON BALL Z Sparking! METEO Super Survivor?未作成 (OP) DRAGON BALL Z BURST LIMIT 奇跡の炎よ 燃え上がれ!!?未作成 (OP)
https://w.atwiki.jp/dellkeitai/pages/59.html
GUID変更 http //www.guidgenerator.com/online-guid-generator.aspx ルート化 http //forum.xda-developers.com/showthread.php?p=40747604 Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\BlueStacks\Guests\Android] "Memory"=dword 00000300 "Kernel"="C \\ProgramData\\BlueStacks\\Android\\kernel.elf" "BootParameters"="noxsave noxsaveopt root=/dev/sda1 SRC=/android DATA=/dev/sdb1 SDCARD=/dev/sdc1 PREBUNDLEDAPPSFS=/dev/sdd1 HOST=WIN GUID= VERSION=0.7.12.896 GlHotAttach=1 OEM=BlueStacks LANG=en_US armApps=true GlMode=1" "Initrd"="C \\ProgramData\\BlueStacks\\Android\\initrd.img" "DisableRobustness"=dword 00000001 60c7037b-83d6-4200-b2b7-d494e651928c 6046639
https://w.atwiki.jp/oldscoolessential/pages/201.html
⧼Open Game License⧽ DESIGNATION OF PRODUCT IDENTITY All original artwork, logos, and presentation in "オールド・スクール・エッセンシャル非公式日本語wiki" are product identity. The names “peneri1130”, "ペネリ1130", and “オールド・スクール・エッセンシャル非公式日本語wiki” are product identity. All graphical and layout designs specific to this edition are product identity. DESIGNATION OF OPEN GAME CONTENT All text derived from the Old-School Essentials System Reference Document,translated into Japanese, and not part of the product identity, are declared as Open Game Content. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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(h) “You” or “Your” means the licensee in terms of this agreement. 2. The License This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. System Reference Document © 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document © 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Castles Crusades Players Handbook, © 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Cave Cricket from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Crab, Monstrous from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Fly, Giant from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Golem, Wood from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger. Kamadan from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nick Louth. Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Labyrinth Lord™ © 2007-2009, Daniel Proctor. Author Daniel Proctor. B/X Essentials Core Rules © 2017 Gavin Norman. Author Gavin Norman. B/X Essentials Classes and Equipment © 2017 Gavin Norman. Author Gavin Norman. B/X Essentials Cleric and Magic-User Spells © 2017 Gavin Norman. Author Gavin Norman. B/X Essentials Monsters © 2017 Gavin Norman. Author Gavin Norman. B/X Essentials Adventures and Treasures © 2018 Gavin Norman. Author Gavin Norman. Old-School Essentials Core Rules © 2018 Gavin Norman. Old-School Essentials Classic Fantasy Genre Rules © 2018 Gavin Norman. Old-School Essentials Classic Fantasy Cleric and Magic-User Spells © 2018 Gavin Norman. Old-School Essentials Classic Fantasy Monsters © 2018 Gavin Norman. Old-School Essentials Classic Fantasy Treasures © 2018 Gavin Norman. Old-School Essentials Classic Fantasy Rules Tome © 2019 Gavin Norman. Old-School Essentials System Reference Document © 2019 Gavin Norman. Author Gavin Norman. オールド・スクール・エッセンシャル非公式日本語wiki© 2024 peneri1130 END OF LICENSE
https://w.atwiki.jp/zillionsofgames/pages/215.html
The Battle of Animals (Shou Dou Qi) Shou Dou Qi is an old Chinese game for two players. One finds this game under many different names, most common The Jungle Game, or just Jungle. One can find descriptions of this game in several game books. One can debate whether one can call this game a chess variant - it probably is not, although it sometimes is regarded as such. Rules The game is played on a board of nine rows and seven columns. The board has several special areas each player has at his side of the board a Den, which is surrounded by three Traps. In the middle of the board there are two Lakes. Each player has eight pieces an Elephant, a Lion, a Tiger, a Leopard (here depicted by J for Jaguar), a Dog, a Wolf, a Cat, and a Mouse (also called Rat). Each piece moves one square horizontally or vertically (not diagonally). The mouse is the only animal that is allowed to go to a water square; none of the other animals may move to a water square. The lion and the tiger may jump over the water, when going in a horizontal and vertical straight line. (They jump to a square at the border of a lake to another square at the border of the same lake. For instance, a lion at a4 can only jump to d4.) When jumping, there may not be a mouse on one of the squares that is crossed; there may be a mouse on the square that is landed on. Pieces have a strength stronger pieces take weaker pieces. The elephant can take all other pieces, the lion all other pieces except the elephant, the tiger is the third strongest piece, i.e., wins from all pieces except lion and elephant, then come in order the jaguar/leopard, dog, wolf, cat, and mouse. There is one exception a mouse can take an elephant. However, the elephant can also take a mouse, i.e., the moving player wins the battle between elephant and mouse. One takes a piece by moving a stronger piece (or a piece of equal strength) via a legal move to the square containing that piece. When jumping, lions and tigers can take pieces that are on the square they land on. Mice may not take elephants from outside a water square. A piece can take a piece of equal strength when two pieces are of equal strength, then the piece that moves takes the other piece. A piece of a player in one of his own trap squares cannot be taken by the opponent. Pieces in a trap square of the opponent are very weak they can be taken by any other piece when in such a trap square. As observed by Jeff Mallett, this rule makes it much easier to obtain a draw one should just have fill each of ones traps by a piece and the opponent can never reach the den (except by Zugzwang). One can play instead e.g. any piece in a trap square is weaker than any other piece. Or just treat trap squares as ordinary squares, as is done in a book by R. C. Bell. However, read the comment of Ralf "Panther" Gering. A player may not move a piece to his own den. A player wins the game by moving a piece to the den of the opponent. Variant rules Jean-Louis Cazaux wrote about the precise rules of this game. As described above, the elephant can take the rat; in other descriptions of the game, the elephant cannot take the rat, i.e., the rat is stronger than the elephant in all cases. He has played both variants, and writes that he prefers very much the variant where the elephant cannot take the rat It gives more importance to the Rat, the game becomes more tactic with really 4 and not 3 major pieces. Also, in one of the software programs for Jungle, the Wolf is ranked above the Dog; this difference is not important, as it is unlikely that they meet, as they are defensive pieces. TheChessVariantPages:The Battle of Animals(Shou Dou Qi) http //www.chessvariants.com/other.dir/animal.html
https://w.atwiki.jp/kirakira_mh/pages/13.html
ライブ PARAPARA ROCK ENKA CLASSIC POPS HIPHOP GAME RIVAL GAME 曲名 BPM かんたん ノート フリー ダンス ふつう ノート フリー ダンス 踊ろう!電子の恋 125 1 77 3 45 3 89 3 45 ピポパポ DING DONG 118 2 66 27 47 4 71 27 47 ドット勇者 87 150 3 82 26 49 6 100 26 49 ハレ トキドキ Bit 100 4 56 9 40 7 130 1 40 ミンナ☆デジタル 160 5 147 9 58 9 157 9 58 かんたん、ふつう:それぞれの☆の数 ノート:譜面に登場するリズムの数 フリー:譜面内で有効なフリーダンスの回数 ダンス:譜面内で有効なDANCEの回数