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更新履歴 @wikiのwikiモードでは #recent(数字) と入力することで、wikiのページ更新履歴を表示することができます。 詳しくはこちらをご覧ください。 =>http //atwiki.jp/guide/17_117_ja.html たとえば、#recent(20)と入力すると以下のように表示されます。 取得中です。
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元ネタ:Danger Zone(トップガン Kenny Loggins) 作:ヤジタリウス Hangin off your peace Nothing for your peace in there Moment under tension Gettin you to corner and crush Highside in your Waxed Zone Hard chargin in your Waxed Zone Headin that way out Splendid take or leave tonight Who got you clippin point for the other And solvin your own pazzle Highside in your Waxed Zone You ll get your Hard chargin in your Waxed Zone You ll never say make my day Unless you think this is just a simple rescue You ll never know life might throw your way Unless you think it happens as much as it should be Out along the way Always where not gonna stay The splendid exists somewhere The spreaded exists anywhere Highside in your Waxed Zone Gonna get your late break in your Waxed Zone Highside in your Waxed Zone Stick into your Waxed Zone Highside in your Waxed Zone Gonna get your Hard chargin in your Waxed Zone Highside in your Waxed Zone Stick into your Waxed Zone... 検索タグ フルコーラス ヤジタリウス 不倫シタ 映画ドラマ 洋楽 メニュー 作者別リスト 元ネタ別リスト 内容別リスト フレーズ長別リスト
https://w.atwiki.jp/mainichi-matome/pages/4301.html
The story below is originally published on Mainichi Daily News by Mainichi Shinbun (http //mdn.mainichi.jp). They admitted inventing its kinky features, or rather deliberately mistranslating them from the original gossip magazine. In fact, this is far from the general Japanese behavior or sense of worth. このページは、毎日新聞事件の検証のための配信記事対訳ページです。直接ジャンプして来られた方は、必ずFAQをお読みください。 ※ この和訳はあくまでもボランティアの方々による一例であり、翻訳の正確さについては各自判断してください。もし誤訳(の疑い)を発見した場合には、直接ページを編集して訂正するか翻訳者連絡掲示板に報告してください。 Curtain draws on Self-Defense Force stripper who plugged for peace平和を訴え続けた自衛隊ストリッパーに死の幕が下りる 拡散状況 関連ページ Curtain draws on Self-Defense Force stripper who plugged for peace 平和を訴え続けた自衛隊ストリッパーに死の幕が下りる 0 Curtain draws on Self-Defense Force stripper who plugged for peace 2006,02,02 Shukan Asahi 2/10 By Ryann Connell 平和を訴え続けた自衛隊ストリッパーに死の幕が下りる 週刊朝日 2/10 ライアン・コネル記 1 Tomomi Sawaguchi made her name for getting into a military uniform, but she really became a star when she got out of it, judging by Shukan Asahi (2/10). 沢口友美は軍の制服を着ることで有名になったが、彼女が本当にスターになったのは、週刊朝日(2/10)から判断すれば、それを脱いだときであった。 2 But leukemia cut down Sawaguchi in the prime of her life, eventually claiming her last month aged just 44. しかし白血病が、沢口の人生の最盛期に彼女を打ちのめし、ついに先月、まだ44歳の彼女の命を奪った。 3 Sawaguchi became known across Japan for being the Self-Defense Force stripper, a title she earned following a stint in Japan s psuedo-military changing truck gears before a successful period on the stage, where this time she was getting her gear off. 沢口は、現役自衛隊ストリッパーであることで、日本中で知られるようになった。 この肩書きは、舞台上で成功した時期よりも前の、方針転換中の日本の軍隊もどきに属した期間のために彼女が獲得したものだ。 舞台では彼女は服を脱いで裸身になった。 4 Sawaguchi the SDF Stripper was born in the Hiroshima Prefecture port city of Kure, but left her hometown for Tokyo at 18. She joined the SDF shortly afterward and quickly married and had a kid, but divorced at 26. 自衛隊ストリッパー・沢口は、広島県の港湾都市呉で生まれたが、18歳のとき故郷を離れて東京に行った。 しばらくしてから彼女は自衛隊に入隊し、すばやく結婚し一児をもうけたが、26歳のときに離婚した。 5 While strolling around the seedy Tokyo entertainment district of Ikebukuro one day in the late 80s, a "talent scout" picked her up and introduced her to the world of stripping, where she quickly made a name for herself. 80年代後半のある日、東京の評判のよくない歓楽街・池袋をぶらぶら歩いているときに、「タレントスカウト」が彼女を見出し、彼女をストリップの世界へといざなった。 そこで彼女は素早く名声を得た。 6 "As far as I know, Sawaguchi was the first performer to bring nyotaimori, or the serving of food on a naked woman s body, onto the stripping stage," Motoji Takasu, a publishing producer, tells Shukan Asahi. "Her pudgy little body made her a stripping star in a very short time." 「私の知る限りでは、沢口は、ストリップの舞台の上で最初に「女体盛り」――裸の女性の体の上に食べ物を置くこと――を行ったストリッパーでした」と、出版プロデューサーの高須基仁は週刊朝日に語る。 「彼女のずんぐりした小さな体のため、あっという間に彼女はストリップのスターになりました」 7 Sawaguchi had initially kept her military roots a secret, but opened up about her weapon-wielding experiences during a 1993 magazine interview, throwing her into the national spotlight. Around the same time, she started using her newly found near-fame to campaign for peace. She appeared at a number of anti-war protests and deepened ties with journalists and other peace activists. 当初沢口は自衛隊の経歴を秘密にしていたが、1993年のある雑誌インタビューにおいて、武器を取り扱った体験を公表し、国民的なスポットライトの中に自分を投げ入れた。 ほとんど同時期に、彼女は自分が新たに手に入れた名声に近いものを使って、平和運動を行いはじめた。 彼女は数々の反戦抗議に姿を現し、ジャーナリストや自分以外の平和活動家との絆を深めた。 8 "There s no room for eroticism once war starts," Shukan Asahi quotes Sawaguchi saying in what became her trademark argument. "Nudity is a symbol of peace." 「いったん戦争がはじまれば、エロティシズムを許容する余地は無くなります」と、週刊朝日は彼女のトレードマークとなった沢口の持論を引用する。「裸は平和の象徴です」 9 In February 2003, just days before the United States invaded Iraq, Sawaguchi headed off to Iraq and bared her body again, this time to act as a human shield. But she attracted considerable criticism in Japan and was forced to head back home. 2003年の2月、合衆国がイラクを侵略する本の数日前、沢口はイラクへと向い、今度は「人間の盾」の行動をするため、彼女の体をむきだしにした。 しかし彼女は日本で相当な量の批判を招いてしまい、帰国せざるを得なくなった。 10 Not long after she returned, Sawaguchi began complaining about numbness in her legs. She thought it was economy class syndrome. The pain lingered for a considerable period so the peace activist cum SDF stripper sought medical consultation and was shocked to learn in April last year that she had actually contracted leukemia. She began a blog to detail her experiences battling the disease from her hospital room. 帰国してほどなく、沢口は足の痺れを訴え始めた。彼女はそれはエコノミークラス症候群だと思った。 その痛みはかなりの期間つづいたので、この平和活動家兼自衛隊ストリッパーは、医師に診断してもらい、実は彼女は白血病にかかっていたことを去年の四月に知り、衝撃を受けた。 彼女はブログを始めて、病室から闘病体験を詳しく記述した。 11 "She sounded really cheerful when I called her in the hospital.She told me jokingly how much she thought her hair was a pain and how she was always pulling it out," publishing business figure Takasu says. "For somebody who had made a living out of their beauty, the experience must have been a tough one for Sawaguchi. It was too tough for me to go and visit her." 「私が病院にいる彼女に電話をしたとき、彼女はとても快活そうな様子でした。 彼女は私に冗談っぽく、彼女は自分の髪を悩みの種と考えていて、いつも髪を引き抜いている、と私に語りました」と、出版界の大立者の高須はいう。 「自分の美しさで生計を立てている人として、この経験は沢口にとって厳しいものだったに違いありません。 厳しすぎて、私は彼女のお見舞いに行きませんでした」 12 "Sawaguchi s performances on stage were all about the fine line dividing Eros (the Greek god of love) and Thanatos (Greek mythology s personification of death)," Takasu tells Shukan Asahi. "She spent her life stripping for peace." (By Ryann Connell) 「沢口の舞台でのパフォーマンスはすべて、エロス(ギリシャの愛の神)とタナトス(ギリシャ神話における死の権化)を分ける微妙な境界線についてのものでした」と、高須は週刊朝日に語る。 「彼女は自分の人生を、平和のためにストリップして過ごしました」(ライアン・コネル記) 13 February 2, 2006 2006年2月2日 拡散状況 Psychommu Gaijin 部分転載:http //pgaijin.blogspot.com/2006/02/mainichi-daily-news-waiwai-curtain.html 英語サイト http //marc.newsvine.com/_news/2006/02/03/81556-curtain-draws-on-self-defense-force-stripper-who-plugged-for-peace 関連ページ Psychommu Gaijin WaiWaiの記事を転載した英語サイト:N 毎日新聞英語版から配信された記事2006年
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Fate/Grand Order Original Soundtrack III Fate/Grand Order Original Soundtrack III 発売日 2019年5月15日 レーベル アニプレックス デイリー最高順位 1位(2019年5月16日) 週間最高順位 1位(2019年5月21日) 月間最高順位 3位(2019年5月) 年間最高順位 34位(2019年) 初動売上 15623 累計売上 21038 週間1位 収録内容 曲名 アーティスト タイアップ 視聴 Disc1 1 逆光 坂本真綾 Fate/Grand Order 主題歌 2 Cosmos in the Lostbelt Fate/Grand Order BGM 3 ともに憩いを 4 シャドウ・ボーダー 5 ありふれたメロディー 6 人理の誓い 7 永久凍土帝国 アナスタシア 8 ホワイトアウト 9 アージェンシー 10 獣国の皇女 ~BATTLE 7~ 11 漂泊のサバイバー ~FATAL BATTLE 4~ 12 凱歌 ~BATTLE FINISH 2~ 13 暗雲の中へ 14 不撓の覚悟 15 宿命 ~GRAND BATTLE 3~ 16 咆哮 ~怒りの日より~ 17 In the Air ~TREE BATTLE 1~ 18 縁 Disc2 1 無間氷焔世紀 ゲッテルデメルング Fate/Grand Order BGM 2 雪原の少女 3 残氷 4 無間氷焔世紀 ラグナロク 5 Rebellion 6 消えぬ炎の快男児 ~BATTLE 8~ 7 Thest 8 Lost Memories 9 人智統合真国 シン 10 万里の風 11 賑やかな航海 12 真なる人 13 紅の月下美人 ~BATTLE 9~ 14 Hypothesis Cosmos ~TREE BATTLE 2~ Disc3 1 銀河の彼方から Fate/Grand Order BGM 2 二者穿一 六花 Fate/Grand Order 主題歌 3 ぐだぐだ帝都聖杯奇譚 Fate/Grand Order BGM 4 帝都夜行 5 天を駆ける 6 ぐだぐだショップ大炎上 ~帝~ 7 絶剱 8 サーヴァント・サマー・フェスティバル! 9 常夏の楽園にて 10 Dive to the Fes ~SUMMER BATTLE 4~ 11 サーヴァント・サマー・フェスティバル! 12 BB channel ~dark mix~ 13 バトル・イン・ニューヨーク 14 Burst Up ~FGO~ 15 最後の力 ~FGO~ 16 神秘の国のONILAND!! 17 伝説の鬼救阿 18 護法少女推参 19 神秘の国のONILAND!! 20 ホーリー・サンバ・ナイト 21 ジングルゴングは鳴らされた 22 この惑星で、ただ一つだけ ランキング 週 月日 順位 変動 週/月間枚数 累計枚数 1 5/21 1 新 15623 15623 2 5/28 6 ↓ 2188 17811 3 6/4 6 → 969 18780 2019年5月 3 新 18780 18780 4 6/11 11 ↓ 547 19327 5 6/18 10 ↑ 433 19760 6 6/25 14 ↓ 392 20152 7 7/2 321 20473 2019年6月 21 ↓ 1693 20473 8 7/9 189 20662 9 7/23 194 20856 10 8/20 ↓ 182 21038 関連CD Fate/Grand Order Original Soundtrack I Fate/Grand Order Original Soundtrack II 逆光
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ACT TWO Scene 1 42. CHORUS Envy, eldest born of hell, Cease in human breasts to dwell, Ever at all good repining, Still the happy undermining! God and man by thee infested, Thou by God and man detested, Most thyself thou dost torment, At once the crime and punishment! Hide thee in the blackest night Virtue sickens at thy sight! Hence, eldest born of hell, Cease in human breasts to dwell, Scene 2 (Jonathan and David) 43. Recitative JONATHAN Ah, dearest friend, undone by too much virtue! Think you, an evil spirit was the cause Of all my father s rage? It was, indeed, A spirit of envy, and of mortal hate. He has resolv d your death; and sternly charg His whole retinue, me especially, To execute his vengeance. 44. Air JONATHAN But sooner Jordan s stream, I swear, Back to his spring shall swiftly roll, Than I consent to hurt a hair Of thee, thou darling of my soul. 45. Recitative DAVID Oh, strange vicissitude! But yesterday He thought me worthy of his daughter s love; Today he seeks my life. JONATHAN My sister Merab, by his own gift thy right, He hath bestow d on Adriel. DAVID Oh, my prince, would that were all! It would not grieve me much the scornful maid Didst thou observe?) with such disdainful pride Receiv d the king s command! But lovely Michal, As mild as she is fair, outstrips all praise. 46. Air DAVID Such haughty beauties rather move Aversion, than engage our love. They can only our cares beguile, Who gently speak, and sweetly smile. If virtue in that dress appear, Who, that sees, can love forbear? Such beauties... (da capo.) 47. Recitative JONATHAN My father comes retire, my friend, while I With peaceful accents try to calm his rage. (Exit David) Scene 3 (Saul and Jonathan) 48. Recitative SAUL Hast thou obey d my orders, and destroy d My mortal enemy, the son of Jesse? JONATHAN Alas, my father! He your enemy? Say, rather, he has done important service To you, and to the nation; Hazarded his life for both, and slain our giant foe, Whose presence made the boldest of us tremble. 49. Air JONATHAN Sin not, O king, against the youth, Who ne er offended you Think, to his loyalty and truth, What great rewards are due! Think with what joy this godlike man You saw, that glorious day! Think, and with ruin, if you can, Such services repay. 50. Air SAUL As great Jehovah lives, I swear, The youth shall not be slain Bid him return, and void of fear Adorn our court again. 51. Air JONATHAN From cities stormed, and battles won, What glory can accrue? By this the hero best is known, He can himself subdue. Wisest and greatest of his kind, Who can in reason s fetters bind The madness of his angry mind! Scene 4 52. Recitative JONATHAN Appear, my friend. (Enter David) SAUL No more imagine danger Be first in our esteem; with wonted valour Repel the insults of the Philistines And as a proof of my sincerity, (aside) Oh, hardness to dissemble! (To David) Instantly espouse my daughter Michal. 53. Air DAVID Your words, O king, my loyal heart With double ardour fire If God his usual aid impart, Your foes shall feel what you inspire. In all the dangers of the field, The great Jehovah is my shield. (Exeunt David and Jonathan) 54. Recitative SAUL Yes, he shall wed my daughter! But how long Shall he enjoy her? He shall lead my armies! But have the Philistines no darts, no swords, To pierce the heart of David? Yes, this once To them I leave him; they shall do me right! Scene 5 (David and Michal) 55. Recitative MICHAL A father s will has authorized my love No longer, Michal, then attempt to hide The secret of my soul. I love thee, David, And long have loved. Thy virtue was the cause; And that be my defence. 56. Duet MICHAL O fairest of ten thousand fair, Yet for thy virtue more admir d! Thy words and actions all declare The wisdom by thy God inspir d. DAVID O lovely maid! Thy form beheld, Above all beauty charms our eyes Yet still within thy form conceal d, Thy mind, a greater beauty, lies. BOTH How well in thee does Heav n at last Compensate all my sorrows past. (Exeunt) 57. CHORUS Is there a man, who all his ways, Directs, his God alone to please? In vain his foes against him move Superior pow r their hate disarms; He makes them yield to virtue s charms, And melts their fury down to love. 58. Symphony Scene 6 (David and Michal) 59. Recitative DAVID Thy father is as cruel, and as false, As thou art kind and true. When I approach d him, Elissa New from the slaughter of his enemies, His eyes with fury flam d, his arms he rais d, With rage grown stronger; By my guiltless head The javelin whizzing flew, and in the wall Mock d once again his impotence of malice. 60. Duet DAVID At persecution I can laugh; No fear my soul can move, In God s protection safe, And blest in Michal s love. MICHAL Ah, dearest youth, for thee I fear! Fly, begone, for death is near! DAVID Fear not, lovely fair, for me Death, where thou art, cannot be; Smile, and danger is no more. MICHAL Fly, or death is at the door! See, the murd rous band comes on! Stay no longer, fly, begone! Scene 7 (Michal and Doeg) 61. Recitative MICHAL Whom dost thou seek? And who hast sent thee hither? DOEG I seek for David, and am sent by Saul. MICHAL Thy errand? DOEG Tis a summons to the Court. MICHAL Say he is sick. DOEG In sickness or in health, Alive or dead, he must be brought to Saul; Show me his chamber. (David s bed discovered with an image in it) Do you mock the king? This disappointment will enrage him more Then tremble for th event. (Exit) 62. Air MICHAL No, no, let the guilty tremble At ev ry thought of danger near. Though numbers, armed with death, assemble, My innocence disdains to fear. Though great their power as their spite, Undaunted still, my soul, remain For greater is Jehovah s might, And will their lawless force restrain. Scene 8 63. Recitative MERAB Mean as he was, he is my brother now, My sister s husband; and to speak the truth, Has qualities which justice bids me love, And pity his distress. My father s cruelty Strikes me with horror! At th approaching feast I fear some dire event, unless my brother, His friend, the faithful Jonathan, avert Th impending ruin. I know he ll do his best. 64. Air MERAB Author of peace, who canst control Every passion of the soul; To whose good spirit alone we owe Words that sweet as honey flow With thy dear influence his tongue be fill d, And cruel wrath to soft persuasion yield. Scene 9 (Saul at the Feast of the New Moon) 65. Symphony 66. Accompagnato SAUL The time at length is come when I shall take My full revenge on Jesses s son. No longer shall the stripling make His sov reign totter on the throne. He dies -- this blaster of my fame, Bane of my peace, and author of my shame! Scene 10 (Saul and Jonathan) 67. Recitative SAUL Where is the son of Jesse? Comes he no To grace our feast? JONATHAN He earnestly ask d leave To go to Bethlem, where his father s house, At solemn rites of annual sacrifice, Requir d his presence. SAUL O perverse, rebellious! Thinkst thou I do not know that thou hast chose The son of Jesse to thy own confusion? The world will say thou art no son of mine, Who thus canst love the man I hate; the man Who, if he lives, will rob thee of thy crown Send, fetch him thither; for the wretch must die. JONATHAN What has he done? And wherefore must he die? SAUL Darest thou oppose my will? Die then thyself! (He throws the javelin. Exit Jonathan, then Saul) 68. CHORUS Oh, fatal consequence Of rage, by reason uncontroll d! With every law he can dispense; No ties the furious monster hold From crime to crime he blindly goes, Nor end, but with his own destruction knows. ACT TWO Scene 1 42. CHORUS Envy, eldest born of hell, Cease in human breasts to dwell, Ever at all good repining, Still the happy undermining! God and man by thee infested, Thou by God and man detested, Most thyself thou dost torment, At once the crime and punishment! Hide thee in the blackest night Virtue sickens at thy sight! Hence, eldest born of hell, Cease in human breasts to dwell, Scene 2 (Jonathan and David) 43. Recitative JONATHAN Ah, dearest friend, undone by too much virtue! Think you, an evil spirit was the cause Of all my father s rage? It was, indeed, A spirit of envy, and of mortal hate. He has resolv d your death; and sternly charg His whole retinue, me especially, To execute his vengeance. 44. Air JONATHAN But sooner Jordan s stream, I swear, Back to his spring shall swiftly roll, Than I consent to hurt a hair Of thee, thou darling of my soul. 45. Recitative DAVID Oh, strange vicissitude! But yesterday He thought me worthy of his daughter s love; Today he seeks my life. JONATHAN My sister Merab, by his own gift thy right, He hath bestow d on Adriel. DAVID Oh, my prince, would that were all! It would not grieve me much the scornful maid Didst thou observe?) with such disdainful pride Receiv d the king s command! But lovely Michal, As mild as she is fair, outstrips all praise. 46. Air DAVID Such haughty beauties rather move Aversion, than engage our love. They can only our cares beguile, Who gently speak, and sweetly smile. If virtue in that dress appear, Who, that sees, can love forbear? Such beauties... (da capo.) 47. Recitative JONATHAN My father comes retire, my friend, while I With peaceful accents try to calm his rage. (Exit David) Scene 3 (Saul and Jonathan) 48. Recitative SAUL Hast thou obey d my orders, and destroy d My mortal enemy, the son of Jesse? JONATHAN Alas, my father! He your enemy? Say, rather, he has done important service To you, and to the nation; Hazarded his life for both, and slain our giant foe, Whose presence made the boldest of us tremble. 49. Air JONATHAN Sin not, O king, against the youth, Who ne er offended you Think, to his loyalty and truth, What great rewards are due! Think with what joy this godlike man You saw, that glorious day! Think, and with ruin, if you can, Such services repay. 50. Air SAUL As great Jehovah lives, I swear, The youth shall not be slain Bid him return, and void of fear Adorn our court again. 51. Air JONATHAN From cities stormed, and battles won, What glory can accrue? By this the hero best is known, He can himself subdue. Wisest and greatest of his kind, Who can in reason s fetters bind The madness of his angry mind! Scene 4 52. Recitative JONATHAN Appear, my friend. (Enter David) SAUL No more imagine danger Be first in our esteem; with wonted valour Repel the insults of the Philistines And as a proof of my sincerity, (aside) Oh, hardness to dissemble! (To David) Instantly espouse my daughter Michal. 53. Air DAVID Your words, O king, my loyal heart With double ardour fire If God his usual aid impart, Your foes shall feel what you inspire. In all the dangers of the field, The great Jehovah is my shield. (Exeunt David and Jonathan) 54. Recitative SAUL Yes, he shall wed my daughter! But how long Shall he enjoy her? He shall lead my armies! But have the Philistines no darts, no swords, To pierce the heart of David? Yes, this once To them I leave him; they shall do me right! Scene 5 (David and Michal) 55. Recitative MICHAL A father s will has authorized my love No longer, Michal, then attempt to hide The secret of my soul. I love thee, David, And long have loved. Thy virtue was the cause; And that be my defence. 56. Duet MICHAL O fairest of ten thousand fair, Yet for thy virtue more admir d! Thy words and actions all declare The wisdom by thy God inspir d. DAVID O lovely maid! Thy form beheld, Above all beauty charms our eyes Yet still within thy form conceal d, Thy mind, a greater beauty, lies. BOTH How well in thee does Heav n at last Compensate all my sorrows past. (Exeunt) 57. CHORUS Is there a man, who all his ways, Directs, his God alone to please? In vain his foes against him move Superior pow r their hate disarms; He makes them yield to virtue s charms, And melts their fury down to love. 58. Symphony Scene 6 (David and Michal) 59. Recitative DAVID Thy father is as cruel, and as false, As thou art kind and true. When I approach d him, Elissa New from the slaughter of his enemies, His eyes with fury flam d, his arms he rais d, With rage grown stronger; By my guiltless head The javelin whizzing flew, and in the wall Mock d once again his impotence of malice. 60. Duet DAVID At persecution I can laugh; No fear my soul can move, In God s protection safe, And blest in Michal s love. MICHAL Ah, dearest youth, for thee I fear! Fly, begone, for death is near! DAVID Fear not, lovely fair, for me Death, where thou art, cannot be; Smile, and danger is no more. MICHAL Fly, or death is at the door! See, the murd rous band comes on! Stay no longer, fly, begone! Scene 7 (Michal and Doeg) 61. Recitative MICHAL Whom dost thou seek? And who hast sent thee hither? DOEG I seek for David, and am sent by Saul. MICHAL Thy errand? DOEG Tis a summons to the Court. MICHAL Say he is sick. DOEG In sickness or in health, Alive or dead, he must be brought to Saul; Show me his chamber. (David s bed discovered with an image in it) Do you mock the king? This disappointment will enrage him more Then tremble for th event. (Exit) 62. Air MICHAL No, no, let the guilty tremble At ev ry thought of danger near. Though numbers, armed with death, assemble, My innocence disdains to fear. Though great their power as their spite, Undaunted still, my soul, remain For greater is Jehovah s might, And will their lawless force restrain. Scene 8 63. Recitative MERAB Mean as he was, he is my brother now, My sister s husband; and to speak the truth, Has qualities which justice bids me love, And pity his distress. My father s cruelty Strikes me with horror! At th approaching feast I fear some dire event, unless my brother, His friend, the faithful Jonathan, avert Th impending ruin. I know he ll do his best. 64. Air MERAB Author of peace, who canst control Every passion of the soul; To whose good spirit alone we owe Words that sweet as honey flow With thy dear influence his tongue be fill d, And cruel wrath to soft persuasion yield. Scene 9 (Saul at the Feast of the New Moon) 65. Symphony 66. Accompagnato SAUL The time at length is come when I shall take My full revenge on Jesses s son. No longer shall the stripling make His sov reign totter on the throne. He dies -- this blaster of my fame, Bane of my peace, and author of my shame! Scene 10 (Saul and Jonathan) 67. Recitative SAUL Where is the son of Jesse? Comes he no To grace our feast? JONATHAN He earnestly ask d leave To go to Bethlem, where his father s house, At solemn rites of annual sacrifice, Requir d his presence. SAUL O perverse, rebellious! Thinkst thou I do not know that thou hast chose The son of Jesse to thy own confusion? The world will say thou art no son of mine, Who thus canst love the man I hate; the man Who, if he lives, will rob thee of thy crown Send, fetch him thither; for the wretch must die. JONATHAN What has he done? And wherefore must he die? SAUL Darest thou oppose my will? Die then thyself! (He throws the javelin. Exit Jonathan, then Saul) 68. CHORUS Oh, fatal consequence Of rage, by reason uncontroll d! With every law he can dispense; No ties the furious monster hold From crime to crime he blindly goes, Nor end, but with his own destruction knows. Handel,George Frideric/Saul/III
https://w.atwiki.jp/ranoberowa/pages/235.html
第195話:COPY or ORIGINAL 作:◆MejjzMCJQo 平和島静雄を尻目遣いで見送る。すぐに見えなくなった。 放送が終了してからというもの、古泉一樹は一人思案に暮れていた。 ――――まさかすでに3人も亡くなっていたとは・・・。 でも、これで確信が持てました。 去年の冬休みの合宿。雪山遭難時に館であの人が打ち明けてくれたことを思い出す。 ――朝比奈さんと長門さん、そしてあの人、計3人はもう一度過去に戻らなくてはいけないことが決定している。これは揺るがすことが出来ない規定事項だ。 もし、この企画に参加した彼らが完全オリジナルの彼らであったならば、ここで死ぬのはおかしい。 いや、絶対にあってはならない。過去に行けないという矛盾が生じるからだ。 つまり少なくとも、すでに亡くなっている朝比奈さんとあの人は異世界にコピーされた存在である可能性が高い。 そうなると涼宮さんもコピーだったと考える方が妥当かもしれませんね。 ――まぁ、直接関係のない僕がコピーかオリジナルかは分かりませんが・・・。 未来人である朝比奈さんは何か知っていたんでしょうか? と言っても、もう知るすべはありませんし、 例え知っていたとしても禁則事項ですとか言って教えてはくれないんでしょうけどね・・・。 顔を上げる。そこには、いつものさわやかな微笑み。 彼らがコピーである可能性を見出し、安心しているようにも見受けられる。 ―――とりあえず今後の方針は決まりました。本来なら最初からそうすべきだったんですが・・・。 気絶したのは大きな痛手でしたね。 「至急探さなくてはいけない人が出来ました」 「「えっ?」」 突然の発言に目を丸くするキーリさんとボルカンさん。 神父さんは城門を閉めてからずっとトレーニングを怠りません。話はもちろん聞こえているでしょう。 「僕も別行動をとらせていただきます」 「でも・・・古泉さん、武器も持たないで危険すぎます!!」 間髪を入れずキーリさんが阻止する。大きな不安と心配が見て取れた。 「そうですね。でも、こんなに大きなお城ですから、厨房に立派な包丁の1本や2本はあるでしょう。 使いたくはありませんが・・・少しお借りしてから出発するとします。扉は僕の力では開きそうにないので平和島さん同様、適当な場所から出ようと思います」 本来自分はそんなに行動派ではないのだが、仕方ありませんね。 ―――涼宮さんと、朝比奈さん、そしてあの人まで居なくなってしまった今、 状況を共有できるのは長門さんだけですから。 あの方なら僕よりも的確に判断が出来るでしょう。今度の対策も話し合わなければいけません。 「気絶中の介抱、感謝します。もし、みなさんのお探しの人に巡り合えたら此処にいると伝えましょう」 古泉一樹はデイバックを肩に掛け、告げる。 と、丁度その時、ガラスが割れる音に次いで銃声が広い城内に響き渡った。 【G-4/城の中/1日目・06:22】 【神父と仲間達】 【ハックルボーン神父】 [状態]:健康 [装備]:宝具『神鉄如意』@灼眼のシャナ [道具]:デイパック(支給品一式) [思考]:神に捧げるトレーニングは怠ることができない。 【キーリ】 [状態]:健康 [装備]:超電磁スタンガン・ドゥリンダルテ(撲殺天使ドクロちゃん) [道具]:デイパック(支給品一式) [思考]:ハーヴェイを捜したい。神父を信じたい。 古泉を心配。 【ボルカン】 [状態]:健康 [装備]:かなめのハリセン(フルメタル・パニック!) [道具]:デイパック(支給品一式) [思考]:キーリを護る。打倒、オーフェン。 【古泉一樹】 [状態]:健康 [装備]:なし [道具]:デイパック(支給品一式) [思考]:厨房で武器調達後、長門有希を探す。 【パイフウ】 [状態]健康 [装備]ウェポン・システム(スコープは付いていない) [道具]デイバック一式。 [思考]主催側の犬になり、殺戮開始/この五人を皆殺し/火乃香を捜したい。 (銃を撃ったのはパイフウと思われる) 【G-4/城の中/1日目・06 22】 【アーヴィング・ナイトウォーカー】 [状態]:情緒不安定/修羅モード [装備]:狙撃銃"鉄鋼小丸"(出典@終わりのクロニクル) [道具]:デイバッグ(支給品一式) [思考]:主催者を殺し、ミラを助ける(思い込み) (城門が開けられなかったので、ガラスを割って侵入を試みたと思われる) ←BACK 目次へ(詳細版) NEXT→ 第194話 第195話 第196話 第223話 時系列順 第208話 第190話 キーリ 第220話 第193話 パイフウ 第220話 第193話 アーヴィー 第220話 第190話 神父 第220話 第190話 古泉一樹 第220話 第190話 ボルカン 第220話
https://w.atwiki.jp/musicgungun/pages/238.html
Twister -Original ver- 収録作品:MGG2 人数 難易度 総ノーツ数[1P-2P](Tr/BS)[1P-2P] チャンスタイム EFB スコア理論値[1P-2P] 備考 タイプ ボス耐久力 ザコ数 1人用 NORMAL(9) 116(0/2) F ? ? 4 ? 動画 HARD(20) 310(8/1) F ? ? 6 ? 動画 2人用 NORMAL(8) 212[100-112](0/5)[0/2-0/3] F ? ? 4 ?[?-?] 動画 Tr=Trace:"引きっぱなし!!"のノーツ数BS=BlankShot:"上に向けて撃て!!"のノーツ数EFB:エフェクトフォーメーションボーナス(詳細はルール・システムで) 名前 コメント
https://w.atwiki.jp/vocaloidenglishlyric/pages/234.html
【Tags Luka Rin U-ta-P twinkle miki】 Original Music Title ウズメカグラ English music title Uzume s Kagura-dance / Uzume s Shinto Theatrical Dance Romaji music title Uzume Kagura Lyrics written by ウタP (Uta-P) Music written by twinkle Music arranged by twinkle Main Singer SF-A2 miki, Voiced by 巡音ルカ (Megurine Luka), Chorus by 鏡音リン (Kagamine Rin) Click here for the Japanese Lyrics English Lyrics (translated by deadbull): We cleanse every sin, light up everything, and play to pray to you. We shall make our daylight return to this land. It is us who light the world. The one who gives light on us is the goddess of the sun, who locked herself in a rock when mad at the god of the sea. What can we do for this darkened world where everything has lost her light? If our racket interests her, I guess, she should come out to see our dance. Welcome to the place of the gods. Let s stay dancing through the night. Shall we be freed from everything tonight by our song which makes even her envy? Japan is the land of joy and of goodness. Don t be shy. The darkness will hide us. We shall make our daylight return to this land. It is us who light the world. Too much bright as you may feel, never long for the darkness. Endless night does harm to our life, once it really comes. Our goddess is still locked in the rock, and never tries to peep at us. Oh my goddess, please come out now. We are all waiting for the return of you. We cleanse every sin, light up everything, and play to pray to you. Enjoy dancing, singing, and drinking to call the sunny goddess with the light of her. My goddess, please open the rocky door. We d like you to descend here. It s the land blessed by our goddess of the sun. It is you who light the world. Amusing is your dance. May my light be on all of you. Welcome to the place of the gods. Let s stay dancing through the night. The light of us should reach throughout the world with our songs which are glorifying her. We cleanse every sin, wipe the evil out, and play to pray to you. Every god in everything should come and see my dance open the rocky door. Japan is the land of joy and of goodness. It s where the sun rises from. It s the land blessed by our goddess of the sun. May her light be on us forever. Romaji lyrics (transliterated by blacksaingrain): kiyome mashou terashi mashou inori tatematsuru kono yo ni hi no hikari modoshi mashou ama terasu wa warera kono kuni wo terasu mo sore wa megami-sama abareru kaijin wo tomerarezu iwa ni komoru kurayami ni shizunda sekai de warera ni dekiru koto wa nani? o-matsuri sawagi wo shite itara kitto... megami-sama mo dete kuru wa! takamagahara e irasshai koyoi odori akasou wazurawashii koto wa wasure mashou megami mo urayamu warera no uta yamato mahoroba umashi kuni tsudoe yami ni magirete kono yo ni hi no hikari modoshi mashou ama terasu wa warera mabushisa ni taerarezu yami wo motometemo otozureta tokoyo wa warera no inochi mushibamu megami-sama wa mada iwa no oku kao nozokaseyou tomo shinai hayaku dete kite kono basho e minna... anata no koto matteru wa! kiyome mashou terashi mashou inori tatematsuru nome ya utae ya odore ya sawage hikari wo manekan warera ga kami megami-sama yo iwato hiraki koko e kudari tamae hi no moto hi no kami no owasu kuni amaterasu wa anata tanoshi ya kagura sonata ni hikari are takamagahara e irasshai koyoi odori akasou yo no hate made hikari mitashi mashou megami wo tataeru warera no uta kiyome mashou terashi mashou inori tatematsuru yaorozu no kami yo goran are iwato akeshi kagura yamato mahoroba umashi kuni koko wa hi izuru tokoro hi no moto hi no kami no owasu kuni terase yo tokoshie ni [Uta-P, UtaP, U-taP, twinkle, U-ta, U-ta-P]
https://w.atwiki.jp/irongripmarauders/pages/38.html
v 0.6.27 12.15.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES. YOU WILL RECEIVE ONE FREE BASE WHEN YOU LOG IN FOR THE FIRST TIME. IT IS RECOMMENDED THAT YOU IMMEDIATELY EDIT THIS BASE AND SET UP ITS DEFENSES AND MINES BEFORE ATTACKING OTHER BASES. * NEW BASE OFFICER SYSTEM! The number of bases you can have at any given time is now determined by how many Officers you have. You can only have as many Officers as your current level (if you are level 2, you have 2 Officers.) Each time you level up, you are granted an additional Officer. Each Officer has two values Defense Leadership and Attack Leadership. The Defense Leadership determines how many capacity points you can deploy on a base that is commanded by that Officer. The Attack Leadership determines how many capacity points you can deploy when attacking another base with that Officer. Officers are not required to lead your attacks - but if you attack without an officer, you can not capture the base - you can only LOOT it. Which brings us to the next major update! * NEW LOOT SYSTEM! If you win a battle using an Officer, you are given the choice at the end of the battle to either LOOT or CAPTURE the base. Looting the base allows you to steal an amount of resources from the player who owned that base proportionate to the number of kills you made during the battle. The more you kill, the more you will loot. You will always loot a percentage of the defending player s current resource stash, usually earning some amount of gold, iron and stone. If you attack a base WITHOUT an Officer leading the attack, you can only loot the base, and cannot capture it. If you decide to capture the base instead of looting it, the only loot you will get is a percentage of the defending player s resources stored in any SILOS on that base. * NEW COMMAND VEHICLE! Command Centers and Command Castles have been replaced by a mobile Command Vehicle on all bases. You are considered to be the winner of a battle if you destroy the Command Vehicle (or CV for short.) Furthermore, when editing your own base, you may pick up and move the CV to any location you desire. However, you cannot save an edited base unless the CV has been placed somewhere on the map, so if you pick it up, remember to place it back down somewhere! * BLACK MARKET REVAMP! Check out the new Black Market, found by clicking the button with the bearded guy up at the top of the screen just to the right of the Marauders logo. The Black Market is where you can spend Gems to buy unique Vehicles or Infantry squads, new Base Officers, resources, and more! Just a few Gems can really get you ahead of the competition in here. * NEW IN-GAME USER INTERFACE! It s new, it s improved, and it s animated! Most of it should be familiar to you, but we went back to the drawing board with the whole thing and made it much more dynamic and efficient. Look for even more enhancements coming soon! * NEW LOGIN SPLASH SCREEN! No longer cluttered with news posts and other distractions, the new Marauders homepage gets you right into the action in the most efficient way possible. Just log in and click the big green PLAY button! * NEW PRODUCTION FACILITIES! The new Engineering Bay, Training Facility and Laboratory structures can be added to your bases to increase the productivity values of your Engineering, Training and Laboratory rooms in the web game interface. Higher productivity means cheaper prices and shorter build times for all items in that room! You can also increase productivity by training Engineers, Instructors and Scientists, as you did before this update. * NEW MAPS! All new maps designed to work with the new Command Vehicle have been released for this build, which was the primary reason for the reset. The new maps are a better size to get you into the action faster and reducing the amount of tedious movement turns you have to make. The camera is now also constrained to the action, so you shouldn t ever see the black edges of the map anymore. * NEW PROPAGANDA TRUCK! This new vehicle will increase the movement range of all friendly units within its area of influence. * You can no longer attack other players until you are level 4. Below that, you will be attacking randomly-generated AI bases owned by the Militia. After level 4, you may still attack random Militia bases, but you may find it more lucrative to pillage and capture bases owned by other Marauders... * Numerous web interface fixes and enhancements. * Numerous enhancements and fixes to the AI. Hotfix 2 - v 0.5.169 11.03.2010 * Fixed an issue with the FOW where enemy units that fire from the FOW were not being revealed. v 0.5.168 10.29.2010 * Three new units! Bomb Trucks can be sent into the middle of the enemy forces and detonated for MASSIVE damage to surrounding units. This kills the truck, however. And don t let your own units near the explosion, or they will die too! Repair trucks can restore health to vehicles, and Ambulances can restore health to squads of human units. * Attacks will now show a numeric value of the damage they cause on impact, or "MISS" if appropriate. * More AI performance improvements. v 0.5.145 10.13.2010 * Militia bases are no longer direct clones of player bases. They will now be populated with randomly-generated defenses appropriate to the player s level. * The Militia player will now always be the same level as the attacking player to better balance the end-of-battle XP earnings. * Fixed a problem where framerate would drop drastically due to the AI calculating lots of data each frame when the enemy had nothing but defensive structures left. * Scientist Level 2 should now be researchable at level 6. * The Library has been activated! Click on the book button on the top right corner of the Play Page to check it out and get all kinds of detailed help on every aspect of the game. * You can now see what units are deployed on a base without having to open it in Edit mode. Click on the base to see the detail page, and look towards the top left corner of the main window to see the new Base Contents section. * Long chat submissions should properly display on more than one line now, rather than stepping on the next chat message. * Many other minor bug fixes. KNOWN ISSUES * The Base Edit Tutorial is currently broken and cannot be completed. We will be releasing a hotfix in the next 48 hours to fix this. The workaround is to simply close the 3D game window when you get stuck and the tutorial will continue from there without issue. v 0.5.104 09.22.2010 * Added a new structure type called "barricades", which act as simple destructible road blocks to hinder enemy progress. * Fixed a problem where high-level research projects wouldn t stay completed. * Fixed several end-of-game XP rounding errors. * Made the "Back" button in the top left corner of the main game window larger, and added a "World Map" button to the top right corner of the main game window. * Added lots of useful statistics to the user profile pages, including recent battle history. v 0.5.98 09.10.2010 * Removed Gems from the leaderboard. No more buying your way to the top! * Leaderboard Empire stats now show the number of units you have rather than the cumulative unit score for each unit type. Final Empire Score is still based on the capacity score. * The XP bar now starts over at 0 when you level up, and only goes up to the difference in XP requirement between the current level and the next. This should make the XP progress bar a little easier to understand. * The 3D tutorial has been overhauled with a new map and easier-to-understand steps. * The 2D tutorial has been slightly revamped to fix several problems with certain steps from completing and advancing. It is also now easier to reset the tutorial, though players do not yet have the ability to do this for themselves. * The ISOTX logo should now be in correct proportion on the 3D game s loading screen. * More A.I. improvements. * New tech tree. * New high-level units! Level up and do all your research to find out what they are! v 0.5.75 08.28.2010 * Massive performance improvements throughout the site. You should notice that all rooms in the web game open much faster than before. * New leaderboard! Check it out to see where you rank. * Units and structures deployed on bases no longer count toward your used storage capacity. Only items that are currently found in your Storage Room, and items currently cooking in a queue will count toward your storage usage. * Base max storage is now 1800 instead of 2000, and all bases storage bonuses have been nerfed to balance with the new storage rules. * The productivity formulas have been adjusted for the queue rooms. Upgrade the rooms and train more Engineers, Trainers and Scientists to increase productivity! * You can now right-click in the fog of war to move units. * The AI problems from the last build have been repaired. The AI should no longer crash your browser window or lock up the game indefinitely. v 0.5.64 08.21.2010 * Players will now spawn in random locations when attacking a base, instead of in the same place every time. Build your defenses accordingly! * All units and structures should properly repair to full health following a battle. * Movement area shader updated to look more grid-like, rather than solid. * Units at the bottom of a ramp will now have correct line-of-sight toward units at the top of a ramp. * The storage capacity bonuses have been updated for all base types. * Purchasing items on the Black Market, such as resources and units, will allow you to go over-capacity on those resources and storage capacity. If you are over-capacity, your mines will not produce any more of that resource until you drop below maximum capacity. * Several layout fixes to the site. * Several performance enhancements related to the chat and queue systems. KNOWN ISSUES * Sometimes the AI will get stuck "thinking" under certain conditions. To fix this, simply close the attack window and click the big ATTACK button again to re-open it. This will start the battle again right where you left off. * Sometimes the AI units will continue animating after they finish moving. v 0.5.57 08.16.2010 * Fog of War no longer obscures the terrain, only enemy units and structures. * You may now move units into unexplored areas of the Fog of War by using the Move button. This does not yet work for the right-click context move command, but that s coming soon! * Fixed some problems with the email notifications when bases are captured. * Fixed an exploit where clicking READY before deploying units in attack mode would cause an instant win scenario. * Fixed a formula in the storage room where dismissing units was causing ridiculously high amounts of resources to be given back to the player. Hotfix 1 08.13.2010 * Level 2 and Level 3 silos should now increase your maximum resources. This value is updated every 10 minutes from the hour (e.g. - 2 00, 2 10, 2 20, 2 30, etc.), so you may have to wait up to 10 minutes to see your maximums increase after saving a base with silos on it. v 0.5.54 08.12.2010 * Improved server performance when users are viewing the screenshot gallery. * Fixed an issue that was causing the database server to lock up periodically, causing extreme slowness and timeouts for many users. * Added an email notification for when a base is lost. * Optimized the chat system to improve the speed of the site overall. * Fixed a problem that was causing some resource patches to not show up on some bases. v 0.5.48 08.09.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. THE NEW TUTORIAL WILL GRANT PLAYERS A FREE BASE AT ITS CONCLUSION, BUT IF YOU NEED TO RESTART THE TUTORIAL, OR OTHERWISE HAD A PROBLEM OBTAINING AN INITIAL BASE, PLEASE LET US KNOW IN THE BETA FORUMS. THANK YOU! * Fixed an issue that was preventing some people from buying stuff with Gems in the Black Market until they logged out and logged back in. * The last publish broke the ability to level up queue rooms. This has been repaired. * Several tweaks to the tutorial script to make things more clear and precise. * Fixed a problem with the post-tutorial base generator that was setting an incorrect path to the General s avatar. * Reduced the initial starting Leadership value for bases down from 900 to 600 to correct some balancing problems. * Fixed several issues with infantry squad attack damage values. This should improve the AI slightly, as well as fix several balancing issues. * The various pages of the web game should now show a loading animation while they load. * Replaced the map flags with new graphics. * Balanced the XP required for each level. People shouldn t be jumping 7 levels from one battle anymore. v 0.5.47 08.08.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. THE NEW TUTORIAL WILL GRANT PLAYERS A FREE BASE AT ITS CONCLUSION, BUT IF YOU NEED TO RESTART THE TUTORIAL, OR OTHERWISE HAD A PROBLEM OBTAINING AN INITIAL BASE, PLEASE LET US KNOW IN THE BETA FORUMS. THANK YOU! * The first version of the new player tutorial is live. At the conclusion of the tutorial, you will be granted a free base of a random type. * Fixed several bugs in the queue rooms that were preventing freshly-built units from showing up in your storage for several minutes. * Fixed several layout and alignment issues with the queue rooms. * Implemented a new beta invite registration page. * Fixed another problem that should help to prevent the loser in a battle from getting 0 XP, despite the loser making a few kills. v 0.5.26 08.04.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. IF YOU DID NOT GET A BASE AND WOULD LIKE ONE, PLEASE MAKE YOUR REQUEST IN THE BETA FORUMS. THANK YOU! * Introducing the Black Market! Click the little green button next to the gold, iron or stone resource monitors to check it out. We ll be granting free gems to all beta players over the next few days. * Lots more tooltips have been added, most importantly the tooltips on all unit portraits in the queue rooms. Hover over them to get information about health, attack damage and range, mining rates, storage bonuses, AP, and more. The items in the Laboratory will also tell you what they unlock when you research them. * The A.I. will try not to bunch itself up into small groups that can be taken out with AOE damage. * The A.I. will now be better about "making up its mind" about what it s doing. Previously, it would switch between tasks too often. * Dismissing units from the Storage Room will now return 33% of the resources required to build them back to the player. * We are now running from a brand new set of server hardware that should be faster and more secure. Overall, downloads and site navigation should be faster. * The terrain during Base Edit and Attack Deployment phases is now color-coded to better indicate where units and structures can be placed. Most of the terrain will now be red during these phases, indicating an invalid location. * The costs for building and training units and structures have been overhauled in the name of balance. * Updated the productivity formulas for all the queue rooms in the name of balance. * Bases will now have a specific storage bonus that they grant. The amount of the bonus is dependent upon the base type. For example, Town bases provide the largest bonus, while Forest bases provide the smallest. * All new maps! * Tutorials coming soon! v 0.5.0 08.01.2010 * Fixed the end-of-game calculations to ensure the correct XP was granted to both players. Some games may still be broken until the server reset scheduled for 08.04.2010. * Green buttons no longer grant instant refills of resources. These will be re-enabled in the next patch to link to the Black Market page, where you can trade Gems for resources. * Hooked up the buttons to the right of the chat window - they should now link to the correct locations. * Back button will now return to the previous page (in most cases) instead of always returning to the main World Map. * Improved pagination controls for the player s base list. * Removed unnecessary chat buttons. * Removed unnecessary profile buttons to the left of the player s avatar. * Removed the map coordinate display for all users except admins. This was a debugging feature meant for the developers. * Several improvements and additions to the tooltip system. Hovering over something you don t understand should shed at least a little light on the subject. * Highlight color on the bribe list reconfigured to not burn your eyes out when you look at it. * The magnifying glass icon next to items in the bribe list will now link directly to that base. * Clicking the avatar of the owner of the base you re viewing will take you to their profile page where you can add them as a friend or send them a PM. v 0.4.9 07.28.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. IF YOU DID NOT GET A BASE AND WOULD LIKE ONE, PLEASE MAKE YOUR REQUEST IN THE BETA FORUMS. THANK YOU! * Fixed some issues that were causing the number of units in storage to go negative. * Fixed an issue that was causing a Command Center to show up in your storage, and allowing you to place them on maps (only to have them get stuck.) * Replaced the entire technology tree with a new one. The laboratory research projects should be paced better now. * End of game calculation tweaks to improve the gold payouts at the end of a battle. * If you have silos on a base, and lots of resources in the bank, and someone steals that base, they get some of the resources that are stored in those silos. * Building units and structures in the queues should now allow those freshly-built units to appear in Base Edit Mode immediately. Previously, there was a several-minute delay. * There are now new level 2 and level 3 versions of most structures, including mines, quarries, power stations, silos and turrets. * A tutorial is coming soon! For this build we have re-implemented the majority of the SBBG tutorial, and now just have to finish the 3D portion. * Sai Nyasson will now grant you some gold each day for logging in. The amount of gold is dependent upon your current level. * There are now three new locations from the Region Map Stark s Tavern, Jasmine s Gentlemen s Club, and Frannel s Smoking Den. Check them out for the latest information on juicy bases to steal! * Removed the map coordinate display from the World and Region maps. * Fixed a bug causing text corruption in the chat stream when certain special characters are typed. * Fixed bugs related to browser cross-compatibility in the queue rooms. * Leaderboard page has been slightly improved to fit within the window properly, and to include a scroll bar. * The resource monitors on the right side of the play page will auto-refresh more often as a result of expenditures in the queue rooms. * Many tweaks to existing unit and structure properties in the name of balance. * Default Unity loading logo replaced by ISOTX logo. * Base Generals can now be promoted to allow you to place more objects on a base. * Replaced Welcome message below your avatar with a handy LOGOUT link. * Fixed several missing image errors throughout the SBBG. * Added the new Command Castle to "Castle" type maps. This is equivalent to the Command Center on other maps. v 0.4.8 07.21.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. IF YOU DID NOT GET A BASE AND WOULD LIKE ONE, PLEASE MAKE YOUR REQUEST IN THE BETA FORUMS. THANK YOU! * Players can now buy gems at the store! Click the treasure chest icon at the far right of the main play page. * Green buttons next to resources will continue to work for the next few days, but we will be replacing their function in the next few days to allow you to convert gems into resources. * Gold/Iron/Stone silos placed on maps should now increase your maximum storage capacity of that resource. * New players can now build the AT Turret from the outset. * Many bug fixes to improve the stability of attacking Militia (NPC) bases. * Fixed a bug that was causing end-of-game kills and losses to be out of sync. * Fixed a bug that was causing the smart downloader to download ALL game assets, and not just the ones needed for that particular base. * Players should now level up properly based on the XP they earn at the end of a battle. * Bases should now be immune from attack for 6 hours after being attacked. * You can no longer attack bases that are currently under attack or being edited, which will prevent many problems with bases getting out of sync and unstable. * New maps! * Players should now receive a message in the profile message center when their bases are captured by another player. * The Army Editor will now only show units that are currently in your storage room. If you need more tanks or infantry, build them in the Engineering or Training rooms! Don t forget to research new technologies in the Laboratory! * Command Centers are no longer buildable. The only Command Center that may be on a base is the one that comes with the base in the first place.
https://w.atwiki.jp/gyakusai/pages/79.html
When You Play “Phoenix Wright,” Are You Really Phoenix Wright? Capcom Talks About About Gaming’s Top Courtroom Drama http //multiplayerblog.mtv.com/2007/10/31/when-you-play-phoenix-wright-are-you-really-phoenix-wright-capcom-talks-about-about-gamings-top-courtroom-drama/ October 31, 2007 When You Play “Phoenix Wright,” Are You Really Phoenix Wright? Capcom Talks About About Gaming’s Top Courtroom Drama 日本語要約 If you’re played the “Phoenix Wright” Nintendo DS games you may have noticed that they’re a little different. Part throw-back to text-adventure games, part shining beacon of how funny games can still intentionally be. Part rare video game coutroom drama, part case study in just how non-interactive a game can be. Last week I e-mailed Capcom a bunch of questions about the series How do these games get made? How do they get so funny? Would they designers ever make a law game in which you only defend guilty people? What have lawyers said to you about these games? And so on… I wrote up some of the answers in my MTV News GameFile column yesterday, but I found the interview so interesting that I’m posting the whole thing here. Some of the answers were quite brainy, much to my delight. Two things jumped out at me in the interview. The first is series producer Minae Matsukawa’s description of the relationship between the player and Phoenix Wright, the character they control. We also wanted to betray the player’s feelings. The player may want Phoenix to do one thing, but he’ll do another, even after the player knows what’s really going on. Playing through an Ace Attorney game, you can see that Phoenix is one part the player, and one part his own character, Phoenix Wright. And when the player walks around, they solve the case both with and as Phoenix at the same time. In a way, this case set out to betray not only the player, but also the character Phoenix himself. The other ties into a comment made by gamer Calvin Smith on a “Zelda” post I published yesterday. He lamented that “a lot of developers and gamers claim open-endedness as a virtue.” When I asked Matsukawa about the common critique that the gameplay in “Phoenix Wright” is too linear, she said If we were to give players any more leeway … the structure of the game would fundamentally change. We wouldn’t be able to tell a single story anymore if there were too many paths. Also, what we want the players to enjoy is not so much the solving of each riddle they come across them one at a time, but rather, the ability to use their logic to put together what happened as they collect the pieces of the larger puzzle, as it were, and that’s something that we feel is an important aspect of the game. Food for thought. The full interview is below. Multiplayer There are many TV shows and movies that are all about legal trials, but very few games. Why do you think that is? Do you think there should be more? Or does the genre have limited appeal as a video game? Minae Matsukawa, Capcom producer I think it’s because there is a certain level of difficulty in making a game based on court proceedings. Back in 2001 when we, Capcom, were making the first “Gyakuten Saiban” (which later became “Phoenix Wright Ace Attorney” overseas) game for GameBoy Advance (GBA), we were the only ones making a courtroom-based game. Now, the number of games in this genre is increasing, for example, the “Harvey Birdman” game being made overseas. To be honest, though, I’m not sure the base idea of a law game is inherently interesting on its own to most people, although I really can’t speak for the rest of the team. I believe that more than wanting to create a courtroom game, the original director and creator, Mr. Shuu Takumi, had wanted to make a game where the player would find the lies and contradictions in statements when he set out to make the first GBA “Gyakuten Saiban” (”Ace Attorney”) game, and it was from that single gameplay concept that he realized the perfect setting would be in the courtroom, or so I’ve heard. If it wasn’t for this, we might not have ended up with that as our setting, and that would’ve been a shame since the “courtroom” is right there in the title. (The literal translation of the Japanese title, “Gyakuten Saiban,” is “Comeback Court.”) But in the end, I think with the increase in the number of trial-based games being made nowadays, the genre will become increasingly popular. Multiplayer The “Phoenix Wright” games are very funny, but as far as I know are not at all accurate to the way the legal system works. How did you decide upon the legal system in “Phoenix Wright”? Is it based on any real-world legal system? Or is it just designed to be one that simply works well as a game? Matsukawa Well, going back to how the game system was conceived, the team didn’t think of the court idea first, and instead was focused on the idea of uncovering lies and contradictions. Actually, what’s funny is when the Japanese press asks us about this same issue, they usually think we based the game’s system off of the American judicial system! But if we really had based the game off of a real court system, it might not be quite as interesting as a game, simply because court proceedings usually aren’t interesting, right? I think that more than the setting, the game itself has to be interesting. The system in the game is really, at its core, about chasing down witnesses and trying to catch them in the act of lying, so keeping this as the most important aspect of the game and gameplay in mind, we didn’t base the judicial system in “Ace Attorney” off of any real systems, but instead created something unique to the “Ace Attorney” world. Multiplayer Do you know if the series has any fans who work as lawyers or judges? If so, have you ever heard feedback from anyone in those professions? If so, can you tell me an anecdote about that? Matsukawa Sure! I remember when I made my first trip to [the San Diego] Comic-Con 2 years ago, before any of the “Ace Attorney” games had been released or was as well known as it is now, there was a young man, about 17 or 18 years old, and he told me that his father is a lawyer. Even now, I distinctly remember him telling me that he and his father were greatly anticipating this game, and that he hoped that we wouldn’t let him down. I remember being very happy to hear him say that since the game hadn’t even been released yet back then. Fast forward to a few months ago in July. I went back to Comic-Con for the first time in 2 years, and this time, a gentleman came up to me and said that he was a professor at a law school! He told me that as an educator of lawyers-to-be, he highly recommended the “Ace Attorney” games to his students. We ended up talking for a little while as I signed his poster, and he told me such things as, “Americans really love all things law,” and that he thought it was amazing that he could teach his students through a good video game, which was great to hear from a law professor. While he wasn’t trying to teach the law system in the game, since as I just mentioned, the game system is purely fictional, I think the basic ideas that a lawyer should trust their client, and to expose lies to find the truth – those are things that are pretty universal, and things we can all learn about. I hope on my next visit, I can hear from even more fans, whether they’re related to the law or not. I’m really looking forward to hearing everyone’s stories. [SKIP THE NEXT QUESTION TO AVOID A MILD SPOILER ABOUT THE SECOND “PHOENIX WRIGHT” GAME, “…AND JUSTICE FOR ALL”] Multiplayer There was a really interesting case in the second “Phoenix Wright” game, during which Phoenix is forced to defend a man he knows is actually guilty. I really liked this case, because it made me play the role of someone who knew he was doing something wrong. Very few video games have ever put me in that situation before. To what extent has the development team wanted to put players in unusual situations like that? Would you be interested in making a game like “Phoenix Wright” where you were always defending people who were guilty? It could be fascinating. Matsukawa One thing you often hear when you talk with the team is “we want to betray the player’s expectations,” and that’s usually the starting point when they write the scenario. Now, by the time you get to that particular episode, it’s become pretty standard that whoever Phoenix defends is always innocent, so the player’s expectation will lead them to believe that their client this time will be innocent as well. And it was this expectation, this belief in the innocence of Phoenix’s client that the team set out to overturn by constructing the case in such a way that the true nature of your client and the truth behind the murder will only be revealed ever so slowly to the player. We also wanted to betray the player’s feelings. The player may want Phoenix to do one thing, but he’ll do another, even after the player knows what’s really going on. Playing through an Ace Attorney game, you can see that Phoenix is one part the player, and one part his own character, Phoenix Wright. And when the player walks around, they solve the case both with and as Phoenix at the same time. In a way, this case set out to betray not only the player, but also the character Phoenix himself. The fact that we were able to put players in such an “unusual situation” is in itself praise enough for us that we were able to accomplish what we had set to do, and we are very grateful for this. As for if we would be interested in making a game where the defendant was always guilty, if the demand is there, we will think about it. But knowing the team, I suspect that if the game was to be about always defending guilty clients, they would throw an innocent one in there somewhere in their attempt to betray the player’s expectations. Multiplayer I mentioned that the game is funny. Very few video games actually make me laugh, but the “PW” series does. How does your team go about making sure the game is funny? Is the game designed without humor first and then the jokes are added in? Is it funny right from the start? Matsukawa The game starts out as a collection of ideas and concepts, such as, “Let’s use this trick,” “This is where the contradiction should be,” “We should betray the player here,” or “Let’s put a misleading lie here”, and is centered on the idea of the case. The team then uses these ideas to construct an outline of the cases. After that, Mr. Takumi comes up with what kinds of characters should appear in the story, and the team works to bring each one to life. Then all of these various building blocks are brought together to create a rough draft of the scenario. “Ace Attorney” games are at their most basic, text dialogue pieces, so like any piece of writing, there are 3 phases, or “drafts” of any particular case – the outline, the rough draft, and the polished version. After the initial outline and rough draft, the team then sits down to really evaluate the pacing of the game, or how interesting a particular section is, or maybe what sections need more explanation. They write many, many drafts during this polishing phase to really bring the story together. The story is interesting right from the start, but sometimes, even though it looks good on paper, and this has happened to me before too, by the time it’s implemented in the game, you realize that maybe the timing or the pacing is not as good as you thought it would be. It’s a bit disappointing sometimes, but in order to give players a smooth, fun experience, these various interim steps where you are constantly adjusting and readjusting things, such as where to drop hints, must be taken. So even though the initial draft may have been interesting, it’s important that the end version is the best it can be in the game itself, and I think the team feels fortunate that they have been able to bring the variety of stories that they have to the fans. As for when the humor is added, it’s there from the very beginning, but the majority of the humor is written into the scenario during the second phase when the characters are inserted into the skeleton of the story. When you see the characters and how they behave in the story, then you can do things with them and create situations and humorous lines that fit well within the context of the story. Multiplayer Some fans of the “Ace Attorney” games have said that they would like to have more flexibility in arguing court cases. The games currently only give you choices of when to press a witness for more information, when to yell “Objection” and when to present evidence. The player can’t really make their own arguments. Has the development team considered giving players more abilities to argue the case as they wish? Matsukawa Ah, this is something we get asked a lot, but I have to say that the “Ace Attorney” games are, while on the one hand, interactive, they are also on the other, very heavily story oriented. If we were to give players any more leeway, I’m afraid the amount of text the team would have to write would increase by three, four, or even five times the amount they have to write now. That’s not to say we don’t want to, but the structure of the game would fundamentally change. We wouldn’t be able to tell a single story anymore if there were too many paths. Also, what we want the players to enjoy is not so much the solving of each riddle they come across them one at a time, but rather, the ability to use their logic to put together what happened as they collect the pieces of the larger puzzle, as it were, and that’s something that we feel is an important aspect of the game. If we were to give players a bit more freedom, we might have to hide the pieces a bit better, or make the contradictions even harder to find, and in the end, the cases might become too hard or even impossible for people to solve. But we are always open to ideas and suggestions. Multiplayer What’s the most notable feature in “Phoenix Wright 3″ that you would like players to appreciate? Matsukawa I think the one thing I hope players will enjoy is the ending itself. For those who have played the first and second games, I think they will find that the ending is even more involved and deeper than the previous. Also, the ending of “Trials and Tribulations” is the climax and culmination of the Phoenix arc, so it has even more mysteries and puzzles to figure out than its predecessors. There may be times when they may feel frustrated, or think they have no chance of winning, but “Ace Attorney” games are always about happy endings, so I hope players will be able to enjoy it in the end. It’s really hard to talk about the game, and especially the ending, without spoiling anything, but I sincerely hope everyone who plays “Trials and Tribulations” will be able to enjoy the ending, despite any frustrations they may encounter along the way. Multiplayer Finally, can you explain your role on the game and let us know how many people worked on it? Matsukawa The original team that created the game was around 10 or so people, and there were about another 10 people who worked on the localization, so in the end, a little over 20 people worked in total on this game. As for myself, my role is to keep everyone on track, arrange the production schedule, watch out for the production costs, and of course, my main job, to manage the promotion of the “Ace Attorney” games, which includes attending events, such as Comic-Con back in July, where I hand-signed over 2,000 posters! I was really moved to see all those people waiting sometimes over an hour and a half at the Capcom booth just to see the new “Ace Attorney” game. When I compare that to what I experienced two years ago where I was handing out postcards to passer-bys and trying to promote the game in my limited English, I am in awe of how much the series has grown in two short years, and am extremely grateful for the support and love the North American fans have shown the Ace Attorney series. I hope everyone will continue to support the franchise and will look forward to upcoming games in the series. Thank you very much. 日本語要約 Q テレビ番組と映画には法廷ものがたくさんあるのに、ゲームには極めて少ないのは何故だと思いますか? ゲームで法廷ものを扱う場合の制限はありますか? 松川 ゲームに法廷ものが少ないのは、裁判に基づくようにするのが難しいからだと思います。2001年に最初の逆転裁判を作っていたころは、このゲームだけが裁判を扱う唯一のゲームでした。そもそもディレクターの巧舟の考えは、法廷ものを創ろうということではなく、嘘や矛盾を暴くゲームを創ったら法廷ものになったのです。現在は裁判に関するゲームも増えて、このジャンルも人気があるように思えます。 Q Phoenix Wrightシリーズは面白いのですが、法律や制度が正確に表現されていません。どのように法制度を決めたのですか? それらは、現実の法制度に基づいていますか? ゲーム内で都合のよいように設計されているのですか? 松川 開発チームは最初、法廷については考えておらず、「嘘と矛盾を暴く」というアイディアに集中していました。面白い話ですが、日本のプレスもこの質問をしてくるのですが、彼らはアメリカの司法制度を基礎にしたと思っているのです。本当の法制度でゲームを創ったら、面白くはならないと思います。本当の裁判はたいてい面白さとはかけ離れているので。ですので、ゲームを面白くするためにゲーム内での法制度を決めたのです。 Q 弁護士や裁判官のPhoenix Wrightファンは居ますか? もし居るのなら、それらの職業の人からの感想を聞きましたか? 松川 居ます! 私が2年前、サンディエゴのComic-Conに初めて行った時、まだAce Attorneyシリーズが発売される前でしたが、父が弁護士であるという17、8歳の男性に会いました。私は今でも、彼と彼の父親が、このゲームを待っていた、期待しているよ、と言ってくれたのを覚えています。 そして今年の7月、2年振りにComic-Conに行った時は、ロースクールの教師をしているという紳士が来たのです。彼は、法曹界の教育者として、Ace Attorneyシリーズを学生に推薦したと私に話しました。ゲーム内の法律は虚構ですが、弁護士が依頼人を信用し、真実を見つけることは私たち一般の人間でも学ぶことができるものです。 私は次のアメリカを訪問する機会を楽しみにしています。 Q 2作目では、実は有罪である人物を弁護しなければならなくなりますが、このエピソードは非常に魅力的でした。開発チームはこのような、プレイヤーを変わった状況にすることが好きなのですか? 松川 開発チームがよく言うことの一つが、「プレイヤーの予想を裏切りたい」ということです。そのエピソードにおいては、今までは無実の人のみを弁護してきたので、今回も無実だろうというプレイヤーの予想をひっくりかえずことが目的でした。 プレイヤーは事実を知ったあともPhoenixが逆のことをしようとしているのを見ることになります。プレイヤーだけでなくPhoenixをもひっくり返したのがこのエピソードでした。 Q ユニークで笑える部分が多いのがAce Attorneyシリーズですが、どのように創っているのですか? 最初はストーリーのみを創って、後からジョークなどを入れるのですか? 松川 まず、「このトリックを使おう」、「ここは矛盾が必要」、「ここでプレイヤーを裏切ろう」、「まぎらわしい嘘をここに置こう」といった骨子から作り始めます。その後に、その物語から必要とされる人物を巧氏が考えて、それらのキャラクターを生き生きとさせていきます。Ace Attorneyはテキスト量が多く、どんな場合でも概略、下書き、推敲されたバージョンの3つが存在します。また、紙の上の文章とゲームにしたときでは変わるので絶えず調整をします。 ユーモアが加わる段階は、最初からある場合もありますが、多くは第二段階の下書きの時です。 Q Ace Attorneyの一部のファンは、もっとゲームに柔軟性が欲しいと言っています。今はいつ異議をとなえるか、何の証拠品を出すかをプレイヤーに選択させるだけで、プレイヤー自身の議論を本当にできるわけではありません。そのあたりを検討したことはありますか? 松川 その質問はよくあるのですが、もしそうすれば、開発チームが書かなくてはならないテキストの量が3倍にも4倍にも、それ以上にも増えてしまうでしょう。それができないということではないのですが、それによりゲームの構造自体も変わってしまいます。ストーリーを分岐させるよりも、ひとつの流れの中でバラバラだった謎が集約させるのがこのゲームの重要な点です。 Q アメリカでの最新作のPhoenix Wright 3について。 松川 楽しんで欲しい点のひとつは結末そのものです。1、2作目をプレイした人なら深い結末を味わうことができます。 ネタバレなしでゲームについて話すのは難しいですが、途中に困難があったとしても最後にはハッピーエンドを楽しむことができるでしょう。 Q 最後に、ゲームを開発しているチームが何人なのか、あなたの役割は何なのかを教えてください。 松川 最初のチームは10人ほどで、翻訳スタッフがもう10人ほどいたので、トータルで20人くらいです。私自身の仕事は、開発の計画の準備、生産コストの注意、そして主要な仕事としてComic-Conのような所での宣伝があります。Comic-Conでは2,000枚以上のポスターにサインをしました! アメリカのファンがAce Attorneyシリーズに見せた支持と愛にとても感謝します。 ▲ページ上へ▲