約 3,952,648 件
https://w.atwiki.jp/clubover/pages/48.html
SHIBUYA EFFECT 場所:東京都渋谷区道玄坂2-13-5ハーベストビルB1 電話:03-3770-7729 powered by 地図Z 一つ前のページにもどる SHIBUYA EFFECTに関するコメント 名前 コメント SHIBUYA EFFECTの口コミ #bf
https://w.atwiki.jp/rsbuygoldq/pages/26.html
Although plenty of an individual probably would not need to acknowledge that, the particular illusion the apple company regarding a href="http //www.4rsgold.com/Runescape.Gold" strong Runescape Gold /strong /a , or perhaps regarding virtually any extra MMO for example, mimics the particular total the apple company again capacity can rest inside agreeing to funds. In the event you acknowledge Runescape rare metal to pay, that can be done about concerning annihilation within your capacity inside the striking and you may attain the avatar s action constantly less difficult. Agreeing to Runescape rare metal to utilize regarding whichever it really is an individual demand inside the striking and also still living getting in which rare metal could be the important to be able to agreeing to the particular caring regarding capacity and also approval an individual capacity want inside video game. Below are a few recommendations on tips on how to buy Runescape rare metal for your requirements Test Grinding and also Questing. That is seemingly the particular plenty of approved method to accretion Runescape rare metal which is just what plenty of extra participants carry out to obtain the rare metal they will demand for avatar s wants. In the event you farmville farm, there s a level of signifies to take action. It is possible to minimize timber, plethora regarding ores, and even wipe out enemies to be able to accretion the particular rare metal which they fall. Each and every approach is actually able ample yet in case you are any getting together with tiny endurance, it is possible to buy why these can be somewhat monotonous, tedious, and also arresting soon after a little while. One more approach will be by means of questing. That can be done recurring tasks in which conform out there assertive numbers of rare metal previously accomplished. A part of they re jobs just like agreeing to things, having things, having emails, and plenty of agnate jobs in which non-person heroes or perhaps NPCs adjusting one to carry out to get a payment. Enter Enterprise. Exactly like together with total enterprise, you may demand to just accept several simple because of this to be able to alpha dog that upwards also to collect that proceeding. You may aswell demand to be able to authorize several accepted market and also buy the alcove these days. You should buy and also market things that the majority of human beings demand yet are usually also apathetic or perhaps also apprenticed regarding time and energy to buy or perhaps move and get. It is possible to attain plenty of a href="http //www.4rsgold.com/Runescape.Gold" strong Buy Runescape Gold /strong /a in this way in the event you sum the things under the approved touring level of these products yet with rates which can be nonetheless leading ample so that you can attain a fair deposition coming from. You may aswell demand to just accept enough time to achieve this also to authorize any set up regarding market to be able to apperceive location to be able to buy an individual should they demand to get whichever it really is you might be marketing.
https://w.atwiki.jp/rsbuygoldq/pages/57.html
A few video gaming fanatics are looking for way to make sure their own suitable associated with Runescape precious metal. Consequently, other people are looking for the supplier who are able to keep the actual a href="http //www.4rsgold.com/Runescape.Gold" strong Buy Runescape Gold /strong /a for them within the online game. Among the over indicates gamers utilizes to obtain Runescape precious metal is actually via a few web sites. Those sites may keep all of them casework which could entry the actual matters in order to earn within the online game. Prior to the novice may really like the actual yearly these people take in order to actualize the Runescape accounts. You will find abounding web sites accouterment this particular yearly that you could actualize a good yearly along with best degree. All of us apperceive that people may on it s own actualize a good yearly through similar 1. Just how can all of us leader having a best similar personality? Nicely, the internet meals support this kind of yearly with regard to complete cash. Within additional phrases, you re matters a good yearly from their store. You need to achieve abiding the actual guarantee from the accounts. You need to alter the actual countersign later on a person used the actual accounts. You d probably larger displace all of the guidance from the accounts. It s all-important to purchase this accounts. A person apperceive that the best similar look may achieve the past majority of precious metal compared to reduced similar personality. You are able to take 2 figures previously. 1 begins through similar 1 add-on begins from the best degree. You are able to perform the reduced similar 1 on your own and also the best similar it s possible to end up being acclimated to complete Runescape precious metal for you personally. As well as once again you are able to ahead Runescape precious metal towards the reduced similar personality. By doing this you are able to similar upward your own reduced similar look quicker. You don t cost to purchase Runescape precious metal for the look anymore. Before you decide to actualize your own a href="http //www.4rsgold.com/Runescape.Gold" strong Cheap Runescape Gold /strong /a yearly you need to achieve abiding that you simply take the actual matters motion from the deal. You should achieve abiding when they take the actual later on public sale support. Generally, they ll take a few advisors in order to progress your own accounts. Should you take any kind of catechism later on you purchased the actual yearly you are able to associate all of them with regard to info. You should achieve abiding when they take the actual later on public sale support. Generally, they ll take a few advisors in order to progress your own accounts. Should you take any kind of catechism later on you purchased the actual yearly you are able to associate all of them with regard to info.
https://w.atwiki.jp/sponsoracjapan/pages/2609.html
スポンサー企業 DMM.com DMM.com 提供番組(ネットセールス) 過去 ガイアの夜明け(2020年12月~21年1月) DMM.com 提供番組(ローカルセールス) 関東 過去(日テレ、テレ朝、TBS、テレ東、フジ) 報道STATION(月曜・2020年12月~21年1月) news23(2020年12月奇数日、2021年1月偶数日) DMMほけん 提供番組(ネットセールス) 過去 大下容子ワイド!スクランブル(木曜12時台後半・60秒・2021年3月) Nスタ火曜 2021年4月(60秒)金曜 2021年2月~21年3月 DMMほけん 提供番組(ローカルセールス) 関東 過去(日テレ、テレ朝、TBS、テレ東、フジ) 情報ライブ ミヤネ屋火曜 2021年3月金曜 2021年4月(60秒) 日曜ゴルフっしょ!(2021年2月)
https://w.atwiki.jp/razgriz/pages/14.html
Gpara.com のRSS http //www.gpara.com/ showrss プラグインエラー RSSが見つからないか、接続エラーです。
https://w.atwiki.jp/xbox360score/pages/1254.html
Full House Poker 総項目 38(20+3+3+3+3+3+3) 総ポイント 500(200+50+50+50+50+50+50) ※イベント関連の120G分は解除不可能? 製品情報:マーケットプレース(USA) マーケットプレース(日本) 配信日 2011年3月16日 DL費用 800MSP(『Games with Gold』対象、2013年7月17日から8月1日まで無料配信) ジャンル テーブル ゲーム, アバター ☆日本国内では全DLCが未配信 本編:20項目:200 DLC1:Texas Heat, Spring 2011 Season:3項目:50 (無料/配信終了) DLC2:Texas Heat, Summer 2011 season:3項目:50 (無料/配信終了) DLC3:Texas Heat, Summer 2012 Season:3項目:50 (無料/配信終了) DLC4:Texas Heat, Fall 2012 Season:3項目:50 (無料/配信終了) DLC5:Texas Heat, Winter 2012 Season:3項目:50 (無料/配信終了) DLC6:Texas Heat, Spring 2013 Season:3項目:50 (無料/現在配信中) 【注意!】配信終了のDLCの内、過去のTexas Heatイベント関連の実績は解除不可能。 2013年7月22日現在配信中のDLC6:Texas Heat, Spring 2013 Seasonを海外タグを使って導入すると(ゲーム本体は国内配信版でOK)、過去のDLCでの追加実績も含めてTexas Heatイベント関連以外の実績は解除可能になる。 条件を満たしていれば導入起動後に即解除される実績もある模様。筆者は「Wet Flush」「On A Run」が解除されたのを確認。 ※Texas Heatとは、特定のシーズン中のみ開催される特別ルールのオンラインイベントの事、シーズン中の特定の曜日の特定の時間帯のみ開かれる。 以前はFull House Pokerの公式Facebookアカウントが イベントのスケジュールを発表していたが、最近は公式アカウントがめっきり活動していないので イベントの詳細なスケジュールは不明。そもそも{『ゴールドメンバーシップ』かつ『北米およびEU圏の地域』のタグでなければTexas Heat関連の項目が メニュー画面に表示されない仕様}なので、たとえ海外タグ経由でTexas HeatのDLCを落としたとしても、日本タグではTexas Heatのイベントには一切参加出来ない。 DLCの内容はいずれもTexas Heat絡みのものだが、DLC配信に伴って追加された実績の中にはTexas Heatとは無関係な実績もある。Texas Heatと無関係な追加実績は解除出来る。 実績の中には『フォーカードで10回勝利』のような完全に運頼みの実績や、『チップを1000万貯める』のような非常に時間のかかる実績もあり、解除不可能な実績を除いてもDLC分の実績解除は非常に難しい部類にあたる。 本編:オフで解除可能:17項目:180 Ding! Grats! Leveled up to 2Lv2になる 5 Ding! Double Digits! Leveled up to 10Lv10になる 10 Ding! Top Dog! Leveled up to 50Lv50になる 20 Trickster Performed a chip trick at the table or while a menu screen is displayedテーブルかメニュースクリーン表示中に、チップトリックを披露する 5 Extra Tricky Performed 3 different chip tricks in the same hand同 hand 中に3種類トリックを行う 10 It s Like the Wave All 10 players at a single table performed a chip trick during the same hand同 hand 中に10人のプレイヤーがチップトリックを行う 10 Hollywooding Honed your acting skills by performing 10 aggressive or timid plays積極的/おどおどパフォーマンスを10回行い、演技力を高める 5 I See the Future Used every possible pre-action at least once全てのpre-actionを行う 5 Cardrack Won two consecutive showdownsshowdownで2連勝 10 Gone Fishing Won a showdown with a hand you made on the riverriver(場の5枚目のカード)を手札に入れて勝つ 10 Pull the Trigger Bet on every street in a hand and then won the showdown毎street ベットを行い、勝利する 10 I Hate ATM Fees Played 50 hands in a row without taking a cash advancecash advanceを得ずに連続50 hands 行う 20 Rollin Earned a bankroll of at least 500,000 chipsbankrollに50万チップ貯める 10 Big Dog Won a tournamentトーナメントルールで勝利する 10 Took Down a Pro Won a Pro TakedownPro Takedownで勝利する 10 You re Not the Boss of Me Beat Larry, Lily, or Daisy in a Pro TakedownLarry か Lily か Daisy を Pro Takedownで倒す 10 The Final Table Won the All-Pro Tournament全てのプロトーナメントに勝利する 20 本編:オンライン:3項目:20 Stylish Host Hosted a multiplayer game with customized table, chair, and card stylesカスタマイズしたテーブル、イス、カードスタイルでマルチプレイヤーをホストする 5 Bucket List #12,472 Completed a ranked multiplayer game of Full House Pokerランクマッチを完了する 5 Headshot Busted another player in a ranked multiplayer gameランクマッチで他のプレイヤーの所持金を0にさせる 10 追加実績 Texas Heat, Spring 2011 Season:3項目:50 (無料/配信終了) Hot Pot Master, Spring 2011 Win a Hot Pot hand in Texas Heat’s Spring 2011 seasonTexas Heat Spring 2011のイベントでHot Pot発生時に勝利 10 Gold Medal Champion Spring 2011 Finish a Texas Heat show with a Gold Medal in the Spring 2011 seasonTexas Heat Spring 2011のイベントでゴールドメダル獲得 15 Winner’s Circle, Spring 2011 Accumulate a total of five million table chips across the Spring 2011 season of Texas HeatTexas Heat Spring 2011を通じて累計500万チップを得る 25 Texas Heat, Summer 2011 season:3項目:50 (無料/配信終了) Hot Pot Master, Summer 2011 Win a Hot Pot hand in Texas Heat’s Summer 2011 seasonTexas Heat Summer 2011のイベントでHot Pot発生時に勝利 10 Gold Medal Champion Summer 2011 Finish a Texas Heat show with a Gold Medal in the Summer 2011 seasonTexas Heat Summer 2011のイベントでゴールドメダル獲得 15 Winner’s Circle, Summer 2011 Accumulate a total of five million table chips across the Summer 2011 season of Texas HeatTexas Heat Spring 2011を通じて累計500万チップを得る 25 Texas Heat, Summer 2012 Season:3項目:50 (無料/配信終了) Alpha Dog Win 25 tournamentstournamentルールで25回勝利 15 Name Of The Game Win 10 hands with a Full Houseフルハウスの役で10回勝利 15 Poker Fan Play 10,000 hands of Full House Poker累計10000handプレイする 20 Texas Heat, Fall 2012 Season:3項目:50 (無料/配信終了) Feel The Heat Play 2,500 hands of Texas HeatTexas Heatを通じて累計2500handプレイする 20 Wet Flush Get a Flush off the riverriver(場の5枚目のカード)を使いflushの役を作る 15 In The Money Win 1,000,000 chips in a single hand1handで100万チップを得る 15 Texas Heat, Winter 2012 Season:3項目:50 (無料/配信終了) Poker Aficionado Win with all Poker hands except a Royal Flushroyal flush以外の全種類の役で勝利 20 Awesome Foursome Win 10 hands with Four of a Kindfour of a kindの役で10回勝利 15 On A Run Win 5 hands in a row5連続勝利 15 Texas Heat, Spring 2013 Season:3項目:50 (無料/現在配信中) Busted! Knock out 200 opponents in multiplayerマルチプレイヤーで対戦相手200人の所持金を0にさせる 20 Totally Flushed Win 10 hands with a Flushflushの役で10回勝利 15 High Roller Earn a bankroll of 10,000,000 chipsbankrollに1000万チップ貯める 15 アバターアワード Hoodie Level up for the first time.Lv2になる Bulldog Helmet Level up to 50.Lv50になる pot 賭けられたチップの事。 hand(s) カードが配られてから誰かがpotを獲得するするまで。 street(s):各プレイヤーのベット一周分。 river 場の5枚目のカード。 1~4枚目のカードはriverとは呼ばない。 showdown riverが場に出て役が確定した後、2人以上が降りずに残っている場合に互いに手札を披露し合って勝敗を決める事。 本編:オフで解除可能な実績 ●Trickster ポーカーのゲーム中LBを押すとチップトリックのコマンド一覧が見られる。 初期状態でアンロックされているコマンドは「↑↑↑」(十字キーで入力する)。 メニュー画面でもチップトリックを披露するので、単にメニュー画面で十字キーを↑↑↑と入力するだけで実績解除される。 (十字キーではなくLスティックでもメニュー画面の操作はできるが、Lスティックだととチップトリックは行われない。) ●Extra Tricky 初期状態では1種類しか使用出来ない。 レベル14になると3種類のチップトリックを使える。 ●It s Like the Wave 何ゲームか通じてではダメ、1回のhandの間にテーブルに着いた10人がチップトリックを行う。 シングルプレイで対CPU9人相手で解除可能。 時間を無制限に設定しておき、自分がチップトリック行ったら他のCPUプレイヤーが行うのを暫く待っていればOK。 ●Hollywooding 自分の番が来た時にLTまたはRTを押しながらA・B・Yのいずれかのボタンで決定するとパフォーマンスを行う。これを累計10回。 一部表現の動作が判り難いかもしれないが、とりあえず押しながら決定すればいい。 LT押しながらだと弱気、RTだと強気な表現になる。 ●I See the Future Action ボタン Check A Call A Fold B Bet Y Raise Y All in Y Check/Fold B 上記全ての pre-action を行う。 前のプレイヤー次第ではpre-actionがキャンセルされるので注意。 キャンセルされた場合はカウントされない。 (check/call を先行入力していたのに、誰かがraiseした場合など) ●Cardrack showdownで2連勝しなければならないので、handの途中で相手が全員降りてしまったらshowdownせずに決着がついてしまうのでダメ。 ●Pull the Trigger 自分の番が来るたびに Y で掛け金を上げて、勝利する。 ●I Hate ATM Fees cash advanceを得ずに50hand連続でプレイする。 (cash advanceとは、Bankrollに所有しているチップよりも多い量のチップをbuy-inまたはrebuyして、一定handの間XPが入手出来なくなる代わりに無料でチップを得ること。) 手持ちのチップが無くなってもBankrollに十分なチップがあって普通にrebuyする分には全く問題ない。 良い手札が来ていない限りFoldし手堅くやっていればシングルで比較的すぐ解除可能。 どうしても自信が無ければマルチでBuy-inが0の部屋でプレイし続けるのも手。 ●Big Dog ●Took Down a Pro Pro Takedownモードで、相手は誰でもいいので一勝すれば解除。 Pro Takedownモードはトーナメント形式なので「Big Dog」もついで解除出来る。 ●You re Not the Boss of Me Pro Takedownモードでは自分のレベルによってプロ(対戦相手CPU)がアンロックされていく。 対象のプロの内一番早くアンロックされるのはLarry(3人目)。 ●The Final Table Pro Takedownモードの『All-Pro Tournament』に勝利すると解除。 全9人のプロに勝つとAll-Pro Tournamentが出現。 All-Pro Tournamentは他のPro Takedownと違って1対1の1本勝負ではなく、全9人のプロと同時に戦う10人対戦の1本勝負。 本編:オンライン実績 ●Stylish Host 部屋を建てた時点で解除されるため、相手がいなくても解除可能。 ●Bucket List #12,472 ランクマッチで1戦完了までプレイする。 勝敗は問わないが、途中退席はダメ。 自分の所持チップが無くなって負けた場合、まだ複数人プレイ中の人が残っていても自分が負けた時点で解除される。 ●Headshot ランクマッチで誰かが所持チップ0になるまで賭けている状態(all in)で、そのshowdownに自分が勝利すれば解除される。 追加実績 ●Texas Heat関連の実績 期間限定で行われるイベントに関連するもの。北米もしくはEU圏のタグでなければイベントに参加出来ない。 過去のイベント関連の実績は既に終了しているため解除不能。 ●Alpha Dog tournamantルールであればオフラインでも解除可能。 シングルプレイヤーのbuy-inの低い2人対戦のtournament戦でall inしまくるのが手っ取り早い。 ●Poker Fan 累計試合数はhelp options → career stats → hand playedで確認できる。hand playedが1万になると解除。 連射コントローラーを持っていれば、シングルプレイヤーのstandardルールの2人対戦でAボタンとXボタンを連射したまま放置することで一応は試合数を稼げる。(但し、基本的に負け続けるので所持金は徐々に減る。) ●In The Money 難関実績の1つ。普通にプレイするぶんには おそらく解除されないであろう。 1handで100万チップ儲ければ実績解除なのだが、potに貯まっているチップのうち自分がbetしたチップは儲けにカウントされないので『自分以外の対戦相手にpotに100万チップ出させて勝利する』必要がある。 (例えば、自分を含めた2人が50万ずつbetして pot100万に貯まっているとする。この状態で勝利した場合、potの100万チップを得ることになるが、100万のうち50万は自分がbetしたチップなので、儲けた金額は100万ではなく50万とカウントされるので 実績は解除されない。) レベルを上げると最終的にbuy-inを25万に設定出来るようになる。 自分も含めた5人が25万で開幕all-inして勝利できれば楽な話だが、実際にはそう簡単に大人数で開幕all-inに乗るケースは無いので難しい所。 1人で実績解除を狙う場合はシングルプレイヤー・standard・25万で開始しどんどん続けていくと、長期戦になるにつれ次第にrebuyを重ねやがてはテーブル上のチップがジャブジャブ増えてゆくので、そのうち100万betしてpotの200万チップを得られる機会があるかもしれない。 高レートのbuy-inが可能な信頼のおけるフレンドがいる場合、プライベートマッチで部屋を立てて、all-inとrebuyをしまくって手っ取り早くテーブル上のチップをジャブジャブ増やす手もある。
https://w.atwiki.jp/tarako328kobayashi/pages/35.html
覚醒.com パッチリ先生が運営しているドーピングアイテムや魔法、必殺技の教材を販売している会社。 150万円以上教材を購入しても自宅にインタビューが来ることは無い 教材 アイテム名 習得スキル名 値段 内容 分類 売却額 スキルカプセル01 アナザーストーム 3000円 全体攻撃 魔法 1500円 スキルカプセル02 キラーガスV8 3000円 全体毒70% 魔法 1500円 スキルカプセル03 ウォーターボール 6000円 全体攻撃 魔法 3000円 スキルカプセル04 シルバーレイン 6000円 全体攻撃防御力1段階down 魔法 3000円 スキルカプセル05 ロザリオシールド 6000円 全体防御力1段階up全体魔法防御1段階up 魔法 3000円 スキルカプセル06 ライジングデスレーザー 10000円 全体攻撃 魔法 5000円 スキルカプセル07 くねくねダンス 3000円 全体混乱50% 魔法 1500円 スキルカプセル08 怒りのダークショット 6000円 単体攻撃 必殺技 3000円 スキルカプセル09 サーチアンドデス 6000円 単体攻撃暗闇50% 魔法 3000円 スキルカプセル10 暗血ノ一太刀 20000円 単体攻撃防御力1段階down 必殺技 10000円 ドーピングアイテム アイテム名 値段 内容 売却額 ATKカプセル 3000円 攻撃力+1 1500円 DEFカプセル 3000円 防御力+1 1500円 MATカプセル 3000円 魔法力+1 1500円 MDFカプセル 3000円 魔法防御+1 1500円 AFLカプセル 3000円 敏捷性+1 1500円
https://w.atwiki.jp/gtawrcclub/pages/78.html
こちらのページでは、WRCC Championshipの動画を公開しています運転が下手ですがご勘弁ください。動画が白くなって音声だけになってしまう方はこちらをお試し下さい。 http //detail.chiebukuro.yahoo.co.jp/qa/question_detail/q1379499048 それでもだめならURLリンクよりご覧下さい。 第5回 WRCC Championship WRC2クラス 1戦 接触ありで波乱が予想されるWRC2クラス。初戦からSixstar_GC8さんとsada_k2さんの激しいバトル!!初戦、2戦目を制したSixstar_GC8さん、2位に甘んじたsada_k2さん、3戦目で意地の勝利!!しかしながらポイント差わずか1ポイントでSixstar_GC8さんがChampionとなりました!!おめでとうございます!https //www.youtube.com/watch?v=GNhb9OUhXX8 feature=player_detailpage 第5回 WRCC Championship WRC2クラス 2戦 https //www.youtube.com/watch?v=bvSvPyBl-o8 feature=player_detailpage 第5回 WRCC Championship WRC2クラス 3戦 https //www.youtube.com/watch?v=PePsvI1eNHo feature=player_detailpage 第5回 WRCC Championship JWRCクラス 1戦~3戦 4回目となり初の接触ありとなりましたワンメークレースの3連戦!非常に熱い戦いが繰り広げられました。初戦サルタンを制したのはSixstar_GC8さん。ゴール前の狭いエリアで恐怖の通せんぼをしたTotaka-akiさんは2位。2戦目ペナンブラを制したのはSixstar_GC8さん。2位はyaskennさん。FUTOを制したのはTotaka-akiさん。Sixstar_GC8さんは2位!ポイントでSixstar_GC8さんの優勝となりました!おめでとうございます!https //www.youtube.com/watch?v=LrTEFp2EGwk feature=player_detailpage 第5回 WRCC Championship 番外編クラス 1戦~2戦 ただでもカオスなのに本来接触なしコースを接触ありで大会が開かれることになった閉めの1番!カオスレース!!どんな展開が待ち受けているか?初戦FUTO in rainをリベレーターで制したのはBMW130i2025さん。2戦目軍基地リベレーターを制したのはfujitaiさん。初戦活躍のBMW130i2025さんまさかのリタイヤ。ここまでのポイントは初戦、2戦目2位のsada_k2さん24ポイント、fujitaiさん22ポイント。https //www.youtube.com/watch?feature=player_detailpage v=nA8Im_t29Ss 第5回 WRCC Championship 番外編クラス 3戦 勝負を決める3戦目トンネルくぐりリベレーターを制したのはWINGROAD-Y12さん。ポイントではfujitaiさんさんとなりました!これでfujitaiさんは全クラス制覇です!おめでとうございます!https //www.youtube.com/watch?v=hxBujEUxiVE feature=player_detailpage
https://w.atwiki.jp/mrfrtech/pages/73.html
Overview The global 5G Chipset Industry share is set to cross USD 9.22 billion, with a 41.2% CAGR during the forecast period of 2020 to 2027. Market Research Future (MRFR) marks growing automation, use of IoT, expansion in data center network, hike in bandwidth, advanced antenna technology, participation from mobile operators, machine to machine communication, and others as the major traction providers. Segmentation The global 5G chipset market, as discussed by MRFR analysts, has been studied on the basis of a segmentation that includes the product, operational frequency, type, and verticals. By type, the market includes radio frequency integrated circuit (RFIC), cellular integrated circuit, application-specific integrated circuit (ASIC), and millimeter-wave integrated circuit. By operational frequency, the market comprises 26–39 GHz, below 6 GHz, and 39 and above GHz. By product, the market encompasses customer premise equipment and network infrastructure equipment. By vertical, the market discusses IT telecommunication, retail, government, automotive transportation, healthcare, industrial, energy utilities, and others. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/7148 Regional Analysis Structural benefit, investment scope, and the presence of major players are expected to put North America and Europe in advantageous positions. Asia Pacific would also gain from the booming electronics industry and growing incorporation of automation and IoT. Competitive Landscape The global market for 5G chipset is set to profit from the strategic moves of companies like Intel Corporation (US), Nokia Oyj (Finland), Qualcomm Inc (US), Xilinx Inc (US), IBM Corporation (US), Samsung Electronics Co Ltd (South Korea), Integrated Device Technology Inc (US), Qorvo Inc (US), Infineon Technologies AG (Germany), Broadcom Inc (US), Anokiwave (US), Analog Devices Inc (US), MACOM Technology Solutions Holdings Inc (US), Huawei Technologies Co., Ltd (China), Telefonaktiebolaget LM Ericsson Class B (Sweden), Cavium Inc (US), KT Corp (South Korea), ZTE Corporation (China), Hewlett Packard Enterprise Co (US), Fujitsu Ltd (Japan), and others. Industry News In September 2020, Samsung inked a deal with Qualcomm to produce the latter’s next-generation 5G mobile chipsets using the latest technology of the 5nm process. The deal has a valuation of around $844 million and will be the first time when Samsung will be producing chips for Qualcomm. The first one of this series will be Snapdragon 875. At present, Samsung produces 8nm devices for Qualcomm. But this deal ensures an advantageous position for Samsung from where it can take forward its TSMC technology. Samsung is also in talks with Intel to produce chips for the latter’s fabrication process. In September 2020, MediaTek declared that its 5G smartphone chip, the Dimensity 1000C, had hit the market in the United States. The Dimensity 1000C is expected to power LG’s newest device, the LG VELVET, on T-Mobile’s nationwide 5G network. It will deliver advanced AI capabilities, better display features, fast connectivity, and enhanced multimedia capabilities that would improve the user experience. The 7nm Dimensity 1000C is known for its super-fast 5G speeds and it helps in expanding the MediaTek’s 5G family of chipsets. The flagship series is also known to deliver full premium 5G experiences for smartphone users. During the CIVID-19 crisis, a lot of industries got hit by the impact of the pandemic, but the telecommunication industry stayed abreast and it found a way out by incorporating latest technologies and creating scope for further integration. It is slated to benefit more from the changing work cultures and business dynamics, which would inspire the expansion of the 5G chipset industry. Get Full Report @ https //www.marketresearchfuture.com/reports/5g-chipset-market-7148 Table of Contents 1 Executive Summary 2 Scope of The Report 2.1 Market Definition 2.2 Scope of The Study 2.2.1 Research Objectives 2.2.2 Assumptions Limitations 2.3 Market Structure Continued… Similar Report B2B Telecommunication Market Information by Solution (Unified Communication and Collaboration), Deployment (Fixed, Mobile), Organization Size (Large, Enterprise), Application (Industrial, Commercial) and regions Trending #MRFR Report** https //ictmrfr.blogspot.com/2022/04/geofencing-market-companies-growth-with.html https //blogfreely.net/pranali004/telecom-expense-management-market-size-impressive-cagr-changing-business-scope https //postheaven.net/pranali004/financial-app-industry-impressive-cagr-changing-business-needs-scope-of https //market-research-future.tribe.so/post/openstack-service-market-research-impressive-cagr-changing-scope-of-current--6263de46791566c10c79891e https //www.scutify.com/articles/2022-04-24-infrastructure-as-a-service-industry-cagr-changing-business-scope-of-current-and-future-industry- About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com
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▲