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the beat(激) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 the beat Sparky A3/GP 激14 140 419 / 12 先行プレー特典 STREAM VOLTAGE AIR FREEZE CHAOS 80 69 18 19 85 楽譜面(8) / 踊譜面(11) / 激譜面(14) 属性 譜面 https //livedoor.blogimg.jp/yanmar195/imgs/a/b/ab45b8e0.png 譜面動画 https //www.youtube.com/watch?v=aR3_XGXVFVQ (x3.5, NOTE) プレイ動画 https //www.youtube.com/watch?v=HHyGbHf3R9c (x?.?, NOTE) 解説 2023/03/30追加。コナステ版「DanceDanceRevolution GRAND PRIX」との連動で先行プレー可能になる特典曲。 DDR GPのベーシックコース加入&『DanceDanceRevolution(コナステ) グランプリ楽曲パック vol.18』を購入でプレー可能。 2024/03/29無条件解禁。 CS DanceDanceRevolution HOTTEST PARTYからの移植曲。 名前 コメント コメント(私的なことや感想はこちら) 楽~踊譜面では終盤の配置が特徴的だったが、激譜面では全体的に16分3連~5連や濁流配置が中心の体力系譜面になっている。 -- 名無しさん (2024-04-15 23 59 31) 名前 コメント
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ゲーム情報(登録されているタグ) ジャンル>アイテム探し ジャンル>パズル 製作会社>不明 言語>英語 コメント欄へ移動 ゲーム配布ページ 英語 http //www.bigfishgames.com/download-games/9510/mystery-of-the-earl/index.html 日本語 紹介文 Lillian’s fiancé, Christian, has been kidnapped by an evil witch right before the wedding! Christian has been tricked and double-crossed and now needs Lillian’s help to escape from the wretched witch. Lillian travels to his estate to find it in shambles and under the influence of a sleeping spell. With the help of the Fairy Queen, it’s up to you to solve the Mystery of the Earl in this fun and exciting Hidden Object Puzzle Adventure game! Tricky puzzles Unique gameplay Find Lillian s fiancé! Check out our Blog Walkthrough Get the Strategy Guide! 画像 « » var ppvArray_0_5bc5acf645d53e38faf5207d9b4c2c49 = new Array(); ppvArray_0_5bc5acf645d53e38faf5207d9b4c2c49[0] = http //w.atwiki.jp/bfgmatome/?cmd=upload&act=open&page=Mystery+of+the+Earl&file=en_mystery-of-the-earl-screen1.jpg ; window.onload=function(){ ppvShow_0_5bc5acf645d53e38faf5207d9b4c2c49(0); }; function ppvShow_0_5bc5acf645d53e38faf5207d9b4c2c49(n){ if(!ppvArray_0_5bc5acf645d53e38faf5207d9b4c2c49[n]){ alert( 画像がありません ); return; } ppv_0_5bc5acf645d53e38faf5207d9b4c2c49$( ppv_img_0_5bc5acf645d53e38faf5207d9b4c2c49 ).src=ppvArray_0_5bc5acf645d53e38faf5207d9b4c2c49[n]; ppv_0_5bc5acf645d53e38faf5207d9b4c2c49$( ppv_link_0_5bc5acf645d53e38faf5207d9b4c2c49 ).href=ppvArray_0_5bc5acf645d53e38faf5207d9b4c2c49[n]; ppv_0_5bc5acf645d53e38faf5207d9b4c2c49$( ppv_prev_0_5bc5acf645d53e38faf5207d9b4c2c49 ).href= javascript ppvShow_0_5bc5acf645d53e38faf5207d9b4c2c49( +(n-1)+ ) ; ppv_0_5bc5acf645d53e38faf5207d9b4c2c49$( ppv_next_0_5bc5acf645d53e38faf5207d9b4c2c49 ).href= javascript ppvShow_0_5bc5acf645d53e38faf5207d9b4c2c49( +(n+1)+ ) ; } function ppv_0_5bc5acf645d53e38faf5207d9b4c2c49$(){ var elements = new Array(); for (var i = 0; i arguments.length; i++){ var element = arguments[i]; if (typeof element == string ) element = document.getElementById(element); if (arguments.length == 1) return element; elements.push(element); } return elements; } videoプラグインエラー 正しいURLを入力してください。 備考 レス一覧 412 名前: 名無しさんの野望 [sage] 投稿日: 2010/10/25(月) 21 17 53 ID J+Qrl8OT 「Mystery of the Earl」のお試し版やった。 貴族のお姫様が主人公だから最初はキラキラ綺麗系の画面で 喜んでたら「婚約者が悪い魔女にさらわれた!」とかですぐに こうもりだの髑髏だの蜘蛛だのになってがっかり・・・。 この後もずっとこの調子でキラキラはもう出ないのかな・・・。 コメント こんにちは、またブログ覗かせていただきました。また、遊びに来ま~す。よろしくお願いします ルイヴィトン 激安 http //www.louisvuittonbagsonlinestores.com/ -- 2013-07-04 17 50 20 コメント すべてのコメントを見る トップページに戻る
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#01 FALLEN ANGELS Cascade Falls Race Laps 2 ATV/Buggy/Racing Truck #02 Go fish Beachcomber Race Laps 2 Racing Truck/Big Rig #03 DRIFT WOOD Riptide Race Laps 2 Crash Limit 3 Bike/ATV #04 Tresure Hunter Riptide Survival Buggy #05 HEAVY PETTING Cascade Falls Race Laps 2 Crash Limit 3 Racing Truck/Mad Plugger #06 THE CROSSING Cascade Falls Survival Racing Truck/Mad Plugger #07 NEEDLE IN A HAYSTACK Colossus Canyon Race Laps 2 Crash Limit 3 ATV/Buggy/Rally Car #08 DEEP TROUBLE Colossus Canyon Survival Big Rig #09 BEACHED WHALE Riptide Race Laps 2 Mad Plugger/Monster Truck #10 Coastline Run Beachcomber Race Laps 2 Target Time 03 15 ATV/Buggy/Rally Car #11 Feel the Need Beachcomber Speed Checkpoints 35 Rally Car #12 SHADOW OF THE... Colossus Canyon Race Laps 2 Monster Truck #13 DEVIL S PUNCH BOWL Cascade Falls Race Laps 2 Target Time 02 30 Bike #14 FALLING DOWN Cascade Falls Speed Checkpoints 45 Racing Truck #15 Tides Out Beachcomber Race Laps 2 Big Rig #16 NO ESCAPE Colossus Canyon Race Laps 2 Mad Plugger #17 HAPPY TRAILS Riptide Race Laps 2 Target Time 02 55 Rally Car #18 Circus Freaks Riptide Speed Checkpoints 50 Racing Truck #19 WATER FOOL Cascade Falls Race Laps 3 Monster Truck #20 The Pigsticker Beachcomber Race Laps 3 Crash Limit 3 Mad Plugger #21 Tidal Takedown Beachcomber Survival Bike/ATV #22 PUNCH DRUNK Colossus Canyon Race Laps 2 Target Time 04 25 Bike/ATV #23 CHAOS CANYON Colossus Canyon Speed Checkpoints 60 Monster Truck #24 ALL-TERRAIN VENGEANCE Riptide Race Laps 3 ATV
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Display your blog s title and description. b widget id= Header1 locked= false title= Blogger Templates (Header) type= Header b includable id= main b if cond= data useImage b if cond= data imagePlacement == "REPLACE" !--Show just the image, no text-- div id= header-inner a expr href= data blog.homepageUrl style= display block img expr alt= data title expr height= data height expr id= data widget.instanceId + "_headerimg" expr src= data sourceUrl expr width= data width style= display block / /a /div b else/ !--Show image as background to text-- div expr style= "background-image url(\"" + data sourceUrl + "\"); " + "background-repeat no-repeat; " + "width " + data width + "px; " + "height " + data height + "px;" id= header-inner div class= titlewrapper style= background transparent h1 class= title style= background transparent; border-width 0px b if cond= data blog.url == data blog.homepageUrl data title/ b else/ a expr href= data blog.homepageUrl data title/ /a /b if /h1 /div div class= descriptionwrapper p class= description span data description/ /span /p /div /div /b if b else/ !--No header image -- div id= header-inner div class= titlewrapper h1 class= title b if cond= data blog.url == data blog.homepageUrl data title/ b else/ a expr href= data blog.homepageUrl data title/ /a /b if /h1 /div div class= descriptionwrapper p class= description span data description/ /span /p /div /div /b if /b includable /b widget
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The Hunter 収録作品:Bloodborne[PS4] 作曲者:Ryan Amon 概要 "...Beast all over the shop..." (…どこもかしこも、獣ばかりだ…) "...You'll be one of them,sooner or later..." (…貴様も、どうせそうなるのだろう?) ヤーナム市街のボス・ガスコイン神父戦で流れるBGM。 静かにゆっくりと曲が始まり、金管楽器によるずっしりとした重々しいメロディーが一定のリズムで繰り返される。 まるでゴシックホラーの映画音楽のような威圧感と恐怖感が混ざり合った楽曲。 獣も人も見境無く狩りたてようとする、ガスコイン神父の強さと狂気を表現したかのようである。 "...What's that smell?" (…匂い立つなあ…) "The sweet blood, oh, it sings to me." (堪らぬ血で誘うものだ) "It's enough to make a man sick..." (えづくじゃあないか…) さらにガスコイン神父の体力が残り少なくなると獣人へと変身する。 この時BGMの方も獣人への変身と合わせて曲調がシームレスに変化。ボスの形態に合わせて曲が変化するのが大きな特徴である。 獣人時の曲は通常形態の時よりもテンポが一段と速まり、また男女のバックコーラスが追加されている。 守るも攻めるも一触即発。まさに狩るか狩られるかの緊張に張り裂けんばかりの楽曲と移り変わっていく。 ガスコイン神父は序盤のボスとしてはかなり強く、初心者では苦戦すること間違いなし。 そうしたゲーム上での強さも相まって非常に印象に残る楽曲であり、『Bloodborne』の代表曲の1つに数えられている。 過去のランキング順位 第9回みんなで決めるゲーム音楽ベスト100 317位 第10回みんなで決めるゲーム音楽ベスト100 173位 第11回みんなで決めるゲーム音楽ベスト100 524位 第12回みんなで決めるゲーム音楽ベスト100 413位 みんなで決める2015年の新曲ランキング 202位 サウンドトラック Bloodborne オリジナルサウンドトラック
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index Combat in Baldur's GateMore Than just Hack and Slash Personal Initiative Round, Speed factors, and Casting times The Attack Roll Critical Hits and Misses Improving the Odds in Combat Dexterity Modifiers for Missile Weapons Missile weapons in combat – Rate of fire Casting SpellsSpell Disruption Saving ThrowsSave vs. Paralyzation, Poison, and Death Magic Save vs. Rod, Staff, or Wand Save vs. Petrification or Polymorph Save vs. Breath Weapon Save vs. Spell Modifying Saving Throws Morale Combat Effects and RecoveryHealing and Hit PointsNatural Healing Magical Healing Raising the Dead Paralysis Poison Combat in Baldur s Gate As discussed above, Baldur’s Gate follows the AD D rule system closely. The main difference lies in the real-time adaptations to the personal initiative rounds. The computer takes care of most of the underlying rules, to allow you to become more immersed in the story and the world of the game. More Than just Hack and Slash As important as fighting is to the AD D game, it isn’t the be-all and end-all of play. It’s just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring – every encounter would be the same. Because there is more to the game than fighting, we’ll cover much more than simple hack-and-slash combat here. In addition to explaining the basic mechanics of hitting and missing, there are rules for turning undead, special ways to attack and defend, poison, heroic feats, and more. Remember that we follow a modified round based system – as described below. Everyone (characters, NPC’s, monsters) is on their own personal initiative rounds. Any time you want you can pause the game (click on the clock or hit the space bar) and assign commands – then restart the game by unpausing, in the same way. Personal Initiative Round, Speed factors, and Casting times In Baldur’s Gate, to allow for the realtime based combat and movement, each character and monster is on an independent personal initiative round, which is six seconds long. Within the personal initiative round, all of the rules of the AD D game are used, including speed factors for weapons and casting time for spells. For higher level characters who can attack more than once per round with a given weapon, the speed factor of the weapon determines when exactly in the six second round the attacks will occur. Speed factors are numbers between 1 and 10 (indicating 1/10 of a round and 10/10ths of a round respectively for a character that can attack once per round with a weapon). Casting times for priests and wizards are exactly analogous to speed factors of weapons – the casting times are between 1 and 10, and represent how quickly a mage or priest can release a spell (the lower the number, the faster the cast, just as for speed factors). Initiative is determined by a combination of ability, situation, and chance. In Baldur’s Gate initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. Armor Class (AC) is the protective rating of a type of armor. Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage). Armor does not absorb damage, it prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is no small task. Armor Class is measured on a scale from 10, the worst (no armor), to less than zero. The lower the number, the better (armor classes less than -10 occur only with very powerful magical armors). Shields and helmets can also improve the AC of a character. Abilities and situations can also affect a character’s Armor Class. High Dexterity gives a bonus to Armor Class, for example. THACO is an acronym for ”To Hit Armor Class 0.” This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully. THACO depends on a character’s class and level. The THACO number can be used to calculate the number needed to hit any Armor Class. At the heart of the combat system is the Attack Roll, the die roll that determines whether an attack succeeds or fails. The number a player needs in order to make a successful attack roll is also called the “to hit” number, which is determined by the computer by taking a character’s THACO and adjusting according to the Armor Class of the target. Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists, and other hand-to-hand attacks. In Baldur’s Gate the ”to hit” roll is done behind the scenes for you – if your character is successful, he hits – if not, he swings and misses. The Attack Roll When an attack is made, the Armor Class of the opponent being attacked is subtracted from the THAC0 of the attacker. The resulting number is the what the attacker must ‘roll’ in order to hit the opponent. This “roll of the die” is done with a d20, or twenty sided die, resulting in a number between 1 and 20. If the attacker rolls the number necessary or higher, then the attack is successful, and damage is done. If the attack is unsuccessful, then the attacker missed completely or was unable to penetrate the opponent’s armor. For example, a 3rd-level fighter fighter has a THAC0 of 18. He is attacking a hobgoblin with an AC of 5. The AC of the hobgoblin is subtracted from the THAC0, giving a “to hit” number of 13. If the fighter rolls a 13 or higher on the twenty-sided die, he hits successfully and does damage. Critical Hits and Misses If a character rolls a ‘natural’ 20 to hit (that is, the attack roll before modifiers are applied is a 20) then a critical hit occurs and damage for that attack will be doubled. A roll of ‘natural’ 1 is considered a critical miss and imposes a time penalty on the character to recover. Regardless of Armor Class, a ‘natural’ 20 always hits, a ‘natural’ 1 always misses. Improving the Odds in Combat In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll. Strength Modifiers A character’s Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe). Magical items The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character’s chance to hit by one and inflicts +1 damage if the attack is successful. A suit of chain mail +1 improves the Armor Class of the character by one beyond normal, “non-magical” chain mail (which means you subtract one from the character’s AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class. There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll. Dexterity Modifiers for Missile Weapons Dexterity affects the character’s ability to attack with a missile weapon. Like Strength modifiers, higher Dexterity will increase the chances to hit, lower Dexterity will lessen the chances of attacking effectively. Dexterity only affects the chances to hit and does not affect the amount of damage inflicted by a missile weapon. Missile weapons in combat – Rate of fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF) – the number of missiles they can shoot in a single round. Arrows can be notched and let loose at a rate of up to two shots per round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only once every round. Darts can be hurled at a rate of several per round. Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in the Weapons Tables on page pg 141. Casting Spells Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a Silence spell or gagged) and have both arms free (not paralyzed, for example). If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a Fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Once the casting has begun, the character must stand still. (If you choose not to have a spell caster cast a spell after you have selected the spell, but before you have selected a target, you can R-click to cancel the spell and it will not be lost from memory.) Spell Disruption If the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster’s concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well advised not to stand at the front of any battle, at least if they want to be able to cast any spells! Saving Throws Saving Throws are measures of a character’s resistance to special types of attacks – poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made this may reduce damage or prevent the effects of a spell or attack entirely. Some spells (e.g. the Protection spells) greatly improve saving throws against different type of attacks. Save vs. Paralyzation, Poison, and Death Magic This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). Save vs. Rod, Staff, or Wand As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn’t called for. Save vs. Petrification or Polymorph This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). Save vs. Breath Weapon A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. Save vs. Spell This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification. Modifying Saving Throws Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw. Magical items like cloaks and rings of protection give bonuses to a character’s saving throw. Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical. Specific spells and magical items have effects, both good and ill, on a character’s saving throws. Some spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions below.) Morale Each creature has a base morale level that affects whether it fights or runs during a battle. The only character that is unaffected by morale is the first character you create – other characters joining your party have morale dialogue and scripts. Every creature is scripted to react somewhat differently when morale breaks – and often they will break at different levels of morale, or choose different types of attack depending on what the current morale level is (melee if morale is high, ranged attacks if morale is lower, for example). Each creature has a recovery time which indicates how long it takes for that creature’s morale to return to its base level – if someone’s morale fails, it will slowly creep back to the baseline. If someone in your party fails a morale check their selection circle will turn yellow (from green). Morale is positively influenced by having a leader (the topmost character in the portraits) with high Charisma, by the environment that the creature is located in (e.g. kobolds and drow like being underground more than they do wide open spaces outside), by some spells (e.g. Remove Fear), and by the type of enemies that are visible (easy enemies will raise morale). Morale is negatively influenced by factors such as being attacked by powerful magic, by seeing someone in the party killed or knocked unconscious, by losing a lot of hit points, or by spotting a difficult foe. Combat Effects and Recovery Damage, wounds, and death are what can happen to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and by trying anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points (hp). Each character has a current hit point total and a maximum hit point total. Each time a character is hit, he suffers points of damage. These points are subtracted from the character’s current hit point total. When this reaches 0, the character is dead. If one of your characters suffers massive damage, he or she will be forever dead, beyond hope of resurrection. Healing and Hit Points Once a character is wounded, the player should naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it’s available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note some necromantic spells can improve maximum hit points, but only for a limited period of time.) Natural Healing Characters heal naturally at a rate of several hit points per period (eight hours) of rest. Rest is defined as low activity. If a character rests in a comfortable room in an inn, he or she will recover progressively more hit points the better the room – but of course this costs more. Camping in the wilds will allow for memorization of spells, but will not allow many hit points to be regained. Resting is only possible when there are no enemies within visible range of your party – if there are, you must move away, or make them your friends (Charm, dialogue, etc.) before you can rest. Some creatures may attack your party while resting; if this happens, you will not heal or memorize spells. Magical Healing Healing spells, potions, and magical devices can speed the process of healing considerably. The specifics of such magical healing methods are described in the spell descriptions below. By using these methods, wounds close instantly and vigor is restored. The effects are immediate. Magical healing is particularly useful in the midst of combat or in preparation for a dangerous encounter. Remember, however that the characters’ opponents are just as likely to have access to magical healing as the characters – an evil high priest is likely to carry healing spells to bestow on his own followers and guards. Healing occurs to the maximum hit point total for a given character only, never beyond this. Raising the Dead Curative and healing spells have no effect on a dead character – he can only be returned to life with a Raise Dead or Resurrection spell (or a device that accomplishes one of these effects). A newly raised character will be quite weak (one hit point) and will require additional healing to be effective in combat. Paralysis A character or creature affected by paralysis becomes totally immobile for the duration of the spell’s effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Poison A character or creature that is attacked with a poisoned weapon or by a venomous creature must make a saving throw vs poison. Depending on the type of poison, this saving throw will either negate the effects of the poison or lessen them. Poisons are usually deadly within hours, so finding quick treatment is recommended.
https://w.atwiki.jp/reflec_beat/pages/769.html
ÆTHER 読み方は「エーテル」 IIDX 21 SPADA、DDR(新)にも移植された(IIDX版はソフランがなくなっている) BASIC MEDIUM HARD Level 5 8 10+ Objects 248 475 780 BPM 192 TIME 2 01 Artist TAG underground Version colette -Summer- 解禁方法 コレットフィッシングで2回目のアンコウのゲージを満タンにする 動画 【MEDIUM】 譜面確認用(5 30~) 【HARD】 譜面確認用 赤サイド CPU目線 【HARD】 赤サイド SC2604 AAA+ FC ELECTRO2 (PLAYER A.N.C.B.) 攻略 【HARD】基本的に同時押しとBPM192の16分トリル主体であり、かなりの体力譜面。しかしながら、繰り返しが多く、比較的クリアしやすい。BPM表記は192だが、中盤で少しだけオブジェクトスピードが遅くなる。言うなれば強化版Ignited Night。もっと言えば、氏のCosmic Hurricaneとアルストロメリアが合体したような譜面。 -- 名無しさん (2013-07-10 23 26 02) [HARD]終盤になるとGAIAのように密度が激しくなるが認識難でもないので、比較的に捌ける。 -- 名無しさん (2013-07-11 08 47 08) 10+としてはわりと簡単なほう 後半とりずらくなるけど10+中程度かな -- 名無しさん (2013-07-11 22 12 03) [HARD]Playing With Fireの終盤と同様、TOPに振り回わされるトリルがやってくる。 -- 名無しさん (2013-07-12 07 44 27) [HARD]強化London EVOLVED。最後はPlaying With Fireの終盤のようなトリルが降ってくる。だがそれまでがLv10+としてはかなり易しめなので、クリアは簡単。 -- 名無しさん (2013-07-12 08 47 08) 名前 コメント ※攻略の際は、文頭に[BASIC] [MEDIUM] [HARD] [SPECIAL] のいずれかを置くと、どの譜面に関する情報かが分かりやすいです。 コメント(感想など) TAGの10+キターーーー!! -- 名無しさん (2013-07-10 15 09 56) あえさー! -- 名無しさん (2013-07-10 15 31 53) あいうえお順だとどっちなの -- 名無しさん (2013-07-10 16 24 37) 何かTAG曲色々詰めてある。 -- 名無しさん (2013-07-10 16 41 40) これってラスボス? -- 名無しさん (2013-07-10 17 13 12) これ解禁した方、名前の色変わりました? -- 名無しさん (2013-07-10 17 33 56) いや、解禁しても色かわらなかった -- 名無しさん (2013-07-10 17 39 18) エアリアルとエクスシアの間にあったのでエーテルですね -- 名無しさん (2013-07-10 18 18 24) 今回入った曲って移植曲ないの? -- 名無しさん (2013-07-10 18 23 35) ↑ひなビタ以外は全く完全新曲だよ. -- 名無しさん (2013-07-10 18 37 27) だと冬みたいに夏は長くなりそうですね。 -- 名無しさん (2013-07-10 19 27 22) 9月まで夏は続きそう 8月は連動イベント、9月で最終解禁曲、って予想します -- 名無しさん (2013-07-10 21 32 37) 結構良い曲だな -- 名無しさん (2013-07-10 22 18 49) 今回の曲は冬でいう第2山脈のボスポジションかな? -- 名無しさん (2013-07-10 22 24 12) 物凄くいい曲。POSSESSIONの様な雰囲気とPRANAのような展開とCosmic Hurricaneのような清涼さの全部が入った様な曲。CD音源で速くリピートしたいw -- 名無しさん (2013-07-10 23 32 08) ホントリフレク好き。 -- 名無しさん (2013-07-10 23 57 19) ↑3 もうしばらくしたら三匹目の中ボス魚が出てきて、レーヴァテイン・エーテル・中ボス3曲目を解禁後、『伝説の魚』が登場みたいな流れでしょうな。 -- 名無しさん (2013-07-11 00 19 05) エーテル(ÆTHER):アリストテレスが四元素説を拡張して提唱した、天体を構成する「第五元素」。意味深ですねぇ・・・・ -- 名無しさん (2013-07-11 00 37 31) 「和ってい゛い゛な゛ぁ」って言った人の曲か理解。というか、これで寺とリンクルするなら交換素材の曲が揃ってきたな。レヴァーテインとかGLITTERとかこれとか。 -- 名無しさん (2013-07-11 06 56 21) 10+にしては素直な譜面だった。下手すれば金風、アワフェよりARが出やすいかも。 -- 名無しさん (2013-07-11 09 41 12) ↑4 伝説の魚よりも『伝説の島』とかになりそうな気がする。 -- 名無しさん (2013-07-11 10 46 48) 伝説で出すよりも「幻の魚」という形で出す方がしっくりきそう。 -- 名無しさん (2013-07-11 16 05 58) 伝説シリーズで来てるからやっぱ伝説の魚じゃないかなぁ。 -- 名無しさん (2013-07-11 16 21 58) ここは『伝説のゴミ』という斜め下の発想で。 -- 名無しさん (2013-07-11 17 12 34) 伝説のゴミとか意味深w -- 名無しさん (2013-07-11 17 34 17) でも『伝説の魚』やら『幻の魚』やらがゲージが満杯になるまで何匹も釣れるのは、どこか安っぽい感じがするわな… -- 名無しさん (2013-07-11 17 39 04) 携帯サイトで記号表記できないぽいから曲名「ETHER」になってたな。 -- 名無しさん (2013-07-11 18 23 37) ↑9 GLITTERよりもデイリーと12月、あと風の妖精さんをだな…… -- 名無しちん (2013-07-12 01 56 55) ↑9 和ってい゛い゛な゛あ゛って言ったのは満だろっ!! -- 名無しさん (2013-07-12 08 54 47) コレットとトリコロの曲全部交換すれば皆幸せ -- 名無しさん (2013-07-12 11 29 35) ↑つか、もう連動は懲り懲りですわ。金と時間と体力が…(-.-;)。Lincle第一段みたく、『楽曲解禁済み→もう片方でも出現!』みたいな条件だったらまだしも。 -- 名無しさん (2013-07-12 17 40 27) マラソン第4回でプラーナと交換とかありそう。。。 -- 名無しさん (2013-07-13 00 35 54) 寺に行ったら結構な高難度になりそう -- 名無しさん (2013-07-13 07 09 46) 下手すると7月中には、伝説の魚出ちゃうかもね。 8月に連動入るだろうし秋イベもあるだろうから。 -- 名無しさん (2013-07-14 16 57 57) ぬしとか出てきそうだが -- 名無しさん (2013-07-15 15 53 18) お前ら………これで夏曲終わりなもんか… -- 名無しさん (2013-07-16 12 05 37) ↑移植ならGOLD RUSHが残ってるな。 それにまだ伝説の魚が来てないですし。兎にも角にも配信ペースを少し抑えて欲しいなぁと。他機種やってると金が湯水の如く消えて行く。特に指やってるとリフレク、ボルテ、ポップン全てをやってて辛い。この曲解禁したいのに出来ない歯痒さが…… -- 名無しさん (2013-07-16 21 27 49) 曲自体はいつものTAGって感じだけど、トリルが気持ちいいから叩いてて楽しいね。 -- 名無しさん (2013-07-17 00 30 47) ↑2 DJ Mass MAD izmの新曲も忘れるなYO! -- 名無しさん (2013-07-17 04 07 03) ↑多分それが伝説の魚曲だ。顔だけ灼熱くんの人面魚だったりして。 -- 名無しさん (2013-07-17 07 20 07) 終盤のトリルがパラレボみたいで最高に気持ちいい -- 名無しさん (2013-07-18 14 02 29) 最近最終解禁=難しいの図式成り立ってなくてうれしい もう凶曲は当分簡便 -- 名無しさん (2013-07-21 00 25 10) ↑この曲は『夏の中ボスその2』だからね。 -- 名無しさん (2013-07-21 02 34 49) ↑4 兄さんそれ人面魚ちゃう獣や -- 名無しさん (2013-07-21 09 11 37) そろそろハエレが空気になるような新曲が出るのかな。そろそろ1年だし♪ -- 名無しさん (2013-07-21 18 00 54) ↑ サーセンここに書くべきじゃなかった -- 名無しさん (2013-07-21 18 01 45) [HARD]10+としては、楽な方だけど、個人的な精度の問題でクリアは安定しない。 スコア1749 / AR.70.4% / ミスカウント5 -- 名無しさん (2013-07-25 00 25 03) AVARONがLED譜面総集編だったようにこれはTAG譜面総集編的なものを感じる。コズミックの乱打、ロンドンからソフラン、アルストの3トップ階段、そして何よりsnag faceみたいな上下振り… -- 名無しさん (2013-07-25 01 42 45) ↑smug faceやろ だとしてもTAGと満は関係ないぞ(棒読み) -- 名無しさん (2013-07-25 07 01 04) ↑ でも、つぎドカの時にTAGの応援に来たし、何かしらの関係はあるんじゃないか(棒)?しかし、別人のように太りましたな、スーパースター… -- 名無しさん (2013-07-25 09 43 47) 氷・炎・風の次はまさかの第五元素か…… -- 名無しさん (2013-07-26 10 54 55) トリルしっかりとれればクリアは楽かな? それに加え低速地帯光れば80%は行くね -- 名無しさん (2013-07-26 12 36 00) HARDの中盤の低速のBPMってどのくらいなんだ? -- 名無しさん (2013-08-15 13 15 18) ↑判定ラインの点滅ペース変わってないっぽいし192のまんまかと と言うかそもそもリフレクはオブジェのスピードとBPMに相関はないと思った方がいい -- 名無しさん (2013-08-15 15 09 53) これは速度変化のえぐさで難易度引き上げたようなところもあるんじゃないかな -- 名無しさん (2013-09-01 14 51 23) ソフラン・同時・トリルと属性は多いがハマれば非常に楽しい譜面。LV10+に入りたての人にぜひやってほしい。 -- 名無しさん (2013-10-21 19 24 46) ↑だな。10で培ってきた技術が惜しみなく使われてて、しかもBPM192の780ノーツと体力的にもきっちり強化されている。これぞ理想的な10+入門曲&地力養成ギプスといった感じ。 -- 名無しさん (2013-10-21 22 22 35) 最後の振り回しトリルで10+の簡単にはいかない感じも味わえるしな -- 名無しさん (2013-10-21 22 28 42) 低速エリアはルエリの低速とサクリフさんを足して1.25くらいで割ったものと思っていい。やってみればわかるがあれで結構忙しい。 -- 名無しさん (2013-10-22 17 26 38) ラストのトリルが難しいがそこまでは配置もリズムもかなり素直だからAAAはラスト誤魔化しても容易。下手したらフラワーよりも乗りやすいか。 -- 名無しさん (2013-10-24 15 42 44) ラストの上下トリルでどうしても引っ掛かるから思い切ってデニム押ししてみたらミスが12→5になりました(^0^)/ -- 無名しさん (2013-10-24 20 24 56) 花は何回やっても91%止まりだけどこれは初見で93%だったので、個人的に10+最弱に感じた。まぁバドマニ様にかかればあれなのだが -- かむかむ (2013-10-28 18 27 24) ポップン20のEarth Beat/CAPACITY GATE久々聴いたらまんま同じで(笑) TAG=CAPACITY GATE間違いないな -- 名無しさん (2013-11-28 13 54 03) エーテル来たんだから哲学来てくれ… -- 名無しさん (2013-12-15 22 51 55) BEMANIスタジアムでDDRに移植されそう。いや流石にないか…。 -- 名無しさん (2014-01-29 08 04 04) ↑ありそうだな。というか、歓迎w -- 名無しさん (2014-01-29 11 10 20) DDRに移植されたと仮定したらBPMが384になりそうだなwwww -- 名無しさん (2014-03-05 07 11 42) beatmania IIDX 21 SPADA4 -- 名無しさん (2014-03-20 18 35 27) 弐寺ソフラン消滅ありそう -- 名無しさん (2014-03-20 18 52 10) ↑ティタンズもそうだったしな。ありえる。 -- 名無しさん (2014-03-20 19 52 22) IIDXでのジャンルはASTRAL HARDCORE。SINGLEの難易度はNORMAL5、HYPER8、ANOTHER11でANOTHERのみプレー、ノート数は1440だった。クリアレートは3/25 13 00頃の時点で62%と低めだったが、ソフランもなくどうやら同レベル内では簡単な部類の模様。最後の1鍵軸に若干注意が必要な程度と思われる。参考になればこれ幸い。長文失敬。 -- 名無しさん (2014-03-25 13 25 26) DDR移植おめ -- 名無しさん (2014-03-25 19 44 09) そしてTAG誕生日おめ(^0^)/ -- 名無しさん (2014-03-25 21 32 45) 移植ありがとう! -- 名無しさん (2014-03-26 07 41 45) 東方でこんな曲あったような気がする ゲームは1シリーズしかやったこと無いからよく覚えてないが -- 名無しさん (2014-05-27 00 21 58) まさかのHommarjuによるTry To Sing ver.がグルービンサントラのボーナスDiscに収録。 そのうちACに来るのかな? -- 名無しさん (2014-09-26 14 35 24) 歌うなと言われ続けて結局歌われたか・・・ -- 名無しさん (2014-09-26 15 41 30) Get Overかな? -- 名無しさん (2014-09-26 16 16 06) ところでこいつサイトによってÆTHERとかATHERとかETHERとか表記揺れ激しすぎだろ -- 名無しさん (2015-06-21 14 11 30) 名前 コメント ↑攻略と無関係の曲に対するコメントはこちらでお願いします。あまりにもかけ離れた内容は削除される場合があります。
https://w.atwiki.jp/gtavi_gta6/pages/2185.html
Material Wealth 概要 解説 概要 日本語:マテリアル・ウェールス 業種:倉庫 所在地:ダウンタウン - テキスタイルシティ 創業:1892年 解説 かなり老舗の衣料品倉庫